Animal Packs or Herds

It is not uncommon for the beasts of the forest to rise in defense of their domain, particularly when it is threatened by an evil force. These rules do not apply to animals that have been magically controlled and/or summoned (see the Mass Charm spell, page 92, and the Insect Plague and Creeping Doom spells, page 94).

Command of Animals

The rules in this section should be used only if the rules on commanders are employed (see pages 58-59)

Animals do not necessarily need a commander, if some universal urge propels them into the battle. (This is a determination to be made in the setup of a scenario.) However, animals can attack and maneuver much more effectively when they are under the control of an intelligent creature. Druids, clerics, and possibly rangers can command units of animals. A scenario might define another character who can command a specific body of animals—a man raised with a pack of wolves, for example, could command the pack in battle.

Animals receive their full movement allowance regardless of whether or not they have a commander. However, animals only attack at 1/2 AD when not motivated by a commander.

With a commander, animals receive the normal 1 AD per figure in melee combat. Animals can also charge (if they succeed on a morale check). Animals never become shaken; any time a unit of animals fails a morale check that would normally cause a unit to become shaken, the animal unit routs. An animal unit can only rally if it has a commander.

Animals in Combat

When animals charge, they receive the AD bonus for a charging cavalry unit (x 2 AD) if the animals are larger than man-sized. Human-sized and smaller animals charge as infantry ( x 1 1/2 AD bonus).

Stampedes

Herd animals can perform a stampede, which is essentially a charge with extra impetus. In order to start a stampede, a herd must consist of at least 8 medium-sized herd animal figures or 6 large or huge herd animals (see animal descriptions, Appendix II), and must be at least 2 ranks deep. A herd can stampede if it passes a normal charge initiation morale check, and is of sufficient size.

A stampeding herd has its morale rating improved by + 3 for the duration of the stampede—i.e., until it routs, reaches the end of its move, or is annihilated.

When a herd of animals stampedes, any melee combat triggered by its charge is resolved immediately. If the animals do not rout and are not destroyed, they continue their stampede after the combat is resolved.

If the enemy unit withdraws or routs as a result of the combat, the animals continue moving straight ahead— possibly contacting and fighting that unit again. If the enemy unit stands its ground after the combat is resolved, the stampeding animals will veer around the unit on the shortest path to continuing the charge. If two approximately equal paths are available, roll a d6. On a 1-3 the herd goes to the right; on a 4-6 it veers left.

The herd stampedes to the limits of its movement, attacking every enemy unit in its path, unless it routs or is annihilated before then.

Stampede Rout

When a unit of animals routs, it follows the normal requirements for routing units, except that if it is large enough to perform a stampede it will not attempt to veer around friendly units—instead, it performs a stampede rout. Animals that do not fulfill the minimum size requirement of a stampeding unit will veer normally around friendly units.

An animal unit performing a stampede rout is treated as a unit performing a stampede, except that its direction is determined by the rules on rout movement, and it will attack friendly and enemy units in its path with equal vigor.


Comments

Please Login in order to comment!