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Moria

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The document provides stats and abilities for various goblin heroes and monsters from Moria including Durburz, Druzhag, Groblog, and others.

Durburz has heavy armor and inspires fear in his followers, extending the range of his Stand Fast! ability. He is also known as the Iron Fist.

Druzhag is the Master of the Dark Wild and can influence the courage of bats, wargs, and spiders within 12 inches. He also has magical abilities to empower beasts.

MORIA

HEROES OF MORIA
DURBURZ, THE GOBLIN KING OF MORIA (Goblin) Points Value: 60/65

Move F S D A W C Might Will Fate

5” 4/5+ 4 6 2 2 4 3 2 2

Heavy armour.

Cave Dweller.

Iron Fist. Such is the fear inspired by Durburz in his followers that the range of his
Stand Fast! rule is 12” rather than the normal 6”.

DRUZHAG THE BEASTCALLER (Goblin) Points Value: 90/50

Move F S D A W C Might Will Fate

5” 3/5+ 3 4 1 2 4 2 5 2

Armour.

Cave Dweller.

Master of the Dark Wild. All Bats, Wargs and Spiders within 12” use his
Courage instead of their own.

Magical Powers Range Dice Score


Bestial Fury 12” 3+
Enrage Beast 12” 3+

Bestial Fury. Wargs, Spiders and Bats within 6” receive a 6+ saving roll.
Channelled: 5+ saving roll.

Enrage Beast. This power can be used against a single Bat, Spider or (unridden)
Warg model. If the power is successfully used, the targets Fight, Strength,
Attacks and Courage are increased by 3 until the end of the Fight phase. The
enraged model suffers a Strength 10 hit at the end of the Fight phase.

MORIA GOBLIN CAPTAIN (Goblin) Points Value: 35/40

Move F S D A W C Might Will Fate

5” 3/5+ 4 5 2 2 3 2 1 1

Armour.

Orc Bow……………………………………. 5 points


Shield.………………………………………. 5 points

Cave Dweller.
HEROES OF MORIA
GROBLOG (Goblin) Points Value: 55/60

Move F S D A W C Might Will Fate

5” 3/5+ 4 6 2 2 3 3 1 1

Equipment:
Armour and Mithril Crown.

Cave Dweller.

The Mithril Crown. A few meagre pieces of enchanted Mithril hammered into
a crown, and a web of carefully spun lies can bring out the best in any Goblin.
While Groblog is alive, Goblins pass the Fate save provided by Fury on a 5+
instead of just the roll of a 6./Groblog counts as a banner.

WILD WARG CHIEFTAIN (Warg) Points Value: 75/85

Move F S D A W C Might Will Fate

10” 5/5+ 6 5 2 3 3 1 3 1

Terror.

Packlord. Only other Wild Wargs may use a Wild Warg Chieftain’s Stand Fast!
Rule or benefit from its Heroic Actions.

THE BALROG (Spirit, Monster) Points Value: 400/325

Move F S D A W C Might Will Fate

6” 10/3+ 9 9 4 10 7 0 10 0

Terror, Resistant to Magic.

Fiery Lash. The Balrog’s flaming whip counts as a


throwing weapon with a range of 6” and a Strength
of 7. Any model hit by the Fiery Lash, but not slain,
is dragged into base contact with the Balrog by the
shortest route, even over the heads of other models
– if there is space.

Ancient Evil. All Good models within 18” of the


Balrog 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, such as the Moria Goblin Drum).

Hearts of Fire. The Balrog’s Stand Fast! has a range of 12” instead of the usual 6”.

Whip Brutal Power Attack. Instead of making Strikes as normal The Balrog may attack all enemy models in the
combat with a single Attack at Strength 5, including spear and pike support.
HEROES OF MORIA
MORIA GOBLIN SHAMAN (Goblin) (Custom Profile) Points Value: 30

Move F S D A W C Might Will Fate

5” 2/5+ 3 4 1 2 3 1 3 1

Equipment:
Armour and spear.

Cave Dweller.

Magical Powers Range Dice Score


Drain Courage 6” 3+
Furious 6” 3+

Furious. Warriors and heroes within 6” of the caster no know fear; they pass all Courage tests they are required to
take. This effect lasts all game. Channelled: Range 12”.

ASHRAK (Goblin) (Custom Profile) Points Value: 30

Move F S D A W C Might Will Fate

5” 2/5+ 3 4 1 2 3 1 3 1

Equipment:
Armour and two handed weapon.

Cave Dweller.

Death-Touch. Any model who wounds, or is wounded by Ashrak in a fight must


roll a D6 – on a 4+, they are Paralysed exactly as if they had failed to resist the
Paralyse Magical Power.

Poisoneer. If your force includes Ashrak, you can upgrade any number of Moria Goblins to Goblin Hunters at a cost
of +2 points per model. If a Goblin Hunter fails to wound an enemy, it must re-roll the dice.

Magical Powers Range Dice Score


Poison Blood 6” 3+
Poison Blade Base Contact 3+

Poison Blood. Any model that Wounds a model under the effects of this spell must immediately roll a dice. If the
score is a 1 or 2 the attacking model suffers a Wound. Channelled: A Wound is caused on the result of a 1, 2 or 3.

Poison Blade. The target model’s weapon is covered in poison for the remainder of the game; it must re-roll scores
of 1 or 2 on To Wound rolls. Channelled: Re-roll all failed Wounding rolls.
HEROES OF MORIA
THE WATCHER IN THE WATER (Kraken, Monster) Points Value: 250/200

Move F S D A W C Might Will Fate

4” 6/3+ 6 6 6 6 2 1 5 1

Terror, Resistant to Magic.

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, and then roll
a D6. On the score of a 3+ it is ready
to enter play. Once you have
declared that you would like the
Watcher to arrive, you must roll at
the start of each turn thereafter
until it is available.

When the 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 that 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 the Watcher in the Water going first. This may create some strange situations, but represents
the Watcher bursting up from below the ground and scattering warriors (friend and foe alike) with its shocking
arrival and incredible bulk.

The Watcher cannot charge in the turn that it arrives.

Tentacles. In the Shoot phase, the Watcher can make D6 shooting attacks. These have a range of 6” and 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 the shortest route, even over the heads of other models. Models moved in this way do not count as
having charged. If there is no space for the model to fit into combat with the Watcher, it is not moved at all. The
Watcher can make these special attacks even if it is in base contact with an enemy.

Many Tentacles. As the Watcher in the Water is wounded, it becomes less menacing. Each time the Watcher loses a
Wound, it also loses an Attack.

Harbinger of Evil. All Good models within 12” of the Watcher in the Water 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, such as
the Moria Goblin Drum).

Water Dweller. The Watcher in the Water is not slowed when entering a water feature and always counts as having
rolled a 6 on the Swimming chart. Additionally, it doubles its movement while it is wholly within a water feature.
HEROES OF MORIA
CAVE DRAKE (Dragon, Monster) Points Value: 175/190

Move F S D A W C Might Will Fate

8” 6/5+ 7 7 3 6 4 1 3 1

Terror, Resistant to Magic.

Cornered Beast. If a Cave Drake is defeated in a fight, check


to see if it is trapped (and so cannot back away a full 1”). If
this is the case, roll To Wound the Cave Drake as normal. If it
is not slain by the strikes, all models (both friend and foe)
within 1” of the Cave Drake suffer a Strength 4 hit.

Draconic Charge. If a Cave Drake charges into combat, it will


knock enemy models to the ground in the same way as a
monstrous mount if it wins the fight.

Swift and Lithe. A Cave Drake can move through difficult


terrain of any sort without penalty.

Gaping Maw. If a Cave Drake wins a fight it can either strike as normal or attempt to swallow a single man-sized (or
smaller) model in the same fight. If the Cave Drake chooses to swallow a model, make a single roll To Wound against
the target – if successful, the victim is gobbled up and very dead. Fate rolls can be made against this special attack as
normal. If the Fate roll is passed, the target survives and is unharmed. If the Fate roll is failed, the target model loses
any remaining Wounds and is removed as a casualty.

WARRIORS OF MORIA
MORIA GOBLIN WARRIOR (Goblin) Points Value: 4

Move F S D A W C

5” 2/5+ 3 4 1 1 2

Equipment:
Armour.

Orc bow………………….…………………. 1 point


Shield………………………..………………. 1 point
Spear…………………………………………. 1 point

Cave Dwellers.

WILD WARG (Warg) Points Value: 8

Move F S D A W C

10” 3/5+ 4 4 1 1 2
WARRIORS OF MORIA
MORIA GOBLIN PROWLER (Goblin) Points Value: 7

Move F S D A W C

5” 3/4+ 3 4 1 1 2

Equipment:
Armour and throwing weapons

Orc bow………………….…………………. 1 point


Shield………………………..………………. 1 point
Two-handed weapon……… free exchange

Cave Dwellers.

Back Stabbers. When striking models that are trapped, Moria Goblin Prowlers receive +1 on their rolls To Wound.
Note that this is cumulative with the +1 bonus for using a two-handed weapon.

CAVE TROLL (Troll, Monster) Points Value: 80/90

Move F S D A W C

6 6/5+ 6 6 3 3 3

Spear.………………………..……………… 5 points
Troll Chain.……………………………….. 5 points

Terror.

Troll Chain. This is a throwing weapon with a range of 3” and a Strength of 4.

Throw Stones. If a troll does not move and is not engaged in combat it may throw a
huge stone in the Shoot Phase. It works just like a crossbow with a range of 12” and a
Strength of 8.

DWELLER IN THE DARK (Spirit, Monster) Points Value: 75/90

Move F S D A W C

8” 7/3+ 5 5 3 3 7

Terror, Resistant to Magic, Fly.

Murderous Power. Whenever a Dweller in the Dark slays an enemy


model, it regains a Wound suffered previously in the battle. This cannot
take it above its starting total.
WARRIORS OF MORIA
MORIA GOBLIN DRUM (Goblin) Points Value: 100/65

Points value includes two Moria Goblin Drummers and one Moria Goblin Drum.

Moria Goblin Drummers

Move F S D A W C

5” 2/5+ 3 4 1 1 2

Equipment:
Armour.

Moria Goblin Drum

Move F S D A W C

- -/- - 10 - 3 -

Cave Dweller.

Drums in the Deep. At the beginning of the game, deploy the Moria Goblin Drum 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 stuck, at
least one Drummer must start the turn in base contact with it and not more or be engaged in combat. It may not be
moved and played in the same turn. If one or more Drums meet these conditions, then the following effects apply:

All fights within 18” of one or more struck Drums that include at least one Moria Goblin, the Evil Player can re-roll
any one of the dice he rolled when determining who wins the fight. You must stick with the result of the re-roll.

All Moria Goblins on the battlefield (including Heroes) add +1 Courage to their values and all Good models on the
battlefield suffer a -1 penalty to their Courage values (not that this is not cumulative with other rules that confer
similar modifiers).

For the purposes of counting the total number of models in the Evil force, only the Drummers count and not the
Drum itself.

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, and has a Defence of 10 and 3 Wounds. If
reduced to 0 Wounds, the model is destroyed – leave the Drum in place – but it cannot be played any more. The
Drum model 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 in combat), the Drum is automatically
destroyed as described above.
WARRIORS OF MORIA
WARG MARAUDER (Goblin, Cavalry) Points Value: 35/55

A Warg Marauder is represented by a single combined profile here – the component parts cannot be attacked or
wounded separately. The Warg Marauder is a cavalry model in all regards except those noted above.

Move F S D A W C

10” 3/5+ 4 5 3 3 3

Equipment:
Armour and Orc bows.

Terror.

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.

BAT SWARM (Bat) Points Value: 35

Move F S D A W C

12” 1/5+ 3 3 2 4 2

Fly. Bat Swarms can fly over the top of any models or terrain without
penalty.

Blinding swarm. The Fight value of any model in base contact with a Bat
Swarm is halved (round fractions down).

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