Angmar: Profiles

Angmar is the desolate kingdom of the far north of Middle Earth. it was created from almost nothing and held together by the force of will of one being: The chief of the Rinwraiths known simple as The Witch-King of Angmar. The kingdom was founded with one purpose, to undermine, to weaken and then destroy Arnor, the northern Dúnedain kingdom.

The Witch-King welded together a realm composed of:

  • Orcs and goblins from the Misty Mountains, and most especially Mount Gundabad (long the independent orc capital in Middle Earth).
  • Evil tribes of men dwelling in the remotest regions, and those northmen jealous of the might and majesty of Arnor.
  • Wargs and evil wolves haunting the fells and moors of the wild lands of the north.
  • Trolls, drakes and other dwellers of the mountains and the Grey Waste beyond.
  • Spirits of the dead. The grave is no barrier to the Leader of the Nazgûl, and the spirits
  • Spirits of the living. The spirits of mighty orcs and lesser Maia were imbued into great beasts to create the feared werewolves and vampires.

The capital and western portion of Angmar was ruled from the fortress of Carn Dum, The Eastern half mostly beyond the Misty Mountains and into the Grey Waste was guarded by Mount Gundabad. It was a desolate realm of ruins and bitter weather, yet for over 600 years it endured and gnawed at the dwindling Arnor, supported by caravan trains to the lands of the Easterlings, and later by absorbing the Arnorian kingdom of Rhudaur.

Rare
Formation

One to three companies

draugdaer - werewolves of angmar

Draugdaer (Werewolves)

60 points/company
RACE TYPE M F S D A R C Mt
Draugdaer Spirit Cavalry 12 7/- 5 5 4 3* 4
Draugdaer Chieftan Spirit Cavalry 8/- 3* 5 2

* Note this is R3 cavalry, cavalry generally are R2.

Wargear

Teeth and claws (hand weapons).

Command

The first company purchased is automatically the command company. The command company can have the following options.
Draugdaer Chieftan 50 points

Special Rules:

Terror. Indomitable. We Stand Alone.
Ferocious Charge. Charge d6 + 8″, and strike at the same time as monsters.

Notes:

These beasts replace the Werewolves infantry unit in the WotR rulebook. Werewolves in Tolkien’s works were great wild wargs, bred from ancient times by Morgoth, and induced spirits to inhabit them. In the case of Draugdaer they are fëar – the spirits of evil orcs who have done great service to Sauron, or indeed the Witch King. (Tolkien’s werewolves were not man-shaped nor shape-changers.)

Rare
Formation

Single Model

tolkien werewolf solo

tolkien werewolf solo

Draugfaer

90 points
RACE TYPE M F S D A R C Mt
Draugfaer Spirit Monster 10 7/- 5 5 3 2 4

Wargear

Teeth and claws (hand weapons).

Special Rules:

Terror. Hard to Kill.
Feral Charge. Gains +6 attacks on a successful charge.

Notes:

These are mighty wargs either inhabited by the spirits of lesser Maiar, or the spirits of lesser Maiar in warg form.

Legendary
Formation

Single Model
spawn of anfauglir

Spawn of Anfauglir

150 points
RACE TYPE M F S D A R C Mt
Spawn of Anfauglir Spirit Monster 10 8/- 6 6 3 2 5 3

Wargear

Great mouth and claws (hand weapons).

Can use the following Epic actions as if he were an Epic Hero:
Epic Rampage

Special Rules:

Terror. Very Hard to Kill.
Feral Charge. Gains +6 attacks on a successful charge.

Notes:

Anfauglir (‘The Jaws of Thirst’) was also known as Carcharoth (‘The Red Maw’) and was the first werewolf, bred by Morgoth to kill Huan the hound of Valinor. The Spawn of Anfauglir is descended from that great beast (just as Shelob is descended from Ungoliant) and is the mightiest of the werewolves in the Third Age.

v1.0 7/14

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