Morgoth Rules

Morgoth, The Dark Enemy of the World

Gaming

-- Ben

Morgoth 1
Illustration by Ted Nasmith (1991)

"Therefore Morgoth came, climbing slowly from his subterranean throne, and the rumour of his feet was like thunder underground. And he issued forth clad in black armour; and he stood before the King like a tower, iron-crowned, and his vast shield, sable unblazoned, cast a shadow over him like a stormcloud."
The Silmarillion

Rules

Morgoth
Points Value: 750
Might: *
F
S
D
A
W
C
Will: *
Morgoth
8
10
10
6
7
7
Fate: *

Morgoth Bauglir, the first Dark Lord, is the eternal foe of the Valar. The Prince of Darkness of the First Age of Middle Earth, he was the ultimate enemy of Hûrin, Fingolfin, and all free people of the world. Before the rising of the sun, he conspired with Ungoliant the Gloom Weaver to destroy the Two Trees of Valinor, hoping to plunge the world into eternal darkness. He is the master of Orcs, Balrogs, and all evil things (save the other Dark Powers), whose evil works can still be seen in the Third Age as the Fellowship must struggle with ancient hatreds among the free peoples.

Wargear
Morgoth wears heavy armor, and a sword. He can be given additional items at the following extra cost:

Grond, the Hammer of the Underworld 35 pts
Iron Crown 20 pts

Grond.Grond is the mighty Hammer of the Underworld and Morgoth's weapon of choice. When he uses Grond, Morgoth gains +3 for rolls on the Battering Chart. He also counts as having a shield.

Iron Crown.The Iron Crown bears the Silmarils which Morgoth stole from Valinor. When Morgoth wears it, he is reminded of the sheer magnitude of his power and gains +2 to his Courage.

Special Rules
Terror.Morgoth is the father of evil. He evokes terror in his enemies as described in the Courage section.

Commanding Voice of Power.Morgoth is the ultimate evil in all Middle Earth. To represent this in your battle games his Stand Fast role is 18in instead of the usual 6in. He also counts as a banner to all evil models with in 6in of him.

Morgoth Bauglir.Morgoth is the most powerful being in all of Middle Earth, as well as a terrifying sight to behold. When attacking him, all models take a –1 modification to their courage test.

Power of Middle Earth.Morgoth is a power of Middle Earth, so gains a +2 modification to any resistance to spell effects. In adition he may use 3 points of Might, 3 points of Will and 3 points of Fate each turn.

Magical Powers
Morgoth may spend his will to cast the following spells.

Sight of the Valar.Dice score to use 2+. This power enables Morgoth to see everything taking place on the field. As long as he has at least one Will point left, Morgoth sees every thing on the board giving him full line of sight of the battle field. If two points of Will are spent then Morgoth may cast any other spell and direct it at any warrior or hero on the board.

Burning Hatred.Range 20in/44cm. Dice score to use 5+. Morgoth's hatred is practically a tangible thing; if it is directed at you, you will definitely know it. This spell reducts one Wound from the victim regardless of their Defence.

Subterranean Quake. Range 18in/42cm. Dice to use 3+. All models within range of Morgoth's spell are knocked to the ground. Heroes who have Will points can use them to resist the spell.

Ray of Control.Range 20in/44cm. Dice score to use 2+. The victim can do nothing further this turn. If the victim gets into a combat then it automatically looses and suffers 1 hit from each attacker. The victim may still use Might, Fate and Will.

Compelling Power.Range 20in/44cm. Dice score to use 2+. The victim is now controlled by the evil player for the remainder of the turn and for the whole of the next turn. The model can not be made to do any thing that would directly kill the model, eg. jumping of a cliff.

Drain Will.Range 20in/44cm. Dice score to use 3+. This spell uses up all of the victims Will. Once this spell has been used, the victims store of Will is permanently depleted and may not use any more Will for the remainder of the battle.

Playtesting Notes

During play testing we realized that Morgoth is virtually indestructible and was mostly harmed by siege equipment. We therefore decided that a points value of 750 is about right. We also found that he is a very potent spell caster, much stronger than his servant Sauron. We also found that if there are not many core troops on the evil side, Morgoth may get left alone making him vulnerable to the overwhelming onslaught of powerful heroes such as Aragorn or Gandalf.

Morgoth is best used in a large army of over 1000 points and should be used with a lot of troops on his side, we advise against having any Captains and just having orc warriors. We found the best tactics for Morgoth is to wait behind a formation of troops and cast spells over the heads of smaller warriors to be safe and to put him into combat once a few of the good forces heroes are killed or weakened.

Ben




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