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Angmar

ARMY COMPOSITION

This army may include: The Witch-king of Angmar; The Tainted; The Dwimmerlaik; Gulavhar, the Terror of Arnor; Buhrdur, Troll Chieftain; Shades; Barrow-wights; Angmar Orc Captains; Angmar Orc Shamans; Wild Warg Chieftains; Angmar Orc Warriors; Angmar Warg Riders; Cave Trolls, Wild Wargs and Dead Marsh Spectres.

The profile for The Witch-king of Angmar can be found on page 114. The Witch-king of Angmar counts as a Hero of Legend if taken as part of an Angmar army list.

ARMY BONUS

"If that fell Kingdom should rise again, Rivendell, Lorien, The Shire, even Gondor itself shall fall" - Friendly Angmar Orc models within 3" of a friendly Spirit Hero model gain the Terror special rule.

HEROES OF ANGMAR

THE TAINTED [120 POINTS]

SPIRIT, RINGWRAITH, MORDOR, ANGMAR, INFANTRY, HERO - HERO OF VALOUR

Mv F S D A W C M W F
6" 5/4+ 4 8 1 1 6 2 14 2

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

At the start of the Move phase, before Heroic Actions are declared, The Tainted may elect to spend a point of Will. If he does this, until the end of the turn, all Warrior models within 6" of The Tainted may not benefit from the Stand Fast! rule, nor take part in Heroic Actions.

  • Seeping Decay (PASSIVE)

At the start of the Fight phase, roll a D6 for each non-Spirit model (friendly or enemy) in base contact with The Tainted - if the model is a Cavalry model, roll for both the mount and the rider. On the roll of a 6, they suffer a Wound.

MAGICAL POWERS

Range Casting
Drain Courage 12" 2+
Transfix 12" 3+
Compel 12" 4+
Black Dart 12" 5+
Instill Fear 3" 5+
Sap Will 12" 5+

THE DWIMMERLAIK [120 POINTS]

SPIRIT, RINGWRAITH, MORDOR, ANGMAR, INFANTRY, HERO - HERO OF VALOUR

Mv F S D A W C M W F
6" 5/4+ 4 8 1 1 6 0 16 2

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

Every time a Hero model within 6" of The Dwimmerlaik spends a point of Might, Will or Fate, The Dwimmerlaik may elect to spend a point of Will. If he does, roll a D6. On a 4+, the enemy Hero model must spend an additional point (of the same type) or the deed will be cancelled and any Might, Will or Fate already committed will be lost. Note that a Hero model that wishes to expend multiple points of Might, Will or Fate, may wait to see how The Dwimmerlaik's roll affects their first point of Might, Will or Fate, before committing to spending any more. The Dwimmerlaik will have to spend a point of Will for every point he wishes to affect, though he may wait to see how his first point of Will affected his opponent before deciding to spend another point of Will.

MAGICAL POWERS

Range Casting
Drain Courage 12" 2+
Transfix 12" 3+
Compel 12" 4+
Black Dart 12" 5+
Instill Fear 3" 5+
Sap Will 12" 5+

GULAVHAR, THE TERROR OF ARNOR [200 POINTS]

SPIRIT, ANGMAR, MONSTER, INFANTRY, HERO - HERO OF VALOUR

Mv F S D A W C M W F
6" 7/4+ 8 5 * 4 * 3 3 0

WARGEAR

  • Huge claws and teeth

HEROIC ACTIONS

SPECIAL RULES

Gulavhar regains a single Wound for each model he slays in combat. Rend is the only Brutal Power Attack that allows Gulavhar to regain Wounds in this manner. This can never take his Wounds beyond 4.

  • Strength of Body, Strength of Will (PASSIVE)

Gulavhar's Attacks and Courage are always equal to his remaining Wounds.


BUHRDUR, TROLL CHIEFTAIN [110 POINTS]

TROLL, ANGMAR, MONSTER, INFANTRY, HERO - HERO OF VALOUR

Mv F S D A W C M W F
6" 6/4+ 6 6 3 3 4 3 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

In a turn in which Buhrdur slays an enemy Hero or Monster model in combat, all friendly Angmar Orc models and Troll models within 6" of him count as being in range of a banner.


SHADE [100 POINTS]

SPIRIT, ANGMAR, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
6" 1/4+ 1 8 1 3 1 0 8 0

WARGEAR

Whilst a Shade has no specific weapons, it is a twisted mass of undead beings constantly lashing out at the enemies of the Witch-king. A Shade never counts as unarmed.

SPECIAL RULES

At the start of the Fight phase, before Heroic Actions are declared, a Shade may expend a Will point to activate this ability. Any enemy model within 6“ of one or more Shades suffers a -1 penalty on its Duel roll. This is cumulative with other such penalties, such as for wielding a two-handed weapon.


BARROW-WIGHT [50 POINTS]

SPIRIT, ANGMAR, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
6" 3/4+ 3 7 1 2 6 0 5 0

WARGEAR

SPECIAL RULES

MAGICAL POWERS

Range Casting
Paralyse 6" 4+

ANGMAR ORC CAPTAIN [40 POINTS]

ORC, ANGMAR, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
6" 4/5+ 4 5 2 2 3 2 1 1

WARGEAR

HEROIC ACTIONS

OPTIONS


ANGMAR ORC SHAMAN [50 POINTS]

ORC, ANGMAR, INFANTRY, HERO - MINOR HERO

Mv F S D A W C M W F
6" 3/5+ 3 5 1 2 3 1 3 1

WARGEAR

HEROIC ACTIONS

OPTIONS

MAGICAL POWERS

Range Casting
Wither 12" 3+
Instil Fear 3" 5+

WILD WARG CHIEFTAIN [80 POINTS]

WARG, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
10" 5/5+ 6 5 3 3 4 2 2 1

WARGEAR

  • Claws and teeth

HEROIC ACTIONS

SPECIAL RULES

Only friendly Warg models may benefit from a Wild Warg Chieftain's Stand Fast! and Heroic Actions.


WARRIORS OF ANGMAR

ANGMAR ORC WARRIOR [5 POINTS]

ORC, ANGMAR, INFANTRY, WARRIOR

Mv F S D A W C
6" 3/5+ 3 4 1 1 2

WARGEAR

OPTIONS


ANGMAR WARG RIDERS [11 POINTS]

ORC, ANGMAR, CAVALRY, WARRIOR

Mv F S D A W C
6" 3/5+ 3 4 1 1 2

WARGEAR

OPTIONS


CAVE TROLL [75 POINTS]

TROLL, MONSTER, INFANTRY, WARRIOR

Mv F S D A W C
6" 6/5+ 6 6 3 3 3

WARGEAR

OPTIONS

This is a throwing weapon with a range of 3" and a Strength of 5.

SPECIAL RULES


DEAD MARSH SPECTRE [15 POINTS]

SPIRIT, ANGMAR, INFANTRY, WARRIOR

Mv F S D A W C
6" 2/4+ 3 5 1 1 6

WARGEAR

SPECIAL RULES

At any point during its move, a Spectre can choose a single enemy model anywhere within 12" and Line of Sight. This model must pass a Courage test or make a full move under the control of the Spectre's controlling player - even if it has already moved. This move cannot be used to enter an enemy model's Control Zone, or perform actions that would cause direct harm to the target (such as jumping down a cliff). It may also not be used to have the target dismount or lie down. Affected models may move no further that turn, and may not use Active abilities for the remainder of the Move phase.


WILD WARG [7 POINTS]

WARG, INFANTRY, WARRIOR

Mv F S D A W C
10" 3/5+ 4 4 1 1 2

WARGEAR

  • Claws and Teeth