hobbit strategy battle game, game summary p. 274-284

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Hobbit SBG Game Summary p. 274-284

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  • WRn s~umc1 Priority phase

    1,2 Move phase

    ) 3'" I Shoot phase

    4 Fight phase

    5 End phase

    mensunernenzCOnVRSIOnznsteIn this mies manual, all distances are measured in inches.In The Lord of the Rngs Strategy Battle Carne, measurementswere presented in both inches and centimetres. Ifyou want toplayusing centimetres, multiply the distance in inches by 2.5- this will giveyou the distance to use in centimetres.

    meetsueecnenz COnVERSIOnznseDistance in Distance inInches (") Centirnetres

    1" 2.5 em2" Sem3" 7.5 em4" 10 em5" 12.5 em6" 15 em7" 17.5 em8" 20 em9" 22.5 em10" 25 em11" 27.5 em12" 30em18" 45 em24" 60 em

    Note that ths converson chart mght gve slghtly dfferent metrcvalues to those contaned n older volumes. In the event of aconflct, use the values gven here.

    pRloRlry phaseBoth players roll off to see who will go first this turno Theplayer with the highest score goes first. If the result is adraw, the player who did not have Priority last turn willhave Priority this turno

    move phaseStarting with whoever holds Priority, players take it inturns to move their models. The player with Prioritymoves ali his models first, and then the other player movesali of his models.

    Amode! eannot move if it is in base contaet with one armore enemy models when it is its turn to do so.

    At the end of the Movephase, models that are engaged incombat with an enerny model(s) [i.e. are in base contaetwithin them) must be paired off into individual combats. Eaehindividual combat is then separated a little frorn those nearby.

    paiRing cnods of! 1nCOCOO1Bacs Where a model's pairings eould be made in severaldifferent ways, the player with Priority that turn ehooseswhieh combat the model joins.

    Opponents are always paired off into one-on-one Fightswhere possible, with any other combatants then joining aMultiple Combat against an enerny they are touehing.

    If a mode! could join one of several combats to create aMultiple Combat, then the player with Priority that turnehooses which eombat he joins.

    AMultiple Combat ean never contain multiple modelsfrorn both sides. It ean be 1 vs 1, 2 vs 1 or even 6 vs 1, butnever 2 vs 2, or 5 vs 3.

    concno; zones an ChaRfJng Most models have a I" contrai zone surraunding their base.

    Models that are in base contaet with one or more enemymodels do not have a contrai zone.

    Only a eharging model ean enter an enemy model'scontrai zone.

    Aeharging model must end its move in base contaet withthe first model whose contrai zone it has entered.

    Appendiees 275

  • Difficu1t; lRRain Difficult terrain includes areas of rough ground, such asundergrowth and scree.

    Models moving through difficult terrain do so at halfspeed. Amodel that moves 1" through difficult terraintherefore counts as having used 2" ofhis Move.

    The only exceptions are Cavalry models - these insteadmove through difficult terrain at quarter speed. ACavalrymodei that moves 1" through difficult terrain thereforecounts as having used 4" ofhis Move.

    )umping osscadesTo see whether ar not a model can jump an Obstacle,compare its height to the height of the Obstacle. In the caseof Cavairy models, compare the height of the mount, ratherthan the whole model.

    If a model wishes to cross an Obstacle that is more thanhalf its height, it must rol! on the Iurnp table and applythe resulto

    If a Cavalry model rol!s a 1 on the Iurnp table, rol! afurther D6. On a score of 1, the rider is Knocked Flying(see the Thrown Rider table).

    If a model wishes to cross an Obstacle that is less thanhalf its height, it can do so without rol Iing on a table.

    DetscenaingAmodei can attempt to jump down a drop instead ofclimbing. Compare its height to the height of the Obstacle.In the case of Cavalry models, compare the height of themount, rather than the whole model.

    If a model descends a distance equal to ar less than itsown height, it can do so without penalty.

    276 The Hobbit: An Unexpected Journey Strategy Battle Carne, .

    If a model descends a distance greater than its own height,it will suffer fal!ing damage (see right).

    Leaping CleROS:>gapsTo see whether ar not a model can leap a gap. compareits height to the width of the gap. In the case of Cavalrymodels, compare the height of the mount, rather than thewhole model.

    Amodel can attempt to leap across a gap (such as achasm, ar a space between walkways) providing that thegap is not wider than twice the modeJ's height. Rol! on theLeap table and apply the resulto

    If a Cavalry model rol!s a 1 on the Leap table, rol! afurther D6. On a score of 1, the rider is Knocked Flying(see the Thrown Rider table). This happens after themodel is placed at the bottom of the gap.

    Amodel cannot attempt to leap across a gap that is widerthan twice its height.

    cT.imBing Cavalry cannot climb.

    Amodel can attempt to climb up ar down, providedthere are handholds ar other means for it to do so, but aliclimbing is treated as moving in difficult terrain.

    To climb, a model must move so that it is touching theObstacle it wishes to ascend ar descendoThen, rol! on theClimb chart and apply the resulto

    falling Amodei can fal! when climbing, leaping ar descending.

    If this happens, place the model Prone at the bottom ofthe gap it was leaping, ar the object it was climbing.

  • The mode! suffers one Strength 3 hit, plus an additionalStrength 3 hit for every inch more than its height it hasfallen. In the case of a Cavalry mode!, the mount insteadtakes one Strength 3 hit, plus an additional Strength 3hit for every inch more than twice its height it has fallen;however, if the mount is slain, the Rider then takes thesame number of hits as his mount, and must then roll onthe Thrown Rider table and apply the resulto

    Leap rUBL06 RESULT/"t~Stumbles and Fails~ The attempt to leap the gap has gane badly

    wrong. The mode! falls to the bottom of thegap, suffering falling damage as describedabove this table.

    r;';1, Success~t The model manages to leap across safely. Place

    your model on the other side of the gap, withits base touching it. The model may move nofurther this Move phase.

    Effortlessly Bounds AcrossThe modelleaps across without missing a step.Place it on the other side; it may even completeits movement up to its maximum movedistance (minus the distance it already usedgetting across the gap. of course).

    cums rUBL06 RESULTJ'- Fall1

    The model slips and falls to the ground, and is placedProne at the bottom of the surface it attempted toclimb. If the model began its climb at ground leve!,it suffers no further damage, but if it was higher thanthis it falling damage as detailed above.

    .,;'.) 2 5\ Continue to Climb\ -r ( The model climbs successfully,directly up, until it

    has moved its maximum move distance, or reachesthe top, after which it may move no further thisMove phase.

    6 Swift AscentThemode! climbs successfully,directlyup, until it hasmoved its maximum move distance, or reaches thetopoItmay even complete itsmoveup to itsmaximummove distance after it reaches the top (minus thedistance it has alreadyused climbing up, of course).

    jump znnte06 RESULT

    Stumbles and FailsThe model does not cross the Obstacle, butinstead ends its movement for the turno

    SuccessThe mode! successfully clambers over theObstacle and reaches the other side. Place yourmodel on the other side of the Obstacle, withits base touching it. The model may move nofurther this Move phase.

    Effortlessly Bounds AcrossThe mode! vaults across the Obstacle withease, and may even complete its movementup to its maximum move distance (minusthe distance it already used getting across theObstacle, of course).

    'poon mi5CeR Baygins ba reveu ha much peaccice ac dimBing cnees, BUCchey hoisce hiea up...'- [iies an spiiXRs

    Appendices 277

  • shooz phaseStarting with whoever holds Priority, players take it in turnsto shoot with their models. The player with Priority shootswith alI his models first, and then the other player shootswith alI of his models.

    Amodel ean shoot if:

    it has a missile weapon.

    it is not engaged in combat, and it has an enemy modelwithin its Line of Sight, and its missile weapon's range.lf there is at least one enemy model both in Line of Sightand range, ehoose one as the target of the shot.

    it did not move so far in the previous Move phase asto prevent it from shooting its missile weapon (see theMissileWeapon ehart for more details).

    Rolling to rueWhen a model makes a shooting attack, rolI a 06. If thisscore is equal to or greater than the model's Shoot value,then the shot has hit - now rolI ToWound. Otherwise, theshooting attaek misses, and has no effeet.

    Rolling to uiounWhen rolling ToWound, look up the missile weapon'sStrength and the target's Oefenee on the ToWound table.RolI a 06. If the seore is equal to or greater than the scoreshown in the table, the model has been wounded. Redueethe model's remaining Wounds by 1, and remove the mode!if it is redueed to O Wounds. If the score is less than theresult shown in the table, the shot has no effeet.

    If the ToWound table shows two seores, then you mustrolI twiee. AWound is only eaused if the first rolI equals orbeats the first number shown, and the seeond dice equals orbeats the seeond number shown. If either seore is less thanthe number shown, the shot has no effeet.

    278 The Hobbit: An Unexpected Journey Strategy Battle Game

    tn Ihe wayli, when a mode! shoots, there are other models or terrain(obstruetions) between him and his target, he will needto take an In The Way test for eaeh obstruetion in theshot's path.

    RolI a 06 and look at the In The Way ehart. Look upthe type of obstruetion that is In The Way, and the diceseore associated with it. If your diee rolI equals or beatsthe score shown on the In The Way ehart, the shot hasavoided the obstruetion. Vou ean now rolI for the nextobstruction, or rolI ToWound against the target if thereare no more obstruetions In The Way.

    If a rolI on the In The Way ehart is ever less than therequired seore, the shot hits the obstruetion and isdiscounted, unless:

    - the obstruetion is a model, in whieh case rolI ToWoundagainst that model,

    - the obstruetion is a model engaged in combat, in whiehcase rolI a 06. On a score of 1-3 the Evil mode! closestto the shooter is hit; on a score of 4-6 the Good modelclosest to the shooter is hit.

    Other models and terrain in base contaet with a shootingmode! are never considered to be In The Way.

    Good models eannot make a shooting attaek if anotherGood model (or a eombat involving another Good model)is In The Way.

    m zhe way chaRt"Obstruetion Seore to passPurpose built fortifieations, large roeky outcrops, windows and doorways. ,",r-

    J'-.WalIs, rocks, tree trunks, sturdy fenees < 4+>and intervening models. "r

    J'-.Flimsyfences, bushes, erops and long grass. ~3+'

  • shooing ac cavalKy When shooting at a Cavalry model, the mount is alwaystreated as being In The Way of the rider.

    If the rider is slain, the mount must take a Courage test, or beremoved from play as a easualty. If the test is passed, replaeethe Cavalry model with an unmounted model of the steed.

    mISSILWupon mURr-"

    NAME RANGE STRENGTH SPECIAL

    Bow 24" 2

    Crossbow 24" 4 Move or Fire

    Owarfbow 18" 3

    Elfbow 24" 3

    Great bow 24" 4

    Orebow 18" 2

    Short bow 18" 2

    Slingshot 12"

    Throwing spear 8" 3 Thrown

    Throwing weapon 6" 3 Thrown

    If the mount is slain, the rider must immediately roll onthe Thrown Rider table and apply the resulto If the ridersurvives, plaee an unmounted version of him in basecontaet with the Cavalry mo del, then remove theCavalry model.

    Many of these weapons have aditional rules which affect their use. For the full rules for these, see the MissileWeapons section (page 71).

    Players resolve Fights, one at a time, in an arder ehosen by theplayer with Priority. A Fight is broken down into four stages:

    1 Duel, Players roll a number of diee equal to theirmodels' total Attaeks to see who wins. The side withthe highest 06 score wins. If the scores are tied, theside that has the highest Fight value wins. If the highestFight value is tied between models on opposite sides,roll a 06. On a score of 1-3, Evil wins; on a score of 4-6,Good wins.

    ~ 2 \ Loser Baeks Away. The losing modeles) must movebaek 1". Any models that eannot do so are Trapped.

    ~ 3 Winner Makes Strikes. The winning modeles) nowroll To Wound, making one Strike for eaeh Attaek ontheir profile. The controlling player ean split the Strikesbetween losing enemies in the Fight as he wishes.

    Look up the winner's Strength and the target's Defence onthe To Wound table, Roll a 06. If the score is equal to argreater than the score shown in the table, the model has beenwounded. Reduee the model's remaining Wounds by 1. If thescore is less than the result shown in the table, the Strike hasno effeet.

    If the To Wound table shows two scores, then you mustroll twiee. A Wound is only eaused if the first roll equals arbeats the first number shown. and the second dice equals orbeats the second number shown. If either score is less thanthe number shown, the Strike has no effeet.

    ) 4~, Remove Casualties, Any models reduced to OWounds

    are rernoved from play as easualties.

    tuappe cnoelsIf a model eannot Baek Away 1". it is Trapped. Any Strikesdirected against Trapped models are doubled - roll ToWound twice for eaeh. If the Trapped model survives, itsattaekers must then BaekAway 1".

    Appendices 279

  • cavalmj in fights Acharging Cavalry mode! fighting only Infantry gains anextra Attack for the duration of the Fight.This does not applyif the Cavalry model is fighting across a barrier.

    Acharging Cavalry mode! fighting only Infantry that winsa Fight will aIso knock Prone losing models after theyBackAway.

    Amode! that makes a Strike against a Cavalry model mustdecide whether to hit rider or mount. If a model has morethan one Strike, he can split them between the two.

    en phuseIn this phase, remove any effects that remain until the Endphase, and then dear away any stray tokens and dice.

    pnone coooets Models can voluntarily go Prone, or be knocked Proneagainst their will. When this happens, place the modeIcarefully on its side where it was standing.

    A standing modeI can go Prone at a cost of half itsmaximum move distance.

    A Prone mode! can stand up at a cost of half its maximummove distance.

    A Prone model does not have a control zone.

    Prone models cannot Charge.

    Prone mode!s cannot make Strikes if they win a Fight.

    Prone mode!s can be charged. To complete the Charge, anenemy must move so that its base is touching any part ofthe Prone modeI.

    Other mode!s may jump Prone models. Move the mode!that will jump as dose as possible to the Prone model, butso that it is not touching. Then, roll on the Iump table andapply the result, always leaving a gap between the mode!s.

    COURag LSLSACourage test is taken by rolling 2D6 and adding the model'sCourage value (in the case of a Cavalry model, use the rider'sCourage, not the mount's). If the total is 10or greater, the testhas been passed, and there is no negative effect. If the total islower than 10,the test is failed, with the consequences shownbelow.Amode! must take a Courage test if:

    It is attempting to charge a mode! with the Terrorspecial rule.If the test is failed, the model cannot move at ali this phase.

    It is a mount that has become separated from its rider.If the test is failed, the model is removed from play asa casualty. Mounts with either O Attacks or O Courageautomatically fail this kind of Courage testo

    The Hobbit: An Unexpected Journey Strategy Battle Game

    At the start of its move, if its force has been broken. If thetest is failed, the mode! is removed from play as a casualty.

    Called upon to do so bya special rule - in which case, theconsequence will be stated in the rule itself.

    mulCiple COURage tesesAmodeI that passes a Courage test automatically passes anyCourage tests caused by the same special rule later in theturn (even if the tests are provoked by different mode!s).

    hROSmlghrAHero can expend a point of Might to modify one of hisown dice rolls by +1 or -1, or call a Heroic Action. Mightcannot be used to take a dice score above 6 or be!ow 1.Thefollowing dice rolls can be modified:

    Rolls on the Iump, Leap, Climb, and Thrown Rider tables.

    Shooting To Hit, In The Way, and ToWound * rolls.

    Duel rolls and ToWound* rolls in a Fight.

    Courage tests.

    Casting and Resist tests.

    Fate rolls.

    *Note that iftwo ToWound rolls are required, each point ofMight spent affects both rolls. For exarnple, a ToWound rollof 6/4 would become 5/3 if modified by one point of Might.

    WIUWill can be expended for the following actions:

    Casting magical powers (see Magical Powers).

    Resisting magical powers (see Magical Powers).

    Modifying Courage tests - for each point ofWillexpended. the model's Courage is raised by 1 for theduration of the test.

    {are When a model suffers aWound, it can spend a Fate pointin an attempt to prevent it.

    Rol! a D6 - on a score of 4+, the Wound has no effect. Ona rol! of 1-3, the model can spend another Fate point torol! again. If he has no more Fate, or chooses not to spendfurther Fate points, he suffers aWound as normal.

    If a special rule causes an attack to inflict more than oneWound, or would slay the model outright, regardless ofhow many Wounds it has remaining, a single successfulFate roll prevents ali damage from each Wound inflicted,unless otherwise stated. Amodel who is wounded twicemust make two successful Fate rolls, and so on.

  • hEROICnczionsAHero can declare a Heroic Action at the start of anyphase. Each type of Heroic Action can only be declared atthe start of a particular phase, as shown below. If Heroesfrom both sides wish to declare Heroic Actions, roll a D6to see which side performs the first Heroic Action: on a1-3Evil goes first, on a 4-6 Good goes first. Players thenalternate resolving their Heroic Actions until ali have beencompleted.

    hesoic move (move phU5)If a Hero calls a Heroic Move, he moves before othermodels. If the Hero shouts 'With Me!', ali friendly modelswithin 6" ofthe Hero (before he moves) can also move aspart of the Heroic Action. If a Hero is charged before theHeroicMove is resolved, the action is cancelled and theMight point lost.

    heeoic mcmch (move phU5)If a Hero calls a Heroic March, he adds 3" to his Moveif on foot (or 5" to his Move if mounted) but cannotCharge in the same Move phase. If the Hero shouts 'Atthe Double', ali friendly models within 6" of the Hero(before he moves) also add 3" to their Move if on foot(ar 5" to their Move if mounted) but cannot Charge inthe same Move phase.

    heuoic channeUing (move phase)AHero who calls a Heroic Channelling action uses theChannelled version of ali magical powers he casts in thesame turno

    heuoic snooc (Shoot; phU5)Ifa Hero calls a Heroic Shoot, he shoots before other models.AHera can call a Heroic Shoot ifhe does not have a missileweapon, but cannot call one if he is engaged in combat. Ifthe Hera shouts 'Loose!', ali friendly models within 6" of theHera can also shoot as part of the Heraic Action.

    henoic accuxacu (Shoot; phU5)AHero who calls Heroic Accuracy, he re-rolls failed InTheWay rolls when shooting in that Shoot phase. A Herocan use Heroic Accuracy if he does not have a missileweapon, but cannot use it if he is engaged in combat. Ifthe Hero shouts 'Take Airn!', ali friendly models within6" of the Hero also re-roll failed In The Way rolls in thatShoot phase.

    heuoic axnsac'

  • cose cocnsnz WUponsUnarmed models suffer a -1 penalty to both Due! andToWound rolls.

    Single-handed weapons apply neither bonuses nor penaltiesto a Fight.

    Two-handed weapons grant the wielder a +1bonus ToWound (this applies to both ToWound rolls, if there aretwo) but a -1 penalty to the Duel rol!.

    Some weapons also have optional abilities. Unlessotherwise stated, if a modei is using one of these abilties,it must be declared before the Duel roll is made.

    pieRcing SCRI1

  • __.I!!!!!III--------- ------._ I!Ii& D!.!i.:l'rJI 1lP2~~!'iIl ..:c-~e:;...

    zo urouno chaRDEFENCE

    11

    21

    31

    41

    51 6 1 7 1 8 1 9 110 1

    1 4 5 5 6 6 6/4 6/5 6/6 - -

    2 4 4 5 5 6 6 6/4 6/5 6/6 -

    3 3 4 4 5 5 6 6 6/4 6/5 6/6

    4 3 3 4 4 5 5 6 6 6/4 6/5

    5 3 3 3 4 4 5 5 6 6 6/4

    6 3 3 3 3 4 4 5 5 6 6

    7 3 3 3 3 3 4 4 5 5 6

    8 3 3 3 3 3 3 4 4 5 5

    9 3 3 3 3 3 3 3 4 4 5

    10 3 3 3 3 3 3 3 3 4 4

    maglcaL POWRS Amodel with magical powers can attempt to use oneduring each of its Move phases.

    Amagical power can be used before the mode! moves,during its move or at the end of the move.

    Amode! that is engaged in combat cannot use a magicalpower.

    Ali magical powers have a range - this is given in themodel's prafile.

    Amagical power that targets a specific mode! also requiresLine of Sight.

    To cast a magical power, a modei must expend at leastone Will point. He then rolls a D6 for each Will pointexpended. If at least one of the dice equals or beats themagical power's Casting Value, it is successfully cast, andis now resolved (unless it is resisted).

    Resiscing magicaL poweRS If a modei is the target of a successfully cast magical power,it can attempt to Resist before the power is resolved.

    To Resist a magical power, the mode! expends a numberofWill points and rolls a number of D6 equal to thenumber ofWill points expended, If one or more of the D6

    Rolllng zo urounCompare the Strength ofyour weapon to the Defenceof your target. The resultindicates the minimum diceroll required to Wound. 6/4,6/5 and 6/6 mean you mustroll a single dice and score a6, followed by another dicethat must score either 4+, 5+or another 6, respective!y. A'-' means that mode! cannotwound the target.

    scores is equal to or greater than the highest D6 scorefromthe casting atternpt, the power is resisted, and does nottake effect.

    If a magical power targets severalmodels, one of those modelscan attempt to Resist. If the Resist attempt is successful,none of the targets are affected by the magical power.

    If a Cavalry model is targeted by a magical power, eitherthe rider or the mount can attempt to Resist (if either hasWill points) and both rider and mount suffer the effects ifthe magical power is not resisted.

    speil. unacions Instant powers end as soon as they are resolved.

    Temporary powers last until the End phase of the turn inwhich they are casto

    Exhaustion powers last until the casting model's Willscore is reduced to 0, or it is slain.

    Appendices 283

  • MAGICALPOWER DURATION EFFECT CHANNELLED EFFECT

    Aura Exhaustion Friendly models within 6" automatically Range is increased to 12"ofCommand pass Courage tests

    Aura of Dismay Exhaustion Friendly models within 6" cause Terror Range is increased to 12"

    Banishment Instant Target Spirit or Undead model suffers 1Wound Target model suffers 03 Wounds

    Black Dart Instant Target takes a Strength 9 hit Wounding hit causes 03 Wounds

    Blinding Light Temporary Shots at caster, ar a model within 6",only hit Ouration changes to Exhaustionon a 6. Illuminates 12" area around caster

    Chill Soul Instant Target suffers a wound Ali models within 5" of targettake a Strength 5 hit

    Commandj Temporary Caster can move target up to half its maximum Target also reduces FightCompel move distance and it is then lmmobilised value and Attacks to one

    Curse Instant Target loses a Fate point Target loses ali of its Fate points

    Drain Courage Instant Target reduces Courage by 1 for rest of the battle Target reduces Courage by 03for the rest of the battle

    Fortify Spirit Exhaustion Target rolls 2 extra dice for Resist rolls Target also adds 1 to thehighest dice rolled

    Fury Exhaustion Friendly models within 6" automatically pass Fate roll is increased to 5+Courage tests and are granted an extra 6+Fateroll

    Nature's Wrath Instant Enemy models within 6" are knocked Prone

    ImmobilisejTransfix

    Temporary Target cannot move, shoot or make Strikes.Also, he halves his Fightvalue and Attackscharacteristic, and cannot make Strikes

    Panic Steed Instant Target mount is removed from play,rider is thrown

    Paralyse Instant Target is knocked Prone and can do nothinguntil it recovers. Roll a 06 at the end of eachFight phase, on a 6 it recovers

    Renew Instant Target regains a single Wound

    Sap Will Instant Target loses 03+ 1Will points

    SorcerousBlast

    Instant Target blasted 06" and knocked Prone. Anymodels in the way are also knocked Prone.Targetsuffers a Strength 5 hit and other modelsin the way suffer a Strength 3 hit

    Strengthen Will Instant Target Hero gains 1Will point

    Terrifying Aura Exhaustion Caster causes Terror

    Your Staff is Broken! Instant Target's staff is broken

    2&4 The Hobbit: An Unexpected Journey Strategy Battle Carne

    Enemy models within 6" aisosuffer a Strength 2 hit

    Target's Fight value and Attackscharacteristic are reduced to 1

    Ali models within 3" of thetarget are also affected

    Target suffers a Strength 5 hiteach time it fails to recover

    Target regains 03 Wounds

    Target loses ali of its Will points

    Target model instead suffers aStrength 6 hit and othermodels instead suffer aStrength 4 hit

    Target Hero gains 03 Will points

    Enemies take the Courage teston 306 and discard the highest

    Target also suffers a Strength 7 hit