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Lord Zentei
2007-02-12, 01:18 AM
EDIT: Added ideas provided by Swordguy and Charlie Kemek. Fixed some formatting issues.


EDIT: Super Bump!!

Getting back on the horse, I'm adding the following:

On the Good side: General Chang, Saangwaan, High Priest, Lord Soon, Ghost Martyr.

On the Evil side: Huecuva, Death Knight, Eye of Fear and Flame, Nightmare (steed), Hobgoblin General, Titanium Elemental.

EDIT: While I'm mostly on a hiatus from the board, I'll put in modifications of the lists from time to time as I test them.

For now: an increase in the cost of the Azurian Wizard. Rather amusing since I had improved him slightly earlier on.

EDIT: Fixed some boo-boos resulting from copy-pasting the spell descriptions. Also, raised the cost of Redcloak since the Harm, Destruction and Raise Dead spells are really deadly.

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Well, with the Battle for Azure City looming, I descided to waste some time I really don't have by preparing some material for gaming. This is based on Games Workshop's Lord of the Rings tabletop strategy game. Specifically, these are army lists to be used with that game.

Obviously, getting ahold of enough miniatures may be a bit of a problem, but the pieces from the OOTS boardgame might be useful in that regard, as might generic toy soldiers. The thing to remember is that man sized models should be mounted on 20 mm diameter circular bases.

For those who don't know what this is all about: Games Workshop devises various tabletop wargames. The players in these games purchase armies from army lists with a mutually agreed number of Army Points (1000 or less for a small game, 2000 or more for a large one), and represent them with small painted models. Acutally half the fun of this hobby is collecting, assembling and painting models, but that's not to say that the gaming aspect is any less important (it's a matter of taste which aspect each gamer prefers).

There is no "board", the game is played on modelled terrain or on a tabletop with convenient objects for terrain such as piles of books for hills, etc. all covered with a green tablecloth to represent grass (or brown to represent dirt, etc). A 4'x6' table is adequate. The players then alternate placing models in their deployment zone (usually the nearest 25% of the table within opposing board edges), and play the game for an agreed number of turns or until predefined conditions are met.

Anyway, the army lists are as follows. Azure City and the Order of the Stick go together obviously; the "Rats, Wildcards and Loners" may be used as you wish". There is no special restriction on the number of heroes you may take as relative to generic warriors, though be warned that an "all hero" army is not neccesarily the most efficient approach.

"Heroes" are any models with a Might, Fate and Will score.

Two generic army selection rule follows these lists:

No more than one third of your models, rounded up, may have ranged weapons and/or spells. This limit does not include named characters.
You are limited to only one each of the named characters.

Please note that while this is based on an existing game, these lists are NOT playtested. That would be part of the reason they are being put here. :smallwink: I am reasonably confident that it is at least moderately playable, since the characters presented here are more or less compatible with what is presented in the LotR game.

The main concern I have is as to whether the Paladins and Azure City Wizards unbalance things too much, since there is no analog to them in the LotR lists. Well, that and the target numbers for the spellcasting rolls.


THE ORDER OF THE STICK

Roy Greenhilt......185 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Roy Greenhilt| 6 | 4 | 6 | 3 | 3 | 6 | 3 | 3 | 3
[/table]

WARGEAR
Roy wears a suit of armour, which is included in his profile. In addition, he must chose one of the following weapons at the indicated cost in points:

Greatclub (free): This counts as a standard two handed weapon.

Greenhilt Blade (+10 points): The Greenhilt Blade counts as a two handed weapon, but does not incur the usual -1 penalty to hit.

Greenhilt Blade Reforged (+25 points): The Greenhilt Blade counts as a two handed weapon, but does not incur a penalty to hit and in addition re-rolls failed rolls to wound.

SPECIAL RULES
Mighty Hero: Roy Greenhilt is mighty even among heroes, and is destined to forge the fate of the world anew. He may use a single point of Might each turn without depleting his Might score.

Bull Rush: In any turn that Roy charges and is victorious in combat, one of the enemy models beaten selected by Roy's player must roll equal to or less than its Strength or be Knocked Down. This Knock Down ability does not affect Large opponents or Cavalry. Note that the number of blows struck against an opponent that is Knocked Down are doubled.

Roy may ride a horse:

Horse (+10 points): This mount is a normal creature of its type:

{table="head"] |F.|S.|D.|A.|W.|C.
Horse| 3/- | 3 | 4 | 0 | 1 | 3
[/table]

Horses move at 10" per turn instead of the normal 6". Randomize hits inflicted upon a mounted model between the rider and its mount.


Durkon Thundershield......145 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Durkon Thundershield| 5 | 4 | 7 | 2 | 3 | 6 | 3 | 6 | 1
[/table]

WARGEAR
Durkon carries a dwarf hammer (counts as a hand weapon), wears a suit of fine dwarf armour and carries a shield. The bonuses from these items have been included in his profile. In addition to this, Durkon may be given the following:

Amulet of Natural Armour (+10 points): This item adds +1 to Durkon's Defence score.

Pony (+10 points): This mount counts as a horse for game purposes.

SPECIAL RULES
Spellcaster: Durkon has the following spells, of which he may attempt to use one per round:

Cure Wounds (roll to cast: 3+): One model within 3" of Durkon regains all lost wounds.

Restoration (roll to cast: 3+): One model within 3" of Durkon regains all lost stat points from Energy Drain.

Thor's Lightning (roll to cast: 5+): Place the small blast marker anywhere withing range and line of sight, such that it does not touch a friendly model. Any model covered by the marker suffers a Strength:10 hit, and any model touched but not covered by the marker suffers a Strength 10 hit on a d6 roll of 4+. Thor's Lightning has a range of 18".

Thor's Might (roll to cast: 3+): Durkon gains +2 to his Fight, Strength and Attacks scores and counts as a Large target. In addition, he causes Terror. The effects of this spell last until the end of the next turn. Durkon may not use this spell while mounted, and it may be used only once per battle.

Turn Undead (roll to cast: 2+): Durkon causes Terror in undead, they use Courage 2 or their usual score, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defence as normal.


Haley Starshine......75 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Haley Starshine| 4/3+ | 4 | 4 | 1 | 3 | 6 | 3 | 2 | 2
[/table]

WARGEAR
Haley carries a dagger and a longbow that has a Strength of 3 rather than Strength 2 as is normally the case. In addition, she may be given the following items.

Alchemical Arrows (+10 points): These allow Haley Starshine to wound any Outsider or Undead at least on a 4+

Armour (free): If Haley Starshine wears armour, she gains a Defence score of 5.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Deadly Shot: Being an expert archer, Haley may fire three times during the shootig phase, rather than just once as would normally be the case.

Nimble: As long as she does not wear armour, Haley Starshine gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.

Sneak Attack: Haley Starshine may count an opponent as Trapped when striking blows if that opponent fought another opponent that turn.


Elan......95 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Elan| 5 | 4 | 5 | 2 | 2 | 6 | 3 | 3 | 2
[/table]

WARGEAR
Elan is armed with a rapier (counts as a hand weapon) and wears a chain shirt (armour). In addition, he may be given the following items:

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Dashing Swordsman: When fighting in close combat, Elan may select a single enemy model in base contact and re-roll a single die to determine who wins the close combat each turn. His selected opponent may expend a Will point to avoid this effect. All of Elan's blows must be struck against that opponent if he wins the combat.

Spellcaster: Elan has the following spells, of which he may attempt to use one per round:

Bard Song (roll to cast: 2+): One allied model may gain +1 on a single dice roll as long as it is within 3" of Elan.

Illusion (roll to cast: 4+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.


Vaarsuvius......155 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Vaarsuvius| 3 | 3 | 3 | 1 | 3 | 6 | 3 | 6 | 2
[/table]

WARGEAR
Vaarsuvius may be given the following items:

Ring of Wizardry (+15 points): This potent item allows Vaarsuvius to expend one point of Will each turn without reducing his/her own Will score. This free point of will may only be used to cast spells.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Vaarsuvius is an Elf, and is consequently immune to the Paralysis effect of Ghouls.

Spellcaster: Vaarsuvius is a mighty spellcaster and has the following spells, of which s/he may attempt to use one per round:

Fireball (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any model touched by the template suffers a Strength 5 hit.

Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Vaarsuvius is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.

Disintigrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Vaarsuvius suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.

Evan's Spiked Tentacles of Forced Intrusion (roll to cast: 3+): Place the large blast marker within 18" of Vaarsuvius and within line of sight. Any models touched by the template must roll equal to or less than their Strength on 2d6 or become Immobilized. Immobilized models may not move nor strike blows in close combat, and they count as having a Fight score of 1. If a double was rolled on the 2d6, the model suffers a wound.

Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.

Power word Blind (roll to cast: 5+): One enemy model within 12" and line of sight becomes Blinded. The model may neither use ranged attacks or spells and counts as having a Fight score of 1 for duration of the game. Neither may it charge into combat unless there is a friendly model that begins and ends its charge move within 3" of it. Power Word Blind does not work on undead.

Dismissal (roll to cast: 3+): One enemy summoned creature is removed from the game. It counts as being destroyed. Dismissal has no effect upon creatures that are not summoned.

Expedious Retreat (roll to cast: 2+): Vaarsuvius doubles his/her movement for this round and the next.

Mass Buff (roll to cast: 4+): Place the small blast marker anywhere within 6" and line of sight of Vaarsuvius. All friendly models within this area gain +2 to Strength and Defense and block movement within 1" rather than ½" as would normally be the case. The effects of this spell last for this round and the next.


Belkar Bitterleaf......80 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Belkar| 5 | 3 | 4 | 3 | 3 | 6 | 3 | 3 | 2
[/table]

WARGEAR
Belkar is armed with a pair of daggers. Due to his skill, these count as hand weapons, rather than inferior weapons. Belkar additionally gains +1 attack die to determine who wins a round of combat (though not rolls to damage). In addition, he may be mounted on a warhound:

Warhound (+10 points): This mount counts as a horse, except that it has a Fight score of 4.

SPECIAL RULES
Evil: Belkar is not a nice guy. In fact, he is subject to any effect that applies to Evil creatures for game purposes.

Mark of Justice: The Mark of Justice prevents Belkar from ending his turn further than 24" from Roy Greenhilt. If Roy is removed from play, Belkar is removed also, as he makes his getaway. Belkar may only strike blows against Undead creatures and Outsiders. This mark may be optionally removed at an additional cost of +15 points.

Stealth: Belkar may make a "free" move after deployment is complete but before the game begins. When charging into combat, may move "through" unengaged enemy models to attack any model of his choice within charge range. Belkar is not stealthy while mounted..

Barbarian Rage: Belkar may have this ability at an additional cost of +15 points. Once per battle at the begining of his movement phase, Belkar's player may declare that Belkar will Rage. In this state, Belkar gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Belkar emerges from his rage and fights as normal for the duration of the battle.


AZURE CITY

Paladin Special Rules
All Paladins have the following special benefits and abilities:
They gain a Courage rating of 8.
They gain an extra die roll whenever they attempt to resist a spell, in addition to those gained from expended Will points, if any.
They gain the option to ride a Celestial Mount at +15 points. This mount is identical to a Horse, except for the following: it has a Courage 8, Defence 5, Attacks 1.Paladins gain the following spells and spell like abilities:
Lay on Hands (roll to cast: 2+): Any model within 3" of the Paladin may immediately recover a lost wound as though it had passed a Fate roll. Note that this ability may be used in the opponent's turn.
Smite Evil (roll to cast: 2+): Any Evil model struck by the Paladin suffers wounds on a 3+, regardless of its Defence.
Turn Undead (roll to cast: 3+): Undead are subject to Terror of the Paladin until the end of turn, and one undead model within 6" and line of sight suffers a Strength 4 hit.
Lord Hinjo......110 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 3 | 8 | 3 | 2 | 2
[/table]

WARGEAR
Lord Hinjo counts as being armed with a hand weapon and wear heavy armour. In addition, he may be upgraded with the following option:

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
Lord Hinjo follows all the rules for Paladins, as detailed above.

Argent (+25 points): Lord Hinjo may be given the celestial warhound Argent as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option:

{table="head"] |F.|S.|D.|A.|W.|C.
Argent| 4/- | 4 | 4 | 2 | 2 | 8
[/table]


O-Chul......95 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 5/- | 4 | 6 | 2 | 2 | 8 | 3 | 2 | 1
[/table]

WARGEAR
O-Chul counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following option:

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
O-Chul follows all the rules for Paladins, as detailed above.


Lien......80 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lien| 5/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]

WARGEAR
Lien counts as being armed with a spear and wears heavy armour.

SPECIAL
Lien follows all the rules for Paladins, as detailed above.

Razor (+25 points): Lien may be given the celestial shark Razor as a monstrous mount. It has the following profile. This replaces the usual paladin's mount option. Razor counts all land areas as impassable, and all water areas as clear terrain.

{table="head"] |F.|S.|D.|A.|W.|C.
Razor| 6/- | 5 | 5 | 2 | 2 | 8
[/table]


Paladin Hero......70 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/- | 4 | 6 | 2 | 2 | 8 | 2 | 2 | 1
[/table]

WARGEAR
Paladin heroes count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following option:

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.


General Chang......55 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
General Chang| 5/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]

WARGEAR
General Chang wears heavy armour and carries a hand weapon. In addition, General Chang has the following options:

Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.


Captain......30 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Captain| 4/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]

WARGEAR
Human Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:

Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.

Heavy armour (+5 points): the model's Defence value is improved by +1.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

Horse (+10 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.


High Priest of the Twelve Gods......80 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 6 | 1 | 6 | 1
[/table]

WARGEAR
The High Priest counts as being armed with a hand weapon.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Spellcaster: The High Priest has the following spells, of which he may attempt to use one per round:

Cure Wounds (roll to cast: 2+): One model within 3" of the Cleric regains all lost wounds.

Restoration (roll to cast: 2+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.

Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, six undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.

Hold Monster (roll to cast: 4+): one enemy model in base contact with the High Priest is rendered immobile for the duration of the battle: it may not move, all blows against it in close combat hit automatically, and it counts as being Trapped (blows struck against it are doubled).


Saangwaan......60 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Saangwaan| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 6 | 1
[/table]

WARGEAR
Saangwaan counts as being armed with a hand weapon.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Spellcaster: Saangwaan has the following spells, of which they may attempt to use one per round:

See Invisible (roll to cast: 3+): Select a point within line of sight and within 18" of Saangwaan, and place the small blast marker over this point. All friendly models within 3" of Saangwaan may see "hidden" troops that are touched by the blast marker and ignore cover. Secretly deployed troops within this area must be revealed.

True Seeing (roll to cast: 3+): Select an enemy model within line of sight and within 18" of Saangwaan. The opposing player must reveal all details and options of this model.

Foresight (roll to cast: 2+): This spell is used at the start of battle but before the battle begins (it may only be used once per game). Roll a d6 for each model in your army. On a roll of 6, that model may be repositioned. The new deployment must be legal.

Scry (roll to cast: 2+): This spell is used before deployment (it may only be used once per game). Roll a d6 for each model in the enemy army. On a roll of 6, the opposing player must reveal all information on that model.


Wizard......60 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Wizard| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 4 | 1
[/table]

WARGEAR
Wizards count as being armed with hand weapons.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Spellcaster: Wizards have the following spells, of which they may attempt to use one per round:

Counterspell (roll to cast: 4+): One enemy spell whose caster and/or target is within 18" of the Wizard is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.

Fireball (roll to cast: 4+): Place the large blast marker within 18" of the Wizard and within line of sight. Any model touched by the template suffers a Strength 5 hit.

Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.


Cleric......50 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Cleric| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]

WARGEAR
Clerics count as being armed with hand weapons.

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Spellcaster: Clerics have the following spells, of which they may attempt to use one per round:

Cure Wounds (roll to cast: 3+): One model within 3" of the Cleric regains all lost wounds.

Restoration (roll to cast: 3+): One model within 3" of the Cleric regains all lost stat points from Energy Drain.

Turn Undead (roll to cast: 2+): the Cleric causes Terror in undead, they use Courage 3 or their own courage, whichever is less. In addition, three undead models within 12" and line of sight suffer a Strength 4 hit. Roll to wound against their Courage rating, not their Defense as normal.


Sapphire Guard Paladin......20 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Paladin| 4/- | 3 | 5 | 1 | 1 | 8 | 1 | 1 | 0
[/table]

WARGEAR
Paladins count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following options:

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
Paladin heroes follow all the rules for Paladins, as detailed above.


Azure City Warrior......6 points

{table="head"] |F.|S.|D.|A.|W.|C.
Warrior| 3/4+ | 3 | 4 | 1 | 1 | 3
[/table]

WARGEAR
Human Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:

Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.

Heavy armour (+1 point): the model's Defence value is improved by +1.

Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

Horse (+5 points): This mount follows the normal rule for horses. Models armed with a halberd may not be mounted on a horse.


THE FORCES OF EVIL

Lord Xykon the Sorcerer......200 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lord Xykon| 4/4+ | 4 | 6 | 1 | 3 | 6 | 1 | 10 | 3
[/table]

WARGEAR
Lord Xykon is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.

SPECIAL RULES
Xykon is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 2+

Crystal Ball: This mighty scrying device allows Lord Xykon to anticipate the actions of his enemies. Roll a d6 for each model in the army after deployment is complete but before the game begins. On any roll of 6, the given model may be redeployed. The new deployment must be legal.

Paralysis: Xykon's close combat attacks cause paralysis in the same manner as Ghouls.

Spellcaster: Though deprived of his Ring of Wizardry, Lord Xykon is still a formidable spellcaster.

Counterspell (roll to cast: 3+): One enemy spell whose caster and/or target is within 18" of Lord Xykon is countered, as though the target had passed its resistance roll. This applies even if the counterspell casting roll was less than the casting roll of the spell it countered.

Death Spell (roll to cast: 5+):One model within 12" of Lord Xykon and in line of sight suffers a single Wound of damage with no saves from Fate points or other sources permitted.

Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Lord Xykon suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.

Forcecage (roll to cast: 5+): One non-Large infantry model within 6" and line of sight is imprisoned by this spell: it may not move or strike blows if victorious in combat, though its Fight score is unaffected. If beaten in combat, it counts as being Trapped (taking double hits). It may use ranged attacks and spells if it has them, but counts as being behind a defended obstacle if fired upon. Forcecage ends on a d6 roll of 6 at the end of each enemy turn. It may be ended by a successful use of a Disintigrate spell. Lord Xykon may also chose to end the spell at any time.

Lightning Bolt (roll to cast: 3+): Draw a line from Lord Xykon to any point within 12" and line of sight. All models along this line suffer a single Strength 6 hit and are Knocked Down on a d6 roll of 4+.

Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.

Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Lord Xykon. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.

Symbol of Pain (roll to cast: 5+): Up to three enemy models within 12" of Lord Xykon, within 3" of each other and in line of sight become Immobilized. They count as having a Fight score of 1 and may not move or strike blows if victorious in combat until the end of turn.

Symbol of Insanity (roll to cast: 4+): Place the large blast marker within 6" and line of sight of Xykon. All models touched by the marker strike blows upon themselves as though in combat. Each target model must resist the spell individually. One use per game.

Greater Invisibility (roll to cast: 4+): Xykon (and his mount, if any) may not be targeted by ranged weapons nor may they be charged in combat . They may be attacked as normal if they engage the enemy in close combat, though in this case, each blow struck against them will miss and deal no damage unless the Good player can roll a 4+ on a d6 roll. One use per game.

Zombie Dragon (+150 points): Xykon may be given a Zombie Dragon as a monstrous mount. It has the following profile:

{table="head"] |F.|S.|D.|A.|W.|C.
Zombie Dragon| 5/- | 6 | 6 | 3 | 6 | 6
[/table]

SPECIAL RULES
The Zombie Dragon counts as being Undead and Evil. In addition, it may Fly; moving 12" in the movement phase, ignoring intervening terrain. It is Immune to Terror, except against Turn Undead spells.

Cursed Breath: During the shooting phase, the Zombie dragon may breathe toxic and corrosive fumes upon Lord Xykon's enemies. Place the Flame template with the pointed end in contact with the Zombie Dragon. All other models touched by the template suffer a Wound on a d6 roll of 4+, regardless of their Defence.

Large: The Zombie dragon is a large model.


Redcloak......125 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Redcloak| 4/4+ | 4 | 4 | 2 | 2 | 4 | 1 | 6 | 3
[/table]

WARGEAR
Redcloak counts as being armed with a light weapon.

SPECIAL RULES
Redcloak is Evil, and subject to effects that apply to evil models.

Spellcaster: Redcloak has the following spells, of which he may attempt to use one per round:

Raise Dead (roll to cast: 4+):You may immediately place d3 Zombie models within 6" and line of sight of Redcloak. They may not be placed within ½" of an enemy model, but may move and act freely on the turn they arrive.

Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.

Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.

Destruction (roll to cast: 4+): One model within 3" of Redcloak suffers d3 points of damage to both its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell..

Disintegrate (roll to cast: 5+): One enemy model within line of sight and within 18" of Redcloak suffers a Strength 10 hit which causes d6 Wounds of damage. This attack will affect fortifications as a war machine would.

Monster Summoning (roll to cast: 2+): Place one of the following models within 3" of Redcloak. They must be paid for from the army points allowance: if you have no additional monsters paid for, Redcloak may not use this spell. Both count as Summoned Monsters and are thus vunerable to Dismissal.

Fiendish Mammoth (+90 points): The Fiendish Mammoth may be used as a Monstrous Mount:

{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Mammoth| 4/- | 6 | 6 | 2 | 2 | 8
[/table]

Fiendish Octopus (+60 points): The Fiendish Octopus counts all water areas as clear terrain and all land areas as impassable. It may attack models within 2" as though they were in base contact with it.

{table="head"] |F.|S.|D.|A.|W.|C.
Fiendish Octopus| 4/- | 6 | 5 | 2 | 2 | 8
[/table]


The Monster in the Dark......400 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Monster in the Dark| 10/- | 8 | 10 | 4 | 10 | 8 | 0 | Spcl | 0
[/table]

WARGEAR
The Monster in the Dark carries no wargear (other than its precocious umbrella), nor does it need any. It fights as though equipped with a hand weapon.

SPECIAL RULES
The Monster in the Dark counts as an Evil Outsider. In addition, the darkness that envelops it provides concealment as though it were in cover.

Resistance: The Monster in the Dark is an incredibly powerful supernatural being. Each time it attempts a resistance roll against magic, it rolls a number of dice equal to its remaining Wounds.

Cause Terror [not]: The Monster in the Dark is the incarnation of the most unimaginable horror and power, and consequently...

err... nevermind.


The Huecuva......100 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 4/4+ | 4 | 6 | 1 | 2 | 6 | 1 | 6 | 1
[/table]

WARGEAR
The Huecuva is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. He is Immune to Terror, except against Turn Undead spells.

SPECIAL RULES
The Huecuva is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+

Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:

Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.

Harm (roll to cast: 5+): One model within 3" of Redcloak and in line of sight loses all but a single Wound. If the model had only one wound when this spell was cast, it is slain.


Death Knight......100 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Huecuva| 6/4+ | 4 | 7 | 2 | 2 | 6 | 3 | 3 | 1
[/table]

WARGEAR
The Death Knight wears armour and is armed with a hand weapon. He is Immune to Terror, except against Turn Undead spells. The Death Knight is mounted on a Nightmare (counts as a Horse with the Undead rule).

SPECIAL RULES
The Death Knight is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 4+

Spellcaster: The Death Knight is a spellcaster and has the following spell, which he may attempt to use one per round:

Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Death Knight and within line of sight. Any model touched by the template suffers a Strength 5 hit.


Eye of Fear and Flame......100 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
The Eye of Fear and Flame| 4/4+ | 4 | 6 | 1 | 2 | 2 | 1 | 6 | 1
[/table]

WARGEAR
The Eye of Fear and Flame is not armed with any weapons, but such is his power that he counts as being equipped with a hand weapon regardless. Unlike his brethren, he is NOT Immune to Terror.

SPECIAL RULES
The Eye of Fear and Flame is Evil and Undead, and he Causes Terror. Though Undead, he is highly resistant to attempts to Turn him, so he ignores any such attempts on a d6 roll of 5+

Spellcaster: The Eye of Fear and Flame is a spellcaster and has the following spells, which he may attempt to use one per round:

Fireball (roll to cast: 3+): Place the large blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template suffers a Strength 5 hit.

Cause Fear (roll to cast: 3+): Place the small blast marker within 18" of the Eye of Fear and Flame and within line of sight. Any model touched by the template must pass a Courage test or fall back.

If the Eye of Fear and Flame is destroyed by Belkar Bitterleaf, he gains his spellcasting abilities. At the end of each round of the game thereafter, roll a d6: on a roll of 1, the spellcasting abilities are lost once again. Use the Eye of Fear and Flame's Will points to cast these spells, not Belkar's own Will points. When the EoFaF's remaining Will points are exhausted, Belkar cannot use his spells for the rest of the battle.


Hobgoblin General......70 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 6/4+ | 4 | 6 | 2 | 2 | 5 | 3 | 2 | 1
[/table]

WARGEAR
The Hobgoblin General counts as being armed with a hand weapon and wears heavy armour. In addition, he may be upgraded with the following options:

Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, the Hobgoblin general is Evil.


Hobgoblin Captain......50 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Captain| 5/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 1 | 1
[/table]

WARGEAR
Hobgoblin Captains count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:

Spear OR Bow OR Halberd (+5 points): Halberds count as two handed weapons.

Heavy armour (+5 points): the model's Defence value is improved by +1.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL RULES
Hobgoblin society is cruel and the most malevolant rise to positions of authority. In consequence of this, Hobgoblin captains are Evil.


Hobgoblin War Priest......60 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Hobgoblin Shaman| 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1
[/table]

WARGEAR
Hobgoblin Shaman count as being armed with a hand weapon.

SPECIAL RULES
Hobgoblin society is cruel and their deities are typically of a malevolant disposition. In consequence of this, Hobgoblin shamen are Evil.

Spellcaster: Hobgoblin Shaman have the following spells, of which they may attempt to use one per round:

Cure Wounds (roll to cast: 3+): One model within 3" of the Shaman regains all lost wounds.

Cause Wounds (roll to cast: 5+): One model within 3" of the Shaman and in line of sight loses a single Wound.

Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.


Hobgoblin Warrior......9 points

{table="head"] |F.|S.|D.|A.|W.|C.
Hobgoblin Warrior| 4/4+ | 4 | 4 | 1 | 1 | 3
[/table]

WARGEAR
Hobgoblin Warriors count as being armed with a hand weapon and wear armour. In addition, they may be upgraded with the following options:

Spear OR Bow OR Halberd (+1 point): Halberds count as two handed weapons.

Heavy armour (+1 point): the model's Defence value is improved by +1.

Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL RULES
While many hobgoblins tend in that direction, they are not inherently Evil, and are not subject to effects that apply to evil creatures.


Ghoul......10 points

{table="head"] |F.|S.|D.|A.|W.|C.
Ghoul| 3/- | 3 | 5 | 1 | 1 | 3
[/table]

WARGEAR
Ghouls count as being armed with a hand weapon.

SPECIAL RULES
Ghouls count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.

Paralysis: Ghouls can paralyze their opponents in combat. If a Ghoul is victorious in combat, select one defeated model and roll a d6 for each Wound the model has on its profile. If you roll a 4+ on all of these dice, that model becomes Immobile. Make this test after the Ghould strikes its blows. Paladins and Elves are immune to this effect.

Immobile creatures may not move, shoot or strike blows in combat, and they count as having Fight: 1/-. Paralysis may be reversed with the Restoration spell.


Zombie......5 points

{table="head"] |F.|S.|D.|A.|W.|C.
Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]

WARGEAR
Zombies count as being armed with a hand weapon.

SPECIAL RULES
Zombies count as being Undead and Evil. They are Immune to Terror, except against Turn Undead spells.


Winged Zombie......10 points

{table="head"] |F.|S.|D.|A.|W.|C.
Winged Zombie| 2/- | 3 | 4 | 1 | 1 | 2
[/table]

WARGEAR
Winged Zombies count as being armed with a hand weapon.

SPECIAL RULES
Winged Zombies count as being Undead and Evil. In addition, they may Fly; moving 12" in the movement phase, ignoring intervening terrain. They are Immune to Terror, except against Turn Undead spells.


Titanium Elemental......100 points

{table="head"] |F.|S.|D.|A.|W.|C.
Titanium Elemental| 4/- | 6 | 8 | 2 | 2 | 8
[/table]

WARGEAR
Titanium Elementals are immensely strong, and although they do not carry any equipment, they count as being armed with hand weapons.

SPECIAL RULES
Titanium Elementals are immune to Terror, and count as being Summoned.

Titanium Elementals count as having Strength 10 against structures and war engines.

Titanium elementals may be launched into position using the rules for catapults (see below). Resolve the catapult hit as normal, then place the Titanium elemental as close as possible to the point of impact. They may count this as a charge, resolving additional attacks above and beyond the initial impact. The range for this deployment is 25% greater than for usual catapult shots. Before they are launched in this way, you must secretly write down which catapults have Titanium Elementals as ammunition (each catapult may have only one); this counts as Secret Deployment for the elemental and Equipment for the catapult (see: Saangwaan in the Azure City Army List for relevance).


RATS, WILDCARDS AND LONERS


Nale......105 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Nale| 5 | 4 | 5 | 2 | 2 | 5 | 3 | 3 | 2
[/table]

WARGEAR
Nale is armed with a bastard sword. In any given turn, he may use it as either a hand weapon or a two handed weapon. In addition, Nale wears a chain shirt (armour) and he may be given the following items:

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Nale is Evil, and subject to effects that apply to evil models.

Spellcaster: Nale has the following spells, of which he may attempt to use one per round:

Charm Person (roll to cast: 5+): One enemy model within 6" of Nale comes under the control of Nale's player until the end of turn.

Illusion (roll to cast: 3+): One enemy model may do nothing further that turn. In combat that model's Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.


Sabine......85 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Sabine| 4/- | 4 | 8 | 1 | 2 | 3 | 3 | 2 | 2
[/table]

WARGEAR
Though she carries no weapons, Sabine's power as a Fiend allows her to fight in close combat as though armed with a hand weapon.

SPECIAL RULES
Sabine is Evil and an Outsider, and subject to effects that apply to models with these types. In addition, she can Fly; moving 12" in the movement phase, ignoring intervening terrain.

Energy Drain: Whenever Sabine wins a round of close combat against an opponent, that opponent suffers a -1 penalty to its Fight and Defence scores. Should the Fight score be reduced to 1, the model's Attacks is reduced to 1 as well, and the model may not move or initiate assaults. This damage can accumulate, and can be removed with a Restoration spell.


Thog......95 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Thog| 6 | 5 | 5 | 3 | 3 | 5 | 3 | 0 | 2
[/table]

WARGEAR
Thog wears a suit of armour, which is included in his profile. In addition, he is armed with a Greataxe (two handed weapon).

SPECIAL RULES
Thog is Evil, and subject to effects that apply to evil models.

Barbarian Rage: Once per battle at the begining of his movement phase, Thog's player may declare that Thog will Rage. In this state, Thog gains Defence 8 and Courage 8. He must move as far as possible to the nearest enemy in line of sight and charge that model if possible, and must always strike blows if victorious, re-rolling failed rolls to wound. However, at the end of each turn, roll a d6: on a 1-2 Thog emerges from his rage and fights as normal for the duration of the battle.


Miko Myazaki, the Fallen......125 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Miko Myazaki| 7 | 4 | 5 | 3 | 3 | 5 | 2 | 3 | 3
[/table]

WARGEAR
Miko Myazaki wields a Katana (it may be used either as a one handed weapon or as a two handed weapon in any turn). In addition, she may chose any of the following weapons or items at the indicated cost in points:

Wakizashi (+15 points): This is a secondary weapon that may be used in one of the following ways each close combat phase: it either allows Miko to reduce the number of attacks of a single opponent in base contact with her by one attack to a minimum of one attack OR it adds +1 the number of dice Miko may roll to determine who wins the round (though not to damage).

Horse (+10 points): This mount follows the normal rule for horses.

Armour (+5 points): Miko Myazaki may wear armour, which increases her Defence value to 6.

SPECIAL RULES:

Stun: In any turn in which she beats an opponent in close combat, she may choose to Stun that opponent in lieu of striking blows. That opponent may not move during its next movement phase and makes no attacks in close combat. It may still use the Shielding rule if able. Only one opponent may be stunned this way per turn.

Nimble: Miko Myazaki gains a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.

Madness: More unstable than evil, Miko may nonetheless be considered a borderline case. Roll a d6 each time she is subjected to an effect that has special rules against Evil creatures. On a 4+, Miko will count as being Evil for game purposes for that effect.

Lord Zentei
2007-02-12, 04:16 AM
A basic explanation of the stats (for those who were wondering).

Each model has the following stats:

F (Fight), which is split between close combat and ranged. A basic human warrior has 3/4+.
S (Strength), how likely the model is to inflict damage. A basic human warrior has 3, human heroes have 4, usually.
D (Defence), how likely the model is to resist damage. A basic human has 3, human heroes have 4, usually. Armour improves this score.
A (Attacks), how many attack dice the model rolls in melée. Actually, this is more important than the Fight score, which is a tiebreaker. A basic human warrior has but one attack die, a hero may have 3 - one point is worth a lot here.
W (Wounds), how many points of damage the model can sustain before being removed from the game. A basic human has one wound, a hero may have 3, powerful monsters may have even more than this.
C (Courage), how brave the model is. A basic human warrior has C:3, heroes have significantly more.

Heroes are any models with a Might, Will and Fate score.

Might: A model may expend one Might point to add +1 to one of its own d6 rolls to a maximum of 6. If used correctly, a single point goes a long way. A roll may be boosted by multiple Might points.

Will: A model may expend any number of Will points to cast a spell. Each Will point allows a d6 roll. If the highest roll matches or exceeds the number needed to cast the spell, the spell is resolved. The number of Will points to be expended must be stated before the rolls are made.

Any model with Will points (including those without spells) may expend any number of Will points to resist a spell cast on them. Each Will point allows a d6 roll. If the highest roll matches or exceeds the casting roll for the spell, the spell is resisted. The number of Will points to be expended must be stated before the rolls are made.

Fate: A model may expend one Fate point to gain a saving throw against any single source of damage. The save is passed on a d6 roll of 4+. You may keep expending Fate points to avoid a given damage until you run out or succeed.

Lord Zentei
2007-02-12, 10:56 PM
Here's a few monsters to go with the above, for those who want random scenarios from other parts of the tale.


MONSTERS AND VILLAINS OF SUNDRY KINDS


Ogre......20 points

{table="head"] |F.|S.|D.|A.|W.|C.
Ogre| 4 | 4 | 4 | 2 | 2 | 3
[/table]

WARGEAR
Ogres are armed with two handed weapons.

SPECIAL RULES
Though they tend in that direction, Ogres are not inherently evil, and are therefore not subject to effects that apply to evil models.

Ogres may be upgraded to Zombie Ogres for free, in this case they gain Courage 8, but their Fight score drops to 2.


Chimera......75 points

{table="head"] |F.|S.|D.|A.|W.|C.
Chimera| 4 | 5 | 5 | 3 | 3 | 4
[/table]

WARGEAR
The Chimera is armed with his natural weapons.

SPECIAL RULES
The Chimera is Evil, and subject to effects that apply to evil models. In addition, it may Fly; moving 12" in the movement phase, ignoring intervening terrain.

Fire Breath: During the shooting phase, the Chimera may breathe fire upon his enemies. Place the Flame template with the pointed end in contact with the Chimera. All other models touched by the template suffer a Strength 4 hit.

Large: The Chimera is a large model.


Black Dragon......150 points

{table="head"] |F.|S.|D.|A.|W.|C.
Black Dragon| 5 | 6 | 6 | 3 | 6 | 5
[/table]

WARGEAR
The Black Dragon is armed with his natural weapons.

SPECIAL RULES
The Black Dragon is Evil, and subject to effects that apply to evil models. In addition, it may Fly; moving 12" in the movement phase, ignoring intervening terrain.

Acid Breath: During the shooting phase, the Black Dragon may breathe acidic bile upon his enemies. Place the Flame template with the pointed end in contact with the Black Dragon. All other models touched by the template suffer a Strength 5 hit.

Large: The Black Dragon is a large model.


Goblin Leader......20 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Goblin Leader| 3/4+ | 4 | 4 | 2 | 2 | 3 | 2 | 1 | 1
[/table]

WARGEAR
The bandit leader is armed with a hand weapon. In addition, he may be upgraded with the following options:

Spear OR Bow (+5 points).

Light armour (+5 point): the model's Defence value is improved by +1.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

WARGEAR
Goblin Leaders count as being armed with a hand weapon.

SPECIAL RULES
Goblin society is cruel and the malevolant typically rise to positions of authority. In consequence of this, Goblin leaders are Evil.


Goblin Shaman......40 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Goblin Shaman| 3/4+ | 4 | 4 | 1 | 2 | 3 | 1 | 2 | 1
[/table]

Spellcaster: Goblin Shaman have the following spells, of which they may attempt to use one per round:

Cure Wounds (roll to cast: 3+): One model within 3" of the Shaman regains a single lost wound.

Cause Wounds (roll to cast: 5+): One model within 3" of the Shaman and in line of sight loses a single Wound.

Bolster Undead (roll to cast: 2+): Up to three undead models within 12" and line of sight ignore the Turn Undead spell until the end of turn. This spell may be used in response to the casting of a Turn Undead, at the same time as resistance rolls would normally be permitted.

SPECIAL RULES
Goblin society is cruel and their deities are typically of a malevolant disposition. In consequence of this, Goblin shamen are Evil.


Goblin......4 points

{table="head"] |F.|S.|D.|A.|W.|C.
Goblin| 2/5+ | 3 | 3 | 1 | 1 | 2
[/table]

WARGEAR
Goblins count as being armed with a hand weapon. In addition, they may be upgraded with the following options:

Spear OR Bow (+1 point).

Light armour (+1 point): the model's Defence value is improved by +1.

Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL RULES
Though they tend in that direction, Goblins are not inherently evil, and are therefore not subject to effects that apply to evil models.


Bandit Leader......25 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Bandit Leader| 4/4+ | 4 | 4 | 2 | 2 | 4 | 2 | 1 | 1
[/table]

WARGEAR
The bandit leader is armed with a hand weapon. In addition, he may be upgraded with the following options:

Spear OR Bow OR Two-handed weapon (+5 points).

Light armour (+5 point): the model's Defence value is improved by +1.

Shield (+5 points): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

Horse (+10 points): This mount follows the normal rule for horses. Models armed with a two handed weapon may not be mounted on a horse.


Bandit......5 points

{table="head"] |F.|S.|D.|A.|W.|C.
Bandit| 3/4+ | 3 | 3 | 1 | 1 | 3
[/table]

WARGEAR
Bandits count as being armed with a hand weapon. In addition, they may be upgraded with the following options:

Spear OR Bow OR Two-handed weapon (+1 point).

Light armour (+1 point): the model's Defence value is improved by +1.

Shield (+1 point): the model's Defence value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

Horse (+5 points): This mount follows the normal rule for horses. Models armed with a two handed weapon may not be mounted on a horse.

Lord Zentei
2007-02-13, 05:21 AM
EDIT: in keeping with the above edit of the Azurian Wizard, Samantha gets a price hike. Just keep her away from any close combat units (that goes without saying, really) and she'll do fine.
======================

These were lacking before :smallwink::


NAMED BANDIT CHARACTERS


"Daddy", the Bandit Leader......60 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Daddy| 5/4+ | 4 | 5 | 3 | 2 | 4 | 3 | 1 | 1
[/table]

WARGEAR
Daddy is armed with a pair of hand weapons and wears light armour. In addition, he may be mounted on a horse:

Horse (+10 points): This mount follows the normal rule for horses. Models armed with a two handed weapon may not be mounted on a horse.

SPECIAL RULES:
Daddy gains +1 attack die in close combat due to his two weapon fighting technique, though not to his rolls to wound.


Samantha the Sorceress......115 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Samantha| 3/4+ | 3 | 3 | 1 | 2 | 4 | 1 | 8 | 1
[/table]

WARGEAR
Samantha counts as being armed with a dagger. She may be given a horse:

Horse (+10 points): This mount follows the normal rule for horses.

SPECIAL RULES
Evil: Samantha the Sorceress is Evil and thus is subject to effects that apply to evil models.

Spellcaster: Samantha has the following spells, of which she may attempt to use one per round:

Fly (roll to cast: 2+): Samantha gains the ability to Fly for the duration of the battle, moving 24" in the movement phase and ignoring intervening terrain. This spell may be counterspelled at any point by a spellcaster with that ability. Samantha may not use her Fly spell if mounted.

Protection from Arrows (roll to cast: 2+): Samantha gains Defence 6 against ranged attacks for the duration of the battle. This spell may be counterspelled at any point by a spellcaster with that ability.

Fireball (roll to cast: 4+): Place the large blast marker within 18" of Samantha and within line of sight. Any model touched by the template suffers a Strength 5 hit.

Lightning Bolt (roll to cast: 4+): Draw a line from Samantha to any point within 12" and line of sight. All models along this line suffer a single Strength 6 hit and are Knocked Down on a d6 roll of 4+.

Magic Missile (roll to cast: 2+): Two enemy models within 18" and within line of sight suffer a S:2 hit each. You may concentrate these hits upon fewer models if you wish.

Were-Sandwich
2007-02-13, 05:23 AM
You really had a lot of time on your hands didn't you

Lord Zentei
2007-02-13, 05:24 AM
You really had a lot of time on your hands didn't you

You have no idea. :smallwink:


EDIT:

In light of the dialogue in comic 413, I'm wondering whether I should modify the Ghoul's paralysis ability, since it is somewhat redundant against low level models.

EDIT 2: Modification complete.

Penguinizer
2007-02-13, 08:35 AM
heh, Im really liking the idea. Although do the units move in squads or separetly. As in more FB style or 40k style with loose squads. Or are there squads at all.

For simplicity I would recommend going with a modified FB
system.

Edit: missed the part about the LoTR system. I dont really know how it works.

onasuma
2007-02-13, 08:43 AM
I think this might work better in basic warhammer (Which i tried ages ago, though not specifically for this battle). damn. Now i have a whole load of conversions to do.

Lord Zentei
2007-02-13, 08:47 AM
Edit: missed the part about the LoTR system. I dont really know how it works.Yeah, I'm a bit hesitant to outline it due to board policy on published work.

I would prefer to be in the clear with that before I post a summary.

Incidentally, the models move seperately.


I think this might work better in basic warhammer (Which i tried ages ago, though not specifically for this battle). damn. Now i have a whole load of conversions to do.

Yeah, perhaps.

But of course, the LotR game was designed for a story that encompassed both large scale battles and adventuring parties.

I might redesign the lists to WH Fantasy, though I'm not entirely happy with that system. Failing that, 40K or a custom job.

Penguinizer
2007-02-13, 08:54 AM
Based on what I know, LotR seems to be quite a lot like 40k, with loose squad formation, the one difference I see is the might points, and such.

Lord Zentei
2007-02-13, 09:03 AM
Based on what I know, LotR seems to be quite a lot like 40k, with loose squad formation, the one difference I see is the might points, and such.

LotR has no squad structure.

It is actually more like a simplified Necromunda, but with a different Wound table, and armour improves defence rather than providing a saving throw.

Basically:

Fight = Initiative (and, to the right of the slash, the number needed to hit with a ranged weapon, with no range modifiers being used, though most ranged weapons have their effective range halved if you move).
Strength = Strength.
Defence = Toughness; light armour adds +1, heavy armour adds +2, a shield adds +1.
Attacks = Attacks.
Wounds = Wounds
Courage = Leadership, except you add 2d6 to the score when making a test, and if you score 10+, you pass. Thus an average human has C:3 (same as most of his stats) and a fearless model has C:8.

As for the wound table, the numbers appear twice, thus:

{table="head"] Defence - Strength|up to -2 |-1|+0|+1|+2|+3|+4|+5|+6|+7|+8
Target Number| 3+ | 4+ | 4+ | 5+ | 5+ | 6+ | 6+ | 6/4+ | 6/5+ | 6/6+| N
[/table]

Also: the turns are interwoven, thus: player A moves, player B moves, player A shoots, player B shoots, close combat, end of turn phase with cleanup, check victory conditions, etc.

EDIT: there is a "priority" phase at the start of each turn, which determines who is "player A" for that turn. By default, the Good player is it in the first turn, after that, a d6 roll-off determines it, with a draw meaning that priority shifts.

EDIT 2: the "N" in the wound table above means "no chance to inflict damage" and 6/4+ means "roll a 6, followed by a 4+", etc.

EDIT 3: The Wound table is presented as a 10x10 matrix in the rulebook, of course, in line with the usual GW format, though all the information is contained in the simplified version above. The rows simply shift as you progress down the table.


EDIT 4: Wow. Armour and shields add to Defence, not Wounds. I mean, how did this boo boo escape my attention for so long?

Penguinizer
2007-02-13, 09:09 AM
Sounds somewhat like 40k. And it seems to fit the battle very well.

Lord Zentei
2007-02-14, 04:22 AM
Fixed the "Turn Undead" so that it works properly/more logically.


QUESTION:

Is anyone actually likely to use these lists with the LotR system? Would anyone use the lists if I made them to fit a custom rule system?

The problem is that I have asked the Mods whether this thread was a-ok, the response was, sure, as long as no more details on rule mechanics are made available. And though the LotR system fits the subject matter nicely IMHO, it is not widely known.

So, for those unfamiliar with the system, a "from whole cloth" approach might be preferable. However, if no-one is planning on using this anyway, I don't know whether it would be worth the time investment.

Comments plz.

Penguinizer
2007-02-14, 06:29 AM
Based on what I know, the LotR system would work great.

Were-Sandwich
2007-02-14, 11:18 AM
You know, this battle would probably work place as a set peice board game.

Penguinizer
2007-02-14, 11:52 AM
That is true aswell.

Lord Zentei
2007-02-14, 11:54 AM
You know, this battle would probably work place as a set peice board game.

Yeah, that it might well do. But of course, then I'd have to design a board. :smalltongue:

I was in part considering the possibility of other scenarios being worth exploring too, hence the "sundry other villains" add-on and the "rats, wildcards and loners" section.


If it were to become a board game, we would have to wait until the battle was shown in the comic to provide a more faithful rendering, but it might well be worth exploring.

Penguinizer
2007-02-14, 12:12 PM
true. Great idea though.

Lord Zentei
2007-02-15, 09:49 AM
These may be used by any faction:

ADDITIONAL STUFF


Ninja......11 points

{table="head"] |F.|S.|D.|A.|W.|C.
Ninja| 6/3+ | 3 | 4 | 1 | 1 | 5
[/table]

WARGEAR
Ninja are armed with a pair of hand weapons and shuriken. The two weapon fighting skill adds +1 to the attack dice to determine who wins a round of combat, though not for to-wound rolls. Shuriken have a range of 6" and Strength 2; with no move-and-shoot penalty.

SPECIAL RULES
Inverse Ninja Law: For every additional Ninja on the same side within 6" of a Ninja, it suffers a -1 penalty on its attack and to-wound rolls.

Nimble: Ninja gain a +1 bonus to all rolls on the Swim, Climb, Jump or Thrown Rider charts to a maximum effective roll of 6. Note that this normally makes fumbles on such charts impossible.

Stealth: Ninja may make a "free" move after deployment is complete but before the game begins. When charging into combat, may move "through" unengaged enemy models to attack any model of his choice within charge range. Non-Heroic non-ninja models with ranged attacks may not fire upon ninja if there are other legal targets within 3" of it.

Sneak Attack: Ninja may count an opponent as Trapped when striking blows if that opponent fought another opponent that turn. Additionally, they may count an opponent as Trapped if they win a combat in a round in which they charged.

Climb: Ninja count as being equipped with ladders for the purposes of scaling walls.


EDIT: By the way, I have no idea as to whether the inverse ninja law applies in the OOTS verse, though until it is shown otherwise, I assume that it does. :smallwink:

Lord Zentei
2007-02-15, 11:22 AM
SEIGE ENGINES

Seige engines may be used by any faction. Note that these are NOT the ones in the standard LotR game.


SEIGE ENGINES
Some seige engines may damage fortress walls and towers and similar structures, even though they don't have Strength 10. [Normally, towers and walls and other structures that have a nominal "Defence 100" in their description require Strength 10 attacks to damage them, and against such attacks they have an effective Defence 10 for the purposes of the to-wound table.]
Seige engines may not move unless there are at least two crewmen that move with it, both beginning and ending their move within 1". They may be moved up to 4" per turn.
Seige engines may not shoot unless there is at least one crewman within 1" of it. A catapult with only one crewman within 1" may only shoot every other turn, a catapult with two or more crewmen may shoot every turn.
Though seige engines that are without crew are immobile and may not shoot, do not remove them from the table; crew from other catapults may move to within 1" and operate it as normal.
Seige engines are inherently "unaligned", that is, either player may gain control of an uncrewed catapult by moving crew to within 1".
Seige engines and their crew count against the 33% limit on units with ranged weapons, even though the crew have no ranged weapons of their own.
Crewmen are basic warriors, and must be infantry. Ninja and zombies cannot be crewmen.
Catapult......50 points

Catapults are indirect fire devices that fling boulders at their targets.

{table="head"] |F.|S.|D.|A.|W.|C.
Catapult| -/- | - | 6 | - | 2 | -
[/table]

Crew: Catapults have two to four basic warriors as crew. These must be purchased seperately.

Attack: Place a small blast marker within 48" of the catapult, and roll a d6. On a 5+, the marker remains in place, otherwise it scatters d6" in a random direction.

If the target is not in line of sight, re-roll the dice to hit if you score a 5+; the second result stands if it is also a hit. Moreover, if the shot scatters, double the distance it scatters.

Any model touched by the marker suffers a Strength 7 hit, dealing d3 damage. Catapults may damage fortifications, dealing 1 damage.

Option: The catapult may be upgraded to fire alchemical fire at +15 points. In a turn that alchemical fire is used, use a large blast marker and resolve hits at Strength 4, dealing 1 damage. Alchemical fire cannot damage fortifications.


Heavy catapult......75 points

Heavy catapults are indirect fire devices that fling huge boulders at their targets.

{table="head"] |F.|S.|D.|A.|W.|C.
Heavy catapult| -/- | - | 6 | - | 2 | -
[/table]

Crew: Heavy catapults have two to four basic warriors as crew. These must be purchased seperately.

Attack: Place a small blast marker within 60" of the heavy catapult, and roll a d6. On a 5+, the marker remains in place, otherwise it scatters d6" in a random direction.

If the target is not in line of sight, re-roll the dice to hit if you score a 5+; the second result stands if it is also a hit. Moreover, if the shot scatters, double the distance it scatters.

Any model touched by the marker suffers a Strength 10 hit, dealing d3 damage. Heavy catapults may damage fortifications, dealing 1 damage.

Option: The heavy catapult may be upgraded to fire alchemical fire at +15 points. In a turn that alchemical fire is used, use a large blast marker and resolve hits at Strength 4, dealing 1 damage. Alchemical fire cannot damage fortifications.


Ballista......50 points

The ballista fires heavy bolts or spears at the target.

{table="head"] |F.|S.|D.|A.|W.|C.
Ballista| -/- | - | 6 | - | 2 | -
[/table]

Crew: Ballistae have two to four basic warriors as crew. These must be purchased seperately.

Attack: Draw a line from the ballista to any point in line of sight and within 48" of the ballista. Each model in turn, starting with the closest, touched by this line suffers a Strength 6 hit on a 4+, dealing d3 damage. If a model is hit but not slain, the shot stops. Each model the shot slays reduces the Strength by 1. If the Strength is reduced to 0, the shot stops.

Ballistae cannot damage fortifications.


Scorpion......50 points

The scorpion fires a hail of bolts at enemy troops.

{table="head"] |F.|S.|D.|A.|W.|C.
Scorpion| -/- | - | 6 | - | 2 | -
[/table]

Crew: Scorpions have two to four basic warriors as crew. These must be purchased seperately.

Attack: Draw a line to any point in line of sight and within 24" of the Scorpion. All models (friend or foe) within a 30 degree arc centered on this line are at risk of being hit. Begining with the closest and moving outwards, a model is hit on a d6 roll of 4+. The Scorpion rolls 2d6 attacks each time it fires, and hits are resolved at Strength 4, dealing 1 damage.

Scorpions cannot damage fortifications.


Seige Tower......90 points

The seige tower is used to gain ready access to a fortress wall.

{table="head"] |F.|S.|D.|A.|W.|C.
Seige Tower| -/- | - | 8 | - | 4 | -
[/table]

Crew: Seige towers have no crew, but any infantry warrior may act in that capacity. Seige towers require twice the normal number of crew to move.

Attack: The seige tower deals no attacks. It is treated as a fortification for access purposes. If it is in base contact with a wall, models may move from the seige tower to attack models on the wall and ignore any defensive bonuses the wall normally provides.


EDIT: Improved the resilience of the seige tower.

Charlie Kemek
2007-11-02, 10:40 PM
you forgot belkar's rage ability (optional).:smallamused: he'll be worth more now. you should make the mark of justice optional for negitive points.

Swordguy
2007-11-03, 04:56 AM
Mild nitpicks on the 1st read-through:

1) Elan/Nale

Illusion (roll to cast: 4+): One enemy model may do nothing further that turn. In combat his Fight value counts as 1 and he will not strike blows. He may use Might, Fate and Will but may not perform Heroic actions. The effect lasts for the remainder of that turn.

I assume this means the target? I can rationalize it being Elan having to concentrate on the illusion. Clarification is needed.

2) Belkar. His Mark of Justice should be an "equipment" option that reduces his point cost. It limits his abilities heavily. Making it an option allows the player to use Belkar at various stages in the comic (Durkon's Dungeon, etc.). Clarify that if Hinjo is included in the Good Army, then the Mark of Justice MUST be chosen (for further awesomeness, include that if Belkar slays a single Evil model equal to or greater than Belkar's total point cost, Hinjo removes the MoJ instantly - basically meaning that Belkar gets cheaper as he kills stuff).

2a) Is Belkar still considered Stealthy whilst mounted? Can he still use his special charge ability whilst mounted? I can see reasonable arguments for and against for both questions. Clarification is needed.

3) Wound levels are inconsistent. If the cap is 3 for a human-sized model (which is SOP for GW), then Vaarsuvius should probably NOT have 3 Wounds - being both a weedy elf and a mage. Likewise, Durkon should probably have 3 Wounds - I can see it as either 2 or 3. Ideally, Roy would have 4, Durkon would have 3, and Haley, V, and Elan would all have 2 - but that breaks the system.

4) Hinjo should probably get an "Improved Mount" that gets 2 attacks at a cost of an additional +5 points on top of the normal Mount cost. Wolves are cool like that.

5) Haley. I'm not sure the option for her to wear armor should cost points at all - the fact that she loses her Nimble ability in exchange for better Defense probably balances out in the end.

6) Zykon. Dude...that Crystal Ball is INSANE. 5/6 chance of getting to redeploy any models you wish? And for no additional point cost??!! Perhaps allowing him to redeploy his Will rating in models is more appropriate, or getting to reroll the deployment dice (thus giving him a better chance of setting up the way he wants). As is? Way, way too much.

6a) Zykon again. I'd make his Forcecage escapable via rolling a 6 at the end of the turn (repeateable). It is "moderately escapable" after all.

7) MitD. I'd up the point cost. The nearest LotR model to its stats is the Balrog, and that's, IIRC, a 500 point model. Since the MitD doesn't fly, and has no "gear", 400 points sounds appropriate.

8) Miko has demonstrated the Nimble ability whilst wearing armor (battle with the Ogres). Perhaps add a flat 5-10 to her base cost and make Nimble always useful?


Otherwise, very, very impressive. The LotR game system is pleasantly flexible and less subject to horrible brokeness like the full 40K is (and the regiment-block system that WFB is predicated upon is horribly inappropriate for what you're trying to do). Looking forward to seeing more!

LordVader
2007-11-03, 09:02 AM
=O

Excellent work. Keep it up!:smallsmile:

And I would say LOTR fits OOTS the best, especially with it's emphasis on heroes.

Lord Zentei
2007-11-03, 10:34 AM
EDITED lots and lots.


And thanks for the feedback.


Things yet to edit: <-- done.

Swordguy & Charlie Kemek:

Good ideas, I'm adding some edits now...


Clarified Illusion spell. It is the enemy model that is hidebound, not the caster. Perhaps Elan should become somewhat hidebound too due to the concentration thing...
Concerning the Mark: it was, if I recall, something that I reduced Belkars points cost for... I'm including its removal as an option now.
Belkar is NOT stealthy while mounted. His warhound costs the same number of points as a horse, but has a better Fight value to compensate.
Wound levels... note that V's defence score is abysmal; that compensates for the high Wounds score. I'm boosting the OOTS to 3 wounds each, though (and raising their cost to compensate). The idea was basically that the wounds represent the level (more or less) and the defense represents the HD and armour. Then I adjusted it for some reason I can't remember. Well, they're all of the same level now, in any case.
On Lord Hinjo's mount: well ahead of you (I tihnk). :smallwink:
On Haley's armour and loss of nimbleness: point -- I'm making it free now.
Concerning Xykon's Crystal Ball -- err... that's a 1/6 chance of being able to redeploy a model, not a 5/6. You need to roll a 6 for each model to redeploy it. :smalltongue:
Moderately Escapable Forcecage, on it... it has a "duration" now, ending on a roll of 6 at the end of each good guy turn.
The Monster in the Dark is certainly rather cheap... it was lifted more or less directly from the Balrog in the LotR game, and there it costs (or used to cost) 250 points... And yes, that's way too low (as the Balrog is/was). This was more a test to see if people would think likewise :smallbiggrin: I'm boosting him to 400 points.
Made Miko always nimble at a cost of +5 points.
Added Belkar Rage ability (and increased his cost some more).


EDIT: have yet to do Lord Soon and the Ghost Martyrs... bit of a problem balancing them, since they would presumably be immune to nonmagical attacks, but be bound to remain within 12" of an objective. Plus they could only be used when defending said objective. I'll add them in a separate section, like the siege, etc.

Lord Zentei
2007-11-03, 11:34 AM
THOUGHTS ON MODIFICATION:


While the LotR tabletop wargame may reflect the importance of heroes, there is something to be said for its two chief flaws with regards to modeling the Azure City. These are as follows:

The magic system is very much unlike the one seen in the comic.
Lack of squad structure. It wouldn't exactly be easy to add this with the way close combat works, though I might be able to streamline the rules somewhat. That would add the utility of WHFB to the flexibility of LotR. Don't know how crucual that change would be without some playtesting feedback...

The modified magic system would be the one that is easier to implement since magic is really an add-on to the core system.

The idea would be as follows: wizards and clerics have to prepare spells in advance. To represent this, they simply buy them as optional upgrades in exactly the same way as fighters and warriors buy extra weapons and armour. There would be a universal shopping list of spells and similar items, each unit would then have the spells it can use named in its profile. Each spell would, of course be one-use only -- once a spell is cast, it is simply crossed off the profile. On the other hand, you don't need to roll to cast a spell: it simply works. This would greatly aid with balance, since the value of a caster is proportional to the number of times a spell is cast... All units would also have a Save score to replace the Will score -- for simplicity, this would be all three types of saves.

Sorcerers and other spontaneous casters would be more of a problem, though... probably they would be required to pay for their spells up to a certain limit, at least: this would make them more expensive, but on the other hand they never run out of spells of a particular type.

Swordguy
2007-11-03, 04:03 PM
EDITED lots and lots.

Concerning Xykon's Crystal Ball -- err... that's a 1/6 chance of being able to redeploy a model, not a 5/6. You need to roll a 6 for each model to redeploy it. :smalltongue:
The Monster in the Dark is certainly rather cheap... it was lifted more or less directly from the Balrog in the LotR game, and there it costs (or used to cost) 250 points... And yes, that's way too low (as the Balrog is/was). This was more a test to see if people would think likewise :smallbiggrin: I'm boosting him to 400 points.



1) Erm...oops. See the time stamp on the post and the reason for editing. That's my story and I'm sticking to it. (I seriously read "on roll but 6...". My bad.

2) The Balrog is a 500 point model in my copy of the Return of the King edition of LotR game. That's where I got the cost from. You're correct in that it was horribly, horribly undercosted in earlier editions. I don't think any combination of 250 points of models (aside from the swarm tactic some LotR editions encourage) could reasonably stand a chance against the MitD as written. 400 points? That's a little more reasonable. That's most of the OotS, and I could see that being a somewhat even fight. It's tough to stat out something that's effectively "unbeatable" as so far presented in the comic.




EDIT: have yet to do Lord Soon and the Ghost Martyrs... bit of a problem balancing them, since they would presumably be immune to nonmagical attacks, but be bound to remain within 12" of an objective. Plus they could only be used when defending said objective. I'll add them in a separate section, like the siege, etc.

You may want to add the subtype "magical" to various non-spell attacks. Roy's sword, for example, is probably magical. They do present a serious game balance problem, no doubt.

re: Magic in LotR. I'm actually fine with this. While it doesn't present the breadth of magic at a D&D-style system implies, it enables you to present the more commonly-used or unique spells that a character employs. Honestly, the alternative really is to make a "master spell list" for both arcane and divine casters, assign a point cost to each spell, and let the players pick who gets which spells. That'd be a) ugly, b) breaking with the core game mechanics - potentially causing serious balance problems, and c) a whole LOT of work. What you've got is, IMHO, good enough. A compromise would be to give the spellcasters their set spell lists (V, for example, practically always has lots of Fireballs memorized) with unlimited casting, and then have a list of extra 1-use spells they can buy for additional points.

Lord Zentei
2007-11-03, 04:27 PM
2) The Balrog is a 500 point model in my copy of the Return of the King edition of LotR game. That's where I got the cost from. You're correct in that it was horribly, horribly undercosted in earlier editions. I don't think any combination of 250 points of models (aside from the swarm tactic some LotR editions encourage) could reasonably stand a chance against the MitD as written. 400 points? That's a little more reasonable. That's most of the OotS, and I could see that being a somewhat even fight. It's tough to stat out something that's effectively "unbeatable" as so far presented in the comic.

Well, it's good to know they changed it. I only have earlier versions of the game (damn GW requiring people to buy the same thing over and over).

At one point I challenged a fellow player to just the sort of contest you are suggesting: one balrog versus its cost in any other combination of models. The Balrog won, of course. :smallbiggrin: Personally, I would have preferred them to tone it down quite a bit: there is just no way Gandalf the Grey stands a snowball's chance in hell against that thing.


You may want to add the subtype "magical" to various non-spell attacks. Roy's sword, for example, is probably magical. They do present a serious game balance problem, no doubt.

Seems reasonable. Xykon's melee attacks should probably be that too, incidentally.


re: Magic in LotR. I'm actually fine with this. While it doesn't present the breadth of magic at a D&D-style system implies, it enables you to present the more commonly-used or unique spells that a character employs. Honestly, the alternative really is to make a "master spell list" for both arcane and divine casters, assign a point cost to each spell, and let the players pick who gets which spells. That'd be a) ugly, b) breaking with the core game mechanics - potentially causing serious balance problems, and c) a whole LOT of work. What you've got is, IMHO, good enough. A compromise would be to give the spellcasters their set spell lists (V, for example, practically always has lots of Fireballs memorized) with unlimited casting, and then have a list of extra 1-use spells they can buy for additional points.

Well, (c) is clearly not a terrible problem. It wouldn't be many more spells than the ones already listed in any case. I'm not really sure about (a), though. I imagine it depends on how it is executed. As for (b) -- there have been objections to use LotR at all, though naturally, if one thing changes it may be necessary to change the lot, which would certainly invoke (c) again... Anyway, it's not something I was planning on doing until I heard about some tests: I'm a bit short of possible opponents around here.

For miniatures, one may always use the good old "represents" rule, with other types of models. The only requirement is that the bases are about the same size: 25 mm scale, in other words.

Lord Zentei
2007-11-03, 05:24 PM
Preliminary version: the Ghost Martyrs are not immune to basic attacks, though they have a hefty defense value of 8, like the Nazgul (Lord Soon and the Ghost Martyr Heroes have Defense 9). Magical weapons reduce this by -3 (since that is the bonus). In addition, they can "phase" through obstacles and have deployment special rules as noted below. Incidentally, Miko may be used to screw things up for either player, in a pinch.

I'm mostly eyeballing the points costs at this stage.


THE GHOST MARTYRS OF THE SAPPHIRE GUARD


Special Rule: Spirits

The Ghost Martyrs have a very high Defense value to represent their insubstantial nature. However, magical attacks (attacks from spells and magic weapons) ignore this bonus, and count the Defense as 3 points less than the listed value. Magical weapons include the Greenhilt Blade, close combat attacks by Lord Xykon, the Huecuva, the Death Knight and the Eye of Fear and Flame.
Ghost Martyrs are incorporeal and may ignore terrain as they move. They may not end their turn in impassable terrain, however, nor may they move through models.


Deployment and scenario objectives:

The Ghost Martyrs are bound to defend the Gate of Soon. They may only be used in scenarios where the Good player is defending and then only in missions where the scenario objective is the Gate of Soon. Victory conditions for the game are based only on control of that objective.
You may not include more ghost martyrs than for 25% of your army's worth.
All the Ghost Martyrs of the Sapphire Guard are always kept to the side of the table. They may not be deployed unless the scenario objective is held by the Evil player at the end of either player's turn. In such an instance, all the Ghost Martyrs are deployed at once, and all must be deployed within 6" of the objective.
The game does not end until all the Ghost Martyrs are destroyed or the objective is destroyed.
If the objective is destroyed, all the Ghost Martyrs are removed from play. The game ends in a draw, regardless of other factors.


Evil Clerics and the Ghost Martyrs:

Against the Ghost Martyrs, the Bolster Undead spell becomes Turn Spirits:

Turn Spirit (roll to cast: 2+): Up to three Spirit models within 12" and line of sight must take a Strength 4 hit. This counts as a magical attack, reducing their Defense by 3 points before the damage roll.


Miko Myazaki and the Ghost Martyrs:

In games using the Ghost Martyrs, the special character Miko Myazaki, the Fallen may be included as a part of either army at no cost (though only one such model may be taken). She must be deployed in the Good player's deployment zone regardless of which player included her. However, she may not be deployed within 12" and line of sight of the objective.
Miko Myazaki is under the control of whichever player has priority that turn.
Miko Myazaki may be used to destroy the objective. Simply move her into base contact with the objective, and it counts as being destroyed, ending the game in a draw.



Lord Soon......230 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Lord Soon| 7 | 4 | 9 | 3 | 3 | 8 | 3 | 3 | 3[/table]

WARGEAR
Lord Soon wears a suit of armour, which is included in his profile. He is armed with a katana (may be used as either a one handed weapon or a two handed weapon in any turn).

SPECIAL RULES
Mighty Hero: Lord Soon is mighty even among heroes, one of the great champions of bygone days. He may use a single point of Might each turn without depleting his Might score.

Lord Soon follows all the rules for Paladins, as detailed above.


Ghost Martyr Hero......105 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Ghost Martyr Hero| 4/- | 4 | 9 | 2 | 2 | 8 | 0| 2 | 1
[/table]

WARGEAR
Ghost Martyr heroes count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following option:

Shield (+5 points): the model's Defense value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
Ghost Martyr heroes follow all the rules for Paladins, as detailed above.


Ghost Martyr......22 points

{table="head"] |F.|S.|D.|A.|W.|C.|Might|Will|Fate
Ghost Martyr| 4/- | 3 | 8 | 1 | 1 | 8 | 0 | 1 | 0
[/table]

WARGEAR
Ghost Martyrs count as being armed with a hand weapon and wear heavy armour. In addition, they may be upgraded with the following options:

Shield (+5 points): the model's Defense value is improved by +1, unless it is also armed with a bow. A model armed with both a bow and shield may still use the Shielding rule.

SPECIAL
Ghost Martyrs follow all the rules for Paladins, as detailed above.

Rogue 7
2007-11-03, 07:26 PM
I love the LOTR system, and your idea looks great. My only beef is that a. you need the 40K templates to play based on the spellcaster rules, and b. Spellcasters seem too cheap for their points cost- admittedly I haven't read the rules, but Durkon costs 150, and he's got a S. 10 attack.

Lord Zentei
2007-11-03, 07:53 PM
I love the LOTR system, and your idea looks great. My only beef is that a. you need the 40K templates to play based on the spellcaster rules, and b. Spellcasters seem too cheap for their points cost- admittedly I haven't read the rules, but Durkon costs 150, and he's got a S. 10 attack.

Perhaps a pseudo-template, then? With the fireball reading: "one enemy model, and all models within 2½ inches of it" or something along those lines?

As for the cost: keep in mind that they must expend a very limited number of Will points to cast those spells and that they must also pass a d6 roll to use them. Still, it may be that they're too cheap...

Were-Sandwich
2007-11-04, 10:44 AM
I might get round to writing some rules for a 6mm game for the Battle for Azure City. Has The Giant ever given some definite numbers on the troops involved?

Swordguy
2007-11-04, 01:33 PM
There were inferences to the size to the respective forces based on the number of hobgoblins in 1 valley (multiplied by the fact that there were LOTS more valleys), and then there was a reference to someone saying that Azure City was outnumbered by something like 3 or 4-1.

IIRC, it's roughly 20,000 troops (of all sorts) for Azure City, and about 80,000 troops of all sorts for Xykon. Those numbers probably aren't perfectly accurate, but they reflect the rough force dispositions.

re: Ghost Martyrs.

Those are scary. While they're tied to an objective, the OPFOR has to engage them to take the objective - it's not like they can be bypassed for an Evil win. Having the line troops able to spend Will and Might is seriously nasty - it means that nobody, not even major heroes, can engage them if they're outnumbered, simply due to the fact that the Martyrs can out-spend them on Will and Might to win the combat. Those stat-lines are roughly equivalent to Orc and Gondorian Heroes, aren't they? I think those are 30-ish point models.

Lord Zentei
2007-11-05, 07:17 AM
Those are scary. While they're tied to an objective, the OPFOR has to engage them to take the objective - it's not like they can be bypassed for an Evil win. Having the line troops able to spend Will and Might is seriously nasty - it means that nobody, not even major heroes, can engage them if they're outnumbered, simply due to the fact that the Martyrs can out-spend them on Will and Might to win the combat. Those stat-lines are roughly equivalent to Orc and Gondorian Heroes, aren't they? I think those are 30-ish point models.

That's because I made a boo-boo: they're not supposed to have Might points, as they are assumed to have spent them before they got killed. I wanted to keep the Will points, since a handful managed to save against the Symbol of Insanity (perhaps those should be considered the Heroes -- in that case, the MWF points would be done away with altogether).

On your other point, I should probably have now included the requirement that they not be worth more than 25% of the army value. I also removed the rebate for dead paladins; it didn't do anything useful, really.



I might get round to writing some rules for a 6mm game for the Battle for Azure City. Has The Giant ever given some definite numbers on the troops involved?

I have been doodling some ideas for a 6mm game also, as well as a hex-and-chit game (with each chit representing a somewhat large formation), since there were some who objected to the 20mm scale. :smallwink:

They're still somewhat preliminary, though (they would probably involve Warmaster rules or homebrew).

Going by the statistics in the comic, you would need some 3000+ stands to fully represent the hobgoblin army, so even a 6mm scale doesn't really do it justice.



There were inferences to the size to the respective forces based on the number of hobgoblins in 1 valley (multiplied by the fact that there were LOTS more valleys), and then there was a reference to someone saying that Azure City was outnumbered by something like 3 or 4-1.

IIRC, it's roughly 20,000 troops (of all sorts) for Azure City, and about 80,000 troops of all sorts for Xykon. Those numbers probably aren't perfectly accurate, but they reflect the rough force dispositions.

The strategy meeting (http://www.giantitp.com/comics/oots0413.html) pegged Xykon's forces at 30000 and Azure City at 9000. In Change of Scale (http://www.giantitp.com/comics/oots0197.html), we have the number of hobgoblin legions: 88 (or does the hobgoblin mean "the rest of your 87 legions" as in "there are a total of 87 legions"?). The number of hobbos per legion, or at least for Legion One is given (300 troops), for a total of about 26000 troops. The remaining 4000 are presumably zombies and ghouls.

Magic Mage
2007-11-23, 07:51 AM
I like this idea for a game. Now I can have the army of the stick face off against team evil. Good job on the work.