Rangers of the North

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Description

“‘Few now remember them,’ Tom murmured, ‘yet still some go wandering, sons of forgotten kings walking in loneliness, guarding from evil things folk that are heedless.’ In those days no other Men had settled dwellings so far west, or within a hundred leagues of the Shire. But in the wild lands beyond Bree there were mysterious wanderers. The Bree-folk called them Rangers, and knew nothing of their origin. They were taller and darker than the Men of Bree and were believed to have strange powers of sight and hearing, and to understand the languages of beasts and birds.” - Whispers of the Dúnedain Rangers

Campaign Features

  • The Ranger’s Path
    • Lead Aragorn on his epic journey, from meeting Gandalf in the Prancing Pony to searching for Gollum in the Trollshaws to ensuring the Oathbreakers fulfill their promise.
  • The Grey Wizard
    • Command the powerful Maia Gandalf the Grey with the potential for the reincarnation of Gandalf the White should he fall in battle
  • Restore Arnor
    • Restore the ancient Kingdom of Arnor and bring hope back to the hearts of the people of Eriador. Completely seamless and also fully functional for the AI in V3
  • Return of the King (V3)
    • Restore Arnor, complete Aragorn’s epic journey and reunite the ancient kingdoms of Gondor and Arnor into the new Reunited Kingdom. Completely seamless with a wealth of new features and additions in V3.
  • Beacon of Hope
    • Bring hope to the lands where Aragorn journeys. Recruit volunteers from all walks of life, across Middle-earth, from wildmen of Enedwaith to the peasants of Dorwinion, Aragorn inspires all.

Units

Dúnedain Bodyguards

Dunedain_Bodyguards Info
Soldiers50
Ranged Attack8
Secondary Attack7
Charge Bonus3
Weapon TypeMissile
Total Defense19
Armour10
Defence Skill9
Shield0
Hitpoints1
Recruitment Cost1000
Upkeep0
Bodyguard UnitYes

These men represent the veteran rangers who have mastered the manufacturing and handling of the famed Númenórean steelbows after the technological and cultural changes brought about by the reforging of Arnor. Men used to long periods of time in the woods and facing all kinds of perilous creatures, including the resilient trolls, their weapon of choice is a two handed axe that is swung with great might. These powerful Rangers are quite used to individual heroics and have chosen a new role and tactics over fitting into the old ways of Arnor’s formation based, military doctrine, so becoming powerful flankers but vulnerable to missiles and cavalry charges. Emphasising mobility and skilful attacks over armour the Beastslayers operate best out of ambush in wooded areas or in combination with heavy line infantry to distract or pin down the enemy though their fighting prowess makes them potent in most situations. They carry large black-shafted axes, somewhat more elegant than those a lumberjack would use, with one curved axe. They also carry the steel bow, a weapon as hard to draw for most men as longbow would be for a child. This powerful bow is little affected by changes in temperature or humidity and provides superior accuracy and draw weight which coupled with the heavy steel tipped arrows used by the Beastslayers provides it with extraordinary penetration. Left unchecked these marksmen will wreak havoc on the enemy's toughest troops but be sure to choose your targets and positioning wisely.




Arthedain Footmen

Arthedain_Footmen Info
Soldiers150
Melee Attack6
Charge Bonus5
Weapon TypeMelee
Total Defense19
Armour9
Defence Skill5
Shield5
Hitpoints1
Recruitment Cost880
Upkeep235

Arthedain holds itself as the proudest and strongest of the three nations of old Arnor. When war with the Witch-king came many years ago, Arthedain held the longest and much of the traditions of the Dúnedain were saved by sturdy Arthedain steel and willing Arthedain hearts. Now, as war covers Eriador for a third time, the men of this former nation stand up to the shadow once more. Armed with fierce maces and wielding stout shields, they form the backbone of Arthedain's offering to the war effort.

REQUIRES ARTHEDAIN REGION




Arthedain Knights

Arthedain_Knights Info
Soldiers112
Melee Attack12
Charge Bonus6
Weapon TypeMelee
Total Defense31
Armour16
Defence Skill9
Shield6
Hitpoints1
Recruitment Cost1350
Upkeep400

Although the Dúnedain have very few numbers and little in the way of resources, there are still men amongst them who fight with the traditions and styles of the past; the Arthedain Knights are one such battalion. Their name is merely ceremonial as they fight wherever the chieftain's need is greatest but their ranks are only filled with the proud sons of Arthedain. They march to battle in heavy armour forged in the Blue Mountains but to a very specific Arthedainian design, wielding a tall shield and keen sword along with it. They are the best warriors that the Dúnedain can field but their numbers are few so they are rarely seen in battle. However when they are seen, they inspire the men of the North to fight with increased vigour as they gaze upon the embodiment of their once glorious past, brought to life in a flurry of steel and furious vengeance! "Tûl Acharn! Tûl Acharn!" - Dúnedain battle cry.

REQUIRES ARTHEDAIN REGION




Arthedain Royal Guard

Arthedain_Royal_Guard Info
Soldiers45
Melee Attack10
Secondary Attack9
Charge Bonus12
Weapon TypeMelee
Total Defense31
Armour16
Defence Skill9
Shield6
Hitpoints1
Recruitment Cost1500
Upkeep525

Jewel of ancient Arnor, founded by Elendil himself on the shores of the northern lake Nenuial, Annúminas was the pride of the Dúnedain of the North and seat of power of their kings. Magnificent walls surrounded the city, fair songs echoed in the palaces and one of the Palantíri of the North was preserved here. Yet the numbers of the Dúnedain dwindled, their power weakened and Annúminas was deserted and slowly fell into decay, along with all of Arthedain. However, now that the war against the shadow grows ever bleaker, some of the finest men from the noble battalions of Arthedain Swordmasters have taken to horseback and ride under the long forgotten honoured rank of 'Royal Guard' to spread wonder and pride amongst the ranks of the dwindling Dúnedain; in an effort to raise spirits and turn the tide of war. Just as the Royal Guard of old, they have taken Annúminas and Arthedain as their training centre and have constructed magnificent stables their to honour the long dead of their home country. Whilst still proudly wearing the armour that the finest smiths from the Blue Mountains have forged for them; formidable plate combined with sturdy chain mail, they have covered their mighty war horses with the black coverings of the Guard of old.

With the Stars of the North on their chests and a noble fire in their eyes, none can withstand the fury of these mighty Dúnedain warriors.

REQUIRES ARTHEDAIN REGION




Cardolan Riders

Cardolan_Riders Info
Soldiers60
Melee Attack6
Charge Bonus7
Weapon TypeMelee
Total Defense14
Armour8
Defence Skill6
Shield0
Hitpoints1
Recruitment Cost805
Upkeep230

Like many Dúnedain, they trace their blood back to the separation of Arnor and each man holds the region of his birth in high regard. As such, these men fight under the name of Cardolan, the most southerly region of Arnor and now a vast empty wilderness with only one major feature, the Greenway. The Greenway is a long road which snakes through many dangerous areas and being on horseback provides the advantage of fast travel along it's various remaining paths. These men are professional soldiers able to give a good account of themselves against all but the toughest foes. Their enemies must be careful if they dare to traverse the length of the Greenway as these sons of Cardolan tirelessly watch over the ancient road with pride.

REQUIRES CARDOLAN REGION




Cardolan Sentinels

Cardolan_Sentinels Info
Soldiers125
Ranged Attack5
Secondary Attack8
Charge Bonus4
Weapon TypeMissile
Total Defense17
Armour8
Defence Skill5
Shield4
Hitpoints1
Recruitment Cost785
Upkeep220

Like many Dúnedain, they trace their blood back to the separation of Arnor and each man holds the region of his birth in high regard. As such, these men fight under the name of Cardolan, the most southerly region of Arnor and now a vast empty wilderness with only one major feature, the Greenway. The Greenway stretches far across Eriador and these men are tasked with keeping the road clean of any enemy presence and patrolling the far reaches of the Ranger's lands (including their allies, whether they know it or not). Although these men are armed with bows, do not count them out of a melee fight as the Rangers can kill a man with a sword or bow with equal skill.

REQUIRES CARDOLAN REGION




Dúnedain Armsmen

Dunedain_Armsmen Info
Soldiers138
Melee Attack9
Charge Bonus5
Weapon TypeMelee
Total Defense21
Armour9
Defence Skill7
Shield5
Hitpoints1
Recruitment Cost1150
Upkeep340

The Dúnedain of the north march once more to war and they find need of a dedicated military company. More than just roaming rangers or pressed militia, these men have given up what life's they had before and now give everything to the Dúnedain cause. Armoured and outfitted in livery of days gone by, they are a glorious memory on the battlefield of was once and could be again. On the battlefield they are a sight to behold and the strength of their blood runs true as they cut down any who would oppose the chieftain of the long dead realm or seek to break the peace they have fought so hard to protect.

REQUIRES DÚNEDAIN REGION




Dúnedain Blademasters

Dunedain_Blademasters Info
Soldiers138
Melee Attack15
Charge Bonus7
Weapon TypeMelee
Total Defense15
Armour9
Defence Skill6
Shield0
Hitpoints1
Recruitment Cost1150
Upkeep320

"Where now are the Dúnedain, Elessar, Elessar? Why do thy kinsfolk wander afar? Near is the hour when the Lost should come forth, And the Grey Company ride form the North!" Once operating secretly as rangers to safeguard the people of Eriador these men have now stepped forth and revealed their Dúnedain heritage. They have taken up their arms and armour, ready to move out from the woods and face the darkness in open battle. Coming out at this critical moment in a time of strife they bring hope to the free peoples of Eriador. Hope that might be just enough to turn the tides on evil that presses from all sides. They are carriers of the proudest Edain legacy and this is reflected in their stature as well as their marshal ability. As heavy infantry and horsemen these Dúnedain are a very valuable addition to Eriador's assortment of armed forces but as a symbol of renewed hope and victory they are beyond price.

REQUIRES DÚNEDAIN REGION




Dúnedain Cavalry

Dunedain_Cavalry Info
Soldiers55
Melee Attack8
Secondary Attack7
Charge Bonus10
Weapon TypeMelee
Total Defense21
Armour9
Defence Skill7
Shield5
Hitpoints1
Recruitment Cost1250
Upkeep360

"Where now are the Dúnedain, Elessar, Elessar? Why do thy kinsfolk wander afar? Near is the hour when the Lost should come forth, And the Grey Company ride form the North!" Once operating secretly as rangers to safeguard the people of Eriador these men have now stepped forth and revealed their Dúnedain heritage. They have taken up their arms and armour, ready to move out from the woods and face the darkness in open battle. Coming out at this critical moment in a time of strife they bring hope to the free peoples of Eriador. Hope that might be just enough to turn the tides on evil that presses from all sides. They are carriers of the proudest Edain legacy and this is reflected in their stature as well as their marshal ability. As heavy infantry and horsemen these Dúnedain are a very valuable addition to Eriador's assortment of armed forces but as a symbol of renewed hope and victory they are beyond price.

REQUIRES DÚNEDAIN REGION




Dúnedain Rangers

Dunedain_Rangers Info
Soldiers100
Ranged Attack7
Secondary Attack7
Charge Bonus3
Weapon TypeMissile
Total Defense12
Armour4
Defence Skill8
Shield0
Hitpoints1
Recruitment Cost930
Upkeep205

Last remnant of the Dúnedain, these men can be credited for the survival of the free folk of Eriador after the fall of Arnor. Called the watchers by some, elusive and enigmatic, these Rangers tirelessly guard Eriador from its foes. Travelling from town to town, camp to camp, they are so secretive the Bree-folk barely recognise their existence. Their skill with a bow is near unmatched amongst men, rivalling even that of the elves. Many orcs have fallen to Dúnedain blades or arrows and the kindly west is kept safe from the encroaching shadow by the bravery and skills of these brave men.

REQUIRES DÚNEDAIN REGION




Dúnedain Scouts

Dunedain_Scouts Info
Soldiers60
Ranged Attack5
Secondary Attack5
Charge Bonus4
Weapon TypeMissile
Total Defense7
Armour4
Defence Skill3
Shield0
Hitpoints1
Recruitment Cost865
Upkeep240

The rangers are deadly with any blade they have but do not think them weak with bows. Not only for putting food on the table a ranger can make the bow a deadly weapon of war that has brought the end of many dark servants. By combining their accuracy with the mobility of horses, these rangers can not only bring the enemy down but also keep out of the melee fight and harass the enemy to death. Having mounts makes these men invaluable to the Dúnedain as they provide the messenger and scouting service across Eriador and beyond.

REQUIRES DUNEDAIN REGION




Dúnedain Steelbowmen

Dunedain_Steelbowmen Info
Soldiers88
Ranged Attack10
Secondary Attack14
Charge Bonus3
Weapon TypeMissile
Total Defense20
Armour12
Defence Skill8
Shield0
Hitpoints1
Recruitment Cost1410
Upkeep450

The Steelbow of Númenor was famed and feared throughout the Second Age of Middle-earth, seeing service during the Last Alliance and throughout Númenor's various wars. Indeed, at the disaster of the Gladden Fields the Steelbowmen of Isildur's company were said to have claimed so many lives that the Orcs drew back in fear before them. The secret to creating this fierce weapon has been passed on, from father to son, amongst the smiths of the Dúnedain of the North and now that they have the resources and freedom to work again, they bring their hidden weapon to bear on the world! Similar in design to a standard longbow but with steel limbs, the Steelbow

It Requires a monumental force to draw and it is for this reason that its use is rarely seen in the Third Age. The Númenóreans were stronger and taller than the men of the mainland and they could draw these monsters with ease; should an Orc stumble across one of these bows, he would likely tear his limbs off before the bow gave way. The men chosen to wield these behemoths can trace their lineage back beyond the days of Arvedui and are perhaps the proudest of all the Dúnedain. Proud, strong, tall and more skilled than any men who walk the earth, these men can rival the accuracy and range of the Elves in combat! They are few however and are only selected to guard the most important locations of the Dúnedain of Middle Earth.

REQUIRES MAJOR NÚMENÓREAN TOWNS.




Dúnedain Wardens

Dunedain_Wardens Info
Soldiers138
Melee Attack8
Charge Bonus6
Weapon TypeMelee
Total Defense16
Armour5
Defence Skill7
Shield4
Hitpoints1
Recruitment Cost850
Upkeep225

Even though the Dúnedain are few and perhaps better suited to fighting from a distance to preserve their numbers, these men have equipped themselves as best as they can to fight in close quarters. Once operating secretly as rangers to safeguard the people of Eriador, these men have now stepped forth and revealed their Dúnedain heritage. Without the large population to support arms and armour manufacturing on a large scale these men are only armed with a simple spear and shield.

REQUIRES DÚNEDAIN REGION




Grey Company

Grey_Company Info
Soldiers45
Melee Attack16
Charge Bonus6
Weapon TypeMelee
Total Defense30
Armour10
Defence Skill16
Shield4
Hitpoints1
Recruitment Cost980
Upkeep0
Bodyguard UnitYes

The legendary Grey Company consists of an elite group of Dúnedain; these battle-hardened men are perhaps the best mortal soldiers in all of Middle-earth. The Grey Company does not carry any emblems or symbols, save for a tiny silver star at their left shoulder. Armed with a sword, shield and a never-yielding courage, these men can overcome almost every foe.




Local Archers

Local_Archers Info
Soldiers150
Ranged Attack3
Secondary Attack3
Charge Bonus2
Weapon TypeMissile
Total Defense8
Armour4
Defence Skill2
Shield2
Hitpoints1
Recruitment Cost540
Upkeep240

The bow has been a part of warfare for a long time in Middle-earth. Whether it's used in defence or used for ambushing, it has proven to be a deadly weapon in the right hands. Many peasants learn how to shoot a bow, most of the time for hunting. As a result, when the call is made for men-at-arms, many peasants sign up, bringing their own bow or using one provided for them. Whether they are a professional or not isn’t important, it’s about whether the peasant can shoot an arrow in a general direction. After a small amount of training, these men are clad in light armour and will fight readily in defence of the Dúnedain.




Local Militia

Local_Militia Info
Soldiers175
Melee Attack3
Charge Bonus4
Weapon TypeMelee
Total Defense11
Armour4
Defence Skill4
Shield3
Hitpoints1
Recruitment Cost630
Upkeep270

More than ever, the Dúnedain have to rely upon every man capable of fighting to protect the fledgling towns. When the time comes where a larger force is needed to overcome or hold against the enemy, these peasants take up arms and become Militia. Spears are simple to make, yet very effective in defensive combat. This proves useful in urban combat situations. These men do not wear heavy armour however, and will not survive long under heavy assault.




Oathbreakers

Oathbreakers Info
Soldiers250
Melee Attack63
Charge Bonus63
Weapon TypeMelee
Total Defense189
Armour63
Defence Skill63
Shield63
Hitpoints63
Recruitment Cost3000
Upkeep0

The Men of the Mountains, who’s King swore allegiance to Isildur and the Dúnedain in the last years of the Second Age. They had worshipped Sauron in the Dark Years before the foundation of Gondor, and when the time came for them to fulfil their oath, and fight beside Isildur against their ancient master, they broke their word, and hid in the mountains. Isildur cursed them to survive without rest until their oath was fulfilled. So they haunted the Paths of the Dead throughout the Third Age, waiting for Isildur's heir to appear and grant them the chance to fulfil their word at last.




Sons of Númenor

Sons_of_Numenor Info
Soldiers100
Melee Attack11
Charge Bonus5
Weapon TypeMelee
Total Defense28
Armour16
Defence Skill12
Shield0
Hitpoints1
Recruitment Cost1400
Upkeep480

Númenor was the greatest kingdom of men in Middle-earth's history. They rose from the ashes of the war of wrath and helped save the people of Middle-earth on multiple occasions. Their island was fair and green and their people were happy. Alas, time withers all things and Númenor was not spared the harsh grip of time. Their nation feel to vanity and greed and was lost beneath the seas. However:- the blood of Númenor lived on and now, in the waning years of the Third Age, there are those amongst the united nations of Gondor and old Arnor that hold their blood true and pure. These Sons of Númenor have been chosen amongst all the many souls in the Reunited Kingdom to guard over that which the Dúnedain hold most dear: the chief cities of Minas Tirith and Annúminas. An honour guard who rarely sees duty, they are nevertheless the kingdom's finest warriors and their wall of halberds will ensure nothing: no shadow or invader will ever again defile the halls of the King.

REQUIRES ANNUMINAS.




Sworn Horsemen

Sworn_Horsemen Info
Soldiers60
Melee Attack5
Secondary Attack4
Charge Bonus8
Weapon TypeMelee
Total Defense17
Armour8
Defence Skill5
Shield4
Hitpoints1
Recruitment Cost956
Upkeep330

To keep track of their progress across the world and help to coordinate attacks against Mordor, the Northern Dúnedain have a vast messenger and quick response force and any man who shines through those services is promoted to the honorific rank of 'Sworn' and trained by the ranks of true Dúnedain. To be eligible for the Sworn Cavalry a man need not be a Dúnadan, simply he must be trained to ride, have shown courage on the battlefield and have a burning hatred of all that is evil in Middle-earth. Much like their basic militia counterparts, they are given armour that is reminiscent of the glorious days of Arnor's past and they wear the emblems with pride however these men are also trained to make use of the heavier armour used in Gondor and Arthedain.




Sworn Infantry

Sworn_Infantry Info
Soldiers125
Ranged Attack5
Secondary Attack6
Charge Bonus3
Weapon TypeMissile
Total Defense15
Armour7
Defence Skill4
Shield4
Hitpoints1
Recruitment Cost750
Upkeep280

To ensure loyalty and courage in the local militia that the Dúnedain rally to their cause, a proportion of the militia and veteran warriors are raised to the honorific rank of 'Sworn'. They are then given better training, better armour and more reason to fight for the broken people of the north. Each battalion may be lucky enough to have a few men of actual Dúnedain heritage and these sturdy battalions keep to that heritage by preferring the bow above all else. Much like their basic militia counterparts, they are given armour that is reminiscent of the glorious days of Arnor's past and they wear the emblems with pride however these men are also trained to make use of the heavier armour used in Gondor and Arthedain.




Tharbad Royal Guard

Tharbad_Royal_Guard Info
Soldiers125
Melee Attack6
Charge Bonus5
Weapon TypeMelee
Total Defense17
Armour13
Defence Skill4
Shield0
Hitpoints1
Recruitment Cost1275
Upkeep390

The traffic crossing the river Gwathló was starting to grow and grow after a garrison was established by the Dúnedain at the ancient city of Tharbad and using their superior construction knowledge - passed down from the days of Númenor - the mighty bridge now stands as testament for all to see once more. However, with the increased trade and movement into Eriador, enemies and raiders became a real problem for the defenders of Tharbad and the decision was made to outfit some of the finest Dúnedain warriors in the ancient armour of Arnor to stand guard over the vast regrowing city. The guard have sturdy pikes to help them blockade the entrances to the bridge and they will fight with all they have to protect the race of Dúnedain.

REQUIRES THARBAD