SOLDIERS OF THE
FORCES OF DARKNESS

Warhammer: The Forces of Darkness
Contact The Old Sage

LEADERS OF THE FORCES OF DARKNESS
M WS BS S T W I A Ld

Uruk-hai Captain 4 5 3 4 5 2 4 2 8
Orc Captain 4 4 2 4 4 2 3 2 7
Goblin Captain 4 3 2 3 4 2 3 2 7

Special Rules:

Climbing/Jumping.  Moria Goblins are thin, spindly creatures that are very agile, able to jump and climb in ways that other, less twisted, creatures cannot.  Moria Goblins can climb a wall or jump over an obstacle up to twice their height with no movement penalty.

 

INFANTRY OF THE FORCES OF DARKNESS
M WS BS S T W I A Ld

Uruk-hai 4 4 3 4 4 1 3 1 7
Orc Warrior 4 3 2 3 3 1 2 1 6
Moria Goblin 4 2 2 3 3 1 2 1 6

Special Rules:

Climbing/Jumping.  Moria Goblins are thin, spindly creatures that are very agile, able to jump and climb in ways that other, less twisted, creatures cannot.  Moria Goblins can climb a wall or jump over an obstacle up to twice their height with no movement penalty.

Scouts.  Uruk-hai Scouts always deploy using the Scouts rules.  A full description of the Scouts rules can be found in the Warhammer rulebook.

 

THE RINGWRAITHS
M WS BS S T W I A Ld

Ringwraith 4 6 0 4 4 1 7 1 10
Witch King 4 7 0 4 4 2 7 2 10

Special Rules:

Morgul Blade.  The Witch King is armed with the Morgul Blade.  Once per battle, he may use it against a character with two or more remaining Wounds.  After it is used once, its tip is broken and it cannot be used again, except as a normal magical weapon.  The character who is hit by the Blade now has a piece of it embedded in him, and will lose another Wound each turn on the roll of 1 on a D6.

Vulnerabilities.  The Ringwraiths are immune to most types of damage, but two types of weapon will affect them.  Fire weapons and magic weapons both affect Ringwraiths, but no other weapons will harm them.

Terror.  Ringwraiths are terrifying supernatural creatures.  They cause terror in all Free People units and characters.

Darkness.  Ringwraiths do not see by the light of the world as we know it, but by the inner light of the life of living things.  They are not affected by darkness and can see as well in pitch black as they can in daylight.

The Ring.  Characters using the Ring are not invisible to the Ringwraiths.  On the contrary, they are all the more visible, as they become part of the twilight world of the Ringwraiths.  Ringwraiths are able to see and attack any model using the Ring.

Spells.  The Ringwraiths are allowed to cast spells.   They have a magic level equal to the number of models in the unit, up to a maximum of four levels.  The Witch King counts as two magic levels.  If the unit drops in number to lower than its current magic level, it loses levels until they are equal to the number of models remaining; ie, a unit of five Ringwraiths has a four magic level, but if it suffers two casualties it becomes magic level three, if it loses three models it becomes magic level two, etc.  The unit casts spells as normal wizards do.   Ringwraiths always have the following spells, and may only use these spells.

Transfix.
Range 12", Casting Value 6+
One model within 12" becomes transfixed.  The victim can do nothing further this turn.  In combat his WS is reuced to 1 and he may not make any attacks.

Compel.
Range 12", Casting Value 8+
One model within 12" falls under the Ringwraiths' control.  This spell effects the model in the same manner as Transfix, but the Forces of Darkness player may move the model up to half its movement.  If the model affected has the Ring, he must put it on if the Forces of Darkness player wishes.

Drain Courage.
Range 12", Casting Value 12+
One model or unit within 12" is drained of some of their courage.  The victim(s) loses 1 point of Leadership for the rest of the battle.  This spell may be cast several times on the same target, and the effects are cumulative.

 

CAVE TROLLS
M WS BS S T W I A Ld

Cave Troll 5 6 1 5 5 3 3 3 7

Special Rules:

Troll Chain.  Any troll armed with a troll chain may attempt to lash out at his opponent if he wins a combat.  This occurs before the opponent attempts to flee.  Roll a D6; if the score is higher than the opponent's WS then he is grabbed by the chain and locked in combat until the following turn.  In addition, the troll may make an extra attack against his opponent, with a +1 to his to hit roll.

Regenerate.  Trolls can regenerate.  See the Warhammer rulebook for details of regeneration.

Scaly Skin.  Trolls have a scaly skin armour save of 5+.

1