Battle of The Five Armies Supplement
Battle of The Five Armies Supplement
Battle of The Five Armies Supplement
Contents
The Army of the Iron Hills.................................Page 3
The Peoples of Laketown...................................Page 7
The Army of Azog and Bolg..............................Page 11
The Battle of the Five Armies Scenarios............Page 16
The Battle of Dol Guldur: page 17
The Battle of the Five Armies: Page 18
The Battle Of Dale: Page 19
The Charge of Thorin Oakenshield: Page 20
Ravenhill: Page 21
S D A
4/4+ 3 6 1
W C
1
M F
S D A
W C
Iron Hills
Warrior
4/4
+
3 6 1
War Ram
4 4 0
Armoured 8
Ram
4 5 0
Special Rules:
Sure-Footed: Rams ignore Difficult
Terrain Penalties incurred from moving
over rocks, crags, steep slopes or scree.
M F
S D A
Iron Hills
5 5/4+ 3 7 2
Kingsguard
W C
1
Defence
Batter
Points
10
M F
Dwarf
Crew
S D A
5 4/4+ 3 6 1
W C
1
Crew: 1 Dwarven Ballista and 3 Crew. 3 Additional Crew may be purchased for 8 points each.
Special rules: Piercing Shot- short (See The Free Peoples Sourcebook)
Flechette Bundle. These shafts carry many smaller quarrels, and separate at high speeds. If a hit has been
scored against a Battlefield Target, and before any wounds have been resolved, roll a D6. On a 3+, all models
within 2" to also suffer a Hit at S4.
MF
S D A W C MW F
MF
S D A W C MW F
Dain of
the Iron
Hills
MF
S D A W C MW F
5 6/-
4 8 3 3 6 3 3
4 5 0 2 3 - -
War Boar 8 3
Additional Heroes: The Army of the Iron Hills may include Heroes from the Erebor Reclaimed Army List,
with the exception of Bilbo Baggins, Master Burglar.
S D A
6 3/5+ 3 4 1
W C
1
Wargear: Armour
Options:
Spear: 1 point
Shield: 1 point
Bow: 2 point
Laketown
Militia
M F
S D A
W C
6 2
3 3 1
S D A
6 2/5+ 2 3 1
W C
1
Wargear: Unarmed
Special Rules: Throw Stones
Fear Everything: Laketown Refugees treat all enemies as causing Terror. Models that already cause Terror
may never be charged by Laketown Refugees, and they will automatically fail any Terror tests that result
from being charged by such a model.
Flee: If a Laketown Refugee is engage in Combat before it has moved that turn, it may elect to Flee. Should
it do so, all other models with this rule must pass a Courage Test or else Flee as well. A Fleeing model moves
6 directly towards its Board Edge, moving around obstacles where necessary. Should this take the model off
the board, it is removed as a casualty. In addition, a model that Flees from combat is vulnerable; before the
Fleeing model is moved, the enemy may make a single Strike against it, with whatever weapon they are
wielding.
Heroes of Laketown:
Laketown Guard Captain: 40 points (Human)
MF
S D A W C MW F
Laketown 6 4/4+ 4 5 2 2 3 2 1
Guard
Captain
Wargear: Armour
Options:
Spear: 5 points
Bow: 5 Points
Shield: 5 points
Laketown Militia Captain: 35 points (Human)
MF
S D A W C MW F
Laketown 6 3/4+ 4 4 2 2 5 2 1 1
Militia
Captain
Wargear: Improvised Weapon (Hand Weapon)
Options:
Spear: 5 points
Bow: 5 Points
Armour: 5 points
Shield: 5 points
Special Rules: Every Man Prepared To Give His Last
Loyal Unto Death: The leaders of Laketown's militia are sworn followers of Bard, the Dragonslayer. If a
Laketown Militia Captain is within 6 of Bard the Bowman, Heir of Girion, Bard may use the Captain's
Might points instead of his own.
S D A W C MW F
3 3 1 1 3 1 1
Wargear: Sword
Special Rules:
Father and Son: So long as both Bain and Bard are alive, both automatically pass any Courage tests they are
required to take.
A Warrior in the Making: Bain is inexperienced, but learns quickly in defence of his home and family. For
every 3 models Bain kills, he may choose to increase his Strength, Defence or Attacks by 1 (each may only
be increased once) or regain a single point of Might (this cannot take him beyond his starting value.
M F
S D A W C M W F
Percy,
6 3/4+ 4 5 2 2
Lieutenant
of
Laketown
5 3 2
Additional Heroes: The Peoples of Laketown army may also include the following Heroes: Bard the
Bowman, Bard the Bowman, Girion's Heir, Alfrid the Councillor.
S D A
6 3/5+ 3 5 1
W C
1
S D A
6 3/5+ 4 4 1
W C
1
Wargear: Armour
Options:
Spear: 1 point
2-handed Weapon: 1 point
Throwing Weapon: 2 points
Banner: 25 points
Goblin Mercenary: 5 Points (Goblin)
M F
Goblin
Mercenay
S D A
6 3/5+ 3 4 1
Wargear: Armour
Options:
Spear: 1 point
2-handed weapon: 1 point
W C
1
Warg
10 3/-
S D A
3/4+ 3 4 1
4 3 0
W C
1
Orc
Beserker
M F
S D A
W C
6 4/-
4 4 2
Wargear: Armour
Olog-hai
M F
S D A
W C
6 3/-
5 5 2
S D A
W C
3
Wargear: Armour
Options:
Heavy Armour: 10 points
Battering Helm: 10 points
Wrecker Limbs: 10 points
Howdah: 15 points
Battering Helm: The first time this model assaults a Siege target (Castle gate, door, fortification ect), do not
procced with the normal method of determining damage. Instead, the Siege target takes D6 wounds and the
Troll takes D3 wounds
Wrecker Limbs: The Troll gains 1 attack for each enemy beyond the first that it is in base contact with.
Howdah: A Howdah may carry 2 Orcs, Goblins or Uruks as Passengers (These models may begin the game
mounted). These models may fire Ranged Weapons from the Howdah as if they had not moved, and each
may contribute a single Attack to any Duel the Troll is involved in (using their own Strength). Should the
Troll be slain, the Passengers immediately roll on the Thrown Rider chart. When shooting at a Troll carrying
Passengers, on a 1-4 the Troll is hit, while on a 5-6 the Passengers are hit
Special Rules: Terror, Throw Stones
Mountain Troll: 160 points (Troll, Monster)
M F
S D A
W C
4
W C
6 3
3 3 1
Great War
Beast
8 3/-
5 5 2
Evil Heroes:
Moria Orc Captain: 45 Points (Orc)
MF
S D A W C M WF
Moria
6 4/5+ 4 6 2 2
Orc
Captain
4 2
1 1
S D A WC MW F
Gundabad 6 4/5+ 5 5 2 2 4 2 1 1
Orc
Captain
Wargear: Armour
Options:
Spear: 5 points
2-handed Weapon: 5 points
Throwing Weapon: 5 points
Warg: 10 points
Siege Troll Chieftain: 145 Points (Troll, Monster)
M F
Siege
Troll
Captain
S D A WC MW F
6 4/5+ 8 8 3 3 4 2 1 1
Wargear: Armour
Special Rules: Terror, Throw Stones
Additional Heroes: The Army of Azog and Bolg may include the following Heroes: Azog, Lieutenant of
Sauron, and Bolg, Castellan of Dol Guldur.
The Battle of Dol Guldur: Galadriel, Saruman and Elrond attempt to spring Gandalf from the
Necromancers dungeons, but a greater threat is rising; an old enemy has returned to Middle
Earth...
The Battle of Erebor: The Elves of King Thranduil and the Dwarves of Dain Ironfoot,
moments before coming to blows over hoarded gold, are united by the arrival of a far greater
threat. The legions of Azog the Defiler have come for the Lonely Mountain, and will not rest
until it is taken...
The Battle of Dale: With the Elves and Dwarves held at bay before the gates of the Mountain,
Azog moves to attack the survivors of Smaug's wrath, huddled in the ruins of Dale. King
Thranduil rides to their aid as Bard takes on the burden of leadership, but is it too late?
The Charge of Thorin Oakenshield: As Thorin Oakenshield breaks free of the spell of
Dragon Sickness, he is greeted with a grim vista from the walls of Erebor; The forces of his
cousin, King Dain, are sundered and shattered before the Mountain, beset on all sides. Only the
reemergence of the King Under The Mountain can rally them to hold back the tide.
The Battle of Ravenhill: It is at Ravenhill that the fate of the North will be decided. Thorin
and his best warriors, loyal kin all, resolve to cut the head from the serpent and slay Azog the
Defiler, but they are not the only powers converging on Ravenhill. Bolg brings an army from
Gundabad to reinforce the Orcs, and two Elven warriors climb the slopes, one for love and the
other for vengeance. Atop Ravenhill, there will be a reckoning...
The Board: This game is played on a 36x36 board. In the centre, there should be a raised plinth, and
on one edge, a wide stairway leading to an overhanging outcrop.The rest of the board should be filled
with Ruins, scattered to block line of sight and impede some movement.
Deployment: The Good player deploys Galadriel and Gandalf in the centre of the board. Then, the Evil
player deploys the 9 Nazgul (including Khamul and the Witch King)anywhere on the board, but no
closer than 12 to Galadriel or Gandalf. The Good player then places Elrond and Saruman anywhere on
the board, no closer than 12 to Gandalf, Galadriel or a Nazgul.
Special Rules:
Newly Risen: The Nazgul are weak, spectral, and only recently summoned by their Master. The 7
unnamed Nazgul begin the game with 7 Will, and no Might or Fate. The Witch King and Khamul
begin with 10 Will, and a single point of Might and Fate each.
Sauron Ascendant: Once all 9 Nazgul have been removed from play, the Dark Lord himself will
resurrect them, bestowing upon them a greater fell power. Place a suitable marker to represent the
Sauron on the rocky outcropping described above. Then, place the 9 Nazgul within 6 of this, each
with their Will restored to its starting level. While they remain within 6 of this marker, each may
expend a point of Will each turn without reducing his score. Note that Sauron himself is too weak to
play a part in this battle, and fights only through his Nine servants.
Victory Conditions: The Evil player wins if he wipes out the White Council. The Good player wins if
he defeats all 9 Nazgul for a second time (ie. After the Sauron Ascendant rule comes into effect).
Forces ignore Breaking points in this scenario.
Battle 4: Old Scores: This battle is played on a 6x24 board, with many crevices, holes and gaps that
require a Jump test to cross. The Good Player uses Legolas, the Evil player uses Bolg. If playing in
sequence, Bolg retains any Wounds suffered in Battle 3. If playing simultaneously, Bolg only enters
play once Battle 3 has been decided (he will have no Fate if the last battle was a Good victory). The last
Elf or Orc standing wins.
Battle 5: The Reckoning: This battle is played on a 24x24 board. The Good player uses Thorin
Oakenshield, King under the Mountain, while the Evil player uses Azog, Lieutenant of Sauron. In
addition, the results of Battles 1-4 will have an impact on other forces available in this battle. See the
table below:
Result
Battle 1
Battle 2
Battle 3
Battle 4
Good Victory
Should he survive
Azog begins Battle
Dwalin may join
5 with no Fate.
Thorin for Battle 5.
Evil Victory
Any remaining
Goblin Mercenaries
may join Azog for
Battle 5.
Any remaining
Bolg may join Azog
Gundabad Orcs may for Battle 5
join Azog for Battle
5
This is a battle to the death. Neither force can be Broken in this game, which will only end
when one side is entirely wiped out. Should Thorin win, the Orcs will never again threaten
Erebor, and the Dwarves shall prosper once more. Should Azog claim victory, the North will
fall to Sauron, who will cover all the land in shadow...
You have but one question to answer. How shall this day end?
Gandalf the Grey, at the Battle of the Five Armies
If more of us valued
home and good cheer
above hoarded gold, the
world would be a
merrier place.
The last words of Thorin
Oakenshield