Friday, January 4, 2019

Dux Arda: Lard of the Rings- The Free Peoples of Eriador Force Information

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


What was once the greatest kingdom in Middle Earth, Arnor, collapsed into squabbling petty kingdoms over the course of the Third Age. Due to infighting between the sons of the line of Isildur, Arnor was split into three kingdoms competing for supremacy, which left them vulnerable to a rising threat, Angmar. The Witch King of Angmar absorbed Rhudaur after the line of Isildur became extinct and launched an assault on Arthedain and Cardolan, the other two petty kingdoms of Arnor. While the Witch King was ultimately defeated and Angmar destroyed, this victory left the region so devastated that both petty kingdoms collapsed, leaving the remaining Dunedain as nomadic protectors of the free peoples living in Eriador. This region is dangerous and wild, the Remnants of Angmar threaten the North, Dunland threatens the South, and bandits and orcs raid with relative impunity. Left with little industry and dwindling populations, the Free Peoples of Eriador do not have standing armies or well-equipped forces. However, the Northern Dunedain and other free peoples are not without defenses and will defend their homes to their dying breath.


The Free Peoples player takes the place of a Captain of a force of Free Peoples leading a small force of warriors defending a region of Eriador. While there are no major threats like Mordor or Harad, orcs from the North and East, as well as raiding hillmen remain a significant threat to the depopulated and disparate elements of Eriador.

The troop types of the Free Peoples of Eriador are the same as troops presented for the Romano-British in the main rules with a few additional unit types, shown below:

RANGERS
The Rangers of the North are the most well trained and motivated soldiers of the Numenorean successor kingdoms. To reflect this, they are able to both function as Missiles, but with as many figures that are present in the Group, and melee infantry. This means that a Group of six models will use 6D6 to attack, rather than the 4D6 of regular Missiles. In melee combat, they will function as Elites. They count as Elites when consulting the Force Morale change table.


HOBBITS
The Hobbits of the Shire are a peace loving people, little experienced in the ways of war and with little desire to become involved with it. This does not mean that all Hobbits feel the same. Once in a while, Hobbits will feel a need for adventure and will venture away from their idyllic homes for a taste of the real world. Due to their small stature and lack of experience, they are often at a serious disadvantage when forced into battle. However, Hobbits are stout-hearted, even if diminutive and when forced to fight, they often surprise both their allies and enemies with their tenacity. To reflect this, Group of Hobbits will be six (6) figures and will fight as one level below Levy in combat in regards to troop quality, but die on a 4, 5, or 6 and only Shock on a 3. However, due to a sense of protectiveness most good people of Middle Earth feel over Hobbits, they count as Warriors for morale changes.


Force Rules

Trained Archers: Rangers are trained to fight in melee as well as with the bow. To reflect this, they may elect to stand and fight when contacted by the enemy. Missiles will fight as Levy in combat to represent their lack of formation and preparedness. If they are defeated in combat, they will disperse like standard Missiles troops. However, because these archers are not merely boys learning the way of war, when they are killed, routed, or dispersed, they count as Elites when consulting the Force Morale change table.

In addition, unlike Missiles in the main rules, Nobles may activate and command any Ranger troops.

Starting Forces

The starting forces for the Free Peoples of Eriador are as follows: One Captain (Status III Lord), two Lieutenants (One Status II Noble and One Status I Noble), and a Champion.

Credit to Fenrir on Lead Adventure

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

Credit to Fenrir on Lead Adventure

Reinforcements for the Free Peoples of Eriador are gained the same way as the Romano-British 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
Free Peoples of Eriador
1
Four Missile Troops
2
Six Warriors
3
Two Groups of Six Hobbits
4
Six Rangers
5
Four Warrior Shock Cavalry with a Status II noble



Free Peoples of Eriador Cards

The Free Peoples of Eriador use the same cards as the Romano-British.

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