0% found this document useful (0 votes)
124 views19 pages

Rise of Angmar Profiles

Uploaded by

maurizio macrì
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
124 views19 pages

Rise of Angmar Profiles

Uploaded by

maurizio macrì
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
You are on page 1/ 19

https://www.youtube.com/watch?

v=RsM1A560Fsw

Rise of Angmar Profiles

Arnor
Aranarth, First Chieftain of the Dunedain (80 points)
(Man, Arnor, Infantry, Heroe) Heroe of Valour
M F S D A W C M W F
6” 5/3+ 4 5 2 2 5 3 1 1
Armour, sword & bow
Heroic; Accuracy & Strike
Expert Shot, Hatred (Angmar)
Chieftain of the Dunedain (passive) If your force
includes Aranarth your force includes Aranarth you may
include Rangers of the North and Dunedain as if they
were from the Arnor army list. Additionally friendly
Rangers of the North and Dunedain within 6” of
Aranarth count as being in range of a banner. Any
Rangers of the North and Dunedain in your force gain
the Arnor keyword.

Argadir, Captain of Arnor (85 points)


(Man, Arnor, Cavalry, Heroe) Heroe of Fortitude
M F S D A W C M W F
6” 5/4+ 4 7 2 2 4 3 1 1
Heavy Armour, sword, shield, war spear & horse
Heroic; March & Defence
Master of battle (5+), Hatred (Angmar), Expert
Rider

Knight of Arnor (14 points)


(Man, Arnor, Cavalry, Warrior)
M F S D A W C
6” 4/4+ 3 6 1 1 2
Heavy Armour, sword, shield, war spear & horse
Hatred (Angmar)

Minas Tirith
Earnur, Last King of Gondor (100 points)
(Man, Gondor, Infantry, Heroe) Heroe of Valour
M F S D A W C M W F
6” 6/4+ 4 7 3 3 6 3 3 1
Heavy Armour, sword & shield
[Armoured horse – 15 points, lance – 5 points]
Heroic; Resolve, Challenge & Strike
A Fool’s Challenge (active) If Earnur is the target of
a heroic challenge he may never choose to decline
under any circumstances. Additionally Earnur must
always charge an enemy heroe model if he is able to
do so.
Master Duelist (active) At the start of a fight
including Earnur, after resolving any special rules that
affect an enemy model’s Fight value, but before any
Heroic Strikes are resolved Earnur may increase his
fight value to match that of a single non monster
model he is engaged with.
[If your force includes Earnur, Last King of Gondor and
any other named heroe models from the Minas Tirith
army list then it will automatically lose its army bonus
Also if your force includes Earnur, Last King of Gondor
then every alliance will be impossible allies.

Angmar
Nazthak, Orc captain (50 points)
(Orc, Angmar, Infantry, Heroe) Heroe of fortitude
M F S D A W C M W F
6” 3/5+ 4 5 2 2 3 3 1 1
Armour & dagger
Heroic; Defence
Scavenge (active) Whenever Nazthak kills an enemy
model in combat (with the exception of monster
models), he may choose to scavenge a single piece of
wargear carried by that model, with the exception of a
mount, the One Ring or items of wargear that are
integtral to the model (such as claws and teeth). This
will happen before any effects that allow the slain
model to pass on that piece of wargear.
Add the scavenged item to Nazthak’s list of wargear.
Nazthak will benefit from the scavenged wargear as if
he was the original model. Nazthak may choose to
discard any piece of scavenged wargear at any time,
though if he does so he cannot reclaim it – it is lost.

The Shadow of Rhudaur (80 points)


(Spirit, Angmar, Infantry, Heroe) Heroe of fortitude
M F S D A W C M W F
6” 3/5+ 3 7 2 2 6 2 5 1
Armour & sword
Heroic;Challenge
Drain courage (6” 3+), Curse (6”, 4+), Wither (6”, 4+),
Sap Will (6” 5+)
Blades of the Dead, Terror
Herald of Doom (passive) At the start of the game
select one heroe model in your opponents list. While
The Shadow of Rhudaur is within 6” of them they suffer
–1 to fate rolls and –1 courage.
Powers of Angmar (active) If The Shadow of
Rhudaur rolls a natural 6 when making a casting roll
then the channelled version of the magical power will
be used if it is not resisted.

Shade (75 points) [this replaces the existing shade


profile]
(Spirit, Angmar, Infantry, Heroe) Heroe of fortitude
M F S D A W C M W F
6” 1/5+ 1 8 2 3 6 0 4 1
Never unarmed
Blades of the Dead, Terror
Conduit of Angmar (passive) If an Angmar
Ringwraith model is within 6” of a Shade, they may
use the Shade to determine line of sight and range
when casting magical powers. Additionally after making
a casting roll within 6” of a friendly Shade an Angmar
Ringwraith model can choose to deal a single wound
to the Shade to add one to the casting roll.
Swirling Mists (active) At the start of the shoot
phase before heroics are declared a Shade may expend
a point of Will to activate this ability. For the remainder
of the turn enemy models will suffer a –1 to hit penalty
when making a shooting attack that targets a friendly
model within 6” of the shade. If the enemy model is
within 12” of the Shade they will suffer –2 instead.
Ghostly Resolve (passive) Friendly Angmar Orc
models within 12” of one or more friendly Shades add 1
to their courage value.
Werewolf (25 points)
(Spirit, Angmar, Infantry, Warrior)
M F S D A W C
10” 5/6+ 5 4 2 2 3
Claws & Teeth
Fell Sight, Terror
Feral Charge (active) When a werewolf charges an
enemy infantry model, they gain knock to the ground
as if they were cavalry.

Hill Troll (75 points)


(Troll, Angmar, Monster, Infantry, Warrior)
M F S D A W C
6” 6/4+ 6 6 3 3 3
Sword
Terror, Throw Stones (Range 12” S8)
Pathfinders (passive) At the start of the game if you
have any number of hill trolls in your force, select a
single piece of difficult terrain on the board (other than
a water feature). Friendly Angmar models do not treat
that piece of terrain as difficult terrain. This still does
not allow a model to fly out of a wood.
Hill Troll Intelligence (active) A Hill Troll may re-roll
a single D6 in a duel roll when fighting solely against
infantry models (but not monster models) if your
force includes Burdhur he will also gain this special rule
for the duration of the game.
Aldrac, Warlord of Carn Dum (120 points)
(Man, Carn-Dum, Angmar, Infantry, Heroe) Heroe of
valour
M F S D A W C M W F
6” 5/4+ 5 6 3 3 5 3 3 3
Mace, shield & armour
Heroic; Strike & Strength
Mighty Blow
Warlord of Carn Dum (passive) Friendly Carn-Dum
models within 6” re-roll failed courage tests.
Battle Frenzy (active) If Aldrac slays an enemy
model in combat then he may declare a Heroic Combat
during the following turn without spending might.
Fraecht, Vassal of the Witch King (65 points)
(Man, Carn-Dum, Angmar, Infantry, Heroe) Heroe of
fortitude
M F S D A W C M W F
6” 3/4+ 4 5 2 2 4 1 4 1
Armour, staff & dagger
Heroic; Resolve
Incantations of Power (active) After rolling for
priority Fraecht can spend a point of will to have one of
the following incantations take effect until the End
Phase of the turn;
Strength – Friendly Carn-Dum models within 3” re-
roll wound rolls of 1 when making strikes.
Endurance – Whenever a friendly Carn-Dum models
within 3” suffers a wound roll a D6 and on a 6+ the
wound is ignored
Swiftness - Friendly Carn-Dum models that start their
move within 3” are not slowed by difficult terrain (with
the exception of water features)

Captain of Carn Dum (55 points)


(Man, Carn-Dum, Angmar, Infantry, Heroe) Heroe of
fortitude
M F S D A W C M W F
6” 4/4+ 4 6 2 2 4 2 1 1
Armour, shield & mace
Heroic; march
Glory Seekers (active) If this model is in combat with an
enemy Heroe model (though not if they are supporting) then
this model gains a bonus of +1 to wound that heroe model
when making strikes

Warrior of Carn Dum (9 points)


(Man, Carn-Dum, Angmar, Infantry, Warrior)
M F S D A W C
6” 3/4+ 4 5 1 1 3
Armour, shield & mace
[banner – 25 points, spear – 1 point]
Glory Seekers (active) If this model is in combat with an
enemy Heroe model (though not if they are supporting) then
this model gains a bonus of +1 to wound that heroe model
when making strikes
Legendary legions
Battle of Fornost
Composition;
- Earnur
- Glorfindel
- Cirdan
- Aranarth
- Captain of Minas Tirith
- High Elf Captain
- Ranger of the North
- Dunedain
- Ranger of Arnor
- Warrior of Minas Tirith
- Knight of Mians Tirith
- High Elf Warrior
- Hobbit Archer
You must always take Earnur and Glorfindel in your
force
Only Gondor Heroe models can lead Gondor Warrior
models and only Elf Heroe models can lead Elf
Warriors
Hobbits may only be in the warband of a ranger of the
north or dunedain in which case they will count as a
minor heroe.
Earnur’s Defiance Earnur cannot have his courage
value reduced by special rules or magical powers
Power of the Elves friendly models gain resitant to
magic
Charge of Gondor friendly gondor cavalry gain +1
fight in a turn in which they charge

Army of Arnor
Composition;
- Arvedui
- Aranath
- Malbeth
- Argadir
- Captain of Arnor
- Ranger of the North
- Dunedain
- Warrior of Arnor
- Knight of Arnor
- Ranger of Arnor
Arvedui must be taken and must be the leader
Rangers of the North & Dunedain gain the Arnor
keyword
Protect the King Friednly Arnor models within 6” of
Arvedui automatically pass courage tests.
Power of the Seer Friendly Arnor Heroe models gain
+1 when rolling for malbeths Gifts of Foresight special
rule
Foresight of the Eldar Malbeth gains Elrond’s
foresight special rule

Host of the Witch-King


Composition;
- The Witch King (may not take flail, morgul crown
or ride a fellbeast)
- The tainted (may not ride a fellbeast)
- The Dwimmerlaik (may not ride a fellbeast)
- The Shadow of Rhuduar
- Nazthak
- Shade
- Barrow Wight
- Angmar orc captain
- Angmar orc shaman
- Angmar orc warrior
- Angmar warg rider
- Dead marsh spectre
You must take the Witch king who must be the leader,
he will count as a heroe of legend.
If that Fell Kingdom shoudl rise again... Angmar
orcs within 6” of a friendly spirit hero cause terror
Dark Sorceries Ringwraith models may re-roll a single
D6 when making casting or resist tests
Lord of the Nazgul The Witch King increases his
attacks to 3 and only loses will for having been in a
fight if he loses
No man can kill me the Witch King gains +1 to his
fight value when engaged with an enemy man model

Army of Carn-Dum
Composition;
- Aldrac
- Fraecht
- Captain of Carn Dum
- Angmar orc Captain
- Warrior of Carn Dum
- Angmar orc warrior
- Angmar warg rider
- Orc tracker
You must take Aldrac who must be the army leader
Show of Strength if a Carn Dum heroe kills an
enemy model in combat then for the duration of the
following turn they get +1 to their fight value.
Banners of Carn Dum the range of your banners is
increased to 6”
Words of Power the range of fraechts incantations
are increased to 6”

Wolf Pack of Angmar


Composition;
- Wild warg chieftain
- Werwolf
- Fell warg
- Wild warg
Werewolves benefit from warg chieftains heroic actions
and stand fast!
Leader of the Pack the leader of this force gains an
additional might, will and fate and is treated as a heroe
of valour.
Howl of the Wolf Once per game at the start of any
fight phase your leader may use this ability. Until the
end of the turn friendly models gain +1 fight and re-roll
1s to wound
Protect the Alpha If your leader suffers a wound they
become a 6” banner
Feral Charge your wargs gain the werewolve’s feral
charge special rule

Arathorn’s Stand
Composition;
- Arathorn
- Halbard (may not take the banner)
- Ranger of the North
- Dunedain
You must take Arathorn who must be the leader
(I really struggled to read these so take with a grain of
salt)
Dangerous Folk Rangers of the North and Dunedain
benefit from Arathorn and Halbarad’s Stand Fast! And
have 2 attacks whilst they have the infantry keyword
Masters of Terrain Friendly models gain the
woodland creature and mountain dweller special
rules
Isildurs Heir When arathorn spends might on a 4+ he
gets it back (not limited to once per turn as far as I
could tell)
Silent Ambush In scenarios where you roll for
additional forces to arrive (such as those that use the
reinforcements rule) you receive +1 to those rolls. In
scenarios where you roll to see which part of the table
you deploy in you may modify it by +1 or –1.

Burdhur’s Horde
Composition;
- Burdhur
- Angmar orc captain
- Angmar orc shaman
- Wild Warg chieftain
- Angmar orc warrior
- Angmar warg rider
- Hill troll
- Wid warg
You must take burdhur who must be the leader
Masters of Terrain Friendly models gain the
woodland creature and mountain dweller special
rules
A Fearsome Foe Burdhur gains the Blood and Glory
special rule, additionally he gains the fearless special
rule for the rest of the battle if he slays a heroe in
combat.
Ambushers (basically the ambush rule from the Shire
legendary legion for burdhurs warband, struggled to
read it but the text matches up. There is a little less
text however so I suspect that they might only be
allowed to enter from a board edge rather than terrain.)

You might also like