Isengard
SARUMAN [170 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 1 | 3 | 3+ | 3+ | 3 | 6 | 3 |
WARGEAR
- Staff of Power
- Palantir
HEROIC ACTIONS
- Heroic Channelling
- Heroic Defence
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 18" | 3+ |
| Terrifying Aura | Self | 3+ |
| Transfix | 18" | 3+ |
| Curse | 12" | 4+ |
| Foil Magic | 18" | 4+ |
| Aura of Dismay | Self | 5+ |
| Sorcerous Blast | 12" | 5+ |
| Flameburst | 12" | 5+ |
OPTIONS
- Horse: 20 points
SPECIAL RULES
- The Palantir
ACTIVE
Once per game, you may automatically win the Priority roll. Must be declared before any dice are rolled in the Priority roll.
- Voice of Curunir
ACTIVE
Saruman's Stand Fast! Range is 12", and affects Hero models.
- Saruman's Deceit
PASSIVE
Saruman can choose a single enemy Hero at the beginning of the game. That Hero will suffer a -1 penalty to any Resist tests they make against Saruman's magical powers cast upon them. However, a natural 6 will still count as a 6.
SHARKEY & WORM [60 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | - | - | - | - | - | 2 | 4 | 1 |
ADDITIONAL PROFILES
- Sharkey
- Mv 6", Fv 4, Sv 4+, S 4, D 4, A 1, W 2, C 6+, I 3+
- Worm
- Mv 6", Fv 3, Sv 4+, S 3, D 3, A 1, W 1, C 8+, I 8+
LURTZ [100 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 3+ | 5 | 6 | 3 | 3 | 4+ | 5+ | 3 | 3 | 1 |
WARGEAR
- Armour
- hand weapon
- Uruk-hai bow
HEROIC ACTIONS
- Heroic Strike
- Heroic March
- Heroic Strength
- Heroic Challenge
OPTIONS
- Shield: Free
SPECIAL RULES
-
Sharpshooter
-
Find the Halflings
ACTIVE
Lurtz may choose the result of the Maelstrom of Battle special rule for his warband, rather than rolling.
- Shield Throw
PASSIVE
If Lurtz has a shield, he may use it as throwing weapon once per game with a Strength of 4. Any 25mm model hit will be knocked prone, and he may re-roll the To Hit roll. Once thrown, Lurtz will no longer carry the shield.
- Oblivious to Pain
PASSIVE
Whenever Lurtz suffers a Wound, roll a D6. On a natural 6, the Wound is ignored.
SHARKU [70 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 5+ | 4 | 5 | 2 | 2 | 6+ | 6+ | 3 | 1 | 1 |
WARGEAR
- Armour
- Riding Dagger
- Warg
HEROIC ACTIONS
- Heroic March
- Heroic Strike
SPECIAL RULES
-
Expert Rider
-
Riding Dagger
ACTIVE
Whenever an enemy model resolves a strike against Sharku (but not his warg) and fails To Wound, Sharku may immediately make one Strength 4 Strike against that model.
- Fury of the Pack
ACTIVE
Whilst he has the Cavalry keyword, whenever Sharku Charges he gains Fight 5 and Attack 3 for the rest of the turn.
SID BRIARTHORN [50 POINTS]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 2 | 2 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Hand weapon
- whip
HEROIC ACTIONS
- Heroic Strength
SPECIAL RULES
-
Terror (Hobbit)
-
With Me Lads!
PASSIVE
Other friendly Ruffian models treat Sid as a banner.
- Put 'em in Chains
ACTIVE
If this model wins a Combat, then instead of making Strikes, they may choose a Hobbit model they were Engaged in Combat with and roll a D6. If it is higher than the model's Strength, that model is put in chains, treated as if it had suffered the Paralyse Magic Power. However, the effects will not immediately end should this model have no Will points or be slain.
- Brawler
ACTIVE
If he is outnumbered in a Combat, Sid may re-roll rolls of a natural 1 in his Duel roll. Sid also never counts as Unarmed.
BILL FERNY [40 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 4 | 2 | 2 | 7+ | 7+ | 1 | 1 | 1 |
WARGEAR
- Hand weapon
HEROIC ACTIONS
- Heroic Challenge
SPECIAL RULES
-
Hatred (Hobbit)
-
Sharkey's Spy
PASSIVE
At the start of the game, before both sides have deployed, Bill may choose an enemy. Whilst Bill is within 12" and has Line of Sight to that chosen model, whenever they declare a Heroic Action, they must roll a D6. On a 1-2, that action is immediately cancelled, and the Might point is not spent. That hero may not attempt to declare the same Heroic Action again that turn.
- Put 'em in Chains
ACTIVE
If this model wins a Combat, then instead of making Strikes, they may choose a Hobbit model they were Engaged in Combat with and roll a D6. If it is higher than the model's Strength, that model is put in chains, treated as if it had suffered the Paralyse Magic Power. However, the effects will not immediately end should this model have no Will points or be slain.
GRISHNAKH [55 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 | 7+ | 5+ | 2 | 2 | 1 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Strike
SPECIAL RULES
-
Backstabbers
-
Let's put a maggot hole in your belly
ACTIVE
If Grishnakh wins a Duel roll, and there are no other allies involved in the combat (including Supporting models), then he can choose a single 25mm enemy model he was Engaged in Combat with and roll a D6. On a 4+, that model is knocked Prone before Strikes are made.
ISENGARD ORC CAPTAIN [45 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 5+ | 4 | 6 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Armour
- shield
- hand weapon
HEROIC ACTIONS
- Heroic March
ROWAN THISTLEWOOD [45 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 4 | 4 | 2 | 2 | 7+ | 8+ | 1 | 1 | 1 |
WARGEAR
- Hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- Let 'em have it!
ACTIVE
At the start of the Fight Phase, during the Declare Heroic Actions step, Rowan may declare a free Heroic Combat. If he does, he must using the ensuing Move to Charge an enemy Hobbit Hero model. If he cannot do so, then he cannot use this special rule.
- Put 'em in Chains
ACTIVE
If this model wins a Combat, then instead of making Strikes, they may choose a Hobbit model they were Engaged in Combat with and roll a D6. If it is higher than the model's Strength, that model is put in chains, treated as if it had suffered the Paralyse Magic Power. However, the effects will not immediately end should this model have no Will points or be slain.
- Burn it Down!
ACTIVE
Once per game, if Rowan ends his Move within 1" of a single building or piece of woodland terrain, and he is not Engaged in Combat, roll a D6. On 3+, it is set on fire. Any model within base contact of it during the End Phase of any turn must roll a D6. On a 4+, they are immediately Set Ablaze.
RUFFIAN [5 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2 | 5+ | 3 | 3 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Hand weapon
OPTIONS
- Bow: 1 point
- Whip: 1 point
SPECIAL RULES
- Put 'em in Chains
ACTIVE
If this model wins a Combat, then instead of making Strikes, they may choose a Hobbit model they were Engaged in Combat with and roll a D6. If it is higher than the model's Strength, that model is put in chains, treated as if it had suffered the Paralyse Magic Power. However, the effects will not immediately end should this model have no Will points or be slain.
- At 'em Lads!
ACTIVE
Whilst Engaged in Combat with an enemy Hobbit model, this model gains a bonus of +1 to their Fight value.
SNAGA [50 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 | 7+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Challenge
SPECIAL RULES
- Cunning Mind
PASSIVE
If Snaga benefits from the Heroic Action of another friendly Hero, he can roll a D6. On a 5+, he regains a Might point that he spent earlier in the battle. Additionally, Snaga can choose not to take part in a friendly Hero model's Heroic Action, and Activate as normal.
TED SANDYMAN [30 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 2 | 3+ | 2 | 3 | 1 | 2 | 7+ | 7+ | 1 | 1 | 1 |
WARGEAR
- Hand weapon
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
A Bad Influence
PASSIVE
Ted may include only include Hobbit models in his warband. Friendly Hobbit models within 3" of Ted gain a bonus of +1 To Wound when making Strikes.
UGLUK [75 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 5 | 2 | 2 | 6+ | 6+ | 3 | 1 | 1 |
WARGEAR
- Armour
- hand weapon
- whip
HEROIC ACTIONS
- Heroic Strike
- Heroic March
- Heroic Strength
SPECIAL RULES
- Head Taker
ACTIVE
If his army is Broken, instead of taking a Courage test, Ugluk can kill a friendly Warrior within 2" to pass the test, with a Stand Fast Range of 12" that affects both Warrior and Hero models.
- "Looks like meat's back on the menu, boys!"
ACTIVE
Upon Activation, Ugluk can kill a friendly Orc Warrior within 2" of him. All friendly Uruk-hai within 6" gain Fearless, and +1 To Wound until the end of that turn. If Ugluk does this when the army is Broken, it will also count as triggering the Head Taker rule above.
URUK-HAI CAPTAIN [65 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
- Armour
- shield
- hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- Shieldwall
URUK-HAI CAPTAIN (GENERAL) [65 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 7 | 3 | 3 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- shield
- hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
- Shieldwall
URUK-HAI SCOUT CAPTAIN [55 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 5 | 5 | 2 | 2 | 6+ | 6+ | 2 | 1 | 1 |
WARGEAR
- Armour
- two-handed weapon
HEROIC ACTIONS
- Heroic March
WILD MAN CHIEFTAIN [40 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 2 | 2 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
- Hand weapon
HEROIC ACTIONS
- Heroic March
OPTIONS
- Light shield: 5 points
- Two-handed weapon: 5 points
SPECIAL RULES
- Hatred (Rohan)
WILD MAN OATHMAKER [55 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 2 | 2 | 6+ | 7+ | 3 | 1 | 1 |
WARGEAR
- Hand weapon
HEROIC ACTIONS
- Heroic Strength
SPECIAL RULES
- Fearless
-
Hatred (Rohan)
-
Bloodoath
PASSIVE
Friendly Dunland models within 6" of the Oathmaker gain the Fearless special rule.
- "We will die for Saruman"
PASSIVE
Whilst Saruman is alive on the battlefield, the Oathmaker and friendly Dunland models must re-roll To Wounds rolls of a natural 1 when making strikes.
ISENGARD ORC SHAMAN [50 POINTS]
MINOR HERO, 6 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 5 | 1 | 2 | 7+ | 7+ | 1 | 3 | 1 |
WARGEAR
- Heavy armour
- Hand weapon
- Spear
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fury (Isengard Orc) | Self | 3+ |
| Enrage Beast | 6" | 4+ |
| Transfix | 12" | 5+ |
OPTIONS
- Warg: 20 points
URUK-HAI SHAMAN [55 POINTS]
MINOR HERO, 6 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 1 | 2 | 6+ | 6+ | 1 | 3 | 1 |
WARGEAR
- Hand weapon
- spear
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fury (Isengard Uruk-hai) | Self | 3+ |
| Bladewrath | 6" | 4+ |
| Transfix | 12" | 5+ |
OPTIONS
- Armour: 5 points
GRIMA [25 POINTS]
INDEPENDENT HERO, UNIQUE
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 2 | 4+ | 3 | 3 | 1 | 1 | 8+ | 6+ | 0 | 0 | 0 |
WARGEAR
- Hand weapon
SPECIAL RULES
- Wormtongue
PASSIVE
Heroic actions cast by enemy heroes within 6" cost 2 Might points, rather than 1.
- A Traitor Within
PASSIVE
Grima can be deployed in one of two ways, though his controlling player must decide which before either Army is deployed. Grima can either be deployed as part of Saruman's Warband (in which case he will not take up a space in the Warband), or as part of the enemy Army.
If Grima chooses to be deployed as part of the enemy Army, he must select an enemy Hero. Once that Hero and their Warband has been deployed, Grima's controlling player can deploy Grima as if he was also part of that Warband, following all the usual deployment rules. Grima is still part of his controlling player's Army, and will Activate like any other model in his controlling player's Army.
If Grima is deployed as part of the enemy Army, then enemy models treat him as a friendly model, and therefore cannot shoot him, Charge him, make Strikes against him, target him with special rules, or make a shooting attack in which Grima would be In The Way. They may also ignore his Control Zone. They can, however, target him with Magical Powers like any other enemy model.
Whilst Grima is considered a friendly model, he does not have a Control Zone and may ignore the Control Zones of enemy models and may Move through enemy models as if they weren't there. When Grima Moves this way, he cannot end his Move overlapping or in base contact with an enemy model. Additionally, whilst GrĂma is considered a friendly model, enemy models may Move through Grima in the same manner as described above. Grima can choose to Charge an enemy model as normal if he wishes.
These restrictions immediately end if Saruman suffers an unsaved Wound, if Grima Charges an enemy model, if Grima destroys an enemy Siege Engine, or if Grima interacts with an Objective Marker (such as destroying a Supply Marker or picking up an objective), at which point Grima is treated as a normal enemy model and can be Charged, shot and slain like any other model. Additionally, Grima can never be chosen as a target in Scenarios that require players to select friendly or enemy Hero models, such as Fog of War or Assassination.
URUK-HAI DRUMMER [35 POINTS]
INDEPENDENT HERO
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 1 | 1 | 6+ | 7+ | 0 | 0 | 1 |
WARGEAR
- Armour
- hand weapon
- war drum (Uruk-hai)
CREBAIN [20 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 12" | 2 | 6+ | 2 | 3 | 2 | 4 | 8+ | 7+ | - | - | - |
WARGEAR
- Beaks and claws (hand weapon)
SPECIAL RULES
-
Fly
-
Keen Sight
PASSIVE
Enemy models within 12" of Crebain do not gain the benefit of the Stalk Unseen special rule.
- Cloud of Birds
PASSIVE
Shooting attacks will only ever hit a Crebain on a natural roll of a 6.
ISENGARD ORC WARRIOR [5 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapon
OPTIONS
- Banner: 25 points
- Orc bow: 1 point
- Shield: 1 point
- Spear: 1 point
- Two-handed weapon: 1 point
ISENGARD TROLL [100 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 5+ | 7 | 8 | 3 | 4 | 6+ | 8+ | - | - | - |
WARGEAR
- Heavy armour
- Hand weapon
- Shield
OPTIONS
- Swap shield for war drum (Isengard): 25 points
- Spear: 5 points
SPECIAL RULES
- Terror
- Throw Stones (range 12", Strength 8)
- Dominant (3)
ISENGARD WARG [7 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 10" | 3 | 6+ | 4 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Teeth and claws (hand weapon)
ISENGARD WARG RIDER [11 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapon
- Warg
OPTIONS
- Shield and throwing spears: 2 points
- Orc bow: 1 point
- Shield: 1 point
- Throwing spears: 1 point
URUK-HAI BERSERKER [15 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 2 | 1 | 3+ | 8+ | - | - | - |
WARGEAR
- Berserker blade
- light armour
SPECIAL RULES
- Berserker Blade
ACTIVE
A hand-and-a-half weapon. If using as a two-handed weapon, the berserker can make a single Strike against every enemy model they were Engaged in Combat with.
- Oblivious to Pain
PASSIVE
When the berserker suffers a Wound, roll a D6. On a 6, the Wound is ignored.
URUK-HAI DEMOLITION TEAM [80 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | - | - | - | - | - | - | - | - |
SPECIAL RULES
- Moving the Charge
PASSIVE
The charge is moved in the same manner as a Heavy Object, on a 25mm base.
- Demolition Charges
ACTIVE
A model with a torch can attempt to detonate the charge in the Fight phase, if they in base contact and not Engaged in Combat. See pg.169 of Armies of LOTR book for full details.
- Attacking the Charge
ACTIVE
The charge has Defence 7 and Wounds 3. Charge can potentially go off when it takes a Wound. Charge can also be disabled by an enemy model who has only moved into base contact with it that turn. See pg.169 of Armies of LOTR book for full details.
ADDITIONAL PROFILES
- Uruk-hai Siege Crew
- Mv 6", Fv 4, Sv 4+, S 4, D 5, A 1, W 1, C 6+, I 7+
- Uruk-Hai Berserker
- Mv 6", Fv 5, Sv 4+, S 4, D 5, A 2, W 1, C 3+, I 8+
URUK-HAI SCOUT [8 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Armour
- hand weapon
OPTIONS
- Banner: 25 points
- Shield: 1 point
- Uruk-hai bow: 1 point
URUK-HAI WARRIOR [9 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 1 | 1 | 7+ | 7+ | - | - | - |
WARGEAR
- Heavy armour
- hand weapon
OPTIONS
- Banner: 25 points
- Crossbow: 2 points
- Pike: 1 point
- Shield: 1 point
SPECIAL RULES
- Shieldwall
WILD MAN OF DUNLAND [5 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 3 | 3 | 1 | 1 | 7+ | 8+ | - | - | - |
WARGEAR
- Hand weapon
OPTIONS
- Banner and light shield: 26 points
- War horn and light shield: 26 points
- Banner: 25 points
- War horn: 25 points
- Light shield and Flaming Brand: 2 points
- Bow: 1 point
- Light shield: 1 point
- Spear: 1 point
- Two-handed weapon: 1 point
- Flaming Brand: 1 point
SPECIAL RULES
-
Hatred (Rohan)
-
Flaming Brand
PASSIVE
A model with a Flaming Brand has the Terror (Cavalry) and Terror (Beast) special rules. Additionally, this model will then count as 2 models rather than 1 when working out how many models are within range of an objective marker.
ISENGARD ASSAULT BALLISTA [75 POINTS]
SIEGE ENGINE, 6 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | - | - | 9 | 10 | - | 4 | - | - | 1 | 1 | 1 |
SPECIAL RULES
-
Direct Shot
-
Acurate
ACTIVE
An Assault Ballista will only scatter 3" rather than 6"
- Piercing Shot
ACTIVE
A model hit will be flung back D6" if it has a Strength of 5 or lower. Any models passed over are knocked prone and take a Strength 5 hit. The flung model stops if it hits impassable terrain or a model with Strength 6 or higher, and both take a Strength 6 hit. The flung model is knocked prone if it survives. If the flung model would end its movement over other models, those models are moved the minimum distance to allow the flung model to be placed.
- Raise the Ladders!
ACTIVE
An Isengard Assault Ballista can be used to raise a ladder onto enemy battlements in a siege game. Choose a point on the battlements within range and roll to hit. If successful, place a ladder within 6" of the wall base below the target point against the battlements. A model that was carrying the ladder can be placed at the top and will count as charging if there is a defender there. If not, the model can move normally.
ADDITIONAL PROFILES
- Uruk-hai Siege Crew
- Mv 6", Fv 4, Sv 4+, S 4, D 5, A 1, W 1, C 7+, I 7+