Gathering animals

Animals and their capture are an important element in gathering plunder. The following rules deal with trying to come to grip with the beasts.

To capture an animal roll 1d6 for the animal and 1d6 for each person trying to catch it. Heros add one to their die roll but suffer penalties if they roll a natural "1" or "2". If you loose or tie the roll, the animal breaks away and runs. If you win the roll you may have secured the animal. For both, consult below.

  • Sheep, cow, goat -- If you win one die roll you have secured the animal. If you roll a "1" you fall down. If you fall down or lose the roll the animal runs 1d6 away if in a pen, or 2d6 if in the open. No more than three people may attempt to secure the animal each turn.

  • Pig -- Must have two consecutive winning rolls to secure the beast. If you roll a "1" or a "2" you fall down. If you fall down or lose the roll the pig runs 1d6 away if in a pen, or 2d6 if in the open. No more than two people may attempt to secure the animal each turn.

  • Farm Fowl --If you win one die roll you have secured the animal. If you roll a "1" you fall down. If you fall down or lose the roll the animal flies fly 3d6 away. No more than one person may attempt to secure the animal each turn.

  • Horse -- If you win one die roll you have secured the animal. If you roll a "1" you fall down. If you fall down or lose the roll the animal runs 1d6 away if in a pen, or 3d6 if in the open.

  • Boar -- Must roll as in combat and kill the beast. Treat the boar as a hurskarl. If the result is fall back for the boar, it will run 3d6 away. Three wounds or greater will kill the beast. You can be hurt by this creature!

Capturing animals
Animal
Wins to grapple
# people who can help
Fall down
Run away in pen
Run away in open
Pig
2
2
1 or 2
1d6
2d6
Fowl
1
1
1
3d6
3d6
Horse
1
2
1
1d6
3d6
Sheep
1
3
1
1d6
2d6
Cow
1
3
1
1d6
2d6
Goat
1
3
1
1d6
2d6

When animals run or fly away select a random direction for their movement.

Once secured the animal must be taken back to camp. May only move at a walk. If attacked cannot use weapon or shield (pig, sheep), or may not use shield (horse, mule, cow, goat). Roll for each figure carrying an animals. If roll two "1s" figure falls down and animal escapes. Once back at camp one figure must remain to keep animals secure.

Shooting wild animals:

  • Archers may shoot (or be required to shoot) wild animals that appear on the table. Once they appear select a random direction that they will move. They will move 3d6 distance each turn until they exit the table. Each wound they take reduces their movement by 1d6. Grave wounds or worse will kill the animal. Four wounds will kill the animal.


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