100% found this document useful (1 vote)
144 views2 pages

Hobbit Rampant

This document provides rules for playing the tabletop wargame Lion Rampant set in Middle-earth during the time of Bilbo Baggins' journey as depicted in The Hobbit. It lists the units, stats, and special rules for Elven, Dwarven, Laketown, evil forces and other units like Eagles and Beorn that could be fielded. Stats include values for activation, courage, armor, attacks, defense, shooting and more. Special rules provide additional abilities for units like Woodland for Elves or Resilient for certain evil characters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
144 views2 pages

Hobbit Rampant

This document provides rules for playing the tabletop wargame Lion Rampant set in Middle-earth during the time of Bilbo Baggins' journey as depicted in The Hobbit. It lists the units, stats, and special rules for Elven, Dwarven, Laketown, evil forces and other units like Eagles and Beorn that could be fielded. Stats include values for activation, courage, armor, attacks, defense, shooting and more. Special rules provide additional abilities for units like Woodland for Elves or Resilient for certain evil characters.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 2

Hobbit Rampant

Being a Set of Modifications for Playing Lion Rampant in Middle Earth, During the Time of the
Journey of Bilbo Baggins

Unless otherwise noted, all of the normal rules for Lion Rampant apply. Here are the force stats for the units found
in The Hobbit.

Elven Forces

Activation Values Max


Unit Attack Move Shoot Courage Armor Attack Defense Shoot Move Pts Figs Special Rules
Mirkwood
5+ 7+ 3+ 4 3+ 5+ 10” 7 6 counter charge
Knights
Mirkwood
5+ 5+ 3+ 4 3+ 4+ 6” 6 6 Woodland
Warriors
Mirkwood 4+ /
7+ 6+ 6+ 4+ 2 6 5+ 6" 5 12 Woodland
Archers 18”
Elven Palace
5+ 5+ 3+ 4 3+ 3+ 6” 8 6 Woodland
Guard
Woodland – uses normal profile in woods, moves normally through woods, may re-roll 2 attack dice when in woods

Dwarven Forces

Activation Values Max


Unit Attack Move Shoot Courage Armor Attack Defense Shoot Move Pts Figs Special Rules
Warrior of
5+ 5+ 3+ 4 3+ 3+ 6” 7 6
Erebor
Grim
5+ 5+ 3+ 4 3+ 3+ 6” 9 6 Piercing
Hammers
Dwarf
4+ 5+ 3+ 5 3+ 3+ 6” 9 6
Heroes
Piercing – enemy must re-roll successful defense rolls

Dwarf Characters – groups of 3-4 (Fili, Kili, Oin, Gloin / Bifur, Bofur, Bombur / Thorin, Dwalin, Balin / Ori, Dori, Nori)

Laketown Forces

Activation Values Max


Unit Attack Move Shoot Courage Armor Attack Defense Shoot Move Pts Figs Special Rules
Guard 6+ 5+ 4+ 2 5+ 4+ 8” 3 12
Militia 6+ 5+ 4+ 2 5+ 5+ 8” 2 12
Militia 5+ /
7+ 6+ 6+ 4+ 2 6 5+ 6” 4 12
Archers 18”

Other Forces

Activation Values Max


Unit Attack Move Shoot Courage Armor Attack Defense Shoot Move Pts Figs Special Rules
Eagles 4+ 4+ 3+ 4 3+ 3+ 24” 10 1 Fly, counter charge
Beorn 4+ 5+ 3+ 5 3+ 5+ 8” 12 1 Rage
Fly – may cross any terrain and ignore units when moving Rage – may re-roll failed defense rolls if he charged

Evil Forces

Activation Values Max


Unit Attack Move Shoot Courage Armor Attack Defense Shoot Move Pts Figs Special Rules
Goblins 7+ 6+ 5+ 1 6 6 6” 0.5 12 boulders
Goblin 6/
7+ 6+ 6+ 5+ 1 6 6 6” 1 12
Archers 12”
Armored
7+ 6+ 5+ 1 5+ 5+ 6” 1 12
Goblins
Orc Hunter
5+ 6+ 4+ 2 4+ 5+ 8” 2 12
foot
Bolg with
5+ 6+ 3+ 2 4+ 4+ 6” 3 12 Resilient
Bodyguard
Orc Hunter 5+ /
7+ 6+ 6+ 4+ 1 6 5+ 6” 3 12
Archers 18”
Orc Trackers Hard to target,
5+ /
7+ 5+ 7+ 5+ 1 6 6 8” 2 6 skirmish, evade, fleet
12”
footed
Gundabad
6+ 5+ 4+ 2 4+ 4+ 6” 3 12
Orc Foot
Hunter Orc
7+ 5+ 5+ 2 5+ 6 12” 3 6
Mounted
Azog with
7+ 5+ 3+ 2 4+ 4+ 12” 5 6 Resilient
Bodyguard
Hunter Orc
5+ /
Bow 7+ 5+ 6+ 5+ 2 5+ 6 12” 3 6 Skirmish, evade
6”
Mounted
Fell Warg 6+ 5+ 6+ 2 6 6 12” 2 6
Troll 4+ 7+ 5+ 5 3+ 4+ 5” 10 1 Slow
Slow – on an activation roll of 11 or 12 the unit may not attempt to activate the following turn

Resilient – may re-roll failed defense rolls

Boulders – may roll boulders as a shooting attack if on a hill or cliff – roll as an attack, shoot value of 6 / 4”

You might also like