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Isengard

ARMY COMPOSITION

This army may include: Saruman; Grima Wormtongue; Lurtz; Ugluk; Sharku; Vrasku; Mauhur; Thrydan Wolfsbane; Uruk- hai Captains; Uruk-hai Scout Captains; Uruk-hai Shamans; Uruk-hai Drummers; Orc Captains; Dunlending Chieftains; Uruk-hai Scouts; Uruk-hai Warriors; Uruk-hai Berserkers; Feral Uruk-hai; Isengard Trolls; Dunlending Warriors; Wild Men of Dunland; Warg Riders; Orc Warriors; Isengard Assault Ballistae; Uruk-hai Demolition Teams.

The profile for Orc Captains can be found on page 116. Orc Captains count as a Hero of Fortitude if taken as part of an Isengard army list.

The profile for Orc Warriors and Warg Riders can be found on pages 119-120.

ARMY BONUS

"You do not know Pain, you do not know Fear!" - Friendly Isengard models do not start to take Courage tests for being Broken until at least 66% of the force's models have been removed as casualties. Additionally, Lurtz, Ugluk, Mauhur, Vrasku, Uruk-hai Scout Captains and Uruk-hai Scouts gain the Woodland Creature special rule.

HEROES OF ISENGARD

SARUMAN [180 POINTS]

WIZARD, ISENGARD, INFANTRY, HERO - HERO OF LEGEND

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

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

  • The Palantir ACTIVE

Once per game the controlling player can use the Palantir to automatically win a Priority roll - the use of this special rule must be declared before any dice are rolled for Priority.

  • Voice of Curunir ACTIVE

Saruman's Stand Fast! has a range of 12" and, unlike other Hero models' Stand Fast! rolls, can affect other Hero models.

  • Lord of the Istari PASSIVE

Saruman the White can choose to re-roll one dice when making Casting or Resist tests.

MAGICAL POWERS

Range Casting
Immobilise 18" 2+
Terrifying Aura - 2+
Command 18" 3+
Sorcerous Blast 12" 4+
Flameburst 6" 5+

GRIMA WORMTONGUE [25 POINTS]

MAN, ISENGARD, INFANTRY, HERO - INDEPENDENT HERO

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

WARGEAR

OPTIONS

SPECIAL RULES

  • A Traitor Within PASSIVE

Grima must be deployed in Saruman's warband if deployed as part of the Isengard force.

Alternatively, before deployment begins, you may attach Grima to an enemy warband. When this warband is deployed or moves onto the battlefield, you must immediately place Grima afterwards as if he was a member of that warband. Grima is always controlled by his controlling player and moves and fights when it is his controlling player's turn to do so as usual.

If deployed as part of the enemy's army (but not as part of his own army), no enemy model can shoot at or strike blows against Grima. Nor can they shoot if Grima is In The Way of the shot. Enemy models are allowed to Charge Grima and fight, but strike no blows if they win. Note that Grima can be targeted by Magical Powers - after all, it is Gandalf who roots out his wicked ways!

This restriction ends if Saruman is slain, if Grima voluntarily Charges an enemy model or if Grima scores a Wound with his dagger (even if the Wound is avoided with Fate). Grima can decide not to strike blows if he wins a Duel roll in order not to reveal his real allegiance. Once one of these conditions is met, the depth of Grima's evil is revealed and he becomes an enemy who can be shot at and fought in the same way as any other enemy model.

  • Wormtongue PASSIVE

If an enemy Hero model is within 6" of Grima, 2 Might points must be expended to use Heroic Actions instead of 1.


LURTZ [90 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF VALOUR

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Find the Halflings PASSIVE

Any warband led by Lurtz does not have to roll to determine when and where it arrives in Scenarios that require such a roll. Instead, Lurtz may choose the result.


UGLUK [65 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Head Taker ACTIVE

Should Ugliik's force be broken, Ugluk can choose to kill a nearby model instead of taking a Courage test. Simply choose a friendly Warrior within 2" of Ugluk and remove it as a casualty. Furthermore, in a turn that Ugluk does this, he will automatically pass his Courage test and his Stand Fast! has a range of 12" and affects both Warrior and Hero models.


SHARKU [50 POINTS]

ORC, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

  • Armour
  • Riding Dagger

  • Riding Dagger ACTIVE

The curious blade Sharku carries into battle complements his gritty, vicious fighting style. Additionally, whenever an enemy Hero model in base contact resolves a Strike against Sharku and fails To Wound, immediately resolve one Strength 4 Strike against that model.

HEROIC ACTIONS

OPTIONS


VRASKU 65 POINTS

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


MAUHUR [60 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

OPTIONS

  • If your army includes Mauhur, any number of Uruk-hai Scouts in his warband can be upgraded to become Marauders at a cost of +1 point per model. Marauders have a Move of 8".

THRYDAN WOLFSBANE [85 POINTS]

MAN, DUNLENDING, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

The range of Thrydan's Stand Fast! is 12".


URUK-HAI CAPTAIN [60 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

OPTIONS


URUK-HAI SCOUT CAPTAIN [55 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

OPTIONS


URUK-HAI SHAMAN [50 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - MINOR HERO

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

WARGEAR

HEROIC ACTIONS

OPTIONS

  • Armour 5 points

MAGICAL POWERS

Range Casting
Fury (Isengard Uruk-hai) 6" 3+
Transfix 12" 5+

URUK-HAI DRUMMER [35 POINTS]

URUK-HAI, ISENGARD, INFANTRY, HERO - INDEPENDENT HERO

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

WARGEAR


DUNLENDING CHIEFTAIN [55 POINTS]

MAN, DUNLENDING, INFANTRY, HERO - HERO OF FORTITUDE

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

WARGEAR

HEROIC ACTIONS

OPTIONS

  • Bow: 5 points
  • Swap two-handed axe for Axe and shield: Free

WARRIORS OF ISENGARD

URUK-HAI SCOUT [8 POINTS]

URUK-HAI, ISENGARD, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS


ISENGARD TROLL [9 POINTS]

TROLL, ISENGARD, MONSTER, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS

  • Swap sword for spear: free
  • May swap shield for war drum (Isengard): 25 points

SPECIAL RULES


URUK-HAI BERSERKER [15 POINTS]

URUK-HAI, ISENGARD, INFANTRY, WARRIOR

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

WARGEAR

  • Berserker blade
  • Berserker Blade ACTIVE

A Berserker blade is a hand-and-a-half Sword If an Uruk-hai Berserker wins a Duel roll while fighting with its Berserker blade as a two-handed weapon, it may either assign strikes as normal, or do one Strength 4 hit at +1 To Wound on every model Engaged in the fight or supporting the Berserker and in base contact (friend and foe).

SPECIAL RULES

  • Oblivious to Pain PASSIVE

Every time an Uruk-hai Berserker suffers a Wound, roll a D6. On the roll of a 6, the wound is ignored exactly as if a point of Fate had been spent. This is not cumulative with other special rules that confer the same effect.

  • Impervious to Bow-fire PASSIVE

Uruk-hai Berserkers count their Defence characteristic as 6 when an enemy model makes a shooting attack against them.


FERAL URUK-HAI [13 POINTS]

URUK-HAI, ISENGARD, INFANTRY, WARRIOR

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

WARGEAR

SPECIAL RULES

  • Oblivious to Pain PASSIVE

Every time a Feral Uruk-hai suffers a Wound, roll a D6. On a 6, the Wound is ignored exactly as if a point of Fate had been spent. This is not cumulative with other special rules that confer the same effect.


DUNLENDING WARRIOR [7 POINTS]

MAN, DUNLENDING, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS


WILD MAN OF DUNLAND [5 POINTS]

MAN, DUNLENDING, INFANTRY, WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


URUK-HAI DEMOLITION TEAM [80 POINTS]

URUK-HAI, ISENGARD, INFANTRY, WARRIOR

COMPOSITION

  • An Uruk-hai Demolition team has two Uruk-hai Warriors with swords, one Uruk-hai Berserker with a flaming brand and Berserker blade and one demolition charge (see below),

OPTIONS

  • Equip Uruk-hai Warrior with flaming brand: 1 point

DEMOLITION CHARGES

  • Moving the Charge

A demolition charge is a Heavy Object, as on page 110 of the Middle-earth Strategy Battle Game Rules Manual. It may never be carried by mounted models.

  • Detonating the Charge

To use the demolition charge it must be dropped. A model with a flaming brand in base contact with the charge, which is not also Engaged in combat, may attempt to set it off at the start of the Fight phase. The model attempting to set off the charge must pass a Courage test. If it fails, it cannot detonate the charge. If it succeeds, the Evil player rolls on the Detonation table to determine the effects.

When it explodes, a demolition charge automatically strikes everything within 2" of the model - gates, doors, and of course, any models (friend or foe) that are in range of it. Each target struck automatically takes D6 Wounds, regardless of its Defence value. Cavalry models take D6 hits on both the mount and the rider.

  • Desperate Detonations

Without a burning brand, causing a detonation is hard. Any model from the same army as the demolition charge may attempt a Desperate Detonation at the start of the Fight phase as long as it is in base contact and not Engaged in combat. It must also pass a Courage test as normal. For each model attempting this, roll a D6. If one or more 6s are rolled, the charge is detonated - roll on the Detonation table as usual.

SPECIAL RULES

  • Flaming Brands

A model carrying a flaming brand cannot use a two-handed weapon (if it has one). If a model carrying a flaming brand is killed, the brand is extinguished and lost in the chaos of battle.

  • Attacking the Charge

The demolition charge can be shot at normally, and has a Defence of 7 and 3 Wounds. If the charge is wounded, roll a D6 per Wound inflicted. On a 6, the charge immediately detonates - roll on the Detonation table as normal.

A demolition charge that is wounded by another demolition charge will be detonated on the roll of a 4+ (per Wound suffered) rather than a 6.

If brought to 0 Wounds without exploding, the demolition charge is shattered and the powder scatters harmlessly on the ground - remove the charge from play.

An enemy model that spends a Fight phase in base contact with a demolition charge, and is not Engaged in combat, may automatically disable it. Remove it from play.

DETONATION TABLE

D6 RESULT
1 Dud. The charge has been damaged in some way and will not detonate; remove it from play.
2-5 Instant Reaction. The charge catches instantly, exploding in a roar of smoke and flame, as described previously.
6 Titanic Explosion. The powder in the charge detonates with colossal fury as described previously, but inflicts 2D6 Wounds rather than D6.

ISENGARD ASSAULT BALLISTA [65 POINTS]

SIEGE ENGINE

Siege Engine Strength Defence Wounds
Ballista (9) 10 4

CREW

An Isengard Assault Ballista is a large Siege Engine and is crewed by three Uruk-hai warrior crew wearing heavy armour. One is armed with a Sword, one a dagger and the other carries an Assault Ballista bolt (pike). Any additional crew purchased will be equipped with Heavy armour a Sword. One of the crew is automatically the Siege Veteran. All crew members have the Uruk-hai, Isengard, Infantry and Warrior keywords.

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

OPTIONS

  • Uruk-hai Engineer Captain: 50 points
  • Additional Crew: 9 points each
  • Superior Construction: 15 points

SPECIAL RULES

  • Piercing Shot

If a shot from an Isengard Assault Ballista hits a Battlefield target, then they will suffer one single Strength 9 hit. Additionally, if the target has Strength 5 or lower, they will be knocked Prone and flung D6" directly away from the Ballista. Any model that the target passes over will also be knocked Prone and suffer one single 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, and both the target and the Obstacle or model (if it has a Defence value) will suffer one Strength 6 hit.

  • Raise the Ladders!

The Assault Ballista can attempt to raise a ladder to the enemy battlements in the Shoot phase. To do this, the controlling player must first nominate a point on the battlements within range and which at least one crew member and the machine have Line of Sight to. Roll To Hit as usual - if a hit is scored, the grapple has struck home; if the machine misses, there is no further effect. When the grappling hook hits, a single siege ladder within 6" of the wall base below the target point is moved forwards to the wall and raised immediately. All ladder carriers drop their ladder as it is raised. Any one of the carriers can grab the top of the ladder and ride it to the top as it ascends. This model is then placed as if they had climbed to the top of the ladder that turn - which means that they count as charging into combat against a defender at the top of the tower if there is one. Furthermore, the defender will receive no benefit from defending an obstacle in the turn that a ladder is raised in this way..

  • Accurate

An Isengard Assault Ballista will only scatter 3" rather than 6".