The Misty Mountains
DRAGON [200 POINTS]
DRAGON | MORIA | HERO, INFANTRY, MONSTER | 130MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 8 | 2+ | 7 | 7 | 4 | 7 | 6+ | 5+ | 3 | 3 | 3 |
WARGEAR
- Claws and Teeth (hand weapons)
HEROIC ACTIONS
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Compel | 12" | 3+ |
| Transfix | 12" | 3+ |
| Foil Magic | 12" | 4+ |
OPTIONS
- Breathe Fire - 50 points
- Fly - 50 points
- Superior Intellect - 50 points
- Tough Hide - 50 points
- Wyrm Magic - 50 points
SPECIAL RULES
- Dominant (5)
- Harbinger of Evil (12")
- Large Target
- Monstrous Charge
- Resistant to Magic
- Survival Instinct
-
Breathe Fire
ACTIVE
The Dragon can Breathe Fire as a shooting attack during the Shoot Phase; treat this as a bow with a range of 12". If the shot hits, then the model that is hit suffers a Strength 10 hit and if they suffer a Wound from this hit, which is not prevented, they are automatically slain. Additionally, all other models (friend and foe) within 2" are immediately Set Ablaze - though they will not be automatically slain if wounded. This is a fire-based attack.
- Fly
ACTIVE
The Dragon gains the Fly special rule and increases its Move Value to 12" whilst using the Fly special rule.
- Superior Intellect
PASSIVE
The Dragon automatically passes any Intelligence Tests it is required to take. Additionally, each time the Dragon spends a Might Point, roll a D6. On a 4+, the Might Point is free and does not reduce the Dragon's store of Might.
- Tough Hide
PASSIVE
The Dragon increases its Wounds and Defence to 9 each.
- Wyrm Magic
ACTIVE
The Dragon gains a free Will Point at the start of each turn. If this free Will Point is not spent by the end of the turn, it is lost. The Dragon may also cast the following Magical Powers shown on its profile.
THE BALROG [350 POINTS]
SPIRIT | MORIA | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 10 | 3+ | 9 | 9 | 4 | 10 | 3+ | 5+ | 0 | 10 | 0 |
WARGEAR
- Giant Flaming Hand Weapon
- Fiery Lash
SPECIAL RULES
- Dominant (10)
- Fearless
- Large Target
- Harbinger of Evil (18")
- Terror
-
Fiery Lash
ACTIVE
This is a throwing weapon with a range of 8" and a Strength of 7. Additionally, a model that is hit by this weapon and is not slain will be removed from the board and then placed anywhere in base contact with the Balrog, as chosen by the Balrog's controlling player. A Cavalry model that is hit will have the whole model dragged in this way. If, for whatever reason, the model cannot be placed in base contact, then it is not moved at all. If a model placed in this way would end up in base contact with other enemy models in addition to the Balrog, then those models do not count as being Engaged in Combat with the placed model unless they subsequently Charge the placed model. This is a fire-based attack, so if a model is immune to fire-based attacks, they are immune to this attack.
- Goblin Mastery
PASSIVE
Friendly Moria Goblin models within 6" of the Balrog automatically pass any Courage Tests they are required to make.
- Flame of Udun
PASSIVE
The Balrog is never considered to be Unarmed. Additionally, at the end of a Combat involving the Balrog, any model that suffered a Wound from the Balrog (even if the Wound is prevented) and was not slain must roll a D6. On a natural 6, the model is immediately Set Ablaze. If a model is immune to fire-based attacks, they will still suffer Wounds from the Balrog's Strikes as normal, but can not be Set Ablaze. The Balrog is itself immune to fire-based attacks.
- Demon of the Ancient World
PASSIVE
The Balrog may declare a Heroic Combat each turn for free. Additionally, special rules or Wargear that would slay the Balrog instantly (such as the King of the Dead's Drain Soul or a Morgul Blade) will only inflict half of the Balrog's starting Wounds rather than all of them.
THE GOBLIN KING [150 POINTS]
GOBLIN | GOBLIN-TOWN | HERO, INFANTRY, MONSTER, UNIQUE | 40MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 5+ | 5 | 5 | 3 | 3 | 6+ | 6+ | 3 | 2 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
- Cave Dweller
- Resistant to Magic
- Terror
-
Relentless Advance
ACTIVE
The Goblin King may Move through friendly Goblin models when he Charges into Combat, though not when forced to Move by the effects of an enemy Magical Power or special rule. Each friendly Goblin model Moved through in this way immediately suffers a Strength 3 hit. The Goblin King may finish his Move overlapping friendly models, through any friendly models he finishes his Move overlapping will automatically be slain.
- Goblin Projectile
ACTIVE
During the Shoot Phase, if the Goblin King is in base contact with a friendly Goblin model and neither are Engaged in Combat, then the Goblin King can make a shooting attack — this has a range of 12" and counts as a throwing weapon. Remove the friendly Goblin model as a casualty, and then make the To Hit Roll and any In The Way Tests as normal. The shot is resolved at a Strength of 8, and any model that is hit will automatically be knocked Prone.
- Blubbery Mass
PASSIVE
Each time the Goblin King suffers a Wound, roll a D6. On a 3+ the Wound is prevented. Wounds caused by Magical Powers or Elven weapons in Combat ignore this special rule. Wounds caused by Elven missile weapons will cause the Goblin King to suffer a -1 penalty to this roll.
BILL THE TROLL [150 POINTS]
TROLL | TROLLSHAWS | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 8 | 4+ | 7 | 7 | 3 | 3 | 6+ | 7+ | 3 | 1 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
- Dominant (5)
- Large Target
- Terror
-
Throw Stones (range 12", Strength 8)
-
Keep 'em for Later
ACTIVE
If this model wins a Duel Roll, they may choose a single enemy model on a 25mm base instead of making Strikes or using a Brutal Power Attack. The chosen model is stuffed into a bag and suffers the effects of the Paralyse Magical Power; however, the effects will not immediately end should this model have no Will Points or be slain. If the model is still Paralysed at the end of the game, then they will count as slain and be removed as a casualty.
- Mince 'em Fine
BRUTAL POWER ATTACK
Instead of making Strikes, Bill may choose a single enemy model involved in the Combat. Bill and the chosen model both roll a D6 and add their respective Strength characteristics. If Bill scores higher after adding Strength characteristics, then the chosen model suffers a number of Wounds equal to the difference between the two scores.
DRUZHAG THE BEASTCALLER [80 POINTS]
GOBLIN | MORIA | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 3 | 4 | 1 | 2 | 6+ | 6+ | 2 | 5 | 2 |
WARGEAR
HEROIC ACTIONS
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Enrage Beast | 6" | 3+ |
| Fury (Beast) | Self | 3+ |
| Writhing Vines | Self | 4+ |
SPECIAL RULES
-
Master of the Dark Wild
PASSIVE
Friendly Beast models within 12" of Drûzhag may use his Courage or Intelligence values instead of their own when making a Courage Test or an Intelligence Test. Additionally, whenever Drûzhag suffers a Wound, before any Fate Rolls are made, he may roll a D6. On a 2+, he may choose a single friendly Beast model within 2" to immediately suffer the Wound instead of him. Fate Rolls can then be made as normal.
DURBURZ, GOBLIN-KING OF MORIA [75 POINTS]
GOBLIN | MORIA | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 5+ | 4 | 6 | 2 | 2 | 6+ | 6+ | 3 | 2 | 2 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
-
Iron Fist
ACTIVE
The range of Durbûrz's Stand Fast is 12" rather than 6".
- Callous Leadership
ACTIVE
Once per game, at the start of any Fight Phase, before the Declare Heroic Actions Step, Durbûrz can declare he is using this ability. Until the End Phase of the turn, friendly Goblin models within 6" of Durbûrz gain a bonus of +1 To Wound when making Strikes. However, any other friendly Goblin model within 6" that loses a Duel Roll (not including Supporting models) must roll a D6 after any Strikes have been made against them. On the roll of a 1, the model suffers a Wound.
BERT THE TROLL [130 POINTS]
TROLL | TROLLSHAWS | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 7 | 7 | 3 | 3 | 6+ | 7+ | 2 | 1 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
- Dominant (3)
- Large Target
- Terror
-
Throw Stones (range 12", Strength 8)
-
Keep 'em for Later
ACTIVE
If this model wins a Duel Roll, they may choose a single enemy model on a 25mm base instead of making Strikes or using a Brutal Power Attack. The chosen model is stuffed into a bag and suffers the effects of the Paralyse Magical Power; however, the effects will not immediately end should this model have no Will Points or be slain. If the model is still Paralysed at the end of the game, then they will count as slain and be removed as a casualty.
- Roast 'em slowly
BRUTAL POWER ATTACK
Instead of making Strikes, if he is within 6" of a Campfire, Bert may choose a single enemy model involved in the Combat. The chosen model is then placed in base contact with the Campfire and is immediately Set Ablaze.
GOBLIN CAPTAIN [40 POINTS]
GOBLIN | GOBLIN-TOWN | HERO, INFANTRY | 25MM
HERO OF FORTITUDE, 18 WARBAND
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 4 | 4 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
-
Chittering Hordes
ACTIVE
This model may Support as if it had a spear, with the exception that they can only Support another model with this special rule. A model Supporting whilst using this special rule cannot also use a two-handed weapon in the same Combat.
GRINNAH, GOBLIN JAILER [50 POINTS]
GOBLIN | GOBLIN-TOWN | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 4 | 4 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
-
Swap with Me
ACTIVE
At the start of the Fight Phase, before the Declare Heroic Actions Step, Grinnah can choose a friendly Goblin model on a 25mm base within 3" and swap places with it. This does not count as Moving.
- Chittering Hordes
ACTIVE
This model may Support as if it had a spear, with the exception that they can only Support another model with this special rule. A model Supporting whilst using this special rule cannot also use a two-handed weapon in the same Combat.
MORIA GOBLIN CAPTAIN [40 POINTS]
GOBLIN | MORIA | HERO, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 4 | 5 | 2 | 2 | 7+ | 7+ | 2 | 1 | 1 |
WARGEAR
HEROIC ACTIONS
OPTIONS
- Orc Bow - 5 points
SPECIAL RULES
MORIA GOBLIN SHAMAN [45 POINTS]
GOBLIN | MORIA | HERO, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 5+ | 3 | 4 | 1 | 2 | 7+ | 7+ | 1 | 3 | 1 |
WARGEAR
HEROIC ACTIONS
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fury (Moria Goblin) | Self | 3+ |
| Instill Fear | Self | 4+ |
| Transfix | 12" | 5+ |
SPECIAL RULES
THE GOBLIN SCRIBE [50 POINTS]
GOBLIN | GOBLIN-TOWN | HERO, INFANTRY, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 0" | 1 | 6+ | 2 | 2 | 1 | 1 | 7+ | 7+ | 0 | 1 | 1 |
WARGEAR
SPECIAL RULES
- Immobile
PASSIVE
The Goblin Scribe cannot Move, and will always count as Trapped should it lose a Duel Roll. Additionally, friendly models may carry the Goblin Scribe in which case it will count as a Heavy Object, and must always be put down after a model carrying it has finished its Move. In Scenarios where models Move onto the board, the Goblin Scribe may be carried on by friendly models.
- Always more where they came from
ACTIVE
If the Goblin King declares a Heroic Move whilst within 6" of the Goblin Scribe and chooses to call With Me, then it will affect all friendly models on the battlefield rather than just those within 6", and affected models do not have to finish their Activation within 6" of the Goblin King. Additionally, any friendly Goblin Hero that begins their Activation within 3" of the Goblin Scribe can choose to spend a Might Point. If they do, the Goblin King regains a Might Point spent earlier in the battle. This special rule can only be used once per turn.
TOM THE TROLL [120 POINTS]
TROLL | TROLLSHAWS | HERO, INFANTRY, MONSTER, UNIQUE | 60MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 7 | 4+ | 6 | 6 | 3 | 3 | 7+ | 8+ | 1 | 3 | 1 |
WARGEAR
HEROIC ACTIONS
SPECIAL RULES
- Dominant (3)
- Large Target
- Terror
-
Throw Stones (range 12", Strength 8)
-
Keep 'em for Later
ACTIVE
If this model wins a Duel Roll, they may choose a single enemy model on a 25mm base instead of making Strikes or using a Brutal Power Attack. The chosen model is stuffed into a bag and suffers the effects of the Paralyse Magical Power; however, the effects will not immediately end should this model have no Will Points or be slain. If the model is still Paralysed at the end of the game, then they will count as slain and be removed as a casualty.
- Lingering Cold
ACTIVE
At the start of any Combat involving Tom, he may spend a Will Point to use this special rule. If he does, he may choose a single enemy model he is Engaged in Combat with. The chosen model immediately halves their Fight Value until the end of the turn.
- Squash 'em into jelly
BRUTAL POWER ATTACK
Instead of making Strikes, Tom may use this Brutal Power Attack. Each enemy model that was Engaged in Combat with Tom immediately suffers a Strength 6 hit and, if they survive, will be knocked Prone.
CAVE DRAKE [150 POINTS]
DRAKE | MORIA | HERO, INFANTRY, MONSTER, BEAST | 100MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 8" | 7 | 5+ | 7 | 7 | 4 | 6 | 6+ | 7+ | 1 | 3 | 1 |
WARGEAR
- Claws and Teeth (hand weapons)
HEROIC ACTIONS
SPECIAL RULES
- Cave Dweller
- Dominant (4)
- Large Target
- Monstrous Charge
- Mountain Dweller
- Resistant to Magic
- Terror
-
Protect the Nest
ACTIVE
At the beginning of the game, after both sides have deployed, you may place a single 25mm Nest Marker anywhere on the board. Whilst within 3" of a friendly Nest Marker, a Cave Drake has the Fearless special rule.
- Cornered Beast
ACTIVE
If a Cave Drake loses a Duel Roll and is Trapped, then after any Strikes have been made against it the Cave Drake will lash out. When a Cave Drake lashes out, any models (friend or foe) that were Engaged in Combat with it, or are within 1" of it, will immediately suffer a Strength 4 hit.
- Gaping Maw
BRUTAL POWER ATTACK
Instead of making Strikes, a Cave Drake may choose a single enemy model on a 25mm base that was involved in the same combat and roll a D6. On a 2+, the chosen model suffers a Wound and, if this Wound is not prevented, the model is swallowed whole and removed as a Casualty. If the Cave Drake slays a model with this Brutal Power Attack, they may immediately regain a Wound lost earlier in the battle.
GOLLUM [40 POINTS]
HOBBIT | GOBLIN-TOWN | HERO, INFANTRY, UNIQUE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 4 | 2 | 2 | 6+ | 5+ | 1 | 0 | 1 |
WARGEAR
- Strangling Fingers (never Unarmed)
Gollum has strong, strangling fingers and so is never considered to be Unarmed - ever! If your opponent does not have a Ringbearer in their Army, then Gollum carries the One Ring.
SPECIAL RULES
- Cave Dweller
- Mountain Dweller
-
The Precious
ACTIVE
If your opponent's Army contains a Ringbearer, then when Gollum Moves, he must always Charge the enemy Ringbearer if possible. Additionally, if Gollum kills the enemy Ringbearer in Combat, then he will automatically regain the One Ring - from that point onwards he counts as having it as part of his Wargear.
THE WATCHER IN THE WATER [200 POINTS]
KRAKEN | MORIA | HERO, INFANTRY, MONSTER, UNIQUE | 130MM
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 4" | 6 | 3+ | 6 | 6 | 6 | 6 | 6+ | 7+ | 1 | 5 | 1 |
WARGEAR
- Tentacles (hand weapon)
SPECIAL RULES
- Dominant (6)
- Harbinger of Evil (12")
- Large Target
- Resistant to Magic
-
Many Tentacles
PASSIVE
Whilst the Watcher in the Water has 3 or fewer Wounds remaining, its Attacks are reduced to 3.
- Water Dweller
PASSIVE
The Watcher in the Water is never slowed when Moving within a water feature, can still Shoot whilst within deep water, and always counts as rolling a 6 on the Swim Chart. Additionally, whilst within a water feature, the Watcher in the Water increases its Move Value to 8" and gains the Monstrous Charge special rule.
- From the Deep
ACTIVE
The Watcher in the Water can never be part of another Hero model's Warband. When you deploy your Army, do not deploy the Watcher in the Water - keep it aside for later. During the Priority Phase, after Priority has been determined, the Watcher's controlling player must decide if they wish for the Watcher to enter play. If they do, they must roll a D6 and on a 3+ the Watcher is ready to enter play. If this roll is failed, you must roll in each subsequent Priority Phase until the Watcher is ready to enter play.
When the Watcher is ready to enter play, immediately place it anywhere on the battlefield; however, the Watcher cannot displace other models when it enters play in this manner.
The Watcher in the Water cannot Charge on the turn in which it arrives, but may otherwise act normally.
- Grasping Tentacles
ACTIVE
In the Shoot Phase, the Watcher in the Water may make D6 shooting attacks. These have a range of 6", a Strength of 3 and never require In The Way Rolls. The Watcher can still make these shooting attacks regardless of how far it Moved in the Move Phase, and never suffers the -1 penalty for Moving and Shooting.
Additionally, any model that is hit by a tentacle and is not slain will be removed from the board and then placed anywhere in base contact with the Watcher in the Water, as chosen by the Watcher in the Water's controlling player. A Cavalry model that is hit will have the whole model dragged in this way.
If, for whatever reason, the model cannot be placed in base contact, then it is not moved at all. If a model placed in this way would end up in base contact with other enemy models in addition to the Watcher, then those models do not count as being Engaged in Combat with the placed model unless they subsequently Charge the placed model. The Watcher can still make these shooting attacks whilst it is Engaged in Combat.
- Dragged to the Depths
BRUTAL POWER ATTACK
Instead of making Strikes, if the Watcher is within 6" of a water feature it may use this Brutal Power Attack. If it does, select a single enemy model that was involved in the Combat and roll a D6. On a 2+, the model suffers a Wound and, if the Wound is not prevented, the model will immediately be slain.
The Watcher is then removed from the battlefield and its controlling player must roll to see if it enters the battlefield again in the same manner as described in the From the Deep special rule.
BAT SWARM [35 POINTS]
BAT | MORIA | WARRIOR, INFANTRY, BEAST, SWARM | 40MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 12" | 1 | 6+ | 3 | 3 | 2 | 4 | 8+ | 9+ |
WARGEAR
- Claws and Teeth (hand weapons)
SPECIAL RULES
- Cave Dweller
-
Blinding Swarm
ACTIVE
Enemy models Engaged in Combat with a Bat Swarm halve their Fight value.
CAVE TROLL [75 POINTS]
TROLL | MORIA | WARRIOR, INFANTRY, MONSTER | 50MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 4+ | 6 | 6 | 3 | 3 | 6+ | 9+ |
WARGEAR
- Troll Chain
OPTIONS
A Cave Troll must have one of the following options for the listed points cost:
- Hand-and-a-half Weapon - 5 points
- Troll Spear - 5 points
SPECIAL RULES
- Dominant (3)
- Terror
-
Throw Stones (range 12", Strength 8)
-
Troll Chain
ACTIVE
This is a throwing weapon with a range of 3" and a Strength of 5.
- Troll Spear
ACTIVE
This is a spear. Additionally, if this model is not Supporting, any To Wound Rolls of a natural 6 it makes when making Strikes that are not prevented will deal 2 Wounds rather than 1.
GOBLIN WARRIOR [5 POINTS]
GOBLIN | GOBLIN-TOWN | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 3 | 1 | 1 | 8+ | 8+ |
WARGEAR
OPTIONS
- Two-handed Weapon - 1 point
SPECIAL RULES
-
Chittering Hordes
ACTIVE
This model may Support as if it had a spear, with the exception that they can only Support another model with this special rule. A model Supporting whilst using this special rule cannot also use a two-handed weapon in the same Combat.
MORIA GOBLIN DRUM [75 POINTS]
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| - | - | - | - | 10 | - | 3 | - | - |
SPECIAL RULES
- Moria Goblin Drum
ACTIVE
A Moria Goblin Drum is always on a 25mm base and must be deployed in base contact with one of its Moria Goblin Drummers during deployment. A Moria Goblin Drum is a Heavy Object that can be shot at normally; it has a Defence of 10 and 3 Wounds. If, during the End Phase of a turn, an enemy model is in base contact with the Moria Goblin Drum, that model hasn't done anything during that turn except Move (i.e., has not made a shooting attack, cast a Magical Power, been Engaged in Combat), and that model was not affected by a Magical Power that turn, then it can remove the Moria Goblin Drum from play.
- Drums in the Deep
ACTIVE
For the Drum to be played, at least one Moria Goblin Drummer must be in base contact with it, have not Moved that turn, and not be Engaged in Combat. Whilst the Drum is being played it has the following effects:
Friendly Moria Goblin models gain a bonus of +1 to any Courage Tests they are required to take.
Enemy models suffer a -1 penalty to any Courage Tests they are required to take.
Friendly Moria Goblin models within 18" count as being in range of a banner.
Whilst being played, the Moria Goblin Drum counts as a banner for the purpose of Victory Points.
- Take up the Drum
ACTIVE
If a Moria Goblin Drummer is slain, then they may pass on their wargear to a friendly Moria Goblin Warrior within 1" of them. The chosen model becomes a Moria Goblin Drummer and exchanges their wargear for that of the slain model - replace the chosen model with the slain Moria Goblin Drummer.
Moria Goblin Drummer
GOBLIN | MORIA | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ |
WARGEAR
SPECIAL RULES
MORIA GOBLIN PROWLER [7 POINTS]
GOBLIN | MORIA | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 4+ | 3 | 4 | 1 | 1 | 8+ | 7+ |
WARGEAR
SPECIAL RULES
MORIA GOBLIN WARRIOR [4 POINTS]
GOBLIN | MORIA | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ |
WARGEAR
OPTIONS
A Moria Goblin Warrior must have one of the following options for the listed points cost:
SPECIAL RULES