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Gondor

ARAGORN, KING ELESSAR [225 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

  • Heavy armour
  • Ring of Barahir
  • Anduril, Flame of the West

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic March
  • Heroic Strike
  • Heroic Strength
  • Heroic Defence
  • Heroic Challenge

OPTIONS

  • Armoured horse: 25 points

SPECIAL RULES

  • Horse Lord
  • Mighty Hero
  • Resistant to Magic

  • Ring of Barahir PASSIVE

When affected by a Magical Power, and after any resist tests have been made (if able), Aragorn may roll a D6. On a natural 6, he is not affected by that power.

  • Anduril, Flame of the West ACTIVE

Elven hand-and-a-half weapon, never needs more than a 4+ To Wound, or a 3+ if using Anduril as a two-handed weapon.

  • "Stand, Men of the West" PASSIVE

Friendly models treat Aragorn as a banner with a range of 6".


ELENDIL [175 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

  • Heavy armour
  • Narsil

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

SPECIAL RULES

  • Resistant to Magic

  • Narsil ACTIVE

A Master-forged two-handed weapon, and the model carrying this weapon may call a Heroic Combat each turn for free.

  • High King of Gondor and Arnor ACTIVE

The range of Elendil's Stand Fast is 12" rather than 6".


GANDALF THE WHITE [200 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

  • Staff of Power
  • Glamdring
  • Narya

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Channelling
  • Heroic Strike
  • Heroic Defence

MAGICAL POWERS

Power Range Casting Value
Terrifying Aura Self 3+
Blinding Light Self 3+
Transfix 12" 3+
Foil Magic 12" 4+
Fortify Spirit 12" 4+
Strengthen Will 12" 4+
Banishment 12" 5+
Sorcerous Blast 12" 5+
Your Staff is Broken 12" 5+

OPTIONS

  • Pippin: 25 points
  • Shadowfax: 25 points

SPECIAL RULES

  • Pippin PASSIVE

Whilst Pippin is Mounted, Gandalf gains Resistant to Magic, can re-roll natural 1s on To Wound rolls, and spend Pippin's Might, Will and Fate points - see pg.53 of Armies of LOTR for full details.

  • Glamdring ACTIVE

Elven hand-and-a-half weapon. Gandalf gains a bonus of +1 Strength when making strikes with Glamdring.

  • Narya PASSIVE

Gandalf may re-roll any failed Fate rolls.


KING OF MEN (ARNOR) [75 POINTS]

HERO OF LEGEND, 18 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Resolve

OPTIONS

  • Horse: 20 points
  • Exchange armour for heavy armour: 5 points
  • Lance: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Fearless

KING OF MEN (DALE) [75 POINTS]

HERO OF LEGEND, 18 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Resolve

OPTIONS

  • Horse: 20 points
  • Exchange armour for heavy armour: 5 points
  • Lance: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Kingdoms of Men PASSIVE

A King off Dale's Stand Fast is 12", and also affects Dale Hero models.


KING OF MEN (NUMENOR) [75 POINTS]

HERO OF LEGEND, 18 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Resolve

OPTIONS

  • Horse: 20 points
  • Exchange armour for heavy armour: 5 points
  • Lance: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Resistant to Magic

KING OF MEN (ROHAN) [75 POINTS]

HERO OF LEGEND, 18 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Resolve

OPTIONS

  • Horse: 20 points
  • Exchange armour for heavy armour: 5 points
  • Lance: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Leader (Rohan Royal Guard)
  • Expert Rider
  • Horse Lord

PRINCE IMRAHIL [140 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

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

WARGEAR

  • Heavy armour
  • Hand weapon
  • shield

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strike
  • Heroic Strength
  • Heroic Defence

OPTIONS

  • Armoured horse and lance: 30 points

SPECIAL RULES

  • The Lineage of Numenor ACTIVE

The range of Prince Imrahil's Stand Fast is 12" rather than 6".

  • Dol Amroth for Gondor! PASSIVE

Other friendly Dol Amroth models treat Prince Imrahil as a banner with a range of 6".


BOROMIR, CAPTAIN OF THE WHITE TOWER [160 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Heavy armour
  • hand weapon
  • Horn of Gondor

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

OPTIONS

  • Horse: 20 points
  • Shield: 5 points

SPECIAL RULES

  • Leader (Citadel Guard)

  • Horn of Gondor ACTIVE

A war horn, where if Boromir is outnumbered in a Combat, you may ask your opponent to choose one of their models involved, who must take a Courage test. If they fail, Boromir wins the Duel roll.

  • The Banner of Minas Tirith PASSIVE

A banner with a range of 6". If a friendly Gondor Warrior model within range is involved in a Drawn Combat, and the Combat is tied at the Gondor Warriors' Fight value, they will automatically win (unless the enemy has the same special rule). Boromir does not suffer a -1 penalty in the Duel roll for carrying a banner.

  • Son of Gondor ACTIVE

In a turn in which he Charges, Boromir gains a +1 bonus To Wound when making Strikes.


DENETHOR [50 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+ 5+ 2 3 1

WARGEAR

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Leader (Citadel Guard)
  • Leader (Guard of the Fountain Court)

  • Broken Mind ACTIVE

After Priority has been determined, Denethor must take an Intelligence test. If the test is failed, then Denethor is controlled by the opposing player, and may even Charge and fight models from his own Army. When Denethor is Activated by the opposing player he is still considered to be a friendly model, and so friendly models cannot target him with shooting attacks or Magical Powers that cause damage, and may not make Strikes against him if they beat him in a Combat. When under the control of the opposing player, they cannot use any of Denethor's Might, Will or Fate points. Even when under the control of the opposing player, Denethor always counts as a model in his controlling player's Army. If Boromir is part of the same Army, then Denethor will automatically pass this Intelligence test so long as Boromir is alive. However, should Boromir be slain, then Denethor will automatically fail the next Intelligence Test he has to make for this special rule.


FARAMIR [100 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Accuracy
  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Leader (Citadel Guard)
  • Resistant to Magic
  • Sharpshooter
  • Woodland Creature

  • "A Chance for Faramir, Captain of Gondor to show his Quality" ACTIVE

If Faramir's army is Broken, he may re-roll any failed To Wound rolls when making strikes, and declare a free Heroic Resolve each turn.

  • Wizard's Pupil PASSIVE

If Faramir is alive and you choose to give Priority to your opponent, then Faramir and friendly Warrior models within 3" of him gain Dominant (2) until the end of the turn.


FORLONG THE FAT [90 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Heavy armour
  • Hand weapon
  • War spear
  • The Horn of Lossarnach

HEROIC ACTIONS

  • Heroic Strength

SPECIAL RULES

  • The Horn of Lossarnach ACTIVE

A war horn. Once per game at the beginning of his Activation, Forlong may use it to give friendly models within 12" of him the Terror special rule until the end of the turn.

  • Lord of Lossarnach PASSIVE

Friendly Lossarnach models within 3" may re-roll results of a natural 1 when making Strikes.


HURIN THE TALL, WARDEN OF THE KEYS [80 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+ 5+ 3 1 1

WARGEAR

  • Heavy armour
  • Warden's Sword

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strike
  • Heroic Strength

OPTIONS

  • Horse: 20 points

SPECIAL RULES

  • The Warden's Sword ACTIVE

Master Forged hand-and-a-half weapon.

  • In Defence of the King ACTIVE

Whilst Hurin is within 3" of your General, so long as your General has the Gondor keyword, Hurin automatically passes any Courage Tests he is required to make, and may re-roll To Wound rolls of a natural 1 when making Strikes.

  • Lines of Command PASSIVE

Your opponent cannot score Victory Points for Wounding or slaying the enemy General, so long as Hurin is alive on the battlefield and your General has the Gondor keyword.


ISILDUR [130 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

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

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

OPTIONS

  • Horse: 20 points
  • The One Ring: Free

SPECIAL RULES

  • Resistant to Magic

  • The Shards of Narsil ACTIVE

If your army also contains Elendil and he is slain, place a 25mm marker where he was killed. If Isildur ends his Activation within 1" of this marker, he gains the Shards of Narsil. This is a hand weapon for which Isildur gains a bonus of +1 To Wound when making strikes in a Combat.


KING OF MEN (GONDOR) [75 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Resolve

OPTIONS

  • Horse: 20 points
  • Exchange armour for heavy armour: 5 points
  • Lance: 5 points
  • Shield: 5 points

SPECIAL RULES

  • Leader (Citadel Guard)
  • Leader (Guard of the Fountain Court)
  • Shieldwall

KING OF THE DEAD [100 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike

SPECIAL RULES

  • Blades of the Dead
  • Terror
  • Spectral Walk

  • Drain Soul ACTIVE

Any model that suffers a Wound from the King of the Dead, that is not prevented by Fate, is immediately killed.

  • The Dead and the Living PASSIVE

Only friendly Dunharrow models may benefit from the King of the Dead's Stand Fast or Heroic Actions.


ANGBOR THE FEARLESS [70 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • Two-handed weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic March

SPECIAL RULES

  • Fearless
  • Mighty Blow

  • Chief of Lamedon PASSIVE

Friendly Lamedon models within 3" of Angbor automatically pass any Courage Tests they are required to make.


BEREGOND, GUARD OF THE CITADEL [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Heavy armour
  • Hand weapon
  • Longbow

HEROIC ACTIONS

  • Heroic Accuracy

SPECIAL RULES

  • Bodyguard

  • An Unlikely Friendship ACTIVE

Whilst within 3" of a friendly Pippin, Beregond may re-roll any failed To Wound rolls when making Strikes.


CAPTAIN OF DOL AMROTH [65 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 amour
  • Hand weapon
  • Shield

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Armoured horse and lance: 30 points

SPECIAL RULES

  • Pride of Dol Amroth ACTIVE

Whilst within 3" of Prince Imrahil, this model gains a bonus of +1 Fight value.


CAPTAIN OF MINAS TIRITH [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 6+ 6+ 2 1 1

WARGEAR

  • Heavy armour
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Shieldwall

CAPTAIN OF NUMENOR [70 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Armour
  • shield
  • hand weapon

HEROIC ACTIONS

  • Heroic March

DAMROD [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic Accuracy

SPECIAL RULES

  • Woodland Creature

  • Well-aimed Shot ACTIVE

When making a shooting attack, the first time Damrod fails an In The Way test he may make an Intelligence test. If passed, the In The Way roll will be successful instead.


DUINHIR, LORD OF THE BLACKROOT VALE [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • Hand weapon
  • Bow
  • Spear

HEROIC ACTIONS

  • Heroic Accuracy
  • Heroic Defence

SPECIAL RULES

  • Mountain Dweller
  • Sharpshooter

  • Go for the Eyes! ACTIVE

Duinhir may re-roll failed To Hit rolls when shooting an enemy Monster model. Also, if he successfully Wounds an enemy Monster with a shooting attack that is not prevented, it will deal D3 Wounds rather than 1.

  • Lord of the Blackroot Vale PASSIVE

Blackroot Vale Archers within 3" of Duinhir may re-roll To Hit rolls of 1 when making shooting attacks, as long as they didn't Move during the preceding Move phase.


HERALD OF THE DEAD [70 POINTS]

HERO OF FORTITUDE, 12 WARBAND

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

WARGEAR

  • Armour
  • shield
  • hand weapon
  • Pennant of the Dead

SPECIAL RULES

  • Blades of the Dead
  • Terror
  • Spectral Walk

  • Pennant of the Dead PASSIVE

Friendly Dunharrow models within 3" gain Resistant to Magic.

  • The King's Counsel PASSIVE

If the King of the Dead is within 3", he may use this model's Will points to declare Heroic Actions, instead of using his own Might points.


INGOLD, WARDEN OF THE RAMMAS ECHOR [70 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 2

WARGEAR

  • Heavy armour
  • Hand weapon
  • Shield

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Shieldwall

  • Resolute Fighter PASSIVE

Ingold and friendly Gondor Warrior models within 3" do not Back Away if they lose a Combat - their opponent must Back Away instead. However, this does not mean that a model benefiting from this rule cannot count as being Trapped, when they lose their Duel roll.


IROLAS [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 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 2

WARGEAR

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Leader (Citadel Guard)
  • Sworn Protector (Denethor)

  • Defend the White City ACTIVE

Irolas may use the Shielding special rule, even without a shield. If he wins a Combat whilst Shielding, he may make a single Strike against one enemy model.

  • Captain of the Citadel Guard PASSIVE

Friendly Citadel Guard within 3" of Irolas gain +1 To Wound when making strikes.


MADRIL [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

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

WARGEAR

  • Armour
  • hand weapon
  • bow

HEROIC ACTIONS

  • Heroic March
  • Heroic Accuracy

SPECIAL RULES

  • Woodland Creature

  • Master of Reserves PASSIVE

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


PEREGRIN TOOK [25 POINTS]

INDEPENDENT HERO, UNIQUE

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

WARGEAR

  • Armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Defence

OPTIONS

  • Elven Cloak: 5 points

SPECIAL RULES

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

AXEMAN OF LOSSARNACH [9 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • Hand weapon
  • Axe of Lossarnach

SPECIAL RULES

  • Axe of Lossarnach ACTIVE

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


BLACKROOT VALE ARCHER [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon
  • bow

OPTIONS

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

SPECIAL RULES

  • Mountain Dweller

  • Dead-eye Shot PASSIVE

When benefiting from a Heroic Shoot, this model may re-roll failed To Wound rolls when making shooting attacks.


CITADEL GUARD [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 armour
  • hand weapon

OPTIONS

  • Longbow: 1 point
  • Spear: 1 point

SPECIAL RULES

  • Bodyguard

CLANSMAN OF LAMEDON [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • two-handed weapon

SPECIAL RULES

  • The Honour of Lamedon PASSIVE

Clansmen of Lamedon within 3" of a friendly Lamedon Hero model may re-roll any rolls of a natural 1 when making a Duel roll.


GUARD OF THE FOUNTAIN COURT [10 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon
  • spear

SPECIAL RULES

  • Bodyguard

  • Protectors of the White Tree PASSIVE

If within 6" of a friendly Gondor General, this model gains Dominant (2).


KNIGHT OF DOL AMROTH [11 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • Hand weapon
  • Shield

OPTIONS

  • Armoured horse and banner: 33 points
  • Armoured horse and war horn: 33 points
  • Banner: 25 points
  • War horn: 25 points
  • Armoured horse and lance: 9 points

KNIGHT OF MINAS TIRITH [15 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon
  • shield
  • lance
  • Horse

OPTIONS

  • Exchange shield and lance for banner: 25 points

SPECIAL RULES

  • Shieldwall

OSGILIATH VETERAN [9 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • Bow: 1 point
  • Shield: 1 point
  • Spear: 1 point

SPECIAL RULES

  • Hatred (Mordor)

  • Loyal to the Captains ACTIVE

If this model is within 6" or Boromir or Faramir, they may re-roll To Wound rolls of a natural 1 when making Strikes.


RANGER OF GONDOR [8 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon
  • bow

OPTIONS

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

SPECIAL RULES

  • Woodland Creature

RIDER OF THE DEAD [25 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon
  • shield
  • Spectral Steed

SPECIAL RULES

  • Blades of the Dead
  • Terror
  • Spectral Walk

WARRIOR OF MINAS TIRITH [8 POINTS]

WARRIOR

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

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • War horn and shield: 26 points
  • Banner: 25 points
  • Shield and spear: 2 points
  • Shield: 1 point
  • Bow: 1 point

SPECIAL RULES

  • Shieldwall

WARRIOR OF NUMENOR [9 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon

OPTIONS

  • Shield and spear: 2 points
  • Shield: 1 point
  • Longbow: 1 point

WARRIOR OF THE DEAD [14 POINTS]

WARRIOR

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

WARGEAR

  • Armour
  • hand weapon

OPTIONS

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

SPECIAL RULES

  • Blades of the Dead
  • Terror
  • Spectral Walk

GONDOR AVENGER BOLT THROWER [60 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 7 9 - 3 - - 1 1 1

OPTIONS

  • Swift Reload: 20 points

SPECIAL RULES

  • Swift Reload ACTIVE

AWhen firing the Bolt Thrower, you may roll two dice and pick the highest result when determining how many shots it may take.

  • Rapid Fire ACTIVE

A Bolt Thrower doesn't shoot like a normal Siege Engine. Instead, it may make D6 shoot attacks in the same way as a normal Missile Weapon. No Scatter is required for these shots, they will either hit or miss. Each shot may be fully resolved before determining the target of the next one. Shots fired by the Bolt Thrower do not kill their targets outright if they Wound them.

ADDITIONAL PROFILES

  • Minas Tirith Siege Crew
  • Mv 6", Fv 3, Sv 4+, S 3, D 5, A 1, W 1, C 7+, I 7+

GONDOR BATTLECRY TREBUCHET [100 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 10 10 - 3 - - 1 1 1

OPTIONS

  • Flaming Ammunition: 10 points

SPECIAL RULES

  • Arcing Shot
  • Static

  • 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

  • Minas Tirith Siege Crew
  • Mv 6", Fv 3, Sv 4+, S 3, D 5, A 1, W 1, C 7+, I 7+