LOTR SBG Cheat Sheet
LOTR SBG Cheat Sheet
LOTR SBG Cheat Sheet
Control Zones: Model’s are surrounded by a 1” imaginary ring. Opposing models may not enter that
control zone unless they are charging the model in question. If Stuck in a Control Zone, models may
remain where it is and forgo its movement, charge the enemy model in question, or move away so long
as it does not get any closer to the control zone in question (pg. 24).
Charging: In order to charge Models simply use their movement to move into base contact with an ene-
my model with the only exception being that the model charging must have had line of sight to their
intended target. Once a model charges into an enemy that model is considered Engaged and may not
move any further (pg. 24). Entering a enemy model’s control zone means you must charge that model.
Once the target for a charge has been determined, other enemy control zones may be ignored. Model’s
that are engaged have their control zone cancelled out (pg. 25).
Pairing off fights: At the end of the move phase, the players must pair-off fights using the following
guidelines: Every model Engaged must be able to fight, and if a model would be in more than one fight
the player with Priority determines which fight that model participates in (pg. 26).
In order to Resist the target must expend Will in order to roll D6’s equal to the Will expended. If any of
these dice equal or exceed the Caster’s casting roll then that spell is resisted. If during the resist roll, a
natural 6 is rerolled then a point of Will is regained by the resisting model (pg. 95).
Shooting Phase
Steps for Shooting: (1) Check Line of Sight (2) Check for Obstacles or Models that will cause In the Way
rolls (3) Roll to Hit (4) Make any In the Way rolls (5) Roll to Wound (6) Remove Casualties [pg. 35]
Moving & Shooting: If a model moves more than half its speed, is Prone, made a Jump, Leap, Climb, or
Swim test in the previous Move phase then that model may not shoot (pg. 36). If a model that has moved
less than half its speed attempts to shoot then they must add +1 to their Shoot Value (pg. 39).
In the Way: Any object or model that is between the shooter and that target will require separate In the
Way rolls, if any of these are failed then the shot does not connect with the target. If the failed In the
Way roll is for an intervening model then that model is hit instead. Good models may not take any shot
that could potentially harm another Good model. If the shooter is directly behind cover or an ally they
may ignore those obstacles for the purposes of In the Way rolls. If shooting into combat a special In the
Way roll is made. A D6 is rolled and on a 1-3 the friendly model that is closest to the shooter is hit, on a
4-6 then the intended target is hit (pg. 37-39).
Fight Phase
Steps for Fighting: (1) Duel Roll (2) Loser Falls Back 1” (3) Winner Makes Strikes (4) Remove Casualties
(pg. 43).
Steps for Duel Rolls: (1) Gather all dice needed for Duel Roll (2) Declare Special Strikes (pg. 87). (3) Roll
Dice (4) Apply Modifiers (5) Use any Re-rolls (6) Use Might (7) Winner makes Strikes (pg. 43).
Drawn Combats Compare Fight Value, if tied roll D6 1-3 Evil side wins, 4-6 Good side wins
Trapped/Prone and Make Way (pg. 45-47), Monster Brutal Power Attacks (pg.77-79), Combat involving
Defended Positions (pg. 48-51), Combat and Cavalry (62-63).
Middle Earth SBG: Play Sheet
Courage
Courage tests are typically taken under the following conditions: Broken Force, Separated Mounts, and
Terror
Broken Force: A force is broken if they have taken casualties that are greater than half of their starting
force. Once Broken, that player must pass a courage test for each model before it moves. If the test is
failed, the model is considered slain (pg. 54).
Stand Fast!: Warriors will not have to take a courage test as a result of breaking so long as they are with-
in 6” of a Hero who has passed their courage test that turn.
Heroes
Might: Heroes can use might for Modifying Dice Rolls or Heroic Actions
-The following rolls can be Modified: Tests, Duel Rolls, Shooting, Rolling to Wound, Courage,
Will Rolls, Fate Rolls.
-The following are Heroic Actions: Heroic Move, Heroic Shoot, Heroic Combat (pg. 69),
Heroic Resolve, Heroic March (pg. 70), Heroic Channeling, Heroic Accuracy (pg.71), Heroic
Strike, Heroic Defence (pg. 72), Heroic Strength, Heroic Challenge (pg. 73).
-Order for Simultaneous Heroic Actions are as follows: (1) Players declare Heroic Actions
(2) Player with Priority rolls a D6, on a 1-3 Evil Player goes first, 4-6 Good Player goes first
(3) Players alternate until no more Heroic Actions are called (pg. 68)
Will: Will can be used to Cast or Resist Magical Powers, as well as pass a Courage test.
-If a Hero fails a Courage test, they may expend Will to raise their Courage by one for each
Will point used (pg. 74)
Fate: When a Hero suffers a Wound, that Hero may expend a Fate point in order to roll a D6, on a 4-6
the Wound is ignored. Heroes can use multiple Fate points in order to save against the same Wound and
may do so one at a time. Fate cannot be used to save from a failed Courage test.
To Wound Chart
Defence
1 2 3 4 5 6 7 8 9 10
1 4 5 5 6 6 6/4 6/5 6/6 - -
2 4 4 5 5 6 6 6/4 6/5 6/6 -
3 3 4 4 5 5 6 6 6/4 6/5 6/6
4 3 3 4 4 5 5 6 6 6/4 6/5
Strength
5 3 3 3 4 4 5 5 6 6 6/4
6 3 3 3 3 4 4 5 5 6 6
7 3 3 3 3 3 4 4 5 5 6
8 3 3 3 3 3 3 4 4 5 5
9 3 3 3 3 3 3 3 4 4 5
10 3 3 3 3 3 3 3 3 4 4
Middle Earth SBG: Play Sheet
Move Tables
JUMP TABLE (pg. 28)
1 – Stumbles and Fails; Does not cross and ends movement that turn
2-5 – Success; Reaches the other side and ends movement that turn
6 – Effortlessly Bounds Across; crosses the obstacle and move a full move
JUMP OVER PRONE MODELS TABLE (pg. 33)
1 – Fail; Must charge the Prone Model
2-6 Success; Clears the Prone Model
LEAP TABLE (p. 29)
1 – Stumbles and Fails; Falls to the bottom suffering Falling damage (pg. 31)
2-5 – Success; Reaches the other side and ends movement that turn
6 – Effortlessly Bounds Across; crosses the obstacle and move a full move
CLIMB TABLE (p. 30)
1 – Fall; Falls to the ground, placed Prone, suffering Falling damage (p. 31)
2-5 – Continue to Climb; Moves maximum move distance, or reaches the top, moving no further that turn
6 – Swift Ascent; Moves maximum move distance, and on reaching the top, may move further if it has movement
remaining
THROWN RIDER TABLE (p.61)
1 – Knocked Flying; Rider suffers Strength 3 hit, and is knocked prone. Furthermore, Model is unable to do any-
thing else for the rest of the turn
2-5 – Rises from the Dust; Cannot do anything else in that turn, including striking blows in combat.
6 – Leaps into Action; Rider is placed on foot and suffers no further penalty.
SWIM CHART* (P. 109)
1 – Sink; The model is overcome and drowns. Remove as a casualty
2-5 – Swim; The model may move up to half its remaining Move allowance through the water
6 – Swim Strongly; The model may move its remaining Move allowance through the water
*Modifiers
+1 The model is mounted
-1 The model is equipped with Heavy Armor or Dwarf Armor
-1 The model is equipped with Dwarf Heavy Armor
-1 The model is carrying a shield
-1 The model is carrying a banner