These are Extended Rules
Once the predator spotted the party before beginning the combat he must close the distance between him and the party

For the Fugitive at its core this means the need to just run away and avoids physical attacks

Most Tactics for Fugitive revolve around form of Locomotion and Maneuver while running
Runner and Herald are especially good in the outcome of this phase.

Once The predator appears the GM must determinate its position either randomly with a 1d6 or Environmental-based
The Predator must approach closely to launch its attacks

The Pursuit Will always last at least one turn even with the swiftest predators

The Pursuit will end is the Predator ends its movement in the same square or Hex as a target, or when all Fugitive escape

after the predator detects the PCs it may be too far for an actual Pursuit.

The Predator, will select one member to focus (but it may shift its attention during Pursuit or Combat)
And approach until close enough to chase.

Failing to spot the predator at Safe Distance then The Predator will successfully close the gap to the Initial Pursuit Distance (iPD)

iPD: The preferred Distance of the Predator initiate the pursuit this varies wildly among species

The iPD may also be effected by the presence of covers

Chaser, Brutes, Raptors: begin at their maximum allowed iPD
Stalkers: Approach closely (within 5 Hexes)
Cryptic: Pursuit doesn't happen, either the party get Surprised or they pass by

Green Hexes: Safe Refuge, Only Fugitive may enter them
Green dot: Obstacle. or Temporary Refuge
Target: The Animal that the predator is currently pursuing
Border: Fugitive can't Escape The Border except as the result of a Last Ditch special tactic
Tips:

  • Both you and the pursuer have maneuver or Tactical Skills, Limit the Option of the Pursuer
  • If a pursuit end in a combat the target must face the predator and only other PCs within 2 hexes may quickly join the fight

Priority: The Target moves first, then the other fugitives, then the Pursuers

the max Movement of an animal is equal by its Movement allowance:
PG Characters Check Movement_And_Foraging for 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)
  • Running (Described in Movment Rules)
  • Rotating: Pivoting without moving you can rotate to face whatever direction, rotating while moving is called pivot and you can do that once per turn for one or two hexside

Effect of Obstacles:

  • Upon entry 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, pivoting or tactical maneuvers are permitted that round.
      • being in a Major obstacles will protect fugitive from Arial attack (Note some few Flying Predator have the ability to attempt to land and attack on ground)
      • If the target of A Flying predator is hiding on a Major Obstacle (and the predator can't land) it must switch target (At the cost of one Tactic use); if no targets are availible or the predator has no Tactics to use it will fly away to the edge of the board. However the Pursuit will not end and the predator may re-enter in any red icon at any moment when a new target is aviblie..
  • Obstacles do not hinder flying animals movements

Effect of Fences:

  • Fences do not hinder Rabbit, other small animals or Flying Animals.
  • Larger animals must spend an extra 1 movement point to cross the fence
  • Arial Predator may not attack a target immediately on the opposite side of the fence, they first must cross the fence into an open Squere / Hex.
  • Raptors may perch on a fence at the end of their movement; in the Raptor's next turn they can launch or attack into any direction.

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

Safety:
Green Zones means safe refuges, when a Fugitive enter it, can leave the board and may not re-enter in it during pursuit.
If the Fugitive was Targeted by the Pursuer, the Pursuer need to change target, if no other Fugitive are avaiible the pursuit end

Boarders:
These means steep cliffs, riverbank, etc...
The Fugitive can't escape reaching the boarder (Unless the Basic Tactic Last Ditch is used) And need to change direction

Ending Pursuit:
Pursuit end when there are no more target are available for the Predator(s)
or if a predator is on the same zone as the Fugitive (And the Fugitive has no reaction Tactics)
Then Combat begin, with the first turn involving only the Targeted Fugitive and the predator
then Fugitives or Pursuer within 2 hexes of the original combat hex may enter the Battleboard

Any other animal may not participate in this combat

🍺 But they can try to move closer to the Battleground and join in the next round

Usually all predators must succeed in a Pursuit to be able to combat an animal

If for some reason the Party decide to Approach and Attack a Predator, the predator need to succeed to enter the battle stealthy approach
otherwise it will nearly always run away

Usually every predator start aggressively but the more damage the they take the more defensive will become
and if they lose Half their HP, the Predator will run away and withdraw from battle

Holding The Pray
Once a Predator manage to attack a animal they can attempt an 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 target).

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

Last Edit: 2025-03-19
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