MORDOR
Weapon Special Strikes
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Allies:
Goblin Town | Desolator of the North | Mordor | Angmar and Gundabad | Dol Guldur | Harad and Umbar | Eastern Kingdoms | Moria | Isengard | |
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Mordor |
HEROES
THE DARK LORD SAURON (Spirit) Point value: 375
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
The Dark Lord Sauron | 9/4+ | 8 | 10 | 3 | 5 | 7 | 3 | 6+1* | ** | 6” |
Wargear:
Heavy armour.
**The One Ring: Every time Sauron is removed as casualty, he can roll a dice. On a roll of 2 or more, the power of the Ring sustains him and he is left on the table with 1 wound remaining. If Sauron has the One Ring then no Good model is carrying it, that model is automatically removed as casualty if he puts the Ring on, as he falls under Sauron’s control.
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 Lord of the Rings: Sauron can use 1 point of Will per turn without reducing his own Will store.
Unstoppable!: Every time Sauron wins a fight, he can choose to strike at the enemy three times as normal or to sweep his mace around in deadly arc. If Sauron choses second option, all the enemies that have taken part in the fight (those in base contact and even those supporting friendly models with spears or pikes) suffers one strike from Dark Lord.
Magical Powers:
Chill Soul 4+ 18”
Compel 3+ 18”
Sap Will 3+ 18”
Transfix 2+ 18”
Drain Courage 2+ 18”
Options:
The One Ring 75 points
THE MOUTH OF SAURON (Man) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
The Mouth of Sauron | 4/4+ | 4 | 5 | 2 | 2 | 4 | 1 | 4 | 1 | 6” |
Wargear:
Armour.
Magical Powers:
Sap Will 4+ 12”
Transfix 3+ 12”
Terrifying Aura 3+ -
Drain Courage 2+ 12”
Options:
Armored horse 15 points
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:
Flail (two-handed weapon) 5 points
Morgul blade 10 points
Horse 10 points
Armored horse 15 points
Crown of Morgul 30 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
Fell Beasts (Monster)
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. |
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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:
Horse 10 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
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, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.
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:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
THE DARK MARSHAL (Spirit, Ringwraith) Point value: 120
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
The Dark Marshal | 6/4+ | 4 | 8 | 1 | 1 | 6 | 2 | 12 | 2 | 6” |
Wargear:
Heavy armour.
Special Rules:
Terror, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.
Rule through Fear: All Evil warriors (not Heroes) within 6” of the Dark Marshal counts as being within range of a banner.
Magical Powers:
Black Dart 5+ 12”
Compel 4+ 12”
Sap Will 3+ 12”
Transfix 3+ 12”
Drain Courage 2+ 12”
Options:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
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:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
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 Witch-King of Angmar’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:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
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 Witch-King of Angmar’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:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
THE SHADOW LORD (Spirit, Ringwraith) Point value: 120
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
The Shadow Lord | 5/4+ | 4 | 8 | 1 | 1 | 5 | 2 | 14 | 2 | 6” |
Wargear:
Heavy armour.
Special Rules:
Terror, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.
Pall of Darkness: Shots against the Shadow Lord, or any model within 6” of him, will only hit on the roll of 6.
Magical Powers:
Black Dart 5+ 12”
Compel 4+ 12”
Sap Will 3+ 12”
Transfix 3+ 12”
Drain Courage 2+ 12”
Options:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
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:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
THE UNDYING (Spirit, Ringwraith) Point value: 120
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
The Undying | 5/4+ | 4 | 8 | 1 | 1 | 6 | 2 | 20 | 0 | 6” |
Wargear:
Heavy armour.
Special Rules:
Terror, Harbinger of Evil, The Will of Evil – see Witch-King of Angmar’s entry.
Eternal Willpower: The Undying may expend Will points in the same manner as Fate points.
Arcana Leech: The Undying regains one Will point for each magical power successfully cast by other Heroes within 6”.
Magical Powers:
Black Dart 5+ 12”
Compel 4+ 12”
Sap Will 3+ 12”
Transfix 3+ 12”
Drain Courage 2+ 12”
Options:
Horse 10 points
Armored horse 15 points
Fell Beast 50 points
Armored Fell Beast 70 points
Horned Fell Beast 75 points
GOTHMOG, LIEUTANT OF MORGUL (Orc) Point value: 135
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Gothmog, Lieutant of Morgul | 5/5+ | 4 | 6 | 3 | 3 | 5 | 3 | 3 | 3 | 6” |
Wargear:
Heavy armour.
Special Rules:
Master of Battle: If Gothmog is within 6” of an enemy Hero calling heroic action, he can immediately call an heroic action of the same type without expending a point of Might. He cannot use this ability to call a heroic shoot or heroic move action if he has already been engaged in combat that turn.
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:
Shield 5 points
Warg 10 points
GRISHNÁKH, ORC CAPTAIN (Orc) Point value: 45
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Grishnákh, Orc Captain | 4/5+ | 4 | 5 | 2 | 2 | 3 | 3 | 1 | 1 | 6” |
Wargear:
Armour.
Options:
Shield 5 points
GORBAG, ORC CAPTAIN (Orc) Point value: 45
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Gorbag, Orc Captain | 4/5+ | 4 | 5 | 2 | 2 | 3 | 3 | 1 | 1 | 6” |
Wargear:
Armour.
Options:
Shield 5 points
SHAGRAT, CAPTAIN OF CIRITH UNGOL (Uruk-hai) Point value: 55
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Shagrat, Captain of Cirith Ungol | 5/4+ | 5 | 5 | 2 | 2 | 4 | 3 | 1 | 1 | 6” |
Wargear:
Armour.
Options:
Shield 5 points
SHAGRAT, WAR LEADER OF CIRITH UNGOL (Uruk-hai) Point value: 110
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Shagrat, War Leader of Cirith Ungol | 5/4+ | 5 | 7 | 3 | 3 | 5 | 3 | 3 | 3 | 6” |
Wargear:
Heavy armour and Shield of Cirith Ungol.
Shield of Cirith Ungol: In any turn that he charges, Shagrat gains the Knock to the Ground special rule, exactly as if he was a cavalry model.
KARDÛSH THE FIRECALLER (Orc) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Kardûsh the Firecaller | 3/5+ | 3 | 4 | 1 | 2 | 3 | 1 | 3 | 1 | 6” |
Wargear:
Armour and a spear.
Special Rules:
Hearth of Darkness: At the start of any Priority phase (before any dice are rolled), Kardûsh can drain the life essence from nearby Orc to replenish his own sorcerous powers. Remove one of your Orc models, within 6” of Kardûsh, as casualty. Kardûsh regains D3 Will points. This cannot take his total beyond 3.
Shadow Pawn: At the start of any Priority phase (before any dice are rolled), Kardûsh controlling player can remove him as casualty to restore D6 Will to a single Ringwraith within 6”. This cannot increase the Ringwraith’s Will total beyond its starting value.
Magical Powers:
Flameburst 3+ 6”
Fury 3+ 6”
Flameburst. Fire Leaps from Kardûshs outstretched palm to strike nearby foe. The target suffers a Strength 6 hit.
SHELOB (Giant Spider, Monster) Point value: 90
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Shelob | 7/6+ | 7 | 7 | 1 | 6 | 4 | 0 | 6 | 0 | 10” |
Special Rules:
Terror: see Witch-King of Angmar’s entry.
Movement: Shelob 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: Shelob must re0roll any failed To Wound rolls.
Pounce: When charging, Shelob couns 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 Shelob is engaged by enemy cavalry, but are lost if she is engaged by another Monstrous Mount.
Hunting Instinct: Every time Shelob suffers a Wound, she must take a Courage test. If the test is failed, she flees – the model is removed and counts as a casualty.
COMMANDERS
CAPTAIN OF THE BLACK GATE (Uruk-hai) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Captain of the Black Gate | 5/4+ | 5 | 7 | 2 | 2 | 4 | 2 | 1 | 1 | 6” |
Wargear:
Heavy armour and shield.
Special Rules:
For the Dark Lord! Whilst at least one Ringwraith or Sauron himself is alive on the battlefield, a Captain of Black Guard is treaded as being Courage 6.
MORDOR URUK-HAI CAPTAIN (Uruk-hai) Point value: 50
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Mordor Uruk-hai Captain | 5/4+ | 5 | 5 | 2 | 2 | 4 | 2 | 1 | 1 | 6” |
Wargear:
Armour.
Options:
Shield 5 points
Orc Bow 5 points
Two-handed weapon 5 points
MORDOR Uruk-hai Shaman (Uruk-hai) Point value: 50
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Uruk-hai Shaman | 4/4+ | 4 | 4 | 1 | 2 | 4 | 1 | 3 | 1 |
Wargear:
Spear.
Magical Powers:
Transfix 5+
Fury 3+
Options:
Armour 5 points
Heavy armour 10 points
BLACK GUARD DRUMMER (Uruk-hai) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Black Guard Drummer | 4/4+ | 5 | 5 | 1 | 1 | 4 | 0 | 0 | 1 | 6” |
Wargear:
Heavy armour and a war drum.
Special Rules:
War Drum (Uruk-hai): 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 Uruk-hai within 12” of one or more Drummers sounding the advance increase their Movement value by 3” for that urn, though they cannot charge.
DÛRGHAZ-NAR (Uruk-hai) Point value: 25
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Dûrghaz-nar | 4/4+ | 4 | 5 | 1 | 1 | 3 | 1 | 1 | 1 | 6” |
Wargear:
Armour and pike.
Special Rules:
Elite of Barad-dûr: If Mouth of Sauron (or Sauron himself) is alive and on the board, members of the Dûrghaz-nar pass all Courage tests.
MORANNON ORC CAPTAIN (Orc) Point value: 45
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Morannon Orc Captain | 4/5+ | 5 | 6 | 2 | 2 | 3 | 2 | 1 | 1 | 6” |
Wargear:
Heavy armour.
Options:
Shield 5 points
Two-handed weapon 5 points
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:
Shield 5 points
Orc bow 5 points
Two-handed weapon 5 points
Warg 10 points
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.
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.
MORDOR 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:
Warg 10 points
BLACK NÛMENÓREAN MARSHAL (Man) Point value: 60
Fight | Strength | Defence | Attack | Wounds | Courage | Might | Will | Fate | Movement | |
Black Nûmenórean Marshal | 5/4+ | 4 | 6 | 2 | 2 | 5 | 2 | 1 | 1 | 6” |
Wargear:
Heavy armour.
Special Rules:
Terror – see Witch-King of Angmar’s entry.
Options:
Shield 5 points
Two-handed weapon 5 points
Lance 5 points
Armored horse 15 points
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 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.
GREAT BEAST OF GORGOROTH (Great Beast, Monster) Point value: 105
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Great Beast of Gorgoroth | 3/6+ | 6 | 7 | 3 | 4 | 2 | 8” |
Crew:
The Great Beast of Gorgoroth is mount of Orc Captain with pike (no additional cost). The Orc Captain will be the warbands captain with the Great Beast of Gorgoroth as his mount. In addition, the Captain must be deployed on the beast’s neck. Evil player has to add 9 models which are deployed on the battle platform.
Special Rules:
Terror – see Witch-King of Angmar’s entry.
Battle Platform: The battle platform holds nine Warriors as passengers (see the main rules manual). If the Great Beastʼs controller is slain, one of the passengers immediately takes his place, abandoning his bow as he does so. Because the passengers on the battle platform are integral models, each time one is slain, use a marker or dice to remind you that there is one less passenger. The Great Beast cannot carry any passengers other than those travelling on the battle platform. If the Great Beast is slain, roll on the Thrown Rider table for the Orc Captain and each passengers remaining on the battle platform.
Magical Powers and the Great Beast of Gorgoroth: The Great Beast is immune to the effects of all Transfix, Immobilise, Command and Compel magical powers – or indeed any other magical powers that would prevent it from moving normally. These spells can, however, be directed against the model controlling the Great Beast – in this case, the Great Beast will be affected instead. A Sorcerous Blast can inflict damage on the Great Beast but cannot move it. If a model on the battle platform 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 on the battle platform. On the roll of a 4-6, the model falls to the ground below – roll on the Thrown Rider table as normal.
Only Counts as One: The Great Beast of Gorgoroth and its crew count as a single warband. Eleven models for the purposes or working out your Break Point and the number of bows in your force. The Great Beast counts as a 11 models for establishing your armyʼs Break Point and for Courage tests. If your army is Broken, unless subject a friendly Heroʼs Stand Fast! rule, make a single Courage test using the Orc Captainʼs Courage value to see if the model flees the battlefield along with its passengers or can be moved normally.
Dead Weight: If the Great Beast of Gorgoroth is slain in a Fight, the remaining passengers and all models within 2” each suffer a Strength 6 hit on a roll of a 4+ (roll separately for each model).
Slam: If the Great Beast of Gorgoroth charges into combat with one or more enemy models, each foe contacted automatically suffers a two Strength 6 hits. If these models are all slain, the Great Beast can continue move – potentially charging and crushing more foes along its way.
Deployment:
The Crew: Nine models for the Great Beast of Gorgoroth’s warband can be deployed as crew in the battle platform, so long as they are from the following list: Orc Warrior, Mordor Uruk-hai and Orc Tracker.
The Move Phase
Ponderous Bulk: Beast cannot cross obstacles tall, neither may they jump, climb, lie down, or defend barriers. Beast may not enter difficult terrain other than water features (including swamps, rivers, etc).
The Commander: While the Commander is aboard the Beast, any heroic moves that he calls affect the Beast, even though is based more than away. The Beast is never affected by heroic moves called by Heroes other than its commander. If the commander is killed, another model in the platform 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.
The Shooting Phase
Shooting at the Beast: If the passengers are shot at, the firer doesnʼt need to randomise to see who is hit (as he would normally for passengers) but hits the nearest model instead, though he must treat the battle platform as being in the way.
Shoot from the Beast: Passengers on the battle platform can shoot even if the Great Beast has moved its full speed, and can shoot (and be shot at) if the Great Beast is engaged in a fight. When shooting with or at the Passengers, measure from the nearest edge of the battle platform.
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:
Shield 1 point
Two-handed weapon 1 point
Orc bow 1 point
Spear 1 point
Throwing spears 2 points
Warg 6 points
War horn 20 points
Banner 25 points
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:
Warg 6 points
War horn 20 points
MORANNON ORC (Orc) Point value: 7
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Morannon Orc | 3/5+ | 4 | 5 | 1 | 1 | 2 | 6” |
Wargear:
Heavy armour.
Options:
Shield 1 point
Spear 1 point
War horn 20 points
Banner 25 points
MORGUL STALKER (Orc) Point value: 14
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Morgul Stalker | 3/5+ | 4 | 4 | 2 | 1 | 3 | 6” |
Wargear:
Armour.
Special Rules:
Shadow Hunters: Morgul Stalker always count as though they are equipped with Elven cloaks.
Ambusher: Zasada ta działa w każdym scenariuszu za wyjątkiem The Reconnoitre. Przed rzutem na pierwszeństwo oraz oznaczeniem punktów specjalnych (znaczniki w Domination itp.) gracz Sił Zła ma prawo w sekrecie zapisać z jakiego terenu planuje przeprowadzić zasadzkę. Teren ten musi oferować możliwość schowania się – może to być las, ruina czy też kompleks skalny – wszelkie nieosłonięte powierzchnie, bądź też gołe wzniesienia się do tego nie nadają. Jeśli się na to zdecyduje, to wszystkie modele z zasadą Ambusher zostają odłączone od swoich oddziałów i nie wchodzą na stół na normalnych zasadach. Zamiast tego w dowolnej turze w swojej fazie ruchu gracz Sił Zła może zadeklarować wyjście z zasadzki (aby tego dokonać musi być w owym terenie fizycznie dość miejsca aby rozstawić modele). Jeśli to zrobi, to modele z tą zasadą dotychczas nieobecne na stole zostają rozstawione. Gracz Sił Zła musi rozstawić w dowolny sposób swoje modele z tą zasadą, muszą one jednak znajdować się całą swoją podstawką w terenie. W momencie ich wyjścia mogą przeprowadzać szarżę na normalnych zasadach oraz korzystać z broni zasięgowych zgodnie z ich standardowymi restrykcjami.
Options:
War horn 20 points
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 Witch-King of Angmar’s entry.
Options:
Lance 1 point
Armored horse 6 points
War horn 20 points
Banner 25 points
MORDOR URUK-HAI (Uruk-hai) Point value: 8
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Mordor Uruk-hai | 4/4+ | 4 | 4 | 1 | 1 | 3 | 6” |
Wargear:
Armour.
Options:
Shield 1 point
Spear 1 point
Two-handed weapon 1 point
Orc bow 1 point
War horn 20 points
Banner 25 points
BLACK GUARD OF BARAD-DÛR (Uruk-hai) Point value: 12
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Black Guard of Barad-dûr | 4/4+ | 5 | 6 | 1 | 1 | 3 | 6” |
Wargear:
Heavy armour and shield.
Options:
War horn 20 points
Banner 25 points
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 Witch-King of Angmar’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:
War drum 20 points
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 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.
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).
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 armor.
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:
Additional Orc Warrior crew 5 points each
Flaming ammunition 15 points
Orc Engineer Captain 40 points
MORDOR URUK-HAI SIEGE BOW (Siege engine) Point value: 50
Strength | Defence | Batter Points | |
Siege Bow | 9 | 10 | 3 |
CREW:
A Mordor Uruk-hai Siege Bow is crewed by two Mordor Uruk-hai with armor.
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Mordor Uruk-hai | 4/4+ | 4 | 4 | 1 | 1 | 3 | 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:
Additional Mordor Uruk-hai crew 8 points each
Flaming ammunition 15 points
Mordor Uruk-hai Engineer Captain 50 points
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 armor.
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:
Additional Orc Warrior crew 5 points each
Served heads 5 points
Flaming ammunition 15 points
Siege Veterans 15 points
Orc Engineer Captain 40 points
Troll 100 points
BLACK NÛMENÓREAN CATAPULT (Siege engine) Point value: 100
Strength | Defence | Batter Points | |
Catapult | 10 | 10 | 4 |
CREW:
A Mordor War Catapult is crewed by threeBlack NûmenóreanWarriors with heavy armor and shield.
Fight | Strength | Defence | Attack | Wounds | Courage | Movement | |
Black Nûmenórean Warrior | 3/5+ | 3 | 4 | 1 | 1 | 2 | 6” |
Terror – see Witch-King of Angmar’s entry.
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).
Cursed Ammunition: When determining score need to wound against Battlefield target the firer may compare the Strength of the Black Nûmenórean Catapult to Courage of the target, instead of the Defence – whichever is lower.
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:
Additional Black Nûmenórean Warrior crew 9 points each
Flaming ammunition 15 points
Siege Veterans 15 points
Black Nûmenórean Engineer Captain 65 points