Some further thoughts on animal encounters to fit the Colonial variant of the Sharp Practice rules.
Under the rules every area of cover such as scrub, jungle or tall grass can be considered a blind in its own right. As such they can hide animals of various descriptions. Encounters are triggered by a group or formation moving close enough to the area and the type of animal is then rolled on a d6.
A score of 1-5 means whatever was in the undergrowth has run off and won’t pose a threat. A score of 6 means something nasty this way comes. Roll a further d6 to see exactly what creatures are encountered.
Scrub and tall grass:
1 = Lions
2 = Baboons
3 = Rhino
4 = Hyenas
5 = Ants
6 = Bees
Jungle:
1 = Gorillas
2 = Chimps
3 = Snakes
4 = Bees
5 - 6 = Ants
Rivers and Riverbanks:
1 – 2 = Hippos
3 – 4 = Crocodiles
5 = Snakes
6 = Bees
Unless driven off by the sound of gunfire lions and hyenas will lurk and watch for three moves, waiting for wounded, stragglers or small parties to separate from the main group or formation. On a roll of 5-6 they will attack such parties. After the third move the animals can be assumed to have decided to seek a meal elsewhere. For Fisticuff purposes lions count as Aggressive, Grenadiers or Guards, and the encountering group is considered Ambushed.
Baboons may attack if disturbed. Roll 4-6 for them to launch an immediate attack on the encountering group. Otherwise they run off. For Fisticuff purposes they count as Aggressive, Defending light cover, and the encountering group is considered Ambushed.
Rhinos will generally move away unless defending young. For Fisticuff purposes they count as Aggressive, Grenadiers or Guards, and add 1d6 for Fervor.
Ants will render an area untenable if a group or formation remains in place for more than one move. The group or formation suffers one Shock point and must retire one move away. Ants cannot be killed or driven off but the area may be passed through after the encounter is tripped.
Under the rules every area of cover such as scrub, jungle or tall grass can be considered a blind in its own right. As such they can hide animals of various descriptions. Encounters are triggered by a group or formation moving close enough to the area and the type of animal is then rolled on a d6.
A score of 1-5 means whatever was in the undergrowth has run off and won’t pose a threat. A score of 6 means something nasty this way comes. Roll a further d6 to see exactly what creatures are encountered.
Scrub and tall grass:
1 = Lions
2 = Baboons
3 = Rhino
4 = Hyenas
5 = Ants
6 = Bees
Jungle:
1 = Gorillas
2 = Chimps
3 = Snakes
4 = Bees
5 - 6 = Ants
Rivers and Riverbanks:
1 – 2 = Hippos
3 – 4 = Crocodiles
5 = Snakes
6 = Bees
Unless driven off by the sound of gunfire lions and hyenas will lurk and watch for three moves, waiting for wounded, stragglers or small parties to separate from the main group or formation. On a roll of 5-6 they will attack such parties. After the third move the animals can be assumed to have decided to seek a meal elsewhere. For Fisticuff purposes lions count as Aggressive, Grenadiers or Guards, and the encountering group is considered Ambushed.
Baboons may attack if disturbed. Roll 4-6 for them to launch an immediate attack on the encountering group. Otherwise they run off. For Fisticuff purposes they count as Aggressive, Defending light cover, and the encountering group is considered Ambushed.
Rhinos will generally move away unless defending young. For Fisticuff purposes they count as Aggressive, Grenadiers or Guards, and add 1d6 for Fervor.
Ants will render an area untenable if a group or formation remains in place for more than one move. The group or formation suffers one Shock point and must retire one move away. Ants cannot be killed or driven off but the area may be passed through after the encounter is tripped.
Bees will render an area untenable immediately they are disturbed. They cannot be killed or driven off, the group/formation suffers one Shock point and must retreat at speed for at least three moves before the bees withdraw. The area cannot be passed through again during the game.
Gorillas and chimps will generally move away unless defending young. For Fisticuff purposes they count as Aggressive, Grenadiers or Guards, Defending hard cover and add 1d6 for Fervor.
Snakes will attack on a 6, otherwise they’ll just slip away. For Fisticuff purposes they count as Aggressive, Defending light cover.
Hippos will attack on a roll of 4 – 6. For Fisticuff purposes they count as Aggressive, Grenadiers or Guards, add 1d6 for Fervor, and the encountering group counts as hit in the flank or rear.
Crocodiles will lurk and watch for three moves, waiting for wounded, stragglers or small parties to separate from the main group or formation. On a roll of 5-6 they will attack such parties. After the third move the animals can be assumed to have decided to seek a meal elsewhere. For Fisticuff purposes lions count as Aggressive, Grenadiers or Guards, and the encountering group is considered Ambushed.
Combat will last for one round then the animals are considered driven off or killed.
Of course, the above depends on what animal models the player has available. Bees and ants don’t require representation as models but a card marked as such would be useful.
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Another couple of National characteristic cards for Tribes.
Witchdoctor = Removes 2 Shock points and adds 1d3 points of Fervor on top of any tribal Big Man’s Initiative. # in deck = 1
Talking Drum = Summons reinforcements within 1d3 rounds. # in deck = 1
Witchdoctor = Removes 2 Shock points and adds 1d3 points of Fervor on top of any tribal Big Man’s Initiative. # in deck = 1
Talking Drum = Summons reinforcements within 1d3 rounds. # in deck = 1
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