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MESBG Armies of The Lord of The Rings 2024

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100% found this document useful (16 votes)
176K views247 pages

MESBG Armies of The Lord of The Rings 2024

Uploaded by

Alex Mozo
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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“On the slopes of Mount Doom, they fought for the freedom of

Middle-earth.”

– Galadriel, The Lord of the Rings: The Fellowship of the Ring™


CONTENTS
INTRODUCTION ...................................................4 FORCES OF EVIL...............................................136
Mordor........................................................................138
FORCES OF GOOD ................................................6 Isengard......................................................................158
The Free Peoples ...........................................................8 The Hill Tribes ...........................................................176
Rohan...........................................................................30 The Misty Mountains...............................................184
Gondor.........................................................................48 Fallen Realms ............................................................190
Elven Kingdoms..........................................................68
EVIL ARMY LISTS ............................................200
GOOD ARMY LISTS............................................80 Barad-dûr ..................................................................202
The Fellowship............................................................82 The Black Riders ......................................................204
The Shire .....................................................................84 Wraiths on Wings....................................................206
Road to Rivendell .......................................................86 Army of Gothmog....................................................208
Breaking of the Fellowship .....................................88 Legions of Mordor ....................................................210
Kingdom of Rohan ....................................................90 Minas Morgul.............................................................212
Road to Helm’s Deep..................................................92 Cirith Ungol ...............................................................214
Defenders of Helm’s Deep ........................................94 The Black Gate ..........................................................216
Ride Out .......................................................................96 Army of the White Hand ........................................218
Riders of Éomer ..........................................................98 Lurtz’s Scouts...........................................................220
Riders of Théoden ...................................................100 Uglúk’s Scouts...........................................................222
Army of Edoras .........................................................102 Wolves of Isengard...................................................224
Defenders of the Hornburg ....................................104 Muster of Isengard ...................................................226
Minas Tirith ...............................................................106 Assault Upon Helm’s Deep .....................................228
Garrison of Ithilien ..................................................108 Usurpers of Edoras..................................................230
Reclamation of Osgiliath .........................................110 Besiegers of the Hornburg ......................................232
Atop the Walls............................................................112 Depths of Moria ........................................................234
Return of the King ....................................................114 Harad ..........................................................................236
Defenders of the Pelennor.......................................116 Corsair Fleets ...........................................................238
Men of the West.........................................................118
Númenor....................................................................120
Lindon ........................................................................122
Rivendell ....................................................................124
The Last Alliance ......................................................126
Lothlórien ..................................................................128 ISBN: 978-1-83779-216-0
Fangorn ......................................................................130
The Eagles ..................................................................132 Product Code: 60 63 14 99 024
Realms of Men ..........................................................134

Produced by the Middle-earth team at Games Workshop.


Thanks to ‘The Ringwraiths’ for their playtesting endeavours, special thanks to Frank Barron, Dustin Rodriguez,
Melissa Lohman and Jill Benscoter from Warner Bros, Fredrica Drotos, Sam Benson, Rebecca Hanson and John Mayo at
Middle-earth Enterprises, and Daniel Falconer from Wētā Workshop.
With special thanks to Sir Peter Jackson, Kenji Kamiyama, Philippa Boyens and Arty Papageorgiou.
© New Line Productions, Inc. All rights reserved. MIDDLE-EARTH, THE LORD OF THE RINGS: THE FELLOWSHIP OF THE RING, THE LORD OF THE RINGS: THE TWO TOWERS,
THE LORD OF THE RINGS: THE RETURN OF THE KING 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)

© 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.

WHAT DOES THIS MANUAL CONTAIN?


Armies of The Lord of the Rings™ is split into two sections: Forces of Good and Forces of Evil. Each section showcases all of
the profiles and Army Lists for that alignment, which will help you build your forces and organise your collection.

PROFILES There may also be times where a profile is listed as requiring


Within these pages you will find all of the profiles for the a specific piece of Wargear, and their points cost in the Army
various heroes, villains, warriors and creatures you will be List will have been adjusted to include this Wargear. For
familiar with from The Lord of the Rings™ films. Each profile example, in the Riders of Éomer Army List, Éomer must take
will feature the rules for that character, including their Firefoot and so this has already been included in his points
points value, characteristics, Heroic Actions, Wargear and cost for that Army List.
any special rules the character has.
An Army List will also divide the Hero models it can include
The profiles are split into sections roughly based on the race into the Heroic Tier they are in when included in that Army
or region of the characters in question. Each profile will be List. Sometimes a Hero will be a different Heroic Tier in
divided into one (or more) Army Lists, which will explain different Army Lists, so this is a handy reference for players
how you can use these characters in battle. to know which Heroic Tier all of their Hero models are.

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+

Race Faction Unit Type Base size


HOBBIT FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


HOBBIT FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Hand weapon and Frying Pan.

Frying Pan ACTIVE – Instead of making Strikes if he wins a Duel Roll,


Sam may choose to use his Frying Pan as a weapon. Choose one enemy
Infantry model involved in the Combat (with the exception of a Monster)
and roll a D6. On a 4+, the chosen model is stunned by the hit and cannot
Move during the following turn, but may otherwise act normally.
A gardener by trade, Sam has been tasked by
Gandalf to accompany Frodo on his journey HEROIC ACTIONS
with the One Ring. Sam is unshakably loyal to Heroic Strength
Frodo, having pledged to join him in his quest to Heroic Strike
Mount Doom and standing at his side without
hesitation. Upon their journey, Sam helps Frodo OPTIONS
overcome seemingly insurmountable odds and Elven cloak................................................................................................5 points
aids his companion in his struggle with the Ring,
showing exceptional bravery and devotion to SPECIAL RULES
his friend even as the Ring attempts to corrupt Resistant to Magic, Throw Stones (range 8", Strength 1)
Frodo. In fact, without Sam, it is likely that
Frodo wouldn’t have gotten very far at all… “Let him go or I’ll have you, Longshanks!” ACTIVE – Sam has sworn to
protect Frodo from any danger, no matter the cost to his own life.

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+

Race Faction Unit Type Base size


HOBBIT FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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.

PEREGRIN TOOK ............................10 POINTS


Mv Fv Sv S D A W C I
0 0 2
4" 3 3+ 2 3 1 1 6+ 7+

Race Faction Unit Type Base size


HOBBIT FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


WIZARD FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Glamdring, Narya and Staff of Power.

Glamdring ACTIVE – This is a Unique Elven hand-and-a-half weapon. A


model gains a bonus of +1 to their Strength when making Strikes with
Glamdring.

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:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


HORSE SEE RIDER MOUNT 60MM
8" 1 6+ 3 3 0 3 8+ 8+

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+

Race Faction Unit Type Base size


MAN FELLOWSHIP, HERO, INFANTRY, UNIQUE 25MM
DÚNEDAIN

WARGEAR
Ring of Barahir and hand-and-a-half weapon.

Ring of Barahir PASSIVE – This is a Unique piece of Wargear. Whenever


Aragorn is affected by a Magical Power, after any Resist Tests have been
made (if able), he may roll a D6. On a natural 6, Aragorn is not affected by
that Magical Power.

The enigmatic ranger, known in the wilds HEROIC ACTIONS


as Strider, has travelled far and wide across Heroic Accuracy
Middle-earth fighting the servants of the Dark Heroic Challenge
Lord. Having saved Frodo and his companions in Heroic Defence
Bree from the pursuit of the Black Riders, Strider Heroic March
has guided them to Rivendell, and there pledged Heroic Resolve
his sword to Frodo in his quest to Mount Doom. Heroic Strength
An expert with both blade and bow, Strider is Heroic Strike
more than capable of holding his own against
any foe that would stand against him or his OPTIONS
allies. Yet it is at the Council of Elrond where Andúril, Flame of the West ................................................................40 points
Strider’s true lineage comes to light, revealing Brego .......................................................................................................20 points
him not just to be a mere ranger, but Aragorn – Armour.......................................................................................................5 points
heir to the throne of Gondor. Bow.............................................................................................................5 points
Elven cloak................................................................................................5 points

Andúril, Flame of the West ACTIVE – This is a Unique Elven hand-and-a-


half weapon. Whenever Aragorn makes Strikes with Andúril, he never
requires more than a 4+ when rolling To Wound. If Aragorn uses Andúril
as a two-handed weapon, then he will still gain the bonus of +1 when
rolling To Wound, meaning he will Wound on a 3+.

SPECIAL RULES
Horse Lord, Mighty Hero, Resistant to Magic

BREGO
Brego is a Mount that uses the profile below:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


HORSE SEE RIDER MOUNT 40MM
10" 2 6+ 3 4 0 1 6+ 6+

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+

Race Faction Unit Type Base size


ELF FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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.

Deadly Shot ACTIVE – An expert marksman, Legolas is capable of hitting


almost any target with remarkable ease.

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).

Pinpoint Shot ACTIVE – Even in the swirl of battle Legolas’ accuracy is


unrivalled; even allowing him to save his allies from advancing enemies in
the nick of time.

Instead of shooting normally, Legolas may make a single shooting attack


against an enemy model Engaged in Combat with a friendly model
(including himself). If he does, then if the To Hit Roll is successful, Legolas
doesn’t need to make any In The Way Rolls – the shot will automatically
hit its target.
GIMLI, SON OF GLÓIN ................100 POINTS
Mv Fv Sv S D A W C I
3 2 3
5" 6 4+ 4 8 2 2 4+ 6+

Race Faction Unit Type Base size


DWARF FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy Dwarf armour, Master-forged two-handed weapon, two hand
weapons and throwing weapons.

HEROIC ACTIONS
Heroic Strength
Heroic Strike

Gimli accompanied his father, Glóin, in OPTIONS


attending the Council of Elrond, and joined the Elven cloak................................................................................................5 points
Fellowship of the Ring as a representative of
the Dwarves. Brash, stubborn and hot-headed, SPECIAL RULES
Gimli is a warrior of exceptional martial Axes of the Dwarves! ACTIVE – Armed with various types of axe, Gimli is
prowess, and more than capable of fighting off more than capable of unleashing the fury of his race upon his foes.
hordes of enemies with a grim determination.
Though he harbours a resentment of the Elves, At the beginning of each Combat he is involved in, Gimli can choose to
Gimli has struck up a strong friendship with either fight with an axe in each hand, in which case he will fight with 3
Legolas, one born out of healthy competition Attacks, or with his two-handed axe.
about who can slay the most foes in battle – and
he fights all the harder to out-do the pointy- “I myself am sitting pretty on 43” ACTIVE – Legolas and Gimli both wish
eared Elvish princeling! to prove themselves as the better fighter, and will often engage in friendly
competition upon the battlefield.

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+

Race Faction Unit Type Base size


MAN FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Armour, hand weapon and the Horn of Gondor.

Horn of Gondor ACTIVE – This is a Unique war horn. At the start of a


Combat involving Boromir, if he is outnumbered in the Combat then he
may blow the Horn of Gondor. If he does, then one enemy model involved
in the Combat (chosen by their controlling player) must take a Courage
Test. If the Courage Test is passed then the Combat is fought as normal.
The eldest and favoured son of the Steward of If the Courage Test is failed then no Duel Roll is made and Boromir
Gondor, Boromir has been tasked by his father automatically wins the Combat.
to ride to Rivendell and discover what Elrond is
planning, and should this involve the weapon HEROIC ACTIONS
of the enemy then Boromir is to ensure it be Heroic Defence
brought to Gondor. Boromir is the finest sword Heroic March
in Gondor and an exceptional warrior, however, Heroic Strength
he is desperate to do his father’s will, and it is Heroic Strike
this desperation that will allow the Ring to latch
onto and poison Boromir’s mind, driving him to OPTIONS
near madness and ultimately to his doom. Horse .......................................................................................................20 points
Elven cloak................................................................................................5 points
Shield .........................................................................................................5 points

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.

Whilst within 3" of a friendly Fellowship Hobbit model, Boromir gains


the Fearless special rule and may re-roll failed To Wound Rolls when
making Strikes.
BILL THE PONY...............................25 POINTS
Mv Fv Sv S D A W C I
0 1 2
8" 2 6+ 3 4 1 2 6+ 7+

Race Faction Unit Type Base size


PONY FELLOWSHIP HERO, INFANTRY, 40MM
BEAST, UNIQUE

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+

Race Faction Unit Type Base size


HOBBIT SHIRE HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Hand weapon. Resistant to Magic, Throw Stones (range 8", Strength 1)

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.

Sting ACTIVE – This is a Unique Elven hand weapon. A model


gains a bonus of +1 to their Strength when making Strikes
with Sting.
LOBELIA SACKVILLE-BAGGINS .........20 POINTS
Mv Fv Sv S D A W C I
0 4 1
4" 2 3+ 2 2 1 1 4+ 6+

Race Faction Unit Type Base size


HOBBIT SHIRE HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Umbrella.

Umbrella ACTIVE – This is a hand weapon. If Lobelia wins a Combat she


may not make Strikes (she will likely just give her opponent a good, but
ultimately painless, battering with her 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+

Race Faction Unit Type Base size


HOBBIT SHIRE HERO, INFANTRY, UNIQUE 25MM

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.

GRIP, FANG AND WOLF


Grip, Fang and Wolf are individual models that each take up one space in Farmer Maggot’s Warband. They each have the
same profile:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


DOG SHIRE INFANTRY, WARRIOR, 25MM
8" 3 6+ 3 3 1 1 7+ 7+
BEAST, UNIQUE

WARGEAR SPECIAL RULES


Teeth and claws (hand weapons). Woodland Creature

Loyal Hounds PASSIVE – Grip, Fang and Wolf will always


use Farmer Maggot’s Courage characteristic whilst he is
alive and on the battlefield. Additionally, Grip, Fang and
Wolf treat Farmer Maggot as a banner with a range of 6",
and may re-roll failed To Wound Rolls whilst within 6" of
Farmer Maggot.
HAMFAST ‘GAFFER’ GAMGEE ......35 POINTS
Mv Fv Sv S D A W C I
1 1 2
4" 2 3+ 2 3 1 2 5+ 7+

Race Faction Unit Type Base size


HOBBIT SHIRE HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Hand weapon.

SPECIAL RULES
Resistant to Magic, Throw Stones (range 8", Strength 1)

“Leave me flowers alone!” PASSIVE – Hamfast is a passionate gardener


and cares deeply for the plants he tends to, and will viciously go after
The father of Samwise, Hamfast has long been anyone who tramples his flowerbeds.
a friend of the Baggins family. A gardener by
trade, Hamfast taught his son everything he After both sides have deployed, before the first turn begins. Hamfast’s
knew about flowers and plants, and tended the controlling player may place three 25mm Flower Markers anywhere
gardens of Bag End for many years. Though he on the board. Models can Move freely over Flower Markers, but may
is far past his prime, and enjoying a well-earned never end their Move overlapping a Flower Marker. They may also not
partial retirement in the Green Dragon, Hamfast Back Away or Make Way so that they are overlapping a Flower Marker.
still holds a great deal of passion for the flowers Objects such as a Siege Engine, Heavy Object, or other such items can
he tends to – and woe betide anyone who dares never be placed so that they are overlapping a Flower Marker. Friendly
to crush or crumple his plants underfoot. Hobbit models may re-roll failed To Wound Rolls when making Strikes
or shooting attacks that target an enemy model within 3" of a friendly
Flower Marker. Additionally, Hamfast gains a bonus of +1 To Wound when
making Strikes or shooting attacks that target an enemy model within 3"
of a friendly Flower Marker.

ROSIE COTTON ..............................20 POINTS


Mv Fv Sv S D A W C I
0 1 2
4" 1 3+ 2 3 1 1 7+ 7+

Race Faction Unit Type Base size


HOBBIT SHIRE HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Rosie is Unarmed.

SPECIAL RULES
Fearful, Resistant to Magic, Throw Stones (range 8", Strength 1)

“If I were to marry anyone, it would’ve been her” PASSIVE – Sam is


devoted to Rosie and will do anything to protect her.
Rosie is the barmaid of the Green Dragon Inn
and is popular with the clientele for her friendly Whilst Sam is within 3" of Rosie, Sam may re-roll any failed To Wound
demeanour and welcoming smile. It was within Rolls when making Strikes.
the pub that Rosie caught the eye of a young
Sam Gamgee, though the bashful Hobbit was “Sweet Maiden of the Golden Ale” PASSIVE – As barmaid of the Green
far too timid to approach her. Rosie is often Dragon, Rosie knows that the best way to inspire a Hobbit is with a nice
subjected to the antics of her patrons following mug of ale.
a few ales, and is intelligent enough to know a
fool when she sees one. Upon Sam’s return to the Friendly Hobbit models treat Rosie Cotton as a banner with a range of 6".
Shire, he uses his new-found bravery to finally Additionally, so long as she is alive, Rosie will also count as a banner for
approach Rosie, much to the barmaid’s delight. the purpose of Victory Points in Scenarios that award Victory Points for
having a banner left alive.
BARLIMAN BUTTERBUR ...............45 POINTS
Mv Fv Sv S D A W C I
2 3 2
6" 3 4+ 3 4 1 2 6+ 7+

Race Faction Unit Type Base size


MAN FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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.

THE GATEKEEPER OF BREE........40 POINTS


Mv Fv Sv S D A W C I
1 3 1
6" 3 5+ 3 3 1 2 7+ 8+

Race Faction Unit Type Base size


MAN BREE HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


HOBBIT FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


ENT FANGORN HERO, INFANTRY, MONSTER, UNIQUE 60MM

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.

So long as at least one of Merry and Pippin remains on


Treebeard, Treebeard has the Resistant to Magic special rule.
BEECHBONE..........................................................................................150 POINTS
A huge Ent of Fangorn even by their standards, Beechbone marches to war alongside his kind as they seek to rid Isengard of
the filth of Saruman. Beechbone is not one to show mercy having seen the destruction left by Saruman’s relentless desire for
industry, and will smash aside Orcs and Wild Men alike as he enacts his vengeance upon the armies of Isengard. Yet such
wrath is not without risk, and Beechbone finds himself set alight by the fire lit by Saruman’s forces.

Mv Fv Sv S D A W C I
3 1 0
6" 8 4+ 8 8 3 4 4+ 5+

Race Faction Unit Type Base size


ENT FANGORN HERO, INFANTRY, MONSTER, UNIQUE 60MM

WARGEAR SPECIAL RULES


Roots and branches (hand weapon). Dominant (3), Fearless, Large Target, Terror,
Throw Stones (range 18", Strength 10), Woodland Creature
HEROIC ACTIONS
Heroic Challenge Bludgeon BRUTAL POWER ATTACK – Strong, powerful beings, Ents
Heroic Strength will often pick up their foes and use them to clobber others
who seek to bring fire to the forest.

Before models Back Away, select one enemy model involved


in the Combat to be picked up by the Ent and be the
Bludgeon. If this is a Cavalry model then it is the rider that is
picked up and the Mount becomes a Separated Mount. The
chosen model cannot be a Monster, Chariot or War Beast.

Choose another model involved in the Combat. Both the


chosen model and the Bludgeon suffer one Strength 8
hit. If the chosen model is slain, choose a different model
involved in the Combat and repeat the process. Keep doing
this until either the Ent fails to slay a chosen model, or no
more models can be chosen. The process carries on even if
the Bludgeon is slain; the Ent keeps using their body as a
weapon. If the Bludgeon survives, they will be placed back
where they were in the Combat and be knocked Prone. Once
this Brutal Power Attack is resolved, enemy models Back
Away as normal.

Deep-rooted Hatred ACTIVE – The sight of his fellow Ents


being cut down by the servants of the White Hand has caused
Beechbone to show no mercy to Orc-kind.

Beechbone must re-roll all failed To Wound Rolls when


making Strikes against any Orc, Uruk-hai, Goblin or Isengard
models. In addition, when Beechbone Moves he must
always Charge an Orc, Uruk-hai, Goblin or Isengard model
if possible.
BIRCHSEED............................................................................................150 POINTS
Unlike the majority of his kind, Birchseed is relatively young and small for an Ent. Yet despite his comparative youth, Birchseed
exemplifies the nature of the Ents, taking his time to think before he acts. When the Ents march to war, Birchseed does not
let the situation overwhelm him, using his natural stoicism and reserved nature to carefully react to the manoeuvres of
Saruman’s armies in order to cut them off and see Isengard fall.

Mv Fv Sv S D A W C I
1 2 3
6" 7 4+ 7 8 3 3 5+ 5+

Race Faction Unit Type Base size


ENT FANGORN HERO, INFANTRY, MONSTER, UNIQUE 60MM

WARGEAR SPECIAL RULES


Roots and branches (hand weapon). Dominant (3), Fearless, Large Target, Terror,
Throw Stones (range 18", Strength 10), Woodland Creature
HEROIC ACTIONS
Heroic Strength Bludgeon BRUTAL POWER ATTACK – See page 25.

Naturally Unhasty PASSIVE – Even for an Ent Birchseed is


particularly reserved and stoic, allowing him to react to the
movements of the foes of Fangorn.

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+

Race Faction Unit Type Base size


ENT FANGORN WARRIOR, INFANTRY, MONSTER 60MM

WARGEAR SPECIAL RULES


Roots and branches (hand weapon). Dominant (3), Fearless, Large Target, Terror,
Throw Stones (range 18", Strength 10), Woodland Creature

Bludgeon BRUTAL POWER ATTACK – See page 25.


GWAIHIR ................................................................................................150 POINTS
The greatest of the Eagles of the Misty Mountains, Gwaihir the Windlord is a noble and wise beast. From atop his lofty perch
Gwaihir sees far across the lands of Middle-earth below. Far more than a mere animal, Gwaihir possesses an intelligence and
wisdom that most could only dream of. Though he prefers to remain high above the goings-on of the world below, should a
trusted ally prove to be in desperate need, then Gwaihir will still fly down from the mountains to provide help to those who
have proved to be a friend.

Mv Fv Sv S D A W C I
3 3 3
12" 8 4+ 6 8 3 3 3+ 3+

Race Faction Unit Type Base size


EAGLE MISTY MOUNTAINS HERO, INFANTRY, MONSTER, UNIQUE 60MM

WARGEAR SPECIAL RULES


Claws and beak (hand weapon). Dominant (4), Fly, Large Target, Monstrous Charge, Terror

HEROIC ACTIONS The Windlord ACTIVE – Though Gwaihir is a noble creature,


Heroic Defence he is unwilling to interfere with the goings-on of those
Heroic Strength below the mountaintops and his intellect is known only to a
select few.

Only Eagle and Wizard models may benefit from Gwaihir’s


Stand Fast or benefit from his Heroic Actions.
GREAT EAGLE...............................100 POINTS
Mv Fv Sv S D A W C I
12" 7 4+ 6 8 2 3 4+ 4+

Race Faction Unit Type Base size


EAGLE MISTY MOUNTAINS WARRIOR, INFANTRY, 60MM
MONSTER

WARGEAR
Claws and beak (hand weapon).

SPECIAL RULES
Dominant (3), Fly, Large Target, Monstrous Charge, Terror

Soaring high above the realms and kingdoms


of Middle-earth, the Great Eagles of the Misty
Mountains hold themselves apart from the
world below. Yet in times of great need, the
Eagles will still flock down to aid the free
peoples, using their huge beaks and razor-sharp
claws to carve through enemy armour and flesh
with remarkable ease, attacking from above
before circling round for another assault.

FLEDGELING GREAT EAGLE.........75 POINTS


Mv Fv Sv S D A W C I
12" 6 4+ 5 7 2 3 5+ 5+

Race Faction Unit Type Base size


EAGLE MISTY MOUNTAINS WARRIOR, INFANTRY, 60MM
MONSTER

WARGEAR
Claws and beak (hand weapon).

SPECIAL RULES
Dominant (2), Fly, Large Target, Monstrous Charge, Terror

The Great Eagles are ancient beings, though


some of them are still young by their own
standards. The fledgelings have yet to reach full
maturity and can be spotted by the white under
feathers they still have within their majestic
plumes. The more white feathers that are visible,
the younger the fledgeling is. Yet this doesn’t
make them any less deadly, and even a fledgeling
Great Eagle is easily capable of tearing through
their enemies with frightening ease.
ROHAN
THÉODEN, KING OF ROHAN .......75 POINTS
Mv Fv Sv S D A W C I
3 3 1
6" 5 4+ 4 5 2 2 5+ 5+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Armour and Herugrim.

Herugrim ACTIVE – This is a Unique hand weapon. Additionally, if a model


armed with Herugrim is involved in a Drawn Combat where the Combat
is tied at this model’s Fight Value (i.e., both sides have Fight Value 5 as
their highest, or whatever Fight Value Théoden reaches should he declare
a Heroic Strike), then instead of rolling off to see who wins, this model
The King of Rohan during the time of the War wins instead. If both sides have a similar special rule, roll off as normal.
of the Ring, Théoden had his mind corrupted by
the Wizard Saruman, transforming him into a HEROIC ACTIONS
wizened wreck of a Man who could barely speak Heroic Challenge
his own name. Though he suffered like this for a Heroic March
number of years, it was the coming of Gandalf Heroic Strike
that freed him from Saruman’s grasp, returning
Théoden to his noble self. After leading his people OPTIONS
to victory at Helm’s Deep, Théoden is then faced Snowmane with armour.....................................................................25 points
with Gondor’s call for aid; a call he answers as Snowmane .............................................................................................20 points
he prepares his Men to ride south to battle upon Exchange armour for heavy armour....................................................5 points
the Pelennor. Although the battle will ultimately Shield .........................................................................................................5 points
claim his life, the deeds done at the Pelennor will
become the stuff of legend – writing themselves SPECIAL RULES
into songs to perhaps even rival those of Expert Rider, Horse Lord, Leader (Rohan Royal Guard)
Théoden’s forebears.
“Forth, and Fear no Darkness” ACTIVE – Such is the rousing speech of the
king that his riders will charge into the face of death for him.

The range of Théoden’s Stand Fast is 12" rather than 6".

“The will of Men is easily corrupted” PASSIVE – The deception of Gríma


was able to poison the mind of the king, allowing Saruman to corrupt him
and render Théoden a shell of his former self.

Whilst Gríma Wormtongue is within 6" of Théoden, Théoden reduces


his Fight Value to 3, cannot declare Heroic Actions, and cannot spend
Will Points.

SNOWMANE
Snowmane is a Mount that uses the profile below:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


HORSE ROHAN MOUNT 40MM
10" 2 6+ 3 4 0 1 7+ 7+

If Snowmane has been given armour, increase his Defence to 5.

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour and hand weapon. Expert Rider, Horse Lord, Leader (Rohan Royal Guard)

HEROIC ACTIONS Reckless Charge ACTIVE – Having never experienced defeat in


Heroic Challenge battle, Théodred’s overconfidence will one day be his doom.
Heroic Strike
When Théodred Moves, he must always Charge an enemy
OPTIONS model if possible. Additionally, in a turn in which Théodred
Brego ..............................................................................20 points Charges he must re-roll any failed To Wound Rolls when
Shield ................................................................................5 points making Strikes.

BREGO
Brego is a Mount that uses the profile below:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


HORSE SEE RIDER MOUNT 40MM
10" 2 6+ 3 4 0 1 6+ 6+

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour and Gúthwinë. Expert Rider, Horse Lord, Leader (Rohan Royal Guard)

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 Race Faction Unit Type Base size


HORSE ROHAN MOUNT 40MM
12" 2 6+ 3 4 0 1 7+ 7+

If Firefoot has been given armour, increase his Defence to 5.


ÉOWYN, SHIELDMAIDEN OF ROHAN ..............................................60 POINTS
Niece to Théoden and sister of Éomer, Éowyn is not typical of Rohan’s womenfolk. She wishes to emulate the Shieldmaidens
of old and ride to war alongside her kin, rather than shelter within Edoras whilst all chances of valour and heroism slip away.
It is to this end that Éowyn disguises herself as a man and rides to the Pelennor in order to do her duty to Rohan. There Éowyn
is faced with her greatest challenge: a duel with the fearsome Witch-king of Angmar – one which she ultimately emerges
victorious from, proving her worth beyond doubt.

Mv Fv Sv S D A W C I
2 2 3
6" 5 4+ 4 4 2 2 4+ 5+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Hand weapon. Expert Rider, Horse Lord

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

Merry PASSIVE – If Éowyn is upgraded to take Merry, then


Merry will be treated as a Passenger on Éowyn’s horse.
Merry uses the Meriadoc Brandybuck, Esquire of Rohan
profile (see page 35), has a shield, and will always count as
an Independent Hero in this instance. Merry will still count
towards the Army’s total number of models and Break
Point, though will not take up a space in Éowyn’s Warband.
Whilst Merry is mounted on Éowyn’s horse, Éowyn gains
the Resistant to Magic special rule, increases her Attacks
characteristic to 3, and can spend Merry’s Might, Will and
Fate Points as if they were her own.
MERIADOC BRANDYBUCK,
ESQUIRE OF ROHAN .....................25 POINTS
Mv Fv Sv S D A W C I
1 1 2
4" 3 3+ 2 4 1 2 5+ 6+

Race Faction Unit Type Base size


HOBBIT ROHAN HERO, INFANTRY, UNIQUE 25MM

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.

GAMLING, CAPTAIN OF ROHAN ........55 POINTS


Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 4 6 2 2 6+ 5+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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.

HALETH, SON OF HÁMA ..............30 POINTS


Mv Fv Sv S D A W C I
1 1 2
6" 3 4+ 3 4 1 2 6+ 7+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour, two-handed weapon, hand weapon and Horn Burly, Expert Rider, Horse Lord,
of the Hammerhand. Leader (Rohan Royal Guard)

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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…

HÁMA, PRINCE OF ROHAN ..........70 POINTS


Mv Fv Sv S D A W C I
2 3 2
6" 5 3+ 4 6 2 2 6+ 5+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Armour, hand weapons and Spyglass. Expert Rider, Horse Lord

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.

HEROIC ACTIONS If Héra is involved in a Combat where there is only a single


Heroic Defence model on each side, and neither model is Supported, then
Heroic Resolve Héra increases her Attacks characteristic to 3 and may re-roll
Heroic Strike To Wound Rolls of a natural 1 when making Strikes.

OPTIONS
Ashere ..............................................................................20 points

ASHERE
Ashere – Ashere is a Mount that uses the profile below:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


HORSE ROHAN MOUNT 40MM
10" 2 6+ 3 4 0 1 7+ 7+

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Light armour, shield and hand weapon. Expert Rider, Horse Lord, Sworn Protector (Héra)

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+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Light armour and hand weapon. Horse Lord

HEROIC ACTIONS Orders from Edoras PASSIVE – As the king’s attendant, it is


Heroic Defence Lief’s duty to carry around the orders of the royal line of
Rohan and deliver orders to Rohan’s warriors and nobles.
OPTIONS
Horse ................................................................................20 points Lief may spend a Will Point at the end of his Activation to
use this ability, so long as he is not Engaged in Combat. If
he does, pick one of the following orders; its effects will
last until the end of the turn. Each order can only be chosen
once per game.

Friendly Rohan Hero models within 3" of Lief may declare


a Heroic Combat for free.
Friendly Rohan models within 3" of Lief gain the
Fearless special rule.
Friendly Rohan models within 3" of Lief do not suffer the -1
penalty To Hit when moving and shooting and may re-roll
failed To Hit Rolls when making shooting attacks.
Friendly Rohan models that start their Activation within
3" of Lief gain the Woodland Creature and Mountain
Dweller special rules.
Friendly Rohan models that start their Activation within 3"
of Lief increase their Move Value by 2".
FRÉALÁF, FIRST MARSHAL OF THE RIDDERMARK ......................100 POINTS
The nephew of Helm Hammerhand, Fréaláf is the First Marshal of the Riddermark and the Lord of Harrowdale. Though
relatively young, Fréaláf is wise beyond his years as both a warrior and a leader. When Helm Hammerhand is determined to
fight Freca, it is Fréaláf who tries to convince him to stay his hand; and when the armies of Wulf surround Edoras, it is Fréaláf
who urges his liege to abandon the city and get his people to safety – an act that sees him dismissed from Helm’s war room
with his uncle, the king scornfully bidding him to run and hide in the stronghold of Dunharrow. Regardless, Fréaláf remains
loyal to his liege and his bloodline and will ride to the aid of Héra in her most dire time of need.

Mv Fv Sv S D A W C I
2 3 3
6" 6 4+ 4 5 3 3 4+ 4+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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.

Whilst within 6" of Héra, Fréaláf gains the Master of


Battle (4+) special rule.

Lord of Harrowdale PASSIVE – The garrison from Harrowdale


have a great respect for Fréaláf, and will stand by him
wherever he rides.

Any Warriors of Rohan included in Fréaláf’s Warband are


automatically upgraded to Warriors of Harrowdale. Warriors
of Harrowdale that can draw Line of Sight to Fréaláf may
re-roll any failed Intelligence Tests and gain the Shieldwall
special rule.
HELM HAMMERHAND, WRAITH OF THE HORNBURG ................180 POINTS
Following the loss of his sons and his kingdom, and being besieged within the Hornburg, Helm Hammerhand’s grief causes
him to retreat into his own mind, becoming a shadow of his former self. Yet something causes Helm to leave the fortress and
traverse the snowy landscapes around the Hornburg, hunting down and slaughtering any of Wulf’s followers that he comes
across with sheer brutality. Such is the rage that Helm feels towards Wulf and his armies, that he will stop at nothing to enact
his revenge on every last one of them for the grief they have brought upon him and Rohan.

Mv Fv Sv S D A W C I
3 3 1
6" 7 5+ 6 5 3 3 3+ 5+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Light armour and Horn of the Hammerhand. Burly, Dominant (4), Fearless, Hatred (Dunland),
Mighty Blow
Horn of the Hammerhand ACTIVE – This is a Unique war
horn. Additionally, once per game at the start of any Move The Hammerhand ACTIVE – Helm is incredibly strong,
Phase, Helm can unleash a fearsome blow of the Horn of stronger by far than normal Men, being a descendant of the
the Hammerhand. Until the End Phase of the turn, enemy great heroes of the Edain. It was said that a single punch from
models within 24" of Helm suffer a -1 penalty to any Courage the King of Rohan could slay a man.
Test they are required to make.
Helm is never considered to be Unarmed; ever.
HEROIC ACTIONS
Heroic Challenge No Longer a Leader ACTIVE – Having lost his kingdom and his
Heroic Strength sons, Helm descends into madness leaving him incapable of
Heroic Strike ruling his people.

If your Army includes Helm, then he can never be your


Army’s General even if he is the Hero with the highest
Heroic Tier. Additionally, Helm can never call Stand Fast
and friendly models cannot benefit from any Heroic Action
declared by Helm.

Berserk Rage ACTIVE – Driven mad by fury and grief, Helm


will show no mercy to his foes and the sight of this once great
king rampaging through enemy lines is a truly terrifying one.

Helm Hammerhand must always Charge if he is able to do


so. Additionally, if Helm Charges into Combat then he gains
the Terror special rule until the End Phase of the turn, and
may declare a Heroic Combat in the Fight Phase without
spending Might.
HÉRA, THE BRIDE OF DEATH .............................................................125 POINTS
With her father driven mad by grief, gone missing, and her brothers both slain, Héra fulfils her duty as the last of the bloodline
of Helm and leads her people in the final defence of the Hornburg. With Wulf’s army outside the gate, Héra dons the ancient
wedding dress found within the bowels of the Hornburg and strides out onto the causeway in a deliberate ploy to taunt Wulf
and keep his attention fixed on her. The battle that ensues proves to be Héra’s defining moment and the acts of the Bride of
Death will become worthy of tales and songs of their own.

Mv Fv Sv S D A W C I
3 3 3
6" 6 3+ 4 5 3 3 4+ 4+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

WARGEAR OPTIONS
Armour and hand weapon. Shield ................................................................................5 points

HEROIC ACTIONS SPECIAL RULES


Heroic Challenge Fearless, Unyielding Combat Stance
Heroic Defence
Heroic Strike The Warrior Bride PASSIVE – The sight of Héra in the ghostly
wedding dress is an unnerving and unnatural sight, one
that can make even the most confident warriors pause
for thought.

Enemy models Engaged in Combat with Héra cannot declare


a Heroic Strike.

Fury of the Hammerhand ACTIVE – As the last descendant of


Helm Hammerhand, Héra fights to ensure that her bloodline
is remembered for its bravery and strength.

In a turn in which Héra Charges, she must re-roll any failed To


Wound Rolls when making Strikes.
CAPTAIN OF ROHAN .....................45 POINTS
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2 1 1
6" 4 4+ 4 5 2 2 6+ 6+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY 25MM

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.

WARRIOR OF ROHAN .....................6 POINTS


Mv Fv Sv S D A W C I
6" 3 4+ 3 4 1 1 7+ 6+

Race Faction Unit Type Base size


MAN ROHAN WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN ROHAN WARRIOR, CAVALRY 25MM

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.

ROHAN ROYAL GUARD ..................11 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 3 6 1 1 7+ 6+

Race Faction Unit Type Base size


MAN ROHAN WARRIOR, INFANTRY, 25MM
ELITE

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+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour, the Ring of Barahir and Andúril, Flame of the West.

Ring of Barahir PASSIVE – This is a Unique piece of Wargear. Whenever


Aragorn is affected by a Magical Power, after any Resist Tests have been
made (if able), he may roll a D6. On a natural 6, Aragorn is not affected by
that Magical Power.

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+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

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.

If Boromir is part of the same Army, then Denethor will automatically


pass this Intelligence Test so long as Boromir is alive. However, should
Boromir be slain, then Denethor will automatically fail the next
Intelligence Test he has to make for this special rule.
BOROMIR, CAPTAIN
OF THE WHITE TOWER ..............160 POINTS
Mv Fv Sv S D A W C I
6 3 3
6" 7 4+ 4 6 3 3 4+ 5+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour, hand weapon and Horn of Gondor.

Horn of Gondor ACTIVE – This is a Unique war horn. At the start of a


Combat involving Boromir, if he is outnumbered in the Combat then he
may blow the Horn of Gondor. If he does, then one enemy model involved
in the Combat (chosen by their controlling player) must take a Courage
The boldest and most able commander that Test. If the Courage Test is passed then the Combat is fought as normal.
Minas Tirith has to offer, and the favoured son If the Courage Test is failed then no Duel Roll is made and Boromir
of Denethor, Boromir has led the armies of the automatically wins the Combat.
White City to countless victories against the
forces of the Dark Lord. When Osgiliath fell HEROIC ACTIONS
into the clutches of Mordor, it was Boromir who Heroic Challenge
rallied his warriors and reclaimed the city from Heroic Strength
Orcish control. More than once has Boromir Heroic Strike
inspired his Men to great deeds of valour far
above what would be expected of them, seizing a OPTIONS
great victory from the edge of defeat. Banner of Minas Tirith.........................................................................40 points
Horse .......................................................................................................20 points
Shield .........................................................................................................5 points

Banner of Minas Tirith PASSIVE – This is a Unique banner with a range


of 6". Boromir does not suffer the -1 penalty to his Duel Roll for carrying
a banner. Additionally, if a friendly Gondor Warrior model within range
of the Banner of Minas Tirith is involved in a Drawn Combat, and the
Combat is tied at the Gondor Warrior model’s Fight Value (i.e., both sides
have Fight Value 4 as their highest), then instead of rolling off to see who
wins, the Gondor Warrior model wins instead. If both sides have a similar
special rule, roll off as normal.

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.

In a turn in which he Charges, Boromir gains a bonus of +1 To Wound


when making Strikes.
FARAMIR, CAPTAIN
OF GONDOR .................................100 POINTS
Mv Fv Sv S D A W C I
3 3 2
6" 6 3+ 4 5 3 2 4+ 4+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

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.

Wizard’s Pupil PASSIVE – Having been taught by Gandalf, Faramir is able to


command his Men with patience and wisdom.

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+

Race Faction Unit Type Base size


WIZARD FELLOWSHIP HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Glamdring, Narya and Staff of Power.

Glamdring ACTIVE – This is a Unique Elven hand-and-a-half weapon. A


model gains a bonus of +1 to their Strength when making Strikes with
Glamdring.

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+

Race Faction Unit Type Base size


HOBBIT GONDOR HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

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.

Captain of the Citadel Guard PASSIVE – Irolas commands the Citadel


Guard into battle, urging them on to defend the White City at all costs.

Friendly Citadel Guard within 3" of Irolas gain a bonus of +1 To Wound


when making Strikes.
MADRIL, CAPTAIN OF ITHILIEN........60 POINTS
Mv Fv Sv S D A W C I
3 1 1
6" 4 3+ 4 5 2 2 6+ 6+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

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.

DAMROD, RANGER OF ITHILIEN ......40 POINTS


Mv Fv Sv S D A W C I
1 1 1
6" 4 3+ 4 5 2 2 6+ 6+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY 25MM

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.

OSGILIATH VETERAN......................9 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 3 5 1 1 6+ 6+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR HERO, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY 25MM

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.

KNIGHT OF MINAS TIRITH............15 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 3 6 1 1 7+ 7+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, CAVALRY 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY, ELITE 25MM

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+

Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY, ELITE 25MM

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:

MINAS TIRITH SIEGE CREW

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


MAN GONDOR WARRIOR, INFANTRY 25MM
6" 3 4+ 3 5 1 1 7+ 7+

WARGEAR
Heavy armour and hand weapon.

GONDOR BATTLECRY TREBUCHET (SIEGE ENGINE)

Range Strength Defence Wounds Base size


120MM OVAL
Gondor Battlecry Trebuchet 12"-96" 10 10 3

OPTIONS SPECIAL RULES


Flaming Ammunition ..................................................10 points Arcing Shot, Static

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.

Wall-breaker ACTIVE – When rolling To Wound against


a Siege Target, a Gondor Battlecry Trebuchet makes 2 To
Wound Rolls and picks the highest. Additionally, a successful
To Wound Roll against a Siege Target will do D3 Wounds
rather than 1.
ELENDIL, HIGH KING
OF GONDOR AND ARNOR...........175 POINTS
Mv Fv Sv S D A W C I
3 3 1
6" 8 4+ 5 7 3 3 4+ 4+

Race Faction Unit Type Base size


MAN NÚMENOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour and Narsil.

Narsil ACTIVE – This is a Unique Master-forged two-handed weapon.


Additionally, a model wielding Narsil may declare a Heroic Combat during
each Fight Phase for free.

Arguably the greatest Man in the history of HEROIC ACTIONS


Middle-earth, it was Elendil who led the Men Heroic Challenge
of Númenor to Eriador following the drowning Heroic Strength
of their island homeland, and he who founded Heroic Strike
the kingdoms of Gondor and Arnor. A wise
and noble king, Elendil was unmatched in SPECIAL RULES
combat within the race of Men. When the Dark Resistant to Magic
Lord threatened to plunge Middle-earth into
darkness, Elendil and his sons led their people High King of Gondor and Arnor ACTIVE – Such is the bravery that Elendil
against the forces of Mordor and fought for the inspires in his followers, they will follow him into battle undaunted and
future of Middle-earth on the slopes of Mount unwavering.
Doom. Though he was tragically slain by Sauron,
Elendil’s sacrifice ultimately sealed the fate of The range of Elendil’s Stand Fast is 12" rather than 6".
Middle-earth, protecting the free lands from the
Dark Lord’s tyranny.
ISILDUR, PRINCE OF NÚMENOR.....130 POINTS
Mv Fv Sv S D A W C I
3 2 2
6" 7 4+ 5 7 3 3 4+ 5+

Race Faction Unit Type Base size


MAN NÚMENOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour and hand-and-a-half weapon.

HEROIC ACTIONS
Heroic Challenge
Heroic Strength
Heroic Strike

History will remember Isildur as the victor of OPTIONS


the War of the Last Alliance, the one who took Horse .......................................................................................................20 points
up the shards of Narsil and cut the Ring from The One Ring ...................................................................................................Free
the fingers of the Dark Lord. Yet upon Isildur (Isildur may only take this option if your Army does not include
taking the One Ring, the spirit of Sauron was Elendil or Gil-galad)
able to latch onto him, corrupting the prince into
keeping the Ring instead of destroying it. Though SPECIAL RULES
he kept it to be an heirloom of his kingdom, the Resistant to Magic
Ring ended up betraying Isildur to his death, and
the Ring was lost in the waters of the Anduin, The Shards of Narsil ACTIVE – When Elendil was slain by Sauron, Isildur
allowing the will of Sauron to endure. took up his father’s sword against the Dark Lord.

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+

Race Faction Unit Type Base size


MAN NÚMENOR HERO, INFANTRY 25MM

WARGEAR
Armour, shield and hand weapon.

HEROIC ACTIONS
Heroic March

Those that made the rank of captain within the


armies of Númenor had proven themselves in
many wars with Orcs, Goblins and Evil Men. Put
in charge of bands of Men, these expert fighters
showcased an exceptional grasp of military
tactics and possessed excellent martial prowess.
When these captains waged war they did so not
just for the glory of their king but also for that of
Númenor itself.

WARRIOR OF NÚMENOR ...............9 POINTS


Mv Fv Sv S D A W C I
6" 5 4+ 4 4 1 1 7+ 7+

Race Faction Unit Type Base size


MAN NÚMENOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


SPIRIT DUNHARROW HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


SPIRIT DUNHARROW HERO, INFANTRY 25MM

WARGEAR
Armour, shield, hand weapon and Pennant of the Dead.

Pennant of the Dead PASSIVE – Friendly Dunharrow models within 3" of a


model with a Pennant of the Dead count as having the Resistant to Magic
special rule.

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.

WARRIOR OF THE DEAD ..............14 POINTS


Mv Fv Sv S D A W C I
8" 3 4+ 3 7 1 1 4+ 6+

Race Faction Unit Type Base size


SPIRIT DUNHARROW WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


SPIRIT DUNHARROW WARRIOR, CAVALRY 25MM

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+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour and Aiglos.

Aiglos ACTIVE – This is a Unique Elven spear. Additionally, a model


wielding Aiglos gains a bonus of +1 To Wound when making Strikes.

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+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Hadhafang, heavy armour and Vilya. Expert Rider, Terror, Woodland Creature

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.

MAGICAL POWERS Range Casting Value


Renew 12" 3+
Wrath of Bruinen 3" 4+
ARWEN UNDÓMIEL.......................70 POINTS
Mv Fv Sv S D A W C I
2 4 2
6" 6 3+ 4 4 2 2 4+ 4+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Elven hand weapon.

HEROIC ACTIONS
Heroic Channelling
Heroic Defence
Heroic Resolve

The daughter of Lord Elrond, Arwen was OPTIONS


destined to sail to the Undying Lands and live Asfaloth ..................................................................................................20 points
out her immortal life there. However, her love Hadhafang........................................................................................................Free
for Aragorn has led her towards a different fate, (Arwen can only take Hadhafang if Elrond is not in the same army)
one where she has forsaken the immortal life of
the Elves and instead chosen a mortal life. When Hadhafang ACTIVE – This is a Unique Elven hand-and-a-half weapon.
Frodo is stabbed at Weathertop and begins Additionally, a model wielding Hadhafang gains a bonus of +1 To Wound
falling into darkness, it is Arwen who rescues when making Strikes against a Spirit model.
him, riding as quickly as she can to Rivendell
to deliver Frodo to her father, and even calling SPECIAL RULES
upon the powers of the Bruinen to fend off her Expert Rider, Woodland Creature
Nazgûl pursuers.
MAGICAL POWERS Range Casting Value
Renew 12" 3+
Wrath of Bruinen 3" 4+

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+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Círdan is Unarmed.

HEROIC ACTIONS
Heroic Channelling
Heroic Resolve

Even by the standards of the Elves, Círdan is SPECIAL RULES


immensely old, his life stretching back to before Resistant to Magic, Terror, Woodland Creature
the First Age of Middle-earth. During the latter
stages of the Third Age, Círdan resides in the The Shipwright’s Power PASSIVE – Though his physical power has
port of the Grey Havens, tasked with looking diminished over the Ages, Círdan’s mastery of magic has remained as
after the ships that set sail to the Undying strong as ever.
Lands. Over the years, Círdan has witnessed
many beings leave the shores of Middle-earth, Círdan gains a free Will Point at the start of each turn. If this free Will
from his own kin to even the bearers of the Point is not spent by the end of the turn, it is lost.
rings of power. Should he be called upon to go to
war, Círdan’s fighting days are far behind him, MAGICAL POWERS Range Casting Value
though he still possesses a mastery of magic far Fog of Disarray Self 3+
greater than most of the Elves. Blessing of the Valar 6" 4+
Call Winds 12" 4+
Enchant Blades 6" 4+
Aura of Dismay Self 5+
LINDIR OF RIVENDELL .................70 POINTS
Mv Fv Sv S D A W C I
1 3 1
6" 5 3+ 4 4 2 2 4+ 5+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY, UNIQUE 25MM

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.

MAGICAL POWERS Range Casting Value


Foil Magic 6" 4+
Renew 6" 4+

RIVENDELL CAPTAIN ....................70 POINTS


Mv Fv Sv S D A W C I
2 1 1
6" 6 3+ 4 6 2 2 4+ 4+

Race Faction Unit Type Base size


ELF RIVENDELL HERO, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ELF RIVENDELL WARRIOR, INFANTRY 25MM

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.

RIVENDELL KNIGHT.....................20 POINTS


Mv Fv Sv S D A W C I
6" 5 3+ 3 5 1 1 5+ 5+

Race Faction Unit Type Base size


ELF RIVENDELL WARRIOR, CAVALRY 25MM

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+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Galadriel is Unarmed, though carries Nenya. Terror, Woodland Creature

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.

OPTIONS MAGICAL POWERS Range Casting Value


Mirror of Galadriel ........................................................25 points Compel 12" 3+
Transfix 12" 3+
Galadhrim Warriors in Galadriel’s Warband may be upgraded Blessing of the Valar 12" 4+
to Lórien Guard for +1 point per model. Lórien Guard may Blinding Light Self 4+
re-roll To Wound Rolls of a natural 1 when making Strikes. Fog of Disarray Self 4+
Foil Magic 12" 4+
Mirror of Galadriel PASSIVE – The Mirror of Galadriel is a
Heavy Object on a 40mm base, and has a Defence of 8 and
3 Wounds. It is deployed within 6" of Galadriel at the start
of the game, though for Scenarios in which models Move
onto the board it can be carried onto the battlefield by two
friendly models. During the Priority Phase, after the roll for
Priority has happened, if Galadriel or Celeborn is in base
contact with the Mirror of Galadriel, then their controlling
player may add 1 to their roll for Priority. Additionally, during
the End Phase of each turn, one friendly Hero within 6" of
the Mirror of Galadriel may restore their Fate Points to their
starting value.
CELEBORN, LORD OF LOTHLÓRIEN .................................................125 POINTS
The Lord of Lothlórien, Celeborn is one of the oldest Elves in Middle-earth. Alongside Galadriel, Celeborn rules over Lothlórien,
acting as her confidant and providing her with wisdom and counsel. Standing beside his lady, Celeborn is unwavering and
resolute against the powers of the Dark Lord, and should the need arise he will lead the armies of the Galadhrim into battle,
just as he did in Ages long past.

Mv Fv Sv S D A W C I
3 3 3
6" 6 3+ 4 4 1 3 3+ 4+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Celeborn is Unarmed. Terror, Woodland Creature

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.

Friendly Lothlórien Warrior models within 3" of Celeborn


gain a bonus of +1 To Wound when making Strikes.

MAGICAL POWERS Range Casting Value


Transfix 12" 3+
Aura of Dismay Self 4+
Enchant Blades 6" 4+
Writhing Vines Self 4+
HALDIR, GALADHRIM CAPTAIN........70 POINTS
Mv Fv Sv S D A W C I
3 1 1
6" 6 3+ 4 4 2 2 4+ 4+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Elven hand-and-a-half weapon.

HEROIC ACTIONS
Heroic Accuracy
Heroic Strength
Heroic Strike

Haldir is one of the most trusted and able OPTIONS


captains within the ranks of the Galadhrim, Heavy armour.........................................................................................10 points
tasked with defending the borders of the Golden Elf bow.......................................................................................................5 points
Wood. As an expert marksman, Haldir is perhaps Elven cloak................................................................................................5 points
the best archer within Lothlórien, able to loose
arrows far quicker than the majority of his kin. SPECIAL RULES
It is Haldir who leads the army of the Galadhrim Expert Shot, Sharpshooter, Woodland Creature
that march to aid those in Helm’s Deep,
honouring the alliance that once stood between One Final Blow ACTIVE – Haldir is a resolute warrior and even if mortally
Men and Elves. Though he fights valiantly, the wounded will still do his all to fell his enemies.
battle will claim Haldir’s life; nevertheless, his
sacrifice will not be in vain, and the forces he If Haldir is slain in Combat, he may immediately make a single Strength
brings to Helm’s Deep will be instrumental in 4 Strike on each enemy model that was involved in the Combat in which
its defence. Haldir was slain. Haldir may use Might to increase these To Wound Rolls
as normal.

GALADHRIM CAPTAIN ..................70 POINTS


Mv Fv Sv S D A W C I
2 1 1
6" 6 3+ 4 6 2 2 4+ 4+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN HERO, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN HERO, INFANTRY 25MM

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.

LOTHLÓRIEN WARRIOR.................8 POINTS


Mv Fv Sv S D A W C I
6" 5 3+ 3 3 1 1 5+ 6+

Race Faction Unit Type Base size


ELF LOTHLÓRIEN WARRIOR, INFANTRY 25MM

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

I n all the long history of Middle-earth, there are few


heroes as celebrated and admired as the legendary
Fellowship of the Ring. Formed at the Council of Elrond in
However, most importantly, the Fellowship contained four
Hobbits – the most unlikely creatures to join such an epic
quest. Frodo Baggins, joined by Samwise Gamgee, Meriadoc
Rivendell, this unlikely band of nine companions pledged to Brandybuck and Peregrin Took, set out to deliver the One Ring
do the impossible – to journey to the depths of Mordor and to Rivendell, only to be thrust into an adventure beyond their
cast the One Ring into the fires of Mount Doom, destroying wildest imaginations. For the Hobbits who had never left the
it and freeing Middle-earth from the darkness of Sauron. borders of the Shire, the journey would be filled with perils
they’d never encountered before, and would take every ounce
Led by the wandering Istari, Gandalf the Grey, the Fellowship of courage they could muster to succeed.
contained representatives from all the races of the free
peoples. From the race of Men, a ranger of the north going by The journey to Mordor would prove to be one fraught with
the name of Strider, and the noble Boromir from the city of danger, and everywhere the servants of the enemy would
Minas Tirith. From the Dwarves, the stubborn and steadfast seek to track down and slay the Fellowship in a bid to reclaim
Gimli, son of Glóin, a formidable warrior in his own right. the One Ring for their dark master. Yet hope would endure
And from the Elves, Legolas Greenleaf of the woodland so long as the Fellowship stayed true to each other; though
realm, who would ensure that the Elves would finally see the they would each be pushed to their limits on every step of
power of the Ring ended, as it should have been over 3,000 their journey, and not all of them would live to see the end of
years before. their tale…

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

Legolas Greenleaf ..............................................100 points INDEPENDENT HEROES


Meriadoc Brandybuck .......................................10 points
Gimli, son of Glóin...............................................100 points
Peregrin Took ...........................................................10 points
Boromir of Gondor...............................................95 points
Horse................................................................................20 points Bill the Pony ...............................................................25 points
Shield..................................................................................5 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.

Friendly Fellowship models gain the Woodland Creature and


Mountain Dweller special rules.
THE SHIRE

T he Hobbits of the Shire are a peaceful race, quite


content to ignore, and be ignored by, the comings
and goings of the world outside their borders. In fact, many
Yet if there is one thing Hobbits enjoy even more than peace
and quiet, it’s a good party filled with merriment, laughter
and, of course, fireworks. Perhaps the most notable of such
in Middle-earth are oblivious to the existence of Hobbits events was the 111th birthday of one Mr Bilbo Baggins; half
entirely, and those that are aware of Hobbits see them as the Shire was said to be invited, and the other half seemingly
of little or no relevance at all. Not that this troubles the turned up anyway. Even Bilbo’s disgruntled relatives, the
Hobbits in the slightest, and they are quite happy to just Sackville-Baggins, made an appearance, Lobelia proving to be
go about their simple life without being bothered by the particularly unpleasant as she ranted the ear off of Bilbo.
‘big-folk’.
The fireworks were provided by the wandering Wizard,
On the whole, the Hobbits of the Shire live a quaint, idyllic Gandalf the Grey. Gandalf has long been an ally of the Shire,
lifestyle away from the hustle and bustle of towns and cities, having visited its rolling green hills many times over the
enjoying the simple things life offers such as sampling good years, and became known for aiding them in times of need.
food, the brewing of ales and the smoking of pipe-weed. However, in more recent times Gandalf has been labelled as
However, where their hearts truly lie is in peace and quiet and a disturber of the peace, possibly in relation to his part in
good tilled earth, for all Hobbits share a love of things that Bilbo’s adventures with the Dragon, and him coming back far
grow – and it is for these reasons that a Hobbit makes for an more ‘odd’ than when he left. Regardless, Gandalf will still
excellent gardener. come to the Shire should the Hobbits ever be in true need.

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

Frodo Baggins ...........................................................55 points

Samwise Gamgee...................................................40 points

Hamfast ‘Gaffer’ Gamgee ................................35 points

Farmer Maggot .......................................................50 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

H aving been gifted the One Ring by his uncle,


Frodo has been tasked by Gandalf to deliver it
to Rivendell and the safety of the Elves. To accompany
Yet it is not just Barliman the Hobbits encounter in Bree.
Within the shadows of the Prancing Pony a mysterious man
is watching the Hobbits closely who, upon Frodo’s mishap
him on this journey, Frodo brings with him some of his and accidental slipping on of the Ring, reveals himself to be
most trusted friends from the Shire: Samwise Gamgee, Strider, an ally of Gandalf. This Strider seems to know about
Meriadoc Brandybuck and Peregrin Took. Though they may the nature of the Ring and the terrifying Black Riders that
not be initially aware of the dangers that will face them, hunt them, and offers to help Frodo and his companions to
the Hobbits will bravely stand by Frodo against any who evade the clutches of the Nazgûl, guiding them through the
threaten him. wilderness and onwards 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

I t is within the sanctuary of Lothlórien that the


Fellowship came for refuge following their ordeals
in Moria, for the loss of Gandalf in the chasms of the
The gifts bestowed unto the Fellowship are individual,
personal items that will have significance only to those they
are given to. Though they may not know it, each gift will
fallen Dwarven kingdom had left the Fellowship devoid prove useful to the Fellowship as they continue on their quest
of direction and in need of guidance in their quest. Upon to save Middle-earth. Some gain weaponry to help them fight
reaching the borders of Lothlórien, the Fellowship is halted off the perils that lie ahead, whilst others are given items
by Haldir who has to be convinced by Aragorn to take them that at first glance may seem less useful, but in fact will be
to Caras Galadhon and before the Lady Galadriel. integral to the success 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.

BREAKING OF THE FELLOWSHIP


ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Aragorn (Strider) ...............................................160 points Frodo Baggins ...........................................................55 points
Bow .....................................................................................5 points Mithril Coat ......................................................................15 points
Sting....................................................................................5 points
HEROES OF VALOUR
Legolas Greenleaf ..............................................100 points Samwise Gamgee...................................................40 points

Gimli, son of Glóin...............................................100 points INDEPENDENT HEROES


Meriadoc Brandybuck .......................................10 points
Boromir of Gondor...............................................95 points
Shield..................................................................................5 points Peregrin Took ...........................................................10 points

Haldir, Galadhrim Captain ............................70 points WARRIORS


Elf bow ...............................................................................5 points Lothlórien Warrior ...............................................8 points
Banner ..............................................................................25 points
Elf bow ...............................................................................2 points
Elven throwing weapons ...............................................2 points
Wood Elf spear ....................................................................1 point

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

B efore the Wizard Saruman poisoned Théoden’s


mind, the kingdom of Rohan had flourished under
its king’s rule. Yet even then, Rohan found itself constantly
Beneath the Prince of Rohan are the Marshals of the
Riddermark, the foremost of Rohan’s warriors, with each of
them harbouring a great amount of battlefield experience
needing to defend its borders against bands of Orcs and and skill at arms. Perhaps the greatest of these is Éomer, the
Wild Men of Dunland who sought to bring ruin upon them. nephew of Théoden. An exceptional warrior and rider even by
The sons of Rohan are forced to become warriors and the standards of the Rohirrim, Éomer is unshakably loyal to
wield a blade far sooner than those of other races out of his liege and will fight with all his might to protect the lands
necessity. he has sworn his life to serve.

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

HEROES OF VALOUR WARRIORS


Théodred, Prince of Rohan............................85 points Warrior of Rohan ....................................................6 points
Brego................................................................................20 points War horn, shield and throwing spears ......................28 points
Shield..................................................................................5 points Banner ..............................................................................25 points
Shield and throwing spears ...........................................3 points
Éomer, Marshal Bow ........................................................................................1 point
of the Riddermark...............................................110 points Shield.....................................................................................1 point
Firefoot with armour ....................................................25 points
Firefoot............................................................................20 points Rider of Rohan .........................................................14 points
Shield..................................................................................5 points Banner ..............................................................................25 points
Throwing spears...............................................................5 points Throwing spears...............................................................2 points

HEROES OF FORTITUDE Rohan Royal Guard................................................11 points


Háma, Captain of Rohan.................................60 points Horse and throwing spears............................................7 points
Horse...................................................................................5 points
Gamling, Captain of Rohan............................55 points Throwing spears...............................................................2 points
Royal Standard of Rohan.............................................40 points
Horse................................................................................20 points

Captain of Rohan ...................................................45 points


Horse................................................................................20 points
Exchange armour for heavy armour ............................5 points
Shield..................................................................................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

H is mind now freed from the clutches of Saruman,


Théoden is made aware of all that has befallen
his kingdom. Not only has he lost his only son, Théodred,
Yet the road to Helm’s Deep is a long and dangerous one. The
convoy is slow and ponderous, containing many women,
children and livestock as they trudge towards Helm’s Deep.
but Rohan finds itself weakened and Edoras vulnerable It is this that makes the Rohirrim an easy target for attack
to attack. Knowing that Saruman will not relinquish his – one which Saruman foresees. In a bid to slay the people
hold on Rohan lightly, Gandalf advises Théoden to lead his of Rohan and to take control of the kingdom, Saruman
people to the refuge of Helm’s Deep in order to weather the commands his packs of Warg Riders to attack them
inevitable assault from the armies of Isengard. on the road.

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.

ROAD TO HELM’S DEEP


ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Théoden, King of Rohan....................................95 points Háma, Captain of Rohan.................................60 points
WITH SNOWMANE

Gamling, Captain of Rohan............................75 points


HEROES OF VALOUR WITH HORSE

Aragorn (Strider) ...............................................185 points


WITH BOW AND BREGO Captain of Rohan ...................................................65 points
Elven cloak ........................................................................5 points WITH HORSE
Exchange armour for heavy armour ............................5 points
Legolas Greenleaf ...............................................120 points Shield..................................................................................5 points
WITH HORSE
Elven cloak ........................................................................5 points WARRIORS
Rider of Rohan .........................................................14 points
Gimli, son of Glóin...............................................100 points Banner ..............................................................................25 points
Elven cloak ........................................................................5 points Throwing spears...............................................................2 points

Rohan Royal Guard................................................16 points


WITH HORSE
Throwing spears...............................................................2 points

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

T he assault upon the Westfold has forced the people


of Rohan to flee to the sanctuary of Helm’s Deep;
the attack on their lands having highlighted their need
As the legions of Saruman’s fighting Uruk-hai come into view,
the heavens open and unleash a downpour upon the fortress
of Helm’s Deep. Théoden stands atop the Hornburg with his
for greater protection and taller walls. Having journeyed trusted guard, ready to command his forces in the coming
across Rohan and survived the ambush of the Wolves of battle. Upon the Deeping Wall, ranks of Men and Elves stand
Isengard, the Rohirrim have reached Helm’s Deep and begin side-by-side with one another, honouring the allegiance that
to prepare for the inevitable battle against the armies of stood between Elendil and Gil-galad over three thousand
the White Hand. years ago.

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.

DEFENDERS OF HELM’S DEEP


ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
Théoden, King of Rohan...................................80 points Aldor, Rohan Archer ...........................................20 points
WITH HEAVY ARMOUR
Shield..................................................................................5 points Haleth, son of Háma ..........................................30 points

HEROES OF VALOUR WARRIORS


Aragorn (Strider) ...............................................165 points Warrior of Rohan ....................................................6 points
WITH ARMOUR War horn, shield and throwing spears ......................28 points
Banner ..............................................................................25 points
Legolas Greenleaf ..............................................100 points Shield and throwing spears ...........................................3 points
Armour ...............................................................................5 points Bow ........................................................................................1 point
Elven cloak ........................................................................5 points Shield.....................................................................................1 point

Gimli, son of Glóin...............................................100 points Rohan Royal Guard................................................11 points


Elven cloak ........................................................................5 points Throwing spears...............................................................2 points

Haldir, Galadhrim Captain ............................85 points Galadhrim Warrior................................................9 points


WITH HEAVY ARMOUR AND ELF BOW War horn and Elf bow ...................................................27 points
Elven cloak ........................................................................5 points Banner ..............................................................................25 points
Elf bow ...............................................................................2 points
HEROES OF FORTITUDE Shield and Elven spear....................................................2 points
Gamling, Captain of Rohan............................55 points Elven spear ...........................................................................1 point
Royal Standard of Rohan.............................................40 points Shield.....................................................................................1 point

Captain of Rohan ...................................................45 points


Exchange armour for heavy armour ............................5 points
Shield..................................................................................5 points

Galadhrim Captain...............................................70 points


Elf bow ...............................................................................5 points

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.

If this Army is Broken, friendly Warrior models gain a


bonus of +1 to any Courage Tests they are required to take.
Additionally, if this Army is Broken, friendly Warrior models
within 6" of Théoden may re-roll failed Courage Tests.
RIDE OUT

W ith the Uruk-hai having stormed over the


battlements of Helm’s Deep and slaughtered
many of those who had strived to defend it, it seems as
When the time is right, Gimli lets out a great blast on the
Horn of the Hammerhand that echoes around the valley,
signalling Théoden’s charge out from the doors of his keep.
though victory is within the grasp of the armies of the Aragorn and Legolas ride alongside Théoden, felling enemies
White Hand. Those who still survive have fallen back to from horseback with both blade and bow, giving their all
the keep, barring themselves within the throne room. A to deliver Helm’s Deep from the onslaught of Isengard. The
sense of hopelessness and despair has begun to seep into king’s Royal Guard are led by Gamling, who himself carries
the minds of the survivors, and even King Théoden believes the Royal Standard of Rohan aloft. Should this be the last
that their time has now come. stand of the Rohirrim, then Gamling will ensure that the
king’s colours fly for as long as possible.
Yet Aragorn is not ready to give up the fight. Stirring Théoden
with a moving speech of how the Rohirrim and their allies Those who ride out alongside Théoden know that hope is all
have fought and died to defend Helm’s Deep, Aragorn but lost, and this will likely prove to be their doom; yet they
convinces the king to ride out one last time against the Uruk- do so anyway in a final attempt to fight for freedom and
hai that are attempting to break down the doors. Gathering break the Uruk-hai that have them besieged. For it is when
their horses, Théoden and his allies prepare for one final the darkness is greatest that hope shines the most brightly,
charge in a bid to rout the fighting Uruk-hai – a charge that and so long as Helm’s Deep still has warriors willing to fight
will result in either death or glory. to defend it, then it shall not fall.

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

Rohan Royal Guard................................................16 points


WITH HORSE
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.

Friendly models gain the Fearless special rule.


RIDERS OF ÉOMER

T he siege of Helm’s Deep is well underway and


things are looking bleak for the armies of Rohan.
The Deeping Wall has been breached, a section reduced
The Marshal of the Riddermark rides with his Éored and other
loyal Rohirrim who stood by Éomer when he was cast out
under the orders of Gríma Wormtongue. Each of these riders
to rubble in an explosion of fire, Uruk-hai have flooded is a warrior of great skill and prowess, trained in the art of
through the walls and the defenders of the fortress have warfare from horseback for many years, and have gained
been pushed back to the throne room. Yet even as hope is great experience fighting under the guidance of Éomer. Under
fading for those that remain within Helm’s Deep, help is not the command of their Marshal, these riders have come to
far away – for dawn is about to break on the fifth day… liberate their kin besieged within Helm’s Deep, and will give
their all to ensure they do.
Atop the hills that surround the Deeping-coomb, the valley
that contains Helm’s Deep, as the morning light begins to With a rousing shout of ‘To the King!’ from Éomer, the
crest the hills, Gandalf can be seen riding Shadowfax – and Rohirrim begin the rapid descent down the hill and towards
he has brought help with him. Having found Éomer and the the ranks of Uruk-hai below. The timing of their arrival was
rest of the exiled Rohirrim, Gandalf has led them with haste well prepared by Gandalf, for as they charge towards the fray
to defend the Hornburg from the amassed armies of the the morning sunlight bursts over the peaks of the hills behind
White Hand and, after riding through day and night, they them, blinding the Uruk-hai and rendering them all but
have reached the battle just in time. helpless against the ferocity of the Rohan charge.

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

HEROES OF VALOUR WARRIORS


Gandalf the White...............................................225 points Rider of Rohan .........................................................14 points
WITH SHADOWFAX Banner ..............................................................................25 points
Throwing spears...............................................................2 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

A s the Battle of Pelennor Fields rages on, things are


looking increasingly bleak for the city of Minas
Tirith – its gates have been breached, its walls scaled and
With a series of war cries, the king leads the charge headlong
towards the fray. At his side are his most trusted marshals
and captains: his nephew Éomer, a mighty warrior in his
now hordes of Orcs have begun to flood the lower levels. Yet prime, Gamling, the head of his Royal Guard who carries
as dawn breaks over the Pelennor, from the north the sound the colours of the king aloft, and, unbeknownst to Théoden,
of horns can be heard ringing out across the crisp morning Éowyn rides into battle disguised as one of his riders,
air, heralding the arrival of the Riders of Théoden. carrying the Hobbit Merry with her as she does so. Each of
these will fight to the death for their king and will all achieve
As the sun rises over the Pelennor, and the Orcs seek to press acts of great heroism in the battle to come.
the advantage, thousands of Riders of Rohan come into view
from over the hills to the north, their spears gleaming in the When the Riders of Théoden charge into battle, there are few
morning sun. At the head of the army is King Théoden, clad who can stand against their fearsome charge – its full force
in his royal armour. With his men behind him and the hordes is enough to smash aside shield walls, trample their enemies
of Mordor before him, Théoden gives a rousing speech for the underfoot and scatter those who have the sense to flee. The
ages, one that will stir the hearts of all who ride with him to sight of such an awesome charge is enough to rally any ally
untold acts of courage and turn even the most craven hearted to their cause with renewed hope and rout those who stand
into steadfast and resolute warriors. against them.

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

Captain of Rohan ...................................................65 points


WITH HORSE
Exchange armour for heavy armour ............................5 points
Shield..................................................................................5 points

WARRIORS
Rider of Rohan .........................................................14 points
Banner ..............................................................................25 points
Throwing spears...............................................................2 points

Rohan Royal Guard................................................16 points


WITH HORSE
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.

“Forth Eorlingas!” – The Rohirrim will stoically defend their


liege and his kin against all that stand against them.

Friendly Cavalry Warrior models within 3" of either Théoden


or Éomer gain the Dominant (2) special rule.
ARMY OF EDORAS

D uring the reign of Helm Hammerhand, the kingdom


of Rohan is at relative peace. The revolts of the Hill
Tribes have been quashed, and Orc raids have become few
The enormity of Wulf’s army requires that every able-bodied
Rohirrim must fight for the defence of Edoras. With the
city ablaze around her, Helm’s daughter, Héra, takes up her
and far between. Yet the standing armies of Rohan remain blade alongside Olwyn, an ageing Shieldmaiden, and Lief,
well trained and ready for war – for peace is a delicate an esquire of the king, each of them stoically fending off the
thing and it doesn’t take much for it to shatter under the armies raised by Wulf as they give their all to defend Helm’s
right circumstances – something Helm discovers following kingdom from ruin.
the death of Freca and the war his son, Wulf, brings
upon Rohan. The armies of Edoras are made up of the best warriors the
kingdom of Rohan has to offer. Their warriors are hardy folk
Helm leads the armies of Rohan in defence of its capital of who have pledged themselves to fight for their liege and his
Edoras. A strong and noble warrior and a veteran of many royal line against any foe that would threaten to raze their
battles, Helm leads his army from the front. At his side ride homeland to the ground. Should Helm or his heirs call for
his two sons, Haleth and Háma, both capable fighters trained the Rohirrim to redouble their efforts, then the warriors and
in the art of war and skilled with both blade and bow. The riders of Rohan will fight with every ounce of strength and
sight of the king and his heirs striding into the thick of the fury they can muster, without a moment’s hesitation; and
fighting without fear is a sight that inspires their warriors to it would take an army at least twice their size to hope to
steel themselves against any foe. overcome them.

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

Fréaláf, First Marshal Rider of Rohan .........................................................14 points


of the Riddermark.............................................100 points Banner ..............................................................................25 points
Horse................................................................................20 points Throwing spears...............................................................2 points
Bow .....................................................................................5 points
Rohan Royal Guard................................................11 points
HEROES OF FORTITUDE Horse...................................................................................5 points
Héra, Daughter of Helm...................................70 points Throwing spears...............................................................2 points
Ashere..............................................................................20 points

Olwyn, Shieldmaiden of Rohan.................80 points


Horse................................................................................20 points

Captain of Rohan ...................................................45 points


Horse................................................................................20 points
Exchange armour for heavy armour ............................5 points
Shield..................................................................................5 points

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.

DEFENDERS OF THE HORNBURG


ARMY COMPOSITION
HEROES OF LEGEND MINOR HEROES
Héra, the Bride of Death ................................125 points Lief, Page of Helm ...................................................50 points
Shield..................................................................................5 points Horse................................................................................20 points

Helm Hammerhand, WARRIORS


Wraith of the Hornburg ...............................180 points Warrior of Rohan ....................................................6 points
War horn, shield and throwing spears ......................28 points
HEROES OF FORTITUDE Banner ..............................................................................25 points
Olwyn, Shieldmaiden of Rohan.................80 points Shield and throwing spears ...........................................3 points
Horse................................................................................20 points Bow ........................................................................................1 point
Shield.....................................................................................1 point
Captain of Rohan ...................................................45 points
Horse................................................................................20 points Rider of Rohan .........................................................14 points
Exchange armour for heavy armour ............................5 points Banner ..............................................................................25 points
Shield..................................................................................5 points Throwing spears...............................................................2 points

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

B efore the War of the Ring and the return of Aragorn,


the White City of Minas Tirith was ruled over by
the stewards, noble Men who were tasked with leading the
Though at constant war, the armies of Minas Tirith are still
a mighty force to be reckoned with. Each of their warriors is
an accomplished fighter, trained from a young age to wield
great realm following the fall of the line of kings, until such a blade and fight in formation. Clad in gleaming silver plate
a time that her rightful heir returned. In the final years of and carrying thick tower shields, the warriors of the White
the Third Age, this duty has fallen to Denethor, a Man of City form a nigh-on impenetrable bastion against the armies
noble blood though one whose desire for power runs deep; of the Dark Lord, standing strong against the blades of the
so deep that he may well be unwilling to relinquish the rule enemy whenever they are called upon to fight.
of the city should its king return.
Yet it is not just these warriors that make up the armies of
Under the command of Lord Denethor, Minas Tirith’s armies Minas Tirith. The most elite fighters are called up to join the
have long held back the forces of Mordor, becoming the first ranks of the Citadel Guard or even the Guard of the Fountain
line of defence between the shadowed lands and the free Court. The White City also boasts an impressive cavalry
peoples of Middle-earth. Yet constant war has taken its division, with each of their knights armed with finely-
toll on Minas Tirith; the armies of the White City have run balanced and razor-sharp lances. Yet it is those that lead
thin with their blood being spilt in wars with Mordor. Such the city’s armies that set Gondor apart from other realms of
conflict has also had an impact upon the steward himself, Men; heroes such as Boromir and Faramir are amongst the
with Denethor turning to one of the lost seeing stones for greatest the race of Men have to offer in the fight against the
guidance; an act that begins to crack his mind. Dark Lord.

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

Faramir, Captain of Gondor......................100 points Knight of Minas Tirith .......................................15 points


WITH HEAVY ARMOUR Exchange lance and shield for banner.......................25 points
Horse................................................................................20 points
Shield..................................................................................5 points Citadel Guard ..............................................................8 points
Longbow ...............................................................................1 point
HEROES OF FORTITUDE Spear ......................................................................................1 point
Irolas, Captain of the Guard........................65 points
Guard of the Fountain Court .....................10 points
Captain of Minas Tirith ..................................60 points

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.

Whilst he has the Cavalry keyword, before Faramir Charges


make a note of where he begins his Activation. Until the end
of the turn, friendly Gondor Cavalry Warrior models within
6" of where Faramir begins his Activation gain the Fearless
special rule and, if they Charge, gain a bonus of +1 to their
Fight Value.
GARRISON OF ITHILIEN

A t the eastern edges of the realm of Gondor, and


next to the land of Mordor, lies Ithilien. This once
prosperous land has become deserted and overgrown since
Along with his trusted advisors, Madril and Damrod, Faramir
leads bands of rangers into the wild lands of Ithilien, scouting
ahead and ever on watch for intruders that have made their
the fall of Minas Ithil into the hands of the dreaded Nazgûl. way into Gondor against the orders of the Lord Denethor.
Yet these lands still belong to the kingdom of Gondor, and Those that do seldom make it far, for Faramir and his rangers
patrols of warriors are stationed there to keep an ever- will lie in wait hiding within the bushes and trees to strike.
watchful eye upon their borders, ensuring no evil may cross The first thing intruders will know of the trap Faramir’s
into Gondor. men have sprung is the hail of arrows that rains down upon
them, causing them to scatter before being picked off by
At the time of the War of The Ring, it is the Steward’s own son unseen hunters.
Faramir who commands the forces of Ithilien; his followers
garrison the ruins of Osgiliath as a last line of defence Yet even as the Third Age draws to a close, the forces of
against the armies of Mordor. Stout warriors from Minas Ithilien and Osgiliath remain under the constant threat
Tirith, skilled rangers who have spent years in the wilderness of attack. The armies of Mordor cross into their lands in
and hardy Men who have seen many battles within the city tremendous numbers, assaulting the ruined city of Osgiliath
of Osgiliath are all under the command of Faramir, and will with all their might so as to conquer Gondor’s last great
fight alongside him in defence of Gondor to the last man. bastion against the Dark Lord.

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

INDEPENDENT HEROES Osgiliath Veteran ....................................................9 points


Sméagol.........................................................................30 points Bow ........................................................................................1 point
Shield.....................................................................................1 point
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

T he city of Osgiliath was once the great capital of


Gondor, a shining beacon of the glory of the Men of
Númenor rebuilt in Middle-earth. However, over the years
At Boromir’s side stands Faramir, his younger brother.
Though he is not held in the same high esteem by their father,
Faramir is still a valiant and exceptional warrior in his
of the Third Age, Osgiliath has been the target of many own right. It is Faramir who leads the Rangers of Gondor in
assaults from the forces of Mordor, causing it to fall into the fights against Mordor, using their exceptional skills in
ruin and decay, becoming a crumbling shell of its former tracking and moving swiftly to navigate the ruined streets
grandeur. Even towards the end of the Third Age, Osgiliath and strike when they can catch the Orc armies unawares.
finds itself home to Orc bands using it for naught more Individually, both Boromir and Faramir are capable fighters,
than an outpost. though together they are almost unstoppable.

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

Osgiliath Veteran ....................................................9 points


Bow ........................................................................................1 point
Shield.....................................................................................1 point
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.

Friendly models gain the Mountain Dweller special rule.


ATOP THE WALLS

W ith the forces of Mordor gathered upon the


Pelennor, the city of Minas Tirith has been
besieged. With Denethor’s mind having descended into
However, should the walls of the city be breached, the seven
layers of the city each have huge gates, and should one level
be overrun then those who survive can fall back to the next
madness with the loss of his son, command of the city and the defence can begin anew. Within the city walls, the
and her forces has fallen to Gandalf. From atop the walls Men of Minas Tirith will fight with renewed vigour, creating
of Minas Tirith the White Wizard now has the task of formations within the narrower streets to force the Orc
rallying the warriors of Minas Tirith once more and steeling armies away from vital areas and fighting all the harder to
their resolve. protect the people who make their home in the White City.

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.

ATOP THE WALLS


ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Gandalf the White..............................................200 points Warrior of Minas Tirith ....................................8 points
Pippin ...............................................................................25 points War horn and shield ......................................................26 points
(can only be taken if Gandalf is riding Shadowfax) Banner ..............................................................................25 points
Shadowfax.......................................................................25 points Shield and spear ...............................................................2 points
Bow ........................................................................................1 point
HEROES OF FORTITUDE Shield.....................................................................................1 point
Irolas, Captain of the Guard........................65 points
Knight of Minas Tirith .......................................15 points
Captain of Minas Tirith ..................................60 points Exchange shield and lance for banner.......................25 points

INDEPENDENT HEROES Citadel Guard ..............................................................8 points


Peregrin Took, Longbow ...............................................................................1 point
Guard of the Citadel ...........................................25 points Spear ......................................................................................1 point
Elven cloak ........................................................................5 points
Gondor Battlecry Trebuchet ...................100 points
Flaming Ammunition ...................................................10 points

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.

“Send these foul creatures into the abyss” – Under the


command of Gandalf, the defenders of Minas Tirith are
determined to push back the threat of Mordor.

Friendly Gondor models within 12" of Gandalf the White


gain the Hatred (Mordor) special rule.
RETURN OF THE KING

W ith the battle for the White City on the horizon,


Gondor is short of allies. Though the Rohirrim
ride south to war, their arrival may not be enough to
When the Corsair ships pull into the docks of Harlond, it is
not an army of Corsairs that leaps off the boats but instead
a single Man, Elf and Dwarf. As the Orcs scoff at the three
break the armies of Mordor; they need more men. It is foes that stand before them, Aragorn summons the Army of
upon making camp in Dunharrow that Aragorn is met by the Dead to come forth, unleashing them upon the Orcs that
Lord Elrond and presented with a unique gift: the shards stand before them catching them completely unawares. The
of Narsil reforged into a new blade – Andúril, Flame sight of such a terrifying foe freezes the very hearts of the
of the West. Orcish ranks, allowing the Dead to cut them down where
they stand.
Yet this gift also comes with a task; to travel the Dimholt
Road and confront those who dwell in the mountain. For Upon the fields of the Pelennor, Aragorn unleashes the
those who still inhabit the mountain halls are the spirits deadliest army in all of Middle-earth. The shadowed legions
of those long since dead, those who promised to aid Isildur sweep across the Pelennor, slaying droves of Orcs, Haradrim
against the armies of the Dark Lord millennia ago, yet broke and Mûmakil, and they will not cease their ghostly assault
their oath and were cursed to rot and linger onwards. Upon until they have made safe the city of Minas Tirith from the
reaching the depths of Dunharrow, Aragorn confronts the armies of the Dark Lord. Such an act will serve to finally
King of the Dead and uses the reforged sword of the King of honour what the King of the Dead swore to Isildur all those
Gondor to hold the dead to their oath, gaining their allegiance centuries ago, allowing Aragorn to hold their oath fulfilled
for the battles to come. and allow them to be at peace.

RETURN OF THE KING


ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Aragorn (Strider) ...............................................160 points Herald of the Dead ...............................................70 points
Elven cloak ........................................................................5 points
WARRIORS
HEROES OF VALOUR Warrior of the Dead ...........................................14 points
Legolas Greenleaf ..............................................100 points Banner ..............................................................................25 points
Armour ...............................................................................5 points Shield and spear ...............................................................2 points
Elven cloak ........................................................................5 points Shield.....................................................................................1 point
Spear ......................................................................................1 point
Gimli, son of Glóin...............................................100 points
Elven cloak ........................................................................5 points Rider of the Dead...................................................25 points

The King of the Dead ........................................100 points

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

T he Dark Lord Sauron has amassed his armies in


Mordor, gathering to his side thousands upon
thousands of Orcs and evil Men, and is now ready to
From the north arrives the Riders of Rohan, led by King
Théoden who has come to honour the alliance that once stood
between the two kingdoms. And from the south, Aragorn has
unleash his full might upon the lands that oppose him. His arrived with his companions, Legolas and Gimli, and perhaps
hammer blow shall fall swiftly and impact hardest against the deadliest army in all of Middle-earth in the spectral form
the kingdom of Gondor; it is upon the fields of the Pelennor of the Army of the Dead. Even with the lower levels of Minas
where much of the future of Middle-earth will be decided, Tirith overrun with Orcs, the arrival of their allies sees the
for good or ill. turning of their fortunes in the war with Mordor.

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.

DEFENDERS OF THE PELENNOR


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
Aragorn (Strider) ...............................................160 points Throwing spears...............................................................5 points
Andúril, Flame of the West.........................................40 points
Elven cloak ........................................................................5 points Gamling, Captain of Rohan............................75 points
WITH HORSE

Gandalf the White..............................................200 points Royal Standard of Rohan.............................................40 points


Pippin ...............................................................................25 points
(can only be taken if Gandalf is riding Shadowfax) Captain of Rohan ...................................................65 points
Shadowfax.......................................................................25 points WITH HORSE
Exchange armour for heavy armour ............................5 points
HEROES OF VALOUR Shield..................................................................................5 points
Éomer, Marshal
of the Riddermark ............................................140 points Herald of the Dead ...............................................70 points
WITH SHIELD AND FIREFOOT WITH ARMOUR
Throwing spears...............................................................5 points Irolas, Captain of the Guard........................65 points

Legolas Greenleaf ..............................................100 points Captain of Minas Tirith ..................................60 points


Armour ...............................................................................5 points
Elven cloak ........................................................................5 points INDEPENDENT HEROES
Peregrin Took,
Gimli, son of Glóin...............................................100 points Guard of the Citadel ...........................................25 points
Elven cloak ........................................................................5 points Elven cloak ........................................................................5 points

The King of the Dead ........................................100 points WARRIORS


Rider of Rohan .........................................................14 points
Banner ..............................................................................25 points
Throwing spears...............................................................2 points

Rohan Royal Guard with horse ..................16 points


Throwing spears...............................................................2 points

Warrior of the Dead ...........................................14 points


Banner ..............................................................................25 points
Shield and spear ...............................................................2 points
Shield.....................................................................................1 point
Spear ......................................................................................1 point

Rider of the Dead...................................................25 points

Warrior of Minas Tirith ....................................8 points


War horn and shield ......................................................26 points
Banner ..............................................................................25 points
Shield and spear ...............................................................2 points
Bow ........................................................................................1 point
Shield.....................................................................................1 point

Knight of Minas Tirith .......................................15 points


Exchange lance and shield for banner.......................25 points

Citadel Guard ..............................................................8 points


Longbow ...............................................................................1 point
Spear ......................................................................................1 point

Gondor Battlecry Trebuchet ...................100 points


Flaming Ammunition ...................................................10 points
MEN OF THE WEST

T hough the Battle of Pelennor Fields has been won,


the free peoples of Middle-earth do not have the time
to celebrate their victory. Though the forces of Mordor have
Gathering their remaining strength, Aragorn and Éomer
marshal their forces and march upon the Black Gate.
Warriors of Minas Tirith and Rohan now stand side-by-side
been driven back, the Dark Lord has not yet been defeated with one another against seemingly insurmountable odds as
and behind the Black Gate he begins to amass his forces hordes of Mordor Orcs pour from the Black Gate. With little
once more for an even greater attack upon Gondor. In choice but to give their all and fight, the Men of the West will
doing so, Sauron has unwittingly placed thousands of Orcs sell their lives dearly to enact the plan of their lords; it is only
between Frodo and the fire of Mount Doom. by the courage of Men that the day can be won.

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…

MEN OF THE WEST


ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
Aragorn, King Elessar.....................................225 points Meriadoc Brandybuck,
Armoured horse .............................................................25 points Esquire of Rohan ...................................................25 points
Elven cloak ........................................................................5 points
Gwaihir .........................................................................150 points Shield..................................................................................5 points

HEROES OF VALOUR Peregrin Took,


Gandalf the White..............................................200 points Guard of the Citadel ...........................................25 points
Pippin ...............................................................................25 points Elven cloak ........................................................................5 points
(can only be taken if Gandalf is riding Shadowfax)
Shadowfax.......................................................................25 points WARRIORS
Warrior of Minas Tirith ....................................8 points
Éomer, Marshal War horn and shield ......................................................26 points
of the Riddermark...............................................110 points Banner ..............................................................................25 points
Firefoot with armour ....................................................25 points Shield and spear ...............................................................2 points
Firefoot............................................................................20 points Bow ........................................................................................1 point
Shield..................................................................................5 points Shield.....................................................................................1 point
Throwing spears...............................................................5 points
Warrior of Rohan ....................................................6 points
Legolas Greenleaf ..............................................100 points War horn, shield and throwing spears ......................28 points
Horse................................................................................20 points Banner ..............................................................................25 points
Armour ...............................................................................5 points Shield and throwing spears ...........................................3 points
Elven cloak ........................................................................5 points Bow ........................................................................................1 point
Shield.....................................................................................1 point
Gimli, son of Glóin...............................................100 points
Elven cloak ........................................................................5 points Great Eagle ..............................................................100 points

HEROES OF FORTITUDE
Captain of Minas Tirith ..................................60 points

Captain of Rohan ...................................................45 points


Exchange armour for heavy armour ............................5 points
Shield..................................................................................5 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.

Gandalf may re-roll a single D6 in any Casting Rolls he makes.


NÚMENOR

A lthough they were exiles following the drowning


of their homeland at the end of the Second Age,
the coming of the Men of Númenor to Middle-earth would
The sable-clad armies of Númenor quickly became a strong
martial power. In their early years in Middle-earth, the forces
of Númenor faced evil warlords that ruled the lands, driving
change its fate forever. Founding the great kingdoms of the cruel Haradrim back to the southlands, and besting the
Gondor and Arnor to replicate the glory and splendour of fanatical Easterlings that sought to invade from the east
their former home, the Men of Númenor soon became a – yet they prevailed in every instance, proving that their
dominant force, fighting back the armies of the Dark Lord valorous deeds and Númenórean steel could win out over
and becoming perhaps the greatest and most powerful the cruelty and ruthlessness of lesser Men. However, these
kingdom within Middle-earth. wouldn’t be the greatest threat to Elendil and his people…

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.

Friendly Númenor models gain a bonus of +1 to any Courage


Tests they have to take.
LINDON

D uring the Second Age of Middle-earth, the greatest


kingdom of the Elves is that of Lindon to the west
of the Blue Mountains. It is here where the High Elves dwell,
Within Lindon lies the Grey Havens, the Elven port which sees
the ships sail to the Undying Lands, and it is here where the
Elf lord Círdan dwells, overseeing the Elven ships that set sail
and are ruled over by Gil-galad, the High King of the Noldor. from the port itself. Though he is well past his prime in terms
The Elves have ever been the enemies of darkness and have of fighting, Círdan is still more than adept with the ways of
long fought to rid the world of the shadow of Morgoth, and magic, able to use his powers to aid his allies. When the Elves
in the later Ages, that of his servant, Sauron. of Lindon are called to war, Círdan will gather his kin from
the Grey Havens and march with them to aid the High King of
Following the forging of the Rings of Power and Sauron’s rise the Noldor.
in the latter years of the Second Age, Gil-galad knew it was
only a matter of time before war came to the Elves. Using the At the height of their power, the armies of Lindon are without
power of the Ring, Sauron crushed many of the kingdoms of peer within the free peoples of Middle-earth. The Elves that
the Elves, leaving a trail of ruined cities and broken bodies in make up their ranks are accomplished warriors with blade,
his wake. When Elendil, the High King of Gondor and Arnor, bow and spear, and each of them has seen countless battles
came to Gil-galad with the proposition of forging an alliance over their immortal lives. Clad in gleaming golden armour,
to challenge the rule of Sauron, it was one that Gil-galad the sight of the armies of the High Elves is one that will make
accepted readily and such an alliance may yet prove to be the even the bravest Orc tremble, such is the renowned martial
downfall of the Dark Lord. prowess of the Elves.

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

HEROES OF FORTITUDE Rivendell Knight......................................................20 points


Círdan of the Grey Havens ............................75 points Exchange Elven lance for banner ...............................25 points
Shield.....................................................................................1 point
Rivendell Captain...................................................70 points
Horse, Elf bow and Elven lance..................................30 points
Shield..................................................................................5 points

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

O ver the years of the Third Age, the power of the


Elves has begun to wane. Many of the Elves either
perished in the War of the Last Alliance or have sailed
However, as the darkness in Middle-earth grows over the
Third Age, even a place as peaceful as Rivendell must have the
means to protect itself. The armies of Rivendell emulate the
west to the Undying Lands, sensing their time in Middle- grandeur of those of earlier Ages; ranks of formidable Elven
earth is drawing to a close. Though their power is greatly warriors clad in elegant armour fight side-by-side, each of
diminished compared to that of the earlier Ages, the High them a veteran of many wars and an expert in their choice
Elves are still a formidable fighting force and one that can of weaponry.
hold their own against almost any foe.
Yet where the armies of Rivendell really excel is through their
In the closing years of the Third Age, much of the remaining knights. These riders are amongst the greatest in Middle-
power of the High Elves resides within the great Elven hall earth, with each having spent decades, if not centuries,
of Rivendell. A place of peace and tranquillity, Rivendell is mastering the art of fighting from horseback. Even Lord
ruled over by the Lord Elrond, the former ward of Gil-galad, Elrond himself is an expert rider, often accompanying
and is protected by Vilya, one of the three Elven Rings. Under the Rivendell Knights when the borders of their lands are
Elrond’s rule, all manner of free peoples are welcomed into threatened by bands of Orcs or other spies of the Dark Lord.
the haven of Rivendell, so long as they show honour and Yet should Rivendell be truly threatened, then Elrond can
good faith to their hosts and ensure no violence is committed unleash the full might of the River Bruinen, causing it to
during their stay. crash down upon their foes with all the fury of the sea.

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

W hen the Dark Lord Sauron forged the Rings


of Power, it wasn’t long before he began to
dominate Middle-earth. One by one the free lands fell to the
Marching upon Mordor, the Last Alliance of Men and Elves
did battle side-by-side, and upon the slopes of Mount Doom
they fought for the very fate of Middle-earth. Man and Elf
power of the Ring, each of them overrun by armies of Orcs arrayed against an Orc army that far surpassed their own in
sent by Sauron to destroy them. With each victory Sauron sheer size, showing no fear as the rabble raced towards them.
grew more powerful and it wasn’t long before the Dark Lord Archers from both races rained arrows down upon their foes,
turned his gaze towards the greater powers in Middle-earth whilst the front ranks stood stoically waiting for the Orcs to
– yet there were some who resisted… break upon their shield walls like waves on rock.

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.

THE LAST ALLIANCE


ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
Elendil, High King Captain of Númenor ...........................................70 points
of Gondor and Arnor ........................................175 points
Rivendell Captain...................................................70 points
Gil-galad, High King of the Noldor..........175 points Horse, Elf bow and Elven lance..................................30 points
Shield..................................................................................5 points
HEROES OF VALOUR
Isildur, Prince of Númenor .........................130 points WARRIORS
Horse................................................................................20 points Warrior of Númenor ............................................9 points
The One Ring............................................................................Free Shield and spear ...............................................................2 points
(Isildur may only take this option if your Army does not Longbow ...............................................................................1 point
include Elendil or Gil-galad) Shield.....................................................................................1 point

Elrond, Master of Rivendell .......................170 points Rivendell Warrior....................................................9 points


Horse................................................................................20 points Banner ..............................................................................25 points
Elf bow ...............................................................................2 points
Shield and Elven spear....................................................2 points
Shield.....................................................................................1 point

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.

Whilst being Supported by or Supporting a friendly


Rivendell model, friendly Númenor models may re-roll To
Wound Rolls of a natural 1 when making Strikes.
LOTHLÓRIEN

T o the east of the Misty Mountains and on the western


bank of the Anduin lies the wooded Elven realm of
Lothlórien, home of the Galadhrim Elves. Unlike the dark,
Yet Lothlórien cannot be kept safe by the power of Galadriel
alone. It is through the martial prowess of the Galadhrim
warriors that the woodland realm has been kept free
twisted forest of Mirkwood, Lothlórien is a place of light, from marauding Orc bands; something that has become
sanctuary and healing; one where only the closest allies of increasingly more common as the years of the Third Age have
the Elves are allowed to tread. Its paths are kept clear of the rolled on.
servants of the enemy, making Lothlórien one of the few
safe havens in Middle-earth during the Third Age. The Galadhrim clad themselves in brilliant golden armour
that honours the great Mallorn trees that stand tall and
Lothlórien itself is ruled over by Galadriel and Celeborn, proud within the forest. It is these standing armies that
two Elves of immense power that have walked Middle-earth Lothlórien will need to call upon as Sauron’s power grows,
since before the years of the First Age. Galadriel is a mighty whether to protect their own lands or to aid their allies in
sorceress whose power can rival any in Middle-earth, and she the fights against the servants of the Dark Lord. As the sun
is able to keep the borders of her lands safe through the power begins to set on the Third Age, the Elves of Lothlórien ready
of Nenya, one of the three Elven Rings. Few would dare to themselves for war, preparing to stand alongside the free
stand against the might of the Lady Galadriel, and those who peoples of Middle-earth one final time, now as they have
would will find themselves on the receiving end of her wrath. always done.

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

Lothlórien Captain ..............................................65 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

A t the close of the Third Age, Middle-earth is


controlled largely by a handful of great kingdoms,
each ruling over huge swathes of land. However, there
The Ents give little to no thought to the world outside
Fangorn, instead growing weary with the weight of
millennia. As the decades have rolled onwards, the forest
are still many other ancient powers within Middle- has become unruly, and the Ents are too few in number to
earth, lurking within the forests and vales, free from the control all the trees under their protection. With the Ents
commands of the realms of Men, Elves and Dwarves. Such prone to sleeping for years at a time, they were oblivious to
beings are content to simply avoid the wars and conflicts of the rising threat of Isengard and also to the relentless march
the wider world, keeping themselves hidden and set apart. of Saruman’s flames of industry, resulting in the forest near
Isengard being ripped up to fuel its forges.
Of these ancient lands, the forest of Fangorn is by far the
oldest. Within the boughs of the great woodland dwell the It is upon the discovery of Saruman’s treachery that the
Ents, the tree-shepherds of Middle-earth. Often resembling Ents are finally stirred into action. Treebeard, the greatest
the very trees they live amongst, the Ents have been around of the tree-shepherds, lets forth a mighty call, rousing the
since before the dawn of the First Age, wandering the slumbering Ents from their deep sleep and summoning them
woodland and forests of Middle-earth to protect them to march to war with Isengard. Though they may well be
against any evil that would seek to corrupt them. However, marching to their doom, the Ents are determined to seek
in the dwindling years of the Third Age, the Ents are few in revenge for their kind felled by Saruman’s armies and plan
number and have taken to residing only within the forest of on breaking the dam and releasing the pent-up River Isen in
Fangorn itself. order to wash away the filth of Saruman forever.

FANGORN
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Treebeard ...................................................................190 points Ent...................................................................................100 points
Merry & Pippin................................................................10 points

HEROES OF FORTITUDE
Beechbone ..................................................................150 points

Birchseed ....................................................................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.

Chestnut – The Ent gains the Mighty Blow special rule.

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

H igh up in the peaks of the Misty Mountains nest the


Great Eagles. These ancient and noble beings see
themselves as above the petty squabbles and goings-on of
This friendship has proved fruitful a number of times during
the latter years of the Third Age. When the company of Thorin
Oakenshield found themselves trapped by Azog’s Hunters,
those beneath their lofty perch, seeing them as little more it was the Eagles who rescued them from certain death. The
than ants they need not concern themselves with. Yet the Eagles also came to aid the free peoples of Middle-earth at the
Great Eagles are far more than mere beasts, possessing Battle of the Five Armies and the Black Gate, doing their part
an incredible intellect and fierce predatory instinct – a to rid Middle-earth of darkness. When Gandalf found himself
combination seldom seen within Middle-earth. trapped atop Orthanc, it was Gwaihir, the Lord of the Eagles,
who rescued his friend from the clutches of Saruman, flying
As it turns out, there are few in Middle-earth that are aware him away to safety.
of the Great Eagles’ existence, and fewer still who can say
they have ridden upon these proud beasts. The Eagles are not Though the Great Eagles may wish to remain apart from the
quick to trust those they meet, and those that come face-to- goings-on beneath their roost, the growing threat of Sauron
face with them must be cautious to prove they are an ally or means that even the Eagles will be forced to do their part for
risk being torn to shreds by their huge, razor-sharp talons. It good. For should the Dark Lord prevail and reclaim the One
is said that only the Wizards have earned true friendship with Ring, then Middle-earth will be wreathed in shadow and
the Eagles, though quite how this friendship was formed is a the Eagles will suffer the same fate as all the other races of
mystery to all but the Istari and the Great Eagles themselves. Middle-earth.

THE EAGLES
ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Gwaihir .........................................................................150 points Great Eagle ..............................................................100 points

Fledgeling Great Eagle......................................75 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+

Race Faction Unit Type Base size


SPIRIT MORDOR HERO, INFANTRY, MONSTER, UNIQUE 40MM

WARGEAR Unstoppable BRUTAL POWER ATTACK – Sauron is a powerful enemy


Heavy armour, hand weapon and the One Ring. and a single swing of his mace can send those that oppose
him crashing backwards and left in a broken heap.
The One Ring PASSIVE – Sauron does not follow the normal
rules for the One Ring. Instead, each time Sauron would lose Instead of making Strikes, Sauron can instead make a
his last Wound and be removed as a casualty, roll a D6. On single Strength 8 hit on every enemy model involved in the
a 2+, the power of the One Ring sustains him and instead Combat, and one Strength 8 hit on every model Supporting a
of being removed as a casualty he will remain on the board model involved in the Combat.
with 1 Wound remaining. If during a Combat Sauron suffers
multiple Wounds that would cause him to be removed as a Flames of Evil BRUTAL POWER ATTACK – The very touch of the
casualty, he will make this roll for each of them. Sauron may Dark Lord pulsates with sinister magics, powerful enough to
use Might to improve this roll. cause his enemies to burst into flames.

HEROIC ACTIONS Instead of making Strikes, Sauron may instead choose a


Heroic Challenge single enemy model involved in the Combat. The chosen
Heroic Channelling model immediately suffers a single Strength 10 hit and, if
Heroic Strength they survive, will be Set Ablaze and knocked Prone.
Heroic Strike
MAGICAL POWERS Range Casting Value
SPECIAL RULES Compel 18" 3+
Dominant (10), Harbinger of Evil (18"), Resistant to Fog of Disarray Self 3+
Magic, Terror Transfix 18" 3+
Chill Soul 12" 4+
The Lord of the Rings ACTIVE – As a student of Morgoth, Drain Courage 18" 4+
Sauron is incredibly skilled in the art of harnessing dark Instil Fear Self 5+
sorceries.

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+ * * *

Race Faction Unit Type Base size


SPIRIT, RINGWRAITH MORDOR, ANGMAR HERO, INFANTRY, UNIQUE 25MM

WARGEAR HEROIC ACTIONS


Heavy armour and sword. Heroic Challenge
Heroic Channelling
Heroic Resolve
Heroic Strength
Heroic Strike
OPTIONS Crown of Morgul PASSIVE – This is a Unique piece of Wargear.

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:

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


FELL BEAST MORDOR MOUNT, 60MM
12" 5 6+ 6 6 2 3 7+ 8+
MONSTER

An Armoured Fell Beast has a Defence of 7 rather than 6.

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+ * * *

Race Faction Unit Type Base size


SPIRIT, RINGWRAITH MORDOR HERO, INFANTRY 25MM

WARGEAR SPECIAL RULES


Heavy armour and sword. Harbinger of Evil (12"), Terror, Will of Evil

HEROIC ACTIONS MAGICAL POWERS Range Casting Value


Heroic Channelling Compel 12" 3+
Transfix 12" 3+
OPTIONS Drain Courage 12" 4+
When you take a Ringwraith in your Army, you must select Black Dart 6" 5+
one of the three following options which will determine Instil Fear Self 6+
the number of Attacks and Might, Will and Fate Points the
Ringwraith has. These represent the Ringwraith at different
times during the War of the Ring, and their differing
levels of power.

1 Attack, 0 Might, 7 Will, 0 Fate................................60 points


2 Attacks, 1 Might, 10 Will, 1 Fate..............................90 points
2 Attacks, 2 Might, 14 Will, 2 Fate ..........................120 points

A Ringwraith may also take the following options:


Armoured Fell Beast....................................................70 points
Fell Beast .......................................................................50 points
Horse ..............................................................................20 points
Morgul Blade..................................................................10 points

Fell Beast, Morgul Blade – See page 141.


GOTHMOG, LIEUTENANT OF SAURON............................................120 POINTS
Gothmog is the highest ranking Orc in Sauron’s armies, answering only to the Nazgûl and the Dark Lord himself. Tasked with
leading the assault upon Osgiliath and Minas Tirith, Gothmog commands huge swathes of Morannon Orcs to crush the realm
of Gondor. Though his martial prowess has been diminished by injury, Gothmog has maintained his position at the head of the
Orc armies through a combination of sheer ruthlessness and a brilliant tactical mind – a trait that is seldom seen within the
race of Orcs.

Mv Fv Sv S D A W C I
3 3 1
6" 5 5+ 4 6 2 3 5+ 4+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour and hand weapon. Master of Battle (2+)

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.

Once per game, at the start of any Fight Phase, Gothmog


can declare he is using this ability. Until the end of the turn,
friendly Mordor Orc models within 12" of Gothmog may re-
roll any failed To Wound Rolls when making Strikes.
GURITZ, MASTER OF RESERVES .......65 POINTS
Mv Fv Sv S D A W C I
2 2 1
6" 4 5+ 5 6 2 2 7+ 6+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

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.

GOTHMOG’S ENFORCER ..............55 POINTS


Mv Fv Sv S D A W C I
1 3 1
6" 4 5+ 4 6 2 2 7+ 6+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Heavy armour and hand weapon.

HEROIC ACTIONS
Heroic Defence

Though the majority of Orc Captains within SPECIAL RULES


Mordor’s armies have gained their position Gothmog’s Right Hand PASSIVE – Gothmog’s Enforcer will often be found
through their strength and savagery, the same behind the lines at the side of his commander, barking Gothmog’s orders
is not true for Gothmog’s Enforcer. Instead, it is across the battlefield.
this Orc’s unwavering loyalty and subservience
to Gothmog that has seen him gain the post he Whilst Gothmog’s Enforcer is within 3" of Gothmog, then Gothmog
now holds, relaying his master’s commands can spend Gothmog’s Enforcer’s Will Points to declare a Heroic Move or
across the battlefield with authority. Whether Heroic March instead of using his own Might Points. Additionally, when
his loyalty to Gothmog is out of admiration, Gothmog declares a Heroic Move or Heroic March within 3" of Gothmog’s
or more likely cowardice, remains unknown, Enforcer, Gothmog can measure the range of the With Me or At the
though it is likely of little relevance to Gothmog. Double from Gothmog’s Enforcer rather than himself if he wishes.
THE MOUTH OF SAURON .....................................................................75 POINTS
Of all the Black Númenóreans that serve the Great Eye, it is the one known only as the Mouth of Sauron that is the Dark Lord’s
most trusted. Speaking on behalf of his master in matters of politics and his own variation of grim diplomacy, the Mouth of
Sauron is both revered and feared within the armies of Mordor. Though he has still kept his skill with a blade, the Mouth of
Sauron has also been tutored by his master in matters of dark sorceries, making him a truly deadly foe to face.

Mv Fv Sv S D A W C I
2 4 1
6" 5 4+ 4 6 2 2 5+ 6+

Race Faction Unit Type Base size


MAN MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour and hand-and-a-half weapon. Harbinger of Evil (6"), Terror

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.

OPTIONS Enemy models within 6" of the Mouth of Sauron cannot


Armoured horse............................................................25 points re-roll 1s as part of a Duel Roll, regardless of special rules that
would normally allow them to.

MAGICAL POWERS Range Casting Value


Drain Courage 12" 3+
Curse 12" 4+
Transfix 12" 4+
SHELOB ..................................................................................................100 POINTS
It is said that a dark terror stalks the mountain pass high above Cirith Ungol, traversing its winding tunnels and hunting
any who stray into its domain. This creature is Shelob, the spawn of Ungoliant; a giant, bloated spider that has dwelt within
Mordor for millennia. Over the Ages, countless beings have been ensnared in the webs of Shelob. Yet Shelob likes to feed on
fresh, warm blood, and prefers to inject her prey with a paralysing venom, before entangling them in webbing to save for a
later time. The pass of Cirith Ungol has long been thought of as a terrible place, for few can say they have braved its caverns
and lived to tell the tale.

Mv Fv Sv S D A W C I
0 6 0
10" 7 4+ 7 7 1 6 6+ 5+

Race Faction Unit Type Base size


SPIDER MORDOR HERO, INFANTRY, MONSTER, BEAST, UNIQUE 60MM

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+

Race Faction Unit Type Base size


URUK-HAI MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Armour and hand weapon. General Hunter

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.

Cleaving Blow ACTIVE – Mordor Uruk-hai possess great


strength and are easily capable of severing limbs, cutting
through armour and splintering shields with a well-
timed blow.

If this model rolls a natural 6 To Wound when making a


Strike, and the Wound is successful, then the target will
suffer 2 Wounds rather than 1.
GORBAG, ORC CAPTAIN.......................................................................60 POINTS
The leader of the Mordor Orcs stationed at Cirith Ungol, Gorbag is renowned for his cunning and vicious nature. Quite unlike
the dimwitted Orcs under his command, Gorbag possesses a shrewd intelligence setting him apart from others of his race. This
doesn’t make Gorbag any less ruthless, in fact, it is this that allows him to employ a series of unusual fighting styles to fend off
any who would seek to challenge his command and slaughter him. Even when Cirith Ungol erupts into turmoil, Gorbag is able
to fight off numerous Mordor Uruk-hai with relative ease, and only meets his end when he is unprepared and Samwise thrusts
Sting through his back.

Mv Fv Sv S D A W C I
3 2 1
6" 5 5+ 4 5 2 2 6+ 5+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Armour and hand weapon. Orcish Brawler ACTIVE – Gorbag is a dangerous and cunning
fighter, though it is when he is surrounded that he is most
HEROIC ACTIONS dangerous, lashing out at his foes with deadly accuracy.
Heroic Challenge
Heroic Strike If Gorbag is outnumbered in a Combat, he increases his
Attacks to 3 for the duration of the Combat.

Adaptive Fighter ACTIVE – Having been involved in many


fights across the lands of Mordor, Gorbag knows how to use
his surroundings to his own advantage – especially if his foe
is near a sudden drop…

If Gorbag wins a Duel Roll, then before models Back Away


Gorbag may choose a single enemy model involved in the
combat. The chosen model is Backed Away in a direction
chosen by Gorbag. This direction may be chosen so that
the model is forced to Back Away over the edge of a cliff, in
which case they will suffer falling damage as normal. Once
this has been resolved, other models Back Away as normal
and Strikes are resolved. However, if a model has been
Backed Away over the edge of a cliff as described earlier,
Gorbag cannot make Strikes against that model.
MORDOR ORC CAPTAIN ...............45 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 4 5+ 4 6 2 2 7+ 7+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY 25MM

WARGEAR
Armour, shield and hand weapon.

HEROIC ACTIONS
Heroic March

Unlike the captains of more civilised races, those


that command the hordes of Mordor Orcs are
chosen due to their brute strength and savage
nature rather than any semblance of tactical
prowess. To the races of Men and Elves, an Orc
Captain is just another Orc charging into the
fray as part of a vile, endless swarm. However,
to the Orcs, these captains are the envy of those
they command, able to bellow orders to those
below them and getting the first pick of any loot
and fresh meat.

MORDOR ORC TASKMASTER ......45 POINTS


Mv Fv Sv S D A W C I
1 1 1
6" 4 5+ 4 5 2 2 7+ 7+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY 25MM

WARGEAR
Armour, hand weapon and war drum (Mordor Orc).

As the armies of Mordor advance into battle,


their marching is kept in time by the continuous
beat of the Orc Drummers. Stronger and tougher
than the standard rank and file Orcs, these
drummers are selected to keep a steady beat
and ensure the Orcs keep marching and do not
slow their advance. Should there be a need to
increase the pace, these drummers will drum
faster, driving the armies of Mordor forwards
and into the fray.

MORDOR ORC WARRIOR ...............5 POINTS


Mv Fv Sv S D A W C I
6" 3 5+ 3 4 1 1 8+ 8+

Race Faction Unit Type Base size


ORC MORDOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ORC MORDOR WARRIOR, CAVALRY 25MM

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:

MORDOR ORC SIEGE CREW MORDOR SIEGE TROLL

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+

Race Faction Race Faction


ORC MORDOR TROLL MORDOR

Unit Type Base size Unit Type Base size


WARRIOR, INFANTRY 25MM WARRIOR, INFANTRY, MONSTER 60MM

WARGEAR WARGEAR SPECIAL RULES


Armour and hand weapon. Hand weapon. Dominant (3), Terror

MORDOR WAR CATAPULT (SIEGE ENGINE)

Range Strength Defence Wounds Base size


120MM OVAL
Mordor War Catapult 12"-96" 10 10 4

OPTIONS SPECIAL RULES


Severed Heads..............................................................20 points Arcing Shot
Flaming Ammunition ..................................................10 points
Troll Loader ACTIVE – If the Mordor Siege Troll is one of the
Severed Heads – If a Mordor War Catapult chooses to fire models firing the Mordor War Catapult this turn, then the
Severed Heads, determine the actual target as normal. Mordor Siege Catapult may re-roll the To Hit Roll.
Then, instead of rolling To Wound, the actual target and any
enemy model within 3" of them must each take a Courage Area Effect ACTIVE – After rolling To Hit against the actual
Test. If the test is failed, the model flees and is removed as target, if the actual target was a Battlefield Target then all
a casualty. other models within 2" of the actual target suffer a Strength
5 hit and, if they survive, will be knocked Prone.
Flaming Ammunition – A Siege Engine upgraded with
Flaming Ammunition may re-roll any failed To Wound Rolls Wall-breaker ACTIVE – When rolling To Wound against a
against a Siege Target. Siege Target, a Mordor War Catapult makes 2 To Wound Rolls
and picks the highest. Additionally, a successful To Wound
Roll against a Siege Target will do D3 Wounds rather than 1.
MORANNON ORC CAPTAIN .........55 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 4 5+ 5 6 2 2 7+ 7+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY 25MM

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.

MORANNON ORC WARRIOR .........8 POINTS


Mv Fv Sv S D A W C I
6" 3 4+ 4 5 1 1 8+ 7+

Race Faction Unit Type Base size


ORC MORDOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


URUK-HAI MORDOR HERO, INFANTRY 25MM

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.

MORDOR URUK-HAI ........................8 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 4 4 1 1 6+ 7+

Race Faction Unit Type Base size


URUK-HAI MORDOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


TROLL MORDOR HERO, INFANTRY, MONSTER 60MM

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.

MORDOR TROLL............................90 POINTS


Mv Fv Sv S D A W C I
6" 7 5+ 7 7 3 4 6+ 8+

Race Faction Unit Type Base size


TROLL MORDOR WARRIOR, INFANTRY, MONSTER 60MM

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+

Race Faction Unit Type Base size


SPIRIT MORDOR WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN EASTERLING HERO, INFANTRY 25MM

WARGEAR
Heavy armour and Easterling Halberd.

Easterling Halberd ACTIVE – This can be used as either a pike or a two-


handed weapon.

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.

EASTERLING WARRIOR ..................8 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 3 5 1 1 7+ 6+

Race Faction Unit Type Base size


MAN EASTERLING WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


WIZARD ISENGARD HERO, INFANTRY, UNIQUE 25MM

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.

MAGICAL POWERS Range Casting Value


Compel 18" 3+
Terrifying Aura Self 3+
Transfix 18" 3+
Curse 12" 4+
Foil Magic 18" 4+
Aura of Dismay Self 5+
Flameburst 12" 5+
Sorcerous Blast 12" 5+
GRÍMA WORMTONGUE ................25 POINTS
Mv Fv Sv S D A W C I
0 0 0
6" 2 4+ 3 3 1 1 8+ 6+

Race Faction Unit Type Base size


MAN ISENGARD HERO, INFANTRY, UNIQUE 25MM

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.

If Gríma is deployed as part of the enemy Army, then enemy models


treat him as a friendly model, and therefore cannot shoot him, Charge
him, make Strikes against him, target him with special rules, or make
a shooting attack in which Gríma would be In The Way. They may also
ignore his Control Zone. They can, however, target him with Magical
Powers like any other enemy model.

Whilst Gríma is considered a friendly model, Gríma may ignore the


Control Zones of enemy models and may Move through enemy models
as if they weren’t there. When Gríma Moves this way, he cannot end his
Move overlapping or in base contact with an enemy model. Gríma can
choose to Charge an enemy model as normal if he wishes.

These restrictions immediately end if Saruman is slain, if Gríma Charges


an enemy model, if Gríma destroys an enemy Siege Engine, or if Gríma
interacts with an Objective Marker (such as destroying a Supply Marker
or picking up an objective), at which point Gríma is treated as a normal
enemy model and can be Charged, shot at and slain like any other model.
LURTZ, URUK-HAI
SCOUT CAPTAIN ..........................100 POINTS
Mv Fv Sv S D A W C I
3 3 1
6" 6 3+ 5 6 3 3 4+ 5+

Race Faction Unit Type Base size


URUK-HAI ISENGARD HERO, INFANTRY, UNIQUE 25MM

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.

Shield Throw PASSIVE – Lurtz is an exceptional fighter and is more than


adept at using all manner of wargear as a makeshift weapon if he is
required to.

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.

Oblivious to Pain PASSIVE – Relentless and savage, Lurtz’s drive to do his


master’s bidding can see him shrug off wounds that would fell others
of his kind.

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+

Race Faction Unit Type Base size


URUK-HAI ISENGARD HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


ORC ISENGARD HERO, INFANTRY, UNIQUE 25MM

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…

SNAGA, ORC CAPTAIN..................50 POINTS


Mv Fv Sv S D A W C I
2 1 1
6" 4 4+ 4 5 2 2 7+ 6+

Race Faction Unit Type Base size


ORC ISENGARD HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


URUK-HAI ISENGARD HERO, INFANTRY 25MM

WARGEAR
Armour and two-handed weapon.

HEROIC ACTIONS
Heroic March

At the head of each band of Isengard Scouts


run their captains. Formidable warriors that
relentlessly pursue their quarry, they do not stop
until they have either slain or captured them.
When the Uruk-hai Scouts were sent to track
down the Fellowship, it was these captains
that led the pursuit to Amon Hen; and when
Saruman commanded the settlements of Rohan
be raided, it was the Uruk-hai Scout Captains
who led the assault.
URUK-HAI SCOUT.............................8 POINTS
Mv Fv Sv S D A W C I
6" 4 4+ 4 4 1 1 7+ 7+

Race Faction Unit Type Base size


URUK-HAI ISENGARD WARRIOR, INFANTRY 25MM

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.

URUK-HAI DRUMMER ...................35 POINTS


Mv Fv Sv S D A W C I
0 0 1
6" 4 4+ 4 5 1 1 6+ 7+

Race Faction Unit Type Base size


URUK-HAI ISENGARD HERO, INFANTRY 25MM

WARGEAR
Armour, hand weapon and war drum (Uruk-hai).

When the Uruk-hai Scouts march into battle,


they are accompanied by a relentless and
thudding beat that comes from the drummers
that run with them. It is this beat that keeps
the Uruk-hai Scouts marching at high speeds,
for those who fall behind the pace that their
masters demand will ultimately feel their wrath
when the running stops.
URUK-HAI BERSERKER..................15 POINTS
Mv Fv Sv S D A W C I
6" 5 4+ 4 5 2 1 3+ 8+

Race Faction Unit Type Base size


URUK-HAI ISENGARD WARRIOR, INFANTRY 25MM

WARGEAR
Berserker Blade and light armour.

Berserker Blade ACTIVE – This is a hand-and-a-half weapon. Additionally,


if an Uruk-hai Berserker wins a Combat whilst using their Berserker Blade
as a two-handed weapon, they may make a single Strike against every
enemy model they were Engaged in Combat with.

The most brutal and barbaric of the Uruk-hai SPECIAL RULES


are the Berserkers – frenzied killers who are Oblivious to Pain PASSIVE – Relentlessly carving through enemy defences,
hurled into battle to break enemy lines and Berserkers are driven into such a frenzy that they can shrug off wounds
cleave their way through rank upon rank. Before that would otherwise fell lesser warriors.
being unleashed upon the battlefield, their
helmets are filled with blood and then thrust Whenever an Uruk-hai Berserker suffers a Wound, roll a D6. On the roll of
roughly onto their heads. Such is the murderous a natural 6, the Wound is ignored.
state that the Berserkers whip themselves into
with this ritual that they seldom feel pain in
the midst of battle, shrugging off wounds that
would cause even the toughest of foes to perish.
URUK-HAI CAPTAIN.......................65 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 5 4+ 5 7 2 2 6+ 6+

Race Faction Unit Type Base size


URUK-HAI ISENGARD HERO, INFANTRY 25MM

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.

URUK-HAI WARRIOR.......................9 POINTS


Mv Fv Sv S D A W C I
6" 4 4+ 4 5 1 1 7+ 7+

Race Faction Unit Type Base size


URUK-HAI ISENGARD WARRIOR, INFANTRY 25MM

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:

URUK-HAI SIEGE CREW

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


URUK-HAI ISENGARD WARRIOR, INFANTRY 25MM
6" 4 4+ 4 5 1 1 7+ 7+

WARGEAR
Armour and hand weapon.

ISENGARD ASSAULT BALLISTA (SIEGE ENGINE)

Range Strength Defence Wounds Base size


105MM OVAL
Isengard Assault Ballista 12"-60" 9 10 4

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

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


URUK-HAI ISENGARD WARRIOR, INFANTRY 25MM
6" 4 4+ 4 5 1 1 6+ 7+

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+

Race Faction Unit Type Base size


ORC ISENGARD HERO, CAVALRY, UNIQUE 25MM

WARGEAR
Armour, Riding Dagger and Warg.

Riding Dagger ACTIVE – This is a hand weapon. Additionally, whenever an


enemy model makes a Strike against Sharku (but not his Warg) and fails
the To Wound Roll, Sharku may immediately make a single Strength 4 hit
against that model.
An Orc with a shrewder cunning than most of
those in the ranks of Isengard’s armies, Sharku HEROIC ACTIONS
is the commander of the Wolves of Isengard. Heroic March
When the Rohirrim attempt to make for the Heroic Strike
safety of Helm’s Deep, it is Sharku who is tasked
with hunting them down and killing them on the SPECIAL RULES
road, an act he takes great relish in performing. Expert Rider
Few amongst Orc-kind can ride a Warg as well
as Sharku, and those who find themselves on Fury of the Pack ACTIVE – From atop his savage Warg, Sharku is a
the receiving end of a charge from Sharku and fearsome fighter. When he unleashes his beast upon his foes, there are few
his Warg are only a swift snap of the jaws away who can stand against it.
from an unpleasant demise.
Whilst he has the Cavalry keyword, whenever Sharku Charges he
increases his Fight Value to 5 and his Attacks to 3 until the End Phase
of the turn.
ISENGARD WARG RIDER ...............11 POINTS
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6" 3 5+ 3 4 1 1 8+ 8+

Race Faction Unit Type Base size


ORC ISENGARD WARRIOR, CAVALRY 25MM

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.

ISENGARD WARG .............................7 POINTS


Mv Fv Sv S D A W C I
10" 3 6+ 4 4 1 1 8+ 8+

Race Faction Unit Type Base size


WARG ISENGARD WARRIOR, INFANTRY, BEAST 40MM

WARGEAR
Teeth and claws (hand weapon).

Not all the Wargs in Isengard are able to be


controlled, some prove to be far too unruly or
savage to be ridden, throwing any Orcs who
attempt to do so to the ground before feeding
upon them. However, this doesn’t prevent them
from joining Isengard’s Warg Rider packs; in
fact, many such bands will be accompanied by
some of these unridden Wargs, and whilst the
Warg Riders will circle and wait for the best
time to strike, these beasts will go straight for
the throat.
ISENGARD ORC CAPTAIN .............45 POINTS
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2 1 1
6" 4 5+ 4 6 2 2 7+ 7+

Race Faction Unit Type Base size


ORC ISENGARD HERO, INFANTRY 25MM

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.

ISENGARD ORC WARRIOR .............5 POINTS


Mv Fv Sv S D A W C I
6" 3 5+ 3 4 1 1 8+ 8+

Race Faction Unit Type Base size


ORC ISENGARD WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


BIRD DUNLAND WARRIOR, INFANTRY, BEAST, SWARM 40MM

WARGEAR SPECIAL RULES


Beaks and claws (hand weapon). Fly

Keen Sight PASSIVE – Crebain possess exceptionally keen


eyesight, allowing them to spot enemies that would normally
remain hidden and relay this information to their allies.

Enemy models within 12" of this model gain no benefit from


the Stalk Unseen special rule.

Cloud of Birds PASSIVE – Whilst an individual Crebain may be


on the large side by the standards of birds, they are incredibly
swift and agile flyers making it almost impossible to hit them
with an arrow.

Shooting attacks that target a Crebain will only ever hit on


the roll of a natural 6.
WILD MAN OATHMAKER .............55 POINTS
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3 1 1
6" 4 4+ 4 4 2 2 6+ 7+

Race Faction Unit Type Base size


MAN DUNLAND, HERO, INFANTRY, UNIQUE 25MM
ISENGARD

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.

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2 1 1
6" 4 4+ 4 4 2 2 6+ 7+

Race Faction Unit Type Base size


MAN DUNLAND HERO, INFANTRY 25MM

WARGEAR OPTIONS
Hand weapon. Light shield ......................................................................5 points
Two-handed weapon .....................................................5 points
HEROIC ACTIONS
Heroic March SPECIAL RULES
Hatred (Rohan)

WILD MAN OF DUNLAND...............5 POINTS


Mv Fv Sv S D A W C I
6" 3 4+ 3 3 1 1 7+ 8+

Race Faction Unit Type Base size


MAN DUNLAND WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN DUNLAND HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Armour and hand weapons. General Hunter, Hatred (Rohan)

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+

Race Faction Unit Type Base size


MAN DUNLAND HERO, INFANTRY, UNIQUE 25MM

WARGEAR SPECIAL RULES


Heavy armour and hand weapon. Hatred (Rohan)

HEROIC ACTIONS Dunlending Heritage PASSIVE – Though he is a Lord of Rohan,


Heroic Challenge Freca still has Dunlending blood in his veins and his ancestral
Heroic Strength people will fight for him should he call upon them.

Friendly Dunland Warrior models within 6" of Freca gain a


bonus of +1 to their Fight Value.

Claim the Throne PASSIVE – Should a path to the throne


present itself, Freca will attempt to seize it with both hands,
and his followers will fight with redoubled fury.

If the enemy General is removed as a casualty whilst within


6" of Freca, then for the duration of the battle friendly
Dunland models treat Freca as a banner with a range of 6".
GENERAL TARGG...........................80 POINTS
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2 2 2
6" 5 4+ 4 5 2 2 6+ 4+

Race Faction Unit Type Base size


MAN DUNLAND HERO, INFANTRY, UNIQUE 25MM

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.

LORD THORNE OF THE WOLD ..........70 POINTS


Mv Fv Sv S D A W C I
2 2 1
6" 5 4+ 4 6 2 2 6+ 6+

Race Faction Unit Type Base size


MAN ROHAN HERO, INFANTRY, UNIQUE 25MM

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+

Race Faction Unit Type Base size


MAN DUNLAND HERO, INFANTRY 25MM

WARGEAR OPTIONS
Hand weapon. Light shield ......................................................................5 points
Two-handed weapon .....................................................5 points
HEROIC ACTIONS
Heroic March SPECIAL RULES
Hatred (Rohan)

HILL TRIBESMAN .............................5 POINTS


Mv Fv Sv S D A W C I
6" 3 4+ 3 3 1 1 7+ 8+

Race Faction Unit Type Base size


MAN DUNLAND WARRIOR, INFANTRY 25MM

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
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6" 3 4+ 3 4 1 1 7+ 6+

Race Faction Unit Type Base size


MAN ROHAN WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

WARGEAR
Armour and Orcish Halberd.

Orcish Halberd ACTIVE – An Orcish Halberd can be used either as a spear


or a two-handed weapon. Additionally, Shank may re-roll failed To Wound
Rolls when making Strikes against a Trapped model.

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+

Race Faction Unit Type Base size


ORC MORDOR HERO, INFANTRY, UNIQUE 25MM

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.

Whenever Wrot slays an enemy model in Combat, he may roll a D6. On a


4+, Wrot immediately regains either a Wound or a Fate Point spent earlier
in the battle.

SNOW TROLL
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6" 6 4+ 6 7 3 3 5+ 8+

Race Faction Unit Type Base size


TROLL MORDOR WARRIOR, INFANTRY, 50MM
MONSTER

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.

During a turn in which a Snow Troll Charges, it gains a bonus of +1 Attack


and +1 to its Fight Value until the end of the turn.
THE MISTY MOUNTAINS
THE BALROG ........................................................................................350 POINTS
As the Dwarves of Khazad-dûm delved deep into the mountain in search of riches, they stumbled across a terrible evil buried
within the darkness – that of shadow and flame. A Balrog of Morgoth, a demon of the ancient world, was awoken, coming
forth from its slumber to slaughter those who had roused it. Formed of living fire and wreathed in shadow, this terrifying
creature is perhaps the most deadly of foes that any warrior could face. Able to conjure great weapons of wicked flame, there is
no mortal that could hope to stand against the Balrog and live, and even those of an older power would be sorely tested.

Mv Fv Sv S D A W C I
0 10 0
8" 10 3+ 9 9 4 10 3+ 5+

Race Faction Unit Type Base size


SPIRIT MORIA HERO, INFANTRY, MONSTER, UNIQUE 60MM

WARGEAR Goblin Mastery PASSIVE – The Balrog is a terrifying being, and


Giant flaming hand weapon and Fiery Lash. the Goblins of Moria are far more scared of it than any foe.

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+

Race Faction Unit Type Base size


KRAKEN MORIA HERO, INFANTRY, MONSTER, UNIQUE 130MM

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.

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
way would end up in base contact with other enemy models
in addition to the Watcher, then those models do not count
as being Engaged in Combat with the placed model unless
they subsequently Charge the placed model. The Watcher
can still make these shooting attacks whilst it is Engaged
in Combat.
MORIA GOBLIN CAPTAIN ............40 POINTS
Mv Fv Sv S D A W C I
2 1 1
5" 3 5+ 4 5 2 2 7+ 7+

Race Faction Unit Type Base size


GOBLIN MORIA HERO, INFANTRY 25MM

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.

MORIA GOBLIN WARRIOR .............4 POINTS


Mv Fv Sv S D A W C I
5" 2 5+ 3 4 1 1 8+ 8+

Race Faction Unit Type Base size


GOBLIN MORIA WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


TROLL MORIA WARRIOR, INFANTRY, MONSTER 50MM

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

Troll Spear ACTIVE – This is a spear. Additionally, if this model


is not Supporting, any To Wound Rolls of a natural 6 it makes
when making Strikes that are not prevented will deal 2
Wounds rather than 1.

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:

MÛMAK WAR LEADER


Race Faction
Mv Fv Sv S D A W C I MAN HARAD
3 2 2
6" 6 3+ 5 5 3 3 4+ 5+ Unit Type Base size
HERO, INFANTRY, UNIQUE 25MM

WARGEAR HEROIC ACTIONS


Armour and Long-bladed Spear. Heroic Challenge
Heroic March
Long-bladed Spear ACTIVE – This weapon can either be Heroic Strength
used as a spear or a two-handed weapon. Heroic Strike

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.

ROYAL WAR MÛMAK

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


MÛMAK HARAD WAR BEAST 180X140MM OVAL
8" 5 6+ 10 8 4 10 7+ 9+

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".

HOWDAH The Howdah has a capacity of 12 models in addition to the


Mûmak War Leader, who is placed on the forked wooden
Mv Fv Sv S D A W C I platform at the front of the Howdah and always counts as
- - - - 9 - 6 - - being in the Howdah. The only other models the Howdah
may include are Haradrim Warriors.
WAR MÛMAK OF HARAD ..................................................................250 POINTS
The colossal Mûmakil are the most fearsome weapons the Haradrim have at their disposal, often gifted to their chieftains and
lords as a symbol of their power. These great beasts carry the Haradrim to war in the Howdahs constructed on their backs,
allowing the Haradrim to ride above the battles raging below and loose arrows upon their enemies from up high. A charging
Mûmak is nigh on unstoppable, smashing aside anything that stands in its way with its enormous tusks and trampling any
who find themselves in the path of its lumbering frame.

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

WARGEAR HEROIC ACTIONS


Armour and spear. Heroic March

MÛMAK

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


MÛMAK HARAD WAR BEAST 180X140MM OVAL
8" 4 6+ 10 7 3 10 8+ 9+

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

Awesome Presence PASSIVE – Friendly models treat this


model as a banner with a range of 6".

MAHÛD BEASTMASTER CHIEFTAIN


Mahûd Beastmaster Chieftain PASSIVE – The Haradrim Commander is replaced by a Mahûd Beastmaster Chieftain,
which is placed on the forked wooden platform at the front of the Howdah and uses the profile below:

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 HEROIC ACTIONS


Armour, hand weapon and war horn. Heroic March

HOWDAH The Howdah has a capacity of 12 models in addition to


the Haradrim Commander, which is placed on the highest
Mv Fv Sv S D A W C I part of the Howdah. The only other models the Howdah
- - - - 9 - 5 - - may include are Haradrim Warriors.
Gnarled Hide PASSIVE – The Mûmak has a Defence of 8 Foul Temperament PASSIVE – The Mûmak has 4 Attacks

rather than 7. rather than 3; however, it suffers a -1 penalty to its Courage


Tests when seeing if it will Stampede.
Rocks ACTIVE – If they do not Move during their Activation,
models in the Howdah can make a shooting attack with a Rappelling Lines PASSIVE – Models in the Howdah may
range of 8" and a Strength of 6 instead of using a different attempt to dismount during their Activation by rolling
shooting attack. a D6. On a 2+, the model successfully dismounts and is
placed in base contact with the Mûmak. However, on a 1
Sigils of Defiance PASSIVE – The Mûmak and any models in the model suffers Falling Damage – if it survives, place it in
the Howdah gain the Resistant to Magic special rule, and base contact with the Mûmak. A model that successfully
whenever they suffer a Wound they may roll a D6. On a dismounts (though not if it rolled a 1) may then continue its
natural 6, the Wound is prevented. Activation as normal, even Charging if it wishes, though may
not make a shooting attack that turn.
Tusk Weapons ACTIVE – When the Mûmak Tramples, it will
inflict 4 Strength 9 Impact Hits rather than 3.
HARADRIM CHIEFTAIN ...............50 POINTS
Mv Fv Sv S D A W C I
2 1 1
6" 4 4+ 4 5 2 2 6+ 6+

Race Faction Unit Type Base size


MAN HARAD 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+

Race Faction Unit Type Base size


MAN HARAD WARRIOR, INFANTRY 25MM

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+

Race Faction Unit Type Base size


MAN CORSAIR, HERO, INFANTRY 25MM
UMBAR

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+

Race Faction Unit Type Base size


MAN CORSAIR, HERO, INFANTRY 25MM
UMBAR

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+

Race Faction Unit Type Base size


MAN CORSAIR, WARRIOR, INFANTRY 25MM
UMBAR

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:

CORSAIR SIEGE CREW

Mv Fv Sv S D A W C I Race Faction Unit Type Base size


MAN CORSAIR, WARRIOR, INFANTRY 25MM
6" 4 4+ 3 3 1 1 7+ 7+
UMBAR

WARGEAR
Light armour and hand weapon.

CORSAIR BALLISTA (SIEGE ENGINE)

Range Strength Defence Wounds Base size


40MM
Corsair Ballista 0"-48" 8 10 3

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

HEROES OF VALOUR WARRIORS


The Witch-king of Angmar ...........................120 points Mordor Orc Warrior ............................................5 points
2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE Banner ..............................................................................25 points
Horse................................................................................20 points Orc bow.................................................................................1 point
Morgul Blade ...................................................................10 points Shield.....................................................................................1 point
Spear ......................................................................................1 point
HEROES OF FORTITUDE Two-handed weapon..........................................................1 point
Ringwraith.................................................................90 points
2 ATTACKS, 1 MIGHT, 10 WILL, 1 FATE Mordor Warg Rider ..............................................11 points
Horse................................................................................20 points Shield & throwing spears ...............................................2 points
Morgul Blade ...................................................................10 points Orc bow.................................................................................1 point
Shield.....................................................................................1 point
Mordor Orc Captain ...........................................45 points Throwing spears..................................................................1 point

Mordor Troll Chieftain...................................150 points Mordor Troll.............................................................90 points


War drum (Mordor).......................................................25 points

Mordor War Catapult .....................................150 points


Severed Heads ...............................................................20 points
Flaming Ammunition ...................................................10 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.

So long as Sauron is alive and on the battlefield, friendly


Orc models gain a +1 bonus to any Courage Tests they are
required to take.
THE BLACK RIDERS

T he Dark Lord Sauron created a series of rings


containing enough power to govern the free peoples
of Middle-earth. Nine of these were given to kings of Men
Upon torturing the creature Gollum, the Ringwraiths
discerned two words – ‘Shire’ and ‘Baggins’. With this
new lead, Sauron has dispatched the Black Riders to travel
as a gift so that they could rule justly over their people, northwards to the Shire, find this Baggins and retrieve
a gift they each readily accepted. However, they were all the One Ring from their grasp. At all times they sense the
deceived. Sauron had forged in secret a master ring to presence of the Ring and will never stop hunting the one
control all others, and soon the once great kings of Men fell who carries it. Their hunt for the Ring drives them onwards,
to the power of the rings they had taken. sustained by its power.

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.

THE BLACK RIDERS


ARMY COMPOSITION
HEROES OF LEGEND HEROES OF FORTITUDE
The Witch-king of Angmar ...........................140 points Ringwraith.................................................................110 points
2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE, WITH HORSE 2 ATTACKS, 1 MIGHT, 10 WILL, 1 FATE, WITH HORSE
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.
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

W hen the Nazgûl were sent forth from Minas


Morgul to hunt the One Ring, they did so from
the back of their dark steeds. Pursuing the Ringbearer
From atop their Fell Beasts, the Nazgûl can cover vast
swathes of Middle-earth with great swiftness, quickly
scouring the lands below them in search of the Ringbearer,
from horseback, the Nazgûl chased Frodo all the way travelling many leagues in a short space of time. The cry
to the Bruinen, where the magic of Arwen invoked the of a Fell Beast is a truly horrific sound, a guttural and
great power of the river, calling it forth to wash away the primal screech that cuts through the resolve of all who
Nazgûl. In doing so the Ringwraiths were left without their hear it, freezing the hearts of even the bravest and most
steeds – yet they had far more powerful beasts waiting stalwart warrior.
within Mordor…
Should a Fell Beast give chase to its quarry, no horse, Warg
Setting out once more from the black lands, the Nazgûl do so or other mount can hope to outrun them, escaping only if
this time from atop their monstrous Fell Beasts, for secrecy the creature should turn its attention elsewhere. Such is the
is no longer a luxury the Dark Lord can afford. These huge might of these winged creatures that they can use their huge
winged creatures are amongst the most terrifying in all talons to destroy war machines or grasp many enemies in
of Mordor. Long necks protrude out from their bodies, and one go, either crushing them or lifting them high into the
their maws are filled with rows of razor-sharp teeth. Their air before releasing them to plummet to their deaths below.
leathery wings span great distances, shrouding those below Such is the terror of the Fell Beasts that it should come as
in shadow, and their talons are capable of piercing armour little wonder that they make for the perfect mounts of untold
with frightening ease. horror for the deadliest of Sauron’s servants.

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

A t the close of the Third Age, Sauron prepares to


wage open war upon the free peoples of Middle-
earth. His hammer will fall first and hardest upon the city
Within Gothmog’s grand army are amassed legions of
Morannon Orcs; stronger and tougher than the standard
Mordor Orcs, these vicious killers are clad in thicker armour
of Minas Tirith and the kingdom of Gondor, who have long and carry keener weapons than their counterparts. Striding
opposed the Dark Lord. To bring ruin to the race of Men, alongside the Orcs are the hulking Mordor Trolls; some wield
Sauron unleashes the greatest army of Orcs he can muster, great weapons to smash down walls and crush their enemies,
sent with the sole purpose of razing the White City to whilst others push great war machines into battle that will
the ground. be used to rain down huge rocks upon the battlements of
Minas Tirith.
At the head of this army is his lieutenant, Gothmog, the
highest ranking Orc in the service of the Dark Lord. Though he It is these forces that stormed the city of Osgiliath,
is scarred and no longer the formidable warrior he once was, overrunning it and bringing death to those who sought to
this cruel and twisted Orc is without peer within the armies defend it, claiming it for the Dark Lord once more. Following
of Mordor. Few Orcs possess the keen grasp of battle tactics the sacking of Osgiliath, Gothmog has unleashed his armies
that Gothmog boasts, for he is the master of any battlefield upon Minas Tirith in the greatest battle of the Third Age.
he steps onto. Commanding the forces of Mordor with a Such is the might of the army of Gothmog that it would take
ruthless tenacity, Gothmog’s sole purpose is now to end the the combined armies of the free peoples to halt its relentless
race of Men. march and overcome it.

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

Morannon Orc Captain....................................55 points Mordor War Catapult .....................................150 points


Shield..................................................................................5 points Severed Heads ...............................................................20 points
Two-handed weapon.......................................................5 points Flaming Ammunition ...................................................10 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.

Friendly Orc models may re-roll To Wound Rolls of a natural 1


when making Strikes against a Trapped model.
LEGIONS OF MORDOR

T he Dark Lord Sauron has amassed his armies in


Mordor, gathering to his side thousands upon
thousands of Orcs and evil Men, and is now ready to
Sauron has more than Orcs in his service. From the south
marches an army of Haradrim: bands of tribal warriors
riding atop great Mûmakil and trampling any who lie in their
unleash his full might upon the lands that oppose him. It path. From the lands of Rhûn the Easterlings have joined the
is the kingdom of Gondor that is the target for his fury, Dark Lord’s cause, each a fanatical warrior with a zealous
and it is upon the fields of the Pelennor where the legions devotion to Sauron and possessing exceptional martial skill.
of Mordor shall bring their full might to bear against the Together, these forces seek to spell the doom of Minas Tirith
enemies of the Dark Lord. and those who have pledged their lives to defend it.

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

HEROES OF VALOUR Mordor Troll.............................................................90 points


Ringwraith................................................................170 points War drum (Mordor).......................................................25 points
2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE, WITH FELL BEAST
Morgul Blade ...................................................................10 points Mordor War Catapult .....................................150 points
Severed Heads ...............................................................20 points
Gothmog, Lieutenant of Sauron............120 points Flaming Ammunition ...................................................10 points
Warg.................................................................................20 points
Shield..................................................................................5 points Haradrim Warrior..................................................6 points
Banner ..............................................................................25 points
Mûmak War Leader ...........................................400 points War horn ..........................................................................25 points
Bow ........................................................................................1 point
HEROES OF FORTITUDE Spear ......................................................................................1 point
Guritz, Master of Reserves ..........................65 points
Easterling Warrior ...............................................8 points
Gothmog’s Enforcer............................................55 points Banner ..............................................................................25 points
Easterling Halberd and shield .......................................2 points
Morannon Orc Captain....................................55 points Bow ........................................................................................1 point
Shield..................................................................................5 points Shield.....................................................................................1 point
Two-handed weapon.......................................................5 points

Haradrim Chieftain .............................................50 points


Bow .....................................................................................5 points

War Mûmak of Harad......................................250 points


Gnarled Hide ...................................................................25 points
Mahûd Beastmaster Chieftain ....................................25 points
Rocks ...............................................................................20 points
Sigils of Defiance ..........................................................20 points
Tusk Weapons................................................................20 points
Foul Temperament..........................................................15 points
Rappelling Lines.............................................................10 points

Easterling Captain .............................................60 points

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

O n the western border of Mordor lies the dead city


of Minas Morgul, home of the Nazgûl and a great
fortress of Mordor. Yet, Minas Morgul was not always
Many stationed within Minas Morgul have also been imbued
with the malign sorceries of the Nazgûl, their weapons
seemingly more potent the longer they have lingered within
the blighted city it is now, it was formerly a stronghold of the city. Alongside them march Orcs from the Morannon who
Gondor. Known as Minas Ithil, the fortress acted as the stopped at the dead city before marching upon Osgiliath.
first great bastion against the armies of Mordor, a stalwart These Orcs make for a formidable fighting force – the innate
line of defence put in place to keep the armies of the Dark strength of those from the Morannon complementing the
Lord at bay. sinister weaponry of those who have long dwelt there.

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

HEROES OF FORTITUDE Mordor Troll.............................................................90 points


Mordor Orc Captain ...........................................45 points War drum (Mordor).......................................................25 points

Morannon Orc Captain....................................55 points Spectre ............................................................................15 points


Shield..................................................................................5 points
Two-handed weapon.......................................................5 points

Mordor Orc Taskmaster.................................45 points

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.

Call of Morgul – The power of the dead city mirrors that of


the Nazgûl themselves, drawing the Ringbearer to it should
they stray too near to its walls.

If the enemy Army contains a Ringbearer, they will suffer a


-1 penalty when rolling for Sauron’s Will.
CIRITH UNGOL

W ithin the western mountain face of Mordor,


near to the fortress of Minas Morgul, lies the
high pass of Cirith Ungol, a path into Mordor that is said
The Mordor Uruk-hai are led by Shagrat, the strongest Uruk
within the garrison. Whilst he may not possess the same
intellect as his Orc counterpart, Shagrat will crush any
to contain a nameless terror that will feast upon all who resistance to his command with utter cruelty. Though the
attempt to cross. Upon the other side of the pass is the Orcs and Uruk-hai are stationed to work together, both
tower of Cirith Ungol, a fortification garrisoned by Orcs harbour a great disdain for the other, constantly seeking to
and Mordor Uruk-hai ever watchful should any enemies of undermine their counterpart. With tension on a knife-edge, it
the Dark Lord, or even something fouler, try to enter Mordor wouldn’t take much for the Orcs and Uruk-hai to turn against
by that route. each other; and should they be forced to fight alongside their
rivals, each will seek to outdo the other.
Within the tower of Cirith Ungol are stationed both Orcs
and Uruk-hai, each led by cruel and savvy leaders. Gorbag The high pass itself is home to Shelob, the spawn of
commands the Orcs within Cirith Ungol; an intelligent and Ungoliant. This giant spider-like creature is a ravenous
savage Orc, Gorbag will stand up to the stronger Uruk-hai being that will eagerly feast upon any unfortunate beings
should his authority be questioned. Unlike most of his kind, that she would come across, whether they be Orcs, Uruk-hai
Gorbag knows he can use his situation to his own advantage, or perhaps something more appetising. Those who Shelob
and will often use his cunning to convince an unwitting Uruk- marks out to be her prey will likely have no idea they are being
hai to act to his own benefit should he need to. stalked, only finding out when it is already too late…

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

HEROES OF FORTITUDE WARRIORS


Mordor Orc Captain ...........................................45 points Mordor Orc Warrior ............................................5 points
Banner ..............................................................................25 points
Mordor Uruk-hai Captain ..............................55 points Orc bow.................................................................................1 point
Two-handed weapon.......................................................5 points Shield.....................................................................................1 point
Spear ......................................................................................1 point
Mordor Orc Taskmaster.................................45 points Two-handed weapon..........................................................1 point

Mordor Uruk-hai......................................................8 points


Two-handed weapon..........................................................1 point

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.

Rivals for Power – Both Gorbag and Shagrat believe that


they should command the garrison of Cirith Ungol and will
constantly seek to one up each other on the battlefield.

Keep track of how many models Gorbag and Shagrat have


each killed. If at any point either of them has fewer kills
than the other, that model may re-roll a single D6 during a
Duel Roll.
THE BLACK GATE

W ith the Battle of Pelennor Fields over, the forces


of Mordor have been driven back to the dark
lands, and the captains of the West are preparing to march
At the head of the forces at the Black Gate is a hulking Mordor
Troll Chieftain, larger and more bloodthirsty than any of its
kind. This great Troll is easily capable of besting the mightiest
upon Mordor. Yet even as they do, the forces of the Dark heroes of the free peoples, swatting them aside in the name
Lord are regrouping. Behind the Ash Mountains, legions of the Dark Lord. With such a beast at the head of the armies
of Orcs are gathering; every stronghold and Orc camp has of the Black Gate, any hero that stands against it will need a
been emptied with all of them now ready to confront the stout heart, an unflinching resolve and every ounce of skill
army that dares to challenge the Dark Lord so openly. they can muster if they are to stand any chance of survival.

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.

THE BLACK GATE


ARMY COMPOSITION
HEROES OF VALOUR WARRIORS
The Mouth of Sauron.........................................75 points Morannon Orc Warrior.....................................8 points
Armoured horse .............................................................25 points Banner ..............................................................................25 points
Shield and spear ...............................................................2 points
HEROES OF FORTITUDE Shield.....................................................................................1 point
Mordor Troll Chieftain...................................150 points Spear ......................................................................................1 point

Ringwraith; ..............................................................170 points Mordor Troll.............................................................90 points


2 ATTACKS, 2 MIGHT, 14 WILL, 2 FATE, WITH FELL BEAST War drum (Mordor).......................................................25 points
Morgul Blade ...................................................................10 points

Morannon Orc Captain....................................55 points


Shield..................................................................................5 points
Two-handed weapon.......................................................5 points

Mordor Orc Taskmaster.................................45 points

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

B efore his treachery was fully revealed to the free


peoples of Middle-earth, it was believed that the
Wizard Saruman was still a force for good within the
Yet it is those grown beneath Orthanc that prove to be
Saruman’s most potent warriors, his first batch of Uruk-
hai. These strong, vicious warriors lead the raids on
world, using his powers to aid those he once called allies. nearby Rohan villages and settlements, leaving naught
However, within his stronghold of Isengard, Saruman was but smouldering ruins in their wake. Such is the brutality
secretly amassing an army, one that would be used to man of these Uruk-hai that Saruman has finally decided to
the forges of industry beneath Orthanc, and also seek to reveal his true intentions, marking his warriors with the
weaken the kingdom of Rohan. White Hand – a precursor to the full might Isengard would
eventually unleash.
This army is made up of those who the Wizard managed
to rally to his cause. Orcs have been sent to Isengard to aid Having used his voice to weaken Théoden, Saruman’s armies
Saruman in his schemes, working the forges and breeding now rampage almost unopposed across the lands of Rohan
pits. Packs of Warg Riders act as scouts, traversing the nearby as they seek to bring the kingdom to its knees. Yet Saruman’s
lands to ensure none discover their master’s plans; and the powers are not limited to mere whispers and conjurations,
Wild Men of Dunland have pledged themselves to Saruman to and can even be used to manipulate the elements from great
gain revenge on the Rohirrim they so despise. distances, a power that makes the armies of Saruman a
formidable foe.

ARMY OF THE WHITE HAND


ARMY COMPOSITION
HEROES OF LEGEND WARRIORS
Saruman......................................................................170 points Uruk-hai Scout...........................................................8 points
Horse................................................................................20 points Banner ..............................................................................25 points
Shield.....................................................................................1 point
HEROES OF FORTITUDE Uruk-hai bow .......................................................................1 point
The Wild Man Oathmaker...............................55 points
Wild Man of Dunland............................................5 points
Isengard Orc Captain.........................................45 points Light shield and Flaming Brand ....................................2 points
Bow ........................................................................................1 point
Wild Man Chieftain .............................................40 points Flaming Brand .....................................................................1 point
Light shield........................................................................5 points Light shield...........................................................................1 point
Two-handed weapon.......................................................5 points Spear ......................................................................................1 point
Two-handed weapon..........................................................1 point
Uruk-hai Scout Captain ...................................55 points
Isengard Orc Warrior..........................................5 points
INDEPENDENT HEROES Banner ..............................................................................25 points
Gríma Wormtongue ............................................25 points Orc bow.................................................................................1 point
Shield.....................................................................................1 point
Spear ......................................................................................1 point
Two-handed weapon..........................................................1 point

Isengard Warg Rider............................................11 points


Shield & throwing spears ...............................................2 points
Orc bow.................................................................................1 point
Shield.....................................................................................1 point
Throwing spears..................................................................1 point

Crebain ...........................................................................20 points

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.

Spies of Saruman – Though they may appear as unassuming


birds, Crebain make for excellent spies to bring word of the
enemy to Saruman.

Saruman can draw Line of Sight from any friendly Crebain


models on the battlefield.
LURTZ’S SCOUTS

W ithin the foul pits of Isengard, the fallen Wizard


Saruman has set about breeding his own army:
one that consists of a new breed of Orc. These new Orcs
It is these relentless warriors that Saruman has sent to
track down the Fellowship and retrieve the Ring that is
carried by one of the Halflings. Making great haste to locate
are stronger and more dangerous than their brethren their quarry, the scouting Uruk-hai relentlessly march from
that reside in Mordor, and their improved durability and Isengard, stopping only for enough rest to allow them to
endurance allows them to travel at great speeds, even in continue. It is upon the hill of Amon Hen where the Uruk-hai
sunlight that would impede lesser Orcs. Saruman believes finally locate the Fellowship, embroiling them in a deadly
he has created the perfect army – his fighting Uruk-hai. skirmish within the trees.

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

H aving tracked Frodo and his companions to Amon


Hen, Saruman’s scouting Uruk-hai have managed
to engage and break the Fellowship. Their mission to
The Orcs that have joined Uglúk’s party have been sent to
ensure that the prize they carry is delivered. At the head of the
Orcish ranks is Grishnákh, a wily Orc who detests the Uruk-
capture the Halflings has resulted in Merry and Pippin hai and would gladly see them stuck with his own blade. This
being carried away and the valiant Boromir falling to the animosity is shared by all the Orcs that join him, including
Uruks’ arrows in his efforts to protect the Hobbits from Snaga, a cunning Orc who spends most of his time looking
harm; and now the Uruk-hai make haste to deliver their out solely for himself and is always seeking an opportunity to
prize to their master. further his own agenda.

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

HEROES OF FORTITUDE WARRIORS


Grishnákh, Orc Captain ...................................55 points Uruk-hai Scout...........................................................8 points
Banner ..............................................................................25 points
Snaga, Orc Captain ..............................................50 points Shield.....................................................................................1 point
Uruk-hai bow .......................................................................1 point
Uruk-hai Scout Captain ...................................55 points
Isengard Orc Warrior..........................................5 points
Isengard Orc Captain.........................................45 points Banner ..............................................................................25 points
Orc bow.................................................................................1 point
Shield.....................................................................................1 point
Spear ......................................................................................1 point
Two-handed weapon..........................................................1 point

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.

Once per game, in Scenarios that use Objective Markers,


Uglúk can use this special rule during his Move to choose an
Objective Marker in base contact. So long as Uglúk is alive
and on the battlefield, friendly models within range of the
chosen Objective Marker gain the Dominant (2) special rule.
WOLVES OF ISENGARD

F ollowing the burning of the Westfold at the hands


of Uruk-hai and Dunlendings, Théoden makes the
decision to move his people to the sanctuary of Helm’s Deep.
Within Sharku’s pack are bands of Warg Riders, each fighting
from the back of the ravenous Wargs they have dominated.
Armed with all manner of bows, spears and other weaponry,
Upon hearing of the king’s plan from his lackey Gríma these riders charge alongside their leader into battle. Some
Wormtongue, Saruman sends forth his Warg Riders to Wargs remain riderless, either not yet ‘tamed’ within the
assault them on the road; for there they will be weakest and pits of Isengard or deemed too wild to be placed under the
will be escorting women and children, making them all the control of the Orcs, and are instead loosed upon their foes as
more vulnerable. creatures of raw animalistic fury.

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

Isengard Warg............................................................7 points

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.

Ambush – The Wargs under Sharku’s command are experts


in ambushing their foes.

In Scenarios that use the Maelstrom of Battle special rule, a


Wolves of Isengard Army will automatically win the roll to
choose who has Priority on the first turn. If both Armies have
rules that allow them to do this, roll for Priority as normal.
Additionally, models from this Army may Charge on the turn
they enter the board, even though they may not normally
be allowed to do so. Models Charging in this manner do not
need to take a Courage Test to Charge an enemy with the
Terror special rule.
MUSTER OF ISENGARD

W ith the Rohirrim having fled to Helm’s Deep,


Saruman gathers together the full force of
his armies at Orthanc. As an army of over ten thousand
When the ranks of Uruk-hai engage in battle, they will fight
with untold ferocity, caring little for the lives of their allies
and continuing to fight even if those nearby are slain. Enemy
fighting Uruk-hai stands before him, Saruman instils in swords bounce off the thick armour and broad shields
them a relentless battle frenzy and commands them to of these fighting Uruk-hai, allowing them to press their
march upon Helm’s Deep. It is there that they plan to wage advantage and cut down the enemies of the White Wizard
war against Théoden and all those who now garrison that stand opposing them. Though Saruman’s fighting
Helm’s Deep in the hope of defending it. Uruk-hai have only existed for a short time, they possess
remarkable martial skill.
The army that Saruman unleashes is made up primarily of
his Uruk-hai, strong and heavily armoured warriors that With the White Wizard guiding them, the full muster of
care little for anything other than the wars for which they Isengard is perhaps one of the greatest armies in the closing
were bred. Possessing great endurance, their relentless march years of the Third Age. Few can hope to match Saruman’s
towards Helm’s Deep is swift and unimpeded. Amongst the armies in terms of numbers, and fewer still can hope to
ranks of the Uruk-hai are groups of Berserkers; warriors who match the sheer strength, endurance and lust for war that
cover themselves in blood and shun the protection of armour. the Uruk-hai possess. It would take an army led by the
These warriors are some of the most deadly in the White greatest heroes of the Third Age to have a hope of defeating
Wizard’s army. such a force.

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

Uruk-hai Scout Captain ...................................55 points Uruk-hai Berserker ..............................................15 points

INDEPENDENT HEROES Uruk-hai Scout...........................................................8 points


Gríma Wormtongue ............................................25 points Banner ..............................................................................25 points
Shield.....................................................................................1 point
Uruk-hai bow .......................................................................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.

“There will be no dawn for Men” – Saruman has drilled his


fighting Uruk-hai to show no mercy, especially against the
race of Men.

Friendly Uruk-hai models gain the Hatred (Man) special rule.


ASSAULT UPON HELM’S DEEP

I t is at the Siege of Helm’s Deep where the realms of Men


feel the full force of the armies of Isengard. Rank upon
rank of fearsome Uruk-hai bear down upon the fortress,
Commanding the assault upon Helm’s Deep in the absence
of the White Wizard are the captains of the Uruk-hai, the
strongest and most vicious among the ranks of their kind.
each of them driven forwards by their unrelenting desire There are few who can match these barbaric fighters for sheer
to see those within Helm’s Deep slaughtered and the walls power upon a battlefield, and the strength they possess can
of the fortress stained with the blood of Men and Elves cleave bone, armour and weaponry with a frightening ease.
alike. Driven into a frenzy by the words of their master, To come face-to-face with these ruthless killers will result
the fighting Uruk-hai are a force unlike any that has stood in almost certain death for all who are not highly skilled
outside the great stronghold of the Rohirrim. warriors themselves.

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.

Assault Upon Helm's Deep


ARMY COMPOSITION
HEROES OF FORTITUDE WARRIORS
Uruk-hai Captain....................................................65 points Uruk-hai Warrior.....................................................9 points
Banner ..............................................................................25 points
Crossbow ...........................................................................2 points
Pike.........................................................................................1 point
Shield.....................................................................................1 point

Uruk-hai Berserker ..............................................15 points

Uruk-hai Demolition Team ............................80 points

Isengard Assault Ballista ..............................75 points

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.

The Uruk-hai Captain that is your General increases its


Attacks and Wounds to 3 each.
USURPERS OF EDORAS

D uring the reign of Helm Hammerhand, Lord Freca


presided over the lands of the West-march. A
conniving Man said to be of Dunlendish blood, Freca was
At Wulf’s side stands General Targg, his most trusted advisor,
who also provided counsel to Freca in years gone by, and a
warrior of great experience having fought many battles under
set upon securing the throne of Rohan for his descendants the banners of his lords. Yet there are more than just the
and planned to marry his son, Wulf, to Héra, the daughter Hill Tribes in the armies raised against Edoras, for not every
of Helm, in order to accomplish it. It is these machinations Man of Rohan is loyal to their king, and there may be some
that ultimately led to the confrontation between Helm and that will betray Helm Hammerhand for the promise of riches
Freca; one that ended up costing Freca his life, and leading and power.
to his son and allies being exiled from Rohan.
The armies of Dunland are filled with warriors who have
It is these perceived injustices and a desire for vengeance been whipped into a blood-crazed battle frenzy by their
that led Wulf to raise an army in secret, one made up of leaders, ready to unleash their full might upon the kingdom
his father’s allies and those who share the same blood that of Rohan with no thought for their own well-being. Under
was said to run in his veins. Every bit his father’s son, Wulf the direction of Wulf, the Hill Tribesmen will leave none of
commands his armies with an iron fist, playing off the Hill their enemy’s leaders alive, slaughtering them where they
Tribesmen’s deep hatred for the Rohirrim and promising them stand as an example of the might of Wulf and his father. So
the chance to enact revenge upon those who allegedly drove great are the amassed armies of the Hill Tribesmen, that even
them from their homes many decades ago. the mighty Helm Hammerhand may not be able to fend off
their assault.

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

Crebain ...........................................................................20 points

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

E doras now lies under the control of Wulf, who sits


atop the throne of Rohan having declared himself
king – though unable to ratify his claims. However, even
The weather around the Hornburg is blisteringly cold. Snow
and ice covers the rocky ground making it hard to traverse
easily, and blanketing the bodies of the fallen. Within the
with his victory and the deaths of Haleth and Háma by his depths of night, a threat lingers in the darkness. A small
hands, Wulf will not be content until the entire line of Helm patrol of Orcs searches the corpses around the Hornburg
Hammerhand is wiped from the very face of Middle-earth. looking for something, bringing a fearsome creature in tow.
To this end, Wulf commands his forces to march upon the Though they may not be directly in the service of Wulf, their
fortress of the Hornburg and besiege it until those inside goals certainly align temporarily, for both wish to see the
either perish or are forced to sally forth. fortress fall.

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.

Besiegers of the Hornburg


ARMY COMPOSITION
HEROES OF LEGEND MINOR HEROES
Wulf, High Lord of the Hill Tribes............110 points Shank & Wrot, Orc Scavengers .............150 points
Horse................................................................................20 points
WARRIORS
HEROES OF FORTITUDE Hill Tribesman ............................................................5 points
General Targg..........................................................80 points Light shield and Flaming Brand ....................................2 points
Horse................................................................................20 points Bow ........................................................................................1 point
Flaming Brand .....................................................................1 point
Hill Tribes Chieftain ...........................................40 points Light shield...........................................................................1 point
Light shield........................................................................5 points Spear ......................................................................................1 point
Two-handed weapon.......................................................5 points Two-handed weapon..........................................................1 point

Crebain ...........................................................................20 points

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…

Friendly Mordor models cannot benefit from the Heroic


Actions or Stand Fast of friendly Dunland models and
friendly Dunland models cannot benefit from the Heroic
Actions or Stand Fast of friendly Mordor models.
DEPTHS OF MORIA

T he Dwarven realm of Khazad-dûm was once a


mountain city steeped in grandeur and history. The
Dwarves that lived there were a mighty and important
Moria still plays host to the teeming hordes of Moria Goblins
that now call the mountain home. Gone is the history and
famous hospitality of the Dwarves, replaced by darkness,
people, who were the envy of many kingdoms throughout death and the cackle of Goblins in the depths. When they go
Middle-earth. However, the once proud kingdom now to war, the Goblins of Moria bang great drums that echo in
stands in darkness and ruin, and is now known by another the gloom and reverberate around the caverns, the sound of
name: Moria. The Dwarves have been either driven out which brings fear, dread and an army of Goblins and Cave
or killed, and its halls now find themselves teeming with Trolls into battle.
Goblins and other beings that lurk within the darkness.
Yet it is more than just mere Goblins that lurk within the
At the time of the War of the Ring, it is believed that Moria darkness of Moria. For in the deepest reaches of the mountain
has been reclaimed and restored by Balin and his kin. It is depths stirs a fearsome foe – a Balrog of Morgoth, a demon of
because of this that the Fellowship of the Ring decides to the ancient world wreathed in both shadow and flame. There
travel through the Mines of Moria rather than attempt to are few in Middle-earth who could hope to stand against such
cross the snowy peak of Caradhras. However, when they a creature and live, and when roused to wrath a Balrog is
enter Moria they discover it is more reminiscent of a tomb perhaps the deadliest foe that any would have the misfortune
than a Dwarven kingdom; and something still lurks within. to confront.

Depths of Moria
ARMY COMPOSITION
HEROES OF LEGEND INDEPENDENT HEROES
The Balrog.................................................................350 points The Watcher in the Water ..........................200 points

HEROES OF FORTITUDE WARRIORS


Moria Goblin Captain........................................40 points Moria Goblin Warrior..........................................4 points
Orc bow..............................................................................5 points Orc bow.................................................................................1 point
Shield.....................................................................................1 point
Spear ......................................................................................1 point

Cave Troll ......................................................................75 points


Hand-and-a-half hammer...............................................5 points
Troll Spear..........................................................................5 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

War Mûmak of Harad......................................250 points


Gnarled Hide ...................................................................25 points
Mahûd Beastmaster Chieftain ....................................25 points
Rocks ...............................................................................20 points
Sigils of Defiance ..........................................................20 points
Tusk Weapons................................................................20 points
Foul Temperament..........................................................15 points
Rappelling Lines.............................................................10 points

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.

Friendly models with the Poisoned Attacks (bow) special


rule exchange it for Poisoned Attacks on all of their weapons.
CORSAIR FLEETS

T he Corsairs of Umbar are well known for their


skill at seafaring, though even more so for their
cut-throat nature and raids upon the coastal cities of
At the head of the Corsair fleets are the captains of the ships.
Ruthless and barbaric men who have seized command of a
ship of their own, commanding those on board in the raids on
Middle-earth. The black-sailed ships of Umbar are a sight the settlements of Gondor, and demanding the greatest share
that many who live within reach of the sea have begun to of plunder. At their side stand their Bo’suns – burly, savage
recognise all too well, and their presence is enough to instil warriors who are tasked with quashing any mutinies, and
fear and dread in those whose settlements are about to be are well paid for their troubles. Though it is these captains
ransacked. that command the Corsairs, it is often suspected that they
themselves are being directed by others in the shadows to
A Corsair raid is a swift yet merciless affair. The ship’s some greater end.
ballistae launch bolt after bolt upon the settlement being
raided, providing cover for the Corsairs to disembark and race It is these fleets that Sauron intends to unleash upon the city
towards their target. Buildings are torched, riches are stolen of Minas Tirith, paying them well to sail up the Anduin and
and any who attempt to stand defiant against the Corsairs attack the White City from the port of Harlond. Many of the
are either cut down where they stand or dragged back to the black-sailed ships make their way up the river, raiding and
ships to be slaughtered in cold blood in whatever creative pillaging as they go. Should the Corsairs reach the city of
ways the captain comes up with. Minas Tirith, it will likely result in its doom.

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.

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