Dwarven Holds
DAIN IRONFOOT, KING UNDER THE MOUNTAIN [130 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
-
Barazantathul
ACTIVE
This is a Unique Master-forged two-handed weapon.
- King Under the Mountain
ACTIVE
Dáin's Stand Fast will cover the entire battlefield, regardless of range. Additionally, friendly Erebor Dwarf Hero models may benefit from Dáin's Stand Fast.
- Venerable
PASSIVE
Whenever Dáin has to take a Jump, Climb or Leap Test, he rolls two D6 and chooses the lowest result.
DURIN, KING OF KHAZAD-DUM [170 POINTS]
DWARF | KHAZAD-DUM | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
This is a set of Unique Mithril Armour that will add 4 to Durin's Defence rather than the usual 3 (already included in his profile).
- Durin's axe
ACTIVE
This is a Unique Master-forged two-handed weapon. Additionally, Durin may re-roll a single D6 when making a Duel Roll.
- The Horn of Zirakzigil
ACTIVE
This is a Unique war horn, which also gives Durin the Terror special rule.
- The Ring of Durin
PASSIVE
This is a Unique piece of wargear. Once per game during the Priority Phase, after the roll for Priority has taken place, the bearer of the Ring of Durin can re-roll their side's Priority Roll.
- The Crown of Kings
PASSIVE
This is a Unique piece of wargear. Whenever Durin suffers a Wound, roll a D6. On a natural 6, the Wound is prevented and is ignored.
Any Khazad Guard in Durin's Warband upgraded to Hearthguard have the Burly special rule.
THORIN OAKENSHIELD, KING UNDER THE MOUNTAIN [130 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
This is a Unique Elven hand-and-a-half weapon. Orcrist has the Orcbane, Goblinbane and Uruk-haibane special rules. Additionally, the wielder of Orcrist has the Terror (Orc), Terror (Goblin) 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]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
- The Ring of Durin
HEROIC ACTIONS
SPECIAL RULES
-
Ancient Enemies (Orc)
-
Arkenstone
PASSIVE
This is a Unique piece of wargear. The bearer of the Arkenstone passes Fate Rolls on a 3+. Additionally, when making a Fate Roll, if the result is a 4 or better, then the Fate Point is free and is not spent.
- The Ring of Durin
PASSIVE
This is a Unique piece of wargear. Once per game during the Priority Phase, after the roll for Priority has taken place, the bearer of the Ring of Durin can re-roll their side's Priority Roll.
Any Grim Hammer Warriors upgraded to Guardians of the King in Thror's warband will have a Strength value of 4.
BALIN THE DWARF [40 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Longbeard
ACTIVE
During the Priority Phase, after the roll for Priority has taken place, Balin can spend a Will Point to allow his controlling player to re-roll their roll for Priority.
BALIN THE DWARF, CHAMPION OF EREBOR [60 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Sworn Protector (Thorin)
-
Longbeard
ACTIVE
During the Priority Phase, after the roll for Priority has taken place, Balin can spend a Will Point to allow his controlling player to re-roll their roll for Priority.
DAIN IRONFOOT, LORD OF THE IRON HILLS [160 POINTS]
DWARF | IRON HILLS | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- War Boar - 25 points
SPECIAL RULES
Friendly Iron Hills models within 12" of Dáin automatically pass all Courage Tests they are required to take.
- Fiery Temper
ACTIVE
After Dáin has killed an enemy model, then from that point onwards whenever Dáin Moves, he must always Charge an enemy model if possible.
- Fearsome Charge
PASSIVE
If Dáin Charges into Combat, then until the end of turn he counts as having the Terror special rule.
- Headbutt
ACTIVE
If Dáin wins a Duel Roll but fails to slay every enemy model involved in the Combat, he may choose a single enemy model on a 25mm base involved in the Combat and roll a D6. On a 5+, the chosen model is immediately knocked Prone.
WAR BOAR
BOAR | MOUNT
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 8" | 4 | 6+ | 4 | 6 | 0 | 2 | 7+ | 9+ |
DWALIN THE DWARF [95 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
These are Unique hand weapons. Additionally, a model gains a bonus of +1 to its Attacks characteristic when using Grasper & Keeper, and any To Wound Rolls of a natural 6 that are not prevented will deal 2 Wounds rather than 1.
- Weapon Master
ACTIVE
Dwalin is never considered Unarmed.
DWALIN THE DWARF, CHAMPION OF EREBOR [110 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Burly
- Fearless
-
Sworn Protector (Thorin)
-
Grasper & Keeper
ACTIVE
These are Unique hand weapons. Additionally, a model gains a bonus of +1 to its Attacks characteristic when using Grasper & Keeper, and any To Wound Rolls of a natural 6 that are not prevented will deal 2 Wounds rather than 1.
- Weapon Master
ACTIVE
Dwalin is never considered Unarmed.
- The King's Axemen
ACTIVE
At the beginning of a Combat, so long as he is within 3" of Thorin, Dwalin can use this special rule. If he does, Dwalin increases 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, before any enemy models make Strikes.
DWARF KING [85 POINTS]
DWARF | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
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. So, if the majority of friendly Dwarf models have the Erebor Keyword, then the Dwarf King will also have the Erebor Keyword. A Dwarf King will gain a special rule depending on the Keyword they have, as listed below:
Erebor - This model gains the Ancient Enemies (Orc) special rule.
Iron Hills - This model gains the Fearless special rule.
Khazad-dûm - This model gains throwing weapons.
FILI THE DWARF, CHAMPION OF EREBOR [70 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
WIZARD | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
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]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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 with each other - this does not count as Moving. If they have used this special rule during a turn, then during the Fight Phase of that turn they may each re-roll a single D6 when making a Duel Roll.
MARDIN, THE KING'S WARD [80 POINTS]
DWARF | KHAZAD-DUM | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
-
Sworn Protector (Durin)
-
Torozul
ACTIVE
This is a Unique Foe Spear (see page 66) with the Trollbane special rule. Additionally, Mardin gains an additional bonus of +1 To Wound when making Strikes against Monster models.
- Durin's Protector
ACTIVE
During the Declare Heroic Actions step of the Fight Phase, if Durin is Engaged in Combat and is within 6" of Mardin, then Mardin may declare a free Heroic Combat. If this Heroic Combat is successful, then Mardin must use the following Move to join Durin's Combat. If this is not possible, then Mardin must Move as close as possible to Durin. Mardin cannot use this special rule if he is in the same Combat as Durin.
THORIN III STONEHELM [110 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Cold-headed
ACTIVE
Whenever Thorin declares a Heroic Action, roll a D6. On a 5+, the Heroic Action is free and no Might Points are spent. Additionally, if Thorin declares a Heroic Action and an enemy model subsequently declares a Heroic Action, Thorin may choose to change the type of Heroic Action he has declared if he wishes.
THORIN OAKENSHIELD [100 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Orcrist - 10 points
- The Oakenshield - 5 points
SPECIAL RULES
- Orcrist
ACTIVE
This is a Unique Elven hand-and-a-half weapon. Orcrist has the Orcbane, Goblinbane and Uruk-haibane special rules. Additionally, the wielder of Orcrist has the Terror (Orc), Terror (Goblin) and Terror (Uruk-hai) special rules.
- The Oakenshield
ACTIVE
This is a Unique shield. Additionally, if Thorin elects to shield with the Oakenshield and wins the Combat, then he may inflict a single Strength 4 hit on one enemy model 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 of a natural 1 when making Strikes. Additionally, friendly Thorin's Company models may benefit from Thorin's Stand Fast.
THRAIN, SON OF THROR [130 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Hatred (Gundabad)
-
Durin's Heir
PASSIVE
Thráin's Stand Fast has a range of 12". Additionally, friendly Dwarf Hero models may benefit from Thráin's Stand Fast.
- The Ring of Durin
PASSIVE
Once per game during the Priority Phase, after the roll for Priority has taken place, the bearer of the Ring of Durin can re-roll their side's Priority Roll.
If your army does not include Thror, Thrain carries the Ring of Durin.
YOUNG BALIN THE DWARF [60 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Longbeard
ACTIVE
During the Priority Phase, after the roll for Priority has taken place, Balin can spend a Will Point to allow his controlling player to re-roll their roll for Priority.
YOUNG DWALIN THE DWARF [90 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
-
Grasper & Keeper
ACTIVE
These are Unique hand weapons. Additionally, a model gains a bonus of +1 to its Attacks characteristic when using Grasper & Keeper, and any To Wound rolls of a natural 6 that are not prevented will deal 2 Wounds rather than 1.
- Weapon Master
ACTIVE
Dwalin is never considered Unarmed.
- Dwarven Fury
ACTIVE
At the start of a Combat involving Dwalin, roll a D6. On a 5+, Dwalin may re-roll failed To Wound Rolls during that Combat. On a 2-4, nothing happens and the Combat proceeds as normal. However on a 1, Dwalin reduces his Fight Value by D3 before the Duel Roll takes place.
YOUNG THORIN OAKENSHIELD [110 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- The Oakenshield
ACTIVE
This is a Unique shield. Additionally, if Thorin elects to shield with the Oakenshield and wins the Combat, then he may inflict a single Strength 4 hit on one enemy model involved in the Combat.
- To Arms!
ACTIVE
Once per game, at the start of his Activation, Thorin can declare he is using this special rule. If he does, then until the end of the turn all friendly Erebor models within 3" of Thorin increase their Strength by 1.
BIFUR THE DWARF [45 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
-
Throw Stones (range 8", Strength 2)
-
Boar Spear
ACTIVE
This can be used as either a spear or a two-handed weapon.
- Embedded Axe-blade
ACTIVE
If Bifur wins a Duel Roll, then he may choose to headbutt an enemy model instead of making Strikes. If he does, choose a single enemy model involved in the Combat. The chosen model suffers a single Strength 4 Strike from Bifur, though this will not be doubled if the chosen model is Trapped. If Bifur Wounds the chosen model with this Strike, then the axe-blade will have been freed from his skull. From this point on at the start of each Move Phase, before the Declare Heroic Actions step, Bifur may take an Intelligence Test; if the test is passed, Bifur may declare a Heroic Move that turn for free.
BIFUR THE DWARF, CHAMPION OF EREBOR [65 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Throw Stones (range 8", Strength 2)
-
Sworn Protector (Thorin)
-
Embedded Axe-blade
ACTIVE
If Bifur wins a Duel Roll, then he may choose to headbutt an enemy model instead of making Strikes. If he does, choose a single enemy model involved in the Combat. The chosen model suffers a single Strength 4 Strike from Bifur, though this will not be doubled if the chosen model is Trapped. If Bifur Wounds the chosen model with this Strike, then the axe-blade will have been freed from his skull. From this point on at the start of each Move Phase, before the Declare Heroic Actions step, Bifur may take an Intelligence Test; if the test is passed, Bifur may declare a Heroic Move that turn for free.
BILBO BAGGINS [55 POINTS]
HOBBIT | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Sting - 5 points
- The One Ring - Free
SPECIAL RULES
- Resistant to Magic
-
Throw Stones (range 8", Strength 1)
-
Sting
ACTIVE
This is a Unique Elven hand weapon. A model gains a bonus of +1 to their Strength when making Strikes with Sting.
- It has not yet Awoken
PASSIVE
Bilbo ignores the Sauron's Will section of the rules for the One Ring. Furthermore, if Bilbo is the only model left on his controlling player's side, and is wearing the One Ring, he is not removed as a casualty as would usually be the case.
BOFUR THE DWARF [45 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Mattock
ACTIVE
This is a two-handed weapon. Additionally, if a model wielding a Mattock wins a Duel Roll they may choose to try to knock down an enemy model instead of making Strikes. If they do, choose a single enemy model involved in the Combat. This model and the chosen model both roll a single D6 and add their Strength characteristic. If this model rolls equal to or higher than the chosen model, then the chosen model is immediately knocked Prone. This may be done before any other friendly models make their Strikes.
- Steadfast
PASSIVE
Whenever 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 its effects. In the case of a Magical Power, any Resist Tests must be made before using this special rule.
BOFUR THE DWARF, CHAMPION OF EREBOR [65 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
OPTIONS
- Troll Brute - 100 points
Bofur replaces the Orc Commander.
SPECIAL RULES
-
Sworn Protector (Thorin)
-
Steadfast
ACTIVE
Whenever a friendly Erebor Hero 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 its effects. In the case of a Magical Power, any Resist Tests must be made before using this special rule.
BOMBUR THE DWARF [45 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Dominant (2)
-
Lumbering
PASSIVE
Bombur may not declare Heroic Moves. Additionally, if Bombur rolls a natural 6 on a Jump, Climb, Leap or Swim Test, then he must re-roll the result.
- Raising Spirits
ACTIVE
Once per turn, during his Activation, Bombur can choose a friendly Thorin's Company model within 3" and roll a D6. On a 4+, the chosen model regains a single Will Point spent earlier in the battle.
BOMBUR THE DWARF, CHAMPION OF EREBOR [60 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Dominant (2)
-
Sworn Protector (Thorin)
-
Lumbering
PASSIVE
Bombur may not declare Heroic Moves. Additionally, if Bombur rolls a natural 6 on a Jump, Climb, Leap or Swim Test, then he must re-roll the result.
- Raising Spirits
ACTIVE
Once per turn, during his Activation, Bombur can choose a friendly Erebor Hero model within 3" and roll a D6. On a 4+, the chosen model regains a single Will Point spent earlier in the battle.
- Flail
ACTIVE
This is a hand-and-a-half weapon. Additionally, if the bearer wins a Duel Roll, then they can either make Strikes as normal or make a single Strike against each enemy model that was involved in the Combat.
DORI THE DWARF [55 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
DWARF | KHAZAD-DUM | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
EREBOR DWARF CAPTAIN [75 POINTS]
DWARF | EREBOR | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
FILI THE DWARF [50 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Axe Mastery
ACTIVE
If Glóin is outnumbered in a Combat, he increases his Attacks to 4 for the duration of the Combat.
GLOIN THE DWARF, CHAMPION OF EREBOR [100 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Sworn Protector (Thorin)
-
Axe Mastery
ACTIVE
If Glóin is outnumbered in a Combat, he increases his Attacks to 4 for the duration of the Combat.
GRIM HAMMER CAPTAIN [80 POINTS]
DWARF | EREBOR | HERO, INFANTRY | 25MM
| 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
SPECIAL RULES
-
Ancient Enemies (Orc)
-
Mattock
ACTIVE
This is a two-handed weapon. Additionally, if a model wielding a Mattock wins a Duel Roll they may choose to try to knock down an enemy model instead of making Strikes. If they do, choose a single enemy model involved in the Combat. This model and the chosen model both roll a single D6 and add their Strength characteristic. If this model rolls equal to or higher than the chosen model, then the chosen model is immediately knocked Prone. This may be done before any other friendly models make their Strikes.
IRON HILLS CAPTAIN [80 POINTS]
DWARF | IRON HILLS | HERO, INFANTRY | 25MM
| 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
HEROIC ACTIONS
OPTIONS
If he dismounts, the Chariot remains in play as a standard Iron Hills Chariot.
SPECIAL RULES
- Master of Battle (5+)
-
Mattock
ACTIVE
This is a two-handed weapon. Additionally, if a model wielding a Mattock wins a Duel Roll they may choose to try to knock down an enemy model instead of making Strikes. If they do, choose a single enemy model involved in the Combat. This model and the chosen model both roll a single D6 and add their Strength characteristic. If this model rolls equal to or higher than the chosen model, then the chosen model is immediately knocked Prone. This may be done before any other friendly models make their Strikes.
KILI THE DWARF [50 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
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 with each other - this does not count as Moving. If they have used this special rule during a turn, then during the Fight Phase of that turn they may each re-roll a single D6 when making a Duel Roll.
NORI THE DWARF [55 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
- Weapon Master
ACTIVE
Nori is never considered Unarmed.
- "Just a couple of keepsakes"
ACTIVE
Whilst Nori is carrying an Objective in Scenarios where this applies, he may re-roll all failed To Wound Rolls when making Strikes. However, Nori may never pass an Objective Marker to a friendly model.
NORI THE DWARF, CHAMPION OF EREBOR [75 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Sworn Protector (Thorin)
-
Weapon Master
ACTIVE
Nori is never considered Unarmed.
- "Just a couple of keepsakes"
ACTIVE
Whilst Nori is carrying an Objective in Scenarios where this applies, he may re-roll all failed To Wound Rolls when making Strikes. However, Nori may never pass an Objective Marker to a friendly model.
OIN THE DWARF [50 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Healing Herbs
ACTIVE
At any point during his Activation, Óin can choose a friendly Thorin's Company model in base contact and roll a D6. On a 4+, the chosen model immediately regains a Wound lost earlier in the battle. Óin can only use this special rule once per turn.
- Reading the Portents
ACTIVE
During the Fight Phase, Óin can spend a Will Point to allow a friendly Thorin's Company model within 6" to re-roll a single dice during their Duel Roll. Óin can use this special rule multiple times during the same Fight Phase, so long as he has Will Points remaining.
- Hearing Trumpet
ACTIVE
Whenever an enemy Hero declares a Heroic Action within 6" of Óin, you may roll a D6. On a 5+, Óin may immediately declare the same Heroic Action for free. However, on a natural 1, Óin immediately loses a Will Point. If he cannot lose a Will Point in this manner, then Óin cannot Move during that turn as he tries to fix his Hearing Trumpet.
OIN THE DWARF, CHAMPION OF EREBOR [60 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
SPECIAL RULES
- Healing Herbs
ACTIVE
At any point during his Activation, Óin can choose a friendly Thorin's Company model in base contact and roll a D6. On a 4+, the chosen model immediately regains a Wound lost earlier in the battle. Óin can only use this special rule once per turn.
- Reading the Portents
ACTIVE
During the Fight Phase, Óin can spend a Will Point to allow a friendly Thorin's Company model within 6" to re-roll a single dice during their Duel Roll. Óin can use this special rule multiple times during the same Fight Phase, so long as he has Will Points remaining.
- Hearing Trumpet
ACTIVE
Whenever an enemy Hero declares a Heroic Action within 6" of Óin, you may roll a D6. On a 5+, Óin may immediately declare the same Heroic Action for free. However, on a natural 1, Óin immediately loses a Will Point. If he cannot lose a Will Point in this manner, then Óin cannot Move during that turn as he tries to fix his Hearing Trumpet.
- Sworn Protector (Thorin)
ORI THE DWARF [40 POINTS]
DWARF | THORIN'S COMPANY | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Chronicler
ACTIVE
Whenever a friendly Thorin's Company model within 6" and Line of Sight of Ori slays an enemy Hero or Monster, then that Thorin's Company model may immediately regain a single point of either Might, Will or Fate spent earlier in the battle. If they are unable to regain a point of Might, Will or Fate, because their stores of each are full, then you may choose a different friendly Thorin's Company model within 6" and Line of Sight of Ori to regain it instead.
- Deadeye
ACTIVE
If Ori scores a natural 6 when rolling To Hit with his sling, then do not make an In The Way Tests or roll To Wound. Instead the target will automatically suffer a single Wound.
ORI THE DWARF, CHAMPION OF EREBOR [50 POINTS]
DWARF | EREBOR | HERO, INFANTRY, UNIQUE | 25MM
| 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
HEROIC ACTIONS
SPECIAL RULES
-
Sworn Protector (Thorin)
-
Chronicler
ACTIVE
Whenever a friendly Thorin's Company model within 6" and Line of Sight of Ori slays an enemy Hero or Monster, then that Thorin's Company model may immediately regain a single point of either Might, Will or Fate spent earlier in the battle. If they are unable to regain a point of Might, Will or Fate, because their stores of each are full, then you may choose a different friendly Thorin's Company model within 6" and Line of Sight of Ori 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]
DWARF | KHAZAD-DUM | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 3+ | 3 | 5 | 1 | 1 | 6+ | 6+ |
WARGEAR
OPTIONS
A Dwarf Ranger must have one of the following options for the listed points cost:
- Dwarf Longbow - 1 point
- Throwing Weapons - 1 point
- Two-handed Weapon - 1 point
SPECIAL RULES
-
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]
DWARF | KHAZAD-DUM | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 3 | 6 | 1 | 1 | 6+ | 6+ |
WARGEAR
OPTIONS
A Dwarf Warrior must have one of the following options for the listed points cost:
- War Horn - 25 points
- Banner - 25 points
- Dwarf Bow - 1 point
- Shield - 1 point
- Two-handed Weapon - 1 point
EREBOR DWARF WARRIOR [9 POINTS]
DWARF | EREBOR | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 3 | 6 | 1 | 1 | 6+ | 7+ |
WARGEAR
OPTIONS
An Erebor Dwarf Warrior must have one of the following options for the listed points cost:
SPECIAL RULES
GRIM HAMMER WARRIOR [11 POINTS]
DWARF | EREBOR | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 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
This is a two-handed weapon. Additionally, if a model wielding a Mattock wins a Duel Roll they may choose to try to knock down an enemy model instead of making Strikes. If they do, choose a single enemy model involved in the Combat. This model and the chosen model both roll a single D6 and add their Strength characteristic. If this model rolls equal to or higher than the chosen model, then the chosen model is immediately knocked Prone. This may be done before any other friendly models make their Strikes.
IRON GUARD [15 POINTS]
DWARF | KHAZAD-DUM | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 6 | 2 | 1 | 6+ | 6+ |
WARGEAR
SPECIAL RULES
IRON HILLS CHARIOT [170 POINTS]
DWARF | IRON HILLS | WARRIOR, CHARIOT | 170MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 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
This is a crossbow that fires D6 shots per turn rather than just one. A Rapid-fire Bolt Thrower only has a limited field of fire of 45° to its left or right, which can be measured by placing the Chariot Pivot Template with the X over the bolt thrower and the dotted line running down the wooden shaft connecting the goats - this is the Chariot's field of fire. An Iron Hills Chariot may still shoot even if it has Moved that turn, and never suffers the -1 penalty for Moving and Shooting. An Iron Hills Chariot may still Shoot even if it is Engaged in Combat, and does not need to take In The Way Tests for models it is in Combat with.
- Chariot Charge
ACTIVE
When an Iron Hills Chariot Moves via Chariot Charge, it will inflict 3 Strength 6 Impact Hits.
- Dwarven Crew
ACTIVE
Any Iron Hills Warrior that ends their Activation in base contact with an Iron Hills Chariot may join its crew. If it does, remove the Iron Hills Warrior from the board as a Casualty. The Iron Hills Chariot then immediately regains a single Wound lost earlier in the battle.
IRON HILLS GOAT RIDER [20 POINTS]
DWARF | IRON HILLS | WARRIOR, CAVALRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 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
War Goat
GOAT | MOUNT
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 8" | 2 | 6+ | 4 | 5 | 0 | 1 | 7+ | 7+ |
SPECIAL RULES
-
Devastating Charge
ACTIVE
When this model Charges against one or more 25mm models, roll a D6 for each. On a 5+, that model is immediately knocked Prone.
IRON HILLS WARRIOR [10 POINTS]
DWARF | IRON HILLS | WARRIOR, INFANTRY | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 6 | 1 | 1 | 6+ | 6+ |
WARGEAR
OPTIONS
An Iron Hills Warrior must have one of the following options for the listed points cost:
- Banner and Shield - 26 points
- Banner - 25 points
- Shield and Spear - 2 points
- Crossbow - 2 points
- Mattock - 1 point
SPECIAL RULES
-
Mattock
ACTIVE
This is a two-handed weapon. Additionally, if a model wielding a Mattock wins a Duel Roll they may choose to try to knock down an enemy model instead of making Strikes. If they do, choose a single enemy model involved in the Combat. This model and the chosen model both roll a single D6 and add their Strength characteristic. If this model rolls equal to or higher than the chosen model, then the chosen model is immediately knocked Prone. This may be done before any other friendly models make their Strikes.
KHAZAD GUARD [12 POINTS]
DWARF | KHAZAD-DUM | WARRIOR, INFANTRY, ELITE | 25MM
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 5 | 4+ | 4 | 7 | 1 | 1 | 6+ | 6+ |
WARGEAR
OPTIONS
- Hearthguard - 2 points
SPECIAL RULES
VAULT WARDEN TEAM [25 POINTS]
DWARF | KHAZAD-DUM | WARRIOR, INFANTRY | 25MM
Iron Shield Bearer
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 9 | 1 | 1 | 6+ | 6+ |
WARGEAR
- Heavy Armour
- Hand Weapon
- Iron Shield
SPECIAL RULES
- Iron Shield
ACTIVE
This is a shield that provides a bonus of +3 to a model's Defence rather than the usual +1. Additionally, a model carrying an Iron Shield suffers a -1 penalty to their Duel Rolls, unless they are Supported by a model with a Foe Spear.
Foe Spear Wielder
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 6 | 1 | 1 | 6+ | 6+ |
WARGEAR
- Heavy Armour
- Foe Spear
SPECIAL RULES
- Foe Spear
ACTIVE
This is a spear. Additionally, if a model with a Foe Spear is Supporting a model with an Iron Shield, they gain a bonus of +1 To Wound when making Strikes against Monster models.
DWARVEN BALLISTA [70 POINTS]
SIEGE ENGINE | 40MM
| Range | S | D | W |
|---|---|---|---|
| 6"‑48" | 9 | 10 | 3 |
COMPOSITION
Crewed by two Dwarf Siege Crew, one of which is the Siege Veteran.
SPECIAL RULES
-
Accurate
ACTIVE
A Dwarven Ballista will only Scatter 3" rather than 6".
- Piercing Shot
ACTIVE
A model that is hit by the shot of a Dwarven Ballista will be flung back D6" directly away from the Dwarven Ballista if it has a Strength of 5 or lower. Any model that is passed over by the flung model suffers a Strength 5 hit and will be knocked Prone. If the flung model comes into contact with a piece of impassable terrain or a model with a Strength of 6 or higher, then it will stop and both the flung model and the model or piece of terrain that was hit will suffer one Strength 6 hit. After being flung back, the flung model will be knocked Prone if they survive. If after the model is flung back it would finish over other models and it has survived, then simply move the other models the minimum distance possible to allow the flung model to be placed where it has landed.
Dwarf Siege Crew
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 6 | 1 | 1 | 6+ | 6+ |
WARGEAR
IRON HILLS BALLISTA [130 POINTS]
SIEGE ENGINE | 100MM
| Range | S | D | W |
|---|---|---|---|
| 12"‑60" | 8 | 10 | 4 |
COMPOSITION
Crewed by four Iron Hills Siege Crew, one of which is the Siege Veteran.
SPECIAL RULES
-
Area Effect
ACTIVE
After rolling To Hit against the actual target, if the actual target was a Battlefield Target then all other models within 2" of the actual target 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
TAn Iron Hills Ballista always counts as declaring a Heroic Shoot each Shoot Phase for free. When the Ballista hits a target, place a 25mm marker directly underneath the actual target, then draw a 1mm wide line from the centre of the Iron Hills Ballista to the centre of the marker. Any shooting attacks (friend or foe) that have a Strength of 6 or lower cannot be made if they cross the line, or if they target a model within 3" of the line. If a shooting attack that has a Strength of 7 or higher crosses the line, or targets a model within 3" of the line, roll a D6. On a 5+ the shooting attack is immediately cancelled and does not hit its target - otherwise it will hit as normal. At the end of the turn, remove any markers placed by this special rule.
Iron Hills Siege Crew
| Mv | Fv | Sv | S | D | A | W | C | I |
|---|---|---|---|---|---|---|---|---|
| 5" | 4 | 4+ | 4 | 6 | 1 | 1 | 6+ | 6+ |
WARGEAR