TEXT:  
   
   
  ADDITIONAL COMBAT OPTIONS 
  COMPILED BY  
  RICHARD HARRISON 
  FOR 
  THE ONE RING 
  ROLE-PLAYING GAME 
   
   
   
   
  
  CONTENTS 
   
   
   
   
   
   
  Artwork and Author Credits  
  Artwork found within this fan created compendium is strictly the copyright of the original artists and, if 
  applicable, any publications associated to their printing and distribution and such usage in no way challenges 
  this.  
  This supplement to The One Ring game has been put together over a number of years of play from my own ideas 
  and those shared and discussed over on Cubicle 7’s discussion board/forum. The people that have contributed 
  to this are therefore too numerous to mention here but you all have my thanks for making my gaming, and that 
  of my players, extremely enjoyable; thank you! 
  
  -  Combat 
  Stance Tasks - 
   
  This section offers the player additional combat 
  stance tasks to be used by their characters in 
  addition to those listed within the core rulebook. 
  These tasks require a hero to be fighting in a specific 
  stance, and often require a die roll (difficulties are 
  set at TN 14, unless otherwise specified). 
   
  Using this combat option a character may attempt 
  to burst through enemy lines to attack any ranged 
  attackers.  
   
  Roll Athletics against a TN of 10 + the highest 
  Attribute Level amongst the opponents and apply 
  the following results: 
   
  • 
  Failure: you cannot get past the enemy's close 
  combatants and lose your turn to attack 
   
  • 
  Ordinary success: you engage the ranged 
  attacker(s) of your choice 
   
  • 
  Great or Extraordinary success: you have 
  Surprised the ranged adversaries; add once 
  success die to your next attack 
   
   
  Instead of attacking, a character may harass and 
  hamper an opponent, upsetting their attacks and 
  weakening their defences.  
   
  • 
  Roll Battle against a TN of 10 + Attribute Level 
  of target. If successful, the adversary is 
  prevented from using Hate or Called Shots 
  until the character's next turn 
   
  On a failure with an C the adversary being 
  Hindered may gain one point of Hate instead of 
  attempting a Called Shot. 
   
  Opting out of any form of offense, a player-hero in 
  the defensive stance using this combat option 
  presents 
  a 
  formidable, 
  and 
  single-minded, 
  defensive posture.  
   
  By sacrificing their attack for the round, the player-
  hero makes an Athletics roll. The TN for this roll is 
  10 plus the highest Attribute level amongst the 
  opponents.  
   
  A successful roll applies a bonus to their parry 
  rating dependent on the quality of success: 
   
  • 
  Failure: +2 to parry rating 
   
  • 
  Ordinary success: +3 to parry rating 
   
  • 
  Great or Extraordinary success: +4 parry rating 
  or a bonus equal to the evading character’s 
  Vigour rating; whichever is highest 
   
  This bonus persists until the start of the player-
  hero's next turn. 
   
  A character may, instead of attacking an opponent, 
  retrieve a weapon that they have dropped (for 
  instance, when they have been disarmed with a 
  Called Shot).  
   
  • 
  If an opponent is actively attempting to impede 
  the retrieval of the weapon in question, then 
  the character must succeed at a Battle roll. The 
  TN of which is 10 plus the Attribute level of the 
  opponent in question 
   
  Attempting to retrieve a lost weapon when in 
  Rearward 
  Stance 
  is 
  automatically 
  successful; 
  although still requires a significant action to do so. 
   
   
   
   
   
   
  
  Instead of making an attack, this combat task 
  allows a character distract, befuddle, ridicule, 
  and/or confuse an adversary who is attacking 
  somebody other than the character in question.  
   
  Roll Riddle against a TN of 10 + Attribute Level of 
  target. If successful, the adversary will be made 
  temporarily Weary for a number of turns as follows: 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  • 
  Ordinary success: 1 round 
   
  • 
  Great success: 2 rounds 
   
  • 
  Extraordinary success: 3 rounds 
   
  On a failure with an C the adversary being 
  Taunted may gain one point of Hate instead of 
  attempting a Called Shot. 
   
   
   
   
   
   
   
   
   
   
   
   
  
   
  Break Enemy Lines 
  Forward 
  Beginning of round 
  Athletics roll 
  - 
  Hinder Enemy 
  Open 
  Beginning of round 
  Battle roll 
  Forfeit attack 
  Evasive 
  Defensive 
  Hero’s turn 
  Athletics roll 
  Forfeit attack 
  Taunt Enemy 
  Rearward 
  Beginning of round 
  Riddle roll 
  Forfeit attack 
  Retrieve Weapon 
  Rearward 
  Beginning of round 
  - 
  Significant action 
  Retrieve Weapon 
  Any Close Combat 
  Hero’s turn 
  Battle roll 
  Forfeit attack 
   
  
  - Additional 
  Combat      
  Rules - 
   
  This section offers the players and Loremaster alike 
  additional combat options for use within the game.  
   
  This rule change makes combat more dangerous 
  and realistic for when an individual faces multiple 
  opponents in combat: 
   
  • 
  A character is considered 'hindered' if facing 
  three opponents 
   
  • 
  A character is considered 'severely hindered' if 
  facing four or more opponents 
   
  When ‘hindered’ or ‘severely hindered’ from facing 
  multiple opponents, a character may apply their 
  Shield Parry rating to just one of the adversaries 
  that they are facing. 
   
  Character's may use their armour in order to 
  attempt to absorb damage from an attack. The rules 
  for Absorb Impact are the same as that of 
  Knockback and the following table should be used 
  for each action: 
   
   
  Skill Used 
  Athletics 
  Armour 
  Rating 
  TN 
  10 + Attacker's 
  Attribute Level 
  Attacker's 
  Injury Rating 
  Result 
  Failure + C 
  Off-balance, no 
  Parry rating 
  next round 
  Stunned, 
  armour 
  damaged 
  Failure 
  Off-balance 
  Stunned 
  Success 
  Half-damage, 
  off-balance 
  Half-damage, 
  Stunned 
  Great Success 
  Half damage 
  Half damage 
  Extraordinary 
  Success 
  No damage 
  No damage 
  Stunned: +2 TN to the character's next action 
   
   
   
   
   
   
   
   
   
   
  
  The heavier metal armour types now provide 
  limited endurance protection to their wearer as 
  follows: 
   
  • 
  Mail 
  Shirt 
  (3D 
  Protection): 
  reduces 
  the 
  endurance lost from any successful attack by 
  one point 
   
  • 
  Coat of Mail (4D Protection): reduces the 
  endurance lost from any successful attack by 
  two points 
   
  • 
  Mail Hauberk (5D Protection): reduces the 
  endurance lost from any successful attack by 
  four points 
   
   
  Armour may be damaged during combat, directly 
  affecting its capability of protecting its wearer.  
   
  Whether a Protection Test is successful or not if the 
  Feat Die results in an C being rolled, then the 
  armour's rating is reduced by 1D. This can only 
  occur up to three times; therefore a mail hauberk 
  may only be reduced in total from 5D to 2D. 
   
  Characters can freely repair any damaged armour 
  during a Year End Fellowship Phase however at any 
  other time during the year such repairs are made by 
  selecting the Repair Armour undertaking. 
   
   
   
  This undertaking may be selected during any non 
  year-end Fellowship Phase. Appropriate equipment 
  and materials should be present and if so, any 
  damaged armour is fully repaired on a successful 
  Craft roll (TN 14). This Undertaking may also be 
  applied to broken shields and weapons or any other 
  piece 
  of 
  equipment 
  the 
  Loremaster 
  deems 
  appropriate. 
   
   
   
  Critical Wounds occur when a player-hero is 
  wounded, resulting in them suffering grievous 
  injury determined by the weapon which caused the 
  wound. Within the rules this is represented by the 
  character acquiring a temporary wounded trait. A 
  summary 
  of 
  the 
  Wounded 
  traits 
  and 
  their 
  associated weapons and Weapon Groups follows: 
   
  • 
  Simple Weapons, Staffs/Staves, Nets and 
  Torches: usually do not result in Critical 
  Wounds 
  unless 
  their 
  descriptions 
  state 
  otherwise 
   
  • 
  Thrown, Slings, Bows, and Spears: use the 
  Puncture Critical Wound trait 
   
  • 
  Hammers: use the Crush Critical Wound trait 
   
  • 
  Axes: use the Slash Critical Wound trait (on a 
  roll of 1, 2, 3 on a Success Die) or the Crush 
  Critical Wound trait (on a roll of 4, 5, 6 on the 
  Success Die) 
   
  • 
  Mattocks: use the Puncture Critical Wound 
  trait (on a roll of 1, 2, 3 on a Success Die) or the 
  Crush Critical Wound trait (on a roll of 4, 5, 6 
  on the Success Die) 
   
  • 
  Swords: use the Slash Critical Wound trait 
   
  The Loremaster may invoke a Critical Wound 
  suffered by the character if it would have a negative 
  effect on the situation at hand. In other words, it 
  must be reasonably plausible that the character 
  would have fared better if he didn’t possess the 
  negative feature detailed by the wound. The 
  Loremaster may invoke a Critical Wound to apply a 
  Feat Re-roll. Usually, the Loremaster cannot apply 
  the effects of the Critical Wound more than once 
  during the same scene. 
   
  Feat Re-roll 
  If the Loremaster rules that a Critical Wound is 
  affecting the performance of a hero, the acting 
  player must roll the Feat die twice, and keep the 
  lowest result. 
   
   
   
   
   
   
   
   
   
  
   
  The character has suffered a grievous, crushing 
  blow, which may have resulted in any one of a 
  broken/fractured leg or arm, a staggering blow, 
  concussion or any other similar wound. 
   
  These injuries will affect a character's weapon skills 
  and mental capacity (ie, Wits related Common 
  Skills). 
   
   
  Character's wounded in such circumstances may 
  exhibits injuries ranging from nasty slashes to 
  vicious arterial cuts resulting in significant blood 
  loss.  
   
  These injuries will affect a character's weapons 
  skills, vigour and physical well-being (ie, Body 
  related Common Skills). 
   
   
  A Character suffering from such a critical wound 
  may manifest as internal organ damage or 
  bleeding, muscle damage, or a deep penetrating 
  wound. 
   
  These injuries will affect a character's weapon skills 
  and, energy and vitality (ie, Heart related Common 
  Skills). 
   
  Treated Wounds 
  For treated wounds, a character may spend a point 
  of Hope to ignore the effects for a scene, battle, 
  encounter, journey leg, etc. 
   
   
   
   
   
   
   
   
   
   
   
  Failure Aggravation 
  If the Loremaster rules that a Critical Wound is 
  affecting the performance of a hero, and the roll he 
  attempted was a failure, the Loremaster may 
  declare 
  that 
  the 
  character 
  suffers 
  Failure 
  aggravation. When this happens, the wound re-
  opens and it is considered no longer treated 
  (another Healing roll must be attempted to treat it 
  again), and the character loses a number of 
  Endurance points equal to the result of one success 
  dice. 
   
   
  When a character's Endurance drops to zero, the 
  character 
  does 
  not 
  become 
  unconscious 
  immediately. Instead, he can spend a point of Hope 
  to gain a new condition: he is considered 
  Exhausted. 
   
  An Exhausted character's Parry rating is reduced to 
  zero; he also loses any shield bonus. In any dice roll 
  (including attack rolls) except Protection tests, all 
  scores on the Success Dice count as zero except B 
  results which still count as a six, and count towards 
  Great or Extraordinary successes.  
   
  The character can still spend Hope points with the 
  usual effects. 
   
  Any 
  successful 
  attack 
  against 
  an 
  Exhausted 
  character is considered a Piercing Blow that doesn't 
  deal Endurance damage but requires a Protection 
  test. If the character gets Wounded when he is 
  Exhausted, or if he was already Wounded when his 
  Endurance drops to zero, then he is immediately 
  unconscious and he is dying, as usual. 
   
  When a character recovers at least 1 Endurance 
  point, he is no longer Exhausted. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  - Battle Maps -  
  The One Ring uses many abstract mechanisms for 
  resolving 
  physical 
  conflict 
  within 
  the 
  game 
  including, but not exclusive to elements such as 
  stances, initiative and the concepts of abstract 
  positioning and movement. This section introduces 
  a framework for creating and introducing ‘battle 
  maps’ to The One Ring. 
   
  A Battle Map is a visual aid produced by the 
  Loremaster for a physical encounter involving 
  complex situations, goals, objectives, or options 
  that may be available to the player-heroes. While 
  not necessary for every engagement, a Battle Map is 
  created to support and communicate numerous 
  options and detail that may be forgotten by players 
  and Loremaster alike in the ‘heat of the moment’. 
  Battle Maps should not limit creativity in any way; 
  they are purely to be used to support interesting 
  play and allow the players and Loremaster to focus 
  on the story being developed and help them 
  visualise the scene before them. 
   
  Basically, they are a quick reference for the battle in 
  question highlighting the locations/areas of the 
  fight and the 'traits' of each area. These get 
  described during the narrative but the additional 
  visual aid helps players to focus and to recall 
  information about the scene after it has initially 
  been described. 
   
  Battle Map Locations 
  A Battle Map should have numerous locations 
  explicitly marked out within it. These locations 
  relate to distinct, and often strategically important 
  or advantageous, areas in which the player-heroes, 
  allies and Adversaries can interact.  
   
  Also, where necessary, information on how each 
  distinct area is linked and travelled to, or 
  negotiated, can be added to the combat map; for 
  example: 
   
  • 
  This may involve information on tests to climb 
  steep slopes or cliffs, etc 
   
  • 
  Bonuses that may be obtained for ranged 
  attacks or cover due to advantageous terrain, 
  etc 
   
  • 
  Objectives such as a narrow bridge or high 
  pass that the player-heroes need to reach, etc 
   
  • 
  Locations, people or allies within a location 
  that require protection, etc 
   
  • 
  A time limit for specific objectives to be 
  completed, “We must hold this ground!”, etc 
   
  Players and the Loremaster use these locations as 
  an aide memoire, in order to easily recall the 
  important details and elements of the battle taking 
  place. 
   
  Battlefield Traits 
  Much like character traits, Battlefield Traits are 
  descriptive elements and environmental traits 
  relating to the physical description of the area in 
  which the battle is taking place and its associated 
  Battle Map Locations. This may include, but is not 
  limited to, any of the following: 
   
  • 
  The terrain – rocky, shale, high ground, copse 
  of trees, brush, loose stone, a steep incline, etc 
   
  • 
  The weather – heavy rain, a bright clear sky, 
  low-hanging fog, a cold wind, a heavy gale, etc 
   
  • 
  Visibility – a moonlit night, a clear spring 
  morning, a moonless night, etc 
   
  Players may use these traits to support or invoke 
  certain actions and to use Bonus Success dice to 
  supplement the actions of their characters.  
  
  Players can use the traits and locations found on a 
  Battle Map in several different ways: 
   
  • 
  To add descriptive elements to when they are 
  describing the actions of their characters 
   
  • 
  Using them to 'hang' bonus success dice off 
  that they obtained from preliminary rolls or 
  other such special circumstances 
   
  • 
  Exploiting them for strategic or mechanical 
  advantage 
   
  • 
  To understand the 'lay of the land' within a 
  fight 
   
  • 
  Including elements that draw out the narrative 
  behind the combat; there may be secrets to be 
  gleaned if the player-heroes do something (eg, 
  in a Warg Ambush, when protecting a group of 
  children in a specific location the companions 
  realise it is not them but the pet wolfhound that 
  is the real target of the attack 
   
  When creating a Battle Map the following points 
  with regards to traits and locations should be 
  considered: 
   
  1) Pick out a nice piece of art that represents 
  either the location or some narrative element of 
  the scene 
   
  2) On top of the illustration draw out the 
  locations, arranging them in a logical order as 
  to their relation to each other 
   
  3) Identify and list out any rules as to how PCs 
  can move between each location. Even though 
  this feels like Loremaster-specific information it 
  can be added to the maps to remind the 
  Loremaster and the player-heroes would likely 
  have a good idea of how difficult something 
  can be to negotiate or attempt. In certain 
  circumstances a Loremaster version of the map 
  can be produced to cover off more details and 
  secrets associated with the battle and the 
  associated terrain and other elements 
   
   
   
   
   
   
  4) For each location, add a number of descriptive 
  traits to it. These can simply be evocative so 
  that players can draw on them for colour when 
  describing their actions or they can serve more 
  of a mechanical purpose - eg, something like 
  "high ground" could be used by an archer to 
  attack opponents with a mechanical advantage 
  of -2 to their target's TN 
   
  5) Add any other specific rules you want to use 
  within the scene and don't mind sharing with 
  the players - eg, other NPCs that need 
  protecting within a specific locale, a combat 
  round count, etc. 
   
  When creating elements of the Battle Map try and 
  think how a player and their character could use 
  them and try to list a mixture of purely evocative 
  traits and one or two to hang mechanical 
  advantages or disadvantages off. This allows 
  players to use the 'traits' as creative hooks for 
  actions and gives them ideas of how to interact with 
  the environment or points of interest within the 
  scene. 
   
  When to Use Battle Maps? 
  There is no need to play hard and fast with any of 
  the points discussed here - it can be just as much 
  fun to go with traits that you just believe are 
  evocative and fire your imagination and then get 
  totally surprised by how your players use them! 
   
  These are all just ideas with no fixed rules. 
  Loremasters can use Battle Maps whenever they see 
  fit and shouldn’t feel like they must do so all the 
  time or in the same way. Battle Maps should 
  support the players and the Loremaster’s enjoyment 
  of the game; if it isn't doing that, then stop! 
   
  Remember to always try and make combat 
  narratively important. If possible a fight should 
  further the plot in some way whether that be a piece 
  of information discovered or even just defeating the 
  opponents to get somewhere. Considering these 
  kinds of things can get the players a little more 
  invested in the scene. 
   
   
   
   
   
   
   
   
  
   
   
  Here we see numerous locations within the battle and the routes they are navigated in addition to any time or tests required to reach the location in 
  question. Also, there is reference to an ‘objective’ within the map (ie, Protect the Children), highlighting how such element may be introduced. 
   
   
   
   
  
  More complex than the ‘Warg Ambush’, this battle map illustrates how a location can be depicted including the characteristics of such locations and 
  how they can be navigated. There are also reference to objectives (ie, Villagers) and a Rounds count along the side – often useful for showing just how 
  long the companions and their allies need to defend a locale before aid arrives, or some other device/narrative, to relieve them.  
   
   
   
   
  
  - The Great 
  Melee -  
  One of the areas not covered within The One Ring’s 
  standard ruleset are a set of guidelines or rules for if 
  players’ characters ever fight, or compete in a 
  tournament, against each other. The problem with 
  the rules as written in engaging in such an activity 
  is around stances.  
   
  A satisfactory set of rules should allow for PCs on 
  opposing sides to be able to engage each other 
  choosing differing Stances (ie, allowing for the same 
  options as those they use within standard combat), 
  currently TOR does not allow for this. These house 
  rules look to address that, yet still maintain the 
  abstract nature of TOR’s combat system. 
   
   
  Presented here are the guidelines for competing in 
  PC vs. PC combat, tourneys, and sparring.   
   
  1. Select Targets  
  Players roll Battle – declaring their chosen target in 
  order from the lowest number of successes (or total 
  dice roll if no successes were obtained) to the 
  highest. Any ties within the Battle roll are resolved 
  in order from lowest to highest Wits scores. 
   
  2. Secretly Select Stance 
  Each player now secretly selects the Stance of their 
  character using the ‘cards’ within this document. 
   
  3. Reveal Stance 
  Players reveal their chosen stances at the same time 
   
  4. Establish Attack TN 
  To determine what TN a player uses for their 
  character’s attack, compare the stance the attacker 
  is in with that of their targeted opponent: 
   
  • Forward 
  Stance 
  trumps 
  Open 
  Stance 
  (overwhelming the more measured approach) 
   
  • Open Stance trumps Defensive Stance (taking the 
  time to find holes in their defense) 
   
  • Defensive Stance trumps Forward Stance (easily 
  avoiding the overextended attack) 
   
   
   
  If your characters’ stance trumps your opponent’s 
  your TN to hit is the lower of the two.  
   
  If your characters’ stance is trumped, your TN to hit 
  is the higher.  
   
  If they are the same, then it is as normal (ie, the TN 
  of the Stance you selected).  
   
  For example, Thogrim is in Forward Stance and 
  attacks Iwgar in Defensive Stance. Thogrim's TN to 
  hit is 12 while Iwgar’s is 6. 
   
  5. Resolve Attacks 
  Each character resolves their attack in stance order 
  (forward, open, defensive, and rearward). Ties are 
  broken with Wits score. 
   
   
  The following rules may be used in addition to the 
  above steps to provide more detail and a greater 
  range of results. 
   
  • Friendly Bouts – as these rules were primarily 
  created for tournaments and bouts where non-
  lethal damage is desired then normal Wounds 
  do not apply. Damage is therefore at an 
  Endurance level only. Follow the rules normally 
  but, if you successfully Wound your opponent 
  (ie, succeed in achieving a piercing blow and 
  your opponent fails their Protection test), they 
  automatically surrender and leave the tourney 
  field; they have been overwhelmed by your blow 
   
  • Accidental wounds may still occur during 
  tournaments. When a C is rolled as part of a 
  successful attack your opponent must make a 
  Protection test, failure results in a Wound. In 
  such circumstances a Hope point may be spent 
  by 
  the 
  attacker 
  to 
  avoid 
  wounding 
  or, 
  accidentally, killing their opponent 
   
  • Where a successful attack achieves a A result on 
  the Feat Die, the opponent is winded. Their next 
  action receives a -2 penalty  
   
  • When the Endurance damage sustained by an 
  NPC equals twice their (base) Hope score they 
  may surrender at the earliest opportunity. It is 
  up to the LM to decide on whether the NPC 
  surrenders (or leaves the tourney field) or not 
   
  
  • These rules can be used to provide an alternative 
  for 
  resolving 
  combat 
  between 
  PCs 
  and 
  narratively important NPCs, offering a more 
  detailed resolution mechanic for the NPC in 
  question with regards to Stance choice/options 
   
   
  Copies of the following stance cards should be 
  provided for each combatant. A Rearward card has 
  also been provided to allow for groups of opponents 
  facing off against each other but such a stance has 
  the same restrictions as that found in standard 
  combat. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
    
    
   
   
   
          
   
   
   
  
  - New 
  Adversaries -  
  "Before you could get round Mirkwood in the North 
  you would be right among the slopes of the Grey 
  Mountains, and they are simply stiff with Goblins, 
  Hobgoblins, and Orcs of the worst description.” 
   
  Lesser Cold Drake 
  ATTRIBUTE LEVEL 
  8 
  ENDURANCE 
  HATE 
  100 
  10 
  PARRY 
  ARMOUR 
  10 
  5d / 1d* 
  SKILLS 
  Personality, 4 
  Survival, 3 
  Movement, 4 
  Custom, 4 
  Perception, 3 
  Vocation, 3 
  WEAPON SKILLS 
  Bite 
  Damage 8, Edge 8, Injury 18, CS Pierce  
  4 
  Rend 
  Damage 5, Edge 9, Injury 20, CS - 
  3 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Thick Hide 
  When the creature succeeds in a Protection test against a 
  close-combat weapon, obtaining a great or 
  extraordinary success, the attacker drops his weapon 
  (under normal circumstances, the dropped weapon may 
  be recovered spending an entire action). 
  Lesser Cold Drake 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Dreadful Spells  
  During combat, reduce the creature’s Hate point score 
  by one to force one companion who is within his baleful 
  gaze to make a Corruption check against TN 16. If 
  failed, the companion gains one Shadow point and 
  cannot attack the drake for a number of rounds equal to 
  10 minus his Wisdom rating.  
   
  The drake can spend several Hate points to affect an 
  equal number of companions at the same time. If used 
  during an encounter, companions put under the dragon-
  spell feel compared to answer truthfully to questions for 
  the duration of the encounter. 
  Foul Reek 
  An overpowering stench forces any hero engaged with 
  the monster to spend a point of Hope to attempt any 
  action other than an attack (including combat tasks). 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Thing of Terror 
  A hero facing such a terrifying creature must make a 
  Fear test at the beginning of every round of combat, 
  until he fails or he succeeds with a great or 
  extraordinary success (the test is made against TN 14, 
  unless a different difficulty is included in brackets in the 
  ability description). 
  Weak Spot 
  Whenever the creature attempts a Called shot or spends 
  a point of Hate to use a special ability (Horrible 
  Strength, Tainted Blast, Savage Assault or Dreadful 
  Spells) he exposes his weak spot for enough time for the 
  companions to hit it with their next attack. When hit for 
  a Piercing Blow on his weak spot, the creature rolls only 
  one dice for his Protection test. If wounded as a 
  consequence of an attack on his weak spot, it breaks off 
  the fight and flees. 
  Tainted Blast 
  By spending a point of Hate, the drake spits forth a jet of 
  poisonous fumes. Anyone attacking the drake in close 
  combat is caught in the blast and must immediately 
  make a Protection test against TN 16. Those who fail 
  suffer 4 Success dice of Endurance damage; a simple 
  success means the character suffers 1 Success dice of 
  Endurance damage, while a great or extraordinary 
  success means the character comes through the fumes 
  without harm.  
  
  Goblin Warrior 
  ATTRIBUTE LEVEL 
  2 
  ENDURANCE 
  HATE 
  8 
  1 
  PARRY 
  ARMOUR 
  2 + 1 
  2d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 3 
  Custom, 1 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Spear 
  Damage 4, Edge 9, Injury 12, CS pierce 
  2 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
  Snaga Stalker 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  12 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 1 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Bow of horn 
  Damage 4, Edge 10, Injury 12, CS poison 
  2 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  
  Hobgoblin Archer 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  32 
  5 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Bow of horn 
  Damage 4, Edge 10, Injury 12, CS poison 
  3 
  Orc-axe 
  Damage 5, Edge C, Injury 16, CS break 
  shield 
  3 
  Bite 
  Damage 4, Edge C, Injury 14, CS - 
  3 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  target is considered to have been administered a coup 
  de grace and is killed (regardless of damage inflicted). 
  Hobgoblin Chief 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  36 
  5 
  PARRY 
  ARMOUR 
  4 + 3 (Shield) 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Orc-axe 
  Damage 5, Edge C, Injury 16, CS break 
  shield 
  3 
  Bite 
  Damage 4, Edge C, Injury 14, CS - 
  4 
  SPECIAL ABILITIES 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  target is considered to have been administered a coup 
  de grace and is killed (regardless of damage inflicted). 
  
  Orc Raider 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  10 
  1 
  PARRY 
  ARMOUR 
  3 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Bow of horn 
  Damage 4, Edge 10, Injury 12, CS poison 
  2 
  Bent sword 
  Damage 4, Edge 10, Injury 12, CS disarm 
  2 
  SPECIAL ABILITIES 
  Craven 
  If at the beginning of a round the creature is found 
  without Hate points, it tries to flee the battlefield. 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Orc Taskmaster 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Cruel Whip 
  Damage 3, Edge 10, Injury 12, CS trip (treat 
  target as if they were suffering knockback) 
  3 
  Bent sword 
  Damage 4, Edge 10, Injury 12, CS disarm 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  Orc Champion 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 2 
  Survival, 3 
  Movement, 3 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Heavy scimitar (2h) 
  Damage 7, Edge 10, Injury 14, CS break shield 
  2 
  Spear 
  Damage 4, Edge 9, Injury 12, CS pierce 
  3 
  SPECIAL ABILITIES 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
  Orc Marauder 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Orc-axe 
  Damage 5, Edge C, Injury 16, CS break 
  shield 
  2 
  Broad-bladed sword 
  Damage 5, Edge 10, Injury 14, CS poison 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
   
  Orc Line-breaker 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Broad-bladed sword 
  Damage 5, Edge 10, Injury 14, CS poison 
  2 
  Heavy Orc-axe 
  Damage 7, Edge C, Injury 16, CS break 
  shield 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
   
   
   
   
  
  Orc Shaman 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  5 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Jagged knife 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  Bent sword 
  Damage 4, Edge 10, Injury 12, CS disarm 
  2 
  SPECIAL ABILITIES 
  Hate Sunlight 
  The creature loses one point of Hate at the end of the 
  first round of combat fought while exposed to the light 
  of the sun. 
  Bewilder 
  Reduce the creature’s Hate point score by one to reduce 
  the Parry rating of a hero to the basic combat TN of their 
  chosen stance. 
  Dreadful Spells (Shadow Curse) 
  A hero who fails the corruption check due to Dreadful 
  Spells has the Injury rating of any piercing blows they 
  suffer increased by 4. 
  Black Uruk Champion 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HATE 
  32 
  5 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 3 
  WEAPON SKILLS 
  Heavy scimitar (2h) 
  Damage 7, Edge 10, Injury 14, CS break shield 
  3 
  Broad-headed spear 
  Damage 5, Edge 10, Injury 12, CS pierce 
  2 
  SPECIAL ABILITIES 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
   
   
   
  
  Black Uruk Chief 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  38 
  6 
  PARRY 
  ARMOUR 
  5 
  3d + 4 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Heavy scimitar (2h) 
  Damage 7, Edge 10, Injury 14, CS break shield 
  3 
  Orc Axe 
  Damage 5, Edge C, Injury 16, CS break 
  shield 
  3 
  SPECIAL ABILITIES 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Mangle 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  primary weapon. 
  
   
  Huorn 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  65 
  6 
  PARRY 
  ARMOUR 
  1 
  4d 
  SKILLS 
  Personality, 0 
  Survival, 0 
  Movement, 0 
  Custom, 0 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Root Lash 
  Damage 5, Edge C, Injury 14, CS - 
  3 
  Strangle 
  Damage 6, Edge 10, Injury 14, CS - 
  3 
  The Huorn normally attacks using its Root Lash skill. If 
  successful, it applies its Seize Victim ability to 
  immobilise its victims and then attack them using 
  Strangle. 
  SPECIAL ABILITIES 
  Many Roots 
  Every round, the creature may attack up to three 
  different opponents attacking it in a close combat 
  stance. OR, reduce its Hate point score by one point to 
  attack ALL opponents fighting in close combat. 
  Root Lash 
  The thing attacks using its tentacle like roots. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
  Strangle 
  When the creature has taken hold of a victim, it tries to 
  crush it tightening its coils. 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
   
  
  Marsh Harridan 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  20 
  4 
  PARRY 
  ARMOUR 
  5 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Slash 
  Damage 4, Edge C, Injury 15, CS - 
  3 
  Bite 
  Damage 6, Edge 9, Injury 14, CS - 
  2 
  SPECIAL ABILITIES 
  Bewilder 
  Reduce the creature’s Hate point score by one to reduce 
  the Parry rating of a hero to the basic combat TN of their 
  chosen stance. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  Marsh Ogre Chief 
  ATTRIBUTE LEVEL 
  7 
  ENDURANCE 
  HATE 
  88 
  7 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 0 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Smash 
  Damage 7, Edge C, Injury 12, CS Knock-
  down 
  4 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Mangle 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  primary weapon. 
  * Knockdown: The target has been knocked down by the 
  force of the blow. A character who is knocked down cannot 
  choose to be ‘knocked back’ to lessen the impact of the blow 
  that knocked him down. A character that has been knocked 
  down cannot change his stance and will spend his following 
  round recovering his fighting position, unable to take any 
  further action that turn.
  
  Easterling Scout 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  5 
  3d 
  SKILLS 
  Personality, 1 
  Survival, 3 
  Movement, 3 
  Custom, 1 
  Perception, 3 
  Vocation, 2 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS Piercing Blow  
  3 
  Bow 
  Damage 5, Edge 10, Injury 14, CS Piercing 
  Blow  
  2 
  SPECIAL ABILITIES 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  Easterling Raider 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  12 
  2 
  PARRY 
  ARMOUR 
  3 + 3 (Shield) 
  3d + 1 
  SKILLS 
  Personality, 2 
  Survival, 1 
  Movement, 2 
  Custom, 3 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Sword 
  Damage 5, Edge 10, Injury 16, CS Disarm 
  2 
  Spear 
  Damage 5, Edge 9, Injury 14, CS Piercing Blow 
  2 
  SPECIAL ABILITIES 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  target is considered to have been administered a coup 
  de grace and is killed (regardless of damage inflicted). 
  
  Easterling Champion 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  4 
  3d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 3 
  Custom, 2 
  Perception, 3 
  Vocation, 1 
  WEAPON SKILLS 
  Long-hafted Axe 
  Damage 5 / 7, Edge A, Injury 18 / 20, CS Break 
  Shield 
  4 
  SPECIAL ABILITIES 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  target is considered to have been administered a coup 
  de grace and is killed (regardless of damage inflicted). 
  Easterling Chief 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  20 
  3 
  PARRY 
  ARMOUR 
  4 + 3 (Shield) 
  3d + 4 
  SKILLS 
  Personality, 4 
  Survival, 2 
  Movement, 3 
  Custom, 3 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS Piercing Blow 
  4 
  Sword 
  Damage 5, Edge 10, Injury 16, CS Disarm 
  3 
  SPECIAL ABILITIES 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  
  Bandit 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  4 
  3d + 1 
  SKILLS 
  Personality, 2 
  Survival, 3 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS piercing blow 
  2 
  Axe 
  Damage 5, Edge C, Injury 18, CS break 
  shield 
  2 
  SPECIAL ABILITIES 
  No Quarter 
  If the creature has just knocked out a character, reduce 
  its Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon (against the usual TN): if the roll 
  succeeds with a great or extraordinary success, the 
  target is considered to have been administered a coup 
  de grace and is killed (regardless of damage inflicted). 
  Overwhelm 
  If the creature’s attack hits producing a great or 
  extraordinary success, reduce its Hate point score by one 
  point to cause the target to be considered temporary 
  weary, until the end of this creature’s next turn. 
  Bandit Marksman 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  3 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 3 
  Movement, 3 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Bow 
  Damage 5, Edge 10, Injury 14, CS piercing 
  blow 
  2 
  Dagger 
  Damage 3, Edge C, Injury 12, CS -  
  2 
  SPECIAL ABILITIES 
  Deadly Archery 
  The archer may spend a point of Hate to add his 
  Attribute level to damage with a successful bow attack. 
  Pinning Shot 
  If the creature’s attack hits producing a great or 
  extraordinary success, reduce its Hate point score by one 
  point to force the target to be considered under the 
  effects of Knockback for one turn. Note this does not 
  including the halving of the endurance loss as with 
  normal Knockback, nor can the target be knocked back 
  normally. 
  
  Bandit Chief 
  ATTRIBUTE LEVEL 
  5 
  ENDURANCE 
  HATE 
  20 
  5 
  PARRY 
  ARMOUR 
  5 + 2 
  3d + 1 
  SKILLS 
  Personality, 4 
  Survival, 3 
  Movement, 3 
  Custom, 3 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Long Sword 
  Damage 5, Edge 10, Injury 16, CS disarm 
  3 
  SPECIAL ABILITIES 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  Overwhelm 
  If the creature’s attack hits producing a great or 
  extraordinary success, reduce its Hate point score by one 
  point to cause the target to be considered temporary 
  weary, until the end of this creature’s next turn. 
  Guard Dog 
  ATTRIBUTE LEVEL 
  2 
  ENDURANCE 
  HATE 
  8 
  1 
  PARRY 
  ARMOUR 
  3 
  1d 
  SKILLS 
  Personality, 1 
  Survival, 1 
  Movement, 3 
  Custom, 0 
  Perception, 2 
  Vocation, 0 
  WEAPON SKILLS 
  Bite 
  Damage 3, Edge 10, Injury 16, CS - 
  2 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
   
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target (but can freely use a 
  secondary attack if it possesses one). 
  
  Brigand 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  3 
  PARRY 
  ARMOUR 
  5 
  3d + 1 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Axe 
  Damage 5, Edge C, Injury 18, CS break 
  shield 
  2 
  Long Sword 
  Damage 5, Edge 10, Injury 16, CS disarm 
  3 
  SPECIAL ABILITIES 
  Dirty Fighting 
  Before attacking this creature can reduce its Hate point 
  score by one point to cause the target’s parry rating to 
  be reduced by 3 until the start of this creatures next 
  turn. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Robber 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  16 
  3 
  PARRY 
  ARMOUR 
  5 
  2d + 1 
  SKILLS 
  Personality, 1 
  Survival, 3 
  Movement, 3 
  Custom, 1 
  Perception, 3 
  Vocation, 2 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS piercing blow 
  2 
  Short Sword 
  Damage 5, Edge 10, Injury 14, CS disarm 
  2 
  SPECIAL ABILITIES 
  Craven 
  If at the beginning of a round the creature is found 
  without Hate points, it tries to flee the battlefield. 
  Dirty Fighting 
  Before attacking this creature can reduce its Hate point 
  score by one point to cause the target’s parry rating to 
  be reduced by 3 until the start of this creatures next 
  turn. 
  Snake-like Speed 
  When a hero has rolled for an attack against the 
  creature, reduce its Hate point score by one to double 
  the creature’s basic Parry score (not including the bonus 
  due to a shield). If the TN to hit the creature is now 
  higher than the roll, the attack missed. 
  
  Ruffian 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  14 
  3 
  PARRY 
  ARMOUR 
  4 
  2d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Short Sword 
  Damage 5, Edge 10, Injury 14, CS disarm 
  2 
  SPECIAL ABILITIES 
  Craven 
  If at the beginning of a round the creature is found 
  without Hate points, it tries to flee the battlefield. 
  Overwhelm 
  If the creature’s attack hits producing a great or 
  extraordinary success, reduce its Hate point score by one 
  point to cause the target to be considered temporary 
  weary, until the end of this creatures next turn. 
  Ruffian Leader 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  18 
  4 
  PARRY 
  ARMOUR 
  5 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 3 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Long Sword 
  Damage 5/7, Edge 10, Injury 16/18, CS disarm 
  2 
  SPECIAL ABILITIES 
  Commanding Voice 
  Reduce the creature’s Hate point score by one to restore 
  one Hate point to all creatures of the same kind involved 
  in the confrontation (not including the creature using 
  the special ability). 
  Overwhelm 
  If the creature’s attack hits producing a great or 
  extraordinary success, reduce its Hate point score by one 
  point to cause the target to be considered temporary 
  weary, until the end of this creatures next turn. 
  
  Cave Troll Runt 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  62 
  5 
  PARRY 
  ARMOUR 
  5 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 1 
  Custom, 0 
  Perception, 1 
  Vocation, 0 
  WEAPON SKILLS 
  Bite 
  Damage 5, Edge C, Injury 14, CS - 
  2 
  Crush 
  Damage 7, Edge C, Injury 12, CS - 
  1 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Olog-Hai 
  ATTRIBUTE LEVEL 
  8 
  ENDURANCE 
  HATE 
  85 
  8 
  PARRY 
  ARMOUR 
  6 + 1 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Heavy hammer 
  Damage 8, Edge C, Injury 16, CS break 
  shield 
  3 
  Crush 
  Damage 8, Edge C, Injury 12, CS - 
  3 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Thick Hide 
  When the creature succeeds in a Protection test against a 
  close-combat weapon, obtaining a great or 
  extraordinary success, the attacker drops his weapon 
  (under normal circumstances, the dropped weapon may 
  be recovered spending an entire action). 
  
  Olog-Hai War Chief 
  ATTRIBUTE LEVEL 
  9 
  ENDURANCE 
  HATE 
  92 
  10 
  PARRY 
  ARMOUR 
  7 + 1 
  3d 
  SKILLS 
  Personality, 3 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Heavy hammer 
  Damage 8, Edge C, Injury 16, CS break 
  shield 
  4 
  Crush 
  Damage 9, Edge C, Injury 12, CS - 
  3 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Hideous Toughness 
  Reduce the creature’s Hate point score by one to reduce 
  the Endurance loss caused by an enemy’s attack by a 
  number of points equal to the creature’s Attribute Level. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Thick Hide 
  When the creature succeeds in a Protection test against a 
  close-combat weapon, obtaining a great or 
  extraordinary success, the attacker drops his weapon 
  (under normal circumstances, the dropped weapon may 
  be recovered spending an entire action). 
  
  Ettin 
  ATTRIBUTE LEVEL 
  7 
  ENDURANCE 
  HATE 
  82 
  8 
  PARRY 
  ARMOUR 
  6 
  4d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 2 
  Perception, 2 
  Vocation, 1 
  WEAPON SKILLS 
  Club 
  Damage 6, Edge 10, Injury 14, CS - 
  3 
  Crush 
  Damage 7, Edge C, Injury 12, CS - 
  2 
  SPECIAL ABILITIES 
  Great Size 
  The creature is so resilient and tough that it is not 
  knocked out or killed when reduced to zero Endurance 
  or if wounded once. The creature keeps fighting at zero 
  Endurance or when wounded once, until wounded 
  twice, or reduced to zero Endurance AND wounded. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  Horrible Strength 
  Following a successful attack, reduce the creature’s Hate 
  point score by one to increase the target’s Endurance 
  loss by a number of points equal to the creature’s 
  Attribute Level. 
  Two Heads Are(n’t) Better Than One! 
  If the Ettin rolls a  A when attacking then it spends the 
  next turn arguing with itself. 
  
  Restless Dead 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  20 
  5 
  PARRY 
  ARMOUR 
  5 
  2d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 1 
  Vocation, 1 
  WEAPON SKILLS 
  Claw 
  Damage 3, Edge C, Injury 14, CS - 
  2 
  Sword 
  Damage 5, Edge 10, Injury 16, CS - 
  2 
  SPECIAL ABILITIES 
  Foul Reek 
  An overpowering stench forces any hero engaged with 
  the monster to spend a point of Hope to attempt any 
  action other than an attack (including combat tasks). 
  Unnatural Vitality 
  If the creature is wounded or down to zero Endurance, it 
  may continue fighting by reducing its Hate point score 
  by one point at the start of a combat round. 
  Wretched Wight 
  ATTRIBUTE LEVEL 
  3 
  ENDURANCE 
  HATE 
  32 
  5 
  PARRY 
  ARMOUR 
  6 
  3d 
  SKILLS 
  Personality, 1 
  Survival, 1 
  Movement, 3 
  Custom, 2 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS pierce  
  2 
  Sword 
  Damage 5, Edge 10, Injury 16, CS - 
  2 
  Strangling Claws 
  Damage 3, Edge C, Injury 16, CS -  
  2 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
  Fell Speed 
  Creatures capable of flight or possessing a great agility 
  can choose which heroes to engage at the beginning of 
  every turn (even when in inferior numbers), can attack 
  heroes in any stance, and can choose to abandon 
  combat at the beginning of any round. 
  Craven 
  If at the beginning of a round the creature is found 
  without Hate points, it tries to flee the battlefield. 
  
  Gloom Wight 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  66 
  9 
  PARRY 
  ARMOUR 
  8 
  4d 
  SKILLS 
  Personality, 2  
  Survival, 1 
  Movement, 3 
  Custom, 3 
  Perception, 2 
  Vocation, 3 
  WEAPON SKILLS 
  Spear 
  Damage 5, Edge 9, Injury 14, CS pierce  
  3 
  Sword 
  Damage 5, Edge 10, Injury 16, CS - 
  3 
  Strangling Claws 
  Damage 6, Edge C, Injury 16, CS -  
  2 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Denizen of the Dark 
  While the creature is in the dark (at night, underground, 
  or in a dense forest) its Attribute level is doubled as far 
  as all rolls are concerned (attack and Protection tests 
  included). 
  Fell Speed 
  Creatures capable of flight or possessing a great agility 
  can choose which heroes to engage at the beginning of 
  every turn (even when in inferior numbers), can attack 
  heroes in any stance, and can choose to abandon 
  combat at the beginning of any round. 
  Craven 
  If at the beginning of a round the creature is found 
  without Hate points, it tries to flee the battlefield. 
  Bewilder 
  Reduce the creature’s Hate point score by one to reduce 
  the Parry rating of a hero to the basic combat TN of their 
  chosen stance. 
  Strike Fear 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test (against TN 14). 
  
  White Wolf 
  ATTRIBUTE LEVEL 
  4 
  ENDURANCE 
  HATE 
  14 
  2 
  PARRY 
  ARMOUR 
  6 
  1d 
  SKILLS 
  Personality, 1 
  Survival, 2 
  Movement, 2 
  Custom, 0 
  Perception, 2 
  Vocation, 0 
  WEAPON SKILLS 
  Bite 
  Damage 3, Edge 10, Injury 14, CS pierce 
  2 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Great Leap 
  Reduce the creature’s Hate point score by one to attack 
  any one companion, in any combat stance including 
  Rearward. 
  Seize Victim 
  If the creature’s main form of attack has hit, the creature 
  may hold on to the target to reduce the mobility of the 
  victim: a seized victim cannot change stance, and sees 
  its Parry rating reduced to half (rounding fractions up). 
  The seizing creature cannot attack with its main weapon 
  as long as it is seizing the target. 
  White Wolf Leader 
  ATTRIBUTE LEVEL 
  6 
  ENDURANCE 
  HATE 
  20 
  4 
  PARRY 
  ARMOUR 
  6 
  2d 
  SKILLS 
  Personality, 2 
  Survival, 2 
  Movement, 2 
  Custom, 1 
  Perception, 2 
  Vocation, 2 
  WEAPON SKILLS 
  Bite 
  Damage 5, Edge 10, Injury 14, CS pierce 
  3 
  Rend 
  Damage 5, Edge C, Injury 14, CS - 
  1 
  SPECIAL ABILITIES 
  Fear of Fire 
  The creature loses one point of Hate at the end of the 
  first round of combat fought against a direct adversary 
  wielding a torch or other sort of burning item. 
  Strike Fear (TN 14) 
  Reduce the creature’s Hate point score by one to force all 
  companions to make a Fear test. 
  Savage Assault 
  If the creature’s main form of attack has just hit 
  producing a great or extraordinary success, reduce its 
  Hate point score by one point to immediately roll a 
  second attack on the same target using the creature’s 
  secondary weapon. 
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  
SOURCE: textdata/thevault/Middle-Earth™ (MERP) [multi]/The One Ring/Third Party.Homebrew/Combat Options.pdf