bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
bon olivier (order #42065) 83.114.187.4 - Fan Modules - Free
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Swarm: Normal weapons do not<br />
affect a swarm of bats, and they ignore<br />
the Nimbleness portion of their target’s<br />
defence. A swarm cannot be dodged<br />
or parried. If the swarm hits, it inflicts<br />
1d6–1 points of damage from scratches<br />
and bites, ignoring half the target’s<br />
armour (save for natural armour or<br />
Armour of Heroes). Loud noises, significant<br />
quantities of smoke, or open<br />
flames cause the swarm to make a TN<br />
8 Bearing test or flee. Spells that affect<br />
an area, such as Burning Sparks, can<br />
damage the swarm.<br />
w o lV e s a n d w a r g s<br />
The Orcs of the Misty Mountains<br />
have long nurtured wolves and Wargs<br />
for strength, size, and ferocity. They<br />
live and fight alongside them, and<br />
even ride them into battle. The basic<br />
statistics for Wargs and wolves are<br />
found on pages 51–2 and 65 of Fell<br />
Beasts and Wondrous Magic, respectively,<br />
though wolves bred for riding<br />
have Strength 12 rather than the<br />
Strength 8 listed there. Additionally,<br />
Saruman and his followers have bred<br />
a greater and more terrible form of<br />
Warg called the Battle-warg.<br />
bat tle-wargs<br />
attriButeS: Bearing 10 (+2),<br />
Nimbleness 10 (+2), Perception 9<br />
(+1), Strength 14 (+4)*, Vitality<br />
11 (+2)*, Wits 3 (-1)<br />
reactionS: Stamina +6*, Swiftness<br />
+3, Willpower +1, Wisdom –1<br />
Defence: 12<br />
movement rate: 6<br />
SKillS: Armed Combat: Natural<br />
Weapons (<strong>Fan</strong>gs) +7, Armed<br />
Combat: Natural Weapons (Claws)<br />
+5, Intimidate (Fear) +7, Jump<br />
+5, Observe (Smell) +6, Run<br />
+10, Stealth (Sneak) +2, Survival<br />
(Forests) +2, Track (Scent) +6<br />
SPecial aBilitieS: Armour (2),<br />
Ferocious in Injury, Natural<br />
Weapon (fangs, 2d6+3), Natural<br />
Weapon (claws, 2d6–1)<br />
Size: Large (6 Wound Levels, 2<br />
Healthy)<br />
health: 15<br />
tn equivalent: 15<br />
Unique Special Abilities<br />
ferociouS in inJury: Rather than<br />
being debilitated by wounds, Battlewargs<br />
fight more fiercely as they are<br />
injured. Instead of<br />
suffering a penalty<br />
based on their<br />
Wound Level,<br />
Battle-wargs<br />
The White Hand<br />
gain a <strong>bon</strong>us to combat tests equal to<br />
one-half the penalty (rounded up) that<br />
would normally apply.<br />
Description<br />
Battle-wargs represent the pinnacle<br />
of Warg-breeding; they are warbeasts<br />
able to wreak terrible destruction<br />
and dismay upon their prey.<br />
These foul beasts, originally intended<br />
as mounts for Uruk-hai, were too wilful<br />
to accept riders. Their ferocity is<br />
unprecedented, and for this they were<br />
spared and put to other use. Saruman<br />
has yet to utilize them in open combat,<br />
and rarely lets them roam free<br />
en masse. Instead, Battle-wargs are<br />
loosed on prisoners or incompetent<br />
servants, a practice that sharpens their<br />
ferocity and amuses Saruman’s Orcs.<br />
Unlike Wargs, Battle-wargs cannot<br />
use Warg-speak.<br />
werewolVes<br />
Just as Sauron invested fierce<br />
Wargs with evil spirits, Saruman is<br />
attempting to breed Werewolves of<br />
his own. In fact, he has gathered a<br />
pack of Werewolves and lets them<br />
roam the Wizard’s Vale. Werewolves<br />
are described on page 297 of the core<br />
rulebook, and on pages 52–3 of Fell<br />
Beasts and Wondrous Magic.<br />
<strong>bon</strong> <strong>olivier</strong> (<strong>order</strong> <strong>#42065</strong>) 8