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Defenders of the Forest - Liber Fanatica

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Chapter XI: Flora, Fauna<br />

and Foes <strong>of</strong> <strong>the</strong> <strong>Forest</strong><br />

Fo r e s t Sn o t l i n g s<br />

Source: Old World Bestiary, pg. 28 and 109<br />

Although Snotlings resemble miniature Goblins, <strong>the</strong>y usually<br />

live in hollow trees or burrows apart from <strong>the</strong>ir larger Greenskin<br />

cousins. Goblins are annoyed by <strong>the</strong> Snotlings’ silly antics and<br />

constant mimicry. Wood Elves consider Snotlings more <strong>of</strong> a nuisance<br />

than a threat, because unlike o<strong>the</strong>r Greenskins <strong>the</strong>y pose<br />

no danger to <strong>the</strong> forest. Some Elves even find Snotlings amusing<br />

– until <strong>the</strong> little vermin poop in <strong>the</strong>ir gardens, steal <strong>the</strong>ir food<br />

or hurl spore weapons through <strong>the</strong>ir windows. Treesingers have<br />

observed that Snotlings proliferate in groves where mushrooms<br />

are abundant, and are immune to <strong>the</strong>ir own spore weapons.<br />

Sp o r e We a p o n s<br />

Although Snotlings can’t use normal missile weapons, <strong>the</strong>y can<br />

throw exploding spore balls up to a range <strong>of</strong> 6 yards with a Ballistic<br />

Skill <strong>of</strong> 20%. Missed throws scatter using <strong>the</strong> bomb rules<br />

(OWA, pg. 45). Spore clouds disperse after 1d5+1 rounds.<br />

• Choke Puffs: Upon impact, <strong>the</strong>se speckled puffballs release<br />

a spore cloud 2 yards in diameter. Anyone caught within <strong>the</strong><br />

cloud must pass a Toughness Test every round or double over in<br />

a fit <strong>of</strong> coughing, counting as Stunned.<br />

• Stink Balls: Prolonged exposure to <strong>the</strong> noxious spore clouds<br />

released by <strong>the</strong>se brown puffballs can actually be lethal. Anyone<br />

standing within <strong>the</strong> 3-yard diameter cloud suffers 1 Wound on<br />

every round that <strong>the</strong>y fail a Toughness Test.<br />

Gi a n t Sp i d e r s<br />

Source: Old World Bestiary, pg. 51 and 96<br />

Ar a c h n a r o k (New)<br />

The greatest Giant Spiders are known to goblins as “Arachnaroks”.<br />

These behemoths can grow to be as large as a barn, enabling<br />

<strong>the</strong>m to carry a howdah full <strong>of</strong> goblins atop <strong>the</strong>ir bloated<br />

abdomens. <strong>Forest</strong> Goblins worship Arachnaroks as gods; Wood<br />

Elves believe <strong>the</strong>y came here long ago through <strong>the</strong> rift-tear in<br />

<strong>the</strong> heavens.<br />

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

- Arachnarok Statistics -<br />

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

45% - 58% 67% 41% 32% 43% 11%<br />

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

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

8 64 5 6 7 - - -<br />

Skills: Perception +10%<br />

Talents: Keen Senses, Natural Weapons, Night Vision, Terrifying,<br />

Will <strong>of</strong> Iron<br />

Special Rules:<br />

• Armoured Skin: The carapace <strong>of</strong> an Arachnarok provides 3<br />

Armour Points on all locations.<br />

• Poison Surge: One attack per round represents <strong>the</strong> Arachnarok’s<br />

venomous bite. Victims <strong>of</strong> this attack must pass a Challenging<br />

(-10) Toughness Test or suffer a number <strong>of</strong> additional<br />

Wounds equal to 1d10 x Degrees <strong>of</strong> Failure.<br />

• Giant Wall Climber: Arachnaroks can clamber up and down<br />

walls like normal spiders, and are large enough to step over<br />

most obstacles. They can ignore terrain penalties for movement<br />

purposes.<br />

121<br />

Wa r p Sp i d e r s<br />

The first Arachnaroks came to <strong>the</strong> world millennia ago, soon<br />

after <strong>the</strong> Old Ones’ arrival. They were not creations <strong>of</strong> <strong>the</strong><br />

ancient race, instead arriving from elsewhere across <strong>the</strong> Warp.<br />

The descendants <strong>of</strong> <strong>the</strong>se original Warp Spiders are still stranded<br />

on this world, but some retain a vestigial ability to translocate<br />

through magical fulcrums.<br />

Wood Elves fear that Arachnaroks will always be a menace,<br />

because <strong>the</strong>ir eggs are stowed safely in <strong>the</strong> space between worlds.<br />

Giant Spiders are not as aggressive as Beastmen, but <strong>the</strong>y compete<br />

with Elves for food, and render <strong>the</strong>ir sacred glades inaccessible<br />

with thick webs. Mad Chaos Sorcerers have tried (without<br />

success) to open Warp portals for a new wave <strong>of</strong> Arachnaroks to<br />

enter <strong>the</strong> world.<br />

Special Rules<br />

• Rift Crawler: 50% <strong>of</strong> Arachnaroks have <strong>the</strong> ability to traverse<br />

<strong>the</strong> Shadow Walk (see pg. 33) from one cave to ano<strong>the</strong>r. Their<br />

Willpower Tests are Easy (+20%), and spiders suffer no consequences<br />

<strong>of</strong> failure except delayed arrival at <strong>the</strong>ir destination.<br />

Daemons and Shadow Beasts have no power over <strong>the</strong>m.<br />

• Broodlings: 25% <strong>of</strong> young Arachnaroks are also capable <strong>of</strong><br />

traversing <strong>the</strong> Shadow Walk. These eight-legged infiltrators use<br />

<strong>the</strong> normal Giant Spider pr<strong>of</strong>ile (OWB, pg. 51, 96), but also<br />

have <strong>the</strong> Rift Crawler ability listed above.

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