| Animal Rules
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Animals and creatures exist in the Car Wars world along with people and cars, and these creatures can interact with the others just as readily - game hunting, safari, dinosaur harvesting - all exist in the modern world, and to be able to deal with these situations, you need to know how to play with animals. I hope these pointers help! You'll notice that most of these rules relate mainly to dinosaurs, but they apply equally to all animals.
Creature Statistics: All animals have a range of characteristics, just like pedestrians do, and these will be listed on the animal tables. What follows is a summary of these characteristics, although I'm sure that most will be familiar to players. Note that all characteristics - unless stated otherwise - represent an avaerge healthy adult specimen of that species.
DP is the Damage points of the animal, just like a human. Animals do fall unconscious at 1 hit left, although some creatures start off with only one hit. This doesn't mean that they are permanently unconscious! Note that all damage and to-hit numbers relate only when the creature is using it's own natural weapons (like a human fist), and not if the creature is using a tool or weapon.
Acc is the animals acceleration. Multiple numbers may be listed if the animal can engage in more than mode of movement, such as an amphibian. All movements should be treated as land movements unless listed as 'w' for water, 'a' for airborne, or 'l' for land. If no value is listed, then the animal may reach its top speed in one turn. Heights haven't been given for most creatures. For aquatic creatures though, a rough guide is to use the creatures width as it's height. This may be important. Animal formations: Herds of animals can be anything from 4d6 to tens of creatures. Herds of a hundred dinosaurs or more shouldn't be the rule, but shouldn't be ignored either. Herds contain the young and the old of the species, but the younger and weaker will be in the middle of the herd being protected by the others. Family groups of dinosaurs would be about 1-6 creatures, with the parents and any young in the middle of the group. Contrary to old beliefs, dinosaurs do look after their young, and creatures like the T-Rex can be protective of their offspring, and very vengeful. Pack animals are usually 2d animals. Young and those tending for the young will be left behind in the dinosaurs nest, waiting for a share of the spoils. Large pack animals are basically small herds, but without the young. Anything from 2-4d6 animals is fine. Animal Movement: Creatures move exactly like pedestrians, that is they move in 1/4" squares (which is determined by multiplying their speed by 4). They do have facings, but they do not have HC. Instead the manoeuvres that they can perform are based on the speed that they are going. All animals at all speeds can do drift manoeuvres.
A creature can only make one manoeuvre per phase, and it can make it even if it is not moving a full inch that phase In this case, only move the animal the appropriate amount into the bend, and finish the manoeuvre properly in the following phase. Animals marked p are treated as pedestrians in that their facing has no effect until they are moving at 20+ mph, in which case use the above chart, but add 15º to each bend allowed, thus if they were moving at 40 mph, they could do bends upto 45º. Animals that swim may dive or ascend at the rate of 1/4" forward movement to 1/4" gain or loss of depth, with a maximum of 1/2" per phase. Combat: Animals have arcs, their forward arc being worked out exactly like a cars. All attacks that the animal does is done into the forward arc, and unless specifically stated, it is treated as a normal hand to hand attack like a pedestrians. All animal to hit numbers have been worked out, and when they attack pedestrians and other animals, they do not apply the normal targeting modifiers due to their size (or the -3 for pedestrians). Some creatures have a tail attack. In this case it can be made to any target in the creatures rear or either side arc. Damage done by an animal is full to people, other animals, tyres and components, and half to everything else (just like SMG's). Some animals have armour, in which case this is treated as non-degradable metal armour. The head is considered to be in the front arc of the animal, and hit like EWP's (on a 5-6 on 1D). This only applies if the armour says H. If it says front (like a Ceratopsian), then don't roll to see if the head is hit, the armour will allows absorb the damage. Animals are wounded when they are down to half hits (in which case their TH is increased by 1, and their max. speed is dropped by 25%). They are unconscious on 1 hit, and dead at 0. (Of course, animals with only 1 hit are not permanently unconscious, they just die when hit). | |||||||||||||
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