Greetings, once again.
I thought I had finished all of the different factions, but Dezartfox pointed out that I had forgotten to do one for those who wish to play Hobbits. He put together the basic structure of this Faction sheet, and I just tweaked it a bit (with his kind permission) to fit in with all the rest. So, for those of you with hairy feet, enjoy!
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Faction: The Shire, 1.0
A peaceful and idyllic place, the Shire is known more for its produce, wine, and pipeweed than its martial prowess. Due to the unceasing vigilance of the Dunedain, the Hobbits remain blissfully unaware of the darkness that is descending over Middle-earth. However, it is not unheard of for Hobbits to take up arms in defense of their homelands, and according to Shire records, a group of Hobbits were even sent to assist at the Battle of Fornost. Never underestimate the small folk!
Starting Company Dunedain (must be your Lieutenant) 5 Hobbit Shirriffs 5 Hobbit Militia 4 Hobbit Archers
Equipment Spear (Dunedain & Rangers only)...........1 Inf. Armor (Heroes only).................................1 Inf. Pony (Hobbit Heroes only).......................1 Inf. Horse (Human Heroes only)....................2 Inf. Signal Horn (Hobbits only).......................4 Inf.
Promotions Hobbit Militia → Hobbit Shirriff
Reinforcements (D6) 1 -- No Reinforcements 2 -- Hobbit Militia 3 -- Hobbit Shirriff 4 -- Hobbit Archer 5 -- Choose one of the above 6 -- Ranger of Arnor
**A note about Shire Battle Companies** Given their small stature, the Hobbits rely on the old adage that there is safety in numbers. A Hobbit Battle Company may have up to 20 members.
The Dunedain is considered to have a base cost of 9 points before factoring in his Might, Will, and Fate.
Special Rules To Me, Shirefolk! -- The Hero has gained the respect of his peers and they readily follow his directions. The range of this Hero’s Stand Fast! is 12”.
Nimble -- Those who have made a study of Hobbits note that they are remarkably agile and are able to weave and dodge around larger, clumsier creatures. Anytime this Hero is wounded, he may roll a dice and on a result of 6+ the wound is ignored. The second time this rule is chosen, the saving throw is improved to a 5+. The player may elect to use Fate points on any wounds that are not saved in this manner.
_________________ Respectfully, Jonathan Do what is right, love mercy, and walk humbly Battle Companies
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