Location via proxy:   [ UP ]  
[Report a bug]   [Manage cookies]                

Iuhj

Download as docx, pdf, or txt
Download as docx, pdf, or txt
You are on page 1of 4
At a glance
Powered by AI
The document describes different warriors that make up the Ruffians, including their profiles, equipment and special rules.

The warriors described include Ruffians, Ruffian Ringleaders, Harry Goatleaf the Gatekeeper of Bree, Ruffian Pack Masters, Hunting Dogs and Goblin Slaves.

Sharkey has magical powers like Immobilise and causes Terror. Worm has the ability Words of Poison which affects enemies when they spend Might.

THE RUFFIANS

HEROES OF THE RUFFIANS


SHARKEY (Man, Wizard) (Custom Profile) Points Value: 40

Move F S D A W C Might Will Fate

6” 4/4+ 4 4 1 2 4 1 4 1

Equipment:
Crude Staff (two-handed weapon).

Magical Powers Range Dice Score


Drain Courage - 2+
Immobilise 12” 2+

Frail and Powerless. Sharkey causes Terror until he suffers a Wound or expends a
point of Fate.

Commanding Words, Bitter Feud. In the combat phase select one model each turn that is within 12” and in Line of
Sight of Sharkey. This model counts as being in range of a banner for the remainder of the turn. If possible, the
model selected must be fighting against Frodo, Sam, Merry, Pippin or Gandalf.

WORM (Man) (Custom Profile) Points Value: 15

Move F S D A W C Might Will Fate

6” 2/4+ 3 3 1 1 2 0 0 0

Equipment:
Dagger (unarmed).

Words of Poison. Each turn after Worm has moved, select an enemy model within 6” and in Line of Sight of Worm (it
may move out of range and the effects still take place). If the target model wishes to spend a point of Might they
must spend two points instead of one, if there is not sufficient Might available the action is cancelled.

Broken Loyalties. If Sharkey (or the army leader if Sharkey is not present) is slain, Worm must pass a Courage test
each turn before Priority is rolled or be controlled by the good player for the remainder of the turn. Worm can never
be an army’s leader.

BILL FERNY JR (Man) (Custom Profile) Points Value: 25

Move F S D A W C Might Will Fate

6” 3/4+ 3 3 1 1 2 0 0 2

Equipment:
Club

Misinformation. Before the game begins but after deployment, the player controlling Bill Ferny may select an enemy
warband and move it its full Move. The warband must remain within 6” of each other (or in base contact) as usual
for Deployment.
HEROES OF THE RUFFIANS
RUFFIAN RINGLEADER (Man) (Custom Profile) Points Value: 23

Move F S D A W C Might Will Fate

6” 4/4+ 4 4 1 1 3 1 1 1

Equipment:
Hand weapon.

Horse……………………….…………………… 7 points
Bow……….……………………………………... 3 points
Whip.……………………………………………. 3 points
Two-handed Weapon………….. free exchange

Scum. A Ruffian Ringleader may only lead warbands of up to 8 models.

HARRY GOATLEAF, GATEKEEPER OF BREE (Man) (Custom Profile) Points Value: 20

Move F S D A W C Might Will Fate

6” 2/4+ 3 3 1 2 3 1 1 0

Equipment:
Sword and Lantern.

Strange Folk Abroad. If an army includes Harry Goatleaf he may take a warband of
warriors from any allied faction. These do not all have to be from the same army list.

Lantern. The lantern negates the effects of all Elven Cloaks within 12”, including those
used by allies. This also affects models who benefit from the same effects as an Elven
Cloak. Additionally, any allied model attempting to shoot at an enemy within 12” of Harry Goatleaf never has to roll
an In The Way test for terrain. They must still roll for models such as those that are mounted or in a fight with an
ally.

RUFFIAN PACK MASTER (Man) (Custom Profile) Points Value: 20

Move F S D A W C Might Will Fate

6” 4/4+ 4 4 1 1 4 1 1 1

Equipment:
Whip (throwing weapon with Strength 2 and range 2”)

Huge Bellow. The Ruffian Pack Master’s Stand Fast! only


affects dogs but all dogs on the battlefield always count as
being in range of it. Additionally, a Pack Master’s warband may
only include Hunting Dogs and Guard Dogs.

If your army includes a Wildman Pack Master, you can upgrade any number
of Hunting Dogs to Guard Dogs at a cost of +1 points per model. Guard Dogs have Defence 4 rather than 3.
WARRIORS OF THE RUFFIANS
RUFFIAN (Man) Points Value: 4

Move F S D A W C

6” 3/4+ 3 3 1 1 2

Unarmed.

Bow……….………………………………………. 1 point
Whip.…………………………………………….. 1 point
Hand Weapon….……………………………. 1 point
Two-handed Weapon………………………… free

Whip. A whip counts as a throwing weapon with a range of 2” and Strength 1/2.

GOBLIN SLAVE (Goblin) (Custom Profile) Points Value: 3

Move F S D A W C

5” 1/5+ 3 3 1 1 1

Two-handed weapon……… free exchange

Cave Dwellers.

Slaves. At most an army may only be comprised of 33% Goblin Slaves.

HUNTING DOG (Dog) (Custom Profile) Points Value: 6

Move F S D A W C
8” 3/5+ 3 3 1 1 3

You might also like