AL LO Dol Guldur

DOL GULDUR

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 Necromancer
Ringwraith
Khamûl the Easterling
Azog, Lieutenant of Sauron
Fimbul
Narzug
Yazneg
The Spider Queen
Orc Captain
Orc Drummer
Hunter Orc Captain
Orc Taskmaster
Orc Shaman
Dol Guldur Shaman
Model

Two-handed hammer/mace/maul

hammer/mace/maul

sword/dagger

two-handed axe/pick

axe/pick

club/staff

flail/whip/scourge

Castellan of Dol Guldur
Mordor Troll Chieftain
Orc Warrior
Orc Tracker
Great Uruk of Dol Guldur
Hunter Orc
Wild Warg
Fell Warg
Mordor Troll
Dead Marsh Spectre
Bat Swarm
Giant Spider
Mirkwood Spider

Allies:

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

Army special rule:

Dol Guldur 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 NECROMANCER (Spirit) Point value: 250

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Necromancer 7/4+ 6 8 1 1 6 3 25 * 6”

Wargear:

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.

Ancient Evil: All Good models within 18” 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.

*He Cannot Yet Take Phisical Form: The Necromancer may expend Will points in the same manner as Fate points.

Drain Soul: Any enemy that suffers a Wound from the Necromancer in close combat is automatically slain regardless of the number of Wounds on its profile. A hero can use Fate to avoid Wounds suffered from the Necromancer, but if even a single wound is not avoided, the Hero is slain and removed as a casualty.

Magical Powers:

Chill Soul 5+ 12”

Sap Will 4+ 12”

Compel 3+ 12”

Transfix 2+ 12”

Drain Courage 2+ 12”

Options:


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: 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 Ringwraith 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”

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.

KHAMÛL THE EASTERLING (Spirit, Ringwraith) Point value: 120

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Khamûl the Easterling 5/4+ 4 8 1 1 6 2 12 2 6”

Wargear:

Heavy armour.

Special Rules:

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

Essence Leech: If Khamûl causes a Wound he instantly regains a point of Will for each Wound caused (unless that Wound is ‘saved’ with a point of Fate). This ability cannot be used to take his Will above 12. In addition, Khamûl may expend a single point of Will at the start of the Fight phase (before any heroic combats are resolved) to increase either his Strength, Fight or Attacks value by 1 for remainder of the Fight phase. He may only expend a single point of Will in this way each turn.

Magical Powers:

Black Dart 6+ 12”

Compel 5+ 12”

Sap Will 4+ 12”

Transfix 4+ 12”

Drain Courage 3+ 12”

Options:

AZOG, LIEUTENANT OF SAURON (Orc) Point value: 160

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Azog, Lieutenant of Sauron 7/5+ 5 7 3 3 5 3 3 3 6”

Wargear:

Two-handed mace.

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.

General of the North: Lieutenant of Sauron’s Stand Fast! rule has a range of 12" and, unlike other Heroes’ Stand Fast! rolls, can affect other Heroes.

I am the Master: When rolling To Wound an enemy Hero after winning a Fight, Azog, Lieutenant of Sauron always wounds his foe on a 3+, regardless of their Defence.

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

Options:

The White Warg(warg)

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The White Warg 5/5+ 4 5 2 2 4 3 1 1 10”

Special Rules:

Deadly Union:As long as Azog, Lieutenant of Sauron is mounted upon the White Warg, you can expend either Azog’s or the White Warg’s stores of Might, Will and Fate as if they shared the same profile (though you should still mark down which of the two actually expended each point).

Pack Master: Only Wild Wargs, Fell Wargs and Wild Warg Chieftains may use the White Warg’s Stand Fast! rule or benefit from its Heroic Actions.

Raging Beast: When Azog, Lieutenant of Sauron dismounts, the White Warg automatically passes its Courage test to stay and fight. Additionally, it will automatically pass all Courage tests for the rest of the battle.

FIMBUL (Orc) Point value: 50

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

Wargear:

Armour and Orc bow.

Special Rules:

Expert Rider: While mounted, an Expert Rider may re-roll the dice when making Jump and Thrown Riders tests. While mounted, an Expert Rider carrying a shield and bow still gains the +1 Defence bonus. If the model dismounts, he will lose the bonus for carrying a shield. Additionally, an Expert Rider can pick up a Light Object without having to dismount first.

Hunt Master: Fimbul ignores the penalties suffered by Cavalry models attempting to move in difficult terrain – this even enable him to gain the bonuses for charging.

Options:

NARZUG (Orc) Point value: 50

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

Wargear:

Armour and Orc bow.

Special Rules:

Expert Rider: see Fimbul’s entry.

Lethal Aim: Each turn, when making a shooting attack, Narzug may spend a single Might point without having to reduce his store (even if he has none remaining) to modify either a To Hit roll, an In The Way roll or a To Wound roll.

Options:


YAZNEG (Orc) Point value: 50

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

Wargear:

Armour and two-handed axe.

Special Rules:

Expert Rider: see Fimbul’s entry.

The Price of Failure: If your army contains both Azog (any version) and Yazneg and the two are in base contact at the beginning of your Move phase, instead of rolling the dice to make a Courage test when the Evil force is Broken, you can remove Yaznego from play. If you do so, Azog is considered to have automatically passed his Courage test and his Stand Fast! Has a range of 12”. Furthermore if Yazneg is removed from play in this way, then WhilsAzog is still alive, al Hunter Orcs, Hunter Captains, Fimbul and Narzug re-roll failed Courage tests.

Options:

THE SPIDER QUEEN (Giant Spider, Monster) Point value: 115

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
The Spider Queen 6/6+ 6 4 2 3 4 2 3 0 10”

Special Rules:

Terror: see Ringwraith’s entry.

Movement: The Spider Queen can move at full speed over any type of difficult terrain and ignores all obstacles except for water features and gaps such as chasms, ditches and other open spaces, which she has to jump as normal.

Venom: The Spider Queen must re-roll any failed To Wound rolls.

Pounce: When charging, the Spider Queen counts as a Monstrous Mount, and therefore gets both bonuses that cavalry models get (Extra Attack and Knock to the Ground). As usual with Monstrous Mounts, these bonuses are not lost if the Spider Queen is engaged by enemy cavalry, but are lost if she is engaged by another Monstrous Mount.

Progeny: During any point of her move, the Spider Queen can expend a Will point to put a Broodling base into play anywhere, at least partially within 3”.Broodlings may move and charge on the turn they are summoned. She may summon multiple Broodlings in a single turn, provided she has sufficient Will remaining. Note, Broodlings are not counted when working out if a force is broken.

Queen of the Beasts: Spider Queen may lead in her warband only unridden wargs, spiders and bats.

Broodlings (Spider)

Fight Strength Defence Attack Wounds Courage Movement
Broodlings 2/6+ 3 3 1 1 2 6”


COMMANDERS

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.

HUNTER ORC CAPTAIN (Orc) Point value: 45

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

Wargear:

Armour.

Special Rules:

Many Blades: When fighting on foot, this model receives +1 Attack. When fighting mounted, this model need to charge to receive this benefit.

Options:

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:

DOL GULDUR SHAMAN (Orc) Point value: 55

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

Wargear:

Armour and a spear.

Magical Powers:

Wither 5+ 12”

Sap Will 4+ 12”

Transfix 3+ 12”

Drain Courage 2+ 12”

Wither. The victim immediately has its Strength reduced by 1 for the remainder of the game.

Options:


ORC TASKMASTER (Orc) Point value: 60

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Orc Taskmaster 4/5+ 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.

CASTELLAN OF DOL GULDUR (Spirit) Point value: 40

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Castellan of DolGuldur 5/4+ 5 7 2 1 6 0 12 0 6”

Wargear:

Heavy amour.

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 – see Witch-King of Ringwraith’s entry.

The Will of the Necromancer: Castellans can use their Will in the same manner as Fate points. However, a Castellan must give up 1 point of Will at the end of the Fight phase if it has been in a fight. Once Castellans suffers 1 Wound or has 0 Will remaining, it is banished and removed as casualty.

Automatons: Castellans do not grant their Stand Fast! Rule to nearby Warriors.

Options:

MORDOR TROLL CHIEFTAIN (Troll, Monster) Point value: 140

Fight Strength Defence Attack Wounds Courage Might Will Fate Movement
Mordor Troll Chieftain 7/5+ 7 8 3 3 4 2 1 1 6”

Wargear:

Armour.

Special Rules:

Terror – see Witch-King of Ringwraith’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.

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:

GREAT URUK OF DOL GULDUR (Orc) Point value: 7

Fight Strength Defence Attack Wounds Courage Movement
Great Uruk of DolGuldur 3/4+ 3 4 1 1 3 6”

Wargear:

Armour and a pike.

HUNTER ORC (Orc) Point value: 8

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

Wargear:

Armour.

Special Rules:

Many Blades: see Hunter Orc Captain’s entry.

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
Fell 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.


MORDOR TROLL (Troll, Monster) Point value: 100

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

Wargear:

Armour.

Special Rules:

Terror – see Ringwraith’s entry.

Throw Stones: see Mordor Troll Chieftain’s entry.

War Drum: 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 friendly models within 12” of one or more Drummers sounding the advance increase their Movement value by 3” for that urn, though they cannot charge.

Options:

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 – see Ringwraith’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.

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.

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

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).

GIANT SPIDER (Spider) Point value: 20

Fight Strength Defence Attack Wounds Courage Movement
Giant Spider 4/6+ 5 3 2 2 3 10”

Special Rules:

Terror: see Ringwraith’s entry.

Movement: see The Spider Queen’s entry.

Venom: Giant Spider must re-roll 1s when rolling To Wound.

MIRKWOOD SPIDER (Spider) Point value: 25

Fight Strength Defence Attack Wounds Courage Movement
Mirkwood Spider 4/5+ 5 3 2 2 2 10”

Special Rules:

Terror: see Ringwraith’s entry.

Movement: see The Spider Queen’s entry.

Venom: see above.

Spider Webs: A Mirkwood Spider can shoot a web in the Shoot Phase. This is treated as a missile weapon with a range of 6”. If A Mirkowood Spider hits its target, do not roll To Wound. Instead, the model is Paralysed. A model hit by Spiders Web can choose to expend a Fate point in the same manner as if it had just suffered a Wound in order to dodge the attack; if successful, the target model is not Paralysed.


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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