MORIA. flail/whip/scourge. club/staff. Moria Goblin Warrior. Moria Goblin Prowler. Gundabad Blackshield. Warg Marauder. Moria Goblin Drummer

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MORIA Weapon Special Strikes Model Two-handed hammer/mace/maul hammer/mace/maul sword/dagger two-handed axe/pick axe/pick club/staff flail/whip/scourge Model Two-handed hammer/mace/maul hammer/mace/maul sword/dagger two-handed axe/pick axe/pick club/staff flail/whip/scourge Drûzhag the Beastcaller Cave Drake Durbûrz, The Goblin King of Moria Grôblog Moria Goblin Warrior Moria Goblin Prowler Ashrâk Gundabad Blackshield The Spider Queen Warg Marauder Balrog Gundabad Blackshield Shaman Moria Goblin Drummer Gundabad Blackshield Drummer Moria Goblin Shaman Wild Warg Gundabad Blackshield Captain Giant Spider Moria Goblin Captain Bat Swarm Wild Warg Chieftain Cave Troll Dragon Dweller in the Dark The Watcher in the Water Allays: Goblin Town Desolator of the North Mordor Angmar & Gundabad Dol Guldur Harad & Umbar Eastern Kingdoms Moria Isengard Moria 1

HEROES DRÛZHAG THE BEASTCALLER (Goblin) Point value: 90 Drûzhag the Beastcaller 3/5+ 3 4 1 2 4 2 5 2 5 Cave Dweller: Cave Dwellers add 1 to all Jump, Leap and Climb tests. They also suffer no penalties for fighting in the dark. Master of the Dark Wild: All Bats, Wargs and Spiders within 12 of Drûzhag use his Courage instead their own. Magical Powers: Enrage Beast 3+ 12 Bestial Fury 3+ 6 Bestial Fury: this magic power works in the same way as Fury spell. However, it instead affects apply to (unridden) Wargs, Spiders and Bats not Goblins, it may be channelled. Enrage Beast: this magic power can be used against a single Bat, (unridden) Warg or Spider model. It this power is successfully casted, the target s Fight, Strength, Attack and Courage are increased by 3 until he end of Fight phase. The enraged model suffers a Strength 10 hit, at the end of the Fight phase. It may not be channelled. DURBÛRZ, THE GOBLIN KING OF MORIA (Goblin) Point value: 60 Heavy armour. Durbûrz, The Goblin King of Moria 4/5+ 4 6 2 2 4 3 2 2 5 Iron Fist: The range of Durbûrz Stand Fast! is 12 rather than 6. GRÔBLOG (Goblin) Point value: 55 Grôblog 3/5+ 4 6 2 2 3 3 1 1 5 Armour and the Mithril Crown. The Mithril Crown: While Grôblog is alive, Goblins pass the Fate save provided by Fury on a 5+ instead instead of just the roll of 6. ASHRÂK (Goblin) Point value: 55 Ashrâk 2/5+ 3 4 1 2 3 1 3 1 5 Armour and a two-handed weapon. Death-touch: Any model who wounds, or is wounded by Ashrâk in a fight must roll a D6, on a 4+, they are Paralysed exactly as if they had failed resist the Paralyze Magical Power. Magical Powers: Transfix 5+ 12 Fury 3+ 6 If your army includes Ashrâk you can upgrade any number of Giant Spiders to Venom-back Spiders at a cost of +2 per model. If Venom-back Spider fails to wound an enemy, it must re-roll dice (Venom Special Rule). 2

THE SPIDER QUEEN (Giant Spider, Monster) Point value: 115 The Spider Queen 6/6+ 6 4 2 3 4 2 3 0 10 Broodling 2/6+ 3 3 1 1 2 - - - 6 Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn. Movement: The Spider Queen can move at full speed over any type of difficult terrain and ignores all obstacles except for water features and gaps such as chasms, ditches and other open spaces, which she has to jump as normal. Venom: The Spider Queen must re-roll any failed To Wound rolls. Pounce: When charging, the Spider Queen counts as a Monstrous Mount, and therefore gets both bonuses that cavalry models get (Extra Attack and Knock to the Ground). As usual with Monstrous Mounts, these bonuses are not lost if the Spider Queen is engaged by enemy cavalry, but are lost if she is engaged by another Monstrous Mount. Progeny: During any point of her move, the Spider Queen can expend a Will point to put a Broodling base into play anywhere, at least partially within 3. Broodlings may move and charge on the turn they are summoned. She may summon multiple Broodlings in a single turn, provided she has sufficient Will remaining. Note, Broodlings are not counted when working out if a force is broken. BALROG (Spirit, Monster) Point value: 350 Fiery Lash. Balrog 10/3+ 9 9 4 10 7 3 7 0 6 Fiery lash: The Balrog s flaming whip counts as a throwing weapon with a range of 6 and Strength 7. Resistant to Magic If this model is targeted by a magical power and has no Will points to resist it with, it may still take a Resist test with a single dice. Ancient Evil: All Good models within 18 suffer a -1 penalty to their Courage value until they move out of range (note that this is not cumulative with other rules that confer similar penalties). Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn. THE WATCHER IN THE WATER (Kraken, Monster) Point value: 250 The Watcher in the Water 6/3+ 6 6 6 6 2 2 4 1 4 Resistant to Magic, Terror see Dragon s entry. Huge Monstrum: The Watcher in the Water cannot be trapped. From the Deep: When you deploy your army, do not place the Watcher in the Water on the board instead keep it to one side ready for use later in the game. At the start of each turn, before rolling for priority, announce if you would like the Watcher to arrive. Once you have declared that you would like the Watcher to arrive, you must at the start of each turn thereafter until it is available. When Watcher is ready to enter play, immediately place it anywhere on the battlefield it can displace models. Move any displaced miniatures by the shortest possible distance so they are 1 away from the Watcher (or as close as space will allow). In this situation, players take it in turns to reposition his own displaced models, with the player that controls Watcher in the Water going first. The Watcher cannot charge in the turn it arrives. Tentacles: In the Shoot phase, the Watcher can make 3+D3 shootings attacks. These have a range of 6, a Strength of 3 and never require In The Way rolls. Any model hit by a tentacle, but not slain, is dragged into base contact with the Watcher by shortest route, even over heads of other models. Models moved in this way does count as having charged. If there is no space for the model to fit into combat with Watcher, it is not moved at all. The Watcher can make these special strikes even if it is in base contact with an enemy. Many Tentacles: Each time the Watcher loses a Wound, it also loses an Attack. Water Dweller: The Watcher in the Water is not slowed when entering a water feature and always as having rolled a 6 on the Swimming chart. Additionally it doubles its movement while is wholly within a water feature. 3

COMMANDERS GUNDABAD BLACKSHIELD SHAMAN (Goblin) Point value: 50 Gundabad Blackshield Shaman 2/5+ 3 4 1 2 4 1 3 1 5 Ancient Enemies: This model must re-roll 1s when attempting to wound Elves or Dwarves. Magical Powers: Tremor 5+ up to 12 Shatter 3+ special Tremor. Draw a straight line that extends 2D6 from the Shaman. All models touched are knocked to the ground and suffers a Strength 6 hit. One model affected can attempt to resist this spell in the usual manner. Shatter. Pick an enemy model within sight of the Shaman. The victim has all of its weapons destroyed and is consider to be unarmed for the remainder of the game. MORIA GOBLIN SHAMAN (Goblin) Point value: 45 Armour and spear. Moria Goblin Shaman 2/5+ 3 4 1 2 3 1 3 1 5 Magical Powers: Transfix 5+ 12 Fury 3+ 6 GUNDABAD BLACKSHIELD CAPTAIN (Goblin) Point value: 45 Gundabad Blackshield Captain 3/5+ 5 6 2 2 4 2 1 1 5 Heavy armour and two-handed weapon. Cave Dweller, Ancient Enemies - see Gundabad Blackshield Shaman s entry. MORIA GOBLIN CAPTAIN (Goblin) Point value: 35 Moria Goblin Captain 3/5+ 4 5 2 2 3 2 1 1 5 Orc bow 5 points Shield 5 points WILD WARG CHIEFTAIN (Warg) Point value: 75 Wild Warg Chieftain 5/5+ 6 5 2 3 3 2 3 1 10 Terror see Witch-King of Angmar s entry. Packlord: Only other Wargs may use a Wild Warg Chieftain s Stand Fast! rule or benefit from its heroic actions. Hunting Howl: All unridden warg-type models (including Wild Warg Chieftain) in 6 gain bonus +2 to their Movement value. 4

DRAGON (Dragon, Monster) Point value: 250 Dragon 7/2+ 7 7 4 7 4 3 3 3 6 Resistant to Magic, Terror see Balrog s entry. Harbinger of Evil: All Good models within 12 suffer a -1 penalty to their Courage value until they move out of range (note that this is not cumulative with other rules that confer similar penalties). Draconic Charge: If a Dragon charges into combat, it will knock enemy models to the ground in the same way as a monstrous mount if it wins the fight. Survival Instinct: Each time a Dragon is wounded it must take a Courage test. If the test is failed, he flees the model is removed as casualty. Optional Special Rules Breathe Fire: Each time a Dragon breathes, it expends a point of Will. Treat Dragon s fiery breath as a bow with a range of 28". If the shot hits, the target and all models (Good or Evil) within 2" of the target suffer Strength 10 hit (Fate rolls may be taken as normal). Any model that suffers a Wound from Dragon breath is automatically slain. Fly: This model can ignore all intervening models and terrain as it moves flying over buildings, woods and so on. The model may not end its movement within woods or upon any terrain that its base will not safely balance upon (flat rocks, hills and the like are fine, but don t try to perch your model precariously upon trees, sloped roofs and so on). Furthermore, a model with this special rule may pass over enemy Control Zones without charging the model as long as he ends his move outside the Control Zone. Tough Hide: It Wounds and Defence are 9, rather than 7. Wyrmtounge: A Dragon with this ability can cast a spell using one dice, without reducing his Will store. The controlling player can choose to increase number of dice rolled by reducing Dragon s Will store in the usual way. A Dragon with Wyrmtounge has the following Magical Powers: Sap Will 4+ 12 Compel 4+ 12 Transfix 3+ 12 Options (up to 2 of the following): Fly 50 points Breath fire 50 points Tough hide 50 points Wyrmtounge 50 points CAVE DRAKE (Drake, Monster) Point value: 175 Cave Drake 6/5+ 7 7 3 6 4 2 3 1 8 Resistant to Magic, Terror, Draconic Charge see Dragon s entry. Cornered Beast If a Cave Drake is defeated in fight, check to see it is trapped (and so cannot back away a full 2 ). If this is the case, roll To Wound the Cave Drake as normal. If it is not slain by the strikes, all models (both friendly and foe) within 2 of the Cave Drake suffer a Strength 4 hit. Swift and Lithe: A cave drake can move through difficult terrain of any sort without penalty. Gaping Maw: Gaping Maw is a Brutal Power Attack. If the Cave Drake choses to swallow a model, make a single roll To Wound against target if successful the victim is gobbled and very dead. Fate rolls can be made against this as normal, if it is passed, the target survives and is unharmed. If the Fate roll is failed, the target loses any remaining Wounds and is removed as casualty 5

WARRIORS MORIA GOBLIN WARRIOR (Goblin) Point value: 4 Moria Goblin Warrior 2/5+ 3 4 1 1 2 5 Orc bow 1 point Shield 1 point Spear 1 point MORIA GOBLIN PROWLER (Goblin) Point value: 7 Moria Goblin Prowler 3/4+ 3 4 1 1 2 5 Armour and throwing weapons. Back-stabbers: When striking models that are trapped, Moria Goblin Prowlers receive +1 on their rolls To Wound. Note that this bonus is cumulative with the +1 bonus for using a two-handed weapon. Orc bow 1 point Shield 1 point Two-handed weapon 1 point GUNDABAD BLACKSHIELD (Goblin) Point value: 8 Heavy armour and shield. Gundabad Blackshield 2/5+ 4 5 1 1 3 5 Cave Dweller, Ancient Enemies - see Gundabad Blackshield Shaman s entry. Spear 1 point WARG MARAUDER (Goblin, Cavalry) Point value: 35 Warg Marauder 3/5+ 4 5 3 3 3 10 A warg marauder is represented by a single model with the combined profile here the component parts cannot be attacked or wounded separately. Once the model is reduced to 0 Wounds remove the entire model from play. The Warg Marauder is a cavalry model in all regards, except those above. Armour and Orc bow. Terror: Should a model wish to Charge this model, it must take a Courage test before it moves. If the model passes, it may Charge as normal. If fails, the model does not Charge and may not move at all this turn. On the Hunt: The Warg Marauder can always fire two Orc bow shots, even if it has moved its full movement, or is locked in a fight. 6

MORIA GOBLIN DRUM (Goblin) Point value: 60 Moria Goblin Drummers 2/5+ 3 4 1 1 2 5 Moria Goblin Drum - - 10-3 - - Cave Dweller, - see Gundabad Blackshield Shaman s entry. Drums in the Deep: At the beginning of the game, deploy the Moria Goblin Drumm model following the instructions of the scenario like any other Evil model and place the Drummers in base contact with it. For the Drum to be struck, at least one Drummer must start the turn in base contact with it and must not move or be engaged in combat. It may not be moved and played in the same turn. All fights within 18 of one or more playing Drums that include at least one Goblin, the Evil player can re-roll one of the dice he rolled in the same way as if there was a banner nearby. All Goblins on the battlefield (including Heroes) add +1 to their Courage value and all Good models suffer -1 penalty to their Courage value (note that is not cumulative with others rules that confer a similar modifiers). For the purposes of counting the total number of models in the Evil force, only the Drummers count and not Drum itself. Drum counts as banner in scenarios. Moving the Drum: The Moria Goblin Drum is moved in the same way as a Heavy Object. Destroying the Drum: The Drum can be shot at normally by the Good side. If reduced to 0 Wounds, the model is destroyed leave the Drum in place but it cannot be played any more. The Drum has no control zone and if a good model spends a full turn in base contact with the Drum, without doing anything else (such as shooting, using magical powers or fighting combat), the drum is automatically destroyed as described above. GUNDABAD BLACKSHIELD DRUMMERS (Goblin) Point value: 70 Gundabad Blackshield Drummers 2/5+ 4 5 1 1 3 5 Heavy armour. One Gundabad Bllackshield also carries a drum. Cave Dweller, Ancient Enemies - see Gundabad Blackshield Shaman s entry. Run and Drum: The drums brought to war by the Gundabad Blackshields are carried upon the back of one Goblin while another beats upon it. The drum is considered to be playing as long as the Drummer and Bearer are in base contact together. Doom, Doom!: While one or more Gundabad Blackshield drums are playing: - All fights within 18 of one or more playing Drums that include at least one Goblin, the Evil player can re-roll one of the dice he rolled in the same way as if there was a banner nearby. - All Goblins on the battlefield (including Heroes) add +1 to their Courage value and all Good models suffer -1 penalty to their Courage value (note that is not cumulative with others rules that confer a similar modifiers). - Drum counts as banner in scenarios. Take up the Drum: If either model in the drum team is killed, the controlling player con choose to pass on the model s Wargear to any other Gundabad Blackshield within 1 immediately replace the model with the model of the slain drummer/bearer. Models that are already engaged in close combat cannot take up the wargear. If there are no models available, the equipment is lost in the maelstrom of combat. WILD WARG (Warg) Point value: 8 Wild Warg 3/5+ 4 4 1 1 2 10 GIANT SPIDER (Spider) Point value: 20 Terror: see Ringwraith s entry. Movement: see The Spider Queen s entry. Venom: Giant Spider must re-roll 1s when rolling To Wound. Giant Spider 4/6+ 5 3 2 2 3 10 BAT SWARM (Bat) Point value: 35 Bat Swarm 1/5+ 3 3 2 4 2 12 Fly see Fell Beast s entry. Blinding Swarm: The Fight value of an enemy model in base contact with a Bat Swarm is halved (round fractions down). 7

CAVE TROLL (Troll, Monster) Point value: 65 Cave Troll 6/5+ 6 6 3 3 3 6 Terror see Dragon s entry. Throw Stones: If the troll does not move at all, he can throw a stone in subsequent Shoot phase. This work exactly like a crossbow with a range of 12 and a Strength of 8. Spear 1 points Troll chain (throwing weapon, range 3, S4) 2 points DWELLER IN THE DARK (Spirit, Monster) Point value: 75 Dweller in the Dark 7/3+ 5 5 3 3 7 8 Resistant to Magic, Terror see Balrog s entry. Murderous Power: Whenever a Dweller in the Dark slays an enemy, it regains a single Wound suffered previously in the battle. This cannot take above its starting total. Rend is the only Brutal Power Attack that enables a Dweller in the Dark to regain a wound in this manner. 8