Gundabad & Dol Guldur
AZOG THE DEFILER [175 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 5 | 5 | 3 | 3 | 5+ | 5+ | 3 | 3 | 1 |
WARGEAR
- Hand weapons
HEROIC ACTIONS
- Heroic March
- Heroic Strike
- Heroic Strength
- Heroic Challenge
OPTIONS
- Stone flail: 15 points
- Heavy armour: 10 points
SPECIAL RULES
-
Burly
-
Stone flail
ACTIVE
Two-handed weapon. If Azog uses this in a Combat, he gains Mighty Blow and reduces his Fight value to 6 for that Combat, even after a Heroic Strike. Any model struck by it and not slain is knocked Prone at the end of the combat.
- General of the North
ACTIVE
Azog's Stand Fast has a range of 12", and also affects friendly Orc Hero models.
- I am the Master
ACTIVE
When making Strikes against an enemy Hero, he may use this rule. A To Wound roll of a natural 3+ will always count as successful, regardless of the Hero's Defence.
SAURON, THE NECROMANCER [200 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 6 | 8 | 2 | 1 | 4+ | 3+ | 3 | 25 | 0 |
WARGEAR
- Spectral hands (hand weapons)
HEROIC ACTIONS
- Heroic Channelling
- Heroic Strength
- Heroic Challenge
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Drain Courage | 12" | 3+ |
| Transfix | 12" | 3+ |
| Curse | 12" | 4+ |
| Fog of Disarray | Self | 4+ |
| Instill Fear | Self | 4+ |
| Wither | 12" | 4+ |
| Your Staff is Broken | 12" | 5+ |
| Chill Soul | 12" | 5+ |
SPECIAL RULES
- Dominant (5)
- Harbinger of Evil (18")
- Spectral Walk
- Terror
-
Will of Evil
-
He cannot yet take Physical Form
PASSIVE
The Necromancer may use Will points as Fate points.
- Drain Soul
ACTIVE
Any model that suffers a Wound from the Necromancer in Combat, and is not prevented, will be automatically slain.
- Master of the Nazgul
PASSIVE
Any friendly Nazgul of Dol Guldur in your Army gains a +1 bonus to rolls for their Unholy Resurrection rule, depending on if they are in range of the Necromancer. If he has 20+ Will points remaining, the range of this rule is 18". For between 10 and 19 Will points, the range is 12". For 9 or less Will points, the range is 6".
BOLG, SPAWN OF AZOG [175 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 5 | 7 | 3 | 3 | 5+ | 5+ | 3 | 3 | 1 |
WARGEAR
- Heavy armour
- two-handed weapon
HEROIC ACTIONS
- Heroic March
- Heroic Strike
- Heroic Strength
- Heroic Challenge
OPTIONS
- Fell Warg: 20 points
- Orc bow: 5 points
SPECIAL RULES
- Burly
- Ancient Enemies (Dwarf)
-
Ancient Enemies (Elf)
-
The Bringer of Death
ACTIVE
Keep track of how many enemies that Bolg kills in Combat. After two kills, Bolg gains Terror. After five kills, Bolg gains Harbinger of Evil (12"). After eight kills, Bolg gains Mighty Hero.
KHAMUL THE EASTERLING [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 3 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Rhunish Fury
PASSIVE
Khamul has 3 Attacks instead of 2.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE ABYSSAL KNIGHT [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- Elven hand-and-a-half weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Spiritual Displacement
ACTIVE
You may include up to two Abyssal Knights. At the start of the Move phase before the Declare Heroic Actions step, the controlling player may remove one of the Abyssal Knights and place them anywhere within 3" of the other Abyssal Knight. It may not be placed in base contact with an enemy, and does not count as Moving. Only one Abyssal Knight may use this special rule per turn.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE DARK HEADSMAN [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Executioner
ACTIVE
If this model rolls a natural 6 during a Duel roll, then it gains Mighty Blow for any Strikes it makes during that Combat.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE FORSAKEN [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- spear
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
- Terror
-
Bane of Kings
-
One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE KEEPER OF THE DUNGEONS [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 5+ | 5 | 6 | 3 | 2 | 5+ | 6+ | 3 | 3 | 0 |
WARGEAR
- Heavy armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Strength
- Heroic Strike
- Heroic Challenge
SPECIAL RULES
-
Burly
-
Torturer
ACTIVE
Keep track of each model he kills. After one kill, he may re-roll To Wound rolls of a natural 1 when making Strikes. After three kills, he gains Terror. After five kills, he may re-roll all failed To Wound rolls when making Strikes.
- "You have something my Master wants!"
ACTIVE
The Keeper of the Dungeons gains a +1 bonus To Wound when making Strikes against any model carrying a ring of power - Nenya, Narya or Vilya, the Ring of Durin, or the One Ring.
THE LINGERING SHADOW [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- hand weapons
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Unnatural Speed
ACTIVE
At the start of the Move phase before the Declare Heroic Actions step, the controlling player may remove this model and place them anywhere within 3" of where they were. It may not be placed in base contact with an enemy, and does not count as Moving.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE SLAYER OF MEN [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 1 | 1 | 0 |
WARGEAR
- Armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Angmar Arise
PASSIVE
You may include up to two Slayers of Men. This model may re-roll failed To Wound rolls when making Strikes against an enemy Hero. Whilst this model is within 1" of the other Slayer of Men, this model gains the Burly special rule.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
THE WITCH-KING OF ANGMAR [80 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 4+ | 4 | 6 | 2 | 1 | 4+ | 5+ | 3 | 1 | 0 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
- Dominant (2)
- Harbinger of Evil (12")
-
Terror
-
Angmar Arisen
PASSIVE
The Witch-king has Fight 6 rather than 5, and 3 Might instead of 1.
- One of Nine
PASSIVE
Maximum of nine Nazgul models in your Army. Hero models wearing the One Ring are not invisible to these models.
- Unholy Resurrection
PASSIVE
When slain, place a marker where this model was killed. Models may not overlap these markers for any reason. During the Priority phase of each turn, after Priority has been determined, roll a D6. On a 3+, remove the marker and immediately place this model anywhere within 3" of the marker, but not in base contact with it. If this is not possible, place the model where the marker was. On a 1-2, the model is slain and the marker is removed. The Necromancer can use his Will points to improve this roll, as long as the Nazgul are in range of the Necromancer's Master of the Nazgul special rule. Whilst the marker is in play, this model counts as being on the board for the purpose of determining if your army is Broken or reduced to 25%. However, a marker cannot hold objectives, and this model still counts as being slain for any special rules that come into effect when a model is slain, such as a Heroic Combat. If this model is slain by a Magical Power or an Elven weapon, they suffer a -1 penalty to their roll. When the game ends, any markers still on the board are removed and the associated models will be counted as casualties.
FIMBUL, HUNTER ORC CAPTAIN [50 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 5+ | 4 | 5 | 2 | 2 | 6+ | 7+ | 2 | 2 | 1 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Strength
OPTIONS
- Fell Warg: 20 points
SPECIAL RULES
-
Expert Rider
-
Hunt Master
ACTIVE
Whilst he has the Cavalry keyword, Fimbul does not suffer any penalties for Moving through Difficult Terrain, and therefore may still gain bonuses for Charging. Also, whilst he has the Cavalry keyword, Fimbul gains +1 to his Fight value on a turn in which he Charges.
GOBLIN MERCENARY CAPTAIN [50 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 4 | 5 | 2 | 2 | 7+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
-
Cave Dweller
-
Chittering Hordes
ACTIVE
This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models cannot use a two-handed weapon in the same Combat.
- Mercenary Ambush
ACTIVE
Warbands lead by a Goblin Mercenary Captain that contain solely Goblin Mercenaries do not have to deploy at the start of the game, as they may be kept in reserve. If you choose to do so, then from turn 2 onwards, the Captain must take an Intelligence test at the end of each of the controlling player's Activation phases. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully placed within a terrain piece that the entire warband can hide within or behind. They cannot be placed in enemy Control Zones, cannot Move that turn, but may otherwise act normally. If the Mercenaries cannot be placed as described above, then they may arrive from any board edge via the rules for Reinforcements.
GUNDABAD ORC CAPTAIN [60 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 5+ | 5 | 7 | 2 | 2 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Heavy armour
- shield
- hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- Ancient Enemies (Dwarf)
- Ancient Enemies (Elf)
HUNTER ORC CAPTAIN [45 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand weapons
HEROIC ACTIONS
- Heroic March
OPTIONS
- Fell Warg: 20 points
- Orc bow: 5 points
- Two-handed weapon: 5 points
SPECIAL RULES
- Savage Hunters
ACTIVE
This model gains a bonus of +1 Attacks on a turn in which it Charges.
NARZUG, HUNTER ORC CAPTAIN [55 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 3+ | 4 | 4 | 2 | 2 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Light armour
- hand weapon
- Orc bow
HEROIC ACTIONS
- Heroic Accuracy
SPECIAL RULES
- Expert Shot
-
Poisoned Attacks (Orc bow)
-
Lethal Aim
ACTIVE
Each Turn, Narzug gains a free Might point that can only be spent during a shooting attack on either the To Hit, To Wound or In The Way roll. If this point is not spent by the end of the turn, it is lost.
YAZNEG, HUNTER ORC CAPTAIN [55 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 5+ | 4 | 5 | 2 | 2 | 6+ | 6+ | 3 | 1 | 1 |
WARGEAR
- Armour
- two-handed weapon
HEROIC ACTIONS
- Heroic Strike
OPTIONS
- Fell Warg and lance: 25 points
SPECIAL RULES
-
Expert Rider
-
The Price of Failure
ACTIVE
At the beginning of a Combat he is involved in, if Yazneg is within 3" of Azog, he can declare this rule before the Duel roll is made. If he does so, then Yazneg may re-roll any number of dice during the Duel roll. However, if he uses this rule and fails to win the Duel roll, then he immediately suffers a single Wound.
GUNDABAD CATAPULT TROLL [180 POINTS]
INDEPENDENT HERO
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 8 | 8 | 3 | 5 | 6+ | 7+ | 0 | 0 | 0 |
WARGEAR
- Catapult
- Metal Gauntlets
SPECIAL RULES
- Dominant (5)
- Large Target
- Terror
- Ancient Enemies (Dwarf)
-
Ancient Enemies (Elf)
-
Catapult
ACTIVE
A Siege Engine with range 12" - 96" and Strength 10. May still fire in same turn the troll has Moved, but will only hit on the roll of a natural 6. May still fire while Engaged in Combat, but on a To Hit roll of a natural 1, the troll suffers a Wound. Does not have a normal siege crew, and can always be fired if the troll is alive. Other models can never fire this catapult as Untrained Crew. The catapult cannot be destroyed as normal if an enemy spends an entire turn in base contact.
- Area Effect
ACTIVE
After rolling To Hit against a Battlefield Target, all other models within 2" of them suffer a Strength 5 and will be knocked Prone.
- Goblin Crew
ACTIVE
If the troll wins a Combat, then after making Strikes, the Goblins may make D6 additional strikes with Strength 3. If the troll uses a Brutal Power Attack that ends the Combat, then the Goblins will not get these additional Strikes.
- Metal Gauntlets
ACTIVE
Any Strikes made by the model are resolved as Strength 10. Also, this model may re-roll the dice when determining the Hurl Distance when using Hurl Brutal Power Attack.
TROLL BRUTE [120 POINTS]
INDEPENDENT HERO
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 6+ | 7 | 6 | 3 | 4 | 6+ | 9+ | 0 | 0 | 0 |
WARGEAR
- Hand weapons
SPECIAL RULES
- Dominant (5)
- Terror
- Fearless
-
Large Target
-
Trample
ACTIVE
When a Troll Brute Tramples, it will inflict 2 Strength 10 hits.
ADDITIONAL PROFILES
- Orc Commander
- Mv 6", Fv 5, Sv 5+, S 5, D 6, A 2, W 2, C 6+, I 7+
FELL WARG [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 3 | 6+ | 4 | 4 | 1 | 1 | 8+ | 7+ | - | - | - |
WARGEAR
- Claws and teeth (hand weapon)
SPECIAL RULES
- Fell Sight
GOBLIN MERCENARY [6 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 1 | 8+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand weapon
SPECIAL RULES
-
Cave Dweller
-
Chittering Hordes
ACTIVE
This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models cannot use a two-handed weapon in the same Combat.
- Mercenary Ambush
ACTIVE
Warbands lead by a Goblin Mercenary Captain that contain solely Goblin Mercenaries do not have to deploy at the start of the game, as they may be kept in reserve. If you choose to do so, then from turn 2 onwards, the Captain must take an Intelligence test at the end of each of the controlling player's Activation phases. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully placed within a terrain piece that the entire warband can hide within or behind. They cannot be placed in enemy Control Zones, cannot Move that turn, but may otherwise act normally. If the Mercenaries cannot be placed as described above, then they may arrive from any board edge via the rules for Reinforcements.
GUNDABAD BERSERKER [15 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 4 | 5+ | 4 | 5 | 2 | 1 | 4+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapon
OPTIONS
- Two-handed weapon: 1 point
SPECIAL RULES
- Ancient Enemies (Dwarf)
-
Ancient Enemies (Elf)
-
Oblivious to Pain
PASSIVE
Whenever this model suffers a Wound, roll a D6. On the roll of a natural 6, the Wound is ignored.
GUNDABAD OGRE [60 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 5 | 6+ | 6 | 5 | 3 | 3 | 7+ | 7+ | - | - | - |
WARGEAR
- Hand weapon
SPECIAL RULES
- Ancient Enemies (Dwarf)
- Ancient Enemies (Elf)
- Dominant (3)
-
Terror
-
Relentless Advance
ACTIVE
Ogres can pass through friendly Orc, Goblin and Bat models when they Charge into Combat, but not when forced to Move from Magical Powers or special rules. Each model they pass through suffers a Strength 3 hit. Any model that the Ogre ends their move on is automatically slain.
GUNDABAD ORC WARRIOR [9 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 5+ | 4 | 5 | 1 | 1 | 7+ | 8+ | - | - | - |
WARGEAR
- Heavy armour
- hand weapon
OPTIONS
- Banner and shield: 26 points
- Banner: 25 points
- Shield: 1 point
- Spear: 1 point
SPECIAL RULES
- Ancient Enemies (Dwarf)
- Ancient Enemies (Elf)
GUNDABAD TROLL [120 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 7 | 8 | 3 | 4 | 6+ | 7+ | - | - | - |
WARGEAR
- Heavy armour
- Crushing Club
OPTIONS
- Exchange club for Scythe Gauntlets: 10 points
SPECIAL RULES
- Terror
- Large Target
- Dominant (4)
- Ancient Enemies (Dwarf)
-
Ancient Enemies (Elf)
-
Crushing Club
ACTIVE
Any strikes made with this weapon count as having the Mighty Blow special rule. Also, any model struck by this weapon and not slain must roll a D6 at the end of the Combat. On a 3+, that model is immediately knocked Prone.
- Scythe Gauntlets
ACTIVE
A Gundabad Troll armed with Scythe Gauntlets increases its Attacks to 4.
HUNTER ORC WARG RIDER [15 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapons
- Fell Warg
OPTIONS
- Orc bow: 1 point
- Two-handed weapon: 1 point
SPECIAL RULES
- Savage Hunters
ACTIVE
This model gains a bonus of +1 Attacks on a turn in which it Charges.
HUNTER ORC WARRIOR [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapons
OPTIONS
- Orc bow: 1 point
- Two-handed weapon: 1 point
SPECIAL RULES
- Savage Hunters
ACTIVE
This model gains a bonus of +1 Attacks on a turn in which it Charges.
MIRKWOOD GIANT SPIDER [20 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 2 | 5+ | 5 | 3 | 2 | 2 | 7+ | 8+ | - | - | - |
WARGEAR
- Fangs (hand weapons)
SPECIAL RULES
- Poisoned Attacks (Fangs)
- Swift Movement
-
Terror
-
Spider Webs
ACTIVE
A Mirkwood Spider can shoot webs, treated as a throwing weapon 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, however the effects will not immediately end should this model have no Will points or be slain. If this hits a Cavalry model, both the rider and mount will be hit. A Hero model hit may spend a Fate point to avoid its effects If the Hero is a Cavalry model, this would negate the effects on both the rider and mount.
MIRKWOOD HUNTING SPIDER [20 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 3 | 6+ | 5 | 3 | 2 | 2 | 8+ | 8+ | - | - | - |
WARGEAR
- Fangs (hand weapons)
SPECIAL RULES
- Poisoned Attacks (Fangs)
- Stalk Unseen
- Swift Movement
-
Terror
-
Silent Hunters
PASSIVE
If a Mirkwood Hunting Spider is within a piece of woodland terrain, such as a forest, or is partially concealed by a piece of woodland terrain, then they cannot be seen by enemy models unless they are within 6" of the Mirkwood Hunting Spider.
WAR BAT [25 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 12" | 3 | 6+ | 4 | 4 | 2 | 2 | 7+ | 8+ | - | - | - |
WARGEAR
- Razor-sharp teeth and talons (hand weapons)
SPECIAL RULES
-
Fly
-
Piercing Talons
ACTIVE
This model gains a bonus of +1 To Wound when making Strikes in a turn in which it Charges.
- Pluck
ACTIVE
If this model Charges into Combat, choose a single enemy model on a 25mm base that the War Bat Moved over and roll a D6. On a 4+, the chosen model is immediately knocked Prone.