Acknowlegements 12
Credits
Written by: Matthew Hartley
Photos: Steve Blease
Miniatures: 15mm Tusk range from Irregular Miniatures
Thanks to: Ian Kay for agreeing to the idea of a PDF edition.
TUSK (pdf edition), all rules, text, graphic and photos are Wessex Games 2009.
TUSK (original edition), Irregular Miniatures 1994.
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i) Fire progresses
ii) Players roll 1d6 for Action Points.
iii) Hunters move.
iv) Firemakers light fires
v) Hunters with slings/bows shoot
vi) Hunters with spears/axes fight
vii) Beasts roll on their reaction tables.
viii) Fire deaths. At the beginning of every turn, use directional
dice to determine wind direction.
Action points
All existing Fire markers are flipped over to
Action Points indicate how much control you their Burned Out side and new Fire markers
have over your hunting party. are placed adjacent to them in the same
direction as the wind.
Each player rolls 1d6per turn to discover his
Action Point allowance for that turn. Additionally, fire spread is determined by
rolling once for each fire on the table below:
Action Points allow you to move bases (1 point
per base), increase the movement distance of 1 or 2 Fire goes out. Fire marker flipped
some bases, and make Firemakers light fires over.
(for 1 point). 3 or 4 Fire remains. No fire spread.
5 or 6 Fire spreads. Place one additional
In multiplayer games, Action Points not used marker adjacent to the existing
for movement are used to determine who fire marker in the direction
attacks first in combat. determined by the wind.
Action Points cannot be stored from one turn
to the next, and are diced for again each turn. Fires may not move across areas which are
already Burned Out or on to water, or marshes
Fire or over cliffs. A Fire marker may partially
occupy a Burned Out, water, marsh, or cliff
Fire is represented in this game using 2 cm edge area, but only the part of the marker not
square card markers. Each counter should be over such areas will be considered as harmful
marked on one side Fire and on the other for reaction, movement and killing purposes.
Burned Out.
Any base that is on a Fire marker at the end of
Fire can only be produced by Firemakers. a turn is destroyed and removed from play.
Humans and dogs can move up to another Each base should roll 2d6. On a roll of 10, 11,
5cm in a turn if 1 additional Action Point is or 12 the beast is killed outright, otherwise it is
spent on them. eligible to roll on the close combat column of
its beast reaction table in the beast reaction
Movement can be in any direction but cannot phase.
take a base over a cliff edge or through a fire
marker. Water features can be designated as If bases from two or more different hunting
impassable if so desired. parties are in close combat with the same
beast then the base belonging to the leader
Missile combat with the most action points goes first.
A base of hunters armed with spears/slings
can attack a beast within 10cm or less of any
part of its base. Each base should roll 2d6.
Beast reaction
Beasts are not controlled by players but by a The reaction table conditions are read from left
preset reaction table. Each beast is rolled for to right and the roll is made on the first
only once per turn on the reaction table. applicable column:
Each player has 15 points to build his hunting The mammoths are placed in the centre of the
party. 120cm square play area.
Prehistoric beasts
Hunting parties can enter the play area from
any direction but all the bases in a party must
Whilst we all know that cavemen and
enter at the same point. If a mammoth dies
dinosaurs did not exist at the same time, the
from falling into a pit or off a cliff, or from fire,
idea is so rooted in Hollywood lore that it
the leader with the nearest human base to the
cannot be ignored, so here are the dinosaur
beast at place of death counts the kill of that
reaction tables for the herbivorous
beast. If a mammoth moves off the play area it
Brontosaurus and the carnivorous
is considered out of the game.
Tyrannosaurus Rex. Players should feel free to
invent their own reaction tables for their
These games can be easily varied by altering
favourite dinosaur.
terrain, beasts, or points to build up the hunting
parties.
Brontosaurus
Score Fire Close Dogs Missile Humans Humans
< 7cm Combat < 2cm Combat <12cm >12cm
1 W A G A G G
2 F A G W G G
3 F W A W G G
4 F W W F G G
5 F F W F W G
6 PF PF F PF W W
The maximum move distance of a Adventurers are the starring characters. They
Brontosaurus is 6cm per turn, and 8cm for a all carry guns and can act as Firemakers.
Tyrannosaurus Rex. These beasts can be
introduced into the basic scenarios, replacing Stalwarts are brave regular soldiers or sailors,
mammoths on a one-for-one basis or lesser big game hunters. They all carry
guns.
Victorian adventures
Rabble are native porters, scared soldiers or
All the basic rules apply. There are however terrified citizenry and even if carrying firearms
some more base types with their own points they are too scared to use them. They fight in
cost: close combat as per hunters with spears/axes
but with a - 2 on their die roll (so they need to
Adventurers 6 roll 12 to get a kill).
Stalwarts 4
Rabble 1 Sir Harry is the Victorian equivalent to Og the
Hero, and the same rules apply.
Sir Harry 3
Artillery 8
10
Artillery represents anything from a Gatling Determined to take at least one living
machine gun to a 7-pounder mountain specimen back to England, you have a couple
howitzer to a submarines automatic cannon. of net-lined pits dug. Now all you need do is
Artillery moves 2cm per turn and cannot fire in entice the beasts into the trap.
the turn it moves.
You have 12 points to construct your hunting
Gun and artillery fire party. Remember you want to try to capture
the creatures alive in the pits. If the base of a
Guns have a range of up to 12cm, artillery of beast partly or wholly covers a pit the beast is
up to 20cm. Distances are measured as per taken to have fallen in and been successfully
normal missile combat. captured.
Guns kill beasts on a roll of 10, 11, or 12. The 60cm square play area should be set up
as indicated below, three beasts should be
Artillery rolls 1d6 and kills on a roll of 5 or 6. placed in the centre of the area. Any three
beasts can be used, but I recommend starting
Beasts shot at by guns or artillery are eligible with Brontosaurus.
to roll on the fire reaction column with a +2 on
the die roll, treating the closest shooting base
as the nearest base for determining Panic
Flight results.
Specimens
Escape from island x
You lead a party working for the Natural
History Museum, London. During your HMS Unconquerable with her passengers - all
exploration of the Peruvian jungle, you come leading members of the Great Britain and
across a small herd of extraordinary creatures. Empire Archeological and Exploratory Society,
11
Acknowledgements
Okay, so who have I pinched mechanisms
from ? Mostly from Jim Webster, from his
excellent Sci-Fi rules Hellfire and Hell By
Starlight (published by Wessex Games), but
also from Phil Barker and Richard Bodley
Scott' ground breaking De Bellis Antiquitatis
(published by the Wargames Research
The two artillery bases on the Unconquerable Group). Any glitches in the game are, of
will fire every turn at the nearest beast within course, my responsibility.
range. On the fire progress phase of each turn
roll 2d6, if a score of 10, 11, or 12 is rolled the If you are interested in Victorian Science
Island is in imminent danger of destruction and Fiction or "alternative" games like Tusk, you
the players have 6 turns after the current to should join the Society of Fantasy and
evacuate bases. Any base which reaches the Science Fiction Wargamers. Please visit
shore is assumed to have been rescued, www.sfsfw.org for more details.
bases not evacuated after the time has expired
are left to an unpleasant fate as the Matthew Hartley
Unconquerable is forced to abandon them. July 1994
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