Wilkinson's Campaign: Wild Animal Rules

It wouldn't be Africa if there were no large animals to strike fear into the hearts of the timid! The published WI campaign includes a scenario that features elephants with special rules. I've taken these rules and adapted them, using ideas borrowed from Congo, to introduce a variety of different wild animals to Wilkinson's campaign. 




Wild animals are not required to take pinning test. Some animals may have two sets of characteristics, one for when the animal appears individually and another when part of a herd. 


Elephant
- Move 3d6" per turn. 
- Avoids jungle, rocky hills and scrub, but will trample any troops directly in its path.
- Adult elephants have 4 wounds. 
- If an elephant charges through a unit, it moves to the limit of its movement without stopping. Roll 2d6 for each charged unit. The result is the number of figures that are trampled. Roll 1d6 for each of these figures. On a score of 1-3 they are trampled to death. On a roll of 4-6 they jump out of the way and are unharmed. The men are too startled to fight back. Test for leader casualties and pinning as normal. 
- All hits are rolled on Rampaging Large Animal Table.
- If defending a melee attack, elephant hits on 5+
- If a unit firing within 12" of an elephant fails to hit or fires at a different target roll 1d6 on the Rampaging Large Animal Table but subtract 1 from the result and do not apply any wounds to the animal. 
- If Wilkinson wins game with at least one unit remaining on the table, expedition may collect 2 Elephant's Tusk object cards for each killed elephant.

Rhinoceros
- Move 2d6" per turn. 
- Avoids jungle, water, rocky hills and scrub, but will charge any visible units within 6".
- Rhinos have 5 wounds.
- If a rhino charges a unit, it moves to the limit of its movement without stopping. Roll 1d6 for the charged unit. The result is the number of figures that are attacked. Roll 1d6 for each of these figures. On a score of 1-4 they are either gored or trampled to death. On a roll of 5-6 they jump out of the way and are unharmed. Defending unit is too startled to fight back. Test for leader casualties and pinning as normal. 
- All hits are rolled on Rampaging Large Animal Table.
- If defending a melee attack, the rhino hits on 5+. 
- If a unit firing within 8" of an rhino fails to hit or fires at a different target roll 1d6 on the Rampaging Large Animal Table but subtract 1 from the result and do not apply any wounds to the animal. 

Water Buffalo
- Move 2d6" per turn. 
- Avoid rocky hills. 
- Will attempt to gore any visible troops within 6".
- Buffalo have 4 wounds. 
- If a buffalo charges a unit, it moves as far as required to make contact, hitting on 4+. Defending unit may fight back with half its available figures. Test for leader casualties and pinning as normal. 
- All hits are rolled on Rampaging Large Animal Table.
- If defending a melee attack, the buffalo hits on a 5+. 
- If a unit firing within 6" of a buffalo fails to hit or fires at a different target roll 1d6 on the Rampaging Large Animal Table but subtract 2 from the result (3 if buffalo is in an area of terrain) and do not apply any wounds to the animal. 
- If Wilkinson wins game, expedition may take 2 Bush Meat object cards per killed buffalo. 

Apes
- Tribal (may throw branches and rocks etc), fierce.
- Move 8". 
- Leadership 5+.
- Apes have 2 wounds each. 
- Will attack closest visible troops within 8".

Large Game (Wildebeest/Zebra/Giraffe/Kudu/Ostrich)
When deploying large game as part of a stampede may also include: Elephant, Rhinocerous, Water Buffalo, Hippopotamus.

- Move 3d6" per turn.
- Fight 5+.
- Leadership 7+.
- Avoids jungle, rocky hills, scrub, swamp/marsh and all troops. 
- Will always move away from gunfire. 
- Do not attack but will defend in melee. 
- Game animals have 1 wound each. 
- Will always attempt to move off closest table edge. 
- If Wilkinson wins game, expedition may take 2 Bush Meat object cards per killed game animal. 

Small Game (Small Antelope, Warthog)
- Move 2d6" per turn
- Fight 6+
- Leadership 7+
- Avoids jungle, swamp/marsh and all troops.
- Do not attack but will defend in melee. 
- Game animals have 1 wound each. 
- Will always attempt to move off closest table edge. 
- If Wilkinson wins game, expedition may take 1 Bush Meat object card per killed game animal. 


Large Animal Attack Dice
Large animal attacks (fighting and shooting when available) are defined by the number of remaining wounds. As an animal is wounded, the number of attacks will therefore decrease. 

Rampaging Large Animal Table
Melee and shooting effectiveness is dependent on weapon. The number of rolls made on the Rampaging Large Animal Table is as follows:

Modern Rifle: 1d6 per hit
Obsolete Rifle: 1d6 per 2 hits 
Antiquated Musket: 1d6 per 3 hits
Field Gun: 2d6 per hit
Machine Gun: 1d6 per hit
Rocket: 1d6 per hit
Foot Bows: 1d6 per 2 hits
Rag Tag Muskets: 1d6 per 3 hits
All Melee Weapons: 1d6 per 2 hits

Roll the required number of d6 and consult table below. For multiple hits, animal receives total number of wounds and if still alive always moves directly away from firer next turn. In melee, attacking unit takes pin test as normal even if animal has moved away. Note that rockets won't actually cause any wounds so it is only worth rolling on the table if there is a single hit. 

0-1: The animal is unwounded and next turn moves directly away from firer.
2: The animal receives 1 wound and next turn moves directly away from firer.
3: The animal receives 1 wound and next turn charges directly towards firer. 
4: The animal receives 2 wounds and next turn moves directly away from firer.
5: The animal receives 2 wounds and next turn charges directly towards firer.
6: The animal receives 3 wounds and remains stationary during the next turn. 



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