The Dark Age Campaign Introduction (BW)
The Dark Age Campaign Introduction (BW)
The Dark Age Campaign Introduction (BW)
Consistent with the Warriors of Zurn system, players will only need six-sided dice (hereafter “D6”) to
play the game. We also recommend a 12in/30cm or longer measuring device, and a 48in x 48in surface
for the battle board (as this is the largest battle board in the campaign).
Players will be controlling characters aligned with the Forces of Evil. Your game master (hereafter
“GM”) will have more information on the story itself, as he/she will be controlling the Forces of
Good and neutral forces in the campaign. This packet is designed to introduce you to the game, walk
you through character creation, and give a historical overview of where this falls in Tolkien’s timeline.
With the release of GamesWorkshop’s rules for Battle Companies, you can run this campaign as a
Battle Companies campaign, either with one battle company for the Forces of Evil, or several working
together (if multiple players want to run a battle company). If this is the case, modify the points fielded
by the Forces of Good as appropriate to meet the battle company size of the player(s).
The campaign is divided into two primary subgroups: the roleplay aspect of the campaign where the
players tell what their characters do, how they interact with non-player characters (hereafter “NPCs”),
and determine where they want to take the story, and the combat aspect of the campaign.
The combat aspect of the campaign follows the rules found in the Middle Earth Strategy Battle Game
Core Rulebook released by GamesWorkshop. All rules present in that book (including advanced rules)
are considered binding for gameplay, and serve as the basis for the roleplay aspect of the campaign.
The roleplay aspect of the campaign will mimic the Warriors of Zurn series in its nomenclature, though
the rolling mechanic will be based off the character profile found in the Middle Earth Strategy Battle
Game. Players will generally roll for the following skills as part of the roleplay aspect of the campaign:
• Con: The character may attempt to persuade someone of something that they know is false.
The character rolls a D6 and adds their base Courage value to the roll. The target then rolls
their Courage (2D6) and compares it to the Con difficulty: if the target does not succeed, they
are conned. The target may use points of Will (spent like a point of Might to promote the roll)
or points of Might to assist the roll.
• Constitution: The character’s ability to resist airborne poisons, diseases, etc. The character
rolls a D6 and adds their base Strength value to the roll. If the result is equal to or higher than
the difficulty for the poison, disease, or other effect, they avoid its effects. The target may use
points of Fate (spent like a point of Might to promote the roll) or points of Might to assist the
roll.
• Construction: A character may attempt to quickly build or repair a large object, building, etc.
as specified by the mission content. The character rolls a D6 and adds their base Strength
value to the roll. Others may help, applying half of their total (rolling a D6 and add their base
Strength) to your result. If the result is equal to or higher than the difficulty for constructing
the target object, building, etc., the result is successful. The target may use points of Might to
assist the roll.
• Elements: The character attempts to resist the elements around them, whether it be extreme
cold or extreme heat. The character rolls a D6 and adds their base Strength value to the roll.
If the result is equal to or higher than the difficulty for the elements, the result is successful.
If the roll fails, the character suffers 1 Wound from the cold. The target may use points of
Fate (spent like a point of Might to promote the roll) or points of Might to assist the roll.
• Inspire: The character attempts to inspire those around them. The character rolls a D6 and
adds their base Courage value to the roll (with a +1 to the roll if they possess the Veteran or
Captain special ability, +2 if they possess both). If the result is equal to or higher than the
difficulty for the inspiration, the result is successful, granting characters within 3” +1 Fight
Value (to a maximum of 10). Characters may only benefit from one Inspire at a time. The target
may use points of Will (spent like a point of Might to promote the roll) or points of Might to
assist the roll.
• Intimidate: The character may attempt to intimidate someone. The character rolls a D6 and
adds their base Strength value to the roll. This sets the difficulty for the Intimidate. The target
then rolls their Courage (2D6) and compares it to the Intimidate difficulty: if the target does
not succeed, they are intimidated. The target may use points of Will (spent like a point of
Might to promote the roll) or points of Might to assist the roll.
• Knowledge: The character has knowledge of history, cultural practices, etc. that are useful in
interacting with the world around them. The character rolls a D6 and adds their Courage
value to the roll. The target may use points of Will (spent like a point of Might to promote the
roll) or points of Might to assist the roll.
• Lockpicking: The character attempts to pick a lock instead of breaking it. The character rolls
a D6 and compares it to their Fight Value (as a measure of their dexterity and nimbleness):
if the result on the D6 is equal to or lower than the Fight Value of the character, the character
successfully picks the lock. The target may use points of Might to assist the roll.
• Persuade: The character may attempt to persuade someone of something (differentiated from
a Con in that the character does not know it to be false). The character rolls a D6 and adds
their base Courage value to the roll. The target then rolls their Courage (2D6) and compares
it to the Persuade difficulty: if the target does not succeed, they are intimidated. The target
may use points of Will (spent like a point of Might to promote the roll) or points of Might to
assist the roll.
• Search: The character looks around to see what they can find, including potentially hidden
dangers. The character uses their Shoot Value to search, with a success revealing hidden
persons or things in that area (see the rules for Sneak below). The target may use points of
Might to assist the roll.
• Sneak: The character attempts to hide (staying still) or sneak (move while remaining hidden)
to avoid someone or something. The character rolls a D6 and compares it to their Fight Value
(as a measure of their dexterity and nimbleness): if the result on the D6 is equal to or lower
than the Fight Value of the character, the character is considered to be hiding, and must be
detected on a successful Search roll. Characters with an elven cloak apply a -1 to the result of
the roll, as well as a -1 to the result of any Search roll made against the character. The target
may use points of Might to apply a -1 to the roll.
• Tracking: The character is gifted in the art of tracking a creature, marrying search ability with
knowledge of different terrain and environmental factors. The character uses their Shoot
Value to search, with a success allowing them to follow a trail more effectively, and adding a
-1 to Search actions taken by the creature while tracking the target creature (as the hunter is
harder to find). The target may use points of Might to assist the roll.
Some ability checks may be made with Advantage or Disadvantage, as noted on the ability check.
When you gain Advantage, roll 2D6 and take the higher result, or if performing a Courage Test, roll
3D6 and use the higher two. When you gain Disadvantage, roll 2D6 and take the lower result, or if
performing a Courage Test, roll 3D6 and use the lower two.
• Familiarity: If you are familiar with a terrain type, culture, etc. you may receive Advantage
on the roll.
• Environmental Factors: If you are in a location that would enhance or inhibit your ability to
perform a task (searching from a watchtower, constructing in darkness, etc.), you may gain
Advantage or Disadvantage respectively.
• Situational Modifiers: The roleplay or combat results leading up to the ability check may give
you Advantage or Disadvantage. So if you kill a host of men and then make an Intimidate
check to make a man tell you what he knows, you may perform it at Advantage due to the
results leading up to the Intimidate roll. Similarly if you suffer a grievous wound from an elf
and then attempt an Intimidate roll, you will likely gain Disadvantage on the roll.
If you have a question as to whether you should gain Advantage or Disadvantage on an ability check,
talk with your GM.
Player characters (and some NPCs) will refresh their Might, Will, and Fate points at the start of the
day, defined as, “when the sun comes up,” as that is how people in Middle Earth measure days. The
start of a day will be clearly noted to players during the campaign.
Changes to Combat
When the party is not in combat they will not be on a battle board. But once a party member is engaged
in combat, all players will place a miniature for their character on a battle board. Play then continues
following the rules for the Middle Earth Strategy Battle Game by GamesWorkshop.
For the purposes of combat, there are no changes to the rules presented in the Core Rulebook. We
want to note four things that will be in play, though, that players should keep in mind:
• Lower Numbers: In most scenarios the Forces of Evil is comprised of just the party or the
party and a small set of allies. This means that you will be outnumbered in almost all of the
scenarios. Plan for this when building your character and forming your party.
• Perception: As noted in the last section, rolls like Search and Sneak may be used in combat.
These are free actions, and may only be attempted once per round. So keep in mind as you
think through character creation how well you roll to detect things that may be hidden, as well
as how well you can hide from something you don’t like.
• New Scenario Rules: Not all of the scenarios on the battle board are reflected in the Middle
Earth Strategy Battle Game Core Rulebook. While we have primarily used the scenarios in the
sourcebook as written, not all of them are exactly the same, so inasmuch as a new one appears
you will be alerted to any changes.
• New Units and/or Battle Company: Due to the fact that the forces of Arnor are split into
three primary factions, there is a host of new unit profiles we have created for this campaign.
The old unit profiles are still present, but they have been renamed to fit the triad of kingdoms
that sprung up in the aftermath of the collapse of the kingdom. So we present the new profiles
below so that you can see what units you will face, and for your use in a casual game if you
and your opponent are amenable.
The Kingdom of Arthedain possesses the last great towns of Arnor, and thus they tend to be more
well equipped than the forces of Rhudaur and Cardolan. Sitting on the northern border of the ancient
kingdom, the warriors of Arthedain are pushed harder and further than the other kingdoms, forging
them into a stout and resilient fighting force.
The warriors of Arthedain are the “shield” against the coming storm, standing in rank-and-file against
the foe. With stout armor and shields they can weather waves of arrows loosed at them, as well as the
pounding of swords, axes, picks, and maces wielded by the foe.
This is the profile of the Warrior of Arnor, and provides a durable “front line” soldier for the kingdom.
Move F/S S D A W C
6” 4/4+ 3 6 1 1 2
Lighter militia designed to watch the walls and roadways of Arthedain, the militia are more lightly
armored but are also trained in the use of bows to fend off bandits and orc raids. Still they are reliable
infantry, especially as a second rank behind a line of warriors, providing spear and archery support for
the heavy infantry as long as the line holds.
Move F/S S D A W C
6” 3/4+ 3 4 1 1 2
Fast riders with long lances for riding down orcs and would-be rabble-rousers, the lancers of Arthedain
are decent cavalry for the north country. They still suffer from the timidity of a broken people, so you
will not commonly see these lancers charging trolls or fell spirits of the north, but when the ranks of
the enemy draw up, the men of Arthedain mount their steeds to ride them down into the dust.
Move F/S S D A W C
10” 4/4+ 3 5 1 1 2
The captains of Arthedain sport the heavy armor of their people. Often assigned to guard the various
towers and settlements of the western reaches of Arnor stretching out to Lake Evendim, captains aid
in keeping order among the rank-and-file of Arnor’s armies.
This is the profile of the Captain of Arnor, and will help to hold the line against the foe.
A local lord who leads the forces of Arthedain, they sport the best arms and armor available and fight
with great vigor to hold the line against the forces of Angmar. Often taking up lances and horses and
mounting up beside the lancers, the lords of Arthedain are among the most noble of the remnant of
Arnor on the battlefield, bravely taking on those that their men are too afraid to charge.
The eastern reaches of the old kingdom, the Kingdom of Rhudaur is sparsely populated due to the
trolls that live in the region and constant raiding by the orcs of the mountains. The result is a flexible
and mobile group of archers, relying on distance and careful aim over armor and formal lines. These
are rangers and horsemen of great quality, though lightly armed and armored, relying on the woods
and hills to protect them over fortifications and shields.
The rangers of Rhudaur are stout warriors, wielding bows (and sometimes spears) to fend off the evil
that invades their land. Trained in martial combat both at range and hand-to-hand, the rangers of
Rhudaur are skilled warriors, though admittedly lightly armed and armored to help them move swiftly
through the hill country.
This uses the Ranger of Arnor profile, and provides both reliable archery support and a decent second
rank of spearmen to support a battle line.
Move F/S S D A W C
6” 4/3+ 3 4 1 1 3
The woodsmen of Rhudaur are stout warriors, using axes to fell trees for homes, walls, and weapons,
while also equipped with bows and daggers for hunting and skinning creatures. The backbone of the
Rhudaur economy, the woodsmen are also the men in the most danger, going into places commonly
haunted by evil or dangerous creatures in order to provide for their villages and towns.
Lightly armored but capable of dealing great damage with their axes, woodsmen are often supported
by rangers and swordsmen to insure their survival, as they can be overwhelmed quite easily.
Move F/S S D A W C
6” 4/4+ 3 3 1 1 2
Move F/S S D A W C
6” 4/4+ 3 4 1 1 2
The captains of Rhudaur patrol the forests and outcroppings of Rhudaur, serving as a flexible shield
against marauding forces from the east and northern vales. Accurate and mobile, these captains rely
on far less armor than their Arthedain counterparts, hoping to kill the enemy from a distance before
it can close to melee.
A local lord who leads the forces of Rhudaur, they sport excellent weaponry and are sometimes able
to procure horses for quick travel across the battlefield. Wise and shrewd, the men of Rhudaur turn
to their lords for leadership and guidance, providing reliable valor in a fight and a steady hand to bring
the enemy low.
The region of Cardolan is a hill country where livestock are common, and those that live here have a
harsh life with no natural or man-made defenses. The result is a culture of skirmishers and brave sword
brothers, sworn to protect the lords of Cardolan.
A landscape of downs and rolling hills, the Cardolans live a more pastoral life, with smaller villages
maintained and defended through force of will and true grit. For centuries the Cardolans have aided
the Arthedain armies in preserving what remains of the old kingdom, even as the Witchking conquered
town after town, fortress after fortress.
While not as well armored as the men of Arthedain, the Cardolans are more courageous.
The shepherds of Cardolan watch over the sheep of the region, and when engaged by brigands, wargs,
or orcs, they fight with vigor and ferocity. When their lord summons them to battle, they are often
placed on the flanks where they can pelt the ranks of the enemy to support the main body, relying on
speed and accuracy to keep them safe. Cheap levies that melt away at the sign of danger, they are good
mid-range attackers, if perhaps not reliable when a fight gets grim.
Move F/S S D A W C
6” 2/3+ 3 3 1 1 2
Equipment: Two-Handed Staff, Dagger, Sling (12” range, S2 hit, and may fire twice if the bearer
doesn’t move)
Special Rules: Mountain Dweller
The men of the hills use throwing spears and long weapons to keep their enemies at bay due to their
lack of armor. Armed with javelins and spears behind stout shields, the hillmen are harassing infantry
that can form up in ranks as a makeshift “anvil” for the rest of the Cardolans to swarm and overwhelm.
Move F/S S D A W C
6” 3/4+ 3 5 1 1 2
The bravest of the men of Cardolan use large two-handed swords to cleave through their enemies,
not afraid to charge headlong into them to drive off the enemy. Lacking in armor, oathsworn Cardolan
warriors are brave beyond belief, putting all of their faith in their training with the blade.
Move F/S S D A W C
6” 4/4+ 3 3 1 1 4
The captains of Cardolan are often heads of local clans, skilled in battle and fearless in the face of any
danger. They don’t live to be very old, but in their time they accrue such glory as will earn them a place
in one of the many barrows that dot Cardolan’s landscape. Armed to the teeth and capable of killing
many before meeting a glorious end, the captains of Cardolan serve their lord with unwavering valor.
A local lord who leads the forces of Cardolan, he sports the best armor his people can find, and often
hefts the javelin or the greatsword alongside his men. Often found in the second rank to keep his men
in line and encourage them as they stand their ground, the lords of Cardolan encourage their men to
flee the enemy and harass them rather than engage in pitched battles.
If you are doing a battle company format for this campaign, we present the following as a replacement
for the standard Arnor battle company.
Warrior Upgrades:
• Arthedain Town Militia upgrades to Arthedain Warrior
• Rhudaur Woodsman upgrades to Rhudaur Ranger
• Cardolan Shepherd upgrades to Cardolan Hillman
Reinforcements:
• 1: No Reinforcements
• 2: Cardolan Shepherd or Hillman
• 3: Rhudaur Ranger or Arthedain Town Militia
• 4: Rhudaur Swordsman
• 5: Arthedain Warrior
• 6: Roll on the special chart
Special Chart:
• 1: Cardolan Oathsworn
• 2: Rhudaur Swordsman
• 3: Arthedain Lancer
• 4-6: Any 1 warrior option
Army Special Rule: All warriors are +1 Courage when charging an enemy.
Upgrade: Hillfolk: The warrior may ignore penalties for moving through difficult terrain.
Now that you know how to play the game, let’s get to work building your character. The next chapter
will walk you through the process, including an example character that will be built by our sample
player, Chris.
Chapter II: Character Creation
Creating a character for the Shadows in the North campaign is very simple: you select a profile, purchase
your equipment, and then select your skills and upgrades, including new equipment choices and
skills not present in the Middle Earth Strategy Battle Game.
Those familiar with creating characters from the Warriors of Zurn series will recognize this method of
character creation, as it reflects the character creation system in that game.
Character creation in the campaign is very straightforward: you will have 100 points to spend on your
hero. Your hero will be roughly based on the profile of a warrior or captain model from the Middle
Earth Strategy Battle Game, making it easier to supply a miniature for your character from your current
collection (i.e., you don’t need to purchase a miniature for the campaign if price is a limiting factor).
• Your profile, which includes your race, base stats, special abilities, and heroic actions.
• Your equipment that you gain with the profile. So if a profile includes a sword, the character
starts with a sword and does not need to pay for it, but might spend points to purchase an axe
as well, for example.
• Your upgrades, including additional Might/Will/Fate points and advancing your base stats.
• Your skills, including special abilities, magic spells, and additional heroic actions.
Your profile is the basic element of your character. The points cost reflects the relative strength of
the character innately, apart from special abilities and powers. For more information on what each of
the elements of the profile does, consult the Middle Earth Strategy Battle Game Rules Manual.
Select one profile for your character. Note how many points you spend, as spending less points here
will free up more options for advancing the character in future steps. We present the profiles in the
order that they appear in the Armies of Middle Earth sourcebook.
Each profile also comes with two specializations. You are not required to take a specialization: it
represents a specific element of the culture tied to the profile, and is used to thematically improve
your base profile. A character may take a maximum of one specialization from their profile.
Angmar
An orc warrior who has received basic training in how to fight. He is not particularly strong or brave
when the going gets tough, but where he comes from there are a lot more of them. Orcs that undertake
the missions of the Great Eye and his servants, though, tend to be more fanatical in their service, as
is the case of the footmen of Angmar.
Playing an Orc Footman gives great room for customization, as you have only used half of your points
(if that) when purchasing the profile. While several of the races have orc profiles, each one of them is
different – in Angmar they tend to be more vengeful, due to their constant wars against the Forces of
Good to the south.
Specialization: An Orc Footman may take the Angmar Stalker upgrade for 5 pts (gaining the Stalk
Unseen special rule) or the Angmar Warden upgrade for 5 pts (adding +1 Defense).
The shamans of Angmar are raging wizards, knowledgeable of the dark arts through years of passing
down incantations and spells to new practitioners. While they pale in comparison to elvish spellcasters
on the whole, they are no less dangerous through their ability to use controlling and aura magic.
We knew in creating these profiles that there were going to be a lot of shamans, and we didn’t want
to make them all exactly like each other (much like how we’ve done with elvish spellcasters, only we
have about double the number of shamans for Forces of Evil). Angmar shamans tend to be focused
more on support and hex magic, weakening enemies and fortifying their allies.
Specialization: An Angmar Orc Shaman may take the Angmar Blood Shaman upgrade for 5 pts
(adding +1 to cast Control spells) or the Angmar War Caller upgrade for 5 pts (adding +1 to cast
Aura spells).
Barrow Wight (60 pts)
The shamans of Angmar are raging wizards, knowledgeable of the dark arts through years of passing
down incantations and spells to new practitioners. While they pale in comparison to elvish spellcasters
on the whole, they are no less dangerous through their ability to use controlling and aura magic.
We knew in creating these profiles that there were going to be a lot of shamans, and we didn’t want
to make them all exactly like each other (much like how we’ve done with elvish spellcasters, only we
have about double the number of shamans for Forces of Evil). Angmar shamans tend to be focused
more on support and hex magic, weakening enemies and fortifying their allies.
But this does not mean that you cannot take a damage spell or two for removing enemy models from
the table: you are playing an orc shaman, and that sounds perfectly in-character for an orc.
Specialization: A Barrow Wight may take the Barrow Downs Wight upgrade for 5 pts (adding +1
Strength) or the Carn Dum Shade upgrade for 5 pts (inflicting a -1 penalty to the duel rolls of enemy
models when within 3” of the bearer).
The cave trolls of Angmar are more wild and savage than their Moria and Mordor cousins. They still
boast large weapons and dangerous wrath, all shrouded within tight muscles and thick hides, making
them extremely dangerous in close combat and hard to kill. Unlike other trolls, however, they have to
hunt for their own prey instead of being fed regularly by goblins or orcs (sometimes being fed goblins
or orcs, as the case may be).
Cave trolls don’t leave a lot of room for customization, but you’re playing a troll: lots of attacks, lots
of wounds, and a decent bit of protection against arrows and blades. While the cave trolls of Moria
tend to be more resilient and the cave trolls of Mordor tend to be more damaging, the cave trolls of
Angmar tend to have more options for alternate play, with greater emphases on monstrous attacks
and ranged combat.
Cave trolls, like a lot of Angmar profiles, suffer from a low Courage value, so don’t plan on making
too many knowledge rolls or reliably charging Terror models. But beyond that flaw, there are very few
that come with the troll.
Specialization: An Angmar Cave Troll may take the Trollshaws Troll upgrade for 5 pts (gaining the
Master of Ambush special ability and adds +1 to all Sneak attempts) or the Rhudaur Troll upgrade for
5 pts (adding +2” to the distance the model is thrown when using the Hurl attack, and +2” to the
troll’s movement distance when using the Barge attack).
Mordor
A large, well-armed orc who serves the Great Eye, the Morannon offers both strength and resilience
in close combat. Morannons may lack the discipline of Gondorian or Easterling infantry, but what
they lack in discipline they make up for in sheer range. With weapons and bodies made for brute force
and destruction, a morannon orc is a dangerous foe to have near you.
Some of the Morannons are known to go into a wild frenzy before battle, and are sent into battle by
the captains of the Great Eye to mess up the lines of the enemy due to their fanaticism.
Specialization: A Morannon Orc may take the Udun Brute upgrade for 5 pts (adding +1 to Strength)
or the Morannon Fanatic upgrade for 5 pts (gains the Oblivious to Pain special ability).
The Numenoreans were faced with a critical decision: follow Eru Illuvatar, or devote themselves to
Sauron. Some stayed true to Illuvatar, but others bowed to Sauron, and these we know as the Black
Numenoreans. Skilled with arms and terrifying in battle, Black Numenoreans are more resilient and
courageous in battle than most of the Forces of Evil.
Specialization: A Black Numenorean may take the Morgul Knight upgrade for 5 pts (gaining a horse)
or the Umbar Warden upgrade for 5 pts (adding poisoned throwing daggers).
The mountain trolls of Mordor are stronger than their Moria and Angmar cousins, and it shows. With
large weapons and training that includes the use of armor and shields, it is hard to get past the raw
strength and might of a Mordor troll.
Mordor trolls don’t leave a lot of room for customization, but you’re playing a troll: lots of attacks,
lots of wounds, and a decent bit of protection against arrows and blades. Mordor trolls are built for
raw damage, so if you are looking for something that can chomp through lines, this is your profile.
Mordor trolls, like a lot of Mordor profiles, suffer from a low Courage value, so don’t plan on making
too many knowledge rolls or reliably charging Terror models. But beyond that flaw, there are very few
that come with the troll.
Specialization: A Mordor Troll may take the Udun Troll upgrade for 5 pts (adding +1 Might) or the
Morannon Troll upgrade for 5 pts (gaining the Warrior Born special ability).
Moria
Small and deadly in large numbers, a lone goblin may not look like much on the surface. But
underground goblins are very dangerous, easily traversing perilous places that other races would rather
not cross, and seeing in the dark as well as other races see in the daylight.
A goblin warrior gives incredible room for customization, with 65-70 pts for stat upgrades, equipment,
and special rules. So whether you wish to play a sneaky ambusher, a hardened warrior in heavy armor,
or a mounted goblin tearing through the enemy on a warg, you can do all of it.
Specialization: A Goblin Warrior may take the Moria Runner upgrade for 5 pts (adding +2” of
movement) or the Moria Wallcrawler upgrade for 5 pts (gains the Swift Movement special ability).
The goblins possess the ability to speak the same language as the wild wargs of the Misty Mountains,
and they often coordinate their attacks against travelers through the passes and the woodmen of the
valley. Goblin marauders are trained warg riders, using the great speed and strength of the warg to
compliment their cunning planning.
Goblin marauders boast a wider array of possibilities. The Fight Value 3 from the warg makes it easier
to win fights without paying points for a high Fight Value, and the solid Strength from either the rider
or the warg allows you to either build a powerful attacker on the mount or hone your build toward
archery and ranged combat with the warg performing the attacks in close combat. Either way, you
have a lot of options for damage up close or far away.
Goblins are also smaller than orcs: a goblin marauder may carry an additional passenger if the other
passenger is a goblin or orc.
Specialization: A Goblin Marauder may take the Eregion Raider upgrade for 5 pts (gains the Horse
Lord special rule) or the Moria Sentry upgrade for 5 pts (adding +1 Shoot Value).
Moria Cave Troll (95 pts)
The cave trolls of Moria are hearty, dour, and hard to kill in a fight. With thick hides and strong arms
wielding large hammers, the goblins breed cave trolls for one purpose: breaking through the defenses
that their forces find difficult to swarm.
Cave trolls don’t leave a lot of room for customization, but you’re playing a troll: lots of attacks, lots
of wounds, and a decent bit of protection against arrows and blades. And the cave trolls of Moria in
particular are on the hardier side of trolls due to their past wars against the dwarves.
Cave trolls, like the rest of the Moria list, suffer from a low Courage value, though, so don’t plan on
making too many knowledge rolls or reliably charging Terror models. But beyond that flaw, there are
very few that come with the troll.
Specialization: A Moria Cave Troll may take the Dwarrowdelf Troll upgrade for 5 pts (gains the
Throw Stones (Strength 8, Range: 12”) special ability) or the Mazarbul Troll upgrade for 5 pts (adding
+1 Fate).
Isengard
An orc employed by Saruman to aid in the industry of Isengard, orc workmen don’t look like much,
but they offer willing service to the White Hand. With 75+ Advancement Points to spend, they are
among the cheapest profiles in the list, and thus offer you a wide range of customization, though at
the cost of poor stats.
Specialization: An Orc Workman may take the Orc Archer upgrade for 5 pts (adding +1 Shoot Value)
or the Orc Forester upgrade for 5 pts (adding +1 Strength).
The shamans of the Uruk-Hai are stronger than their orc cousins, and tend to focus on powerful spells
in light of this. They keep the frontline warriors in line, heightening their power or enfeebling enemies
to bring the foe to their knees. While not as powerful in close combat as an uruk warrior, shamans
still sport above-average competency in battle, making them more reliable in a fight than your average
shaman or support hero.
Specialization: An Uruk-Hai Shaman may take the Uruk War Shaman upgrade for 5 pts (adding +1
all Damage spell to-wound rolls) or the Uruk Battle Sage upgrade for 5 pts (adding +1 to cast Control
spells).
A powerfully large orc specially bred by Saruman, the scouts of Isengard are quick on their feet and
powerful in combat. Armed with powerful bows, broad shields, and hefty falchion-like blades, uruk-
hai scouts may not be the most armored warriors in a skirmish, but they will do good work cleaving
through enemy lines.
Move F/S S D A W C M/W/F
6” 5/4+ 5 5 2 2 3 2/1/ 1
Specialization: An Uruk-Hai Scout may take the Uruk Marauder upgrade for 5 pts (adding +2” of
movement) or the Feral Uruk-Hai upgrade for 5 pts (gaining the Oblivious to Pain special rule).
The elite rank-and-file troops of Isengard, uruk-hai warriors are dispatched when Saruman needs work
done. Heavily armed and armored and bred from birth for battle, these warriors are among the best
Specialization: An Uruk-Hai Warrior may take the Uruk Marauder upgrade for 5 pts (adding +2” of
movement) or the Uruk-Hai Berserker upgrade for 5 pts (gaining the Oblivious to Pain special rule,
and trading out his sword and shield/crossbow for a two-handed sword and dagger).
Easterlings
A relatively cheap shaman (allowing for a wide variety of spells or other customization options), the
war priest provides a durable platform for building a decent melee warrior, a good spellcaster, and,
thanks to being an Easterling, an option to take an armored horse as a mount. So if you want to cast
spells but also participate in melee effectively, this is a really good option for you.
Some war priests stand in the back and provide assistance to their allies (most commonly Bladewrath
and Fury), while others get their hands dirty alongside the rest of the servants of Sauron, shedding
blood in his honor. Whatever you find fun, you can play it with a war priest.
Equipment: Battle Stave (counts as a spear and a two-handed axe), Heavy Armor
Magic Spells: [Select 2 available spells as your starting spells]
Special Rules:
Heroic Actions: Channeling
Specialization: An Easterling War Priest may take the Shaman upgrade for 5 pts (adding +1 cast Aura
spells) or the Battle Priest upgrade for 5 pts (gaining +1 Attack).
A hearty warrior from the East, some of the clans of the Easterlings have not yet bowed to the will of
Sauron and fight constantly with the edain and elves to the west and the other Easterling clans of the
east. Heavily armored and loyal to their leaders, the Easterlings may not be the most impressive
fighters on the battlefield, but they are reliable.
The Easterling Warrior gives lots of room for customization. You can create a frontline fighter, a
decent archer, or even a caster if you take the appropriate specialization. This makes it one of the few
profiles you can radically switch as the campaign progresses, adding a new level of versatility.
Specialization: An Easterling Warrior may take the War Priest upgrade for 5 pts (gaining Heroic
Channeling and may take spells) or the Phalanx Fighter upgrade for 5 pts (gaining the Shieldwall special
rule).
Easterling Dragon Cult Acolyte (65 pts)
A devotee of Sauron training to become a Dragon Knight, the dragon cult acolytes are skilled warriors
with a range of blades to aid in accomplishing the will of their master. With a ranged attack adding to
their “threat range,” acolytes offer a longer reach to deal with targets, and excel at fighting enemies
that hide behind a barrier to save themselves from the foe.
I’ll be honest; I don’t know what I think about this profile. But I’m inclined to think that it fits a nice
option for both resilience and damage potential with useful tricks to make them more reliable.
Specialization: An Easterling Dragon Cult Acolyte may take the Acolyte Assassin upgrade for 5 pts
(gaining +1 Shoot Value) or the Undying Servant upgrade for 5 pts (adding +1 Fate Point).
A scout rider of the Easterling forces, the wainriders (or “cart riders”) trade the formational training
and heavy barding of the kataphracts for a mobile ranged platform. While they may lack the melee
prowess of the other warriors of the Easterling clans, they trade this for keen accuracy and greater
speed, with their chariots providing some protection against those who would wish them harm.
If you need a fast scout or archer, this is an excellent profile for you. And with heavy armor, even if
an enemy catches you, there is a good chance that you won’t go down.
Specialization: An Easterling Wainrider may take the Scout upgrade for 5 pts (gaining the Tracker
special rule) or the Marksman upgrade for 5 pts (adding +1 to their Shoot Value).
The mightiest warriors of the army of the Dragon King, the Easterling Dragon Knights are skilled
warriors capable of taking on any mortal men in their path. Armed with two swords (and often a horse
to aid in closing distance) and an insatiable lust for battle, dragon knights often win great renown and
bring home the best spoils of war while on campaign.
There is not much room to customize this profile, but what you get is solid, reliable killing power.
Specialization: An Easterling Dragon Knight may take the Golden Dragon upgrade for 5 pts (gaining
+1 Fight Value) or the Exalted Hero upgrade for 5 pts (adding the elven-made weapon rule to his
swords).
Heavy knights with a powerful charge, the kataphracts of the Easterlings run down their enemies in a
tight formation, maximizing the impact of their charge. Capable warriors that can reach Strength 5 on
the charge, kataphracts will tear through lightly armored enemies, shrugging off arrows and blades.
While the kataphract is expensive, you still have room to boost stats and add special rules to make the
character more effective as a melee fighter. And with a decent Courage stat, even terrifying enemies
will not dissuade you.
Specialization: An Easterling Kataphract may take the Scar Veteran upgrade for 5 pts (gaining the
Veteran special rule) or the Champion upgrade for 5 pts (adding +1 Fight Value).
Khand
The mercenaries of Khand fill gaps in conventional armies, which means they tend to come in two
stripes: warriors trained in the use of two-handed weapons for maximum killing potential up close, or
skilled aim with a bow for added killing potential at range. Whatever your needs, a Khandish Warrior
gives you what you’re looking for.
For a decent cost you get access to a quality warrior choice, customizable to meet your needs but with
a good baseline of stats. It doesn’t come with a lot of baked in special rules and heroic actions, but
what it does give you is a solid starting point for any kind of martial character.
Specialization: A Khandish Warrior may take the Khandish Pillager upgrade for 5 pts (adding +1
Strength) or the Khandish Archer upgrade for 5 pts (adding a Longbow to your equipment).
Not all cultures have thoroughbred horses, and that means that some warlords will come looking for
mounted mercenaries. The Khandish clans raise excellent horsemen, and the result is a mercenary
option well worth taking.
While decently expensive thanks to the inclusion of a horse, the Khandish Horseman offers you a
mounted warrior that can either charge home into an enemy or skirmish at range, depending on your
needs. And all with a higher fighting prowess than your average Rohirrim Rider.
Specialization: A Khandish Horseman may take the Khandish Raider upgrade for 5 pts (adding +2”
of movement to both the warrior’s profile and the horse’s profile) or the Khandish Scout upgrade
for 5 pts (gaining +1 Shoot Value).
This is an expensive profile, no doubts about it. But if you enjoy using chariots, it’s one of the few
ways to get one.
Specialization: A Khandish Charioteer may take the Khandish Champion upgrade for 5 pts (adding
+1 Fight Value) or the Khandish Noble Archer upgrade for 5 pts (adding +1 to your to-wound rolls
with ranged attacks).
The Serpent Horde
An eastern warrior of a Haradrim clan not allied to Sauron, these men have long fought their neighbors
on all sides, trading with other clans in caravans to gain what they need. The result is that they have a
strong warrior culture and are very wary, keeping a close eye on the horizon of sudden dangers.
Haradrim warriors may not be the mightiest warriors in the game, but they leave a lot of room for
customization and can be built for frontline, ranged, or support roles.
Specialization: A Haradrim Warrior may take the Shaman upgrade for 5 pts (gaining the Healing Herbs
special rule) or the Serpent Warrior upgrade for 5 pts (adding Poison to all weapons he/she owns).
A light cavalryman designed either as a light lancer or a ranged harasser, the raiders of the Haradrim
are often used to escort caravans, cripple an enemy force before they engage the main body of troops,
ride down soft targets of the enemy, or quickly carry off goods needed by the tribe. Whatever your
goal, if you are looking for a fast attacker, this is your man.
Lightly armed and designed for surgical strikes instead of prolonged combat, the Haradrim raider
differs from most of the other mounted warriors in the list due to his lack of staying power. So keep
him out of harm’s way, whittle down the enemy, and then close if and when you can safely approach.
Equipment: War Spear (which may be exchanged for a Dagger and Bow), Horse
Special Rules: Expert Rider, Horse Lord
Heroic Actions: March
Specialization: A Haradrim Raider may take the Lancer upgrade for 5 pts (gaining the Hunt Master
special rule) or the Escort upgrade for 5 pts (adding +2” of movement whether on foot or mounted).
The guard is relatively expensive (especially for a D4 character) and very one-dimensional: he kills
things in close combat, and little more. But if you are looking for someone who can chew through
enemies at an alarming rate, this is your man.
Specialization: An Abrakhan Guard may take the Oathsworn upgrade for 5 pts (gaining the Fearless
special rule) or the Cleaver upgrade for 5 pts (gaining the Mighty Blow special rule).
The men of the east have developed skill in hiding and surprising enemies, and are deadly opponents.
With two daggers and a blowgun equipped with a deadly poison, the assassins (or “hasharin”) of the
Haradrim are capable warriors whether engaging an enemy on its own or when surrounded. With an
uncanny awareness and a host of quick strikes, a single hasharin has been known to take out a whole
troop of guards protecting their lord.
While expensive, the Haradrim Assassin does a lot for you. If you need a melee warrior who cannot
be easily trapped to hold off a massive host of enemies, a stealthy attacker, or a short-range skirmisher,
this profile will do the job for you.
Specialization: A Haradrim Assassin may take the Hasharin upgrade for 5 pts (adding +1 Fight Value)
or the Waywatcher upgrade for 5 pts (adding a Cloak and Armor to his Equipment).
Umbar
The corsairs of Umbar are pirates, skilled in finding dangers and taking loot. Armed with a wide range
of weapons, all of them dangerous, the corsairs lack the armor that other tribes use and compensate
for this with sizable damage.
Specialization: An Umbar Corsair may take the Corsair Bo’Sun upgrade for 5 pts (gaining the Captain
special rule) or the Corsair Arbalester upgrade for 5 pts (adding a Pavise to your equipment).
Reavers are wild, throwing themselves into a fury that is hard to match. Armed with two swords and
a lot of courage, reavers will tear through enemy lines, butchering anyone that stands in their path.
In standard games reavers need to be near a bo’sun to avoid butchering allies; you don’t necessarily
need a bo’sun (as you have good Courage and a decent number of Points of Will, but you are taking
a risk when you run a reaver. So just know that.
Equipment: 2 Swords
Special Rules: Mindless Killers
Heroic Actions: Strength
Specialization: An Umbar Reaver may take the Scallywag upgrade for 5 pts (adding +2” of
movement) or the Reaver Champion upgrade for 5 pts (adding the Heroic Strike heroic action).
Misty Mountains
Hunter orcs ravage the vales and crags of the Misty Mountains, raiding the villages of the wood-men,
elves, and dwarves. Once upon a time they probably raided stoor hobbits as well, but those days are
long gone. Now they call their warg allies to aid them in bringing low those that are weaker than them,
but always looking to the sky in case of eagles.
Hunter orcs offer you one of the cheapest ways to get a lot of attacks of all the profiles, but in exchange
you have very little in the way of defense, so be mindful of this.
Specialization: A Hunter Orc may take the Orc Courser upgrade for 5 pts (adding a fell warg to your
equipment) or the Orc Marksman upgrade for 5 pts (adding +1 Shoot Value).
A warg with heightened senses and sharp claws, fell wargs move swiftly to close with their targets
before they can be slain. Like most of the Forces of Evil they don’t have the highest Courage and
these wargs lack armor, but with good positioning and sufficient strategy, you should be able to sneak
up on your quarry safely from behind cover.
Specialization: A Fell Warg may take the Prowler upgrade for 5 pts (gaining the Stalk Unseen special
rule) or the Chieftain upgrade for 5 pts (adding +1 Fight Value).
Goblin Town
A small goblin, no doubt about it: you don’t get much smaller than this. They are not that fast, not
that strong, and they are not that strong. What goblins do have, however, is speed and tenacity: they
are more than willing to be the second person to jump into a fight, and they fight fiercely. And with
65-70 Advancement Points to spend, you’ve got a lot of room to customize this character.
Specialization: A goblin raider may take the Goblin Ambusher upgrade for 5 pts (gaining the Stalk
Unseen special rule) or the Goblin Harrier upgrade for 5 pts (adding +1 Fight Value).
A far larger goblin that typically rises through the ranks in the Misty Mountains due to its size, a great
goblin offers you an interim between a true monster and a rank-and-file warrior (though some of them
do grow to truly monstrous sizes). Wielding crude weapons with a lot of force, great goblins are a
terror to enemies both great and small.
Specialization: A Great Goblin may take the Goblin Crusher upgrade for 5 pts (gaining the Monster
keyword) or the Vast Goblin upgrade for 5 pts (gaining blubber: when you suffer a wound from a
non-elven-made weapon, roll a D6: on a 5+ the wound is saved as if a Point of Fate was expended).
Select a profile, decide if you want one of the specializations for that profile, and deduct the total cost.
Example: Chris looks at the profiles. He owns Isengard models and thinks it would be fun to
play an uruk shaman. He selects the Uruk-Hai Shaman profile, the spear, 2 spells (Flameburst
and Wither) and the War Shaman specialization. He notes that this cost him 70 points, leaving
him 30 points for future purchases.
Now that you’ve chosen your profile, let’s finish outfitting your character.
Now that you have your character selected, select any additional equipment you wish to purchase for
the character. Characters are assumed to have access to all of the equipment listed on their profile
entry, and any items already assigned to the character are free with the character profile (so you do
not need to buy a sword or bow for a Ranger of the North, for example).
Some of the equipment choices below will differ from the entry in the Armies of Middle Earth
sourcebook. This is intentional. Since your character has a bit more freedom to gather equipment and
build their personal armaments and proficiencies than a unit in a tabletop game, your character may
gain access to items it did not have before.
Characters may purchase any of the following items regardless of their profile, adding it to their
equipment section:
• Armor: 5 pts
• Banner: 25 pts
• Cloak (+1 to Sneak attempts, opponents are -1 to Search attempts, +1 to resist the elements):
5 pts
• Hand-and-a-Half Weapon (choose weapon type): 5 pts
• One-Handed Weapon (choose weapon type – no pikes): 5 pts
• Orc Shortbow: 5 pts
• Shield: 5 pts
• Throwing Axes or Throwing Daggers: 5 pts
• Two-Handed Weapon (choose weapon type): 5 pts
• War Horn: 20 pts
• War Spear: 10 pts
Characters who sport two of the same weapon may wield them at once (if able to), adding +1 Attack
to their Attack characteristic while dual-wielding. Characters may also select the following items as
allowed by the entry’s army restrictions:
Keep in mind that you will have the ability to get points later in the game to purchase equipment, but
you do not know when that day will come. So, in the words of Hama of Rohan, “take only what
possessions you need.”
Example: Chris looks at the equipment and decides that he wants to play a war shaman who
blasts people with fire. He already has a spear and armor, and thinks about whether to add
heavy armor. He opts not to, content with what he has, so he still has 30 points to spend.
Now that we have our equipment and profile completed, let’s add some skills and upgrades (as some
of the skills and upgrades require us to be using specific forms of equipment.
With your remaining points you may upgrade your character’s innate proficiencies (upgrades) and
trained abilities (skills). These are generally more expensive than equipment, but very useful for both
surviving in the wide world of Middle Earth as well as distinguishing your character from others in
the game (and is the heart and soul of what makes this game fun).
Do you want to play a Goblin Runner with 4 Might (instead of 2)? That’s an upgrade. Want a
haradrim who is particularly keen with a bow (with a 2+ Shoot Value)? That’s an upgrade. An upgrade
refers to an advancement of the base stats and point stores of the character. You may pay points as
noted below to upgrade your character, to the max allowed below:
When a player desires to purchase a skill for their character, the player rolls a D6. On a 1-5, select one
of the skills from the Standard Skill List below for 10 pts. On a 6, the player may select a skill from
the Advanced Skill List below for 10 pts.
Players may select any of the following special abilities (all skills not present in the Middle Earth
Strategy Battle Game Rules Manual are reproduced with their rules below):
• Against All Odds: The bearer may reroll any failed To Wound rolls when making Strikes
against Monster or Hero models.
• Ancient Enemies (RACE): For this campaign, we recommend only taking this for the
following races: Men and Dwarves.
• Backstabbers
• Bane Weapons (RACE): For this campaign, we recommend only taking this for the
following races: Men and Dwarves.
• Bodyguard: This special ability is tied to the survival of your Army Leader in the force.
• Boldest of the Bold: When charging an enemy that causes Terror, the bearer receives a +2
bonus to his Courage value. Additionally, the bearer the bearer receives a bonus of +2 to his
Courage when models with the Blades of the Dead special rule make Strikes against him/her.
• Burly
• Captain: The character has military training in commanding troops, aiding him to inspire his
men. All friendly characters within 3” of the captain treat him as a banner (though the character
does not count as a banner for the purposes of scenario scoring and victory conditions). If
only one character in the party takes this ability, that person also gains the Army Leader
keyword for the purposes of scenario victory conditions. If multiple party members take this
ability, the party decides who will be the army leader from the list of captains in the party for
the purposes of victory conditions for a scenario.
• Combat Synergy: If the bearer and another member of the party are in base contact, the two
may choose to swap places at the start of any phase. This does not count as moving.
• Dark Powers: If, when a Casting test is made, the bearer rolls a natural 6 on one or more dice,
then the Will point that rolled the 6 is returned to the bearer.
• Expert Rider
• Fearless
• Fleetfoot
• Ghastly Presence: Choose one of the following keywords: Goblin, Man, Orc, Spirit, Uruk-Hai,
or Warg: allies with that keyword within 3” of you cause Terror.
• Goading: If the bearer is within 3” of an allied character at the start of a turn, that character
may spend one of the bearer’s Will points to declare a Heroic Move instead of spending one
of his/her own Might points.
• Half-Swording: The character grasps the sword by the hilt and the blade, wielding it like a
spear to maneuver it past the defenses of the target. The character gains the Shielding special
rule when fighting with a sword, may wield it two-handed (even if it is a one-handed sword),
and may not gain bonuses from a shield while performing this maneuver.
• Hatred (FACTION): For this campaign, we recommend only taking this for the following
races: Gondor, Khazad Dum, and The Fiefdoms.
• Horse Lord
• Hunt Master: When mounted, the bearer ignores the penalties suffered by Cavalry models
attempting to move in difficult terrain – this even allows him to gain the bonuses for charging!
• Loyal to the Captain: If the bearer is within 6” of the Army Leader, this model will receive
a +1 bonus to its Fight Value. This is cumulative with other Fight Value bonuses. This special
rule may not be taken by the Army Leader.
• Master of Ambush: In scenarios where you roll for additional forces to arrive, you may
modify the Reinforcements roll for the bearer’s warband (which includes the party) by +1 or
-1. If the bearer is already on the board, then all allied reinforcements may also modify their
Reinforcements roll by +1 or -1. In scenarios where you roll to see which part of the board
your warband deploys in, you may modify the dice roll by +1 or -1.
• Master of Traps: At the start of the battle before the priority roll for the first turn, the bearer
may place four 25mm Trap Markers on the board: two each of Snare Trap and Tripwire Trap.
These should be placed face-down so your opponent cannot tell which Trap is which.
• Mountain Dweller
• Oblivious to Pain: Every time the bearer suffers a wound, roll a D6. On a 6, the Wound is
ignored exactly as if a point of Fate had been spent. This is not cumulative with other special
rules that confer the same effect.
• Orc Drink: In the Move Phase, instead of moving, the bearer may attempt to reinvigorate a
friendly model with which he is in base contact. Roll a D6: on a 1, the target suffers a S2 hit.
On a 2-3, there is no effect. On a 4-5, the model regains a Might Point lost previously in the
game (or campaign). On a 6, the model grains all its Might Points.
• Preternatural Agility: The bearer can never be Trapped whilst still standing.
• Reckless Charge: The bearer must charge an enemy model if he is able to do so. Additionally,
on a turn in which the bearer charges, the bearer may reroll any failed To Wound rolls during
the Fight Phase.
• Resistant to Magic
• Shieldwall
• Sprint: After declaring a charge but before selecting a target, the bearer rolls a D6: on a 1-3,
the model adds +1” to its Move statistic. On a 4-6 the model adds +2” to its Move statistic.
The model must charge this turn if you roll for Sprint.
• Stalk Unseen
• Swift Parry: The bearer may force one enemy model in the same fight as him/her to reroll a
single D6 for the Duel roll. This must be done before any Might points are used.
• Throw Stones
• Thunderous Charge: The character rides forward with great speed. If the bearer is mounted,
the character (and its steed, as appropriate) is +1 Strength when on the charge.
• Tracker: The character is trained as a tracker, adept in finding and following things while in
the wilderness. The character is +1 to Search, may adjust their roll by 1 when deploying in a
random deployment for a scenario, is +1 Strength to resist the elements, and is proficient in
recognizing prints and plants (automatic success to identify them).
• Trained Soldier: The character has been formally trained in the art of war, making him more
reliable and proficient on the field of battle. The character gains the Weapon Master, Shieldwall,
or Expert Shot special rule. Characters may take this skill more than once to gain additional
skills, to a maximum of one of each.
• Veteran: The character is a veteran of battle, trained to keep his head and shrug off the minor
injuries of war. The character benefits from the effects of a channeled Frenzy spell when in
battle (the character automatically passes all Courage tests, and may ignore wounds on a 6+
roll as if saved by a Point of Fate).
• Warrior Born: The bearer must reroll all 1s on his wound rolls in melee combat
• Deep Magic (goblin, orc, and man only): The character is trained in the use of dark magic. The
character gains the Wizard keyword, and may spend 1 Will Point each turn without spending
a Will Point from his/her Will store.
• Woodland Creature
Players who roll a 6 on their roll to select skills may select any of the following special abilities (all
skills not present in the Middle Earth Strategy Battle Game Rules Manual are reproduced with their
rules below):
• Bane of Kings
• Battle Brother: Select another party member or allied NPC upon purchasing this ability: if
the target is engaged in a Fight within 6” of the bearer, the bearer may call a Heroic Combat
without using Might. If the Heroic Combat is successful the bearer must use the following
move to join the target’s combat. If this is not possible then the bearer must move as close as
possible to the target.
• Battle Haze: Every time the bearer suffers a wound, roll a D6. On a 5 or higher, the Wound
is ignored exactly as if a point of Fate had been spent. If the bearer possesses Oblivious to Pain
before purchasing Battle Haze, this roll is increased to a 4+.
• Blood and Glory
• Deadeye: If the bearer scores a 6 when rolling to hit with a ranged attack, do not take any In
the Way tests, and do not roll to wound. His target automatically suffers a single wound.
• Flurry of Blows: The character attacks with swift fury against their enemies. The bearer may
reroll a single dice to win the duel roll. This is cumulative with bonuses from banners and
other special rules.
• Legendary Hero: The first time each turn that the bearer expends a point of Might, roll a
D6. On a 4+ the point of Might is free and does not reduce the bearer’s store of Might.
• Lethal Aim: Each turn, the bearer may spend a single point of Might without reducing his
store (even if he has none remaining) to modify either a To Hit roll, an In the Way roll or a
To Wound roll when using a ranged weapon.
• Master Archer: The bearer only fails In the Way rolls of a 1. Additionally each time this model
slays an enemy Hero or Monster model, restore the bearer’s Might to its starting level.
• Master-Forged Weapon: The character’s weapon has been masterfully forged, being both
strong and light. One of the character’s weapons gains the Master-Forged weapon ability (chosen
when this ability is purchased).
• Master of Battle (3+)
• Mighty Blow
• Searing Magic: The character knows how to make their magic more potent and dangerous
to their enemies. The character gains +1 to the wound rolls of all spells they cast.
• Steadfast: Whenever the bearer is targeted by a Magical Power or special rule, he may try to
ignore its effects. Roll a D6: on a 2+ the effect is ignored. This roll may be modified by Might.
If you with to try to Resist a Magical Power, you must do so before making the Steadfast roll.
• Terror
• Unbending Resolve: The bearer always counts as having had the Fortify Spirit Magic Power
cast upon him. This is always in effect, even if his Will is reduced to 0.
• Unyielding Combat Stance
• Veteran Captain: The bearer is a veteran commander, aiding him in inspiring his men. All
friendly characters within 3” of the captain treat him as a banner (though the character does
not count as a banner for the purposes of scenario scoring and victory conditions), and at the
start of the character’s Move may make a Rally Cry: the bearer makes a Courage test (modified
by Ancient Evil, Harbinger of Evil, and similar special abilities as applicable): if the bearer
succeeds, all allies within 3” who have 0 Might immediately regain a single point of Might. If
only one character in the party takes this ability, that person also gains the Army Leader
keyword for the purposes of scenario victory conditions (and is considered the Army Leader
even if other persons have taken the Captain special ability). If multiple party members take
this ability, the party decides who will be the army leader from the list of veteran captains in
the party for the purposes of victory conditions for a scenario.
Magic Spells
In addition, Wizards (most often shamans or spirits of long-dead wielders of magic) may add spells
for 10 pts per spell, to a maximum of 5 spells. Spells from the following list are available for selection,
and list the range, casting difficulty, and spell type (Aura, Control, Damage, and Nature) for the
purposes of specialization bonuses:
Characters may also take additional Heroic Actions by paying 5 pts per action. All characters are
assumed to begin with Heroic Move, Heroic Shoot, and Heroic Combat, in addition to what is written
in their profile (as noted in the Middle Earth Strategy Battle Game Core Rulebook). The only heroic
action that may not be taken by a character is Heroic Channeling.
Example: Chris looks at his options, and he thinks that taking a special rule sounds fun, as does
taking more spells. He rolls a D6 for his special rule, and rolls a 2. Since he did not roll a 6, he
looks at the Standard Skill List, and chooses Deep Magic to gain a free Will Point each turn.
This costs him 10 pts, which brings him to 80 points spent.
He then looks at his Will Store, and notes that he only has 3 Will (+1 free each turn), and his
spells (Wither and Flameburst) are cast on a 4+ and a 3+ respectively. Those are not that hard
to cast with 1-2 Will Points, so he looks at the spells and opts to take two more that are easy
casts but good to round out the party: Transfix and Bladewrath. Each costs 10 pts, bringing him
to the maximum 100 Advancement Points.
And that’s it! Your character is ready. All that remains is to discuss how to advance your character.
During the campaign you will earn additional Advancement Points to upgrade your character. It will
not be much (around 25 Advancement Points plus some specialty items), but it will be enough to
purchase a few additional bonuses to your character. So if you find that there is something that you’d
like to have but lack the points to purchase, just stay alive long enough to purchase it.
Advancement Points (hereafter “AP”) are awarded for completing scenario objectives and are
assigned to player characters evenly. So unlike roleplay games that require you to track your kills, this
game simply requires you to complete the scenario objectives. So work together to attain victory.
You don’t need to spend all of your points during character creation – if you don’t spend all 100 points
you will maintain the unspent points in your AP Store to spend later in the campaign. This can be
particularly useful in case you are saving for an upgrade or skill and you want to
Conclusion
We hope that you enjoy your adventures in Middle Earth. We plan to release additional adventures in
the future, complete with new profiles, new equipment, etc. as we continue testing. If you have
recommendations for changes to the campaign, want further explanations on an element of the
campaign, or are really enjoying it and want to let us know, contact me at [email protected].
Middle Earth is also quite different from other fantasy realms, especially those used in traditional
tabletop roleplay settings. Because of this, we find it useful to cover these differences as a means of
setting the tempo for the campaign.
First, the story takes place in the year 1356 of the Third Age (which predates the Shire Calendar). The
Witchking of Angmar has established his kingdom, the Kingdom of Arnor has been split into three
parts, and the in-fighting over the past generation has led to their decline. They have predominately
fought each other for control of the great watchtower at Amon Sul (also known as “Weathertop”),
and while the minor kingdom of Arthedain still retains a pale shadow of the former glory of the
kingdom, Cardolan and Rhudaur in particular have grown weak.
The elves have retreated to the Blue Mountains to the west near Lindon and toward the vales of the
Trollshaws to the east of Rhudaur, where Elrond of Rivendell leads the quendi there. Orcs marshal
from Angmar, with their seat of power being the old dwarf hall of Mount Gundabad.
The dwarven lords still control Moria, and the descendants of Durin have established themselves in
Erebor. The kingdoms of orcs are small, and in need of victories if they hope to topple the children
of Illuvatar. This campaign is one such story.
Middle Earth is unique in that there are characters that are clearly aligned with the Forces of Good
and others that are clearly aligned with the Forces of Evil. This presents a great difference from most
roleplay games, where an orc may be good or evil based on his personal decisions. For the purposes
of this campaign, all characters may assume that an elf or dwarf is hostile to the character.
Middle Earth is set in a feudal age. This means that while player characters may vote on paths to
choose, decisions in this time are generally made by one person, and on a geopolitical level there are
no democracies. So ideas of “voting for what you want” or “having a say” are foreign concepts, and
will not be practiced (or granted, should it be requested) by the NPCs. You may want to select a party
leader to make decisions for the group in a time of crisis as well to simulate this structure.
Different characters will know different things about the cultures, races, creatures, and geography in
this campaign. Naturally every campaign we put out will be different in what it covers, so for this
campaign the following things are assumed to be known by all characters, regardless of army selection:
• North of the ancient kingdom of Arnor is the Kingdom of Angmar. It sits above the Misty
Mountains, and is a predominately orc kingdom founded by the Witchking, the strongest of
the Nazgul. Rumored to be a Black Numenorian king from the past, stories say that he is a
formidable warrior and a cunning ruler.
• Many monsters and other savage beasts also dwell in Angmar, including trolls, wargs, and
Gulhavar, a demidragon of great power. Some of them are trained by the powers of Angmar,
and are either killed on sight or the person flees from them.
• Within the Misty Mountains dwell clans of dwarves, goblins, mountain giants, and other
strange beasts. One is never totally sure what one will find in the mountain passes, but these
are reliably found at different points across the northern portion of the mountain range.
• Further east there are men that were aligned with Sauron in past centuries. Known as the
Easterlings, these men use heavy armor and martial discipline to great effect, and are among
the most reliable of the forces of the Dark Lord. Since Sauron was destroyed at the end of the
Second Age the clans of the Easterlings have grown wild and unruly, following local warlords
in their desire to plunder those who live in the north country.
• Somewhere in the northeast section of Arnor is a valley known as Imladris, and within this
valley lies Rivendell, the city of the elves led by Elrond Tar-Minyatur. He is a known ally of
the Free Peoples, and should you come to his abode in peace, you will find The Last Homely
House hospitable to you in your quest.
• Far to the east lies the human city of Dale, known to be allied with the dwarves of the Iron
Hills. They are excellent tradesmen and watermen, and while they were reestablished only 50
years prior, they are growing in strength. Enemies of the orcs of Angmar will find them kind
and hospitable, as they share your enmity for them.
In addition, the following things are known by characters based on their army selection:
We hope that you have found this overview useful, and hope that you enjoy the campaign!
Appendix A: Sample Character Sheet for Characters
For ease of play, we have created a sample character sheet that you can use to keep track of your stats,
equipment, and abilities. We hope that you find this useful!
Move FV/SV S D A W C
Primary Hand:
Secondary Hand:
Ranged Weapon:
Throwing Weapon:
Armor:
Cloak:
Mount:
Other Items: