The Misty Mountains
DRAGON [200 POINTS]
HERO OF LEGEND, 18 WARBAND
| 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
- Heroic Channelling
- Heroic Resolve
- Heroic Defence
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
-
Terror
-
Breathe Fire
ACTIVE
Used as a shooting attack during the Shoot Phase; treat this as a bow with a range 12". On a hit, the model that is hit suffers a Strength 10 hit, and if they suffer a Wound which is not prevented, they are automatically slain. All models (friend or foe) within 2" of the hit model are immediately Set Ablaze (though they are not 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
Increases Wounds and Defence to 9 each.
- Wyrmtongue
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 BALROG [350 POINTS]
HERO OF LEGEND, UNIQUE, 18 WARBAND
| 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
-
Resistant to Magic
-
Fiery Lash
ACTIVE
Throwing weapon with Strength 7, range 8. If the target is not slain and is not immune to fire-based attacks, it is pulled into base contact with the Balrog. For Cavalry, the whole model is dragged in this way. If the model cannot be placed in base contact, then it is not moved at all. Also, if the target is pulled into contact with other enemy models, it is not Engaged in Combat with them, only the Balrog.
- Goblin Mastery
PASSIVE
Moria Goblin models within 6" automatically pass Courage tests they are required to make.
- Flame of Udun
PASSIVE
If an enemy is Wounded, and not slain at the end of a Combat, roll a D6. On 6, the model is Set Ablaze, unless they are immune to fire-based attacks. 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. Special rules or wargear that would slay the Balrog instantly (such as a Morgul Blade) will only inflict half of the Balrog's starting Wounds rather than all of them.
THE GOBLIN KING [150 POINTS]
HERO OF LEGEND, UNIQUE, 24 WARBAND
| 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
- Two-handed weapon
HEROIC ACTIONS
- Heroic Strength
- Heroic Challenge
- Heroic Strike
SPECIAL RULES
- Cave Dweller
- Resistant to Magic
- Terror
-
Burly
-
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]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| 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
- Hand weapon
HEROIC ACTIONS
- Heroic Challenge
- Heroic Strike
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]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| 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
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic Channelling
- Heroic Defence
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Enrage Beast | 6" | 3+ |
| Fury (Beast) | Self | 3+ |
| Writhing Vines | Self | 4+ |
SPECIAL RULES
-
Cave Dweller
-
Master of the Dark Wild
PASSIVE
Friendly Beast models within 12" of Druzhag may use his Courage or Intelligence values instead of their own when making a Courage Test or an Intelligence Test. Additionally, whenever Druzhag 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]
HERO OF VALOUR, UNIQUE, 15 WARBAND
| 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
- Heavy armour
- Hand weapon
HEROIC ACTIONS
- Heroic Strike
- Heroic Resolve
- Heroic Defence
SPECIAL RULES
-
Cave Dweller
-
Iron Fist
ACTIVE
Durburz's Stand Fast range is 12" rather than 6".
- Callous Leadership
ACTIVE
Once per game, at the start of any Fight Phase, before the Declare Heroic Actions Step, Durburz can declare he is using this ability. Until the End Phase of the turn, friendly Goblin models within 6" of Durburz 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]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| 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
- Hand weapon
HEROIC ACTIONS
- Heroic Defence
- Heroic Strength
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]
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
- Hand weapon
HEROIC ACTIONS
- Heroic March
SPECIAL RULES
-
Cave Dweller
-
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]
HERO OF FORTITUDE, UNIQUE, 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
- Hand weapon
- whip
HEROIC ACTIONS
- Heroic Challenge
SPECIAL RULES
-
Cave Dweller
-
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]
HERO OF FORTITUDE, 12 WARBAND
| 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
- Armour
- hand weapon
HEROIC ACTIONS
- Heroic March
OPTIONS
- Orc bow: 5 points
SPECIAL RULES
- Cave Dweller
MORIA GOBLIN SHAMAN [45 POINTS]
HERO OF FORTITUDE, 12 WARBAND
| 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
- Armour
- spear
- hand weapon
HEROIC ACTIONS
- Heroic Channelling
MAGICAL POWERS
| Power | Range | Casting Value |
|---|---|---|
| Fury (Moria Goblin) | Self | 3+ |
| Instill Fear | Self | 4+ |
| Transfix | 12" | 5+ |
SPECIAL RULES
- Cave Dweller
THE GOBLIN SCRIBE [50 POINTS]
HERO OF FORTITUDE, UNIQUE, 18 WARBAND
| 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
- Unarmed
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 rule can only be used once per turn.
TOM THE TROLL [120 POINTS]
HERO OF FORTITUDE, UNIQUE, 12 WARBAND
| 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
- Hand weapon
HEROIC ACTIONS
- Heroic Defence
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]
MINOR HERO, 6 WARBAND
| 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
- Heroic Defence
SPECIAL RULES
- Cave Dweller
- Dominant(4)
- Large Target
- Monstrous Charge
- Mountain Dweller
- Resistant to Magic
- Terror
-
Woodland Creature
-
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]
INDEPENDENT HERO, UNIQUE
| 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
SPECIAL RULES
- Cave Dweller
- Mountain Dweller
-
Stalk Unseen
-
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]
INDEPENDENT HERO, UNIQUE
| 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
-
Terror
-
Many Tentacles
PASSIVE
At 3 Wounds or less, Attack value becomes 3.
- Water Dweller
PASSIVE
Whilst within any water, The Watcher is never slowed, can still Shoot, and always counts as rolling a 6 on the Swim Chart. Also increases Move value to 8" and gains Monstrous Charge.
- From the Deep
ACTIVE
Never part of another Hero's Warband and deploys in a special way. During each Priority, if you wish for The Watcher to arrive, roll a D6. On a 3+, place it anywhere on the board, but not in a way that will displace other models. The Watcher cannot Charge in a turn in which it arrives.
- Grasping Tentacles
ACTIVE
In the Shoot phase, The Watcher may make D6 shooting attacks, even in Engaged in Combat. These have Strength 3 and range 6", and never require In The Way rolls. It can still shoot whilst moving and never suffers the -1 penalty. Any target hit and not slain is placed in base contact with The Watcher. If the model cannot be placed in base contact, then it is not moved at all. Also, if the target is pulled into contact with other enemy models, it is not Engaged in Combat with them, only The Watcher.
- Dragged to the Depths
BRUTAL POWER ATTACK
If within 6" of water, select a single enemy involved in the Combat and roll a D6. On a 2+, the model suffers a Wound, and if not prevented, will be immediately slain. The Watcher is then removed from the battlefield and its controlling player must roll to see if it arrives again in the same manner as described in the From the Deep special rule.
BAT SWARM [35 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 12" | 1 | 6+ | 3 | 3 | 2 | 4 | 8+ | 9+ | - | - | - |
WARGEAR
- Claws and teeth (hand weapons)
SPECIAL RULES
- Cave Dweller
-
Fly
-
Blinding Swarm
ACTIVE
Enemy models Engaged in Combat with a Bat Swarm halve their Fight value.
CAVE TROLL [75 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 6" | 6 | 4+ | 6 | 6 | 3 | 3 | 6+ | 9+ | - | - | - |
WARGEAR
- Troll Chain
OPTIONS
- 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
A throwing weapon with Strength 5 and range 3'.
- Troll Spear
ACTIVE
A spear that deals 2 Wounds rather than 1 when rolling a natural 6 on the To Wound roll when making Strikes. This rule only applies when this model is not Supporting.
GOBLIN WARRIOR [5 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 3 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Hand weapon
OPTIONS
- Two-handed weapon: 1 point
SPECIAL RULES
-
Cave Dweller
-
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]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| - | - | - | - | 10 | - | 3 | - | - | - | - | - |
SPECIAL RULES
- Moria Goblin Drum
ACTIVE
The Drum has 10 Defence, 3 Wounds, is a Heavy Object, can be shot at, is always on a 25mm base and must be deployed in base contact with one of its Moria Goblin Drummers. If, during the End Phase, an enemy model is in base contact with the Drum, and the only thing that model has done is Move this turn (e.g. no shooting, combat etc.), and that model was not affected by a Magical Power this turn, then it can remove the Drum from play.
- Drums in the Deep
ACTIVE
For the Drum to be played, at least one 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 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.
ADDITIONAL PROFILES
- Moria Goblin Drummer
- Mv 5", Fv 2, Sv 5+, S 3, D 4, A 1, W 1, C 8+, I 8+
MORIA GOBLIN PROWLER [7 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 3 | 4+ | 3 | 4 | 1 | 1 | 8+ | 7+ | - | - | - |
WARGEAR
- Armour
- two-handed weapon
- throwing weapons
SPECIAL RULES
- Cave Dweller
- Backstabbers
- Stalk Unseen
MORIA GOBLIN WARRIOR [4 POINTS]
WARRIOR
| Mv | Fv | Sv | S | D | A | W | C | I | M | W | F |
|---|---|---|---|---|---|---|---|---|---|---|---|
| 5" | 2 | 5+ | 3 | 4 | 1 | 1 | 8+ | 8+ | - | - | - |
WARGEAR
- Armour
- hand weapon
OPTIONS
- Orc bow: 1 point
- Shield: 1 point
- Spear: 1 point
SPECIAL RULES
- Cave Dweller