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Mordor

GOTHMOG [120 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 5+ 4 6 2 3 5+ 4+ 3 3 1

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

Once per game, at the start of any Fight phase, all friendly Mordor Orc models within 12" may re-roll failed To Wound rolls when making Strikes.

  • "The Age of Men is Over" PASSIVE

Friendly Mordor Orc models within 3" gain the Hatred (Man) special rule.


THE DARK LORD SAURON [400 POINTS]

HERO OF LEGEND, UNIQUE, 24 WARBAND

Mv Fv Sv S D A W C I M W F
6" 9 4+ 8 10 4 5 3+ 3+ 3 6 0

WARGEAR

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Compel 18" 3+
Fog of Disarray Self 3+
Transfix 18" 3+
Chill Soul 12" 4+
Drain Courage 18" 4+
Instill Fear Self 5+

SPECIAL RULES

Free point of Will to be spent each turn.

  • The One Ring PASSIVE

Does not follow normal rules for the One Ring. Instead, roll a D6 each time Sauron loses his last Wound. On 2+, restore 1 Wound. May use Might to improve this roll

  • Unstoppable! BRUTAL POWER ATTACK

Can make one Strength 8 hit on all models involved in the Combat, including all supporting models.

  • The Flames of Evil BRUTAL POWER ATTACK

Can make a Strength 10 strike against one model. If they survive, they are Set Ablaze and knocked Prone.


THE WITCH-KING OF ANGMAR [POINTS COST VARIES]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 4+ 4 8 * 1 4+ 4+ * * *

WARGEAR

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Compel 12" 3+
Transfix 12" 3+
Drain Courage 12" 4+
Enchant Blades 12" 4+
Black Dart 6" 5+
Instil Fear Self 5+
Your Staff is Broken 12" 5+

OPTIONS

When you take the Witch-king of Angmar in your Army, you must select one of the three following options which will determine the number of Attacks and Might, Will and Fate Points the Witch-king has. These represent the Witch-king at different times during the War of the Ring, and his differing levels of power.

  • 1 Attack, 1 Might, 10 Will, 1 Fate - 80 points
  • 2 Attacks, 2 Might, 14 Will, 2 Fate - 120 points
  • 3 Attacks, 3 Might, 18 Will, 3 Fate - 150 points

The Witch-king may also take the following options:

SPECIAL RULES

Once per game, direct all attacks against one model, and if they suffer at least one wound that is not prevented by Fate, they are instantly killed.

  • Crown of Morgul PASSIVE

Enemies within 6" or those who Charge the Witch-king cannot benefit from automatically passing Courage tests, except for Heroic Resolve. Additionally, once per game, at the start of any Fight phase, you can imbue great power to his hand weapon, and until the end of the turn, any model that suffers a Wound from the Witch-king is Set Ablaze.


MORDOR TROLL CHIEFTAIN (GENERAL) [150 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 8 4+ 7 8 3 4 6+ 6+ 3 2 2

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


MOUTH OF SAURON [75 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 2 5+ 6+ 2 4 1

WARGEAR

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Drain Courage 12" 3+
Transfix 12" 4+
Curse 12" 4+

OPTIONS

SPECIAL RULES

Enemy models within 6" of the Mouth of Sauron cannot re-roll 1s in the Duel Roll, regardless of special rules that would normally allow them to do so.


RINGWRAITH [POINTS COST VARIES]

HERO OF VALOUR, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 8 * 1 4+ 4+ * * *

WARGEAR

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Compel 12" 3+
Transfix 12" 3+
Drain Courage 12" 4+
Black Dart 6" 5+
Instil Fear Self 6+

OPTIONS

When you take a Ringwraith in your Army, you must select one of the three following options which will determine the number of Attacks and Might, Will and Fate Points the Ringwraith has. These represent the Ringwraith at different times during the War of the Ring, and their differing levels of power.

  • 1 Attack, 0 Might, 7 Will, 0 Fate - 60 points
  • 2 Attacks, 1 Might, 10 Will, 1 Fate - 90 points
  • 2 Attacks, 2 Might, 14 Will, 2 Fate - 120 points

A Ringwraith may also take the following options:

SPECIAL RULES

Once per game, direct all attacks against one model, and if they suffer at least one wound that is not prevented by Fate, they are instantly killed.


BLACK NUMENOREAN MARSHAL [70 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 7 2 2 5+ 6+ 2 1 1

WARGEAR

OPTIONS

SPECIAL RULES

  • Terror

  • Visage of Terror PASSIVE

If an enemy attempts to Charge this model and fails its Courage Test (due to Terror), then their Activation will immediately end rather than just not being able to Move than turn. They also cannot Shoot in the Shoot Phase, and cannot Move in the Fight Phase if part of a successful Heroic Combat, but may otherwise act normally.


EASTERLING CAPTAIN [60 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 6 2 2 6+ 6+ 2 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Easterling Halberd ACTIVE

This weapon can be used as either a pike or two-handed weapon.

  • Phalanx ACTIVE

Easterlings can use pike and shield without penalty. If an Infantry model with this rule loses a Combat, up to two other models that also have the Phalanx rule can Make Way, instead of one.


GORBAG [60 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+ 5+ 3 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Orcish Brawler ACTIVE

If outnumbered in a Combat, Gorbag gains +1 to his Attack value for the duration of the Combat.

  • Adaptive Fighter ACTIVE

If Gorbag wins a Duel Roll, he may choose an enemy model involved in the Combat, and that model must back away in a direction chosen by Gorbag. For example, they may be forced to back away over the edge of cliff, and take fall damage. Other models then back away as normal and Strikes are resolved.


GOTHMOG'S ENFORCER [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 4 5+ 4 6 2 2 7+ 6+ 1 3 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Gothmog's Right Hand PASSIVE

If Gothmog's Enforcer is within 3" of Gothmog, then Gothmog may spend one of Gothmog's Enforcer's Will points to declare a Heroic Move or Heroic March, instead of spending his own Might points. Additionally, when Gothmog declares a Heroic March or Heroic Move within 3" of Gothmog's Enforcer, Gothmog can measure the range of the With Me or At the Double from Gothmog's Enforcer, rather than himself.


GURITZ [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 4 5+ 5 6 2 2 7+ 6+ 2 2 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Master of Reserves PASSIVE

In Scenarios where you roll for Warbands to arrive, even if Guritz is not on the battlefield, you may modify the roll for Guritz' Warband by +1 or -1. If he is already on the battlefield, you may modify the roll for other Warbands in your army.

  • End the Race of Man ACTIVE

Whilst Engaged in Combat with an enemy Man model, Guritz gains a +1 bonus to his Fight value.


MORANNON ORC CAPTAIN [55 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 4 5+ 5 6 2 2 7+ 7+ 2 1 1

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

  • End the Race of Man ACTIVE

Whilst Engaged in Combat with an enemy Man model, this model gains a +1 bonus to his Fight value.


MORDOR 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

HEROIC ACTIONS


MORDOR ORC TASKMASTER [45 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 4 5+ 4 5 2 2 7+ 7+ 1 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Whip of the Masters ACTIVE

Each time a friendly Hero model within 6" attempts a Heroic Move, Heroic March or Heroic Shoot, roll a D6. On a 4+, that action is free for that Hero.


MORDOR TROLL CHIEFTAIN [150 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 8 4+ 7 8 3 4 6+ 6+ 2 1 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


MORDOR URUK-HAI 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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

  • Cleaving Blow ACTIVE

If this model rolls a natural 6 To Wound, and the Wound is successful, the target suffers 2 Wounds rather than 1.


SHAGRAT [110 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
6" 6 4+ 5 5 3 3 5+ 5+ 3 3 3

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

During a Scenario that involves picking up and carrying Objectives, and during his Move, Shagrat can choose a friendly model within 3" who is carrying an Objective and take an Intelligence test. If passed, he gains possession of the Objective, even if not normally allowed to be passed. He can also carry multiple Objectives, even if the Scenario normally doesn't allow for it.

  • Cleaving Blow ACTIVE

If this model rolls a natural 6 To Wound, and the Wound is successful, the target suffers 2 Wounds rather than 1.


MORDOR 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

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Fury (Mordor Orc) Self 3+
Curse 12" 4+
Transfix 12" 5+

OPTIONS


MORDOR ORC DRUMMER [30 POINTS]

INDEPENDENT HERO

Mv Fv Sv S D A W C I M W F
6" 3 5+ 4 5 1 1 7+ 8+ 0 0 1

WARGEAR


SHELOB [100 POINTS]

INDEPENDENT HERO, UNIQUE

Mv Fv Sv S D A W C I M W F
10" 7 4+ 7 7 1 6 6+ 5+ 0 6 0

WARGEAR

SPECIAL RULES

Shelob may never be taken as part of another model's Warband, or benefit from the Heroic Actions of other models.

  • She is always hungry PASSIVE

If not Engagement in Combat at the start of her Activation, Shelob can kill a friendly model within 1". If she does, until the end of that turn, she may re-roll one dice in any Duel roll.

  • She hungers for sweeter meats PASSIVE

Shelob gains +1 Attack whilst Engaged in Combat with an enemy Man, Elf Dwarf or Hobbit model.

  • Caught in a Web BRUTAL POWER ATTACK

Shelob can choose to direct a single strike at one model in the Combat. That model suffers one Strength 8 hit, and if it survives, the model is treated as being under the effect of the Paralyse magical power. The model will also not automatically recover if Shelob is slain, leaves the board, or reduced to zero Will points.


BLACK NUMENOREAN KNIGHT [20 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 4 4+ 3 6 1 1 6+ 7+

WARGEAR

OPTIONS

SPECIAL RULES

  • Terror

  • Visage of Terror PASSIVE

If an enemy attempts to Charge this model and fails its Courage Test (due to Terror), then their Activation will immediately end rather than just not being able to Move than turn. They also cannot Shoot in the Shoot Phase, and cannot Move in the Fight Phase if part of a successful Heroic Combat, but may otherwise act normally.


BLACK NUMENOREAN WARRIOR [10 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 4 4+ 3 6 1 1 6+ 7+

WARGEAR

SPECIAL RULES

  • Terror

  • Visage of Terror PASSIVE

If an enemy attempts to Charge this model and fails its Courage Test (due to Terror), then their Activation will immediately end rather than just not being able to Move than turn. They also cannot Shoot in the Shoot Phase, and cannot Move in the Fight Phase if part of a successful Heroic Combat, but may otherwise act normally.


EASTERLING WARRIOR [8 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 4 4+ 3 5 1 1 7+ 6+

WARGEAR

OPTIONS

SPECIAL RULES

  • Easterling Halberd ACTIVE

This weapon can be used as either a pike or two-handed weapon.

  • Phalanx ACTIVE

Easterlings can use pike and shield without penalty. If an Infantry model with this rule loses a Combat, up to two other models that also have the Phalanx rule can Make Way, instead of one.


MORANNON ORC WARRIOR [8 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 3 4+ 4 5 1 1 8+ 7+

WARGEAR

OPTIONS

SPECIAL RULES

  • End the Race of Man ACTIVE

Whilst Engaged in Combat with an enemy Man model, this model gains a +1 bonus to his Fight value.


MORDOR ORC WARRIOR [5 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 3 5+ 3 4 1 1 8+ 8+

WARGEAR

OPTIONS

A Mordor Orc Warrior must have one of the following options for the listed points cost:


MORDOR TROLL [90 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 7 5+ 7 7 3 4 6+ 8+

WARGEAR

OPTIONS

SPECIAL RULES


MORDOR URUK-HAI [8 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 4 4+ 4 4 1 1 6+ 7+

WARGEAR

OPTIONS

SPECIAL RULES

  • Cleaving Blow ACTIVE

If this model rolls a natural 6 To Wound, and the Wound is successful, the target suffers 2 Wounds rather than 1.


MORDOR WARG RIDER [11 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 3 5+ 3 4 1 1 8+ 8+

WARGEAR

OPTIONS

A Mordor Warg Rider must have one of the following options for the listed points cost:


SPECTRE [15 POINTS]

WARRIOR

Mv Fv Sv S D A W C I
6" 2 6+ 3 6 1 1 4+ 7+

WARGEAR

SPECIAL RULES

At the end of spectre's move, it can choose an enemy model within 12" and in Line of Sight. The model must pass an Intelligence test. If failed, you may move that model directly towards the spectre, up to its maximum Move value, even if it has already moved that turn. The model will stop moving if it would enter an enemy Control Zone (though they will never count as charging in this instance, and therefore cannot be involved in Combat with them), comes into contact with an Obstacle, impassable terrain, cliff edge, or another model. This cannot be used to move a model out of Combat, make them dismount, drop an item, or Lie Down. However this move can be used to make the model Charge the spectre. A model affected by this special rule cannot Move any further that turn, and may not use Active abilities.


MORDOR SIEGE BOW [50 POINTS]

SIEGE ENGINE, 40MM

Range S D W
6"-48" 8 9 3

COMPOSITION

Crewed by three Mordor Orc Siege Crew, one of which is a Siege Veteran.

OPTIONS

A Mordor Siege Bow may take the following options for the listed points cost:

  • Flaming Ammunition - 10 points

SPECIAL RULES

A Siege Engine upgrade with Flaming Ammunition may re-roll any failed To Wound rolls against a Siege Target.

  • Accurate ACTIVE

A Mordor Siege Bow 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.


Mordor Orc Siege Crew

Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 8+ 8+

WARGEAR


MORDOR WAR CATAPULT [150 POINTS]

SIEGE ENGINE, 120MM

Range S D W
12"-96" 10 10 4

COMPOSITION

Crewed by three Mordor Orc Siege Crew, one of which is a Siege Veteran, and a Mordor Siege Troll.

OPTIONS

A Mordor War Catapult may take the following options for the listed points cost:

  • Severed Heads - 20 points
  • Flaming Ammunition - 10 points

SPECIAL RULES

If a Mordor War Catapult chooses to fire Severed Heads, determine the actual target as normal. Then, instead of rolling To Wound, the actual target and any enemy models within 3" of them must each take a Courage test. If the test is failed, the model flees and is removed as a casualty.

  • Flaming Ammunition

A Siege Engine upgrade with Flaming Ammunition may re-roll any failed To Wound rolls against a Siege Target.

  • Troll Loader ACTIVE

May re-roll the To Hit roll if the Siege Troll is one of the models firing the catapult this turn.

  • 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.

  • Wall-breaker ACTIVE

When rolling To Wound against a Siege Target, make two To Wound rolls and pick the highest. Also, a successful To Wound roll against a Siege Target will do D3 Wounds rather than 1.


Mordor Orc Siege Crew

Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 8+ 8+

WARGEAR


Mordor Siege Troll

Mv Fv Sv S D A W C I
6" 7 4+ 7 6 3 4 6+ 7+

WARGEAR

SPECIAL RULES