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Ring of Power - GAJO Main Page

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Game Chart – Dwarves<br />

Forces – At Start:<br />

King Dain, 8 dwarf<br />

warriors – Lonely<br />

Mountain<br />

Reinforcements:<br />

Dwarves<br />

Player<br />

King Brand, 5 men <strong>of</strong><br />

Dale – Lake Town<br />

Reinforcement<br />

Schedule<br />

1 dwarf warrior every None<br />

6 th turn 1<br />

Murin, Drar, 12<br />

Dwarf warriors – Iron<br />

Hills<br />

Replacement Schedule<br />

Objectives –<br />

Assist / support Good Victory<br />

Retain control <strong>of</strong> strongholds – Lonely Mountain, Iron Hills<br />

Movement –<br />

Type<br />

On foot<br />

Clear<br />

Mounted<br />

Clear<br />

Difficult<br />

Dwarf or Hobbit 5‖ 6‖ 2‖<br />

The turn the War<br />

<strong>of</strong> the <strong>Ring</strong> is<br />

declared<br />

Dwarf King, 16 Dwarf<br />

warriors, 8 Khazad<br />

Guard<br />

Arrive from north board edge<br />

east <strong>of</strong> Anduin<br />

Combat – Good Army Figures:<br />

Type Dice Attack Defense Special rules<br />

Dwarf 1 4+ 3+ Climbers – double dice in caves, tunnels or mountains<br />

Dwarf – Iron Guard 1 4+ 2+ Tough – re-roll failed defense rolls; heavy armor<br />

Dwarf – Khazad Guard 1 4+ 2+<br />

Climbers – double dice in caves, tunnels or mountains; heavy<br />

armor<br />

Dwaarf – Ballista 1 / crew 3+ 3+ Ponderous, requires 2 crew to move<br />

Combat – Good Character Figures:<br />

Type Dice Attack Defense Leadership Wizardry Special rules<br />

Brand 1 4+ 4+ 1 Dale -<br />

Dain 1 4+/3+* 3+ 2 Dwarves - Venerable, * w/Durin’s axe#<br />

Drar / Murin 1 4+/3* 3+ - - * w/Durin’s axe#<br />

Gimli 1 4+/3+* 2+ 1 Dwarves - * w/Durin’s axe#<br />

Erebor/The Lonely Mountain (fortress) –<br />

This ancient Dwarf Kingdom is a large fortress built within the heart <strong>of</strong> the Lonely Mountain. This location qualifies as a place <strong>of</strong> healing.<br />

The fortress is accessible via its gates as a normal fortress, and also via a secret way once used by Bilbo and his Dwarven companions<br />

to sneak up on Smaug. It differs from a normal fortress in its size (it may hold an unlimited number <strong>of</strong> figures), and in the secret door. If<br />

the fortress is taken, any Dwarf figures left alive after combat will escape via the secret door. Any assaulting force containing Dwarves<br />

may use the secret door to surprise the defenders, negating the defensive effect <strong>of</strong> the fortress.<br />

Iron Hills –<br />

The dwarves <strong>of</strong> the Iron Hills have fashioned defensive works to protect their mines, which convey a +1 defensive bonus to the<br />

defender’s saving roll. There are many hidden passages by which surviving dwarves may escape if the place is lost.<br />

<strong>Ring</strong> <strong>of</strong> <strong>Power</strong> War <strong>of</strong> the <strong>Ring</strong> Scenario pg. 40

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