MESBG Armies of The Lord of The Rings 2024
MESBG Armies of The Lord of The Rings 2024
Middle-earth.”
© Warner Bros. Entertainment Inc. All rights reserved. THE HOBBIT: AN UNEXPECTED JOURNEY, THE HOBBIT: THE DESOLATION OF SMAUG,
THE HOBBIT: THE BATTLE OF THE FIVE ARMIES, THE LORD OF THE RINGS: THE WAR OF THE ROHIRRIM and the names of the characters, items, events and places therein are
trademarks of Middle-earth Enterprises, LLC under license to New Line Productions, Inc. (s24)
All quotations from The Lord of the Rings literary trilogy by J.R.R. Tolkien (and any volumes thereof), © The Tolkien Estate 1954-55, 1966.
© Copyright Games Workshop Limited 2024. Citadel and Games Workshop are ® and all associated logos are either ® or TM and/or © Games Workshop Limited.
No part of this publication may be reproduced, stored in a retrieval system, or transmitted in any form or by any means, electronic,
mechanical, photocopying, recording or otherwise, without the prior permission of Games Workshop.
British cataloguing-in-Publication Data. A catalogue record for this manual is available from the British Library. Pictures are used for illustrative purposes only.
INTRODUCTION
INTRODUCTION
F rom the noble horse lords of the kingdom of Rohan, to the vile denizens of the deep that dwell within the hidden
reaches of the Misty Mountains and beyond, the War of the Ring encompassed numerous factions, forces and heroes
as Middle-earth was thrust into turmoil and war. Whether fighting against the onslaught of Sauron’s armies and for their
freedom, or siding with the Dark Lord and seeking to bring ruin to the free peoples, the various armies of Middle-earth
each have their own unique fighting styles, heroes and warriors that they can call upon to muster.
Welcome to Armies of The Lord of the Rings™; the comprehensive guide to all of your favourite factions and characters
found within The Lord of the Rings™ films. Within its pages you will find all of the profiles and Army Lists you will need
to create armies from your favourite The Lord of the Rings™ films, along with a series of thematic rules to bring them to
life on the tabletop. This tome is a companion to the Middle-earth Strategy Battle Game Rules Manual, which you will also
need a copy of to get the most out of this publication.
ARMY LISTS Each Army List will also have a selection of additional rules
After all the profiles for a particular alignment – either which will set out any criteria that have to be met as part of
Good or Evil – you will find that alignment’s Army Lists. that Army List. For example, an Army List may need to have
These are the various ways you can build your collection of a certain Hero as its General, or perhaps a Hero can only lead
Citadel and Forge World miniatures into Armies for Matched certain Warrior models in their Warband. Whatever these
Play games. Each Army List represents a particular faction, criteria are, they will be laid out in each Army List.
alliance or group of characters that fought alongside one
another at some point during one of The Lord of the Rings™ Finally, each Army List will also contain a selection of special
films, and allows you to recreate those factions yourself on rules, which will help to set them apart from other Army
the tabletop. Lists. Each special rule will add character and flavour to the
force you are playing, helping to evoke the feeling that you
Each Army List will present all the profiles that can be taken are commanding the factions directly out of the films!
as part of that Army List, along with what Wargear each
profile can take. This is important as sometimes a character WHAT ABOUT THE HOBBIT?
may have an option in their profile, but they might not be Fear not fans of The Hobbit™! All of the Army Lists, rules and
able to take it in a specific Army List if they did not use it profiles for all your favourite heroes, villains, factions and
at the point in time that the Army List is representing. For scenes from The Hobbit™ can be found within the pages of
example, Boromir, Captain of the White Tower, can take the Armies of The Hobbit™. This publication works in much the
Banner of Minas Tirith in the Reclamation of Osgiliath Army same way as this manual, and is fully compatible with the
List but not in the Minas Tirith Army List. Middle-earth Strategy Battle Game.
FORCES OF GOOD
The Free Peoples
FRODO BAGGINS............................55 POINTS
Mv Fv Sv S D A W C I
2 3 3
4" 3 3+ 2 3 1 2 4+ 5+
WARGEAR
Hand weapon and the One Ring.
HEROIC ACTIONS
Heroic Defence
OPTIONS
Mithril Coat.............................................................................................15 points
When the One Ring was passed down to him Elven cloak................................................................................................5 points
by Bilbo, Frodo found himself thrust into an Sting ...........................................................................................................5 points
adventure of his own. Though he was only
meant to take the Ring to the safety of Rivendell, Mithril Coat PASSIVE – This is a Unique piece of Mithril armour.
it soon became apparent that Frodo’s part in Additionally, the wearer may re-roll Fate rolls of a 1.
the tale was not yet over. It is at the Council
of Elrond that Frodo calls upon every ounce of Sting ACTIVE – This is a Unique Elven hand weapon. A model gains a bonus
courage he possesses and takes it upon himself of +1 to their Strength when making Strikes with Sting.
to take the Ring to Mordor, into the very fires of
Mount Doom. Though he may not be a fearsome SPECIAL RULES
warrior, Frodo more than shows his worth Resistant to Magic, Throw Stones (range 8", Strength 1)
over his arduous journey, proving that even the
smallest creatures can indeed change the course
of history.
SAMWISE GAMGEE.......................40 POINTS
Mv Fv Sv S D A W C I
2 2 2
4" 3 3+ 2 3 2 2 4+ 5+
WARGEAR
Hand weapon and Frying Pan.
During the Declare Heroic Actions step of the Fight Phase, if Frodo is
Engaged in Combat and is within 6" of Sam, then Sam may declare a free
Heroic Combat. If this Heroic Combat is successful, then Sam must use
the following Move to join Frodo’s Combat. If this is not possible, then
Sam must Move as close as possible to Frodo. Sam cannot use this special
rule if he is in the same Combat as Frodo.
MERIADOC BRANDYBUCK...........10 POINTS
Mv Fv Sv S D A W C I
0 0 2
4" 3 3+ 2 3 1 1 6+ 6+
WARGEAR
Hand weapon.
OPTIONS
Elven cloak................................................................................................5 points
SPECIAL RULES
Resistant to Magic, Throw Stones (range 8", Strength 1)
Often called Merry by his friends, this particular
Hobbit is a well-known troublemaker and “For the Shire!” ACTIVE – Having begun their training with Boromir, Merry
instigator of practical jokes. More than once has and Pippin seem to find their inner strength when they fight alongside the
Merry been responsible for crops disappearing son of Gondor.
from Maggot’s farm, or for setting off Gandalf’s
fireworks – much to the Grey Wizard’s Whilst within 3" of Boromir of Gondor, Merry may spend Boromir’s Might
annoyance. However, for all his jokes and japes, Points as if they were his own.
Merry is loyal to Frodo, and did not hesitate
to set out from the Shire and join his friend in
his journey, continuing by his side even as that
quest reveals itself to be far more dangerous
than any of them could have imagined.
WARGEAR
Hand weapon.
OPTIONS
Elven cloak................................................................................................5 points
SPECIAL RULES
Resistant to Magic, Throw Stones (range 8", Strength 1)
Peregrin – or Pippin to those who know him – is
a carefree, if somewhat clumsy, Hobbit who was “For the Shire!” ACTIVE – Having begun their training with Boromir, Merry
quite content with his life of mischief alongside and Pippin seem to find their inner strength when they fight alongside the
his best friend, Merry. Pippin has joined Frodo in son of Gondor.
his travels to Rivendell and volunteered himself
to join the Fellowship of the Ring, though he has Whilst within 3" of Boromir of Gondor, Pippin may spend Boromir’s Might
little idea of what he is volunteering himself for Points as if they were his own.
or the fact that he will have to leave many of his
home comforts behind. However, his willingness
to join his friends showcases Pippin’s kind heart
and loyalty; for he has joined them without a
second thought of what perils may lie ahead.
GANDALF THE GREY ...................170 POINTS
Mv Fv Sv S D A W C I
3 6 3
6" 5 4+ 4 5 2 3 3+ 3+
WARGEAR
Glamdring, Narya and Staff of Power.
Narya PASSIVE – This is a Unique piece of Wargear. Gandalf may re-roll any
Sent to Middle-earth by the Valar to guide the failed Fate rolls.
free peoples in their fight against the Dark Lord,
Gandalf has wandered the paths of Middle- HEROIC ACTIONS
earth since the early years of the Third Age Heroic Channelling
aiding those who have shown to have a true Heroic Defence
heart, from Men, to Dwarves and beyond. Over Heroic Resolve
the years, Gandalf has become increasingly fond Heroic Strike
of the Hobbits of the Shire, seeing them for the
remarkable creatures they truly are. With the OPTIONS
One Ring having resurfaced within the borders Gandalf’s Cart........................................................................................25 points
of the Shire, Gandalf has put a plan in motion Horse .......................................................................................................20 points
to destroy the weapon of the Dark Lord, and see
Sauron defeated once and for all. MAGICAL POWERS Range Casting Value
Protection of the Valar 6" 3+
Terrifying Aura Self 3+
Blinding Light Self 4+
Strengthen Will 12" 4+
Transfix 12" 4+
Collapse Rocks 12" 5+
Foil Magic 12" 5+
Sorcerous Blast 12" 5+
GANDALF’S CART
Gandalf’s Cart is a Mount that uses the profile below:
SPECIAL RULES
Gandalf’s Rockets ACTIVE – The fireworks that Gandalf carries within his cart are a spectacular sight and explode with
a loud bang in a shower of brilliant colours. However, if launched at a foe they could inflict some serious harm.
At the start of every friendly Shoot Phase, Gandalf may select one of the fireworks listed below, then choose one
enemy model he has Line of Sight to and is within 6" of his cart and roll a D6. On a 2+, the chosen model suffers the
effect of the selected firework. This can be done even if Gandalf is Engaged in Combat, and may even target an enemy
model who is themselves Engaged in Combat. No In The Way Rolls are required for this special rule.
Whooshing Arrow – The target immediately suffers a Strength 2 hit.
Goblin Popper – The target is immediately knocked Prone. This has no effect on Monster models.
Flaming Wheel – The target suffers a -1 penalty to their Duel Rolls in the ensuing Fight Phase.
The Big One – The target immediately suffers a Strength 8 hit and, if they survive, are knocked Prone. This firework
can only be used once per game.
ARAGORN (STRIDER)..................160 POINTS
Mv Fv Sv S D A W C I
3 3 3
6" 7 3+ 4 5 3 3 4+ 3+
WARGEAR
Ring of Barahir and hand-and-a-half weapon.
SPECIAL RULES
Horse Lord, Mighty Hero, Resistant to Magic
BREGO
Brego is a Mount that uses the profile below:
SPECIAL RULES
Sure-footed Steed ACTIVE – If Aragorn would be knocked Prone whilst riding Brego, and Brego is not slain as a result of
the effect causing Aragorn to be knocked Prone, then before becoming a Separated Mount Aragorn may roll a D6. On a
6, Aragorn is not knocked Prone and stays mounted upon Brego. Aragorn may use Might to improve this roll.
LEGOLAS GREENLEAF ...............100 POINTS
Mv Fv Sv S D A W C I
3 2 3
6" 6 2+ 4 4 2 2 4+ 4+
WARGEAR
Elven hand weapon and Elf bow.
HEROIC ACTIONS
Heroic Accuracy
Heroic Strike
OPTIONS
A Wood Elf of Mirkwood, and son of Thranduil Horse .......................................................................................................20 points
the Elvenking, Legolas has pledged his bow to Armour.......................................................................................................5 points
Frodo and joined the Fellowship of the Ring. Elven cloak................................................................................................5 points
Legolas’ skill with a bow is legendary within
Middle-earth; and there are few, if any, who can SPECIAL RULES
claim to match Legolas’ incredible accuracy. Sharpshooter, Woodland Creature
Countless enemies have been felled from afar
with an expertly-placed arrow right between the “Final Count, 42” ACTIVE – Legolas and Gimli both wish to prove
eyes, even from seemingly impossible angles. themselves as the better fighter, and will often engage in friendly
Though he has started his journey at odds with competition upon the battlefield.
the Dwarf, Gimli, their rivalry is blossoming into
an unlikely yet unbreakable bond of friendship. If your Army contains both Legolas Greenleaf and Gimli, son of Glóin,
then keep track of how many enemy models each of them has killed.
Whilst he has fewer kills than Gimli, Legolas gains a bonus of +1 To
Wound when making shooting attacks.
Legolas may make three shooting attacks during the Shoot Phase instead
of one, using all the normal rules for shooting. Additionally, Legolas may
still make shooting attacks whilst he is Engaged in Combat and does not
suffer the -1 penalty To Hit for Moving and Shooting so long as he has the
Infantry keyword. If Legolas shoots whilst he is Engaged in Combat, he
may shoot at models he is Engaged in Combat with, and does not need to
make In The Way Tests for shooting at models he is Engaged in Combat
with (though they may still block Line of Sight as normal).
WARGEAR
Heavy Dwarf armour, Master-forged two-handed weapon, two hand
weapons and throwing weapons.
HEROIC ACTIONS
Heroic Strength
Heroic Strike
If your Army contains both Legolas Greenleaf and Gimli, son of Glóin,
then keep track of how many enemy models each of them has killed.
Whilst he has fewer kills than Legolas, Gimli gains a bonus of +1 To
Wound when making Strikes.
BOROMIR OF GONDOR.................95 POINTS
Mv Fv Sv S D A W C I
6 1 0
6" 7 4+ 4 5 3 3 4+ 5+
WARGEAR
Armour, hand weapon and the Horn of Gondor.
SPECIAL RULES
“Protect the little ones!” PASSIVE – Boromir has pledged to protect the
Hobbits from danger, and will even give his life to ensure their safety.
WARGEAR
Iron-shod hooves (hand weapon).
SPECIAL RULES
Fearful
Official Meals PASSIVE – Bill carries the food and rations for the Fellowship,
The Pony known as Bill has accompanied the and as such is well looked after and protected, especially by the Hobbits.
Fellowship since the beginning of their journey,
carrying their provisions and packs as they Friendly Fellowship models treat Bill the Pony as a banner.
trudged closer to their destination. Bill is more
than just a pony to the Fellowship, with many Second Breakfast PASSIVE – The provisions carried by Bill allow the
of them seeing Bill as a friend and caring for Fellowship to replenish their strength for the journey ahead.
him in the same manner as the others. This is
particularly true of Sam who has formed a close A friendly Fellowship model who ends their Activation in base contact
bond with Bill, and is devastated when they with Bill the Pony may roll a D6. On a 5+, the model may regain a single
have to let him go before entering the Mines of point of Might, Will or Fate spent earlier in the battle. Only a single
Moria; for the mines are no place for a pony, friendly model can use this special rule each turn.
even one so brave as Bill.
Only a Pony PASSIVE – Though certainly a brave beast, Bill is not versed in
combat and is incapable of leading a fight.
Bill the Pony may never provide a Stand Fast. However, Bill the Pony may
benefit from the Stand Fast of other Fellowship models.
BILBO BAGGINS, AGEING HOBBIT......................................................45 POINTS
During the closing years of the Third Age, Bilbo’s 111thbirthday is approaching and his life of adventure is behind him. Many
years have passed since his journey with the company of Thorin Oakenshield and his finding of the magic ring in Gollum’s
cave, though time has been kind to Bilbo. Though Bilbo is unaware of the fact he carries the One Ring itself, the truth is that the
Ring has preserved Bilbo against old age. Yet in doing so, over the course of the next 60 years the Ring has begun to finally take
hold of Bilbo, and if he is unable to finally let go of it then it may consume him entirely.
Mv Fv Sv S D A W C I
1 3 3
4" 3 3+ 2 2 1 2 4+ 5+
HEROIC ACTIONS Slip Away PASSIVE – Bilbo has had the Ring in his possession
Heroic Resolve for many years, and knows the best ways to use its power to
sneak around.
OPTIONS
Mithril Coat....................................................................15 points Whilst Bilbo is wearing the One Ring and is Invisible, enemy
Sting ..................................................................................5 points models Engaged in Combat with Bilbo will halve their
The One Ring ..........................................................................Free Fight Value even if there are other models friendly to Bilbo
Engaged in the same Combat.
Mithril Coat PASSIVE – This is a Unique piece of Mithril
armour. Additionally, the wearer may re-roll Fate rolls of a 1.
WARGEAR
Umbrella.
SPECIAL RULES
It wouldn’t be untrue to say that Lobelia isn’t Resistant to Magic, Throw Stones (range 8", Strength 1)
well-liked within the Shire; in fact, many
Hobbits find her to be rude, unpleasant and not Furious Tirade ACTIVE – Lobelia has never been one to hold her tongue,
someone they would wish to spend any time and numerous adversaries have been on the receiving end of a series of
with given the choice. Lobelia has long coveted stinging words and barbed comments.
Bilbo’s home of Bag End, and was more than a
little displeased when Bilbo returned from his Enemy Warrior models cannot benefit from a Hero model’s Stand Fast
journey away to reclaim his home – and has whilst within 6" of Lobelia.
not been afraid to loudly voice her frustrations
towards her relative on a number of occasions. A Stern Scolding ACTIVE – Those who are subjected to Lobelia’s harsh
words often are so taken aback that they find themselves temporarily
rooted in place.
Once per turn, at any point during her Activation, Lobelia can spend a
Will Point to use this special rule. If she does, choose an enemy model
within 6" and Line of Sight and roll a D6. On a 2+, the chosen model
cannot Activate this turn and if the model takes part in a Combat during
the Fight Phase, they treat their Attacks characteristic as 1 instead of its
usual value. This special rule has no effect on Monster, Chariot or War
Beast models.
FARMER MAGGOT .........................50 POINTS
Mv Fv Sv S D A W C I
1 2 2
4" 3 3+ 3 3 2 2 5+ 5+
WARGEAR
Two-handed weapon and Grip, Fang and Wolf.
SPECIAL RULES
Resistant to Magic, Throw Stones (range 8", Strength 1)
“Get out of my fields!” ACTIVE – Farmer Maggot will not tolerate anyone
meddling with his crops and treading through his lands.
A no-nonsense and down-to-earth Hobbit,
Farmer Maggot is well-known within the Shire Whilst within range of an Objective Marker, Farmer Maggot does not
for his stern demeanour, but also the exceptional suffer the -1 penalty to his Duel Rolls for using a two-handed weapon.
produce he grows on his farm. Many young
Hobbits see trying to pinch some mushrooms,
carrots, potatoes and other such delicacies
as a challenge, though those who are caught
within Maggot’s crop will find themselves on
the receiving end of harsh words, a swift clip
round the ear or perhaps chased off by Maggot’s
loyal hounds, Grip, Fang and Wolf. Yet, many
travellers who encounter this stoic farmer
recognise that behind his eyes lies a shrewdness
and a backbone of steel seldom found within
the Shire.
WARGEAR
Hand weapon.
SPECIAL RULES
Resistant to Magic, Throw Stones (range 8", Strength 1)
WARGEAR
Rosie is Unarmed.
SPECIAL RULES
Fearful, Resistant to Magic, Throw Stones (range 8", Strength 1)
WARGEAR
Hand weapon.
HEROIC ACTIONS
Heroic Defence
Heroic Resolve
SPECIAL RULES
Barliman Butterbur is the well-mannered, rosy- Barliman Butterbur, at your service ACTIVE – Barliman is a kind man, one
cheeked innkeeper of the Prancing Pony in Bree. who will always ensure his patrons are well fed and taken care of.
A jolly fellow who is always quick to welcome
his guests, Barliman is quick to find rooms for If Barliman finishes his Move in base contact with a friendly Fellowship
Frodo and his companions upon their arrival in model, he may spend a Will Point to roll a D6. On a 4+, the friendly model
Bree, and ensures they are well-fed, warm and regains a Wound lost earlier in the battle.
provided with any comforts they require for
their stay. Though not a fighter by traditional Well fed, and ready to fight PASSIVE – By keeping the bellies of his allies
standards, Barliman still boasts an impressive full, Barliman can ensure they are fighting fit and able to hold their own.
frame and can quickly give a foe a swift whack
with his cudgel should the need arise. Friendly Fellowship models within 6" of Barliman count as having the
Dominant (2) special rule.
WARGEAR
Hand weapon.
SPECIAL RULES
Gatekeeper ACTIVE – It is the Gatekeeper’s job to keep troublemakers out of
Bree, and he will deny entry to any who may cause a ruckus.
At the end of the Priority Phase, the Gatekeeper of Bree may spend a
Unlike the pleasant rolling hills of the Shire Will Point to use this special rule. If he does, the Gatekeeper may select
where outsiders rarely tread, Bree often has a single enemy Infantry model within 6" and Line of Sight and roll a
visitors from far and wide entering its borders D6. On a 3+, the chosen model may not Move during their Activation,
as they travel throughout Middle-earth. It is the but may otherwise act normally. Monster models are unaffected by this
job of the Gatekeeper of Bree to ask questions of special rule.
would-be visitors to ensure that those who enter
the town do not do so with malicious intent. A Light in the Dark PASSIVE – The Gatekeeper of Bree always carries a
This is especially true after nightfall when the lantern at night, helping him and his allies see clearly but also making him
chances of someone sneaking into Bree unseen an easy target for unsavoury folk.
is all the more likely – though it also increases
the likelihood of the Gatekeeper becoming The area within 6" of the Gatekeeper is always considered to be daylight.
subject to more unsavoury beings. Additionally, enemy models cannot Charge friendly models if they could
Charge the Gatekeeper instead. If an enemy model cannot Charge the
Gatekeeper, they may Charge other friendly models as normal.
SMÉAGOL........................................30 POINTS
Mv Fv Sv S D A W C I
1 0 1
5" 4 5+ 4 4 2 2 7+ 6+
WARGEAR
Sméagol has strong, strangling fingers and so is never considered to be
Unarmed – ever!
SPECIAL RULES
Cave Dweller, Mountain Dweller, Stalk Unseen
“Serve the Master of the Precious” PASSIVE – Sméagol was only able to
The strange and twisted creature known come to the fore due to the kindness of Frodo, and Sméagol will do his duty
as Gollum has two very distinct sides to his to protect his new master.
personality, each constantly at war with one
another in the mind of the creature. Though Whilst within 6" of Frodo, Sméagol treats his Courage Value as 5+.
when he initially met Frodo and Sam, Gollum
was very much in control, it is through the “Soft and quick and shadows we must be” ACTIVE – Sméagol has
kindness shown by Frodo that Sméagol has wandered the paths of Middle-earth for many years and knows the best
been able to escape the vile Gollum and become ways to move swiftly through seemingly dense terrain.
a trustworthy companion – at least for the
time being… Sméagol does not halve his Move Value when Moving through Difficult
Terrain. Additionally, if Frodo or Sam begin their Activation within 6" of
Sméagol, they will also benefit from this special rule.
TREEBEARD...........................................................................................190 POINTS
The greatest of the Ents of Fangorn, Treebeard has acted as shepherd of the forests for millennia, roaming across the wooded
lands of Middle-earth since the dawn of the First Age. Yet, since the loss of the Entwives, Treebeard has cared little for the
world outside Fangorn, spending much of his time slumbering or caring for his kind within Fangorn. However, even the Ents
cannot ignore the growing threat of Isengard, and when the truth of Saruman’s treachery is revealed, Treebeard rouses the
Ents to march upon Isengard and to war.
Mv Fv Sv S D A W C I
3 4 3
6" 8 3+ 8 8 4 4 3+ 4+
WARGEAR OPTIONS
Roots and branches (hand weapon). Merry & Pippin ..............................................................10 points
HEROIC ACTIONS Merry & Pippin – If this option is taken, then both Merry
Heroic Defence and Pippin will ride into battle on Treebeard, and will use the
Heroic March profiles given on page 11. They are still treated as individual
Heroic Strength models and will count towards the Army’s total number
Heroic Strike of models and Break Point. Merry and Pippin are treated
as Passengers (though this will not give Treebeard either
SPECIAL RULES the Cavalry or Mount keywords), with the exception that
Dominant (5), Fearless, Large Target, Terror, they cannot be targeted individually by shooting attacks,
Throw Stones (range 18", Strength 10), Woodland Creature Magical Powers or special rules. Any shooting attacks that
hit Treebeard do not need to make In The Way Tests – they
Bludgeon BRUTAL POWER ATTACK – See page 25. will automatically hit Treebeard. Whilst riding Treebeard,
Merry and Pippin may still use their Throw Stones special
rule and will never count as having Moved. They can still
do this even whilst Treebeard is Engaged in Combat. Unlike
other Passengers, should Merry or Pippin dismount, they
may remount Treebeard again by ending their Move in base
contact with him.
Mv Fv Sv S D A W C I
3 1 0
6" 8 4+ 8 8 3 4 4+ 5+
Mv Fv Sv S D A W C I
1 2 3
6" 7 4+ 7 8 3 3 5+ 5+
If the opposing player won the roll for Priority and chose to
have Priority themselves that turn, then during the Declare
Heroic Actions step of the ensuing Move Phase, Birchseed
may declare a Heroic Move for free.
ENT..........................................................................................................100 POINTS
The Ents have roamed the forests of Middle-earth for uncountable years, protecting the forests from darkness and harm and
keeping them places of nature and tranquillity where they can. Though they have become a rare sight by the closing years
of the Third Age, and reside almost solely within the forest of Fangorn, the Ents are no less formidable. These huge, tree-like
beings are more than capable of tearing down fortresses, smashing aside battlelines, and breaking apart rock and stone should
they be called to war.
Mv Fv Sv S D A W C I
6" 7 4+ 8 8 3 3 4+ 5+
Mv Fv Sv S D A W C I
3 3 3
12" 8 4+ 6 8 3 3 3+ 3+
WARGEAR
Claws and beak (hand weapon).
SPECIAL RULES
Dominant (3), Fly, Large Target, Monstrous Charge, Terror
WARGEAR
Claws and beak (hand weapon).
SPECIAL RULES
Dominant (2), Fly, Large Target, Monstrous Charge, Terror
WARGEAR
Armour and Herugrim.
SNOWMANE
Snowmane is a Mount that uses the profile below:
SPECIAL RULES
Faithful Servant ACTIVE – Whilst mounted on Snowmane, Théoden may re-roll any failed Courage Tests to Charge an
enemy model with the Terror special rule.
THÉODRED, PRINCE OF ROHAN ........................................................85 POINTS
The only son of Théoden, Théodred is the rightful heir to the throne of Rohan. A highly skilled and strong warrior, Théodred has
commanded Rohan’s forces across numerous battles and proven his worth many times over. Yet the prince is reckless, brash
and lacks the wisdom that comes with experience, and will often charge headlong into battle without taking the time to plan a
strategy. It is this overconfidence in his own abilities that will ultimately seal his fate at the hands of Saruman’s armies at the
Fords of Isen.
Mv Fv Sv S D A W C I
3 3 1
6" 6 4+ 4 6 3 2 5+ 6+
BREGO
Brego is a Mount that uses the profile below:
SPECIAL RULES
Sure-footed Steed ACTIVE – If Théodred would be knocked Prone whilst riding Brego, and Brego is not slain as a result
of the effect causing Théodred to be knocked Prone, then before becoming a Separated Mount Théodred may roll a D6.
On a 6, Théodred is not knocked Prone and stays mounted. Théodred may use Might to improve this roll.
ÉOMER, MARSHAL OF THE RIDDERMARK......................................110 POINTS
Éomer is the nephew of the king and one of Rohan’s foremost warriors, taking up command of the Riders of Rohan as Marshal
of the Riddermark. Though exiled under the orders of Gríma, Éomer remained loyal to Rohan and his liege, coming to the aid
of his people to break the siege of Helm’s Deep. Yet it is during the Battle of Pelennor Fields where Éomer truly makes his name.
Following the death of Théoden and the presumed death of his sister, Éowyn, Éomer fights like a man possessed, slaying Orcs,
Haradrim and Mûmakil with reckless abandon as he battles to avenge the fallen.
Mv Fv Sv S D A W C I
3 3 3
6" 6 4+ 4 6 3 3 4+ 5+
Gúthwinë ACTIVE – This is a Unique hand weapon. The Price of Grief ACTIVE – Éomer’s devotion to his family is
Additionally, each time a model armed with Gúthwinë such that he will be driven to madness should they be slain.
rolls a natural 6 To Wound when making a Strike, they may
immediately make a single additional To Wound Roll against If Théoden or Éowyn are in the same Army as Éomer, and
the same target. If this additional To Wound Roll is a natural either (or both) are removed as a casualty, then for the
6, this will not benefit from this special rule. remainder of the game Éomer must re-roll all failed To
Wound Rolls when making Strikes. Additionally, for the
HEROIC ACTIONS remainder of the game, when Éomer Moves he must Charge
Heroic Strength an enemy model if possible.
Heroic Strike
OPTIONS
Firefoot with armour...................................................25 points
Firefoot ..........................................................................20 points
Shield ................................................................................5 points
Throwing spears .............................................................5 points
FIREFOOT
Firefoot is a Mount that uses the profile below:
Mv Fv Sv S D A W C I
2 2 3
6" 5 4+ 4 4 2 2 4+ 5+
HEROIC ACTIONS “I shall kill you if you touch him!” ACTIVE – Éowyn’s love
Heroic Defence for her uncle means she will protect him at all costs. If harm
Heroic Resolve comes to Théoden, Éowyn will give her all to avenge him.
Heroic Strike
Whilst within 3" of Théoden, Éowyn may re-roll To Wound
OPTIONS Rolls of a natural 1 when making Strikes. Additionally, if
Merry ...............................................................................25 points Théoden is slain and removed as a casualty, make a note of
(can only be taken if Éowyn is riding a horse) the enemy model that killed Théoden. For the remainder of
Horse ..............................................................................20 points the game, Éowyn gains the Fearless special rule and must
Armour..............................................................................5 points re-roll all failed To Wound Rolls when making Strikes against
Shield ................................................................................5 points the model who slew Théoden.
Throwing spears .............................................................5 points
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Strike
OPTIONS
With Pippin having ridden off with Gandalf, Elven cloak................................................................................................5 points
Merry has pledged himself to Théoden so that Shield .........................................................................................................5 points
he too may join the fight against the Dark Lord.
Though he was initially to be left behind and not SPECIAL RULES
join the ride to the Pelennor, Merry finds himself Resistant to Magic, Throw Stones (range 8", Strength 1)
a place on Éowyn’s horse as they ride to Minas
Tirith. There, upon the Pelennor, Merry shows
exceptional bravery, refusing to back down even
when faced with countless Orcs, huge Mûmakil
and even the dreaded lord of the Nazgûl – a foe
whose downfall Merry had a vital part to play
in, stabbing the Witch-king in the back and
allowing Éowyn to strike the killing blow.
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
Heroic March
OPTIONS
One of the chief advisors of King Théoden, Royal Standard of Rohan ....................................................................40 points
Gamling has been a captain in the royal guard Horse .......................................................................................................20 points
for many years. Gamling possesses a quiet
wisdom, providing sage advice and counsel to Royal Standard of Rohan PASSIVE – This is a Unique banner with a range
his liege in times of need. In battle, Gamling is of 6". Gamling does not suffer the -1 penalty to his Duel Roll for carrying a
given the honour of carrying the Royal Standard banner. Additionally, whenever a friendly Rohan Hero model within 6" of
of Rohan into battle, tasked with ensuring that the Royal Standard of Rohan spends a Might Point, they may roll a D6.
the colours remain flying to inspire the Rohirrim On a natural 6, the Might Point is free and is not spent.
onwards. Ever at the side of his liege, Gamling
will fight aside Théoden at all times, sharing in SPECIAL RULES
his king’s every danger. Expert Rider, Horse Lord, Leader (Rohan Royal Guard),
Sworn Protector (Théoden)
HÁMA, CAPTAIN OF ROHAN..............60 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 4 6 2 2 6+ 6+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
SPECIAL RULES
Leader (Rohan Royal Guard), Sworn Protector (Théoden)
Háma is the captain of Théoden’s palace guard
and the doorward of Meduseld. It is Háma’s duty Doorward of Meduseld PASSIVE – Háma and the Royal Guard he
to command the king’s personal bodyguards commands are tasked with ensuring Théoden’s protection and guarding
and to ensure that any who approach Théoden his lands against intruders.
do so without means to harm the king. Though
only able to watch and obey as his lord fell into So long as Théoden is alive and on the battlefield, Háma and any
despair from the influence of Saruman, Háma Rohan Royal Guard within 6" of him count as having the Dominant (2)
places his trust in Gandalf that the Wizard can special rule.
free Théoden from his shackles and return his
liege to his former self, and usher in the renewal
of the kingdom of Rohan.
WARGEAR
Armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Defence
SPECIAL RULES
Fearful
When Helm’s Deep is besieged, Men of all ages
are called to fight. Amongst the youngest is “There is always hope” ACTIVE – Inspired by the words spoken to him by
Haleth, the son of Háma, who takes up arms Aragorn, Haleth fights to ensure the Hornburg does not fall.
against the threat of Isengard. Even though he is
scared, Haleth still pledges to fight, even seeking Whilst within 6" of Aragorn, Haleth increases his Attacks
the advice of Aragorn who imparts words of characteristic to 2.
courage onto Haleth, words that inspire him
and those around him to keep fighting against Fight to the Last PASSIVE – The sight of even the young warriors fighting
seemingly impossible odds. It is through these for their people is more than enough to inspire the rest of the Rohirrim to
acts of courage that Haleth hopes he can make give their all for the defence of Helm’s Deep.
his fallen father proud.
If at the start of the Fight Phase Haleth is Engaged in Combat, then for the
duration of the Fight Phase Aragorn and other friendly Rohan Infantry
models within 6" of Haleth gain a bonus of +1 to their Fight Value. This
benefit ends immediately if Haleth is slain.
ALDOR, ROHAN ARCHER............20 POINTS
Mv Fv Sv S D A W C I
1 1 1
6" 3 5+ 3 4 1 1 7+ 8+
WARGEAR
Armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Accuracy
SPECIAL RULES
Fearful
Aldor is one of the many ageing Men of Rohan
that must take up arms at the siege of Helm’s Unsteady Nerves ACTIVE – Aldor is an old man; holding an arrow drawn
Deep. Yet Aldor is far past his prime, having back for a length of time can take its toll, and can lead to Aldor loosing an
seen many winters across his long lifetime. His arrow earlier than intended.
strength and aim is also not what it once was,
and Aldor struggles to draw his bow back and Aldor must always shoot first during the Shoot Phase, and will shoot
hold it steady, often resulting in him loosing even before Heroic Shoots are resolved. However, Aldor may not declare a
an arrow before he is ready. However, these Heroic Shoot himself.
arrows seem to regularly find their mark, though
this is likely more to do with sheer luck than Lucky Shot ACTIVE – Whether it’s through the benefit of years of practice,
actual skill. or more likely through sheer dumb luck, Aldor will often find himself
hitting his target.
Aldor must re-roll failed To Hit Rolls and failed To Wound Rolls when
making a shooting attack.
HELM HAMMERHAND, KING OF ROHAN .......................................160 POINTS
One of the greatest kings in the history of Rohan, Helm Hammerhand has gone down in legend and songs for his heroic deeds.
A noble but stubborn warrior-king, Helm has never been one to suffer the indignity of being disrespected and can let his temper
get the better of him. It is this hot-headedness that leads Helm to accidentally kill Freca after the Lord of the West-march
challenges his authority; a single punch of Helm’s mighty fist felled Freca instantly. When Freca’s son raises an army to assail
Edoras, Helm leads his warriors in the city’s defence, showing no fear as he uses his great strength and martial prowess to
defend his people and lay waste to any who dare try to usurp the throne of Rohan.
Mv Fv Sv S D A W C I
3 3 3
6" 6 4+ 5 7 3 3 4+ 5+
Horn of the Hammerhand ACTIVE – This is a Unique war The Hammerhand ACTIVE – Helm is incredibly strong,
horn. Additionally, once per game at the start of any Move stronger by far than normal men, being a descendant of the
Phase, Helm can unleash a fearsome blow of the Horn of great heroes of the Edain. It was said that a single punch from
the Hammerhand. Until the End Phase of the turn, enemy the King of Rohan could slay a man.
models within 24" of Helm suffer a -1 penalty to any Courage
Test they are required to make. Helm is never considered to be Unarmed; ever.
HEROIC ACTIONS Into the Fray ACTIVE – Helm has never been one to hold back
Heroic Challenge and once a battle begins, he relentlessly moves forward into
Heroic Strength the heat of battle.
Heroic Strike
Helm Hammerhand may declare a Heroic Combat each Fight
OPTIONS Phase for free. However, after he has slain an enemy model,
Armoured horse...........................................................25 points for the rest of the battle whenever Helm Moves he must
Charge an enemy model if possible.
HALETH, PRINCE OF ROHAN ..........100 POINTS
Mv Fv Sv S D A W C I
3 2 1
6" 6 4+ 4 6 3 3 4+ 5+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Challenge
Heroic Resolve
Heroic Strike
The eldest son of Helm Hammerhand, and heir
to the throne of Rohan, Haleth is the most like OPTIONS
his father – tall, strong, and a skilled fighter. Armoured horse....................................................................................25 points
He is full of life, with a ready laugh. He can also
be quick tempered and defensive, especially in SPECIAL RULES
his unwavering belief in the invincibility of his Expert Rider, Horse Lord
father. But he is also courageous and loyal and
when tested, readily puts his life on the line. Defender of Edoras ACTIVE – With Edoras under attack, Haleth fights to
When the armies of Dunland come to bring defend the capital even against constantly deteriorating odds.
ruin to Rohan, Haleth takes up arms without
hesitation and rides alongside his father to Whenever Haleth is outnumbered in a Combat, if he wins the Duel Roll he
defend his homeland. Few who stand against may re-roll any failed To Wound Rolls when making Strikes.
Haleth can hope to match his exceptional
martial skill and it may yet take more cunning
methods to fell the prince of Rohan…
WARGEAR
Heavy armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Accuracy
Heroic Defence
Unlike his older brother, Háma is carefree, good-
natured, with a poet’s heart. Musically gifted, he OPTIONS
would rather sing of epic battles than partake Horse .......................................................................................................20 points
in them. A calmer more sensitive individual,
finding joy in the likes of music and poetry SPECIAL RULES
rather than practising with a blade. However, Expert Rider, Horse Lord, Sharpshooter
this doesn’t make Háma any less of a warrior,
and he is still more than capable in his own right The Warrior Poet PASSIVE – Háma’s passions lie in songs and stories, many
and is particularly adept with the use of a bow. of which he uses to inspire those who follow him to great deeds of courage
When Edoras is put under siege, Háma sees it as and valour.
his duty to ride with his father and brother in
defence of the city, and to help his people escape Háma may spend a Will Point at the start of any Fight Phase to use this
to safety. He is very close to his younger sister ability. If he does, friendly Rohan models within 6" of Háma may re-roll To
Héra and would do anything to protect her. Wound Rolls of a natural 1 when making Strikes until the end of the turn.
HÉRA, DAUGHTER OF HELM ...............................................................70 POINTS
The daughter of Helm and younger sister to Haleth and Háma, Héra is a wild and headstrong young woman who learned to
ride a horse before she could walk. Héra has no interest in settling down, preferring to seek a life of adventure and excitement.
When Edoras is attacked, Héra protects the people against the invasion of Wulf’s army. It is through the quick thinking and
courage of Héra that those who could not fight were able to escape the city and reach the sanctuary of the Hornburg.
Mv Fv Sv S D A W C I
3 2 3
6" 5 3+ 4 5 2 2 4+ 4+
Spyglass ACTIVE – Héra may ignore the Stalk Unseen special Daughter of Rohan PASSIVE – Héra is fiercely independent and
rule of enemy models, and may therefore draw Line of Sight a capable warrior on her own; those that underestimate her
to them as normal. find out the hard way that she is more than she seems.
OPTIONS
Ashere ..............................................................................20 points
ASHERE
Ashere – Ashere is a Mount that uses the profile below:
SPECIAL RULES
Swift Gallop ACTIVE – When Héra Activates whilst mounted on Ashere, she can declare that Ashere will use this
special rule. If she does, Ashere increases her Move Value to 12" and gains the Woodland Creature special rule until the
end of Hera’s Activation; however, Héra cannot Charge during this Move.
OLWYN, SHIELDMAIDEN OF ROHAN...............................................80 POINTS
The Shieldmaidens of Rohan were proud warrior women of Rohan who defended their lands against invaders throughout the
kingdom’s history. Though they are thought to be all but gone by the time of Helm Hammerhand’s rule, Olwyn still upholds
the values and training she gained in her youth. An exceptional warrior by any standard, Olwyn will fight valiantly to protect
those she is close to, in particular Héra who she imparts her wisdom onto along with the ways of the Shieldmaidens of old.
Mv Fv Sv S D A W C I
2 2 3
6" 5 4+ 4 5 3 2 5+ 5+
HEROIC ACTIONS Stalwart Fighter ACTIVE – Olwyn has been a Shieldmaiden for
Heroic Defence many years and knows how best to protect herself in battle.
Heroic Resolve
Whilst Olwyn is outnumbered in a Combat, enemy models
OPTIONS will require a 6 To Wound her when making Strikes,
Horse ...............................................................................20 points regardless of their Strength characteristic. Note, as this
does not require a natural 6, enemy models may use Might
to influence their To Wound Rolls against Olwyn and any
bonuses To Wound will still apply as normal.
LIEF, PAGE OF HELM ..............................................................................50 POINTS
The young esquire to the king, Lief acts as Helm’s personal attendant within his court. Unlike many of his kin, Lief is not a
strong rider nor particularly adept with a blade. Yet where the young esquire excels is in his loyalty to his king and the duties
entrusted to him. He is often tasked with delivering the king’s decrees and scrolls containing orders to the various lords of
Rohan. When Edoras comes under siege, Lief helps lead those who cannot fight away from the city and towards the Hornburg,
and it is here where Lief helps Héra rally her troops to defend the Hornburg against the hordes of Hill Tribesmen outside
the gates.
Mv Fv Sv S D A W C I
1 5 1
6" 3 4+ 3 4 1 2 7+ 7+
Mv Fv Sv S D A W C I
2 3 3
6" 6 4+ 4 5 3 3 4+ 4+
WARGEAR OPTIONS
Armour and hand weapon. Horse ........................................................20 points
SPECIAL RULES
HEROIC ACTIONS Expert Rider, Horse Lord
Heroic Defence
Heroic Resolve Mutual Respect ACTIVE – Fréaláf holds a great deal of respect
for his cousin, Héra, and will go to great lengths to protect her
from any trouble she gets herself into.
Mv Fv Sv S D A W C I
3 3 1
6" 7 5+ 6 5 3 3 3+ 5+
Mv Fv Sv S D A W C I
3 3 3
6" 6 3+ 4 5 3 3 4+ 4+
WARGEAR OPTIONS
Armour and hand weapon. Shield ................................................................................5 points
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Horse .......................................................................................................20 points
Those who captain bands of Rohan’s armies Exchange armour for heavy armour....................................................5 points
come from many walks of life. Whether Shield .........................................................................................................5 points
village herdsmen, or the noble lords of greater
settlements, these captains all share the same SPECIAL RULES
traits – a great skill from horseback, wisdom Expert Rider, Horse Lord
and patience on the battlefield, and the loyalty
of those they lead. When marauding bands of
Wild Men of Dunland, Orcs or Uruk-hai assault
the lands of Rohan, these captains will lead their
warriors in defence of the kingdom without
hesitation.
WARGEAR
Armour and hand weapon.
OPTIONS
A Warrior of Rohan must have one of the following options for the listed
points cost:
War horn, shield and throwing spears.............................................28 points
Banner.....................................................................................................25 points
The Rohirrim are a hardy people, having Shield and throwing spears...................................................................3 points
defended their lands from the forces of Evil for Bow...............................................................................................................1 point
many years. Though Rohan does not have a Shield ...........................................................................................................1 point
standing army in the same manner as that of
Gondor, those who live in the various villages SPECIAL RULES
and settlements still possess enough martial Spear Mastery ACTIVE – Throwing spears are a common weapon in Rohan
skill to take up arms should the need arise. and the Rohirrim have become adept at using them both up close and
Though they live in constant fear of Sauron’s from afar.
shadow, and in more recent years the threat
of Isengard has become a reality, the Rohirrim This model may use its throwing spears as a normal spear during the Fight
choose to fight this threat head-on with spear, Phase, so long as it hasn’t made a shooting attack with it in either the
sword and bow. preceding Move Phase or Shoot Phase.
RIDER OF ROHAN ..........................14 POINTS
Mv Fv Sv S D A W C I
6" 3 4+ 3 5 1 1 7+ 6+
WARGEAR
Armour, shield, hand weapon, bow and horse.
OPTIONS
A Rider of Rohan may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Throwing spears ......................................................................................2 points
The pride of Rohan’s armies are her riders. It has
long been said that the skill of the horse lords SPECIAL RULES
of Rohan are without rival amongst the riders Expert Rider
of Men, and there are some who claim that they
can even match that of the Elves. Regardless, Spear Mastery ACTIVE – See page 46.
their skill from horseback is undeniable, born
out of generations of training, wisdom and Arise, Riders of Rohan! ACTIVE – When inspired to fight, the Riders of
experience. Many a general has been on the Rohan will charge forth into the fray for the glory of Rohan and its people.
receiving end of a devastating Rohirrim charge,
only to find their forces scattered and cut down. If this model is within 12" of a Rohan General and has the Cavalry
keyword, then it gains a bonus of +1 to its Fight Value in a turn in which
it Charges.
WARGEAR
Heavy armour, shield and hand weapon.
OPTIONS
A Rohan Royal Guard may have one of the following options for the listed
points cost:
Horse and throwing spears ...................................................................7 points
Horse ..........................................................................................................5 points
The most skilled warriors in Rohan are drafted Throwing spears ......................................................................................2 points
into the royal guard and given the duty of
protecting the king and the royal line of Rohan. SPECIAL RULES
Handpicked for their skill-at-arms, the Rohan Bodyguard, Expert Rider
Royal Guard spend their time further honing
their skill with a blade to ensure that they can Spear Mastery ACTIVE – See page 46.
match any foe who threatens their liege. These
warriors form the spearhead of Rohan’s armies, Arise Riders of Rohan! ACTIVE – See above.
fighting without fear at the side of their king,
their polished mail and pointed spears glinting
in the sun.
GONDOR
ARAGORN, KING ELESSAR.........225 POINTS
Mv Fv Sv S D A W C I
3 3 3
6" 7 3+ 4 7 3 3 4+ 3+
WARGEAR
Heavy armour, the Ring of Barahir and Andúril, Flame of the West.
Although he is the heir of Elendil and the rightful Andúril, Flame of the West ACTIVE – This is a Unique Elven hand-and-a-
King of Gondor, Aragorn turned from that path half weapon. Whenever Aragorn makes Strikes with Andúril, he never
long ago, instead choosing to live the life of a requires more than a 4+ when rolling To Wound. If Aragorn uses Andúril
ranger and roam the wilderness of Middle-earth. as a two-handed weapon, then he will still gain the bonus of +1 when
Yet at the Battle of Pelennor Fields Aragorn rolling To Wound, meaning he will Wound on a 3+.
finally returned to Minas Tirith, bringing with
him an army that turned the tide of battle. HEROIC ACTIONS
Following his victory, Aragorn has finally taken Heroic Challenge
up his birthright as king and rallied his allies to Heroic Defence
march upon the Black Gate to draw out Sauron’s Heroic March
forces, and buy Frodo some much needed time Heroic Resolve
to cross Mordor unimpeded. The coming of King Heroic Strength
Elessar heralds not only the downfall of the Dark Heroic Strike
Lord but also a change in the fortunes of the free
peoples of Middle-earth. OPTIONS
Armoured horse....................................................................................25 points
SPECIAL RULES
Horse Lord, Mighty Hero, Resistant to Magic
“Stand, Men of the West” PASSIVE – Aragorn is able to inspire even the
most humble of warriors to great deeds of valour in the face of evil.
Friendly models treat Aragorn, King Elessar as a banner with a range of 6".
DENETHOR, STEWARD
OF GONDOR ..........................................50 POINTS
Mv Fv Sv S D A W C I
2 3 1
6" 5 4+ 4 6 2 2 5+ 5+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
SPECIAL RULES
The Steward of Gondor at the time of the War Leader (Citadel Guard), Leader (Guard of the Fountain Court)
of the Ring, Denethor has ruled over Gondor for
many years. Although he was once a great and Broken Mind ACTIVE – The loss of Boromir has driven Denethor to
valorous man, in recent years Denethor’s mind madness, and there are times when he cannot recognise friend from foe.
has become fragile, something made worse by
the sudden loss of his beloved son, Boromir. During each Priority Phase, after Priority has been determined,
With Minas Tirith under siege, Denethor’s mind Denethor must take an Intelligence Test. If the test is passed, all is fine
has shattered, causing him to abandon all and Denethor acts as normal. If the test is failed, then during this turn
reason and opting to join the heathen kings of Denethor is controlled by the opposing player and will be Activated
old – setting himself alight atop a funeral pyre. during that player’s Activation Phase as if he is one of their models, and
may even Charge and fight models from his own Army. When Denethor
is Activated by the opposing player he is still considered to be a friendly
model, and so friendly models cannot target him with shooting attacks
or Magical Powers that cause damage, and may not make Strikes against
him if they beat him in a Combat. When Denethor is under the control of
the opposing player, they cannot use any of Denethor’s Might, Will or Fate
Points. Even when under the control of the opposing player, Denethor
always counts as a model in his controlling player’s Army.
WARGEAR
Heavy armour, hand weapon and Horn of Gondor.
SPECIAL RULES
Leader (Citadel Guard)
Son of Gondor ACTIVE – Boromir is the greatest warrior within the lands
of Gondor, and few can hope to match his skill with a blade or his ferocity
in battle.
WARGEAR
Armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Accuracy
Heroic Defence
Heroic Resolve
Faramir has ever lived in the shadow of his Heroic Strike
brother, at least in the eyes of his father. Yet
Faramir is still a capable warrior in his own OPTIONS
right and a veteran of many campaigns against Horse .......................................................................................................20 points
the forces of the Dark Lord. It is Faramir who Shield .........................................................................................................5 points
commands the Rangers of Gondor and the Exchange armour and bow for heavy armour..........................................Free
defence of Osgiliath following his brother’s
departure for Rivendell. It was in Osgiliath SPECIAL RULES
where Faramir proved his true quality; for there Leader (Citadel Guard), Resistant to Magic, Sharpshooter,
are very few Men who can say they heard the Woodland Creature
call of the One Ring and managed to resist its
temptation – not even his brother. “A Chance for Faramir, Captain of Gondor to show his Quality” ACTIVE
Few can say they had the strength of will to resist the call of the Ring,
and it is this very strength that Faramir can call upon in the direst of
situations.
Should Faramir’s Army be Broken, then from that point onwards Faramir
may re-roll any failed To Wound Rolls when making Strikes. Additionally,
should Faramir’s Army be Broken, then Faramir may declare a Heroic
Resolve each turn for free.
Whilst Faramir is alive and on the battlefield, if you win the roll to choose
who has Priority, and choose to give Priority to your opponent, then until
the end of the turn Faramir and friendly Warrior models within 3" of him
gain the Dominant (2) special rule.
GANDALF THE WHITE................200 POINTS
Mv Fv Sv S D A W C I
3 6 3
6" 6 4+ 4 6 3 3 3+ 3+
WARGEAR
Glamdring, Narya and Staff of Power.
Narya PASSIVE – This is a Unique piece of Wargear. Gandalf may re-roll any
Though he fell in Moria in his duel with the failed Fate rolls.
Balrog, Gandalf’s story did not end there.
Instead, he was sent back to Middle-earth until HEROIC ACTIONS
his task was complete, this time as the White Heroic Channelling
Wizard. In his new guise, Gandalf is even more Heroic Defence
powerful than he was before, stripping Saruman Heroic Resolve
of his power as Lord of the Istari. When war Heroic Strike
comes to Minas Tirith, it is Gandalf the White
who leads the final defence of the city, inspiring OPTIONS
the Men of Gondor to stand firm and hold their Pippin ......................................................................................................25 points
ground against the hordes of Mordor. (can only be taken if Gandalf is riding Shadowfax)
Shadowfax .............................................................................................25 points
MAGICAL POWERS Range Casting Value
Blinding Light Self 3+ Pippin PASSIVE – If Gandalf is upgraded to take Pippin, then Pippin will
Terrifying Aura Self 3+ be treated as a Passenger on Shadowfax. Pippin uses the Peregrin Took,
Transfix 12" 3+ Guard of the Citadel profile (see page 54) and will always count as an
Foil Magic 12" 4+ Independent Hero in this instance. Pippin will still count as a model
Fortify Spirit 12" 4+ towards the Army’s total number of models and Break Point, though
Strengthen Will 12" 4+ will not take up a space in Gandalf’s Warband. Whilst Pippin is mounted
Banishment 12" 5+ on Shadowfax, Gandalf gains the Resistant to Magic special rule, may
Sorcerous Blast 12" 5+ re-roll To Wound Rolls of a natural 1 when making Strikes, and can spend
Your Staff is Broken 12" 5+ Pippin’s Might, Will and Fate Points as if they were his own.
SHADOWFAX
Shadowfax is a Mount that uses the profile below:
Race Faction
Mv Fv Sv S D A W C I HORSE SEE RIDER
0 2 1
12" 3 6+ 4 5 0 1 5+ 5+ Unit Type Base size
HERO, MOUNT 40MM
SPECIAL RULES
Lord of the Mearas ACTIVE – Whilst mounted upon Shadowfax, whenever Gandalf makes a Jump, Leap or Swim test,
he may roll two dice and pick the highest result. Additionally, Shadowfax will only halve his Move Value when Moving
through difficult terrain rather than quarter it.
PEREGRIN TOOK,
GUARD OF THE CITADEL ..............25 POINTS
Mv Fv Sv S D A W C I
1 1 2
4" 3 3+ 2 4 1 2 5+ 6+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
OPTIONS
Upon reaching the White City, Pippin pledges Elven cloak................................................................................................5 points
his service to Denethor in payment for Boromir
saving his life and joins the ranks of the Citadel SPECIAL RULES
Guard. It is during the battle for Minas Tirith Resistant to Magic, Throw Stones (range 8", Strength 1)
where it becomes apparent that there is little left
of the impetuous Hobbit who set off from the
Shire. Instead, Pippin has become a courageous
and valuable ally, earning the respect of those
within Minas Tirith.
IROLAS, CAPTAIN
OF THE GUARD ...............................65 POINTS
Mv Fv Sv S D A W C I
2 1 2
6" 5 4+ 4 6 2 2 6+ 6+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
SPECIAL RULES
Irolas is the captain of the Citadel Guard and a Leader (Citadel Guard), Sworn Protector (Denethor)
loyal bodyguard to Lord Denethor. During the
siege of Minas Tirith, Irolas commands those Defend the White City ACTIVE – With a whirl of steel, Irolas is able
atop the walls of the White City, directing his to deflect incoming blows before plunging his sword into the flesh of
warriors to defend the fortress against the his enemies.
onslaught of Orcs. Irolas is a skilled swordsman
in his own right, and those who mistake his Irolas may use the Shielding special rule even though he is not armed
defensive stance with a blade for simply being with a shield. If Irolas elects to shield, and wins the ensuing Combat, he
cautious will often find themselves on the may make a single Strike against one enemy model that was involved in
receiving end of a rush of steel. the Combat.
WARGEAR
Armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Accuracy
Heroic March
SPECIAL RULES
An experienced veteran within the ranks of Woodland Creature
Faramir’s rangers, Madril has seen many
conflicts over his years in the service of the Master of Reserves PASSIVE – As a seasoned ranger who has served for
White Tower. Having long served at the side of many years, Madril has plenty of experience of when it is best to execute
his commander, Madril is Faramir’s most trusted an ambush on his foes.
captain and takes up command of Osgiliath
when Faramir ventures into Ithilien. When the In Scenarios where you roll for Warbands to arrive, or ones where you roll
armies of Mordor invade Osgiliath, it is the to see which part of the board you deploy a Warband in (though not when
ambushes set in place by Madril that keeps the rolling to choose deployment zones), you may modify the roll for Madril’s
onslaught at bay for long enough for many of Warband by +1 or -1, even if he is not on the battlefield. If Madril is on the
Gondor’s forces to be able to escape to safety. battlefield, you may also modify the roll for other Warbands in your Army
by +1 or -1.
WARGEAR
Armour, hand weapon and bow.
HEROIC ACTIONS
Heroic Accuracy
SPECIAL RULES
Woodland Creature
Having spent many years fighting alongside
Faramir in the wilderness of Ithilien, Damrod Well-aimed Shot ACTIVE – Damrod is a skilled marksman, and when he
has become an experienced ranger in his own takes his time to relax and take proper aim, he will hit his target far more
right. Blessed with a keen eye, Damrod has often than not.
proved to be highly accurate with the use
of bow and arrow, felling many of Sauron’s When making a shooting attack, the first time Damrod fails an In The Way
minions with an expertly placed shot. When Roll he may make an Intelligence Test. If the test is passed, the In The Way
the armies of Mordor advance upon Osgiliath, Roll will be successful instead.
Damrod takes up sword and bow in defence of
his homeland.
RANGER OF GONDOR .....................8 POINTS
Mv Fv Sv S D A W C I
6" 4 3+ 3 4 1 1 7+ 6+
WARGEAR
Armour, hand weapon and bow.
OPTIONS
A Ranger of Gondor may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
War horn.................................................................................................25 points
The Rangers of Gondor are tasked with Spear.............................................................................................................1 point
protecting the kingdom’s borders from intruders
and the spies of the enemy, and they do not SPECIAL RULES
take kindly to those who trespass into Gondor. Woodland Creature
Each ranger is a skilled hunter, archer and
tracker, adept at travelling almost unheard
and unseen through the thick undergrowth
that makes up Ithilien. Those who do attempt
to sneak into Gondor will likely be faced with
a flurry of arrows before they know they are
being watched.
WARGEAR
Heavy armour and hand weapon.
OPTIONS
An Osgiliath Veteran must have one of the following options for the listed
points cost:
Bow...............................................................................................................1 point
Shield ...........................................................................................................1 point
Retaking Osgiliath from the clutches of Mordor Spear.............................................................................................................1 point
proved to be a difficult task, one entrusted to
the bravest warriors Minas Tirith could spare SPECIAL RULES
and led by the steward’s own sons, Boromir and Hatred (Mordor)
Faramir. Those who survived became known
as Osgiliath Veterans – grizzled warriors who Loyal to the Captains ACTIVE – Those who have fought alongside Boromir
stopped at nothing to ensure the former capital and Faramir have seen first hand the courage of their captains, and they
was returned to Gondor. Though their armour will fight all the harder to show their loyalty.
is battered and their flesh is scarred, the loyalty
of these veterans to their captains remains Whilst within 6" of either Boromir or Faramir, this model may re-roll To
completely unscathed. Wound Rolls of a natural 1 when making Strikes.
CAPTAIN OF MINAS TIRITH ........60 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 4 7 2 2 6+ 6+
WARGEAR
Heavy armour, hand weapon and shield.
HEROIC ACTIONS
Heroic March
SPECIAL RULES
Shieldwall
The White City has many warriors who have
risen to the rank of captain through their
exceptional bladeskill and adeptness at leading
their peers in battle. These captains each have
many years of experience on the battlefield and
have all been trained in the art of warfare by the
very best commanders Minas Tirith has to offer.
When the armies of Mordor threaten to raze the
White City to the ground, it is the courage and
steely determination of these captains that will
steady those around them to fight.
WARRIOR OF MINAS TIRITH .........8 POINTS
Mv Fv Sv S D A W C I
6" 4 4+ 3 5 1 1 7+ 7+
WARGEAR
Heavy armour and hand weapon.
OPTIONS
A Warrior of Minas Tirith must have one of the following options for the
listed points cost:
War horn and shield.............................................................................26 points
Banner.....................................................................................................25 points
The Men who make up the rank and file of Shield and spear.......................................................................................2 points
Gondor’s forces are the backbone of her Bow...............................................................................................................1 point
armies. Each warrior is clad in thick armour, Shield ...........................................................................................................1 point
emblazoned with the motif of the White Tree
of Gondor, and armed with expertly crafted SPECIAL RULES
swords, shields or spears. On the battlefield, Shieldwall
the warriors of Minas Tirith fight in disciplined
battle formations designed to outclass their
enemies and protect their allies. These Men
have fought many battles against the armies
of Mordor, all in the name of keeping the rest of
Middle-earth safe from Sauron’s influence.
WARGEAR
Heavy armour, hand weapon, shield, lance and horse.
OPTIONS
Exchange shield and lance for banner .............................................25 points
SPECIAL RULES
Shieldwall
The warriors who excel in riding a horse join the
ranks of the Knights of Minas Tirith, leading
the charge from the head of Gondor’s armies
as they gallop into the fray. The charge of the
Knights of Minas Tirith is a fearsome one; their
razor-sharp lances piercing both armour and
flesh as they scatter enemy battlelines and leave
the broken remnants of their foes’ formations in
their wake.
CITADEL GUARD...............................8 POINTS
Mv Fv Sv S D A W C I
6" 4 4+ 3 5 1 1 7+ 6+
WARGEAR
Heavy armour and hand weapon.
OPTIONS
A Citadel Guard must have one of the following options for the listed
points cost:
Longbow......................................................................................................1 point
Spear.............................................................................................................1 point
SPECIAL RULES
Bodyguard
The Citadel Guard are formed from the most
elite warriors Minas Tirith has to offer. Sworn
to obey the commands of the King of Gondor,
and in their absence those of the Steward, the
Citadel Guard follow every direction without
hesitation until either their lord releases them
or death takes them. Armed with either a spear
or longbow, these warriors are a stoic presence
defending the White City against the tides
of Mordor.
GUARD OF THE
FOUNTAIN COURT .........................10 POINTS
Mv Fv Sv S D A W C I
6" 4 4+ 3 6 1 1 7+ 6+
WARGEAR
Heavy armour, hand weapon and spear.
SPECIAL RULES
Bodyguard
Protectors of the White Tree PASSIVE – It is the duty of the Guards of the
The most disciplined warriors in Minas Tirith are Fountain Court to protect the Steward of Gondor and the White Tree that
selected to join the Guard of the Fountain Court, stands in the courtyard.
swearing their lives to serve the White City no
matter the peril the city finds itself in. Stalwart If this model is within 6" of a friendly Gondor General, it is treated as
and proud, these warriors truly are the pinnacle having the Dominant (2) special rule.
of Minas Tirith’s armies. Although they are too
few in number to form whole regiments, these
stoic warriors serve as bodyguards to the nobles
and leaders of the White City.
GONDOR BATTLECRY TREBUCHET..................................................100 POINTS
Atop the walls of Minas Tirith stand the Battlecry Trebuchets, huge wooden war machines that act as the city’s first response
should their enemies amass outside the gates upon the Pelennor. Though they are slow to fire, these machines can wreak
devastation upon enemy lines, hurling huge chunks of rock designed to crush any enemies who find themselves unfortunate
enough to lie in their path.
COMPOSITION
A Gondor Battlecry Trebuchet is a Large Siege Engine, and is crewed by three Minas Tirith Siege Crew, one of which is a Siege
Veteran, which use the profile below:
WARGEAR
Heavy armour and hand weapon.
Flaming Ammunition – A Siege Engine upgraded with Area Effect ACTIVE – After rolling To Hit against the actual
Flaming Ammunition may re-roll any failed To Wound Rolls target, if the actual target was a Battlefield Target then all
against a Siege Target. other models within 2" of the actual target suffer a Strength
5 hit and, if they survive, will be knocked Prone.
WARGEAR
Heavy armour and Narsil.
WARGEAR
Heavy armour and hand-and-a-half weapon.
HEROIC ACTIONS
Heroic Challenge
Heroic Strength
Heroic Strike
If your Army also contains Elendil, then if Elendil is slain, place a 25mm
Marker where he was killed. If Isildur ends his Activation within 1" of
this Marker, he may gain the Shards of Narsil – remove the Marker. The
Shards of Narsil are a Unique hand weapon, and a model fighting with it
in Combat gains a bonus of +1 To Wound when making Strikes.
CAPTAIN OF NÚMENOR ...............70 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 6 4+ 5 6 2 2 6+ 6+
WARGEAR
Armour, shield and hand weapon.
HEROIC ACTIONS
Heroic March
WARGEAR
Armour and hand weapon.
OPTIONS
A Warrior of Númenor must have one of the following options for the
listed points cost:
Shield and spear.......................................................................................2 points
Longbow......................................................................................................1 point
The Men of Númenor were amongst the greatest Shield ...........................................................................................................1 point
warriors of their kind and amongst the first
to stand against Sauron when he launched his
assaults on the free lands. Stronger than the
Men of later ages, clad in sable-coloured robes
and armed with the best steel-forged swords
of the age, these courageous warriors marched
upon Mordor and Mount Doom in a final bid to
bring down the Dark Lord.
KING OF THE DEAD ....................100 POINTS
Mv Fv Sv S D A W C I
1 6 3
8" 6 4+ 4 8 2 3 3+ 5+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic March
Heroic Strike
SPECIAL RULES
When the armies of Númenor were preparing Blades of the Dead, Spectral Walk, Terror
to go to war with Sauron, the king of the
mountains swore an oath to Isildur that he Drain Soul ACTIVE – The dread powers harnessed by the King of the Dead
and his people would join their fight; yet are powerful enough to drain the essence of his victims.
when the time came, they refused, resulting
in Isildur cursing them to not rest until their A model that suffers a Wound from the King of the Dead in Combat,
oath is fulfilled. Though his body has long been which is not then prevented, will automatically have their Wounds
reduced to dust, the king’s spirit lingers on in reduced to 0, causing them to be slain and removed as a casualty.
torment until he honours his word. It is the
coming of Aragorn that has finally provided The Dead and the Living PASSIVE – The King of the Dead has no power over
the opportunity, and the King of the Dead has the living and can only command those under the effects of the same curse
pledged to join the heir of Isildur and take up as himself.
arms against the armies of Mordor – the oath
sworn to Isildur will finally be fulfilled and the Only friendly Dunharrow models may benefit from the King of the Dead’s
dead will be able to rest in peace. Stand Fast or benefit from his Heroic Actions.
HERALD OF THE DEAD .................70 POINTS
Mv Fv Sv S D A W C I
0 3 2
8" 4 4+ 4 8 2 2 4+ 6+
WARGEAR
Armour, shield, hand weapon and Pennant of the Dead.
SPECIAL RULES
These proud warriors once held their king’s Blades of the Dead, Spectral Walk, Terror
colours aloft in life and gave counsel to their
liege in times of war and conflict. Even in death The King’s Counsel PASSIVE – During their living years, the Heralds
they continue to fulfil their purpose; though provided advice and counsel to their liege in times of war; a service they
their bodies are reduced to naught but a spectral still provide in death.
shell and their once proud pennants are tattered
and torn, these heralds still fight at the side of Whilst the King of the Dead is within 3" of this model, the King of the
their king, determined to honour the position Dead can spend this model’s Will Points to declare a Heroic Action instead
they once held in life. of spending one of his own Might Points.
WARGEAR
Armour and hand weapon.
OPTIONS
A Warrior of the Dead may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Shield and spear.......................................................................................2 points
Those who broke the oath sworn to Isildur Shield ...........................................................................................................1 point
suffered a terrible curse, forcing them to linger Spear.............................................................................................................1 point
on. Over the centuries of the Third Age, their
bodies began to decay and slowly turn to dust; SPECIAL RULES
yet they did not rest. Instead they became Blades of the Dead, Spectral Walk, Terror
spectral shadows of their former selves, forced
to wander their mountain homes in shame. A
grim fate awaits any who stray into the realm
of the dead. Though their blades have long since
lost their edge, the armour of mortal beings
holds no defence against them, cutting through
their very soul.
RIDER OF THE DEAD .....................25 POINTS
Mv Fv Sv S D A W C I
8" 3 4+ 3 8 1 1 4+ 6+
WARGEAR
Armour, shield, hand weapon and Spectral Steed.
SPECIAL RULES
Blades of the Dead, Spectral Walk, Terror
SPECTRAL STEED
Just as they acted as the vanguard of the army A Spectral Steed is a Mount that uses the profile below:
in life, the riders of the dead do so again in
death. Riding out ahead of their allies upon Mv Fv Sv S D A W C I
ghastly steeds, these dread apparitions are 12" 2 6+ 3 6 0 1 5+ 7+
enough to chill the souls of their enemies and
cause utter panic within the ranks of those who Race Faction Unit Type Base size
SPIRIT SEE RIDER MOUNT 40MM
they charge. Much like their counterparts on
foot, the weapons of these ghostly riders are
spectral in nature, and care not for plate or mail SPECIAL RULES
as they find their mark. Spectral Walk, Terror
ELVEN KINGDOMS
GIL-GALAD, HIGH KING
OF THE NOLDOR ...........................175 POINTS
Mv Fv Sv S D A W C I
3 3 1
6" 9 3+ 4 7 3 3 3+ 4+
WARGEAR
Heavy armour and Aiglos.
HEROIC ACTIONS
The High King of the Elves at the close of the Heroic Challenge
Second Age, Gil-galad was the greatest ruler and Heroic Resolve
warrior of his kind, his wisdom and leadership Heroic Strength
inspiring his followers to great deeds of valour. It
was Gil-galad who forged the Last Alliance with OPTIONS
Elendil, marching upon Mordor for the freedom Rivendell Warriors in Gil-galad’s Warband may be upgraded to King’s
of Middle-earth. Such was Gil-galad’s bravery Guard for +1 point per model. King’s Guard have a Fight Value of 6.
that he stood toe-to-toe with the Dark Lord
himself, wielding his great Elven spear, Aiglos. SPECIAL RULES
Though he would not live to see the Dark Lord Terror, Woodland Creature
defeated, for he perished at Sauron’s hands, the
name of Gil-galad lived on in songs and legend, High King of the Elves ACTIVE – The discipline that Gil-galad commands
honouring the great sacrifice of the Elven king. from his troops is unwavering even in the face of great Evil.
The range of Gil-galad's Stand Fast is 12" rather than 6". Additionally,
friendly Elf Hero models may benefit from Gil-galad’s Stand Fast.
Lord of the West ACTIVE – Few can say they have crossed blades with the
greatest Elven lords and lived to tell the tale.
This model may re-roll a single D6 when making a Duel Roll. Additionally,
they may re-roll a single D6 when rolling To Wound when making Strikes.
ELROND, MASTER OF RIVENDELL ...................................................170 POINTS
Elrond was the herald of the High King Gil-galad during the War of the Last Alliance, fighting against the armies of Mordor. It
was Elrond who tried to convince Isildur to destroy the One Ring, and also Elrond who founded the halls of Rivendell. Elrond
carries Vilya, one of the three Elven Rings, whose power is used to protect the borders of Rivendell and sustain the power of
the Elves. An Elf of great wisdom, Elrond also possesses the gift of foresight, allowing him to see some things that have not yet
come to pass.
Mv Fv Sv S D A W C I
3 3 3
6" 7 3+ 4 7 3 3 3+ 3+
Hadhafang ACTIVE – This is a Unique Elven hand-and-a-half Foresight of the Eldar PASSIVE – Blessed with the gift of
weapon. Additionally, a model wielding Hadhafang gains foresight, Elrond is able to see when things are going to
a bonus of +1 To Wound when making Strikes against a happen before they do and use such knowledge to guide his
Spirit model. allies in battle.
Vilya PASSIVE – This is a Unique piece of Wargear. Elrond may At the start of the game, before either side deploys, roll a
re-roll any failed Fate rolls. D6 and make a note of the result – this is the number of
Foresight Points that Elrond has for the battle. During the
HEROIC ACTIONS roll for Priority, so long as he is alive and on the battlefield,
Heroic Channelling Elrond can spend these Foresight Points to increase the roll
Heroic Defence on his controlling player’s roll for Priority. For each Foresight
Heroic Resolve Point spent, increase the dice roll by 1, to a maximum of 6.
Heroic Strike
Lord of the West ACTIVE – Few can say they have crossed
OPTIONS blades with the greatest Elven lords and lived to tell the tale.
Horse ..............................................................................20 points
This model may re-roll a single D6 when making a Duel Roll.
Additionally, they may re-roll a single D6 when rolling To
Wound when making Strikes.
WARGEAR
Elven hand weapon.
HEROIC ACTIONS
Heroic Channelling
Heroic Defence
Heroic Resolve
ASFALOTH
Asfaloth is a Mount that uses the profile below:
Race Faction
Mv Fv Sv S D A W C I HORSE SEE RIDER
0 1 1
12" 3 6+ 3 4 0 1 6+ 6+ Unit Type Base size
HERO, MOUNT 40MM
SPECIAL RULES
Woodland Creature
CÍRDAN OF THE
GREY HAVENS ................................75 POINTS
Mv Fv Sv S D A W C I
1 4 1
6" 5 3+ 4 4 1 2 4+ 3+
WARGEAR
Círdan is Unarmed.
HEROIC ACTIONS
Heroic Channelling
Heroic Resolve
WARGEAR
Elven hand weapon.
HEROIC ACTIONS
Heroic Channelling
SPECIAL RULES
Woodland Creature
An Elven noble and chief steward of the last
homely house, Lindir has served as an advisor to Songs of Elbereth ACTIVE –The ballads that Lindir sings are more than just
Lord Elrond for much of the Third Age. Though songs, they also have magical properties of protection.
he is not a fighter of the same stature as his lord,
Lindir is still capable of wielding a blade should Friendly Rivendell models within 3" of Lindir gain the Resistant to Magic
the need arise. However, Lindir is an expert in special rule.
the arts of music and songwriting, able to craft
beautiful melodies that even seem to have a Wise Counsel PASSIVE – Lindir has long been an advisor to Elrond, and has
touch of magic about them. provided the Lord of Rivendell with much sage advice over the years.
If Elrond is within 6" of Lindir at the start of a turn, then Elrond gains a
free Will Point for the turn. If this free Will Point is not spent by the end
of the turn, it is lost.
WARGEAR
Heavy armour and Elven hand-and-a-half weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Horse, Elf bow and Elven lance .........................................................30 points
Those who rise to the rank of captain within Shield .........................................................................................................5 points
the Elven armies are experienced and noble
warriors. Their skills have been honed through SPECIAL RULES
centuries of warfare, and their reactions have Expert Rider, Woodland Creature
become razor-sharp. These captains inspire
great respect from the Elves they command,
leading them into battle as a show of courage,
leadership and honour as they risk their lives for
the free peoples of Middle-earth.
RIVENDELL WARRIOR ....................9 POINTS
Mv Fv Sv S D A W C I
6" 5 3+ 3 5 1 1 5+ 5+
WARGEAR
Heavy armour and Elven hand-and-a-half weapon.
OPTIONS
A Rivendell Warrior may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Elf bow.......................................................................................................2 points
The High Elves are amongst the most skilled Shield and Elven spear ...........................................................................2 points
warriors in all of Middle-earth; their mastery Shield ...........................................................................................................1 point
of bladecraft and archery far surpassing that of
the races of Men, Dwarves and Orcs. Although SPECIAL RULES
at the end of the Third Age their numbers are Woodland Creature
significantly diminished compared to their
glittering hosts of Ages past, the High Elves are
still a formidable force to be reckoned with, and
even a small army can hold their own against
hordes of the Dark Lord’s minions.
WARGEAR
Heavy armour, Elven lance, Elven hand-and-a-half weapon, Elf bow
and horse.
OPTIONS
A Rivendell Knight may have one of the following options for the listed
points cost:
Exchange Elven lance for banner ......................................................25 points
A band of elite riders, these knights are the Shield ...........................................................................................................1 point
pride of Rivendell’s armies. Armed with finely-
balanced lances, bows and shields, Rivendell SPECIAL RULES
Knights are equipped to deal with any foe, Expert Rider, Woodland Creature
whether from afar or with a devastating cavalry
charge. When the Rivendell Knights ride into
battle, they often accompany the Lord Elrond,
expertly riding at his side as they splinter shield
walls and chase down those who attempt to flee.
GALADRIEL, LADY OF LOTHLÓRIEN.................................................125 POINTS
Ruling over Lothlórien is the Lady Galadriel, an Elf who has existed since before the First Age. Such is the power that Galadriel
possesses that she is held in awe by both Elves and mortals alike, and there are few in Middle-earth who could hope to match
her mastery of magic. Through the power of Nenya, one of the three Elven Rings, Galadriel is able to keep Lothlórien safe, and
by using her mirror she is able to reveal mysteries of what was, what is, and what has not yet come to pass.
Mv Fv Sv S D A W C I
3 6 3
6" 6 3+ 3 3 1 3 3+ 3+
Nenya PASSIVE – This is a Unique piece of Wargear. Galadriel The Lady of Lórien PASSIVE – Galadriel is a sorceress
may re-roll any failed Fate rolls. of incredible skill, able to conjure powerful magics to
confound her foes.
HEROIC ACTIONS
Heroic Channelling Galadriel gains a free Will Point at the start of each turn.
Heroic Defence If this free Will Point is not spent by the end of the turn,
Heroic Resolve it is lost.
Mv Fv Sv S D A W C I
3 3 3
6" 6 3+ 4 4 1 3 3+ 4+
HEROIC ACTIONS The Lord of Lórien PASSIVE – Celeborn possesses great power,
Heroic Channelling able to manifest all manner of magics to aid his allies.
Heroic Defence
Heroic Strike Celeborn gains a free Will Point at the start of each turn.
If this free Will Point is not spent by the end of the turn,
OPTIONS it is lost.
Galadhrim Warriors in Celeborn’s Warband may be upgraded
to Lórien Guard for +1 point per model. Lórien Guard may Battle Wisdom PASSIVE – Celeborn has seen a great many
re-roll To Wound Rolls of a natural 1 when making Strikes. battles over his years, and whilst now he will rarely join the
fray himself, he has much wisdom to impart upon those who
follow him in defence of the Golden Wood.
WARGEAR
Elven hand-and-a-half weapon.
HEROIC ACTIONS
Heroic Accuracy
Heroic Strength
Heroic Strike
WARGEAR
Heavy armour and Elven hand-and-a-half weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Elf bow.......................................................................................................5 points
The armies of the Galadhrim are led by veteran
captains, expert warriors who have been part SPECIAL RULES
of numerous battles throughout their immortal Sharpshooter, Woodland Creature
lives. Defending Lothlórien and the surrounding
lands from Sauron’s forces, these captains call
upon their wisdom and experience from Ages
past to fell their enemies with exceptional
skill, using a series of quick strikes or superbly
aimed arrows to slay those who threaten the
Golden Wood.
GALADHRIM WARRIOR ..................9 POINTS
Mv Fv Sv S D A W C I
6" 5 3+ 3 5 1 1 5+ 5+
WARGEAR
Heavy armour and Elven hand-and-a-half weapon.
OPTIONS
A Galadhrim Warrior may have one of the following options for the listed
points cost:
War horn and Elf bow...........................................................................27 points
Banner.....................................................................................................25 points
The woodland realm of Lothlórien is defended Elf bow.......................................................................................................2 points
first and foremost by the warriors of the Shield and Elven spear ...........................................................................2 points
Galadhrim, steadfast warriors who have honed Elven spear..................................................................................................1 point
their skills over the centuries. Like all Elves, the Shield ...........................................................................................................1 point
Galadhrim are masters with sword, spear and
bow, able to use all manner of weapons to fend SPECIAL RULES
off their foes. Tasked with protecting the Golden Woodland Creature
Wood, the Galadhrim will give their all to ensure
its protection – for should Lothlórien fall, then
Middle-earth shall surely follow…
LOTHLÓRIEN CAPTAIN.................65 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 6 3+ 4 4 2 2 4+ 5+
WARGEAR
Elven hand-and-a-half weapon, Elf bow and Elven cloak.
HEROIC ACTIONS
Heroic March
SPECIAL RULES
Woodland Creature
Leading the Wood Elves of Lothlórien are their
captains, those Elves who have shown an expert
grasp in the use of a bow, remaining unseen and
executing ambushes upon any followers of the
Dark Lord who stray into their borders. Untold
Orc raiding parties have attempted to sneak into
the Golden Wood in a bid to torch it or slay those
who live there, only to disappear without so
much as a trace.
WARGEAR
Elven hand-and-a-half weapon and Elven cloak.
OPTIONS
A Lothlórien Warrior may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Elf bow.......................................................................................................2 points
Whilst the Galadhrim prefer to don golden Elven throwing weapons.......................................................................2 points
armour and act as a fighting force, some Wood Wood Elf Spear...........................................................................................1 point
Elves prefer to utilise stealth to combat their
foes. Acting as scouts, these Elves patrol the Wood Elf Spear ACTIVE –This is an Elven spear. Additionally, a model
boundaries of Lothlórien for any interlopers armed with a Wood Elf Spear may use the Shielding rule even though they
into their realm, and act swiftly and silently do not have a shield.
to dispatch them. Using their Elven cloaks, the
Wood Elves blend in with their surroundings SPECIAL RULES
to ambush their foes, with many Orc bands Woodland Creature
being felled without even knowing they were
being tracked.
GOOD ARMY LISTS
THE FELLOWSHIP
THE FELLOWSHIP
ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Gandalf the Grey ..................................................170 points Frodo Baggins .......................................................... 55 points
Mithril Coat ......................................................................15 points
HEROES OF VALOUR Sting....................................................................................5 points
Aragorn (Strider) ...............................................160 points
Bow .....................................................................................5 points Samwise Gamgee...................................................40 points
ADDITIONAL RULES
The Fellowship is always deployed as a single Warband.
SPECIAL RULES
“You have my sword” – The Fellowship have pledged their The Bond of Fellowship – When forced to fight, the members
lives to protecting Frodo, and will fight to the bitter end to of the Fellowship find their strength in the presence of their
ensure the safety of the Ringbearer. friends and allies.
So long as Frodo is alive and on the battlefield, friendly Friendly models within 3" of another friendly Fellowship
Fellowship models gain the Fearless special rule. model may re-roll a single failed To Wound Roll when
Additionally, a Fellowship Army can never be considered making Strikes.
Broken whilst Frodo is alive, even if he escapes the
battlefield in Scenarios where this applies. Traverse the Wilderness – Following setting out from
Rivendell, the Fellowship have had to navigate all manner of
terrain, and have become adept at moving swiftly to avoid
being seen.
THE SHIRE
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
Gandalf the Grey ..................................................170 points Meriadoc Brandybuck .......................................10 points
Gandalf’s Cart .................................................................25 points
Peregrin Took ...........................................................10 points
HEROES OF FORTITUDE
Bilbo Baggins, Ageing Hobbit .......................45 points Rosie Cotton ..............................................................20 points
Mithril Coat ......................................................................15 points
Sting....................................................................................5 points Lobelia Sackville-Baggins................................20 points
ADDITIONAL RULES
When writing an Army List for The Shire, if the Army contains only Hero models a player can either have models in a single Warband
or as multiple smaller warbands as normal.
SPECIAL RULES
Bilbo’s Magic Ring – Before the Hobbits set out on the The Grey Wizard – Though some see Gandalf as a disturber
journey, it is Bilbo who carries the One Ring – not that he of the peace, many Hobbits respect and admire the old
knows the power of what he carries. Wizard – especially his fireworks.
In this Army List, Bilbo carries the One Ring instead of Frodo. Friendly models may benefit from Gandalf’s Stand Fast.
Additionally, Gandalf may use two fireworks each Shoot
“This’ll be a night to remember” – The Hobbits of the Shire Phase rather than one, though they must be different
enjoy nothing more than a party to leave them in high spirits. fireworks and must target different models.
Friendly models may re-roll failed Courage Tests. A Long-expected Party – Filled with merriment and ale, the
Additionally, friendly models cannot have their Courage Hobbits’ spirits are as high as they can be and many feel they
Tests reduced by the special rules or Magical Powers of can take on anything life would throw at them.
enemy models.
Friendly models will pass a Fate Roll on a 3+ rather than a 4+.
Additionally, friendly models may re-roll failed Fate Rolls.
ROAD TO RIVENDELL
Upon the Hobbits’ arrival in Bree, they make for the inn of the Yet even Strider can not keep the Nazgûl off their trail
Prancing Pony, allowed entry to the town during the pouring entirely, and they eventually catch up to the Hobbits at
rain and under the cover of darkness by the Gatekeeper of Weathertop, resulting in Frodo being stabbed with a Morgul
Bree. It is within the Prancing Pony where Frodo and his Blade. After driving the Nazgûl off, Strider attempts to slow
companions are able to enjoy their first good meal, large pints the poison, only to be caught off-guard by the Elf-maid,
and warm hearth since they set out from the Shire, all of Arwen. Knowing that the only chance for Frodo to survive is
which are catered for them by the jolly innkeeper, Barliman for him to reach Rivendell and the medicine her father can
Butterbur; who also manages to secure them a pony by the provide, Arwen rides with Frodo as fast as she can, though
name of Bill. she will need to ride as swift as the wind if she is to outride
the Nazgûl…
ROAD TO RIVENDELL
ARMY COMPOSITION
HEROES OF LEGEND MINOR HEROES
Aragorn (Strider) ...............................................160 points Barliman Butterbur...........................................45 points
Bow .....................................................................................5 points
INDEPENDENT HEROES
HEROES OF FORTITUDE Meriadoc Brandybuck .......................................10 points
Frodo Baggins ...........................................................55 points
Mithril Coat ......................................................................15 points Peregrin Took ...........................................................10 points
Sting....................................................................................5 points
Bill the Pony ...............................................................25 points
Samwise Gamgee...................................................40 points
The Gatekeeper of Bree ...................................40 points
Arwen Undómiel ....................................................90 points
WITH ASFALOTH AND HADHAFANG
ADDITIONAL RULES
A Road to Rivendell Army must include Frodo.
When writing a Road to Rivendell Army List, a player can either have all models in a single Warband or as multiple smaller warbands
as normal.
SPECIAL RULES
“We do not stop ’til nightfall” – Aragorn is determined “If you want him, come and claim him” – Arwen will protect
to lead the Hobbits to safety and will not slow their path Frodo at all costs, even in the face of severe danger.
towards Rivendell.
Whilst she is within 6" of Frodo (including if he is a
Aragorn may declare a Heroic March each turn for free. Passenger on Asfaloth), Arwen gains the Fearless special rule
Additionally, friendly models that begin their Activation and may re-roll any dice when making a Casting Roll.
within 6" of Aragorn gain the Woodland Creature special rule
until the end of the turn. The Cover of Night – In order to travel as secretly as possible,
the Hobbits will often end up using the dark of night to
“I’m the faster rider. I’ll take him” – Upon finding Aragorn conceal their tracks.
and the Hobbits in the wilderness, Arwen sets Frodo onto
Asfaloth and rides for Rivendell. At the start of each game using this Army List, you may
choose for the Scenario to take place at night if you wish. If
If your Army includes both Frodo and Arwen, then Frodo you do, then at the start of each Move Phase you may choose
may begin the game as a Passenger upon Asfaloth. Whilst whether or not the Gatekeeper of Bree’s A Light in the Dark
Frodo is mounted on Asfaloth, Arwen gains the Resistant to special rule is in effect or not.
Magic special rule, increases her Attacks characteristic to 3,
and can spend Frodo’s Might, Will and Fate Points as if they
were her own. Frodo cannot put on the One Ring whilst he is
a Passenger.
BREAKING OF THE FELLOWSHIP
Guided by Haldir, the Fellowship makes their way through Setting out from the safety of Lothlórien and the protection
the woodland realm and to the great tree-city of Caras of the Lady Galadriel, the Fellowship knows that their
Galadhon. Upon their arrival, Galadriel and Celeborn greet toughest days are still in front of them. Yet the gifts they
the members of the Fellowship, offering them the chance to have each been presented with also come with a renewed
rest and regather their strength for the journey ahead; and sense of hope; hope that they may yet succeed in their heroic
before the Fellowship set out again they are clad in the garb quest, and hope that together they can finally bring about
of Lothlórien, which is usually reserved for the Galadhrim the destruction of the One Ring and save Middle-earth
and no others, and each presented with a gift from Galadriel. from darkness.
ADDITIONAL RULES
A Breaking of the Fellowship Army must include Aragorn (Strider), who is always the Army’s General.
All Fellowship models must be included in Aragorn’s Warband.
Lothlórien Warriors can only be included in a Warband led by Haldir.
SPECIAL RULES
Gifts of Galadriel – Upon leaving Lothlórien, the Fellowship “You have my sword” – The Fellowship have pledged their
received a number of gifts from Galadriel to aid them in their lives to protecting Frodo and will fight to the bitter end to
journey ahead. ensure the safety of the Ringbearer.
Each Fellowship model will gain the Wargear listed next to So long as Frodo is alive and on the battlefield, friendly
their name below, which have the effects detailed: Fellowship models gain the Fearless special rule.
Additionally, a Breaking of the Fellowship Army can never be
Frodo – Light of Eärendil ACTIVE – At the start of each of considered Broken whilst Frodo is alive, even if he escapes
his Activations, Frodo may roll a D6. On a 3+, Frodo counts the battlefield in Scenarios where this applies.
as having Cast the Blinding Light Magical Power.
Sam – Elven Rope ACTIVE – Sam always counts as rolling a Blessing of Galadriel – Whilst within the borders of the
6 for any Climb, Leap or Jump Tests he is required to make. Golden Wood, the Fellowship remain under the protection of
Merry & Pippin – Daggers of the Noldorin ACTIVE – These the Lady Galadriel.
are Elven hand weapons. Whilst wielding these weapons,
Merry and Pippin may re-roll failed To Wound Rolls when Friendly models count as being under the effects of the
making Strikes. Fortify Spirit Magical Power, even if they have no Will Points
Aragorn – Elven Dagger ACTIVE – This is an Elven hand remaining.
weapon with the Uruk-haibane special rule.
Legolas – Bow of the Galadhrim ACTIVE – Whilst within 3" Shielded from Unfriendly Eyes – The Elves of Lothlórien use
of a friendly Lothlórien model, Legolas may re-roll failed To cloaks to remain unseen and have gifted such clothing to the
Hit Rolls when making shooting attacks. Fellowship so they can evade the spies of the enemy.
Gimli – Galadriel’s Locks ACTIVE – Gimli may use this
Wargear to re-roll a single D6 in a Duel Roll. Gimli Friendly Hero models gain an Elven cloak for free.
may only use this Wargear three times during the
course of the game.
Boromir – Golden Belt ACTIVE – Boromir gains the
Woodland Creature special rule.
KINGDOM OF ROHAN
Whilst Théoden rules from the city of Edoras, his armies are The pride of Rohan’s armies are undoubtedly her riders,
led by his royal bloodline and his most trusted marshals and which are the envy of the races of Men across Middle-earth.
captains. The king’s own son, Théodred, commands Rohan’s Few can boast the sheer levels of skill that the Riders of
forces in battle, leading Éoreds of Riders of Rohan against Rohan can bring, with each one being an expert combatant
their enemies. The prince is a fierce and capable warrior from horseback. Led by their captains, the Rohirrim will face
who has fought many battles in his short life, though his any enemy that threatens their lands head-on, forging their
victories have instilled a great sense of pride in Théodred, own stories of daring and heroism that will rival even those
one that can manifest as arrogance and may yet become the of their forebears and the heroic deeds they achieved during
prince’s downfall. the great history of Rohan.
KINGDOM OF ROHAN
ARMY COMPOSITION
HEROES OF LEGEND MINOR HEROES
Théoden, King of Rohan....................................75 points Éowyn, Shieldmaiden of Rohan................60 points
Snowmane with armour ..............................................25 points Horse................................................................................20 points
Snowmane......................................................................20 points Armour ...............................................................................5 points
Exchange armour for heavy armour ............................5 points Shield..................................................................................5 points
Shield..................................................................................5 points Throwing spears...............................................................5 points
ADDITIONAL RULES
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
“Ride for ruin and the world’s ending” – Such is the ferocity Home of the Horse Lords – The Rohirrim are the greatest
in which the Rohirrim charge, that those who attempt to horsemen in Middle-earth, and they have a real bond with the
stand against them will be flattened where they stand. horses they ride.
Friendly Rohan Cavalry models gain a bonus of +1 to their When rolling for their Horse Lord special rule, friendly
Strength on a turn in which they Charge. models will pass the roll on a natural 5+ rather
than a natural 6.
ROAD TO HELM’S DEEP
Seeing there to be no other option if his people are to survive, With their enemies bearing down upon them, Théoden leads
Théoden orders Edoras to be evacuated and its people to his most capable warriors to meet them head-on – ensuring
begin the trek to Helm’s Deep. Any able men are tasked with they are fighting away from the people he is aiming to protect.
protecting the convoy, riding ahead to scout out the path or Armed with sword, spears and a steely determination, the
holding back to ensure none of Saruman’s spies are following. riders under Théoden’s command crash into their enemies,
Though Gandalf has gone to look for aid elsewhere, the using the full force of their cavalry charge to inflict great
Rohirrim are joined by Aragorn, Legolas and Gimli, all of damage upon their foes – their sole aim to buy the people of
whom pledge to protect the people they now ride with. Rohan enough time to reach the safety of Helm’s Deep.
ADDITIONAL RULES
A Road to Helm’s Deep Army must always contain Théoden, who is always the Army’s General.
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
“Ride for ruin and the world’s ending” – Such is the ferocity Back on your horses – Should the King of Rohan or his allies
in which the Rohirrim charge, that those who attempt to find themselves unhorsed, the Rohirrim will gladly give up
stand against them will be flattened where they stand. their own mounts to see their liege ride again.
Friendly Rohan Cavalry models gain a bonus of +1 to their At the end of a friendly Infantry Hero model’s Move (with
Strength on a turn in which they Charge. the exception of Gimli), if they are in base contact with
a friendly Cavalry Warrior model who is not Engaged in
Legolas & Gimli – Though he may not be able to ride on Combat, then the Warrior may give the Hero their horse.
his own, Gimli is still keen to fight and will ride into battle Replace the Warrior model with a suitable dismount, and
alongside Legolas. replace the Hero with the mounted version of them. The
Warrior will be placed in the same place the Hero was, and
If your Army contains both Legolas and Gimli, then Gimli will vice versa. If the Hero would normally have a named horse
start the game as a Passenger on Legolas’ horse and will use (such as Snowmane or Brego) then they will only count as
the rule for Passengers. Whilst Gimli is mounted on Legolas’ riding a standard horse after using this rule.
horse, Legolas increases his Attacks to 3 and may use Gimli’s
Might, Will and Fate as if it was his own, though he cannot
use Gimli’s Might to improve To Hit, To Wound, or In The Way
Tests when making a shooting attack. Additionally, if Gimli
dismounts from Legolas’ horse during Legolas’ Move, then
after Legolas’ Activation has finished, Gimli may Activate
as normal even though the rules for Passengers would not
normally allow him to.
DEFENDERS OF HELM’S DEEP
Whilst Théoden prepares his people for the seemingly Those that defend Helm’s Deep are some of the greatest
hopeless battle that now faces them, the sound of horns calls warriors of the Third Age. Aragorn, Legolas and Gimli stand
out across the vale. Yet this is no Orc horn, and the sound upon the Deeping Wall and, along with Haldir, lead those
signals the arrival of Haldir and an army of Elves from atop the fortress walls against the Uruk-hai below. Though it
Lothlórien. Théoden and Aragorn welcome Haldir and his will take every ounce of skill and martial prowess for them to
kin into the fortress and with their arrival hope is rekindled; overcome the seemingly impossible odds that now face them,
perhaps the combined might of Men and Elves could triumph Helm’s Deep may once again prove to be Rohan’s salvation.
once more.
ADDITIONAL RULES
A Defenders of Helm’s Deep Army must include Théoden, King of Rohan, who is always the Army’s General.
Only a maximum of 33% of the models in this Army may have the Lothlórien keyword.
SPECIAL RULES
Allies ’til the End – Haldir has come to honour the alliance “Give them a Volley” – As ranks of Uruk-hai charge towards
that once stood between Elves and Men, and will fight to the the walls, Men and Elves unleash devastating volleys of
last to protect the leaders of Men. arrows towards them.
Haldir treats both Aragorn and Théoden as a banner with a Friendly models increase the range of their shooting attacks
range of 6". Additionally, whilst within 6" of either Aragorn by 6", provided they have not moved that turn. This special
or Théoden, Haldir automatically passes all Courage Tests rule does not apply to throwing weapons.
and may re-roll failed To Wound Rolls when making Strikes.
“Fall Back to the Keep!” – Even when things are at their most
dire, the commanders of Helm’s Deep can keep their warriors
fighting to the bitter end.
RIDE OUT
ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Théoden, King of Rohan...................................110 points Gamling, Captain of Rohan............................75 points
WITH HEAVY ARMOUR, SHIELD AND SNOWMANE WITH ARMOUR WITH HORSE
Royal Standard of Rohan.............................................40 points
HEROES OF VALOUR
Aragorn (Strider) ..............................................185 points Captain of Rohan ...................................................65 points
WITH ARMOUR AND BREGO WITH HORSE
Exchange armour for heavy armour ............................5 points
Legolas Greenleaf ................................................125 points Shield..................................................................................5 points
WITH ARMOUR AND HORSE
Elven cloak ........................................................................5 points WARRIORS
Rider of Rohan .........................................................14 points
Banner ..............................................................................25 points
Throwing spears...............................................................2 points
ADDITIONAL RULES
A Ride Out Army must always contain Théoden, who is always the Army’s General.
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
“Now for wrath, now for ruin and the red dawn” “The horn of Helm Hammerhand shall sound in the deep;
Determined to ride out in one glorious charge for glory, one last time” – Whilst those who can, ride out, Gimli climbs
Théoden and his allies will fight to the very last in defence of the Hornburg to give a great blast on the fabled horn of Helm
Helm’s Deep. Hammerhand – a sound that reverberates around the valley.
When a friendly Cavalry model Moves, it must Charge if able. Once per game, at the start of any Move phase, you can
Additionally, on a turn in which a friendly Cavalry model declare you are using this special rule. Until the end of the
Charges, they gain a bonus of +1 to their Strength and may turn, friendly Cavalry models gain the Terror special rule.
re-roll any 1s during a Duel Roll that turn.
“For Death and Glory” – Those within Helm’s Deep know it is
likely their end, and they are prepared to make it such an end
as to be worthy of remembrance.
RIDERS OF ÉOMER
ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Éomer, Marshal Captain of Rohan ...................................................65 points
of the Riddermark..............................................140 points WITH HORSE
WITH SHIELD AND FIREFOOT WITH ARMOUR Exchange armour for heavy armour ............................5 points
Throwing spears...............................................................5 points Shield..................................................................................5 points
ADDITIONAL RULES
A Riders of Éomer Army must include Éomer, who is always the Army’s General.
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
Look to the sun – The arrival of the White Wizard and the “Ride for ruin and the world’s ending” – Such is the ferocity
Rohirrim brings with it the morning sun, blinding their foes in which the Rohirrim charge, that those who attempt to
as they charge into battle. stand against them will be flattened where they stand.
Once per game, at the start of any friendly Activation Phase, Friendly Rohan Cavalry models gain a bonus of +1 to their
Gandalf can use this special rule so long as he is alive and Strength on a turn in which they Charge.
on the battlefield. If he does, then until the end of the turn,
enemy models Engaged in Combat with a friendly Cavalry “To the King!” – Éomer is determined to reach Théoden and
model that made a Charge that turn, or Supporting a Combat deliver Helm’s Deep from the onslaught of Uruk-hai that are
against a friendly Cavalry model that made a Charge that overwhelming its walls.
turn, suffer a -1 penalty to their Duel Roll.
Éomer may declare a Heroic Combat each turn for free.
RIDERS OF THÉODEN
RIDERS OF THÉODEN
ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Théoden, King of Rohan...................................110 points Éowyn, Shieldmaiden of Rohan................110 points
WITH HEAVY ARMOUR, SHIELD AND SNOWMANE WITH ARMOUR WITH ARMOUR, HORSE AND MERRY
Shield..................................................................................5 points
HEROES OF VALOUR Throwing spears...............................................................5 points
Éomer, Marshal
of the Riddermark..............................................140 points Gamling, Captain of Rohan............................75 points
WITH SHIELD AND FIREFOOT WITH ARMOUR WITH HORSE
Throwing spears...............................................................5 points Royal Standard of Rohan.............................................40 points
WARRIORS
Rider of Rohan .........................................................14 points
Banner ..............................................................................25 points
Throwing spears...............................................................2 points
ADDITIONAL RULES
A Riders of Théoden Army must always contain Théoden, who is always the Army’s General.
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
“Ride for ruin and the world’s ending” – Such is the ferocity “Death!” – The battle cry of the King of Rohan inspires all
in which the Rohirrim charge, that those who attempt to those around him to great deeds of valour – even if it will be
stand against them will be flattened where they stand. their doom.
Friendly Rohan Cavalry models gain a bonus of +1 to their Once per game, at the start of any Fight Phase, Théoden
Strength on a turn in which they Charge. can use this special rule so long as he is alive and on the
battlefield. If he does, then each friendly Rohan Hero within
12" of Théoden can declare a free Heroic Combat or a free
Heroic Strike (if able) during the declare Heroic Actions Step.
This is treated as an Active ability belonging to Théoden.
ARMY OF EDORAS
ARMY COMPOSITION
HEROES OF LEGEND MINOR HEROES
Helm Hammerhand, Lief, Page of Helm ...................................................50 points
King of Rohan ..........................................................160 points Horse................................................................................20 points
Armoured horse .............................................................25 points
WARRIORS
HEROES OF VALOUR Warrior of Rohan ....................................................6 points
Haleth, Prince of Rohan ...............................100 points War horn, shield and throwing spears ......................28 points
Armoured horse .............................................................25 points Banner ..............................................................................25 points
Shield and throwing spears ...........................................3 points
Háma, Prince of Rohan .....................................70 points Bow ........................................................................................1 point
Horse................................................................................20 points Shield.....................................................................................1 point
ADDITIONAL RULES
Riders of Rohan do not count towards this Army’s Bow Limit.
SPECIAL RULES
“Forth Eorlingas!” – By shouting the cry of their forebears, Protect the King – When the royal line of Rohan charges
the commanders of the Rohirrim are able to inspire their into the fray, the rest of the Rohirrim will follow suit without
followers to great acts of heroism. hesitation.
Once per game, at the start of any Fight Phase, your General When a friendly Rohan Hero Charges, until the end of the
can use this special rule if they Charged in the preceding turn friendly Rohan Warrior models within 6" of them will
Move Phase. If they do, then until the end of the turn friendly automatically pass all Courage Tests they are required to take
Rohan models within 12" of your General must re-roll all for Charging an enemy with the Terror special rule.
failed To Wound Rolls when making Strikes.
DEFENDERS OF THE HORNBURG
E doras has fallen, the king’s sons have been slain and
the few Rohirrim who survive have been driven back
to the fortress of the Hornburg where they are besieged by
Those who defend the Hornburg against the rabble of Hill
Tribesmen now camped outside their gates know that they
are facing the greatest threat to Rohan’s existence in the
Wulf’s vast army of Dunlendings and Hill Tribesmen. The kingdom’s history. Yet in the face of such impossible odds,
loss of his sons has driven Helm Hammerhand mad with the Rohirrim refuse to simply resign themselves to defeat.
grief, becoming a dishevelled wreck muttering under his Instead, they steel themselves for the battles ahead and
breath, no longer fit to rule over his subjects as he once prepare to give their all for the defence of their kingdom, and
had; a state that sees the king seemingly disappear from to fight with every ounce of strength, courage and valour they
the fortress itself. can muster to avenge those cut down by Wulf’s armies.
With her father no longer capable of ruling, it is his daughter, Yet even in the blighted winter landscape, the defenders of
Héra, who takes up command of the armies of the Hornburg. the Hornburg do not fight entirely alone. Within the blizzards
With her allies Olwyn and Lief at her side to provide her with outside the fortress, an unknown force has been slaughtering
counsel, Héra rallies those within the fortress to prepare for Wulf’s men at night, picking off those who stray from the
war. For though she may not be the king, the blood of Helm camp. Though the armies of Wulf believe the so-called beast
Hammerhand still runs through Héra’s veins, and she has to be a fearsome wraith, the truth is that even in madness
been blessed to inherit his famous stoicism and natural Helm Hammerhand is a fearsome warrior and his grief has
ability to lead. led him to avenge his fallen kin by any means necessary.
ADDITIONAL RULES
Helm Hammerhand may not include any Warrior models in his Warband.
SPECIAL RULES
Defend the Hornburg – The Rohirrim within the Hornburg Frenzy of the King – The sight of a crazed and wild-eyed
find themselves backed against a wall and will give their all Helm Hammerhand ripping his foes apart is a truly terrifying
to defend what little they have left. sight and enough to make those who stand against him turn
tail and flee.
Friendly Rohan Infantry gain the Dominant (2) special rule.
At the start of the End Phase of a turn in which Helm
A Desperate Defence – In dire situations such as these, the Hammerhand kills an enemy Hero or Monster, enemy
Rohirrim are forced to fight with desperation against their models within 3" of Helm must take a Courage Test in an
foes, though those fighting for their lives often find their order chosen by Helm’s controlling player. If the test is failed,
inner strength. the model must Move up to its Move Value directly away
from Helm.
Friendly Rohan Infantry Warrior models must re-roll To
Wound Rolls of a natural 1 when making Strikes.
MINAS TIRITH
MINAS TIRITH
ARMY COMPOSITION
HEROES OF VALOUR WARRIORS
Denethor, Steward of Gondor ...................50 points Warrior of Minas Tirith ....................................8 points
War horn and shield ......................................................26 points
Boromir, Captain Banner ..............................................................................25 points
of the White Tower ............................................160 points Shield and spear ...............................................................2 points
Horse................................................................................20 points Bow ........................................................................................1 point
Shield..................................................................................5 points Shield.....................................................................................1 point
ADDITIONAL RULES
If your Army includes Denethor, then he must be your General.
SPECIAL RULES
“Do you think the eyes of the white tower are blind?” “Is there a captain here who still has the courage to do his
Though ageing, Denethor is still an astute leader with his own lord’s will?” – Faramir is desperate to win the approval of his
ways of gaining information and seeing what may be going father and will even forsake his own life to do so.
on beyond his borders.
If your Army includes both Faramir and Denethor, then
Once per game, during the Priority Phase but before the roll whilst Denethor is alive and on the battlefield, Faramir will
for Priority, Denethor can use this special rule so long as he is automatically pass all Courage Tests he is required to make.
alive and on the battlefield. If he does, Denethor’s controlling Additionally, whilst Denethor is alive and on the battlefield,
player automatically wins the roll to choose who has Priority when Faramir Moves he must Charge if able to do so.
for that turn. If both sides have a special rule allowing them
to do this and both wish to use it in the same turn, players Faramir’s Charge – Such is the determination in which
roll off as normal and both special rules count as being used. Faramir charges towards the enemy that it will inspire those
that ride with him to charge without fear.
GARRISON OF ITHILIEN
ARMY COMPOSITION
HEROES OF VALOUR WARRIORS
Faramir, Captain of Gondor......................100 points Warrior of Minas Tirith ....................................8 points
War horn and shield ......................................................26 points
HEROES OF FORTITUDE Banner ..............................................................................25 points
Madril, Captain of Ithilien............................60 points Shield and spear ...............................................................2 points
Bow ........................................................................................1 point
Damrod, Ranger of Ithilien...........................40 points Shield.....................................................................................1 point
Captain of Minas Tirith ..................................60 points Knight of Minas Tirith .......................................15 points
Exchange lance and shield for banner.......................25 points
Frodo Baggins ..........................................................80 points
WITH MITHRIL COAT, STING AND ELVEN CLOAK Ranger of Gondor ...................................................8 points
Banner ..............................................................................25 points
Samwise Gamgee....................................................45 points War horn ..........................................................................25 points
WITH ELVEN CLOAK Spear ......................................................................................1 point
ADDITIONAL RULES
A Garrison of Ithilien Army must include Faramir, Captain of Gondor, who is always the Army’s General.
You may only include Sam if your Army also includes Frodo. You may only include Sméagol if your Army includes Frodo and Sam.
Frodo, Sam and Sméagol may not lead Warrior models in this Army.
SPECIAL RULES
Captured by Gondor – Though they were initially taken Experienced Trackers – Having spent large amounts of time
prisoner, Frodo and his companions will fight alongside traversing the wilderness of Ithilien, or the ruined streets of
Faramir should the need arise. Osgiliath, those that fight alongside Faramir have learnt to
be swift on their feet.
Frodo, Sam and Sméagol may either be deployed as a single
Warband with Frodo as the Warband’s Captain, or as part of At the start of each game, you may choose either Woodland
Faramir’s Warband. Creature or Mountain Dwellers. Friendly Gondor models gain
the chosen special rule for the duration of the game.
Faramir’s Rangers – Faramir is the leader of many of the
Rangers of Gondor, who roam the lands of Ithilien and “I think at last we understand one another, Frodo Baggins”
Osgiliath to protect the borders of Gondor. Though he initially planned to take the Hobbits to Minas
Tirith, Faramir has come to realise that Frodo and his allies
A Garrison of Ithilien Army has a Bow Limit of 50% rather must be protected at all costs.
than the usual 33%.
At the end of the game, you will score an additional Victory
Point for each of Frodo, Sam and Sméagol that are still alive,
or have escaped the battlefield in Scenarios where this
applies. This can never take your total number of Victory
Points for a Scenario above 20.
RECLAMATION OF OSGILIATH
Refusing to let the former capital remain in Orcish hands, Many of the Men who fight alongside the two brothers
Denethor has commanded that the city of Osgiliath must be have joined them on many campaigns before, becoming
reclaimed for Gondor and entrusts this task to his eldest son, knowledgeable in the battleplans and tactics employed by
Boromir. Carrying the banner of Minas Tirith aloft, Boromir the two brothers, and allowing them to fight even more
leads the warriors of the White City against the Orcs that efficiently on the battlefield. Such is the loyalty that Boromir
have infested the city, inspiring his followers to great deeds and Faramir inspire in those they lead into battle, that when
of valour as they seek to free Osgiliath from Mordor’s grasp. they fight to liberate Osgiliath from Orcish hands they will do
Such is the fury that Boromir fights with that those that so with a grizzled determination; so long as the sons of the
stand against him are swiftly cut down. steward stand tall.
RECLAMATION OF OSGILIATH
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Boromir, Captain Warrior of Minas Tirith ....................................8 points
of the White Tower ............................................160 points War horn and shield ......................................................26 points
Banner of Minas Tirith .................................................40 points Banner ..............................................................................25 points
Horse................................................................................20 points Shield and spear ...............................................................2 points
Shield..................................................................................5 points Bow ........................................................................................1 point
Shield.....................................................................................1 point
HEROES OF VALOUR
Faramir, Captain of Gondor......................100 points Knight of Minas Tirith .......................................15 points
Exchange lance and shield for banner.......................25 points
HEROES OF FORTITUDE
Madril, Captain of Ithilien............................60 points Ranger of Gondor ...................................................8 points
Banner ..............................................................................25 points
Captain of Minas Tirith ..................................60 points War horn ..........................................................................25 points
Spear ......................................................................................1 point
ADDITIONAL RULES
A Reclamation of Osgiliath Army must include Boromir, Captain of the White Tower, who is always the Army’s General.
SPECIAL RULES
“Remember today, little brother” – The sons of Denethor “For Gondor!” – With a rousing cry, Boromir can inspire the
have fought alongside one another since childhood and can armies of Gondor to press the attack and fight with all they
easily anticipate the other’s movements on the battlefield. can muster to deliver victory.
While Boromir and Faramir are within 3" of each other, they Once per game, at the start of any Fight Phase, Boromir
may spend each other’s Might, Will and Fate points as if they can use this special rule so long as he is alive and on the
were their own. battlefield. If he does, then friendly Gondor Warrior models
within 6" of Boromir gain a bonus of +1 To Wound when
“This city was once the jewel of our kingdom” – Though making Strikes until the end of the turn. This is treated as an
it was once a city of splendour, Osgiliath now lies in ruins. Active ability belonging to Boromir.
Those that fight within its crumbling streets will need to keep
a steady footing.
Yet all is not lost, Minas Tirith is still a nigh-on impenetrable Though command of Minas Tirith’s armies has fallen to
fortress that has never yet been breached in its long history. Gandalf, he is not the only hero to stand at the defence of
Great war machines line the walls, providing the city with the city. The Citadel Guard have joined the White Wizard in
the means of fending off their attackers from afar. These the defence, fulfilling their duty to protect it with their lives
imposing Battlecry Trebuchets are designed to launch huge should the need arise. At their head is Irolas, the Captain of
chunks of rock and broken masonry towards their foes, the Guard, who commands his troops with an unwavering
blasting huge holes in the formations of Mordor and bringing sense of determination and courage, even in the face of such
down siege towers with a single hit. It is these war machines fearsome odds. Even Peregrin Took takes up arms, standing
that Gandalf hopes can stave off the advancing Mordor true to his oath sworn to the steward and fighting with all the
forces for long enough for their allies to arrive. strength he can muster in the defence of the White City.
ADDITIONAL RULES
An Atop the Walls Army must include Gandalf the White, who is always the Army’s General.
SPECIAL RULES
“Fight to the last Man” – The presence of the White Wizard “Return to your posts” – Gandalf’s orders to those in the
is just what the Men of Gondor need to ensure they stand White City are to stand and fight, and protect the posts they
their ground and fight. have been assigned to.
Friendly Gondor models within 12" of Gandalf the White Friendly Gondor models within range of an Objective Marker
automatically pass any Courage Tests they have to take. may re-roll To Wound Rolls of a natural 1 when making
shooting attacks or making Strikes.
ADDITIONAL RULES
A Return of the King Army must include Aragorn (Strider) and the King of the Dead. Aragorn is always the Army’s General.
SPECIAL RULES
The Heir of Isildur – As the rightful heir to the throne of Visions of Terror – The sight of the King of the Dead charging
Gondor, Aragorn has finally come to fulfil his destiny. headlong into the fray is truly horrifying, one that may send
enemies fleeing in terror.
Aragorn does not have to pay any points for Andúril, Flame
of the West; he automatically has this upgrade – it is free. Whenever the King of the Dead Charges into Combat, after
the Charge has been completed, he may spend a Will Point
“Fight for us and regain your honour” – It is only by fighting to use this special rule. If he does, enemy models within
alongside the King of Gondor that the dead can be free of 3" of the King of the Dead must take a Courage Test in an
their curse and finally be at peace. order chosen by the King of the Dead’s controlling player. If
the test is failed, the model must Move up to its Move Value
Friendly Dunharrow Warrior models within 3" of Aragorn directly away from the King of the Dead.
gain a bonus of +1 to their Fight Value.
DEFENDERS OF THE PELENNOR
Within Minas Tirith, the forces of Gondor prepare themselves Together Men of Gondor, Rohan, and those long since dead
for a war unlike any they have ever seen before. Every able- fight to drive back the armies of Mordor and to ensure that
bodied warrior is called out to fight, though they are far the White City does not fall. Though the lives of many will
outnumbered by the forces of Mordor that have amassed on be claimed in the city’s defence, those who do fall will be
the fields outside their gates. Led by the White Wizard, the remembered as heroes who fought in the greatest battle of
armies of Minas Tirith are now faced with the greatest army the Third Age, and stood up for what is right in the face of a
of the Third Age – yet they do not face this threat alone… dreadful and unrelenting darkness.
ADDITIONAL RULES
Rohan Warrior models can only be included in the Warband of a Rohan Hero.
Gondor Warrior models can only be included in the Warband of a Gondor Hero or Gandalf the White.
Dunharrow Warrior models can only be included in the Warband of a Dunharrow Hero, or in the Warband of Aragorn,
Legolas or Gimli.
SPECIAL RULES
Defend the White City – Those that fought at the Pelennor have but a single goal – to ensure the White City does not fall.
Each Hero in your Army can, once per game, declare a Heroic Combat for free.
Within Minas Tirith, the leaders of the armies of the free Yet the armies of Men do not stand alone, alongside them
peoples gather to discuss their options, and a plan is devised. stands Aragorn’s allies and friends. Legolas and Gimli have
They hope that by marching on the Black Gate they can draw endured beside Aragorn since the formation of the Fellowship
out the armies of the Dark Lord, thereby emptying the lands in Rivendell, and Gandalf has returned to Middle-earth to
of Mordor of Orcs. Such an act will likely result in the Men of help guide those who would see Sauron fall. Even Merry and
the West all but forfeiting their own lives, but in doing so they Pippin have pledged their swords to the fight ahead. Together,
will be able to provide Frodo with safe passage across the Men, Elves, Dwarves, Wizards and even Hobbits will stand
plains of Gorgoroth and one final chance to destroy the One together in one final fight; the result of which will determine
Ring and end the power of the Dark Lord. the very fate of Middle-earth – for good or evil…
HEROES OF FORTITUDE
Captain of Minas Tirith ..................................60 points
ADDITIONAL RULES
A Men of the West Army must include Aragorn, King Elessar, who is always the Army’s General.
If your Army includes any Cavalry models then it cannot include any Eagle models, and vice versa.
Only Gwaihir can include Great Eagles in his Warband, and Gwaihir can only include Great Eagles in his Warband.
Gandalf the White does not have his Staff of Power in this Army.
SPECIAL RULES
“For Frodo!” – With their hopes resting on the Halfling, “This day we fight!” – During this final battle, those that
Aragorn leads the Men of the West as they try to buy Frodo have marched upon the Black Gate know that there is no time
time for one final chance to destroy the One Ring. to show weakness.
Once per game, at the start of any Fight Phase, Aragorn So long as Aragorn is alive and on the battlefield, friendly
can use this special rule so long as he is alive and on the models automatically pass any Courage Tests they are
battlefield. If he does, then friendly non-Eagle models within required to take.
6" of Aragorn gain a bonus of +1 Fight Value and may re-roll
To Wound Rolls of a natural 1 when making Strikes until the The Final Stand – The Men of the West know that this is to
end of the turn. This is treated as an Active ability belonging be their finest moment, and will stand their ground against
to Aragorn. all comers.
The White Wizard – Though his staff was destroyed, Friendly Infantry models within 3" of a friendly Hero model
Gandalf is still an incredibly powerful Wizard. gain the Dominant (2) special rule.
On the throne of Gondor and Arnor sat the High King, When the hammer of Sauron fell upon Middle-earth, it was
Elendil. Wise, noble and just, Elendil was a king beloved by Gondor and Arnor that felt his wrath the hardest. Bands of
his people and ruled in a manner befitting that of the great Orcs raided the borders of Elendil’s lands, seeking to weaken
Númenórean kings of old. It was Elendil’s desire to see his the Men of Númenor and strike a sense of hopelessness into
new kingdom emulate the greatness of Númenor, a legacy them. Such was the might of the forces of Mordor that even
that would be carried down by his son, Isildur, and by their the armies of Númenor couldn’t face them alone, and so
descendants that shaped the kingdoms of Gondor and Arnor Elendil would have to form an alliance if his kingdom was to
for centuries to come. survive – one that would shape the future of Middle-earth.
NÚMENOR
ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Elendil, High King Captain of Númenor ...........................................70 points
of Gondor and Arnor ........................................175 points
WARRIORS
HEROES OF VALOUR Warrior of Númenor ............................................9 points
Isildur, Prince of Númenor .........................130 points Shield and spear ...............................................................2 points
Horse................................................................................20 points Longbow ...............................................................................1 point
The One Ring............................................................................Free Shield.....................................................................................1 point
(Isildur may only take this option if your Army does not
include Elendil)
SPECIAL RULES
Blood of Númenor – The blood that runs in the veins of the The Line of Kings – Númenor was a proud realm where
Númenóreans makes them naturally resilient, and when tradition and honour were paramount. Since coming to
their lords are nearby, the Men of Númenor steel themselves Middle-earth, Elendil and Isildur have done everything to
against unfriendly magics. uphold the old ways, and will seek out enemy leaders to
engage them in honourable battle.
Friendly Númenor models gain the Resistant to Magic
special rule whilst they are within 6" of a friendly Unique If they have the Unique keyword, your General gains the
Númenor Hero model. General Hunter special rule. Additionally, your General must
always accept a Heroic Challenge directed at them.
The Resolve of Men – The Men of Númenor are a highly
experienced military force and their past victories have only
seen them grow in confidence.
LINDON
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Gil-galad, High King of the Noldor..........175 points Rivendell Warrior....................................................9 points
Banner ..............................................................................25 points
HEROES OF VALOUR Elf bow ...............................................................................2 points
Elrond, Master of Rivendell .......................170 points Shield and Elven spear....................................................2 points
Horse................................................................................20 points Shield.....................................................................................1 point
ADDITIONAL RULES
A Lindon Army must include Gil-galad, High King of the Noldor, who is always the Army’s General.
SPECIAL RULES
“Tangado haid, leithio i philinn!” – Under the command of The Power of the Noldor – A mighty Elf of the First Age, Gil-
their leaders, the Elves of Lindon unleash a deadly volley of galad’s power is almost unrivalled amongst his kind and he
razor-sharp arrows. can aid his allies against malign powers.
Whilst within 3" of a friendly Hero, friendly Warrior Friendly models within 6" of Gil-galad gain the Resistant to
models may re-roll failed To Hit Rolls when making a Magic special rule.
shooting attack, providing they didn’t Move in the preceding
Move Phase.
RIVENDELL
RIVENDELL
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
Elrond, Master of Rivendell .......................170 points Bilbo Baggins, Ageing Hobbit .......................45 points
Horse................................................................................20 points Mithril Coat ......................................................................15 points
Sting....................................................................................5 points
HEROES OF FORTITUDE The One Ring............................................................................Free
Arwen Undómiel .....................................................70 points
Asfaloth...........................................................................20 points WARRIORS
Rivendell Warrior....................................................9 points
Lindir of Rivendell .................................................70 points Banner ..............................................................................25 points
Elf bow ...............................................................................2 points
Rivendell Captain...................................................70 points Shield and Elven spear....................................................2 points
Horse, Elf bow and Elven lance..................................30 points Shield.....................................................................................1 point
Shield..................................................................................5 points
Rivendell Knight......................................................20 points
Exchange Elven lance for banner ...............................25 points
Shield.....................................................................................1 point
ADDITIONAL RULES
If your Army includes Elrond, then Rivendell Knights do not count towards this Army’s Bow Limit.
SPECIAL RULES
Protection of Imladris – Whilst within its borders, those Invoke the Bruinen – The waters of the Bruinen hold great
who fight to protect Rivendell do so with renewed courage. power and in times of great peril they can be invoked to
protect Rivendell by those who know how.
Friendly models gain a bonus of +1 to any Courage Tests they
are required to take. Once per game, so long as either Elrond or Arwen are alive
and on the battlefield, you may use this special rule at the
Defensive Stance – The Elves of Rivendell are well versed start of any Move Phase in which your Army is Broken. Place
in holding fast and waiting for their foes to lunge forward, a 25mm Marker anywhere within 12" and Line of Sight of
where they can exploit their enemies’ weaknesses. Elrond or Arwen, and then roll a D6 for each enemy model
within 3" of that Marker. If the roll is equal to or over the
Friendly Elf Warrior models may re-roll To Wound Rolls of Strength of the model, or is a natural 6, then the model
a natural 1 when making Strikes so long as they have not immediately suffers a Strength 4 hit and, if it survives, will
Moved during the preceding Move Phase. be knocked Prone. Remove the Marker after every affected
enemy model has been rolled for.
THE LAST ALLIANCE
In order to combat the ever growing threat of Sauron, a last Though there have been many exceptional armies over the
alliance of Men and Elves was formed between the high history of Middle-earth, few have gone down in legend as
kings, Elendil and Gil-galad. Individually, both would have important as that of the Last Alliance. For had it not been for
been but a mere roadblock for Sauron’s armies, but together the sacrifice of Elendil and Gil-galad, and the armies of Men
they believed themselves to be strong enough to force back and Elves in defeating the Dark Lord, then the entirety of the
the relentless tides of Mordor and finally defeat the Dark free lands would have been plunged into shadow, changing
Lord for good. the very fate of Middle-earth for the Ages to come.
ADDITIONAL RULES
A Last Alliance Army must include at least one Unique Númenor Hero and at least one Unique Rivendell Hero.
Númenor Warrior models can only be included in the Warband of a Númenor Hero.
Rivendell Warrior models can only be included in the Warband of a Rivendell Hero.
SPECIAL RULES
Whirl of Steel – When the High Elves adopt a fighting stance, “There were some who resisted” – Knowing that they are
those who attempt to charge them will be met with a wall of Middle-earth’s last hope to stop the tyranny of Sauron, the
flashing steel as the blades of the Elves cut through them. alliance of Men and Elves will give their all against the hordes
of Mordor.
Whenever a friendly Rivendell Infantry model that is not
Engaged in Combat is Charged, they may roll a D6. On a Friendly models may re-roll any dice that roll a 1 when
natural 6, the model that Charged them immediately suffers making Courage Tests.
a Wound. If this model was a Cavalry model, roll a further
D6. On a 1-3 it will be the Mount that suffers the Wound, Strength of Númenor – With their allies at their side, the
on a 4+ it will be the rider that suffers the Wound. This is Men of Númenor will muster every ounce of strength they can
considered an Active ability. against the Dark Lord’s armies.
LOTHLÓRIEN
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Galadriel, Lady of Lothlórien .....................125 points Galadhrim Warrior................................................9 points
Mirror of Galadriel .........................................................25 points War horn and Elf bow ...................................................27 points
Banner ..............................................................................25 points
HEROES OF VALOUR Elf bow ...............................................................................2 points
Celeborn, Lord of Lothlórien ......................125 points Shield and Elven spear....................................................2 points
Elven spear ...........................................................................1 point
HEROES OF FORTITUDE Shield.....................................................................................1 point
Haldir, Galadhrim Captain ............................70 points
Heavy armour .................................................................10 points Lothlórien Warrior ...............................................8 points
Elf bow ...............................................................................5 points Banner ..............................................................................25 points
Elven cloak ........................................................................5 points Elf bow ...............................................................................2 points
Elven throwing weapons ...............................................2 points
Galadhrim Captain...............................................70 points Wood Elf Spear ....................................................................1 point
Elf bow ...............................................................................5 points
SPECIAL RULES
“They say a great sorceress lives in these woods…” “The Dwarf breathes so loud, we could have shot him in
Lothlórien is a forest filled with the subtle power of the Elves, the dark” – The Wood Elves of Lothlórien are exceptional
which can render the magics of the enemy almost useless. marksmen; especially whilst they remain hidden from view.
Friendly Lothlórien models gain the Resistant to Magic Friendly Lothlórien models may re-roll To Hit Rolls of a 1
special rule. when making a shooting attack if the target of the shooting
attack is unable to see them due to the effects of an
Elven cloak.
FANGORN
FANGORN
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Treebeard ...................................................................190 points Ent...................................................................................100 points
Merry & Pippin................................................................10 points
HEROES OF FORTITUDE
Beechbone ..................................................................150 points
ADDITIONAL RULES
A Fangorn Army must always contain Treebeard, who is always the Army’s General.
SPECIAL RULES
“Don’t be Hasty” – Ents are ponderous creatures but once “Beech. Oak. Chestnut. Ash. Many have come” – Ents come
they have taken their time to make up their mind, there is in a variety of shapes and sizes, each with their own unique
nothing that can shake their implacable will. properties.
Friendly Ent models are completely unaffected by any Whenever you include an Ent Warrior in your Army, you
Magical Powers that would attempt to Move them, or may assign one of the four types of Ent to it, as listed below.
prevent them from Activating or Moving. You must split the types of Ent as evenly as possible. So, if
you want to have a second of one type of Ent, you must first
One with the Forest – The Ents have lived in the forests of have one of each of the types. If you want to have a third of
Middle-earth for thousands of years and are completely in one type of Ent, you must first have two of each of the types,
tune with the ways of the woods. and so on.
Friendly Ent models are completely unaffected by the Call Beech – The Ent may re-roll To Wound Rolls of a natural 1
Winds, Nature’s Wrath, Wrath of Bruinen and Writhing Vines when making Strikes.
Magical Powers.
Oak – The Ent improves its Wounds characteristic to 4.
Ash – The Ent improves their Shoot Value to 3+ and can still
use its Throw Stones special rule even if it has Moved that
turn (though not if it has Moved over half its Move Value).
THE EAGLES
THE EAGLES
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Gwaihir .........................................................................150 points Great Eagle ..............................................................100 points
ADDITIONAL RULES
The Eagles may not include more Fledgeling Great Eagles than Great Eagles.
SPECIAL RULES
“The Eagles are Coming!” – When the Eagles fly into battle Piercing Cry – The call of the Eagles is shrill and deafening,
they attack from the sky, dive-bombing their foes with claws filling those who must face these noble beasts with terror.
outstretched.
Once per game, at the start of any Move Phase, Gwaihir
Friendly Eagle models gain a bonus of +1 to their Strength on can use this special rule so long as he is alive and on the
a turn in which they Charge. battlefield. If he does, then enemy models within 6" of
Gwaihir cannot Move during that turn, but may otherwise
act normally.
REALMS OF MEN
WRITING AN ARMY LIST FOR KINGS OF MEN
Kings of Men are used to represent the many kings or rulers that the race of Men has had over the ages, and as such they do
not fit into any of the standard Army Lists presented within the Middle-earth Strategy Battle Game. Instead, they form their
own Army List referred to as the Realms of Men.
When writing a Realms of Men Army List, there are some things to make a note of:
Kings of Men are always a Hero of Legend. A King of Men may A Realms of Men Army can never include any models with
include Warrior models in their Warband from any Army the Unique Keyword under any circumstances. However,
List, so long as they share the same Faction Keyword. it can include Hero models without the Unique Keyword
so long as they share a Faction Keyword with a King of Men
When working out which King of Men is your Army’s already in the Army. For example, a Realms of Men Army
General, it must be the one which shares the most common with a King of Men with the Gondor Keyword could include
Faction Keyword throughout your Army. For example, if a Captain of Minas Tirith as they would both have the
the most common Faction Keyword in your Army is Rohan, Gondor Keyword. Hero models included in this manner may
then the King of Men with the Rohan Keyword must be also include Warrior models in their Warband with the same
your General. Faction Keyword.
A Realms of Men Army may not have two Kings of Men with The Realms of Men Army List allows you to create your own
the same Faction Keyword; however, they may have multiple forces and combine multiple factions of Men in a way that
Kings of Men with different Faction Keywords. suits you.
REALMS OF MEN
FORCES OF EVIL
MORDOR
THE DARK LORD SAURON ................................................................400 POINTS
Sauron is the Lord of the Rings and the enemy of the free peoples of Middle-earth. His desire to conquer and dominate is
unending, and he will not stop until he has claimed dominion over all the lands of Middle-earth. Driven by cruelty and malice,
Sauron wields the ultimate weapon in the form of the One Ring, making him all but invincible. It is through the power of the
Ring that Sauron managed to conquer many lands during the Second Age, and whilst it remains in his possession, no realm is
safe from the wrath of the Dark Lord.
Mv Fv Sv S D A W C I
3 6 0
6" 9 4+ 8 10 4 5 3+ 3+
Sauron gains a free Will Point at the start of each turn. If this
free Will Point is not spent by the end of the turn, it is lost.
THE WITCH-KING OF ANGMAR ......................................POINTS COST VARIES
The greatest of the Ringwraiths is known as the Witch-king; the Lord of the Nazgûl and the most loyal of all of Sauron’s
servants. Robed in black, the Witch-king leads the search for the One Ring and commands the Dark Lord’s forces. It was under
his rule that the kingdom of Angmar rose in the north, becoming a mighty realm of terror and evil, and causing the downfall of
Arnor. The Witch-king’s very presence on the battlefield fills his enemies with a deep sense of despair, one that can make even
the boldest of hearts tremble with fear. Amongst all the evils in Middle-earth, none, save Sauron himself, is more feared than
the Witch-king – the one they say no living man can kill.
Mv Fv Sv S D A W C I
6" 6 4+ 4 8 * 1 4+ 4+ * * *
When you take the Witch-king of Angmar in your Army, you Whilst wearing the Crown of Morgul, enemy models
must select one of the three following options which will within 6" of the Witch-king, or attempting to Charge the
determine the number of Attacks and Might, Will and Fate Witch-king, cannot benefit from special rules that would
Points the Witch-king has. These represent the Witch-king at allow them to automatically pass Courage Tests, with the
different times during the War of the Ring, and his differing exception of Heroic Resolve. Additionally, once per game, at
levels of power. the start of any Fight Phase, the Witch-king can imbue its
great power to ignite his hand weapon – until the end of the
1 Attack, 1 Might, 10 Will, 1 Fate ................................80 points turn, any model that suffers a Wound from a Strike made by
2 Attacks, 2 Might, 14 Will, 2 Fate ..........................120 points the Witch-king is Set Ablaze.
3 Attacks, 3 Might, 18 Will, 3 Fate ...........................150 points
SPECIAL RULES
The Witch-king may also take the following options: Harbinger of Evil (12"), Terror, Will of Evil
Armoured Fell Beast....................................................70 points
Fell Beast .......................................................................50 points MAGICAL POWERS Range Casting Value
Crown of Morgul...........................................................25 points Compel 12" 3+
Horse ..............................................................................20 points Transfix 12" 3+
Morgul Blade..................................................................10 points Drain Courage 12" 4+
Two-handed weapon .....................................................5 points Enchant Blades 12" 4+
Black Dart 6" 5+
Morgul Blade ACTIVE – This is a hand weapon. Once per game, Instil Fear Self 5+
a model with a Morgul Blade can use it during a Combat Your Staff is Broken 12" 5+
instead of their normal hand weapon; this must be declared
before Strikes are made. If they do, all their Strikes must
be resolved against a single enemy model, and if the target
suffers a Wound that is not prevented in some way, they will
immediately lose all remaining Wounds and be removed as
a casualty. If the model using the Morgul Blade is mounted,
they must use the Strength and Attacks of the rider rather
than their Mount.
FELL BEAST
A Fell Beast is a Mount that uses the profile below:
WARGEAR
Claws and teeth (hand weapons).
SPECIAL RULES
Dominant (3), Fly, Large Target, Monstrous Charge, Terror
Feral PASSIVE – When a Fell Beast becomes a Separated Mount, it will automatically fail the Courage Test and will flee.
RINGWRAITH......................................................................POINTS COST VARIES
The Ringwraiths, the Nine, the Nazgûl, Riders in Black – all names for the terrifying undead servants of the Dark Lord. Once
they were great kings of Men, gifted Rings of Power by Sauron. However, it was through these rings that they became corrupted
by his malice, forgetting their former lives and falling into nothingness, twisted into ruined beings of great evil. They now serve
Sauron unwaveringly and will scour the lands of Middle-earth in search of the One Ring to see their master returned to power.
Mv Fv Sv S D A W C I
6" 5 4+ 4 8 * 1 4+ 4+ * * *
Mv Fv Sv S D A W C I
3 3 1
6" 5 5+ 4 6 2 3 5+ 4+
HEROIC ACTIONS “The Age of Men is Over” PASSIVE – Gothmog sees it as his
Heroic Defence duty to bring an end to the race of Men and see the Orcs
Heroic March become the dominant race.
OPTIONS Friendly Mordor Orc models within 3" of Gothmog gain the
Warg ...............................................................................20 points Hatred (Man) special rule.
Shield ................................................................................5 points
“The time of the Orc has come” ACTIVE – The Orcs that fight
under Gothmog’s command will follow him with unrivalled
zeal to ensure they conquer their foes.
WARGEAR
Heavy armour, two-handed weapon and hand weapon.
HEROIC ACTIONS
Heroic March
SPECIAL RULES
Master of Reserves PASSIVE – An Orc with a keen understanding of
A canny and calculating Orc, Guritz is a veteran ambush and tactics, Guritz is in charge of ensuring that Gothmog’s
of many wars and has gained a great deal reinforcements arrive at the right time.
of experience fighting against the armies of
Gondor. Guritz is tasked with marshalling the In Scenarios where you roll for Warbands to arrive, or ones where you roll
reserve force at the Battle of Pelennor Fields, to see which part of the board you deploy a Warband in (though not when
directing Sauron’s allies to where they are most rolling to choose deployment zones), you may modify the roll for Guritz’s
needed to crush the Dark Lord’s enemies. It is Warband by +1 or -1, even if he is not on the battlefield. If Guritz is on the
these skills that Guritz plans to use to direct battlefield, you may also modify the roll for other Warbands in your Army
the Corsairs of Umbar towards the White City, by +1 or -1.
plans that are ultimately unravelled by the Three
Hunters and the Army of the Dead. End the Race of Men ACTIVE – The Orcs of the Morannon have been given
a single mission – to eradicate the race of Men.
Whilst Engaged in Combat with an enemy Man model, this model gains a
bonus of +1 to their Fight Value.
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
Mv Fv Sv S D A W C I
2 4 1
6" 5 4+ 4 6 2 2 5+ 6+
HEROIC ACTIONS Sense of impending doom PASSIVE – The very presence of the
Heroic Channelling Mouth of Sauron brings with it a sense of dread and dismay,
Heroic March gnawing at the resolve of the enemies of the Dark Lord.
Mv Fv Sv S D A W C I
0 6 0
10" 7 4+ 7 7 1 6 6+ 5+
WARGEAR
Fangs (hand weapon).
SPECIAL RULES
Dominant (4), Monstrous Charge, Survival Instinct, Swift “She hungers for sweeter meats” PASSIVE – If the chance to
Movement, Terror, Venom feast upon something that isn’t the usual pickings of Orc or
Goblin arises, Shelob will seize it with great relish.
Lone Hunter PASSIVE – Shelob hunts alone and few would
dare to follow her too closely when she is stalking her prey. Shelob adds 1 to her Attacks characteristic whilst she is
Engaged in Combat with an enemy Man, Elf, Dwarf or
Shelob may never be included in another model’s Warband. Hobbit model.
Additionally, Shelob can never benefit from the Heroic
Actions of other models. Caught in a Web BRUTAL POWER ATTACK – Though she enjoys the
hunt, Shelob’s preferred method of feeding is to inject her
“She is always hungry” PASSIVE – Shelob is always hungry prey with venom and save them for later.
and is constantly looking to feed upon fresh blood, no matter
the source. Instead of making Strikes, Shelob may instead choose a
single enemy model that was involved in the Combat. The
At the start of her Activation, so long as she is not Engaged in chosen model immediately suffers a single Strength 8 hit
Combat, Shelob can choose to kill a friendly model within 1" and, if it survives, will be subject to the Paralyse Magical
of her – remove the chosen model as a casualty. If she does, Power – however, the model will not automatically recover
until the end of the turn Shelob may re-roll a single dice should Shelob be removed as a casualty, leave the board or be
during any Duel Roll she participates in. reduced to 0 Will Points.
SHAGRAT, CAPTAIN OF CIRITH UNGOL ...........................................110 POINTS
Across the many years he has spent in service to the Dark Lord, Shagrat has commanded numerous garrisons and armies,
emerging victorious from countless battles through sheer brute force. During the War of the Ring, Shagrat has been made
Captain of Cirith Ungol. However, being forced to share command of the garrison with the Orc Captain, Gorbag, tensions
between the two quickly rise as Shagrat isn’t one to share power willingly.
Mv Fv Sv S D A W C I
3 3 3
6" 6 4+ 5 5 3 3 5+ 5+
HEROIC ACTIONS “Hands off the shiny shirt; that’s mine!” ACTIVE
Heroic Challenge An Uruk-hai out to gather riches for himself, Shagrat will not
Heroic Strength entertain the thought of sharing loot with anyone.
Heroic Strike
During a Scenario that involves picking up and carrying
Objectives, Shagrat can use this special rule at any point
during his Move. If he does, he may select any friendly
model within 3" that is carrying an Objective and take an
Intelligence Test. If the test is passed, Shagrat immediately
gains possession of that Objective, even if the Scenario
would not normally allow for that Objective to be passed.
Additionally, Shagrat can always carry multiple Objectives,
even if the Scenario would state that models can only
carry one.
Mv Fv Sv S D A W C I
3 2 1
6" 5 5+ 4 5 2 2 6+ 5+
WARGEAR
Armour, shield and hand weapon.
HEROIC ACTIONS
Heroic March
WARGEAR
Armour, hand weapon and whip.
HEROIC ACTIONS
Heroic March
SPECIAL RULES
Whips of the Master ACTIVE – Standing behind allied lines, Taskmasters
Taskmasters are Orcs who have shown a will bellow out commands and use their whips to drive their followers
particular viciousness, and take great glee in into battle.
the maiming of their foes. Such skills do not go
unnoticed within Mordor, and these Orcs have Whenever a friendly Hero model within 6" declares a Heroic Move, Heroic
been rewarded with the chance to apply their March or Heroic Shoot, roll a D6. On a 4+ the Hero does not spend the
barbarism both on the battlefield and on their Might Point and the Heroic Action is free.
own kind. It is the job of the Taskmaster to keep
their troops in line, using great whips to lash
out at any Orcs who show even a glimpse of
insubordination and ensuring that the will of
the Great Eye is always obeyed.
MORDOR ORC DRUMMER...........30 POINTS
Mv Fv Sv S D A W C I
0 0 1
6" 3 5+ 4 5 1 1 7+ 8+
WARGEAR
Armour, hand weapon and war drum (Mordor Orc).
WARGEAR
Armour and hand weapon.
OPTIONS
A Mordor Orc Warrior must have one of the following options for the
listed points cost:
Banner.....................................................................................................25 points
Orc Bow .......................................................................................................1 point
Orcs were said to once have been Elves, twisted Shield ...........................................................................................................1 point
and tortured into a ruined form of life that now Spear.............................................................................................................1 point
no longer resemble that which they once were. It Two-handed weapon ................................................................................1 point
should come as little surprise that Orcs make for
the perfect tool for the armies of the Dark Lord,
for they are drawn to all manner of evil and will
gladly take up arms for any who promises them
bloodshed and destruction. Though they are
an inherently cowardly race, Orcs will often try
to weasel themselves up the ranks of Sauron’s
armies – backstabbing and betraying their own
kind for their own gain.
MORDOR WARG RIDER .................11 POINTS
Mv Fv Sv S D A W C I
6" 3 5+ 3 4 1 1 8+ 8+
WARGEAR
Armour, hand weapon and Warg.
OPTIONS
A Mordor Warg Rider must have one of the following options for the listed
points cost:
Shield and throwing spears...................................................................2 points
Orc bow .......................................................................................................1 point
Roaming the lands of Mordor are vicious and Shield ...........................................................................................................1 point
feral Wargs: bloodthirsty wolf-like creatures Throwing spears ........................................................................................1 point
with a never-ending hunger. Some wily Orcs
have managed to exercise a form of control
over these savage beasts, riding them into
battle. Packs of Warg Riders scout ahead of the
armies of Mordor, rooting out enemy scouts and
running down any who stray too far away from
their forces with raw animalistic fury.
MORDOR WAR CATAPULT..................................................................150 POINTS
When the armies of Mordor need to breach the fortifications of their enemies, then they will employ the use of their great
war catapults. These crude war machines may not look as though they are at the peak of engineering, yet they have proved
to be highly effective over the course of many battles. Huge Trolls load rocks into the catapult before they are flung across the
battlefield. Whether they hit the stone walls or the defenders of a city is irrelevant; anything unfortunate enough to find itself
under the path of a rock hurled by these catapults will soon be broken and destroyed.
COMPOSITION
A Mordor War Catapult is a Large Siege Engine, and is crewed by three Mordor Orc Siege Crew, one of which is a Siege
Veteran, and a Mordor Siege Troll, which use the profiles below:
Mv Fv Sv S D A W C I Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 8+ 8+ 6" 7 4+ 7 6 3 4 6+ 7+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Shield .........................................................................................................5 points
The Captains of the Morannon Orcs answer Two-handed weapon ..............................................................................5 points
directly to Gothmog, executing his orders with
a brutal efficiency and ensuring that the Orcs SPECIAL RULES
under their command do likewise. What these End the Race of Men ACTIVE – The Orcs of the Morannon have been given
ruthless captains lack in tactical prowess, they a single mission – to eradicate the race of Men.
more than make up for in sheer brute force,
unrivalled ferocity and devotion to the Dark Whilst Engaged in Combat with an enemy Man model, this model gains a
Lord – for these are the reasons they are chosen bonus of +1 to their Fight Value.
to lead the armies of Mordor.
WARGEAR
Heavy armour and hand weapon.
OPTIONS
A Morannon Orc Warrior may take one of the following options for the
listed points cost:
Banner.....................................................................................................25 points
Shield and spear.......................................................................................2 points
As the years have passed, new strains of Orcs Shield ...........................................................................................................1 point
have been bred within Mordor. Designed to Spear.............................................................................................................1 point
guard the Black Gate, the Morannon Orcs are
stronger, tougher and more savage than the Orcs SPECIAL RULES
that man Sauron’s other bastions. Clad in thick End the Race of Men ACTIVE – The Orcs of the Morannon have been given
plated armour rather than rags and leathers, the a single mission – to eradicate the race of Men.
Morannon Orcs fight in a more orderly fashion
than the rabbles of lesser Orcs. It is these Orcs Whilst Engaged in Combat with an enemy Man model, this model gains a
that Sauron has unleashed upon the kingdom of bonus of +1 to their Fight Value.
Gondor, for they will stop at nothing to end the
race of Men.
MORDOR URUK-HAI CAPTAIN ...........55 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 5 5 2 2 6+ 6+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Two-handed weapon ..............................................................................5 points
Those that captain the Mordor Uruk-hai are the
most savage and barbaric of their kind. Huge, SPECIAL RULES
snarling beasts with a hunger for flesh, these Cleaving Blow ACTIVE – Mordor Uruk-hai possess great strength and are
fearsome warriors fight with a brutality that easily capable of severing limbs, cutting through armour and splintering
rivals even the strongest of Mordor’s warriors. shields with a well-timed blow.
On the battlefield these Uruks are a terrible
force, swinging their weapons with great If this model rolls a natural 6 To Wound when making a Strike, and the
cleaving blows that can take a foe’s arm clean Wound is successful, then the target will suffer 2 Wounds rather than 1.
off and revelling in the destruction they wrought
with a grim malice.
WARGEAR
Armour and hand weapon.
OPTIONS
Two-handed weapon ................................................................................1 point
SPECIAL RULES
Cleaving Blow ACTIVE – Mordor Uruk-hai possess great strength and are
The armies of Mordor are made up of more easily capable of severing limbs, cutting through armour and splintering
than just Orcs, with some fortresses garrisoned shields with a well-timed blow.
by scores of ferocious Mordor Uruk-hai.
Stronger than Orcs and less prone to fleeing If this model rolls a natural 6 To Wound when making a Strike, and the
the battlefield, Mordor Uruk-hai pose a serious Wound is successful, then the target will suffer 2 Wounds rather than 1.
threat to anyone forced to face them. Their sole
purpose is to tear foes apart, either using their
cleavers to cut through flesh with huge swinging
blows or using their muscular frames to literally
rip enemies limb from limb.
MORDOR TROLL CHIEFTAIN ............150 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 8 4+ 7 8 3 4 6+ 6+
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Strength
Heroic Strike
SPECIAL RULES
Though not inherently intelligent creatures, Dominant (4), Terror, Throw Stones (range 12", Strength 8)
every now and then a Troll shows enough
cunning to be more than just a mindless beast.
These Trolls are given the rank of chieftain, and
are even capable of leading portions of the Dark
Lord’s armies into battle. If a fearsome Mordor
Troll wasn’t a daunting enough foe, then one
that can also grasp the ideas of tactics and
battleplans makes for a truly terrifying enemy –
one that is more than capable of smashing aside
even the greatest heroes of the Third Age with
frightening ease.
WARGEAR
Heavy armour and hand-and-a-half weapon.
OPTIONS
War drum (Mordor)..............................................................................25 points
SPECIAL RULES
Dominant (3), Terror, Throw Stones (range 12", Strength 8)
Bred by the Dark Lord to withstand the rays
of the sun, the Trolls of Mordor are amongst
the most deadly of their race. Towering over
the forces of Men and Elves, these lumbering
creatures smash aside any who stand before
them, relishing in the carnage they leave in their
wake. These monsters are used to great effect in
the armies of Mordor, sent charging into battle
at the very front of an army with the intent of
causing the enemy to rout and flee, and crushing
those who do attempt to stand and fight.
SPECTRE............................................15 POINTS
Mv Fv Sv S D A W C I
6" 2 6+ 3 6 1 1 4+ 7+
WARGEAR
Heavy armour and hand weapon.
SPECIAL RULES
Blades of the Dead, Spectral Walk, Terror
A fell light is in them ACTIVE – The ethereal call of a spectre of the Dead
Marshes can invade the minds of the unwitting, leading them astray and
Spectres are the ghostly, undead forms of those into grave danger.
who were felled in the wars of the Second Age,
returned to a ruined form of unlife by malign At the end of this model’s Move, it can choose a single enemy model
sorceries. No longer serving those they fought within 12" and Line of Sight. The chosen model must take an Intelligence
for in life, these apparitions now serve the very Test. If the test is failed, you may Move the chosen model up to its Move
evil that has caused them to linger. Whether in Value directly towards this model, even if it has already Moved that turn.
the ruins of Angmar or in the waters of the Dead
Marshes, many travellers have been led to their The chosen model will stop Moving if it would enter the Control Zone
doom by following the unnatural glow exuded of an enemy model (with the exception of this model), if it comes
from these Spectres, causing them to stray into into contact with an Obstacle, another model (though they will never
their clutches and light little lights of their own… count as Charging in this instance, and therefore cannot be involved in
Combat with the model) or piece of impassable terrain, or if the model
reaches the edge of a cliff or other such edge that would cause it to take
falling damage.
This Move cannot be used to Move a model out of Combat, make a model
dismount, drop an item or Lie Down. However, if this Move would allow
the chosen model to Charge this model, then this model may make them
Charge. A model affected by this special rule cannot Move any further that
turn, and may not use Active abilities.
EASTERLING CAPTAIN .................60 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 4 6 2 2 6+ 5+
WARGEAR
Heavy armour and Easterling Halberd.
HEROIC ACTIONS
Heroic March
Within the culture of the Easterlings of Rhûn,
nothing is more important than the ability to SPECIAL RULES
wield a blade. A strong martial code runs deep Phalanx ACTIVE – The Easterlings are constantly drilled in the art of war.
within the veins of all Easterlings, and those They can fight in tightly-knit formations and wield bladed pikes with ease.
who rise to the rank of captain are revered
throughout the armies of the east. Ruthless, A model with this special rule can use a pike and a shield at the same time
unwavering and highly skilled with a blade, without penalty. Additionally, should an Infantry model with this special
these captains are exemplars of everything rule lose a Combat, up to two friendly models with this special rule can
that the Easterlings desire in their warriors. Make Way instead of one.
Though they may be callous and cruel leaders,
their followers will fight for their captains no
matter the odds, for none will want to feel their
captain’s wrath should they fail.
WARGEAR
Heavy armour and hand weapon.
OPTIONS
An Easterling Warrior must take one of the following options for the
listed points cost:
Banner.....................................................................................................25 points
Easterling Halberd and shield...............................................................2 points
The Easterlings are a proud warrior race from Bow...............................................................................................................1 point
the land of Rhûn; a land virtually unmapped Shield ...........................................................................................................1 point
by the Men of the West. Fanatically devoted
to the Dark Lord and his cause, these zealous Easterling Halberd ACTIVE – This can be used as either a pike or a two-
warriors are trained in the art of warfare from handed weapon.
as soon as they are able to hold a blade. Each
Easterling warrior is a skilled fighter and is SPECIAL RULES
trained to show no mercy on the battlefield, Phalanx ACTIVE – See above.
ruthlessly slaughtering any who would attempt
to surrender. Whilst the likes of Orcs may quiver
and flee should the battle turn ill, Easterlings
will stand and fight until the bitter end –
standing stoically in their golden armour.
ISENGARD
SARUMAN ......................................170 POINTS
Mv Fv Sv S D A W C I
3 6 3
6" 5 4+ 4 5 1 3 3+ 3+
WARGEAR
Staff of Power and Palantír.
Palantír ACTIVE – Once per game, during the Priority Phase but before the
roll for Priority, Saruman can use the Palantír to automatically win the roll
to choose who has Priority for that turn. If both sides have a special rule
allowing them to do this and both wish to use it in the same turn, players
roll off as normal and both special rules count as being used.
Once the head of the Council of the Wise,
Saruman the White allowed himself to be HEROIC ACTIONS
corrupted by the persuasive powers of the Heroic Channelling
Dark Lord as he gazed deep into the Palantír in Heroic Defence
search of wisdom and knowledge. In doing so,
Saruman became a twisted form of his previous OPTIONS
self; no longer a wise and noble Istari but Horse .......................................................................................................20 points
instead a tyrannical and cruel being who would
use his mastery of magic to bend others to his SPECIAL RULES
will. What Saruman hoped to gain through his Voice of Curunír ACTIVE – Saruman’s voice is perhaps his greatest power,
betrayal of the free peoples is unknown but with him able to be heard over great distances.
he nonetheless turned his sorcerous powers
against the likes of Gandalf, demanded the The range of Saruman’s Stand Fast is 12" rather than 6". Additionally,
forest of Fangorn be ripped down and sentenced friendly Hero models can benefit from Saruman’s Stand Fast.
thousands of Rohirrim to die by fire and sword
as his Uruk-hai rampaged across their lands. Saruman’s Deceit PASSIVE – With poisoned words, Saruman weaves a web
of lies to weaken the minds of his enemies.
At the beginning of the game, after both sides have deployed, Saruman
may choose a single enemy Hero. The chosen Hero suffers a -1 penalty
to any Resist Tests they take when targeted by a Magical Power Cast by
Saruman; though a natural 6 will still count as a 6.
WARGEAR
Hand weapon.
SPECIAL RULES
Wormtongue PASSIVE – The tainted words spoken by Gríma provide a
combination of twisted truths and ill-serving advice.
An enemy Hero within 6" of Gríma must spend 2 Might Points rather than
The puppet of Saruman, Gríma Wormtongue 1 in order to declare a Heroic Action.
was a Man of Rohan who willingly sold his
services to the White Wizard in exchange for A Traitor Within PASSIVE – Within the council of Edoras, Gríma’s true
promises of wealth and power. It was through purpose went undetected until Gandalf rooted out his wicked ways.
his role as Théoden’s advisor that Gríma was
able to do the most harm, whispering words Gríma can be deployed in one of two ways, though his controlling player
of despair in the king’s ear and seeing him fall must decide which before either Army is deployed. Gríma can either be
under the control of Saruman. Through the deployed as part of Saruman’s Warband (in which case he will not take up
poisonous words of Gríma, Théoden became a space in the Warband), or as part of the enemy Army.
stripped of his will to act and only sat there
oblivious as the Westfold burned around Rohan. If Gríma chooses to be deployed as part of the enemy Army, he must
Though he is no warrior, Gríma’s strength lies select an enemy Hero. Once that Hero and their Warband has been
instead in his ability to weave words to twist the deployed, Gríma’s controlling player can deploy Gríma as if he was also
minds of those around him, robbing even the part of that Warband, following all the usual deployment rules. Gríma is
most wise of their heroism. still part of his controlling player’s Army, and will Activate like any other
model in his controlling player’s Army.
WARGEAR
Armour, hand weapon and Uruk-hai bow.
HEROIC ACTIONS
Heroic Challenge
Heroic March
Heroic Strength
One of the first to emerge from the pits of Heroic Strike
Isengard, of all Saruman’s Uruk-hai none are
as mighty as Lurtz. It was Lurtz who led the OPTIONS
mission to capture the Ringbearer, commanding Shield ................................................................................................................Free
a full contingent of scouting Uruk-hai as they (this will not increase Lurtz’s Defence as he also carries
ran tirelessly in search of their quarry. Lurtz an Uruk-hai bow)
is ruthlessly strong, even amongst the ranks
of the Uruk-hai, and able to unleash arrows SPECIAL RULES
with such precision and strength that they Sharpshooter
cleave through both armour and flesh. It is such
strength that Lurtz uses to slay Boromir, and “Find the Halflings” ACTIVE – Lurtz is a skilled hunter and tracker, and is
even Aragorn nearly met an end against this relentlessly driven by Saruman’s orders to find the Hobbits and the trinket
fearsome Uruk-hai. they carry.
In Scenarios that use the Maelstrom of Battle special rule, Lurtz’s Warband
does not roll to determine where they arrive. Instead, Lurtz may choose
the result.
If Lurtz has been equipped with a shield, then once per game Lurtz can
use it as a throwing weapon and may re-roll the To Hit Roll. This has a
Strength of 4 and any model on a 25mm base that is hit will immediately
be knocked Prone. Once Lurtz has thrown his shield, he no longer carries
it; though Lurtz’s Defence will not be reduced as a result.
Whenever Lurtz suffers a Wound, roll a D6. On the roll of a natural 6, the
Wound is ignored.
UGLÚK, URUK-HAI
SCOUT CAPTAIN .............................75 POINTS
Mv Fv Sv S D A W C I
3 1 1
6" 5 4+ 5 5 2 2 6+ 6+
WARGEAR
Armour, hand weapon and whip.
HEROIC ACTIONS
Heroic March
Heroic Strength
Heroic Strike
A captain in Lurtz’s raiding force, it is Uglúk
who takes up command of the Uruk-hai SPECIAL RULES
Scouts following his commander’s demise at Head Taker ACTIVE – Uglúk is a ruthless leader and any who defy him will
Amon Hen. With two Hobbit prisoners in their quickly be made an example of to ensure that the others fall in line.
clutches, Uglúk drives his warriors back to
Isengard with as much speed as they can muster. Should Uglúk’s Army be Broken, then at the start of his Activation,
Uglúk demands complete obedience from his instead of taking his Courage Test Uglúk can choose to kill a friendly
followers, and will not suffer those who attempt Warrior model within 2" of him; remove the killed model as a casualty.
to undermine him. When Grishnákh’s Orcs If he does, then Uglúk will automatically pass his Courage Test, and
threaten his prisoners, Uglúk is swift to act – his Stand Fast will be increased to 12" and will affect both Hero and
restoring order with a brutal swing of his blade. Warrior models.
“Looks like meat’s back on the menu, boys!” ACTIVE – Sometimes the
best way to keep a rabble of Orcs in line is through force; a principle Uglúk
gladly embodies.
At the start of his Activation, Uglúk can kill a friendly Orc Warrior within
2" of him; remove the killed model as a casualty. If Uglúk does this, then
all friendly Uruk-hai models within 6" of him gain the Fearless special rule
and gain a bonus of +1 To Wound when making Strikes until the end of
the turn. If Uglúk does this in a turn in which his Army is Broken, then it
will also count as triggering the Head Taker rule above.
GRISHNÁKH, ORC CAPTAIN ........55 POINTS
Mv Fv Sv S D A W C I
2 2 1
6" 4 5+ 4 5 2 2 7+ 5+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Strike
SPECIAL RULES
Backstabbers
Grishnákh leads the Orcs sent from Minas
Morgul to keep an eye on Saruman’s progress. “Let’s put a maggot hole in your belly” ACTIVE – Grishnákh is a cunning
A ruthless and calculating Orc, Grishnákh has Orc and will aim to gain an advantage on his prey by throwing them to the
risen through the Orcish ranks by honing his floor before moving in for the kill.
skills over years of combat and the raiding of
settlements. Grishnákh shares his followers’ If Grishnákh wins a Duel Roll, and there are no other allies involved in
desire to feast upon their Hobbit captives, and the Combat (including Supporting models), then Grishnákh can choose
when the Orcs and Uruk-hai are slaughtered by a single enemy model on a 25mm base that he was Engaged in Combat
Éomer’s Éored, Grishnákh follows Merry and with and roll a D6. On a 4+, the chosen model is knocked Prone before
Pippin into Fangorn – where he meets an end Strikes are made.
befitting of an Orcish intruder…
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Challenge
SPECIAL RULES
Cunning Mind PASSIVE – Though he may not possess much in the way of
A sneaky and vindictive Orc who was never martial skill, Snaga is a cagey Orc who has his own agenda.
one for following orders, Snaga was part of the
Orc band sent by Sauron to keep an eye on his Whenever Snaga benefits from the Heroic Action of an other friendly
puppet, Saruman. Along with Grishnákh and his Hero, he may roll a D6. On a 5+, Snaga may regain a Might Point that he
Orcs, Snaga met with Uglúk’s scouts following spent earlier in the battle. Additionally, Snaga may choose to not benefit
their capture of Merry and Pippin to ensure from the Heroic Move or Heroic March of a friendly Hero, in which case
the Halflings reached Isengard. Yet, having not he does not forego his Activation and may Activate as normal later in the
eaten properly in days, Snaga’s mind turned Move Phase.
towards eating their prisoners – something
that ultimately results in Snaga becoming the
main course.
URUK-HAI SCOUT CAPTAIN .........55 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 5 5 2 2 6+ 6+
WARGEAR
Armour and two-handed weapon.
HEROIC ACTIONS
Heroic March
WARGEAR
Armour and hand weapon.
OPTIONS
An Uruk-hai Scout may have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Shield ...........................................................................................................1 point
Unleashed from the pits of Isengard with the Uruk-hai bow..............................................................................................1 point
mission of hunting the Ringbearer and bringing
them to Isengard, the Uruk-hai Scouts are
perhaps the swiftest and most dogged of all
those in Saruman’s service. Stronger than Orcs
and able to withstand the light of the sun, these
warriors are capable of running for days on end
and still fighting with a raw, animalistic fury.
Roving bands of these vicious warriors have also
been sent to maraud across the lands of Rohan,
setting buildings alight and slaying any who
stand in their path.
WARGEAR
Armour, hand weapon and war drum (Uruk-hai).
WARGEAR
Berserker Blade and light armour.
WARGEAR
Heavy armour, shield and hand weapon.
HEROIC ACTIONS
Heroic March
SPECIAL RULES
Shieldwall
Command of the legions of fighting Uruk-
hai falls to a number of captains within the
Isengard ranks. Stoic, tough and hardy, these
violent brutes are the pinnacle of Saruman’s
breed of Uruk-hai and can be relied upon to
wage war with all the ferocity and callousness
instilled in them by the White Wizard. They lead
their warriors into battle with a single-minded
determination – to end the realm of Rohan and
spill the blood of all who dare to stand against
their terrifying strength.
WARGEAR
Heavy armour and hand weapon.
OPTIONS
An Uruk-hai Warrior must have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
Crossbow...................................................................................................2 points
Upon his defection to the service of the Dark Pike ...............................................................................................................1 point
Lord, Saruman has been tasked with a single Shield ...........................................................................................................1 point
goal – to build an army worthy of Mordor. It is to
this end that the Wizard called for the grounds SPECIAL RULES
of Isengard to be ripped up, turning them into a Shieldwall
series of pits and breeding grounds for his new
army – the fighting Uruk-hai. These hideous
creations are amongst the greatest warriors in
the service of the Dark Lord; standing as tall and
broad as the mightiest of Men, resistant to the
sun’s rays and able to fight without tiring. It is
these armies that Saruman has unleashed upon
Middle-earth, clad in thick, plated armour and
armed with all manner of iron-forged weapons
from the furnaces beneath Isengard.
ISENGARD ASSAULT BALLISTA ...........................................................75 POINTS
The armies of Isengard that assail Helm’s Deep are no mindless rabble of Orcs or Goblins, instead they are a highly drilled and
well-ordered host of fighting Uruk-hai. Alongside the Uruk-hai, huge assault ballistae are wheeled into position, prepared to
launch great bolts at those on the fortress walls. These bolts have two uses: either to impale those in their path or to have their
ends tied to great siege ladders which can then be used to raise them against the fortress – allowing hordes of Uruk-hai to
effortlessly clamber onto the walls of Helm’s Deep.
COMPOSITION
An Isengard Assault Ballista is a Large Siege Engine, and is crewed by three Uruk-hai Siege Crew, one of which is a Siege
Veteran, which use the profile below:
WARGEAR
Armour and hand weapon.
SPECIAL RULES
Direct Shot Piercing Shot ACTIVE – A model that is hit by the shot of an
Isengard Assault Ballista will be flung back D6" directly away
Accurate ACTIVE – An Isengard Assault Ballista will only from the Ballista if it has a Strength of 5 or lower. Any model
Scatter 3" rather than 6". that is passed over by the flung model suffers a Strength
5 hit and will be knocked Prone. If the flung model comes
Raise the Ladders ACTIVE – In a siege game, an Isengard into contact with a piece of impassable terrain or a model
Assault Ballista can be used to raise a ladder onto enemy with a Strength of 6 or higher, then it will stop and both the
battlements. To do this, choose a point on the battlements flung model and the model or piece of terrain that was hit
within range, Arc of Sight and Line of Sight of the Ballista will suffer one Strength 6 hit. After being flung back, the
and roll To Hit as usual. If the To Hit Roll is successful, place flung model will be knocked Prone if they survive. If after
a siege ladder that is within 6" of the wall base below the the model is flung back it would finish over other models
target point against the battlements. A single model that and it has survived, then simply move the other models the
was carrying the ladder can then be placed at the top of this minimum distance possible to allow the flung model to be
ladder, and will count as Charging if there is a defender at the placed where it has landed.
top of the battlements where the ladder was raised. If not,
the model can Move as normal.
URUK-HAI DEMOLITION TEAM ..........................................................80 POINTS
Saruman is not simply content to unleash his armies upon the Rohirrim, he wants to make them suffer and see their kingdom
crumble around them. To this end, Saruman has created explosive demolition charges – great metal structures filled with
black powder that can be detonated with devastating effect in an explosion of flame and stone. It is the whispered treachery of
Gríma Wormtongue that has revealed to his master where these devices will be of best use – the culvert built into the walls of
Helm’s Deep…
COMPOSITION
An Uruk-hai Demolition Team contains 2 Uruk-hai Engineers, 1 Uruk-hai Berserker with torch and 1 Demolition Charge. The
Uruk-hai Engineers use the profile below; the Uruk-hai Berserker uses the profile on page 166.
URUK-HAI ENGINEER
WARGEAR
Heavy armour and hand weapon.
Moving the Charge – The Demolition Charge is a Heavy A model without a torch can still attempt to detonate a
Object on a 25mm base, and is Moved in the same manner as Demolition Charge, though it will be harder to do. Any model
any other Heavy Object. from the same army as the Demolition Charge can attempt
to detonate it by taking a Courage Test as described above.
Detonating the Charge – During the Fight Phase, after any However, if the test is passed, roll a D6 – the Demolition
Heroic Combats have been resolved, a model with a torch Charge will only go off on the roll of a natural 6.
can attempt to detonate the Demolition Charge if they are
in base contact with it and are not Engaged in Combat. A Attacking the Charge – A Demolition Charge can be shot
model may only attempt to detonate a Demolition Charge at and attacked as normal, and has a Defence of 7 and 3
if the resulting explosion would hit a Siege Target or at least Wounds. Each time a Demolition Charge suffers a Wound,
two enemy models. A model that wishes to detonate the roll a D6. On a 6, the Demolition Charge goes off; roll on the
Demolition Charge must first take a Courage Test. If the test Demolition Table. If a Demolition Charge is Wounded by the
is failed, the Demolition Charge cannot be detonated. If the explosion of another Demolition Charge, it will go off on the
test is passed, the Demolition Charge will go off – roll on the roll of a 4+ rather than a 6.
Detonation Table below:
If a Demolition Charge loses its last Wound and does not go
DETONATION TABLE off, it simply breaks and is removed from play.
D6 Result
1 Dud – The Demolition Charge is faulty and If, during the End Phase of a turn, an enemy model is in
does not explode. Remove it from play. base contact with a Demolition Charge, that model hasn’t
2-5 Instant Reaction – The Demolition Charge done anything during that turn except Move (i.e., has not
explodes. All models (friend and foe) made a shooting attack, Cast a Magical Power, been Engaged
within 2" of the Demolition Charge suffer in Combat), and that model was not affected by a Magical
D6 Wounds. Cavalry models suffer these Power that turn, then it can disable the Demolition Charge –
Wounds on both the rider and the Mount. remove it from play.
Models with Fate Points or special rules that
can prevent Wounds must make a roll for each
Wound suffered; a successful roll to prevent a
Wound will only stop one, not all Wounds.
6 Titanic Explosion – The Demolition Charge
explodes as described above, with the
exception that models take 2D6 Wounds
rather than D6.
SHARKU,
WARG RIDER CAPTAIN .................70 POINTS
Mv Fv Sv S D A W C I
3 1 1
6" 4 5+ 4 5 2 2 6+ 6+
WARGEAR
Armour, Riding Dagger and Warg.
WARGEAR
Armour, hand weapon and Warg.
OPTIONS
An Isengard Warg Rider must have one of the following options for the
listed points cost:
Shield and throwing spears...................................................................2 points
Orc bow .......................................................................................................1 point
Of all the Orcs that serve Saruman, perhaps the Shield ...........................................................................................................1 point
most deadly in his service are the Warg Riders – Throwing spears ........................................................................................1 point
Orcs who have managed to exert some form of
control over the vicious beasts they ride. These
Warg Riders act as scouts for Isengard’s armies,
riding in packs to hunt down any who wander
the paths around Isengard unprotected. It is
these Warg Riders that Saruman sends to run
down the Rohirrim on the road as they travel to
Helm’s Deep.
WARGEAR
Teeth and claws (hand weapon).
WARGEAR
Armour, shield and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Warg ........................................................................................................20 points
Commanding the Isengard Orcs are their
captains, the strongest and most canny of
their race who serve the White Hand. Though
these Orcs are not used as Isengard’s primary
fighting force, they are tasked with leading raids
on Rohan’s villages and defending the fortress
of Isengard from any who would attempt to
assail it. It is these captains who lead such raids,
commanding their followers to show no mercy
to those who stand against the White Wizard.
WARGEAR
Armour and hand weapon.
OPTIONS
An Isengard Orc Warrior must have one of the following options for the
listed points cost:
Banner.....................................................................................................25 points
Orc Bow .......................................................................................................1 point
In order to work the machines and pits beneath Shield ...........................................................................................................1 point
Isengard, Saruman has bands of Orc Warriors Spear.............................................................................................................1 point
that toil night and day to ensure the fires of Two-handed weapon ................................................................................1 point
industry never cease, each of them marked
with the White Hand of Saruman. Much like
their counterparts from Mordor, these Orcs
are vicious and cruel warriors who will stop at
nothing to slay their foes in their master’s name
– whether that be the Dark Lord or whichever
one of his puppets that he has entrusted his
legions to.
CREBAIN ..................................................................................................20 POINTS
There are all manner of creatures under the influence of Saruman used as spies by the White Wizard to discover the location
of his enemies. Of all such creatures, perhaps the most effective are the Crebain. These large, crow-like birds are native to the
lands of Dunland and have been set to patrol the Gap of Rohan during the War of the Ring in search of the Fellowship. Even
before the White Wizard’s influence, Crebain were used by the armies of Dunland for much the same reason, spotting beings
that were attempting to remain hidden from view.
Mv Fv Sv S D A W C I
12" 2 6+ 2 3 2 4 8+ 7+
WARGEAR
Hand weapon.
HEROIC ACTIONS
Heroic Strength
SPECIAL RULES
Fearless, Hatred (Rohan)
When Saruman called upon the Wild Men of
Dunland to join him in his fight against Rohan, Bloodoath PASSIVE – Having sworn in blood to Saruman, the Oathmaker
it was one of their chieftains that answered and his Wild Men will fight without fear in the name of the White Hand.
the White Wizard’s call. Swearing to fight for
Saruman even to the death, this chieftain soon Friendly Dunland models within 6" of the Wild Man Oathmaker count as
became known as the Oathmaker within the having the Fearless special rule.
Dunlending armies. Determined to enact their
vengeance on the Rohirrim whom they harbour “We will die for Saruman” PASSIVE – With the lands of Rohan promised to
a deep, burning hatred for, the Wild Man them by Saruman, the Wild Men of Dunland will give their lives to wage
Oathmaker will lead the Dunlending tribes with war for the Wizard.
an unbridled fury.
Whilst Saruman is alive and on the battlefield, the Wild Man Oathmaker
and friendly Dunland models must re-roll To Wound Rolls of a natural 1
when making Strikes.
WILD MAN CHIEFTAIN ........................................................................40 POINTS
At the head of the rabbles of the Wild Men of Dunland are their chieftains. Such warriors do not hold their rank due to
their martial skill or grasp of tactics, for they have little of either. Instead, Wild Men Chieftains are the strongest and most
bloodcrazed of their kin, those whose hatred for the Rohirrim runs deepest. It didn’t take much at all for Saruman to convince
these chieftains to rouse their bands of Wild Men and take up arms against the kingdom of Rohan and set their houses and
fields ablaze.
Mv Fv Sv S D A W C I
2 1 1
6" 4 4+ 4 4 2 2 6+ 7+
WARGEAR OPTIONS
Hand weapon. Light shield ......................................................................5 points
Two-handed weapon .....................................................5 points
HEROIC ACTIONS
Heroic March SPECIAL RULES
Hatred (Rohan)
WARGEAR
Hand weapon.
OPTIONS
A Wild Man of Dunland may have one of the following options for the
listed points cost:
Light shield and Flaming Brand............................................................2 points
Bow...............................................................................................................1 point
The Wild Men are outcasts even amongst their Flaming Brand ............................................................................................1 point
own people, living in the most isolated and bleak Light shield .................................................................................................1 point
areas of Dunland. Believing that the Rohirrim Spear.............................................................................................................1 point
have ousted them from the lands they once held, Two-handed weapon ................................................................................1 point
the Wild Men have been reduced to dwelling in
scrofulous settlements high within the hills. Here Flaming Brand PASSIVE – A model with a Flaming Brand has the Terror
they have had little to do but bitterly lament the (Cavalry) and Terror (Beast) special rules. Additionally, a model with a
lands they have lost, and let their disdain for the Flaming Brand counts as 2 models rather than 1 when working out how
Rohirrim fester and grow. This has developed many models are within range of an Objective Marker.
into a burning hatred and the Wild Men will look
for any excuse to wage war upon Rohan. SPECIAL RULES
Hatred (Rohan)
THE HILL TRIBES
WULF, HIGH LORD OF THE HILL TRIBES .........................................110 POINTS
As the son of Freca, who was slain by Helm Hammerhand, Wulf has sworn vengeance upon the King of Rohan and is intent on
ending Helm’s bloodline. Having been banished from Rohan following his father’s death, Wulf has since raised an army of Hill
Tribesmen, proclaiming himself as the High Lord of the Hill Tribes, and is now prepared to unleash them upon Edoras. Wulf’s
burning hatred for the Rohirrim only increases his violence upon the battlefield, viciously slashing and hacking at his foes with
seething resentment.
Mv Fv Sv S D A W C I
3 3 2
6" 6 3+ 4 5 3 3 5+ 5+
HEROIC ACTIONS The Usurper King ACTIVE – Wulf is set on revenge and taking
Heroic Challenge the throne for his own, though to accomplish it he will need to
Heroic Strength slay the heirs and leaders of Rohan.
Heroic Strike
If Wulf is Engaged in Combat with an enemy Hero, he may
OPTIONS re-roll a single D6 during the Duel Roll. Additionally, Wulf
Horse ..............................................................................20 points must re-roll To Wound Rolls of a natural 1 when making
Strikes against an enemy Hero.
FRECA, LORD OF THE WEST-MARCH ...............................................80 POINTS
Freca is the Lord of the West-march during the reign of Helm Hammerhand. A hefty and cruel Man of Dunlendish heritage,
Freca is known across Rohan for his arrogance and his pride. Freca’s overriding ambition is to secure the throne of Rohan for
his son. Daringly, in front of the other Lords of Rohan, Freca demands that Wulf marry Héra; an act that only serves to anger
Helm – and results in a brawl outside the hall of Meduseld that leads to Freca’s untimely death.
Mv Fv Sv S D A W C I
3 2 1
6" 5 4+ 4 6 2 2 6+ 6+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Defence
Heroic March
OPTIONS
Calm, collected and skilled in the ways of Horse .......................................................................................................20 points
strategy and warfare, Targg has long been
a trusted advisor and so is able to quell the SPECIAL RULES
hot-headed nature of the young Wulf and keep Hatred (Rohan), Master of Battle (4+)
him and his forces from being too reckless. One
shouldn’t mistake Targg’s skill in tactics for Dunlending Commander PASSIVE – General Targg is far more cool-headed
weakness; the general commands his forces with than the Hill Tribesmen he commands, and when he is able to keep his
sheer ruthlessness and shares his liege’s disdain followers from recklessly charging in, results are often far more effective.
for the Rohirrim who drove his Dunlending
forebears from their ancestral lands. Whilst General Targg is alive and on the battlefield, if you win the roll to
choose who has Priority, and choose to give Priority to your opponent,
then until the end of the turn friendly Dunland Warrior models within
6" of General Targg may re-roll To Wound Rolls of a natural 1 when
making Strikes.
WARGEAR
Heavy armour and hand weapon.
HEROIC ACTIONS
Heroic Challenge
SPECIAL RULES
Hatred (Rohan)
Lord Thorne of the Wold is one of the many
lords of Rohan under Helm’s rule. An overly Traitor of Rohan PASSIVE – When Lord Thorne betrays Helm and sides with
extravagant looking nobleman with an Wulf, he takes a number of his followers with him to attack Edoras.
ingratiating air, Lord Thorne has long served
his liege in times of war and become a trusted Lord Thorne may only include Rohirrim Traitors in his Warband.
advisor. Yet Thorne has great ambition and a
lust for power, and it is these flaws that lead Edoras Shall Fall PASSIVE – Those who have sided with Lord Thorne and
him to betray Rohan and join the forces of Wulf. attacked Edoras do so with the resolve to see the city razed to the ground.
Though he and his Men were meant to protect
the east flank of Edoras, Thorne allows Wulf’s During the Fight Phase, friendly Rohirrim Traitors within 6" of Lord
armies to pass unhindered and joins them in Thorne gain a bonus of +1 to their Fight Value.
ransacking Edoras.
HILL TRIBES CHIEFTAIN......................................................................40 POINTS
The Hill Tribes around Rohan are each commanded by their own chieftain who leads their people in whichever way they see fit.
Ruthless and savage, these chieftains are the strongest in their tribe and will often gain their post through slaying the previous
chief in cold blood. When Wulf approached these barbarous Men to join his armies, he promised them the opportunity to
extend their lands and raid Rohan for riches, so long as they bent the knee and accepted him as their High Lord – an offer these
chieftains readily accepted.
Mv Fv Sv S D A W C I
2 1 1
6" 4 4+ 4 4 2 2 6+ 7+
WARGEAR OPTIONS
Hand weapon. Light shield ......................................................................5 points
Two-handed weapon .....................................................5 points
HEROIC ACTIONS
Heroic March SPECIAL RULES
Hatred (Rohan)
WARGEAR
Hand weapon.
OPTIONS
A Hill Tribesman may have one of the following options for the listed
points cost:
Light shield and Flaming Brand............................................................2 points
Bow...............................................................................................................1 point
Within the hills that surround the lands of Flaming Brand ............................................................................................1 point
Rohan live various tribes of barbaric tribesmen. Light shield .................................................................................................1 point
Living in fractured communities, the tribesmen Spear.............................................................................................................1 point
have long nurtured a hatred of the Rohirrim and Two-handed weapon ................................................................................1 point
their lands, and have even enacted unorganised
and chaotic raids upon the villages of Rohan, Flaming Brand PASSIVE – A model with a Flaming Brand has the Terror
though with little success. However, when Wulf (Cavalry) and Terror (Beast) special rules. Additionally, a model with a
manages to rally the tribesmen to his cause, Flaming Brand counts as 2 models rather than 1 when working out how
they are able to attack in greater numbers and many models are within range of an Objective Marker.
with an actual battleplan, turning this mindless
rabble of dishevelled barbarians into an army SPECIAL RULES
capable of threatening even Edoras itself. Hatred (Rohan)
ROHIRRIM TRAITOR........................6 POINTS
Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 7+ 6+
WARGEAR
Armour and hand weapon.
OPTIONS
A Rohirrim Traitor must have one of the following options for the listed
points cost:
War horn, shield and throwing spears.............................................28 points
Banner.....................................................................................................25 points
Not all the Rohirrim are loyal to the King of Shield and throwing spears...................................................................3 points
Rohan. When Lord Thorne betrayed Helm Bow...............................................................................................................1 point
Hammerhand and joined Wulf in attacking Shield ...........................................................................................................1 point
Edoras, a band of his followers joined Thorne in
settling alight the city. These Rohirrim traitors SPECIAL RULES
gladly turned their back on their king, having Hatred (Rohan)
been promised a wealth of gold and riches for
their betrayal. Every bit as skilled as those that Spear Mastery ACTIVE – Throwing spears are a common weapon in Rohan,
remained loyal to Rohan, the traitors have been and the Rohirrim have become adept at using them both up close and
turned by the poisoned words and half-truths from afar.
spread by Lord Thorne, and now seek to see
Edoras in flames. This model may use its throwing spears as a normal spear during the Fight
Phase, so long as it hasn’t made a shooting attack with it in either the
preceding Move Phase or Shoot Phase.
SHANK & WROT, ORC SCAVENGERS ...............................................150 POINTS
Within the tunnels and caves of the White Mountains dwell many Orcs in the service of Mordor. Constantly on the hunt for
a prized gold ring, they have no idea what their Master may want with such a trinket. Emerging from their caverns at night,
these loathsome creatures will scour the surrounding lands in search of their master’s prize. Two such Orcs are Shank and
Wrot, who see the siege of the Hornburg as not only a source of food in the freezing winter, but also an opportunity to locate
the One Ring and earn the favour of their master. Shank is a slender, more conniving Orc, whilst Wrot is thick-set and dim-
witted, though particularly tough in a fight. Yet it is not just the two Orcs that scavenge through the bodies, Shank is able to
use a guttural call to summon forth a great Snow Troll that can tear through any that threaten their mission.
Shank & Wrot, Orc Scavengers, is made up of Shank, Wrot and a Snow Troll, and will count as three models. Shank is always
the Captain of the Warband with Wrot and the Snow Troll as his Followers; Wrot always counts as an Independent Hero in
Shank’s Warband. No other models may be part of Shank’s Warband.
SHANK
Mv Fv Sv S D A W C I
2 3 1
6" 4 4+ 4 5 2 2 7+ 7+
WARGEAR
Armour and Orcish Halberd.
HEROIC ACTIONS
Heroic Strike
SPECIAL RULES
Loot the Bodies ACTIVE – Shank and Wrot have been tasked to find
any rings or trinkets from the bodies of the fallen and bring them back
to Mordor.
Whenever Shank or Wrot slays a model in Combat, they may roll a D6. On
a natural 6, they have found a trinket of note and pocketed it. Keep a track
of how many trinkets they have found collectively during the course of
the game. At the end of the game, so long as at least one of Shank & Wrot
are alive, their controlling player gains an additional Victory Point for each
trinket they have found, up to a maximum of 5 Victory Points. This can
never take Shank’s & Wrot’s controlling player’s total number of Victory
Points above 20.
Call ‘the Beast’ ACTIVE – Shank is able to command the Snow Troll through
the use of guttural and animalistic calls.
Shank may spend a Will Point at the start of his Activation to use this
ability. If he does, then if the Snow Troll is within 6" of Shank and not
Engaged in Combat, then it must Charge during its Activation if possible
and, until the end of the turn gains the Fearless special rule and may re-
roll failed To Wound Rolls when making Strikes.
WROT
Mv Fv Sv S D A W C I
1 1 1
6" 4 5+ 4 5 3 2 6+ 9+
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic Strength
SPECIAL RULES
Loot the Bodies ACTIVE – See page 182.
Tasty Fingers ACTIVE – Wrot has gained quite the taste for flesh,
particularly the fingers of corpses. Should an opportunity for a quick snack
present itself, Wrot won’t say no.
SNOW TROLL
Mv Fv Sv S D A W C I
6" 6 4+ 6 7 3 3 5+ 8+
WARGEAR
Claws (hand weapon).
SPECIAL RULES
Dominant (3), Mountain Dweller, Terror
Horned Charge ACTIVE – The sharp horns on its head make for an
effective natural weapon, especially when the Snow Troll lowers its head
and charges.
Mv Fv Sv S D A W C I
0 10 0
8" 10 3+ 9 9 4 10 3+ 5+
Fiery Lash ACTIVE – This is a throwing weapon with a range Friendly Moria Goblin models within 6" of the Balrog
of 8" and a Strength of 7. Additionally, a model that is hit by automatically pass any Courage Tests they are required
this weapon and is not slain will be removed from the board to make.
and then placed anywhere in base contact with the Balrog,
as chosen by the Balrog’s controlling player. A Cavalry model Flame of Udûn PASSIVE – Wreathed in a burning hot flame,
that is hit will have the whole model dragged in this way. the Balrog is able to manifest and control sorcerous fire.
If, for whatever reason, the model cannot be placed in base
contact, then it is not moved at all. If a model placed in this The Balrog is never considered to be Unarmed. Additionally,
way would end up in base contact with other enemy models at the end of a Combat involving the Balrog, any model that
in addition to the Balrog, then those models do not count as suffered a Wound from the Balrog (even if the Wound is
being Engaged in Combat with the placed model unless they prevented) and was not slain must roll a D6. On a natural 6,
subsequently Charge the placed model. This is a fire-based the model is immediately Set Ablaze. If a model is immune
attack, so if a model is immune to fire-based attacks, they are to fire-based attacks, they will still suffer Wounds from the
immune to this attack. Balrog’s Strikes as normal, but can not be Set Ablaze. The
Balrog is itself immune to fire-based attacks.
SPECIAL RULES
Dominant (10), Fearless, Harbinger of Evil (18"), Demon of the Ancient World PASSIVE – A demon from a
Large Target, Resistant to Magic, Terror bygone age, the Balrog is a nigh unstoppable force.
The Balrog may declare a Heroic Combat each turn for free.
Additionally, special rules or Wargear that would slay the
Balrog instantly (such as the King of the Dead’s Drain Soul or
a Morgul Blade) will only inflict half of the Balrog’s starting
Wounds rather than all of them.
THE WATCHER IN THE WATER ........................................................200 POINTS
Outside the West-gate of Moria lies a still and murky pool of water, and within its depths lurks a creature of unfathomable
terror – the Watcher in the Water. Silently watching from beneath the water’s surface, this tentacled creature will lash out and
strike at any who disturb the waters, dragging them to the depths or lifting them high into the air before dropping them into its
gaping maw. Quite how the Watcher in the Water came to dwell in the waters of the West-gate is one of the greater mysteries
in Middle-earth, though it is certain to have stalked many expeditions over the centuries, not least that of the Fellowship as
they came to Moria.
Mv Fv Sv S D A W C I
1 5 1
4" 6 3+ 6 6 6 6 6+ 7+
WARGEAR
Tentacles (hand weapon).
SPECIAL RULES
Dominant (6), Harbinger of Evil (12"), Large Target, From the Deep ACTIVE – Lurking beneath the surface of the
Resistant to Magic, Terror water, the Watcher in the Water is waiting for the perfect
moment to strike.
Many Tentacles PASSIVE – The Watcher attacks with
numerous tentacles, though should it lose a few then its The Watcher in the Water can never be part of another Hero
threat will become diminished. model’s Warband. When you deploy your Army, do not
deploy the Watcher in the Water – keep it aside for later.
Whilst the Watcher in the Water has 3 or fewer Wounds During the Priority Phase, after Priority has been determined,
remaining, its Attacks are reduced to 3. the Watcher’s controlling player must decide if they wish for
the Watcher to enter play. If they do, they must roll a D6 and
Water Dweller PASSIVE – A creature of the deep, the Watcher on a 3+ the Watcher is ready to enter play. If this roll is failed,
in the Water is even more deadly whilst within the waters you must roll in each subsequent Priority Phase until the
it lives in. Watcher is ready to enter play.
The Watcher in the Water is never slowed when Moving When the Watcher is ready to enter play, immediately place
within a water feature, can still Shoot whilst within deep it anywhere on the battlefield; however, the Watcher cannot
water, and always counts as rolling a 6 on the Swim Chart. displace other models when it enters play in this manner.
Additionally, whilst within a water feature, the Watcher
in the Water increases its Move Value to 8" and gains the The Watcher in the Water cannot Charge on the turn in
Monstrous Charge special rule. which it arrives, but may otherwise act normally.
Grasping Tentacles ACTIVE – The Watcher lashes out with its Dragged to the Depths BRUTAL POWER ATTACK – When the
tentacles with the intent of securing itself a tasty morsel. opportunity presents itself, the Watcher will wrap a slimy
tentacle around its victim and attempt to drag it to a
In the Shoot Phase, the Watcher in the Water may make watery grave.
D6 shooting attacks. These have a range of 6", a Strength
of 3 and never require In The Way Rolls. The Watcher can Instead of making Strikes, if the Watcher is within 6" of
still make these shooting attacks regardless of how far it a water feature it may use this Brutal Power Attack. If it
Moved in the Move Phase, and never suffers the -1 penalty for does, select a single enemy model that was involved in
Moving and Shooting. the Combat and roll a D6. On a 2+, the model suffers a
Wound and, if the Wound is not prevented, the model will
Additionally, any model that is hit by a tentacle and is immediately be slain.
not slain will be removed from the board and then placed
anywhere in base contact with the Watcher in the Water, as The Watcher is then removed from the battlefield and its
chosen by the Watcher in the Water’s controlling player. A controlling player must roll to see if it enters the battlefield
Cavalry model that is hit will have the whole model dragged again in the same manner as described in the From the Deep
in this way. special rule.
WARGEAR
Armour and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Orc bow .....................................................................................................5 points
Whether through a vicious cunning,
backstabbing their rivals or simply through SPECIAL RULES
sheer brutality, Goblin Captains are those that Cave Dweller
have shown they have a knack for staying in
charge of their warbands. Though they may
lack the martial skill or grasp of tactics of other
races, these Goblins are not to be taken lightly,
and their savage attacks can even give skilled
warriors pause for thought in the heat of battle
– if only for a moment.
WARGEAR
Armour and hand weapon.
OPTIONS
A Moria Goblin Warrior must have one of the following options for the
listed points cost:
Orc bow .......................................................................................................1 point
Shield ...........................................................................................................1 point
Ever since the fall of Khazad-dûm, the once Spear.............................................................................................................1 point
grand Dwarven realm has become overrun by
swarms of these vile and stunted creatures. SPECIAL RULES
Rarely setting foot outside their dark domain, Cave Dweller
unless by the cover of night, Moria Goblins
detest the light of the sun and have grown adept
at fighting within the pitch blackness that now
consumes Moria. Life within the mountain’s
caverns has caused these Goblins to gain
incredible dexterity, able to scramble up walls
and across rocky terrain with remarkable speed
as they prepare to unleash themselves upon
those who intrude into their realm.
CAVE TROLL ............................................................................................75 POINTS
Within many of the caverns and tunnels of the Misty Mountains can be found the Cave Trolls; lumbering and loathsome
creatures that seek the darkness of caves. These great beasts often fight alongside the likes of Moria Goblins, their great
strength the perfect complement to the teeming Goblin hordes, smashing aside any foe too tough for the Goblins to crack; their
thick leathery hides protecting them from incoming blows as they do so.
Mv Fv Sv S D A W C I
6" 6 4+ 6 6 3 3 6+ 9+
WARGEAR OPTIONS
Troll Chain. A Cave Troll must have one of the following options for the
listed points cost.
Troll Chain ACTIVE – This is a throwing weapon with a range Hand-and-a-half weapon ..............................................5 points
of 3" and a Strength of 5. Troll Spear ........................................................................5 points
SPECIAL RULES
Dominant (3), Terror, Throw Stones (range 12", Strength 8)
FALLEN REALMS
MÛMAK WAR LEADER .......................................................................400 POINTS
Of all the kings, chieftains and tribesmasters that rule over Harad, none are as feared and respected than the Mûmak War
Leader. Amid the constant tribal wars of the south, the Mûmak War Leader has never tasted defeat, earning countless victories
over those who would seek to conquer his tribe. Even the kings of the great cities dare not challenge this mighty warrior, out of
awe of his fearsome reputation. When the Dark Lord called for the Haradrim to march upon Minas Tirith, it was the Mûmak
War Leader that led his people to war, riding atop his royal war Mûmak to see to the destruction of Gondor.
COMPOSITION
The Mûmak War Leader comprises the Mûmak War Leader, Royal War Mûmak, and a Howdah, which use the profiles below:
SPECIAL RULES
Imposing Presence PASSIVE – The sight of the Mûmak War High King of the South PASSIVE – The Mûmak War
Leader atop his Royal War Mûmak can instil doubt in even Leader’s reputation is known throughout the southern
the most skilled general, and a moment’s hesitation can lands, and from atop his Mûmak he can command vast
spell their imminent doom. swathes of Haradrim.
Whilst atop his Royal War Mûmak, the first time each The range of the Mûmak War Leader’s Stand Fast is 12"
turn an enemy model within 12" of the Mûmak War rather than 6". Additionally, models in the Mûmak War
Leader declares a Heroic Move, roll a D6. On a 4+, the Leader’s Warband can be deployed within 12" rather than
Heroic Move is cancelled and the Might Point spent 6" – even outside the Howdah if they wish. Measure this
is lost. Measure this range from the base of the Royal range from the base of the Royal War Mûmak.
War Mûmak.
WARGEAR
Tusks and huge, stomping feet (hand weapons).
SPECIAL RULES Sigils of Defiance PASSIVE – The Royal War Mûmak and
Dominant (10), Large Target, Terror any models in the Howdah gain the Resistant to Magic
special rule, and whenever they suffer a Wound they may
Trample ACTIVE – When the Royal War Mûmak Tramples, roll a D6. On a natural 6, the Wound is prevented.
it will inflict 4 Strength 9 Impact Hits.
Awesome Presence PASSIVE – Friendly models treat this
model as a banner with a range of 6".
COMPOSITION
A War Mûmak of Harad comprises a Haradrim Commander, Mûmak, and a Howdah, which use the profiles below:
HARADRIM COMMANDER
Race Faction
Mv Fv Sv S D A W C I MAN HARAD
2 1 1
6" 4 4+ 4 5 2 2 6+ 6+ Unit Type Base size
HERO, INFANTRY 25MM
MÛMAK
WARGEAR OPTIONS
Tusks and huge, stomping feet (hand weapons). Gnarled Hide...........................................................25 points
Mahûd Beastmaster Chieftain............................25 points
SPECIAL RULES Rocks ........................................................................20 points
Dominant (10), Large Target, Terror Sigils of Defiance ...................................................20 points
Tusk Weapons ........................................................20 points
Trample ACTIVE – When a Mûmak Tramples, it will inflict Foul Temperament .................................................15 points
3 Strength 9 Impact Hits. Rappelling Lines ....................................................10 points
Race Faction
Mv Fv Sv S D A W C I MAN HARAD
2 2 1
6" 5 3+ 5 5 2 2 5+ 6+ Unit Type Base size
HERO, INFANTRY 25MM
WARGEAR
Armour, spear and hand weapon.
HEROIC ACTIONS
Heroic March
OPTIONS
Bow.............................................................................................................5 points
Each Haradrim tribe is presided over by their
own chieftain, Men who have used their own SPECIAL RULES
cunning to rise to power within their tribe. The Poisoned Attacks (bow)
power of these chieftains is measured in the
amount of land they control and the number of
people within their tribe. Yet every chieftain is
constantly looking to expand their territory, and
will readily attack other settlements in a bid to
slay a rival chieftain and seize their lands for
their own.
HARADRIM WARRIOR ....................6 POINTS
Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 7+ 7+
WARGEAR
Armour and hand weapon.
OPTIONS
A Haradrim Warrior must have one of the following options for the listed
points cost:
Banner.....................................................................................................25 points
War horn.................................................................................................25 points
The Haradrim have become well-versed in Bow...............................................................................................................1 point
matters of warfare through the constant Spear.............................................................................................................1 point
skirmishes between rival tribes. Callous and
cold-hearted, these warriors will show no SPECIAL RULES
mercy to their foes, particularly to those from Poisoned Attacks (bow)
the realm of Gondor. Clad in cloth and armour
made of wicker and metal, the garb of the
Haradrim is designed to allow a greater freedom
of movement at the cost of some protection. The
arrows loosed by these warriors are coated in a
vile toxin and even a flesh wound from one can
be deadly.
CORSAIR CAPTAIN.........................55 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 3+ 4 4 2 2 6+ 6+
WARGEAR
Light armour, hand weapon, two-handed weapon and throwing weapons.
HEROIC ACTIONS
Heroic March
OPTIONS
Exchange two-handed weapon for crossbow ..........................................Free
Only the most ruthless of Corsairs are able to
seize the honour of captaining their own ship
within the Corsair fleets. To be captain not
only means commanding their fellows but also
getting the greatest share of the plunder. As a
result, strength is paramount for any Corsair
Captain, as there are always others who will
seek to launch a mutiny to take command for
themselves. Mercy is seen as weakness upon
the ships and any mutineers must be dealt with
barbarically by their captains to discourage
others attempting to usurp them.
CORSAIR BO’SUN..........................50 POINTS
Mv Fv Sv S D A W C I
1 1 1
6" 4 3+ 4 4 2 2 6+ 6+
WARGEAR
Light armour, hand weapon, spear and throwing weapons.
HEROIC ACTIONS
Heroic March
OPTIONS
Exchange spear for crossbow ......................................................................Free
Any good Corsair Captain requires a strong
and loyal Bo’sun to restore order and keep their SPECIAL RULES
crew in line. These Men are well paid and well Commanding Bellow ACTIVE – The booming voice of a Bo’sun will spur on
looked after aboard the ships, holding a position the rabble around them, as few will wish to feel their Bo’sun’s wrath.
of power second only to their captain. Such
favouritism is a necessity, for the captains will Friendly Corsair models treat a Corsair Bo’sun as a banner.
be acutely aware that though their Bo’sun keeps
the crew in check, they will also have one eye on
command of the ship should their captain falter.
The commanding bellows of these Bo’suns is
often enough to quell any thoughts of mutiny,
for few are brave enough to stand against these
brutish warriors.
CORSAIR OF UMBAR .......................8 POINTS
Mv Fv Sv S D A W C I
6" 4 4+ 3 3 1 1 7+ 7+
WARGEAR
Light armour and hand weapon.
OPTIONS
A Corsair of Umbar must have one of the following options for the listed
points cost:
Bow...............................................................................................................1 point
Light shield and throwing weapons......................................................1 point
Those that crew the fleets of Umbar are no more Spear.............................................................................................................1 point
than cut-throats and scavengers, out to score
plunder from the various raids they embark
upon. They fight with a cruelty and viciousness
seldom seen in the race of Men, pillaging the
coasts of Gondor with a sadistic glee. Despite
their ferocity, Corsair raids are brief as they
prefer to quickly return to their ships to enjoy
the spoils of their plunder.
CORSAIR BALLISTA................................................................................70 POINTS
The hull of every Corsair ship is lined with deadly ballistae. These war machines are used by Corsair raiding parties to wreak
havoc upon the settlements of Gondor from afar, firing huge bladed bolts that smash through barricades and impale any
unfortunate enough to find themselves in their lethal path. Such is the force that these bolts can be fired with, that they are
easily capable of piercing thick-plated armour as if it were nothing.
COMPOSITION
A Corsair Ballista is a Small Siege Engine, and is crewed by three Corsair Siege Crew, one of which is a Siege Veteran, which
use the profile below:
WARGEAR
Light armour and hand weapon.
SPECIAL RULES
Direct Shot
Piercing Shot – A model that is hit by the shot of a Corsair Ballista will be flung back D6" directly away from the Ballista if
it has a Strength of 5 or lower. Any model that is passed over by the flung model suffers a Strength 5 hit and will be knocked
Prone. If the flung model comes into contact with a piece of impassable terrain or a model with a Strength of 6 or higher, then
it will stop and both the flung model and the model or piece of terrain that was hit will suffer one Strength 6 hit. After being
flung back, the flung model will be knocked Prone if they survive. If after the model is flung back it would finish over other
models and it has survived, then move the other models the minimum distance possible to allow the flung model to be placed
where it has landed.
Bladed Bolts – A Corsair Ballista must re-roll To Wound Rolls of a 1, including against any model that suffers a Strength 6 hit
caused by the model that is flung back, if applicable.
EVIL ARMY LISTS
BARAD-DÛR
I t was during the years of the Second Age that the Dark
Lord Sauron rose to full power. Though he had helped the
free peoples create the Rings of Power, it was within the
However, there are more than just mere Orcs within Sauron’s
ranks. Vicious Wargs race into battle with their riders atop
them, tearing at their foes with razor-sharp teeth and claws.
lands of Mordor where he forged for himself a master Ring Huge, monstrous Trolls stride into battle wielding massive
to rule all others. Into this he poured his malice, his cruelty cleavers or clubs, protected by thick scales and even thicker
and his will to dominate all life, and through the power of armour. And then there are the Nazgûl – Sauron’s most
the One Ring Sauron set out to conquer all of Middle-earth. deadly of servants. Deceived and corrupted by Sauron, these
wraith-like beings now serve the Dark Lord unwaveringly.
The armies of the Dark Lord are filled with creatures bound
to his indomitable will. Legions of Orcs swarm the plains of During the War of the Last Alliance, the Dark Lord himself
Mordor, multiplying at horrific speeds and swelling Sauron’s strode into battle against the armies of Men and Elves. Such
forces. Armed with crude weaponry and plated in whatever was the might of Sauron that none could stand against
scraps of metal the forges of Mordor can spare, these Orcs him, smashing aside his foes with great swings of his mace.
make up the bulk of the armies of Mordor and are sent in Even the high kings Elendil and Gil-galad could not bring
huge numbers to wage war upon the enemies of the Dark him down, and were felled by the Dark Lord’s fury. Only by
Lord, bringing death and ruin to the free peoples in their separating the One Ring from its master could its power
master’s name. be undone…
BARAD-DÛR
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
The Dark Lord Sauron ....................................400 points Mordor Orc Drummer .....................................30 points
ADDITIONAL RULES
A Barad-dûr Army must always contain Sauron, who is always the Army’s General.
SPECIAL RULES
“The power of the Ring could not be undone” – Sauron is Teeming with Orcs – At the height of the Dark Lord’s power,
the lynchpin of his armies and whilst he still lives, his Orcs the lands of Mordor are filled with bands of Orcs, all of which
will fight on. will fight in Sauron’s armies.
So long as Sauron has at least 3 Wounds remaining, a Barad- Sauron’s Warband may include 24 models rather than the
dûr Army can never count as being Broken. Should Sauron usual 18 for a Hero of Legend.
have 2 or fewer Wounds remaining, a Barad-dûr Army will
Break as normal. However, should Sauron ever be removed Victory is at hand – With their master striding into battle
as a casualty, a Barad-dûr Army will immediately count as alongside them, the Orcs of Mordor feel as if there is no way
being Broken. they can be defeated.
Now helpless slaves to the power of Sauron and the One Ring, The Black Riders are the deadliest and most devoted servants
these Men no longer resemble the noble kings they had once of the Dark Lord, bound to his will for all time. Cloaked in
been. Instead they have become twisted into the Ringwraiths; black robes and seeming to possess no physical form, the
shadowed, spirit-like beings that serve the Dark Lord Ringwraiths are a terrifying foe that will relentlessly track the
unwaveringly, and every ounce of their free will was stripped Ringbearer to return the Ring to their master. The shriek of
away millennia ago. They are sustained by the power of the the Nazgûl is a chilling sound unlike any other, able to invoke
Ring, and whilst it exists they cannot be truly killed. untold terror in any who hear it.
ADDITIONAL RULES
This Army may only ever include a maximum of 9 models: 8 Ringwraiths and the Witch-king.
A Black Riders Army must always contain the Witch-king of Angmar, who is always the Army’s General.
SPECIAL RULES
Terror in the night – The sight of the Black Riders is enough The Will of Sauron – Having sent the Nazgûl to hunt
to chill the hearts of even the bravest warriors, freezing them down and locate the One Ring, Sauron has put his all into
in their tracks. sustaining them.
An enemy model within the range of multiple friendly Friendly Ringwraith models do not lose a Will Point for
Ringwraith models’ Harbinger of Evil special rule, will suffer being Engaged in Combat as per the Will of Evil special rule.
a -2 penalty to their Courage Test rather than -1.
Hunt the Ringbearer – The Nazgûl will never stop hunting
Screech of the Nazgûl – Piercing through the blackness, for the Ring, and when it is near they will strive to retrieve it
the bloodcurdling shriek of the Nazgûl is a sound unlike any at all costs.
other; filling those who hear it with an eerie sense of dread.
At the start of the Fight Phase, before any other Heroic
A friendly Ringwraith model can use this special rule at the Actions are declared, a single friendly Ringwraith may
start of their Activation. If they do, choose an enemy model declare a Heroic Combat for free. This can only be done if,
within 12" and Line of Sight of the Ringwraith. The chosen should the Heroic Combat be successful, the Ringwraith
model is immediately subject to the Transfix Magical Power, could Charge the Ringbearer. If the Heroic Combat is
which will count as being Cast on a 6 – they may take a successful, the Ringwraith must Charge the Ringbearer,
Resist Test as normal. A Ringwraith model that uses this though any other models involved in the Heroic Combat may
special rule cannot also Cast a Magical Power during their act as normal.
Activation. Only a single Ringwraith can use this special rule
each turn, and each Ringwraith can only use this special rule If both players declare a Heroic Combat in the Fight Phase in
once per game. which this special rule is used, this player will automatically
win the roll-off to see which Heroic Combat goes first;
however, this Heroic Combat declared by this special rule
must be the one chosen to go first.
WRAITHS ON WINGS
WRAITHS ON WINGS
ARMY COMPOSITION
HEROES OF VALOUR HEROES OF FORTITUDE
The Witch-king of Angmar ...........................170 points Ringwraith................................................................170 points
2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE, WITH FELL BEAST 2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE, WITH FELL BEAST
Crown of Morgul ............................................................25 points Upgrade Fell Beast to Armoured Fell Beast .............20 points
Upgrade Fell Beast to Armoured Fell Beast .............20 points Morgul Blade ...................................................................10 points
Morgul Blade ...................................................................10 points
ADDITIONAL RULES
This Army may only ever include a maximum of 9 models: 8 Ringwraiths and the Witch-king.
SPECIAL RULES
Full Force Charge – The sheer weight behind the charge Strafing Attack – When a Fell Beast flies over enemy lines, it
of a flying Fell Beast is enough to maim or crush those will likely grasp at those beneath in an attempt to crush them
unfortunate to find themselves in its path. within its huge claws.
The first time a friendly Monster model Charges during its At the end of a friendly Monster model’s Move, if it is not
Activation, it may choose to use this special rule. If it does, Engaged in Combat, you may choose a single enemy model,
each model it has Charged suffers a single Strength 5 hit. that is not Engaged in Combat, that lies in the direct path
Cavalry models suffer these hits on both the Mount and the between where the Monster began its Move, and where
rider. If after these hits have been resolved the Monster is it finished its Move – the path is the same width as the
no longer Engaged in Combat, it may continue its Activation Monster model’s base. The chosen model suffers a Strength 5
and may even Charge again if it wishes; though if it does, any hit and, if it survives, will be knocked Prone. Cavalry models
subsequent Charges will not confer this effect. suffer these hits on both the Mount and the rider.
ARMY OF GOTHMOG
ARMY OF GOTHMOG
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Gothmog, Lieutenant of Sauron............120 points Morannon Orc Warrior.....................................8 points
Warg.................................................................................20 points Banner ..............................................................................25 points
Shield..................................................................................5 points Shield and spear ...............................................................2 points
Shield.....................................................................................1 point
HEROES OF FORTITUDE Spear ......................................................................................1 point
Guritz, Master of Reserves ..........................65 points
Mordor Troll.............................................................90 points
Gothmog’s Enforcer............................................55 points War drum (Mordor).......................................................25 points
ADDITIONAL RULES
The Army of Gothmog must always contain Gothmog, who is always the Army’s General.
SPECIAL RULES
The Destruction of Men – Gothmog’s hatred for the race of Tyrannical Rule – The ruthlessness in which Gothmog leads
Men runs deep and he will not rest until he has brought Minas his armies means his followers dare not turn tail and flee
Tirith to its knees. unless they want to feel his ire.
The range of Gothmog’s “The Age of Men is Over” special Friendly Orc Hero models may benefit from Gothmog’s
rule is increased to 12". Additionally, the range of Gothmog’s Stand Fast.
“The Time of the Orc has come” special rule is increased to
battlefield wide. Ruthless Assault – The Orcs showed no mercy when they
attacked Osgiliath; a trait that continued when they marched
upon the White City.
A huge army of Orcs the likes of which has never been seen Yet in overall command of the legions of Mordor is Sauron’s
in Middle-earth has been amassed, and is now prepared deadliest and most loyal servant, one who has served his
to assail the White City with the purpose of seeing it in master for centuries and now commands the greatest
flames and reduced to rubble. Led by the great Orc tactician, battle in the Dark Lord’s name – the dreaded Witch-king of
Gothmog, these Orcs are the best equipped and most well Angmar. With such a fearsome foe commanding the legions
armed of all the Orcs in the service of Sauron; and they will sent forth from Mordor, it is a dark day for the free peoples
attack with their full fury to crush the race of Men and usher of Middle-earth; one which may yet see their lands fall into
in the time of the Orc. permanent shadow…
LEGIONS OF MORDOR
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
The Witch-king of Angmar ...........................245 points Morannon Orc Warrior.....................................8 points
3 ATTACKS, 3 MIGHT, 18 WILL, 3 FATE WITH CROWN OF MORGUL Banner ..............................................................................25 points
AND ARMOURED FELL BEAST Shield and spear ...............................................................2 points
Morgul Blade ...................................................................10 points Shield.....................................................................................1 point
Two-handed weapon.......................................................5 points Spear ......................................................................................1 point
ADDITIONAL RULES
Mordor Warrior models can only be included in the Warband of a Mordor Hero.
Harad Warrior models can only be included in the Warband of a Harad Hero.
Easterling Warrior models can only be included in the Warband of an Easterling Hero.
SPECIAL RULES
Bring the City to its Knees – The armies of Mordor know that the best way to cause Minas Tirith to surrender is to slay those
who command its armies.
Friendly Hero models may re-roll To Wound Rolls of a natural 1 when making Strikes against an enemy Hero model.
MINAS MORGUL
That all ended when the Nazgûl descended upon the city, Not all of Minas Morgul’s armies are of the living. Ghostly
conquering it with their sorcerous might and transforming spectres are said to have been seen alongside the Orcs,
it into a place of dread. Now shrouded in darkness, Minas tempting the living to stray from the path and into harm.
Morgul gives off an eerie green glow and has an evil feel Yet the deadliest warriors of Minas Morgul are undoubtedly
to it. Those who stray too close to Minas Morgul are said the Nazgûl, and, above all, the Witch-king of Angmar. As
to be overcome with a sense of great dread, for the Nazgûl Sauron’s most fearsome servant, the Witch-king leads the
have dwelt there for so long that their malign influence has armies of the Dark Lord into battle from atop his dreaded Fell
seeped into not just the very city itself but also corrupted the Beast, and when he rides out from Minas Morgul, the Witch-
surrounding lands. king is at the height of his power.
MINAS MORGUL
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
The Witch-king of Angmar ...........................150 points Mordor Orc Drummer .....................................30 points
3 ATTACKS, 3 MIGHT, 18 WILL, 3 FATE
Armoured Fell Beast .....................................................70 points WARRIORS
Fell Beast.........................................................................50 points Mordor Orc Warrior ............................................5 points
Crown of Morgul ............................................................25 points Banner ..............................................................................25 points
Horse................................................................................20 points Orc bow.................................................................................1 point
Morgul Blade ...................................................................10 points Shield.....................................................................................1 point
Two-handed weapon.......................................................5 points Spear ......................................................................................1 point
Two-handed weapon..........................................................1 point
HEROES OF VALOUR
Ringwraith.................................................................90 points Morannon Orc Warrior.....................................8 points
2 ATTACKS, 1 MIGHT, 10 WILL, 1 FATE Banner ..............................................................................25 points
Fell Beast.........................................................................50 points Shield and spear ...............................................................2 points
Horse................................................................................20 points Shield.....................................................................................1 point
Morgul Blade ...................................................................10 points Spear ......................................................................................1 point
ADDITIONAL RULES
A Minas Morgul Army must always contain the Witch-king of Angmar, who is always the Army’s General.
SPECIAL RULES
The Dead City – Minas Morgul is a city corrupted by the Lead through fear – The Orcs of Minas Morgul are more
evil of the Witch-king, twisted and distorted into a place of afraid of the Witch-king and his spectral allies than they are
spectres; and the Orcs that make up its armies seem to have of any foe.
inherited a portion of their ghostly powers.
Friendly Orc models within 3" of a friendly Spirit model
Mordor Orc Captains and Mordor Orc Warriors gain the automatically pass Courage Tests when attempting to Charge
Blades of the Dead special rule. a model with the Terror special rule.
CIRITH UNGOL
ARMY COMPOSITION
HEROES OF VALOUR INDEPENDENT HEROES
Shagrat, Captain of Cirith Ungol...........110 points Shelob ...........................................................................100 points
Gorbag, Orc Captain ..........................................60 points Mordor Orc Drummer .....................................30 points
ADDITIONAL RULES
A Cirith Ungol Army must always contain Shagrat and Gorbag; Shagrat must always be your General.
Orc Hero models may only include Orc Warrior models in their Warband.
Uruk-hai Hero models may only include Uruk-hai Warrior models in their Warband.
SPECIAL RULES
Animosity – The Orcs and Uruk-hai stationed at Cirith Ungol Swift Hunter – Though she is a large, bloated creature,
despise one another and will take any chance to prove they Shelob can act surprisingly quickly when there is the promise
are better than the other. of a tasty morsel within reach.
Friendly Orc models gain a bonus of +1 To Wound when During the declare Heroic Actions step of the Move Phase,
making Strikes if there is a friendly Uruk-hai model Engaged Shelob can choose to kill a friendly model within 1" of her –
in the same Combat. Friendly Uruk-hai models gain a bonus remove the chosen model as a casualty. If she does, Shelob
of +1 To Wound when making Strikes if there is a friendly may declare a Heroic Move for free, though she may not
Orc model Engaged in the same Combat. shout With Me as part of this Heroic Move.
As the Black Gate opens, the Mouth of Sauron rides out. An Yet it is more than just the armies of Orcs on the ground
emissary of the Dark Lord himself, this Black Númenórean that emerge from the Black Gate. As the armies of the west
greets the captains of the west with proclamations of Frodo’s fight the impossible odds that are spewed forth from the
demise, before the full might of Mordor is unleashed upon Morannon, a deafening piercing shriek can be heard from
them. From the bowels of the dark lands vast legions of Orcs above, heralding the arrival of the Nazgûl atop their Fell
lurch into battle, driven onwards by the implacable will of Beasts. The armies of the Black Gate represent every final
their master. The Orcs are accompanied by huge, heavily ounce of power that the Dark Lord can muster, forming a
armoured Trolls that tower above their foes and carry great truly formidable force that has the might to destroy all in
weapons capable of splitting their enemies in two. their path.
ADDITIONAL RULES
A Black Gate Army must always contain a Mordor Troll Chieftain, who is always the Army’s General, and the Mouth of Sauron. The
Mordor Troll Chieftain that is your General is treated as a Hero of Valour.
SPECIAL RULES
Greatest of the Trolls – Of all the Trolls of Sauron’s armies, Temptation of Sauron – From the tower of Barad-dûr, the
the one that duels against Aragorn is unlike the others of its Eye of Sauron is able to fix its gaze upon the Black Gate and
race – tougher, more powerful and far more deadly. tempt even the greatest of Heroes with his call.
The Mordor Troll Chieftain that is your General gains the At the start of each Move Phase, before the Declare Heroic
Fearless special rule, and an additional point each of Might, Actions Step, you may choose a single enemy model on the
Will and Fate. battlefield. The chosen model must immediately take an
Intelligence Test. If the test is failed, you may immediately
The Hordes of Mordor – Huge numbers of Orcs swarm out Move the chosen model up to its Move Value following all
from the Black Gate, and when they attack in overwhelming the usual rules for Moving, including making them Charge if
numbers they become even more ferocious. you wish. The chosen model may not Move later in the Move
Phase, but may otherwise act normally.
Friendly Mordor Orc models Engaged in Combat gain a
bonus of +1 To Wound when making Strikes against an
outnumbered opponent.
ARMY OF THE WHITE HAND
SPECIAL RULES
Serve the White Wizard – Whilst under the watchful eye The Voice of Saruman – Saruman’s voice holds great power
of the White Wizard, the forces of Isengard will fight with and can travel enormous distances; it even has the power to
redoubled fury. invoke the weather to produce terrible storms.
Other friendly models that can draw Line of Sight to During his Activation, Saruman can use one of the following
Saruman gain a bonus of +1 to any Courage Tests they are abilities instead of Casting a Magical Power. Each of these
required to take. abilities can only be used once per game.
Conjure Lightning – Choose a point on the battlefield
at least 12" away from any friendly model (with the
exception of Gríma Wormtongue). Each model within 2"
of the chosen point suffers a Strength 6 hit. If a Cavalry
model is affected, both the rider and Mount will suffer a
Strength 6 hit.
Summon Gale – Until the end of the turn, enemy models
halve their Move Value.
Call Thunder – Until the end of the turn, enemy models
have the Fearful special rule.
At the head of the scouting Uruk-hai is Lurtz, the largest, Bred for the purpose of hunting and tracking down those
strongest and most fearsome of all the warriors under the that Saruman wants dead or captured, the Uruk-hai are a
control of Saruman. Unwaveringly loyal to the Wizard he foe that cannot be underestimated. The scouts of Isengard
serves, Lurtz will stop at nothing to claim the Elvish weapon are a relentless and determined force, and those who have to
that his master desires, driving his warriors forwards in stand against them will be hard pushed to stop their advance.
search of it. Lurtz will readily take on any who stand between Should they catch up to their quarry, Lurtz will demand no
him and his goal, and it would take a warrior of exceptional mercy as they capture their targets and hack down those that
skill to be able to stop the head of the Uruk-hai. accompany them.
LURTZ'S SCOUTS
ARMY COMPOSITION
HEROES OF VALOUR INDEPENDENT HEROES
Lurtz, Uruk-hai Scout Captain ...............100 points Uruk-hai Drummer...............................................35 points
Shield..........................................................................................free
WARRIORS
HEROES OF FORTITUDE Uruk-hai Scout...........................................................8 points
Uglúk, Uruk-hai Scout Captain ..................75 points Banner ..............................................................................25 points
Shield.....................................................................................1 point
Uruk-hai Scout Captain ...................................55 points Uruk-hai bow .......................................................................1 point
ADDITIONAL RULES
A Lurtz’s Scouts Army must always contain Lurtz, who is always the Army’s General.
SPECIAL RULES
Relentless March – Under the orders of Saruman, the Uruk- “You do not know pain, you do not know fear” – Saruman
hai will march ceaselessly to find the Halflings and bring has drilled into his Uruk-hai that they are all-but unkillable,
them to him, no matter what stands in their path. something they all seemingly believe.
Friendly models increase their Move Value to 8". Additionally, The Break Point for Lurtz’s Scouts is 66% rather than 50%.
friendly models gain the Woodland Creature special rule.
“Kill the others” – Lurtz has been commanded to slay any
who stand between himself and the Halflings his master
seeks, and will do so without hesitation.
Lurtz gains the General Hunter special rule and may declare a
Heroic Combat each turn for free.
UGLÚK’S SCOUTS
With the death of Lurtz, Uglúk has assumed command of This band of Orcs and Uruk-hai are only held together by
the Uruk-hai as the strongest Uruk that now remains. Under the instructions of their masters, and they all harbour great
Uglúk’s command are numerous scouting Uruk-hai, each one disdain and distrust for each other. This manifests itself as
armed with swords or cleavers, and some carrying bows and a power struggle, with both Orcs and Uruk-hai alike trying
quivers filled with black-fletched arrows. These Uruk-hai run to prove that they are strongest and most ruthless by slaying
as if the very whips of their master are behind them, racing the most enemies; and they will fight all the harder to do
towards Isengard with great haste and taking little respite for so if the other is watching, no doubt sneering and making
fear of failing the White Wizard. comments nearby.
UGLÚK’S SCOUTS
ARMY COMPOSITION
HEROES OF VALOUR INDEPENDENT HEROES
Uglúk, Uruk-hai Scout Captain ..................75 points Uruk-hai Drummer...............................................35 points
ADDITIONAL RULES
An Uglúk’s Scouts Army must always contain Uglúk, who is always the Army’s General.
Orc Warrior models can only be included in the Warband of an Orc Hero.
Uruk-hai Warrior models can only be included in the Warband of an Uruk-hai Hero.
SPECIAL RULES
“Their pace has quickened” – Under the orders of Saruman, Animosity – The Orcs and Uruk-hai harbour a great disdain
the Uruk-hai will march ceaselessly to find the Halflings and for one another and will take any chance to prove they are
bring them to him, no matter what stands in their path. better than the other.
Friendly Uruk-hai models increase their Move Value to 8". Friendly Orc models gain a bonus of +1 To Wound when
Additionally, friendly Uruk-hai models gain the Woodland making Strikes if there is a friendly Uruk-hai model Engaged
Creature special rule. in the same Combat. Friendly Uruk-hai models gain a bonus
of +1 To Wound when making Strikes if there is a friendly
“Get a fire going” – When required to rest, the Uruk-hai will Orc model Engaged in the same Combat.
make camp and secure the area while they take a breather.
At the helm of these Warg Riders is Sharku, a battle-scarred It is these creatures that Saruman unleashes upon the
veteran and devious Orc who fights from atop the back unsuspecting people of Rohan as they travel towards safety,
of a vicious Warg. Sharku leads the Wolves of Isengard and it will take every ounce of skill and as many good Men
into battle from the front, his own reckless fighting style as can be spared to stave off the assault. Having scouted
means he thrusts himself into the thick of battle without ahead for the best means of attack, the Wolves of Isengard
much forethought, using his sharpened riding dagger to will strike without warning upon the travelling Rohirrim; and
carve through the armour and flesh of those that stand those who are unfortunate to find themselves in front of a
against him. Warg’s jaws will soon meet a gruesome end.
WOLVES OF ISENGARD
ARMY COMPOSITION
HEROES OF VALOUR WARRIORS
Sharku, Warg Rider Captain........................70 points Isengard Warg Rider............................................11 points
Shield & throwing spears ...............................................2 points
HEROES OF FORTITUDE Orc bow.................................................................................1 point
Isengard Orc Captain.........................................65 points Shield.....................................................................................1 point
WITH WARG Throwing spears..................................................................1 point
ADDITIONAL RULES
A Wolves of Isengard Army must always contain Sharku, who is always the Army’s General.
A Wolves of Isengard Army may have up to 50% of its Warrior models armed with throwing weapons rather than the usual 33%.
SPECIAL RULES
Leader of the Pack – Sharku is in full command of his pack Warg Scouts – Sharku will often send out small numbers
and leads from the front by thrusting himself straight into of riders ahead of the pack to scout out and engage the
the fight. foe quickly.
Sharku may declare a Heroic Combat each turn for free. At the start of the game, after both sides have deployed but
before the first Priority has been rolled, you may select up
Savage Charge – The Wolves of Isengard charge with reckless to D6 friendly Warrior models. The selected models may
abandon and enough force to send even cavalry sprawling to immediately Move as if it were the Move Phase, and then
the ground. make a shooting attack as if it were the Shoot Phase. During
this Move, friendly models may not Move within 1" of an
Friendly Cavalry models still gain the Extra Attack bonus enemy model and therefore may not Charge. In Scenarios
even when they Charge a Cavalry model, and will retain it where models enter the board, the selected models will Move
even if they are subsequently Charged by a Cavalry model. onto the board before the first turn of the game, treating
any roll to enter the board as a 6. Each model is treated as a
separate Warband in this instance.
Muster of Isengard
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Saruman......................................................................170 points Uruk-hai Warrior.....................................................9 points
Horse................................................................................20 points Banner ..............................................................................25 points
Crossbow ...........................................................................2 points
HEROES OF FORTITUDE Pike.........................................................................................1 point
Uruk-hai Captain....................................................65 points Shield.....................................................................................1 point
ADDITIONAL RULES
A Muster of Isengard Army must always contain Saruman, who is always the Army’s General.
SPECIAL RULES
“You do not know pain, you do not know fear” – Saruman Isengard Unleashed – As the armies of Orthanc empty from
has drilled into his Uruk-hai that they are all-but unkillable, Isengard, they march relentlessly towards Helm’s Deep to
something they all seemingly believe. bring death to Rohan.
The Break Point for a Muster of Isengard Army is 66% During the first turn of the game, each friendly Uruk-hai
rather than 50%. Hero may declare a Heroic March for free. Additionally,
Uruk-hai Captains gain Heroic Strike.
Using huge siege ladders to scale the walls of Helm’s Deep, the It is not just thousands of Uruk-hai that Saruman has
Uruk-hai clamber up them with great athleticism and swarm unleashed, for the Uruk-hai bring with them the White
the walls of the fortress. Clad in thick armour and wielding Wizard’s most nefarious contraptions of warfare. Huge
weapons forged in the pits of Isengard, the Uruk-hai fight like ballistae loose great bolts towards the walls, shattering stone
warriors possessed, unflinching as they swing their weapons and raising enormous ladders to the high battlements outside
with reckless abandon. Some Uruk-hai are whipped into a the keep. Teams of Uruk-hai bring demolition charges into
bloodthirsty frenzy, donning little to no armour and carrying battle, detonating them in order to break stone and cause
huge blades that can cleave an enemy in two, or force them massive casualties. The army of Isengard is one of immense
over the edge of the walls to the ground below. power with a single driving force – to end the world of Men.
ADDITIONAL RULES
An Assault Upon Helm’s Deep Army must always contain an Uruk-hai Captain, who is always the Army’s General.
SPECIAL RULES
“You do not know pain, you do not know fear” – Saruman Break the Walls – Saruman has unleashed his most
has drilled into his Uruk-hai that they are all-but unkillable, devastating weapons of war upon Helm’s Deep, attempting
something they all seemingly believe. to bring down the walls with a mixture of metal and fire.
The Break Point for an Assault Upon Helm’s Deep Army is Friendly Isengard Assault Ballistae may re-roll To Hit and
66% rather than 50%. Scatter Rolls of a 1. Additionally, when a friendly Demolition
Charge is detonated, you may roll two dice on the Detonation
Commander of the Uruk-hai – The commanders of Table rather than one and pick either result.
Saruman’s forces are the strongest and most vicious Uruk-hai
to come out of the pits beneath Isengard.
Usurpers of Edoras
ARMY COMPOSITION
HEROES OF VALOUR WARRIORS
Freca, Lord of the West-march .................80 points Hill Tribesman ............................................................5 points
Light shield and Flaming Brand ....................................2 points
Wulf, High Lord of the Hill Tribes............110 points Bow ........................................................................................1 point
Horse................................................................................20 points Flaming Brand .....................................................................1 point
Light shield...........................................................................1 point
HEROES OF FORTITUDE Spear ......................................................................................1 point
General Targg..........................................................80 points Two-handed weapon..........................................................1 point
Horse................................................................................20 points
Rohirrim Traitor .....................................................6 points
Lord Thorne of the Wold.................................70 points War horn, shield and throwing spears ......................28 points
Banner ..............................................................................25 points
Hill Tribes Chieftain ...........................................40 points Shield and throwing spears ...........................................3 points
Light shield........................................................................5 points Bow ........................................................................................1 point
Two-handed weapon.......................................................5 points Shield.....................................................................................1 point
ADDITIONAL RULES
If your Army includes Freca, then he must be your General.
Rohirrim Traitors can only be included in Lord Thorne’s Warband.
SPECIAL RULES
Whipped into a frenzy – The Hill Tribesmen have been Barbarous Killers – Freca and his son are determined to
driven into a frenzy by the promise of claiming the lands they claim the throne for themselves, and will slay any who stand
believe to be theirs. in their way without mercy.
Whenever a Hill Tribesman or Hill Tribes Chieftain suffers a Friendly Dunland models gain a bonus of +1 To Wound when
Wound, roll a D6. On a natural 6, the Wound is ignored. making Strikes against enemy Hero models.
BESIEGERS OF THE HORNBURG
Wulf’s desire to see the death of Helm has become all- The besiegers of the Hornburg are perhaps the greatest
consuming, devouring any part of the person he was before Dunlending force ever mustered to this date. Teeming hordes
his father’s death. Driven by rage, Wulf fights like a man of Hill Tribesmen rampage towards the fortress walls, each
possessed and will not relent once the fighting starts; intent on bringing death and ruin to the people of Rohan.
commanding his forces to keep the fortress cut off despite Should the armies of Wulf be successful, Wulf will finally
their own diminishing supplies leading to losses. In order have the revenge he so desperately craves for the death of his
to keep his men content and willing to fight, Wulf promises father, and he will be able to proclaim himself as the rightful
them any riches found within the fortress – a prize that king – an act that would have dire consequences for the rest
will sate the greed of any Hill Tribesman should they be of the Third Age of Middle-earth…
victorious.
ADDITIONAL RULES
A Besiegers of the Hornburg Army must include Wulf, who is always the Army’s General.
SPECIAL RULES
Wulf’s Revenge – Wulf has been entirely consumed by his The Promise of Wealth – Wulf has promised his followers all
need for revenge and will stop at nothing to slay his enemies. the riches that lie within the Hornburg: a prize they are more
than willing to fight to the death for.
Whenever Wulf Moves, he must always Charge an enemy
model if possible. Additionally, once per game Wulf may Friendly Dunland Warrior models within range of an
declare a Heroic Challenge for free, though this Heroic Objective Marker gain a bonus of +1 To Wound when
Challenge must target the enemy General. Wulf may still do making Strikes.
this even if the enemy General has a lower Heroic Tier.
Shank & Wrot – The Orcs and their bestial companion do
not follow the orders of the High Lord of the Hills Tribes; they
answer to an altogether different master…
Depths of Moria
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
The Balrog.................................................................350 points The Watcher in the Water ..........................200 points
SPECIAL RULES
Drums in the Deep – The sound of drums can be heard Shadow… – The Balrog is cloaked in darkness, making it
echoing throughout the caverns of Moria, heralding almost impossible to see where the shadows end and the
impending doom for the enemies of Moria and driving the Balrog begins.
Goblins forth into battle.
Shooting attacks that target the Balrog will only ever hit on
Enemy models suffer a -1 penalty to any Courage Tests they the roll of a 5+.
are required to take, whilst friendly Moria Goblin models
gain a bonus of +1 to any Courage Tests they are required …and Flame – By wreathing itself in blisteringly hot flames,
to take. Additionally, friendly Moria Goblin models always the Balrog is capable of unleashing its fires upon those who
count as being in range of a banner. stand before it.
Dominion of the Balrog – When the Balrog stands with Once per game, at the start of any Shoot Phase, the Balrog
them, the Goblins of Moria feel almost invincible and will may select a single enemy model within 3" of it and roll a
fight with redoubled fury. D6. On a 2+, the model is immediately Set Ablaze. This is an
Active ability belonging to the Balrog, and after it has used
Friendly Moria Goblin models within 6" of the Balrog gain this ability, the Balrog no longer benefits from the ‘Shadow…’
a bonus of +1 to their Fight Value. Additionally, so long as special rule.
the Balrog has at least 6 Wounds remaining, a Depths of
Moria Army can never count as being Broken. Should the
Balrog have 5 or fewer Wounds remaining, a Depths of Moria
Army will Break as normal. However, should the Balrog
ever be removed as a casualty, a Depths of Moria Army will
immediately count as being Broken.
HARAD
W hen the Dark Lord sent out the call for all those
loyal to him to march upon the kingdom of
Gondor, the armies of Harad were amongst the first to
Yet it is not their ruthless nature or use of toxins that make
the Haradrim such a feared foe, it is the Mûmakil. These
enormous, lumbering war beasts tower over the armies of the
answer. Warriors from numerous tribes and great desert free peoples, dwarfing even the likes of buildings and fortress
cities gathered into a single great army, putting aside walls. Such beasts are easily capable of sweeping aside huge
their petty squabbles and tribal wars, and began the swathes of enemy ranks with a single swing of their mighty
long march northwards to Minas Tirith and the Battle of tusks, and their leathery hides protect them from all but
Pelennor Fields. the sharpest or most powerful weaponry. Those who find
themselves in the path of these colossal monsters will almost
The Haradrim are a callous and harsh people who have certainly be trampled into the dirt.
become hardy through their tough lives in the arid desert
wastes of the southlands. Their warriors employ all manner When unleashed upon the Pelennor, the armies of Harad
of unusual tactics when they fight, coating their weapons in turn the tide of battle back in the favour of the Dark Lord
vile toxins that cause a slow and painful death for any who once more, breaking the armies of Rohan and crushing what
are so much as grazed by their blades or arrows. Such warfare little spirit they still hold. In fact, had it not been for the
may be looked down on by the other races of Men, but they timely arrival of Aragorn and the Army of the Dead, then the
cannot deny that the underhanded methods are effective. Haradrim would likely have seen the White City fall.
Harad
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Mûmak War Leader ...........................................400 points Haradrim Warrior..................................................6 points
Banner ..............................................................................25 points
HEROES OF FORTITUDE War horn ..........................................................................25 points
Haradrim Chieftain .............................................50 points Bow ........................................................................................1 point
Bow .....................................................................................5 points Spear ......................................................................................1 point
ADDITIONAL RULES
A Harad Army may have up to 50% of its Warrior models armed with bows rather than the usual 33%.
SPECIAL RULES
War Beasts from the South – The sight of the great, Monstrous Rampage – Bringing a charging Mûmak to a
lumbering beasts rampaging towards an army is enough to complete stop is an all but impossible task save for actually
instil terror in even the bravest warriors. slaying the beast.
Friendly Mûmak models gain the Harbinger of Evil (12") Each Hero that is commanding a Mûmak can, once per game,
special rule. declare a Heroic Combat for free whilst atop a Mûmak. When
they do, the Mûmak will be affected as if they had been the
The Scorpion’s Sting – The Haradrim are known to coat their one to declare the Heroic Combat, though they may not pivot
weapons in exotic toxins, turning what would be a mere flesh before they Trample as part of a Heroic Combat.
wound into a fatal injury.
Corsair Fleets
ARMY COMPOSITION
HEROES OF FORTITUDE WARRIORS
Corsair Captain ......................................................55 points Corsair of Umbar ....................................................8 points
Exchange two-handed weapon for crossbow ..................Free Bow ........................................................................................1 point
Light shield and throwing weapons ...............................1 point
Corsair Bo’sun..........................................................50 points Spear ......................................................................................1 point
Exchange spear for crossbow...............................................Free
Corsair Ballista ......................................................70 points
ADDITIONAL RULES
A Corsair Fleets Army must always contain a Corsair Captain, who is always the Army’s General.
SPECIAL RULES
The Fleetmaster – As the Corsairs sail towards battle on the The Last Stroke of Doom – The Corsairs are a barbarous
Pelennor, they are commanded by their ruthless fleetmaster bunch and they will show no mercy upon those who they
who demands the utmost loyalty from his crew. manage to corner as they raid the lands of Gondor.
The Corsair Captain that is your General increases their Friendly Corsair models gain the Backstabbers special rule.
Attacks and Wounds to 3 each, and gains the Fearless and
Sharpshooter special rules. Ballistae Assault – Before the Corsairs leap into battle, they
will bombard their targets with bolts from the ballistae on
their ships.
After both sides have been deployed, but before the first turn
of the game, a single Corsair Ballista may make a shooting
attack following all the normal rules for doing so.