Middle Earth

Games - Miniatures Rules
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File Type: zip

File Size: 2 MB

Pages in main/rules file: 40

Game System:

Players: 2

Designer(s): Martin Brierley



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The following rules are inspired and based upon the great works of J.R.R. Tolkien’s Middle Earth, they are designed to recreate and capture the essence of these lands and the legends that have been written about them. In doing so it is hoped that you will once again pick up these wonderful volumes and enjoy reading them anew.

The rules that follow are the core rules which will allow basic battles to be fought in any of the three ages of Middle Earth. Designed around individual skirmish rules, they are fast, furious and very addictive. The ability to use close order formations on the battlefield by grouping the individual figures together, gives a realistic feel to the rules. With a figure’s individual ability value marked upon its base, there is no need for charts and factors to be memorised, just add up these values with other figures in combat and roll the dice!

The heroes of Middle Earth are present as ever, and they have a number of special hero points to expend in doing heroic deeds that normal creatures dare not or cannot do. With archaic magic the wizards and wise influence the actions and feelings of mortal men.

The mechanics of the rules are simple all figures will have an ability value. The ability value is marked on the figures base because it indicates the figures skills with a weapon, its defence value and the chance required for other various checks. To carryout a check against a figures ability value a pair of percentage dice are required; the ability score or lower is required for a successful check, it’s that simple!

With the aid of additional hero points heroic deeds can be performed by figures that have one or more hero points to expend, these deeds can take the form of extraordinary feats of manoeuvre, combat or missile fire. The points should be spent wisely and will aid a figure in becoming a powerful and revered opponent.

The knowledge of archaic magic is only possessed by a few individuals; these are very powerful adversaries, so use them wisely. Spells alter nature and affect the minds of lesser mortals, inspiring them to great deeds or turning their thoughts to despair and flight, but take care, spell points are not infinite.

Twelve or more figures can be organised into a company formation, the formations leader and standard bearer form the backbone of the morale structure for the formation, so keep them safe. Without them the company may panic and flee from the battle when you least want it to.

These Middle Earth rules have taken ten years to perfect; the rules will allow you to do anything that happened in the great works, from the Impact charge of the Rohan cavalry at Pelennor Fields to the death defying combat with the Balrog in Moria.

The only way to truly experience these rules is to play them!

 

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Miguel Estefania 6 8 7
 
 

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