Animal Specification

Wolves / Wargs

wolf

Typical Animal Level ("AL"): 3 to 8 (wolves) / 4 to 10 (wargs)

Typical Number Encountered: pack of 3d4 wolves / wargs usually operate in squads of 12, or troops of 3 squads and will be ridden by orc or goblin wargriders

Usual Alignment(s): N/N

Description: as per their meta equivalents.  Wargs have been bred for size, and so are larger.

Habitat: Green Areas, Wilderness Areas, especially forests and tundra

Language: wolfish: packs communicate semi-telepathically.  Wargs are more brutish, with less command of wolfish, but understand simple commands in the language of their riders.

Chars: Co 3d8, Wp 3d8

Sz 3d6 (wolves) / 4d6 (wargs)

Movement: (see Note 5 below for Encumbrance effects on Wargs)

Rate Melee Travelling
Walk 4 ft/sec 2.5 mph
Scamper 8 ft/sec 5.5 mph
Lope 16 ft/sec 11 mph
Charge 24 ft/sec n/a

Fighter Abilities:

AL/3, FRU AMR    D = 25 + (5AL) %    RD = 5 + (5AL) %    5 + (5AL) HP

Attack Modes:

Claw @ A = 8AL %, DAM = d8

Bite @ A = 10AL %, DAM = d10, with 5% chance / HP DAM dealt of sinking in teeth and holding on.  If succeeds, in subsequent attack may attempt to Disembowel at 10AL% chance of success, doing 2d4 Disemboweling DAM (no ADS).

In initial attack will Jump for Bite to throat (highest HitLoc in Head).  In subsequent attacks will usually go to disable weapon arms or legs.  Against steel armoured opponents, will aim for weak spots.

HitLoc Tables:

Wolves / < Sz 15

HitLoc Area

Front

Side

Rear

Head

01 to 20

01 to 12

n/a

Front Legs (*2)

51 to 75

13 to 35

n/a

Chest

21 to 50

36 to 69

n/a

Abdomen

n/a

70 to 92

16 to 45

Hind Legs (*2) n/a 93 to 115 46 to 60

Tail

n/a

116 to 125

01 to 15

Wargs / >= Sz 15

HitLoc Area

Front

Side

Rear

Head

01 to 25

01 to 15

n/a

Front Legs (*2)

61 to 90

16 to 42

n/a

Chest

26 to 60

43 to 83

n/a

Abdomen

n/a

84 to 110

19 to 54

Hind Legs (*2) n/a 111 to 138 55 to 72

Tail

n/a

139 to 150

01 to 18

ADS:

HitLoc Area

1 2 3 4 5 6 7 8 9 0

Head

2 2 2 1 0 0 1 2 2 2

Front Legs

4 1 2 2 2 2 2 2 1 4

Chest

2 2 2 1 0 0 1 2 2 2

Abdomen

2 2 1 1 0 0 1 1 2 2
Hind Legs 4 1 2 2 2 2 2 2 1 4

Tail

1 1 1 1 1 1 1 1 1 1

Effects of Specific Damage:

Hit Loc Area

%age HP Damage taken

Effects

Head

 

15% Unconscious, Co check vs Death
30% Decapitation, Death

Front Legs (each)

 

 

25% Co check vs Leg Crippled
50% Arm Crippled, Co check vs Leg Severed
75% Leg Severed

Chest

 

80% Incapacitated, Co check vs Death, Bleed 5%/min, Co check vs Bleed 5%/MR
160% Death

Abdomen

 

60% Co check vs Death/MR, Bleed 5%/MR
120% Death

Legs (each)

 

 

25% Co check vs Leg Crippled
50% Leg Crippled, Co check vs Leg Severed
75% Leg Severed
Tail 15% Co check vs Tail Crippled
30% Tail Crippled, Co check vs Tail Severed
45% Tail Severed

Bleeding effects from Crippling, Severance and Decapitation of Legs are as for People.  There are no Bleeding effects if Tail is Crippled or Severed.

Thievish Abilities:

M on Th Activities:

Defensive ThL = AL

Other Abilities / Powers / Notes:

  1. Wolves have their own Dreamworld, the Moonlit Kingdom, an endless forest full of game, where it is always the night of a Full Moon.  Most wargs have lost touch with this.
  2. Some wolf packs (5%, or 20% in Kyr) are carriers of the Werewolf Lycanthropy virus: BTS 50 + 5AL% vs being infected whenever a wolf with the virus does DAM.
  3. Have Nightsight with NVR +4 to 0.
  4. Don't like wolfsbane very much.
  5. Wargs have been tamed and bred in captivity to carry riders and fight in battle.  They have carrying capacity Sz * 150 wt pts, and take encumbrance penalties to movement as for Horses, as stated in sections 4.5 & 4.6 of the General Systems.  Wolves will not carry riders.

Back to Animals index

Back to Encounters index