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Wildlife

There is one invented term that occurs in this section. It is borrowed from John “Slim” Mumford’s fantasy
rules. The term is “neuserk”. The meaning is the range at which a wild animal considers itself threatened and
will instinctively decide to attack an intruder. It is a combination of “neutral” and “berserk”.

Creature Actual effect Other effects Remarks


Rats None terror, loathing Can warn others if they run
away
Scorpions (black) Painful but not fatal terror, phobia, Player may not know of
sting attempt to kill actual effect.
Scorpions (red) Fatal sting terror, phobia, Player may not know of
attempt to kill actual effect.
Large Bees Painful sting. More terror Disturbed swarms attack
than 5 stings can be fatal each fig D6 for stings.
Hornets Europeans catch a fever terror D6 for stings.
from 4 or more stings
Centipede Numbs area bitten fear, terror Forest areas
Large spiders Painful bite fear to phobia most areas
Fire Ants Painful bite fear Often confused with the
folklore of “Army Ants”
Fruit Bats Nil fear, terror Most ruined temples, cities
and areas of interest.
Vipers Melee +1 range 2”, fear poison strike +3
Vultures give away dead or loathing Circle and gradually
crippled approach crippled
Cattle Nil nil get in the way and wander at
random
Cobra etc. Poison bite (fatal) fear, panic, Some people will “freeze”.
Monkeys Annoyance nil make a lot of noise!
Pythons etc Melee +3 Fear & panic

Animal Summary
Animal Nsrk CC Bcc dwd sw mel fire W Cr D FP
Elephant 6 5 4 3 - +6 -1 4/5 6 7 6/12
Crocodile 3Land 5 4 2 8 +2 0 3/4 5 6 6/12
8Wtr
Giant 4Land 6 5 3 9 +3 0 4/5 6 7 6/12
Crocodile 12Wtr
Buffalo 4 6 4 3 5 +4 -2 3/4 5 6 5/10
Python 4 5 5 5 5 +3 -4 2/3 4 5 4/8
Water 6 4 4 4 8 +2 -5 1/2 3 4 4/8
Snake
Wild Dog 4 8 7 5 2 0 -3 1/2 3 4 5/10
Lion 4 5 5 4 2 +2 -3 3/4 5 6 4/8
Leopard 4 8 6 6 4 +1 -2 2/3 4 5 5/10
Cattle nil 3 3 2 2 0 -2 2/3 4 5 4/8
Bullock nil 4 3 2 1 +1 -2 2/3 4 5 6/12
Goats nil 4 4 2 - -3 -3 1/2 3 4 4/8
Sheep nil 3 3 2 - -3 -2 1/2 3 4 3/6
Neuserk This is the distance at which an animal will regard "strangers" as hostile and take action. This range
is generally a circle of half normal move distance. A "stranger" is any creature or group of creatures regarded as
a threat.
Wildebeest, zebra, antelope and most other herbivores are not strangers to each other and can be placed
relatively close together.

Rhinos on the other hand have a neuserk rating against almost anything because they are short sighted and angry
beasts. For the rhino the range is an oval whose long axis extends into the wind to reflect the scent travelling
down the wind. Any "stranger" within his oval is charged! Thus hunters are encouraged to go down wind of
them.

Elephants have very special rules. They may operate in tactical units. I copied the idea from old big game
hunters memoirs. The dominant bull is usually accompanied by an "askari" or two (their term not mine). These
are younger males (possibly future rivals) who guard the dominant bull and his harem by acting as scouts or
flankers. Often these are mis-identified as Lone Bulls. They frequently circle up wind to cut the trail of any
predators following the herd.

The askari are very dangerous and operate as a “unit” with the dominant bull. The dominant bull gets extra
bonuses in the charge and in the fight, otherwise he would not be the dominant bull! Allow the herd to act as a
tactical unit. I even let them hold a grudge in a campaign - remember that an elephant never forgets! That said,
they are still animals and can be driven, out thought and out manoeuvred if the predator is bright enough.

Females with calves/young. All of the females with young are dangerous as they will defend the young to the
death unless panicked by natural terror (fire, big predators, dog/wolf packs etc). The herd will protect its young
against attack.

Wounded animals that escape have their ferocity, wound resistance and neuserk increased until they heal or are
killed. So the predators and hunters need to be quick and accurate.

Scent of Blood

The blood scent elicits a powerful reaction in most creatures. Blood scent travels downwind or down stream
and goes further the longer the carcase is dead . Decay is more rapid in hot climates. The smell attracts some
and repels other creatures. This also varies with the time of year – towards the end of the dry season as the
number of corpses increase due to death by thirst even some predators may become scavengers.

The creatures are divided into four classes;


"Predator" – crocs, lions,
"Scavenger" - vultures, wild dogs, hyenas etc.
“Unaffected” – large creatures like adult elephants, rhinos etc.
“Prey” – the rest

Factors (Tropical - hot):


Arterial blood (from critical hit) +1 More than scavengers -1
Decay over 6 hours +1 Double or more than scavengers -3
Decay over 12 hours +2 Top predator present (eg lion) -2
Decay over 1 day +4 (to max 4 days then it
reduces daily by 1)
Gangrene +2

Predators
The predators may attack any typical prey within their about 2/3 their "charge" range. A d10 roll is made:
0 to 5 contented evade encounter;
6 to 9 attack from ambush
This can be adjusted according to the creature’s level of hunger or style of hunting.
Scavengers
The scavengers may attack any wounded or crippled prey within their about 1/3 their "charge" range. They
prefer to approach carcases:
0 to 6 contented evade encounter;
7 to 9 circle and attack.

Scavengers have a feeding hierarchy – typically: Scavengers also have an attack priority:
1. Lions (as opposed to lionesses) 1. Already dead
2. Other big cats 2. Crippled and sick (incl gangrene)
3. Hyena 3. Wounded and sick
4. Wild Dog
4. Crippled
5. Jackal
6. Vulture 5. Wounded
7. Other scavengers 6. Sick and/or old
7. Smaller than scavenger

These can be adjusted according to the creature’s level of hunger or style of hunting.

Threat scent
The scent of a threat; predator, scavenger or human, flows down wind. It is represented by an oval that is
dependent upon the wind direction and strength.
Calm – circle 2” radius
Light wind – oval 3” up wind, 6” down wind and 5” wide.
Medium wind – oval 2” up wind, 10” down wind and 6” wide
Strong wind – oval 1” up wind, 17” down wind and 9” wide

Herd instinct for defence allows variations for perceived threat, number of creatures present, season of the year
and so on. There are too many variables to take into account but watching wildlife documentaries is a good
guide. Remember that native humans are not always regarded as hostile by herbivores where the herd seems to
know that the very numbers in the herd reduce individual risk. That is not true of white men.
All predators regard Man as a threat and sometimes as prey, hence the priority of tackling man-eaters.
Scavengers, on the other hand, regard all weak or wounded humans as food.

Critical hits:
A critical hit is scored if a natural 9 on the d10 is rolled for shooting or melee or a modified 10 or more is scored
in melee. Even the loser in a melee might be lucky!

Roll a d6 adding the excess over 9. That is 9 gives no bonus, a 10 gets +1, 11 gets +2 and so on.
1 - Muscles/tendons - severe wound runs 2d6 turns then falls.
2 - Muscles/tendons - severe wound runs d6+1 turns then falls.
3 - Muscles/tendons - runs 1 turn then falls.
4 - Muscles/tendons - severe wound stands immobile but may defend itself at +3 for one turn reducing by 1 each
turn until -3 when it falls over.
5 - Muscles/tendons - severe wound stands immobile but may defend itself at -1 for one turn reducing by 1 each
turn until -3 when it falls over.
6 - Artery severed - stands one turn at -3 and then falls dead.
Hunters depend more on being a better shot or fighter than having a super weapon. This increases their chance
of a critical hit. This on a d10 is any natural 9 thrown (0 being 0) or any modified roll of 10 or more. Critical
hits are nearly always fatal or at least crippling.

Hunting Example:
For example a tribal hunter (rated +3 to normal) approaches the rear of a lone elephant from upwind. He knows
that even with the wind in his favour that the last 3" of the move will be dodgy. He has placed his other hunters
well out in flanking positions. He intends to hamstring the elephant and has to decide which side to attack with
his slashing spear. He is right handed and so decides on an attack on the left rear leg (no penalties). He drops
his shield (no good against an elephant) and so gains 2" extra move in his first charge.

From 4" he charges. At 2" the elephant senses him (neuserk 2 upwind) and rolls needing 0, 1 to sense him
(0=2", 1=1"). The beast rolls well an gets a 1. But too late as it takes 1" to react. The hunter rolls his die and
scores 6 +3 +1 slashing spear +1 big target = 11. A critical hit. The elephant rolls a 5 + 4 (for being an
elephant) -2 (partial surprise) = 7. A difference of 4 giving a light wound. However, hunter now rolls a d6 on
the critical hit list.

Our hunter scored a 2 and adds 1 for is spear. Giving a 3. The beast runs on but which way? - 1,2 turn away,
3,4, straight ahead, 5,6 attack (or whatever you choose in the circumstances). You might make some animals
(like zebra, antelope) favour flight anyway and some favour attack (like rhino, Cape Buffalo).

The turn after the animal is wounded the blood scent rule comes into play at a range of half the wind speed per
turn. So it will take several turns for anything to show up.

Animal examples

Crocodile - Move CC 5, BCC 4, Sw 8, TI 2


Difficult to see - master of camouflage
Neuserk 3" land, 9" water
outside neuserk:
1 to 3 contented evade encounter
4 to 7 attack swimmers
8 to 9 attack swimmers or walkers
0 attack anything
Melee +2; Bite +1; Tail swipe +1.
Drags victims into water.
Victims roll d10, 8+ escape. Crocodile may attack again.

Nile Crocodile Move CC 6, BCC 5, Sw 8, TI 3


Difficult to see - master of camouflage
neuserk 4” land, 12” water will attack rowing boats.
outside neuserk;
1 contented evade encounter
2 to 3 attack swimmers or walkers
4+ attack anything
TI 3; melee +4; Bite +2; Tail swipe +1.
Drags victims into water.
Victims roll d10, 9+ escape. Crocodile may attack again.

Water buffalo. Move CC 6, BCC 4, Sw 5, TI 2


Neuserk 4”
outside neuserk:
attack on 4+.
Melee +4; Str +2 horns.
Will hole small craft. Upsets raft on 7+. Occupants fall in on 5+.

Giant Python - Move CC 6, BCC 6, swim 5 TI 3


neuserk 4"
outside neuserk
1 - 6 contented evade encounter;
7 to 8 attack lone figures
9 to 10 attack last figure in party
melee +3, surprise +2, crush strike +1 first round, +2 second etc.
can scare occupants of boats. Fall overboard if frightened

Wild dogs - Move CC 8”, BCC 7, swim 2 TI 1 (individual) TI 4 (pack)


neuserk 4”, against wounded, crippled etc. 12”.
Melee 0, Bite strike +1, claws 0.

Water snake - Locals call it a “Naga”. Literally a naga is half human half snake. Superstitious Natives may
actually believe this on a roll of 6+ once they have seen it or become aware of it.
Move CC 4, BCC 4, Sw 8, TI 2
neuserk 6"
melee 0, surprise +2, poison strike +4 first round, -2 second and after.

Elephant Move CC 5, BCC 4, Dwds 3, Wades, TI 2


Difficult to see in lightly wooded areas despite size
Males Neuserk 6”, females 3”
melee +6, Tusk strike +4,

Lion Move CC 5, BCC 4, Dwds 4, Swim 3 TI 4


Master of camouflage
Neuserk 4”
Outside Neuserk
1 to 6 contented evade encounter;
7 to 10 attack from ambush

Lion Move CC 7, BCC 6, Dwds 5, Swim 4 TI 4


Master of camouflage
Neuserk 9”
Outside Neuserk
0 to 7 contented evade encounter;
8 to 9 attack from ambush

Leopard Move CC 8, BCC 6, Dwds 6, Swim 4 TI 4


Can climb trees, master of camouflage
Neuserk 4”
Outside Neuserk
0 to 5 contented evade encounter;
6 to 9 attack from ambush
Terror
Terror for the purposes of these rules is of two sorts:
Natural Terror the fear of being injured, killed etc.
Fire Terror the fear of fire, being burnt, explosives etc.

Natural Terror Infliction ( TI )


The basic value of TI is 0. Some figures have a higher or lower score as appropriate to the scenario, their size,
reputation etc.
armed mounted men +1
mounted lancers, fanatics +2
Charging fanatics +3
Poisonous snake +2

Natural Terror Resistance (TR.)


The basic value for TR. is 0. All characters and figure types have a TR. value. This is based on the historical
character, scenario etc.
Most European females -3
Most native females -2
Most unarmed males -1
Confident people +1
Most leaders, officers +2
Religious fanatics +3

The Terror Test is taken when an enemy whose TI is greater than the TR. of the testing figure comes within 12”.
The enemy must be recognisable, visible and threatening. The test is only taken once for each source of terror if
it is passed. If the tester fails he must test each time until the test is passed.
Roll D6 + own TR. - enemy TI (-1 per test already failed) = Result

Terror Test Results


1 or better OK (no effect, no more tests from this source)
0, -1 Frightened (-1 all rolls for this turn, may not approach)
-2, -3 Terrified (-3 all die rolls this turn, may not move)
-4 or worse Prostrated (-5 all die rolls next 3 turns, may not move)

Fire Terror
Each fire or explosive source can be given a Fire Terror Infliction (FTI) value if necessary. These range from
small fires of FTI 1 to buildings on fire of FTI 5. Unexploded shells are at least FTI 2 more if the fuse still
burns. Gunfire and musketry can be given an FTI 2 for untrained animals. Almost all humans will have an FTI
of 0, most wild animals will normally be less than this. However, some trained animals can resist fire terror
better, dogs and horses are examples

A Fire Terror Resistance is allocated to each figure either personally or as a group. A normal human would be 0;
trained animals (cavalry horses) also 0, untrained but domesticated animals -2, wild animals -3 and so on.

Fire Terror Test roll a D6 + own FTR - FTI = result.


1 or more OK
0, -1 Frightened (no approach within 1”, animals roll D6; 1,2 flee.
Mounts roll D10; 1, 2 throw rider)
-2,-3 Terrified (cannot approach within 3”, animals D6 1 to 4 flee
Mounts roll D10; 1 to 4 throw rider throw each of next 2 turns)
-4 or worse Stampede or cower as appropriate. mounts throw rider on D10
roll of 1 to 6 roll each of next 3 turns

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