Preparing the MESBG UC Part IV: Profile changes

I’ve split up all the extra information regarding the upcoming MESBG Ultimate Campaign into 5 different parts, spread over 5 weeks, to make it more manageable while challenging myself to keep at it.

Part 1: The main structure

Part 2: Rules changes

Part 3: Campaign rules

Part 4: Profile changes (this part)

Part 5: The scenarios (upcoming)

These are all very much works in progress. As I’m re-reading and rewatching the Hobbit and the Lord of the Rings, I make notes on how to make things more thematic and true to the books and films. I will update these posts whenever ideas pop in my head. I’ll likely also adjust these extra rules after I gain some experience with them by actually playing through the scenarios.

Profile changes

All the listed changes here are in addition to their regular profile, unless they specifically override parts of their original profile.

Hobbits:

Naturally stealthy (Passive) – This models gains a modified version of the Stalk Unseen special rule if the model is wholly within Woodland Terrain:

An Infantry model with this special rule that is partially concealed from view by a piece of terrain cannot be seen* at distances of more than 6″. This means that enemy Models cannot target this model with Shooting Attacks, Magical Powers, special rules, or anything else that requires Line of Sight unless they have a completely clear view of this model.

* If an enemy model more than 6” away from a Hobbit passes an Intelligence test, it can see the target as normal.

Elendil, Gil-Galad & Sauron:4 Might instead of 3.

Gil-Galad

Aiglos (Active) – This is a Unique Elven spear. Additionally, a model wielding Aiglos gains a bonus of +1 To Wound When making Strikes. It also gives its user Mighty Blow.

Warriors and Captains of Numenor

These models wear Heavy armour instead of armour and thus gain +1 Defense.

Rangers of the North

Their Fight value becomes Fv 4*.

In the Grey Company list, their Fight value becomes Fv 5 and they’ll gain access to Heroic Strike.

Citadel Guard

Highly trained (Active) – This model may use the Shielding special rule, even though they do not carry a Shield.

Guard of the Fountain Court

Fountain’s Guard (Passive) – Whilst within 3” of a Gondor General, this model gains a bonus of +1 to their Fight Value.

Mithril helmet (Passive) – Roll a D6 when taking a Wound. On a natural 6, the Wound is ignored.

Highly trained (Active) – This model may use the Shielding special rule, even though they do not carry a Shield.

Dwarf Vault Warden Team

Iron Shield (Passive) – In addition to the stated effects, this model cannot be Barged or Hurled, and is unaffected by the Rend and Gaping Maw Brutal Power Attacks.

Gimli

Let Them Come! (Active) – If Gimli is outnumbered (not including spear support) at the start of the Fight Phase and hasn’t Charged, he may declare a Heroic Combat for free. If successful, he must use this Heroic Combat to Charge if he is able.

Gandalf

Fighter of Spirits (Active) -Gandalf adds D6 to his Fight value when declaring a Heroic Strike against (exclusively) Spirit models, instead of D3. Additionally, he has Spiritbane.

Crebain

Add Survival Instinct and Dominant (0) to their Special Rules.

Eyes and ears (Active) – Each Crebain model gives 1 Foresight point to Saruman. If a Crebain model leaves the battlefield before the Foresight point is used, it is lost.

Shelob

Huntress in the Dark (Passive) – While within the dark, Shelob gains 1 Attack. While within a radius of Magical Light (such as Blinding Light or Light of Eärendil), she loses 1 Attack.

This means that together with the She hungers for sweeter meats special rule, she will have a maximum of 3 Attacks against Man, Elf, Dwarf and Hobbit models while in the dark.

Ringwraiths

Hunter in the Dark (Passive) – This model gains an extra Attack characteristic while in the dark. This model loses an Attack characteristic when fighting against Elf models (note that this cannot make the Attack value go to 0, it stays at a minimum of 1).

The Will of the Necromancer (Passive) – This model can spend its Will Points as if they were Fate Points.

The following tweaks/additions to Magic are made:

Instill Fear (Self, 6+):

In addition to the new version (which gives Fearful to each enemy model within 6” of the caster), also apply the effects of the previous 2018 edition version of this spell:

All enemy models within 3” of the caster have to pass a Courage Test (this is in addition to other Courage tests). If they fail, they have to make a full Move away from the caster (or until they run into something/someone). These models may not Move again that turn in the Move phase.

Black Breath (3”, 6+):

This Magical Power can only be attempted to be cast once per game, per model that can cast it.

This power targets one enemy model within range. If this Magical Power targets a Cavalry model, the caster must choose whether the rider or the mount is the target. The target gains a Black Breath marker, which has the following effects:

  • A model who receives this marker immediately becomes Paralysed.
  • At the end of each turn, a model with this marker suffers a Strength 6 hit.
  • A Black Breath marker cannot be removed from the remainder of the game (the model may wake up from being Paralysed, though).
  • When recovering between scenarios, the Black Breath marker stays in effect. The model under its effects cannot recover Might or Will and starts the next game under the effects of the Paralyse spell. The Black Breath can only be healed by using athelas.

Fell Beasts

Stench of Dead(6”)(Passive)  – An enemy model within the range shown in brackets in this model’s profile suffers a -1 penalty to any Courage Tests it is required to make. This is cumulative with other special rules that also provide a similar effect, however only to a maximum of -2 penalty to enemy Courage Tests.

Fell Beasts, Dragons, Smaug, Eagles (including Fledglings) and Gwaihir

Pluck (Active) – If this flying model doesn’t Charge this turn, it may instead use this special ability.

As part of their Flying move, this model can use the Pluck ability to try and pick up an enemy model on route and drop them off somewhere else, causing falling damage for the picked up model. The target may not have a Strength equal to or higher than that of the model using this ability.

The Pluck ability follows the same steps 1-8 as Hurl (page 91 of the Rules Manual).

Your input

This is probably only a small selection of profile changes, more will appear when I go through more profiles as they become relevant.

What have I missed? Do you have some suggestions of your own?

Next week, I’ll detail the contents of the first scenarios to kick off the campaign with.

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