AL LO Angmar Gundabad

ANGMAR AND GUNDABAD

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 Witch-king of Angmar
Ringwraith
The Dwimmerlaik
The Tainted
Gûlavhar, the Terror of Arnor
Bolg, Castellan of Mount Gundabad
Golfimbul
Buhrdûr, Troll Chieftain
Gundabad Orc Captain
Orc Captain
Orc Drummer
Angmar Orc Shaman
Warlord of Carn Dûm
Duskwraith
Barrow-wight
Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Shade
Wild Warg Chieftain
Orc Warrior
Orc Tracker
Gundabad Orc Warrior
Wild Warg
Fell Warg
Cave Troll
Mountain Troll
Mordor Troll
Spectre
Dead Marsh Spectre
Spectrak Warg
Bat Swarm
Warrior of Carn Dûm

Allies:

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


HEROES

THE WITCH-KING OF ANGMAR (Spirit, Ringwraith) Point value: 70-150

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Witch-king of Angmar 5/4+ 4 8 1 1 6 0-3 10-20 0-3 6”

Wargear:

Heavy armour.

Crown of Morgul: When Witch-king wears the Crown of Morgul, he has 3 Attacks rather than 1.

Morgul Blade: The Morgul blade can only be used once – Evil player must declare he is using the Morgul Blade before rolling To Wound. An enemy that suffers a Wound from Morgul blade is automatically slain regardless of the number of Wounds on its profile. Heroes can use Fate to avoid Wounds suffered from the blade, but if this is failed they are slain.

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.

Might/Will/Fate: When buying Witch-king for your force, decide how many extra points of Might/Will/Fate to give him, up to the maximum shown in the profile.

Magical Powers:

Black Dart 5+ 12”

Compel 4+ 12”

Your Staff Is Broken 4+ 12”

Sap Will 3+ 12”

Transfix 3+ 12”

Drain Courage 2+ 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.


RINGWRAITH (Spirit) Point value: 55-110

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Ringwraith 5/4+ 4 8 1 1 6 0-2 7-14 0-2 6”

Wargear:

Heavy armour.

Special Rules:

Terror, Harbinger of Evil, The Will of Evil, Might/Will/Fate – see Witch-King of Angmar’s entry.

Magical Powers:

Black Dart 5+ 12”

Compel 4+ 12”

Sap Will 3+ 12”

Transfix 3+ 12”

Drain Courage 2+ 12”

Options:

THE DWIMMERLAIK (Spirit, Ringwraith) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Dwimmerlaik 5/4+ 4 8 1 1 6 0 16 2 6”

Wargear:

Heavy armour and two-handed sword.

Special Rules:

Terror, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.

Sap Fortitude: Whenever an enemy Hero spends a point od Might, Will or Fate within 12” of the Dwimmerlaik, roll a D6. On score of 4 or more, an extra point (of the same type) must be spent, or the deed is cancelled and does not take effect, and Might, Will or Fate is already committed to it is lost.

Magical Powers:

Black Dart 5+ 12”

Compel 4+ 12”

Sap Will 3+ 12”

Transfix 3+ 12”

Drain Courage 2+ 12”

Options:

THE TAINTED (Spirit, Ringwraith) Point value: 120

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

Wargear:

Heavy armour.

Special Rules:

Terror, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.

Miasmatic Presence: Warriors within 6” of the Tainted may not used a Hero’s Stand Fast! nor may they take part in heroic moves.

Seeping Decay: At the start of the Fight phase, roll D6 for each model (friendly or enemy) in base contact with the Tainted. On roll of a 6, they suffer a Wound.

Magical Powers:

Black Dart 5+ 12”

Compel 4+ 12”

Sap Will 3+ 12”

Transfix 3+ 12”

Drain Courage 2+ 12”

Options:

GÛLAVHAR, THE TERROR OF ARNOR (Spirit, Monster) Point value: 200

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Gûlavhar, the Terror of Arnor 6/4+ 8 5 * 4 * 3 3 0 12”

Special Rules:

Fly – see Fell Beast’s entry.

Terror - see Witch-King of Angmar’s entry.

Resistant to Magic: When 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.

Immortal Hunger: At the end of a turn in which Gûlavhar slays a model, he regains a single Wound lost earlier in battle.

*Strength of Body, Strength of Will: Gûlavhar always has an Attacks and Courage value equal to his remaining Wounds.

BOLG, CASTELLAN OF MOUNT GUNDABAD (Orc) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Bolg, Castellan of Mount Gundabad 7/5+ 5 7 3 3 5 3 3 3 6”

Wargear:

Heavy armour and two-handed pick.

Special Rules:

Burly: When fighting a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel rolls. Additionally, Burly models can carry a Heavy Object and still move their full move distance.

Ancient Enemies: this model re-rolls To Wound rolls of 1 when making Strikes against Elves and Dwarves.

The Bringer of Death: Every time that Bolg slays an enemy model, take note of it. Once he has killed two or more enemies, he causes Terror. Once he has killed five or more enemies, he also gains the Harbinger of Evil special rule. Once he has killed ten or more enemies, he may spend a single Might point each turn without depleting his Might store.

Great Commander: This Hero’s warband model limit is 18 rather than 12 warriors. The army may contain only one warband of that size.

Options:

GOLFIMBUL (orc) Point value: 45

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Golfimbul 3/5+ 4 5 2 2 4 2 2 0 6”

Wargear:

Armour, warg and mace.

BUHRDÛR, TROLL CHIEFTAIN (Troll, Monster) Point value: 110

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Buhrdûr, Troll Chieftain 6/4+ 6 6 3 3 4 3 1 1 6”

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Throw Stones: If the troll does not move at all, he can throw a stone in subsequent Shoot phase. This work exactly like a crossbow with a range of 12” and a Strength of 8.


COMMANDERS

GUNDABAD ORC CAPTAIN (Orc) Point value: 55

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

Wargear:

Heavy armour.

Special Rules:

Ancient Enemies: see Bolg, Castellan of Mount Gundabad’s entry.

Options:

ORC CAPTAIN (Orc) Point value: 40

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

Wargear:

Armour.

Options:

ORC DRUMMER (Orc) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Orc Drummer 4/4+ 4 5 1 1 3 0 0 1 6”

Wargear:

Armour and a war drum.

Special Rules:

War Drum (Orc): At the start of the Move phase (after any heroic actions have been have been called and executed), the Drummer can sound the advance. All Orcs within 12” of one or more Drummers sounding the advance increase their Movement value by 3” for that urn, though they cannot charge.

ANGMAR ORC SHAMAN (Orc) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mordor Orc Shaman 3/5+ 3 5 1 2 3 1 3 1 6”

Wargear:

Heavy armour and a spear.

Magical Powers:

Transfix 3+ 12”

Fury 3+ 6”

Options:

WARLORD OF CARN DÛM (Man) Point value: 55

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Warlord of Carn Dûm 5/4+ 4 6 2 2 3 2 1 1 6”

Wargear:

Armour and shield.

Options:


DUSKWRAIGHT (Spirit) Point value: 45

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

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Spectral Blades: When determining what number a Spectre needs to wound his opponent, use the opponent’s Courage rather than its Defence on the Wound chart.

Vassal: When the Witch-king of Angmar expends a point of Will, the Evil player may instead deduct a point of Will from any Duskwraith if he wishes. This ability cannot be used to take the Duskwraith below 0 will.

Ghostly: this model is immune to weapon special strikes (piercing strike for example).

Magical Powers:

Drain Courage 3+ 12”

Transfix 3+ 12”

BARROW-WIGHT (Spirit) Point value: 50

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Barrow-wight 3/4+ 2 7 1 1 6 1 5 0 6”

Wargear:

Heavy armour.

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Spectral Blades, Ghostly - see Duskwraith’s entry.

Magical Powers:

Paralyse 4+ 6”

SHADE (Spirit) Point value: 100

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Shade 1/4+ 1 8 1 3 1 0 3 0 6”

Wargear:

Heavy armour.

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Spectral Blades, Ghostly - see Duskwraith’s entry.

Chill Aura: Any enemy model within 6” of one or more Shades suffers a -1 on its roll to win a Fight (this is cumulative with other such penalties, such as for wielding a two-handed weapon).

WILD WARG CHIEFTAIN (Warg) Point value: 75

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Wild Warg Chieftain 5/5+ 6 5 2 3 3 2 3 1 10”

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Packlord: Only other Wargs may use a Wild Warg Chieftain’s Stand Fast! rule or benefit from it’s heroic actions.

Hunting Howl: All unridden warg-type models (including Wild Warg Chieftain) in 6” gain bonus +2 to their Movement value.

WARRIORS

ORC WARRIOR (Orc) Point value: 5

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

Wargear:

Armour.

Options:

ORC TRACKER (Orc) Point value: 5

Fight Strength Defence Attack Wounds Courage Movement
Orc Tracker 3/4+ 3 3 1 1 2 6”

Wargear:

Orc bow.

Options:

GUNDABAD ORC WARRIOR (Orc) Point value: 9

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

Wargear:

Heavy armour.

Special Rules:

Ancient Enemies: see Bolg, Castellan of Mount Gundabad’s entry.

Phalanx: Gundabad Orc Warriors can use pikes and shields at the same time without penalty.

Options:

WILD WARG (Warg) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Wild Warg 3/5+ 4 4 1 1 2 10”

FELL WARG (Warg) Point value: 9

Fight Strength Defence Attack Wounds Courage Movement
Feral Warg 3/5+ 4 4 1 1 2 10”

Special Rules:

Fell Sight: A Fell Warg (or a model riding one) does not require Line of Sight to its enemy to Charge it.

CAVE TROLL (Troll, Monster) Point value: 65

Fight Strength Defence Attack Wounds Courage Movement
Cave Troll 6/5+ 6 6 3 3 3 6”

Wargear:

Special Rules:

Terror – see Witch-King of Angmar’s entry.

Throw Stones: see Mordor Buhrdur’s entry.

Options:


MOUNTAIN TROLL (Troll, Monster) Point value: 70

Fight Strength Defence Attack Wounds Courage Movement
Mountain Troll 5/5+ 7 6 3 3 5 6”

Wargear:

Special Rules:

Terror, Throw Stones: see Mordor Troll Chieftain’s entry.

SPECTRE (Spirit) Point value: 5

Fight Strength Defence Attack Wounds Courage Movement
Spectre 2/4+ 2 4 1 1 2 6”

Special Rules:

Terror, Spectral Blades, Ghostly - see Duskwraith’s entry.

Cohort of Undead: Spectre may be part of warbands lead only by heroes of “Spirit” type.

SPECTRAL WARG (Spirit) Point value: 8

Fight Strength Defence Attack Wounds Courage Movement
Spectral Warg 3/4+ 3 4 1 1 2 10”

Special Rules:

Terror, Spectral Blades, Ghostly - see Duskwraith’s entry.

Cohort of Undead: Spectre may be part of warbands lead only by heroes of “Spirit” type.

DEAD MARSH SPECTRE (Spirit) Point value: 15

Fight Strength Defence Attack Wounds Courage Movement
Dead Marsh Spectre 2/4+ 3 5 1 1 6 6”

Wargear:

Heavy armour.

Special Rules:

Terror, Spectral Blades, Ghostly - see Duskwraith’s entry.

A Fell Light Is In Them: At any point of its move, a Spectre can choose a single enemy model anywhere within 12” of the Spectre. This target must pass a Courage test or it will make a full move under the control of Evil player, even if it has already moved. This move cannot be used to enter another model’s control zone, or perform any action that would cause harm to the target (such as jumping down a cliff, ect). Affected model may not move further that turn.

BAT SWARM (Bat) Point value: 35

Fight Strength Defence Attack Wounds Courage Movement
Bat Swarm 1/5+ 3 3 2 4 2 12”

Special Rules:

Fly – see Fell Beast’s entry.

Blinding Swarm: The Fight value of an enemy model in base contact with a Bat Swarm is halved (round fractions down).

WARRIOR OF CARN DÛM (Man) Point value: 6

Fight Strength Defence Attack Wounds Courage Movement
Warrior of Carn Dûm 4/4+ 3 4 1 1 2 6”

Wargear:

Armour.

Options:


WAR ENGINES

MORDOR SIEGE BOW (Siege engine) Point value: 30

Strength Defence Batter Points
Siege Bow 9 10 3

CREW:

A Mordor Siege Bow is crewed by two Orc Warriors with armour.

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

Special Rules:

Piercing Shot: If shooting at a Battlefield target the missile can conceivably hit several enemies. The target model is struck one blow at the Strength of the siege engine, is knocked to the ground, and is flung 2D6 directly away from it. Except as noted below, any other models that lie within the path of the victim suffer a single Strength 6 hit and are knocked to the ground if they have Strength 5 or less. If the propelled model hits an obstacle or Siege target, it immediately stops and inflict single Strength 6 hit upon it.

Accurate: When firing a Mordor Siege Bow at a Battlefield target, the shot will only scatter 3” rather than 6”.

Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.

Options:

MORDOR WAR CATAPULT (Siege engine) Point value: 100

Strength Defence Batter Points
Catapult 10 10 4

CREW:

A Mordor War Catapult is crewed by three Orc Warriors with armour.

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

Special Rules:

Indirect Fire: A War Catapult always follows the rules for Volley Fire, giving it a range of 10-96”. When firing a War Catapult, follow the rules for siege engines in the main rules manual, with the following exceptions. A War Catapult hits the target on a roll of a 4+. If a hit is rolled and the target is a Siege target, the shot will hit it automatically (no scattering). If the target is a Battlefield target, roll on the siege engines Scatter chart instead of following the normal rules for allocating hits with a volley.

Area Effect: If the catapult scores a hit against Battlefield target, all models within 2” of the target take a hit of Strength 6 (this hit does not kill Battlefield targets outright).

Artyleria: oddziały zawierające tę maszynę są rozstawiane po wszystkich (własnych oraz wroga) oddziałach ich nie zawierających. We wszystkich scenariuszach poza (Take and Hold) maja prawo zostać rozstawione nie dalej niż do 24” od krawędzi stołu należącej do gracza posiadającego tę maszynę. Jeśli obaj gracze mają maszyny oblężnicze, to wystawiają je naprzemiennie zgodnie z kolejnością rozstawiania się. Obsługa maszyny może w dowolnym momencie oddalić się od maszyny.

Options:


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