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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.