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Tribes of Harad
NEW TROOP TYPES FOR THE LORD OF THE RINGS

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KHANDISH MERCENARY

The Khandish warriors are accomplished horsemen, often choosing to strike in lightning-fast raids that leave only death in their wake. Khandish Mercenaries can be fielded in both Good and Evil forces, but are prone to change sides if the price is right.

 

POINTS

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Khandish Mercenary

8

4/4+

3

4

1

1

3

Horse

-

0

3

4

0

1

3

WARGEAR:
Khandish Mercenaries wear armour and carry a hand weapon and bow.

SPECIAL RULES:
Money Talks. Whenever one places faith in Khandish Mercenaries, he does so hoping that another has not already secured their loyalty. At the start of the game, before forces have been deployed, the controlling player must roll a D6 for each Khandish Mercenary in his force. On a roll of a 1 or 2, that Mercenary has been bought and is deployed and controlled by his opponent for the remainder of the game.

Click to enlarge Click to enlarge
This Khandish Mercenary on horseback is a simple conversion combining the horse and body from a Rider of Rohan and the head of a Haradrim Warrior - Click to enlarge.
Adam Troke created a King of Harad by using this King of Men painted to match his Harad army - Click to enlarge.

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THE CLIENT KINGS

For many long years Gondor ruled Harad, a rule enforced by the sword and the spear. Little blame can be attached to the northmen for this, for Harad had long been a troublesome neighbour and one much given to visiting death and chaos upon Gondor's lands and people. Even while Gondor's soldiers were loose upon Harad's soil, the tribesmen were apt to resist their unwelcome masters and, for many years, the barren soil ran red with blood. In the end, Gondor's strategy for ending this conflict was to install several client kings whose loyalty was to Gondor, bought with gold or claimed through fear. Largely, this was successful, for the tribesmen would more willingly follow their own than the northern invaders. This plan was not entirely foolproof however, for while some of the client kings proved to be loyal vassals to Gondor, others would lead uprisings that would test the strength of the White City.

 

POINTS

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King of Harad

60

5/4+

4

5

2

2

5

Might: 2
Will: 2
Fate: 1

WARGEAR:
Kings of Harad wear armour and carry a hand weapon.
They may be given the following equipment at additional cost:
Horse: 10pts
Lance: 5pts
Bow: 5pts

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MÂRDAT THE SERPENT LORD

Mârdat believed in striking swiftly whenever he could, encouraging his followers to hone their skill in fighting from horseback. The Serpent Riders of Far Harad were the most experienced of his cavalrymen, as at home fighting from the saddle as on foot.

 

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Mârdat

100

5

4

5

3

3

5

Click to enlarge
Mat Ward has used the Haradrim Chieftain model to represent Mârdat - Click to enlarge.
Might: 3
Will: 3
Fate: 1

WARGEAR:
Mârdat carries the Karharil blade (counts as a hand weapon) and wears armour.
He can ride a horse at a cost of 10pts.

SPECIAL RULES:
Honour Code. Mârdat holds personal honour high above personal risk, throwing himself into combat against ferocious odds rather than losing face before a rival chieftain. To represent this, Mârdat (and any troops benefiting from his Stand Fast! rule) will always automatically pass any Courage test if there is another friendly hero within 6"/14cm.

Ascendant. Mârdat's reputation is growing with each victory, making his name commonplace amongst the Haradrim and his very presence can inspire armies to great deeds. The range of Mârdat's Stand Fast! is 12"/28cm rather than 6"/14cm.

SERPENT RIDERS

You may only include Serpent Riders in your force if Mârdat is also included.

 

POINTS

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Serpent Rider

12

4/4+

3

4

1

1

3

WARGEAR:
Serpent Riders ride a horse and carry a lance and a bow.

SPECIAL RULES:
Poisoned Arrows. The Haradrim often smear the tips of their arrows with the preserved venom of reptiles or scorpions living in their distant lands. Each time a Serpent Rider hits an enemy with a shooting attack, but rolls a 1 on the dice to wound it, he must re-roll the dice.

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THE WATCHERS OF KÂRNA

Raised from birth to fear nothing, the Watchers guard the forsaken and crumbling streets and buildings from intruders, and in turn, the intruders from Kârna’s residents. It is a thankless task, for those they encounter must either flee or be slain.

 

POINTS

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Watchers of Kârna

10

3/4+

3

4

1

1

8

Click to enlarge Click to enlarge
The dusky colour scheme on Sam Lee's Watchers of Kârna perfectly represents these stoic warriors - Click to enlarge.
WARGEAR:
Watchers of Kârna wear armour.
They may be given additional equipment at the following cost:
Bow: 1pt
Spear: 1pt

SPECIAL RULES:
Strong of Will. Watchers of Kârna may always resist the effects of magical powers as if they had a single point of Will.

Previous: Merchant Guard, Wardens of Umbar and Corsairs of Umbar.

Related Links:
Mûmak Tactics | A Red Day at Pelennor Fields Scenario | Harad Miniatures
Fiefdoms of Gondor | Legions of The Eye

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