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    Contents

    Rules

    Introduction ............................................................. 2Starting Out ............................................................. 3Injuries .................................................................... 4Experience ............................................................... 6Advancement ........................................................... 7Magic .................................................................... 14Influence ................................................................ 15Wargear ................................................................. 16Company Rating .................................................... 21

    CompaniesThe Free Peoples .................................................. 24

    The Shadow .......................................................... 48

    Campaigns

    How to Campaign .................................................. 49Trade ..................................................................... 50Reconnaissance ..................................................... 52Story Arcs.............................................................. 55Scenarios ............................................................... 63Regions Maps ..................................................... 88Terrain & Weather ................................................. 90Citizens & Minions ................................................ 97

    Written By

    Nmenor

    Rules CommitteeMithstar, Jacob &

    Nmenor

    Miniature Painter

    Sithious

    Terrain MakerOnyx, Jcoo &

    Dagorlad

    Thanks To:

    The Online SBG communities of

    the www.one-ring.co.uk and

    www.thelastalliance.com, your

    support & feedback have been

    crucial to the success ofBC III.

    Visit us at http://battlecompanies3.weebly.com

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    Welcome to Battle Companies III, an unofficialupdate of Games Workshops rules for playingexperience-based games in Middle-Earth. Built uponThe Lord of the Rings Strategy Battle Game, BattleCompanies is a campaign system that allows playersto lead a small band of Warriors and Heroes in theirown epic adventures.

    Consistent success with your company could makeyour heroes and mighty as those of the Fellowship.Adam Troke

    This article, together with the main SBG rules, foundin the One Rulebook, contains everything you need toplay your own BC III games.

    Set in the T.A. around the Year 3000 of the KingsReckoning BC III is centred on the skirmishesleading up to the War of the Ring.

    Sauron has returned to Mordor the Shadow islengthening and Evil is stirring Biding His time(?)

    Your story starts with a choice. Will you lead theFree Peoples to victory or succumb to the Shadowand bring darkness upon Middle-Earth?

    WhyPlayBattle Companies?

    Like SBG? Cant afford many models? BattleCompanies is a great way to build up your army.Quicker games. More detail. Intense strategy whereevery model counts! Story-driven scenarios.

    What more can I say? A single box of plastic

    warriors can make up to 3 separate starting battlecompanies thats only $8 each! Whichever wayyou look at it Battle Companies III is a greatsystem with lots to offer both veterans andbeginners.

    Whats New in BC III

    Battle Companies III adds new and excitingfeatures.

    -Class System-Trade-Reconnaissance (Journey)

    -Story Arcs-New Scenarios-Dynamic Terrain

    including a revamped class system, Lord of theRings based Story Arcs complete with randomevents & new scenarios, as well as dynamic terrain,trade and exploration.

    Work In Progress

    For the latest news & updates visit us at:http://battlecompanies3.weebly.com

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    SBG - Core Rules

    The current edition of SBG (2006) is used duringgame-play. This includes the optional advanced rulesfor.... Any advanced rules or divergences from themain rulebook are clearly marked and will beexplained in the relevant section.

    Dice

    A variety of different dice are used in BattleCompanies game, as follows:

    Ordinary dice (D6s) are marked 1 to 6 in the usualway. These dice are used a lot during play and to savespace on charts they are always referred to as D6(where D stands for dice). So, when the rules callupon you to roll a D6 we are simply asking you toroll a dice. D6+1 means roll a dice and add 1 to thescore. 2D6 means roll two dice and add the scorestogether to obtain a score of 2-12.

    D3. Roll a D6 and halve the result rounding up. So,for a D3, a roll of a 1 or 2 = 1, a roll of 3 or 4 = 2 anda roll of 5 or 6 = 3.

    D66. Roll two D6. The first dice roll represents tensand the second units, so that a roll of 1 and 5 is 15, aroll of 3 and 6 is 36, etc.

    The Scatter dice is marked with four arrows and twoHIT symbols. The dice can be used to establish anyrandom direction from a point. Note that the HITsymbol also has a small arrow on it to facilitate this.

    Glossary

    LotR Lord of the RingsSBG Strategy Battle GameBC Battle Companies

    Warrior, Soldier or Troop model without M/W/FHero Any model in your company with M/W/FM/W/F Might, Will, FateWargear weapons, armour, or special equipment

    Starting Out

    The first step to creating a Battle Company is tochoose which type of Company you wish to play.Some Company types have multiple regions, whichwill alter your Companys starting force and profile.For instance, a Gondorian Company from Dol

    Amroth is completely different to one from Osgiliathor Pelagrir.

    Gondor Rohan The Shire Dunedain DwarfHolds ElfHavens

    Mordor Isengard Moria Angmar Harad Rhn

    Once, you have gathered your starting force. Youmay choose three Warriors to be yourHeroes. Youshould make up a suitable name/title for each ofthem. One of these represents a Lieutenant or other

    low-ranking leader; the other two are sergeants,masters-at-arms, or some other suitable title. We willrefer to them as Lieutenants and Sergeants here,although youre free to make up names that soundmore thematic for your own Battle Companies. Add1 Point each of Might, Will, and Fate to the profileof the Lieutenant. Both the Sergeants start with asingle Fate Point each. All three of these models areHeroes in all ways from this point onward.

    It is a good idea to name all your models. Namingthem individually will help enormously when itcomes to record-keeping. For ideas seeResources.

    Step II: PlayA Game

    During the game, record how many Wounds eachWarrior and Hero inflicts. Keep models removedfrom play as casualties to one side this is essentialfor step three.

    Here two Orcs roll high enough to wound the Warrior of MinasTirith. Since the Good model has one wound on his profile, theEvil player must choose which Orc counts as having inflicted it.

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    Post Battle Sequence

    After the battle is over, both players work their waythrough the following sequence. You do not have towork through it all at once (try to do the first four parts straight after the battle you may wish toconsider further purchases later) but any dice rolls

    must be seen by both players or a neutral third party

    1

    2

    3

    4

    5

    6

    7

    8

    Injuries. Determine the extent of injuriesfor each warrior who is out of action at theend of the game. See Injuries, on page118.

    Allocate experience. To Heroes &Warriors and make any Advance rolls. Seethe Experience and Scenarios sections fordetails of how this works.

    Roll on the Reconnaissance chart. Seethe Exploration section for details.

    Convert influence dice. May only be

    done once per turn.

    Trade. see Trade section.

    Reallocate wargear. Swap equipmentbetween models as desired (provided theyare eligible to use it).

    Update your company rating. You arenow ready to play your next scenario.

    Campaign turn. Choose enemy, scenarioand territory determined by campaigntype.

    Step I: InjuriesOnce you have finished your game, it's time to workout the seriousness of the injuries your warriors havesustained. It's very important to remember this step it should be the first thing players do after the battleis over. Roll on the respective injury table for everyHero and Warrior removed as a casualty. You'llnotice that your Warriors are far more likely to die oftheir injuries than Heroes, which reflects the heroicnature of The Lord of The Rings, streamlines thegame, and prevents too much book-keeping. It is veryimportant that all your Injury rolls are worked outdirectly after your battle is completed. Ideally, players should make these rolls together, before

    playing another game.

    If any Hero or Warrior rolls the "Dead" result, all hisequipment is lost and cannot be given to anothermember of the company. If a Warrior orHero has amount that is killed during a scenario, a separate rollon the Warrior injury table must be made for it.

    The Death of a Hero

    If a Hero is slain (removed from roster) and thisreduces a companys total number ofHeroes to lessthan 3, all rolls on the Warrior advance tablereceive a +2 bonus. Effect lasts until there are 3Heroes.

    If the Lieutenant, the leader of the company dies,roll a D6 to determine his successor. On a 4+, it isHero with the most Experience. On a 2-3,randomly determine who takes charge fromamongst the remaining Heroes, On a roll of 1, theHero with the least experience becomes thecompany leader. The Hero that becomes the newleader of the company gains +1 Might and +1 Will,if possible.

    Warrior InjuryTable

    D61

    2-3

    4-6

    EffectDead This Warriors adventure endshere. (Remove Warrior from roster)

    Injured This Warrior must miss hisnext game.

    Full Recovery This Warrior may playnext game as normal.

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    Hero InjuryTable [D66]

    11-13 Dead.The Hero's adventure ends here. Remove the warrior fromyour roster. Any weapons or equipment carried by the Heroare lost.

    14-15 Captured

    Roll a D6. On a 1-3, theH

    ero is now the prisoner of theenemy company responsible for his injury ~Murdered~Tortured ~Sold into Slavery~ Ransomed. On a 4-5, theHero is in the process of being captured play the scenario. On a 6, the Hero has escaped his captors and may

    play his next game as normal.

    16-21 Multiple InjuriesThe fighter is not dead but has suffered many seriouswounds. Roll a further D6 times on this chart. Re-roll anyfurther Dead, Captured, Lost in Battle and FullRecovery results.

    22 Leg WoundThe first Leg Wound results in a 1"/2cm Move penalty.The Hero also suffers a -1 penalty to any rolls on the Jump,Climb or Swim charts. A second Leg Wound result will

    cause yourHero to retire, per the Dead result.23 Arm WoundThe damaged arm may no longer be used, either to carry ashield or wield a weapon. Therefore, the Hero can only usea hand weapon or dagger from this point onward. A secondArm Wound will force yourHero to retire, per the Deadresult.

    24 Chest WoundRoll again. On a 1 or 2, the Hero loses a wound. A Herowithout wound must retire, per the Dead result. On a 3+,the Hero suffers -1 to his Defense value.

    25 Head Knock (Brained!)Roll again. On a 1, the Hero recovers and may play nextgame as normal. On a 2-5, the Hero suffers from Madness

    he must pass a courage test at the start of the each turn orcount as Transfixed/ Immobilized for the turn.

    26 Blind in One Eye

    The warrior survives but loses the sight in one eye;randomly determine which. A character that loses an eyehas his Shooting value reduced by -1. If the warrior issubsequently blinded in his remaining good eye he mustretire, per the Dead result.

    31 Dangerous Infection-10 to the Heroes next roll on the injury chart. Lasts for 3games. Heroes may have more than one infection at a time.

    32 Deep WoundThe warrior has suffered a serious wound and must miss thenext D3 games while he is recovering. He may do nothing

    at all while recovering.33 Missing Fingers

    Wounds to a hand result in the loss of D3 fingers.Randomly determine which hand is affected. The HerosFight value is reduced by -1. If a fighter loses all fivefingers on a hand then he may no longer use that hand: hemay not carry anything in it, and is unable to use weaponsthat require two hands.

    34 Niggling InjuryOn a roll of a 1-2, theHero is now Venerable. On a 3+ theHero acquires an Old Battle Wound. Before each game,make a roll for a Hero with an Old Battle Wound. On ascore of 1, the Hero's injury is plaguing him, and he cannottake part in the game. A Hero can have more than one Old

    Battle Wound, in which case, he must make one roll foreach.

    35 Haunting MemoriesThe warrior is mentally scarred from his ordeal. Hiscourage characteristic is reduced by -1. On the roll of a 5+,the Hero also loses a point of Will.

    36 Flesh WoundTheHero must miss his next game.

    41-43 Its Just A Scratch!TheHero must miss his next game. Alternatively, thecontrolling player may choose to roll again on this chart,

    but the second result will apply.

    44-53 Full Recovery

    TheH

    ero may play the next game as normal.54 Sworn EnemyAlthough he makes a full physical recovery, the Hero nowhas a deep hatred for those responsible for his injury. Roll aD6. From now on, the Hero hates the following:1-3 TheHero or Warrior that killed him.4-5 The company that killed him.

    6 Every company of that type that killed him.

    55 Lost in Battle

    TheHero lies wounded somewhere on the field of battle.Both players should play the Lost in Battle scenario, assoon as possible. Note: there can be more than one losthero

    56 Survives Against the Odds

    TheH

    ero gains +D3 Experience point.61 Hardened+2 to courage when testing for Terror.

    62 Wounds of a HeroTheHero's patrons are so impressed by the Hero's self-sacrifice that his force gains +D6 Influence this game.Additionally, he makes a full recovery.

    63-64 SidetrackedMiss the next game, but roll 3 times on the Journey chart.

    65 New TrickOn a 1-5, the Hero gains +1 to Fight value. On a roll of 6,the Hero may roll for a Special Rule, as if he had rolled theSpecial Rule result on theHero advance table.

    66 Protected by the Valar/Dark PowersSaved from injury by the Valar or perhaps some darker

    power, the Hero is protected from any serious harm. TheHero permanently gains +1 Fate. Additionally, he makes afull recovery.

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    Step II: Experience

    When a Hero or Warrior takes part in a scenario, theymay earn experience, and improve their battle skills.This is represented in campaigns by Experiencepoints.

    Warriors &H

    eroes gain +1 Experience for: Each wound inflicted1 Participating in a scenario

    Heroes gain +1 Experience for:

    Winning a scenarioThese are not, however, the only way to gainExperience other sources include scenario specialrules, campaign objectives, heroic deeds & oaths,random events and the discovery/adventure chart.

    No member of a Battle Company can have more than

    225 Experience Points. Once he has received thismany, he cannot increase any further. Hes become asgood as he can be!

    Exp. Points Title Notes

    0-4 Stripling5-9

    10-14 Warrior

    15-19

    20-24

    25-29 Veteran

    30-39

    40-49

    50-59 Old-Hand60-69

    70-79 Champion2

    80-89

    90-104

    105-119

    120-134

    135-149

    150-179 Legend

    180-199

    200-224

    225+ Epic

    No Fools & Underdogs

    When a battle company fights an enemy companywith a higher company rating then its Heroes andWarriors gain extra Experience.

    Advancement

    As a Hero or Warrior earns more Experience pointsthey gain advances a roll on their respectiveAdvance tables opposite. The company roster sheetshows how much experience a Warrior or Heromust accumulate before making a further roll.When the accumulated experience reaches a boxthat has thick borders, the warrior may make anAdvance roll. The roll(s) must be takenimmediately after the game in which the advance asearned, while both players are present to witnessthe result.

    If you roll a result for yourHero that you cannotuse, either because he already has the special ruleor because his profile has reached its maximum,you may roll again on the same table. A roll of 1-4is a characteristic increase, each with two options;if either of the characteristics is maxed out you maychoose the other option or roll again on the advancetable.

    1 Upon an enemy model & even if it is later saved by fate.2 Each company is limited to one Champion.

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    Warrior Advance Table

    D6

    1-3

    4-5

    6

    Effect

    No Effect.

    Promoted. The Warrior is promoted. Notall Warriors are eligible for this advance.See your Battle Company's Promotion

    Table. If the Warrior is ineligible, treat thisresult as No Effect.

    A Hero in the Making. From now on, theWarrior is treated as a Hero. He adds 1Fate point to his stat line. He retains theExperience points gained thus far andgains Experience and advances like a Herofrom the next game on.

    Hero Advance Table

    D6

    1

    2

    3

    4

    5

    6

    Effect

    Fight/Shoot/Strength: The controllingplayer may choose to improve either theFight, Shoot or Strength characteristic by 1.Each may be improved only once.

    Courage/Defense: The controlling playermay choose to improve either the Courage orDefense characteristic by 1. Each may beimproved only once.

    Attack/Wound: The controlling player maychoose to improve either the Attacks orWounds characteristic by 1. Each may beimproved only once.

    Might/Will: The controlling player maychoose to improve either the Might or Willcharacteristic by 1. Might and Willmaximums are defined by the Hero'sclass. Each may only be improved twice.

    Special Rule: Roll on the Hero's class table.Or alternatively on either the race ormiscellaneous tables.

    Choose: Choose one result from above.

    Characteristic Increases

    Characteristics forHeroes & Warriors may not beincreased beyond the maximum limits shown on thefollowing profiles. For a Heroes maximum Might, Will& Fate see Classes.

    HUMAN (Gondor, Rohan, Dunedain, Haradrim,

    Dunlendings, Ruffians

    1

    & Easterlings)Profile F S D A W CHuman 6/3+ 4* 7 2 2 51Ruffian 5/4+ 3 5 2 2 3

    ELF (ElfHavens, Wandering Elf)Profile F S D A W C

    Elf 7/3+ 4 7 2 2 6

    DWARF (DwarfHolds)Profile F S D A W C

    Dwarf 6/3+ 4* 8 2 2 5

    HOBBIT (The Shire, Unusual Burglar)Profile F S D A W C

    Hobbit 4/3+ 3 5 2 2 6

    ORC (Orc Warrior, Orc Tracker, Morgul Stalker,Morannon Orc1, Warg Rider)Profile F S D A W C

    Orc 5/4+ 4 6 2 2 41Morannon 5/4+ 4 6 2 2 4

    URUK-HAI (Uruk-hai Scout, Uruk-hai Warrior,Mordor Uruk-hai & Black Guard of Barad-dur)Profile F S D A W C

    Uruk-hai 6/4+ 5 7 2 2 4

    GOBLIN (Moria)Profile F S D A W C

    Goblin 4/4+ 4 6 2 2 4

    WARG (Wild Warg)Profile F S D A W C

    Goblin 4 5 6 2 2 4

    TROLL(Half-, Cave & Mordor Trolls)Profile F S D A W C

    Half-Troll 6 6 6 2 2 2Cave 6/5+ 7 7 3 3 3Mordor 7/5+ 7 7 3 3 3

    Note: A roll of 1-4 on the Hero Advance table is a characteristic increase, if both characteristics are at maximumroll again on the advancement table.

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    Class System

    +1 Courage. The Heros Courage value can beincreased twice, instead of the normal once.

    Might Will FateWarrior

    1 3 1 2

    Marksman 2 1 2Ranger 3* 1 2Captain 2 2 2

    Lore-master 1 3 2Shaman 1 3 2

    *Note: The different racesof Middle-Earth all haveunique magical abilities.

    For instance, Floi Stonehandis a Rune-keeper capable of

    Close-Combat Shooting Leadership Magic World Hybrid Ferocity

    Fighter --- 1

    Marksman --- Leader --- 2

    Lore-master 3 ---

    Shaman ---

    1 Includes sub-classes: Guardian & Berserker2 Evil Heroes Only3 Only available to Heroes who have completed (Deed)

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    Skills Lists

    Close-Combat Skills [2D6 3] Shooting [2D6]

    -1 Intercept. Free heroic fight or move every turn.

    0 Hard Bargain. This hero can only lose 1 wound percombat.

    1 Heroic Defense. The hero can choose to swap hisStrength and Attack values at the start of the combat

    phase. Maximum of 4 attacks can be generated.

    2 Web of Steel. The Hero may shield while using ahand-weapon, spear or shield.ORShield Wall. +1 to win the fight when in basecontact with two friendly models with shields.

    3 In Harms Way. This hero has a 2 zone of control.

    4 Parry. The Hero may force his opponent to re-roll asingle die when determining who wins a fight.

    5 Rally to Me. The Hero's Stand Fast! range isdoubled.

    6 Honed Instincts. The hero never counts assurrounded & cannot be knocked down in combat.

    7 Slam/Sweep. If the enemy loses combat on a roll ofa one(s) they are knocked to the ground. Requires:Spear or Shield.

    8 Rush! The hero may wound enemies lending spear-support to the combat. OR on a turn where the herohas priority he gains a free might point for the turn.

    9 Feint. TheHero may re-roll one of his die per turn todetermine who wins the fight.

    10 Deadly Strength. The Hero may wield a two-handedweapon without the -1 penalty or can choose towield it one-handed with the -1 penalty.

    11 Furious Charge. The Hero receives a +1 Attackbonus when he charges into combat on foot.

    12 Savage Blow. Before rolling to wound the hero can,once per game, nominate a single hit/attack as asavage blow. If theHero successfully wounds, withthis attack, he inflicts D3-1 wounds (minimum of 1).

    13 Rampage. Every time the hero kills an enemy herohe regains a point of might spent earlier in the battle.

    14

    15

    2 Rapid Fire. TheHero may call a free Heroic Shootonce a game.

    3 Fast Hands. If an enemy attempts to charge, from

    further than 3" away and the hero hasn't moved morethan his ranged weapon allows then, the hero mayfire one shot at the charger. Any remaining shots can

    be fired in the shoot phase, if possible. Also, mayfire one shot when charging.

    4 No Man's Land. If shooting at an enemy within 12",the hero adds +1 to wound.

    5 Cunning Shot. The Hero may re-roll failed In TheWay rolls.

    6 Lethal Accuracy. May re-roll a failed roll to hiteach turn in the Shoot Phase.

    7 Seasoned Archer. May move at full speed andshoot, but at a 6+ to hit.

    8

    9 "Bring HimDown". Hero can choose to fire oneshot that auto-hits.

    10 QuickDraw. If combat is won the hero may chooseto shoot, they still have to roll to hit and enemieswithin the combat must be shot first.

    11 Call the Shots. The hero controls a volley group(see Advanced rules section). With a marksman'sdirection a volley becomes even more lethal. +1 towound for entire volley.

    12 Expert Shot. The Hero is allowed to shoot twice ineach Shoot Phase.

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    Leadership Skills FerocitySkills

    2 Iron Will. Where there's a will there's a way. Heromay use a point of will to call heroic actions.

    3 At the Double! This hero knows the meaning ofhaste. A new heroic action allows the hero, & anyfriendly models within 3", to gain 50% moremovement for the turn.

    4 Tip the Scales/Turn the Tide. This hero knowswhen the battle hangs in the balance. For a singleturn, each Might point counts for two when changingdice rolls.

    5 Cut off the Head. This Hero understands thatwithout leaders a company is of little danger. In afight against an enemy hero, the Hero adds +1 to winthe combat.

    6 Seize the Initiative. +1 when rolling off todetermine Heroic action sequence.

    7 Courageous/Dark Motivation. The Hero may re-roll any failed Courage tests

    8 Rally to Me. The Hero's Stand Fast! range is

    doubled.

    9 Lead by Example. Friendly Warriors and Heroeswithin 12 of the Hero re-roll failed Courage tests.

    10 Great Captain / Unmatched Ferocity. The herocounts as a banner.

    11 Hold Firm! (Good). A Hero with this ability canmake his followers stand fast against even the mostoverwhelming odds. The controlling player maynominate that his hero is "holding firm", in whichcase the Hero and any friendly model with in 6"

    passes any courage tests they are required to take aslong as the Hero remains stationary in the move

    phase. If the hero moves then the ability ceases towork. A Hero can only use this special rule once per

    game.

    12 Brutal Discipline (Evil). When the Heros forcebreaks, instead of rolling dice to pass a courage test,the Hero can remove any Evil model in base contactfrom play. If he does this the Hero is considered tohave automatically passed his Courage test and hisStand Fast! has a range of 12/28cm.

    13 Inspiring Presence/Overlord. The hero's Might canbe used by any friendly model within 6".

    1 d. d

    2 d. d

    3 d. d

    Movement Skills

    1 Nimble. +1 to any Jump or Climb tests (Or roll 2dice and choose the highest?).

    2 d. d

    3 d. d

    4 Strong Swimmer. +1 to all rolls on the Swim chart.

    5 Woodcraft. d

    6 Stalk Unseen. d

    World Skills

    1 Favour of the Mighty. For whatever reason, thehero enjoys favour in high places. The hero may add+1 to a single roll on, either, the reinforcement orsupply chart after each game.

    2 d. d

    3 d. d

    4 Haggle/Persuasive. d.

    5 Tracker. d.

    6 Cook. d

    Riding Skills [D6]

    1 Fast to the Saddle. Add +2 to Jump test formounting.

    2 d. Add +2 to the Jump tests for obstacles whileriding a mount.

    3 Expert Rider. See main rules.

    4 For Ruin. Once per a game & if still mounted, thishero may call a free heroic move, but only if heattempts to charge.

    5 Deadly Momentum. Once per a game, on a turnwhen the mounted hero has charged into combat, thehero may declare a free heroic fight.

    6 d. dont have to dismount to cross river, lake.. as longas within 6" of shoreline.

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    12

    Lore Skills

    And you?" she said, turning to Sam. "For this is what you folk would call magic, I believe; though I do not

    understand clearly what they mean; and they seem to use the same word for the deceits of the Enemy. But this, if

    you will, is the magic of Galadriel. Did you not say that you wished to see Elf-magic?"

    The Fellowship of the Ring

    Elf-Magic

    2 Light ofAman (Noldor & Istari Only). Those who have seen the UndyingLands possess greatpower, though fewnow are left in Middle-Earth who may make this claim. All Evil models within 6 must pass a Courage test or fleethe battle. (Spirits, Shamans or Sorcerers -1 modifier?)

    3 Protective Enchantments. You shall notpass! Magic Words of Protection +6 Fate roll.

    4 Renew. Range 3" Cast on a 4+

    5 Strengthen Will. Range 6"/12"Cast on a 3+

    6 Far-sight. D3 dice - 1 = Number of Foresight pts. can be used to alter priority roll up or down.

    7 RekindleValour.

    8 Panic/Soothe Stead.

    9 Nature's Wrath. Cast on a 6+

    10 Gift of Orme.

    11 of Ullvatar. d

    12 Blessing: Words of .....InLord of the Rings there are many examples ofpowerful beings blessing items, places orpeople. While, the exact mechanics are unknown the effects are clear. Range 3/6cm.D6 Result1-2 Guiding. d3 Guarding. d4 Strength/Wounding. d5 Healing. d6 Valour.

    x Fire ofAnor. Gandalf the Grey is the wielder of the sacred flame.

    Wild Channelling: If, when casting a spell, one or more of the dice rolled result in a natural 6 (i.e. not anothernumber modified by Might etc...) the Will points used in casting the spell are not expended but are returned tothe Heros pool of Will.

    Dwarf Craft

    2 Moon Runes. A Hero, may use messages without fear of?

    3 d. d

    4 d. d

    5 d. d mbnv

    6 d. d

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    Black Art Skills

    2 Visions of Woe. 6" range. Cast on a 4+. AoE or Single target? -

    Black Breath. Fight & Courage reduced to 1. The enemy hero must pass a courage test with a -2 modifier torecover. > Chill Soul.

    Dark Fury. See main rules - Fury. Also now requires LoS. Cast on a 3+. When force is broken, then caster must takecourage test but with +2 modifier. If successful counts as stand-fast to anyone affected by Dark Fury. however, if the

    test is failed, the spell breaks.Cloak of Shadow. The caster becomes wrapped in shadow. Cannot be seen from more than 6 away. > Pall ofNight. Affects caster and everyone with 6 of the caster.

    Sunder Spirit. see SBG rules (pg.40) - Drain Courage. > Black Breath orVisions of Woe

    Wings of Terror. 'Some evil gives speed to these creatures.'Any models within 6" of the caster - at the time ofcasting - have their movement value increased by 3" for the turn. Cast on a 4+.

    34

    567

    8 Aura ofDismay. The caster now causes Terror.

    9 Strength from Corruption. Up to 3 friendly models (Hero or Warrior), within 12 ofthe caster, gain +1 Strength for the turn & suffer a single S3 hit at the end of the turn. >Enfeeble. d

    10 Transfix. Range 12"/28cm. Cast on a 5+. > Compel. d

    11 BlackDart (Mordor & Black Numenoreans Only). Cast on a 6+.

    12 Sandstorm/ Tricks of Pallando (Easterlings Only). I think that they went as emissaries to distant regions, east andsouth, .... Missionaries to enemy occupied lands as it were. What success they had I do not know; but I fear that theyfailed, as Saruman did, though doubtless in different ways; and I suspect they were founders or beginners of secretcults and "magic" traditions that outlasted the fall of Sauron.J.R.R Tolkien

    Devilry of Saruman/Black Fire/Fire of Saruman. (Isengard Only)

    13 Tremor (Goblins Only).

    Paralyze. (Angmar Only)

    Dark Channeling: When the Hero, takes an enemy model out of action he may roll a D6, if the result rolled is anatural 6, he regains a point of Will used earlier in the scenario.

    Advanced magic.Sunder spirit Visions of Woe.Aura of Dismay Wings of Terror.Cloak of Shadows/Shroud of Darkness Pall of NightEnfeeble Strength from CorruptionTransfix CompelFury DarkHatredBlack Breath Black Dart.Other: Tremor, Sandstorm, Black Fire

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    Step III: Reconnaissance

    Step IV: Influence

    Influence represents the support, be it gold,

    favours or reinforcements, the company enjoysfrom its patrons. The more victories the companyachieves, the more a patron will offer them aid.Other sources or opportunities to generateinfluence include scenario rewards, heroic deeds,oaths and random events. Influence is measured inInfluence points.

    Earning Influence

    Battle Companies can earn Influence in severaldifferent ways:

    +D6 x 10 points for playing a scenario.

    +10pointfor a draw +30points for a victory + ? points for Scenario Rewards +/- ?points for other Events/Deeds

    Spending Influence

    Cost Action

    5 Roll on the Recruit Table2 Adjust roll Recruit or Advance tables1x Purchase wargearx Gain an advantage in a Scenario2

    An adjustment allows Wargear may be purchasedat the cost indicated in your chosen companyswargear options.

    Legend Points

    Fame & Legend

    A companys legend grows with each victory. Once, acompany becomes famous enough they will encounternew patrons and spheres of influence. A highlysuccessful company may earn the notice of, even, thehighest leaders of their faction. A companys legend or

    fame is represented by Legendpoints and in manyways is the equivalent of experience, but for a company.

    Creating Legends

    + for major victory winning a story arc meanssmaller story arcs, maybe 3 games long

    Legend becomesMyth

    With each re-telling a legend grows, after a number ofyears the legend may even become myth Every fivescenarios you may roll a dice for each legend point youhave earned, within that period. On the roll a 6, thelegendpointx D3.

    12

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    Price Chart

    Close-Combat Weapons Quality

    Item Cost Availability

    Hand Weapon 10

    Spear 10:20

    Two-handed Weapon 10:20

    Pike 15:30

    Halberd 15:30

    Lance 20:40

    Notes

    Flawed breaks first combat

    Poor Breaks on the roll of a 1,2

    Standard breaks on a roll of 1, with 5+ save

    Excellent n/a

    Masterwork

    RangedWeapons

    Item Cost AvailabilityBow

    Short Bow

    Dwarf BowOrc Bow

    Elf Bow

    Longbow

    Throwing Weapon

    Crossbow

    Blowpipe

    Armour

    Item Cost AvailabilityLight Armour

    Heavy Armour

    Shield

    Helmet

    Barding

    Animals

    Item Cost AvailabilityHunting Dog 30

    Travelling Pony 30:45

    Horse

    Warhorse

    Horse (Rohan)

    Camel

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    Gondor Battle Company

    The sons of Gondor are a hardy and grim folk, for it is they, more than anyother, that have stood firm against the forces of Mordor in the Third Age.From their seat of power in Minas Tirith, the brave Warriors of Gondor sallyforth to battle the hordes of Evil Men and Orcs under Sauron's sway. However,the blood of Nmenor is weaker than it has ever been, and the Warriors ofMinas Tirith find themselves sorely pressed and thinly spread.

    The Battle Companies that march forth from Gondor are filled with resolvedand hardened warriors ready to do their duty and give their lives in defence ofthe White City. From Henneth Annn to Osgiliath to the Harad Road, theWarriors of Minas Tirith stand ready to thwart the plans of Mordor (Games Workshop).

    Gondor Starting Force(s)

    Osgiliath

    2 x Warrior of Minas Tirith bow2 x Warrior of Minas Tirith shield2 x Warrior of Minas Tirith spear & shield

    Rangers of Ithilien2 x Ranger of Gondor bow2 x Ranger of Gondor - spear1 x Faramirs Ranger

    Dol Amroth

    1 x Knight of Dol Amroth (on foot)3 x Men-at-Arms of Dol Amroth2 x Warriors of the Ringo Vale

    Fiefdoms2 x BlackrootVale Archers2 x Clansmen of Lamedon2 x Axemen of Lossanarch

    Pelagrir

    1 x Wardens of Pelagrir3 x Mariner of Gondor2 x Fishermen of Tol Falas/Lebennin

    Gondor Wargear Options

    Spear.1Two-handed..1Lance2Shield1Bow...1

    Long Bow..1Throwing Spear.1

    Lossanarch..Halberd ....1Dol Amroth.Pike.. 1Hero Only

    Horse ...2

    Gondor Reinforcement Table

    OsgiliathD6 Result1No effect.2Warrior of Minas Tirith shield3Warrior of Minas Tirith shield & spear4Warrior of Minas Tirith bow5Choose one of the above.6Roll again on the table to the below.

    D6 Result1 Ranger of Gondor2-3 Osgiliath Veteran4-5 Knight of Minas Tirith

    6 Citadel Guard (continued next page)

    Gondor Promotion Table

    Troop Type Promotion Option

    Warriors of Minas Tirith bow....................Warriors of Minas Tirith spear or shieldWarriors of Minas Tirith all.......................Osgiliath Veteran...

    Ranger of Gondor..Men-at-arms of Dol Amroth..Foot-Knight of Dol Amroth...Fisherman of Lebennin/Tol Falas..Mariner of Gondor/Sea Guard...

    Ranger of GondorD6: 1-3 Citadel Guard, 4-6 Knight of Minas TirithD6: 5+ Osgiliath VeteranCitadel Guard

    Ranger of IthilienFoot-Knight of Dol AmrothSwan-Knight of Dol AmrothMariner of GondorWarden of Pelagrir

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    Gondor Reinforcement

    continued

    Dol Amroth

    D6 Result1No effect.2Warrior of Ring Vale3-4Men-at-Arms of Dol Amroth

    5Choose one of the above.6Foot-Knight of Dol Amroth

    Rangers of Ithilien

    D6 Result1No effect.2Ranger of Gondor bow3-4 Ranger of Gondor spear5Choose one of the above.6Ranger of Ithilien

    Pelagrir

    D6 Result1No effect.2Fisherman of Lebbenin

    3Mariner of Gondor spear4Warrior of Tol Falas shield5Choose one of the above.6Warden of Pelagrir

    Fiefdoms

    D6 Result1No effect.2d3d spear4d shield5Choose one of the above.6d

    New Gondor Profiles

    Warden of Pelagrir

    Profile F S D A W C

    3/4+ 3 6 1 1 3

    Wargear:Heavy Armour, Shield &Hand

    Weapon

    Mariner of Gondor

    Profile F S D A W C

    3/4+ 3 3 1 1 3

    Wargear: Hand Weapon

    Special Rule:Home is the Sea.The Mariners of Gondor mayre-roll any rolls on the Swim or Sail tables.*Fisherman. same Profile with -1 to Fight.

    Warrior of Ring Vale

    Profile F S D A W C

    3/- 3 5 1 1 2

    Wargear: Armour, Shield & Hand Weapon

    Special RuleWarrior Bond. Warriors of Ring Vale receivea +2 bonus to their Courage if any Knights ofDol Amroth are within 12.

    Gondor Skill TableFor the White Tree. Hero may automatically pass asingle Courage test per game.

    NmenreanAncestry.

    Glory of Old.

    Green Knights of Pinnath Gellin

    Profile F S D A W C

    3/4+ 3 4 1 1 3

    Wargear: Armour & Spear

    Special RuleWoodcraft. See Movement skill table.

    Campaign Rules

    Destined Enemies Mordor, Harad and RhunStrong Alliance Rohan

    List of Special Citizens:

    y

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    Rohan Battle Company

    The brave warriors of Rohan have long resisted the darkness. Sturdy and strong, the people of Rohan makeexcellent warriors and take great pride in their skill at arms. Through time they have fought against the Orcs, theDunlendings, Easterlings and the mighty Uruk-hai of Saruman. Despite all this, they have prevailed thanks totheir long friendship with Gondor and the might of their people.

    The military of Rohan is divided into oreds, these comprising of Knights and warriors, loyal to one of the

    Marshals of the Mark who ride to battle beneath his banner. To be accepted into the ored of a Marshal is agreat honour, something that every warrior of the Rohirrim aspires to, and often warriors who seek this honourwill find themselves assigned to a Battle Company for a time to prove their worth and valour against Rohansmany enemies (Games Workshop).

    Expert Rider. Any mounted Warrior orHero of Rohan is considered to be an Expert Rider. Note this fact onthe model's profile as it gains a horse.

    Bow-Armed Riders. All Riders of Rohan come with a bow in their wargear. This fact can cause problems whenplaying Battle Company games. A force with a preponderance of bows is very likely to win, and that makes fordull, predictable games. As such, only Riders of Rohan models that are actually holding a bow count as beingarmed with one. We imagine that any others are not armed with bows or have stowed them for now. This ruleallows Rohan players to field an all-mounted company and still adhere to the 33% limit imposed on bow-armedmodels.

    Rohan Starting Force

    2 x Warriors of Rohan - bows3 x Warriors of Rohan - shields2 x Warriors of Rohan - throwing spear & shields

    Rohan Promotion Table

    Troop Type Promotion Option

    Warrior of Rohan

    Rider of Rohan

    Rider of RohanHelminga (Westfold Only).

    Rohan Royal Guard*

    Rohan Skill Table

    Horselord. This Hero may use his Fate points torestore Wounds suffered by his mount instead ofhimself.

    Rohan Wargear Options

    Throwing Spear..1Two-handed..2Lance........3Shield.1Bow....1Long Bow..........2

    Heroes & Royal

    Guard Only

    Horse. ..2

    Rohan Reinforcement Table

    D6 Result

    1No effect.2Warrior of Rohan - bow3Warrior of Rohan - throwing spear & shield4Warrior of Rohan - shield & hand weapon5Choose one of the above.6Roll again on the table below.

    D6 Result1-4.Rider of Rohan5-6.Rohan Royal Guard - mounted

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    Wargear Notes

    Weapons

    Armour

    Special Equipment

    Rare Things

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    Special Equipment

    Climbing Rope & Grapnel

    1 Influencepoint

    Ropes and grapnels are standard kit for any adventurer in Middle-earth and many warriorsfind use for them in their travels. A model with a climbing rope & grapnel may add +1 toany Climb test they are required to make. Additionally, the model may leave his ropebehind, where he has climbed. If he does this, mark the location with a counter he may not

    use it any further in that game, but any model that uses the same route to climb also receivesthe bonus. At the end of the game, if he is still alive, the bearer is assumed to recover hisrope.

    Concealing Cloak

    1 Influencepoints

    Rangers and ambushers of all types have made use of camouflage items for thousands ofyears. Any model that has a concealing cloak may start the game in hiding so long as it isplaced within an area of cover, such as a rocky outcrop or some woodland. As long as themodel remains stationary, it counts as concealed and receives the benefits of wearing anElven cloak. As soon as the model moves or shoots, it is revealed and the effects of thecloak are lost for the remainder of the game.

    Rallying Horn

    3 Influencepoints

    Maintaining communications between warriors that are spread out on a search can beextremely difficult and many Battle Companies adopt rallying horns to overcome this. If amodel bearing a rallying horn is on the board, the controlling player may add 1 to any diceroll when rolling for reinforcements.

    Map (Hero only)3 Influencepoints

    There are few individuals in Middle-earth with both the skill and the inclination to makemaps of the land. Those few that are made are valuable, and can provide the bearer with anadvantage when choosing where to fight. After both companies have deployed, but beforethe first turn, a Battle Company with a map may redeploy D6 models using normal rules. Ifboth companies have a map, then neither force benefits from this rule.

    Burning Brands & Torches

    1 Influencepoint

    The warriors of Middle-earth make use of all manner of burning objects to light their way inthe world. A burning brand or torch illuminates an area 6"/14cm around the bearer. Anymodels within that area can be seen as though they are in daylight. Models that carry one ofthese items can use them to set buildings (andother appropriate objectives) alight inscenarios that permit it. In addition, any model defeated by an enemy bearing a burningbrand must retreat D6"/2D6cm if they are beaten in a fight. Because a warrior must hold theburning brand in one hand, a model bearing one must either forgo the use of a shield, orfight with the same penalty as a model that is unarmed (see rules manual).

    Flute, Lyre or Harp

    1-3 Influencepoint

    In the hands of a musician - be it Dwarf, Man, Hobbit or Elf - music has a powerful effecton the soul, when within 6" of a musician any member of the battle company receives +1courage. However, in the hands of a skilled Elf, these instruments become deadly weavingenchantments for any evil creature unlucky enough to hear its melodies. After 3 scenarios,

    an elf musician gains +1 to cast for Hymn of Elbereth, Lay of Gondolin and

    Arrow -Types & Effects1 InfluencepointThe art of poisoning arrows has been mastered by the Haradrim, but there are other Evilcreatures willing to stoop to this tactic. An Evil Warrior orHero with arrow poison must re-roll 1s to wound when shooting, just like Haradrim armed with bows

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    Poison1 InfluencepointThe Evil creatures of the world have mastered all manner of poisons; whether extractedfrom dangerous plants or venomous creatures their effect is the same. Any Evil Warrior orHero may coat his close combat weapons in poison. When using blade poison, any rolls of 1To Wound in a fight must be re-rolledD31 - Reroll 1s to wound2 - A wound = next turn transfixed3 - a wound = -2courage

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    Territories

    There are many different environments within Middle-Earth. From FarHarads vast jungles to the winteryforests of Arnor.

    Environments

    Plain/Grassland.

    Forest.

    The Hills.

    Desert.

    Jungle.

    Caverns.

    Mountain-side.

    Climates