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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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Defence

OPTIONS

  • Warg: 20 points
  • Shield: 5 points

SPECIAL RULES

  • Master of Battle (2+)

  • "The time of the Orc has come" ACTIVE

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

  • Heavy armour
  • hand weapon
  • The One Ring

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Channelling
  • Heroic Strike
  • Heroic Challenge

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

  • Dominant (10)
  • Harbinger of Evil (18")
  • Resistant to Magic
  • Terror

  • The Lord of the Rings ACTIVE

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 [0 POINTS]

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+ 3 18 3

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Channelling
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

MAGICAL POWERS

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

OPTIONS

  • 3A / 3M / 18W / 3F: 150 points
  • Armoured Fell Beast: 70 points
  • Fell Beast: 50 points
  • Crown of Morgul: 25 points
  • Horse: 20 points
  • Morgul Blade: 10 points
  • Two-handed weapon: 5 points

SPECIAL RULES

  • Harbinger of Evil (12")
  • Terror
  • Will of Evil

  • Morgul Blade ACTIVE

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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Dominant (4)
  • Terror
  • Fearless
  • Throw Stones (range 12", Strength 8)

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

  • Heavy armour
  • hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Channelling

MAGICAL POWERS

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

OPTIONS

  • Armoured horse: 25 points

SPECIAL RULES

  • Harbinger of Evil (6")
  • Terror

  • Sense of Impending Doom PASSIVE

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 [0 POINTS]

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+ 2 14 2

WARGEAR

  • Heavy armour
  • sword

HEROIC ACTIONS

  • Heroic Channelling

MAGICAL POWERS

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

OPTIONS

  • 2A / 2M / 14W / 2F: 120 points
  • Armoured Fell Beast: 70 points
  • Fell Beast: 50 points
  • Morgul Blade: 10 points

SPECIAL RULES

  • Harbinger of Evil (12")
  • Terror
  • Will of Evil

  • Morgul Blade ACTIVE

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

  • Heavy armour
  • Hand weapon
  • Shield

OPTIONS

  • Armoured horse: 25 points
  • Lance: 5 points

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

  • Heavy armour
  • Easterling Halberd

HEROIC ACTIONS

  • Heroic March

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

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Challenge

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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Defence

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

  • Heavy armour
  • two-handed weapon
  • hand weapon

HEROIC ACTIONS

  • Heroic March

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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Shield: 5 points
  • Two-handed weapon: 5 points

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

  • Armour
  • shield
  • hand weapon

HEROIC ACTIONS

  • Heroic March

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

  • Armour
  • hand weapon
  • whip

HEROIC ACTIONS

  • Heroic March

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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Dominant (4)
  • Terror
  • Throw Stones (range 12", Strength 8)

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

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Two-handed weapon: 5 points

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

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

SPECIAL RULES

  • General Hunter

  • Hands off the shiny shirt, that's mine! ACTIVE

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

  • Heavy armour
  • Hand weapon
  • Spear

HEROIC ACTIONS

  • Heroic Channelling

MAGICAL POWERS

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

OPTIONS

  • Warg: 20 points

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

  • Armour
  • hand weapon
  • war drum (Mordor Orc)

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

  • Fangs (hand weapon)

SPECIAL RULES

  • Dominant (4)
  • Monstrous Charge
  • Survival Instinct
  • Swift Movement
  • Terror
  • Venom

  • Lone Hunter PASSIVE

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 M W F
6" 4 4+ 3 6 1 1 6+ 7+ - - -

WARGEAR

  • Heavy armour
  • Hand weapon
  • Lance
  • Shield
  • Armoured horse

OPTIONS

  • Exchange lance for banner: 25 points
  • Exchange lance for war horn: 25 points

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 M W F
6" 4 4+ 3 6 1 1 6+ 7+ - - -

WARGEAR

  • Heavy armour
  • Hand weapon
  • Shield

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 M W F
6" 4 4+ 3 5 1 1 7+ 6+ - - -

WARGEAR

  • Heavy amour
  • hand weapon

OPTIONS

  • Banner: 25 points
  • Easterling Halberd and shield: 2 points
  • Shield: 1 point
  • Bow: 1 point

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 M W F
6" 3 4+ 4 5 1 1 8+ 7+ - - -

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • Banner: 25 points
  • Shield and spear: 2 points
  • Shield: 1 point
  • Spear: 1 point

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 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

MORDOR TROLL [90 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand-and-a-half weapon

OPTIONS

  • War drum (Mordor): 25 points

SPECIAL RULES

  • Dominant (3)
  • Terror
  • Throw Stones (range 12", Strength 8)

MORDOR URUK-HAI [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon

OPTIONS

  • Two-handed weapon: 1 point

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 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

SPECTRE [15 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon

SPECIAL RULES

  • Terror
  • Blades of the Dead
  • Spectral Walk

  • A Fell Light is in Them ACTIVE

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, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 8 9 - 3 - - 1 1 1

OPTIONS

  • Flaming Ammunition: 10 points

SPECIAL RULES

  • Direct Shot

  • 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.

ADDITIONAL PROFILES

  • Mordor Orc Siege Crew
  • Mv 6", Fv 3, Sv 4+, S 3, D 4, A 1, W 1, C 8+, I 8+

MORDOR WAR CATAPULT [150 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 10 10 - 4 - - 1 1 1

OPTIONS

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

SPECIAL RULES

  • Arcing Shot

  • 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.

ADDITIONAL PROFILES

  • Mordor Orc Siege Crew
  • Mv 6", Fv 3, Sv 4+, S 3, D 4, A 1, W 1, C 8+, I 8+
  • Mordor Siege Troll
  • Mv 6", Fv 7, Sv 4+, S 7, D 6, A 3, W 4, C 6+, I 7+