Wargame Mechanics Index

Rules for Middle Earth

An early fantasy supplement where a dragon is a neutral hazard whose target is rolled each turn and the forest itself moves and burns.

A Tolkien fantasy add-on to the NEWA ancient rules, presented as an award-winning convention demonstration. It adds dragons, wizards, Ents, Orcs and heroes/anti-heroes with movement rates, melee values, missile immunities and morale effects. Many rules are d6 or 2d6 tables: the dragon's side each turn, its flame direction, effects of missile hits, Ent terror and setting trees alight.

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Mechanics 13 · 4 distinctive

Command & Control

3cmd

Rival contingents on the same side may fight each other when they come close.

How it works

When Orcs of the Red Eye and Orcs of the White Hand come within 4" of one another a die is thrown: on a 1 they fight each other (before any other melees are resolved); on 2-6 they follow their original orders.

when ORCS OF THE RED EYE & ORCS OF THE WHITE HAND approach within 4 inches of one another, 1 die is thrown to see how they react.
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3cmd
Indecisive dragonRandom allegiance

A die roll each turn decides which side the dragon attacks.

How it works

At the start of each turn roll one die: 1-2 the dragon attacks the Men of Gondor and allies, 3-4 it stands around undecided, 5-6 it attacks the forces of Sauron. Missile hits rolling 9-10 on 2d6 drive it to attack the other side next turn; a fireball hit stops it attacking the wizard's side for one turn.

Since dragons are rather indecisive beasts, one die is thrown at the beginning of each turn to decide which side the dragon will attack;
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1cmd
Morale auraLeader effects

Wizards and heroes raise the morale of nearby units.

How it works

Wizards add 2 to the morale throw of any unit within 6"; heroes and anti-heroes raise the morale of units within a 6" radius by one. Wizards attached to a unit are the last figure killed in melee.

Wizards add 2 points to the morale throw of any unit within 6".
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Forces & Unit Definition

2force
Heroes & AntiheroesNamed characters & heroes

Named individual leaders with superhuman fighting prowess.

How it works

Heroes (Gondor) and Anti-heroes (Sauron) command units, are worth 10 points (5 men) in melee, are the last man killed in any melee, need a throw of doubles to be killed by missile fire, and are invulnerable to morale throws.

In a melee they are worth 10 points (5 men). Hits against them are not cumulative
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1force
Orc classificationTroop type taxonomy

Fantasy races are mapped onto the parent rules' infantry classes.

How it works

Orcs with shield and hand weapons count as medium infantry; orcs without shields as light infantry. Other figures use medieval men-at-arms and knights under the base rules.

ORCS with shield and handweapons are MEDIUM Infantry. ORCS without shields are LIGHT Infantry.
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Special Systems

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Wizards are powerful fighters who can cast fire balls.

How it works

Wizards move 20" mounted or 12" on foot, are worth 20 points in melee with an impetus bonus of 2, cannot be killed by missile fire and are immune to morale. Those with magic powers cast a fire ball once every other turn at up to 24"; a dragon hit by one is driven away.

Wizards in possession of magic powers can cast a fire ball once every other turn.
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2special
Dragons and EntsMonsters & creatures

Dragons and Ents have bespoke movement, attack and vulnerability rules.

How it works

Dragons fly 24" or run 18", can land on a figure to crush it (saved on 5-6, the survivor then runs two moves), and are hurt by missiles: per hit roll 2d6, 11-12 kills, 9-10 turns it on the other side, 2-3 enrages it to breathe flame twice. Ents move 3" (6" charging); Sauron's figures coming within 6" of an Ent or Ent-controlled tree roll to survive (Orcs survive on 1-2, Men on 1-3); Ents are immune to death and morale in an Entwood.

For each hit by such a weapon, cast two dice; a roll of 11 or 12 will kill the dragon, a cast of 9 or 10 will drive the dragon to attack the other side on the next turn
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Damage & Attrition

3dmg
Non-cumulative killsSingle-attack damage threshold

Heroes and wizards die only to a single melee throw scoring enough kill points.

How it works

Hits on heroes are not cumulative; the enemy must score a 10-point kill in one melee throw to kill a hero, and 20 points in one round to kill a wizard. Points from separate rounds do not add up.

In a melee, the enemy must score 20 point kills in one round to kill a wizard, points are not cumulative.
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Resolution Engine

1engine
Die / two diceSix-sided dice core

Special rules are resolved on d6 and 2d6 tables.

How it works

Single-die tables govern dragon allegiance, flame direction, saves and Ent terror; 2d6 tables govern missile hits on dragons and setting trees alight.

TREES can be set on fire by a roll of 2 dice as follows:
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Battlefield & Environment

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Moving and burning treesDynamic terrain

Terrain pieces move under a creature's control and can be set ablaze and destroyed.

How it works

An Ent can make all trees within 12" move 2" per turn. Trees can be set on fire with 2d6: Orcs need 11-12, Men 9-12, heroes 8-12, wizards 7-12, dragons 2+; fire stops and destroys the tree. Entwoods give -3 to missile fire and routing Orcs entering one are destroyed.

An Ent can cause any and all trees within 12 inches to move 2 inches per turn.
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Ranged Combat

2fire
Flaming breath / fire ballIndirect & artillery fire

Area attacks use a template placed with a windage bar or a grid with burst circle.

How it works

The dragon's breath is a 9" x 2" triangular flame template; a 5" windage bar is placed on the target and one die rolled, 1-5 giving the flame's direction and 6 a misfire. A wizard's fire ball (once every other turn, 24" range) is located with a 6" grid and a 2.5" burst circle; all figures under it die except heroes and anti-heroes, saved on 5-6.

It is used by placing a 5" windage bar on the target and rolling one die. A cast of 1 to 5 will determine the direction of the flame, a cast of 6 results in a misfire.
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Morale & Cohesion

1morale
Pre-Melee MoraleMorale tests

Units attacked by the dragon take the base rules' pre-melee morale check.

How it works

Any unit attacked by the dragon checks as for Pre-Melee Morale under the parent rules; wizards, heroes and Ents in an Entwood are immune.

Any unit which is attacked by the dragon will check as in Pre-Melee Morale.
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Movement & Manoeuvre

1move
Regular and charge movesFixed movement allowance

Each creature type has fixed regular and charge distances.

How it works

Orcs move 12" regular and 15" charging; Ents 3" and 6"; wizards 20" mounted or 12" on foot; dragons fly 24" or run 18".

ORCS move 12 inches regular and 15 inches in a charge.
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