Underground Combat work like a normal aboveground combat but they have some special modifications.

GM: Remember if the battle is a warren invasion, keep track of food, herbs, kits and other rabbit where normally are located in.

  • 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)

Animal might plug tunnel digging and pushing dirt, this will only block that tunnel hex and not change the battleboard futher.

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)

During Combat, you can use a Combat Round to make an attempt at building / Removing a plug: \(1d6+\text{ STR Rating Vs. DV=}4 \) And Only one PG in the entire Round can make either of this action

You can't Plug a Branch, but you can still place the plug at one it's entrances

Diggers can attempt to dig new tunnel or to widen an existing one to create a chamber

This requires two successes Each attempt take an action during a combat round (Some Diggers may be able to complete the two action in un round)
\(1d6\text{ + STR Rating Vs. DV=}6\) On Success, place a digging marker in the hex on second success the hex will be dug

you can dug upward to form a new exit
this can be attempted only within a chamber and require a success \(1d6+\text{STR Rating Vs. DV=}8\) for each level, once dug up the exit Is assumed that any predator on the surface do not notice the entrance for \(1d6\) Round

Any Playable animal as well as some neutral or predator
while Rabbit being the average digger some animal will be worse at digging and other can exel at it.

also note that any playable animal can enter a rabbit burrow

Raccoons, Jackrabbits, Chipmunks, Skunks, Opossums, and Armadillos:
readily go underground.

Porcupines and Squirrels:
will go underground, but prefer to stay in trees at night.

Smaller animals are good at digging small tunnels and simply take longer to make rabbit sized tunnels.

Animals such Armadillos are exceptional diggers, accomplishing a tunnel dig or expansion in a single turn without STR check

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 plug
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 (minimum of 1)

No Moves or Tactics that involve Jumping or leaping may be done underground.

A slope from aboveground take one extra MP to go up (doing down is normal)

Rabbit may take a free face change through one hexside in each hex, Rotating more than still cost 1 extra MP

Rabbit and smaller animals can pass each other in a tunnel (not finish the round above another)
Larger animal can't pass each other but can pass through smaller one
Rabbit and smaller animal can pass trough a Porcupine or other spiny animal only from front to back, never from rear

Moving through a flooded tunnel or chamber must be underwater 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

Reminder: No tactics that involve jumping or leaping con be used underground

An Armadillo has A special tactic of Block. an armadillo 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

Last Edit: 2025-03-19
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