Dark Powers of Dol Guldur
ARMY COMPOSITION
This army may include: The Necromancer of Dol Guldur; Nazgûl of Dol Guldur; The Keeper of the Dungeons; Castellans of Dol Guldur; Hunter Orc Captains; Gundabad Orc Captains; Hunter Orcs; Gundabad Orc Warriors; Fell Wargs and Mirkwood Spiders.
The profile for Hunter Orc Captains can be found on page 106 and the profile for Gundabad Orc Captains can be found on page 96. These count as Heroes of Fortitude if taken as part of a Dark Powers of Dol Guldur army list.
The profile for Hunter Orcs can be found on page 107, the profile for Gundabad Orc Warriors can be found on page 98 and the profile for Fell Wargs can be found on page 107.
The profile for Mirkwood Spiders can be found on page 116.
ADDITIONAL RULES
The Necromancer, and all nine Nazgûl of Dol Guldur, may be deployed as one warband if you wish, so long as the warband contains no other models.
ARMY BONUS
"His Spirit has lost none of its potency" — Whenever the Necromancer of Dol Guldur attempts to cast a Magical Power, by expending one or more Will points, he automatically adds an extra free Will point to the Casting test.
HEROES OF THE DARK POWERS OF DOL GULDUR
THE NECROMANCER OF DOL GULDUR [250 POINTS]
SPIRIT, DOL GULDUR, INFANTRY, HERO - HERO OF LEGEND
Mv | F | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
6" | 7/4+ | 6 | 8 | 1 | 1 | 6 | 3 | 25 | * |
HEROIC ACTIONS
SPECIAL RULES
- Ancient Evil
- Terror
-
He cannot yet take Physical Form
PASSIVE
The Necromancer may use his Will points as Fate points if he wishes.
- Drain Soul
ACTIVE
Any model that suffers a wound from the Necromancer during the Fight phase is automatically slain regardless of the number of Wounds on its profile. A Hero can use Fate to avoid Wounds suffered, but if even a single Wound is not avoided then the Hero is slain and removed as a casualty.
- Master of the Nazgûl
PASSIVE
Any Nazgûl of Dol Guldur in the same army as the Necromancer of Dol Guldur gains a bonus of +1 to their rolls for their Unholy Resurrection special rule whilst he is alive and on the board.
Note: The Necromancer is in fact Sauron. This means you cannot have both Sauron and the Necromancer in the same army, as much as you may want to!
MAGICAL POWERS
Range | Casting | |
---|---|---|
Drain Courage | 12" | 2+ |
Transfix | 12" | 2+ |
Compel | 12" | 4+ |
Instill Fear | 3" | 4+ |
Shroud of Shadows | 12" | 4+ |
Your Staff is Broken | 12" | 4+ |
Chill Soul | 12" | 5+ |
Sap Will | 12" | 5+ |
THE NAZGÛL OF DOL GULDUR [75 POINTS]
SPIRIT, RINGWRAITH, DOL GULDUR, INFANTRY, HERO - HERO OF VALOUR
Mv | F | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
6" | 5/4+ | 4 | 6 | 2 | 1 | 6 | 2 | 1 | 0 |
SPECIAL RULES
- Harbinger of Evil
- Terror
- One of Nine
PASSIVE
There can only be a maximum of nine Ringwraith models, of any combination (including Ringwraiths or any of the named Wraiths), in your force. Additionally, a Hero wearing the Ring is not invisible to these models as he is to others.
- The Servants of Evil
PASSIVE
When choosing which Nazgûl to field, pick one option from the list that follows. Each Nazgûl may only be taken once, unless otherwise stated.
- Unholy Resurrection
PASSIVE
If a model with this special rule is slain, place a marker where it was removed from the board. In the next Priority phase, after Priority has been rolled, roll a D6. On a 3+, the model regains 1 Wound and may be placed anywhere within 6" of the marker, so long as it is not placed in base contact with an enemy model. Any Might or Will points that were spent remain spent. Whilst the marker is in play, the Nazgûl counts as on the board for the purpose of working out whether your force is Broken or reduced to 25% – though they cannot hold objectives and will still count as slain for the purposes of any special rules that would require a model to be slain (such as a Heroic Combat). If the roll is a 1 or a 2, then the Nazgûl has been banished – remove the marker and the Nazgûl from play. Wounds caused by Magical Powers or Elven-made weapons inflict a -1 penalty to the Unholy Resurrection roll. If, when the game ends, a marker is in play and the corresponding Nazgûl is not on the board, that Nazgûl will count as having been slain for the purposes of victory conditions.
THE WITCH-KING OF ANGMAR
WARGEAR
SPECIAL RULES
- Angmar Arisen
PASSIVE
The Witch-king has 3 Might instead of 2.
KHAMÛL THE EASTERLING
WARGEAR
SPECIAL RULES
- Rhûnish Fury
PASSIVE
Khamûl the Easterling has 3 Attacks instead of 2.
THE DARK HEADSMAN
WARGEAR
SPECIAL RULES
- Executioner
ACTIVE
If the Dark Headsman scores a natural 6 when rolling To Wound, then the Strike causes not 1 Wound but D3 Wounds instead (determine the number of Wounds after Fate points are used).
THE FORSAKEN
WARGEAR
- Armour
- Trident Spear
SPECIAL RULES
- Trident Spear
ACTIVE
The Trident Spear is a spear. Additionally, the Forsaken must reroll all failed rolls To Wound.
THE LINGERING SHADOW
WARGEAR
SPECIAL RULES
- Unnatural Speed
ACTIVE
After Priority has been rolled, the controlling player may remove the Lingering Shadow from the board and place him anywhere within 3" of where he originally was. Note, the Lingering Shadow may not be placed in base contact with an enemy model. This does not count as moving.
THE ABYSSAL KNIGHT
WARGEAR
SPECIAL RULES
- Spiritual Displacement
ACTIVE
An army may include up to two Abyssal Knights. In the Priority phase, after Priority has been rolled for, the controlling player can choose to remove one of the Abyssal Knights from the board and immediately place it into base contact with the other, so long as it is not also placed in base contact with an enemy model. This does not count as moving.
THE SLAYER OF MEN
WARGEAR
SPECIAL RULES
- Deadly Strength
ACTIVE
An army may include up to two Slayers of Men. Additionally, a Slayer of Men never suffers the -1 penalty for wielding a two-handed weapon.
KEEPER OF THE DUNGEONS [75 POINTS]
ORC, DOL GULDUR, INFANTRY, HERO - HERO OF LEGEND
Mv | F | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
6" | 5/5+ | 5 | 6 | 2 | 2 | 5 | 3 | 3 | 0 |
HEROIC ACTIONS
SPECIAL RULES
-
Torturer
ACTIVE
Every time the Keeper of the Dungeons slays a model, keep a note of it. Once he has killed one or more models, he may re-roll To Wound rolls of 1. Once he has killed three or more models, he causes Terror. Once he has killed five or more models, he re-rolls all failed To Wound rolls.
- "You have something my Master wants!"
ACTIVE
The Keeper of the Dungeons gets a bonus of +1 To Wound against any model that bears one of the three Elven rings: Nenya, Narya or Vilya.
CASTELLAN OF DOL GULDUR [40 POINTS]
SPIRIT, DOL GULDUR, INFANTRY, HERO - MINOR HERO
Mv | F | S | D | A | W | C | M | W | F |
---|---|---|---|---|---|---|---|---|---|
6" | 5/4+ | 5 | 6 | 2 | 1 | 6 | 0 | 12 | 0 |
WARGEAR
OPTIONS
-
Morgul Blade: 5 points
-
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
- Terror
- Will of Evil
- Automatons
PASSIVE
:
Castellans of Dol Guldur do not grant their Stand Fast! rule to nearby Warrior models.
- Will of the Necromancer
PASSIVE
Castellans of Dol Guldur may use Will points as Fate points if they wish.