dale and laketown

Dale & Laketown
1
Thranduil's Halls
Dale and Laketown
Army of Thror
Thorin's Company
Wanderers in the Wild
Fellowship
Shire
White Council
Durin's Folk
Lothlorien and Mirkwood
Eregion and Rivendell
Numenor
flail/whip/scourge
club/staff
axe/pick
two-handed axe/pick
sword/dagger
hammer/mace/maul
Two-handed hammer/mace/maul
Model
Arnor and Gray Company
Rohan
Fiefdoms
Minas Tirith
DALE AND LAKETOWN
Weapon Special Strikes
Bard the Bowman, Girion’s Heir
Bard the Bowman
Girion, Lord of the Dale
Master of Laketown
Alfrid The Councillor
Lake-Town Militia Captain
Lake-Town Guard Captain
Captain of Dale
Lake-town Militia
Lake-Town Guard
Warrior of Dale
Allies:
HEROES
BARD THE BOWMAN, GIRION’S HEIR (Man)
Bard the Bowman, Girion’s Heir
Fight
5/3+
Point value: 150
Strength
4
Defence
4
Attack
3
Wounds
3
Courage
6
Might
3
Will
3
Fate
3
Movement
6”
Wargear:
Great bow (S4, 24”) and sword.
Special Rules:
The Black Arrow - Once per game, Bard the Bowman, Girion’s Heir can fire his Black Arrow instead of shooting the Windlance or bow
normally. If you choose to do so, declare that he is firing his Black Arrow before rolling To Hit. When shooting the Black Arrow, Bard
the Bowman, Girion’s Heir re-rolls a failed To Hit roll and any failed In The Way tests. Furthermore, do not roll on the Scatter table
when firing the Black Arrow – a successful To Hit roll against a Battlefield target automatically counts as a Dead On! result.
Rapid Fire: If Bard the Bowman hits a target with a bow shooting attack, he may take another shot at a target within 3’’ of it (it may
even be the same target). If that shot is also a hit, he may shoot again – to a maximum of three shots is total.
Savior of Lake-town - Bard the Bowman, Girion’s Heir’s Stand Fast! rule has a range of 12". Furthermore, all Laketown Militia and
Lake-town Militia Captains within 12" of Bard the Bowman, Girion’s Heir receive a +1 bonus to their Fight value and count as being in
range of a banner.
Great Commander (Lake-Town Militia): This Hero’s warband model limit is 18 rather than 12 warriors (only Lake Town Militia). The
army may contain only one warband of that size.
Options:



Armour
Horse
Windlance
5 points
10 points
45 points
The Windlance
A powerful, Dwarf-forged relic of Dale, City of Men, this war engine launches barbed spears at its targets, and is cleverly designed
so that a single man can operate it.
Windlance
Strength
10
Defence
10
Batter Points
3
Superior Construction: This engine has a range 60” rather than 48”.
Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających.
We wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej
do gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z
kolejnością rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.
Bard the Bowman, Girion’s Heir counts as the Siege Engine’s only crew. Note that this means that he cannot move the Windlance,
though unlike normal crew, he can choose to move more than 6" away from it even if it has not yet been destroyed.
BARD THE BOWMAN (Man)
Bard the Bowman
Point value: 120
Fight
5/3+
Strength
4
Defence
4
Attack
3
Wounds
3
Courage
6
Might
3
Will
2
Fate
2
Movement
6”
Wargear:
Great bow (S4, 24”) and dagger.
Special Rules:
Rapid Fire, The Black Arrow – see above.
GIRION, LORD OF DALE (Man)
Girion, Lord of the Dale
Point value: 65
Fight
5/3+
Strength
4
Defence
5
Attack
2
Wounds
2
Courage
5
Might
2
Will
2
Fate
1
Movement
6”
Wargear:
Armour and sword.
Special Rules:
Dead-eye Shot: When targeting an enemy model with the Flay special rule, Girion Lord of Dale may re-roll the dice To Hit and
To Wound with any missile weapon.
Great Commander (Warrior of Dale): This Hero’s warband model limit is 18 rather than 12 warriors (only Warrior of Dale). The army
may contain only one warband of that size.
Options:

Bow

Windlance
5 points
45 points
2
MASTER OF LAKETOWN (Man)
Point value: 50
Master of Laketown
Fight
4/4+
Strength
4
Defence
4
Attack
2
Wounds
2
Courage
4
Might
2
Will
2
Fate
2
Movement
6”
Wargear:
Sword.
Special Rules:
Moneybags: The Master of Laketwon can choose to expend a single point of Might at the start of the Fight phase. If he does so, any
Laketown Guard Captains or Laketown Guard within 6’’ receive a bonus of +1 to their Fight value until the end of the phase.
Dragon-sickness: At the start of the game, your enemy may select a single Hero to be the bearer of a large sum of gold. If the Master
o Laketown is ever in base contact with the bearer at the end of a Move phase, he must pass a Courage test or be removed as if he
had just lost his last Wound.
ALFRED THE COUNCILLOR (Man)
Alfrid The Councillor
Point value: 20
Fight
3/3+
Strength
3
Defence
3
Attack
1
Wounds
1
Courage
3
Might
-
Will
3
Fate
1
Movement
6”
Wargear:
Alfred the councillor is unarmed.
Special Rules:
Dubious Counsel: Alfred the Councillor can choose to expend any number of Will points at the start of the Priority phase, before any
dice are rolled. Ford each point of Will he expends, he may nominate a single friendly Hero within 6’’ and roll a D6. On a roll of 2-5,
the nominated Hero gains a point of Might. On the roll of a 6 the nominated Hero instead gains D3 points of Might. On the roll of a 1.
however, the nominated Hero instead loses D3 points of Might and Alfred the Councillor gains a point of Might. Might gained in this
way can take the chosen Hero’s store of Might points beyond its initial level.
COMMANDERS
LAKE-TOWN MILITIA CAPTAIN (Man)
Lake-Town Militia Captain
Fight
3/4+
Point value: 40
Strength
4
Defence
5
Attack
2
Wounds
2
Courage
4
Might
2
Will
1
Fate
1
Movement
6”
Wargear:
Armour and spear.
Options:

Shield
5 points
LAKE-TOWN GUARD CAPTAIN (Man)
Lake-Town Guard Captain
Point value: 40
Fight
4/4+
Strength
4
Defence
5
Attack
2
Wounds
2
Courage
3
Might
2
Will
1
Fate
1
Movement
6”
Wargear:
Armour and sword.
CAPTAIN OF DALE (Man)
Captain of Dale
Point value: 50
Fight
5/4+
Strength
4
Defence
5
Attack
2
Wounds
2
Courage
4
Might
2
Will
1
Fate
1
Wargear:
Armour and sword.
Options:

Shield

Bow
5 points
5 points
3
Movement
6”
WARRIORS
LAKE-TOWN MILITIA (Man)
Lake-Town Militia
Point value: 5
Fight
2/4+
Strength
3
Defence
4
Attack
1
Wounds
1
Courage
3
Movement
6”
Wargear:
Armour.
Options:

Shield

Bow

Spear
1 point
1 point
1 point
LAKETOWN GUARD (Man)
Point value: 5
Laketown Guard
Fight
3/4+
Strength
3
Defence
4
Attack
1
Wounds
1
Courage
2
Movement
6”
Wargear:
Armour.
Options:

Spear

Bow
1 points
1 points
WARRIOR OF DALE (Man)
Point value: 7
Warrior of Dale
Fight
4/4+
Strength
3
Defence
4
Attack
1
Wounds
1
Courage
3
Movement
6”
Wargear:
Armour.
Options:

Shield

Bow

Spear
1 point
1 point
1 point
4