Arnor: Profiles

Arnor is the Dunedain kingdom of the North. At its height it covered most of Eriador between the Blue Mountains (Ered Luin) and the Misty Mountains, and most of the lands north of Tharbad. It was was the sister-realm of Gondor, but its longevity was far shorter, and slowly disintegrated over two millennia. Gondor was able to main a strong naval tradition to offset the waning of the Dunedain leading the realm, but Arnor, landlocked and with few trade routes began to crumble even before the Witch-King came north to found the rival evil realm of Angmar to undermine the once mightiest of the descendents of Numenor.

This faction comprises the forces available to Arnor, either as a whole, or when it had broken up into its successor kingdoms of Arthedain, Cardolan and Rhudaur (although Rhudaur was quickly subverted into a client kingdom of Angmar):

  • Warriors, knights and rangers of Dunedain descent.
  • Northmen tribes, who dwelt in Eriador before the Numenoreans founded Arnor, and became part of the northern kingdom.
  • Hobbits. Founded many settlements across Arnor as they migrated across the Misty Mountains after 1100 TA.
  • Elite guardians of the capitals and fortresses of Arnor.
  • Allies from Gondor stationed at Tharbad, the former Numenorean township jointly maintained by both kingdoms and to protect trade between them.

Please note the profiles are still being added

Common
Formation

One to six companies
warrior of arnor

Warriors of Arnor

25 points/company
RACE TYPE M F S D A R C Mt
Warrior Man Infantry 6 4/4+ 3 5(7) 8 1 2
Captain of Arnor Man Infantry 5 2 3 2
Loremaster Man Infantry 4 1 2 1

Wargear

Each company has hand weapons, heavy armour, and shields.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Dúnedain Loremaster 70 points
Captain of Arnor 50 points
Hornblower 10 points
Banner Bearer 20 points

Magic:

A Dúnedain Loremaster has a Mastery of 1 and knows all the Spells of Command.

Common
Formation

One to six companies
ranger of arnor

Rangers of Arnor

30 points/company
RACE TYPE M F S D A R C Mt
Ranger Man Infantry 6 4/3+ 3 5(7) 8 1 2
Captain of Rangers Man Infantry 5 2 3 2

Wargear

Each company has hand weapons, armour, and bows.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Captain of Rangers 50 points

Special Rules:

Pathfinders(Master)

Common
Formation

One to six companies
knight of arnor

Knights of Arnor

20 points/company*
RACE TYPE M F S D A R C Mt
Knight Man Cavalry 10 4/4+ 3 5 8 1 2
Knight Captain Man Cavalry 5 2 3 2
Loremaster Man Cavalry 4 1 2 1

Wargear

Each company has hand weapons, heavy armour, and lances. The formation may be equipped with shields to increase defence to 5(6) for a cost of 5 points per company.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Dúnedain Loremaster 70 points
Knight Captain 50 points
Hornblower 10 points
Banner Bearer 20 points

Magic:

A Dúnedain Loremaster has a Mastery of 1 and knows all the Spells of Command.

*The standard price would be 25 points / company. The listed cost of 20 /company is in keeping with the general rule change of making all cavalry units cost 5 points less.

Common
Formation

One to six companies
Arthedain Militia

Arthedain Northman Militia

20 points/company
RACE TYPE M F S D A R C Mt
Militiaman Man Infantry 6 4/4+ 3 4 8 1 2
Arthedain Captain Man Infantry 5 2 3 2

Wargear

Each company has hand weapons, armour. The entire formation may be given shields – increasing each company’s defence to 4(6) – or bows, or two-handed weapons for +5 points per company.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Arthedain Captain
Hornblower
Banner bearer
50 points
10 points
20 points

Special Rules

For the King! If the army is led by any King of Arnor/Arthedain, then this formation will have Courage 3 (Captain C4). If the king is slain, they will become disheartened and have Courage 1 (Captain C2).

Common
Formation

One to six companies
Cardolan Militia

Cardolan Northman Militia

20 points/company
RACE TYPE M F S D A R C Mt
Militiaman Man Infantry 6 4/4+ 3 3(5) 8 1 2
Cardolan Captain Man Infantry 5 2 3 2

Wargear

Each company has hand weapons, armour, shields and thrown weapons.

Command

The first company purchased is automatically the command company. The command company can have the following options.

cardolan Captain
Hornblower
Banner bearer
50 points
10 points
20 points
Common
Formation

One to six companies
Bree Hobbits

Breeland Hobbit Militia

10 points/company
RACE TYPE M F S D A R C Mt
Hobbits Hobbit Infantry 4 2/3+ 2 2 8 1 4
Civic Leader Hobbit Infantry 3 2 5 2

Wargear

Each company has thrown weapons and an anarchic mixture of hand weapons, including daggers, scythes, rolling pins. The entire formation may be given shields – increasing each company’s defence to 2(4) or bows for +5 points per company.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Civic Leader
Hornblower
Cook (Taskmaster)
50 points
10 points
15 points

Special Rules

Pathfinder (Master)
Stoop for a Stone Hobbit thrown weapons count as strength 4.
Plucky in a Pinch Hobbits never suffer -1 to Courage Tests after losing a fight, or making At the Double! Checks within 6” of the enemy.
The Smell of Elevenses If a hobbit formation has a cook, then they may reroll panic tests (as a banner bearer).

Common
Formation

One to six companies
Shire Hobbits

Shire Hobbit Militia

10 points/company
RACE TYPE M F S D A R C Mt
Hobbits Hobbit Infantry 4 1/2+ 2 2 8 1 4
Civic Leader Hobbit Infantry 3 2 5 2

Wargear

Each company has thrown weapons and an anarchic mixture of hand weapons, including daggers, scythes, rolling pins. The entire formation may be given shields – increasing each company’s defence to 2(4) or bows for +5 points per company.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Civic Leader
Hornblower
Cook (Taskmaster)
50 points
10 points
15 points

Special Rules

Pathfinder (Master)
Stoop for a Stone Hobbit thrown weapons count as strength 4.
Plucky in a Pinch Hobbits never suffer -1 to Courage Tests after losing a fight, or making At the Double! Checks within 6” of the enemy.
The Smell of Elevenses If a hobbit formation has a cook, then they may reroll panic tests (as a banner bearer).

Common
Formation

One to six companies
Protectors of Annúminas

Protectors of Annúminas

35 points/company
RACE TYPE M F S D A R C Mt
Protectors Man Infantry 6 5/4+ 3 6 8 2 3
Lieutenant-Protector Man Infantry 6 2 4 2

Wargear

Each company has two-handed weapons and heavy armour.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Lieutenant-Protector
Hornblower
Banner Bearer
50 points
10 points
20 points
Common
Formation

One to six companies
Wardens of Fornost

Wardens of Fornost

35 points/company
RACE TYPE M F S D A R C Mt
Wardens Man Infantry 6 5/4+ 4 5 8 1 3
Warden Lieutenant Man Infantry 6 2 4 2

Wargear

Each company has hand weapons and heavy armour. The entire formation may be given longbows for +5 points per company.

Command

The first company purchased is automatically the command company. The command company can have the following options.

Warden Lieutenant
Hornblower
Banner Bearer
50 points
10 points
20 points
Rare
Formation

One to three companies
Arnor Carroballista

Carroballista

75 points/company
RACE TYPE M F S D A R C Mt
Carroballista Man Infantry 8 3/4+ 3 8 3 1 3

Wargear

Each company has hand weapons and heavy armour (including the horses).

			Range		Strength
Carroballista		36”		7

Special Rules

Artillery
The Carroballista uses the following table rather than the one in the rulebook.

Arnorian Mobile Artillery Table
1-2	Miss. The shot spatters the target with mud but causes no damage.
3-5	On target. The target formation suffers D6 Strength 7 hits.
6+	Lucky Strike. The target formation suffers D6+4 Strength 7 hits.

Mobile. The Mobile Artillery (aka a carroballista) is a ballista mounted in a cart, pulled by armoured horses. As such it can move across the battlefield with the following restrictions: It cannot fire on a turn it is moved (even with Heroic Shot), may not occupy buildings, nor charge.

Legendary
Formation

One to four companies
Dúnedain of Arnor

Dúnedain of Arnor

70 points + 35 points per company
RACE TYPE M F S D A R C Mt
Dúnedain Rangers Man Infantry 6 4/3+ 4 4 8 1 3
Dúnedain Chieftan* Man Infantry 5 2 5 3

* A named Dúnedain noble leading the elite all-Dúnedain, Rangers of Arnor. After the Fall of Arnor this is a descendant of the king and leader of all the Dúnedain, for example Arathorn the father of Aragorn.

Wargear

Each company has hand weapons, armour and longbows.

Command

The first company purchased is automatically the command company and has the chieftan included in the base cost. The command company has the following options:

Hornblower 10 points

Special Rules

Pathfinder (Master)
Take Aim! The Dúnedain chieftan can choose to spend a Might point at the start of any Shoot phase. If he does so the Dúnedain of Arnor are counted as having a Shoot value of 1+ until the end of the phase.

Legendary
Formation

One to four companies
Arvedui’s Royal Guard

Arvedui’s Royal Guard

130 points + 25 points per company
RACE TYPE M F S D A R C Mt
Warriors of Arnor Man Infantry 6 4/4+ 3 5(7) 8 1 2
King Arvedui Man Infantry 5 2 5 3
Malbeth the Seer Man Infantry 3 1 3 1

Wargear

Each company has hand weapons, heavy armour and shields.

Command

The first company purchased is automatically the command company and has King Arvedui, Malbeth the Seer and a Banner Bearer included in the base cost. The command company has the following options:

Hornblower 10 points

Magic

Malbeth knows all the Spells of Command. He has a Mastery level of 1.

Special Rules

The Gift of Foresight. Each time the formation suffers a hit, roll a D6. On a roll of a 6, Malbeth has forewarned his companions against the attack – the hit is prevented and the formation does not suffer a casualty. This ability is lost if Malbeth is slain.

Legendary
Formation

One to four companies
Garrison of Tharbad

Garrison of Tharbad

95 points + 25 points per company
RACE TYPE M F S D A R C Mt
Warriors of Gondor Man Infantry 6 3/4+ 3 5(7) 8 1 3
Tûdîr Man Infantry 6 2 5 3

Wargear

Each company has hand weapons, heavy armour and shields.

Command

The first company purchased is automatically the command company and has Tûdîr, a hornblower and a Banner Bearer (bearing the White Tree of Gondor!) included in the cost.

Special Rules

Strength of Body. Tûdîr can expend a point of Might at the start of any phase, or during his formation’s move to give his formation a Strength of +2.
Strength of Mind. Tûdîr can expend a point of Might to automatically pass any Courage or Terror Test for the rest of the turn.
In The Interest of Gondor. Tûdîr cannot be the nominated as the leader of an army of Arnor, being a patriotic noble of Gondor, and has a duty to protect Gondoran interests in Tharbad. If Tûdîr is ever the last remaining hero of an Arnorian army, roll a D6. On a 1-4 he will retreat off the nearest viable board edge (and use At The Double! or Fall Back!, if disordered, and use any remaining Might points to pass any Courage tests calling Strength of Mind above). On a 5-6 He will assume command of the rump of the Arnorian forces and instigate a heroic last stand. All friendly formations within 12” of him will gain +2 Courage, and +2 Fight while he remains alive – this bonus is not affected by The Tainted’s special ability. This roll also cannot be affected by Might or any other modifier or Fate or Fortune.

Legendary
Formation

One to four companies
Wardens of Elostirion

Wardens of Elostirion

90 points + 45 points per company
RACE TYPE M F S D A R C Mt
Wardens Man Infantry 6 4/4+ 3 8 8 1 4
Estelmîr Man Infantry 5 2 5 3
Loremaster Man Infantry 4 1 4 1

Wargear

The first company purchased is automatically the command company and has Estelmîr, and a Banner included in the base cost. This company has the following options:

Loremaster
Hornblower
70 points
10 points

Magic

A Loremaster has a Mastery level of one and knows all the Spells of Command.

Special Rules

Stalwart.

Legendary
Formation

One to four companies
Wardens of Amon Sûl

Wardens of Amon Sûl

90 points + 45 points per company
RACE TYPE M F S D A R C Mt
Wardens Man Infantry 6 5/4+ 3 8 8 1 3
Pelethanor Man Infantry 6 2 4 3

Wargear

The first company purchased is automatically the command company and has Pelethanor, and a Banner included in the base cost. This company has the following options:

Hornblower 10 points

Special Rules

Stalwart.

v1.1 11/14

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