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Coastal Raids
RULES FOR USING BOATS AND SHIPS IN MIDDLE-EARTH

In this article Mat Ward discusses the thrill of piratical raids, with rules for fighting on waterways from Gondor to the Lindon.

An Orc raiding party use landing craft to invade Osgiliath.

Nick Kyme

Mat Ward
Mat: Some of the most memorable moments in The Lord of The Rings centre around rivers and boats. Aragorn's arrival at Pelennor Fields, Gothmog's assault on Osgiliath and the passage of the Anduin are but a few examples - the story is full of many more.

The fantastic thing about playing scenarios in this game is the depth to which you can take them. Once you've decided what, where, why and who (no small task in itself), then there's always the how. This is the bit that we're going to take a look at in this article - by the time we're done you'll be fearlessly crafting your own scenarios and events within the world of Middle-earth, but first, let's refresh our memories about the rules for boats.

DRIFT

At the start of the game, players determine the rate and direction of drift in the river or sea. Players are free to decide upon the amount and direction of drift - either D3"/D6cm (standard current) or D6"/2D6cm (strong current). In the Priority phase, each model in the water (including boats) moves in the direction and speed of the drift. The player with priority may choose the order they move.

MOVING BOATS

Boats are always deemed under the control of the player with the greatest number of models touching either the sails or the oars of the boat (calculate before any models move) although if your boat model does not have a visible method of propulsion, simply count all the models on board. Models that are lying down or incapacitated for any reason (as the result of a Paralyse spell, for example) do not count for the purpose of determining control. Models with a Strength of 6 or greater count as three models. If both players have an equal number of models touching either the sails or the oars of the boat, neither player has control so neither can move the boat that turn.

Boats move in their controlling player's Move phase. Boats may be turned to face any direction at the start of their move - they may not turn later in their move. Roll on the Handling chart to determine how far the boat can move.

The boat can move at full speed if there are four or more models propelling the boat; if there are less than four models then the speed of the boat is halved. Note the boats are unaffected by heroic moves.

If a boat collides with a model with a Strength of 5 or less, the model is pushed 1"/2cm back from the boat - the boat completes its move as normal. If a boat collides with a model with a Strength of 6 or greater, or another boat, it immediately comes to a halt. In both cases if the boat has travelled 4"/10cm or more both it and whatever it collides with take a Strength 8 hit for each 1"/2cm of unused movement.

HANDLING CHART

D6

RESULT

1

Out of control. The boat goes out of control. The warriors spend the rest of their Move phase trying to regain control - the boat may not move this turn but will drift with the current as normal.

2-5

All ahead. The boat must move up to D6"/2D6cm. It may move an additional 1"/2cm for each additional model beyond the fourth that is propelling the boat (a boat propelled by 6 models could move for example D6+2"/2D6+4cm).

6

Excellent seamanship. The boat may move upto 6"/14cm plus 1"/2cm for each additional model beyond the fourth that is propelling the boat.

DOCKING

With careful guidance, a vessel can be directed to dock at a certain place, or with another boat, without suffering damage. To do this, the controlling player must nominate where the boat is going to dock before any dice are rolled on the handling chart. If the boat reaches the chosen vessel or coastline during that move it is guided in and neither suffers nor inflicts damage.

EMBARKING AND DISEMBARKING

Any model may make a Jump roll to embark or disembark using the normal Jump rules. If a 1 is rolled on the Jump roll then the model falls into the water. If a model attempts to jump onto a defended obstacle (the side of a boat, or a bank defended by the enemy), treat it as an attacker charging a defended obstacle.

WARRIORS IN BOATS

Whilst in a boat Warriors and Heroes may move, fight and shoot as normal - they count as being stationary for the purposes of shooting, even if the boat has moved.

MODELS IN THE WATER

Warriors and Heroes may attempt to swim through deep water - indeed if they have been tipped into a river as a result of a boat sinking, they'll have no other choice. Mounted models may not attempt to swim - though they may dismount and attempt to cross without their mount. Swimming models are moved in the controlling player's Move phase as normal. Roll a D6 for each swimming model and consult the Swimming chart below:

SWIMMING CHART

D6

RESULT

1

Sink. The model is overcome by the weight of his wargear and drowns. Remove the model as a casualty.

2-5

Swim. The model may move up to half its move through the water. If it reaches the bank it may not move further this turn but may make a Climb test to pull itself out of the water and onto a bank or a boat.

6

Swim strongly. The model may make its normal move through the water. If it reaches the bank it may not move further this turn but may make a Climb test to pull itself onto the bank.

The amount of armour that a model is wearing can adversely affect its ability to swim - this chart represents the ability of a model wearing armour (including special kinds of regular armour, such as Dwarf armour). For those unfortunate individuals who are weighed down too heavily by their various protective layers, a watery grave awaits. However, for the unencumbered, swimming to shore is not such a hard task. To represent these circumstances, apply the modifiers shown to the table below to the Swimming chart:

Model is wearing no armour/Mithril armour

+1

Model is wearing heavy armour/Dwarf heavy armour

-1

Model is carrying a shield

-1

Model carrying a shield and wearing heavy armour/Dwarf heavy armour

-2

Swimming models may not lie down, shoot, or carry burdens but will fight as normal - though count as being armed with daggers regardless of the weapon they are carrying. After the fight has been resolved, all combatants must roll on the Swimming chart again - this is purely to determine if they have drowned as a result of the fight, they do not move further that turn as a result of the roll.

ATTACKING BOATS

Boats may be attacked like any other model and have the following profile.

 

Strength

Defence

Batter Points

Boat

1

8

4

Boats that are reduced to 0 Batter Points sink instantly - any models inside are tipped into the water. Cavalry models that are cast into the water are treated as if they had just rolled a 1 on the Thrown Rider chart. Models who have been tipped into the water may not move further that turn.

DROPPING ANCHOR

After a boat has moved, the controlling player may declare that it is dropping anchor. Mark the boat with a suitable counter or token to show that this has taken place. Whilst anchored, a boat will not move nor drift - the anchor must be raised for it to do so. The controlling player may raise the anchor at the end of any subsequent Move phase (after both players have moved) - the boat will then move normally from the next turn onwards following the normal Moving Boat rules as outlined earlier.

Next: Choosing Your Forces

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