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
- Bane of Kings
-
Smoke Bombs
ACTIVE
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
- Bane of Kings
-
Preternatural Agility
ACTIVE
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
- Armoured Fell Beast - 70 points
- Fell Beast - 50 points
- Horse - 10 points
SPECIAL RULES
- Harbinger of Evil
- Terror
-
Armour of the Sundered Land
PASSIVE
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
- Armoured Horse - 15 points
- Lance - 5 points
- Two-handed Weapon - 5 points
- Swap Weapon - 5 points
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
- Bow - 5 points
- Crossbow - 5 points
- Shield - 5 points
- Two-Handed - 5 points
- Swap Weapon - 5 points
- Spear - 1 point
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
- Bow - 5 points
- Crossbow - 5 points
- Shield - 5 points
- Two-Handed - 5 points
- Swap Weapon - 5 points
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.