|
Introduction. The untamed wilds of Valon are the realm of many dangerous creatures, wild beasts which waylay travellers, slaughter livestock, and make off with the young and the old. Scared villagers may call on their Lords to defend them or, if neglected by their masters, hire mercenaries to protect hearth and home. The rules here allow players to track down Fell Beasts in a solo game, or to introduce them as a surprise (and random) element in a multi-player scenario. Wilde Thinges. Creatures are not controlled by players but by an action table, which determines the actions of the creature depending on the circumstances it faces. Each turn, immediately before the movement phase, one D6 roll is made on the relevant action table for each creature. The table columns are read from left to right. The result of the roll in the first relevant column applies. The column headings refer to both current events, or, in the case of the wounded column and shot at and fired at columns, events which happened on the previous turn. In all cases however, it is the first relevant column which is rolled on . For example, a creature with a enemy within charge range, which was fired at last turn would roll on the "fired at" column for this turns action, as this is the first relevant column. Similarly, a creature which was wounded last turn, but is currently in melee combat will roll on the first column ,"melee", for this turns action. Any actions which are required by the table results occur in the relevant movement, firing, and melee phases as normal. Any figure who is charged by a creature, must make a morale check as if charged by cavalry, but with a - 2 modifier on the die roll.
*** | Boar | Defense Factor | 2 | Wounds | 3 | Prowl | 6cm | Run | 22cm | Charge | 32cm | Melee Modifier | +4 |
Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | F | R | R | F | R | R | 2 | R | P | H | R | H | H | 3 | A | A | A | R | P | P | 4 | A | C | A | H | P | P | 5 | A | C | C | P | A | A | 6 | A | C | C | A | C | C | *** | Bear | Defense Factor | 3 | Wounds | 6 | Prowl | 8cm | Run | 32cm | Charge | 48cm | Melee Modifier | +6 |
Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | R | R | R | R | H | H | 2 | A | H | H | R | H | P | 3 | A | P | H | H | P | P | 4 | A | A | A | H | P | P | 5 | A | C | A | P | P | P | 6 | A | C | C | A | C | C | *** | Big Cat | Defense Factor | 3 | Wounds | 4 | Prowl | 10cm | Run | 48cm | Charge | 64cm | Melee Modifier | +5 |
Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | F
| F
| F
| F
| R
| R
| 2 | R
| R
| R
| R
| H
| H
| 3 | R
| P
| H
| R
| H
| H
| 4 | A
| A
| H
| H
| P
| P
| 5 | A | A
| A
| H
| P
| P
| 6 | C
| C
| C
| P
| C
| P
| *** | Wild Ox | Defense Factor | 3 | Wounds | 6 | Prowl | 4cm | Run | 16cm | Charge | 24cm | Melee Modifier | +4 | Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | F
| F
| F
| F
| R
| R
| 2 | R
| F
| R
| F
| H
| H
| 3 | R
| R
| H
| R
| H
| H
| 4 | R
| R
| A
| R | H
| H
| 5 | A
| A
| A
| H
| P
| P
| 6 | A
| C
| C
| P
| C
| P
| ***
Chimera | Defense Factor | 4 | Wounds | 10 | Prowl | 5cm | | Run | 18cm | Charge | 28cm | Melee Modifier | +5 |
Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | R
| R
| R
| H
| H
| H
| 2 | A
| A
| H
| H
| P
| P
| 3 | A
| A
| A
| H
| P
| P
| 4 | A
| A
| A
| A
| A
| P
| 5 | A
| C
| C
| A
| A
| A
| 6 | A
| C
| C
| C
| C
| C
| Chimera have three attacks per turn. Each attack is treated separately, as a normal attack in melee. Due to being multi-headed, Chimera do not suffer a penalty from being attacked in the side, only from being attacked in the rear. *** | Manticore | Defense Factor | 3 | Wounds | 7 | Prowl | 8cm | Run | 32cm | Charge | 48cm | Melee Modifier | +5 |
Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | R
| R
| R
| R
| R
| H
| 2 | R
| A
| R
| H
| H
| P
| 3 | A
| A
| H
| H
| P
| P
| 4 | A
| A
| A
| A
| P
| P
| 5 | A
| C
| A
| A
| A
| A
| 6 | A
| C
| C
| C
| C
| C
| In addition on any turn which a Manticore gets a "A" (attack) result, it fires its tail spikes at the nearest visible enemy within 10cm, with a 65% chance of hitting with a strength 6 attack (strength 3, if the alternative combat system is used). *** | Hippogriff | Defense Factor | 3 | Wounds | 5 | Prowl | 9cm | Run | 36cm | Charge | 54cm | Melee Modifier | +5 | Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | R
| R
| R
| R
| R
| H
| 2 | R
| A
| R
| H
| H
| P
| 3 | A
| A
| H
| H
| P
| P
| 4 | A
| A
| A
| A
| P
| P
| 5 | A
| C
| A
| A
| A
| A
| 6 | A
| C
| C
| C
| C
| C
| *** | Jabberwocky | Defense Factor | 4 | Wounds | 8 | Prowl | 6cm | Run | 22cm | Charge | 32cm | Melee Modifier | +6 | Roll | In Melee | Wounded Last Turn | Shot at This Turn | Firing / Fire Within Run Speed Distance | Enemy Within Run Speed Distance | Enemy Beyond Charge Speed Distance | 1 | R
| H
| R
| H
| H
| H
| 2 | A
| P
| H
| H
| H
| P
| 3 | A
| A
| H
| P
| P
| P
| 4 | A
| A
| P
| P
| P
| P
| 5 | C
| A
| A
| P
| P
| P
| 6 | C
| C
| A
| A
| A
| A
| ***
Results A = Attack. Move at run speed towards nearest opponent and engage in melee.
C = Charge. Move at charge speed towards nearest opponent and engage in melee.
H = Halt. Make no movement, defend itself if in melee.
F = Flee. Move at half Charge speed away from opponents. If this is impossible then treat this result as an attack (A) result.
R = Retreat. Move at 75% run speed away from nearest opponents. If this is impossible then treat the result as an attack (A) result.
P = Prowl. Move in a randomly determined direction (roll d12 and use a clock face) at Prowl speed, fight if in melee. |