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Defenders of the Forest - Liber Fanatica

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Chapter X: Friends <strong>of</strong><br />

<strong>the</strong> <strong>Forest</strong><br />

Wa r h a w k s<br />

Source: Old World Bestiary, pg. 34 and 117.<br />

Wa r h a w k Co m p a n i o n s<br />

It is said that <strong>the</strong> first Warhawk Rider was a young warrior who<br />

wished to relive <strong>the</strong> legendary tales <strong>of</strong> Dragon riding. Young<br />

warriors seeking to ride <strong>the</strong>se mighty creatures must face a dangerous<br />

rite <strong>of</strong> passage. A veteran rider leads a group <strong>of</strong> youngsters<br />

high into <strong>the</strong> Grey Mountains, to <strong>the</strong> nesting crags <strong>of</strong> <strong>the</strong><br />

Warhawks. The climb alone is perilous, but approaching <strong>the</strong><br />

nests and attempting to spiritually bond with Warhawks is even<br />

more dangerous. It is rumoured that Warhawk nests are littered<br />

with <strong>the</strong> bones <strong>of</strong> unworthy Wood Elves. Only Highborn Lords<br />

<strong>of</strong> <strong>the</strong> Pine Crags are gifted with a fledgling chick without having<br />

to undertake <strong>the</strong> rite <strong>of</strong> passage. These mighty birds have a<br />

nigh-unbreakable bond with <strong>the</strong>ir masters and will carry <strong>the</strong>m<br />

into battle without question (+10% bonus to Ride Skill).<br />

Ce t a n<br />

The Hawk Lord Cetan is a Brúidd spirit <strong>of</strong> Laurëlorn whose<br />

eyes are so keen that he can see leagues beyond <strong>the</strong> forest. During<br />

<strong>the</strong> War <strong>of</strong> <strong>the</strong> Beard, it was Cetan who saw hordes <strong>of</strong> Dwarf<br />

reinforcements marching forth with axes and fire. He persuaded<br />

<strong>the</strong> Council <strong>of</strong> Beasts to make <strong>the</strong> Elf Torothal a demi-spirit and<br />

crown her Queen <strong>of</strong> Laurëlorn so <strong>the</strong> Elves would fight.<br />

Ae r i a l Ta c t i c s<br />

Although single Warhawks are <strong>of</strong>ten used for scouting, small<br />

flocks are known to employ hit-and-run tactics to harry large<br />

armies. In battle, <strong>the</strong> screeching <strong>of</strong> a flock can be very unnerving<br />

because it usually precedes a rain <strong>of</strong> arrows from above (see<br />

WFRP pg. 139 for Flying rules)<br />

1 Screech: <strong>the</strong> Warhawk releases a shrill screech as it<br />

races around <strong>the</strong> battlefield at low-level, giving all<br />

present Warhawks <strong>the</strong> Unsettling Talent for <strong>the</strong> duration<br />

<strong>of</strong> <strong>the</strong> round.<br />

Melee combat: Run…(Fly)<br />

2-3 Swoop: <strong>the</strong> Warhawk swoops down and attempts to<br />

grapple its prey, ei<strong>the</strong>r to rend <strong>the</strong>m with beak and<br />

talon or lift <strong>the</strong>m into <strong>the</strong> air and drop <strong>the</strong>m from a<br />

great height.<br />

Melee combat: Grapple plus Move or Damage<br />

4-8 Dive: <strong>the</strong> Warhawk dives upon its prey with full force<br />

in <strong>the</strong> hope <strong>of</strong> inflicting a grievous injury.<br />

Melee combat: All Out Attack<br />

9-10 Strafe: <strong>the</strong> Warhawk glides smoothly across <strong>the</strong> battlefield<br />

at low-level, providing its rider with a steady<br />

platform from which to release arrow after arrow upon<br />

<strong>the</strong>ir foes.<br />

Melee combat: Move<br />

Zo a t s (Ne w)<br />

Almost unknown by o<strong>the</strong>r races and spoken <strong>of</strong> only in <strong>the</strong> legends<br />

<strong>of</strong> <strong>the</strong> Wood Elves, <strong>the</strong> Zoats are an ancient race thought<br />

to have some <strong>of</strong> <strong>the</strong> same reptilian heritage as <strong>the</strong> Slann in<br />

distant Lustria. Standing about 6’ tall and 8’ long, a Zoat is a<br />

centauroid, with four stocky, columnar legs and a powerful torso<br />

with two muscular arms. Heavy plates <strong>of</strong> fused scales cover<br />

<strong>the</strong>ir shoulders, back and hindquarters. Their heads resemble<br />

those <strong>of</strong> turtles, but with a broad, heavily-armoured skull to accommodate<br />

<strong>the</strong>ir large brains.<br />

The most striking aspect <strong>of</strong> Zoats, apart from <strong>the</strong>ir distinctive<br />

appearance, is <strong>the</strong>ir unusual weapon <strong>of</strong> choice: a large cylinder<br />

<strong>of</strong> black stone bound with silver, and marked with strange<br />

runes, which sits atop a long wooden staff. This heavy weapon<br />

is <strong>of</strong>ten wielded two-handed and is said to be <strong>the</strong> source <strong>of</strong> a<br />

Zoat’s magical powers.<br />

Main Pr<strong>of</strong>ile<br />

– Zoat Statistics –<br />

WS BS S T Ag Int WP Fel<br />

59% 0% 54% 54% 47% 66% 75% 43%<br />

Secondary Pr<strong>of</strong>ile<br />

A W SB TB M Mag IP FP<br />

2 25 5 5 7 4 0 0<br />

Skills: Academic Knowledge (History) +20%, Common<br />

Knowledge (Elves) +10, Concealment +10, Follow Trail +10,<br />

Magical Sense +20, Navigation, Outdoor Survival, Perception,<br />

Performer (Singer), Search, Silent Move, Shadowing, Speak<br />

Arcane Language (Arcane Elf), Speak Language (Eltharin,<br />

Malla-room-ba-larin).<br />

Talents: Disarm, Lesser Magic (any four), Lore <strong>of</strong> <strong>the</strong> <strong>Forest</strong>,<br />

Night Vision, Petty Magic (Arcane), Rover, Specialist Weapon<br />

Group (Two-handed), Scales (2), Stout-hearted, Strike Mighty<br />

Blow, Strike to Injure, Strong-minded, Wrestling.<br />

Special Rules:<br />

• Armoured Shell: The scaled shell <strong>of</strong> a Zoat covers <strong>the</strong> majority<br />

<strong>of</strong> its body, with heavier plates over body and head, and<br />

lesser scales or a lea<strong>the</strong>ry hide elsewhere (see Armour Points).<br />

• Cylindrical Power: When wielding its large cylindrical mace<br />

a Zoat is allowed a Will Power Test when targeted by any spell<br />

(not just those that allow Will Power Tests to resist). If <strong>the</strong> test<br />

is successful <strong>the</strong> spell is dispelled immediately, though <strong>the</strong> Zoat<br />

may forgo this protection to benefit from a friendly spell. The<br />

mace counts as a magical weapon, which upon a successful<br />

hit and Opposed Will Power Test, will dispel Daemons and<br />

Undead.<br />

• Magic <strong>of</strong> <strong>the</strong> Earth: A Zoat calls upon earthbound magic to<br />

cast it spells and uses <strong>the</strong> same rules as Wood Elf Spellsingers<br />

106

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