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Arnor & Angmar

ARVEDUI, LAST KING OF ARNOR [80 POINTS]

MAN | ARNOR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Hatred (Angmar)

  • The King in the North ACTIVE

The range of Arvedui's Stand Fast is 12", rather than 6"


EARNUR, LAST KING OF GONDOR [110 POINTS]

MAN | GONDOR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

  • A Fool's Challenge ACTIVE

If Eärnur is ever the target of a Heroic Challenge, he may never choose to decline under any circumstances. Additionally, when Eärnur Activates, if he is able to Charge an enemy Hero model then he must do so.

  • Master Duellist ACTIVE

At the start of a Combat involving Eärnur, before any Heroic Strikes are resolved, Eärnur may increase his Fight Value to match that of a single enemy model he is Engaged in Combat with. Additionally, Eärnur can never have his Fight Value modified by enemy special rules or Magical Powers.


GLORFINDEL, LORD OF THE WEST [160 POINTS]

ELF | RIVENDELL | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

OPTIONS

  • Asfaloth - 20 points

SPECIAL RULES

This is Unique heavy armour. Additionally, whilst Glorfindel is wearing the Armour of Gondolin, enemy Monster models Engaged in Combat with him cannot use Brutal Power Attacks.

  • Hero of the Elves ACTIVE

Glorfindel gains a bonus of +1 To Wound when making Strikes against Monster models.

  • Lord of the West ACTIVE

This model may re-roll a single D6 when making a Duel Roll. Additionally, they may re-roll a single D6 when rolling To Wound when making Strikes.


GULAVHAR, THE TERROR OF ARNOR [200 POINTS]

SPIRIT | ANGMAR | HERO, INFANTRY, MONSTER, UNIQUE | 60MM

Mv Fv Sv S D A W C I M W F
12" 7 5+ 8 5 * 4 6+ 4+ 3 3 0

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Gûlavhar's Attacks are always equal to its remaining Wounds. Additionally, for each Wound Gûlavhar has lost, worsen Gûlavhar's Courage value by 1 (this will improve again should Gûlavhar regain a lost Wound via the Immortal Hunger special rule below).

  • Immortal Hunger ACTIVE

Each time Gûlavhar slays a model in Combat, it regains a single Wound lost earlier in the battle. These Wounds are regained at the end of the Combat. Gûlavhar can only regain Wounds in this way by making Strikes, never by using a Brutal Power Attack.


ALDRAC, WARLORD OF CARN DUM [120 POINTS]

MAN | ANGMAR, CARN DUM | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Friendly Carn Dûm models within 6" of Aldrac must re-roll failed Courage Tests.

  • Battle Frenzy ACTIVE

If Aldrac slays an enemy model that he was Engaged in Combat with, then in the following turn Aldrac may declare a Heroic Combat for free.


ARANARTH [80 POINTS]

MAN | ARNOR, DUNEDAIN | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Friendly Dunedain models treat Aranarth as a banner. Additionally, all Dunedain models in the same Army List as Aranarth gain the Arnor Keyword.


ARATHORN, CHIEFTAIN OF THE DUNEDAIN [80 POINTS]

MAN | DUNEDAIN | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Friendly Dunedain Hero models may benefit from Arathorn's Stand Fast.


BUHRDUR, HILL TROLL CHIEFTAIN [130 POINTS]

TROLL | ANGMAR | HERO, INFANTRY, MONSTER, UNIQUE | 50MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

If Buhrdûr slays an enemy Hero or Monster in Combat, then for the rest of the game other friendly Orc or Troll models treat Buhrdûr as a banner. If Buhrdûr has slain 3 or more enemy Hero or Monster models, then for the rest of the game other friendly Orc or Troll models treat Buhrdûr as a banner with a range of 6" instead.

  • Brutish Cunning ACTIVE

This model may re-roll a single D6 in a Duel Roll when fighting solely against Infantry models (but not Monster models).


THE SHADOW OF RHUDAUR [80 POINTS]

SPIRIT | ANGMAR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

MAGICAL POWERS

Power Range Casting Value
Drain Courage 6" 3+
Fog of Disarray Self 3+
Curse 6" 4+
Wither 6" 5+

SPECIAL RULES

At the beginning of the game, after both sides have been deployed, choose one Hero model in your opponent's Army. Whilst the Shadow of Rhudaur is within 6" of the chosen Hero, that Hero suffers a -1 penalty to their Fate Rolls and a -1 penalty to any Courage Tests they are required to take.

  • Powers of Angmar ACTIVE

If the Shadow of Rhudaur rolls a natural 6 when making a Casting Roll, then the target model cannot spend Will Points to attempt to Resist the Magical Power.


WILD WARG CHIEFTAIN (GENERAL) [80 POINTS]

WARG | ANGMAR | HERO, INFANTRY, BEAST | 40MM

Mv Fv Sv S D A W C I M W F
10" 5 5+ 6 5 3 3 6+ 7+ 3 3 2

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Friendly models may not benefit from the Heroic Actions or Stand Fast of this model unless they have the Warg keyword.


ANGMAR ORC CAPTAIN [45 POINTS]

ORC | ANGMAR | 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


ARGADIR [85 POINTS]

MAN | ARNOR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


CAPTAIN OF ARNOR [60 POINTS]

MAN | ARNOR | HERO, INFANTRY | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES


CAPTAIN OF CARN DUM [55 POINTS]

MAN | ANGMAR, CARN DUM | HERO, INFANTRY | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Glory Seekers ACTIVE

If this model is Engaged in Combat with an enemy Hero, then this model gains a bonus of +1 To Wound that Hero when making Strikes.


FRAECHT, VASSAL OF THE WITCH-KING [65 POINTS]

MAN | ANGMAR, CARN DUM | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Incantations of Power ACTIVE

Incantations of Power - Active - During each Priority Phase, after Priority has been determined, Fráecht can spend a Will Point to use an incantation. If he does so, choose one of the incantations below - the effects last until the End Phase of the turn.

Incantation of Strength - Friendly Carn Dûm models within 6" of Fráecht must re-roll To Wound Rolls of a natural 1 when making Strikes.

Incantation of Endurance - Whenever a friendly Carn Dûm model within 6" of Fráecht suffers a Wound, roll a D6. On a 5+ the Wound is ignored.

Incantation of Swiftness - Friendly Carn Dûm models that start their Move within 6" of Fráecht will not be slowed by Difficult Terrain (with the exception of water features).


HALBARAD [70 POINTS]

MAN | DUNEDAIN | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

This is a banner with a range of 6" rather than 3", and Halbarad never suffers the -1 penalty to his Duel Rolls for carrying a banner. Additionally, friendly models within 6" and Line of Sight of the Banner of Arwen Evenstar automatically pass any Courage Tests they are required to take.


MALBETH THE SEER [80 POINTS]

MAN | ARNOR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Gift of Foresight ACTIVE

Whenever a friendly Arnor model within 6" and Line of Sight of Malbeth suffers a Wound, roll a D6. On a 5+, the Wound has been prevented and is ignored. Note that if this roll is failed, a Hero model may still use Fate Points as normal.

  • Foresight of the Eldar ACTIVE

At the start of the game, before either side deploys, roll a D6 and make a note of the result - this is the number of Foresight Points that Malbeth has for the battle. During the roll for Priority, so long as he is alive and on the battlefield, Malbeth can spend these Foresight Points to increase the roll on his controlling player's roll for Priority. For each Foresight Point spent, increase the dice roll by 1, to a maximum of 6.


NAZTHAK, ORC CAPTAIN [50 POINTS]

ORC | ANGMAR | HERO, INFANTRY, UNIQUE | 25MM

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

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

  • Scavenge ACTIVE

Whenever Nazthák slays an enemy model in Combat (with the exception of Monster models), he may choose to scavenge a single piece of wargear carried by that model, with the exception of a Mount, another type of armour, living creatures, the One Ring, or items of wargear that are integral to the model (such as claws and teeth). This will happen before any effects that allow the slain model to pass on that piece of wargear. Add the scavenged item to Nazthák's list of wargear. Nazthák will benefit from the scavenged wargear as if he was the original model. Nazthák may choose to discard any piece of scavenged wargear at any time, though if he does so then he cannot reclaim it - it is lost.


SHADE [75 POINTS]

SPIRIT | ANGMAR | HERO, INFANTRY | 40MM

Mv Fv Sv S D A W C I M W F
6" 1 6+ 1 8 2 3 5+ 8+ 0 4 1

WARGEAR

SPECIAL RULES

If a Ringwraith model is within 6" of a friendly Shade, they may use the Shade to determine range and Line of Sight for a Magical Power. Additionally, after making a Casting Roll within 6" of a friendly Shade, a Ringwraith can choose to deal a single Wound to the Shade to add 1 to the Casting Roll.

  • Swirling Mists ACTIVE

At the start of the Shoot Phase, before the Declare Heroic Actions step, a Shade may spend a Will Point to use this ability. If it does, then for the remainder of the turn, enemy models will suffer a -1 penalty To Hit when making a shooting attack that targets a friendly model within 6" of the Shade. If the enemy model making the shooting attack is also within 12" of the Shade, they will suffer a -2 penalty To Hit instead.

  • Ghostly Resolve PASSIVE

Friendly Angmar Orc models within 12" of one or more models with this special rule gain a bonus of +1 to any Courage Tests they are required to take.


WILD WARG CHIEFTAIN [80 POINTS]

WARG | ANGMAR | HERO, INFANTRY, BEAST | 40MM

Mv Fv Sv S D A W C I M W F
10" 5 5+ 6 5 3 3 6+ 7+ 2 2 1

WARGEAR

HEROIC ACTIONS

SPECIAL RULES

Friendly models may not benefit from the Heroic Actions or Stand Fast of this model unless they have the Warg keyword.


ANGMAR ORC SHAMAN [50 POINTS]

ORC | ANGMAR | 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
Instill Fear Self 3+
Drain Courage 12" 4+
Wither 12" 4+

OPTIONS


BARROW-WIGHT [50 POINTS]

SPIRIT | ANGMAR | HERO, INFANTRY | 25MM

Mv Fv Sv S D A W C I M W F
6" 3 5+ 3 7 1 2 4+ 6+ 0 5 0

WARGEAR

MAGICAL POWERS

Power Range Casting Value
Paralyse 6" 3+

SPECIAL RULES


RANGER OF THE NORTH [25 POINTS]

MAN | DUNEDAIN | HERO, INFANTRY | 25MM

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

WARGEAR

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


ANGMAR ORC WARRIOR [5 POINTS]

ORC | ANGMAR | WARRIOR, INFANTRY | 25MM

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

WARGEAR

OPTIONS

An Angmar Orc Warrior must have one of the following options for the listed points cost:


ANGMAR WARG RIDER [11 POINTS]

ORC | ANGMAR | WARRIOR, CAVALRY | 25MM

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

WARGEAR

OPTIONS

An Angmar Warg Rider must have one of the following options for the listed points cost:


HILL TROLL [75 POINTS]

TROLL | ANGMAR | WARRIOR, INFANTRY, MONSTER | 50MM

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

WARGEAR

SPECIAL RULES

This model may re-roll a single D6 in a Duel Roll when fighting solely against Infantry models (but not Monster models).


HOBBIT ARCHER [5 POINTS]

HOBBIT | SHIRE | WARRIOR, INFANTRY | 25MM

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

WARGEAR

OPTIONS

SPECIAL RULES


KNIGHT OF ARNOR [15 POINTS]

MAN | ARNOR | WARRIOR, CAVALRY | 25MM

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

WARGEAR

SPECIAL RULES


RANGER OF ARNOR [8 POINTS]

MAN | ARNOR | WARRIOR, INFANTRY | 25MM

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

WARGEAR

OPTIONS

SPECIAL RULES


WARRIOR OF ARNOR [8 POINTS]

MAN | ARNOR | WARRIOR, INFANTRY | 25MM

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

WARGEAR

OPTIONS

SPECIAL RULES


WARRIOR OF CARN DUM [9 POINTS]

MAN | ANGMAR, CARN DUM | WARRIOR, INFANTRY | 25MM

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

WARGEAR

OPTIONS

SPECIAL RULES

  • Glory Seekers ACTIVE

If this model is Engaged in Combat with an enemy Hero, then this model gains a bonus of +1 To Wound that Hero when making Strikes.


WEREWOLF [25 POINTS]

SPIRIT | ANGMAR | WARRIOR, INFANTRY, BEAST | 50MM

Mv Fv Sv S D A W C I
10" 5 6+ 5 5 2 2 5+ 8+

WARGEAR

SPECIAL RULES

When a Werewolf Charges an enemy Infantry model, they gain the Knock to the Ground bonus as if they were Cavalry. This bonus is lost if they are subsequently charged by an enemy Cavalry model.


WILD WARG [7 POINTS]

WARG | ANGMAR | WARRIOR, INFANTRY, BEAST | 40MM

Mv Fv Sv S D A W C I
10" 3 6+ 4 4 1 1 8+ 8+

WARGEAR