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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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

OPTIONS

  • Horse - 20 points
  • The One Ring - Free

SPECIAL RULES

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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

OPTIONS

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

HEROIC ACTIONS

SPECIAL RULES


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

HEROIC ACTIONS


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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

SPECIAL RULES

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

HEROIC ACTIONS

OPTIONS

SPECIAL RULES


AXEMAN OF LOSSARNACH [9 POINTS]

WARRIOR

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

WARGEAR

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
6" 3 3+ 3 4 1 1 8+ 7+

WARGEAR

OPTIONS

SPECIAL RULES

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
6" 4 4+ 3 5 1 1 7+ 6+

WARGEAR

OPTIONS

A Citadel Guard must have one of the following options for the listed points cost:

  • Longbow - 1 point
  • Spear - 1 point

SPECIAL RULES


CLANSMAN OF LAMEDON [8 POINTS]

WARRIOR

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

WARGEAR

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
6" 4 4+ 3 6 1 1 7+ 6+

WARGEAR

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
6" 4 4+ 3 6 1 1 6+ 6+

WARGEAR

OPTIONS


KNIGHT OF MINAS TIRITH [15 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


OSGILIATH VETERAN [9 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

An Osgiliath Veteran must have one of the following options for the listed points cost:

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
6" 4 3+ 3 4 1 1 7+ 6+

WARGEAR

OPTIONS

SPECIAL RULES


RIDER OF THE DEAD [25 POINTS]

WARRIOR

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

WARGEAR

SPECIAL RULES


WARRIOR OF MINAS TIRITH [8 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

A Warrior of Minas Tirith must have one of the following options for the listed points cost:

SPECIAL RULES


WARRIOR OF NUMENOR [9 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

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


WARRIOR OF THE DEAD [14 POINTS]

WARRIOR

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

WARGEAR

OPTIONS

SPECIAL RULES


GONDOR AVENGER BOLT THROWER [60 POINTS]

SIEGE ENGINE, 40MM

Range S D W
0"-36" 7 9 3

COMPOSITION

Crewed by three Minas Tirith Siege Crew, one of which is a Siege Veteran.

OPTIONS

A Gondor Avenger Bolt Thrower may take the following options for the listed points cost:

  • Swift Reload - 20 points

SPECIAL RULES

  • Swift Reload ACTIVE

When 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.


Minas Tirith Siege Crew

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

WARGEAR


GONDOR BATTLECRY TREBUCHET [100 POINTS]

SIEGE ENGINE, 120MM

Range S D W
12"-96" 10 10 3

COMPOSITION

Crewed by three Minas Tirith Siege Crew, one of which is a Siege Veteran.

OPTIONS

A Gondor Battlecry Trebuchet may take the following options for the listed points cost:

  • Flaming Ammunition - 10 points

  • Flaming Ammunition

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

SPECIAL RULES

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.


Minas Tirith Siege Crew

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

WARGEAR