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Mordor

ARMY COMPOSITION

This army may include: Witch King; Gothmog; Khamul; Mouth of Sauron; Razgush; The Betrayer; The Dark Marshall; The Dwimmerlaik; The Knight of Umbar; The Shadow Lord; The Tainted; The Undying; Black Numenorean Marshall; Captain of the Black Guard; Gorbag; Goroth; Gothmog's Enforcer; Great Beast of Gorgoroth; Grishnak; Guritz; Kardush; Morannon Orc Captain; Mordor Troll Chieftain; Mordor Uruk-Hai Captain; Muzgur; Orc Captain; Orc Taskmaster; Ringwraith; Shagrat; Zagdush; Orc Shaman; Black Guard Drummer; Orc Drummer; Shelob; Bat Swarm; Black Guard of Barad-Dur; Black Numenorean; Fell Warg; Giant Spider; Mirkwood Spider; Morannon Orc; Mordor Troll; Mordor Uruk-Hai; Morgul Knight; Morgul Stalker; Orc Tracker; Orc Warrior; Warg Rider; Mordor Siege Bow; Mordor War Catapult.

ARMY BONUS

"Our Enemy is Ready, His full Strength gathered" - Whilst you have more models on the board than your opponent, friendly Mordor Warrior models gain + 1 Courage and may re-roll 1s To Wound when making Strikes.

HEROES OF MORDOR

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.


GOTHMOG [130 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Defence

OPTIONS

  • Warg: 10 points
  • Shield: 5 points

SPECIAL RULES

  • Master of Battle

  • The Time of the Orc has Come ACTIVE

(Once per game) At the start of any fight phase, all friendly Mordor Orc models within 12" may re-roll failed To Wound rolls.

  • The Age of Men is Over PASSIVE

Gothmog and all friendly Mordor Orc models within 3" gain the Hatred (Man) special rule.


KHAMUL [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

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic Channelling
  • Heroic Strike
  • Heroic Challenge

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
  • Armoured Horse: 15 points
  • Horse: 10 points

SPECIAL RULES

  • Harbinger of Evil
  • Terror
  • Will of Evil

  • Essence Leech ACTIVE

Khamul regains one point of Will for each wound he causes with his strikes. He cannot exceed the 12 points of Will he starts with. At the start of a fight phase, he may choose to spend one point of Will to increase either his Fight, Strength or Attack by 1, for the remainder of that fight.


MOUTH OF SAURON [70 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Heavy armour
  • hand-and-a-half sword.

HEROIC ACTIONS

  • Heroic March
  • Heroic Channelling

MAGICAL POWERS

Power Range Casting Value
Drain Courage 12" 2+
Transfix 12" 3+
Instill Fear 3" 5+

OPTIONS

  • Armoured Horse: 15 points

SPECIAL RULES

  • Terror

RAZGUSH [110 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Heavy armour
  • Bone-breaker
  • shield

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Elfbane
  • Hatred (Elf)

  • Bone-breaker ACTIVE

This is a mace, and enemy models do not receive any bonus from Elven-made weapons when fighting against Razgush.

  • The Beasts of Mirkwood PASSIVE

Orc Captains in the same army may lead Bat Swarms, Mirkwood Spiders, Giant Spiders and Fell Wargs in their warbands.

  • War Leader of the North PASSIVE

Razgush's warband may only include Orc Warriors, Warg Riders, Bat Swarms, Mirkwood Spiders, Giant Spiders and Fell Wargs. Orc Captains, Orc Warriors and Warg Riders also gain Hatred (Elf).


THE BETRAYER [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" 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
  • Will of Evil
  • Bane of Kings

  • Master of Poisons PASSIVE

At the start of the Move phase, he may spend one point of Will to activate this ability. For the rest of this turn, all friendly models within 6" with Poisoned Weapons rule may re-roll failed To Wound rolls made with those weapons.


THE DARK MARSHALL [120 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Rule Through Fear PASSIVE

At the start of a fight phase, he may choose to spend one point of Will to turn himself into a banner for all friendly Warrior models within 6", for the rest of that turn.


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 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

  • Heroic Channelling

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
  • Will of Evil

  • 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.


THE SHADOW LORD [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 5 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 6" 5+

OPTIONS

  • Armoured Fell Beast: 70 points
  • Fell Beast: 50 points
  • Horse: 10 points

SPECIAL RULES

  • Harbinger of Evil
  • Terror
  • Will of Evil

  • Pall of Darkness PASSIVE

At the start of the Move phase, he may choose to spend one point of Will to activate this ability. For the rest of this turn, all shots against himself or any friendly models within 6" will only hit on a 6.


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.


THE UNDYING [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 18 0

WARGEAR

  • Heavy armour
  • staff

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 6" 5+

OPTIONS

  • Armoured Fell Beast: 70 points
  • Fell Beast: 50 points
  • Horse: 10 points

SPECIAL RULES

  • Harbinger of Evil
  • Terror
  • Will of Evil

  • Arcana Leech PASSIVE

At the start of the Move phase, he may spend one point of Will to activate this ability. For the rest of this turn, he regains one Will point for each successful Magical Power cast within 6" of him.

  • Eternal Willpower PASSIVE

The Undying may spend Will points for Fate rolls.


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

  • Heavy armour
  • sword
  • shield

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Armoured Horse: 15 points
  • Lance: 5 points
  • Two-Handed Weapon: 5 points
  • Swap Weapon: 5 points

SPECIAL RULES

  • Terror

CAPTAIN OF THE BLACK GUARD [65 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Heavy armour
  • sword
  • shield

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • For the Dark Lord! PASSIVE

While at least one friendly Ringwraith model is on the battlefield, the Black Guard's Courage value is 6.


GORBAG [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

OPTIONS

  • Shield: 5 points

SPECIAL RULES

  • Orcish Brawler ACTIVE

If outnumbered in a fight, Gorbag gains +1 to both his Fight and Attack value. Supporting models do not count towards being outnumbered.


GOROTH [80 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • two-handed mace

HEROIC ACTIONS

  • Heroic Strike

SPECIAL RULES

  • Burly

  • Come here Maggot! ACTIVE

If Goroth suffers a Wound that would slay him (after all Fate points are spent), he may roll a D6. On a 2+, he may select a friendly Mordor Orc model within 1" to take the Wound instead.


GOTHMOG'S ENFORCER [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Gothmog's Right Hand PASSIVE

If Gothmog's Enforcer is within 3" of Gothmog at the start of a turn, Gothmog may spend one of Gothmog's Enforcer's Will points to declare a Heroic Move, instead of spending his own Might points.


GREAT BEAST OF GORGOROTH [150 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
8" 4/4+ 6 7 3 5 2 2 1 1

SPECIAL RULES

  • Terror

  • Trample

When the Great Beast Tramples, it will inflict two S6 hits.

  • Battle Platform PASSIVE

Models within the Howdah do not count towards your Bow Limit.


GRISHNAK [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic Strike

OPTIONS

  • Shield: 5 points

SPECIAL RULES

  • Backstabbers

GURITZ [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Heavy armour
  • two-handed pick
  • sword

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Master of Reserves PASSIVE

When rolling for Reinforcements, you may modify the roll for Guritz' warband by +1 or -1. If he is already on the board, you may modify any warband's Reinforcement roll in the same army. When rolling for where warbands deploy on the board, you may modify the dice roll by +1 or -1.


KARDUSH [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • spear

HEROIC ACTIONS

  • Heroic Channelling

MAGICAL POWERS

Power Range Casting Value
Flameburst 6" 3+
Fury (Mordor Orc) 6" 3+

SPECIAL RULES

  • Heart of Darkness ACTIVE

At the start of the priority phase, before any dice are rolled, Kardush can kill a friendly Orc model within 6", and regain D3 Will points. Cannot take his Will points above their starting level.

  • Shadow Pawn PASSIVE

At the start of the priority phase, before any dice are rolled, Kardush can be sacrificed and allow a single friendly Ringwraith within 6" to regain D6 Will points. Cannot take their Will points above their starting level.


MORANNON ORC CAPTAIN [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Shield: 5 points
  • Two-Handed Weapon: 5 points
  • Swap Weapon: 5 points

MORDOR TROLL CHIEFTAIN [140 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
6" 7/5+ 7 8 3 3 4 2 1 1

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • Throw Stones (range 12", Strength 8)
  • Terror

MORDOR URUK-HAI CAPTAIN [55 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Orc Bow: 5 points
  • Shield: 5 points
  • Two-Handed Weapon: 5 points
  • Swap Weapon: 5 points

MUZGUR [70 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • dagger
  • spear

HEROIC ACTIONS

  • Heroic Channelling
  • Heroic Defence

MAGICAL POWERS

Power Range Casting Value
Drain Courage 12" 2+
Wither 12" 3+
Transfix 12" 4+

SPECIAL RULES

  • Power from Death ACTIVE

Muzgur regains one Will Point each time he slays an enemy model in combat.


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

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Warg: 10 points
  • Orc Bow: 5 points
  • Shield: 5 points
  • Swap Weapon: 5 points

ORC TASKMASTER [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Armour
  • mace
  • whip

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • Whip of the Masters ACTIVE

Each time a friendly Mordor Hero model within 6" (including the Taskmaster himself) attempts a Heroic Move, March or Shoot, roll a D6. On a 4+, that action is free.


RINGWRAITH [55 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
6" 5/4+ 4 8 1 1 6 0 7 0

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic March
  • 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: 75 points
  • Fell Beast: 50 points
  • Horse: 10 points
  • Might: 5 points
  • Will: 5 points
  • Fate: 5 points
  • Swap Weapon: 5 points

SPECIAL RULES

  • Harbinger of Evil
  • Terror
  • Will of Evil

  • One of Nine PASSIVE

There can only be a maximum of nine Ringwraith models in your force (including any named Ringwraiths).


SHAGRAT [100 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

OPTIONS

  • Shield of Cirith Ungol: 10 points
  • Heavy Armour: 5 points

SPECIAL RULES

  • Blood and Glory

  • Shield of Cirith Ungol ACTIVE

When Shagrat charges, he gains the Knock to Ground bonus as if he were a Calvary model.


ZAGDUSH [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • two swords

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Reckless Fighter ACTIVE

At the start of his Fight before any dice are rolled, Zagdush may choose to increase his Strength by 1 but decrease his Defence by 1, until the end of the Fight.


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

  • Armour
  • dagger
  • spear

HEROIC ACTIONS

  • Heroic Channelling

MAGICAL POWERS

Power Range Casting Value
Fury (Mordor Orc) 6" 3+
Transfix 12" 5+

OPTIONS

  • Warg: 10 points
  • Swap Weapon: 5 points

BLACK GUARD DRUMMER [35 POINTS]

INDEPENDENT HERO

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

WARGEAR

  • Heavy armour
  • sword
  • War Drum (Mordor Uruk-Hai)

OPTIONS

  • Swap Weapon: 5 points

ORC DRUMMER [30 POINTS]

INDEPENDENT HERO

Mv F S D A W C M W F
6" 4/5+ 4 5 1 1 3 0 0 1

WARGEAR

  • Armour
  • dagger
  • war drum (Mordor Orc)

OPTIONS

  • Swap Weapon: 5 points

SHELOB [90 POINTS]

INDEPENDENT HERO, UNIQUE

Mv F S D A W C M W F
10" 7/6+ 7 7 1 6 4 0 6 0

WARGEAR

  • Large venomous fangs

SPECIAL RULES

  • Monstrous Charge
  • Survival Instinct
  • Swift Movement
  • Terror
  • Venom

  • Lone Hunter PASSIVE

Shelob may never be taken as part of another model's warband.

  • Caught in a Web BRUTAL POWER ATTACK

Shelob can opt to direct a single strike at one model in the fight, that isn't a Monster. That model suffers one Strength 7 hit, and if wounded (and not prevented by Fate), the model is treated as being under the effect of the Paralyse magical power.


WARRIORS OF MORDOR

BAT SWARM [35 POINTS]

WARRIOR

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

WARGEAR

  • Claws and teeth

SPECIAL RULES

  • Fly

  • Blinding Swarm PASSIVE

The Fight value of any enemy model engaged in combat with a Bat Swarm is halved (rounding down).


BLACK GUARD OF BARAD-DUR [12 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • sword
  • shield

OPTIONS

  • Swap Shield for Banner: 25 points
  • Swap Weapon: 1 point

BLACK NUMENOREAN [9 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • sword
  • shield

OPTIONS

  • War Horn: 30 points
  • Banner: 25 points
  • Swap Weapon: 1 point

SPECIAL RULES

  • Terror

FELL WARG [8 POINTS]

WARRIOR

Mv F S D A W C
10" 3/5+ 4 4 1 1 2

WARGEAR

  • Claws and teeth

SPECIAL RULES

  • Fell Sight

GIANT SPIDER [20 POINTS]

WARRIOR

Mv F S D A W C
10" 4/6+ 5 3 2 2 3

WARGEAR

  • Venomous fangs

SPECIAL RULES

  • Poisoned Fangs
  • Swift Movement
  • Terror

MIRKWOOD SPIDER [20 POINTS]

WARRIOR

Mv F S D A W C
10" 2/5+ 5 3 2 2 2

WARGEAR

  • Venomous fangs

SPECIAL RULES

  • Poisoned Fangs
  • Swift Movement
  • Terror

  • Spider Webs ACTIVE

A Mirkwood Spider can shoot webs, with a range of 8". If the spider hits its target, do not roll To Wound. Instead, the model suffers the effects of the Paralyse Magical Power. If a Hero model is hit by the web, it can attempt to spend a point of Fate to negate the effects of Paralyse.


MORANNON ORC [7 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • sword, axe or mace

OPTIONS

  • Banner: 25 points
  • Shield: 1 point
  • Spear: 1 point
  • Swap Weapon: 1 point

MORDOR TROLL [100 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand-and-a-half hammer

OPTIONS

  • War Drum (Mordor): 30 points
  • Swap Weapon: 1 point

SPECIAL RULES

  • Terror
  • Throw Stones (range 12", Strength 8)

MORDOR URUK-HAI [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • sword

OPTIONS

  • Banner: 25 points
  • Orc Bow: 1 point
  • Shield: 1 point
  • Two-Handed Mace: 1 point
  • Swap Weapon: 1 point

MORGUL KNIGHT [18 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • sword
  • shield
  • lance
  • armoured horse

OPTIONS

  • War Horn: 30 points
  • Banner: 25 points
  • Swap Weapon: 1 point

SPECIAL RULES

  • Terror

MORGUL STALKER [10 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • sword

OPTIONS

  • Swap Weapon: 1 point

SPECIAL RULES

  • Stalk Unseen

ORC TRACKER [5 POINTS]

WARRIOR

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

WARGEAR

  • Dagger
  • Orc bow

OPTIONS

  • Warg: 7 points
  • Swap Weapon: 1 point

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

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

SIEGE ENGINES OF MORDOR

MORDOR SIEGE BOW [50 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv F S D A W C M W F
- - 9 10 - 3 - 1 1 1

OPTIONS

  • Orc Engineer Captain: 40 points
  • Flaming Ammunition: 15 points
  • Additional Crew: 5 points
  • Engineer Captain - Orc Bow: 5 points
  • Engineer Captain - Shield: 5 points

SPECIAL RULES

  • Accurate

A Mordor Siege Bow will only scatter 3" rather than 6".

  • Piercing Shot

If a shot hits a target, then they suffer one S9 hit. Additionally, if the target is S5 or lower, they are knocked Prone and flung D6" directly away from the Siege Bow. Any model the target passes over is also knocked Prone and suffers one S6 hit. If the target hits impassable terrain, or a model that is S6 or higher, the target is knocked Prone and both the target and obstacle suffer one S6 hit.


MORDOR WAR CATAPULT [160 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv F S D A W C M W F
- - 10 10 - 4 - 1 1 1

OPTIONS

  • Orc Engineer Captain: 40 points
  • Flaming Ammunition: 15 points
  • Severed Heads: 5 points
  • Additional Crew: 5 points
  • Engineer Captain - Orc Bow: 5 points
  • Engineer Captain - Shield: 5 points

SPECIAL RULES

  • Troll

  • Indirect Fire

Always fires using Volley Fire, with range 12" - 96".

  • Area Effect

If a Battlefield target is hit, all models within 2" also suffer one Strength 5 hit and are knocked prone.

  • Wall-breaker

When rolling To Wound against a Siege target, you may roll two dice and pick the highest.