This expanded set of rules looks at special equipment for your Heroes and
Warriors and the chance to recruit new models into your existing Battle Companies.
BATTLE COMPANY EQUIPMENT
As Battle Companies progress, the warriors within them become
expert fighters, but one of the things that sets the real veterans apart from
the greenhorns is the equipment at their disposal. A true veteran has spent
time accumulating not only lethal weapons and sturdy armour, but a slew of
useful items, from climbing ropes to carefully drawn maps of the region. The
real veterans have an item for every eventuality and are never caught flat-footed,
falling back on their carefully maintained wargear and years of experience
to see them through.
These rules are intended to allow players to further personalise
their Battle Companies – providing ample opportunity for conversions and modelling
projects. Every item that has an effect in your games must be modelled onto
the models, so that your opponent can see what he is up against. Some of the
items have an effect after the game, so you don't have to worry about
showing these on your models (although you can if you like).
To buy these items of equipment for your Battle Company simply spend the
amount of Influence points shown. You can have multiples of many of these items
of
equipment if you wish, but no one model can have the same item more than once.
Some of the items of 'equipment' are actually new members for your
Battle Company, in the form of Scouts, Dogs etc. You may recruit these into
your company regardless of its size (potentially taking your company over the
15 model limit). Remember that there is a 33% limit on the number of models
in your company that may carry bows. You can only give these members bows if
your Company will still be within that limit.
BATTLE COMPANY EQUIPMENT
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This climbing rope consists of a paper clip and thin
wire.
|
Climbing Ropes & Grapnels
Ropes and grapnels are standard kit for any adventurer in Middle-earth
and many warriors find use for them in their travels. A model with a climbing
rope & grapnel may add +1 to any Climb test they are required to make.
Additionally, the model may leave his rope behind, where he has climbed.
If he does this, mark the location with a counter – he may not use
it any further in that game, but any model that uses the same route to
climb also receives the bonus. At the end of the game, if he is still alive,
the bearer is assumed to recover his rope. |
 |

A concealing cloak was sculpted in Green Stuff onto
the Goblin's back.
|
Concealing Cloak
Rangers and ambushers of all types have made use of camouflage items for
thousands of years. Any model that has a concealing cloak may start the
game in hiding so long as it is placed within an area of cover, such as
a rocky outcrop or some woodland. As long as the model remains stationary,
it counts as concealed and receives the benefits of wearing an Elven cloak.
As soon as the model moves or shoots, it is revealed and the effects of
the cloak are lost for the remainder of the game. |
 |

The jug is made from Green Stuff
|
Dwarven Courage (Hero only)
It's a common ploy amongst officers to ply their warriors with ale
in the hope of emboldening them for the coming fight. Dwarves are often
associated with this tactic, although considering their prowess in battle,
it is doubtless more for the love of ale. A Hero that has a bottle of Dwarven
Courage can allow the members of his Battle Company to drink it before
the game. All members of the company have their Courage increased by one,
and their Fight value decreased by one. The effects wear off after the
game. |
 |

This crewman from a Warcry Trebuchet holds
a map made from Green Stuff.
|
Map (Hero only)
There are few individuals in Middle-earth with both the skill and the inclination
to make maps of the land. Those few that are made are valuable, and can
provide the bearer with an advantage when choosing where to fight. After
both companies have deployed, but before the first turn, a Battle Company
with a map may redeploy D6 models using normal rules. If both companies
have a map, then neither force benefits from this rule. |
 |

Small strips of Green Stuff, painted green
represents the corrosive toxins.
|
Blade Poison
The Evil creatures of the world have mastered all manner of poisons; whether
extracted from dangerous plants or venomous creatures their effect is the
same. Any Evil Warrior or Hero may coat his close combat weapons in poison.
When using blade poison, any rolls of 1 To Wound in a fight must be re-rolled.
|
 |

This burning brand comes from the Besiegers
boxed set.
|
Burning Brands & Torches
The warriors of Middle-earth make use of all manner of burning objects
to light their way in the world. A burning brand or torch illuminates an
area 6"/14cm around the bearer. Any models within that area can be
seen as though they are in daylight.
Models that carry one of these items can use them to set buildings (and
other appropriate objectives) alight in scenarios that permit it. In addition,
any model defeated by an enemy bearing a burning brand must retreat D6"/2D6cm
if they are beaten in a fight. Because a warrior must hold the burning
brand in one hand, a model bearing one must either forgo the use of a shield,
or fight with the same penalty as a model that is unarmed (see rules manual). |
 |

This rallying horn is a simple Green Stuff
conversion.
|
Rallying Horn
Maintaining communications between warriors that are spread out on a search
can be extremely difficult and many Battle Companies adopt rallying horns
to overcome this. If a model bearing a rallying horn is on the board, the
controlling player may add 1 to any dice roll when rolling for reinforcements. |
 |

This Orc has 'borrowed' a whip from one
of Sharkey's Ruffians. |
Whip
Amongst the Evil armies of Middle-earth, whips are often used to force
unwilling warriors into action, or to encourage slaves to work harder.
Any Evil model may be equipped with a whip. A whip has a Strength of 1
and works exactly as described in the rules manual. |
 |

Farmer Maggot's dogs make ideal hunting
dogs.
|
Hunting Dog (Hero only)
A fierce hunting dog is a huge asset to any soldier, and many Heroes choose
one to accompany them. A hunting dog moves 8"/20cm, has the following
profile and must be assigned to a Hero (the owner). The hunting dog is
treated as a Warrior that cannot gain experience or be promoted. The controlling
player rolls for its injury as normal.
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F
|
S
|
D
|
A
|
W
|
C
|
Hunting Dog
|
3/-
|
3
|
3
|
1
|
1
|
2
|
|
 |
|
Arrow Poison
The art of poisoning arrows has been mastered by the Haradrim, but there
are other Evil creatures willing to stoop to this tactic. An Evil Warrior
or Hero with arrow poison must re-roll 1s to wound when shooting, just
like Haradrim armed with bows. |
BATTLE COMPANY
RECRUITS
|
There are several Elf Hero models that are appropriate to use as wandering
Elves, in this case we've used Gildor painted to look suitably rustic.
|
Wandering Elf
There are many Elves that roam Middle-earth for reasons of their own. It
is not unheard of for one of these travelling Eldar to join with Men or
Dwarves, so long as their paths and goals are similar. A Good Battle Company
may add a wandering Elf to their ranks. After each game the controlling
player must spend one Influence point to retain the Elf's services.
The
wandering Elf is a Hero and will roll on the Hero injury table, though
other members of the Battle Company may not benefit from his Stand Fast!
or heroic actions, nor may he increase in Experience like other Heroes.
The controlling player is free to buy the Elf additional equipment from
the Battle Company Equipment list and the Wandering Elf Equipment list
if he wishes, but he cannot take it away afterwards.
|
F
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S
|
D
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A
|
W
|
C
|
Might:
2
Will: 1
Fate: 1
|
Elf
|
6/3+
|
4
|
4
|
2
|
2
|
6
|
Wargear:
Hand weapon
Wandering Elf Equipment List
Elven blade |
1pt |
Elven Bow |
1pt |
Shield |
1pt |
Armour |
1pt |
Heavy armour |
2pts |
Special Rules
Woodland creature. (see main rules manual) |
 |

This Ruffian, armed with a bow stands in for a local scout.
|
Local Scout
A scout that knows the lie of the land can be an invaluable asset to any
company. If a Battle Company hires a local scout, he counts as a Warrior
that cannot earn Experience or be promoted (although he rolls on the injury
table as normal). The controlling player is free to buy the scout additional
equipment from the Battle Company Equipment list or buy the local scout
a short bow at a cost of 1 point, but he cannot take it away afterwards.
|
F
|
S
|
D
|
A
|
W
|
C
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Scout (Man)
|
3/4+
|
3
|
3
|
1
|
1
|
2
|
Wargear:
Hand weapon
Special Rules
Local Knowledge. A Battle Company that has a scout in its ranks can
often choose to fight in a location that best suits them. After players
have
determined their
table edges, but before any models are deployed each player with a local scout
may move an item of terrain by D6"/2D6cm in a direction of his choice. If
both players have a local scout, roll a dice – the lowest scorer goes first.
Loyalty is fleeting. After each game, providing that the scout survives,
roll a D6. On the score of 1, the scout has either excused himself and
returned home,
or escaped. The controlling player can prevent the scout from leaving by spending
an Influence point. |
Next: Treacherous
Terrain
Previous: Step
6 - Battle Company Rating

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