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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

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

This climbing rope consists of a paper clip and thin wire.
This climbing rope consists of a paper clip and thin wire.

Climbing Ropes & Grapnels
1 Influence point
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.
A concealing cloak was sculpted in Green Stuff onto the Goblin's back.

Concealing Cloak
2 Influence points
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
The jug is made from Green Stuff

Dwarven Courage (Hero only)
2 Influence points
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.
This crewman from a Warcry Trebuchet holds a map made from Green Stuff.

Map (Hero only)
3 Influence points
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.
Small strips of Green Stuff, painted green represents the corrosive toxins.

Blade Poison
1 Influence point
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.
This burning brand comes from the Besiegers boxed set.

Burning Brands & Torches
1 Influence point
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.
This rallying horn is a simple Green Stuff conversion.

Rallying Horn
3 Influence points
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.
This Orc has 'borrowed' a whip from one of Sharkey's Ruffians.

Whip
1 Influence point
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.
Farmer Maggot's dogs make ideal hunting dogs.

Hunting Dog (Hero only)
3 Influence points
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.

 

F

S

D

A

W

C

Hunting Dog

3/-

3

3

1

1

2

 

Arrow Poison
1 Influence point
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.
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
8 Influence points
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

S

D

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.
This Ruffian, armed with a bow stands in for a local scout.

Local Scout
4 Influence points
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

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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