(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.
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