The Hobbit
February 15, 2017 | Author: George Jones | Category: N/A
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"Far over the Misty Mountains grim, To dungeons deep and caverns dim We must away ere break of day, To win our harps and gold from him!" ~ The Hobbit, J.R.R Tolkien
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Welcome to the Hobbit supplement A supplement made by Lord of the rings fans for Lord of the Rings fans! Hi, and welcome to the Hobbit supplement, made to accompany the Games Workshop Lord of the Rings range. In this supplement you will find rules and profiles for characters from Tolkien's timeless classic that will enable you to recreate battles from the book! A labour of the best part of two years, I hope you enjoy this supplement!
Chris Williams: Admin of the White City and writer of ’The Hobbit’ supplement
Table of Contents Warg Chieftain
18
Foreword and Introduction
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History and Background Map of Middle-earth Conversion guides
4 Evil Warriors 5 Goblins of the Misty Mountains Spiders of Mirkwood Wargs 6
19 19 19 19
The Hobbit – the Story In a nutshell
8 Painting Workshop
20
New Core rules
10 Gallery
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Good Heroes Bard of Dale Thorin Oakenshield Thorin’s company Beorn Young Bilbo Captain of Esgaroth
11 Lord of the Rings – a rough guide 11 12 Scenarios and Campaign 12 Campaign – ‘Fantasy Quest’ The Three Trolls and Roast Mutton 13 14 The Cave 14 Escape from the Mountains The Blaze Flies and Spiders 15 15 The Ruin of Esgaroth 15 The Battle of the Five Armies 16 16 Terrain Workshops The Gates of Erebor Esgaroth 17 17 17 Summary of Profiles 18
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Good Warriors Warrior of Esgaroth Bowman of Esgaroth Dwarf of the Iron Hills Eagle Evil Heroes Smaug The Great Goblin Spider Chieftain
Written, Designed and Produced by Chris Williams Sketches by Steve Timothy (timo the Cimmerian)
26 26 30 32 34 36 38 40 42 44 44 46 48
Miniature conversions, painting and Photography by Chris Williams
The contents of this supplement are copyright © to Chris Williams or respective owners
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History before ‘The Hobbit’ The Hobbit is the prelude to Lord of the Rings - both are written by J.R.R. Tolkien. Before the time of The Hobbit, the Dwarves were an illustrious people, who had admittedly suffered great tragedies (the loss of Moria, for example) but had overcome them well. They had set up home at Erebor, the Lonely Mountain - they carved out great halls into the stone, and mined until they had amassed a great wealth - they were famous throughout Middle-earth. A town of men was nearby in the valley - it was named Dale, and it was a fair place. However, with great wealth and fame comes great danger - as the Dwarves were soon to find out. In those dark days, Dragons were still numerous, and they were lovers of gold and treasure. One such Dragon, by the name of Smaug, tried to take control of the Lonely Mountain - and succeeded, killing many Dwarves in the process. Dale was destroyed, and the men forced to abandon their homes. The Dwarves were angry and bitter at the loss of so many of their kindred and all of their wealth. Very few Dwarves escaped that dark day, although their leader (and Durin's heir) Thrór was one of them - with his heir Thráin and Thráin's son Thorin. Smaug settled down in the Lonely Mountain, amongst the vast halls filled with treasure. The Dwarves were left to strike out alone; they were wandering in exile for many years. Thrór was gripped by madness after years of fruitless wandering, and decided to strike out on his own - he gave his heirlooms to Thráin, and went to Khâzad Dûm with a trusted companion, Nár. Khâzad Dûm was a place of great evil after the Dwarves had been forced out, and Durin's Bane remained... Azog, the leader of the Goblins in Khâzad Dûm, found and killed Thrór shortly after his entry to the deep mines, decapitating the ancient and deluded Dwarf. Nár, filled with grief and sent with a message from Azog, made his way back to the Dwarves with the terrible news. Thráin took the news as any Dwarf would - and after he had grieved for the loss of his father for 7 long days, the Dwarves took up arms and marched on Khâzad Dûm, sacking and pillaging many orcish settlements on the way. The Goblins and orcs dwelling inside the mines marched out and met them on the plains outside of the mines, and the two great armies clashed in mortal combat. After long and hard fighting, the Dwarves emerged triumphant - and Azog was slain by Daín, who was but a child to the Dwarves at the time. The deed was considered a mighty one for someone of so few winters. This meant Khâzad Dûm was free of the orcs once more. But the Dwarves shied away from the dark mines even now - Durin's Bane lurked there still, waiting... Daín and a lot of the Dwarves struck out for the Iron Hills, there to set up a new colony. For the rest, it was to be that they would continue to wander... The Dwarves were still homeless at this point. Like his father, Thráin began to descend into madness, which eventually culminated in him striking out alone... He found the fortress of Dol Guldor, in Mirkwood and was ensnared by the Necromancer, who took from him the last of the Dwarves' great rings.
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This was another great blow to the remaining Dwarves. It is now that this supplement really begins to start. Thorin, one of the last remaining heirs of Durin, decided that he and several trusted Dwarves would set out for Erebor, and take back the Treasure and Jewels from Smaug. They advertised for a burglar, to help them in their quest - with the timely intervention of Gandalf the Grey (a wizard) a Hobbit by the name of Bilbo Baggins was chosen, against Bilbo's better judgment! A peace-loving race, the Hobbits were renowned for their lack of adventurous tales - but when forced out of the door by Gandalf, Bilbo finds himself running to help the Dwarves... and running away from anything he has ever known... Any further reference can be read in the Hobbit book or page 8 of this supplement. You can play the scenarios in this supplement - and decide the Dwarves and Bilbo's fate yourself!
A Map of Middle-earth The route of the Dwarves and Bilbo is shown in black. For a full map of the entirety of Middle Earth (without the route), visit http://www.pixelhaus.com/downloads/screen/dtp_middleearth_1600.jpg .
(This Map courtesy of http://www.pixelhaus.com, used without permission)
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Conversions for the Supplement This supplement contains a lot of characters which Games Workshop do not produce models for, for example the Dwarves of Thorin's company. This section of the supplement deals with converting some of those characters that have not yet been covered! Bilbo Baggins Bilbo was a relatively simple conversion yet one which looks good in general. The main body comes from the Hobbit horn blower, which has had the right arm and horn carefully removed with a Jeweler’s saw. The face and right shoulder were carefully filed down to leave a flat join. Then, the right arm of Paladin Took was added, and the upper right arm was resculpted so it would fit. As a final twist the left arm was tweaked so it looked as though Bilbo was cupping his hands around an object – the ring! Bard of Dale Bard was created using the Mithril model of Bard (obvious choice). A cloak was added using Green Stuff and the Quiver pressed into it so it looked as though Bard was drawing an arrow from it. The model was a little tall once mounted on a 25mm base but this only reflects his stature! Bard prepares to hunt down another enemy of his in a near impossible task for the almost extinct inhabitants of a forgotten, lost and ruined Dale.
Bilbo finds something of great importance in the Misty Mountains before going to meet Gollum...
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Replacement models Smaug was created cheaply and effectively by taking the knife to a novelty model dragon I bought in Devon. A new paint job made it look regal, and in the end I saved myself a large amount of money on a proper model! There are some excellent dragons available for purchase, including the one on the left (Scatha the Worm). More models of which I’d need replacements were the company of Thorin. Each needed to be unique so I could tell them apart in battle, yet they needed to be similar to unite them. For battles after they reach Erebor I used Khâzad Guard with numbers painted on the bottom (the numbers were also written on my record sheets), whilst beforehand I used ordinary Dwarves. Thorin was a Dwarf King before he reached Erebor and Balin with a new colour scheme afterwards. The Men of Esgaroth were made simply and effectively by Warriors of Rohan, with Rangers of Gondor as the Bowmen. Given a darker colour scheme they look effective and Bard fits in well. Continuing the trend of finding adequate Games Workshop models for the supplement so people can enjoy it with minimal effort, Dwarves of the Iron hills can be represented easily by Dwarf Warriors given a different paint scheme to your normal warriors. White Wargs can be adapted into Wolves/Wargs suitable for this supplement by adding in more grey tones, and skipping a final Skull White drybrush. This makes them look more like Arctic wolves, perfect for the image we want to create – and they are still white enough to use as white Wargs! Durbûrz makes an excellent Great Goblin, considering that flab and his stature! Giving him a whip as below in his other hand only accentuates his allegiance if you have Durbûrz himself in your army. Quick Conversion tips Goblins of the Misty Mountains are regularly described as having whips in the book. Making a whip by wrapping florist’s wire around a piece of thin plastic tubing and then fixing it onto a Moria Goblin is a cheap and efficient method of singling them out and knowing which can use ‘ambush.’ For Spiders, I have already made a guide (although dated!) on several websites. On White City it can be found in the Sculpting/Conversion article section.
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The Hobbit – Story in a nutshell The events leading up to the Hobbit can be found earlier in the supplement, on page 4. This carries on from there. Starting out on their journey to the Lonely Mountain (Erebor), Bilbo began to long for some small home comforts (walking is hard, you know!), and on a stormy night not too far away from Bilbo's own home – near the mountains – the Dwarves were cold, wet and without Gandalf – who had gone to scout ahead. When a light was spotted nearby Bilbo was sent to investigate. But disaster! The light was the campsite of three trolls, who caught Bilbo – and unnerved by the loss of the burglar, the Dwarves crept up one by one to see what has happened. And, one by one, they were caught and incapacitated by the trolls. In short, Gandalf saved the day that time with some clever tricks to make the Trolls argue and in the end, with the daylight peeping through the darkness of night, the sensitive trolls were turned to stone. The cave of the trolls was a veritable treasure trove and several Elvish blades were found - Glamdring, Orcrist and Sting. These were given to Gandalf, Thorin and Bilbo respectively. After stopping at the last homely house, Rivendell, the Company moved on to the Misty Mountains. Caught out in another storm they took refuge for the night in a cave found by the two youngest Dwarves – Fili and Kili. In the night, however, they were ambushed and carried off by Goblins! Only Gandalf escaped. Deep in Goblin town, in the company of the vile Great Goblin, the Dwarves had little option but to try and parley their way out. Yet the discovery of Orcrist on Thorin's person enraged the Goblins and quickly the situation turned dire. However, Gandalf came to the rescue again, extinguishing all the light and killing the Great Goblin, leading the company into the caves of the Misty Mountains… A small way into their plight, the Company was again ambushed by Goblins, and Bilbo was separated from the
Dwarves and Gandalf. Being lost in the dark, Bilbo made an extraordinary find – a ring, in the deepest caves of the mountains. Bilbo wandered blindly with no hope of getting out before happening across a desolate creature named 'Gollum.' Gollum was the owner of the ring Bilbo had found and was angry at its loss; after engaging Bilbo with a riddle competition, with high stakes – Bilbo's life for a passage out of the mountain – he chased Bilbo through the caves, suspecting thievery. Bilbo blindly put on the ring and found to his astonishment it turned him invisible – following Gollum through the caves, he found the passage out of the mountains and back to his friends. Once the company was complete again, they moved off as they knew the Goblins would be upon them as night fell. Yet they were not quick enough – caught in a clearing by the Goblins' allay, the Wargs, the Dwarves shinned up trees and held tight. Found by the marauding Goblins, the Dwarves were only saved by the Eagles – who, upon hearing the commotion from their lofty nests, had come down to aid the Dwarves. Having been rescued from certain death for a third time, the Dwarves found their way to the house of Beorn – a mighty being in Middle-earth. There they found friendship after their tales of bravery, and with his friendship they were given advice on how best to cross Mirkwood – a place of everlasting twilight and evil spirits. The most important piece of advice given was 'Do not stray from the path!' Gandalf left at this point to see to his own business, leaving the Dwarves to cope for themselves for the rest of the journey. Marching into Mirkwood left the Dwarves weary, hungry and despairing – the food ran out and they could see no hope. On the discovery of a light just into the undergrowth, the Dwarves abandoned logic and defied what their two wise counselors (Gandalf and Beorn) had told them to do – left the path. The consequences were immediate. When they reached the light the light went out, and
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were lost off the path and deep in the heart of Mirkwood. Twice more the Dwarves saw light and delved off further into the forest looking for it On the third occasion the Dwarves were scattered – Thorin taken away by Elves (who the lights belonged to) to their halls in the forest, the Dwarves taken by Giant Spiders who resided in the forest, and Bilbo wandering off without realizing. Bilbo went in search of his friends, finding them strung up waiting to be eaten. Using the ring, his sword – Sting – and great courage, he cut his friends loose and fought the Spiders off while they escaped. Yet once they were free they were once more lost in the forest. Soon after they were found by the elves, who took them to the halls where Thorin was now kept prisoner in the darkest cell. Yet Bilbo escaped this fate by putting on the ring – and following the Dwarves into the halls, where they too were imprisoned – and set to work helping the Dwarves escape. His cunning plan came to fruition and the company got out of their cells and the halls by packing themselves into empty barrels which were tossed down the 'River Running' to be filled up again at Laketown, or Esgaroth. Once the company had escaped, they demanded – and received – respect from the people of Laketown, who fêted them and sang of the day when the King under the mountain would return. From the town they could see the mountain that they had set off to conquer… And so the Dwarves set off again, on the last leg of their journey, to the mountain itself. Upon reaching the mountain they embarked along a secret passageway and sent Bilbo to treat with Smaug and bring back an item of treasure – and when he did so they were delighted. Yet Smaug guessed that they had had help from the people of Esgaroth and vented his fury at the theft of thus the Dwarves the cup by going to destroy the town. Resistance was little, other than from the small company of Bowmen led by Bard, a grim man of great lineage. And when all hope was lost, and Bard had only one
arrow left – the great Black Arrow – he shot Smaug in his weak point; the hollow in his left breast. Smaug, causer of so much trouble, was dead – Thorin was King under the mountain, his enemy defeated by an unlikely source. The people of Laketown – and the elves that the Dwarves had escaped from – soon came to the gates of the mountain to treat with the Dwarves and ask for a share of the treasure to cover their losses. Yet Thorin was stubborn, and walled up the gates to prevent the men and elves getting anything – and thus the mountain was declared under siege. Bilbo, much tired of war and trouble, stole the most precious piece of treasure in the whole mountain – the Arkenstone – and gave it to Bard and the elves to treat with. This proved effective and Thorin gave up one-fourteenth share for its return – the share of Bilbo, who was labeled a traitor and cast out of the mountain, despite a warning from the returned Gandalf. As it were, Thorin had called for aid from another Dwarf Lord, Dain of the Iron Hills. He brought with him a company of Dwarves armed to the teeth to take on the men and elves, and arrived to attack later that day. On discovering the tricks used to claim a share of the treasure they became angry and attacked in the night… However, while all this was going on, Bolg (the new Goblin chieftain) and a host of Goblins and Wargs attacked the Dwarves, men and elves. Under the tide of evil that ensued the arguing parties put aside their differences and fought bravely to break the forces that besieged them, leaving none alive. In the process, however, Thorin, Fili and Kili were slain Thorin, on his deathbed, pardoning Bilbo. Dain was crowned king under the mountain and the Elves, Men, and Bilbo were all given parts of the treasure in recompense for damages to homes, families and communities wherever the Dwarves had gone. Thorin was buried under the Mountain with the Arkenstone. Bilbo journeyed home at the end of the adventure to find his Hobbit honour forever tarnished by his tales of dragons, elves and trolls!
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Rules for Beasts Beasts count as cavalry models in most respects, except obviously not having a rider! They move 10", and get the "knock to the ground" and "extra attack" special rules. Beasts also suffer from animosity. They do not really know what they are doing in a battle, so whenever they are more than 12" away from a hero, they must take a courage test just as though their force had been reduced to under 50% of its starting numbers. If this test is failed, then the beast must move at full pace directly towards the nearest enemy, as it reverts to its basic animalistic instincts. If the test is passed, then the beast may move as normal. When Heroic actions come into play, Beasts may not react to any actions made by a non-beast. Also, any non-beasts may not react to a bestial heroic move, as they do not understand the howls/communication method of the Beasts.
Minor Rules Tweaks These are all rules that I feel should be used in normal Lord of the Rings games, and can be used in this supplement if you wish! Creatures with Strength 6 or more: All creatures of strength 6 or more get the "knock to the ground" skill - after all, you see Goblins flying everywhere when the cave troll attacks them! This would cost the model 5pts per attack on its profile, unless it is already a cavalry model. They would get this against anything but creatures with fly and monstrous mounts. Priority Priority allows you to move first or second. Heroic moves You may use a heroic move to go second, in which case the entire enemy army moves first. Magical powers You can cast up to two magical powers if you only move at half rate and three if you don't move at all. Bowmen Benefits Any model within 12" of a bowman, or on a cavalry base or larger, gets hit with a +1 modifier when shot at by that bowman. Hand weapons You may use two hand weapons to give you an extra attack; any model can take an extra hand weapon for +1 pt, but you are at -1 defence and cannot take anything else except armour from the Wargear list, giving up any other automatic Wargear (except named weapons). You cannot use two hand weapons while mounted. Note: Use these rules when you see the special rule 'Beast' in any profile. In this supplement are several profiles (e.g. Wargs and Eagles) that have had rules released by Games Workshop – but in this supplement use these rules!
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Good Heroes You can use the rules and profiles from this section to choose a good army up to a designated points cost, or play the scenarios in this supplement. Bard of Dale (Man) Bard of Dale
F 5/3+
S 4
Bard of Esgaroth, slayer of Smaug and leader of the bowmen of the lake- town, is a valiant and worthy man. The black arrow, an heirloom in his family, strikes fear into the most courageous of his enemies. Wargear Bard carries a bow, a sword and wears sturdy leather armour. He may be given the following at an additional points cost: Horse The black arrow
10pts 20pts
This is the stat line for a horse: F S D A W C 0 3 4 0 1 3 Special rules
D 5
A 2
W 2
C 5
Points value: 105 Might: 3 Will: 2 Fate: 2
Fearless Bard is fearless. He stood and faced the Dragon Smaug, with only one arrow left, and slew him. He does not need to roll the dice for courage tests. Expert shot Bard is an expert shot. He may fire his bow twice in one shoot phase, at different targets if the good player wishes. The black arrow The black arrow is an heirloom of Bard's house. If Bard carries the black arrow, he can choose to shoot it once in a battle. He must declare he is shooting it at the start of the turn, and cannot move that turn. In the turn that he shoots the arrow, Bard gets +1 on his rolls to hit and wound. If he is shooting at Smaug, he will hit the weak spot automatically and wounds on a 2+. Such is his reputation with the arrow, any of the bowmen of lake – town within 6" also get +1 courage for the entire turn he uses it.
Smaug wreaks havoc in Esgaroth
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Thorin Oakenshield (Dwarf) F 6/4+
Thorin Oakenshield
S 4
D 8(9)
Thorin, son of Thráin, son of Thrór, is a proud and noble Dwarf. Very patriotic, he dislikes elves, loves gold and silver, and possesses great skill with arms, just like his fellow Dwarves. He is a dangerous foe.
W 3
C 6
Points value: 125 Might: 3 Will: 3 Fate: 1
Bow of Beorn See Beorn entry on Page 13. Pony See Dwarf of Thorin entry below Special rules
Wargear
Oakenshield Thorin got the name Oakenshield because he used an Oak bough as a weapon in the battle between the Goblins and Dwarves after his shield broke. He can use anything in his surroundings to help him. To represent this, he gets an extra point of defence (in brackets).
Thorin is armed with a hand axe, a two handed axe and throwing axes. He also wears Mithril armour. He may be given the following at an additional cost: Bow of Beorn Pony
A 3
5pts 8pts ________________________
Dwarf of Thorin F 5/4+
Dwarf of Thorin
S 4
A 1
W 2
C 5
The Dwarves of Thorin are the company that Thorin travels with on his quest to reclaim the halls of Erebor as the home of the Dwarves.
F S D A W C 0 3 3 0 1 3
Wargear
Bombur Bombur is the fattest of the company. He can only move 4" per turn, and must roll two dice for any jump/climb/difficult terrain test he may make, and picks the lowest. He also gets an additional wound on his profile – his fat protects him!
The Dwarves of Thorin's company carry hand axes and wear armour. They may be given the following at an additional cost: Shield Bow of Beorn Two handed axe Throwing axes Pony
D 7
Points value: 40 Might: 1 Will: 1 Fate: 1
5pts 5pts 5pts 5pts 8pts
Bow of Beorn See Beorn entry on Page 13. Pony This is the stat line for a pony:
Ponies move 8" per turn. Special rules
Fili and Kili Fili and Kili are the youngest of the Dwarves. They can move 6" a turn, and may re-roll any jump/climb/difficult terrain test they want. However, they have no fate points, as they were killed in the battle of the five armies. Balin For any scenario set in the time of the Hobbit, use this profile for Balin.
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Beorn (Man) Beorn
F 7/3+
S 4
Beorn is a ferocious enemy, who can change into a bear. He is one of very few people (if there are in fact any others) left in Middleearth with this skill. Wargear Beorn carries an axe and wears sturdy leather armour. He may be given the following at an additional points cost: Horse Bow of Beorn
10pts 5pts
Bow of Beorn A bow of Beorn is treated as an elven bow with range 20". This is the profile for a horse: F S D A W C 0 3 4 0 1 3
D 6
A 3
W 3
C 7
Points value: 275 Might: 4 Will: 3 Fate: 3
Special rules Gift with animals Any beast on the good side does not have to take animosity tests whenever Beorn is on the table. Transform Beorn can transform and become a bear or transform back into a man at the start of the move phase if the good player wants (as long as he’s not mounted!). This is the stat line for a bear: F S D A W C 7 6 5 3 3 7
Movement 6"
When in bear form, Beorn may use his might, will and fate as normal. He also suffers from an animal rage which means he must always charge towards his nearest enemy at full pace. Beorn may not use a bow while in bear form.
Beorn awakes once more and looks upon his former home, the Misty Mountains
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Young Bilbo (Hobbit) F 3/3+
Young Bilbo
S 2
D 3
Bilbo is a Hobbit's Hobbit, someone who almost cannot go without his food or drink for more than an hour... He is caught up in things that seem too big for him, but he comes through in the end!
Points value: 35 Might: 0 Will: 2 Fate: 3 found in the Return of the King Rules manual under the Frodo entry. Note that although the ring has yet to expose its corrupt powers, in the balance of the game it is best for it to be still possible for the evil player to get to control Bilbo for a turn – otherwise the ring would be near unstoppable and Bilbo a killing machine! A 1
W 2
C 4
Pony
Wargear
This is the stat line for a pony:
Young Bilbo is completely unprepared for any kind of war when he is forced out of his door - he carries only his trusty walking stick, which counts as a dagger. He may be given the following at an additional points cost:
F S D A W C 0 3 3 0 1 3
Sting Mithril coat Pony The Ring
A pony moves 8" a turn. Special Rules
15pts 25pts 8pts 20pts
Resistant to magic (see the Return of the King rulebook) Throw Stones (see the Return of the King rulebook)
Sting, the Mithril coat and the Ring Full rules for each of these items can be
________________________
Captain of Esgaroth (Man) Captain of Esgaroth
F 4/4+
S 4
D 5
This option is included so you can use a regular captain of Esgaroth in your games. If you do so, invent a suitable name and background for them.
A 2
W 2
Shield Bow Horse
Points value: 45 Might: 2 Will: 1 Fate: 1
C 4 5 pts 5pts 10pts
Wargear
This is the stat line for a horse:
A captain of Esgaroth is armed with a hand weapon and wears sturdy leather armour. He may be given the following at an additional points cost:
F S D A W C 0 3 4 0 1 3
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Good Warriors Warrior of Esgaroth (Man)
Points value: 5 F 3/4+
Warrior of Esgaroth
S 3
D 3
Unskilled yet eager, these are the rank and file troops of Esgaroth. Few in number and small in stature, these warriors receive little or no training and little equipment. Those skilled with a bow are given to the bowmen regiment, led by Bard.
A 1
W 1
C 3
armed with a hand weapon and wears light leather armour. They may be given the following at an additional points cost: Shield Bow Horse
1 pts 1pts 6pts
This is the stat line for a horse: F S D A W C 0 3 4 0 1 3
Wargear A Warrior of Esgaroth is
_________________________ Bowman of Esgaroth (Man) Bowman of Esgaroth
Points value: 7 F 3/3+
S 3
D 4
A bowman of Esgaroth is skilled with a bow, so are given better armour and a longbow. Although they are the elite of Esgaroth's small army, they still receive little training.
A 1
W 1
C 3
A Bowman of Esgaroth is armed with a hand weapon and a bow, and wears leather armour. They may be given the following at an additional points cost: Spear
Wargear
15
1pt
Dwarf of the Iron Hills
Points value: 10
Dwarf of the Iron Hills
F 4/4+
S 4
D 6
The Dwarves of the Iron Hills are proud Dwarves who follow Daín. They are brave and doughty warriors who are greatly needed when Thorin calls for aid.
A 1
W 1
C 4
They may be given the following at an additional points cost: Shield Bow Two handed axe
Wargear The Dwarves of the Iron Hills are armed with hand weapons and wear heavy armour.
1pt 1pt free
Note that the two handed axe does not replace the hand weapon, but you cannot use both in a single fight phase.
________________________
Eagle Eagle
Points value: 40 F 4/-
S 5
D 6
The Eagles are a noble race dwelling in the Misty Mountains. They have long terrified the colonies of orcs down inside the mountains. It is the Eagles that save the quest after the Dwarves fled the Misty Mountains to find themselves trapped, and they who come to aid the beleaguered free peoples at the battle of the five armies.
A 1
W 2
C 3
Beasts The Eagles are beasts, and follow all of the rules for beasts in this supplement. Monstrous Mount As well as the normal rules for beasts, the Eagles will follow some of the rules for monstrous mounts – they are able to knock even cavalry and other beasts to the floor, although they cannot be knocked down by or knock down other monstrous mounts.
Wargear The Eagles have no Wargear, instead trusting to their beaks and claws!
Fly The Eagles can fly, and move 12" a turn.
Special rules
Gandalf hitches a lift on Gwaihir, Lord of the Eagles
Gandalf hitches a lift on Gwaihir
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Evil Heroes You can use the rules and profiles from this section to choose an Evil army up to a designated points cost, or play the scenarios in this supplement. Smaug the Magnificent Smaug
F 8/-
S 8
D 10
Smaug the magnific ent, the cause of the troubles for the people of Erebor, Dale and Esgaroth , a great dragon to match the sizes of the dragons of old, destroyer of many a town in his time. Many in Middle-earth rightly fear him. Wargear Smaug needs no Wargear – just his claws and fiery breath!
Points value: 400 Might: 0 Will: 3 per turn Fate: 0 To represent the fact that Smaug can breathe fire, he may use his breath as a weapon. This acts exactly like a bow, with a range of 6" and a strength of 8. Anyone between the target and Smaug also take one hit at strength of 8. A 4
W 5
C 7
Terror Smaug is feared by even the bravest of warriors. He counts as causing terror. Fly Smaug moves by flying. He moves 12" per turn. Weak spot Smaug has a weak spot, the hollow in his left breast – if he takes a wound, he must roll to see if he has been hit there. On a 2+, the shot has hit his skin. On the roll of a 1, it has pierced his weak spot and he takes two wounds instead of one. Monstrous Mount Smaug follows all the rules for Monstrous mounts, although no one can ride him.
Special rules Fiery breath
_________________________ The Great Goblin The Great Goblin
F 5/-
S 4
D 5
The great Goblin has resided in the Misty Mountains for many years. He does not take kindly to strangers trespassing on his lands. Wargear
Points value: 70 Might: 3 Will: 2 Fate: 2 The great Goblin carries a rusty blade (hand weapon). He can be given armour at an additional points cost: A 2
W 2
Armour
17
C 5
5pts
Spider Chieftain Spider Chieftain
F 4/-
S 3
D 5
A 2
W 2
C 4
Points value: 50 Might: 2 Will: 1 Fate: 1
The Spiders have dwelt in the forest of Mirkwood for a long time. They have always snared any intruders in their lands.
pincers!
Wargear
Beast The Spider chieftain is a beast. It follows all the normal rules for beasts. Also, it has the Poison rule (see Spider of Mirkwood entry).
Special rules
A Spider chieftain needs no Wargear – just his
_________________________ Warg Chieftain Warg Chieftain
F 4/-
S 4
D 4
The chief Warg has always been an ally to the great Goblin. He combines the strength of his armies with the strength of the Goblins, and the result is fearsome. Wargear
Points value: 50 Might: 2 Will: 1 Fate: 1 The Chief Warg needs no Wargear – Just his claws! A 2
W 2
C 4
Special rules Beast The Warg chieftain is a beast. It follows all the normal rules for beasts.
Note: these rules were written before Games Workshop released theirs! For this supplement use these rules.
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Evil Warriors Goblin of the Misty Mountains Goblin of the Misty Mountains
Points value: 5 F 2/5+
S 3
D 4
A 1
The Goblins of the Misty Mountains are weak, cowardly creatures that do not care for anything but themselves.
W 1
Shield Bow
C 2
1pt 1pt
Special rules Wargear Ambush The Goblins are sneaky foes. They may have a single move phase before the game has begun to show their ambushing qualities. They may not use this move to charge an enemy or take any objective.
A Goblin carries a rusty blade. It may be given the following at an additional points cost: Spear
1pt
__________________________ Spiders of Mirkwood Spider Mirkwood
Points value: 10 F 3/-
S 2
D 4
The Spiders of Mirkwood are large and disgusting creatures that know no limits of cruelty. Almost no one can pass through their webs.
A 1
W 1
C 2
Beasts The Spiders of Mirkwood are beasts and follow all of the rules for beasts in this supplement.
Wargear Poison The Spiders of Mirkwood are poisonous when they roll to wound, they may re-roll any results of 1 to represent this. Further rolls of one cannot be re-rolled and this rule is negated by any other rule that allows re-rolls.
Spiders of Mirkwood have no Wargear; they only need their sharp pincers! Special Rules
_________________________ Wargs Warg
Points value: 10 F 3/-
S 4
D 4
The Wargs consort with the Goblins of the Misty Mountains, and they are frequently seen with Goblins when they go on raids into nearby enemy territory.
A 1
W 1
C 2
claws! Special Rules Beasts Wargs are beasts and follow all of the rules for beasts.
Wargear Wargs have no Wargear; they only need their
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Painting Workshop This section of the supplement is centred around painting models included in this supplement - just ideas for colour schemes and common colours used on them. They are very brief - more detailed guides may be made later after this supplement is released.
Bard Bard was painted using bright colours such as red and green – I felt he should blend in with the other troops, and they are not really ready for war. An alternative colour scheme could be to paint him in more earthy, natural tones, so he almost stands out – this might represent his Bilbo grim nature. Common colours: Blood Red, Bilbo was painted using the illustrations in Catachan Green, and Bleached Bone, or Catachan ‘The Hobbit’ by Alan Lee. Lee depicts him Green, Bestial Brown, and Scorched Brown. in a green jacket with a white shirt and Brown trousers. I used the guide to painting Hobbit colours in the Scouring of the Shire supplement to give him the right sort of Hobbit tones in general. The walking stick was given a final coat of Bleached Bone to represent its age.
Smaug Smaug is painted in a variety of reds, with a touch of brown mixed in to some of the highlights. Key colours used would be Blazing Orange and Blood Red. Eagles should be painted in muted browns – And Gandalf the Grey (inset) speaks for itself! Gandalf the Grey This is really unnecessary – Gandalf the Grey speaks for itself! You'll need Scorched Brown and Codex grey to do a proper job.
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Eagles Eagles are painted to be as realistically like birds as possible. Browns are most useful, such as Bestial Brown, Snakebite Leather and Dark Flesh.
Warriors of Esgaroth Esgaroth is a place almost ignorant of War – they would prefer to leave Smaug be than try and be rid of him. I think they are suited to bright colours (like Bard), such as Blood Red.
Thorin and the Dwarves Thorin and the Dwarves were painted in muted tones such as the colour given by Catachan Green and Graveyard Earth. I feel this represents the recent hardship suffered by the Dwarves.
Bowmen of Esgaroth The bowmen are slightly grimmer, being led by Bard. You could cut down on one or more of the bright colours to represent this – replace Blood Red with Snakebite Leather, for example.
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The Dwarves make their stand at the Battle of the Five armies, surrounded by a ruined Dale and a plain of destruction… Bilbo makes an extraordinary find…
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The Goblins and Wargs strike out on a night raid
The treacherous tracks of the Misty Mountains are extremely dangerous, and the Company must cross this or risk the wrath of the Goblins
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What happened next? Lord of the Rings – a rough guide After the conclusion of the Hobbit came another tale of friendship, adventure and love in ‘The Lord of the Rings’. This epic, fêted by many as the best book ever written, consists of well over a thousand pages no matter what publishers produce it (there have been many). The tale is too great to tell here, although it all stems from the finding of Bilbo’s ring. One ring to rule them all...
The ring is evil; that much is told in the first installment of ‘Lord of the Rings’ (The Fellowship of the Ring), where it says it was created by the Dark Lord Sauron. Sauron poured his power, malice and will to dominate into this one ring at the height of his dominance – and using the ring, he destroyed and enslaved much of Middle-earth. Yet after his great defeat at the hands of a Last Alliance of all who resisted his reign of evil, his ring was lost and his spirit faded – yet still he lived on, a part of his soul in the ring. While the ring survived, so did he. Over 3,000 years later, the spirit of Sauron is strong enough to take the form of a great eye, watching over his plains. His fortress, Barad Dûr, is rebuilt and his armies begin to form once more. The enemy has returned.
This ring, which Bilbo discovers purely by chance when lost in the Misty Mountains with no realistic chance of finding his way out without help, plays its hand within a single day of being found – it ‘leads’ Bilbo first to Gollum, its former owner, then ‘guides’ Bilbo out through him – before then ‘guiding’ him to join with his company again. The ring brings Bilbo extraordinary luck throughout ‘The Hobbit.’
Gollum and the Precious (the ring)…
The inhabitants of Middle-earth, mainly men, prepare for war. Yet no victory can possibly be achieved by strength of arms – the forces of the Dark Lord, whilst unskilled, are so numerous that they can crush any attempt at resistance. Only one hope remains. Destroy the ring; and to do this, it must be thrown back into the fires of Mount Doom where
Needless to say, Bilbo grows extremely fond of his ring over the proceeding 60 years. Yet this is for entirely sinister reasons – as Gandalf points out, rarely are magic rings just for fun, and just as the ring had ensnared and consumed Gollum (whose life it extended to well over 500 years when he should have died aged about 100) it traps Bilbo.
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it was forged. Mount Doom is deep in the heart of Mordor, where the great eye is always watching; to reach their destination, the ringbearer must travel through hordes of orcs, battle many enemies and not be caught. For if Sauron finds the ring, his reign of terror will be so complete that the second darkness will never be defeated, the pure lands of Middle-earth tainted for eternity. The appointed ringbearer is Frodo Baggins, nephew of Bilbo, who receives the ring after Bilbo leaves all of his possessions to him. He travels a dangerous road…
Frodo and his companions Lord of the Rings is the tale of Frodo and his companions as they set out to end this evil once and for all. The story is similar to that of the Hobbit yet the magnitude is far greater. It contains characters such as Aragorn, rightful heir to the throne of Gondor (the last great bastion of men), Gandalf, who you've already met, and Samwise Gamgee, who aids Frodo to whatever end. If you enjoy this supplement, then be sure to read the books of Lord of the Rings, watch the three epic films and play some of the games produced by Games Workshop, the rules of which are used in this supplement!
Barad Dûr in all its spiky Glory, awaiting its owner… Left: Minas Tirith, the great City of Gondor that comes under siege from Sauron
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Scenarios and Campaign With a story as rich as the one detailed in ‘The Hobbit’, there is a wide scope for campaigning and scenarios for Wargamers. This section of the supplement will give you 7 unique scenarios portraying the Dwarves’ epic voyage across Middle-earth and a ‘Fantasy Quest' campaign to play them in.
‘Fantasy Quest’ Campaign
their points value does not exceed 150 points.
Like any other, this campaign requires a little imagination, some steadfast dedication and a bit of work; but I’m sure you’ll agree it’s worth it in the end!
Now you have your team ready to go, you can purchase some special extras to help you out! You do not need models for this, and the only record you need to keep is a list that you can cross things off once they’ve been used. You can have up to 100pts worth of this extra ‘equipment,’ chosen from the lists below:
As the questing player, your goal is to select a fantasy quest ‘team’ to fight their way through the many perils they encounter on the way to Erebor, there to flush out Smaug and take the treasures inside. You don’t have to have the 13 Dwarves and Bilbo! Also, your characters get tired and your ‘team’ gets weary points – these have a negative effect on every model’s stats in a game. Special effects remove or add more weary points. At the end of the campaign, the questing player can find their campaign score. This determines whether they’ve won the campaign overall or lost horribly...
Pack Horse Cost: 10pts Limit: Any number Effect: Play this in a traveling phase of the campaign to remove one weary point from each of your models. They gain the weary point(s) for movement anyway. Rest break Cost: 25pts Limit: Any number Effect: Play this in a traveling phase of the campaign to remove three weary points from each of your models. They gain the weary point(s) for movement anyway.
Choosing your questing heroes! To choose your team to face everything, follow these rules: • •
• •
•
Friends in good places Cost: 50pts Limit: 1 Effect: On any one of the three major resting sites (the last homely house, Beorn’s house, and Laketown) play this to double the number of weary points you remove.
Your main team must number between 7 and 13 models. You may choose any hero from the Good side of the Lord of the Rings Strategy battle game or any of the supplements (including unofficial ones like this!). Your main team must not cost more than 700 points. In addition to this, you must choose one burglar, a Good hero of a points value less than 50pts. Finally, you need a companion – you may pick any hero as long as
Allies! Cost: 20pts Limit: 4 Effect: You have allies in a certain location. They are ready to help you fight. You may choose 100pts worth of troops that come on in the fifth turn from a randomly selected board edge to help you fight.
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This must be decided before a scenario begins and you may not play more than one of these per scenario.
After each battle, it becomes necessary to check how many weary points your team has unfortunately been forced to bear. Consult this table after each battle:
Note: make a record of how many points you have not spent on your team, your burglar, your companion and your special events, as they will be used for calculating campaign score.
Game Result Good Major Win Good Minor Win Draw Good Loss
Playing the Campaign To play the campaign, you need to use the sequence of events on the next page. Keeping track of weary points is essential. It is advisable to keep the same players, although you could have one player as the forces of good and alternating evil players.
Weary points added None! D3 D6 2D6
Dead models It is almost certain that one or more of your heroic team will die in a scenario along the way. Whenever a member is removed as a casualty, consult this table at the end of the game (the results are cumulative, so if 4 models get 2-5, then you get 4 weary points):
Campaign Special Rules
Dice Score: 1
Weary Weary points are added and taken away at various times. In general, you add a weary point for each traveling stage you undertake or add a number of weary points after each battle (depending on the scale of your victory/loss). While you have weary points accrued, your characters suffer negative effects. For every 10 points you have, all of your team members and the burglar suffer from:
2-5
6
-1 Fight Value -1 to either Move, Strength, Attacks or Wounds (chosen at random) The effects are cumulative, but the values cannot fall below 2 for Fight, 2 for Strength, 3 for Movement or 1 for Attacks. You determine the values as a whole for the entire team and they are rolled for at the start of the battle. The effects last only one battle. If your characters are weary there is a risk involved. If you should ever go above 30 Weary points, each model must roll a D6 per battle and traveling phase – on a 1, they are removed from your roster and count as dead for the rest of the campaign.
Effect: The model is dead. Remove them from your roster, they play no further part in any games. The model is tired but for the most part ok. The model is returned to your roster but you must add 1 Weary point. It was a small flesh wound, and the model is returned to your roster with no additional effect.
The Burglar and Companion The burglar and companion will not die so easily. However, their deaths have a more profound effect on the campaign... They roll 2D6 if they are killed in battle and consult this chart: 2D6 roll 2 2-7 8+
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Effect Dead (see above). Tired but ok. (see above) Small Flesh wound! (see above)
Special Places
•
In the sequence of events opposite there are special places that have certain extra rules. These are, in order of appearance:
•
The Misty Mountain Trilogy In the three scenarios (The Cave, Escape from the Mountain, The Blaze) that you play after visiting the last homely house, there are a number of special rules to be adhered to. The first is that you may not play any special events that you have purchased (there’s no time for rest!). The second is that you must sacrifice all of your pack horses – best to use them early or not take them! Thirdly, models do not recover might, will, fate or wounds they may have lost in the previous scenario for the next one as they would normally do. Roll for deaths after each battle, and if a model survives, then it plays in the next game with one wound and no fate remaining. After this ‘trilogy’ the burglar may use the ring in games as detailed in the RotK rulebook.
•
• • • • • • • •
Then add 2 x the amount of points you did not spend on your main team (note, not the burglar or companion). Then add the number of points you did not spend on extra events and equipment. Add the number of points not spent on the burglar and the companion. Add the number of points worth equipment or events you have left. Add 300 if you won every scenario. Subtract 100 per scenario not played (if the campaign ends early) Subtract 10 x the number of weary points you still have. Subtract 50 for every dead member of your main team. Subtract 75 if the burglar is dead. Subtract 100 if the companion is dead. Subtract 100 if you did not ever remove Smaug as a casualty.
From here you can work out whether you won or lost the campaign in general. Use this table:
The house of Beorn After this stage, your heroes will all count as having Bows of Beorn. If they do not have a specified shoot value treat it as the average value for their race.
Campaign points 900+ 750-900 450-750 300-450 Less than 300
The Ruin of Esgaroth If Bard is killed in this scenario, he will return for the Battle of the Five armies on a D6 roll of 2+. If the Good side loses this scenario, Smaug is available in the Battle of the Five Armies scenario at no further cost to the evil player, yet he will have only one wound remaining. Campaign Points At the end of the campaign, the Good player adds up their campaign points total. To do this, follow the procedure below: • Starting with 0, add the points cost of each living member of company (note, including the burglar but not the companion).
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Result Major Good win Minor Good win Draw Minor Evil win Major Evil win
The Campaign – Sequence of Events
The Campaign will end prematurely if, at any point, the Burglar is dead, there are only 4 team members remaining, or the entire team is wiped out in a scenario (before rolling on the death chart!).
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Scenario 1 – Roast Mutton Description
Starting Positions
The Journey has begun. Already the Dwarves and Bilbo are feeling the hardships of a long trek across Middleearth, and when hungry and cold they send the burglar to go and investigate a light not too far away. But not all is as it would seem…
The Trolls set up at least 6" from the fire. The Good side enter play later. Objectives The good side must kill all three trolls to claim a major victory. The evil side must incapacitate all the Dwarves and Gandalf – if this occurs then Also, the good side automatically claim a minor victory at the start of the 20th turn, at which point the sun rises and the trolls are turned to stone.
Participants Good Gandalf the grey Thorin The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Points Match: Ambush! To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side should be made up of one third of this value, e.g. 600 pts good heroes and 200pts evil warriors/heroes. The most expensive good hero takes the role of Gandalf.
Evil 3 Cave Trolls Layout This scenario is played out on a board 36" x 36". A campfire should be placed in the middle and plenty of cover should be placed within 6" of the edges of the table.
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Special rules
Gandalf The Good player may bring Gandalf on at any board edge at the start of the 14th turn (when all the Dwarves are on the board). When he arrives the trolls revert to the ‘animosity’ rule.
Dwarven entry The Dwarves enter individually, one a turn, in an order of the Good player’s choice. At the start of each turn (including the first) a Dwarf is placed in contact with the fire. They may move as normal on the turn they arrive, but cannot shoot. _________________
Animosity The trolls are stupid creatures and the decision of what to do with the Dwarves is a tough one. When Gandalf is in play he can exploit this by throwing his voice. At the start of each move phase when Gandalf is on the board, each of the trolls must pass a courage check or come under the same effects as if they were under the ‘Compel’ spell, although they will fight as normal.
"Mutton yesterday, Mutton Today and blimey, if it don’t look like Mutton tomorrer." - Bert the troll
"Shut yer Mouth! Yer can’t expect folk to stop round here just to be et by you and Bert. You’ve et a village and a half between yer, since we came down from the mountains." -
Incapacitation As the trolls don’t want to kill and spoil their meat just yet, they will instead have to incapacitate the Dwarves. If they win a fight against the Dwarves the evil player nominates one opposing model that becomes incapacitated. Incapacitated models are laid down on their side and may not do anything until awoken (see below). Any good model in base contact with an incapacitated Dwarf may wake him in the fight phase as long as that model has done nothing else for the duration of that turn (this includes being charged).
William the troll
Campaign implications Should the Evil side win this battle, the campaign ends as all the Dwarves and their aid is sundered. If the good side win then they do not get weary points as the treasure they find at the lair sees all weariness fall from them. Also, any models that were incapacitated must roll to see if they have died as if they were a casualty – the troll’s rough treatment of them may have proven a little too much in the end…
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Scenario 2 – The Cave Description and the evil player picks on of these forces. The two players then place a good model alternately, positioning it so it is at least 2" away from another Good model and 6" away from the north wall. The Goblins are set up touching the north wall.
Sheltering overnight in a handy cave found by Fili and Kili, the Dwarves think themselves to be safe. But they are unwittingly parked on the Goblin's front doorstep… Participants
Objectives Good Gandalf the grey Bilbo Thorin The Dwarves of Thorin (12 including Fili, Kili and Bombur)
The good side must kill at least 36 Goblins to get a Major Victory. The evil side must knock out 50% of the good force to claim victory. If both are achieved in the same turn the game is a draw.
Evil 24 Goblins of the Misty Mountains Points Match: Night Raid To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side is made up of warriors to the value of one fifth of the points cost, e.g. 600 pts good heroes and 120pts evil warriors.
Layout This scenario is played out on a board 24" x 24", boxed in by walls if possible. A crack of 4" should be placed in the centre of the north wall. Starting Positions The Good player splits his force into two
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Special rules Sleeping The Dwarves are sleeping the night and are unaware of the Goblin threat. The alarm must be raised before they can react. The alarm will be raised automatically if a Goblin moves into base contact with a Good model, on a 6 if a Good model is killed by a single shot, on a 4+ if a shot hits a Good model and fails to kill outright, or on a 4+ if a Goblin moves within 3" of a sleeping Good model. Once the alarm is raised, roll to see how many Good models awaken at the start of each turn – for each Good model roll 1D6. On a 4+ that model is awake and acts
normally for the duration of that turn. The Goblins may attack sleeping models, which count as trapped and under the spell immobilise. If the model is not killed in the combat it awakes automatically, but is placed lying down due to its surprised awakening. Knocking out a good model When a Good model is reduced to 0 wounds, it is knocked out and removed as a casualty – the Goblins have taken them! Endless tide The Goblins are near innumerable, and when a Goblin is killed another takes its place. All the Goblins off the board at the start of each turn are redeployed onto the board within 2" of the crack. Campaign implications If the Good side win this battle they will pursue the evil side into the mountain; knocked out models roll on the death chart as normal but cannot be killed (change a result of dead to tired but ok).
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Scenario 3 – Escape from the Mountain Description
should be arranged at right angles to each other. You could use terrain from the Moria terrain found in the Fellowship of the Ring official supplement; this scenario's layout is the Dwarrowdelf board.
The Dwarves, having escaped the court of their Goblin counterparts, are now horribly lost in the mountain. They need to battle their way through countless Goblins before they get anywhere at all…
Starting Positions Participants The Good side set up at one end of the labyrinthine passage. The evil side enter play as described in the special rules.
Good Gandalf the grey Thorin The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Points Match: Lost! To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side should be made up of warriors one quarter of this value, e.g. 600 pts good heroes and 150pts evil warriors. The evil side may include a single hero worth up to half of their total points allowance at no extra cost; this model takes the role of the Great Goblin.
Evil 24 Goblins of the Misty Mountains (8 with spear, 8 with bow, 8 with shields) The Great Goblin Layout This scenario is played using any dimensions. You need 7 walkways, 6" by 2", for the Dwarves to travel along – these
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Objectives The good side must get at least 50% of their number off the other edge of the passage to get a minor victory. If they get 75% off they claim a major victory. The Evil side must prevent this in any way they can. Special rules Goblin Entry At the start of each turn, new Goblins may arrive to try and stop the Dwarves. Assign each corner of the passage a number between 1 and 6 at the beginning of the battle (these represent passages turning off the main path). Then, before priority every _________________
turn, the evil player rolls 1D6 and chooses this many Goblins – then they roll another D6 and bring on the Goblins within 2" of this corner. Any dead Goblins may come back on in this way, although the Great Goblin must stay dead when killed.
"They ran forward, as swift as weasels in the dark and, and with hardly any more noise than bats. This is why neither Bilbo, nor the Dwarves, nor even Gandalf heard them coming…" Chapter 4,
Gandalf Gandalf starts the scenario with the cast light spell – after all, this is what attracts the Goblins! Darkness The Dwarves are uncertain of the way and it's pitch black bar Gandalf's staff light. They cannot shoot further than 6" away from them (Goblins are unaffected, being used to the dark conditions) and cannot call any heroic actions if there are no Goblins within 6" – they do not see them and can't plan ahead!
Over hill and Under hill An example layout
Rocky Passage Any model that cannot back away from combat without going out of the passage/over the edge counts as trapped. Stabbed! Gandalf stabbed the Great Goblin before this battle took place and is very slow because of it. He can only be brought on if the Evil player rolls a 6 for reinforcements and then comes on by himself.
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Scenario 4 – The Blaze Description The Dwarves have escaped from confines of the Misty Mountains, things are still looking grim. Caught clearing by vicious Wargs, with knowledge that angry Goblins are behind, the company prepare for worst…
by 48". A ring of trees should be placed with edges that are roughly 6" in from each side. The rest of the board should be scarce.
the yet in a the just the
Starting Positions The Good side set up within 6" of the centre of the board. The Wargs deploy anywhere within the circle of trees as long as they are at least 6" away from any Dwarf. The Goblins do not deploy but come onto the board later, as described in the special rules.
Participants Good Gandalf the grey Bilbo Thorin The Dwarves of Thorin (12 including Fili, Kili and Bombur)
Points Match: Trapped! To play out this scenario with alternative troops, designate a points value for the game – the good side is made up of heroes to this value and the evil side should be made up of an army with a points value 1/3 of the designated points cost, e.g. 600 points of Good and 200pts of Evil.
Evil 1 Warg Chieftain 12 Wargs 24 Goblins of the Misty Mountains Layout This game is played on a battlefield 48"
The Wargs advance with the Misty Mountains in the background…
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Objectives
At the start of each turn, any evil casualties of from the previous turn are brought on again from a board edge of the Evil player's choice. Newly arrived models may act normally for the duration of the turn.
The Good side must prevent the Evil side achieving their victory conditions for 20 turns to claim a minor victory. If they do so losing less than 25% of their force, they claim a major victory. The Evil side must kill 50% of the Good side within the allotted 20 turns to claim victory.
Gandalf Gandalf can use another spell in this battle, detailed below: Firey Pine Cone (dice score to use: 3+) This provides Gandalf with a throwing weapon (a flaming pine cone) to throw in the shoot phase. This weapon hits on a 4+ at S4, has a range of 6" and if it hits the Good player may roll two dice to wound – one for the impact damage (you never know!) and one to see if the target has caught on fire and burned to death.
Special rules Goblin Entry The Goblins arrive at the start of the 6th turn. They are all brought on from a board edge of the Evil player's choice. Endless tide The Goblins and Wargs are innumerable.
Scenario 5 – Flies and Spiders
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Scenario 5 – Flies and Spiders Description
so as to keep the game flowing) to represent Mirkwood.
Having gone against all logic and left the path, the Dwarves are ensnared by the scuttling Spiders of Mirkwood. It's down to Bilbo to save them this time…
Starting Positions The Good side is set up within 6" of a board edge. Bilbo can set up anywhere within 12" of the same board edge. The Spiders set in groups of 4, with each group set up within 6" away from one of the other three board edges and no closer than 12" to any Dwarf or Bilbo.
Participants Good The Dwarves of Thorin (12 including Fili, Kili and Bombur) Bilbo Evil 1 Spider Chieftain 12 Spiders of Mirkwood
Points Match: Fight Through! To play this scenario with other forces, decide a designated points cost and choose a good force made entirely of heroes from it. The evil side is made up of 1/3 of this points cost, e.g. 600 pts good and 200pts evil.
Layout This game is played on a battlefield 48" by 48". The battlefield should be covered in trees (although not very many,
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Objectives
the good force or Bilbo to claim a victory.
If at least 75% of the good force (including Bilbo) can get off the board edge opposite they started from, the good side claim a major victory. If 50% and Bilbo get off, it is a minor victory. The evil player needs to kill either 50% of
Special rules Animosity The Spiders are furious with Bilbo as he has taunted them, slashed their webs and even killed a few of their number. Every turn, each Spider – including the chieftain – must take an animosity test, and, if failed, charge towards Bilbo via the most direct route.
_________________
"They were frightfully angry. Quite apart from the stones no Spider has ever liked being called Attercop, and Tomnoddy is of course insulting to anybody." Chapter 8, Flies and
Wrapped! All the Dwarves start the game wrapped up; this means they act as though under the paralysed spell. Any ally can unwrap them automatically by spending a whole fight phase in contact with the wrapped model without fighting in any sort of combat. Newly unwrapped models act as normal in their next turn.
Spiders
Scenario 6 – The Ruin of Esgaroth
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Scenario 6 – The Ruin of Esgaroth Description
Starting Positions
The Dwarves, in their quest to reclaim their forgotten kingdom, have awakened the wrath of Smaug, and he decides to blame this on the lake – men of Esgaroth. The villagers prepare to fight for their lives and their homes, knowing the end is near.
The Good side sets up anywhere in Esgaroth. The evil side sets up within 6" of the board edge opposite Esgaroth.
Points Match: Last Stand This scenario can be used as a points match – although the evil side should always consist of Smaug, you could easily have Dwarves defending for their lives. In this case, the good side should be made up of roughly 250pts of troops and must be led by at least one hero.
Participants Good Bard Captain of Esgaroth 6 Bowmen of Esgaroth 12 Warriors of Esgaroth Evil Smaug the magnificent
Objectives
Layout
The good side must kill Smaug. If they do this before they are broken (see ‘Frail courage’ special rule) it is a major victory; otherwise, a minor victory.
This scenario is played out on a board 72" long by 24" wide. The town of Esgaroth should be set up within 12" of on of the short sides, and should contain 15 buildings (Using white chess pieces is a possible idea here – when a building is set on fire, you can simply exchange that piece with a black piece, without needing to keep any records).
The evil side must set 10 or more buildings of Esgaroth alight at the same time. Then, the nerve of the good side breaks and they all flee.
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It is a draw if neither side completes their objectives by the 15th turn.
contact). Note – a model on the good force may not try and put out a fire if they have shot a bow or thrown a weapon of any sort. They can try if they have cast a magical power, however. A good model may shoot at Smaug if he is in combat with a building.
Special rules Buildings To set alight a building, Smaug must use his fiery breath rule, in which the buildings are set alight on the roll of a 4+ (no more than one building can be set alight per turn!). Alternatively, he may set a building on fire automatically if he engages one in combat, with no other model in combat with him. A model on the good side may try and put out a fire in the fight phase if they are in base contact with a burning building and are not in combat with anything else. If they try and do so, they put out the fire on a roll of a six (roll individually for each model in
Frail courage When at least 4 buildings are on fire at the same time, the good force is broken and courage tests exactly as if they had taken 50% casualties. If this test is failed the Good models freeze in place and do nothing for the remainder of the turn. This still applies if the amount of buildings on fire is subsequently reduced, as the good force know that Smaug can just set them on fire again.
The keen eyed Bard spots the oncoming Smaug over the Lake and douses hopes of the King under the Mountain’s return in Esgaroth
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Scenario 7 – The Battle of the Five Armies Description Objectives The end is nigh. Smaug has been destroyed and word has spread like a bush fire – many races, including the elves and men of lake town, are after a share of the treasure on hand. Yet while discussions as to who is the rightful owner of the treasure take place, a new enemy – Bolg, leader of the Goblins – attacks with his huge army…
The good side must survive for 25 turns to get a major victory. If they survive 20 they get a minor victory. The evil side must prevent this. Special Rules Good Entry The rest of the Good force enter the board at the following times In the following places:
Participants Good Bilbo Thorin Thorin's Dwarves Gandalf the grey Thranduil (use the stats for Celeborn) 6 Wood elves with bow Bard 6 Bowmen of Esgaroth 6 Dwarves of the Iron hills Beorn Gwaihir 3 Eagles
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•
•
Thorin and the remaining Dwarves: start of turn 5 at the Gates Gwaihir and the Eagles – start of turn 8 touching the board edge opposite the gates. Beorn – start of turn 10 touching the board edge opposite the gates
Points Match: Pitched Battle This scenario can be played as a points match – choose a certain amount of points for the Good side and half of this for the Evil side. Split the good side into four equal parts and each part will take the place of the starting troops, the Dwarves, the Eagles and Beorn respectively.
Evil Bolg (use stats for the Great Goblin) 36 Goblins of the Misty Mountains Warg Chieftain 12 Wargs Layout This scenario is played out on a board 48" by 48". The Gates of Erebor are set up along one board edge (see below for guide). The rest of the board is a barren wasteland.
Endless tide The tide of evil is endless. At the start of every turn, place all evil casualties back on the board touching the board edge opposite the gates. This includes Bolg and The Warg Chieftain – there are always replacements at the back of the ranks.
Starting Positions The elves, men of Esgaroth (including Bard and Thranduil), Gandalf, Bilbo and Dwarves of the Iron hills are set up within 6" of the Gates of Erebor board edge. The Evil force is deployed within 12" of the opposite board edge.
Last stand As this is the last stand of the good side, they do not have to take courage checks for being broken.
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Terrain Project – The Gates of Erebor This guide is about making the gates of Erebor for use in the Battle of the 5 Armies Scenario in this supplement. It's amazing what you can achieve with polystyrene and a heat tool! You Will Need:
You Will use:
2 polystyrene blocks – 14" x 4" x 4" Sand Foamboard Balsa Wood Textured Paint Cocktail Sticks Chaos Black, Codex Grey, Scorched Brown, Goblin Green, Fortress Grey and Skull White paints
Heat Tool Hot wire cutter Hacksaw Sanding block Craft Knife Large Paintbrush
the rocky shape. Mark out 1" away from the gate into the polystyrene – this will be a base for the gateway! Don't cut here. I decided on something that slopes away until it ends – otherwise you may have an abrupt end to your terrain when it is complete! Once this stage is complete you can begin to shape the polystyrene. This is easily done either by shaving off little bits at a time with a hot wire cutter (my preferred choice) or using a hacksaw. After the polystyrene is shaped satisfactorily, go over it with the heat gun – this pocks the surface and makes it look like rock.
To start off with, you'll need to mark out the position of the gates. This is an easy job – use the template at the back of the supplement to mark off at one end of the polystyrene block where you should cut! Once you have the gates drawn onto each piece of polystyrene (back and front) You can begin to cut them out. For this I used a hacksaw – it is conceivable that you could use a hot wire cutter for this, but mine was not big enough! Once this is done you are ready to move onto the next step. Next up you have to mark out roughly where you want to cut the polystyrene into
The gates cut out and the gateway marked as well
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Roughly carved, this one with a hacksaw
The next step is mainly one of protection, but has another added effect of texture (textured paint often does, of course) – give each piece of your rock 3 thick coats of textured paint. This will protect it firstly by giving it a "shell" so the polystyrene is not easily damaged – although the shell is still weak! Secondly, it means you will not melt the polystyrene by spray painting the rock.
on your rock section on the outside of the gateway. Keep this in place with pins while it is drying; you can leave these in as bolts if you want. To paint your gates, start with a spray paint of Chaos Black. Heavily Drybrush this first with Scorched Brown then Goblin Green – these weather the eventual effect and make it seem like they've been worn away naturally. The next stage is to drybrush them with increasingly lighter strokes in Codex Grey, then Fortress Grey and finally Skull White. There you have it! Two gate pieces that form to make the gateway to the Dwarven mountain of Erebor.
After this stage, which is likely to take several days (mine did), you can start to construct the gates. Using a craft knife and steel ruler, cut out a foamboard "Gate frame" 1" thick, and shaped so it fits outside the door. Glue it to the uncut shape
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Terrain project – Quick and Easy Esgaroth main base for several reasons. One, it allows you to move them around; two, you can use them for more than one scenario if you really want to.
For the Scenario ‘The ruin of Esgaroth,’ you need a suitable town to play on. This city can be lavishly constructed over a period of months with every attention to detail, but as it is only going to be used in one scenario, I preferred the quick and easy option. As long as you have the right materials, the town will be ready in a matter of a day or two. Materials Lots of High Density (blue) Polystyrene Foam Board Balsa Wood Pins P.V.A. Glue Kitchen Roll (Paper Towel)
I marked and cut out 15 random pieces of 2" thick polystyrene that were small enough
Tools Heat Tool Hacksaw Ruler Pencil Craft Knife Scissors to fit on the board and large enough to just about live in. One of the buildings was larger and was named ‘The Town Hall.’
Paints Your own selection of Browns, Reds and Greens.
The Base The base is the easy part to make. Take a 24" by 12" piece of polystyrene – ideally no more than 2" thick – and use the heat tool all over one of the larger surfaces. This textures the side and makes it suitably earthen, like a mediaeval street.
Top Tip When cutting thick polystyrene like this, it is a good idea to use a loose hacksaw blade as the handle does not get in the way. Be careful and always keep your hands out of the way of the cutting edge!
The Buildings The Buildings will be separate from the
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Finally, before painting, go over each building with the heat gun. This melts the exposed areas of polystyrene and they end up textured like the base.
The buildings you have cut out now need to have some basic detail added to them. Basic detail means a door, some textured walls, and a roof. As you have to make 15 said buildings, you need easy detail.
To paint the models, use your Esgaroth colour scheme – I went for red roofs, brown walls and grey doors. The base is painted with drybrushes of grey and brown.
The first step is to cut out 15 door shaped pieces of 2mm thick balsa. Don’t try to be neat about it; these are effectively peasants after all! These are then glued to the flattest side of each building and securely held in
Two finished buildings place by two pins, either end of the door. Next, cut out a rough rectangle – very rough, I used scissors (!) – that is about 4cm wider and longer than each building. These are glued down centrally and held in place with another two pins each.
If you're looking for a lawful town, go a bit further than Esgaroth…
To texture this roof, use the paper towel dipped in P.V.A. glue. This is extremely messy and it is best to wash your hands thoroughly after each building!
The texture of the Finished base
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Summary of Profiles F
S
D
A
W
C
M/W/F
Bard of Dale
5/3+
4
5
2
2
5
3/2/2
Fearless; Expert Shot; The black arrow
Thorin Oakenshield
6/4+
4
8(9)
3
3
6
3/3/1
Oakenshield
Dwarf of Thorin
5/4+
4
7
1
2
5
1/1/1
Bombur; Fili/Kili; Balin
Beorn (man)
7/3+
4
6
3
3
7
4/3/3
Gift with animals; Transform
Beorn (bear)
7/-
6
5
3
3
7
4/3/3
Gift with animals; Transform
Young Bilbo
3/3+
2
3
1
2
4
0/2/3
Resistant to magic; Throw stones;
Captain of Esgaroth
4/4+
4
5
2
2
4
2/1/1
Warrior of Esgaroth
3/4+
3
3
1
1
3
Bowman of Esgaroth
3/3+
3
4
1
1
3
Dwarf of the Iron Hills
4/-
4
6
1
1
4
Eagle
4/-
5
6
1
2
3
Smaug
8/-
8
10
4
5
7
0/3*/0
The Great Goblin
4/-
4
5
2
2
5
3/2/2
Spider Chieftain
4/-
3
5
2
2
4
2/1/1
Beast; poison
Warg Chieftain
4/-
4
4
2
2
4
2/1/1
Beast
Goblin of the Misty Mountains
2/5+
3
4
1
1
2
Ambush
Spider of Mirkwood
3/-
2
4
1
1
2
Beast; poison
Warg
3/-
4
4
1
1
2
Beast
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Special Rules
Beast; Fly Terror; Fly; Weak spot; Monstrous mount
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