GOBLIN TOWN
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 |
Goblin King |
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William (Bill) |
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Tom |
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Bert |
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Goblin Scribe |
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Grinnah |
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Gollum |
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Goblin Town Captain |
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Goblin Town Shaman |
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Goblin Warrior |
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Goblin Archer |
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Allies:
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Goblin Town |
Desolator of the North |
Mordor |
Angmar and Gundabad |
Dol Guldur |
Harad and Umbar |
Eastern Kingdoms |
Moria |
Isengard |
Goblin Town |
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HEROES
GOBLIN KING (Goblin, Monster) Point value: 120
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Goblin King |
6/5+ |
5 |
5 |
3 |
3 |
3 |
3 |
2 |
1 |
6” |
Wargear:
Two-handed pick.
Special Rules:
Terror: If 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.
Burly: When fighting with a two-handed weapon, a model with this special rule does not suffer a penalty to his Duel roll. Additionally, Burly models can carry a Heavy Object and still move their full distance.
Cave Dweller: Cave Dwellers add 1 to all Jump, Leap and Climb tests. They also suffer no penalties for fighting in the dark.
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.
Relentless Advance: When The Goblin King charges into combat, he can pass “trough” friendly Goblins when he moves. Each Goblin he moves trough suffered a Strength 3 hit. Any Goblin that he ends his move on is automatically removed as casualty.
Blubbery Mass: Every time The Goblin King is wounded roll a D6. On a 3+ the wound is ignored. Magical powers, Glamdring, Orcrist and Sting ignore this ability.
Goblin Projectile: In the Shoot phase, if there is Goblin in base contact with the Goblin King (ant neither is engaged in combat), the Goblin King may make a special shooting attack with a range of 12”. Remove the Goblin, roll To Hit, and take any In The Way tests for the shooting attack. The shot is resolved at Strength 8 and will automatically knock Prone any model that it hits.
WILLIAM (BILL) (Troll, Monster) Point value: 150
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
William |
7/4+ |
7 |
7 |
3 |
3 |
4 |
3 |
1 |
1 |
6” |
Wargear:
Dagger.
Special rules:
Terror: If 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.
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.
Keep'em for Later: If a Troll wins a fight, he may choose one man-size model (including mounted models and smaller foes such as Dwarves and Hobbits) from the Fight and Keep'em for Later instead of rolling for Strikes or using Brutal Power Attack. Replace the model with a counter that represents the unfortunate victim stuffed in a bag. The model thereafter counts as Paralysed (see main rules manual). A model with this special rule can use it as many times as he wants.
Magic Purse: Enemy models never double their Attacks when making Strikes against Bill if he is Trapped in a Fight.
Minc'em Fine - Brutal Power Attack: When Bill wins a Fight, he may choose to perform Minc'em Fine instead of making Strikes as normal. Choose a looser in the Fight- that model and Bill roll a D6 and add their Strength value. If Bill wins, the victim suffers a number of Wounds equal to the difference- each of which may be prevented by a Fait point in the usual way. Regardless of who wins, the victim then Backs Away as normal.
TOM (Troll, Monster) Point value: 130
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Tom |
7/5+ |
7 |
7 |
3 |
3 |
4 |
2 |
1 |
1 |
6” |
Wargear:
Dagger.
Campfire: After forces are deployed, but before first turn begins, place the Campfire anyway in the board outside of the Good deployment area. If Tom, Bill or Bert are within 6” of the campfire, they receive the Resistant to Magic special rule and +1 Courage.
Special Rules:
Terror, Throw Stones, Keep'em for Later - see William (Bill)'s entry.
Squas'em to Jelly: When Tom wins a fight, he may opt to Squash'em for Jelly instead of making Strikes as normal. Every enemy model involved in the Fight (not those supporting with spears or pikes) suffers a Strength 7 hit. Any who survive are knocked Prone.
Options:
Campfire 15 points.
BERT (Troll, Monster) Point value: 110
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Bert |
6/5+ |
6 |
6 |
3 |
3 |
3 |
1 |
3 |
1 |
6” |
Wargear:
Dagger.
Special rules:
Terror, Throw Stones, Keep'em for Later - see William (Bill)'s entry.
Roas'em Slowly - Brutal Power Attack: When Bert wins a Fight, he may choose to perform Roast'em Slowly instead of making Strikes as normal if there is a fire within 6” of him. Choose a losing model in the Fight and removed it from play, replacing it touching the fire. That model is immediately Sat Ablaze (see main rules manual).
Lingering Cold: During the Fight that involves him, before making a Duel roll, Bert may expend a Will point to halve the Fight value of single foe in base contact (round up), as he sneezes on the victim.
Goblin Scribe (Goblin) Point value: 50
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Goblin Scribe |
1/5+ |
2 |
2 |
1 |
1 |
3 |
0 |
1 |
1 |
0” |
Wargear:
Goblin Scribe is unarmed.
Special Rules:
Always More Where They Came From: At the end of his move phase, the Goblin Scribe may opt to take a Courage test. If he passes you may move D3 (+1 for each point that he passes his test by) extra Goblin Warrior onto the board- from an edge chosen by the controlling player (in Recontrire! Scenario extra Goblin Warriors always move onto the board from Evil player edge).
Immobile: The Goblin Scribe is automatically Trapped if he loses a Fight. In the Move phase friendly models may move him and his frame, in which case he is treated as a Heavy Object.
Grinnah (Goblin) Point value: 40
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Grinnah |
3/5+ |
4 |
4 |
2 |
2 |
3 |
3 |
1 |
1 |
5” |
Wargear:
Scourge. This is a throwing weapon with range of 2” and a Strength of 2.
Special Rules:
Cave Dweller: Cave Dwellers add 1 to all Jump, Leap and Climb tests. They also suffer no penalties for fighting in the dark.
Chittering Hordes: Models with this special rule can support as if they had spear, with the exception that they can only ever support another model with the Chittering Hordes rule. A supporting model does get the benefit of having two-handed weapon, if he has one.
Swap With Me: Swap With Me is special Heroic Action, that Grinnah can use at the start of any phase. Using Swap With Me enables Grinnah to swap places with friendly Goblin (except Goblin Scribe) within 3”. This does not count as moving. If there is no room to placed the swapped model, you must choose another, or the Heroic Action is wasted.
Gollum (Hobbit) Point value: 35
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Gollum |
5/4+ |
4 |
4 |
2 |
2 |
4 |
1 |
0 |
1 |
5” |
Wargear:
The Ring:
Wearing The Ring: The model with the Ring (the Ringbearer) can put him in any time during his Move phase. As soon as he does so, he becomes Invisible.
Invisible: Whilst he wears the Ring, the Ringbearer cannot be targeted by shooting attacks (and does not count as In The Way). The Ringbearer have no Control Zone while invisible and enemy models may even move `through' the Ringbearer. If an enemy model wishes to end its movement on the space the Ringbearer is taking up, move the Ringbearer the minimum distance to place him out of the way - this could involve hopping low walls, moving through foes or being shoved off cliffs.
If an enemy wishes to Charge the Ringbearer while he wears the Ring, it must pass a Courage test, applying a penalty of -1 to the roll for every full inch that the Ringbearer is away from the foe. During the Fight phase, any enemy model engaged in combat with an invisible Ringbearer halves its Fight value for the duration of the duel.
Removing the Ring: If the controlling player wishes the Ringbearer to take off the Ring, he needs to pass a Courage test to remove it. This test can be taken at any point during the Ringbearer's Move phase. If the test is failed, the Ringbearer must wear the Ring until the next turn, when he will have another chance to remove it. The Ringbearer cannot both put on and take off the Ring in the same turn.
Sauron's Will: If the Ring is already being worn, then the Good player must test to see if the Ringbearer can overcome Sauron's will. To do so, he must roll a dice immediately before he moves the Ringbearer in the Move phase. If the player does not wish to move the Ringbearer, he must still roll a dice - but can do so at any time during the Move phase. The roll is made on behalf of the Ringbearer himself so we allow the Good player to use the Ringbearer's Might points to modify this dice roll if he wishes to do so. On a roll of 3, 4, 5 or 6, the Good player moves the Ringbearer as usual. On a score of a 1 or 2, the Evil player moves the Ringbearer instead of the Good player.
Regardless of which side moves the Ringbearer, he is still part of the Good side and all other actions, such as shooting and fighting, remain under the control of the Good player. This means that when the Evil player moves the Ringbearer, all he can do is move the model, including charging (in this case, the Ringbearer does not need to take Courage test to Charge terrifying foes). He cannot perform Heroic Actions and cannot pick up or put down other items. He cannot be forced to perform actions that would cause direct harm to the model (such as jumping down a cliff…) or be moved off the table (if the Scenario allows). This represents the struggle between the Ringbearer and the will of Sauron.
My Precious!: If the Ringbearer is the only model left on the Good side and he's wearing the Ring, he counts as a casualty.
Special Rules:
Cave Dweller - see Goblin King's entry.
The Precious: Unless there is another Ringbearer (such as Bilbo Baggins, Frodo, etc) in play, Gollum always has the Ring. Should the Ringbearer be slain in a Fight involving Gollum, Gollum automatically recovers the Ring; add it to his wargear.
Strangler: Gollum is never considered to be unarmed.
COMMANDERS
Goblin TOWN Capitan (Goblin) Point value: 35
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Goblin Town Capitan |
3/5+ |
4 |
4 |
2 |
2 |
3 |
2 |
1 |
1 |
5” |
Special Rules:
Cave Dweller, Chittering Hordes - see Grinnah's entry.
Options:
Two handed axe 5 points
Goblin Town Shaman (Goblin) Point value: 45
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Might |
Will |
Fate |
Movement |
Goblin Town Shaman |
2/5+ |
3 |
4 |
1 |
2 |
3 |
1 |
3 |
1 |
5” |
Wargear:
Armour and spear.
Special Rules:
Cave Dweller, Chittering Hordes - see Grinnah's entry.
Magical Powers:
Fury 3+ 6”
Transfix 5+ 12”
WARRIORS
GOBLIN WARRIOR (Goblin) Point value: 4
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Movement |
Goblin Warrior |
2/5+ |
3 |
3 |
1 |
1 |
2 |
5” |
Special Rules:
Cave Dweller, Chittering Hordes - see Grinnah's entry.
Options:
Two-handed axe 1 point
GOBLIN ARCHER (goblin) Point value: 5
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Fight |
Strength |
Defence |
Attack |
Wounds |
Courage |
Movement |
Goblin Archer |
2/5+ |
3 |
3 |
1 |
1 |
2 |
5” |
Wargear:
Hand weapon and Orc bow.
Special Rules:
Cave Dweller, Chittering Hordes - see Grinnah's entry.
Limited in Number: May not be summoned by a Goblin Scribe.
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