White Wargs
Easy
Introduction

To the far north of the Shire, past Evendim and into the icy land of Foronchel, live the White Wargs. Unlike their cousins in the lands to the south, these beasts have never been in the service of the Orc. In fact, the Goblins of Mount Gram hunt them for their pelts and the White Wargs in turn hunt the Goblins for food.

White Warg Chieftan (Warg)

White Warg Chieftains are ferocious beasts that fight their way into top positions and lead the ravaging packs of Wargs that hunt in the untamed lands. Their scar-covered hides are testaments to the many leadership challenges they have overcome. Their hunger knows no bounds and it frequently drives them into a maddened state.

White Warg ChieftanF
5/5+
S
6
D
5
A
2
W
3
C
3
Might
1
Will
3
Fate
1
Points
75

Wargear

Teeth and claws that count as a hand weapon.

Special Rules

Packlord. Only other White Wargs may use a White Warg Chieftan’s Stand Fast! Rule or benefit from its heroic actions.

Terror. See the main rules manual.

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*.

Goblin Hatred. If a Snow Goblin is within 6”/14cm of White Warg, the Warg must take a courage test. If this test fails, they give in to their hatred and hunger and must charge the Goblin. When resolving combat the Goblin is effectively in control of the Good player even if other Good models are involved in combat, the Goblin effectively ignoring the Good models to avoid being dinner for wolves.


White Warg (Warg)

White Wargs are every bit of ferocious and determined as their chieftans, fast and deadly beasts whose hunger knows no bounds.

White WargF
3/5+
S
4
D
4
A
1
W
1
C
2
Points
8

Wargear

Teeth and claws that count as a hand weapon.

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*.

Goblin Hatred. If a Snow Goblin is within 6”/14cm of White Warg, the Warg must take a courage test. If this test fails, they give in to their hatred and hunger and must charge the Goblin. When resolving combat the Goblin is effectively in control of the Good player even if other Good models are involved in combat, the Goblin effectively ignoring the Good models to avoid being dinner for wolves.


* See Winter in Middle-earth.



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