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Barad-Dur

ARMY COMPOSITION

This army may include: The Dark Lord Sauron; The Witch-king of Angmar; Ringwraiths; Shelob; Orc Captains; Orc Shamans; Orc Taskmasters; Orc Drummers; Black Numenorean Marshalls; Mordor Troll Chieftains; Orc Warriors; Orc Trackers; Warg Riders; Black Numenoreans; Morgul Knights; Mordor Trolls; Mordor Siege Bows and Mordor War Catapults.

ARMY BONUS

"The power of the Ring could not be undone" - Sauron's warband size is increased to 24. Additionally, a force that consists solely of models from the Barad-dur army list will never be considered Broken if Sauron has 3 or more Wounds remaining. Should Sauron have 2 or fewer Wounds remaining, the army will break as normal. Should Sauron be slain, the army will immediately count as being Broken.

HEROES OF BARAD-DÛR

THE DARK LORD SAURON [400 POINTS]

SPIRIT, MORDOR, MONSTER, INFANTRY, HERO - HERO OF LEGEND

Mv F S D A W C M W F
6" 9/4+ 8 10 4 5 7 6 6* **

WARGEAR

Sauron does not follow the normal rules for The One Ring. Instead, whilst he wields The One Ring, whenever Sauron loses his last Wound or would be removed as a casualty, roll a D6. On a 2+, the power of the Ring sustains him and he has a single Wound restored. During the Fight phase, Sauron will make this roll for each Wound suffered that would cause him to be removed as a casualty. Sauron may use Might to influence this roll.

HEROIC ACTIONS

SPECIAL RULES

If Sauron is in your force, he must be your leader

  • *The Lord of the Rings (PASSIVE)

Sauron can spend a single point of Will each turn without reducing his own store.

  • Unstoppable! (BRUTAL POWER ATTACK)

Instead of striking as normal, Sauron can instead make one Strength 8 hit on every enemy model involved in the same fight, including spear and pike supports.

  • The Flames of Evil (BRUTAL POWER ATTACK)

Sauron makes a single Strike against a single Infantry or Cavalry model Engaged in the fight. If the model is a Cavalry model, then only the rider will be affected. If the model is 'fortunate' enough to survive, even if they did not suffer a Wound, then the target is also Set Ablaze - remember that this also inflicts one Strength 9 hit on the poor model that Sauron now has in his grasp.

MAGICAL POWERS

Range Casting
Drain Courage 18" 2+
Transfix 18" 2+
Compel 18" 3+
Instill Fear 3" 3+
Chill Soul 18" 4+
Sap Will 18" 4+

THE WITCH-KING OF ANGMAR [70-150 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 0-3 10-20 0-3

WARGEAR

HEROIC ACTIONS

OPTIONS

If the Witch-king has the Crown of Morgul, his Attack value is increased to 3. Additionally, whilst wearing the Crown of Morgul, the Witch-king of Angmar can choose to re-roll one dice when making Casting or Resist tests.

  • Morgul Blade (ACTIVE)

Once per game, this model's controlling player may declare they are using their Morgul blade during the Fight phase before rolling To Wound. If a model is using a Morgul blade, they must direct all of their Strikes against a single target. An enemy that suffers a Wound from the Morgul blade is automatically slain, regardless of the number of Wounds on their profile. Heroes may use Fate to avoid these Wounds, but if even a single Wound is not saved, they are slain. If the model using the Morgul blade is mounted, they must use the rider's Attacks and Strength if using the Morgul blade.

SPECIAL RULES

When buying the Witch-king for your force, decide how many points of Might/Will/Fate to give him, up to the maximums shown in his profile. At his weakest, the Witch-king starts the game with no Might, no Fate and 10 points of Will, and costs 70 points. Each extra point of Might, Will or Fate costs an extra 5 points, so the Witch-king with 3 Might, 3 Fate and 20 Will points will cost 150 points, before any upgrades.

MAGICAL POWERS

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

RINGWRAITH [55-110 POINTS]

SPIRIT, RINGWRAITH, MORDOR, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
6" 5/4+ 4 8 1 1 6 0-2 7-14 0-2

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

A Ringwraith may upgrade its number of Might, Will and Fate in the same manner as the Witch-king (see page 114), to a maximum of 2/14/2.

  • One of Nine (PASSIVE)

There can only be a maximum of nine Ringwraith models, of any combination (including Ringwraiths, Nazgul of Dol Guldur or any of the named Ringwraiths), in your force.

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+

SHELOB [90 POINTS]

SPIDER, MORDOR, MONSTER, INFANTRY, HERO - INDEPENDENT HERO

Mv F S D A W C M W F
10" 7/6+ 7 7 1 6 4 0 6 0

WARGEAR

  • Large venomous fangs

SPECIAL RULES

Instead of striking as normal, Shelob can instead opt to direct a single Strike at one model involved in the Fight. This model may not be a Monster. The chosen model suffers one Strength 7 hit. If the model is wounded, and the Wound is not prevented by Fate, the model is treated as being under the effect of the Paralyse Magical Power.

  • Lone Hunter (PASSIVE)

Shelob hunts alone, those that are foolish enough to get in her way will end up suffering the same fate as the rest of her prey. Shelob may never be taken as part of another model's warband.


ORC CAPTAIN [40 POINTS]

ORC, MORDOR, 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

OPTIONS


ORC SHAMAN [50 POINTS]

ORC, MORDOR, 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

  • Warg: 10 points

MAGICAL POWERS

Range Casting
Fury (Mordor Orc) 6" 3+
Transfix 12" 5+

ORC TASKMASTER [50 POINTS]

ORC, MORDOR, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Whip of the Masters (ACTIVE)

Each time a friendly Hero model within 6" of the Taskmaster from the same army list, including the Taskmaster itself, attempts a Heroic Move, Heroic March or Heroic Shoot, roll a D6. On a 4+, they may call the declared Heroic Action without expending Might.


ORC DRUMMER [30 POINTS]

ORC, MORDOR, INFANTRY, HERO - INDEPENDENT HERO

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

WARGEAR


BLACK NUMENOREAN MARSHAL [65 POINTS]

MAN, MORDOR, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

OPTIONS

SPECIAL RULES


MORDOR TROLL CHIEFTAIN [140 POINTS]

TROLL, MORDOR, MONSTER, INFANTRY, HERO - HERO OF FORTITUDE

Mv F S D A W C M W F
6" 7/5+ 7 8 3 3 4 2 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


WARRIORS OF BARAD-DÛR

ORC WARRIOR [5 POINTS]

ORC, MORDOR, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS


ORC TRACKER [5 POINTS]

ORC, MORDOR, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS


WARG RIDER [11 POINTS]

ORC, MORDOR, CAVALRY, WARRIOR

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

WARGEAR

OPTIONS


BLACK NUMENOREAN [9 POINTS]

MAN, MORDOR, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


MORGUL KNIGHT [18 POINTS]

MAN, MORDOR, CAVALRY, WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


MORDOR TROLL [100 POINTS]

TROLL, MORDOR, MONSTER, INFANTRY, WARRIOR

Mv F S D A W C
6" 7/5+ 7 7 3 3 4

WARGEAR

OPTIONS

SPECIAL RULES


MORDOR SIEGE BOW [50 POINTS]

SIEGE ENGINE

Siege Engine Strength Defence Wounds
Mordor Siege Bow (9) 10 3

CREW

A Mordor Siege Bow is a small Siege Engine and is crewed by three Orc Warriors with armour and sword. One of the crew is automatically the Siege Veteran. All crew members have the Orc, Mordor, Infantry and Warrior keywords.

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

OPTIONS

  • Orc Engineer Captain: 40 points
  • Flaming Ammunition: 15 points
  • Additional Crew: 5 points each

SPECIAL RULES

  • Piercing Shot

If a shot from a Mordor Siege Bow hits a Batdefield target, then they will suffer one Strength 9 hit. Additionally, if the target has a Strength of 5 or lower, they will be knocked Prone and flung D6" directly away from the Siege Bow. Any model that the target passes over will also be knocked Prone and suffer one Strength 6 hit. If the target comes into contact with a piece of impassable terrain, or a model that is Strength 6 or higher, then it will immediately stop and be knocked Prone. Both the target and the Obstacle or model (if it has a Defence value) will suffer one Strength 6 hit.

  • Accurate

A Mordor Siege Bow will only scatter 3" rather than 6".


MORDOR WAR CATAPULT [160 POINTS]

SIEGE ENGINE

Siege Engine Strength Defence Wounds
Mordor War Catapult (10) 10 4

CREW

A Mordor War Catapult is a large Siege Engine and is crewed by three Orc Warriors with armour and sword, and a Mordor Troll, all with no additional wargear. One of the Orcs is automatically the Siege Veteran. All Orc crew members have the Orc, Mordor, Infantry and Warrior keywords. The Mordor Troll has the Troll, Mordor, Monster, Infantry and Warrior keywords.

ORCS

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

TROLL

Mv F S D A W C
6" 7/4+ 7 7 3 3 3

OPTIONS

  • Orc Engineer Captain: 40 points
  • Flaming Ammunition: 15 points
  • Severed heads: 5 points
  • Additional Crew: 5 points each

SPECIAL RULES

  • Indirect Fire

A Catapult always fires using the rules for Volley Fire, with a range of 12"-96".

  • Area Effect

If a Catapult scores a hit against a Battlefield target, all models within 2" of the target suffer one Strength 5 hit (this additional hit does not kill a target outright).

  • Wall-breaker

When a Catapult rolls To Wound against a Siege target, the controlling player may roll two dice and pick the highest.

  • Troll - See page 119 of the Middle-earth Strategy Battle Game rales manual.