Skip to content

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).