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Rhino Watch

Table of Organization and Equipment


1-6 Force, Borana Anti-Poaching Squad, Kenya Police Reserve
- 1x Squad Leader w/ sniper rifle or auto rifle, smoke grenades.
- 2x Riflemen w/ infantry rifles or shotguns, frag grenades.
- 1x Signaller w/ infantry rifle, flare pistol.
Poachers, Brass Toad Syndicate
- 2x Poachers w/ elephant guns or sniper rifles or hunting bows w/ poison
arrows
- 1d4x Poachers w/ shotguns or infantry rifles or hand cannons, gas grenades

Setup
The table should be covered in vegetation, providing concealment but not hard cover. Rocks,
boulders and undulations in the terrain should be scattered amongst the foliage to impede
movement and provide protection.
Place 1d4 rhinos in the centre of the table. The rangers of 1-6 Force may deploy anywhere
within 12 of the rhinos.The poachers may within 6 of any table edge, out of direct line of
sight with the rangers.
The game begins using the expanded stealth rules in the FiveCore Field Guide.

Objectives
The objective of the poachers is to kill the rhinos and remove the valuable keratin horns from
the corpses. This requires a successful task roll within 1 of the rhinos corpse. Once the
horns have been collected, the poachers must escape from the battlefield with their precious
cargo.
The rangers must protect the rhinos by killing all the poachers.

Special Rules

Rhinoceros (Ceratotherium simum)


At the start of each turn, roll once on the following table to determine the rhinos movement
during that phase.
1

Myopic: The rhino pauses, glassy eyes staring blankly into the bush. No
movement.

2-5

Docile: The rhino moves 6 in a random direction.

Enraged: The rhino charges 2d6 towards the nearest visible figure. Resolve a
brawl if the rhino makes it into base contact.

Rhinos roll 2d6 in a brawl and pick the highest result. They gain an automatic +1 to all
results, and add an additional +1 on the charge. If a rhino loses a brawl, they do not go out
of action. Instead, the victorious figure may make a full move in any direction.
Any figure shooting at a rhino must roll on the tables below.
Kill Dice
1

Grazed: Reduce the rhinos movement by half for 1d3 turns.

Injured: Remove one wound token.

Shock Dice
1

Spooked: The rhino moves 6 towards the closest cover.

Enraged: The rhino charges 2d6 towards the shooter.Resolve a brawl if the rhino
makes it into base contact.

Rhinos begin play with three wound tokens. Due to their thick hide, if a rhino loses a wound
token because of a weapons hit roll 1d6. On the result of a 1 or 6, reduce its movement by
half for 1d3 turns.

Hunting Gear

The Elephant Gun; A rifled gun chambered in an absurdly large calibre, rivalling military antitank rifles in terms of destructive power. Elephant guns are often bespoke, single-shot or
double-barreled weapons, built by premier gunsmiths like Holland and Holland.
Range: Line of Sight. Fire Dice: 3k1s. Rules: Treat knock downs as Out of Action against
human targets.
Recurve Bow and poisoned arrows; Built from layers of fiberglass and carbon fibre, a
modern recurve bow has the poundage to threaten large game, Broadhead arrows, coated
with toxins, ensure the kill. Range: 24. Fire Dice: 1k. Rules: Firing this weapon never
generates a noise marker on the firing figure.1 Additional kill dice within 12. Roll on the table
below for results of 1 on fire dice.
1

Re-roll next turn.

2-3

Wounded figure moves at half speed.

4-5

Wounded figure may not move for one turn. They may fire their weapon, rolling
shock dice only.

Wounded figure may not move for 1d4 turns. They may fire their weapon,
rolling shock dice only.

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