Introduction to Warpspawn Games


MIDDLE EARTH - WAR OF THE RING - FORCES OF LIGHT - CARD LIST



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MIDDLE EARTH - WAR OF THE RING - FORCES OF LIGHT - CARD LIST


Unit Name: A W Q Notes:

Gandalf the Grey F 5 6 Hero: Istari, Wisest of the Maiar

Radagast the Brown - 2 3 Hero: Istari, Maiar

Elrond Half-elven E 0 4 Hero: Elf King

Aragorn (Strider) GF 5 5 Hero: Rightful King of all Dunedain

Legolas the Elf Lord EF 4 5 Hero: Elf

Glimli the Dwarf Lord DF 4 5 Hero: Dwarf

Frodo the Ring Bearer HF 0 6 Hero: Hobbit

Samwise HF 0 5 Hero: Hobbit: +2 vs Shelob the Great

Merry HRF 1 3 Hero: Hobbit

Pippin HGF 1 3 Hero: Hobbit

Bilbo Baggins H 0 4 Hero: Hobbit: +2 vs Smaug

Boromir GF 0 4 Hero: Prince of Gondor

Faramir G 3 0 Hero: Brother of Boromir

King Theoden R 3 0 Hero: King of the Mark

Eomer R 4 0 Hero: Son of Theoden

Eowyn R 2 0 Hero: Sister of Eomer: +4 vs Nazgul

Gwaihir the Windlord B 4 4 Hero: King of the Eagles

Giant Eagles B 5 4 Army: Scout

Treebeard T 3 4 Hero: Treefolk Leader

Ents T 5 0 Army: Treefolk

Huorns T 4 0 Army: Animated Trees

Thorin Oakenshield D 4 4 Hero: King Under the Mountain

Grey Mountain Dwarves D 3 0 Army: Khazad

Iron Hill Dwarves D 3 0 Army: Khazad

Rivendell Grey Elves E 3 0 Army: Sindar

Lothlorien High Elves E 3 0 Army: Noldor

Mirkwood Silvan Elves E 3 0 Army: Laiquendi

Teleri Sea Elves E 2 0 Army

Half Elves E 2 0 Army

Galadriel E 0 4 Queen of Lorien

The Shire H 0 3 Location

Tom Bombadil HT 0 4 Spirit of the Woods

Beorn N 0 4 Hero: Shapeshifter

Bard of Esgaroth N 1 2 Hero: +4 vs Dragons

Men of Gondor G 2 0 Army: Dunedain

Men of Arnor G 2 0 Army: Dunedain

Force from Lebennin G 2 0 Army: Dunedain

Horsemen of Rohan R 3 0 Army: Rohirrim: Cavalry

Helms Deep R 4 0 Location

Bardings of Dale N 2 0 Army: Northmen

Beorning Bear Men N 3 0 Army: Northmen

Rangers of the North N 3 0 Army: Northmen: Scout

Woses of Druadan N 1 2 Scout

Woodmen of Mirkwood N 2 0 Army: Northmen

Dead Men of Dunharrow - 5 0 Army: Undead

Fellowship F 0 3

Minas Tirith G 4 0 Location

Lorien E 0 3 Location: Haven

Rivendell - 3 3 Location: Haven

The One Ring F 0 6 Ruling Ring: Invisibility

Cracks of Doom - 0 4 Location

Sting H 0 3 Magic Sword: +1 with Frodo

Anduril - 0 3 Magic Sword: +2 with Strider

Shadowfax R 0 3 Magic Steed: Scout: Gandalf gets +1

Notes:


E = Elf

D = Dwarf

G = Gondor

N = Northmen

R = Rohan

H = Hobbit

B = Eagles

T = Ents


F = Fellowship

The One Ring gets +3Q if played with the Cracks of Doom.

A pile that contains both Legolas and Glimli gets +2.

Gandalf is +1 vs the Balrog.

Strider is a scout.

Boromir = 0 if the One Ring is played.

Pippin = 0 if Palantir is played.

MIDDLE EARTH LINKS


Gaming Havens

Tolkien Boardgames

DISCLAIMER


‘Middle Earth/Lord of the Rings’ are copyrighted/trademarked properties.

This is just a fan site.


CONTRIBUTIONS


Special thanks to Martin Hermansky for playtesting, analysis, finding and

correcting critical flaws in the Dark Powers deck, and coming up with new alliances.


CARD SET AVAILABLE


Click here

Thanks Zak!




ROLLING THUNDER

INTRODUCTION


Solo Dice Game.

Simulation of an American Rolling Thunder Bombing Mission during the

Vietnam War circa 1966.

MATERIALS


Paper, pencil, 1-2 six sided dice, nobody to play with.

ROLLING THUNDER STRKE FORCE COMPOSITION


16 F-105 Bombers (Thuds)

8 F-105 Wild Weasels

10 F-4 Phantoms (Fighters)

2 EB-66 EW Aircraft (Jamming)


FUEL LIMIT


After 12 turns the planes begin to run low on fuel and start turning back.

All remaining Bombing targets (Turns 13-24) are considered to be on the way back.

The Planes have returned and the mission is over on turn 25.

ACQUIRING TARGETS


The first target will be in range on turn 1D6.

After a target has been bombed, the next target will appear in another 1D6 turns.


TARGET TYPES


Roll to see what the target is:

1D6 Type: Objective Points:

1-3 Ho Chi Minh Trail 2

4-5 Strongpoint 3

6 Staging Area 4

BOMBING RUNS


Each bomber can make only one bombing run per game.

When reaching a target decide how many of your Thuds will drop their loads.

For each plane that bombs roll:

1D6 Result:

1-2 Target missed or Minor Damage (No Objective points)

3 Moderate Damage (-2 Objective points)

4 Major Damage (-1 Objective points)

5-6 Target Destroyed (Gain Full Objective points)

If 2 or more bombers get ‘Damaged’ results the target is destroyed.

CONTACT


On every turn you are not bombing roll 1D6.

On a roll of 1 on 1D6 the strike force encounters hostile forces. Roll 1D6 again:

On a roll of 1-3 on 1D6 a SAM site is encountered.

On a roll of 4-6 on 1D6 a flight of Mig-21’s are encountered.


SAM SITE


1D6 Missiles are launched at the Strike Force.

For each Missile make a Jamming Roll of 1D6:

On a roll of 4-6 the missile is jammed and misses.

Get a –1 for each EB-66 EW Aircraft destroyed.

For each missile not jammed roll 1D6 to see which kind of plane it attacks:

1-4 Wild Weasel

5-6 Thud

An attacked plane may try to evade.

Wild Weasels evade on a roll of 1-4 on 1D6.

Thuds evade on a roll of 1-3 on 1D6.

Planes that do not evade are destroyed.

After this barrage the Weasels will destroy the SAM site with

Shrike Missiles on a roll of 1-5 on 1D6.

If the Weasel attack misses repeat the process.




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