SPECIAL RULES
MORDOR ARMOURY
-HQ-
Uruk-Hai Chieftan
The largest, strongest, and fiercest of the Uruk-Hai, these mighty warriors lead the others into battle.
-ELITES-
Nazgul
Considered to be the most powerful servants of the Dark Lord, the Nazgul go about at his bidding, destroying those who would dare to oppose their master.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Nazgul | 75 | 5 | 4 | 4 | 5 | 2 | 4 | 2 | 10 | 2+/5+* |
Number/Squadron: 1-8. Though they field as a group, Nazgul are not required to maintain coherency.
Weapons: Power Weapon, Poison Dagger.
Options: For an additional 25 points, the Nazgul can be mounted on horses, and be deployed as Fast Attack and act as cavalry. For 60 points each, the nazgul can instead be mounted on fellbeasts, and then they are deployed as Heavy Support, acting as flyers.
SPECIAL RULES
Fearless: The Nazgul are immortal and otherworldly, and thus they fear nothing in this world. They are always assumed to succeed Leadership checks.
Fearsome: The reputation of the Nazgul, coupled with their supernatural aura, cause fear in those who would oppose them. Anyone who wishes to Assault a Nazgul must first make a Leardership check. If the save fails, they cannot assault that turn.
Unassailable: Anyone who wounds a ringwraith in close combat themselves takes a hit, as the evil energies of the Rings of Power course through their bodies. The wounds can be saved as normal, but the number equals the number of wounds landed, not scored. Thus, if a squad of six men hit five times and wound four, they take four wounds among the squad, even if the ringwraith only takes one or two.
Poison Blade: If the Nazgul is still in base contact with a model at the end of an Assault, then it may attack with its poison blade.
The Nine: There are only nine Nazgul in the world, and thus an army cannot fireld more than that, and only eight if the Witch-King is being used as an HQ unit.
Uruk-Hai
These magically engineered monstrosities are a terror to behold.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Uruk-Hai | 50 | 4 | 3 | 5 | 4 | 1 | 4 | 2 | 10 | 4+ |
Number/Squadron: .
Weapons: .
Options: Uruks can buy plate armor at a cost of 10 points per model.
SPECIAL RULES
Frenzy: Uruk-Hai were made to fight, and that is what they do well. Uruk-Hai must sweeping advance and assault whenever possible.
-TROOPS-
Orc
Created from Elves by the Dark Powers long ago, orcs are evil, spiteful brutes who live only to fight and hurt.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Zealot | 75 | 4 | 4 | 4 | 3 | 1 | 4 | 2 | 8 | 3+/4+* |
Number/Squadron: 5-10.
Weapons: .
Options: .
SPECIAL RULES
Protoss: The Zealot follows all the special rules for Protoss above.
Goblin
An offshoot of the orc bloodlines, goblins are smaller and weaker, but also faster and more agile. They often act as scouts, and are the Dark Army's primary ranged weaponry.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Dragoon | 15 | 2 | 4 | 6 | 6 | 2 | 3 | 1 | 9 | 5+ |
Number/Squadron: 3-10.
Weapons: Bow.
SPECIAL RULES
Protoss: The Dragoon follows all the special rules for Protoss above.
Bionic: Dragoons are effectively like a Dreadnought in that the pilot is interred inside forever, having been severely broken in a previos battle. As such, they have life support equipment that goes above and beyond that of other races. Treat Dragoons as if they are equiped with bionics from the Daemonhunter Armoury. On a roll of 6 on a D6, the Dragoon rises again.
-FAST ATTACK-
Warg Riders
Riding on the backs of wargs is something that some orcs do to demonstrate their prowess, but it is far from safe or easy. Wargs are insane and difficult to control at the best of times.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Warg Rider | 15 | 4 | 4 | 4 | 3 | 2 | 3 | 1 | 9 | 5+ |
Number/Squadron: 1-8.
Weapons: Spear.
Options: Bow at 10 points.
SPECIAL RULES
Cavalry: .
-HEAVY SUPPORT-
Cave Troll
These giant hulking beasts are immensely powerful, and they can crush lesser foes with ease.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Cave Troll | 75 | 2 | 3 | 6 | 6 | 3 | 2 | 1 | 10 | 3+/4+* |
Number/Squadron: 1-3.
Weapons: None (see Scarabs.
SPECIAL RULES
Artificer: Much as Tyranid Biovores, Reavers build their ammunition, in this case Scarabs, within their hull, and they possess enough for the entire fight. Unlike Biovores, however, Reavers only fire one variety of explosives, which use this profile:
Catapault
Hauled in by trolls and manned by orcs, these contraptions are powerful siege engines.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Catapault | 75 | 3 | 4 | 8 | 6 | 4 | 3 | 1 | 10 | 2+/4+* |
Number/Squadron: 1-3.
Weapons: Psionic Shockwave.
SPECIAL RULES
Protoss: The Archon follows all the special rules for Protoss above.
Psionic Shockwave: The potent energy of two High Templar have been forced into the burning form of the Archon, which can channel the psychic flames at opponents in their vicinity. Psionic shockwave uses the flamer template, and emits a blast of psychic energy that uses the following template:
Range Strength AP Type Rock 70 8 5 Blast 1
Baelrog
A daemon of the ancient world. Use stats and rules predominantly from the Bloodthirster of Khorne.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Dark Archon | 75 | 5 | 4 | 10 | 8 | 4 | 4 | 4 | 10 | 3+/4+* |
Weapons: None.
SPECIAL RULES
Protoss: The Dark Archon follows all the special rules for Protoss above.
Mind Control: The most powerful ability of the Dark Archon, this allows one to force an opposing unit as a temporary ally. During the Movement phase, instead of moving, the Dark Archon can reach out mentally to any one model up to 24" away and attempt to usurp them for that turn. The Dark Archon makes an opposed Leadership check (D6 plus Leadership) versus the model it is attempting to dominate. If the Dark Archon succeeds, then the opponent model can be used in any way as if it belonged to the Protoss player. It can move, shoot, and assault, and for the moment is not required to maintain coherence. When the turn is over, the opposing player regains control. If his/her model is no longer in coherency with it's squad, the squad must roll to regroup. If the opposing player succeeds to opposed role, then their model is in no way affected. using this power, whether it succeeds or not, deprives the Dark Archon of its Shields for the rest of that turn.
Psyker-Slayer: This is the maximum extent of the Dark Archon's pure combat ability. During the Shooting phase, a Dark Archon can target an enemy psyker within 6". Roll a D6 adding the Dark Archon's Leadership. The target psyker must do the same. If the Dark Archon exceeds the roll of the enemy, the target takes one wound for every point above their roll.
Halt the Enemy: The secondary use for the Dark Archon is to slow their enemies as they scurry across the field. They use their extreme psychic power to freeze the nervous systems of enemies, rendering them immobile. During the Shooting phase, the Dark Archon may designate an opposing squad not within close combat within 12". The target squad must make a Leadership check. If they fail, then they cannot move or assault during their next turn. If they succeed, then they may move half their normal distance, as well as assault at half distance. If they succeed by more than half, then they are not affected. For example, if a Dark Archon targets a squad of Howling Banshees (Ld 9), they must make a Leadership check. If they roll 10 or higher, then they cannot move or assault. If they roll between 5 and 9, then they can move 3", fleet of foot half of what they roll, and assault 3". If they roll a 4 or less, they are unaffected.
Death Throes: The energy of the Dark Archon is extreme, but also very unstable. When a Dark Archon perishes, it explodes in a terrific blast. Every model within base contact with the Archon takes a S5 hit as it perishes.
-SPECIAL CHARACTERS-
The Witch-King
Lord of the Nine. The most powerful king of men to ever live. For ages this nightmare has stalked the lands, serving its dark lord unquestioningly. The Witch-King is considered Sauron's most powerful servant, and thus his champion.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Aldaris | 250 | 6 | 5 | 5 | 5 | 3(4) | 5 | 3(4) | 10 | 2+/4+* |
Special Character: A 2000 point Mordor army that includes Nazgul among it may include the Witch-King. If selected he counts as an HQ choice on the Force Organization Chart and must be used as he is.
Equipment: Goreflail, Felldrake.
Retinue: If a player desires, the Witch-King can take the other Ringwraiths as a retinue, but all of the Ringwraiths must have the same mount, and as the Witch-King automatically comes with a felldrake, that means the others must, too.
SPECIAL RULES
Fearless: The Witch-King is immortal and otherworldly, and thus fearless.
Fearsome: The The Witch-King is probably the most fearsome creature in the world. Anyone who wishes to Assault a him, or a squad of Nazgul he is with, must first make a Leardership check at a -3 penalty. If the save fails, they cannot assault that turn.
Unassailable: Anyone who wounds the Witch-King in close combat themselves takes a hit, as the evil energies of the Rings of Power course through his bodiy. The wounds can be saved as normal, but the number equals the number of wounds landed, not scored.
Mount: The Witch-King always deploys on his fellbeast mount. If the Witch-King takes a Wound, he can choose to allocate it to himself or the fellbeast. If he chooses the fellbeast, it dies, and he becomes grounded. The fellbeast grants a +1 to Toughness and an additional attack, but this is not considered a power weapon, and they are lost if the fellbeast dies.
Goreflail: This huge two-handed weapon is tricky to wield, even for the Witch-King, as its scale is major. It acts as a master-crafted powerfist.
Saruman
The White Wizard. Saruman the White. The Traitor. These names and others have been used to define Saruman over the many milennia of his life.
| Unit Name | Points/Model | WS | BS | S | T | W | I | A | Ld | Sv | |||||||||||
| Prelate Zeratul | 250 | 3 | 4 | 3 | 3 | 3 | 5 | 2 | 10 | 6+/4+* |
Special Character: A 2000 point Mordor army may include Saruman. If selected he counts as an HQ choice on the Force Organization Chart. He must be used exactly as shown, and cannot be given any extra gear.
Weapons: The Staff of the White.
SPECIAL RULES
The Staff of the White: As the White Wizard, Saruman possesses the wizard's staff of that office. It counts as a force weapon in close combat, as well as allowing Saruman to cast a second spell per turn.
Wizard: Saruamn is a potent wizard, and as such can call upon some rather powerful magic.
PROTOSS PSYCHIC POWERS
Psionic Storm: As Eldritch Storm, but stronger. Strength 6, no AP.
hallucinate: The Protoss are often outnumbered when they fight, and even with their advanced technology, this can be a difficult problem to overcome. To compensate for this, the Templar learned how to use their psychic powers to fool their foes into believing that there are more Protoss their than there trully is. During the Shooting Phase, the psyker chooses a squad within 24" and makes a Psychic Test. If the test fails, nothing happens, but if the test succeeds, than the squad is under the following effect. Any attack made at the squad that turn, whether Shooting or Assault requires a roll. Every model, not squad, that is attacking the affected squad, must roll a d6. On an odd roll, they attack an illusion, and do not harm any Protoss in the squad. If they roll even, then they attack the squad as normal. This lasts until the start of the next Protoss turn. Obviously, Ordinance and Flamer Weapons are not affected by this power, as they hit everything within their radius.
Mind War: As Eldar power. See Codex: Eldar for details.
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