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LOTR: in Sauron's Sinister Service

The document provides profiles and rules for new units being added to Games Workshop's Middle-earth Strategy Battle Game, including Haradrim heroes like the Golden King of Abrakhân and Taskmaster, as well as Easterling heroes like the Dragon Knight and War Priest. It also details new units for the forces of Mordor like the Black Guard of Barad-dûr and their captains and drummers. The Orc hero Kardûsh the Firecaller is also profiled. The units are intended to provide new options and diversity for armies from Harad, Easterlings, Mordor, and others in the skirmish game.

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George Jones
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0% found this document useful (1 vote)
695 views6 pages

LOTR: in Sauron's Sinister Service

The document provides profiles and rules for new units being added to Games Workshop's Middle-earth Strategy Battle Game, including Haradrim heroes like the Golden King of Abrakhân and Taskmaster, as well as Easterling heroes like the Dragon Knight and War Priest. It also details new units for the forces of Mordor like the Black Guard of Barad-dûr and their captains and drummers. The Orc hero Kardûsh the Firecaller is also profiled. The units are intended to provide new options and diversity for armies from Harad, Easterlings, Mordor, and others in the skirmish game.

Uploaded by

George Jones
Copyright
© Attribution Non-Commercial (BY-NC)
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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IN SAURONS

SINISTER SERVICE
Armies of the Free Peoples beware! The armies of Sauron see fresh reinforcements, as Mat Ward dons his best supervillain cape and stabbity knives, and goes in search of evil-doers.
o, here I am again with a whole passel of new warriors and Heroes for the Strategy Battle Game. The profiles on these next few pages cover all the releases from last month and, if I do say so myself, give some very interesting options indeed for Haradrim, Easterling and Mordor forces. The Haradrim Abrakhn Guard and the Golden King have already wheedled their way into my War of The Ring army, but if I had to pick a particular pair of favourites for the skirmish game from the new arrivals, Id have to go with the Easterling Dragon Knight and War Priest. Easterling armies have always drawn me like a fly to spiky amber, and these extra characters (in addition to Amdr, who youll remember was released earlier in the year) really help

with both the diversity and combat effectiveness of an Easterling horde. Nevertheless, the Men arent having it all their own way here in the Studio. Adam Troke (our resident Hobbit-botherer) has been eyeing the brutal Black Guard of Barad-dr and Ill be very surprised if a few dont elbow their way into his Cirith Ungol army. Similarly, I know that the twin evils of Chris Peach and Nick Bayton are likely to pounce on the two new Nazgl to lead their own malevolent minions. This is unfortunate, cos I want the Betrayer for my Haradrim, so every time we play a game well first have to play another game to decide who gets to use the Ringwraith in question. Madness, I tell you. Anyway, Ive wittered on enough, you want to see some rules, Ill be bound

HARADRIM HEROES
Haradrim Taskmaster (Man)

Points Value: 60

Not all Haradrim march willingly to war a few need a little encouragement from the whips of their taskmasters. F S D A W C M / W / F Haradrim Taskmaster 4/4 5 2 2 3 2 / 1 / 1

Wargear
A Haradrim Taskmaster wears armour and carries a barbed whip (which counts as a throwing weapon with a Strength of 2 and range of 2"/4cm).

Special Rules
Whips of the Masters. Each time a Taskmaster, or an Evil Hero within 6"/14cm of him, attempts a Heroic action, roll a D6. On a score of 4+, there is no need to expend a point of Might the action is instead free.

TM

Haradrim Taskmasters can be included in the following armies: Serpent Horde, Harad or Umbar.

28 WHITE DWARF

IN SAURONS SINISTER SERVICE

The Golden King of Abrakh n (Man)


The Haradrim city of Abrakhn sits upon one of the great crossroads of Middle-earth. It is a bloated spider grown fat and wealthy upon a web of trade routes, and the Golden King who rules the city takes his due of the many caravans that ply the roads to and from Khand, Mordor and the corsair city of Umbar.

Points Value: 115


Unlike other Haradrim Kings, Abrakhns ruler holds little hatred in his heart for the folk of Gondor, seeing more profit in his illicit trades with the fiefdoms than in open war. Nevertheless, the Golden King fears the Dark Lord as much as any of his peers, and so the Golden Army of Abrkhan marches to the Pelennor in Saurons name. F 4/S 4 D 5 A 4 W 4 C 4 M / W / F 2 / 6 / 2

The Golden King

The Golden King and his bearers are represented by a single model with the combined profile shown above the component parts cannot be attacked or wounded separately. Once the Golden King is reduced to 0 Wounds (or is otherwise removed as a casualty) remove the entire model from play. Treat the Golden Kings control zone as being the area within 1" of either bearers base.

Wargear
The Golden King carries a two-handed weapon. The Golden Kings throne also counts as a banner (although as it does not hinder the Golden King in any way, he does not suffer a -1 penalty for carrying it).

Special Rules
Chop! The Golden King does not suffer the -1 penalty for wielding a twohanded weapon. Riches Beyond Renown. The lure of money can do much to change a mans allegiance. The Golden King can expend any number of Will points if an enemy Hero takes a Courage test within 12"/28cm. The enemys Courage is reduced by 1 for every point of Will the Golden King expends. Note that the Golden King can wait for the Courage test dice to be rolled before deciding whether or not to expend his Will.

HARADRIM WARRIORS
Abrakhn Merchant Guard (Man)

Points Value: 8

The tradition of the Merchant Guard goes back to before the days of Jilaad, the original Golden King of Abrakhn. Though they are mercenaries, loyal only to their paymaster, the Golden King pays better than any other Haradrim Chieftain, and so commands the Merchant Guards complete obedience. F 4/S 4 D 4 A 1 W 1 C 3

Abrakhan Guard

Haradrim Hornblowers
Any Haradrim Warrior can be upgraded to a Hornblower for 20 points. Whilst you have at least one Hornblower on the battlefield, all of your models have a +1 bonus to Courage.

Wargear
Each Abrakhn Merchant Guard carries a two-handed weapon. Though an Abrakhn Merchant Guard doesnt wear armour, his massive bulk affords additional protection, as included in the profile above.

Special Rules
Chop! Warriors of the Merchant Guard have incredible skill with their massive blades and do not suffer the -1 penalty for wielding a twohanded weapon.

The Golden King and the Abrakhn Merchant Guard can be included in a Serpent Horde or Harad army.

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EASTERLING HEROES
Easterling Dragon Knight (Man)

Points Value: 60

Dragon Knights are the epitome of the Easterling warrior castes, whose lives of gruelling training and ceaseless war have honed their martial skills beyond the ken of ordinary men. Their swords flow like quicksilver, shifting from decapitating strike to flawless parry in the blink of an eye. F S D A W C M / W / F Dragon Knight 5/4 6 3 2 4 2 / 0 / 0

Wargear
A Dragon Knight wields an array of swords (hand weapon). He wears heavy armour, and his parrying skill affords an extra pip of Defence as included in his profile above.

Special Rules
Shield of Blades. Before he fights, a Dragon Knight can choose to whirl his blades in a defensive pattern. If he does so, he uses the rules for shielding in the ensuing combat. Combat Stance. Whenever a Dragon Knight is knocked down for any reason, roll a D6 on a 4+ he keeps his footing and is not knocked down. Swordbound. Dragon Knights are fighters, not leaders. They may not make Stand Fast! tests and other models cannot benefit from their Heroic actions.

Easterling War Priest (Man)


F 3/S 3 D 5 A 1 W 2 C 4

Points Value: 60
M 1 / / W / 3 / F 1

Easterlings worship Sauron with a fanatical passion that surpasses that of even the most ardent Orcs. It is the War Priests that lead this adulation on the battlefield, striking down the foe in the Dark Lords name, and claiming the wounded for sacrifice when the battle is done. War Priest

Wargear
A War Priest carries a battle stave (which can be used as either a spear or a two-handed weapon) and wears heavy armour.

Magical Powers
Fury. Range 6"/14cm. Dice score to use: 3+. This works in the same way as the Fury spell more commonly used by Orc-kind. It affects all Easterlings (yes, including Khaml the Easterling) within range. Bladewrath. Range: Self or a friendly Hero within 6"/14cm. Dice score to use: 2+. The War Priest channels his rage, causing a weapon to gleam dark red with molten power. Any blows the chosen model strikes in combat this turn are resolved at Strength 6.

Easterling War Priests and Dragon Knights can be included in an Easterling army.

BLACK GUARD OF BARAD-DR


The Black Guard of Barad-dr are considered the most fearsome of all the Orc breeds to march in Saurons armies. Not only are the warriors of the Black Guard stronger than ordinary Uruk-hai, they are led by Captains whose loyalty to Sauron renders them almost insensate to fear.

Captain of the Black Guard (Uruk-hai)


Black Guard Captain F 5/S 5 D 7 A 2 W 2 C 4

Points Value: 60
M / 2 / W / F 1 / 1

Wargear
A Captain of the Black Guard wears heavy armour. He carries a crude sword (hand weapon) and a shield.

Special Rules
For the Dark Lord! Whilst at least one Ringwraith or Sauron himself is alive and on the battlefield, a Captain of the Black Guard is treated as being Courage 6.

Black Guard Drummer (Uruk-hai)


F Black Guard Drummer 4/S 5 D 5 A 1 W 1 C 4

Points Value: 45
M / 0 / W / F 0 / 1

Wargear
A Black Guard Drummer wears heavy armour, and carries heavy drumsticks (hand weapon).

Special Rules
Advance! When the order to press forward is sounded, the Drummer beats out the signal, causing Uruk-hai to quicken their pace. At the start of the Move phase (after any Heroic actions have been called and executed) the Black Guard Drummer can sound the advance. If he does so, all Uruk-hai within 12"/28cm of the Drummer increase their Movement value by 3"/8cm for that turn, though they may not charge.

Black Guard of Barad-dr (Uruk-hai)


Black Guard F 4/S 5

Points Value: 12
D 6 A 1 W 1 C 3

Wargear
A Black Guard wields a brutish sword (hand weapon). He wears heavy armour, and carries a shield. Any warrior can be given additional items at the following cost: Banner ..................................................................30 points Black Guards of Barad-dr can be included in a Barad-dr, Morannon, Cirith Ungol or Dol Guldur army.

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ORC HEROES

Kardsh the Firecaller (Orc)


Orc Shamans are a peculiar breed. They practise a primitive and brutish form of sorcery so distinct from the dread magics of the Nazgl and the wonders of the Elves as to be unrecognisable as having common roots. The only exception is the magic employed by Kardsh. The Wise believe Kardsh of Barad-dr to have been schooled in more learned sorceries by one of the Nazgl doubtless for the Ringwraiths own twisted ends, though the Orc surely remains ignorant of it. Kardsh F 3/S 3 D 4 A 2 W 1 C 3

Points Value: 60
M / 1 / W / F 3 / 1

Wargear
Kardsh carries a spear and wears armour.

Special Rules
Heart of Darkness. At the start of any Priority phase (before any dice are rolled) Kardshs can drain the life essence from a nearby Orc to replenish his own sorcerous powers. Remove one of your Orc models (within 6"/14cm) of Kardsh as a casualty. Kardsh regains D3 Will points (this cannot take his total beyond 3). Shadow Pawn. At the start of any Priority phase (before any dice are rolled) Kardshs controlling player can remove him as a casualty to restore D6 Will to a single Ringwraith within 6"/14cm (this cannot take the Ringwraiths total beyond its starting value).

Magical Powers
Fury. Range 6"/14cm. Dice score to use: 3+. Flameburst. Range: 6"/14cm. Dice score to use: 3+. Fire leaps from Kardshs outstretched palm to strike a nearby foe. The target suffers a Strength 6 hit.

Kardsh can be included in a Barad-dr or Minas Morgul army.

A brave company of Warriors of Minas Tirith are ambushed by the Black Guard led by two of the dread Nazgl.

32 WHITE DWARF

IN SAURONS SINISTER SERVICE

THE NAZGL
The Betrayer (Spirit)
The Betrayer F 5/S 4 D 8 A 1 W 1 C 6

Points value: 120


M 2 / W / / 14 / F 2

Wargear
The Betrayer carries an ensorcelled blade (hand weapon). He may be mounted on one of the following at additional cost: Armoured horse ........................15 points Fell Beast ..................................50 points Armoured Fell Beast....................70 points Horned Fell Beast........................75 points

Special Rules
Terror, The Will of Evil, Harbinger of Evil. See Ringwraith rules for details. The Bane of Kings. The Betrayers sword is coated with a virulent poison similar to that used by the Hsharii. When the Betrayer strikes a model in close combat, but fails to wound, he must re-roll the dice. Master of Poisons. All models with the Poisoned Arrows and Poisoned Blades special rule within 6"/14cm of the Betrayer must re-roll failed to wound rolls on a 1 or 2, rather than a 1.

Cursed long ago for yielding the Southlands to Saurons rule, the Betrayer is driven by malice and self-hatred that knows no bounds. Of all the Nazgl, the Betrayer is amongst the lowest of Saurons lieutenants, for even the Dark Lord is leery of placing faith in one who betrayed his kin so readily.

Magical Powers
Black Dart. Range 12"/28cm. Dice score to use: 5+. Drain Courage. Range 12"/28cm. Dice score to use: 3+. Sap Will. Range 12"/28cm. Dice score to use: 5+. Compel. Range 12"/28cm. Dice score to use: 4+. Transfix. Range 12"/28cm. Dice score to use: 4+.

The Knight of Umbar (Spirit)


The Knight of Umbar F 5/S 4 D 8 A 1 W 1 C 6

Points value: 120


M 3 / W / / 14 / F 2

Wargear
The Knight of Umbar wears the Armour of the Sundered Land and carries an ensorcelled blade (hand weapon). He may be mounted on one of the following at additional cost: Armoured horse ........................15 points Fell Beast ..................................50 points Armoured Fell Beast....................70 points Horned Fell Beast........................75 points

Armour of the Sundered Land. The Knight of Umbar only loses a point of Will for having been in a fight if he loses that fight (i.e. he doesnt win the roll to see which side strikes blows in the fight).

Special Rules
Terror, The Will of Evil, Harbinger of Evil. See Ringwraith rules for details. Combat Mimicry. At the start of the Fight phase, the Knight of Umbar may elect to use the Fight, Strength and/or Attack values of his opponent instead of his own. He does not need to adopt all of the statistics; he could, for example, adopt only the Fight value.

Magical Powers
Like all of the Nazgl, the Knight of Umbar's past is shrouded in mystery, yet, if the rumours pertaining to him hold any truth, he was once one of the great Nmenrean kings who ruled the Southlands prior to the days of the Last Alliance. Black Dart. Range 12"/28cm. Dice score to use: 5+. Drain Courage. Range 12"/28cm. Dice score to use: 3+. Sap Will. Range 12"/28cm. Dice score to use: 5+. Transfix. Range 12"/28cm. Dice score to use: 4+. Compel. Range 12"/28cm. Dice score to use: 5+.

The Betrayer and the Knight of Umbar can be included in a Nazgl army.

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