Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are

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Lord of the Rings - AoA style (2 / 17 / 04 and likely to be revised a few times) LOTR is essentially a low fantasy universe in that there are mystical and mythical races and monsters, but not a lot of magic being thrown about and not much co-mingling of races and monsters. The characters from LOTR are exceptionally powerful though, where some heroes count their kills into the 40s in one battle without any kind of healing magic or other magical enhancements. AoA lends itself well to this kind of world, even though it was originally intended for "high" fantasy where wizards and priests throw powerful magics around the battlefield and at each other. Some minor modifications to the army lists are made to better reflect the Middle Earth equivalent of the races. Magic resistance has been removed from the stats of these troops, because they won't have to deal with lightning bolts hitting their units or their feet being rooted to the ground. Characters have been divided between leaders and heroes. Leaders are general unit commanders, and may be bought for every unit or allowed to run about on their own like normal characters in the AoA rules. Heroes are the exceptional individuals from the books, and so are unique to an army. They have very powerful stat lines and more wounds and attacks that most other creatures from the normal AoA army lists. In general, they are not going to be killed by anything but other characters or being completely overwhelmed by enemy troops. However, keeping with the AoA core belief that anything can harm anything else, they are not invulnerable to normal troops, they can just take a lot of punishment from them. Heroes are never bought with a unit, though they can be joined with a unit. Heroes need to be free to go where they are needed. The army lists are much more limited than normal AoA lists, though there is no reason the armies can't be combined into alliances (Mordor/Isengard & Rohan/Gondor for instance). Part of the reason for the limited selection of troop types is that Tolkien did not expound much on the natures of those armies, because the books (like most books) focus on the heroes. Basic warriors are background. Combat magic is gone for the most part. Instead, wizards can affect the battle with magic as great enchantments cast from afar and probably before the battle even begins. Sauruman's powers of observation and persuasion, Sauron's control of the land, the Elves protective powers, Gandalf's abilities to improve the wills and combat spirit of the troops. These do not have to influence every battle, they are bought as special effects using the points pools before the battle. Some creatures or entities can use magical effects during the game, but they do not focus and use power like in a normal AoA game, they simply can be used once per turn. Otherwise, all other aspects of the game are the same ö the turn sequence, the way combat and morale are resolved, and the effects of combat. All Leaders and Heroes can get a horse for free - they lose one point of evasion and gain 1 wound, 1 skill 2 attack and 16" of movement. Some characters from Rohan and Gandalf can get better mounts, and these are listed as additional costs.

Good Name VP Move Wnd s Armor Morale Melee Missile Special Wood Elf Warrior 23 8" Forester 1 2 - Shield 8 1 / 3 Str (1) First Infiltrate Wood Elf Bowman 49 8" Forester 1 1 8 1 / 3 Str (1) First Bow (21"): 1 / 4 Str (1) Infiltrate High Elf Warrior 25 6" 1 4-Shield 8 1 / 3 Str (1) First High Elf Pikeman 21 6" 1 3 8 1 / 3 Str (1) Long Weapons High Elf Bowman 54 6" 1 3 8 1 / 3 Str (1) First Longbow (27") 1 / 3 Str (2) High Elf Cavalry 34 16" 2 4 8 1 / 3 Str (1) Long Weapons Horse : 1 / 2 Dwarf Warrior 17 5" 1 4 - Shield 9 1 / 2 Str (1) Dwarf Crossbow 30 5" 1 3 9 1 / 2 Str (1) Xbow (18"): 1 / 2 Str (2) Rohirrim (Dismounted) 11 5" 1 3 7 1 / 2 Str (1) Rohirim 31 14" 2 3 7 1 / 3 Str (1) Long Weapons Horse : 1 / 2 - Str (1) Rohirim Outriders 45 14" 2 3 7 1 / 3 Str (1) Long Weapons Horse : 1 / 2 - Str (1) Bow (21"): 1 / 2 Str (1) Woodsmen 10 6" 1 2 - Shield 7 1 / 2 Woodsmen Archers 22 6" 1 1 7 1 / 2 Bow (21"): 1 / 2 Str (1) Hobbits 13 6" 1 1 - Evasion 1 7 1 / 2 Weak

Hobbit Shortbows 20 6" 1 1 - Evasion 1 7 1 / 2 Weak Shortbow (15"): 1 / 2 Beornlings 8" Forester 3 2 8 2 / 2 Str (2) Rangers 31 7" Forester 1 1 - Evasion 1 8 2 / 3 Infiltrate Minas Tirith Scouts 32 6" Forester 1 2 8 1 / 3 Bow (21"): 1 / 3 Str (1) Infiltrate Guards 10 5" 1 3 - Shield 7 1 / 2 Guards with Pikes 16 5" 1 3 7 1 / 2 Str (1) Long Weapons Guards with Longbows 32 6" 1 2 7 1 / 2 Longbow (27") 1 / 2 Str (2) Cavalry 27 14" 2 3 7 1 / 2 Str (1) Long Weapons 1 / 2 Str (1) Heavy Cavalry 32 12" 2 4 7 1 / 2 Str (1) Long Weapons 1 / 2 Str (1) Citadel Guards 20 4" 1 4 - Shield 8 1 / 2 Str (1) Long Weapons Militia 10 6" 1 2 - Shield 7 1 / 2 Militia Archers 22 6" 1 1 7 1 / 2 Bow (21"): 1 / 2 Str (1) Militia Cavalry 24 16" 1 2 7 1 / 2 Str (1) Long Weapons 1 / 2

Good Creatures Ents 119 6" Forester 5 5 - Missile Immune Huorns 47 6" Forester 3 3 - Missile Immune 8 Fearless 2 / 3 Str (3) d3 wounds 8 Fearless 2 / 3 Str (1) Great Eagles 77 20" Flying 4 0 - Evasion 1 8 3 / 3 Str (1) Good Leaders Elf Lord 217 8" 4 4 - Fixed Wold Elf Lord 175 8" Forester 4 2 - Fixed Dwarf Lord 166 5" 3 4 - Fixed Evasion 1 10 4 / 4 Str (2) Magical First 10 4 / 4 Str (1) Magical First 11 3 / 4 Str (2) Magical First (1 / 4) (1 / 4) Hobbit Sheriff 82 6" 2 2-9 3 / 3 First Woodsmen Captain 77 6" 3 2 - Evasion 1 9 3 / 3 Str (1) First Rohirrim Captain (mounted) 119 16" 4 3 - Evasion 1 10 4 / 3 Str (2) First Ranger Captain 125 8" Forester 3 2-10 3 / 4 Str (1) First Gondor Captain 89 6" 3 4 - Evasion 1 9 3 / 3 Str (1) First

Militia Captain 77 6" 3 2 - Evasion 1 9 3 / 3 Str (1) First Good Heroes Aragorn 289 8" Forester 5 3 11 Fearless 4 / 4 Str (2) Magical First (1 / 4) Spells Gandalf 364 6" 8 3 Fixed Evasion 1 11 Fearless 3 / 4 Str (1) Magical Spells Gandalf On Shadowfax 410 24" 10 3 Fixed Evasion 1 11 Fearless 3 / 4 Str (1) Magical 2 / 3 Str (1) Spells Gimli 178 5" 6 4 Evasion 1 11 Fearless 4 / 4 Str (2) First Legolas 304 8" Ignores Terrain 5 2 10 Fearless 5 / 4 Str (1) Magical First Bow (21"): 1 / 5 Str (1) d3 wounds Natural Boromir 150 6" 4 3 10 Fearless 4 / 3 Str (2) First Faramir 108 6" 4 3 Evasion 1 10 Fearless 4 / 3 Str (1) First (1 / 4) Eomer (Horse + 20 VP) 127 (142) 6" (16") 4 (Horse +1) 3 Evasion 1 11 Fearless 4 / 3 Str (2) First (Horse: 1 / 3 Str (1)) Eowyn (Horse + 20 VP) 80 (95) 6" (16") 3 (Horse +1) 3 Evasion 1 9 Fearless 3 / 3 Str (1) First (Horse 1 / 3 Str (1)) May appear as any Rohirim Captain Arwen 129 8" 3 2 10 fearless 3 / 4 Str (1) Magical (1 / 4) Spells

First Gandalf Spells - Secret Flame (Once per game) - Instead of melee attacks may do 2d3 hits to any one evil unit within 12", not halved if skirmished Bravery - All good units within 12" of Gandalf receive +1 to morale Rally Cry (Once per turn) - Instead of Melee attack may instantly rally any 1 unit within 6" Aragorn Spells - If not moving or fighting, in the melee phase may heal d3 wounds and remove the effect of the Black Breath from one model. Arwen Spells - If not moving or fighting that turn, may heal d3 wounds from any one model. Evil Mountain Goblins 8 6" 1 2-shield 6 1 / 2 Mountain Goblin Archers 20 6" 1 1 6 1 / 2 Bow (21"): 1 / 2 Str (1) Mountain Goblin Wolf Riders 17 16" 2 2 6 1 / 2 Goblin Wolves 11 20" 1 0 6 1 / 2 Wolf: 1 / 2 Berserk Orcs 11 6" 1 2 - shield 7 1 / 2 - Str (1) Orcs with Pikes 17 6" 1 2 - Shield 7 1 / 2 - Str (2) Long Weapons Orc Archers 23 6" 1 1 7 1 / 2 - Str (1) Bow (21"): 1 / 2 Str (1) Uruk-Hai 18 6" 2 3 - Shield 8 1 / 2 - Str (2) Uruk-Hai Pikes 24 6" 2 3 - Shield 8 1 / 2 - Str (3) Long Weapons Uruk-Hai Archers 33 6" 2 2 8 1 / 2 - Str (2) Bow (21"): 1 / 2 Str (2)

Uruk-Hai Warg Riders 33 12" 3 3 8 1 / 2 - Str (2) Warg 3 / 2 Str (1) Wargs 25 16" 2 2 8 3 / 2 Str (1) Berserk Haradrim Warriors 10 6" 1 2 - Shield 7 1 / 2 Pikemen 16 6" 1 2 - Shield 7 1 / 2 Str (1) Long Weapons Archers 22 6" 1 1 7 1 / 2 Bow (21"): 1 / 2 Str (1) Cavalry 25 16" 2 2 7 1 / 2 Str (1) Long Weapon Horse: 1 / 2 Murmakil 153 12" 10 2 - Missile +3 8 12 / 2 Str (3) Berserk (Unless Ridden) Easterlings Pikemen 19 5" 1 4 - Shield 7 1 / 2 Str (1) Long Weapons Crossbowmen 26 5" 1 3 7 1 / 2 Xbow (18") 1 / 2 Str (2) Heavy Cavalry 31 12" 2 4 7 1 / 2 Str (1) Long Weapon Horse: 1 / 2 Ram: 15 / 3 Str (3)

Evil Creatures Cave Trolls 54 6" 6 2 7 Fearless 6 / 2 Str (3) Olag Hai Trolls 84 8" 8 2 9 Fearless 6 / 3 Str (3) Armored Olag Hai Trolls 116 8" 8 4 9 Fearless 6 / 3 Str (3) Mirkwood Spiders 16 8" Ignores Terrain 1 1 7 1 / 2 Str (1) d3 wounds Infiltrate (20) Fell Beast 125 6" 20" Flying 5 3 Fixed 9 4 / 3 Str (2) Fearsome Use their own morale when mounted Evil Leaders Mountain Goblin Captain 51 6" 3 2 8 Fearless 3 / 3 First Orc Captain 84 6" 4 3 9 Fearless 4 / 3 Str (2) First Uruk Hai Captain 120 6" 5 3 10 Fearless 5 / 3 Str (3) First Haradrim Captain 86 6" 3 3 - Evasion 1 9 Fearless 3 / 3 Str (1) First Easterling Captain 95 6" 3 4 - Evasion 1 9 Fearless 3 / 3 Str (1) First

Evil Heroes Ring Wraith 275 6" 4 3 Fixed The Witch King 450 6" 6 3 Fixed Balrog 301 8" 10 4 Fixed Evasion 1 Fire Immune 10 - Fearless 3 / 3 Str (2) Magical, First Fearsome 11 - Fearless 4 / 3 Str (2) Magical, First Fearsome 11 - Fearless 4 / 3 Str (3) Magical Fire OR Sweep (10) / 3 Str (1) Magic Fire Enemy Morale reduced by 1 within 12" Enemy Morale reduced by 1 within 12" Spells, Black Breath Smaug 959 8" 15 4 Fixed 11 - Fearless 12 / 3 Str (3) Fearsome Firebreath (12"): 1 / 3 Str (2) Magical Fire, 6d3 hits, Natural Base 4 X 4 Inflicts a -2 morale penalty to anything he engages. The Witch King spells - Once per turn may Death Howl at the end of the missile phase, forcing one unit within 12" to take an immediate morale test. Units failing this test immediately flee, and engaged enemies may resolve their pursuit at the same time. Black Breath - Any model causing a melee wound to the Witch King or suffering a wound from the Witch King falls unconscious at the end of the melee phase, which lasts for the rest of the battle. All creatures except Aragorn, Gandalf and elves have a 1 in 6 chance of resisting the effect. Elves have a 2 in 6 chance of resisting, while Gandalf and Aragorn are immune. This can only be cured by Aragorn or by a bearer of one of the 3 Elven rings. An unconscious figure suffers wounds like a broken unit if contacted in the fleeing or movement phase. The Ringwraith fear effect does not stack with other ring wraiths' fear effect, so having 3 ringwraiths within 12" of a unit does not inflict a -3 penalty