Wild Goblins (Located wherever Goblins would be found.)
Goblin Pillagers (250) – Saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)
Goblin Trackers (250) – Axe and shield. A more lightly equipped variety of the Goblin Pillagers, it is their duty to swiftly plunder a settlement once the Pillagers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the Pillagers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Trackers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)
Goblin Trappers (250) – Bow and knife. These Goblins have lost their sense of purpose with the destruction of their great armies long ago. They are crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the men of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers can make them a serious threat. (Tier 1)
Goblin Raiders (250) – Javelins, Two-handed axe, bracers. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 2)
Goblin Scroungers (250) – Dual Scythe. These goblins have been banished from their clans for countless reasons, all having their origins at greed and trickery. While these attributes are encouraged in Goblin society, this foolish scum was arrogant enough to challenge their betters openly and were cast out of their homes for it. They band together in large hoards and prey upon the weak, this constant struggle for survival has made them hardier and more cunning than their ‘domestic’ brethren, should these outcasts find a leader to rally themselves behind they would be a force to be reckoned with. (Tier 2)
Goblin Marauders (200) – Javelins, saber and shield. These bands of Goblins are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 3)
Wild Orcs (Located wherever Orcs would be found.)
Orc Scavengers (250) - Saber and shield. These bands of Wild Orcs are the remnants of great armies routed long ago. They remain scattered in the wilds and serve only themselves, as those before them have done. Although they share the same hatred of the Free Peoples of Middle-Earth as their Dark Lord, and fear Him still, they have long been astray of His will and domination. (Tier 1)
Orc Plunderers (250) - Axe and shield. The more lightly equipped variety of the Orc Scavengers, it is their duty to swiftly plunder a settlement once the Scavengers have cleared the way. They are responsible for the hoarding of meat, stores, materials designated by the scavengers and anything else that may be of use or value. They are swift, agile, and capable of crossing long distances with energy still to fight. It is for this natural stamina that the Plunderers are selected, as they often scout trade caravans and stage ambushes. (Tier 1)
Orc Stalkers (250) - Bow and saber. These Orcs are the companions of the scavengers who lost their sense of purpose with the destruction of their great armies long ago. Crude marksman whose main function is to provide food for the camp, they are saved from their ineptitude by using scavenged bows from the dead of Gondor, tools of a far greater construction than any orc bow. This accompanied with their large numbers makes them a serious threat. (Tier 2)
Orc Raiders (200) - Javelins, Two-handed axe. Before Saruman bred the mighty Uruk-hai, Sauron already had Uruks in his service. It is these great brutes who were the vanguard of the Dark Lord’s Orc forces in days long past. Favored by natural selection, the average Uruk stands as tall as a man. This coupled with their affinity to wield monstrous, two-handed Iron Hammers and Serrated Black Greatswords into battle made them horrifying shock infantry commonly mistaken as half-trolls. Condemned to the wilderness, their only goal now is self-preservation. They often lead small clans of Wild Orcs in their raids on unsuspecting villages and travelers. (Tier 2)
Orc Ravagers (200) - Javelins, Billhook. Despite the fact that the Wild Orcs are the remnants of shattered armies long past, they may be rather well organized by more intelligent Uruk Chieftains. These Warlords are likely former captains in Sauron’s army, the most cruel and cunning of the Orcs, who stood taller among their already fearsome brethren to the height of a man. They often lead larger clans of Wild Orcs in their raids on unsuspecting villages and travelers where they are commonly mistaken as half-trolls. (Tier 3)
Outlaws/Brigands (Located in Eriador, Western Rhovanion, Northern Gondor, Rohan.)
Drifters (150) – Bow and knife. These are men who have nothing to call their own except a stolen hunting bow and knife, along with the clothes on their backs. (Tier 1)
Woodland Bandits (150) - Javelins and axe. These bandits dwell in forested areas using the trees for concealment and protection. They often scout any nearby pathways through or around their forest domain for weary travelers or merchant caravans. (Tier 1)
Mountain Brigands (150) - Javelins, short spear, and small shield. Due to rough terrain Mountain Brigands travel light, usually carrying a small shield and a small number of throwing spears while saving the last one for hand to hand combat… should it be necessary. (Tier 1)
Plains Outlaws (150) - Bow and spear. These bandits dwell on plains and hill slopes. They often scout any nearby pathways through or around their domain for weary travelers or merchant caravans. (Tier 2)
Desert Nomads (90) - Saber and small shield, camel mount. Desert Nomads are constantly on the move from watering hole to watering hole and so usually have camels to aid in their struggle. If they do come upon weary travelers they will not hesitate to steal anything of value and leave any survivors to die a slow death in the wilderness. They never kill merchants however, as that would mean one less merchant to steal from in the future. (Tier 2)
Robbers (150) - Sword and small shield. These are men who started out with nothing to call their own. However, through experience, skill, and perseverance they are able to accumulate enough of other’s personal property to survive quite comfortably in their day to day lives. (Tier 2)
Thugs (150) - Mace/club and small shield. These men rely on brute force and intimidation to ensure they get what they want. (Tier 2)
Fugitives (150) - Axe and small shield. These men were pursued out of their original homes after being accused of murder or worse. As fugitives, they have already lost everything and therefore have nothing to lose. (Tier 3)
Ruffians (150) - Two-handed mace. These men rely on brute force and intimidation to ensure they get what they want. However, they usually stick around to ensure that they keep getting what they want until there is nothing left. (Tier 3)
Renegades (150) - Sword, shield, armor. These are the descendants of kingdoms of old. Many still fight to reclaim their long lost lands and unify what remains of their scattered people. (Tier 3)
Corsairs (Located in Southern Gondor, Western Harad, some other coastal regions.)
Corsair Sentinels (150) – Javelin thrown before charge, short spear, small shield. low offence/ high defense. It is the charge of these men to protect the ships and “control” the slave population that work the oars. However, as equal members of the crew they must also share in the risks and rewards of land raids as well, which allow them to subsist. (Tier 1)
Corsair Raiders (150) - Two sabers, bracers, high offence/ low defense. These men rely on speed and agility in their attacks. They wear no armor and wield dual sabers which allow them to constantly remain on the offensive. Their goal is not simply to destroy their enemy, but to destroy their enemy’s will to fight… and plunder booty of course. (Tier 2)
Corsair Sharpshooters (120) – Bow and saber, bracers. Only the best bowmen are chosen to be Sharpshooters. It is the charge of these men to protect the ships and “control” the slave population that work the oars. They are often found high in the rigging of their ships during engagements at sea, picking off unsuspecting targets from above. However, as equal members of the crew they must also share in the risks and rewards of the land raids which allow them to subsist. (Tier 2)
Corsair Mariners (150) - Javelins thrown before charge, saber, small shield. Gondorian merchant ships often replenish their supplies while still at sea in order to reach their destinations faster. Fishermen of the Bay of Balfalas share a mutually beneficial relationship with the merchants of Gondor in this way, saddling up beside ships on a weekly basis to exchange wares. The Corsairs took note of this and began to employ a new raiding tactic: They would silently surround and plunder a town of the Bay at night, and then at dawn they would send out their own mariners disguised as fishermen in the ships of the townspeople they had pillaged. Once aboard, the unsuspecting merchants soon realized the fisherman’s humble harpoon could be used for skewering more than fish. The entire crew was wiped out within a matter of minutes and the corsairs earned a whole flotilla to add to their fleet. The Pirate Captains of the corsairs use this tactic sparingly, and only the hardiest corsairs hand-picked and led by a Captain’s First Mate may form the boarding party. (Tier 2)
Corsair Nahptha Bombers (100) - Naffatun, hammer/axe, bracers. Of all the malevolent works of the Southern Lands, the Naphtha Bomb is the most dastardly. Filled with flammable liquid drawn from plants found only in the southern reaches of Harad, these harmless spheres comprised of porcelain and clay become one of the most lethal weapons of the East no matter where it is deployed. The wielders of these highly volatile weapons are directly chosen by the Captain of the Corsairs and trained in the lighting of the fuses and throwing of the bombs. These men are highly mobile, motivated and deadly. (Tier 3)
Corsair Marauders (150) - Javilins thrown before charge, long and sharp bracers, two-handed saber. Corsairs rely heavily on the strong leadership of their Captains to keep them organized and “productive.” Therefore, in their Captains’ best interests, the men elect the bravest, fiercest, and most resourceful of the Corsairs from within their own ranks to form the Captain’s Guard. These men are unflinching in their loyalty and incomparable in combat prowess, protecting their Captain from threats without and from threats within. (Tier 3)
Balchoth Clan (Located in East Rhovanion.)
Balchoth Peasant Mob (200) - Pitchforks and billhooks. The last war with the Kingdoms of Gondor and Rhovanion ended in victory for the Balchoth Clan and their Orc and Easterling allies. However, the quality of life for the Balchoth never improved as Sauron and the Easterlings denied them of any gains. Since then the lives and lands of these people have fallen under the shadow of Sauron and his puppets the Easterlings. These unruly people are really pissed off and ready to kill whomever they think is responsible. They absolutely despise Easterlings and Orcs, and they also travel in large numbers which can make them a real threat. (Tier 1)
Balchoth Freedom Fighters (150) - Short spear, small shield. These people have the heart, but not necessarily the means. Many have never even seen combat and some are not even trained as they are volunteers. (Tier 1)
Balchoth Irregulars (150) - Javelins, axe, shield. These men are veterans of past battles where they were forced into service. They have since been fighting to free their people so that their children will not have to experience the horrors of war. Though they still have some skill with an axe and some old armor it has been years or decades since any have fought in a unit and on a battlefield. (Tier 1)
Balchoth Revolutionary Bowmen (120) – Bow and spear. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)
Balchoth Revolutionary Spearmen (150) - Spear and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)
Balchoth Revolutionary Swordsmen (150) - Sword and shield. These men are dedicated to freeing their people from the oppression of the Eastlings and their master Sauron. They have some training but little experience. (Tier 2)
Balchoth Insurgents (120) - Bow, axe, shield. These men have been fighting for their people for as long as they can remember. Many were greatly wronged by the Easterlings or watched their families suffer some great torment. As such some have some experience in killing any Easterling scum they can find. These men are skilled, experienced, and equipped for both ranged and close combat. (Tier 3)
Balchoth Radicals (150) - Two-handed axe. These men have been fighting for their people for as long as they can remember. Many were horribly wronged by the Easterlings or watched their families suffer some horrifying torment. As such many have experience in hunting down and slaughtering any Easterling filth they can find. They often charge straight into combat with their great axes, simply trying to kill as many as possible with no regard for their own safety. Sometimes this can be strength, and at other times it can be their undoing. (Tier 3)
Balchoth Guerrillas (150) - Javelins, sword, shield. These men are often the most skilled and experienced of the Balchoth Revolutionary Force. They have seen combat on many occasions and so are valuable enough to supply with the best weapons and armor the clan can offer. They often shower their opponents with long range javelins from a distance before closing in for the kill. (Tier 3)
Easterling Renegades (Located in Rhun.)
Some cloned Rhun units…
Renegade Horsemen (90) - Spear, sword, shield. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)
Renegade Chariot Archers (75) - Chariots and bows, weak charge. These men have “confiscated” civilian chariots for military use. They are often lead by stolen horses which are ill-trained and ill-equipped for the battlefield. (Tier 2)
Renegade Horse Archers (90) - Bow and sword. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)
Renegade War Chariots (75) - Chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)
Variags (Located in and near Khand.)
Variag Pathfinders (150) - Javelins, short spear, small shield. These men have little to no training and no experience in close quarters combat. They are however, decently equipped and fast moving making them exceptional for the job of scouting and skirmishing with the enemy while the main force moves into position. (Tier 1)
Variag Swordsmen (150) - Sword and shield. These men have some training but little experience. They are however, well equipped. (Tier 1)
Variag Bowmen (120) - Bow, sword, shield. These men have some training but little experience. They are however, well equipped. (Tier 1)
Variag Axemen (150) - Two-handed axe. These men have some training and experience. They are also well equipped. (Tier 2)
Variag Guardsmen (150) - Spear, shield. These men are veterans and can be depended on to do their job. They are also well equipped. (Tier 2)
Variag Cavaliers (90) - Spear, sword, shield, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 2)
Variag Horse Archers (90) - Bow and sword, horse. These men are veterans and can be depended on to do their job. They are also very well equipped. (Tier 3)
Variag War Chariots (60) - War chariots. These veterans have been trained to devastate their enemies with War Chariots lead by armored war horses. (Tier 3)
Variag Chieftains Guard (60) - Better war chariots. These veterans have been trained to devastate their enemies with Great War Chariots lead by armored war horses. (Tier 3)
Merchant Mercenaries (Located in regions on main trade routes.)
Merchant Militia (150) - Short spear and small shield. These men are part-time mercenaries for hire. It is just another job to them. (Tier 1)
Caravan Sentries (120) - Bow and knife. These men are paid to scout the ways for merchant convoys and deal with any enemies along the way… from a distance. (Tier 1)
Merchant Sentinels (150) - Sword and small shield. These men are full time mercenaries and will do almost any job… for the right price. (Tier 1)
Caravan Guard (150) - Sword and large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Most do it because fighting is the only skill they have, and a man has to eat. (Tier 2)
Mounted Caravan Guard (90) - Spear, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Some do it for extra money, and some because they owe money. Many do it because fighting is the only skill they have, and a man has to eat. (Tier 2)
Merchant Guild Guard (150) – Javelins, sword, large shield. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments. (Tier 3)
Mounted Merchant Guild Guard (90) – Javelins, sword, large shield, horse. These men are military veterans of past and present wars that have made themselves available for the right price. Merchant guilds keep them on as full time mercenaries and spend a great deal of money training and equipping their investments.