GURPS Core Resources: Animals and Monsters

An “animal” is any nonsapient natural creature; for instance, a rhinoceros or a tiger. A “monster” is any fantastic or unnatural creature – either sapient, like a dragon, or nonsapient, like a flesh-eating slime – that lacks a civilization. Both are considered characters, with racial templates (see Chapter 15) that show how they differ from human beings. Since animals are normally nonsapient and have few or no skills, and since monsters are most often intended as adversaries for the PCs, the GM need not create them as fully fleshed-out characters. If the GM controls a creature, he can simply refer to its unmodified racial template – or just list a few combat statistics, if the thing is intended as an opponent. However, animals and monsters intended as PCs always require full statistics. The GM might wish to create some animal and monster NPCs as fully realized characters, too. This is the difference between “a wolf” and “the canny old wolf that terrorized the village”!

Animal and Monster Statistics Creature statistics in this chapter appear in an abbreviated form. Attributes: These are racial averages, suitable for a typical encounter. The GM might wish to increase ST for especially large specimens, or decrease it for young or scrawny examples. Find racial attribute modifiers for templates by subtracting 10 from the racial average score; e.g., the ST 14 listed for a black bear means its racial template would have ST+4. Secondary Characteristics: These, too, are racial averages. They are derived from attributes using the usual formulas – but note that many animals have racial Will, Perception, and Move modifiers. For damage, see Damage for Animals (p. 460). Calculate Basic Lift normally, if needed. Assume that HP equal ST and FP equal HT, unless noted otherwise. Dodge is based on Basic Speed, and includes the +1 for Combat Reflexes, if applicable. Size Modifier (SM) and average weight also appear here. Traits: A summary of the creature’s most important meta-traits, advantages, and disadvantages, from the perspective of interacting with humans. Most creatures have other traits, but these only matter when creating a full-fledged racial template. Skills: The creature’s significant skills, at racial average levels. Assume that a creature with the Wild Animal meta-trait will also have Survival skill in its native habitat at a level equal to its Perception.

Individualizing Animals The GM is not bound by the statistics given to animals, which describe typical creatures. Individuals may vary! Attributes ST: May vary significantly – perhaps by as much as 20%, for large creatures. High ST is extremely valuable for draft animals. DX: Rarely varies by more than a point either way. IQ: Realistically, this is fixed, as noted in the Domestic Animal and Wild Animal meta-traits (see Mentality Meta- Traits, p. 263). Even a one-point increase in IQ makes a beast a genius of its kind. However, allowing an occasional animal of any species to be IQ 6 makes for some interesting pets! HT: May vary by one or two points in either direction. Secondary Characteristics Any change in attributes will affect these scores normally. In addition: HP: May vary by up to 20% in either direction, especially on a large creature. Will: May vary by one or two points either way. Strong-willed creatures tend to be ornery but hard to spook – which is desirable for war beasts, less so for pets. Per: Rarely varies by more than a point either way. High Per is greatly prized in hunting animals! FP: May vary by up to 20% either way. Speed and Move: May vary a little bit. Even a onepoint increase can grossly inflate the price of a horse or other mount. Traits Advantages and Disadvantages: These rarely vary much – but feel free to give an animal mental disadvantages and quirks that reflect its personality. Unique beasts might have other mundane traits; e.g., a horse with Danger Sense or Luck. Meta-Traits: Morphology meta-traits should never change. However, Domestic Animal and Wild Animal are interchangeable for a few species. Skills These are unlikely to vary much without training – see Animal Training (p. 458). Cost Any improvement in an animal’s stats will increase its market value. ST and FP are valuable for draft animals, Will for war beasts, Per for hunting animals, Move for mounts, and IQ and skills for any trained animal. Likewise, inferior stats will decrease value. In the absence of specific formulas, details are up to the GM. A normally wild animal with Domestic Animal and Mount skill would be worth a small fortune!

COMMON ANIMALS Below are descriptions of a few commonly encountered beasts. Use these as guidelines when assigning statistics to animals not listed here. Apes Apes are intelligent – too intelligent to be really predictable. Animal Handling rolls are at -1 with such creatures. Apes attack in close combat by grappling and biting, rather than by punching or kicking.

Chimpanzee A peaceful plant-eater. A chimp won’t fight unless it or its young are threatened. ST 11; DX 12; IQ 6; HT 12. Will 10; Per 10; Speed 6; Dodge 9; Move 7. SM 0; 140 lbs. Traits: Arm ST +3; Bad Grip 2; Brachiator; DR 1; Sharp Teeth; Wild Animal. Skills: Climbing-14. Gorilla A great ape. ST 15; DX 12; IQ 6; HT 12. Will 10; Per 10; Speed 6; Dodge 9; Move 7. SM +1; 400 lbs. Traits: As chimpanzee. Skills: Climbing-14. Bears When making reaction rolls for bears, remember that grizzly, polar, and cave bears are mostly carnivorous and ill-tempered. Any mother bear with cubs will be aggressive: -3 to reactions! A bear walking or running on four legs is a two-hex creature. When it stands on its hind legs to fight, it is a one-hex creature. Black Bear A small, omnivorous bear. ST 14; DX 11; IQ 4; HT 13. Will 12; Per 10; Speed 6; Dodge 9; Move 7. SM 0; 300 lbs. Traits: Blunt Claws; DR 2; No Fine Manipulators; Semi-Upright; Sharp Teeth; Temperature Tolerance 2; Wild Animal. Skills: Brawling-13. Grizzly Bear ST 19; DX 11; IQ 4; HT 13. Will 11; Per 10; Speed 6; Dodge 9; Move 8. SM +1; 800 lbs. Traits and Skills: As black bear, plus Bad Temper (9). Polar Bear ST 20; DX 11; IQ 4; HT 13. Will 11; Per 10; Speed 6; Dodge 9; Move 7 (Water Move 3). SM +1; 1,000 lbs. Traits and Skills: As grizzly bear, plus Swimming-13. Cave Bear A prehistoric creature. ST 23; DX 11; IQ 4; HT 13. Will 11; Per 10; Speed 6, Dodge 9; Move 7. SM +1; 1,400 lbs. Traits and Skills: As grizzly bear. Cats Cats are only domesticated in the sense that they tend to hang around human settlements. It is a very rare trainer who can teach a cat a trick it doesn’t feel like learning . . . House Cat A domestic feline, kept as a pet, familiar, or mouser. ST 4; DX 14; IQ 4; HT 10. Will 11; Per 12; Speed 6; Dodge 10; Move 10. SM -3; 10 lbs. Traits: Catfall; Combat Reflexes; Domestic Animal; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth. Skills: Brawling-16; Jumping-14; Stealth-14. Lion A big, lazy cat, found in both plains and jungle. Lions hunt in small groups. ST 16; DX 13; IQ 4; HT 11. Will 11; Per 12; Speed 6; Dodge 9; Move 10. SM +1 (2 hexes); 500 lbs. Traits: DR 1; Laziness; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Temperature Tolerance 1; Wild Animal. Skills: Brawling-15; Running-13. Tiger A solitary hunting cat, usually a jungle dweller. ST 17; DX 13; IQ 4; HT 11. Will 11; Per 12; Speed 6; Dodge 10; Move 10. SM +1 (2 hexes); 500 lbs. Traits: Combat Reflexes; DR 1; Night Vision 5; Quadruped; Sharp Claws; Sharp Teeth; Temperature Tolerance 1; Wild Animal. Skills: Brawling-15; Stealth-13; Swimming-13.

Deer Deer are swift herbivores, frequently hunted for food. Red Deer A large deer, common in medieval Europe and still widespread today. ST 12; DX 13; IQ 3; HT 12. Will 10; Per 10; Speed 6.25; Dodge 9; Move 9. SM +1 (2 hexes); 200 lbs. Traits: Hooves; Impaling Striker (Antlers); Quadruped; Weak Bite; Wild Animal. Skills: Running-13. Dogs Domesticated dogs are used for hunting or as pets (or, if large enough, as draft animals). There are many breeds; statistics can vary greatly. Cost ranges from negligible to $10,000+. A healthy, trained dog – even a mongrel – is always worth at least $200. Large Guard Dog ST 9; DX 11; IQ 4; HT 12. Will 10; Per 12; Speed 5.75; Dodge 8; Move 10. SM 0; 90 lbs. Traits: Chummy; Discriminatory Smell; Domestic Animal; Quadruped; Sharp Teeth. Skills: Brawling-13; Tracking-13 (bloodhounds have Tracking-15 or better!). Falcons These birds of prey are commonly used for sport hunting. A trained falcon – or one disturbed by a stranger – might attack a human. A diving falcon can reach Move 70! Large Falcon ST 3; DX 14; IQ 3; HT 10. Will 10; Per 12; Speed 6; Dodge 9; Move 2 (Ground). SM -4; 5 lbs. Traits: Acute Vision 3; Domestic (or Wild) Animal; Enhanced Move 1 (Air Speed 24); Flight (Winged; Air Move 12); No Fine Manipulators; Sharp Beak; Sharp Claws. Skills: Brawling-16. Sharks Some sharks are almost docile, feeding primarily on whatever fish happen to swim by at the wrong moment. Those sharks aren’t any fun at all. Tiger Shark A large, aggressive shark. ST 19; DX 13; IQ 2; HT 12. Will 10; Per 12; Speed 6.25; Dodge 10; Move 7 (Water). SM +2 (4 hexes); 900 lbs. Traits: Bad Temper (9); Combat Reflexes; Crushing Striker (Snout); Discriminatory Smell; Doesn’t Breathe (Gills); Enhanced Move 1 (Water Speed 14; Costs Fatigue 2);

Ichthyoid; Pressure Support 2; Sharp Teeth; Subsonic Hearing; Vibration Sense; Wild Animal. Skills: Brawling-15; Survival (Open Ocean)-14. Great White Shark An apex predator! ST 38; DX 10; IQ 2; HT 12. Will 10; Per 10; Speed 5.5; Dodge 9; Move 7 (Water). SM +3 (7 hexes); 7,000 lbs. Traits: As tiger shark, plus Hard to Kill 2. Skills: Brawling-12; Survival (Open Ocean)-14. Snakes Snakes are among the most common reptiles on Earth; they are found in temperate or warmer climates on six of the seven continents. Python A large constrictor. Statistics are for a 15’ Indian python, but lengths can reach 30’! ST 13; DX 12; IQ 2; HT 11. Will 10; Per 10; Speed 5.75; Dodge 8; Move 4. SM 0; 225 lbs. Traits: Cold-Blooded (50°); Constriction Attack; Vermiform; Wild Animal. Skills: Stealth-12; Wrestling-13. Rattlesnake A common poisonous snake. Even little ones are dangerous; the gigantic diamondback described here (8’ long) is deadly. Modifiers to HT roll for venom: +1 if venom is immediately sucked out; +2 if antivenin (TL6+) is used. ST 5; DX 13; IQ 2; HT 11. Will 10; Per 10; Speed 6; Dodge 9; Move 4. SM -1; 15 lbs. Traits: Cold Blooded (50°); Fangs; Toxic Attack 2d (Cyclic, 1 day, 4 cycles; Follow-Up, Fangs; Resistible, HT-4); Vermiform; Wild Animal. Skills: Brawling-15; Stealth-13. Wild Boars Wild hogs are hunted for food – but they’re dangerous game. Boars are smart, evil-tempered, and likely to attack even when encountered by accident. They try to knock a man down with a slam and gore him while he’s down. Sows are less aggressive and smaller (give them lower ST and weight). Large Boar ST 15; DX 12; IQ 5; HT 14. Will 12; Per 12; Speed 6.5; Dodge 10; Move 8. SM +1 (2 hexes); 400 lbs. Traits: Bad Temper (9); Combat Reflexes; Cutting Striker (Tusks); DR 2; Quadruped; Wild Animal. Small Boar A javelina or peccary. ST 8; DX 12; IQ 5; HT 12. Will 12; Per 12; Speed 6; Dodge 10; Move 7. SM -1; 45 lbs. Traits: As large boar, but only DR 1. Wolves These wild carnivores hunt in packs. They can be domesticated, more or less, but never like a dog. Timber Wolf ST 10; DX 12; IQ 4; HT 12. Will 11; Per 14; Speed 6; Dodge 9; Move 9. SM 0; 120 lbs. Traits: Discriminatory Smell; DR 1; Night Vision 2; Quadruped; Sharp Teeth; Temperature Tolerance 1; Wild Animal. Skills: Brawling-14; Tracking-14.

PETS AND TRAINED ANIMALS

Ordinary trained animals are property purchased with cash, not advantages bought with points. The GM controls their actions – but the better a beast’s training, the more likely it is to do what its owner wishes. These rules do not apply to unique animal companions, such as familiars. For a creature like that, determine its point total as a character, and then see Allies (p. 36) to find its point cost as an advantage. ANIMAL TRAINING To train an animal, you must know the appropriate specialty of Animal Handling skill (p. 175). The level of training an animal can absorb depends strictly on its IQ: IQ 2 – Average reptile. It can learn to come when called for food and recognize its master, and not to attack him (usually!). IQ 3 – Average horse or hawk. It can learn commands appropriate to its work – hunting commands for a hawk, riding or pulling commands for a riding or draft animal, etc. – and general tolerance for all humans or for specific masters (trainer’s choice). It knows its name and comes when called (if it feels like it). IQ 4 – Average dog. As above, plus “fetch,” “attack,” “find,” “sit,” etc., as appropriate for the species. It tries to warn its owner of dangers it perceives, and fights – and even dies – for its master. IQ 5 – Average monkey. As above, but with more complexity. The GM may allow anything he ever saw a trained animal do in the movies . . . Find training time by comparing the IQ level of the training to the animal’s actual IQ score on the table on p. 459. These times assume the trainer works with the creature for about four hours a day, in a pair of two-hour sessions. This table gives the time needed to train the animal to the general level given above. To teach a specific new trick – if the GM agrees the animal can learn it – allow 14 days for an IQ 5 creature, 30 days for one of IQ 4, or 90 days for an IQ 3 animal.

IQ of IQ Level of Training Animal 2 3 4 5 2 60 days Imp. Imp. Imp. 3 30 days 360 days Imp. Imp. 4 7 days 180 days 360 days Imp. 5 2 days 90 days 180 days 720 days Imp.: Training to this IQ level is impossible.

Value of Trained Animals Training may affect the value of a domestic animal, as follows: IQ 2 creatures can learn so little that training doesn’t enhance their value. IQ 3 creatures are of little use unless trained. Decrease the value of an IQ 3 domestic animal by 1/3 if it is “unbroken” (that is, untrained). Any young specimen is automatically unbroken and therefore cheaper. IQ 4 creatures are assumed to be trained to IQ 3 level when bought; if not, decrease price by 1/3, as above. When an IQ 4 creature is fully trained to IQ 4 level, increase its base value by 50%. IQ 5 creatures follow the IQ 4 rule. In addition, when an IQ 5 creature is fully trained to IQ 5 level, double its base value. If a domestic animal (anything with the Domestic Animal meta-trait) has higher IQ than normal for its species, it is worth much more when fully trained: multiply by 4 for +1 IQ or by 10 for +2 IQ. For example, an IQ 5 horse is worth 10 times base value. If a wild animal (anything with the Wild Animal meta-trait) is captured and trained, its value goes up markedly – especially if the creature is intelligent or ferocious. Details are up to the GM. All Animal Handling rolls to train wild beasts are at -5.

War-Trained Mounts War-trained riding animals are worth more than other mounts. Before TL4, they are taught to enter battle and fight savagely, even if their rider is unhorsed. A trained warhorse is likely to attack anyone other than its owner who approaches it! At TL4+, they are not taught to fight, but to be reliable transportation, not afraid of gunfire or screams. At any TL, it takes a year of war training (after “basic” training to IQ 3 level) to get the mount fit to ride into battle. This doubles its value. The statistics and cost given for the cavalry horse and heavy warhorse under Riding and Draft Animals assume a beast with this training. Up to three more years of training are possible, giving +1 per year on all Riding and Animal Handling rolls in combat, and increasing base value by 50% per year.

RIDING AND DRAFT ANIMALS Below are descriptions of several domestic animals kept for riding and draft purposes. If you are using miniatures, a horse is considered a threehex figure, with the rider in the middle hex. Donkeys and small mules are two-hex figures. For mounted combat rules, see p. 396. Cost: The costs listed assume a beast trained to IQ 3 level (see above). Several factors can increase this price: • Increases in ST raise cost by a percentage equal to the ST increase. (Very strong specimens might be worth more than this formula would indicate!) • Increases in IQ raise cost as described under Value of Trained Animals. • Increases in Move drastically raise a riding animal’s value! Double cost for +1 Basic Move, and quadruple it for +2 Basic Move. Remember to multiply Basic Move for Enhanced Move, if any. Other changes are up to the GM. Camels A dry-plains native, the camel can go for four days without drinking. Its stubborn temper gives -4 to Animal Handling rolls. ST 22; DX 9; IQ 3; HT 12. Will 11; Per 12; Speed 5.25; Dodge 8; Move 7. SM +1 (3 hexes); 1,400 lbs. Traits: Bad Temper (12); Domestic Animal; Enhanced Move 1 (Ground Speed 14); Hooves; Peripheral Vision; Quadruped; Reduced Consumption 3 (Water Only); Stubbornness; Weak Bite. Skills: Survival (Desert)-12. Cost: $1,500. Donkeys, Horses, and Mules These animals were domesticated in Europe and Asia before recorded history. They were introduced to the Americas in the late 15th and 16th centuries. Cavalry Horse A light warhorse. ST 22; DX 9; IQ 3; HT 11. Will 11; Per 12; Speed 5; Dodge 9; Move 8. SM +1 (3 hexes); 1,400 lbs. Traits: Combat Reflexes; Domestic Animal; Enhanced Move 1 (Ground Speed 16); Hooves; Peripheral Vision; Quadruped; Weak Bite. Skills: Brawling-10; Mount-12. Cost: $4,000. Donkey Sturdy, but too small for an adult to ride. ST 15; DX 10; IQ 3; HT 11. Will 11; Per 12; Speed 5.25; Dodge 8; Move 5. SM +1 (2 hexes); 500 lbs. Traits: Domestic Animal; Enhanced Move 1/2 (Ground Speed 8); Hooves; Quadruped; Weak Bite. Cost: $1,000. Draft Horse ST 25; DX 9; IQ 3; HT 12. Will 10; Per 11; Speed 5.25; Dodge 8; Move 6. SM +1 (3 hexes); 2,000 lbs.

Traits: Domestic Animal; Enhanced Move 1 (Ground Speed 12); Hooves; Peripheral Vision; Quadruped; Weak Bite. Cost: $2,000. Heavy Warhorse ST 24; DX 9; IQ 3; HT 12. Will 11; Per 12; Speed 5.25; Dodge 9; Move 7. SM +1 (3 hexes); 1,900 lbs. Traits: As cavalry horse, but with Bad Temper (12) and Enhanced Move 1 (Ground Speed 14). Skills: Brawling-12; Mount-13. Cost: $5,000. Large Mule ST 22; DX 10; IQ 3; HT 12. Will 12; Per 12; Speed 5.5; Dodge 8; Move 6. SM +1 (2 hexes); 1,400 lbs. Traits: As donkey, but Enhanced Move 1/2 (Ground Speed 9) and sterile. Cost: $2,000. Pony ST 18; DX 10; IQ 3; HT 11. Will 11; Per 12; Speed 5.25; Dodge 8; Move 7. SM +1 (3 hexes); 800 lbs. Traits: As draft horse, but Enhanced Move 1 (Ground Speed 14). Cost: $1,500. Racehorse Some are faster! ST 20; DX 9; IQ 3; HT 11. Will 11; Per 11; Speed 5; Dodge 8; Move 9. SM +1 (3 hexes); 1,100 lbs. Traits: As draft horse, but Enhanced Move 1 (Ground Speed 18). Skills: Mount-12; Running-12. Cost: $4,000+. Saddle Horse An ordinary riding horse. ST 21; DX 9; IQ 3; HT 11. Will 10; Per 12; Speed 5; Dodge 8; Move 6. SM +1 (3 hexes); 1,200 lbs. Traits: As draft horse. Skills: Mount-11. Cost: $1,200. Small Mule ST 18; DX 10; IQ 3; HT 12. Will 12; Per 12; Speed 5.5; Dodge 8; Move 5. SM +1 (2 hexes); 800 lbs. Traits: As donkey, but sterile. Cost: $1,000. Elephants Often domesticated. Intelligent, loyal, and hardworking. ST 45; DX 12; IQ 5; HT 12. Will 10; Per 10; Speed 4; Dodge 7; Move 4. SM +3 (10 hexes); 12,000+ lbs. Traits: Crushing Striker (Tusks); Domestic (or Wild) Animal; DR 4; Enhanced Move 1 (Ground Speed 8); Peripheral Vision; Quadruped (but replace No Fine Manipulators with One Arm); Trunk (Extra- Flexible; Long, +1 SM; Weak, 1/4 ST); Weak Bite. Cost: $10,000. Oxen Oxen are steers trained to work in the fields. They are hardier and easier to keep than horses. ST 27; DX 8; IQ 3; HT 12. Will 12; Per 10; Speed 5; Dodge 8; Move 4. SM +2 (3 hexes); 2,500 lbs. Traits: Domestic Animal; DR 2 (Skull only); Enhanced Move 1 (Ground Speed 8); Impaling Striker (Horns); Neutered; Quadruped; Weak Bite. Cost: $1,500.

Damage for Animals Basic damage for a beast is thrust for its ST, found by consulting the Damage Table (p. 16). Modify this as follows: A bite does thrust-1. Weak Bite, common for large herbivores, gives an extra -2 per die. A bite is crushing unless the creature has Sharp Teeth (cutting) or Fangs (impaling). A claw does thrust-1, like a punch. Blunt Claws give +1 per die, and damage is crushing. Sharp Claws give no bonus, but inflict cutting damage. A kick does thrust. Blunt Claws or Hooves give +1 per die, and inflict crushing damage; Sharp Claws give no bonus, but cause cutting damage. The Quadruped meta-trait includes Horizontal (p. 139), which gives -1 per die to kicking damage to creatures without Claws. For large herbivores, this cancels out the +1 per die for Hooves. Most other attacks (horns, tusks, etc.) are Strikers (p. 88). These inflict thrust damage, at +1 per die. Damage type depends on the Striker. Predators and combat-trained animals often have Brawling at DX+2 level or better. This adds +1 per die to basic thrust damage for any of these attacks!

FANTASY MONSTERS

Here are three sample monsters from fantasy. If the GM changed the names and filed off the serial numbers, they could work equally well in a science-fiction background! Basilisk This creature resembles a small snake with a hideous face and a crested head. It attacks with a “death gaze”: if it meets its victim’s eyes, it can kill using the power of its mind. ST 2; DX 12; IQ 3; HT 12. Will 10; Per 10; Speed 6; Dodge 9; Move 4. SM -3; 2 lbs. Traits: DR 1; Toxic Attack 3d (Malediction 1; Psychokinetic; Vision-Based); Vermiform; Wild Animal. Gryphon The gryphon is a beautiful creature, with the head, wings, and forefeet of an eagle, and the hindquarters of a lion. It is immune to abilities that affect

only mammals or only birds, as it is neither! A gryphon can be tamed if captured young, but at -3 to Animal Handling skill. An untamed gryphon in good health might sell for $5,000; a tame one is priceless, and will not cooperate with anyone except its trainer. ST 17; DX 12; IQ 5; HT 12. Will 11; Per 12; Speed 6; Dodge 10; Move 6 (Ground). SM +1 (2 hexes); 600 lbs. Traits: Acute Vision 3; Combat Reflexes; DR 2; Enhanced Move 1 (Air Speed 24); Flight (Winged; Air Move 12); Quadruped; Sharp Beak; Sharp Claws; Wild Animal. Skills: Brawling-14. Strix A strix (plural striges) is a bloodsucking, birdlike creature about the size of a crow, with a long beak and large eyes. Striges are nocturnal. A strix attacks with its long, barbed beak. If the attack penetrates armor, the strix sucks its victim’s blood. Striges have excellent aim, and can even attack through the eyeslits of a helm. Only two striges can strike thus in a second, but a successful hit can also blind the eye! ST 5; DX 15; IQ 4; HT 11. Will 10; Per 10; Speed 6.5; Dodge 9; Move 2 (Ground). SM -1; 18 lbs. Traits: Bloodlust (9); Flight (Winged; Air Move 12); Night Vision 5; No Fine Manipulators; Vampiric Bite; Wild Animal. Skills: Brawling-17.

ANIMALS IN COMBAT

To play animals realistically, remember that: • Most animals fear man and flee rather than attack. Exceptions include a mother defending her young; an insect swarm defending its nest; an old or wounded “man-eater” predator; a creature so stupid it doesn’t realize men are dangerous; a creature so powerful men aren’t dangerous; or a large herbivore (bison, rhino, Triceratops), which might charge anything out of sheer orneriness. • In a balanced ecology, predators are comparatively rare, prey species common. Use the combat rules in Chapters 11-13 for animals, just as you would for humans, with special attention to Multi-Hex Figures (p. 392) and Trampling (p. 404). A few other notes: Reach: A beast’s reach is “C” (“close combat only”) unless its description notes otherwise. Most animals initiate combat with a grapple or a slam, followed by an attempt to crush the foe or tear him to pieces in close combat. Defense: Animals usually defend by dodging. Dodge is Basic Speed + 3, dropping all fractions. Most animals have No Fine Manipulators (included in Ichthyoid, Quadruped, and Vermiform) and, therefore, cannot parry. Those with manipulators (e.g., apes) can parry. Unarmed Parry is (DX/2) + 3 or (Brawling/2) + 3. No natural animal can block. Many animals have Combat Reflexes, which adds +1 to defenses. Armor: A creature’s hide, shell, fur, etc. may give DR, as indicated in its Traits entry. Swarm Attacks Treat a group of small creatures as a unit when it attacks. This “swarm” fills one hex on a combat map. A swarm attacks the victim(s) in its own hex (if you are not using a combat map, it attacks one person per second), and will not change victims without a good reason. A swarm attack hits automatically – there is no attack or defense roll. Every turn until it is dispersed, it does the listed damage to its victim(s). Special clothing (a wetsuit or beekeeper’s suit, or high-tech airtight armor) may protect against some types of swarm. Against tiny creatures like insects, ordinary clothing gives complete immunity for two seconds, while low-tech armor protects for five seconds; then the bugs get in and the protection becomes worthless! Against larger creatures like rats, armor protects indefinitely with its normal DR. Special tactics may work on some types of swarms. For instance, one can destroy bees with insecticide or baffle them by leaping into a pond. This is up to the players’ cleverness and the GM’s common sense. Attacking a Swarm: Any attack against a swarm hits automatically. The swarm gets no defense roll. (A swarm of hard-to-hit creatures just requires more damage to disperse.) A swarm takes damage as if it were Diffuse – see Injury to Unliving, Homogenous, and Diffuse Targets (p. 380). Shields can crush flying creatures; a shield does 2 HP per turn, and can attack at the same time as a weapon. Stomping does 1 HP per turn to nonflying vermin, and can be done while attacking with a weapon.

Swarm Attack Examples Bats. A “swarm” is about a dozen carnivorous bats. Flies at Move 8. Does 1d cutting damage per turn. Armor protects with its normal DR. Dispersed after losing 8 HP. Bees. A “swarm” is about 1,000 common bees. Flies at Move 6. Stings for 1 HP of injury per turn unless the victim is completely protected. Dispersed after losing 12 HP. Will give up the attack if foe is chased 50 yards from hive. Note that bothering a hive may get several such swarms after you! Rats. A “swarm” is about a dozen rats. It has Move 4. Does 1d cutting damage per turn. Armor protects with its normal DR. Dispersed after losing 6 HP.

End

This is the end of the file.