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Arnor & Angmar

ARVEDUI, LAST KING OF ARNOR [80 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Defence

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]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

  • Heavy armour
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strike
  • Heroic Challenge

OPTIONS

  • Armoured horse and lance: 30 points

SPECIAL RULES

  • A Fool's Challenge ACTIVE

Earnur must always Charge an enemy Hero if he able to do so when he Activates. Additionally, he may never decline a Heroic Challenge under any circumstances.

  • Master Duellist ACTIVE

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


GLORFINDEL, LORD OF THE WEST [160 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

  • Elven hand-and-a-half weapon
  • Armour of Gondolin

HEROIC ACTIONS

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

OPTIONS

  • Asfaloth: 20 points

SPECIAL RULES

  • Expert Rider
  • Horse Lord
  • Resistant to Magic
  • Terror
  • Woodland Creature

  • Armour of Gondolin ACTIVE

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]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

  • Claws and teeth (hand weapons)

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Defence

SPECIAL RULES

  • Dominant (5)
  • Fly
  • Harbinger of Evil (12")
  • Large Target
  • Monstrous Charge
  • Resistant to Magic
  • Terror

  • Strength of Body, Strength of Will PASSIVE

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

  • Immortal Hunger ACTIVE

Each time Gulavhar 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. Gulavhar can only regain Wounds in this way by making Strikes, never by using a Brutal Power Attack.


ALDRAC, WARLORD OF CARN DUM [120 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Armour
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic Challenge
  • Heroic Strength
  • Heroic Strike

SPECIAL RULES

  • Mighty Blow

  • Warlord of Carn Dum PASSIVE

Friendly Carn Dum 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]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Accuracy

SPECIAL RULES

  • Expert Shot
  • Hatred (Angmar)
  • Sharpshooter

  • Remnants of Arnor PASSIVE

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]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Accuracy

SPECIAL RULES

  • Woodland Creature

  • Chieftain of the Dunedain ACTIVE

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


BUHRDUR, HILL TROLL CHIEFTAIN [130 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

SPECIAL RULES

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

  • Lead by Example ACTIVE

If Buhrdur slays an enemy Hero or Monster in Combat, then for the rest of the game other friendly Orc or Troll models treat Buhrdur as a banner. If Buhrdur has slain 3 or more enemy Hero or Monster models, then for the rest of the game other friendly Orc or Troll models treat Buhrdur 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]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Challenge

MAGICAL POWERS

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

SPECIAL RULES

  • Blades of the Dead
  • Terror
  • Spectral Walk

  • Herald of Doom PASSIVE

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]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

  • Claws and teeth (hand weapons)

HEROIC ACTIONS

  • Heroic March
  • Heroic Strength

SPECIAL RULES

  • Terror

  • Packlord ACTIVE

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]

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
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic March

ARGADIR [85 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

  • Heavy armour
  • hand weapon
  • shield
  • war spear
  • Horse

HEROIC ACTIONS

  • Heroic March
  • Heroic Defence

SPECIAL RULES

  • Expert Rider
  • Hatred (Angmar)
  • Master of Battle (5+)

CAPTAIN OF ARNOR [60 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 7+ 6+ 2 1 1

WARGEAR

  • Heavy armour
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Hatred (Angmar)

CAPTAIN OF CARN DUM [55 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

  • Armour
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic March

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]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

  • Armour
  • hand weapon
  • hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • Incantations of Power ACTIVE

After rolling for Priority, Fraecht can spend a point of Will to have one of the following incantations take effect for the rest of the turn. Strength - Friendly Carn Dum models within 6" of Fraecht must re-roll To Wound rolls of a natural 1 when making Strikes. Endurance - Whenever a Friendly Carn Dum model within 6" of Fraecht suffers a Wound, roll a D6. On a 5+, that Wound is ignored. Swiftness - Friendly Carn Dum models that start their move within 6" of Fraecht are not slowed by difficult terrain (except for water features).


HALBARAD [70 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Accuracy
  • Heroic Strike

SPECIAL RULES

  • Woodland Creature

  • Banner of Arwen Evenstar PASSIVE

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]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

  • Hand weapon

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • Gift of Foresight ACTIVE

Every time a friendly Arnor model suffers a Wound within 6" and Line of Sight of Malbeth, roll a D6. On a 5+, the Wound is prevented. If failed, Hero models 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]

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+ 6+ 2 1 2

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Scavenge ACTIVE

Whenever Nazthak 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 Nazthak's list of wargear. Nazthak will benefit from the scavenged wargear as if he was the original model. Nazthak 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]

HERO OF FORTITUDE, 12 WARBAND

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

  • An amalgamation of grasping spectral hands (hand weapons)

SPECIAL RULES

  • Dominant (3)
  • Spectral Walk
  • Terror
  • Blades of the Dead

  • Conduit of Angmar PASSIVE

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]

HERO OF FORTITUDE, 12 WARBAND

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

  • Claws and teeth (hand weapons)

HEROIC ACTIONS

  • Heroic March
  • Heroic Strength

SPECIAL RULES

  • Terror

  • Packlord ACTIVE

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]

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
Instill Fear Self 3+
Drain Courage 12" 4+
Wither 12" 4+

OPTIONS

  • Warg: 20 points

BARROW-WIGHT [50 POINTS]

MINOR HERO, 6 WARBAND

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

  • Heavy armour
  • hand weapon

MAGICAL POWERS

Power Range Casting Value
Paralyse 6" 3+

SPECIAL RULES

  • Terror
  • Blades of the Dead
  • Spectral Walk

RANGER OF THE NORTH [25 POINTS]

INDEPENDENT HERO

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

  • Hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Accuracy

OPTIONS

  • Armour: 5 points
  • Spear: 1 point

SPECIAL RULES

  • Woodland Creature

ANGMAR 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

ANGMAR 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

HILL TROLL [75 POINTS]

WARRIOR

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

WARGEAR

  • Hand weapon

SPECIAL RULES

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

  • 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).


HOBBIT ARCHER [5 POINTS]

WARRIOR

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

WARGEAR

  • Hand weapon
  • short bow

OPTIONS

  • War horn: 25 points

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

KNIGHT OF ARNOR [15 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon
  • shield
  • war spear
  • Horse

SPECIAL RULES

  • Hatred (Angmar)

RANGER OF ARNOR [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon
  • bow

OPTIONS

  • Banner: 25 points
  • War horn: 25 points
  • Spear: 1 point

SPECIAL RULES

  • Hatred (Angmar)

WARRIOR OF ARNOR [8 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon
  • spear
  • shield

OPTIONS

  • Swap spear and shield for banner: 25 points

SPECIAL RULES

  • Hatred (Angmar)

WARRIOR OF CARN DUM [9 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon
  • shield

OPTIONS

  • Banner: 25 points
  • Spear: 1 point

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]

WARRIOR

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

WARGEAR

  • Claws and teeth (hand weapons)

SPECIAL RULES

  • Fell Sight
  • Terror

  • Feral Charge ACTIVE

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]

WARRIOR

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

WARGEAR

  • Claws and teeth (hand weapons)