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An Unofficial Expansion for the Lord of the Rings Strategy Battle Game Created by lorderkenbrand (www.one-ring.co.

uk)

Foreword
The Lord of the Rings Strategy Battle Game is enables players to re-tell their favourite moments from the Epic trilogy in miniature form, whether it is upon the walls of Helms Deep or upon the plains of the Pelennor. The sourcebooks provide a number of scenarios that when linked create short mini-campaigns. However it is missing a simple campaign system that gives players the control of multiple armies based on their miniatures collection. To fill the void I present this Campaign System. The rules are in plain form so are perfect for beginners and experienced players alike. Whether you want to keep faithful to Tolkiens lore or instead focus on what if scenarios this system can be used in whatever way you prefer. The Battle for Middle Earth is about to begin!

Design Notes
The rules are inspired by the Mighty Empire rules system and also the Middle Earth in Flames publication. My aim was to create a simple campaign system to be fought over by two or more opponents, directing multiple armies around a map of Middle Earth. As a result this set of rules will add greater meaning to your LOTR SBG experience; every battle won or lost has meaning, even perhaps the fate of an inspired warrior could tip the balance between good and evil! The rules place value in claiming areas of strategic value around the map and fighting for various lands to secure resources for their side whilst weakening the enemy. Players can reinforce their preferred strongholds and push for dominance on key areas of the map pitting multiple forces against one another. Included are special rules and random events to keep players on their toes and battlefield modifiers. Most importantly players can tailor the campaign towards their miniature collections and write a new history for Middle Earth.

Contents
Campaign Rules Campaign Layout Campaign Story Campaign Objectives Strategic Points Armies Stationed Garrison Campaign Turn Initiative Roll Turn Actions Event Phase Gather Resources Move Armies Scouting Roll Forced March Capturing a Strategic Point Splitting Armies Distribute Resources Reinforcing Armies Creating New Armies Building Outposts Destroying Strategic Points / Outposts Resolving Battles Selecting Forces Reinforcements Battlefield Setup Battlefield Objectives Determining Losses Battle Aftermath Defeated Armies Death of Named Heroes Special Rules Faction Bonuses Wild Creatures Turn Sheet Map

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This document is completely unofficial and in no way endorsed by Games Workshop Limited. Lord of the Rings Warhammer, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, locations, illustrations and images from the Lord of the Rings world are either , TM and/or Copyright Games Workshop Ltd 2000-2011, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.

Campaign Rules
Campaign Layout
Your campaign system can be focused around a small region of Harad, the realm of Gondor or even the whole of Middle Earth itself! Players may choose what they will be fighting over based on their miniature collections, terrain available and time constraints. A hexbased map built using the Mighty Empire tiles is the ideal choice for this system and I highly recommend them. There is also a map featured in White Dwarf 336 should players prefer. A campaign map is also provided at the end of this booklet. Failing this there is always the good old fashioned pen and paper route. Armies should be represented as well; painted markers, pennants/banners, single Strategy Battle Game miniatures or using collections of 10mm miniatures its up to you.

Campaign Objectives
The campaign objective should be decided next and can be chosen by the participants from the list below. Choose one that best reflects the struggle both forces would likely fight over. Alternatively create your own. Make sure all players understand the endgame before beginning the campaign. After 20 Campaign Turns the side who controls the most Strategic Points is the winner. The campaign continues until one side holds _______ of the Strategic Points at which point they are victorious. The campaign lasts until one player manages to accumulate ____________ Resource Points at which point players gather all their strength and fight one last battle. The force with fewer points may set up within a Strategic Point and so a Siege Battle will ensue. Victory goes to the side that kills or routs all the opposing force. After 20 Campaign Turns the player whose faction controls the most Resource Points (including value of Army and Strategic Points) is victorious. Note for this purpose Strategic Points count as 200 resource points each. The campaign continues until one side is destroyed!

Campaign Story
The campaign story is important and should be given some thought. The suggested period is the War of the Ring at the end of Third Age given the hive of documented activity however you can choose any setting during any period of Middle Earths long history. All events have consequences and are linked in some way so players can pick and choose what and when and where they would like to fight over. Perhaps the involvement of the Rohirrim in the Battle of the Pelennor Fields would have been different if their own conflicts had turned ill.

Strategic Points
Strategic Points are places of great importance on the campaign map. They may be an outpost on the border of Harad or perhaps a great city of Gondor. Such places generate wealth through trade, bounties and other means (see Gathering Resources) and provide commanders with the means to recruit new soldiers (see Distributing Resources). Strategic Points begin as permanent features. There should be approximately one Strategic Point for every eight hexes, depending on the region and surrounding area within which the campaign is set. The key to success is in increasing the resources at your disposal by winning battles, conquering territory and holding on to these Strategic Points. Each player begins with 2 Strategic Points (can be more if both players agree).

Players must make it known if any of their armies are all mounted this is for movement purposes (see Forced March). Players should make note of each of their Armies and the total points within each, including names heroes. Every time an Army is engaged, players may select a force from the Armys points total.

Stationed Garrison
Each of the main Strategic Points in Middle Earth will have a small occupying force permanently based there to defend the local population, although their numbers will fluctuate from time to time as reserves are bolstered in times of prosperity and fall in times of strife. If a battle takes place at a Strategic Point consult the following table to determine the size of the Stationed Garrison. D6 1 2 3 4 5 6 Stationed Garrison 100 points 120 points 140 points 160 points 180 points 200 points

Armies
Each faction begins the game with two Armies, each made up of 600 points. Armies begin on or next to their Strategic Point tiles. Armies can be created and/or reinforced at Strategic Points (see Distributing Resources). A single army can split or two or more can merge to create a larger force during the Move Armies phase. An Army must be made up of at least 200 points to be an effective fighting force - there is no limit to how large an army may be. If an army is reduced to below 200 points it cannot engage enemy forces and if attacked will always retreat one tile. If an army is reduced to below 100 points it is destroyed.

The Stationed Garrison may be used in addition to an Army present on the tile. If there is no Army present then the defending player can only use the Stationed Garrison. Stationed Garrisons may not be used as reinforcements for battles adjacent to a Strategic Point tile; they are permanently stationed at their garrison. Ignore casualties suffered by Stationed Garrisons, they are assumed to be replaced. Note named heroes cannot be chosen from Stationed Garrisons. 5

Campaign Turn
Initiative Roll
At the start of every Campaign Turn each player rolls a dice. Compare results to determine the order in which players will take their Turn Actions (much like a Priority Roll). The player that rolls highest goes first. Any ties are re-rolled. All players take their Turn Actions before Resolving Battles. Once every player has taken their actions and any table-top battles have been fought, a new Campaign Turn begins with another Initiative Roll.

Event Phase

Turn Actions
Once Initiative has been determined, players get to take their Turn Actions in the following order: i) ii) iii) iv) Event Phase Gather Resources Move Armies Distribute Resources

All players must roll a dice on the Event Chart below starting with the player who rolled highest in the Initiative Roll. Apply the effects immediately. These events take effect immediately and last until the end of the Campaign Turn.

D6 1

Event Heavy Storm

Effect Driving rain and gale-force winds hinder all in their travels across this land. Pick a tile with an enemy army located there. They may not Move Armies or Attack during this Campaign Turn. Any armies moving into the tile will be unable to move further that turn. Flash flooding has devastated the area destroying crops and buildings. Choose an enemy Strategic Point. They may not Gather or Distribute Resources at this location during the Campaign Turn. Scouts are hired to assist friendly forces through difficult terrain. All friendly armies receive +1 to their Scouting and Forced March rolls during this Campaign Turn. Enemy forces begin to suffer as supplies run short. D6 x 20 resource points are deducted from an enemy army of your choice. Note: this effect can apply to an enemy army located anywhere on the map. Friendly forces have carried out successful raids against enemy settlements. D12 x 20 resource points are added to your treasury. War takes its toll on the enemy, blighting the land leading to famine and unrest amongst the population. As a consequence all enemy resources generated from Strategic Points this Campaign Turn are halved. 6

Local Flooding

Pathfinder

Subsistence Shortfall

Raids

Financial Turmoil

Gather Resources Certain tiles on the map are identified as being Strategic Points. When your faction controls one of these points it has the potential to generate resources that you can later spend to create or reinforce armies. Roll a dice for each Strategic Point you control and add D3 x 100 resource points to your treasury. If one or more enemy armies are located on a tile adjacent to your Strategic Point, resources collected from there are halved. Note the effects of the Event Phase can affect the total resources collected. Scouting Roll To represent the problems of moving armies over difficult terrain, an army needs to pass a Scouting roll before it can move into an adjacent tile. To do this, first check what type of terrain you want your army to cross. Consult the type of terrain on the Scouting chart and roll a dice. If the roll is passed the army has found safe passage and may move into the new tile. If the roll is failed the army can move no further this turn. If a tile has a river running through it and there is no visible crossing, a roll of 5+ is required in order to proceed. Move Armies Moving an army involves two things first a Scouting roll, then a Forced March roll. If an army fails either of these rolls, it stays where it is and can move no further that Campaign Turn. There are a few other things that can restrict an armys movement: If an army moves into a tile occupied by a friendly army, they may continue their move as normal. Alternatively if the controlling player wishes it can merge the two armies (even after moving four spaces). Neither army will then be able to move any further that turn. If an army moves into a tile adjacent to one occupied by an enemy army, it can continue its move away. If it remains, it becomes engaged. When engaged the opposing army will not be able to move for the remainder of the turn. When two opposing armies are located in neighbouring tiles, no armies from any faction can pass through however they may finish their movement on an adjacent tile. They may then be used as reinforcements if a battle ensues. 7 Failing the roll, the army can proceed to cross in the next turn without the need for a Scouting Roll. Treat the river as Flatland (it is assumed they build/scavenge rafts). If there is a crossing point on a river tile clearly shown then always treat it as Flatland for the purposes of crossing.

Scouting Chart
Terrain Type D6 Roll

Flatland Forest/Marsh Mountain

Automatic 3+ 4+

Forced March To represent the exhausting effects manoeuvring an army can have, you will need to make a Forced March roll for each space moved. The Forced March chart tells you the number you need in order to successfully move into the next hex. As indicated on the chart, you must make a roll for each successive space you wish to move to. If a Forced March roll is failed the army remains where it is and can advance no further that Campaign Turn. An army cannot move more than four spaces in a single Campaign Turn. If the army is made up of all mounted (100%) units then add +1 to all Forced March rolls.

If a players army moves into a space next to a Strategic Point that already contains an enemy army a battle may be fought (see Resolving Battles) and control goes to the victor.

Splitting Armies At the start of the Move Armies phase, a larger force may be split into two groups. Unlike with merging armies, splitting armies does not halt movement that turn. A player may choose to split his armies into no more than two separate forces providing each army totals at least 200 points and contains within it at least one Hero.

Distribute Resources Once a player has moved his armies, he may distribute resources from his Treasury. The points may be used to reinforce or create new armies or simply be kept safe for a subsequent Campaign Turn. They may also be used to build Outposts. Note: A Strategic Point engaged by an enemy Army cannot distribute any resources on creating or reinforcing an army during the Campaign Turn.

Forced March Chart


Army Movement D6 Roll

First space Second space Third space Fourth space

Automatic 2+ 3+

Reinforcing Armies 4+ An army can be reinforced anywhere on the map providing it is not engaged by an enemy force. Multiple armies can be reinforced in the same turn. You may distribute up to 200 points from your Treasury to reinforce an Army. Note a player must advise whether the army is 100% mounted otherwise it will be treated as normal.

Capturing a Strategic Point In order to capture a Strategic Point, an Army has to move into the hex and end the current turns movement there. The player then places one of his Territory Markers to show that he retains control of the hex even if his army moves away in a later turn.

Creating New Armies An army can be created only while it is at a Strategic Point and providing it is not engaged by an enemy force. Multiple armies can be created in the same turn. You may distribute up to 600 points from your Treasury to create a new army. Note a player must advise whether the army is 100% mounted otherwise it will be treated as normal.

Building an Outpost

Watchtower:150 points

Watchtowers are tall structures, designed for small groups of warriors to keep watch over the surrounding lands. On a clear day a sentry will be able to see for miles around, always giving the defending force the initiative. Battlefield Effects The defenders have seen the approaching army and prepared themselves. Once both sides have deployed but before the first turn, the defending player may fire one volley. The volley has a total number of shots equal to the number of bowmen in the defending army. Follow the normal rules for Volley Fire, with the exception that the bowmen do not need to be in base contact with one another.

Building Outposts A player may elect to build an Outpost using resources from his Treasury. The tile must have a friendly army present there and there must not be an enemy army in an adjacent space. An Outpost cannot be built on a Marsh hex nor a Strategic Point. Outposts are not strategic points but do have special Battlefield Effects (see below). These effects always apply whenever there is a battle within that hex. Place a marker on the Campaign Map to signify its location.

Fort: 400 points

Destroying Strategic Points / Outposts If the army defending a Strategic Point or Outpost is defeated, it falls into the hands of the enemy. They may then benefit from the effects of the Outpost in future Campaign Turns. Alternatively they may choose to destroy the settlement during the Distribute Resources phase. Once destroyed a Strategic Point cannot be rebuilt, the tile reverts to being a plain hex with no effects. Outposts can be rebuilt. 9

Forces wanting to hold a region of importance construct small fortresses. If held up in a fort they will benefit from the high walls and battlements protecting defenders from enemy missile fire and assaults. In addition they will have prepared for the oncoming siege. Battlefield Effects The defenders have seen the approaching army and prepared themselves within the fort. Once both sides have deployed but before the first turn, the defending player may fire D3 volleys. Each volley has a total number of shots equal to the number of bowmen in the defending army. Follow the normal rules for Volley Fire, with the exception that the bowmen do not need to be in base contact with one another. A Fort will always have a Stationed Garrison of 100 points.

Resolving Battles
If an army becomes engaged (that is two opposing forces find themselves in adjacent tiles), a battle may take place. The player with Initiative can choose to attack an opposing force in an adjacent tile to theirs (even if they have moved four spaces), in which case they become the attacking player. If no attack comes, then the opposing army may choose to attack during their turn. Should one force attack, the other can always choose to retreat in which case it moves one space away from the attacking army. It may not retreat a second time that Campaign Turn however should another force declare an attack. If multiple armies declare attacks resolve them separately. Should players choose to resolve battles, they are all to be fought in the defending armys tile and control of the tile goes to the victor. Table-top battles are fought following the rules below. Once all the battles have been fought, a new Campaign Turn begins.

Reinforcements If an allied army is located next to the hex where the battle is to take place and there is no river crossing between them they may arrive as reinforcements D3 + 3 turns into the game. If a river divides the two allied forces they will arrive D6 + 6 turns into the game. Reinforcements move onto the board as one unit from a direction that corresponds to the movements on the campaign map. Once the battle is over, the reinforcements are assumed to merge with the initial force into one army (see Merging Armies)

Battlefield Setup The Battlefield Setup should be loosely based upon the area represented on the Campaign Map where the two sides meet. The type and amount of terrain is up to players to agree on. Take it in turn to place terrain pieces around the map.

Battlefield Objectives The attacking player may roll on the Battlefield Objectives chart. This is the objective to be fought over in the ensuing battle.

Selecting Forces Both forces are chosen to their respective points totals. Names Heroes once chosen must remain with the army unless it splits (see Splitting Armies) or the Hero dies. If there are multiple Named Heroes the same applies. The rest of the forces can then be chosen. If a force falls below the number of points required to field the Named Hero, it is assumed they are no longer part of the army.

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Battlefield Objectives
Objective D6 Details The game lasts until one side is reduced to 50% casualties in which case the player with Priority rolls a D6. On a 1-2 the game ends otherwise the game continues. If a 1-2 is rolled, the side with the most models within 6 of the defending players board edge wins. Note for siege games all the land on or behind the walls is included instead of the 6. Place 3 objectives around the map (For siege games they must be on or behind the walls). To secure an objective, one side must have more models within 3 of it. The Game lasts until one side is reduced to 50% casualties in which case the player with Priority rolls a D6. On a 1-2 the game ends. The side with the most objectives secured wins. The attacking force is held together by the strength of their leaders and is hopeless without them. The game continues until all of the Heroes on the attacking side are slain or routed. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The defending force has prospered under the leadership of its experienced commanders. The game continues until all of the Heroes on the defending side are slain or routed. As normal both sides take courage tests once casualties amount to 50% or more of their starting force. The game lasts until one side is reduced to below 75% casualties in which case the remnants flee for their lives (treat as routed). If both armies fall below 75% in the same turn treat both forces as defeated however the defending army remains within the tile. Both forces value the surrounding land dearly and will sacrifice many lives in order to hold it. The game lasts until one side is completely destroyed or routed.

Drive them out!

Secure the Objectives

Leaderless Attackers

Leaderless Defenders

War of Attrition

No Quarter

Determining Losses Any models that are killed during a battle are removed permanently. However put aside any routed models and roll a D6 after the game. Note: you may select which of the routed returns (including heroes). Total all of your models who survived and any of the routed that returned.

D6 1

2-3

4-5

Fate of the routed All that routed during the battle remain permanently lost, no recoveries are made. 1 in 3 routed return to the army. The remainder are permanently lost. Round fractions up. 2 in 3 routed return to the army. The remainder are permanently lost. Round fractions up. All of the routed return to the army.

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Battle Aftermath The victorious army remains in the contested space. In addition they are assumed to scavenge weapons, armour and other battlefield trophies. Add D6 x 50 points to the victors Treasury. The defeated army takes a D6 x 10 points deduction from the remaining points total to represent those too injured and weak to go on, those that have fallen, claimed by their battle wounds and those too slow to keep up.

At any point in a Campaign Turn you may distribute 50 resource points from your Treasury to seek out the hero. Roll a D6. On a 4+ the search is a success, the Named Hero is taken to a nearby Strategic Point. You may choose to add the Named Hero to an existing army located at a Strategic Point or create a new army entirely by deducting the appropriate resources from your Treasury. All players should be made aware of these events.

Special Rules
Defeated Armies If an Army loses a battle, it immediately retreats 2 spaces towards its closest Strategic Point, ending its movement if it reaches it. They may not enter the hex if it is engaged, instead ending their movement next to the Strategic Point. They may not do anything further that turn, as the soldiers are too busy treating the injured. Defending Armies fighting in a Mountain hex cannot retreat and are destroyed if they lose a battle. This also applies to armies which are trapped on all sides on the campaign map. Defeated Armies must deduct 1 from all their Forced March rolls in the next Campaign Turn. In addition they may not engage opposing forces but can participate in any battles if attacked. Additionally they may be involved as reinforcements as normal if they are adjacent to an army or Strategic Point that is attacked. These optional rules are examples of what you can include in your campaign. Why not create your own too!

Faction Bonuses You may want to give each faction some kind of bonus to represent the character and background of the armies in play. As players may choose to use multiple factions, the special rules can be used in any arrangement. Here are a few suggestions: Dwarven Armies may add +1 to the Gathering Resource roll for one of their Strategic Points. The Armies of the Forgotten Kingdoms may re-roll their Initiative Roll. Elven Armies add +1 to all their Scouting Rolls. Gondor may re-roll on the Event Chart. Isengard receives an additional 100 resource points each turn.

Death of Named Heroes If Named Heroes are killed in battle they are removed from the army as normal. They are not permanently lost however! You may choose to send a search party after them. 12

Mordor receives D6 x 100 resource points to their treasury for one of their Strategic Points. The Rohirrim add +1 to all their Forced March rolls (this is accumulative with the all mounted rule).

Wild Creatures You may wish to add the Wild Creatures special rule to your campaign, it works as follows. Middle Earth has become a dangerous place in recent years. Reports of savage attacks are common place now, tales of whole warbands disappearing in the dead of night. Wild animals driven by hunger or something more sinister have emboldened these creatures to become more cunning than ever, preying nearer now to the outlying settlements. There are even stories of beasts hunting during the course of battle, prowling the edges of the battlefield for their next meal. If an army has declared they are attacking an opposing force, a special event may occur, roll on the chart opposite.

D6 Roll 1-4

Special Event The creatures of this region have all but fled from the land. No effect. Whether it is hunger or something more sinister, the animals of this wood are drawn to the sound of battle. Select up to 150 points of Spiders, Wargs and/or Bat Swarms. They will arrive D6 turns into the battle from multiple directions. Take it in turns to place newly arrived creatures along any of the board edges no closer than 6 to any other models. The din of battle has awoken a group of Hill Trolls (use 3 Cave Trolls). They will arrive D6 turns into the battle from one board edge (chosen by the player with Priority) no closer than 6 to any other models.

If the game is played as a Siege, then any Wild Creatures must set up outside the walls. During the battle the Wild Creatures are controlled by the player with Priority. Wild Creatures do not pick sides so will charge a model if they are in range. If there is no one in range they will always move towards the nearest model at full movement. Should there be multiple targets in range, then the player with Priority may decide which models they will engage. Wild Creatures wont back away if they lose a fight. Treat them as trapped when rolling to Wound. All Wild Creatures have the Survival Instinct special rule The Wild Creatures are not considered to be part of a force; they are part of the wild! Therefore they never count as Broken. If the Wild Creatures are all destroyed the battle continues as normal. If the game objectives are achieved, the game ends immediately. The Wild Creatures run off into the wilderness.

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Turn Sheet
Starting Treasury: GOOD __________________ Initiative Roll: GOOD / EVIL Effects: GOOD ___________________________ Gather Resources: Strategic Point / Outpost EVIL ________________ Event Phase: GOOD / EVIL EVIL _______________________________

Good / Evil

D3 roll

Resources Notes

Treasury Balance: GOOD ___________________ Armies: Army name/ marker

EVIL_________________

Good / Evil

Total

Notes

Move Armies: ______________________________________________________________________ __________________________________________________________________________________ Distribute Resources: _______________________________________________________________ __________________________________________________________________________________ Treasury Remaining: GOOD ___________________ Resolve Battles Objective EVIL __________________

Forces

Victor

Remaining Forces

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Campaign Map
This is an example campaign map covering the lands around Anorien and Lebennin. If you want to play a smaller campaign you could use a portion of the map. This could serve as a reference if you are building a map from the Mighty Empire tiles. Alternatively you could play over a much smaller area but increase the number of hexes within it.

Flatlands

Forest / Marshlands

Mountain

River Crossing

Strategic Point

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