Underground Combat have some extra rules to follow
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Burrows is Comprised of:
- Entrances: A connection between Burrow and surface
- Tunnels: a path inside the burrow one hex wide, they might contain slope going up and down marked with arrows
- Branches: A Split of the tunnel like a Y-junction
- Chambers: Any number of contiguous open hexes inside the burrow.
Chambers and Tunnels might be colored with three grading colors, marking the hight level of these
with only Tunnels having slope changes
A burrow may connect to others burrow
(in a battle, going from a burrow to another will is not be considered leaving the battleboard)
Animals may use one round to plug or dig a tunnels, blocking or freeing 1 hex from the battleboard
Plugging: \(1d6+\text{ STR Rating Vs. DV=}4 \)
Digging: \(1d6\text{ + STR Rating Vs. DV=}6\) On Success if the animal is not a digger, place a digging marker in the hex, on second success the hex will be dug
Digging upward: Only in chambers, \(1d6+\text{STR Rating Vs. DV=}8\) for each level (max 3), if succeed a new opening get created
Plug will looklike natural earth, non-residents can detect the plug with \(1d6\text{ SML or INT Rating vs. DV=}6\),
while normal residents of the burrow will always reconize a plug (Resident of the burrow will have a mental map of it)
You can't Plug a Branch in the middle.
Humans can modify the Battleboard by Flooding it.
The human will pick one entrance to begin the flood (assume the human don't know any other entrance)
the flood will extend in all direction each battle round, Note, some tunnel may have some slope and the water might not flow immediately there.
Animals can defend themself by escaping the burrow in a non flooded exit path or by deviating / Containing the flood with plugs
If all the path to an viable exit are blocked, animal can plug themself in a air pocket
but will take one HP damage per 10 minutes until they escape (or until the burrow dries out)
once the flood finish the burrow will be dry again by the next day (or 10h later)
Stored item that gets flooded must be tested once dried out.
\(1\ge 1d6\ge 3\) item is ruined, ruined herbs turn into poisonweed, and might not be obvious
Raccoons, Jackrabbits, Porcupines: SPD rating reduced by 2
No Moves or Tactics that involve Jumping or leaping may be done underground.
A slope from aboveground take one extra MP to go up
Rabbit may take a free face change through one hexside in each hex, Rotating more than once still cost 1 extra MP
Rabbit and smaller animals can pass thorough each other in a tunnel (not finish the round above another)
Larger animal can't pass through each other but can pass through smaller one
Rabbit and smaller animal can pass through a Porcupine or other spiny animal only from front to back, never from rear
The animal will swimming at a rate of one hex per round plus SPD Base Bonus
also each round roll \(1d6 \text{+ CON Rating Vs. DV=}8\) on failure take 1 point of damage and then
Roll \(1d6 +\text{ INT Rating Vs. DV=}8\) on failure move one hex in a random direction
Armadillos may block a Tunnel with his body but cannot do any other action in the turn, The attacker can try digging around the armadillo but must succeed on digging on both sides, (forming a hex chamber), and cannot make an attack during the same round
Area of effect Weapons affect
Tunnel: only a single hex in and dissipate after one Round
Chamber: will fill it up to 7 hexes, and not dissipate
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