Wednesday, January 2, 2019

Dux Arda: Lard of the Rings- Durin's Folk Force Information



(Just a preface, none of these pictures are my own)


Durin’s Folk are stalwart warriors and dedicated protectors of their realms. Occupying the Iron Hills throughout the Third Age and periodically Erebor and Moria, they greedily delve deep into the earth for precious gems and metals. These riches are fiercely guarded, which often leads to conflict with other races of Middle Earth. Caring little for anything beyond their mountain homes, they do not take part in the wars of Middle Earth, unless they directly affect them. However, the location of their homes and their enmity for orcs leads to much conflict with the Orcs of Gundabad and the Orcs of the Misty Mountains.

The Dwarf player takes the place of a Captain of Durin’s Folk leading a small force of warriors defending a dwarven realm. You must protect your halls as well as the frontiers around your mountain home from all threats.

Conqueror Dwarves

The troop types of the Durin’s Folk are the same as troops presented for the Saxons in the main rules with one additional unit type, shown below:

DRAGON SLAYERS
The Dragon Slayers, much as their name implies, are the greatest warriors in all of the dwarven realms. Extremely well-trained and equipped, they are the best heavy infantry in all of Middle Earth. They are specifically trained to fight large threats and are equipped with great weapons best suited for killing great beasts. To reflect this, they function as one level greater than Elites in melee combat against cavalry, Trolls, and Giant Spiders. Against all other enemies, they function as Elites. These dwarves will always fight to the death and will not Shock. They count as Elites when consulting the Force Morale change table.

Force Rules

Stout-Hearts: Dwarves rarely run from a fight and will always ignore the first Shock applied to them.

Starting Forces

The starting forces for Durin’s Folk are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Led by these Nobles, you will have two Groups of Elites, and three Groups of Warriors. All of these Groups will be six figures strong. You will also have one Group of four Missile troops armed with bows.

Conqueror Dwarves

Oathmark Dwarves

Reinforcements for Durin’s Folk are gained the same way as the Saxons in the main game.

Reinforcements which arrive using the reinforcements table as below.

Reinforcements arrive in the order shown, from 1 to 5. The first time a force receives
reinforcements it will gain the Group indicated in row 1, the second time the Group
shown in row 2, and so on up to row 5 after which no further reinforcements are
available. However, at any time a player may choose to take the Group from the row
numbered higher, but this will mean that he will never receive the Group he passes over.



Order
Durin’s Folk
1
Four Missile Troops
2
Six Warriors
3
Six Warriors
4
Six Dragon Slayers
5
Four Warrior Light Cavalry of Dale


Durin’s Folk Cards

Durin’s Folk  begin the game with one Hated Foes card and one Shieldwall Braced card. The balance of their hands are dealt at random from the Fate Deck. The remainder of their cards added to the Fate Deck are as follows:

Carpe Diem x 3
Goad x 1
A Strong Arm x 1
Aggressive Charge x 2
Hated Foes x 1 (Use the Bibamus Card)

Hated Foes: This card functions the same as the Bibamus card, but the effects will apply to both forces in the game if the dwarf player is playing against any orc faction. If they are playing against any other force, the card only affects the Durin’s Folk player.

No comments:

Post a Comment