As the title says, here are my houseruled version of WoTR rules for all the new releases (plus a few extras GW should've given us), since we have not yet been blessed with any official rules for them. Feel free to comment on them, positive or negative, just remember to give reasonings behind them. So without further ado, here are the profiles:
Gondor & Arnor Faction:Knight of the White Tower Pts Value: 60
Move Race Type F S D A R C Mt
- Man Hero 6/- - - - 2 5 2
A Knight of the White Tower is a Command Company Upgrade available to formations of Minas Tirith Warriors, Minas Tirith Archers, Minas Tirith Knights, Citadel Guards and Guards of the Fountain CourtSpecial Rules:White Sword of Gondor: Each hit the Knight of White Tower inflicts in a Heroic Duel counts as two hits.
The Kingdom of Rohan Faction:King’s Huntsman Pts Value: 65
Move Race Type F S D A R C Mt
- Man Hero 5/4+ - - - 2 5 2
A King’s Huntsman is a Command Company Upgrade available to formations of Oathsworn Militia, Oathsworn Bowmen and Riders of Rohan Eoreds.
Special Rules:Hunter: At the start of the shoot phase, the King’s Huntsman may select one enemy formation with 12” of the Huntsman to receive D3 automatic hits. This special shooting attack may be used if the formation has made a full movement in the preceding movement phase, and it does not prevent the formation from making a shooting attack or charging.
The Elven Kingdoms Faction:High Elf Stormcaller Pts Value: 100
Move Race Type F S D A R C Mt
- Elf Hero 6/- - - - 1 6 1
A High Elf Stormcaller is a Command Company Upgrade available to formations of High Elf Regiments, High Elf Archer Regiments, High Elf Cohorts and High Elf Knight Regiments
Magical Powers:A High Elf Stormcaller has a Mastery Level of 1 and knows all the Spells of Command
High Elf Knight Regiment Pts Value: 60 per company
Rare Formation One to six companies
Move Race Type F S D A R C Mt
12” Elf Cavalry 6/3+ 3 6 4 2 5 -
- Elf Hero 7/3+ - - - 2 6 2
Wargear: Hand weapons, heavy armour, glaives and lances. They may take shields (increasing their defence to 6(7) ) or longbows for +5pts per company
Command: High Elf Commander 50pts
Banner Bearer 35pts
High Elf Hornblower 15pts
Special Rules: Pathfinders (Master), Terror, Expert Riders
The Forgotten Kingdoms Faction:Gandalf the Grey in Cart Pts Value: 250
Legendary FormationMove Race Type F S D A R C Mt
10”Spirit Monster 5/3+ 5 5 4 2 6 3
Wargear: Hand weapon and two-handed weapon
Magical Powers: Gandalf has a Mastery level of 3 and knows all the Spells of Command and Dismay
Special Rules: Pathfinders (Woodland), Terror, Very Hard to Kill!
Cart: Gandalf gains +4 attacks on the charge rather than +1
Fireworks: Gandalf may make a shooting attack with a range of 12”, a strength of 8 and has D3+2 attacks. In addition enemy formations receive no charge bonuses against Gandalf.
Mordor Faction:Guritz Epic Hero pts: 105
F S D A R C Mt
4/- - - - 2 4 3
Epic Actions:
Epic Cowardice, Epic Rage, Epic Barrage
Epic Barrage - Guritz may call an Epic Barrage in the Shooting Phase. If he does so his formation may reroll all failed To HIt rolls for shooting attacks until the end of the turn (note this does apply to Artillkery as well)
Special Rules:
If he is with 12" of Gothmog, Guritz's formation automatically passes all Courage Rolls and is Steadfast on a 4+
Great Beast of Gorgoroth Pts Value: 150
Rare FormationMove Race Type F S D A R C Mt
8”Great Beast Monster 4/- 7 7 3 2 2 -
- Orc Monster 3/5+ - - 10 1 2 -
Wargear: The Great Beast counts as armed with a hand weapon. The Orc Crew have hand weapons and bows.
Special Rules: Terror, Very Hard to Kill!
Trample: If the controller wishes, the Great Beast may elect to trample during the move phase. If it does so, its move value is increased to 20” until the end of the turn and it cannot charge. Move the Great Beast in a straight line, all enemy formations moved over suffer D3+1 Strength 7 hits per company that was moved over. If it lands on a formation, the formation must make a Fall Back move.
The Crew: The Crew may fire in the Shoot phase has made a full move and/or trampled. If the beast has not trampled, the Crew’s shooting attack does not prevent the Great Beast from charging.
The Misty Mountains Faction:Groblug, King of the Deep Pts Value: 75
Epic HeroMove Race Type F S D A R C Mt
- Goblin Hero 4/- - - - 2 4 3
Epic Actions: Epic Rage, Epic Rampage, Epic Strike, Epic Cowardice
Special Rules:
The Crown of Mithril: All goblin Type formations within 8” of Groblug gain +1 to the Defence value
Ashrak the Spiderkin Pts Value: 85
Epic HeroMove Race Type F S D A R C Mt
- Goblin Hero 3/- - - - 2 3 2
Epic Actions:, Epic Cowardice, Epic Ruination, Epic Defence
Magical Powers: He has a Mastery level of 1 and knows all the Spells of Ruin and Wilderness
Special Rules:
Death Touch: For every hit an enemy hero inflicts on Ashrak in a Heroic duel, roll a D6, on the roll of 4+, the enemy hero suffers one automatic hit. In addition, for every hit Ashrak inflicts on an enemy hero as a result of Heroic duel, roll a D6, on a 5+ the hero suffers one extra hit.
Poison Blood: If Ashrak is in a formation of Giant Spider Brood, or Spider Broodlings, the re-roll all failed to Hit rolls rather thna just 1s.
Warg Marauder Warband Pts Value: 40 per company
Rare Formation One to six companies
Move Race Type F S D A R C Mt
10” Goblin Cavalry 3/5+ 4 4(5) 2 3 2 -
10” Goblin Hero 4/5+ - - - 2 4 2
Wargear: Hand weapons, armour, shields and shortbows
Command: Marauder Chieftain 50pt
Special Rules: Prowlers, Expert Riders, Terror
On the Hunt: When making shooting attacks, Warg Marauder companies double their attacks.
Dweller in the Dark Pts Value: 85 Rare
FormationMove Race Type F S D A R C Mt
8” Spirit Monster 7/- 6 5 3 2 5 -
Wargear: Hand weapons
Special Rules: Terror, Very hard to Kill!, Spirit Walk
Murderous Power: For each hit the Dweller inflicts in close combat, roll a D6, on the roll of a 5+ one wound counter is removed from the Dweller.
The Watcher in the Water Pts Value: 350
Legendary FormationMove Race Type F S D A R C Mt
4” Kraken Monster 6/2+ 7 7 6 2 4 3
Special Rules: Terror, Extremely Hard to Kill! (see Balrog/Dragon/Giant), Ambusher
Tentacles: These count as a throwing weapon with a range of 6” and a Strength of 8, The Watcher receives no penalty to its movement for this.
Water Dweller: When in difficult terrain that is a water feature, the Watcher’s movement is doubled rather than halved. The Watcher may also move through impassable terrain that is a water feature counting its movement as 8”
The Fallen Realms Faction:Corsair Reavers Pts Value: 35 per company
Rare Formation One to three companies
Move Race Type F S D A R C Mt
6” Man Infantry 5/- 5 4 8 1 5 -
Wargear: Hand weapons and armour
Special Rules: Indomitable, Stalwart, Beserk
Angmar Faction:Golfimbul Pts Value: 60
Epic HeroMove Race Type F S D A R C Mt
- Orc Hero 4/- - - - 2 3 2
Epic Actions: Epic Rage, Epic Cowardice, Epic Sacrifice
Special Rules: Hobbitbane, Overlord
Duskwraith Pts Value: 75
Epic Hero You may include up to three Duskwraiths
Move Race Type F S D A R C Mt
- Spirit Hero 4/- - - - 1 6 1
Epic Actions:, Epic Cowardice, Epic Sacrifice, Epic Defence
Magical Powers: He has a Mastery level of 1 and knows all the Spells of Dismay
Special Rules:
Pawn of the Witch-king: The controlling place may remove the Duskwraith as a casualty to give D3 Might points to one Ringwraith from the Angmar faction within 12” (this may take the Ringwraith’s Might above its starting value
Spirit Servant: A Duskwraith may join formations of Ghostly Legion, Ghostly Riders, Court of Fallen Kings and Werewolf Packs as if they did not have the We Stand Alone rule.
Thank you all for reading