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.