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Battle Companies
UPDATED RULES FOR PLAYING
EXPERIENCE-BASED CAMPAIGNS IN MIDDLE-EARTH

Page: 1|2|3|4|5|6|7|8|9|10|Battle Companies

SPECIAL RULES

FIGHTING SKILLS

D6

Skill

1

Blade Master. The Hero is a master of fighting in hand-to-hand combat. He may re-roll one die per turn to determine which side wins a fight that he's in.

2

Deadly Strength. Stronger than his peers, this Hero is able to use a two-handed weapon without the –1 penalty to his dice score.

3

Parry. The Hero can turn aside incoming blows with ease. The Hero may force his opponent to re-roll a single dice when determining who wins the fight.

4

Furious Charge. The Hero throws himself into combat with a savage war cry. When the Hero charges into combat, he receives +1 Attack. This bonus counts only if the Hero is fighting on foot.

5

Heroic Presence. Wherever the fighting is hardest, this Hero is always found, fighting with an unmatched fury. The Hero may fight a heroic combat in the Fight phase without expending Might to do so.

6

Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.


SHOOTING SKILLS

D6

Skill

1

Cunning Shot. The Hero is capable of making shots that others would consider impossible. This Hero may re-roll failed "in the way" rolls.

2

Expert Shot. The Hero can fire arrows with uncanny speed. The Hero is allowed to shoot his bow two times in the Shoot phase instead of once.

3

Rapid Fire. Able to see the flow of battle and react to it in an instant, the Hero can call a heroic shoot each turn without expending a point of Might.

4

Lethal Accuracy. The Hero is a master with a bow and may re-roll a failed roll to hit each turn in the Shoot phase.

5

Seasoned Archer. The Hero is capable of firing his bow while still moving at speed. The Hero can move at full speed and still shoot, though will require a 6 to hit if he does so.

6

Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.


LEADERSHIP SKILLS

D6

Skill

1

Favour of the Court. The Hero has the patronage of a powerful being within the leadership of his nation. When you roll on the influence table, you may reroll one Influence dice for each Hero with this ability in the company at the end of each game.

2

Courageous. There is little in the world that can shake the resolve of this Hero. This Hero can re-roll any failed Courage tests.

3

Master of Battle. The Hero can read the ebb and flow of battle with incredible skill. If this Hero is within 6"/14 cm of an enemy Hero calling a heroic action, he may immediately call an action of the same type without expending a point of Might. Note that he may not use this ability to call a heroic move or heroic shoot action if he has already been engaged in combat.

4

Heedless Determination. This Hero has a strength of will like hardened steel and will fight on despite his injuries. Each time this Hero suffers a wound, roll a dice. On a 6, the wound is ignored, exactly as if a Fate roll had been passed.

5

Rally to Me. Strong and clear, the voice of this Hero inspires his Warriors to stand firm. This Hero's Stand Fast! range is doubled.

6

Might/Will Point. The Hero gains 1 Might or Will point. The controlling player may decide which.

Next: Step 5 - Influence
Previous: Step 4 - Experience

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