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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

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