AL LO Harad Umbar

HARAD AND UMBAR

Weapon Special Strikes

Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

The Betrayer
The Knight of Umbar
The Golden King of Abrakhân
Dalamyr, Fleetmaster of Umbar
Suladân, the Serpent Lord
Hâsharin
Númenórean Lord
Mahûd King
Haradrim King
Haradrim Taskmaster
Mahûd Tribemaster
Corsair Captain
Haradrim Chieftain
Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Corsair Bo’sun
Mahûd Beastmaster Chieftain
Haradrim Warrior
Corsair of Umbar
Serpent Guard
Abrakhân Merchant Guard
Mahûd Warrior
Watcher of Kârna
Corsair Reaver
Black Nûmenórean Warrior
Corsair Arbalester
Warden of Umbar
Half Troll of Far Harad

Allies:

Goblin Town Desolator of the North Mordor Angmar and Gundabad Dol Guldur Harad and Umbar Eastern Kingdoms Moria Isengard
Harad and Umbar                  

Army special rule:

Harad & Umbar army has a modify bow limit value – it is 1/2 (instead of 1/3).

[Bow limit rule refers to bows and crossbows. Does not refer to any throwing weapon and blowpipes.]


HEROES

THE BETRAYER (Spirit, Ringwraith) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Betrayer 5/4+ 4 8 1 1 6 2 14 2 6”

Wargear:

Heavy armour.

Special Rules:

Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn.

Harbinger of Evil: All Good models within 12” suffer a -1 penalty to their Courage value until they move out of range (note that this is not cumulative with other rules that confer similar penalties).

The Will of Evil: During the game, this model must give up 1 point of Will at the end of the Fight phase if it has been in a fight. Once the model has 0 Will remaining, it is banished and removes as a causality. A Hero wearing the Ring is not invisible to this model as he is to others. Furthermore this models does not have to give up Will if he is fighting against a model wearing the Ring – not even if other enemy are included as part of multiple combat.

Bane of Kings: This models must re-roll all failed rolls To Wound.

Master of Poisons: All models with the Poisoned Arrows, Poisoned Darts or Poisoned Blades special rules within 6” of the Betrayer must re-roll failed To Wounds rolls off 1 or 2.

Magical Powers:

Black Dart 5+ 12”

Sap Will 5+ 12”

Compel 4+ 12”

Transfix 4+ 12”

Drain Courage 3+ 12”

Options:

Fell Beasts (Monster)

Fight Strength Defence Attack Wounds Courage Movement
Armored Fell Beast 5/5+ 6 7 2 3 3 12”
Fell Beast 5/5+ 6 6 2 3 3 12”
Horned Fell Beast 5/5+ 7 6 2 3 3 12”

Special Rules:

Fly: This model can ignore all intervening models and terrain as it moves – flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don’t try to perch your model precariously upon trees, sloped roofs and so on). Furthermore, a model with this special rule may pass ‘over’ enemy Control Zones without charging the model – as long as he ends his move outside the Control Zone.

Feral: If the Ringwraith riding the Fell Beast is killed or dismounts, the creature automatically fails its Courage test and flees field.

THE KNIGHT OF UMBAR (Spirit, Ringwraith) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Knight of Umbar 5/4+ 4 8 1 1 6 3 14 2 6”

Wargear:

Armour of the Sundered Land: The Knight of Umbar only loses a point of Will for having been in a fight if he loses that fight.

Special Rules:

Terror, Harbinger of Evil, The Will of Evil – see The Betrayer’s entry.

Combat Mimicry: At the start of the Fight phase, the Knight of Umbar can elect to use the unmodified Fight, Strength and/or Attack values of any single opponent in base contact instead of his own. He does not need to adopt all of the statistics; he could for example, adopt only Fight value.

Magical Powers:

Black Dart 5+ 12”

Compel 5+ 12”

Sap Will 5+ 12”

Transfix 4+ 12”

Drain Courage 3+ 12”

Options:


THE GOLDEN KING OF ABRAKHÂN (Man) Point value: 115

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Golden King of Abrakhân 5/4+ 4 5 4 4 4 2 6 2 6”

Wargear:

Two-handed weapon. The Golden King’s throne also counts as a banner also in scenarios (although as it does not hinder the Golden King in any way he doesn’t suffer a -1 penalty for carrying it).

Special Rules:

Chop!: This model does not suffer the -1 penalty for wielding a two-handed weapon.

Riches Beyond Renown: The Golden King can expend any number of Will points if an enemy Hero takes a Courage test within 12”. The enemy’s Courage is reduced by 1 for every point of Will the Golden King expends. Note that the Golden King can wait to the Courage test dice to be rolled before deciding whether or not to expend his Will to alter the result, then they must both secretly indicate how much they wish to alter it by (minimum 1) and reveal simultaneously.

DALAMYR, FLEET MASTER OF UMBAR (Man) Point value: 100

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Dalamyr, Fleetmaster of Umbar 5/3+ 4 4 3 2 4 3 3 1 6”

Wargear:

Throwing daggers and smoke bombs.

Smoke Bombs: These are throwing weapons with a Strength of 1. If hit and not killed, the target must expend a Will point or be stunned by the fiery detonation for the rest of the turn, exactly as if subject to a Transfix magical power.

Great Commander (Corsair): This Hero’s warband model limit is 18 rather than 12 warriors (only for Umbar-type warriors: Corsair of Umbar, Corsair Reaver and Corsair Arbalester). The army may contain only one warband of that size.

Special Rules:

Bane of Kings: This models must re-roll all failed rolls To Wound.

Stalk Unseen: This model always count as wearing elven cloak.

Preternatural Agility: This model can never be trapped whilst still standing.

SULADÂN, THE SERPENT LORD (Man) Point value: 90

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Suladân, the Serpent Lord 5/3+ 4 5 3 3 5 3 3 1 6”

Wargear:

Armour.

Special Rules:

Poisoned Arrows: this model re-roll 1s when rolling To Wound with a shooting attack.

Poisoned Blades: Each time a Suladân attempts to wound an enemy in a fight, but rolls 1 on the dice To Wound, he must re-roll the dice.

Ascendant: The range of Suladân’s Stand Fast! Rule is 12” rather than 6”.

Great Commander (Haradrim): This Hero’s warband model limit is 18 rather than 12 warriors (only for Haradrim-type warriors: Haradrim Warrior, Serpent Guard and Watcher of Kârna). The army may contain only one warband of that size.

Options:

HARAD AND UMBAR WARGEAR

Blowpipe

A blowpipe is a throwing weapon. Mechanically treat blowpipe as a bow with a range of 12” and Strength of 2.

War Spear

A war spear follows rules for a lance whilst wielder is mounted, and spear if its wielder is on foot.

War Camel

Fight Strength Defence Attack Wounds Courage Movement
War Camel 0 4 4 0 1 2 10”

Special Rules:

Impaler: When a model riding a war camel charging into combat, the camel inflicts a Strength 4 hit on one enemy model in base contact as soon as the charge is complete.


COMMANDERS

HÂSHARIN (Man) Point value: 90

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Hâsharin 5/3+ 4 4 3 2 4 1 1 3 6”

Wargear:

Throwing daggers and blowpipe (see page 3).

Special Rules:

Bane of Kings, Stalk Unseen, Preternatural Agility – see Dalmyr Fleetmaster’s entry.

Assasin – Before starting the game, a player that has Hâsharin included in his forces must decide if he/she wants to deploy him as visible or as a hidden model. If the player decides to deploy the model as visible, he follows the traditional deployment rules. However if the player decides to deploy Hâsharin as a hidden model, it has the right to replace the official Hâsharin model with one of the models from this list: Haradrim Warrior, Serpent Warrior, Watcher of Kârna i Abrakhân Merchant Guard.

Than Hâsharin is being deployed in a specifically chosen warband as a model that is his replacement (however, he must be marked for identification purposes ex. a dot of white paint on the underside part of the models base). For example if the player decide to deploy him as a hidden model as a Haradrim Warrior, the Hâsharin is than replaced by a Haradrim Warrior model in a specifically chosen warband. The opponent does not know in which warband the Hâsharin was placed, this information need to be secretly written down by the player controlling the Hâsharin before starting the game. What is more, when Hâsharin is deployed as hidden the number of model in the army is changing to -1. As Hâsharin is replaced by a Haradrim Warrior the “real” Haradrim Warrior is not taking part in the game as it has “offered” his slot to the Hâsharin. This information can be important when checking the “Broken Force” rule.

Hâsharin behaves exactly the same as the model he his replaced by until:

- receiving his first wound

- first close combat fight in which he uses his own original statistics and special rules

- first usage of Might, Will or Fate

In such case he reveals his real face and his replacement model can be replaced with his original representation.

NÚMENÓREAN LORD (Man) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Númenórean Lord 5/4+ 4 6 2 2 5 2 2 1 6”

Wargear:

Heavy armour.

Options:

MAHÛD KING (Man) Point value: 65

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mahûd King 5/3+ 5 5 2 2 4 2 2 1 6”

Wargear:

Armour and blowpipe (see page 3).

Special Rules:

Poisoned Darts: This model re-rolls 1s when rolling To Wound with a shooting attack.

Options:

HARADRIM KING (Man) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Haradrim King 5/4+ 4 5 2 2 5 2 2 1 6”

Wargear:

Armour.

Special Rules:

Poisoned Arrows – see Suladân the Serpent Lord’s entry.

Options:

HARADRIM TASKMASTER (Man) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Haradrim Taskmaster 4/4+ 4 5 2 2 3 2 1 1 6”

Wargear:

Armour and whip (a throwing weapon with a Strength of 2 and range 2”).

Special Rules:

Whip of the Masters: Each time the Taskmaster, or any Evil Hero within 6” of him, attempts a heroic action, roll D6. On the score of a 4+, there is no need to expend a point of Might – the heroic action is free.

MAHÛD TRIBEMASTER (Man) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mahûd Tribemaster 4/3+ 5 5 2 2 3 2 1 1 6”

Wargear:

Armour and blowpipe (see page 3).

Special Rules:

Poisoned Darts – see Mahûd King’s entry.

Options:

CORSAIR CAPTAIN (Man) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Corsair Captain 5/4+ 4 4 2 2 4 2 1 1 6”

Wargear:

Throwing daggers.

Options:

HARADRIM CHIEFTAIN (Man) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Haradrim Chieftain 4/4+ 4 5 2 2 4 2 1 1 6”

Wargear:

Armour.

Special Rules:

Poisoned Arrows – see Suladân the Serpent Lord’s entry.

Options:

CORSAIR BO’SUN(Man) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Corsair Bo’sun 4/4+ 4 4 2 2 3 0 0 1 6”

Wargear:

Throwing daggers.

Special Rules:

Commanding Bellow: All Corsairs, Wardens of Umbar, Corsair Captains and Númenorean Lords treat a Corsair Bo’sun as a banner.

Options:


WAR MÛMAK OF HARAD (Mûmak, Monster) Point value: 275

Fight Strength Defence Attack Wounds Courage Movement
War Mûmak 4/5+ 9 7 4 10 2 -”
Howdah - - 7 - 5 - -“

Crew:

The Mûmak is commanded by a Haradrim Chieftain with spear (no additional cost). The Haradrim Chieftain will be the warbands captain with the War Mûmak as his mount. In addition, the Commander must be deployed in the howdah in the top position. Two models may be deployed on the next level down. Eight models may be deployed in the bottom level, and one model may be deployed in each pannier.

Special Rules:

Awesome Presence: Mûmakil cause Terror. A Mûmak also count as banner to friendly models (thought not to itself!).

Fearless: A Mûmak and all models in its howdah automatically pass Courage tests for the force being broken. The Mûmak always passes Courage test for charging a terrifying creature.

Deployment:

The Crew: Up to 12 models for the Mûmak’s warband can be deployed as crew in the howdah, so long as they are from the following list: Haradrim Warriors, Serpent Guard, Watchers of Karna, Mahud Warriors, Half Trolls of Far Harad.

The Move Phase

Ponderous Bulk: Mûmakil cannot cross obstacles tall, neither may they jump, climb, lie down, or defend barriers. Mûmakil may not enter difficult terrain other than water features (including swamps, rivers, etc).

Moving the Crew: Crew models may move around the howdah, including climbing up/down to other levels, as describe in main rules manual. Models in the howdah may not lie down, and if knocked to the ground will stand up as quickly as possible to avoid being jeered by they commanders. Models deployed in the howdah may not voluntarily leave as long as Mûmak is alive.

The Commander: While the Commander is aboard the Mûmak, any heroic moves that he calls affect the Mûmak, even though is based more than away. The Mûmak is never affected by heroic moves called by Heroes other than its commander. If the commander is killed, another model in the howdah may become the new commander. From that point on he will be unable to make shooting attacks and must move to the top position as quickly as possible.

Magical Powers and The Mûmak: The Mûmak is immune to the effects of all Transfix, Immobilise, Command and Compel magical powers - or indeed any other magical powers or abilities that would prevent it from moving normally. This spells can however, be directed against the model controlling the Mûmak- in this case the Mûmak will be affected instead. A Sorcerous Blast can inflict damage on the Mûmak or the howdah but cannot move them. If a model in the howdah is hit by a Sorcerous Blast, it is damaged as normal but not moved. Instead, the controlling player rolls a D6. On a 1-3 the model is knocked to the ground in the howdah. On a roll of 4-6, the model falls to the ground below and takes falling damage (see “The Mûmak and Damage”).

Trample: When you want to move the Mûmak, rotate its base on the spot, “aiming” the model in the direction you want it to travel. While rotating the Mûmak may touch models or terrains. In the case of models, move them out of the way by the shortest possible route. In the case of terrain, move the Mûmak away just enough to compete its rotation. After the Mûmak has been “aimed”, move the model up to directly forwards, ignoring enemy models’ control zones. If the Mûmak moves into contact with one or more models, whilst moving forwards, it will Trample them, automatically inflicting three, Strength 9 hits on each mode. Cavalry models suffer three hits on both the rider and the mount. If the rider survives and his mount is slain, the rider is thrown and, after testing on the Throw Rider chart, is placed in base contact with the Mûmak. If the mount survive and the rider does not, the mount is removed as casualty. If a contacted model is slain by the Trample, the Mûmak can continue to move. The Mûmak will Trample other models along its way until it reaches the end of its move, or it fails to slay an enemy. If an enemy survives the Trample, the Mûmak stops (exactly as charging model would) and will fight the enemy as normal in the Fight phase. If the Mûmak moves into contact with a friendly model, the controlling player can choose to either Trample it (in order to continue moving if the Mûmak manages to kill the model) or to stop. If the Mûmak moves into contact with fortification it will inflict three, Strength 9 hits, but if the fortification is Defence 9 or 10, the Mûmak will suffer three Strength 9 hits as well. If an enemy wins priority and charges the Mûmak, it can pin the Mûmak in place and prevent it from moving as normal.

The Shooting Phase

Shooting at the Mûmak: Any models deployed in the howdah, the Mûmak and the howdah itself are all considered to be separate battlefield targets and so may be targeted freely by magical powers, shooting attacks, etc. Note that siege engine or volley fire shots that scatter from the crew or the howdah may always be assigned to the Mûmak and vice versa, even though the base of the Mûmak is more than away. Also note that models with throwing weapons may elect to cast their weapons at the howdah or its occupants before completing a charge against the Mûmak.

Shoot from the Mûmak: Models in the howdah are not considered part of the combat if the Mûmak is fighting and so do not themselves fight in the combat and remain free to shoot if they wish. Models in the howdah may shoot regardless of how far the Mûmak has moved (measure range from the shooting model as if he is on the ground, not up in the howdah), providing they have not themselves moved.

The Mûmak in a Fight

Irresistible Force: If a charging Mûmak wins a fight, all of the opponents ale knocked to the ground (even monstrous mounts).

Immovable Object: A Mûmak cannot be knocked to the ground (even by other Mûmakil) or otherwise moved against its will, and never backs away if it loses a fight- its opponents must always back away, even if they win! As a result of this, a Mûmak can never be trapped.


The Mûmak and Damage

Wounding the Mûmakil: If the Mûmak is wounded, there is a chance it will Stampede in the next turn (see below). If the Mûmak is killed, the crew suffer falling damage, an additional Strength 9 hit, and if they survive, are then placed in base contact with the Mûmak. Once the fate of the crew is resolved, remove the Mûmak.

Stampede!: Every time a Mûmak suffer a wound, the model controlling it (or the Mûmak itself if all Haradrims are gone) must take a Courage test. Similarly, a Courage test must be taken at the start of the Evil Move phase if there are no models left on the howdah. If any of these tests are failed, the Mûmak will Stampede at the start of the next Evil Move phase, after any Heroic moves have been resolve (it will not Stampede if it has been charged). When a Mûmak Stampedes it follows all of the normal rules, with two exceptions: it must always move full distance, ant its direction of move is determined by the Good player, not the Evil player! When choosing the Mûmak’s move direction, the Good player is free to set it so it will Trample Good models, and may even direct it off the table if he wishes, in with case the Mûmak counts as casualty. If one Mûmak Stampedes into another, both take three Strength 9 hits, but their howdahs remain unaffected. In the turn during which the Mûmak Stampedes, models in the howdah may not move or shoot. Additionally, at the end of Stampeded movement, the Evil player must roll a D6 for each model in the howdah- on a roll of 1, the model falls to the ground below, suffering falling damage as normal. At the end of the Movement phase, the Mûmak returns to the control of the Evil player.

Destroying the Howdah: if the howdah is reduced to 0 Wounds, it is destroyed and the crew tumble to the ground below- all the crew suffer falling damage. Surviving models ale placed in contact with the Mûmak’s base.

Mûmak Upgrades:

You can upgrade any War Mûmak of Harad in your army with any or all of the following options.

Gnarled Hide. The Mûmak has Defence 8 rather than 7.

Rappelling Lines. Any model in the howdah may attempt to dismount the Mûmak during the Move Phase, after Mûmak has moved. Rather than making a Climb test, roll a D6 for each model wishing to dismount. If the result is a 1, unfortunate individual has lost his grip and tumbles to the ground below, suffering falling damage as normal. On any other result the disembarking has been safe and successful. Place the model in base contact with the Mûmak, at point as close as possible to the position it occupied on the howdah. If it is impossible to place the model in base contact with the Mûmak, it remains in the howdah and may not dismount this turn. Models that dismount may use the movement to charge into combat (although they must take any terror tests before they test to see if they fall). Models that dismount may not make a Shooting attack in the same turn.

Foul Temperament. The Mûmak has its Attack value increased to 4. Courage tests taken for determining whether or not the beast Stampedes suffer a -1 penalty.

Mahûd Beastmaster Chieftain. The Beastmaster Chieftain wears armour and has the following profile:

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mahûd Beastmaster Chieftain 4/3+ 4 5 2 2 5 3 2 2 -”

The Mahûd Beastmaster Chieftain replaces, in all respects the Mûmak’s Commander, except that he always stands on the forked wood platform at the front of the howdah (the position at the top may be filled by a normal model). Accordingly the Mahûd Chieftain receive less cover against incoming missile fire that models in the howdah – the howdah is only in the way of an enemy shot If some part of it is physically between the shooter and the Mahûd Beastmaster Chieftain.

Rocks! If they do not move, models in the howdah may make a Strength 6 Shooting attack with a range of 8”.

Sigil Defiance. Models in the howdah have the Resistance to Magic special rule. In addition, each time a model in the Mûmak’s howdah suffers a Wound roll a D6. On the roll of a 6, the Wound is ignored, exactly as if a point of Fate was expended.

Tusk Weapons. A Mûmak with tusk weapons inflicts four Strength 9 his when Trampling, rather the normal three.

Options:


WARRIORS

HARADRIM WARRIOR (Man) Point value: 6

Fight Strength Defence Attack Wounds Courage Movement
Haradrim Warrior 3/4+ 3 4 1 1 3 6”

Wargear:

Armour.

Special Rules:

Poisoned Arrows – see Suladân the Serpent Lord’s entry.

Options:

Upgrade to one of the following:

*Warriors of Abrakhan: have Courage of 4.

**Warriors of Kârna: have a Shoot value 3+.

CORSAIR OF UMBAR (Man) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Corsair of Umbar 4/4+ 3 3 1 1 3 6”

Wargear:

Throwing daggers.

Options:

SERPENT GUARD (Man) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Serpent Guard 4/4+ 3 4 1 1 3 6”

Wargear:

Armour and war spear.

Special Rules:

Poisoned Blades: Each time a Serpent Guard attempts to wound an enemy in a fight, but rolls 1 on the dice To Wound, he must re-roll the dice.

Options:

ABRAKHÂN MERCHANT GUARD (Man) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Abrakhân Merchant Guard 4/4+ 4 4 1 1 3 6”

Wargear:

Two-handed weapon.

Special Rules:

Chop! – see The Golden King of Abrakhân’s entry.

MAHÛD WARRIOR (Man) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Mahûd Warrior 3/4+ 4 5 1 1 2 6”

Wargear:

Armour, shield and blowpipe (see page 3).

Special Rules:

Poisoned Darts – see Mahûd King’s entry.

Options:

WATCHER OF KÂRNA (Man) Point value: 9

Fight Strength Defence Attack Wounds Courage Movement
Watcher of Kârna 4/3+ 3 4 2 1 3 6”

Wargear:

Armour.

Special Rules:

Poisoned Arrows – see Suladân the Serpent Lord’s entry.

Resistant to Magic – If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice.

Steely Nerve: A Watcher of Kârna attempting to charge Terror-causing enemy receives a +2 bonus to his Courage for that test.

Options:

CORSAIR REAVER (Man) Point value: 10

Fight Strength Defence Attack Wounds Courage Movement
Corsair Reaver 5/4+ 3 4 2 1 3 6”

Wargear:

Armour.

BLACK NÛMENÓREAN WARRIOR (Man) Point value: 9

Fight Strength Defence Attack Wounds Courage Movement
Black Nûmenórean Warrior 4/4+ 3 6 1 1 4 6”

Wargear:

Heavy armour and shield.

Special Rules:

Terror – see The Betrayer’s entry.

Options:

Upgrade to one of the following:

*Castellan of Umbar: have Fight of 5.

**Venomblade Knight: have a Poisoned Blades special rule.

CORSAIR ARBALESTER(Man) Point value: 10

Fight Strength Defence Attack Wounds Courage Movement
Corsair Arbalester 4/4+ 3 3 1 1 3 6”

Wargear:

Crossbow and pavise.

Pavise: if the bearer of the pavise is not in base contact with an enemy model he receives +3 Defence. If the bearer is in combat, he is able to use the rules for shielding but does not receive bonus as he also carries a crossbow.

WARDEN OF UMBAR (Man) Point value: 10

Fight Strength Defence Attack Wounds Courage Movement
Warden of Umbar 4/4+ 3 6 1 1 4 6”

Wargear:

Very heavy armour.

Options:

HALF TROLL OF FAR HARAD(Man) Point value: 23

Fight Strength Defence Attack Wounds Courage Movement
Half Troll of Far Harad 5/6+ 5 6 2 2 2 6”

Wargear:

Armour.

Special Rules:

Terror – see The Betrayer’s entry.

Options:


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