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Wilde Thinges Print E-mail
Written by Matthew Hartley   
Tuesday, 30 September 2008 15:03

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 DistanceEnemy 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 DistanceEnemy 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 DistanceEnemy 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
AA
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 DistanceEnemy 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
RH
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 DistanceEnemy 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 DistanceEnemy 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 DistanceEnemy 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 DistanceEnemy 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.