LORDS

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

Lords are severely limited in number (see "Armies of the Free Peoples") 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

*BATTLE STANDARD BEARER
One Captain (Men of Gondor Captain, High Elf Captain, or Wood Elf Captain) in the army may carry the Battle Standard for +25 pts.  That particular Captain counts as a Heroes choice.

The Battle Standard Bearer cannot be the army's General even if he has the highest Leadership value in the army.

The Battle Standard Bearer cannot choose any non-magical equipment except for light or heavy armour.

The Battle Standard Bearer may have any magic banner (no points limit), but if he carries a magic banner he cannot carry any other magic item.

NAMED CHARACTERS


GANDALF THE GREY

M WS BS S T W I A Ld

Gandalf 4 6 4 4 5 3 5 2 10
Gwaihir 2 8 0 5 6 3 8 2 9

Gandalf 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: Glamdring and his staff (counts as a great weapon).

Armour: None.

Special Rules:

Level 4 Wizard.  Gandalf is a level four wizard.  He always has the following spells.

Strengthen Will
Range 12", Casting Value 5+
Gandalf may use this spell to restore the will of a nearby friendly model.   One model within 12" automatically passes the next Ld test they are called upon to take.  If they are fleeing, they automatically rally.

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.

Command
Range 12", Casting Value 6+
One model within 12" of Gandalf is taken control of by Gandalf.  It may move in any direction decided by the Good player, up to half its movement.  Otherwise it does nothing in its next turn, as described in the Immobilise spell.

Cast Light
Range 12", Casting Value 3+
This power enables Gandalf to cause his staff to glow brilliantly.  In darkness this illuminates an area 12" around him any anyone within this area can be seen as if it were daylight.  Once cast this power lasts for the rest of the game, unless it is disspelled by an opposing wizard.  Because of the staff's brightness any enemy shooting at Gandalf or a target that is within 2" of Gandalf will require a roll of 6 to score a hit, regardless of BS.

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.

 

Gwaihir.  For an extra +100 point, Gandalf may be accompanied into battle by Gwaihir the giant eagle.  Gwaihir will only remain in battle if Gandalf is still in the battle; otherwise he will flee immediately.   Gwaihir may fly, as described in the Warhammer rulebook.  He may carry a single rider, but not anyone who is carrying the Ring.  Gwaihir uses the stats listed above.

MAGIC ITEMS

Glamdring ("Foehammer")

Glamdring is Gandalf's sword.  ORiginally made by the Elves of Gondolin for the Wars of Beleriand, Glamdring was worn by Turgon.  After the fall of Gondolin, Glamdring eventually founds its way into a troll-hoard, where it was cound by Galdalf in tA 2941.  As with all such weapons, Glamdring shines with a blue light in the presence of Orcs.  It is the mate of Orcrist.

Glamdring gives Gandalf +1 WS (increasing his WS to 7).  Against Orcs, Goblins, and Uruk-hai he gains +2S and adds +1 to all rolls to hit such creatures in hand to hand combat.

Staff of Power

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

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


ELROND

M WS BS S T W I A Ld

Elrond 5 9 6 4 4 3 10 3 10

Elrond 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: 165

Weapons: Two-handed sword.

Armour: Elven battle armour (4+ save, does not impede movement).


GALADRIEL

M WS BS S T W I A Ld

Galadriel 5 6 5 3 3 3 8 1 10

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

Points: 300

Weapons: None.

Armour: None.

Special Rules:

Wizard.  Galadriel is a level four wizard.  Two of her powers must always be Immobilize and Command.

Lothlorien.  Within the boundaries of the land of Lothlorien, Galadriel's powers are awesome to behold.  If the battle is being fought in Lothlorien, Galadriel generates an extra power dice per turn, which only she may use.

Terror.  Galadriel is a creature of supernatural majesty whose aura of power is so great her appearance induces terror in all evil creatures.

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

Command
Range 12", Casting Value 6+
One model within 12" of Galadriel is taken control of by Galadriel.  It may move in any direction decided by the Good player, up to half its movement.  Otherwise it does nothing in its next turn, as described in the Immobilise spell.

MAGIC ITEMS

Mirror of Galadriel

Galadriel's mirror is a sorcerous scrying mirror that shows visions of the future.

Galadriel may reroll up to two rolls in each of her turns.  The second result rolled must be taken, even if it is worse than the original result.


GIL-GALAD

M WS BS S T W I A Ld

Gil-Galad 5 7 5 4 3 3 7 3 10

Gil-Galad 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: 145

Weapons: Spear.

Armour: Elven battle armour (4+ save, does not impede movement)

Special Rules:

Immune to Psychology.


ELENDIL

M WS BS S T W I A Ld

Elendil 4 6 4 4 4 3 6 3 10

Elendil 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: 215

Weapons: The sword Narsil.

Armour: Heavy armour.

MAGIC ITEMS

The Sword Narsil

Narsil is a potent blade with special powers.

Narsil wounds automatically and allows no armour save.  In addition, no opposing models may set up or hide within 12" of Narsil's bearer.


ISILDUR

M WS BS S T W I A Ld

Isildur 4 6 4 4 4 3 6 3 10

Character 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: 110

Weapons: Sword (hand weapon).

Armour: Heavy armour.

Special Rules:

The Ring.  If neither Bilbo Baggins or Frodo Baggins is included in the force, then Isildur is equipped with the Ring.  This increases Isildur's cost by 10 points.  Isildur may place the Ring on his finger at any time.  At that point he becomes invisible to all models except Ringwraiths.  He cannot be attacked except by Ringwraiths, and may effectively move "through" other models, but may not end his turn in the middle of an enemy unit.  Other models may move "through" Isildur - he simply dodges out of the way.  Isildur may not fight while he is invisible, unless he is attacked by a Ringwraith.

Roll a dice on each turn the Ring is worn.  If a 1 or 2 is rolled, the Evil player can control Isildur that turn.  On a 3+ Isildur manages to keep the Ring in check and the Good player controls him.  You must take a Ld test if you want Isildur to remove the Ring from his finger.

If Isildur is the only model left on the Good side and he is wearing the Ring then he counts as a casualty.  He has lost the battle of wills with the Ring and has become a pawn of Evil.  If you are playing a scenario in which Isildur must survive or at least one Good model must survive and Isildur is the only model left but is still wearing the Ring, you will automatically lose the scenario.

 

UNNAMED CHARACTERS


ELVEN CAPTAIN

M WS BS S T W I A Ld

Elven Captain 5 7 6 4 3 2 8 2 10

The Elven Captain takes up one of your Lord choices.

Points: 125

Weapons: Sword.

Armour: Elven battle armour (4+ save, does not impede movement).

Options:

  • May choose either a great weapon (+6 pts) or an additional hand weapon (+4 pts).
  • May choose a long bow (+15 pts).
  • May carry a shield (+3 pts).

DWARF KING

M WS BS S T W I A Ld

Dwarf King 3 6 3 4 5 2 5 2 10

The Dwarf King takes up one of your Lord choices.

Points: 100

Weapons: An assortment of axes.  The Dwarf King can choose to use either two axes or one great axe in a turn.

Armour: Mithril armour (4+ save, does not impede movement).


CAPTAIN OF GONDOR

M WS BS S T W I A Ld

Captain 4 5 4 4 4 2 5 2 8

The Captain of Gondor takes up one of your Lord choices.

Points: 55

Weapons: Sword (hand weapon).

Armour: None.

Options:

  • May carry a bow (+10 pts).
  • May be equipped with light armour (+3 pts) and/or a shield (+3 pts).

KING OF MEN

M WS BS S T W I A Ld

King of Men 4 6 4 4 4 2 6 2 9

The King of Men takes up one of your Lord choices.

Points: 90

Weapons: Sword (hand weapon).

Armour: Heavy armour.

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