I like to add a surprise trick to the simpler, low level adversaries. With the Decipher game (wow nearly 20 years ago!), I made up a pack of 30 cards where each orc or goblin on a card had one or two of the standard features altered. The aim being not to have a dozen clones in action.
Ideas for TOR will have to be checked for TOR 2e validity but some of these come back to mind.
1. Lead Archer: this goblin fires first, acting in a round before any Forward attacks resolved. Damage is inflicted early until it is in close combat.
2. Mugdaz and Mordash: one of these is an Orc, the other a goblin/snaga. Spend 1 Hate for the goblin to make a Brawling attack in Forward stance (the goblin is attempting to trip the PC over, or push them off balance). If successful the PC is ill favoured for all actions in that round and the next, while the orc gets favoured combat attacks. The goblin uses this time to get up and sneak back to the fray.
3. The Old Guard: an extra 5 or 6 endurance and an extra Hate point. (Imagine those great big Napoleonic Moustaches)
4. Opportunist Thief: a snaga uses their movement ability to slip around the combat zone and then run off. Sometime after the fight reveal that some belongings have been taken. (In TOR 1e that would have meant greater Fatigue, but in TOR 2e - lose a Useful Item!). If it fails the roll, it is spotted ransacking the bags and can be attacked. Looting the body reveals 1 or 2 Treasure. (Not a misdeed this time)
5. Not so Craven After All: This fellow does not have the generic Craven flaw!
6. Internal Hatred: an Orc that stabs another orc in the back during a fight, to resolve a feud. The backstabber runs off, deal double dagger damage to the victim orc in that round (usually 6 endurance, but could be 1d12 for random effect).
7. Squat thrust: Spend 1 Hate for orc to crouch really low, getting under the PC s shield to make their attack. Player loses Parry bonus of shield for that attack. (Close combat only)