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Goblin-town

ARMY COMPOSITION

This army may include: The Goblin King; Goblin Captain; Goblin Mercenary Captain; Grinnah; The Goblin Scribe; Gollum; Goblin Mercenary; Goblin Warrior.

ARMY BONUS

"Down down down in Goblin-town" - Each Goblin Hero model may increase their maximum warband size by six models.

HEROES OF GOBLIN-TOWN

THE GOBLIN KING [130 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv F S D A W C M W F
6" 6/5+ 5 5 3 3 3 3 2 1

WARGEAR

  • Two-handed pick

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Challenge
  • Heroic Strike

SPECIAL RULES

  • Cave Dweller
  • Resistant to Magic
  • Terror
  • Burly

  • Relentless Advance ACTIVE

When he charges, he can pass through Goblin models as he moves. Each Goblin he passes suffers a Strength 3 hit. Any Goblin that he ends his move on is slain. He cannot be Compelled/Commanded over friendly models if forced into combat.

  • Goblin Projectile ACTIVE

In the Shoot phase, if a friendly Goblin model is in base contact with him, and neither are in combat, he may make a shooting attack with range 12" and Strength 8, and automatically knocks prone any model it hits. Remove the Goblin from play.

  • Blubbery Mass PASSIVE

Every time he is wounded, roll a D6. On a 3+, the Wound is ignored, unless it was caused by a Magic Power or Elven-made weapon.


GOBLIN CAPTAIN [35 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
5" 3/5+ 4 4 2 2 3 2 1 1

WARGEAR

  • Armour
  • sword or pick

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.


GOBLIN MERCENARY CAPTAIN [50 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv F S D A W C M W F
5" 3/5+ 4 5 2 2 3 2 1 1

WARGEAR

  • Armour
  • sword

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Swap Weapon: 5 points

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.

  • Mercenary Ambush ACTIVE

Warbands that contain solely Goblin Mercenaries do not have to deploy at the start of the game. From turn 2 onwards, the Captain may take a Courage in controlling player's Move phase. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully played within a terrain piece. If not possible, they may arrive from a board edge of the controlling player's choice instead.


GRINNAH [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv F S D A W C M W F
5" 3/5+ 4 4 2 2 3 3 1 1

WARGEAR

  • Dagger
  • scourge

HEROIC ACTIONS

  • Heroic Strength

SPECIAL RULES

  • Cave Dweller

  • Scourge ACTIVE

Throwing weapon with range 12" and Strength 2.

  • Swap with Me ACTIVE

A Special Heroic Action for the start of any phase. Grinnah can swap places with any Goblin model (except the Goblin Scribe) within 3" of him. Does not count as moving. There must be room to place the swapped model, otherwise the action is wasted.

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.


THE GOBLIN SCRIBE [50 POINTS]

MINOR HERO, UNIQUE, 6 WARBAND

Mv F S D A W C M W F
0" 1/5+ 2 2 1 1 3 0 1 1

WARGEAR

  • Unarmed

SPECIAL RULES

  • Always more where they came from ACTIVE

At the end of his Move phase, he may take a Courage test. If passed, you may move D3 extra Goblin Warriors onto the board (+1 for each point he passed his test by) - from a edge of your choosing. If he is forced to pass this Courage test, then D3 Goblin Warriors will enter the board as described above.

  • Immobile PASSIVE

The Goblin Scribe is automatically Trapped is he loses a Fight. In the Move phase, friendly models may move him, as if he were considered to be a Heavy Object.


GOLLUM [35 POINTS]

INDEPENDENT HERO, UNIQUE

Mv F S D A W C M W F
5" 4/4+ 4 4 2 2 4 1 0 1

WARGEAR

  • Strangling fingers

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Cave Dweller

  • The Precious ACTIVE

Unless there is another Ringbearer in play, Gollum has the Ring. If the Ringbearer is slain in a Fight with Gollum, he automatically adds the Ring to his wargear.

  • Strangler PASSIVE

Gollum is never considered to be unarmed.


WARRIORS OF GOBLIN-TOWN

GOBLIN MERCENARY [5 POINTS]

WARRIOR

Mv F S D A W C
5" 2/5+ 3 4 1 1 2

WARGEAR

  • Armour
  • sword or pick

OPTIONS

  • Swap Weapon: 1 point

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.

  • Mercenary Ambush ACTIVE

Warbands that contain solely Goblin Mercenaries do not have to deploy at the start of the game. From turn 2 onwards, the Captain may take a Courage in controlling player's Move phase. If passed, the player decides whether the warband arrives. If failed, the opposing player decides. If they arrive, they should be fully played within a terrain piece. If not possible, they may arrive from a board edge of the controlling player's choice instead.


GOBLIN WARRIOR [4 POINTS]

WARRIOR

Mv F S D A W C
5" 2/5+ 3 3 1 1 2

WARGEAR

  • Sword
  • pick
  • mace or flail

OPTIONS

  • Two-Handed Axe: 1 point
  • Swap Weapon: 1 point

SPECIAL RULES

  • Cave Dweller

  • Chittering Hordes ACTIVE

This model can support other models who also have the Chittering Hordes rule, as if they had a spear. Supporting models do not get the benefit of two-handed weapons if it has one.