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Corsairs of Umbar

ARMY COMPOSITION

This army may include: Dalamyr, Fleetmaster of Umbar; Delgamar, Gatemaster of Umbar; Hasharin; The Knight of Umbar; Black Numenorean Marshall; Corsair Bo'sun; Corsair Captain; Black Numenorean; Corsair Arbalester; Corsair Reaver; Corsair of Umbar.

ARMY BONUS

"The Corsairs are upon us! It is the last Stroke of Doom!" - Corsair models gain the Backstabbers special rule.

HEROES OF CORSAIRS OF UMBAR

DALAMYR, FLEETMASTER OF UMBAR [90 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Throwing weapon with Strength 1. Any target hit but not slain but spend a point of Will or be subject to the Channelled version of Transfix. If Dalamyr rolls a 1 on To Hit, he has run out of supply cannot use smoke bombs again for the rest of the game.

  • Preternatural Agility ACTIVE

Dalamyr can never be Trapped whilst still standing.


DELGAMAR, GATEMASTER OF UMBAR [75 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Ruthless Commander ACTIVE

Friendly Corsair Warrior models within 3" may re-roll a single dice during the Duel roll. However if they use this bonus and still fail to win the Duel roll, they immediately suffer a Strength 2 hit.


HASHARIN [80 POINTS]

HERO OF VALOUR, 15 WARBAND

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

WARGEAR

HEROIC ACTIONS

OPTIONS

  • Swap Weapon - 5 points

SPECIAL RULES

A Hasharin can never be trapped while still standing.


THE KNIGHT OF UMBAR [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 12 2

WARGEAR

  • Armour of the Sundered Land
  • Sword

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Drain Courage 12" 3+
Transfix 12" 4+
Compel 12" 5+
Instill Fear 3" 5+
Sap Will 12" 5+
Black Dart 12" 6+

OPTIONS

SPECIAL RULES

Only loses a point of Will if he loses the Duel roll in a Fight.

  • Combat Mimicry ACTIVE

At the start of a fight phase, he may choose to spend one point of Will to use the Fight, Strength and/or Attack of his opponent. He does not need to adopt all three characteristics.


BLACK NUMENOREAN MARSHALL [65 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


CORSAIR BO'SUN [45 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

  • Commanding Bellow ACTIVE

Friendly Corsair models within 3" of the Bo'sun count as being in range of a banner.


CORSAIR CAPTAIN [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

HEROIC ACTIONS

OPTIONS


WARRIORS OF CORSAIRS OF UMBAR

BLACK NUMENOREAN [9 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


CORSAIR ARBALESTER [10 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

  • Swap Weapon - 1 point

SPECIAL RULES

  • Pavise PASSIVE

Giant wooden shield that provides +3 Defence, so long as the model is not engaged in a Fight. May use the same rules for shielding, but does not gain the +1 Defence bonus due to also carrying a crossbow.


CORSAIR REAVER [9 POINTS]

WARRIOR

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

WARGEAR

  • Two Swords

OPTIONS

  • Swap Weapon - 1 point

SPECIAL RULES

  • Mindless Killers ACTIVE

If a Reaver starts it's move at least 6" away from a Corsair Bo'sun, it must take a Courage test. If failed, it must charge the nearest enemy. If no enemies are in range, it must charge the nearest friendly model. If no friendlies are in range, it must move 6" towards the nearest enemy. Whilst in this rampage, the reaver also gains +1 in To Wound rolls and does not take Courage tests for charging Terror-causing models.


CORSAIR OF UMBAR [7 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

  • Bow - 1 point
  • Shield - 1 point
  • Spear - 1 point
  • Swap Weapon - 1 point