Angmar
ARMY COMPOSITION
This army may include: Witch King; Aldrac; Buhrdur; Gulavhar; The Dwimmerlaik; The Tainted; Angmar Orc Captain; Barrow-wight; Captain of Carn Dum; Fraecht; Golfimbul; Nazthak; Shade; The Shadow of Rhudaur; Wild Warg Chieftain; Angmar Orc Shaman; Angmar Orc Warrior; Angmar Warg Rider; Cave Troll; Dead Marsh Spectre; Hill Troll; Warrior of Carn Dum; Werewolf; Wild Warg.
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
WITCH KING [70 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 5/4+ | 4 | 8 | 1 | 1 | 6 | 0 | 10 | 0 |
WARGEAR
- Heavy armour
- sword
HEROIC ACTIONS
- Heroic Resolve
- Heroic Channelling
- Heroic Strike
- Heroic Strength
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| 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+ |
OPTIONS
- Armoured Fell Beast: 75 points
- Fell Beast: 50 points
- Crown of Morgul: 25 points
- Armoured Horse: 15 points
- Horse: 10 points
- Morgul Blade: 10 points
- Two-Handed Flail: 5 points
- Might: 5 points
- Will: 5 points
- Fate: 5 points
SPECIAL RULES
- Harbinger of Evil
- Terror
-
Will of Evil
-
Morgul Blade
ACTIVE
(Once per game) Direct all attacks against one model, if they suffer at least one wound, they are instantly killed. Heroes may use Fate, but if a single Wound is not saved, they are still slain.
- Crown of Morgul
PASSIVE
Attack value increased to 3. You can re-roll one dice when rolling for Casting or Resist tests.
ALDRAC [120 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 5/4+ | 5 | 6 | 3 | 3 | 5 | 3 | 3 | 1 |
WARGEAR
- Mace
- shield
- armour
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
SPECIAL RULES
-
Mighty Blow
-
Warlord of Carn Dum
PASSIVE
Friendly Carn Dum models within 6" re-roll failed Courage tests.
- Battle Frenzy
ACTIVE
If Aldrac slays an enemy model in combat, then he may declare a free Heroic Combat in the following turn.
BUHRDUR [110 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 6/4+ | 6 | 6 | 3 | 3 | 4 | 3 | 1 | 1 |
WARGEAR
- Pick
HEROIC ACTIONS
- Heroic Strike
- Heroic Strength
- Heroic Challenge
SPECIAL RULES
- Terror
-
Throw Stones (range 12", Strength 8)
-
Lead by Example
ACTIVE
In a turn where Buhrdur slays an enemy Hero or Monster, all friendly Angmar Orc and Troll models within 6" count as being in range of a banner.
GULAVHAR [200 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| 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
- Heroic Strength
- Heroic Defence
SPECIAL RULES
- Fly
- Harbinger of Evil
- Monstrous Charge
- Resistant to Magic
-
Terror
-
Immortal Hunger
ACTIVE
Regains a single Wound for each model slain. Rend is the only Brutal Power Attack that can also work in this manner. His wounds can never exceed 4.
- *Strength of Body, Strength of Will
PASSIVE
Attack and Courage value are equal to remaining wounds.
THE DWIMMERLAIK [120 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 5/4+ | 4 | 8 | 1 | 1 | 6 | 0 | 16 | 2 |
WARGEAR
- Armour
- two-handed sword
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Drain Courage | 12" | 2+ |
| Transfix | 12" | 3+ |
| Compel | 12" | 4+ |
| Instill Fear | 3" | 5+ |
| Sap Will | 12" | 5+ |
| Black Dart | 12" | 5+ |
OPTIONS
- Armoured Fell Beast: 70 points
- Fell Beast: 50 points
- Armoured Horse: 15 points
- Horse: 10 points
SPECIAL RULES
- Harbinger of Evil
- Terror
-
Will of Evil
-
Sap Fortitude
PASSIVE
Spend a point of Will each time an enemy Hero within 6" spends a point of Might, Will or Fate. Roll a D6, and on a 4+, the enemy Hero must spend an extra point for that action or it will be cancelled.
THE TAINTED [120 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 5/4+ | 4 | 8 | 1 | 1 | 6 | 2 | 14 | 2 |
WARGEAR
- Heavy armour
- sword
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Drain Courage | 12" | 2+ |
| Transfix | 12" | 3+ |
| Compel | 12" | 4+ |
| Instill Fear | 3" | 5+ |
| Sap Will | 12" | 5+ |
| Black Dart | 12" | 5+ |
OPTIONS
- Armoured Fell Beast: 70 points
- Fell Beast: 50 points
- Armoured Horse: 15 points
- Horse: 10 points
SPECIAL RULES
- Harbinger of Evil
- Terror
-
Will of Evil
-
Miasmatic Presence
PASSIVE
At the start of the Move phase, spend 1 point of Will to negate the effects of Stand Fast! or Heroic Actions for all Warrior models within 6".
- Seeping Decay
PASSIVE
Roll a D6 for each non-spirit model (2D6 for cavalry), for both friendly or enemies in base contact. On a 6, they suffer a wound.
ANGMAR ORC CAPTAIN [40 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 4/5+ | 4 | 5 | 2 | 2 | 3 | 2 | 1 | 1 |
WARGEAR
- Armour
- sword or pick
HEROIC ACTIONS
- Heroic March
OPTIONS
- Warg: 10 points
- Orc bow: 5 points
- Shield: 5 points
- Swap Weapon: 5 points
BARROW-WIGHT [50 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 3/4+ | 3 | 7 | 1 | 2 | 6 | 0 | 5 | 0 |
WARGEAR
- Heavy armour
- sword
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Paralyse | 6" | 4+ |
OPTIONS
- Swap Weapon: 5 points
SPECIAL RULES
- Terror
- Blades of the Dead
CAPTAIN OF CARN DUM [55 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 4/4+ | 4 | 6 | 2 | 2 | 4 | 2 | 1 | 1 |
WARGEAR
- Mace
- shield
- armour
HEROIC ACTIONS
- Heroic March
OPTIONS
- Swap Weapon: 5 points
SPECIAL RULES
- Glory Seekers
ACTIVE
If this model is in combat with an enemy hero model (but not if they are supporting) then this model gets +1 To Wound when making strikes against that enemy hero.
FRAECHT [65 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 3/4+ | 4 | 5 | 2 | 2 | 4 | 1 | 4 | 1 |
WARGEAR
- Armour
- staff
- dagger
HEROIC ACTIONS
- Heroic Resolve
GOLFIMBUL [40 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 3/4+ | 4 | 5 | 2 | 2 | 4 | 2 | 2 | 0 |
WARGEAR
- Armour
- hand-and-a-half mace
HEROIC ACTIONS
- Heroic Strike
- Heroic Challenge
OPTIONS
- Warg: 10 points
SPECIAL RULES
- Impressive Girth
PASSIVE
When Golfimbul suffers a wound, roll a D6. On a 5+, the Wound is ignored. This cannot be used for Wounds caused by Magical Powers.
NAZTHAK [50 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 4/4+ | 4 | 5 | 2 | 2 | 3 | 3 | 1 | 1 |
WARGEAR
- Armour
- dagger
HEROIC ACTIONS
- Heroic Defence
SPECIAL RULES
- Scavenge
ACTIVE
Whenever Nazthak kills an enemy model in combat (except for Monsters), he may scavenge a single piece of wargear carried by that model, except for a mount, the One Ring, or integral items to the model (such as claws and teeth). This happens before any effects that allow the enemy model to pass on that wargear. That item becomes part of Nazthak's wargear, with any of it's benefits. He may choose to discard any scavenged wargear at any time, but it cannot be reclaimed once done so.
SHADE [75 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 1/6+ | 1 | 8 | 2 | 3 | 5 | 0 | 4 | 1 |
WARGEAR
- Never counts as unarmed
OPTIONS
- Swap Weapon: 5 points
SPECIAL RULES
- Terror
-
Blades of the Dead
-
Conduit of Angmar
PASSIVE
Angmar Ringwraith models within 6" of a Shade may use this model to determine Line of Sight and range when casting magical powers. Also, that model may choose to deal a single a single wound to this Shade to gain +1 to the casting value.
- Swirling Mists
ACTIVE
At the start of a Shoot phase before Heroics are declared, a Shade may spend a point of Will to cause a -1 To Hit penalty for any shooting attack targeting a friendly model within 6" of the Shade. If the enemy model who is shooting is within 12" of the Shade, they suffer a -2 penalty instead.
- Ghostly Resolve
PASSIVE
Friendly Angmar Orc models within 12" of one or more friendly Shades add +1 to their Courage value.
THE SHADOW OF RHUDAUR [80 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 5/5+ | 3 | 7 | 2 | 2 | 6 | 2 | 5 | 2 |
WARGEAR
- Armour
- sword
HEROIC ACTIONS
- Heroic Challenge
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Drain Courage | 6" | 3+ |
| Curse | 6" | 4+ |
| Wither | 6" | 4+ |
| Sap Will | 6" | 5+ |
SPECIAL RULES
- Blades of the Dead
-
Terror
-
Herald of Doom
PASSIVE
At the start of the game, select one enemy hero model. While The Shadow of Rhudaur is within 6" of them, they suffer -1 to Fate rolls and -1 Courage.
- Powers of Angmar
ACTIVE
If The Shadow of Rhudaur rolls a natural 6 on a casting roll, the channelled version of that magical power will be used if it is not resisted.
WILD WARG CHIEFTAIN [80 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| 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
- Heroic March
- Heroic Strength
SPECIAL RULES
-
Terror
-
Packlord
ACTIVE
Only friendly Warg models benefit from a Wild Warg Chieftain's Stand Fast! And Heroic Actions.
ANGMAR ORC SHAMAN [50 POINTS]
MINOR HERO, 6 WARBAND
| Mv | F | S | D | A | W | C | M | W | F |
|---|---|---|---|---|---|---|---|---|---|
| 6" | 3/5+ | 3 | 5 | 1 | 2 | 3 | 1 | 3 | 1 |
WARGEAR
- Heavy armour
- dagger
- spear
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Wither | 12" | 3+ |
| Instill Fear | 3" | 5+ |
OPTIONS
- Warg: 10 points
- Swap Weapon: 5 points
WARRIORS OF ANGMAR
ANGMAR ORC WARRIOR [5 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 3/5+ | 3 | 4 | 1 | 1 | 2 |
WARGEAR
- Armour
- sword or pick
OPTIONS
- Banner: 25 points
- Orc bow: 1 point
- Shield: 1 point
- Spear: 1 point
- Two-Handed Weapon: 1 point
- Swap Weapon: 1 point
ANGMAR WARG RIDER [11 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 3/5+ | 3 | 4 | 1 | 1 | 2 |
WARGEAR
- Armour
- sword
- Warg
OPTIONS
- Banner: 25 points
- Orc bow: 1 point
- Shield: 1 point
- Throwing Spears: 1 point
- Swap Weapon: 1 point
CAVE TROLL [75 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 6/5+ | 6 | 6 | 3 | 3 | 3 |
WARGEAR
- Spear
OPTIONS
- Troll Chain: 5 points
- Swap Spear for Hammer: 5 points
- Swap Weapon: 1 point
SPECIAL RULES
- Burly
- Terror
-
Throw Stones (range 12", Strength 8)
-
Troll Chain
ACTIVE
A throwing weapon with range 3" and Strength 5.
DEAD MARSH SPECTRE [15 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 2/4+ | 3 | 5 | 1 | 1 | 6 |
WARGEAR
- Heavy armour
- sword
OPTIONS
- Swap Weapon: 1 point
SPECIAL RULES
- Terror
-
Blades of the Dead
-
A Fell Light is in Them
ACTIVE
During its move, a spectre can choose an enemy model within 12" and in Line of Sight. The model must pass a courage test or make a full move under the spectre's control, even if it has already moved, and then it cannot move any further that turn.
HILL TROLL [75 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 6/4+ | 6 | 6 | 3 | 3 | 3 |
WARGEAR
- Sword
OPTIONS
- Swap Weapon: 1 point
SPECIAL RULES
- Terror
-
Throw Stones (range 12", Strength 8)
-
Pathfinders
PASSIVE
At the start of a game, if you have any Hill Trolls in your force, you may select a piece of difficult terrain (other than a water feature). Friendly Angmar models will no longer treat it as difficult terrain. This still does not allow a model to fly out of a woods.
- Hill Troll Intelligence
ACTIVE
May re-roll a single D6 in the Duel roll when fighting solely against infantry models (but not Monsters). Burdhur also gains this rule for the rest of the game if he is in your force.
WARRIOR OF CARN DUM [9 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 6" | 3/4+ | 4 | 5 | 1 | 1 | 3 |
WARGEAR
- Armour
- shield
- mace
OPTIONS
- Banner: 25 points
- Swap Weapon: 1 point
- Spear: 1 point
SPECIAL RULES
- Glory Seekers
ACTIVE
If this model is in combat with an enemy hero model (but not if they are supporting) then this model gets +1 To Wound when making strikes against that enemy hero.
WEREWOLF [25 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 10" | 5/6+ | 5 | 4 | 2 | 2 | 5 |
WARGEAR
- Claws and teeth
SPECIAL RULES
- Fell Sight
-
Terror
-
Feral Charge
ACTIVE
When a werewolf charges an enemy Infantry model, they gain the Knock to Ground special rule, as if they were a cavalry model. This bonus is lost if they are subsequently charged by an enemy Cavalry model.
WILD WARG [7 POINTS]
WARRIOR
| Mv | F | S | D | A | W | C |
|---|---|---|---|---|---|---|
| 10" | 3/5+ | 4 | 4 | 1 | 1 | 2 |
WARGEAR
- Claws and teeth