flintloque-logo-304x90"Wilde Thinges"

A Flintloque Rules Supplement by Matthew Hartley

jabberwock-frame

Being a true and accurate account of the diverse Fell Beasts of Valon

~

The untamed wilds of Valon are the realm of many dangerous creatures, wild beasts which waylay travellers, slaughter livestock, and make off with the young and the old. Scared villagers may call on their Lords to defend them or, if neglected by their masters, hire mercenaries to protect hearth and home.

The rules below allow players to track down Fell Beasts in a solo game, or to introduce them as a surprise (and random) element in a multi-player scenario.

Using Creatures in Your Games

Creatures are not controlled by players but by an action table, which determines the actions of the creature depending on the circumstances it faces.

Each turn, immediately before the Action Phase, one D6 roll is made on the relevant action table for each creature. The table columns are read from left to right. The result of the roll in the first relevant column applies. The column headings refer to both current events, or, in the case of the wounded column and shot at and fired at columns, events which happened on the previous turn. In all cases however, it is the first relevant column which is rolled on . For example, a creature with an enemy within charge range, which was fired at last turn would roll on the "fired at" column for this turns action, as this is the first relevant column. Similarly, a creature which was wounded last turn, but is currently in melee combat will roll on the first column ,"melee", for this turns action.

Any actions which are required by the table results occur in the relevant phases of the turn as normal.

Any figure who is charged by a creature receives a Shaken Token.

~

The Wilde Thinges of Valon - A Complete List

I have added some extra creatures to the original article from other sources, they are marked with an asterisk. Craig, Ed.

Boar - Bear - Big CatChimera - Dire Wolf*HippogriffJabberwockManticore - Wild OxWolf*

 
Boar
Steady
2
Wounds
3
Prowl
6cm
Run
22cm
Charge
32cm
Melee Modifier
+4

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 F R R F R R
2 R P H R H H
3 A A A R P P
4 A C A H P P
5 A C C P A A
6 A C C A C C
 
 
Bear
Steady
3
Wounds
6
Prowl
8cm
Run
32cm
Charge
48cm
Melee Modifier
+6

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 R R R R H H
2 A H H R H P
3 A P H H P P
4 A A A H P P
5 A C A P P P
6 A C C A C C
 
 
Big Cat
Steady
3
Wounds
4
Prowl
10cm
Run
48cm
Charge
64cm
Melee Modifier
+5

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 F F F F R R
2 R R R R H H
3 R P H R H H
4 A A H H P P
5 A A A H P P
6 C C C P C P
 
Jump to Results
~
 
               Chimera
Steady
4
Wounds
10
Prowl
5cm
Run
18cm
Charge
28cm
Melee Modifier
+5

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 R R R H H H
2 A A H H P P
3 A A A H P P
4 A A A A A P
5 A C C A A A
6 A C C C C C


Chimera have three attacks per turn. Each attack is treated separately, as a normal attack in melee.

Due to being multi-headed, Chimera do not suffer a penalty from being attacked in the side, only from being attacked in the rear.

Jump to Results 
~
 
 
Dire Wolf 
by Matthew Hartley
Taken from "The Baskervile's Hound"
Steady
2
Wounds
3
Prowl
6cm
Run
22cm
Charge
32cm
Melee Modifier
+3

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 F R R F R R
2 R R H R H H
3 A P P H P P
4 A A A P A A
5 A A A A A A
6 A C C A C C
 
 
Jump to Results 
~
 
 Hippogriff
Steady
3
Wounds
5
Prowl
9cm
Run
36cm
Charge
54cm
Melee Modifier
+5

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 R R R R R H
2 R A R H H P
3 A A H H P P
4 A A A A P P
5 A C A A A A
6 A C C C C C


Jump to Results
~

 Jabberwock
Steady
4
Wounds
8
Prowl
6cm
Run
22cm
Charge
32cm
Melee Modifier
+6

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 R H R H H H
2 A P H H H P
3 A A H P P P
4 A A P P P P
5 C A A P P P
6 C C A A A A

Jump to Results 
~

 
 Manticore
Steady
3
Wounds
7
Prowl
8cm
Run
32cm
Charge
48cm
Melee Modifier
+5

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 R R R R R H
2 R A R H H P
3 A A H H P P
4 A A A A P P
5 A C A A A A
6 A C C C C C


In addition on any turn which a Manticore gets a "A" (attack) result, it fires its tail spikes at the nearest visible enemy within 10cm, with a 65% chance of hitting with an Impact 6 attack.

 
Wild Ox
Steady
3
Wounds
6
Prowl
4cm
Run
16cm
Charge
24cm
Melee Modifier
+4

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 F F F F R R
2 R F R F H H
3 R R H R H H
4 R R A R H H
5 A A A H P P
6 A C C P C P
 
 

Wolf
by Craig Andrews
(See note at end)

Steady
0
Wounds
3
Prowl
8cm
Run
30cm
Charge
48cm
Melee Modifier
+3

 

Roll In Melee Wounded Last Turn Shot at This Turn Firing / Fire Within Run Speed Distance Enemy Within Run Speed Distance Enemy Beyond Charge Speed Distance
1 F F F F R R
2 R R R R H H
3 R P H R H H
4 A A H H P P
5 A A A H P P
6 C C C P C P


A Wolf’s Steady rating increases by 1 for each additional wolf within 10cm up to a maximum of 5.

Results

A = Attack. Move at run speed towards nearest opponent and engage in melee.

C = Charge. Move at charge speed towards nearest opponent and engage in melee. Any figure who is charged by a creature receives a Shaken Token.

H = Halt. Make no movement, defend itself if in melee.

F = Flee. Move at half Charge speed away from opponents. If this is impossible then treat this result as  an attack (A) result.

R = Retreat. Move at 75% run speed away from nearest opponents. If this is impossible then treat the result as an attack (A) result.

P = Prowl. Move in a randomly determined direction (roll d12 and use a clock face) at Prowl speed, fight if in melee.

~

* New additions notes:

I added the Wolf on the 9th November 2013 as I was playing out an encounter that called for them. I used the Big Cat stats at first but a mere three Wolves tore through two of my three Orc party and caused the other to flee. I adjusted the stats using a Boar/Wolf comparison from the Pathfinder RPG. I left the action tables the same as a Big Cat's. I may tweak this if it doesn't give 'Wolf like' behaviour during play. Any comments, suggestions or additions are very welcome. 

Webmaster's Notes

Wilde Thinges was originally written for use with Dresda, the first prequel to Flintloque which shared mechanics with the games' 1st Edition. It was published in the fifth issue of Orcs in the Hills magazine in the Winter of 1996/1997.  It made it's way onto Orcs in the Webbe back in September 2008 as part of our support for Dresda. The updated and annotated version of the article above has been edited slightly for use with Flintloque 3rd Edition and was first published on Orcs in the Webbe on the 15th August 2013. I have made minor edits to the text; some small grammatical changes along with some minor changes to bring things in line with the Flintloque 3rd Edition.