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Dwarven Holds

DAIN IRONFOOT, KING UNDER THE MOUNTAIN [130 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 3 3 3+ 4+ 3 3 1

WARGEAR

  • Heavy Dwarf armour
  • Barazantathul

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

SPECIAL RULES

  • Fearless

  • Barazantathul ACTIVE

Master-forged two-handed weapon.

  • King Under the Mountain ACTIVE

Dain's Stand Fast will cover the entire battlefield, regardless of range. Additionally, friendly Erebor Dwarf Hero models may benefit from his Stand Fast.

  • Venerable PASSIVE

Whenever Dain makes a Jump, Leap or Climb test, he will roll two D6 and choose the lowest result.


DURIN, KING OF KHAZAD-DUM [170 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
5" 7 4+ 4 9 3 3 4+ 4+ 3 3 1

WARGEAR

  • Exquisite Mithril armour
  • The Ring of Durin
  • Durin's axe
  • The Crown of Kings
  • The Horn of Zirakzigil

HEROIC ACTIONS

  • Heroic Challenge
  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Fearless
  • Leader (Khazad Guard)

  • Exquisite Mithril Armour PASSIVE

Mithril armour that adds 4 to Durin's Defence rather than the usual 3 (already included in his profile).

  • Durin's axe ACTIVE

Master-forged two-handed weapon. Durin may re-roll a single D6 when making a Duel roll.

  • The Horn of Zirakzigil ACTIVE

A war horn which also gives Durin the Terror special rule.

  • The Ring of Durin PASSIVE

Once per game during the Priority phase, after both sides have rolled their dice, you can re-roll your side's Priority roll.

  • The Crown of Kings PASSIVE

For each Wound he suffers, roll a D6. On a 6, the Wound is prevented and ignored.


THORIN OAKENSHIELD, KING UNDER THE MOUNTAIN [130 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
5" 7 4+ 4 8 3 3 4+ 5+ 3 3 1

WARGEAR

  • Heavy Dwarf armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge
  • Heroic March

SPECIAL RULES

  • Fearless
  • Hatred (Gundabad)

  • Orcrist ACTIVE

Elven hand-and-a-half weapon, with Orcbane, Goblinbane and Uruk-haibane, Terror (Goblin), Terror (Orc) and Terror (Uruk-hai) special rules.

  • Du Bekar PASSIVE

Friendly Dwarf models treat Thorin as a banner.

  • Ancestral Fury ACTIVE

If Thorin Charges into Combat with the Infantry keyword, he may declare a free Heroic Combat in the Fight phase.


THROR, KING UNDER THE MOUNTAIN [130 POINTS]

HERO OF LEGEND, UNIQUE, 18 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 9 3 3 4+ 5+ 3 3 1

WARGEAR

  • Mithril armour
  • shield
  • hand weapon
  • Arkenstone
  • Ring of Durin

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Challenge

SPECIAL RULES

  • Ancient Enemies (Orc)

  • Arkenstone PASSIVE

Thror passes Fate rolls on a 3+, rather than 4+. Also, if the result of a Fate roll is 4+, that roll is free, and does not cost a point of Fate.

  • The Ring of Durin PASSIVE

Once per game, after the Priority roll has taken place, you may re-roll the Priority roll.


BALIN THE DWARF [40 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 5 1 2 4+ 4+ 1 3 2

WARGEAR

  • Light armour
  • hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Defence

SPECIAL RULES

  • Longbeard ACTIVE

After the Priority roll has taken place, Balin may spend a Will point to enable his controlling player to re-roll their D6 in the Priority roll.


BALIN THE DWARF, CHAMPION OF EREBOR [60 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 8 2 2 4+ 4+ 1 3 2

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Defence

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Longbeard ACTIVE

After the Priority roll has taken place, Balin may spend a Will point to enable his controlling player to re-roll their D6 in the Priority roll.


DAIN IRONFOOT, LORD OF THE IRON HILLS [160 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 7 4+ 5 8 3 3 3+ 5+ 3 3 3

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Strike
  • Heroic Strength
  • Heroic Challenge

SPECIAL RULES

  • Burly
  • Fearless

  • Lord of the Iron Hills PASSIVE

Iron Hills models within 12" of Dain automatically pass all Courage tests they are required to take.

  • Fiery Temper ACTIVE

After killing his first enemy, Dain must always Charge if able to do so for the rest of the game.

  • Fearsome Charge PASSIVE

If Dain Charges into Combat, he gains Terror for the rest of that turn.

  • Headbutt ACTIVE

If Dain wins a Duel but fails to slay every enemy in his Combat, select one enemy 25mm model and roll a D6. On a 5+, that model is immediately knocked Prone.


DWALIN THE DWARF [95 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 5 6 2 2 4+ 5+ 2 2 2

WARGEAR

  • Armour
  • Grasper & Keeper
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Burly
  • Fearless

  • Grasper & Keeper ACTIVE

Hand weapons for which Dwalin gains +1 Attack when using Grasper & Keeper, and any To Wound rolls of a natural 6, and not prevented, will cause 2 Wounds rather than 1.

  • Weapon Master ACTIVE

Dwalin is never considered Unarmed.


DWALIN THE DWARF, CHAMPION OF EREBOR [110 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 5 8 2 2 4+ 5+ 3 2 2

WARGEAR

  • Heavy Dwarf armour
  • Grasper & Keeper
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Burly
  • Fearless
  • Sworn Protector (Thorin)

  • Grasper & Keeper ACTIVE

Hand weapons for which Dwalin gains +1 Attack when using Grasper & Keeper, and any To Wound rolls of a natural 6, and not prevented, will cause 2 Wounds rather than 1.

  • Weapon Master ACTIVE

Dwalin is never considered Unarmed.

  • The King's Axemen ACTIVE

At the start of a Combat, if Dwalin is within 3" of Thorin, he can increase his Strength by 1 when making Strikes should he win the Duel roll. However, if he loses the Duel roll, he will reduce his Defence by D3 until the end of the combat.


DWARF KING [85 POINTS]

HERO OF VALOUR, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 2 2 4+ 4+ 2 2 2

WARGEAR

  • Heavy Dwarf armour
  • hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic March
  • Heroic Resolve

SPECIAL RULES

  • Dwarven Lords PASSIVE

A Dwarf King will always have the Faction keyword of the most common type of Dwarf model in the same Army. They will gain a special rule depending on the keyword they have: Erebor - gains Ancient Enemies (Orc) Iron Hills - gains Fearless. Khazad-dum - gains throwing weapons.


FILI THE DWARF, CHAMPION OF EREBOR [70 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 3+ 4 8 2 2 5+ 6+ 3 2 1

WARGEAR

  • Heavy Dwarf armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Combat Synergy ACTIVE

At the start of any phase, before the Declare Heroic Actions step, if Kili and Fili are within 1" of each other, then they can swap places and not have it count as Moving. If they do this, then during the Fight phase of that turn they may re-roll a single D6 in the Duel roll.


GANDALF THE GREY [170 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
6" 5 4+ 4 5 2 3 3+ 3+ 3 6 3

WARGEAR

  • Staff of Power
  • Glamdring
  • Narya

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Channelling
  • Heroic Strike
  • Heroic Defence

MAGICAL POWERS

Power Range Casting Value
Protection of the Valar 6" 3+
Terrifying Aura Self 3+
Blinding Light Self 4+
Strengthen Will 12" 4+
Transfix 12" 4+
Collapse Rocks 12" 5+
Foil Magic 12" 5+
Sorcerous Blast 12" 5+

OPTIONS

  • Horse: 20 points

SPECIAL RULES

  • Glamdring ACTIVE

Elven hand-and-a-half weapon. Gandalf gains a bonus of +1 Strength when making strikes with Glamdring.

  • Narya PASSIVE

Gandalf may re-roll any failed Fate rolls.


KILI THE DWARF, CHAMPION OF EREBOR [70 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 3+ 4 8 2 2 5+ 6+ 3 2 1

WARGEAR

  • Heavy Dwarf armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Challenge

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Combat Synergy ACTIVE

At the start of any phase, before the Declare Heroic Actions step, if Kili and Fili are within 1" of each other, then they can swap places and not have it count as Moving. If they do this, then during the Fight phase of that turn they may re-roll a single D6 in the Duel roll.


MARDIN, THE KING'S WARD [80 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 5+ 2 2 2

WARGEAR

  • Heavy Dwarf armour
  • Torozul

HEROIC ACTIONS

  • Heroic Strength
  • Heroic Strike

SPECIAL RULES

  • Sworn Protector (Durin)

  • Torozul ACTIVE

This is a Foe Spear, with the Trollbane special rule. Additionally, Mardin adds +1 when rolling To Wound against Monster models.

  • Durin's Protector ACTIVE

During the Declare Heroic Actions step of the Fight phase, if Durin is Engaged in Combat within 6" of Mardin, then Mardin may declare a free Heroic Combat. If this is successful, Mardin must use the following Move to join Durin's Combat if able, or move as close as possible to him. Mardin cannot use this special rule if he is in the same Combat as Durin.


THORIN III STONEHELM [110 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 9 3 2 4+ 5+ 3 3 3

WARGEAR

  • Heavy Dwarf armour
  • Shield
  • Hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Defence

SPECIAL RULES

  • Cold-headed ACTIVE

Whenever Thorin declares a Heroic Action, roll a D6. On a 5+, the action is free and no Might points are spent. Additionally, if he declares a Heroic Action and an enemy subsequently declares a Heroic Action as well, Thorin may change the action he has declared.


THORIN OAKENSHIELD [100 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 7 3 3 4+ 5+ 3 3 3

WARGEAR

  • Heavy armour
  • hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic March
  • Heroic Defence

OPTIONS

  • Orcrist: 10 points
  • The Oakenshield: 5 points

SPECIAL RULES

  • Orcrist ACTIVE

Elven hand-and-a-half weapon, with Orcbane, Goblinbane and Uruk-haibane, Terror (Goblin), Terror (Orc) and Terror (Uruk-hai) special rules.

  • The Oakenshield ACTIVE

If Thorin uses Shielding in a Combat and wins, he may make a single Strength 4 Strike against one enemy involved in the Combat.

  • "Loyalty, honour, a willing heart. I can ask no more than that" PASSIVE

Friendly Thorin's Company models within 6" of Thorin may re-roll To Wound rolls on a natural 1 when making Strikes. Also, they may benefit from Thorin's Stand Fast.


THRAIN, SON OF THROR [130 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 3 3 4+ 5+ 3 3 3

WARGEAR

  • Heavy Dwarf armour
  • Master Forged two-handed weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Defence

SPECIAL RULES

  • Hatred (Gundabad)

  • Durin's Heir PASSIVE

Thrain's Stand Fast has a range of 12" and also affects friendly Dwarf Hero models.

  • The Ring of Durin PASSIVE

If Thrain carries the Ring of Durin, once per game after the Priority roll has taken place, you may re-roll the Priority roll.


YOUNG BALIN THE DWARF [60 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 6 2 2 4+ 4+ 2 3 2

WARGEAR

  • Armour
  • hand-and-a-half weapon

HEROIC ACTIONS

  • Heroic Defence
  • Heroic Resolve

SPECIAL RULES

  • Longbeard ACTIVE

After the Priority roll has taken place, Balin may spend a Will point to enable his controlling player to re-roll their D6 in the Priority roll.


YOUNG DWALIN THE DWARF [90 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 5 6 2 2 4+ 5+ 2 2 2

WARGEAR

  • Armour
  • Grasper & Keeper

HEROIC ACTIONS

  • Heroic Challenge
  • Heroic Strength

SPECIAL RULES

  • Fearless

  • Grasper & Keeper ACTIVE

Hand weapons for which Dwalin gains +1 Attack when using Grasper & Keeper, and any To Wound rolls of a natural 6, and not prevented, will cause 2 Wounds rather than 1.

  • Weapon Master ACTIVE

Dwalin is never considered Unarmed.

  • Dwarven Fury ACTIVE

At the start of a Combat, roll a D6. On a 5+, Dwalin may re-roll failed To Wound rolls in that combat. However on a 1, Dwalin reduces his Fight value by D3 before the Duel roll takes place.


YOUNG THORIN OAKENSHIELD [110 POINTS]

HERO OF VALOUR, UNIQUE, 15 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 3 3 4+ 5+ 3 3 3

WARGEAR

  • Heavy armour
  • hand weapon
  • The Oakenshield

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength
  • Heroic Defence
  • Heroic Challenge

SPECIAL RULES

  • The Oakenshield ACTIVE

If Thorin uses Shielding in a Combat and wins, he may make a single Strength 4 Strike against one enemy involved in the Combat.

  • To Arms! ACTIVE

Once per game at the start of his Activation, this rule may be declared. All friendly Erebor models within 3" of Thorin gain +1 Strength until the end of that turn.


BIFUR THE DWARF [45 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 3+ 4 5 2 2 5+ 7+ 1 1 2

WARGEAR

  • Light armour
  • hand weapon
  • Boar Spear

HEROIC ACTIONS

  • Heroic Strength

SPECIAL RULES

  • Throw Stones (range 8", Strength 2)

  • Boar Spear ACTIVE

Can be used as a spear or two-handed weapon.

  • Embedded Axe-blade ACTIVE

If Bifur wins a Duel roll, he may make a single Strength 4 Strike against one enemy in the Combat, but will not be doubled if they are Trapped. If he wounds them, the axe-blade in his skull is removed. From that point onwards in each Move phase, before the Declare Heroic Actions step, Bifur may take an Intelligence test. If passed, he may declare a Heroic Move that turn for free.


BIFUR THE DWARF, CHAMPION OF EREBOR [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 3+ 4 8 2 2 5+ 7+ 1 2 2

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Strength

SPECIAL RULES

  • Throw Stones (range 8", Strength 2)
  • Sworn Protector (Thorin)

  • Embedded Axe-blade ACTIVE

If Bifur wins a Duel roll, he may make a single Strength 4 Strike against one enemy in the Combat, but will not be doubled if they are Trapped. If he wounds them, the axe-blade in his skull is removed. From that point onwards in each Move phase, before the Declare Heroic Actions step, Bifur may take an Intelligence test. If passed, he may declare a Heroic Move that turn for free.


BILBO BAGGINS [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
4" 3 3+ 2 3 1 2 4+ 4+ 2 3 3

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Resolve
  • Heroic Defence

OPTIONS

  • Sting: 5 points
  • The One Ring: Free

SPECIAL RULES

  • Resistant to Magic
  • Throw Stones (range 8", Strength 1)

  • Sting ACTIVE

Elven hand weapon. Bilbo gains a bonus of +1 to his Strength when making Strikes with Sting.

  • It has not yet Awoken PASSIVE

Bilbo ignores Sauron's Will section of the One Ring rules. If Bilbo if the only model left on his side, he is not removed as a casualty if he is wearing the Ring.


BOFUR THE DWARF [45 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 5 2 2 5+ 6+ 2 1 2

WARGEAR

  • Light armour
  • mattock

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • Mattock ACTIVE

Two-handed weapon, where if this model wins a Duel roll, they may choose to try and knock down an enemy instead of making Strikes. Choose a single enemy in the combat, and both models roll a D6, adding their Strength values. If this model has an equal or higher result, then the chosen enemy is knocked Prone. This may be done before any other friendly models make their Strikes.

  • Steadfast PASSIVE

When a friendly Thorin's Company model within 3" of Bofur is affected by an enemy special rule or Magical Power, they may roll a D6. On a 3+, the model will ignore the effects. For Magical Powers, any Resist tests must be made before using this special rule.


BOFUR THE DWARF, CHAMPION OF EREBOR [65 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 6+ 2 1 2

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon
  • throwing weapons

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Steadfast ACTIVE

When a friendly Erebor Hero model within 3" of Bofur is affected by an enemy special rule or Magical Power, they may roll a D6. On a 3+, the model will ignore the effects. For Magical Powers, any Resist tests must be made before using this special rule.


BOMBUR THE DWARF [45 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 4 2 3 6+ 6+ 1 3 2

WARGEAR

  • Hand weapon

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Dominant (2)

  • Lumbering PASSIVE

If Bombur rolls a natural 6 on a Jump, Climb, Leap or Swim test, he must re-roll the result. Additionally, he may not declare Heroic Moves.

  • Raising Spirits ACTIVE

Once per turn in his Activation, choose a friendly Thorin's Company model within 3" and roll a D6. On a 4+, they regain a lost Will point.


BOMBUR THE DWARF, CHAMPION OF EREBOR [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 7 2 3 6+ 6+ 1 3 2

WARGEAR

  • Heavy Dwarf armour
  • Flail

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Dominant (2)
  • Sworn Protector (Thorin)

  • Lumbering PASSIVE

If Bombur rolls a natural 6 on a Jump, Climb, Leap or Swim test, he must re-roll the result. Additionally, he may not declare Heroic Moves.

  • Raising Spirits ACTIVE

Once per turn in his Activation, choose a friendly Thorin's Company model within 3" and roll a D6. On a 4+, they regain a lost Will point.

  • Flail ACTIVE

Hand-and-a-half weapon, if the bearer wins a Duel roll then they can either make Strikes as normal, or make a single Strike against each enemy model involved in the Combat.


DORI THE DWARF [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 5 2 2 5+ 5+ 2 2 2

WARGEAR

  • Light armour
  • hand weapons

HEROIC ACTIONS

  • Heroic Resolve

SPECIAL RULES

  • A Good Sort PASSIVE

Whilst within 3" of either Ori or Nori, Dori increases his Attacks to 3 and may re-roll any rolls of a 1 in his Duel rolls.


DORI THE DWARF, CHAMPION OF EREBOR [75 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 5+ 2 2 2

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Resolve
  • Heroic Strength

SPECIAL RULES

  • Sworn Protector (Thorin)

  • A Good Sort PASSIVE

Whilst within 3" of either Ori or Nori, Dori increases his Attacks to 3 and may re-roll any rolls of a 1 in his Duel rolls.


DWARF CAPTAIN [65 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 5+ 2 1 1

WARGEAR

  • Heavy armour
  • shield
  • hand weapon

HEROIC ACTIONS

  • Heroic March

EREBOR DWARF CAPTAIN [75 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 7 3 2 5+ 6+ 2 1 1

WARGEAR

  • Heavy armour
  • hand weapons

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Mountain Dweller

FILI THE DWARF [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 3+ 4 5 2 2 5+ 6+ 2 1 2

WARGEAR

  • Light armour
  • hand weapons
  • Throwing weapons

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Combat Synergy ACTIVE

At the start of any phase, before the Declare Heroic Actions step, if Kili and Fili are within 1" of each other, then they can swap places and not have it count as Moving. If they do this, then during the Fight phase of that turn they may re-roll a single D6 in the Duel roll.


GLOIN THE DWARF [85 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 7 3 2 4+ 5+ 2 2 2

WARGEAR

  • Heavy armour
  • hand weapons
  • throwing weapons

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Axe Mastery ACTIVE

If outnumbered in a Combat, Gloin increases his Attacks to 4 for the duration of that combat.


GLOIN THE DWARF, CHAMPION OF EREBOR [100 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 6 4+ 4 8 3 2 4+ 5+ 3 2 3

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Strength

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Axe Mastery ACTIVE

If outnumbered in a Combat, Gloin increases his Attacks to 4 for the duration of that combat.


GRIM HAMMER CAPTAIN [80 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 5+ 2 1 1

WARGEAR

  • Heavy Dwarf armour
  • Mattock
  • throwing weapon

HEROIC ACTIONS

  • Heroic March

SPECIAL RULES

  • Ancient Enemies (Orc)

  • Mattock ACTIVE

Two-handed weapon, where if this model wins a Duel roll, they may choose to try and knock down an enemy instead of making Strikes. Choose a single enemy in the combat, and both models roll a D6, adding their Strength values. If this model has an equal or higher result, then the chosen enemy is knocked Prone. This may be done before any other friendly models make their Strikes.


IRON HILLS CAPTAIN [80 POINTS]

HERO OF FORTITUDE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 8 2 2 5+ 5+ 2 1 1

WARGEAR

  • Heavy armour
  • spear
  • hand weapon
  • shield

HEROIC ACTIONS

  • Heroic March

OPTIONS

  • Exchange shield and spear for Mattock: Free

SPECIAL RULES

  • Master of Battle (5+)
  • Shieldwall

  • Mattock ACTIVE

Two-handed weapon, where if this model wins a Duel roll, they may choose to try and knock down an enemy instead of making Strikes. Choose a single enemy in the combat, and both models roll a D6, adding their Strength values. If this model has an equal or higher result, then the chosen enemy is knocked Prone. This may be done before any other friendly models make their Strikes.


KILI THE DWARF [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 3+ 4 5 2 2 5+ 6+ 2 1 2

WARGEAR

  • Light armour
  • hand weapon
  • Dwarf bow

HEROIC ACTIONS

  • Heroic Strike
  • Heroic Accuracy

SPECIAL RULES

  • Combat Synergy ACTIVE

At the start of any phase, before the Declare Heroic Actions step, if Kili and Fili are within 1" of each other, then they can swap places and not have it count as Moving. If they do this, then during the Fight phase of that turn they may re-roll a single D6 in the Duel roll.


NORI THE DWARF [55 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 5 2 2 5+ 5+ 2 1 2

WARGEAR

  • Light armour
  • hand weapon
  • two-handed weapon

HEROIC ACTIONS

  • Heroic Strike

SPECIAL RULES

  • Weapon Master ACTIVE

Nori is never considered Unarmed.

  • "Just a couple of keepsakes" ACTIVE

When Nori is carrying an Objective in Scenarios, he may re-roll all failed To Wound rolls when making Strikes. However, he may never pass the Objective to a friendly model.


NORI THE DWARF, CHAMPION OF EREBOR [75 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 9 3 2 5+ 5+ 2 2 2

WARGEAR

  • Heavy Dwarf armour
  • hand weapon
  • shield
  • throwing weapons

HEROIC ACTIONS

  • Heroic Strike

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Weapon Master ACTIVE

Nori is never considered Unarmed.

  • "Just a couple of keepsakes" ACTIVE

When Nori is carrying an Objective in Scenarios, he may re-roll all failed To Wound rolls when making Strikes. However, he may never pass the Objective to a friendly model.


OIN THE DWARF [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 4 1 2 4+ 6+ 1 5 1

WARGEAR

  • Hand-and-a-half weapon
  • Hearing Trumpet

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Healing Herbs ACTIVE

At any point during his Activation, Oin can choose a friendly Thorin's Company model in base contact and roll a D6. On a 4+, they regain a lost Wound. Can only be used once per turn.

  • Reading the Portents ACTIVE

During the Fight phase, Oin can spend a Will point to enable a friendly model within 6" to re-roll one dice in their Duel roll. This may be used multiple times in the same Fight Phase.

  • Hearing Trumpet ACTIVE

When an enemy Hero declares a Heroic Action within 6" of Oin, roll a D6. On a 5+, Oin can declare it for free. However, on a natural 1, he loses a Will point. If he already has no Will points left, then he cannot Move during that turn.


OIN THE DWARF, CHAMPION OF EREBOR [60 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 8 2 2 4+ 6+ 1 5 1

WARGEAR

  • Heavy Dwarf armour
  • shield
  • hand weapon
  • Hearing Trumpet

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Healing Herbs ACTIVE

At any point during his Activation, Oin can choose a friendly Thorin's Company model in base contact and roll a D6. On a 4+, they regain a lost Wound. Can only be used once per turn.

  • Reading the Portents ACTIVE

During the Fight phase, Oin can spend a Will point to enable a friendly model within 6" to re-roll one dice in their Duel roll. This may be used multiple times in the same Fight Phase.

  • Hearing Trumpet ACTIVE

When an enemy Hero declares a Heroic Action within 6" of Oin, roll a D6. On a 5+, Oin can declare it for free. However, on a natural 1, he loses a Will point. If he already has no Will points left, then he cannot Move during that turn.

  • Sworn Protector

(Thorin)


ORI THE DWARF [40 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 3 3+ 3 4 1 2 6+ 6+ 1 2 2

WARGEAR

  • Hand weapon
  • sling

HEROIC ACTIONS

  • Heroic Accuracy

SPECIAL RULES

  • Sharpshooter

  • Chronicler ACTIVE

If a friendly Erebor Hero within 6" and Line of Sight of Ori slays an enemy Hero or Monster, that model may regain a lost point of either Might, Will or Fate. If all their point stores are already full, then Ori may choose a different friendly Erebor Hero within 6" and Line of Sight to regain it instead.

  • Deadeye ACTIVE

If Ori scores a 6 when rolling To Hit, the target immediately suffers a single Wound and Ori may ignore any In The Way tests.


ORI THE DWARF, CHAMPION OF EREBOR [50 POINTS]

HERO OF FORTITUDE, UNIQUE, 12 WARBAND

Mv Fv Sv S D A W C I M W F
5" 4 3+ 3 7 2 2 6+ 6+ 2 2 2

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon
  • throwing weapons

HEROIC ACTIONS

  • Heroic Defence

SPECIAL RULES

  • Sworn Protector (Thorin)

  • Chronicler ACTIVE

If a friendly Erebor Hero within 6" and Line of Sight of Ori slays an enemy Hero or Monster, that model may regain a lost point of either Might, Will or Fate. If all their point stores are already full, then Ori may choose a different friendly Erebor Hero within 6" and Line of Sight to regain it instead.

  • Protect the Young PASSIVE

Other friendly Erebor Hero models within 6" of Ori do not suffer the -1 penalty to their Duel roll for using a two-handed weapon.


DWARF RANGER [8 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 3+ 3 5 1 1 6+ 6+ - - -

WARGEAR

  • Armour
  • hand weapon

OPTIONS

  • Dwarf longbow: 1 point
  • Throwing weapons: 1 point
  • Two-handed weapon: 1 point

SPECIAL RULES

  • Mountain Dweller

  • Mountain Fighters ACTIVE

This model gains a bonus of +1 To Wound when making Strikes against a model that is within a piece of difficult terrain, such as a piece of rocky terrain, or a ruin.


DWARF WARRIOR [8 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 3 6 1 1 6+ 6+ - - -

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • War horn: 25 points
  • Banner: 25 points
  • Dwarf bow: 1 point
  • Shield: 1 point
  • Two-handed weapon: 1 point

EREBOR DWARF WARRIOR [9 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 3 6 1 1 6+ 7+ - - -

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • Shield and spear: 2 points
  • Shield: 1 point
  • Spear: 1 point

SPECIAL RULES

  • Mountain Dweller

GRIM HAMMER WARRIOR [11 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 3 7 1 1 6+ 6+ - - -

WARGEAR

  • Heavy Dwarf armour
  • Mattock
  • throwing weapons

OPTIONS

  • Upgrade to Guardians of the King: 1 point

SPECIAL RULES

  • Ancient Enemies (Orc)

  • Mattock ACTIVE

Two-handed weapon, where if this model wins a Duel roll, they may choose to try and knock down an enemy instead of making Strikes. Choose a single enemy in the combat, and both models roll a D6, adding their Strength values. If this model has an equal or higher result, then the chosen enemy is knocked Prone. This may be done before any other friendly models make their Strikes.


IRON GUARD [15 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 6 2 1 6+ 6+ - - -

WARGEAR

  • Dwarf armour
  • Hand weapon
  • Throwing weapons

SPECIAL RULES

  • Mountain Dweller

IRON HILLS CHARIOT [170 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
8" 4 4+ 4 8 2 4 6+ 6+ - - -

WARGEAR

  • Heavy armour
  • hand weapon
  • Rapid-fire Bolt Thrower

SPECIAL RULES

  • Dominant (4)

  • Rapid-fire Bolt Thrower ACTIVE

A crossbow that fires D6 shots per turn. Only has a limited field of fire 45 degrees to its left or right (can be measured by placing Chariot Pivot Template with the X over the bolt thrower and dotted line running down the wooden shaft connecting the goats). This chariot may move and shoot without any -1 penalty. Can also shoot when Engaged in Combat, with no In The Way tests for models it is in Combat with.

  • Chariot Charge ACTIVE

When moving via Chariot Charge, the Chariot will inflict 3 Strength 6 hits.

  • Dwarven Crew ACTIVE

Any Iron Hills Warrior that ends their Activation in base contact may join its crew. That Warrior is removed as a casualty and then the chariot immediately regains a Wound lost earlier in the battle.


IRON HILLS GOAT RIDER [20 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 6 1 1 6+ 6+ - - -

WARGEAR

  • Heavy armour
  • war spear
  • hand weapon
  • War Goat

OPTIONS

  • Exchange war spear for Mattock: Free

IRON HILLS WARRIOR [10 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 4 4+ 4 6 1 1 6+ 6+ - - -

WARGEAR

  • Heavy armour
  • hand weapon

OPTIONS

  • Banner and shield: 26 points
  • Banner: 25 points
  • Shield and spear: 2 points
  • Crossbow: 2 points
  • Mattock: 1 point

SPECIAL RULES

  • Shieldwall

  • Mattock ACTIVE

Two-handed weapon, where if this model wins a Duel roll, they may choose to try and knock down an enemy instead of making Strikes. Choose a single enemy in the combat, and both models roll a D6, adding their Strength values. If this model has an equal or higher result, then the chosen enemy is knocked Prone. This may be done before any other friendly models make their Strikes.


KHAZAD GUARD [12 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
5" 5 4+ 4 7 1 1 6+ 6+ - - -

WARGEAR

  • Heavy Dwarf armour
  • two-handed weapon
  • hand weapon

OPTIONS

  • Hearthguard: 2 points

SPECIAL RULES

  • Bodyguard

VAULT WARDEN TEAM [25 POINTS]

WARRIOR

Mv Fv Sv S D A W C I M W F
- - - - - - - - - - - -

ADDITIONAL PROFILES

  • Iron Shield Bearer
  • Mv 5", Fv 4, Sv 4+, S 4, D 9, A 1, W 1, C 6+, I 6+
  • Foe Spear Wielder
  • Mv 5", Fv 4, Sv 4+, S 4, D 6, A 1, W 1, C 6+, I 6+

DWARVEN BALLISTA [70 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 9 10 - 3 - - 1 1 1

SPECIAL RULES

  • Direct Shot

  • Accurate ACTIVE

A Dwarven Ballista will only Scatter 3" rather than 6".

  • Piercing Shot ACTIVE

A model hit will be flung back D6" if it has a Strength of 5 or lower. Any models passed over are knocked prone and take a Strength 5 hit. The flung model stops if it hits impassable terrain or a model with Strength 6 or higher, and both take a Strength 6 hit. The flung model is knocked prone if it survives. If the flung model would end its movement over other models, those models are moved the minimum distance to allow the flung model to be placed.

ADDITIONAL PROFILES

  • Dwarf Siege Crew
  • Mv 5", Fv 4, Sv 4+, S 4, D 6, A 1, W 1, C 6+, I 6+

IRON HILLS BALLISTA [130 POINTS]

SIEGE ENGINE, 6 WARBAND

Mv Fv Sv S D A W C I M W F
- - - 8 10 - 4 - - 1 1 1

SPECIAL RULES

  • Arcing Shot

  • Area Effect ACTIVE

After rolling To Hit against the target, if the target was a Battlefield Target then all other models within 2" of them suffer a Strength 5 hit and, if they survive, will be knocked Prone.

  • Accurate ACTIVE

An Iron Hills Ballista will only Scatter 3" rather than 6"

  • The Old Twirly Whirlies ACTIVE

This ballista always counts as declaring a Heroic Shoot each Shoot phase for free. When a target is hit, draw 1mm line between centre of the Ballista and the target's base. For that turn, any shooting attacks of Strength 6 or lower cannot be made if they cross that line, or if the shooting target is within 3" of the line. Similarly in both cases, shooting attacks above Strength 6 must roll a D6. On a 5+, the shot is prevented.

ADDITIONAL PROFILES

  • Iron Hills Siege Crew
  • Mv 5", Fv 4, Sv 4+, S 4, D 6, A 1, W 1, C 6+, I 6+