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Vassals of The Witch-king
RULES AND BACKGROUND FOR
THE FELL SERVANTS OF THE LORD OF ANGMAR

The Kingdom of Gondor was not always the only bastion of Men. A great kingdom in the north of Middle-earth mirrored its southern cousin. The land of Arnor was ruled by Elendil until it became split and turned by the Witch-king to his own ends.

Ringwraith

THE ETTENMOORS

These wild and unruly hills and fens cover much of the land between Rivendell and the northern reaches of the Misty Mountains. However, their influence stretches even further afield for, though no great civilisation has ever arisen upon the Ettenmoors, its inhabitants are such that no sane being would stray within their reach. As in many wild places, Trolls, Orcs and Wargs abound, eking out their savage existence far from the vengeful steel of Elvish and Mannish realms, but dangerous as such creatures are, it is other, older evils which make the Ettenmoors a deadly place. The dead rest uneasily in many parts of Middle-earth, remnants of earlier wars. The Dead Marshes on the borders of Mordor are such a place, as are some parts of Fornost in modern days. How these places come to be cursed can only be guessed at, but some malign sorcery is seemingly possessed of enough might to enslave creatures long after their mortal bodies can endure no longer. Such entities vary greatly in power and malice – some are no more than ghostly forms who can do little but frighten the living, while others are great and terrible apparitions whose very touch is enough to corrupt flesh and spirit.

The tale of the Witch-king's domination of the northern lands ultimately ended in the Ettenmoors, for it was to here that he fled when he was defeated at the battle of Fornost, but the association goes back further than that. As an unliving creature himself, the Witch-king surrounded himself with many lesser wraiths, able to bend them to his will by his very nature. As Angmar rose to power, the undead of the blasted regions of Eriador became agents of terror sent forth amongst the realms of Men. Some, such as the Barrow-wights that dwell on the borders of the Old Forest, remain to this day – a malign and rotten echo of the glories of the Angmar that was.

You'll notice that there are several troops of a new racial type in this article: Spirits. We've used this term to group together all the undead creatures so that there is no confusion over their movement type.

All Spirits move 6"/14cm

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EVIL HEROES

Revenants are ghostly creatures with little form or substance, but possessed of a malignant will and a cruel cunning. Where they walk, water freezes and breath frosts, as if the vigour of the air itself suffers in their presence. Few living warriors can stand against them, for their chill nature alone can freeze the heart and sap the courage of the boldest warrior. Many of these creatures dwell in the mountains north of Angmar, caring little for the wars of the lands below, visiting vicious rituals on any foolish enough to become entrapped by them. The only allegiance they know is to the Witch-king of Angmar, at whose command they once preyed upon the northern kingdoms of the Dunédain, bringing dismay and terror to the world of Men, and speeding the fall of Arnor.

Revenant (Spirit)

Points Value: 75

             

Might:

0

 

F

S

D

A

W

C

Will:

3

Revenant

3/-

4

8

1

1

4

Fate:

2

WARGEAR

Revenant - click to enlargeRevenants have no true equipment, being merely ghostly representations of the long dead – they have no need of such mortal trappings to slay their foes.

SPECIAL RULES

Chill Aura. A Revenant is a terrifying supernatural creature. Revenants cause terror in their enemies, as described in the Courage section of the main rules. In addition, if an enemy model is within 3"/8cm of one or more Revenants, they must roll an extra dice when taking a Courage test, using the two lowest rolls to determine whether or not they pass.

Ethereal Touch. Revenants are incapable of causing physical harm to their foes, and armour is no use against them – only a brave heart can save their victims. When determining the number a Revenant needs to wound its opponent, use the opponent's Courage rather than its Defence on the Wound chart. For example, when rolling to wound against a Warrior of Gondor, the Revenant's Strength of 4 is cross-referenced not with the Man's Defence of 4, but with his Courage of 3.

Spectral Curse. Such is the malign power of a Revenant that any foe slain by one joins it in the undeathly grasp of the spirit world. If a Revenant kills a model in close combat, the Evil player may replace it with a Spectre. All Spectres created this way have the same profile as a basic Spectre and do not count towards the total number of models in the Evil force for Courage tests or victory conditions.

You can use any model with a suitably regal look as Revenants in your gamesYou can use any model with a suitably regal look as Revenants in your games
You can use any model with a suitably regal look as Revenants in your games.
Mat chose to use Kings of Men from The Fellowship of The Ring.

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EVIL WARRIORS

At the end of the First Age of the world, many malign creatures perished with the overthrow of Sauron's master. Most passed over to whatever lies beyond, but a few, those to whom life was too dear a prize to easily relinquish, refused to give up their grasp. Bodiless and insubstantial, these creatures dwell throughout Middle-earth, neither living nor dead, their souls burning with hatred for the living. In many lands, the haunted places where Spectres dwell have passed into legend. In Gondor and Rohan, they speak of the Corpse Candles of the Dead Marshes, in Harad, of the Dîmlokhi of the deep desert and the ruins of Kârna. Even in the north, within the safe borders of the Shire, Hobbits tell tales of Wisps that lure the unwary to their doom...

Spectre (Spirit)

Points Value: 5

             

 

 

 

F

S

D

A

W

C

 

 

Spectre

2/-

2

4

1

1

2

 

 

WARGEAR

Spectre - click to enlargeSpectres have no true equipment, being merely ghostly representations of the long dead – they need no such mortal trappings to slay their foes.

SPECIAL RULES

Terror. A Spectre is a terrifying supernatural creature. Spectres cause terror in their enemies, as described in the Courage section of the main rules.

Ethereal Touch. Spectres are incapable of causing physical harm to their foes, and armour is no use against them – only a brave heart can save their victims. When determining the number a Spectre needs to wound its opponent, use the opponent's Courage rather than its Defence on the Wound chart. For example, when rolling to wound against a Warrior of Gondor, the Spectre's Strength of 2 is cross-referenced not with the Man's Defence of 4, but with his Courage of 3.

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Not all of the restless spirits hold a form akin to Men. In the years of Angmar's dominance, and through the centuries since, tales have been told across Eriador of spectral Wargs, who strike without sound and leave neither blood nor flesh as trace of their passage.

Spectral Warg

Points Value: 8

             

 

 

 

F

S

D

A

W

C

 

 

Spectral Warg

3/-

3

4

1

1

2

 

 

Spectral Warg - click to enlargeSPECIAL RULES

Ethereal Touch. Spectral Wargs are incapable of causing physical harm to their foes, and armour is no use against them – only a brave heart can save their victims. When determining the number a Spectral Warg needs to wound its opponent, use the opponent's Courage rather than its Defence on the Wound chart. For example, when rolling to wound against a Warrior of Gondor, the Spectral Warg's Strength of 3 is cross-referenced not with the Man's Defence of 4, but with his Courage of 3.

Next: Carn Dûm

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