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Angmar (Middle-Earth Strategy Battle Game) [49 Warriors, 800 Points]

Strategy Battle Game (Angmar) [49 Warriors, 800 Points]

Hero of Valour [45 Warriors, 640 Points]

Buhrdûr, Troll Chieftain [15 Warriors, 200 Points]


Categories: HERO OF VALOUR
Buhrdûr, Troll Chieftain [110 Points]
Selections: Pick
Rules: Lead by Example (Active), Terror (Passive), Throw Stones (Active)
Hero: Buhrdûr, Troll Chieftain, Shooting Weapon: Throw Stones, Wargear: Pick
Warband [15 Warriors, 90 Points]
Angmar Orc Warrior [15 Warriors, 90 Points]
Selections: Armour, Shield [15 Points], Sword, 15x Warrior [15 Warriors, 75 Points]
Wargear: Armour, Shield, Sword, Warrior: Angmar Orc Warrior (Shield)

Heroic Heroic
Hero Movement Fight Strength Defense Attack Wounds Courage Might Will Fate Keywords Ref
Actions Tier
Armies
Troll
of
Buhrdûr, Strike Angmar Hero
Lord
Troll 6" 6/4+ 6 6 3 3 4 3 1 1 Strength Monster of
of the
Chieftain Challenge Infantry Valour
Rings
Hero
p127

Shooting Weapon Range Strength Ref


Throw Stones 12" 8 Middle-Earth Strategy Battle Game Rules Manual

Wargear Rules Ref


Middle-
Earth
Strategy
Battle
Armour A model upgraded to wear armour adds 1 to their Defence.
Game
Rules
Manual
p91
Middle-
Earth
Strategy
A model armed with this weapon can opt to make a Piercing Strike. If their side wins the Fight, increase the model's
Battle
Pick Strength by 1 when they Strike. If their side loses the Fight, reduce the model's Defence by D3 when Strikes are made
Game
against it.
Rules
Manual
p87
A Shield increases the Defence characteristic of its bearer by 1. Where the shield is listed in the model's wargear, that
bonus is already taken into account in its characteristics profile. However, if the model purchases the shield as an
upgrade, you will need to increase its Defence by 1. Shields also have the following rules: Cumbersome: If a model uses a
Middle-
hand-and-a-half weapon as a two-handed weapon whilst carrying a shield, it will lose the +1 bonus to their defence for the
Earth
duration of the fight. A model armed with a bow, crossbow, two-handed weapon or pike may carry a shield; however, they
Strategy
do not receive the +1 bonus to their Defence characteristic. Shielding: Prior to either player rolling any dice in a Duel roll, a
Battle
Shield shield-armed model who is involved in the Fight may declare that they are Shielding. A model that is Shielding doubles
Game
their Attacks when making the Duel roll to see who wins the Fight, however, they make no Strikes against the enemy,
Rules
having put all of their effort into surviving. In a Multiple Combat, all friendly models in the same Fight must be Shielding for
Manual
them to get the bonus. Thus, if one or more friendly models do not have shields, then none of them can use the Shielding
p91
rule. Spear and pike-armed models cannot Support a Shielding model. Models who are Prone can use the Shielding rule
like other fighters - in fact this is a very sound plan, since a Prone model cannot make Strikes if they win the Fight anyway.
Cavalry models cannot use the Shieding rule.
Middle-
A model armed with this weapon, who has an equal to or higher Fight value at the start of the fight than their opponent
Earth
(including any Supporting models), may opt to Feint. If they do so, they reduce their Fight value by D3 when working out
Strategy
who wins the Fight. If the feinting model's side wins the Duel roll, however, they may re-roll any To Wound rolls of a 1. A
Battle
Sword model armed with this weapon, who has a lower Fight value at the start of the fight than their opponent (including any
Game
Supporting models), may opt to Stab. If they do so, they may re-roll 1s To Wound if their side wins the Duel roll. However,
Rules
due to the reckless abandon with which a stabbing model tends to throw themselves at their enemy, if their side loses the
Manual
Duel roll, they will suffer one Strength 2 hit immediately after the Fight has been resolved.
p87

Warrior Movement Fight Strength Defense Attack Wounds Courage Keywords Ref
Angmar Orc Warrior Orc Angmar Armies of Lord of the
6" 3/5+ 3 5 1 1 2
(Shield) Infantry Warrior Rings p130

The Dwimmerlaik [15 Warriors, 220 Points]


Categories: HERO OF VALOUR
The Dwimmerlaik [130 Points]
Selections: Heavy Armour, Horse [10 Points], Two-Handed Sword
Rules: Harbinger of Evil (Passive), Sap Fortitude (Passive), Terror (Passive), Two-Handed, Will of Evil (Passive)
Hero: The Dwimmerlaik, Magical Power: Black Dart, Compel, Drain Courage, Instill Fear, Sap Will, Transfix, Wargear: Heavy Armour,
Sword, Warrior: Horse
Warband [15 Warriors, 90 Points]
Angmar Orc Warrior [15 Warriors, 90 Points]
Selections: Armour, Shield [15 Points], Sword, 15x Warrior [15 Warriors, 75 Points]
Wargear: Armour, Shield, Sword, Warrior: Angmar Orc Warrior (Shield)

Heroic Heroic
Hero Movement Fight Strength Defense Attack Wounds Courage Might Will Fate Keywords Ref
Actions Tier
Spirit Armies
Ringwraith of
Hero
The Mordor Lord
6" 5/4+ 4 8 1 1 6 0 16 2 Channelling of
Dwimmerlaik Angmar of the
Valour
Infantry Rings
Hero p126

Magical
Duration Range Casting Rule Channelled Ref
Power
Middle-
Earth
This power targets one enemy model within range. The target immediately
A wounding hit Strategy
suffers one Strength 9 hit. Do not roll To Hit or for In The Way tests. If the
Black will cause D3 Battle
Instant 12" 5+ target is a Cavalry model then the Attacker must choose whether the rider
Dart Wounds rather Game
or the mount is hit. This power can still be used on a target that is Engaged
than 1. Rules
in combat.
Manual
p96
Additionally,
while this
This power targets one enemy model within range. The caster may move
power is in
the target model up to half of its maximum Move distance. They can do this Middle-
effect, the
even if the model has already moved this turn. The move cannot force the Earth
target will
targat to jump, leap, climb, dismount or lie down, but it can take them into Strategy
halve their
difficult terrain, and even make them Charge an enemy. No Courage test is Battle
Compel Temporary 12" 4+ Fight and
required to Charge Terror-causing foes (See page 107). It can even force Game
Attacks
an unengaged victim to drop an object (but not wargear) that it is holding or Rules
characteristics
to put on The One Ring (if they carry it). Once the target has finished the Manual
(Rounding up),
move, it may move no further that turn for any reason. Finally, the target p97
and may not
suffers the effect of the Immobilise/Transifx magical power (see page 98).
Strike if they
win a Duel.
Middle-
This power targets one enemy model within range. The target immediately Earth
The target's
reduces their Courage characteristic by 1 for the remainder of the battle, to Strategy
Courage is
Drain a minimum of 1. This power can take effect multiple times over the course Battle
Instant 12" 2+ instead
Courage of a battle, reducing the target's Courage each time. If the target is a Game
reduced by
Cavalry model, the caster must choose whether the rider or the mount Rules
D3.
reduces their Courage value. Manual
p97
This power targets all enemy models within range. Each affected model
must take a Courage test, in an order chosen by the caster; if the test is
Middle-
failed then the model must move its maximum Move distance directly away Courage tests
Earth
from the caster. If the model comes into contact with another model, or caused by this
Strategy
impassable terrain, then it will stop so it is not in base contact with it. If a Magical Power
Instill Battle
Instant 3" 5+ model comes into base contact with the edge of the board, they will are taken on
Fear Game
immediately stop moving; this will not allow or force models to leave the 3D6,
Rules
board in Scenarios where models may leave the board. Models that fail a discarding the
Manual
Courage test due to the effects of this Magical Power may then move no highest result.
p99
further that turn, for any reason.

Middle-
Earth
Strategy
This power targets one enemy model within range. The target immediately The target
Battle
Sap Will Instant 12" 5+ loses D3 Will point. If the target is a Cavalry model, the caster must choose loses D6 Will
Game
whether the rider or the mount loses the Will. points.
Rules
Manual
p100
Additionally,
while this Middle-
power is in Earth
This power targets one enemy model within range. While this power is in effect, the Strategy
effect, the target model may not mode (except to Back Away should they target will Battle
Transfix Temporary 12" 3+
lose a Fight), shoot, cast Magical Powers, declare Heroic Actions, call a halve their Game
Stand Fast! or use Active abilities and may not Strike if they win a Duel. Fight and Rules
Attacks Manual
characteristics p98
(rounding up).
Wargear Rules Ref
Middle-
Earth
Strategy
Battle
Armour A model upgraded to wear armour adds 1 to their Defence.
Game
Rules
Manual
p91
Middle-
Earth
Strategy
Heavy A model who is upgraded to wear heavy armour adds 2 to their Defence, unless they are already wearing armour, in which Battle
Armour case they add 1. Game
Rules
Manual
p91
A Shield increases the Defence characteristic of its bearer by 1. Where the shield is listed in the model's wargear, that
bonus is already taken into account in its characteristics profile. However, if the model purchases the shield as an
upgrade, you will need to increase its Defence by 1. Shields also have the following rules: Cumbersome: If a model uses a
Middle-
hand-and-a-half weapon as a two-handed weapon whilst carrying a shield, it will lose the +1 bonus to their defence for the
Earth
duration of the fight. A model armed with a bow, crossbow, two-handed weapon or pike may carry a shield; however, they
Strategy
do not receive the +1 bonus to their Defence characteristic. Shielding: Prior to either player rolling any dice in a Duel roll, a
Battle
Shield shield-armed model who is involved in the Fight may declare that they are Shielding. A model that is Shielding doubles
Game
their Attacks when making the Duel roll to see who wins the Fight, however, they make no Strikes against the enemy,
Rules
having put all of their effort into surviving. In a Multiple Combat, all friendly models in the same Fight must be Shielding for
Manual
them to get the bonus. Thus, if one or more friendly models do not have shields, then none of them can use the Shielding
p91
rule. Spear and pike-armed models cannot Support a Shielding model. Models who are Prone can use the Shielding rule
like other fighters - in fact this is a very sound plan, since a Prone model cannot make Strikes if they win the Fight anyway.
Cavalry models cannot use the Shieding rule.
Middle-
A model armed with this weapon, who has an equal to or higher Fight value at the start of the fight than their opponent
Earth
(including any Supporting models), may opt to Feint. If they do so, they reduce their Fight value by D3 when working out
Strategy
who wins the Fight. If the feinting model's side wins the Duel roll, however, they may re-roll any To Wound rolls of a 1. A
Battle
Sword model armed with this weapon, who has a lower Fight value at the start of the fight than their opponent (including any
Game
Supporting models), may opt to Stab. If they do so, they may re-roll 1s To Wound if their side wins the Duel roll. However,
Rules
due to the reckless abandon with which a stabbing model tends to throw themselves at their enemy, if their side loses the
Manual
Duel roll, they will suffer one Strength 2 hit immediately after the Fight has been resolved.
p87

Warrior Movement Fight Strength Defense Attack Wounds Courage Keywords Ref
Angmar Orc Warrior Orc Angmar Armies of Lord of the Rings
6" 3/5+ 3 5 1 1 2
(Shield) Infantry Warrior p130
Middle-Earth Strategy Battle
Horse 10" 3/6+ 3 4 0 1 3 Horse Cavalry
Game Rules Manual p61

The Tainted [15 Warriors, 220 Points]


Categories: HERO OF VALOUR
The Tainted [130 Points]
Selections: Heavy Armour, Horse [10 Points], Leader (Valour), Sword
Rules: Harbinger of Evil (Passive), Miasmatic Presence (Passive), Seeping Decay (Passive), Terror (Passive), Will of Evil (Passive)
Hero: The Tainted, Magical Power: Black Dart, Compel, Drain Courage, Instill Fear, Sap Will, Transfix, Wargear: Heavy Armour, Sword,
Warrior: Horse
Warband [15 Warriors, 90 Points]
Angmar Orc Warrior [15 Warriors, 90 Points]
Selections: Armour, Shield [15 Points], Sword, 15x Warrior [15 Warriors, 75 Points]
Wargear: Armour, Shield, Sword, Warrior: Angmar Orc Warrior (Shield)

Heroic Heroic
Hero Movement Fight Strength Defense Attack Wounds Courage Might Will Fate Keywords Ref
Actions Tier
Armies
Spirit
of
Ringwraith Hero
The Lord
6" 5/4+ 4 8 1 1 6 2 14 2 Channelling Mordor of
Tainted of the
Angmar Valour
Rings
Infantry Hero
p125
Magical
Duration Range Casting Rule Channelled Ref
Power
Middle-
Earth
This power targets one enemy model within range. The target immediately
A wounding hit Strategy
suffers one Strength 9 hit. Do not roll To Hit or for In The Way tests. If the
Black will cause D3 Battle
Instant 12" 5+ target is a Cavalry model then the Attacker must choose whether the rider
Dart Wounds rather Game
or the mount is hit. This power can still be used on a target that is Engaged
than 1. Rules
in combat.
Manual
p96
Additionally,
while this
This power targets one enemy model within range. The caster may move
power is in
the target model up to half of its maximum Move distance. They can do this Middle-
effect, the
even if the model has already moved this turn. The move cannot force the Earth
target will
targat to jump, leap, climb, dismount or lie down, but it can take them into Strategy
halve their
difficult terrain, and even make them Charge an enemy. No Courage test is Battle
Compel Temporary 12" 4+ Fight and
required to Charge Terror-causing foes (See page 107). It can even force Game
Attacks
an unengaged victim to drop an object (but not wargear) that it is holding or Rules
characteristics
to put on The One Ring (if they carry it). Once the target has finished the Manual
(Rounding up),
move, it may move no further that turn for any reason. Finally, the target p97
and may not
suffers the effect of the Immobilise/Transifx magical power (see page 98).
Strike if they
win a Duel.

Middle-
This power targets one enemy model within range. The target immediately Earth
The target's
reduces their Courage characteristic by 1 for the remainder of the battle, to Strategy
Courage is
Drain a minimum of 1. This power can take effect multiple times over the course Battle
Instant 12" 2+ instead
Courage of a battle, reducing the target's Courage each time. If the target is a Game
reduced by
Cavalry model, the caster must choose whether the rider or the mount Rules
D3.
reduces their Courage value. Manual
p97
This power targets all enemy models within range. Each affected model
must take a Courage test, in an order chosen by the caster; if the test is Middle-
Courage tests
failed then the model must move its maximum Move distance directly away Earth
caused by this
from the caster. If the model comes into contact with another model, or Strategy
Magical Power
Instill impassable terrain, then it will stop so it is not in base contact with it. If a Battle
Instant 3" 5+ are taken on
Fear model comes into base contact with the edge of the board, they will Game
3D6,
immediately stop moving; this will not allow or force models to leave the Rules
discarding the
board in Scenarios where models may leave the board. Models that fail a Manual
highest result.
Courage test due to the effects of this Magical Power may then move no p99
further that turn, for any reason.
Middle-
Earth
Strategy
This power targets one enemy model within range. The target immediately The target
Battle
Sap Will Instant 12" 5+ loses D3 Will point. If the target is a Cavalry model, the caster must choose loses D6 Will
Game
whether the rider or the mount loses the Will. points.
Rules
Manual
p100
Additionally,
while this Middle-
power is in Earth
This power targets one enemy model within range. While this power is in effect, the Strategy
effect, the target model may not mode (except to Back Away should they target will Battle
Transfix Temporary 12" 3+ lose a Fight), shoot, cast Magical Powers, declare Heroic Actions, call a halve their Game
Stand Fast! or use Active abilities and may not Strike if they win a Duel. Fight and Rules
Attacks Manual
characteristics p98
(rounding up).
Wargear Rules Ref
Middle-
Earth
Strategy
Battle
Armour A model upgraded to wear armour adds 1 to their Defence.
Game
Rules
Manual
p91
Middle-
Earth
Strategy
Heavy A model who is upgraded to wear heavy armour adds 2 to their Defence, unless they are already wearing armour, in which Battle
Armour case they add 1. Game
Rules
Manual
p91
A Shield increases the Defence characteristic of its bearer by 1. Where the shield is listed in the model's wargear, that
bonus is already taken into account in its characteristics profile. However, if the model purchases the shield as an
upgrade, you will need to increase its Defence by 1. Shields also have the following rules: Cumbersome: If a model uses a
Middle-
hand-and-a-half weapon as a two-handed weapon whilst carrying a shield, it will lose the +1 bonus to their defence for the
Earth
duration of the fight. A model armed with a bow, crossbow, two-handed weapon or pike may carry a shield; however, they
Strategy
do not receive the +1 bonus to their Defence characteristic. Shielding: Prior to either player rolling any dice in a Duel roll, a
Battle
Shield shield-armed model who is involved in the Fight may declare that they are Shielding. A model that is Shielding doubles
Game
their Attacks when making the Duel roll to see who wins the Fight, however, they make no Strikes against the enemy,
Rules
having put all of their effort into surviving. In a Multiple Combat, all friendly models in the same Fight must be Shielding for
Manual
them to get the bonus. Thus, if one or more friendly models do not have shields, then none of them can use the Shielding
p91
rule. Spear and pike-armed models cannot Support a Shielding model. Models who are Prone can use the Shielding rule
like other fighters - in fact this is a very sound plan, since a Prone model cannot make Strikes if they win the Fight anyway.
Cavalry models cannot use the Shieding rule.
Middle-
A model armed with this weapon, who has an equal to or higher Fight value at the start of the fight than their opponent
Earth
(including any Supporting models), may opt to Feint. If they do so, they reduce their Fight value by D3 when working out
Strategy
who wins the Fight. If the feinting model's side wins the Duel roll, however, they may re-roll any To Wound rolls of a 1. A
Battle
Sword model armed with this weapon, who has a lower Fight value at the start of the fight than their opponent (including any
Game
Supporting models), may opt to Stab. If they do so, they may re-roll 1s To Wound if their side wins the Duel roll. However,
Rules
due to the reckless abandon with which a stabbing model tends to throw themselves at their enemy, if their side loses the
Manual
Duel roll, they will suffer one Strength 2 hit immediately after the Fight has been resolved.
p87

Warrior Movement Fight Strength Defense Attack Wounds Courage Keywords Ref
Angmar Orc Warrior Orc Angmar Armies of Lord of the Rings
6" 3/5+ 3 5 1 1 2
(Shield) Infantry Warrior p130
Middle-Earth Strategy Battle
Horse 10" 3/6+ 3 4 0 1 3 Horse Cavalry
Game Rules Manual p61

Hero of Fortitude [4 Warriors, 160 Points]


Shade [4 Warriors, 160 Points]
Categories: HERO OF FORTITUDE
Shade [100 Points]
Selections: Shade
Rules: Blades of the Dead (Active), Chill Aura (Passive), Terror (Passive)
Hero: Shade, Wargear: Shade
Warband [4 Warriors, 60 Points]
Dead March Spectre [4 Warriors, 60 Points]
Selections: Heavy Armour, 4x Spectre [4 Warriors, 60 Points], Sword
Rules: A Fell Light is in Them (Active), Blades of the Dead (Active), Terror (Passive)
Wargear: Heavy Armour, Sword, Warrior: Dead March Spectre

Heroic Heroic
Hero Movement Fight Strength Defense Attack Wounds Courage Might Will Fate Keywords Ref
Actions Tier
Spirit
Armies of
Angmar Hero of
Shade 6" 1/4+ 1 8 1 3 1 0 8 0 - Lord of the
Infantry Fortitude
Rings p128
Hero

Wargear Rules Ref


Middle-
Earth
Strategy
Heavy A model who is upgraded to wear heavy armour adds 2 to their Defence, unless they are already wearing armour, in which Battle
Armour case they add 1. Game
Rules
Manual
p91
Armies
of Lord
Whilst a Shade has no specific weapons, it is a twisted mass of undead beings constantly lashing out at the enemies of
Shade of the
the Witch-king. A Shade never counts as being Unarmed.
Rings
p128
Middle-
A model armed with this weapon, who has an equal to or higher Fight value at the start of the fight than their opponent
Earth
(including any Supporting models), may opt to Feint. If they do so, they reduce their Fight value by D3 when working out
Strategy
who wins the Fight. If the feinting model's side wins the Duel roll, however, they may re-roll any To Wound rolls of a 1. A
Battle
Sword model armed with this weapon, who has a lower Fight value at the start of the fight than their opponent (including any
Game
Supporting models), may opt to Stab. If they do so, they may re-roll 1s To Wound if their side wins the Duel roll. However,
Rules
due to the reckless abandon with which a stabbing model tends to throw themselves at their enemy, if their side loses the
Manual
Duel roll, they will suffer one Strength 2 hit immediately after the Fight has been resolved.
p87

Warrior Movement Fight Strength Defense Attack Wounds Courage Keywords Ref
Dead March Spirit Angmar Infantry Armies of Lord of the
6" 2/4+ 3 5 1 1 6
Spectre Warrior Rings p132

Misc

Determine Alliance Level


Selections: Historical Allies
Categories: ANGMAR, EVIL ARMY, MISC

Determine Breakpoint & 25%


Categories: MISC
Rules: 13 models remaining. (model), 26 is halfway. (model), 52 total models in Army. (model)

If that fell Kingdom should rise again, Rivendell, Lorien, The Shire, even Gondor itself shall fall.
Categories: MISC
Rules: If that fell Kingdom should rise again, Rivendell, Lorien, The Shire, even Gondor itself shall fall.

Selection Rules
13 models remaining. (model): Some Scenarios end when one Army is reduced to this number. ()
26 is halfway. (model): Need to kill more than this number of models to break the army. ()
52 total models in Army. (model): This is the total number of models in this Army. ()
A Fell Light is in Them (Active): At any point during its move, a Spectre can choose a single enemy model anyway within 12" and Line of Sight. This model
must pass a Courage test or make a full move under the control of the Spectre's controlling player - even if it has already moved. This move cannot be used
to enter an enemy model's Control Zone, or perform actions that would cause direct harm to the target (such as jumping down a cliff). It may also not be used
to have the target dismount or lie down. Affected models may move no further that turn, and may not use Active abilities for the remainder of the Move phase.
(Armies of Lord of the Rings p132)
Blades of the Dead (Active): When determining what number models with this special rule need To Wound their opponents, use their opponent's Courage
rather than its Defence on the Wound chart. Models with this special rule cannot use Special Strikes. (Middle-Earth Strategy Battle Game Rules Manual
p103)
Chill Aura (Passive): At the start of the Fight phase, before Heroic Actions are declared, a Shade may spend a point of Will to activate this ability. All models
(both friend and foe) within 6" of one or more Shades that have activated this ability suffer a -1 penalty to its Duel roll. This is cumulative with other such
penalties, such as for wielding a two-handed weapon. Friendly Angmar models are not affected by this special rule. (Armies of Lord of the Rings p128)
Harbinger of Evil (Passive): An enemy model within 12" of this model suffers a -1 penalty to its Courage. Note, this is not cumulative with other similar
penalties such as those provided by Goblin Drums, The Harbinger of Evil special rule and so on. (Middle-Earth Strategy Battle Game Rules Manual p105)
If that fell Kingdom should rise again, Rivendell, Lorien, The Shire, even Gondor itself shall fall.: Friendly Angmar Orc models within 3" of a friendly
Spirit Hero model gain the Terror special rule. (Armies of Lord of the Rings p124)
Lead by Example (Active): In a turn in which Buhrdûr slays an enemy Hero or Monster model in combat, all friendly Angmar Orc models and Troll models
within 6" of him count as being in rage of a banner. (Armies of Lord of the Rings p127)
Miasmatic Presence (Passive): At the start of the Move phase, before Heroic Actions are declared, The Tainted may elect to spend a point of Wil. If he
does this, until the end of turn, all Warrior models within 6" of The Tainted may not benefit from the Stand Fast! rule, nor take part in Heroic Actions. (Armies
of Lord of the Rings p125)
Sap Fortitude (Passive): Every time a Hero model within 6" of The Dwimmerlaik spends a point of Might, Will or Fate, the Dwimmerlaik may elect to spend a
point of Will. If he does, roll a D6. On a 4+, the enemy Hero model must spend an additional point (of the same type) or the deed will be cancelled and any
Might, Will or Fate already commited will be lost. Note that a Hero model that wishes to expend multiple points of Might, Will or Fate, my wait to see how The
Dwimmerlaik's roll affects their first point of Might, Will or Fate, before committing to spending any more. The Dwimmerlaik will have to spend a point of Will
for every point he wishes to affect, thoughhe may wait to see how his first point of Will affected his opponent before deciding to spend another point of Will.
(Armies of Lord of the Rings p126)
Seeping Decay (Passive): At the start of the Fight phase, roll a D6 for each non-Spirit model (friendly or enemy) in base contact with The Tainted - if the
model is a Cavalry model, roll for both the mount and the rider. On the roll of a 6, they suffer a Wound. (Armies of Lord of the Rings p125)
Terror (Passive): Should a model wish to Charge this model, it must first take a Courage test before it moves. If the test is passed, the model may Charge as
normal. If the test is failed, the model does not Charge and may not move at all this turn.

Sometimes, a model will only cause Terror in certain enemies. In these instances, the creatures that are affected are clearly listed, and only those models
need to make a Courage test before charging this model. For example, a model with the Terror (Orc) will cause Terrior in all Orc models. (Middle-Earth
Strategy Battle Game Rules Manual p107)
Throw Stones (Active): If this model does not move at all during the Move phase, then in the Shoot phase it may make a shooting attack with the Strength
and range specified in the model's profile. (Middle-Earth Strategy Battle Game Rules Manual p107)
Two-Handed: A model using a two-handed weapon in combat may not use a shield at the same time (not enough hands!), although they may still carry other
items (slung on their backs or in packs).

A model using a two-handed weapon in close combat suffers a -1 penalty to Duel rolls. When a model makes Strikes with a two-handed, add 1 to its To
Wound roll. Thus, a roll To Wound of a 3 becomes a 4, a 4 becomes a 5, and so on. Note, in cases where two rolls are required (e.g., 6/4+), this will affect
both rolls. (Middle-Earth Strategy Battle Game Rules Manual p83)
Will of Evil (Passive): This model must give up 1 point of Will at the end of the Fight phase if it has been involved in one or more Fights that turn. Note that if
a model is in base contact with an enemy model then it must fight - it cannot choose not to fight! Once the model is reduced to 0 Will points, it is banished and
therefore removed as a casualty. If a model with this special rule uses their last Will points to cast a Magical Power with the Instant duration, the effects of the
Magical Power will be resolved before the model is removed as a casualty.

Additionally, a Hero wearing The One Ring is not invisible to this model as they are to others. Furthermore, this model does not need to give up a point of Will
if they are fighting a model wearing the Ring - not even if other enemy models are included as part of a Multiple Combat. (Middle-Earth Strategy Battle Game
Rules Manual p107)

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