LORDS

Warhammer: The Forces of Darkness
Contact The Old Sage

Lords are the highest ranking and most powerful characters in the Free Peoples list.

Lords are severely limited in number (see "Armies of the Forces of Darkness") and are quite expensive, but make the best army Generals.

CHARACTERS' STEEDS
Here are the statistics for steeds that can be ridden by Free Peoples characters.

M WS BS S T W I A Ld
Warhorse 8 3 0 3 3 1 3 1 5

NAMED CHARACTERS


SARUMAN THE WHITE

M WS BS S T W I A Ld

Saruman 4 5 4 4 5 3 5 2 10

Saruman takes up one of your Lord choices, as well as one of your Hero choices.  He must be fielded exactly as presented here and no extra equipment or magic items can be bought for him.

Points: 320

Weapons: Sword and his staff (counts as a great weapon).

Armour: None.

Special Rules:

Level 4 Wizard.  Saruman is a level four wizard.  He always has the following spells, in addition to two randomly rolled spells from the Lore of the Heavens.

Sorcerous Blast
Range 12", Casting Value 6+
One enemy model within 12" of Gandalf is hurled D6" away from him.   The model is struck as if it were hit by a S5 hit.  If it is in base contact with any model for whatever reason (friend or foe), that model is knocked to the ground and suffers one S3 hit.

Immobilise
Range 12", Casting Value 5+
One model within 12" of Gandalf is immobilized and cannot do anything in its next turn.  In combat its WS is reduced to 1 and it cannot make any attacks.

Terrifying Aura
Range -, Casting Value 5+
This power enables Gandalf to assume a terrifying aura.  He causes terror in all Evil creats while this power is in effect.

MAGIC ITEMS

Palantir

Saruman carries the Palantir, an ancient seeing stone that allows him to project his powers over great distances.

Using the Palantir, Saruman can triple the range of one of his spells in each magic phase.  He can also use the Palantir once per turn to determine what magic items a single character within 24" is carrying.

Staff of Power

Saruman's staff is not only a symbol of his authority, but also a potent talisman.

Saruman's Staff of Power generates one additional power dice each turn that may only be used by Saruman.


LURTZ

M WS BS S T W I A Ld

Lurtz 4 6 4 4 5 2 5 2 9

Lurtz takes up one of your Lord choices.  He must be fielded exactly as presented here and no extra equipment or magic items can be bought for him.

Points: 80

Weapons: Sword and bow.

Armour: Heavy armour and shield (Lurtz' movement is not impaired by his armour).


THE BALROG

M WS BS S T W I A Ld

The Balrog 6 10 0 8 8 10 8 4 10

The Balrog takes up one of your Lord choices, as well as two of your Hero choices.  It must be fielded exactly as presented here and no extra equipment or magic items can be bought for him.

Points: 950

Weapons: Flaming sword and long whip (count as two magical hand weapons).

Armour: Magical aura (4+ unmodified save).

Special Rules:

Lash.  The Balrog's whip allows him to attempt two further attacks if he wins a combat.  Resolve the two attacks before rolling to see how far the Balrog's opponent flees.  If either of the attacks hits, the opponent cannot flee and remains locked in combat with the Balrog.

Resist Magic 4.  The Balrog counts as having Magic Resistance 4.  Note that this is one level higher than the maximum listed in the Warhammer rulebook.

Terror.  The Balrog is a large and terrifying monster!   It causes terror in all Free Peoples.

Goblin Mastery.  Moria Goblins are far more frightened of the Balrog than of any enemy.  If the Balrog is in the game, any Moria Goblins will automatically pass all Ld tests they are called upon to make.

 

UNNAMED CHARACTERS


URUK-HAI CAPTAIN

M WS BS S T W I A Ld

Uruk-hai Captain 4 5 3 4 5 2 4 2 8

The Uruk-hai Captain takes up one of your Lord choices.

Points: 65

Weapons: Sword.

Armour: Heavy armour.

Options:

  • May choose either a great weapon (+6 pts) or an additional hand weapon (+4 pts).
  • May choose a bow (+10 pts).
  • May carry a shield (+3 pts).
1