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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+