Evil Legacy
ASHRAK [60 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 2 | 6+ | 6+ | 1 | 4 | 1 |
WARGEAR
- Armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fury (Spider) | Self | 3+ |
| Compel | 12" | 4+ |
SPECIAL RULES
-
Cave Dweller
-
Death-touch
PASSIVE
Any model that Wounds Ashrak in Combat, or is Wounded by Ashrak in Combat, must immediately roll a D6. On a 4+ the model immediately suffers the effects of the Paralyse Magical Power; however, the effects will not immediately end should Ashrak have no Will Points or be slain.
- Spider-kin
PASSIVE
Only Spider models may benefit from Ashrak's Stand Fast or Heroic Actions. Additionally, whilst within 3" of a friendly Spider model, Ashrak gains the Terror special rule.
HARADRIM KING [70 POINTS]
HERO OF VALOUR, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 2 | 2 | 5+ | 5+ | 2 | 2 | 2 |
WARGEAR
- Armour
- Hand weapon
HEROIC ACTIONS
- Heroic Strength
- Heroic March
OPTIONS
- Horse: 20 points
SPECIAL RULES
-
Bane of Kings
-
Tribal King
ACTIVE
If this model is your General, it increases its Attacks characteristic to 3 and gains the General Hunter special rule.
KHAMUL THE EASTERLING [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 5+ | 2 | 12 | 2 |
WARGEAR
- Heavy armour
- Hand weapon
HEROIC ACTIONS
- Heroic Challenge
- Heroic Channelling
- Heroic Strike
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Bladewrath | 12" | 4+ |
| Compel | 12" | 4+ |
| Transfix | 12" | 4+ |
| Drain Courage | 12" | 5+ |
| Black Dart | 6" | 6+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Essence Leech
ACTIVE
Each time Khamul slays an enemy model in Combat, he immediately regains a single Will Point spent earlier in the battle. Additionally, at the start of the Fight Phase, before the Declare Heroic Actions step, Khamul may spend a Will Point to increase either his Fight Value, Strength or Attacks by 1 until the End Phase of the turn. Note this will only ever affect Khamul, not any Mount he is riding.
KHANDISH KING [100 POINTS]
HERO OF VALOUR, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 3 | 2 | 5+ | 5+ | 2 | 2 | 1 |
WARGEAR
- Heavy armour
- hand-and-a-half weapon
- bow
HEROIC ACTIONS
- Heroic Strike
- Heroic Resolve
- Heroic March
OPTIONS
- Khandish Chariot: 35 points
SPECIAL RULES
- Commanding Presence
PASSIVE
Friendly Khand models treat a Khandish King as a banner with a range of 6".
MAHUD KING [70 POINTS]
HERO OF VALOUR, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 3+ | 5 | 6 | 3 | 2 | 5+ | 6+ | 2 | 2 | 1 |
WARGEAR
- Armour
- hand weapon
- shield
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
OPTIONS
- War Camel: 25 points
RAZGUSH, WAR LEADER OF THE NORTH [120 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 4+ | 4 | 7 | 3 | 3 | 5+ | 5+ | 3 | 3 | 1 |
WARGEAR
- Heavy armour
- Bone-breaker
- shield
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
SPECIAL RULES
- Elfbane
-
Hatred (Elf)
-
Bone-breakers
ACTIVE
This is a Unique hand weapon. Enemy models with an Elven weapon Engaged in Combat with, or supporting a model Engaged in Combat with, Razgush do not receive the bonus to the roll-off should the Duel Roll result in a Drawn Combat.
- The Beasts of Mirkwood
PASSIVE
Razgush may include Bat Swarms, Mirkwood Giant Spiders, Mirkwood Hunting Spiders and Fell Wargs in his Warband even if they are not listed in the Army List Razgush is included in.
- War Leader of the North
PASSIVE
The range of Razgush's Stand Fast is 12" rather than 6".
THE BETRAYER [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 4+ | 2 | 14 | 2 |
WARGEAR
- Heavy armour
- hand-and-a-half weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 4+ |
| Transfix | 12" | 4+ |
| Drain Courage | 12" | 4+ |
| Black Dart | 6" | 4+ |
| Panic Steed | 12" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Bane of Kings
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Master of Poisons
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, the Betrayer may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, friendly models with the Poisoned Attacks special rule within 6" of the Betrayer may re-roll all failed To Wound rolls for their Poisoned Attacks, rather than just To Wound rolls of a natural 1.
THE DARK MARSHAL [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 4+ | 4 | 8 | 1 | 1 | 4+ | 4+ | 2 | 14 | 2 |
WARGEAR
- Heavy armour
- hand weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Aura of Command | Self | 3+ |
| Compel | 12" | 3+ |
| Transfix | 12" | 3+ |
| Drain Courage | 12" | 4+ |
| Black Dart | 6" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Rule Through Fear
PASSIVE
At the start of the Fight Phase, before the Declare Heroic Actions step, the Dark Marshal may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, friendly Warrior models treat the Dark Marshal as a banner with a range of 6".
THE DWIMMERLAIK [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 5+ | 0 | 16 | 2 |
WARGEAR
- Heavy armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Transfix | 12" | 3+ |
| Curse | 12" | 4+ |
| Drain Courage | 12" | 4+ |
| Black Dart | 6" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Sap Fortitude
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, the Dwimmerlaik may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, whenever an enemy Hero model within 6" of the Dwimmerlaik declares a Heroic Action, they must take an Intelligence Test. If the test is failed the Heroic Action is immediately cancelled, and the Might Point spent to declare it is lost.
THE GOLDEN KING OF ABRAKHAN [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 4 | 4 | 6+ | 5+ | 2 | 6 | 2 |
WARGEAR
- Two-handed weapon
- The Golden Throne
HEROIC ACTIONS
- Heroic Resolve
SPECIAL RULES
- Burly
THE KNIGHT OF UMBAR [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 5+ | 2 | 12 | 2 |
WARGEAR
- Heavy armour
- Hand weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 4+ |
| Transfix | 12" | 4+ |
| Drain Courage | 12" | 4+ |
| Black Dart | 6" | 4+ |
| Enchant Blades | 12" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Armour of the Sundered Land
PASSIVE
This is Unique heavy armour. Additionally, the Knight of Umbar only loses a Will Point for having been in a Combat, as per the Will of Evil special rule, if his side loses a Combat during the Fight Phase.
- Combat Mimicry
ACTIVE
At the start of the Fight Phase, before the Declare Heroic Actions step, the Knight of Umbar may spend a Will Point to use this special rule. If he does, he may immediately choose a single enemy model he is Engaged in Combat with. The Knight of Umbar can elect to use the Fight Value, Attacks and/or Strength characteristics of the chosen model (in any combination) until the End Phase of the turn.
THE SHADOW LORD [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 5+ | 4+ | 2 | 14 | 2 |
WARGEAR
- Heavy armour
- hand weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Fog of Disarray | Self | 3+ |
| Transfix | 12" | 3+ |
| Drain Courage | 12" | 4+ |
| Black Dart | 6" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Pall of Darkness
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, the Shadow Lord may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, Shooting Attacks that target the Shadow Lord, or any model within 6" of him, will only ever hit on the roll of a 6.
THE SPIDER QUEEN [120 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 6 | 6+ | 6 | 4 | 2 | 3 | 6+ | 6+ | 3 | 3 | 0 |
WARGEAR
- Large venomous fangs (hand weapons)
HEROIC ACTIONS
- Heroic Defence
- Heroic Strike
SPECIAL RULES
- Dominant (3)
- Monstrous Charge
- Swift Movement
- Terror
-
Venom
-
Progeny
ACTIVE
At the beginning of her Activation, the Spider Queen may spend any number of Will Points she has remaining to summon a Broodling. For each Will Point spent, place a single Broodling anywhere within 3" of the Spider Queen. Broodlings placed in this manner can never be placed in base contact with enemy models, but may be placed within the Control Zones of enemy models. Broodlings may be Activated on a turn in which they were summoned, though may not Activate as part of a Heroic Move or Heroic March declared by a friendly model that turn as they were not on the board when the Heroic Action was declared. Broodlings are never taken into account when working out if an Army is Broken or reduced to 25%.
ADDITIONAL PROFILES
- Broodling
- Mv 10", Fv 2, Sv 6+, S 3, D 3, A 1, W 1, C 8+, I 8+
THE TAINTED [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 4+ | 2 | 14 | 2 |
WARGEAR
- Heavy armour
- Hand weapon
HEROIC ACTIONS
- Heroic Channelling
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Miasmatic Presence
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, the Tainted may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, all Warrior models (both friendly and enemy) within 6" of the Tainted may not benefit from the Stand Fast rule, nor take part in any Heroic Actions.
- Seeping Decay
PASSIVE
At the start of the Fight Phase, before the Declare Heroic Actions step, roll a D6 for every non-Spirit model in base contact with the Tainted, both friendly and enemy. On the roll of a natural 6, the model immediately suffers a Wound. If the model in base contact is a Cavalry model, roll for both the rider and the Mount separately. If after this special rule has been resolved the Tainted is no longer in base contact with any enemy models, then he will not count as being Engaged in Combat that turn (unless he is subsequently Charged as a result of a Heroic Combat).
THE UNDYING [130 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 8 | 1 | 1 | 4+ | 4+ | 2 | 18 | 0 |
WARGEAR
- Heavy armour
- hand-and-a-half weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Transfix | 12" | 3+ |
| Drain Courage | 12" | 4+ |
| Foil Magic | 12" | 4+ |
| Black Dart | 6" | 5+ |
| Instill Fear | Self | 6+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Harbinger of Evil (12")
- Terror
-
Will of Evil
-
Arcana Leech
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, the Undying may spend a Will Point to use this special rule. If he does, then until the End Phase of the turn, the Undying regains a Will Point spent earlier in the battle every time another model successfully casts a Magical Power within 6".
- Eternal Willpower
PASSIVE
The Undying can spend his Will Points as if they were Fate Points.
THRYDAN WOLFSBANE [90 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 5 | 2 | 2 | 6+ | 6+ | 3 | 2 | 2 |
WARGEAR
- Armour
- Hand weapon
- Two-handed weapon
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
OPTIONS
- Horse: 20 points
SPECIAL RULES
- Leader (Dunlending Huscarl)
-
Mighty Blow
-
Lord of Dunland
ACTIVE
The range of Thrydan's Stand Fast is 12" rather than 6".
CAPTAIN OF THE BLACK GUARD [70 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 7 | 2 | 2 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Heavy armour
- Hand weapon
- Shield
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- "For the Dark Lord!"
PASSIVE
Whilst there is at least one friendly Ringwraith on the battlefield, treat this model's Courage as 4+.
DUNLENDING CHIEFTAIN [55 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 5 | 5 | 2 | 2 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- Hand weapon
- Two-handed weapon
HEROIC ACTIONS
- Heroic March
FRIDA TALLSPEAR [70 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 2 | 6+ | 5+ | 2 | 2 | 2 |
WARGEAR
- Armour
- Hand weapon
- Spear
- Shield
HEROIC ACTIONS
- Heroic Strength
- Heroic Defence
SPECIAL RULES
-
Leader (Dunlending Huscarl)
-
Readied Stance
ACTIVE
Cavalry models do not gain the Extra Attack and Knock to the Ground bonuses whilst Engaged in Combat with Frida, or Engaged in Combat with a model Frida is Supporting.
- Go for the Horse!
PASSIVE
Friendly Dunland models within 3" of Frida may re-roll failed To Wound rolls when making Strikes against an enemy Mount.
GOLFIMBUL, ORC CAPTAIN [45 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 2 | 2 | 6+ | 8+ | 2 | 2 | 0 |
WARGEAR
- Armour
- hand-and-a-half weapon
HEROIC ACTIONS
- Heroic Challenge
- Heroic Strike
OPTIONS
- Warg: 20 points
SPECIAL RULES
- Impressive Girth
PASSIVE
Whenever Golfimbul suffers a Wound, roll a D6. On the roll of a 5+, the Wound is ignored. Golfimbul may use Might to influence this roll, though he may not use this special rule against Wounds caused by Magical Powers.
GOROTH, CAPTAIN OF THE MORANNON [85 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 5+ | 5 | 6 | 2 | 2 | 6+ | 6+ | 2 | 2 | 2 |
WARGEAR
- Heavy armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Burly
-
Dominant (2)
-
Come here maggot!
ACTIVE
Whenever Goroth suffers a Wound, before any Fate Rolls are made, he may roll a D6. On a 2+, he may choose a single friendly Mordor Orc model within 1" to immediately suffer the Wound instead of him. Fate Rolls can then be made as normal.
GORULF IRONSKIN [70 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 5 | 3 | 2 | 6+ | 6+ | 2 | 1 | 2 |
WARGEAR
- Armour
- hand weapons
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
- Heroic Defence
SPECIAL RULES
-
Leader (Dunlending Huscarl)
-
Ironskin
ACTIVE
If at the start of the Fight Phase Gorulf is Engaged in Combat with an enemy Hero model, he may declare a Heroic Defence for free.
GREAT BEAST OF GORGOROTH [175 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 4 | 6+ | 6 | 7 | 3 | 6 | 7+ | 8+ | 2 | 1 | 1 |
WARGEAR
- Hooves (hand weapon)
SPECIAL RULES
- Dominant (6)
- Large Target
-
Terror
-
Trample
ACTIVE
When a Great Beast Tramples, it will inflict 3 Strength 6 hits.
ADDITIONAL PROFILES
- Howdah
- Mv -, Fv -, Sv 5+, S -, D 7, A -, W 9, C -, I -
- Orc Commander
- Mv 6", Fv 4, Sv 5+, S 4, D 5, A 2, W 2, C 6+, I 7+
GROBLOG [55 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 5+ | 4 | 6 | 2 | 2 | 7+ | 6+ | 2 | 1 | 3 |
WARGEAR
- Heavy armour
- Hand weapon
- Mithril Crown
HEROIC ACTIONS
- Heroic Defence
- Heroic Strike
SPECIAL RULES
-
Cave Dweller
-
Mithril Crown
ACTIVE
This is a Unique piece of wargear. Friendly Moria Goblin models within 3" of Groblog gain the Dominant (2) special rule.
KARDUSH THE FIRECALLER [65 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 4 | 1 | 2 | 7+ | 5+ | 1 | 3 | 1 |
WARGEAR
- Armour
- spear
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Flameburst | 6" | 3+ |
| Fury (Mordor Orc) | Self | 3+ |
SPECIAL RULES
- Shadow Pawn
PASSIVE
At the start of the Move Phase, before the Declare Heroic Actions step, Kardush's controlling player can choose to remove him from the battlefield as a casualty if he is within 6" of a friendly Ringwraith. If they do, then a single friendly Ringwraith model within 6" of where Kardush was immediately regains D6 Will Points spent earlier in the battle.
- Heart of Darkness
ACTIVE
At the start of the Move Phase, before the Declare Heroic Actions step, Kardush can choose a single friendly Orc Warrior model within 6" of himself. If he does, the chosen model is removed as a casualty and Kardush immediately regains D3 Will Points spent earlier in the battle.
KHANDISH CHIEFTAIN [55 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 2 | 2 | 5+ | 5+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand-and-a-half weapon
- bow
HEROIC ACTIONS
- Heroic March
OPTIONS
- Horse: 20 points
MAHUD TRIBESMASTER [55 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 3+ | 5 | 5 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Strength
- Heroic March
OPTIONS
- War Camel: 25 points
- Blowpipe: 5 points
- Shield: 5 points
- War Spear: 5 points
SPECIAL RULES
- Poisoned Attacks (blowpipe)
MAUHUR [65 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 5 | 3+ | 5 | 5 | 3 | 2 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- Hand weapons
HEROIC ACTIONS
- Heroic Strength
- Heroic March
SPECIAL RULES
- Unhinged Charge
ACTIVE
At the start of a Combat in which Mauhur Charged, Mauhur may declare he is using this special rule before any dice are rolled. If he does, then he suffers a -1 penalty to his Duel Rolls; however, if his side wins, he may re-roll any failed To Wound rolls when making Strikes in that Combat.
MORIA BLACKSHIELD CAPTAIN [45 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 4 | 6 | 2 | 2 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Heavy armour
- two-handed weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- Cave Dweller
- Hatred (Dwarf)
MUZGUR, ORC SHAMAN [70 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 2 | 2 | 6+ | 6+ | 2 | 4 | 1 |
WARGEAR
- Armour
- Hand weapon
- Spear
HEROIC ACTIONS
- Heroic Channelling
- Heroic Defence
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Drain Courage | 12" | 3+ |
| Wither | 12" | 3+ |
| Transfix | 12" | 4+ |
SPECIAL RULES
- Power from Death
ACTIVE
Whenever Muzgur slays an enemy model in Combat, he immediately regains a Will Point spent earlier in the battle.
VRASKU [70 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 3+ | 5 | 5 | 2 | 2 | 6+ | 5+ | 2 | 2 | 1 |
WARGEAR
- Armour
- Hand weapon
- Crossbow
HEROIC ACTIONS
- Heroic Accuracy
- Heroic March
SPECIAL RULES
- Expert Shot
- Sharpshooter
ZAGDUSH, ORC CAPTAIN [60 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 3 | 2 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand weapons
HEROIC ACTIONS
- Heroic Strike
- Heroic Strength
SPECIAL RULES
- Reckless Fighter
ACTIVE
At the start of any Combat involving Zagdush, before any dice are rolled, Zagdush may choose to reduce his Defence by 1 and increase his Strength by 1. This effect lasts until the Combat is resolved.
MORIA BLACKSHIELD SHAMAN [50 POINTS]
MINOR HERO, 6 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 2 | 7+ | 7+ | 1 | 3 | 1 |
WARGEAR
- Armour
- Hand weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Collapse Rocks | 6" | 4+ |
| Tremor | Self | 5+ |
SPECIAL RULES
- Cave Dweller
- Hatred (Dwarf)
BLACK GUARD DRUMMER [35 POINTS]
INDEPENDENT HERO
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 5 | 5 | 1 | 1 | 6+ | 6+ | 0 | 0 | 1 |
WARGEAR
- Heavy armour
- hand weapon
- War drum (Mordor Uruk-Hai)
CASTELLAN OF DOL GULDUR [50 POINTS]
INDEPENDENT HERO
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 6 | 2 | 1 | 4+ | 7+ | 0 | 10 | 0 |
WARGEAR
- Armour
- hand weapon
- Morgul Blade
SPECIAL RULES
- Terror
-
Will of Evil
-
Morgul Blade
ACTIVE
This is a hand weapon. Once per game, a model with a Morgul Blade can use it during a Combat instead of the normal hand weapon; this must be declared before Strikes are made. If they do, all their Strikes must be resolved against a single enemy model, and if the target suffers a Wound that is not prevented in some way, they will immediately lose all remaining Wounds and be removed as a casualty. If the model using the Morgul Blade is mounted, they must use Strength and Attacks of the rider rather than their Mount.
- Automatons
PASSIVE
This model may never provide a Stand Fast to nearby Warrior models.
- Will of the Necromancer
PASSIVE
This model can spend its Will Points as if they were Fate Points.
- Bound in Shadow
PASSIVE
Whilst within 6" of Sauron or a friendly Ringwraith model, this model automatically passes any Courage Tests it is required to take.
ABRAKHAN MERCHANT GUARD [9 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Two-handed weapon
SPECIAL RULES
- Burly
BLACK GUARD OF BARAD-DUR [12 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 5 | 6 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Heavy armour
- hand weapon
- shield
OPTIONS
- Exchange shield for banner: 25 points
CORSAIR REAVER [9 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 3 | 3 | 2 | 1 | 6+ | 8+ | - | - | - |
WARGEAR
- Hand weapons
SPECIAL RULES
-
Fearless
-
Mindless Killers
ACTIVE
If this model starts its Activation more than 6" away from a friendly Corsair Bo'sun, it must immediately take an Intelligence Test. If the test is passed, all is fine and this model acts as normal. If the test is failed, then you must choose another friendly model within 1" of this model; the chosen model immediately suffers a Strength 3 hit and, after this Strength 3 hit has been resolved, this model must Charge an enemy model if able. If there are no other friendly models within 1" of this model when it fails its Intelligence Test, then this model's Activation immediately ends. In a turn in which this model fails its Intelligence Test for this special rule, it must re-roll all failed To Wound rolls when making Strikes and gains a bonus of +1 To Wound when making Strikes.
DUNLENDING HORSEMAN [12 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 5 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand weapon
- shield
- Horse
SPECIAL RULES
- "Slay their Horses!"
ACTIVE
Whilst this model has the Cavalry keyword, it may re-roll To Wound rolls of a natural 1 when making Strikes against an enemy Mount.
DUNLENDING HUSCARL [11 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 5 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Heavy armour
- Hand weapon
- Dunlending War Axe
SPECIAL RULES
-
Bodyguard
-
Dunlending War Axe
ACTIVE
This can be used as either a spear or a two-handed weapon.
- Favour of the War Chief
PASSIVE
If this model is Supporting a Combat, and is within 3" of a friendly Dunland Hero, then this model gains a bonus of +1 to its Fight Value for the duration of the Combat.
DUNLENDING WARRIOR [7 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 4 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand weapon
OPTIONS
- Banner: 25 points
- Bow: 1 point
- Shield: 1 point
- Two-handed weapon: 1 point
DWELLER IN THE DARK [80 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 7 | 4+ | 5 | 5 | 3 | 3 | 3+ | 8+ | - | - | - |
WARGEAR
- Claws and teeth (hand weapons)
SPECIAL RULES
- Dominant (3)
- Resistant to Magic
-
Terror
-
Murderous Power
ACTIVE
Each time a Dweller in the Dark slays a model in Combat, it regains a single Wound lost earlier in the battle. These Wounds are regained at the end of the Combat. A Dweller in the Dark can only regain Wounds in this way by making Strikes, never by using a Brutal Power Attack.
FERAL URUK-HAI [13 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 2 | 1 | 5+ | 8+ | - | - | - |
WARGEAR
- Light armour
- Hand weapons
SPECIAL RULES
-
Hatred (Man)
-
Oblivious to Pain
PASSIVE
Whenever a Feral Uruk-hai suffers a Wound, roll a D6. On the roll of a natural 6, the Wound is ignored.
HALF TROLL [25 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 6+ | 5 | 6 | 2 | 2 | 8+ | 9+ | - | - | - |
WARGEAR
- Armour
- Hand weapon
OPTIONS
- Exchange hand weapon for two-handed weapon: Free
SPECIAL RULES
- Dominant (2)
- Terror
KHANDISH CHARIOTEER [40 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 4 | 4+ | 3 | 7 | 1 | 3 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand-and-a-half weapon
- hand weapon
OPTIONS
- Exchange hand-and-a-half weapon for bow: Free
SPECIAL RULES
-
Dominant (3)
-
Chariot Charge
ACTIVE
When a Khandish Charioteer Moves via Chariot Charge, it will inflict 2 Strength 4 Impact Hits.
KHANDISH HORSEMAN [14 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 3 | 4 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand-and-a-half weapon
- hand weapon
- bow
- Horse
KHANDISH WARRIOR [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 3 | 4 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand-and-a-half weapon
- hand weapon
OPTIONS
- Exchange hand-and-a-half weapon for bow: Free
MAHUD RAIDER [17 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 3+ | 4 | 5 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- Hand weapon
- Shield
- War Camel
OPTIONS
- Blowpipe: 1 point
- Spear: 1 point
SPECIAL RULES
- Poisoned Attacks (blowpipe)
MAHUD WARRIOR [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 3+ | 4 | 5 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- Hand weapon
- Shield
OPTIONS
- Blowpipe: 1 point
- Spear: 1 point
SPECIAL RULES
- Poisoned Attacks (blowpipe)
MORGUL STALKER [10 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 4 | 4 | 2 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand weapon
SPECIAL RULES
- Stalk Unseen
MORIA BLACKSHIELD DRUM [75 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 5 | 1 | 1 | 7+ | 8+ | - | - | - |
WARGEAR
- Heavy armour
- hand weapon
- Drum
SPECIAL RULES
- Cave Dweller
-
Hatred (Dwarf)
-
Run and Drum
ACTIVE
The Drum is considered to be playing as long as both the Drummer and Drum Bearer are in base contact, and the Drummer is not Engaged in Combat. Whilst the Drum is being played it has the following effects: • Friendly Moria Goblin models gain a bonus of +1 to any Courage Tests they are required to take. • Enemy models suffer a -1 penalty to any Courage Tests they are required to take. • Friendly Moria Goblin models within 18" count as being in range of a banner. • Whilst being played, the Moria Blackshield Drum counts as a banner for the purpose of Victory Points.
- Take up the Drum
ACTIVE
If the Moria Blackshield Drummer or Moria Blackshield Drum Bearer is slain, then they may pass on their wargear to a friendly Moria Blackshield Warrior within 1" of them. The chosen model becomes a Moria Blackshield Drummer/Drum Bearer (as applicable) and exchanges their wargear for that of the slain model - replace the chosen model with the slain Moria Blackshield Drummer/Drum Bearer.
MORIA BLACKSHIELD WARRIOR [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 6 | 1 | 1 | 7+ | 8+ | - | - | - |
WARGEAR
- Heavy armour
- hand weapon
- shield
OPTIONS
- Spear: 1 point
SPECIAL RULES
- Cave Dweller
- Hatred (Dwarf)
ORC TRACKER [6 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 3 | 3 | 1 | 1 | 8+ | 7+ | - | - | - |
WARGEAR
- Hand weapon
- orc bow
SPECIAL RULES
- Mountain Dweller
WARG MARAUDER [35 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | - | - | - | - | - | - | - | - |
ADDITIONAL PROFILES
- Moria Goblin Warrior
- Mv 5", Fv 2, Sv 5+, S 3, D 4, A 1, W 1, C 8+, I 8+
- Warg
- Mv 10", Fv 3, Sv 6+, S 4, D 4, A 1, W 1, C 8+, I 8+
WATCHER OF KARNA [9 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 3+ | 3 | 3 | 1 | 1 | 7+ | 5+ | - | - | - |
WARGEAR
- Light armour
- Hand weapon
OPTIONS
- Bow: 1 point
- Twin Blades: 1 point
SPECIAL RULES
- Hatred (Spirit)
- Poisoned Attacks (bow)
-
Resistant to Magic
-
Twin Blades
ACTIVE
A Watcher of Karna with Twin Blades increases its Attacks to 2.
- Steely Nerve
ACTIVE
Watchers of Karna gain a bonus of +2 to their Courage Test when attempting to Charge an enemy with the Terror special rule. Additionally, when an enemy model with the Blades of the Dead makes Strikes against this model, this model will treat its Courage value as 5+ rather than 7+ (before any modifiers are applied).