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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

HEROIC ACTIONS

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

SPECIAL RULES

(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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

SPECIAL RULES

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

HEROIC ACTIONS

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

SPECIAL RULES

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

HEROIC ACTIONS

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

SPECIAL RULES

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

HEROIC ACTIONS

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

MAGICAL POWERS

Power Range Casting Value
Paralyse 6" 4+

OPTIONS

  • Swap Weapon - 5 points

SPECIAL RULES


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

HEROIC ACTIONS

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

HEROIC ACTIONS


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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

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

OPTIONS

  • Swap Weapon - 5 points

SPECIAL RULES

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. At the start of the Fight phase, before Heroic Actions are declared, a Shade may spend a point of Will to activate this ability. All models (both friend and foe) within 6" of one or more Shades that have activated this ability suffer a -1 penalty to its Duel roll. This is cumulative with other such penalties, such as for wielding a two-handed weapon. Friendly Angmar models are not affected by this special rule.

  • 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

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Drain Courage 6" 3+
Curse 6" 4+
Wither 6" 4+
Sap Will 6" 5+

SPECIAL RULES

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

SPECIAL RULES

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

HEROIC ACTIONS

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

OPTIONS


ANGMAR WARG RIDER [11 POINTS]

WARRIOR

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

WARGEAR

OPTIONS


CAVE TROLL [75 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

  • Troll Chain - 5 points
  • Swap Spear for Hammer - 5 points
  • Swap Weapon - 1 point

SPECIAL RULES

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

OPTIONS

  • Swap Weapon - 1 point

SPECIAL RULES

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

OPTIONS

  • Swap Weapon - 1 point

SPECIAL RULES

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

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

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