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Author Topic: Realms of Middle-earth DC Lists  (Read 1093 times)
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DáinIronfoot
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« on: September 12, 2008, 11:40:59 AM »
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To make things easier on all of us participating in Realms of Middle-earth, within this thread I will post DCs as created by the participants for their characters. Each character will first be listed with ALL gametext and stats afforded by their companion card and all cards they bear (and displaying the combined cost of all those cards), as well as support area cards that boost their abilities. Then, below that, will be the character followed by all artifacts, possessions, events, conditions, followers, etc. that companion's owner has created for them.

I'll also be doing these in order of culture and name rather than order of appearance, as before. Little easier to track that way, I hope.

So, that means we start with Dwarven, then Elven, then Gandalf, etc.

So here we go....
« Last Edit: September 12, 2008, 01:27:02 PM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".


DáinIronfoot
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Never tickle a Dwarf!

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« Reply #1 on: September 12, 2008, 11:52:53 AM »
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Rorin - Dáin Ironfoot

CHARACTER WITH STATS AND ABILITIES:

7Rorin, Dwarven Defender Dwarven
w/ Rorin's Battle Axe, Final Work of Balir, Rorin's Armor, Hauberk of Steel Mail, and Throwing Axe; spotting Unlikely Friendship
Companion • Dwarf
Strength: 9
Vitality: 4
Resistance: 8
Damage +2. Hunter 3.
While Rorin is unwounded, he may not be overwhelmed unless his strength is tripled.
Each minion skirmishing Rorin loses all damage bonuses (except from possessions or artifacts).
Each time you play a Dwarven card during a skirmish involving Rorin, you may exert a minion in that skirmish.
Each time Rorin wins a skirmish, you may make a Gandalf Man strength +2 until the regroup phase.
Archery: Discard Throwing Axe to make the Shadow player exert a minion.
Skirmish: Discard Throwing Axe to exert a minion skirmishing Rorin.
Skirmish: Exert Rorin to take a Dwarven event into hand from your discard pile.
"‘I would rather fight my battle now, to whatever end, then sit here and wait for it to come to me.'"

DCs:

3Rorin, Dwarven Defender Dwarven
Companion • Dwarf
Strength: 6
Vitality: 3
Resistance: 6
Damage +1. Hunter 2.
While Rorin is unwounded, he may not be overwhelmed unless his strength is tripled.
Skirmish: Exert Rorin to take a Dwarven event into hand from your discard pile.
"‘I would rather fight my battle now, to whatever end, then sit here and wait for it to come to me.'"

2Rorin's Battle Axe, Final Work of Balir Dwarven
Possession • Hand Weapon
Strength +2
Bearer must be a Dwarf. Bearer is damage +1.
If bearer is Rorin, each time you play a Dwarven card during a skirmish involving him, you may exert a minion in that skirmish.
A traditional double-bladed weapon, the battle axe carried by Rorin is covered in ornate symbols and was the last crafted by his father before Balir's death.

1Rorin's Armor, Hauberk of Steel Mail Dwarven
Possession • Armor
Vitality +1
Resistance +1
Bearer must be Rorin.
Each minion skirmishing Rorin loses all damage bonuses (except from possessions or artifacts).
Tough, durable armor enables Dwarves to shake off blows that would cripple others.

1 Throwing Axe Dwarven
Possession • Hand Weapon
Strength +1
Bearer must be a Dwarf. This weapon may be borne in addition to 1 other hand weapon.
Fellowship: Exert 2 Dwarves (or Rorin) to play this possession from your discard pile onto your Dwarven companion.
Archery: Discard this possession to make the Shadow player exert a minion.
Skirmish: Discard this possession to exert a minion skirmishing bearer.

2Unlikely Friendship Dwarven
Condition • Support Area
Tale. To play, spot 3 races in the fellowship.
While you can spot an Elf, Rorin is resistance +1.
While you can spot a ranger or valiant companion, Rorin gains hunter 1.
Each time Rorin wins a skirmish, you may make a Gandalf Man strength +2 until the regroup phase.

1 Baruk Sigin-tarâg! Dwarven
Event • Skirmish
Make a Dwarf strength +2 (or strength +3 and damage +1 if he has resistance 4 or more). If he wins this skirmish, you may add a threat to make a Shadow player wound a minion.
"Rorin may have been far from home, but his fury was enough for ten of his kin."

1 Gabilân Salôn aya Rakhâs Dwarven
Event • Response
If a Dwarf wins a skirmish at a battleground or river site, remove each minion in that skirmish (and each card borne by those minions) from the game.
"He drove them into the river...."
« Last Edit: December 29, 2008, 12:03:04 PM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Posts: 6174


Never tickle a Dwarf!

Gold: +371

« Reply #2 on: September 12, 2008, 12:04:46 PM »
0

Legoles - legoles3333

CHARACTER WITH STATS AND ABILITIES:

4Legoles, Captain of the Guard Elven
w/ Legoles' Sword, Ancient Blade and Legoles' Bow, Weapon of Mirkwood
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 8
Archer. Damage +1.
Archery:
Exert Legoles to wound a minion (limit once per phase).

DCs:

2Legoles, Captain of the Guard Elven
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Archer.

1Legoles' Sword, Ancient Blade Elven
Possession • Hand Weapon
Strength +2
Bearer must be an Elf.
If bearer is Legoles, he is damage +1.

1Legoles' Bow, Weapon of Mirkwood Elven
Possession • Ranged Weapon
Resistance +1
Bearer must be an Elf.
Archery: If bearer is Legoles, exert him to wound a minion (limit once per phase).

3 Support of the Elves Elven
Event • Skirmish
Make an Elf with resistance 5 or more strength +2 for each Elf you can spot.
Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Never tickle a Dwarf!

Gold: +371

« Reply #3 on: September 12, 2008, 12:10:48 PM »
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Silvarin - Elf Lvr

CHARACTER WITH STATS AND ABILITIES:

6Silvarin, Last Guardian of Mirkwood Elven
w/ Aruthrin, Heirloom, Lindrodrel, Heirloom, Bluestone, Sorcerer's Ring, and Mirkwood Heavy Cloak
Companion • Elf
Strength: 8
Vitality: 5
Resistance: 8
Hunter 1.
The minion archery total is -1.
Each time you play a spell that exerts Silvarin, you may heal him (limit once per phase).
Each time Silvarin wins a fierce skirmish, you may heal another companion.
While you cannot spot another Elf or a Gandalf Wizard, Silvarin is resistance -2.
Skirmish: Discard 2 cards from hand to exert a minion Silvarin is skirmishing.
Response: If an Elven spell is played, discard Bluestone to return it to hand after its effects have resolved. You may play that spell again this turn, ignoring costs.
Regroup: Discard Mirkwood Heavy Cloak to discard a condition borne by a companion.
"A word is stronger than the blade."

DCs:

2Silvarin, Last Guardian of Mirkwood Elven
Companion • Elf
Strength: 6
Vitality: 3
Resistance: 7
While Silvarin bears a hand weapon, he gains hunter 1.
Each time you play a spell that exerts Silvarin, you may heal him (limit once per phase).
"A word is stronger than the blade."

2Aruthrin, Heirloom Elven
Poessession • Hand Weapon
Strength +1
Vitality +1
Bearer must be Silvarin.
Each time Silvarin wins a fierce skirmish, you may heal another companion.

1Lindrodrel, Heirloom Elven
Possession • Hand Weapon
Strength +1
Bearer must be Silvarin. This possession may be borne in addition to one other hand weapon.
Skirmish: Discard 2 cards from hand to exert a minion Silvarin is skirmishing.

0Bluestone, The Sorcerer's Ring Elven
Artifact • Ring
Vitality +1
Bearer must be Silvarin. While you cannot spot another Elf or a Gandalf Wizard, he is resistance -2.
Response: If an Elven spell is played, discard this artifact to return it to hand after its effects have resolved. You may play that spell again this turn, ignoring costs.

1 Mirkwood Heavy Cloak Elven
Possession • Cloak
Resistance +1
Bearer must be an Elf. The minion archery total is -1.
Regroup: Discard this possession to discard a condition borne by a companion.
The elves of Mirkwood wove their cloaks with enchantments to ward off the Enemy's thralls.

1 What Comes Next Elven
Condition • Support Area
When you play this condition, add an Elven token here for each Elf you can spot.
Manevuer: Remove 2 Elven tokens from here to reveal the top card of your draw deck. If it is an Elven spell, you may take it into hand.
Then he got another ale.

2 Wit and Words Elven
Event • Fellowship
Spot an Elf and a companion of a different race to take an Elven card from your discard pile into hand.
"Ask no questions and I'll tell you no lies!"

1 Olorin's Teachings Elven
Event • Skirmish
Spell.
Exert Silvarin to make him strength +3. If you can spot another Elf (or Gandalf), the Shadow player may not use skirmish special abilities.
An odd light shone, and the uruk-hai was blinded....

2 Olorin's Light Elven
Event • Maneuver
Spell.
Exert an Elf and add a threat to exert a minion. That minion loses its gametext until the regroup phase.
"Gleina ned glîn!"
« Last Edit: January 22, 2009, 03:22:39 AM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Never tickle a Dwarf!

Gold: +371

« Reply #4 on: September 12, 2008, 12:23:32 PM »
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Tuilin - sickofpalantirs

CHARACTER WITH STATS AND ABILITIES:

6Tuilin, Ranger and Marksman Elven
w/ Bow of Tuilin, Weapon of Accuracy and Tuilin's Armor, Light and Strong
Companion • Elf
Strength: 9
Vitality: 3
Resistance: 7
Archer. Ranger. Hunter 1.
Each time a minion takes a wound during the archery phase, you may exert Tuilin to wound that minion (limit once per phase).
Each time Tuilin is about to exert or take a wound, you may discard Tuilin's Armor to place no token for that wound or exertion.
Each time Tuilin is assigned to skirmish a wounded minion, the Free Peoples player may add a threat to reinforce an Elven token.
Archery: Exert Tuilin twice to make another ranger gain archer until the regroup phase (or exert Tuilin once if that ranger is an Elven companion).
Tuilin was arguably the second best archer in Middle-earth, behind the prince of Mirkwood.

DCs:

3Tuilin, Ranger and Marksman Elven
Companion • Elf
Strength: 7
Vitality: 3
Resistance: 7
Archer. Ranger.
Archery:
Exert Tuilin twice to make another ranger gain archer until the regroup phase (or exert Tuilin once if that ranger is an Elven companion).
Tuilin was arguably the second best archer in Middle-earth, behind the prince of Mirkwood.

1Bow of Tuilin, Weapon of Accuracy Elven
Possession • Ranged Weapon
Strength +1
Bearer must be Tuilin.
If bearer is Tuilin, each time a minion takes a wound during the archery phase, you may exert Tuilin to wound that minion (limit once per phase).
Made many years ago, it was a fine display of elven craftsmanship.

1Tuilin's Armor, Light and Strong Elven
Possession • Armor
Bearer must be Tuilin. He gains hunter 1.
Each time Tuilin is about to exert or take a wound, you may discard this possession to place no token for that wound or exertion.
Tuilin's armor was leather, made for maximum speed and flexibility while not sacrificing protection.

1Tuilin's Sword, Elvish Longsword Elven
Possession • Hand Weapon
Strength +1
Bearer must be an Elf. If bearer is Tuilin, each time he is assigned to skirmish a wounded minion, the Free Peoples player may add a threat to reinforce an Elven token.
Unlike most elvish swords, Tuilin's was one-handed and he was its first wielder.

1Deep Calm Elven
Condition • Support Area
When you play this condition, add an Elven token here (or 2 if at a forest or sanctuary).
Each time your Elf takes a wound or exerts in a skirmish, add an Elven token here.
Fellowship: Remove 2 tokens from here to heal an Elven companion.
Elves could renew much of their strength without sleep.

2Memories of Battle Elven
Condition • Support Area
To play, spot an Elf.
Each time an Elf wins a skirmish, you may add an Elven token here.
Skirmish: Remove an Elven token from this condition to make a minion skirmishing an Elf strength -1 (limit -2).
His mind flashed back to his memories, the fallen Elves, the charge into the Uruks...the feeling of flesh cleaving before his blade.

1 Swift and Sure Elven
Event • Skirmish
Discard a possession borne by a minion skirmishing your Elf. If that Elf bears a ranged weapon, you may make that minion strength -1.
Every movement of an Elvish warrior was calculated and quick. This left opponents frustrated, their strokes cutting through nothing but air, and an easy target for a swift attack.

1 Elvish Blessing Elven
Event • Fellowship or Regroup
Spot 2 Elves to choose one: heal an Elf; take an Elven card from your discard pile into hand; or wound a minion.
"May the Vala be with you."

1 Skill of Arms Elven
Event • Skirmish
Make an Elf strength +3. If he or she wins this skirmish, you may heal him or her.
The superiority of elven training and weapons was evident in the battles of the War of the Ring.
« Last Edit: January 18, 2009, 10:43:00 AM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Posts: 6174


Never tickle a Dwarf!

Gold: +371

« Reply #5 on: September 12, 2008, 12:38:56 PM »
0

Ryle - macheteman, Dáin Ironfoot

CHARACTER WITH STATS AND ABILITIES:

7Ryle, Leader of the Ortans Gandalf
w/ Blade of Dale, Bow of Bard, Ortan's Gear, and Cram; spotting Aeglirnen, Eagle of the North (by way of Blade of Dale)
Companion • Man
Strength: 8
Vitality: 6
Resistance: 11
Ranger. Hunter 1.
Shadow cards may not discard Blade of Dale.
At the start of each maneuver phase, if Ryle has resistance 6 or more, you may heal a Gandalf Man or ranger (and remove 1 if Ryle has resistance 7 or more).
At the end of each archery phase, you may wound a minion.
Response: If you play an event during Ryle's skirmish, you may exert him and add a threat to take that event into hand instead of discarding it.
Regroup: Add 2 and discard Cram to draw 2 cards or discard a Shadow condition borne by a companion.
"‘...that boy has potential even he cannot fully see.'"

DCs:

2Ryle, Leader of the Ortans Gandalf
Companion • Man
Strength: 5
Vitality: 4
Resistance: 8
Ranger.
While bearing a possession, Ryle is vitality +1.
At the start of each maneuver phase, if Ryle has resistance 6 or more, you may heal a  Man or ranger (and remove 1 if Ryle has resistance 7 or more).
"‘...that boy has potential even he cannot fully see.'"

2Blade of Dale Gandalf
Possession • Hand Weapon
Strength +1
Vitality +1
Bearer must be a Gandalf Man or Rorin.
While you can spot a Gandalf follower, bearer is strength +1.
While bearer is Ryle, Shadow cards may not discard this possession.
And finding himself without weapon, Rorin drew forth the sword, and smote the encircling goblins while Ryle was still lost in the dark of unconsciousness.

2Bow of Bard Gandalf
Possession • Bow
Bearer must be Bard, Brand or Ryle.
Bearer gains hunter 1.
At the end of the archery phase, you may wound a minion.
"The black arrow sped straight from the string..."

1 Ortan's Gear Gandalf
Possession • Pack
Strength +1
Resistance +2
Bearer must be a Gandalf ranger.
Response: If you play an event during Ryle's skirmish, you may exert him and add a threat to take that event into hand instead of discarding it.

0 Cram Gandalf
Possession • Waybread
Resistance +1
Bearer must be a Gandalf Man or a Dwarf.
Regroup: If you can spot a Gandalf Man, add 2 and discard this possession to draw 2 cards or discard a Shadow condition borne by a companion.
Cram was waybread made by the men of dale, ideal for long marches, and travel.

1Aeglirnen, Eagle of the North Gandalf
Follower
Strength +1
Resistance +1
To play, spot Ryle.
Aid – 2.
Each time you transfer Aeglirnen to a ranger at a forest, river, or mountain site, you may heal that ranger.
Skirmish: If bearer is a Gandalf companion, transfer Aeglirnen to your support area to exert a minion skirmishing him or her (or wound that minion if bearer is Ryle).
"‘Hello, old friend....'"

1 Blood of Bard Gandalf
Event • Skirmish
Exert a Gandalf ranger to make that ranger strength +1 for each other ranger you can spot.
If that ranger wins this skirmish, you may spot 6 rangers to wound a minion.
Ryle fought skillfully in the footsteps of his forefathers.

2 Living Off the Land Gandalf
Event • Skirmish
Make a Gandalf Man strength +2. If the fellowship is at a forest, plains, or river site, you may place this event on top of your draw deck.
From his time in Esgaroth and Dale, and wandering the northern wastes of Eriador, Ryle had learned to thrive using the terrain to his advantage and living off what the lands around him offered.
« Last Edit: December 29, 2008, 12:08:13 PM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
Bearded Axeman
Administrator
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Posts: 6174


Never tickle a Dwarf!

Gold: +371

« Reply #6 on: September 12, 2008, 12:47:13 PM »
0

Curubethion - Dáin Ironfoot (currently)

CHARACTER WITH STATS AND ABILITIES:

8Curubethion, Northern Dúnedain Gondor
w/ Dagmor, Slayer of Darkness, Curubethion's Bow, Longbow of the North, and Curubethion's Cloak, Gray Mantle
Companion • Man
Strength: 9
Vitality: 4
Resistance: 9
Ranger. Hunter 2. Damage +1. Archer.
While the fellowship is at a forest or battleground, at the start of each archery phase, you may choose one: make the fellowship archery total +1; or make Curubethion not add to the fellowship archery total to wound a minion.
While the fellowship is at a forest site, each minion skirmishing a Gondor ranger is site number +2.
Each roaming minion skirmishing Curubethion loses all hunter bonuses.
Each time Curubethion wins a skirmish, you may exert him to discard a Shadow condition. Limit once per turn.
Each time Curubethion wins a fierce skirmish, you may exert a minion skirmishing a ranger.
At the start of each regroup phase, if Curubethion did not lose a skirmish this turn, you may heal another companion.
Long a defender of the Free Peoples of the north, Curubethion rode as quickly as he could to aid those in the south as the war for Middle-earth began in earnest.

DCs:

4Curubethion, Northern Dúnedain Gondor
Companion • Man
Strength: 7
Vitality: 4
Resistance: 8
Ranger. Hunter 2.
Each time Curubethion wins a fierce skirmish, you may exert a minion skirmishing a ranger.
At the start of each regroup phase, if Curubethion did not lose a skirmish this turn, you may heal another companion.
Long a defender of the Free Peoples of the north, Curubethion rode as quickly as he could to aid those in the south as the war for Middle-earth began in earnest.

2Dagmor, Slayer of Darkness Gondor
Possession • Hand Weapon
Strength +2
Bearer must be Curubethion.
He is damage +1.
Each time Curubethion wins a skirmish, you may exert him to discard a Shadow condition. Limit once per turn.
Named after the weapon of the legendary Beren Erchamion, Curubethion's blade has slain nearly as many foes as its namesake in the defense of Middle-earth.

1Curubethion's Bow, Longbow of the North Gondor
Possession • Ranged Weapon
Bearer must be Curubethion.
He is an archer.
While the fellowship is at a forest or battleground, at the start of each archery phase, you may choose one: make the fellowship archery total +1; or make Curubethion not add to the fellowship archery total to wound a minion.
"‘He doesn't show it often, but I hear there are few with steadier aim than Curubethion.'"

1Curubethion's Cloak, Gray Mantle Gondor
Possession • Cloak
Resistance +1
Bearer must be Curubethion.
While the fellowship is at a forest site, each minion skirmishing a Gondor ranger is site number +2.
Each roaming minion skirmishing Curubethion loses all hunter bonuses.
Always shrouded in mystery, Curubethion was also often shrouded in shadows when he did not want to be seen.

2Healing Fragrance Gondor
Possession • Support Area
To play, spot a Gondor ranger.
When you play this possession, add a Gondor token here for each ranger you can spot (limit 4).
Regroup: Add 2 (or 1 if you can spot Aragorn or Curubethion) and either remove a Gondor token from here or discard this possession to heal a companion.
"‘Athelas. Curubethion brought some from the north.'"

2A Strange Company Gandalf
Condition • Support Area
To play, spot Treebeard or Gandalf.
When you play this condition, add a token here of each Free Peoples culture you can spot.
At the start of each fellowship and regroup phase, you may remove a Free Peoples token from here to heal an unbound companion of a different culture than that token.
Skirmish: Remove X Free Peoples tokens from here (where X is the current region number) to make an unbound companion strength +1 for each race you can spot in the fellowship.
"‘Elves and Men, good, good. And a Dwarf!'"
« Last Edit: January 18, 2009, 10:48:27 AM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Posts: 6174


Never tickle a Dwarf!

Gold: +371

« Reply #7 on: September 12, 2008, 12:55:21 PM »
0

Dirthon - Anonymous Prodigy

CHARACTER WITH STATS AND ABILITIES:

4Dirthon, Son of Dirthor Gondor
w/ Sword of Ithilien and Dirthon's Bow, Bow of Gondor and spotting another ranger
Companion • Man
Strength: 8
Vitality: 3
Resistance: 6
Hunter 2. Ranger. Damage +1. Archer.
Each time Dirthon wins a skirmish, you may make another Gondor Man gain hunter 1 until the regroup phase.
Archery: Exert Dirthon and spot another Gondor Man to exert a minion (or wound that minion if it is roaming).
"Dirthon's fury was doubled...."

DCs:

2Dirthon, Son of Dirthor Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 6
Hunter 1. Ranger.
While you can spot another ranger, Dirthon is damage +1.
"Dirthon's fury was doubled...."

1 Sword of Ithilien Gondor
Possession • Hand Weapon
Strength +2
Bearer must be a Gondor Man.
Each time bearer wins a skirmish, you may make another Gondor Man gain hunter 1 until the regroup phase.
"...he sliced off the heads of two more Uruks...."

1Dirthon's Longbow, Bow of Gondor Gondor
Possession • Ranged Weapon
Bearer must be Dirthon. He is an archer and gains hunter 1.
Archery: Exert Dirthon and spot another Gondor Man to exert a minion (or wound that minion if it is roaming).
The longbows of Ithilien had deadly accuracy and precision.

2Dirthor, Ranger of Ithilien Gondor
Follower
Strength +2
Resistance +1
Aid – 2.
Each time you transfer this to a companion, except a Gondor ranger, exert bearer.
Response: If a Gondor ranger is about to take a wound that would kill him or her, you may exert another Gondor ranger to prevent that and take a Gondor card from your discard pile into hand.
"‘I have been a ranger for fifteen years....'"

2 Strength In Unity Gondor
Event • Skirmish
Make a Gondor ranger strength +1 for each other Gondor ranger you can spot (and heal a companion if you can spot a roaming minion).
"‘...protect your fellow companion as you would protect yourself....'"

1 Blade-master of Arnor Gondor
Event • Skirmish
Make a Gondor companion bearing a hand weapon strength +2 (and damage +1 if that companion is a ranger).
"...Dirthon stepped to the side and plunged his sword into the beast...."

0 Legends of Gondor Gondor
Event • Fellowship
Tale. Spot 3 Gondor Men to reinforce a Gondor token (and remove 1 if you can spot another tale).
Dwarves and Elves he was familiar with, but these Ents were something new. He had heard of them in legend, but that was the extent of his knowledge. His father had not even believed in them, passing them off as "a wives' tale of the Rohirrim."
« Last Edit: January 18, 2009, 10:46:48 AM by DáinIronfoot » Logged

Best regards,
Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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Posts: 6174


Never tickle a Dwarf!

Gold: +371

« Reply #8 on: September 12, 2008, 01:04:26 PM »
0

Duinihir - NBarden

CHARACTER WITH STATS AND ABILITIES:

9Duinihir, Defender of Middle Earth Gondor
w/ Duinihir's Bow, Swift and Deadly, Narhim, Cold Fire, Tehtyrch, Elven Long-Knife, Leather-Bound Journal, and A Ranger's Dexterity
Companion • Man
Strength: 9
Vitality: 3
Resistance: 7
Ranger. Hunter 1. Archer. Defender +1.
At the start of the maneuver phase, you may assign Duinihir to skirmish an Orc or Uruk-Hai to suspend the current phase. Begin a skirmish involving Duinihir and that minion. At the end of that skirmish, resume the suspended phase.
At the start of the assignment phase, you may make Duinihir defender -1 (to a minimum of defender +0) to make a minion with the lowest strength unable to be assigned to a skirmish.
Response: If a minion uses an assignment special ability, exert Duinihir to cancel that ability and assign that minion to skirmish Duinihir.
Assignment: Exert Duinihir and assign a minion to skirmish a companion to make that minion lose all skirmish special abilities until the regroup phase.
Assignment: Exert Duinihir, add a threat, and assign two minions to skirmish him. Exert each of those minions.
At the end of each turn that Duinihir won a skirmish, you may heal a companion.
"'I feel it in my bones. I smell it, hear it, and sense it. The great war of our time has begun, and I will not sit idly by. For Middle Earth.'"

DCs:

2Duinihir, Defender of Middle Earth Gondor
Companion • Man
Strength: 6
Vitality: 3
Resistance: 7
Ranger. Hunter 1.
Response:
If a minion uses an assignment special ability, exert Duinihir to cancel that ability and assign that minion to skirmish Duinihir.
"'I feel it in my bones. I smell it, hear it, and sense it. The great war of our time has begun, and I will not sit idly by. For Middle Earth.'"

1Duinihir's Bow, Swift and Deadly Gondor
Possession • Ranged Weapon
Bearer must be Duinihir.
He is an archer.
Assignment: Exert Duinihir and assign a minion to skirmish a companion to make that minion lose all skirmish special abilities until the regroup phase.
'With a final shot, Duinihir nocked the remainder of his quiver to his bow. Releasing them all, the wild flight of a dozen arrows dealt death to the Uruk-Hai in the front line.'

1Narhim, Cold Fire Gondor
Possession • Hand Weapon
Strength +2
Bearer must be Duinihir. He is defender +1.
Assignment: Exert Duinihir, add a threat, and assign two minions to skirmish him. Exert each of those minions.
'Drawing his sword, he flung himself onto the nearest Uruk-Hai, and spinning, swinging, hacking, slashing, his reckless fury destroyed anything in his path.'

2Tehtyrch, Elven Long-Knife Elven
Possession • Hand Weapon
Strength +1
Bearer must be Duinihir. This possession may be borne in addition to 1 other hand weapon.
At the start of the maneuver phase, you may assign Duinihir to skirmish an Orc or Uruk-Hai to suspend the current phase. Begin a skirmish involving Duinihir and that minion. At the end of that skirmish, resume the suspended phase.
The light mithril blade could detect an orc many leagues off, and its hue changed from blue to a fiery red as foes approached. But more than that, it was sharp, and was long enough for a fight, yet wieldy enough for general use.

2Leather-Bound Journal Gondor
Possession
Bearer must be Duinihir.
At the end of each turn that Duinihir won a skirmish, you may heal a companion.
"The scratch of the pen on paper in the soft glow of the fire comforted him..."

2Gwavyr, Nimble Hawk Gondor
Follower
Resistance +1
Aid – 2.
Each time you transfer Gwavyr to a Gondor companion, you may wound a minion or discard a Shadow follower.
Each time Duinihir is assigned to a skirmish, you may transfer Gwavyr to him or to your support area.
A shriek rang out over the plains as the crebain's heart was ripped from its body by the smaller, more agile bird.

1 A Ranger's Dexterity Gondor
Condition
Stealth.
Bearer must be a ranger. Limit 1 per bearer.
At the start of the assignment phase, you may make bearer defender -1 (to a minimum of defender +0) to make a minion with the lowest strength unable to be assigned to a skirmish.
'Packing his knife, with the deftness of years in the wild, he slipped away quietly into the shadows, for night was now approaching.'

1 Reckless Abandonment Gondor
Event • Skirmish
Make a Gondor ranger strength +1 and damage +1 (and discard a Shadow condition if he is skirmishing a roaming minion).
'...he drew his sword, let out a wild scream, and flung himself upon the Uruk, who was immediately thrown on the defensive, guarding blow after blow of the crazed, wild-eyed ranger.'

1 Exulting Shout Gondor
Event • Response
If a minion is killed, spot a ranger to heal a companion and remove a threat.
'Duinihir turned and saw his comrades also engaging the Orcs. He raised a shout of exultation....'
« Last Edit: January 22, 2009, 03:22:21 AM by DáinIronfoot » Logged

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Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
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« Reply #9 on: September 12, 2008, 01:10:52 PM »
0

Durail - ingold55

CHARACTER WITH STATS AND ABILITIES:

10Durail, Shadow Warrior Gondor
w/ Flame, Weapon of Fire, Durail's Cloak, Special Gift, Throwing Dagger, and Herbs and Potions
Companion • Man
Strength: 12
Vitality: 5
Resistance: 8
Ranger. Hunter 1. Damage +1.
The minion archery total is -1.
Fellowship: Discard Herbs and Potions to heal Durail twice, remove up to 2 threats, or discard a Shadow condition borne by a companion.
Archery or Skirmish: Discard Throwing Dagger to wound a minion.
Skirmish: Exert Durail and add a threat to wound a minion skirmishing a Gondor Man or an Elf.
Response: If Durail is about to take a wound in a skirmish, add two threats to prevent that wound.

DCs:

4Durail, Shadow Warrior Gondor
Companion • Man
Strength: 8
Vitality: 4
Resistance: 8
Ranger. Hunter 1.
Skirmish:
Exert Durail and add a threat to wound a minion skirmishing a Gondor Man or an Elf.

3Flame, Weapon of Fire Gondor
Possession • Hand Weapon
Strength +3
Bearer must be Durail. He is damage +1.
Response: If Durail is about to take a wound in a skirmish, add two threats to prevent that wound.

1Durail's Cloak, Special Gift Gondor
Possession • Cloak
Vitality +1
Bearer must be Durail.
The minion archery total is -1.

0 Throwing Dagger Gondor
Possession • Hand Weapon
Strength +1
Bearer must be a Gondor Man. If bearer is Durail, he may bear this in addition to 1 other hand weapon.
Archery or Skirmish: Discard this possession to wound a minion.

2 Herbs and Potions Gondor
Possession
Bearer must be a Gondor ranger. Limit 1 per bearer.
Fellowship: Discard this possession to heal bearer twice, remove up to 2 threats, or discard a Shadow condition borne by a companion.

1 Out of Darkness Gondor
Event • Skirmish
Exert a ranger companion to wound a minion or remove a threat.
"‘And you'll see what kind of warrior Durail is....'"

2 Finish the Kill Gondor
Event • Regroup
While you can spot more companions than minions, spot a ranger to wound a minion once (or twice if you can spot a companion with more strength than that minion).
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Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
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« Reply #10 on: September 12, 2008, 01:19:49 PM »
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Ectheow - AgentDrake

CHARACTER WITH STATS AND ABILITIES:

10Ectheow, Returned Exile Rohan
w/ Wulfsvín, Serpentine Axe, Beow, Black Steed, Ectheow's Shield, Wooden Bastion, and Eoleid, Bone Harp
Companion • Man
Strength: 10
Vitality: 4
Resistance: 7
Valiant. Damage +1.
While you can spot Gríma or Saruman, Ectheow is strength +4 and resistance -7.
Each time you play a possession on Ectheow, you may wound a minion.
Each time you play a tale, you may exert Ectheow to remove a burden.
At the start of each skirmish involving Ectheow, each minion skirmishing him must exert.
At the end of each skirmish involving Ectheow, each minion involved in that skirmish must exert.
Each minion skirmishing Ectheow is strength -1 for each wound on that minion.
Maneuver: Exert Ectheow to make him defender +1 until the regroup phase.
Skirmish: Exert Ectheow to play a Rohan possession from hand.
Response: If Ectheow wins a skirmish, you may discard a card from hand to heal him. Then return Wulfsvín to your hand.
"‘Did Gríma -- that disgusting wretch of a man -- think he had chased me away forever? Let the little worm burn!'"

DCs:

3Ectheow, Returned Exile Rohan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 7
Valiant.
While you can spot Gríma or Saruman, Ectheow is strength +4 and resistance -7.
Each time you play a possession on Ectheow, you may wound a minion.
Skirmish: Exert Ectheow to play a Rohan possession from hand.
"‘Did Gríma -- that disgusting wretch of a man -- think he had chased me away forever? Let the little worm burn!'"

2Wulfsvín, Serpentine Axe Rohan
Possession • Hand Weapon
Strength +3
Bearer must be Ectheow. He is damage +1.
Response: If Ectheow wins a skirmish, you may discard a card from hand to heal him. Then return this card to your hand.
Wine for the wolves....

1Beow, Black Steed Rohan
Possession • Mount
Bearer must be Ectheow.
At the start of each skirmish involving Ectheow, each minion skirmishing him must exert.
At the end of each skirmish involving Ectheow, each minion involved in that skirmish must exert.
"‘Blasted horse looks like something out of a nightmare. Has the mange, red eyes, foaming mouth—and that's when it's not in battle.'"

2Ectheow's Shield, Wooden Bastion Rohan
Possession • Shield
Bearer must be Ectheow.
Each minion skirmishing Ectheow is strength -1 for each wound on that minion.
Maneuver: Exert Ectheow to make him defender +1 until the regroup phase.

2Eoleid, Bone Harp Rohan
Artifact • Harp
Vitality +1
Bearer must be a Rohan companion.
While bearer is Ectheow, each time you play a tale, you may exert him to remove a burden.
"‘That, I guess, is the language of the Rohirrim,' said Legolas, ‘for it is like to this land itself; rich and rolling in parts, and else hard and stern as the mountains.'"

2Hylgeac's Vision, Second Sight Rohan
Follower
Strength +1
Resistance +2
Aid - Add two threats.
While bearer is a Rohan companion, each time a minion uses a special ability, you may add a burden to exert that minion.
"‘Hweat! In gear daegum...'"

2Songs of the Mark Rohan
Condition • Support Area
Tale.
When you play this, you may add a Rohan token here.
Each time a Free Peoples tale is played, you may reinforce a Rohan token here.
Maneuver: Remove two tokens here or discard this condition to take a Rohan card into hand from your discard pile.
"It is always the same; in the distant past long forgotten, in remembered tales... and in these days."

1 Crushing Charge Rohan
Event • Skirmish
Make a Rohan companion strength +2. If that companion is mounted, you may wound a minion.
Hooves thundered; enemies fell.

2 Heavy Hooves Rohan
Event • Skirmish
Make a mounted Rohan companion strength +2 for each wound on each minion that companion is skirmishing.
« Last Edit: January 18, 2009, 10:44:32 AM by DáinIronfoot » Logged

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Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
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« Reply #11 on: September 12, 2008, 01:24:43 PM »
0

OTHER FP CHARACTERS:

3Erkenbrand, Lord of the Westfold Rohan
Companion • Man
Strength: 7
Vitality: 3
Resistance: 6
Leader. Valiant.
While you can spot a Gandalf Wizard, each valiant companion is resistance +1.
While Erkenbrand is assigned to a skirmish, each Rohan companion gains hunter 1.
Each time Erkenbrand exerts or takes a wound, add a burden.
"‘...if you continue to stand with us, know that we will soon follow our king to Helm's Deep.'"

4Gandalf, Sorcerer of Sorcerers Gandalf
Companion • Wizard
Strength: 7
Vitality: 4
Resistance: 7
Leader.
At the start of each skirmish involving Gandalf, add a burden or 2 threats.
While you can spot 4 Free Peoples races, at the start of each turn, you may draw a card.
Each time a spell is played, you may add a burden to wound a minion.
"‘But ere dawn we must ride, and I have much business to attend to.'"

2Shadowfax, Brilliant White Steed Gandalf
Possession • Mount
Strength +2
Resistance +1
To play, spot a Rohan Man. Bearer must be a Gandalf Wizard.
At the start of each skirmish involving bearer, each minion skirmishing bearer must exert.
"Down leaped Shadowfax, like a deer that runs surefooted in the mountains."

2Gandalf's Staff, Beacon of Light Gandalf
Artifact • Staff
Vitality +1
Bearer must be Gandalf.
Each time a companion wins a skirmish in which you played a spell, you may heal that companion.
Skirmish: Discard Gandalf's Staff to make an opponent discard one of his or her conditions.
"The night was pierced by a brilliant light...spouting from the staff in his hand."

1 At First Light Gandalf
Event • Skirmish
Spell.
Exert Gandalf to make a companion strength +2 (or +4 if that companion is a leader).
"There suddenly upon a ridge appeared a rider, clad in white, shining in the rising sun....Behind him, hastening down the long slopes, were a thousand men....Amid them strode a man tall and strong. His shield was red. As he came to the valley's brink, he set to his lips a great black horn and blew a ringing blast."
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Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".
DáinIronfoot
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« Reply #12 on: September 12, 2008, 01:25:09 PM »
0

--- RESERVED FOR SHADOW CARDS ---
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Dáin


Check out Lasting Alliances and The Road Ahead, my two completed DC sets, and also The Way Into Mordor (in progress), all part of my 5-set Wars of the Ring DC "block".

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