Isengard
SARUMAN [170 POINTS]
WIZARD | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
- The Palantir
HEROIC ACTIONS
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, during the Priority Phase but before the roll for Priority, Saruman can use the Palantír to automatically win the roll to choose who has Priority for that turn. If both sides have a special rule allowing them to do this and both wish to use it in the same turn, players roll off as normal and both special rules count as being used.
- Voice of Curunir
ACTIVE
The range of Saruman's Stand Fast is 12" rather than 6". Additionally, friendly Hero models can benefit from Saruman's Stand Fast.
- Saruman's Deceit
PASSIVE
At the beginning of the game, after both sides have deployed, Saruman may choose a single enemy Hero. The chosen Hero suffers a -1 penalty to any Resist Tests they take when targeted by a Magical Power Cast by Saruman; though a natural 6 will still count as a 6.
SHARKEY & WORM [60 POINTS]
Sharkey
WIZARD | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 1 | 2 | 6+ | 3+ | 2 | 4 | 1 |
WARGEAR
HEROIC ACTIONS
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Terrifying Aura | Self | 3+ |
| Transfix | 12" | 3+ |
SPECIAL RULES
-
Hatred (Hobbit)
-
Whoever strikes me shall be accursed
PASSIVE
After a model has resolved all of its Strikes against Sharkey during a Combat, they must take a Courage Test. If failed, the model immediately suffers a single Strength 4 hit.
Worm
WIZARD | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 3 | 3 | 1 | 1 | 8+ | 8+ | 0 | 0 | 0 |
WARGEAR
SPECIAL RULES
-
Broken Loyalties
PASSIVE
If at the beginning of any turn Sharkey has been reduced to 1 Wound and has no Fate Points remaining, Worm immediately becomes an enemy model for the remainder of the game. Additionally, after this condition has been met, if when Worm Activates he can Charge Sharkey then he must do so. If Sharkey is slain, then at the beginning of the next turn, Worm reverts back to being a friendly model.
- When He Sneaks
ACTIVE
Before making a Duel Roll for Worm, check to see if any enemy models, with the exception of any models he is Engaged in Combat with, can see him. If no other enemy models can see him, then Worm increases his Fight Value to 4 and his Attacks to 3 for the duration of the Combat.
LURTZ [100 POINTS]
URUK-HAI | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Shield - Free
SPECIAL RULES
-
Find the Halflings
ACTIVE
In Scenarios that use the Maelstrom of Battle special rule, Lurtz's Warband does not roll to determine where they arrive. Instead, Lurtz may choose the result.
- Shield Throw
PASSIVE
If Lurtz has been equipped with a shield, then once per game Lurtz can use it as a throwing weapon and may re-roll the To Hit Roll. This has a Strength of 4 and any model on a 25mm base that is hit will immediately be knocked Prone. Once Lurtz has thrown his shield, he no longer carries it; though Lurtz's Defence will not be reduced as a result.
- Oblivious to Pain
PASSIVE
Whenever Lurtz suffers a Wound, roll a D6. On the roll of a natural 6, the Wound is ignored.
SHARKU [70 POINTS]
ORC | ISENGARD | HERO, CAVALRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Riding Dagger
ACTIVE
This is a hand weapon. Additionally, whenever an enemy model makes a Strike against Sharku (but not his Warg) and fails the To Wound Roll, Sharku may immediately make a single Strength 4 hit against that model.
- Fury of the Pack
ACTIVE
Whilst he has the Cavalry keyword, whenever Sharku Charges he increases his Fight Value to 5 and his Attacks to 3 until the End Phase of the turn.
SID BRIARTHORN [50 POINTS]
MAN | RUFFIAN | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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 single enemy Hobbit model they were Engaged in Combat with and roll a D6. If the score is higher than the chosen model's Strength then the chosen model is put in chains and 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.
- Brawler
ACTIVE
If he is outnumbered in a Combat, then Sid may re-roll any rolls of a natural 1 in his Duel Roll. Additionally, Sid can never count as Unarmed.
BILL FERNY [40 POINTS]
MAN | RUFFIAN | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Hatred (Hobbit)
-
Sharkey's Spy
PASSIVE
At the beginning of the game, after both sides have deployed, Bill Ferny may choose one enemy Hero in your opponent's Army. Whilst Bill Ferny is within 12" of, and has Line of Sight to, the chosen Hero, whenever the chosen Hero declares a Heroic Action they must roll a D6. On a 1-2, the declared Heroic Action is immediately cancelled and the Might Point is not spent. The chosen Hero may not then 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 single enemy Hobbit model they were Engaged in Combat with and roll a D6. If the score is higher than the chosen model's Strength then the chosen model is put in chains and 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.
GRISHNAKH [55 POINTS]
ORC | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Let's put a maggot hole in your belly
ACTIVE
If Grishnákh wins a Duel Roll, and there are no other allies involved in the Combat (including Supporting models), then Grishnákh can choose a single enemy model on a 25mm base that he was Engaged in Combat with and roll a D6. On a 4+, the chosen model is knocked Prone before Strikes are made.
ISENGARD ORC CAPTAIN [45 POINTS]
ORC | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Warg - 20 points
ROWAN THISTLEWOOD [45 POINTS]
MAN | RUFFIAN | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Let 'em have it!
ACTIVE
At the start of the Fight Phase, during the Declare Heroic Actions step, Rowan may declare a Heroic Combat for free. If he does, and the Heroic Combat is successful, Rowan must use the ensuing Move to Charge an enemy Hobbit Hero model. If Rowan cannot Charge an enemy Hobbit Hero with this Move, 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 single enemy Hobbit model they were Engaged in Combat with and roll a D6. If the score is higher than the chosen model's Strength then the chosen model is put in chains and 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.
- Burn it Down!
ACTIVE
Once per game, if Rowan ends his Move within 1" of a single building or a single piece of Woodland Terrain and is not Engaged in Combat, then he can try to set it alight; roll a D6. On a 3+, the selected terrain piece is set on fire. Any model that is within, or in base contact with, the terrain piece during the End Phase of any turn in which it is on fire must roll a D6. On a 4+, the model is immediately Set Ablaze.
RUFFIAN [5 POINTS]
MAN | RUFFIAN | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 2 | 5+ | 3 | 3 | 1 | 1 | 8+ | 8+ |
WARGEAR
OPTIONS
SPECIAL RULES
- Put 'em in Chains
ACTIVE
If this model wins a Combat, then instead of making Strikes they may choose a single enemy Hobbit model they were Engaged in Combat with and roll a D6. If the score is higher than the chosen model's Strength then the chosen model is put in chains and 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.
- 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]
ORC | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Cunning Mind
PASSIVE
Whenever Snaga benefits from the Heroic Action of another friendly Hero, he may roll a D6. On a 5+, Snaga may regain a Might Point that he spent earlier in the battle. Additionally, Snaga may choose to not benefit from the Heroic Move or Heroic March of a friendly Hero, in which case he does not forego his Activation and may Activate as normal later in the Move Phase.
TED SANDYMAN [30 POINTS]
HOBBIT | SHIRE | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
A Bad Influence
PASSIVE
Ted Sandyman may only include Hobbit models in his Warband. Additionally, friendly Hobbit models within 3" of Ted Sandyman gain a bonus of +1 To Wound when making Strikes.
UGLUK [75 POINTS]
URUK-HAI | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Head Taker
ACTIVE
Should Uglúk's Army be Broken, then at the start of his Activation, instead of taking his Courage Test Uglúk can choose to kill a friendly Warrior model within 2" of him; remove the killed model as a casualty. If he does, then Uglúk will automatically pass his Courage Test, and his Stand Fast will be increased to 12" and will affect both Hero and Warrior models.
- "Looks like meat's back on the menu, boys!"
ACTIVE
At the start of his Activation, Uglúk can kill a friendly Orc Warrior within 2" of him; remove the killed model as a casualty. If Uglúk does this, then all friendly Uruk-hai models within 6" of him gain the Fearless special rule and gain a bonus of +1 To Wound when making Strikes until the end of the turn. If Uglúk does this in a turn in which his Army is Broken, then it will also count as triggering the Head Taker rule above.
URUK-HAI CAPTAIN [65 POINTS]
URUK-HAI | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
URUK-HAI CAPTAIN (GENERAL) [65 POINTS]
URUK-HAI | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
URUK-HAI SCOUT CAPTAIN [55 POINTS]
URUK-HAI | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
WILD MAN CHIEFTAIN [40 POINTS]
MAN | DUNLAND | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Light Shield - 5 points
- Two-handed Weapon - 5 points
SPECIAL RULES
- Hatred (Rohan)
WILD MAN OATHMAKER [55 POINTS]
MAN | DUNLAND, ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
Friendly Dunland models within 6" of the Wild Man Oathmaker count as having the Fearless special rule.
- "We will die for Saruman"
PASSIVE
Whilst Saruman is alive and on the battlefield, the Wild Man Oathmaker and friendly Dunland models must re-roll To Wound Rolls of a natural 1 when making Strikes.
ISENGARD ORC SHAMAN [50 POINTS]
ORC | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
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]
URUK-HAI | ISENGARD | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
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]
MAN | ISENGARD | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Wormtongue
PASSIVE
An enemy Hero within 6" of Grima must spend 2 Might Points rather than 1 in order to declare a Heroic Action.
- 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 Gríma 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]
URUK-HAI | ISENGARD | HERO, INFANTRY | 25MM
| 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]
BIRD | DUNLAND | WARRIOR, INFANTRY, BEAST, SWARM | 40MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 12" | 2 | 6+ | 2 | 2 | 2 | 3 | 8+ | 7+ |
WARGEAR
- Beaks and Claws (hand weapon)
SPECIAL RULES
-
Keen Sight
PASSIVE
Enemy models within 12" of this model gain no benefit from the Stalk Unseen special rule.
- Cloud of Birds
PASSIVE
Shooting attacks that target a Crebain will only ever hit on the roll of a natural 6.
ISENGARD ORC WARRIOR [5 POINTS]
ORC | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ |
WARGEAR
OPTIONS
An Isengard Orc Warrior must have one of the following options for the listed points cost:
- Banner - 25 points
- Orc Bow - 1 point
- Shield - 1 point
- Spear - 1 point
- Two-handed Weapon - 1 point
ISENGARD TROLL [100 POINTS]
TROLL | ISENGARD | WARRIOR, INFANTRY, MONSTER | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 5+ | 7 | 8 | 3 | 4 | 6+ | 8+ |
WARGEAR
OPTIONS
SPECIAL RULES
- Terror
- Throw Stones (range 12", Strength 8)
- Dominant (3)
ISENGARD WARG [7 POINTS]
WARG | ISENGARD | WARRIOR, INFANTRY, BEAST | 40MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 10" | 3 | 6+ | 4 | 4 | 1 | 1 | 8+ | 8+ |
WARGEAR
- Teeth and Claws (hand weapon)
ISENGARD WARG RIDER [11 POINTS]
ORC | ISENGARD | WARRIOR, CAVALRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ |
WARGEAR
OPTIONS
An Isengard Warg Rider must have one of the following options for the listed points cost:
URUK-HAI BERSERKER [15 POINTS]
URUK-HAI | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 5 | 4+ | 4 | 5 | 2 | 1 | 3+ | 8+ |
WARGEAR
- Berserker Blade
- Light Armour
SPECIAL RULES
- Berserker Blade
ACTIVE
This is a hand-and-a-half weapon. Additionally, if an Uruk-hai Berserker wins a Combat whilst using their Berserker Blade as a two-handed weapon, they may make a single Strike against every enemy model they were Engaged in Combat with.
- Oblivious to Pain
PASSIVE
Whenever an Uruk-hai Berserker suffers a Wound, roll a D6. On the roll of a natural 6, the Wound is ignored.
URUK-HAI DEMOLITION TEAM [80 POINTS]
COMPOSITION
An Uruk-hai Demolition Team contains 2 Uruk-hai Engineers, 1 Uruk-hai Berserker with torch and 1 Demolition Charge. The Uruk-hai Engineers use the profile below; the Uruk-hai Berserker uses the profile on page 166.
URUK-HAI ENGINEER
URUK-HAI | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 1 | 1 | 6+ | 7+ |
WARGEAR
SPECIAL RULES
- Moving the Charge
PASSIVE
The Demolition Charge is a Heavy Object on a 25mm base, and is Moved in the same manner as any other Heavy Object.
- Detonating the Charge
ACTIVE
During the Fight Phase, after any Heroic Combats have been resolved, a model with a torch can attempt to detonate the Demolition Charge if they are in base contact with it and are not Engaged in Combat. A model may only attempt to detonate a Demolition Charge if the resulting explosion would hit a Siege Target or at least two enemy models. A model that wishes to detonate the Demolition Charge must first take a Courage Test. If the test is failed, the Demolition Charge cannot be detonated. If the test is passed, the Demolition Charge will go off - roll on the Detonation Table below:
DETONATION TABLE
| D6 | Result |
|---|---|
| 1 | Dud - The Demolition Charge is faulty and does not explode. Remove it from play. |
| 2‑5 | Instant Reaction - The Demolition Charge explodes. All models (friend and foe) within 2" of the Demolition Charge suffer D6 Wounds. Cavalry models suffer these Wounds on both the rider and the Mount. Models with Fate Points or special rules that can prevent Wounds must make a roll for each Wound suffered; a successful roll to prevent a Wound will only stop one, not all Wounds. |
| 6 | Titanic Explosion - The Demolition Charge explodes as described above, with the exception that models take 2D6 Wounds rather than D6. |
A model without a torch can still attempt to detonate a Demolition Charge, though it will be harder to do. Any model from the same army as the Demolition Charge can attempt to detonate it by taking a Courage Test as described above. However, if the test is passed, roll a D6 - the Demolition Charge will only go off on the roll of a natural 6.
- Attacking the Charge
ACTIVE
A Demolition Charge can be shot at and attacked as normal, and has a Defence of 7 and 3 Wounds. Each time a Demolition Charge suffers a Wound, roll a D6. On a 6, the Demolition Charge goes off; roll on the Demolition Table. If a Demolition Charge is Wounded by the explosion of another Demolition Charge, it will go off on the roll of a 4+ rather than a 6.
If a Demolition Charge loses its last Wound and does not go off, it simply breaks and is removed from play.
If, during the End Phase of a turn, an enemy model is in base contact with a Demolition Charge, that model hasn't done anything during that turn except Move (i.e., has not made a shooting attack, Cast a Magical Power, been Engaged in Combat), and that model was not affected by a Magical Power that turn, then it can disable the Demolition Charge - remove it from play.
URUK-HAI SCOUT [8 POINTS]
URUK-HAI | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 4 | 1 | 1 | 7+ | 7+ |
WARGEAR
OPTIONS
- Banner - 25 points
- Shield - 1 point
- Uruk-hai Bow - 1 point
URUK-HAI WARRIOR [9 POINTS]
URUK-HAI | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 1 | 1 | 7+ | 7+ |
WARGEAR
OPTIONS
An Uruk-Hai Warrior must have one of the following options for the listed points cost:
SPECIAL RULES
WILD MAN OF DUNLAND [5 POINTS]
MAN | DUNLAND | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 3 | 4+ | 3 | 3 | 1 | 1 | 7+ | 8+ |
WARGEAR
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, a model with a Flaming Brand counts 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 | 105MM
| Range | S | D | W |
|---|---|---|---|
| 12"‑60" | 9 | 10 | 4 |
COMPOSITION
Crewed by three Uruk-hai Siege Crew, one of which is a Siege Veteran.
SPECIAL RULES
-
Accurate
ACTIVE
An Isengard Assault Ballista will only Scatter 3" rather than 6".
- Piercing Shot
ACTIVE
A model that is hit by the shot of an Isengard Assault Ballista will be flung back D6" directly away from the Ballista if it has a Strength of 5 or lower. Any model that is passed over by the flung model suffers a Strength 5 hit and will be knocked Prone. If the flung model comes into contact with a piece of impassable terrain or a model with a Strength of 6 or higher, then it will stop and both the flung model and the model or piece of terrain that was hit will suffer one Strength 6 hit. After being flung back, the flung model will be knocked Prone if they survive. If after the model is flung back it would finish over other models and it has survived, then simply move the other models the minimum distance possible to allow the flung model to be placed where it has landed.
- Raise the Ladders!
ACTIVE
In a siege game, an Isengard Assault Ballista can be used to raise a ladder onto enemy battlements. To do this, choose a point on the battlements within range, Arc of Sight and Line of Sight of the Ballista and roll To Hit as usual. If the To Hit Roll is successful, place a siege ladder that is within 6" of the wall base below the target point against the battlements. A single model that was carrying the ladder can then be placed at the top of this ladder, and will count as Charging if there is a defender at the top of the battlements where the ladder was raised. If not, the model can Move as normal.
Uruk-hai Siege Crew
URUK-HAI | ISENGARD | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 4 | 4+ | 4 | 5 | 1 | 1 | 7+ | 7+ |
WARGEAR