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The Last Alliance

 

Version 1.1 19/12/02

 

DUNEDAIN RANGERS IN BREE

By SKOWSA

Description
Ten years before Frodo, Sam, Merry and Pippin head to Bree the Dúnedain, Rangers of the North, are keeping watch over the town without Breelanders knowing about it. Their Captain, Aragorn, who has learned that a raiding party of Orcs is about to attack, has joined them.

The Orcs’ target is Barliman Butterbur, the innkeeper at the Prancing Pony. Saruman feels that Butterbur will become a problem for him in the future and decides to end the threat.

Participants
Aragorn and 5 Dúnedain Rangers are for the forces of good.
2 Orc Captains with sword/shield, 9 Orcs with sword/shield, 9 Orcs with 2-handed weapon and 6 Orcs with bow are attacking with the forces of Evil.

Layout
This scenario is set in the town of Bree. It is assumed that the town is empty of people apart from the listed participants – the drunks have already stumbled home and are in bed. The layout for the town of Bree should be as made by Mithaearon.

Starting Positions
Aragorn and the Dúnedain start the game spread around Bree. They may be no closer than 12” to the gates and no closer than 6” to each other at the start of the game. The Orcs start just outside the gates to the town after Harry, the gatekeeper, has opened the gates for them – he got paid 30 pieces of silver for that.

Objectives
The objective for the Evil side is for any one Orc to reach the ground floor door to the inn. That is where Butterbur is standing, wondering what all the noise is in Bree. The objective for the Good side is to prevent any Orcs from reaching the inn and killing Butterbur.

There can be no draw in this scenario.

 

Special Rules
Aragorn is armed with a sword and bow, but does not have an Elven cloak. The Dúnedain are also armed with a sword and bow. The Orcs are armed as mentioned above. No participant may be mounted.

Evil automatically gets priority in the first turn of this scenario. Roll for priority in all subsequent turns.

Use either Woodelves or Ithilien Rangers for Dúnedain Ranger models

     

 

Dúnedain Captain Points value: 55
  F S D A W C
Dúnedain Captain 5/3+ 4 5 2 2 5

Movement : 6 "

Options : Bow (free) & Horse (+10pts)

Might: 2
Will: 1
Fate: 1

 

Dúnedain Ranger Points value: 11
  F S D A W C
Dúnedain Ranger 5/3+ 3 4 1 1 5

Movement : 6 "

Options : Bow (free) & Horse (+5pts)

 

Few now remember them ... yet still some go wandering, sons of forgotten kings walking in loneliness, guarding from evil things folk that are heedless. - Tom Bombadil

When Aragorn (their Chieftain) is involved in a battle, Dúnedain Rangers do not need to check for any courage tests for losing 50% of forces if Aragorn passes the test – their faith in their leader keeps them strong. They still test for courage in all other circumstances as normal. Dúnedain are expert riders as described in the rulebook.

 

 

     

 

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