GORGOROTH
he north of Mordor is a barren and dusty
‘wasteland, coated with the euinous debris
scattered by the voleanie Mount Doom that
sits inthe centre of the giant plateau of
Gorgoroth, By all standards, the plateau of|
Gorgoroth is vile plac
air is poisonous fume, prolonged exposure 10
‘which ean sp a man of his health and wil
Accordingly there are very few of Sauron's
creatures that choose to live in tis place.
Indeed, only those Ores assigned to garrison
duty inthe strongholds of the Morgai spend
Ore of Gorgoroth
seg SoD)
Ore of Gorgoroth 24+ 3 4
Wargear
Gorgoroth Orcs wear erude armour and carry shields and spear. Th
items atthe following cost:
Hand weapon or two-handed weapon free
Bow Ip
Ip
Spear
Special Rules
Recaleitrant. Ifa Gorgorth Ore cannot draw line of sight to an enemy model atthe start of its
becomes Good model forthe est ofthe turn
Move phase,
‘any time inthis land, Most only passthrough
fn their way to the slavefelds inthe south, or
the Merannon in the non, dvelling in small
‘makeshift towns of rough tents for no more
than a few days at atime. Unsurprisingly
perhaps, the temper of the Ores forced to live
fn the plateau is fouler than normal. IF there is
ro identifiable enemy’ close by, only the iron
control of an Ore captain ean ensure thatthe
Ores of Gorgoroth continue about their
business without attacking thir fellows
Points value: 6
>
Re
may be given additional
Shield
Heavy armoure
1S
D
Mat Ward expands the rules
presented in last month’s article,
“Points Match’, with rules for
playing competitive games in
Mordor, the Land of Shadow.
eA
-
ING
auron’s chief stronghold for many
thousands of years, Mordor lies in the
3 of Middle-earth, bordered by
Gondor inthe west and by Khand and Rhdn in
the east Aland that has endured too long
under the shadow, Mordor is a ruined and evil
place, History docs not tell of Mordor before
at the start ofthe
Sauron began to dwell ther
Second Age ~ no name from
known. In the years of Sauron’s power it
became the most feared realm in Middle-earth,
‘shadow that could stretch aeros the face of
the world. Even its mame = literally translated
Black Land’ —is a tile bestowed as a
resiltof the Dark Lon’s evil nature
“Mordor itslFs split into wo distinct
regions by branches of the Ered Lthui and
Ephel Diath, The northern region of
Gorgoroth isa baren plateau where litle
rows, and that which does grow is twisted by
the vile fumes that emanate from the dominant
feature of Gorgoroth: Orodruin, Mount Doom,
tis her, in the mountain's voleanic fury, that
Sauron forged the One Ring ~ an act that
would bind Mount Doom to the fate of
Midale-earth itself. In contrast, the plain of
Narn could almost be considered a fertile land
is soil enriched by the many rivers that
‘empty into the inland sea of Nomen, but even
here there is something unwholesome about
plains of Nam a
the ait Th crisscrossed
Ge ee
THE LAND OF SHADOW
Playing a game in Mordor
‘with a great network of roads that ultimately
lead out ofthe lack land, tothe vassal nations
in the east and the south. Day after day great
‘convoys bearing slaves and supplies journey to
the camps along the sea of Namen, where
‘countless slaves toil to support the armies of|
the Dark Lord
Mordor is ringed on three sides by
forbidding mountains. Though primarily they
fem
auron’s frst line of defence, these
open the disloyal
and unwilling amongst his servants, as well
the innumerable slaves and prisoners interred
in the dungeons of Mordor. These silent
borders ate almost unassailable, for in addition
to the substantial natural barier presented by
f 1 spires of rock, many fll and foul
creatures inhabit the tun
beneath the peaks
Ores dt
‘of Mordor can only be breached at to points
= two cursed and desolate chinks inthe
armour of Mordor
The first, the pass of Cirith Ur
through the Eplel Déath to link the green land
Js and caverns
creatures that even the
1d an encounter with. The mountains
ol, winds
‘of liilien with the dusty wasteland that isthe
plateau of Gorgoroth. Though the route is
uge through Cisth Ungol is by
no means easy oF safe. Ores will not enter
portions of the pass, fearful of the bloated
presence of Shelob last child of Ung
This giant spider-creature preys upon anything
that she pleases, afraid of nothing, Not even
Sauron's power is sufficient to cow her,
‘though in truth he weleomes her presence in
that forsaken place, guarding as she does the
cetrance to his land
The second rad into the Black Land is
irith Gorgor, the haunted pass, located inthe
‘extreme north-west of Mordor, at the junction
of the Ered Lithui and the Ephel Déth, Cirth
Gorgor isthe only road down which an army
can easily travel and isthe only true weak
point in Mordor’s westem defences. This,
vulnerable spot is reinforced by the Morannon,
the Black Gate of Mordor ~ a massive bastion
‘of iron and steel that averlooks the morass of
the Dead Marshes far below:
As the only true entrances to Mondor, both
passes are watched with cea glance
Above Cirith Gorgor st the twin towers of
Narchost and Carchost, whilst another tower
‘whose name has been long forgotten rests,
beside Cirith Ungol. Ironically,
‘were built by Gondor in years past after
‘Sauron fell beneath the Last Alliance
(Originally intended to watch Mordor and
prevent the Dark Lord from rebuilding his
been taken and corrupted. Now infested with
(Ores they have been turned toa new purpose —
to defend Mordor against theie creators.PLAYING SCENARIOS
IN MORDOR
Mordor isan oppressive and bleak land, rife
‘with danger. With your opponents approval,
you ean play the Points Match scenarios from
White Dwarf 288 (or any other scenarios)
within Mordor I you do so, the following
roll one D6 on the
following table to determine which special rules
special rules ean be used
(Grany) ae 1 be used each ~note that multiple
rolls oF the same rues do not stack (you coud
ot end up with two Rogue Trolls For example).
Alternatively players ean
before the
rules they are usin ame begins,
Dice Result
1 Unnatural Darkness
2 The Very Air You Breathe isa
Poisonous Fume
3 Tangled Thoms
4 The Gaze of Sauron
5 Rogue Troll
6 Roll ewice more on this table
Rogue Troll: A lone maddened Trol is
‘wandering this part of Mordor and will attack
Whoever comes close At the stat of the gam:
place a Mordor Troll inthe eenre of the
boar, Both players then soll « D6 ~ the player
‘wih the highest may move the Troll
206"/4D6em in any direction, For the
im, the Trol is contolled
remainder ofthe
by the player who has Priority in exactly the
same way’ as Gollum,
GLOOM CHART
Dice Res
itch Black
The darkness is so total that
their face, let alone other warriors. Each time « model wishes to charg
ster than or equal tothe distance in inches that
for shoot an enemy, he mua first roll
separates them on & D6 (or 2D6 ifm
sulfcient, then the model can instead cha
rolled, Might may be used to influence this
2-5. Oppressive Darkness ~ Some light penetra
See far in such poor light Elves, Dwarves, Tolls, Ores ad Moria Goblins can only
see other models up to 12"/28em avvay and
targets outside this distance, Al other ere
and may not charge or shot at targets outside this distance
6 Ample Light ~ A hazy light breaks though
illumination to fight by
warriors can barely see hand infront of
cast a spell at
in centimetres) Ifthe dice rol is not
a different enemy within the distance
may’ not charg, eas a spel of shoot at
tures ean only se 6"/L4em into the darkness
i the veil and, though weak, provides ample
Unnatural Darkness: Mordor is oten
‘covered in a pall of darkness that even the sun
of
ceannot pierce. At the start ofthe
the Gloom chart to determine the le
visibility:
The Very Air You Breathe is 1 Poisonous
Fume: The noxious gases that ven! from
Mount Doom blanket the air, making it
difficult and deadly to breathe, At the start of
player has deployed,
‘every model in both forces takes a single
Strength 1 hit to represent the elfets of the
Poisonous atmosphere
Tangled Thorns: Very litle plan life thrives
‘on the plateau of Gorgoroth and those Few
species that do are dark, twisted things and
covered in all manner of thoms and razor sharp
spines. To represen this, any models that move
into an area of efficult terrain will suffer a
Single Strength 1 hit as they enter the tera,
‘The Gaze of Sauron: The Dark Lon!’ eye
wanders hither and hither his,
arch forthe
‘One Ring, bat where it focuses upon his servants
they fight with a greater ferocity. To represent
this, all Evil modes re
Courage forte remainder of this same,
2-41 bonus to theirJorD > SRIIN S ?
THE DARKNESS DWELLS
IN DURIN’S HALLS
‘New rules for fighting games in Moria
Moria was once a mighty
underground realm of the
Dwarves. All that dwells there
now are Ores and older and
fouler creatures best left
unnamed. Mat Ward provides
full rules for playing scenarios
in the darkness of Moria.
‘ria was founded inthe First Age of
the world. long before the forging of
the Rings of Power and even before
the children of menor landed on the shores
Of Middle-earth. In the east ofthe Misty
‘Mountains did Darin, the father of the
Dwarves, make his home, far below the peaks
of Zirak-zigil, Barazinbar and Bundushathot.
He and his folk fashioned a mighty
underground realm, and Khazad-lim (asthe
Diarves name it) became a testimony to
Dwarvish skill and proud splendour. As the
‘numbers of Durin’s folk grew, so did they
fashion new balls from caverns, span
bottomless chasms with bridges of stone and
fashion sturdy gates from the very skins of the
mountains themselves.
Deep below the ergs, Moria may have
been a place of strength, but it was nota place
of darkness. Great windows were let into the
Sides ofthe mountains and carefully erafted
channels brought light to the halls below. For
Tong years and through the lives of many kings,
Moria was a mighty ealm. Amidst he pillared
hall, several generations of Dwarf kings sat on
the carved throne of Duri, and the realm grew
rich through te skills of his fol.
‘Moria was wealthy beeause the mountains
‘were wealthy, and the Dwarves delved deep in
search of ron, gold, and gemstones of all kinds,
‘These were the toys and servants of the
‘Dwarves, wrought with great skill and cunning
to produce all manner of wondrous artefacts tht
‘were the envy of the other kingdoms in Middle
cart, Even 50, the tre riches of Khazad-dim
‘were notin gold o ion, but in what was called
mith bythe Elves or known as Truesitver in
the C
no one knew, fr the
a substance of wonder, As hard as dragonscale,
nnon tongue. What the Dwarves called it
ver told, but mith was
ane
it could be polished like silver and wrought like
iron, The Elves adored mith fr is beauty, and
soon a great trade route between Moria and the
reighbouring land of Eregion ws establish
(Over time a great friendship grew up between
the two peoples, nowhere more deeply signified
than on the west gate of Moria where the
emblems of Durin sat alongside those of the
High Elves
‘Alas to all moments of happiness there is
a end, and the days of Moria were numbered.
con came to Eregion. He did not
come for mithil, but instead, with the aid of
the Elven-smiths of Eregion, he forged the
Rings of Power. He came in disguise to the
Eves and with his aid and knowledge were
forged nine rings forthe kings of Men and
ngs forthe Dwarf lords. The friendship
between Moria and Eregion was such that of
the seven rings forged forthe Dwarf lords, one
was gifted to the king of Moria, Sauron left
Eregion fora time and in the far land of
Mordor he forged the One Ring, a too! through
which he could bend to his own the will ofthe
other ring-bearers. Through their wisdom, the
Etves of Eregion perceived Sauron’s intent and
hid from him the three rings they had forged
for their people. His intent discovered, Sauron
revealed his true nature, ad his forces crushed
the people of Eregion, The west door of
Khavad-