Snow Goblins
Easy
Introduction

A long spur juts out of the western Misty Mountains, far into the north. For a hundred miles its slopes spread out and curve northward, as if to point to the ruins of accursed Angmar where the Witch-king once dwelt. The tallest, most jagged, most threatening peak in this spur is Mount Gram, a horn of rock rising from the slopes of other mountains as if they collapsed under its weight. Thousands of years ago it was delved and fortified by Dwarves, but it is now a home to monsters in a blighted land.

Deep beneath its roots is a Goblin fastness, a complex maze of a thousand holes and pits. For centuries, the Orcs of the Misty Mountains inhabiting Mount Gram have bitterly fought against the Rangers guarding the regions to the west of the Ettenmoors, the Coldfells and Trollshaws, and against the guardians of the hidden sanctuary of Imladris. Out of its gates issued the invading army that was defeated
centuries ago at the Battle of Greenfields, when a Hobbit muster led by Bandobras Took, the Bullroarer, routed the Goblin horde of King Golfimbul.

To see how to create your army of Snow Goblins, see the article Of Mount Gram and the North - Snow Goblins.

Gorfimbul, The Goblin King of Mount Gram (Goblin)

Gorfimbul is a distant relation of Golfimbul, and has ruled over Mount Gram for many years. He is a wily, sneering, and deadly old villain with designs on greater things than his own mountain. He rules his minions with an iron fist, and thus, his subjects fear him more than any of their foes.

Gorfimbul, The Goblin King of Mount GramF
4/5+
S
4
D
5
A
2
W
2
C
4
Might
3
Will
2
Fate
2
Points
60

Wargear

Heavy armour.

Special Rules

Ice Footing. There are many creatures that live in harsh cold environments and are well versed in traversing the icy plains.

A model with this special rule may move normally through areas of terrain designated as icy*.

Use to the Cold. A model with this special rule is not affected by the “Deadly Cold” or “Freezing Cold” Environmental Conditions in play*.

Fear of White Wargs. Goblins make use of the pelts of White Wargs and as such the Wargs hold some hostility towards them. Goblins may not move closer than 6”/14cm to a White Warg without passing a courage test.

Iron Fist. Such is the fear inspired by Gorfimbul in his minions that the range of his Stand Fast! Rule is 12”/28cm rather than the normal 6”/14cm.


Snow Goblin Captain (Goblin)

Snow Goblin Captains are those Goblins who have risen through the ranks, showing enough natural cunning or brutality to be distinguished from the throng. Dangerous enough to give even seasoned fighters pause it is these savage and cruel individuals that direct the Snow Goblin Warriors in battle.

Snow Goblin CaptainF
3/5+
S
4
D
5
A
2
W
2
C
3
Might
2
Will
1
Fate
1
Points
35

Wargear

Armour.

OPTIONS
Orc Bow..................................................5 points
Shield.....................................................5 points

Special Rules

Ice Footing. There are many creatures that live in harsh cold environments and are well versed in traversing the icy plains.

A model with this special rule may move normally through areas of terrain designated as icy*.

Used to the Cold. A model with this special rule is not affected by the “Deadly Cold” or “Freezing Cold” Environmental Conditions in play*.

Fear of White Wargs. Goblins make use of the pelts of White Wargs and as such the Wargs hold some hostility towards them. Goblins may not move closer than 6”/14cm to a White Warg without passing a courage test.


Snow Goblin Shaman (Goblin)

Snow Goblin Shamans are hunched and wizened creatures with truly malicious temperaments.
Living in the tundras of snowy plains, Snow Goblin Shamans have learnt how to bend all manner of dark beasts to their will.

Snow Goblin ShamanF
2/5+
S
3
D
4
A
1
W
2
C
4
Might
1
Will
3
Fate
1
Points
50

Wargear

Armour.

Special Rules

Ice Footing. There are many creatures that live in harsh cold environments and are well versed in traversing the icy plains.

A model with this special rule may move normally through areas of terrain designated as icy*.

Use to the Cold. A model with this special rule is not affected by the “Deadly Cold” or “Freezing Cold” Environmental Conditions in play*.

Fear of White Wargs. Goblins make use of the pelts of White Wargs and as such the Wargs hold some hostility towards them. Goblins may not move closer than 6”/14cm to a White Warg without passing a courage test.

Magical Powers

 RangeDice Score
Bestial Fury**
6"/14cm3+
Enrage Beast**
12"/28cm3+
Fury
6"/14cm3+
Transfix
12"/28cm5+

** Will not work on White Wargs


Snow Goblin Warrior (Goblin)

The Snow Goblins of Mount Gram are wiry, pale creatures, mostly inhabiting the caves under the northern Misty Mountains and haunting Mount Gram itself. Their long limbs and bony hands are surprisingly powerful, a characteristic that many enemies discovered too late.
When they leave their snowy lairs, they wrap themselves in the pelts of White Wargs. They are excellent climbers and trackers in snowy conditions, and can move at speed across the icy of surfaces. They have a special terror of White Wargs, as Snow Goblins are one of the most common snacks for a hungry wolf and that they themselves hunt the Wargs for their pelts.

Snow Goblin CaptainF
2/5+
S
3
D
4
A
1
W
1
C
2
Points
4

Wargear

Armour.

OPTIONS
Orc Bow..................................................1 point
Shield.....................................................1 point
Spear.....................................................1 point
Wolf Mount.............................................6 points
Banner...................................................25 points

Special Rules

Ice Footing. There are many creatures that live in harsh cold environments and are well versed in traversing the icy plains.

A model with this special rule may move normally through areas of terrain designated as icy*.

Use to the Cold. A model with this special rule is not affected by the “Deadly Cold” or “Freezing Cold” Environmental Conditions in play*.

Fear of White Wargs. Goblins make use of the pelts of White Wargs and as such the Wargs hold some hostility towards them. Goblins may not move closer than 6”/14cm to a White Warg without passing a courage test.

Wolf Mount. Wargs are too large for Snow Goblins to mount and the two species are not particularly on friendly terms; however, Snow Goblins enslave the smaller wolves of the region to use as mounts. These follow the same rules as ponies.

* See Winter in Middle-earth.



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