Monday, January 7, 2019

Dux Arda: Lard of the Rings- The Men of Dunland Force Information

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




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.

Footsore Picts


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.

Footsore Picts


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.


Footsore Picts


Order
Men of Dunland
1
Warhounds
2
Four Raider Cavalry
3
Six Raiders with a Status II Noble
4
Six Raiders with a Status II Noble
5
Four Noble Raider Cavalry


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.


Footsore Picts


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