Hello, and welcome to the Legends of the Dwarves Supplement. This supplement began on The Last Alliance a little over one and a half years ago, and recently Krahl was kind enough to grant me a developement forum right here on The Palantir. The supplement is not finished yet (anyone interested in helping out can contact me about joining the developement team), but this thread is here to get community feedback on the items that have been put together and passed through preliminary scrutiny to-date. I hope you all enjoy it!
TABLE OF CONTENTS]
Core Rules
-Resistant to the Rings
-Baruk Khazad!
-Two-Handed Axes
-Skill
Equipment
Dwarf Heroes
-Durin I
-Azaghal
-Gamil-Zirak
-Telchar
-Narvi
-Mim
-Khim
-Ibun
-Petty Dwarf Captain
-Petty Dwarf King
-Lord of Nogrod
-Durin III
-Thrain
-Thorin
-Young Dain
-Gloin
-Smith
-Campaigner
Dwarf Warriors
-Petty Dwarf Warrior
-Petty Dwarf Scout
-Petty Dwarf Guard
-Nogrod High Guard
-Dwarf of the Iron Hills
-Dwarf of the Blue Mountains
-Scout of the Grey Mountains
-War Hippo
-Brewer
Siege
-Dwarf War Ballista
-Armoured Siege Tower
Evil Heroes
-Azog
-Goblin King
-Dragons
Evil Warrios
-Azog's Guard
Battle Companies
-Petty Dwarf Battle Company
Scenarios
-The Wounding of Glaurung
-Azanulbizar
Conversions
-Azaghal
-Smith
-Brewer
-Khim
CORE RULES
All core rules of The Lord of the Rings Strategy Battle Game apply along with these additions.
Special Rule: Resistant to the Rings
Dwarves were the only race given rings of power who could wear them and not be dominated by Sauron's will. Therefore, any Dwarf failing to pass a resistance to the ring test may re-roll the die. You may not re-roll a re-roll.
Heroic Action: Baruk Khazad!
This is a heroic action available only to Dwarf Heros. To yell "Baruk Khazad!" the Hero must be charging an enemy. You must expend 1 point of might, and all combats involving Dwarves within 6" of the Hero are affected. In a comat affected by "Baruk Khazad!", the enemy combatant with the highest courage must take a courage test. If passed, procede as usual. If failed, the enemy (of the Dwarves) automatically loses the combat and must recieve blows.
Weapon Skill: Two-Handed Axes
Any
named Dwarf Hero may use this skill. This skill allows the Hero to fight in 3 different ways with his Two-Handed Axe. He may use it as a normal Two-Handed Weapon, or he may choose from 2 other options.
1.)If the Hero is facing only 1 opponent in a fight and has 2 or more attacks, he may opt to transfer 1 attack from the wound phase to the fight phase (eg. Gimly is facing an Uruk-Hai Captain and decides to use 3 dice to try to win the fight leaving him only 1 die to wound with if he wins.) This represents the skill Gimli showed at Helm's Deep whacking Uruk-Hai with the top of his axe and then delivering a quick strike.
2.)If the Hero is facing 2 or more opponents and has 2 or more attacks, He may decide to use 1 of his attacks as a shielding attack against a single opponent. This means that he works out an individual combat with his target first. He uses 2 attacks (just like shielding) and if he wins the fight his target is knocked back and no blows are struck. He then fights his other opponents as though he had 1 less attack in his profile. If his target is not knocked back, continue in the same way involving the target.
I understand this rule is rather complicated. You do not need to use it to appreciate my other rules, however, I think it adds more depth to the game.
Skill:
Skill is a heroic characteristic just like Might, Will, or Fate. It consists of a store of points, and is used up just like the others. Skill represents a Hero's ability to perform, well, Abilities, much like Will may be used to cast Magic. However, unlike Will, Skill is only useful for performing Abilities. To perform an Ability, first state which Ability the Hero will be performing and then nominate how many dice he will roll. The Hero's Skill value is immediately reduced by 1 for each die rolled. The player rolls all the dice together. If the highest scoring dice equals or beats the value required to use the Ability the Hero has succeeded. If none of the dice score the minimum value needed, the Hero has failed to perform the Ability - there is no effect.
EQUIPMENT
Under this heading you will find all equipment options for the Dwarves in this supplement.
Dwarf Masks:
Any Dwarf from Belegost may buy a Dwarf Mask. It costs 1pt. for Warriors, 6pts. for Khazad Guard, and 10pts. for Heroes. Any Dwarf outfitted with a Dwarf Mask recieves +1 defence against missile weapons and Dragon Fire, while the Guard and Heroes also count as terrifying.
Hand Axes:
These are included in most of the profiles. They follow the rules for hand weapons as stated in the RotK rulebook.
Dwarf Bow:
Though not included in any of my new profiles, Dwarf bows are available to Dwarf Warriors (stats for both are in the RotK rulebook).
Bow:
Petty Dwarves carry these lighter bows in place of the usual Dwarf bows. Rules for bows are found in the RotK rulebook.
Throwing Axes:
Many heroes (and the Nogrod High Guard) have or have access to throwing axes. They follow the rules for throwing weapons as stated in the RotK rulebook.
Throwing Spears:
These particular throwing weapons are favored by Petty Dwarf Warriors. They follow the rules for throwing weapons as stated in the RotK rulebook.
Shields:
These defensive pieces of wargear are quite common. Models carrying shields behave as stated in the RotK rulebook.
Amour/Heavy Armour:
Models equipped with armour/heavy armour behave as stated in the RotK rulebook.
Axe of Nogrod:
This axe is included in the profile for a Lord of Nogrod. It has a +1 bonus to rolls for wounding, without suffering a -1 penalty in the fight. Also, if all blows struck cause wounds, then an extra blow may be struck.
Nogrod Axes:
These are included in the profile of Nogrod High Guard. They recieve a +1 bonus to rolls for wounding, without suffering a -1 penalty to win the fight.
Narsil:
If Telchar is included in your force a hero may be able to equip himself with Narsil. Narsil follows the rules as stated in Elendil's profile in the RotK rulebook.
Angrist:
If Telchar is included in your force a hero may be able to equip himself with Angrist. If Angrist is used in the fight phase, a -1 penalty is incurred towards winning the fight, but the greatest roll required to wound an enemy is a 4+, regardless of their defence.
Dragon Helm of Dor-Lomin:
Azaghal may buy this wonderful piece of smithcraft, as well as some other heroes if Telchar is included in your force. The Dragon Helm of Dor-Lomin may not be worn buy a hero with a strength less than 4, but it gives it's wearer +2 defence against missile weapons (up to a maximum of 10), is impervious to Dragon Fire, and causes its wearer to evoke terror in the enemy.
DWARF HEROES
Here are the new Dwarf Heroes I have invented. I have ordered them chronologically for your convenience. All of the Dwarves have 5" movement, and the War Hippo moves 6"
Durin I (the Deathless)......Model Used: Balin
Durin I was the first of the seven fathers of the Dwarves to wake, and the king who founded the great mansion of Khazad-Dum. He lived to such a great age other Dwarves thought him to be immortal. Howerver, he did die and his people believe him to come back among them at times as another king of Khazad-Dum.
F 7/-
S 4
D 9
A 3
W 3
C 7
Might: 3
Will: 3
Fate: *
Points: 190
Wargear:
Durin I wears mithril armour and Durin's Helm, and carries Durin's Axe and throwing axes.
Special Rules:
The Deathless. Durin I does not have a usual store of fate. Instead, he may use 1 point of fate to retrieve every wound he suffers. This represents the great amount of time Durin I lived for.
Eldest of the Seven Fathers. Durin I's Stand Fast rule covers the entire board.
Durin's Axe. See Balin's profile in the Shadow and Flame supplement.
Durin's Helm. The great Helm of Durin carries such a terrible majesty about it, that it causes Durin I to evoke terror as described in the Return of the King rulebook.
Azaghal (King of Belegost)......Model Used: Converted Dain (see CONVERSIONS section)
Azaghal was the king of the Dwarf nation of Belegost. He fought at the Battle of Unnumbered Tears and forced the mighty Dragon Glaurung to flee the battle, although it cost him his life to do so.
F 6/-
S 4
D 8
A 3
W 3
C 7
Might: 3
Will: 3
Fate: 1
Points: 120
Wargear:
Azaghal carries an assortment of fine Dwarf axes (one and two handed weapons) and wears armour. He may be given additional wargear at the following costs:
Axe of Belegost-30pts
Throwing Axes-5pts
Dwarf Mask-10pts
Long Knife-5pts
Dragon-Helm of Dor-Lomin-30pts
Special Rules:
Axe of Belegost. The Axe of Belegost is an heirloom of the kings of Belegost much as Durin's Axe is an heirloom of the kings of Khazad-Dum. The Axe of Belegost increases Azaghal's strength by 1, may be used one or two handed, and lets him re-roll one die that fails to wound.
Dwarf Mask. If Azaghal wears a Dwarf Mask he may not also wear the Dragon-Helm. The Dwarf Mask gives Azaghal +1 defence against missile weapons and Dragon Fire. It also makes Azaghal cause terror.
Dragon-Helm of Dor-Lomin. If Azaghal wears the Dragon-Helm, he may not also wear a Dwarf Mask. The Dragon-Helm gives Azaghal +2 defense against missile weapons and is impervious to Dragon Fire. It also makes Azaghal cause terror.
Long Knife. If Azaghal is killed when outfitted with a long knife, he may roll a die to attempt to kill an enemy he was directly in combat with. Roll a D6. On a roll of 4+, the targeted enemy suffers 1 wound, otherwise nothing happens.
Gamil Zirak
Gamil Zirak was Telchar's master and a great smith in his own right. His works were found in the armouries of Menegroth.
F 4/-
S 4
D 8
A 2
W 2
C 5
Might: 1
Will: 0
Fate: 1
Points: 65
Wargear:
Gamil Zirak carries a hand axe (hand weapon) and wears Dwarf armour.
Special Rules:
Skilled Smith. If Gamil Zirak is included in a force, any model with the option of buying a shield may buy armour instead at the same points cost as the shield would be. This gives +1 defence, and allows you to carry two-handed weapons and bows freely. However, you may not shield if you choose this option.
Power of Two Smiths. If Gamil Zirak is included in a force with Telchar, two different Weapons of Great Renown may be purchased. You can choose to give one qualified Hero two weapons or two different qualified Heroes one weapon each.
Old. See Dain's profile in the Return of the King rulebook.
Telchar
Telchar was the greatest Dwarf smith and maker of weapons of great renown. Among his works were Narsil, Angrist, and The Dragon-Helm of Dor-Lomin.
F 4/-
S 4
D 8
A 2
W 2
C 6
Might: 1
Will: 1
Fate: 1
Points: 85
Wargear:
Telchar carries a hand axe (hand weapon) and wears Dwarf armour.
Special Rules:
Great Smith. If Telchar is included in a force, all Dwarves in that force may be equipped with axes that count as Elven Blades at no extra charge.
Weapons of Great Renown. If Telchar is included in a force, one named Dwarf Hero or a Dwarf King may puchase one of the following named weapons (except for Narsil, which must be purchased by a named Hero of Men or a King of Men):
Angrist-30pts
Rules: If a hero chooses to wield Angrist in the fight phase, he suffers a -1 penalty for winning the fight (as is usual with knives and daggers), but will only require a maximum roll of a 4+ to wound any enemy, regardless of their defence.
Dragon-Helm of Dor-Lomin-30pts
Rules: The Dragon-Helm may not be purhased by a Hero with less than 4 strength. If a Hero buys the Dragon-Helm, he recieves +2 defence against missile weapons, is completely resistant to Dragon Fire, and counts as Terrifying.
Narsil-50pts
Rules: See Elendil in the Fellowship of the Ring or the Return of the King rulebook.
Power of Two Smiths. If Gamil Zirak is included in a force with Telchar, two different Weapons of Great Renown may be purchased. You can choose to give one qualified Hero two weapons or two different qualified Heroes one weapon each.
Narvi
Narvi was a highly skilled Dwarf mason and also the maker of the Doors of Durin.
F 4/-
S 4
D 7
A 2
W 2
C 5
Might: 0
Will: 0
Skill: 3+1 free per turn
Fate: 1
Points: 70
Wargear:
Narvi carries a hand axe (hand weapon) and wears light Dwarf armour.
Abilities:
Reconstruct. Target-Structures (gates, walls, towers, etc.). Range-Base Contact. Die Roll-5+. Reconstruct, if successfully cast, restores one wound/batterpoint to the targeted structure.
Mim (Petty Dwarf)
Mim was king of the Petty Dwarves at Amon Rudh. He met Turin there and later betrayed him.
F 5/4+
S 4
D 7
A 2
W 2
C 4
Might: 3
Will: 2
Fate: 2
Points: 65
Wargear:
Mim carries a hand axe (hand weapon) and wears light Dwarf armour. He may be outfitted with additional wargear at the following costs:
Bow-5pts
Heavy Armour-5pts
Special Rules:
Old. See Dain's profile in the Return of the King rulebook.
Coward. If Mim is beaten in a fight, he must take a courage test. If he passes the courage test, the enemy strikes blows against him as normal. If he fails the courage test, he counts as the same alliegence as the enemy model, (Note: this allows the "Good" side to take him back).
Khim
Khim was the son of Mim killed during their first encounter with Turin.
F 4/4+
S 4
D 6
A 2
W 2
C 4
Might: 3
Will: 1
Fate: 0
Points: 50
Wargear:
Khim carries a hand axe (hand weapon) and wears light Dwarf armour. He may be outfitted with additional wargear at the following cost:
Bow-5pts
Ibun
Ibun was another of Mim's sons and the brother of Khim.
F 4/4+
S 4
D 6
A 2
W 2
C 4
Might: 3
Will: 1
Fate: 1
Points: 55
Wargear:
Ibun carries a hand axe (hand weapon) and wears light Dwarf armour. He may be outfitted with additional wargear at the following cost:
Sheild-5pts
Petty Dwarf Captain
Petty Dwarf Captains were those incidental leaders of warriors on the battlefield, whose roles are important in any war. If you choose to include Petty Dwarf Captains in your force, invent suitable names for each of them.
F 4/4+
S 4
D 6
A 2
W 2
C 4
Might: 2
Will: 1
Fate: 1
Points: 50
Wargear:
Petty Dwarf Captains wear light Dwarf armour and carry hand axes (hand weapons). They may be outfitted with additional wargear at the following costs:
Bow-5pts
Throwing spears-5pts
Shield-5pts
Petty Dwarf King
Among Dwarves there were those who had been banished in the ancient days from the great Dwarf-cities of the East. These folk became diminished in stature and smith-craft, and their Kings held less power than those of other Dwarves.
F 5/4+
S 4
D 7
A 2
W 2
C 5
Might: 2
Will: 2
Fate: 1
Points: 65
Wargear:
Petty Dwarf Kings carry hand axes (hand weapons) and wear light Dwarf armour. They may be outfitted with additional wargear at the following costs:
Throwing spears-5pts
Sheild-5pts
Naugladur (Lord of Nogrod)
Naugladur was the Lord of Nogrod during the time when Thingol recieved a Silmarill from Beren. His people fashioned the Silmarill in the Nauglamor, and then took it for their own. On an attempt to reclaim the necklace after the Elves thwarted the original capture, Naugladur was slain by Beren
F 6/4+
S 4
D 8
A 2
W 2
C 6
Might: 3
Will: 2
Fate: 1
Points: 100
Wargear:
Naugladur wears heavy armour and carries Throwing Axes and the Axe of Nogrod (see special rules).
Special Rules:
Axe of Nogrod. The Nogrod Axe recieves a +1 bonus on each blow to wound, but suffers no penalty on winning the fight. Also, if the Axe of Nogrod wounds with all attacks, it may strike another blow against an opponent in the fight.
Durin III......Model Used: Balin
Durin III was a king of Khazad-Dum and believed to be the second reincarnation of Durin I. It was said he also carried a ring of power given to him by Celebrimor himself. This ring went on to become known as the Ring of Thror.
F 6/-
S 4
D 8
A 2
W 3
C 6
Might: 3
Will: 2
Fate: 3
Points: 150
Wargear:
Durin III wears heavy Dwarf armour and Durin's Helm and carries Durin's Axe and throwing axes. He may be given additional wargear at the following cost:
Ring of Thror-20pts
Special Rules:
Durin's Heir. Durin III's stand fast range is 12".
Durin's Axe. See Balin's profile in the Shadow and Flame supplement.
Durin's Helm. The great Helm of Durin carries such a terrible majesty about it, that it causes Durin III to evoke Terror, as described in the courage section of the RotK rulebook.
The Ring of Thror. The Ring of Thror carries special bonuses with it. It has the limited statline:
D 6
W 2
Might: 0
Will: 0
Fate: 1
Special Rules for the Ring of Thror:
Protection. The Ring of Thror, like many other Elven Rings, had the ability to protect. On the battlefield, it can save wounds suffered by friendly models or even the bearer. If the bearer or a friendly model within 6" of the bearer suffers a wound, roll a D6. On a result of a 6, the wound is ignored, exactly as though a fote roll had been passed.
Resistant to Magic. All models within 6" of the bearer (and the bearer himself) count as Resistant to Magic as described in the RotK rulebook. Note that there is no added benefit for Hobbits or other models that are already Resistant to Magic.
Courage. All friendly models required to take a courage test within 6" of the bearer (including the bearer) count as having 1 higher courage for the test (up to a maximum of 7).
Capturing the Ring. The Ring of Thror may be captured by an enemy model that was toucing it's bearer at the beginning of the fight phase that the bearer dies in. Enemies do not recieve benefits from the ring, but any enemy model holding the ring may attempt to destroy it. If it does nothing else in a turn, the model may strike blows against the ring as usual during the fight phase (when the "fight" is is worked out is left up to the player with priority). If the Ring is destroyed, all dwarves within 6" of te Ring must pass a courage test at -1 courage or retreat. Also, for that turn, all evil spellcasters may cast spells at a minimum dice roll 1 less than usual (the minimum roll allowed under these circumstances is 2+). The good side may capture the ring back in the same way, but do not benefit from destroying it.
The One Ring. If the Sauron with the One Ring is on the table then the bearer of the Ring of Thror must take a resistance to the ring test before priority every turn. Roll a D6. The first time the test is taken, the bearer resists on a roll 2+. If he fails to resist, he counts as an evil model for the remainder of the turn. Each time a resistance test is failed, the minimum roll for passing the next test becomes 1 higher (eg. If you fail the test for the first time on turn 2, then to pass the test on turn 3 he must roll a 3+ etc.). Eventually, it will be impossible to pass the test, in which case the bearer effectively becomes an evil model.
Thrain
Thrain was the father of Thorin II (Oakenshield). He was the leader of the war of vengence between the Dwarves and Orcs.
F 6/4+
S 4
D 8
A 3
W 3
C 7
Might: 3
Will: 1
Fate: 2
Points: 100
Wargear:
Thrain wears Dwarf heavy armour and carries an assortment of fine axes (one and two-handed weapons), some of which are balanced for throwing (throwing weapons). He may be outfitted with additional wargear at the following cost:
Ring of Thror-20pts
Special Rules:
Ring of Thror. See the entry for Durin III.
Thorin II (Oakenshield)
Thorin II was one of the Dwarves who traveled with Bilbo on the quest of Erebor. He also fought in the great Battle of Azanulbizar, where he got his title "Oakenshield". Sadly, he died at the Battle of Five Armies, though he was considered a king of Durin's folk while he lived.
F 6/4+
S 4
D 7
A 2
W 3
C 6
Might: 3
Will: 2
Fate: 1
Points: 80
Wargear:
Thorin II wears Dwarf armour and carries an assortment of fine hand axes (hand weapons), as well as some balanced for throwing (throwing weapons). He may be given additional wargear at the following costs:
Shield-5pts
Oakenshield-10pts
Dwarf Heavy Armour (King Thorin only)-5pts
Orcrist (King Thorin only)-15pts
Special Rules:
Oakenshield. Thorin can not carry both the Oakenshield and a regular shield - he must choose one, the other, or neither. When carrying the Oakenshield, Thorin may use it in one of two ways. He can use it to parry his opponents blows, in which case, after he has lost the fight, he rolls one D6 for each blow to be struck on him (if double blows are being struck, roll a D6 for each attack directed against him). On a 4+, Thorin successfully deflects the blow (if blows are being doubled, notice that one successful save effectively removes 2 strikes). Another option is for Thorin to wield the Oakenshield as a club, in which case it counts as a two-handed weapon. You must decide which way you will use the Oakenshield before you work out the fight. Also note that if he wields it two-handed, he may not deflect blows.
King Thorin. Thorin's millitary carreer extended throughout most of his life. For battles when Thrain is still king, you may not purchase wargear labeled "(King Thorin only)". Of course, for battles fought after Thrain's death Thorin may purchase those items of wargear for the indicated points costs.
Orcrist. Orcrist is a magical Elven Blade. When wielding Orcrist, Thorin may re-roll one die per turn when working out who wins the fight. In addition, Orcrist evokes terror in all Goblins and Orcs and Mordor Uruk-Hai as described in the RotK rulebook.
Young Dain
Dain Ironfoot had a distinguished millitary carrer, extending over a vast period of time. These rules represent Dain in his younger days.
F 5/4+
S 4
D 7
A 2
W 2
C 5
Might: 3
Will: 1
Fate: 1
Points: 70
Wargear:
Young Dain wears Dwarf armour and carries an assortment of fine axes (one and two-handed weapons).
Gloin
Gloin was one of the 13 Dwarves who set off with Bilbo to the Lonely Mountain. He was also the father of Gimli, who won fame as a member of the Fellowship.
F 5/4+
S 4
D 8
A 2
W 2
C 6
Might: 2
Will: 3
Fate: 2
Points: 70
Wargear:
Gloin carries an assortment of fine Dwarf axes (hand weapon), some of which are balanced for throwing (count as throwing axes). He also carries an especially large axe that can be used with two hands (two-handed axe). He can use either an ordinary axe or his two handed axe - though not both in the same Fight phase (not enough hands!).
Special Rules:
Old. See Dain's profile in the Return of the King rulebook.
Dwarf King
Dwarf Kings rule the realms of the Dwarves across Middle Earth, from Ered Luin to beyond the Iron Hills. Gruff and uncomprimising, they are firm allies to their friends and death to their foes. We have included this option should you wish to include Dwarf Kings in your force.
F */*
S *
D *
A *
W *
C *
Might: *
Will: *
Fate: *
Points: *
(The profile for a Dwarf King can be found in the Return of the King rulebook.)
Wargear:
Dwarf Kings carry hand axes (hand weapons) and wear Dwarf heavy armour. At an additional cost they may have the following:
Two-handed axe-5pts
Throwing axes-5pts
Dwarf mask (King of Belegost only)-15pts
Nogrod axe (King of Nogrod only)-15pts
Two-handed axe. A Dwarf King who carries a two-handed axe may use either his ordinary axe or his two-handed axe, though not both in the same Fight phase.
Dwarf Mask. A Dwarf King that wears a Dwarf mask adds +1 to his Defence value when calculating the roll an enemy needs to wound with a missile weapon or Dragon fire. In addition, a King wearing a Dwarf mask counts as terrifying to all Evil creatures.
Nogrod axe. A Dwarf King who wields a Nogrod axe adds +1 to his dice roll on the Wound chart, as normal with two-handed weapons, but he does not suffer the usual -1 penalty to the dice for deciding which side wins the fight.
Dwarf Captains
We have included the option to have one or more Dwarf Captains as part of your force - note that you can include more than one if you wish. You can use this profile for famous heroes such as Oin and Ori, as well as the leaders amongst the Dwarves who go unnamed in Tolkien's works.
F */*
S *
D *
A *
W *
C *
Might: *
Will: *
Fate: *
Points: *
(The profile for a Dwarf Captain can be found in the Return of the King rulebook.)
Wargear:
Dwarf Captains have Dwarf armour and axes (hand weapon). At an additional cost they may have the following:
Two-handed axe-5pts
Shield-5pts
Throwing axes-5pts
Dwarf mask (Captain of Belegost only)-15pts
Nogrod axe (Captain of Nogrod only)-15pts
Shield. A Dwarf Captain who carries a shield adds +1 to his Defence value and can use the 'shielding' rule in a fight.
Two-handed axe. A Dwarf Captain who carries a two-handed axe may use either his ordinary axe or his two-handed axe, though not both in the same Fight phase.
Captains of the Iron Hills may carry a shield along with their two-handed axe, in which case the shield does not add +1 to the Captain's Defence, although he may still use the 'shielding' rule in a fight. No other type of Dwarf Captain may include both a shield and two-handed axe in his wargear.
Dwarf Mask. A Dwarf Captain that wears a Dwarf mask adds +1 to his Defence value when calculating the roll an enemy needs to wound with a missile weapon or Dragon fire. In addition, a Captain wearing a Dwarf mask counts as terrifying to all Evil creatures.
Nogrod axe. A Dwarf Captain who wields a Nogrod axe adds +1 to his dice roll on the Wound chart, as normal with two-handed weapons, but he does not suffer the usual -1 penalty to the dice for deciding which side wins the fight. Also, as with other weapons wielded with two hands, a Captain of Nogrod may not include both a Nogrod axe and a shield.
Smith
Dwarves were renowned for their skill in working metal, and their smiths were held in high esteem.
F 5/-
S 4
D 7
A 1
W 1
C 4
Might: 1
Will: 0
Fate: 0
Points: 40
Wargear:
Smiths wear Dwarf armour and carry hand axes (hand weapons).
Special Rules:
Assistance. Smiths are extremely skilled in the forging of weapons. To represent this, any friendly model within 3" of the Smith has his fight value increased by 1. No model may benefit from two Smiths at the same time.
Campaigner (Dwarf)
As is often the case in wide realms, the Dwarven Kingdoms would often need hardy warriors to patrol the more distant and wild regions of their lands. These "Campaigners" would travel alone throughout the realm and vanquish any threats to the kingdom.
F 5
S 4
D 7
A 1
W 1
C 5
Might: 1
Will: 1
Fate: 1
Points: 35
Wargear:
Campaigners wear Dwarf armour and carry an assortment of axes (one and two-handed weapons). They may be outfitted with additional wargear at the following costs:
Throwing Axes-1pt
Pony-1pt
Special Rules:
Solitary. Campaigners lead very solitary lives, and are quite used to facing overwhelming odds on their own. As such, no Campaigners are ever required to test their courage for being on their own or when half of their force is destroyed.
Roaming. Campaigners roam their kingdom at will, and very rarely march with an organized army. Therefore, instead of deploying a Campaigner with the rest of your force, keep him in reserve. At the beginning of all turns from the second turn onwards, roll a D6 for each Campaigner not on the board. On a roll of a 5+, the Campaigner may enter from a board edge of the players choosing. He may not charge the turn he enters, but he may otherwise act normally.
Pony. See Frodo entry in SotS.
DWARF WARRIORS
Here are rules for all Dwarven Warriors I have made rules for. I have tried to list them in chronological order.
Petty Dwarf Warrior
The warriors of the Petty Dwarves were not as skilled in the making of arms as their opponents, and they went on to live lives of secrecy after their banishment.
F 3/4+
S 3
D 5
A 1
W 1
C 3
Points: 6
Wargear:
Petty Dwarf Warriors wear light Dwarf armour and carry hand axes (hand weapons). They may be outfitted with additional wargear at the following costs:
Bow-1pt
Throwing spears-1pt
Shield-1pt
Petty Dwarf Scout
The Petty Dwarves lived lives of secrecy and stealth. Their scouts were the finest of any Dwarvish army.
F 4/3+
S 3
D 4
A 1
W 1
C 4
Points: 9
Wargear:
Petty Dwarf Scouts carry hand axes (hand weapons) and bows.
Special Rules:
Scout. Petty Dwarf Scouts often travel ahead of their army to gather information about their enemy. Because of their training, they never have to test courage for being on their own, and will always pass tests for seeing enemies.
Camoflauge. Petty Dwarf Scouts wear camoflauge, concealing them from the enemy. For enemies wishing to charge or shoot at a Petty Dwarf Scout from greater than 6"/14cm away, you must first roll a die to test whether or not the scout is visible. On a 5+, the warrior is visible and may be charged or shot at by the enemy as usual. Otherwise, the warrior is hidden and may not be charged or shot at by the enemy.
Petty Dwarf Guard
Like other Petty Dwarves, the Guards lack the sense of honor present in other Dwarves. However, they will defend their charges dutifully, so long as they know they're being watched.
F 3/-
S 4
D 6
A 1
W 1
C 3
Points: 10
Wargear:
Petty Dwarf Guards carry an assortment of hand axes (hand weapons) and wear Dwarf armour.
Special Rules:
Bodyguard. At the start of the game, choose one Petty Dwarf Hero in your force for the Petty Dwarf Guards to protect. Any Petty Dwarf Guard within 3" of that Hero will automatically pass any courage tests thay are required to take. In addition, that Hero counts as a banner to all Petty Dwarf Guards within 3" of him.
Nogrod High Guard
The personal bodyguard of the Lords of Nogrod were outfitted with the finest weaponry and given the best training of the entire army.
F 5/4+
S 4
D 7
A 1
W 1
C 4
Points: 17
Wargear:
Nogrod High Guards wear heavy armour and are outfitted with throwing axes and Nogrod Axes (see special rules).
Special Rules:
Nogrod Axes.
Nogrod Axes recieve the +1 on wounding rolls with no penalty on the fight.
Personal Bodyguard. Nogrod High Guard may only be purchased if a Lord of Nogrod is included in your force. They then follow the Bodyguard rule for the Lord of Nogrod.
Dwarf of the Iron Hills
The Dwarves of the Iron Hills that marched with Dain to the Battle of Five armies were grim warriors, rightly feared by their foes.
F 4/-
S 4
D 6
A 1
W 1
C 4
Points: 10
Wargear:
Dwarves of the Iron Hills wear hauberks of steel mail, and carry two-handed mattocks, swords, and shields.
Special Rules:
Shields. Normally, warriors may not carry shields in addition to two-handed weapons. However, the Dwarves of the Iron Hills are accustomed to such wargear. Although the shield does not add to their Defence, they may utilize the 'Shielding' rule in a fight.
Warrior of Belegost
The Dwarf Warriors of the Blue Mountains have been hailed as great warriors since early days, when they won renown on the battlefield against Glaurung.
F 4/4+
S 3
D 6
A 1
W 1
C 5
Points: 9
Wargear:
Dwarves of the Blue Mountains wear Dwarf armour and Dwarf masks. They may be given additional wargear at the following cost:
Axe or two-handed axe-Free
Dwarf Bow-1pt
Shield-1pt
Banner-30pts
Special Rules:
Dwarf Mask. A Dwarf Mask increases a Dwarf of the Blue Mountain's Defence by 1 when a missile weapon is striking him.
Dwarf Scout
The scouts of the Dwarf Kingdoms in the Grey Mountains were lightly outfitted to provide optimal mobility.
F 4/3+
S 3
D 5
A 1
W 1
C 4
Points: 8
Wargear:
Scout of the Grey Mountains wear light leather armour, and carry Dwarf Bows and daggers. The may be givin additional wargear at the following cost:
Pony-1pt
Special Rules:
Pony. See Frodo in the Scouring of the Shire supplement book.
The following idea ows its existance to ThorinStonehelm:
War Hippo
These odd instruments of war were put into limited service by Thorin Stonehelm after he noticed one on an expedition to the Harad territories. Small demand for such large beasts of war coupled with the difficulty of controlling them led to eventual abandonment of the idea, although some have speculated that they would have played a larger role if they were in service during larger battles such as the Pellenor Fields.
F 4/-
S 6
D 6
A 2
W 4
C 3
Points: 70
Wargear:
The War Hippo sports large tusk-like teeth with which it gouges the enemy. Included also are two Dwarf Trainers:
F 4/-
S 3
D 6
A 1
W 1
C 4
Wargear:
Dwarf Trainers wear Dwarf armour and carry training poles.
Special Rules:
Training Poles. Training poles are used to keep wild War Hippos at a distance. They negate the War Hippo's "Trample" rule when it charges one of them. However, training poles are unwieldy in close combat, so they inflict a -1 penalty in the fight.
Additional wargear for the War Hippo may be purchased at the following costs:
Dwarf Trainer (only 1 extra)-8pts
Dwarf Rider-20pts
Mithril Plating-10pts
Special Rules:
Trample. In the move phase, when the War Hippo charges an enemy, 2 strength 6 blows are struck against the enemy. If the enemy is slain, the War Hippo may continue its move. Otherwise, it must remain to fight in the fight phase.
Wild Animal. Before moving the War Hippo, the Good player must test its courage before priority (add +1 courage for every trainer - up to three - within 3" of the War Hippo). If passed, continue as normal. If failed, the Evil player may control it for that turn.
Dwarf Rider. If you purchase a Dwarf Rider, remove all Dwarf Trainers from the War Hippo's profile. A Dwarf Rider has the same statline as a Dwarf Trainer, with a hand axe in place of the training pole. The Rider himself gives the courage bonus of three trainers to the War Hippo. In addition, the "Trample" rule deals out 3 strength 6 blows, and the War Hippo may re-roll one die per turn to determine which side wins the fight. Enemy archerers shooting at the Rider must test for hitting the War Hippo as if it was a Monsterous Mount.
Mithril Plating. Hippos are used to supporting their body weight in water, so early attempts to armour them failed due to excessive weight. The only solution to the problem was to employ minimal Mithril plating, so as to add the least amount of burden to the beast. Mithril Plating adds +1 defence to the War Hippo.
Brewer
Not all Dwarves had unbreakable courage. Some of the more timid would work up their courage by drinking beer.
F 4/-
S 3
D 6
A 1
W 1
C 8
Points: 23
Wargear:
Brewers wear Dwarf armour and carry hand axes (hand weapons).
Special Rules:
Liquid Courage. Beer was sometimes the only cure for a timid heart. To represent this, all Dwarves within 6" of a Brewer automatically pass all courage tests they are required to take.
SIEGE
Here's where all siege related rules for my supplement will be found.
Dwarf War Ballista:
Although Dwarves are never recorded as using war machines, it is unlikely that they would forgo any opportunity to expand their craft. This War Ballista represents a hypothetical fruit of their labors.
S (9)
D 10
Batter Points: 3
Points: 60
Dwarf Crewman:
Same as Dwarf Warrior with no extra wargear.
Crew:
A Dwarf War Ballista consists of a Dwarf War Ballista and two Dwarf Crewmen. Additional crewmen may be purchased at an additional cost:
Dwarf Crewman-(same as base cost for Dwarf Warrior)
Special Rules:
Piercing Shot. As in the Siege of Gondor supplement.
Accurate. As in the Siege of Gondor supplement.
Armoured construction. When rolling on the batter chart against the War Ballista, roll two dice instead of one and apply the lowest result. If the agressor is utilising a special rule allowing him to roll two dice and apply the highest result, these opposing rules cancel each other out.
Upgrades:
Siege Veterans. Cost and effect as in Siege of Gondor supplement.
Mithril Tipped Ammunition. Points: 10. When rolling to wound with a War Ballista with Mithril Tipped Ammunition, a +1 die modifyer is added in the same way as a two-handed weapon does.
Engineer Captain. Points: 90. A Dwarf Engineer Captain is the same as a Dwarf Captain with no extra wargear, along with the addition of a point of Skill and the Ability Repair.
Repair. When in base contact with a damaged siege engine, the Engineer Captain may attempt to repair it. Roll for it as you would for magic (replacing the roll of Will points with Skill points). On a 4+, one Batter Point is restored.
Armoured Siege Tower:
Siege Towers are huge, lumbering constructions that transport sieging troops to the top of enemy battlements. Sometimes it was neccesarry to armour them, as enemies tried to destroy them from afar. As Dwarves are not especially suited to siege ladders, armoured Siege Towers seem the most reasonable way to get them over enemy walls.
Armoured Siege Towers function exactly like normal Siege Towers as described in the SoG rulebook with the addition of the following special rule:
Armoured Construction. When rolling on the batter chart against an Armoured Siege Tower, roll two dice instead of one and apply the lowest result. If the agressor is utilising a special rule allowing him to roll two dice and apply the highest result, the opposing rules cancel each other out. In addition, an Armoured Siege Tower begins as though one model is already riding on it due to the extra weight of the plating.
EVIL HEROES
Here are my stats for heroes of the enemies of the Dwarves.
Azog
Azog was the great Goblin King during the time of the War of the Dwarves and Orcs. In fact, it was his vile act of killing Thror and desecrating his body that began the war. The Dwarves have a personal hatred for Azog, and will not rest untill he is dead.
F 4/-
S 4
D 6
A 3
W 3
C 4
Might: 3
Will: 3
Fate: 3
Points: 90
Wargear:
Azog wears heavy segmented armour and has a sword.
Special Rules:
Hatred of the Dwarves. Azog has earned the everlasting hatred of the Dwarves. Thus, if any Dwarf is able to charge Azog, he must do so even if it means calling a Heroic action. In the ensuing fight phase, any Dwarves who have charged Azog count as having -1 defence and +1 strength.
Goblin King
Goblin Kings rule many dark realms, ranging at times from Moria to the Grey Mountains. These rules are for representing the many unnamed Goblin Kings in the history of Middle Earth.
F 4/-
S 4
D 6
A 2
W 2
C 4
Might: 2
Will: 2
Fate: 1
Points: 50
Wargear:
Goblin Kings wear segmented armour and carry swords.
Dragons:
Dragons were arguably the most destructive of all the creations of Morgoth. During the Third Age, there was a Dragon colony in the Withered Heath who came and terrorized the Dwarves of the Grey Mountains.
F 8/4+
S 8
D 8
A 3
W 3
C 5
Might: 0
Will: 2+1
Fate: 0
Points: 180
Wargear:
Dragons are armed with razor sharp teeth, piercing claws, and a large tail as well as sporting tough scales protecting their bodies.
Special Rules:
Monstrous Creature. Dragons are extremely large, and usually propel themselves on all fours. To represent this, Dragons benefit from the Monstrous Mount special rules (including the 10" movement) with the exeption that they will not carry a rider or passengers.
Terror. Dragons evoke Terror, as described in the courage section of the RotK rules manual.
Tail Swipe. If a Dragon wins the fight, he may slam his tail into his foes instead of stiking them the usual way. If the Dragon swings his tail, all foes in combat with him (including supporting units like spearmen) suffer a single strength 6 blow.
Dragon Eyes. Dragons are especially cunning creatures who can manipulate weaker wills. To represent this, Dragons recieve one free point of will to use each turn as well as being able to cast the following spell:
Transfix (4+)-As in RotK rules manual.
Poisonous Blood. The blood that flows through a Dragon's veins is a deadly poison. To represent this, for each wound a model inflicts on a Dragon in close combat (regardless whether the wound existed on the Dragons profile) that model recieves one strength 4 blow.
Upgrades:
To represent the varying types and powers of individual Dragons, the following upgrades may be purchased at the points cost indicated:
Uruloki-20 points
Some Dragons have they ability to breath fire out of their mouths. A Dragon with the Uruloki upgrade counts as armed with a throwing weapon with strength 8 and a range of 8".
Commanding Presence-10 points
Certain Dragons exert more influence over their warriors than others. A Dragon with the Commanding Presence upgrade has an unextinguishable Aura of Command (see RotK Celeborn for the effects.)
Winged Drake-10 points
A few Dragons had wings on their back that they used for flying. A Dragon with the Winged Drake upgrade moves 12" by flying as described for Fell Beasts in the RotK rules manual.
Veteran-30 points
As Dragons matured, they grew tougher scales and increased in their might. A Dragon with the Veteran upgrade has two points of Might and one point of defence added to his profile.
Crafty-15 points
Some Dragons had a stronger influence over the will of others. A Dragon with the Crafty upgrade adds one more point of Will to its profile and replaces its previous spell with these two new ones:
Transfix (3+)-As in RotK rules manual.
Compel (4+)-As in RotK rules manual.
[header]EVIL WARRIORS[/header]
Here are stats for the warriors of the enemies of the Dwarves.
Azog's Guard
Azog had a bodyguard of Goblins as big and strong as he was. They were his best fighters, willing to do anything for their lord.
F 3/-
S 4
D 6
A 2
W 1
C 3
Points: 13
Wargear:
Azog's Guard wear armour and carry scimitars (hand weapons) and shields.
Special Rules:
Personal Bodyguard. Azog's Guard may only be purchased in a force that includes Azog. They follow the Bodyguard rule (described in the Return of the King rulebook) for Azog.
Wolfrider (Goblin)
At the Battle of Five Armies, the Goblins rode into battle upon giant wolves. While not as large or as fearsome as Wargs, these wolves proved suitable mounts for the Goblin cavalry.
Points: 8
Wolfrider:
F 2/5+
S 3
D 4
A 1
W 1
C 2
Wolf:
F 2/-
S 3
D 4
A 1
W 1
C 2
Wargear:
Wolfriders wear armour and carry hand weapons. They may have additional wargear at the following cost:
Shield-1pt
Orc Bow-1pt
Banner-25pts
Special Rules:
Wolf. Wolves have a move of 8"/18cm and follow the normal rules for cavalry. However, instead of recieving a bonus for charging, wolves have an attack that allows them to take part in combats.
If at the beginning of any turn there are wolves without riders, there is a chance that they will go wild and turn on their own side. Before priority, each riderless wolf must pass a courage test, or be controlled by the good player for that turn. Goblins may only mount wolves that are on their side during any given turn.
BATTLE COMPANIES
Here are all Battle Companies I have to go with my new rules.
Petty Dwarf Battle Company:
Petty Dwarves were those Dwarves who were banished from the great Dwarf cities of the East. They became diminished in stature and smithcraft, and lived lives devoid mostly of contact with other races. The Wood Elves hated the Petty Dwarves, and would often hunt them as wild beasts. One of the Petty Dwarf halls in Middle Earth was Amon Rudh, the home of Mim and his two sons - Ibun and Khim.
Petty Dwarves would not often assemble armies, but rather patrol their lands with warbands designed to keep an eye on their enemies and strike when the opportuinity presented itself
Petty Dwarf Starting Forces:
3 Petty Dwarves with hand weapons and shields
3 Petty Dwarves with throwing spears and shields
2 Petty Dwarves with hand weapons and bows
Petty Dwarf Influence Table:
D6 - Result
1. - No effect
2. - Petty Dwarf Warrior with hand weapon and shield
3. - Petty Dwarf Warrior with throwing spear and shield
4. - Petty Dwarf Warrior with hand weapon and bow
5. - Choose one of the above
6. - Roll again on the table below:
1-3 - Petty Dwarf Guard
4-6 - Petty Dwarf Scout
Petty Dwarf Advance Table:
D6 - Result
1. - Might/Will: Roll a D6. on a 1-3 the Hero gains 1 Might Point. On a 4-6 the Hero gains 1 Will point.
2. - Favor of the Hall: When rolling on the Influence Table, one Influence Die can be re-rolled for each Hero with this ability in the Company.
3. - Blade Master: The Hero may re-roll one die per turn to see which side wins a fight.
4. - Dodge: When firing ranged weapons at the Hero, you must pass an extra "in the way" roll to hit him.
5. - Nimble: The Hero can never be trapped in combat while standing up.
6. - Might: The Hero gains 1 Might Point.
Petty Dwarf Equipment:
Weapon - Cost in Influence Dice
Throwing Spear - 1
Shield - 1
Bow - 1
Petty Dwarf Promotion Table:
Petty Dwarf Warrior with hand weapon and shield - Petty Dwarf Guard
Petty Dwarf Warrior with throwing spear and shield - Petty Dwarf Guard
Petty Dwarf Warrior with hand weapon and bow - Petty Dwarf Scout
SCENARIOS
I'll be posting my scenarios here on The Palantir very soon, and then I'll include a list of links to their threads on this forum.
CONVERSIONS
The only model I have converted so far is Azaghal (a link to his picture is provided). The rest are just my thoughts on how to convert some of the other models required for this supplement.
Azaghal:
I converted Azaghal from a Dain model, a spare Man of Gondor, a Blood Bowl trophy, super glue, and some green stuff. Using green stuff, I modeled a mask onto his face. If you want him to wear the Dragon helm, you'll need to attach a Dragon head onto the front of the helm (I used one from a free Blood Bowl trophy my brother got). To give Azaghal the long knife, I cut the sword from the Man of Gondor and attached it to Dain's right hand with super glue and green stuff. I also added a scabbard coming out of his cloaks with green stuff, but that can easily be left out. The axe did not need to be modified, but I wanted a different look, so I filled in the cutouts with green stuff and added a stepping pattern (also with green stuff).
Smith:
Biggles converted a Smith from Reaper Mini's 14039 Priest, leaving the seperate back piece off, and taking the anvil to be mounted on the front of the base. Here's a pic:
Brewer:
For the Brewer, I will use the Dwarf Bowman leaning forward and try to follow these steps:
1.)Remove the bow and arrows.
2.)Model a mug out of green stuff for him to hold in his bow hand.
3.)Model a barrel out of green stuff for him to sling over his back.
4.)Make a strap attached to the barrel that his other hand can hold.
5.)Fix up any uneven cuts with green stuff.
Khim:
Take the bowman aiming his bow and paint his overcloak in special designs.
More rules scenarios, and conversion plans coming soon! What do you think?