Once both parties, are aware of each other and one want to escape this phase begin:
🥛 Official:
Require: A map with 6 hexes arbitrarily marked with numbers from 1 to 6.
At the beginning everyone must choose a starting position between those numbered hexes then the GM must roll a 1d6, that will be the starting position of the predator
🍺 Homebrew:
Just start the pursuit phase in the current map.
Also Use Movement Point instead of Movement Allowance.
Personal take, the concept of Movement Allowance is just badly explained in the manual, I would rather use normal Movment Point and delete Movement Allowance all together
The predator once placed on the map they will select one pray to focus, this will be their Target
Target moves first, then the other fugitives, then the Pursuer
The pursuit will end if:
- The entire party has escaped, either by running away in a safe refuge.
- The predator run out of Pursuit tactics.
-
The predator ends its movement in the same hex as their Target, and Combat begin
- If a pursuit end in a Combat the Target must face the predator themself and only other characters within 2 hexes may quickly join the fight the turn it start
- In the official rules no one can join the battle later, but this can also be leaved at GM discretion.
the max Movement of an animal is equal by their Movement allowance
Ground predator between 3 and 6
Raptors between 8 and 17
- Movements: A Fugitive or Ground Predator may: Run, Pivot, Rotate; an Areal Predator may: Fly (Always move at least 1 hex), Bank, Hover (other pattern allowed under Tactical Maneuvers)
Basically the same rules of movement in Combat apply to Pursuit
Tactical Maneuvers:
Tactics may be used at the beginning, middle, end of movement or as Reaction.
In General Tactic depends on Trait Ratings.
The Number of Tactical uses is equal to the SPD Rating
Safe Refuge: Usually depicted as Green hexes
Only Fugitive may enter them. once a fugitive enter it, they can leave the board and may not re-enter in the battleboard.
If the Target escape, the predator must change their Target or end the Pursuit.
Borders: usually steep cliffs, riverbank etc...
Fugitive can't escape by the Borders except as the result of a Last Ditch special tactic
Obstacle. or Temporary Refuge: Fugitive may try to conceal themself here. Usually depicted with a Green dot
Effect of Obstacles:
-
Upon entering on a:
-
Minor Obstacles: roll 1d6, if the result exceeds your current Movement allowance point nothing happen, otherwise follow the Major Obstacle Procedure
- being in a Minor Obstacles may protect from Arial attack if \(1d6\ge 4\), the Predator then must continue in a straight path for one (Squere / Hex)
-
Major Obstacle: Pay all the remaining Allowance point to enter; therefore no more movement.
- being in a Major obstacles will protect fugitive from Arial attack
- If the target of A Flying predator is hiding on a Major Obstacle (and the predator can't land) the predator must switch target (At the cost of one Tactic use); if no targets are available for the predator, they will fly away. However the Pursuit will not end and the predator may re-enter in any red icon at any moment when a new target is available.
-
Fences:
- Large animals must spend 1 extra point to cross them.
- Arial animals may not attack a target on the opposite site of the fence.
- Raptors may perch on the fence at the end of their turn and attack in any direction the next one
- No effect on small animals
-
Minor Obstacles: roll 1d6, if the result exceeds your current Movement allowance point nothing happen, otherwise follow the Major Obstacle Procedure
Obstacles do not hinder flying animals movements
Entering a Combat after pursuit add some additional events.
Holding The Pray
Once a Predator manage to attack a animal they can attempt to Hold that animal, the predator will occupy the same hex as the Pray
A successful Hold to an animal make that animal lose all Movement and Dodge Tactic
the Target however can still attack but incurring -2 disadvantage at each roll
The Target may manage to Break Free (Excluding Predator with Unbrekable Grip) if
- The Predator receives 10HP damage in one single Combat round
- The Predator sustain effect of herbal or Empathic attack or Confusion
- The Target Succeed in a direct test involving a skill check (STR vs. STR, AGI vs. AGI, or SPD vs. SPD, at the choice of the pray).
Upon breaking free, the target is placed in an unoccupied adjacent hex, at random, with random facing.
Animals can stop and pick up an item during Escape
Kits can only be carried one at the time while not carrying items. (this limitation does not apply to larger animal carrying smaller kit or opossum kits)
Kits who gets carried away in the flood will die
This page is not an official Bunnies & Burrrows website or guide