The
Men of Dunland, or the Dunlendings, are a race of middle men who have allied
themselves with Isengard against Rohan. Driven from their ancestral homes by
the Men of Rohan, the Dunlendings are bitter and willing to take any
opportunity to reclaim what is theirs, even if it means allying with the forces
of Sauron. Convinced by Saruman that they will be able to kill the “straw
heads” of Rohan and take their true homes back, they willfully sold themselves
into service of the Dark Lord.
The
Men of Dunland player takes the place
of a Warlord of Dunland leading a small force of warriors raiding and pillaging
the lands of Rohan, the owners of your ancestral home. While your forces are
not adequate to challenge the Rohirrim on your own, Saruman is also lending the
support of Isengard towards your shared goal, the destruction of Rohan and
Gondor.
The
troop types of the Men of Dunland are
the same as troops presented in the main rules and The Raiders supplement.
Starting Forces
The
starting forces for the Men of Dunland are
as follows: One Warlord (Status III Lord), two Lieutenants (One Status II Noble
and One Status I Noble), and a Champion.
Footsore Picts |
Beneath these Nobles you will have four Groups of six Raiders, one Group of four Missiles, one Group of four Skirmishers, and one Group of four Raider Cavalry.
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The
Dunlending Warlord may elect to fight on foot or mounted, but must choose at
the start of the game and his Champion must follow suit. He may also choose to
have one or two of his Nobles mounted, but the number of mounted Nobles,
including the Lord, may not exceed two at any point. A
mounted noble may only influence cavalry troops during the game. They
must remain mounted throughout the game and he may only influence cavalry
troops during the game.
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As the campaign progresses a Dunlending Warlord who gains success in battle will find that
additional followers will join his force. Normally this will be
just two additional men
turning up to join your force, but occasionally a significant
victory will allow the player to
take reinforcements from the Reinforcements Table as a
completely fresh Group of men
join you.
Where two men join a force, these will normally be added to one
of the six man Raider
Groups to bring them up to
eight men. If this occurs three times then these will be
grouped together to form a new six man Group, with the eight man Groups
being
reduced to their original size.
Reinforcements which arrive using the reinforcements table will
be 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 will never receive the Group he passes over.
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Order
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Men of Dunland
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1
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Warhounds
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2
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Four
Raider Cavalry
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3
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Six
Raiders with a Status II Noble
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4
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Six
Raiders with a Status II Noble
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5
|
Four
Noble Raider Cavalry
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Men of Dunland Cards
The
Men of Dunland begin the game with
one Bounding Move card and one Rage 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
Strong
Arm x 1
Aggressive
Charge x 2
This Land is Ours! x 2
This Land is Ours!- This card, when played on a Group or Formation of Dunlending Raiders,
Noble Raiders, Raider Cavalry, or Noble
Raider Cavalry attached to the Dunlending Lord within 18 inches of an enemy
Group or Formation, throws them into a mad rage. The remove up to two Shock per Group and immediately charge forward 3D6 inches. If they make
contact with an enemy, the will fight combat with an additional 2D6 dice per Group. If they do not make contact, all
Dunlending Formations are broken and
each Group takes 1D6 Shock.
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