21
1 Adventures in the Lost Lands FAQ Michael Taylor [email protected] Friday, October 29, 2010 Adventures in the Lost Lands is a registered trademarks of Ed Teixeira © 2010. http://games.groups.yahoo.com/group/twohourwarg ames/files/UNOFFICIAL%20Fan%20THW%20Rules %20%20/Lost%20Lands/ . Use of the trademark in this document is not intended to infringe upon or devalue the trademark. CONTENTS Introduction .............................................................................. 2 Activation.............................................................................. 2 Advancing Skills .................................................................. 3 Animals ................................................................................. 4 Armor .................................................................................... 5 Askari ..................................................................................... 5 BatReps ................................................................................. 6 Being Charged...................................................................... 6 Contact What Happens Now? ...................................... 6 Dinosaurs .............................................................................. 6 Dinosaur Dice .................................................................... 10 Dogs..................................................................................... 10 Duck Back .......................................................................... 10 Encounter Rating (ER) .................................................... 11 Encumbrance ..................................................................... 11 Fast Move ........................................................................... 11 Flee ....................................................................................... 12 Food..................................................................................... 12 Going Prone ....................................................................... 12 Heroes All ........................................................................... 12 In-Sight Checks ................................................................. 12 Leader Die .......................................................................... 12 Line of Sight (LOS) .......................................................... 12 Lizard Men ......................................................................... 13 Measurement ...................................................................... 13 Melee.................................................................................... 13 Melee Modifiers ................................................................. 14 Meet & Greet ..................................................................... 14 Military Reaction Table .................................................... 15 Miniatures ........................................................................... 15 Movement ........................................................................... 15 Neanderthal Reaction ....................................................... 15 PEFs .................................................................................... 15 People Lists ........................................................................ 15 Rafts & Coracles ................................................................ 15 Received Fire ...................................................................... 16 Reaction Tests .................................................................... 16 Received Fire ...................................................................... 17 Scenarios ............................................................................. 17 Setting Up Camp ............................................................... 17 Shields.................................................................................. 17 Size ....................................................................................... 17 Spears ................................................................................... 17 Stunned ............................................................................... 18 Terrain ................................................................................. 18 Vehicles ............................................................................... 18 Wanting to Charge ............................................................ 18 Weapon Break.................................................................... 18 Weapons.............................................................................. 18 Weather ............................................................................... 19

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  • 1

    Adventures in the Lost Lands FAQ

    Michael Taylor

    [email protected]

    Friday, October 29, 2010

    Adventures in the Lost Lands is

    a registered trademarks of Ed

    Teixeira 2010.

    http://games.groups.yahoo.com/group/twohourwarg

    ames/files/UNOFFICIAL%20Fan%20THW%20Rules

    %20%20/Lost%20Lands/. Use of the trademark in this

    document is not intended to infringe upon or devalue the

    trademark.

    CONTENTS Introduction .............................................................................. 2

    Activation.............................................................................. 2

    Advancing Skills .................................................................. 3

    Animals ................................................................................. 4

    Armor .................................................................................... 5

    Askari ..................................................................................... 5

    BatReps ................................................................................. 6

    Being Charged ...................................................................... 6

    Contact What Happens Now? ...................................... 6

    Dinosaurs .............................................................................. 6

    Dinosaur Dice .................................................................... 10

    Dogs ..................................................................................... 10

    Duck Back .......................................................................... 10

    Encounter Rating (ER) .................................................... 11

    Encumbrance ..................................................................... 11

    Fast Move ........................................................................... 11

    Flee ....................................................................................... 12

    Food ..................................................................................... 12

    Going Prone ....................................................................... 12

    Heroes All ........................................................................... 12

    In-Sight Checks ................................................................. 12

    Leader Die .......................................................................... 12

    Line of Sight (LOS) .......................................................... 12

    Lizard Men ......................................................................... 13

    Measurement ...................................................................... 13

    Melee .................................................................................... 13

    Melee Modifiers ................................................................. 14

    Meet & Greet ..................................................................... 14

    Military Reaction Table .................................................... 15

    Miniatures ........................................................................... 15

    Movement ........................................................................... 15

    Neanderthal Reaction ....................................................... 15

    PEFs .................................................................................... 15

    People Lists ........................................................................ 15

    Rafts & Coracles ................................................................ 15

    Received Fire ...................................................................... 16

    Reaction Tests .................................................................... 16

    Received Fire ...................................................................... 17

    Scenarios ............................................................................. 17

    Setting Up Camp ............................................................... 17

    Shields .................................................................................. 17

    Size ....................................................................................... 17

    Spears ................................................................................... 17

    Stunned ............................................................................... 18

    Terrain ................................................................................. 18

    Vehicles ............................................................................... 18

    Wanting to Charge ............................................................ 18

    Weapon Break .................................................................... 18

    Weapons .............................................................................. 18

    Weather ............................................................................... 19

  • 2

    Introduction THW wargames seem and read both simple and elegant.

    Yet when played I found them somewhat confusing in certain situations.

    So I'm creating this FAQ to clear up some common mistakes and misconceptions with as accurate and clear information as I can.

    While there are always good people and the games author to answer any questions in the Yahoo Group (http://games.groups.yahoo.com/group/twohourwargames/) sometimes the answers can get very confusing because of the all the different versions of THW games and because of the subtle but important differences between the games.

    So I'm also trying to make sure that what is in this FAQ is ONLY about the "Adventures in the Lost Lands" game, pretending that the other THW games dont exist.

    So here are the answers that have helped me the most.

    Activation Question It seems to me that the way THW works, the 'heroes' have

    actions in almost every round, but the 'grunts' very seldom get Activated. Is that right?

    Answers Jason Lieuallen: The key difference between THW and

    traditional rules is not at all based in whether heroes are more active, but in how much choice and power the player has over each individual figure. In THW rules, the player retains the traditional top down omniscient view of the game, but lacks the ability to implement that over-arching knowledge into his tactics. Normal wargames feature only random factors in whether you hit, whether you win a fight, whether you complete your action. THW features the sensation of being there in that you can issue orders or direct, but you can't control what a figure does when he is wounded, when he is charged, when he is under fire, or when his buddies die around him.

    Sometimes the figure goes ahead and rushes the machine gun nest to drop a grenade and clear the way, sometimes he ducks back in response to fear for his life. For the most part the heroes retain that level of control, and figures that are highly skilled and/or trained will follow through with what you demand, but not so in the case of lesser "normal" folks, and not always so even for heroes.

    THW: One big difference is that Leaders1 need to lead in

    THW games. A Rep 5 Leader allows those lower Rep Grunts to move with them when they Activate (see Turn Sequence - Adventures in the Lost Lands page 18).

    John Paul: On the Grunts seldom get Activated, that is a

    function of having a low Rep. If you had Grunts with Reps of 4 or 5, they would Activate a lot more. If your Star gets busted enough times to be Rep 3, he ain't going to Activate or hit well till he builds his Rep back up.

    1 See Leaders, Adventures in the Lost Lands, page 18

    Question Had a guy in a game roll 6's three times in a row. He was

    well grumpy about it. I could sympathize because it meant all his units did not get to Activate for three turns in a row and there was a lot of action going on. Have to say it was hard to justify in terms of what it meant.

    Answers Bob: I think it meant he was having an unlucky night : ) It can mean a lot of things. The other side gets some

    momentum going, poor communications, battlefield confusion. With THW games, his guys can still react, so it's not like other games where they had to stand around doing nothing for three turns.

    Remind him that it could just as easily been 1's in a row. It works both ways.

    Question When two tribes 'team up' does that have any effect on

    Activation (Turn Sequence, page 18)? Answers THW: You roll 1d6 Activation for each side. If there are

    two sides then two dice are rolled, one for each. If they are cooperating then they only roll 1d6 for the whole side.

    Question Does picking up and dropping bodies affect what other

    actions you can take during an 'Activation'? Answers THW: Reduced movement. See Adventures in the Lost

    Lands, Retrieving Wounded, page 26. Question Any reason you can't loot bodies for weapons? Does this

    take any number of Activations? Answers THW: Sure can (see Adventures in the Lost Lands page 55)

    Scavenging, just like spending time Retrieving Wounded (see Adventures in the Lost Lands page 26).

    Question Just to clarify Turn Sequence (page 18). It says that "Blue

    may Activate ONLY groups that are lead by a Rep 4 or higher Leader."

    But then just below it says "After the first group has completed all its actions and any reactions it may have caused have been resolved the active side is allowed to proceed to its next group."

    I assume that this means "proceed to its next group THAT HAS A REP 4 or HIGHER LEADER."?

    Answers THW: Correct or is Rep. Question Is that right - you only active groups by what you rolled, but

    you can active ALL of those groups. Answers THW: Correct. One at a time. Question You DONT Activate all the Rep 4's and then the Rep 3's,

    down the line right? Answers THW: No.

  • 3

    Question Groups. The rules state that I should divide my force into

    groups at the start of the game and that I can subsequently combine and split groups whenever I want. Does this include the ability to change group compositions AFTER having rolled for Activation?

    Answers THW: Correct. Question I assume at the very least groups cannot be split and

    combined in a fashion that allows a single model to Activate more than once per turn.

    Answers THW: Correct again. Question Activating groups. Are there any restrictions to how what I do

    with individual models in the group? Answers THW: No, do what you like in any order. Example - A takes

    his Active Fire2 while B and C run across the street to cover. B & C now take their Active Fire3 while A runs across the street to join them.

    Question Must all models in the group perform the same task or can

    half the group Fast Move (see Adventures in the Lost Lands, pages 7, 19, 20, 32 & 33) while the other half does something completely different?

    Answers THW: See above. 4 Question Can I move and shoot with a single model, see what

    happens and then decide what I do with the rest of the models in the group or do I have to declare for all models in advance?

    Answers THW: See above. You pretty much have a good grip on it. 5 Question Do one man groups force a group to fire all its weapons a

    single model even if this is obviously overkill and a gross miss-allocation of resources?

    Answers THW: No, see above. 6 When it comes to THW you need

    to PLAY games and not get caught up in hypothetical questions which this is leaning towards.

    Question What exactly are "best target" and "biggest threat"? I don't

    see these concepts defined anywhere, is this purely subjective evaluation by the players? Or is it in effect a vague way of saying "shooting/charging player's choice"

    Answers

    2 See Actions, Adventures in the Lost Lands, page 9 3 See Actions, Adventures in the Lost Lands, page 9 4 Each figure moves individually, see page ???. 5 Each figure moves individually, see page ???. 6 Each figure moves individually, see page ???.

    THW: Perceived biggest threat. It's the target that YOU think is the biggest threat. No one can argue that as it's your perception. Hope this helps.

    Question John: In the turn sequence, die rolls are made for Activation.

    The die result or higher number than the number rolled Activates first. Do all the figures on the game board move, or must they be Activated7 by die rolls each turn? If so, why?

    Answers THW: Figures Activate by the die roll result for their side.

    They must have a Rep equal or higher than the die roll result for their side or be grouped with a Leader8 that has a Rep equal or higher than the die roll result for their side.

    Example - I have a group of Rep 3 soldiers with a Rep 4 Leader. The group can Activate on a score of 4 or LESS due to the Leader.

    All figures Activate based on the die roll which limits the control that the player has. However, ALL figures can react to what their opponent does which levels the playing field.

    Question When activating a group is it true that all the members of

    that group are acting simultaneously, and therefore I have to plan out the entire group's action in advance, or am I completing the action of one figure in that group and then going on to the next?

    Answers THW: All the group's actions. Question If the members of a group will be taking different actions,

    am I taking a bunch of Reaction Tests, one for each different action, at the start of the activation?

    Answers THW: Roll for the group and apply the actions to those that

    want to perform them. Example - I have four guys in one group. I want two to fire

    and two to charge. I fire with the first two then roll one set of dice and apply the results individually to the two Wanting to Charge (Adventures in the Lost Lands, page 21).

    Question When it is time to Activate a particular Group am I

    declaring the intended actions of each figure before I move any? Or do I start with one figure, resolve its action, and then move on to the next?

    Answers THW: Declare their actions first then carry them out.

    Advancing Skills9 Question Lastly, keeping track of my skills so I can roll for

    Advancement afterward (see Character Advancement, See Larger Than Life, page 16), unless I'm reading something wrong, Advancing shooting or similar often used skill will be very rare, because of the restriction on not having any misses in the game (see Advancing Skills, See Larger Than Life, page

    7 See Turn Sequence, Adventures in the Lost Lands, page 18 8 See Leaders, Adventures in the Lost Lands, page 18 9 See Larger Than Life, page 16

  • 4

    16). No problem so far for my great white hunter with the elephant gun, but for his sidekick with a shoot of 2 and a pistol, it seems the best bet is to fire once, and if I hit, do my best to avoid shooting with that character again for the adventure. Am I reading that right?

    Answers THW: For shooting I would make the following exception.

    If you shoot and hit an enemy you can try and advance whether you miss later in the scenario.

    Yes, the rules say differently. :(

    Animals Question Will that PDF of animals be re-posted? I thought it was

    very useful. Answers I believe he's talking about John Pauls unofficial 'animals

    for CR3' list, in the THW Archives: http://games.groups.yahoo.com/group/twohourwargames/files/CR%203.0/ which would work as a starting point for LL conversions.

    Question Any chance you could post you taming animal rules? Answers John Paul: Here's a fan based one: Question Dire wolf as strong as cave bear ? Answers THW: Nope. The stats for the dinosaurs and animals are

    not based on strength alone but a combination of speed, stealth, and viciousness.

    Attribute (Skill) Animal Empathy: Ability to befriend animals. Figure has

    empathy for all normal animals and can make friends with most of them. To befriend an animal, approach it in a friendly manner when 12" from animal. Go to Animal Handling Chart

    Animal Handler: You know how to train animals and can

    help capture them. You can even train them to hunt and kill on command. This is also used to train bears to dance and dogs to roll over. See ANIMAL TRAINING Chart and ANIMAL HANDLING chart.

    Animal Handling Situation Modifiers

    If have ANIMAL EMPATHY +1d6

    If not an ANIMAL HANDLER -1d6

    2d6 Animal Handling Chart

    Pass 3d6 The animal loves you. It follows you around and becomes LOYAL

    Pass 2d6 The animal likes you and won't do anything against your party unless they harm it or its friends.

    Pass 1d6 The animal simply ignores you. OR The animal hesitates, not sure of your intentions. Try again

    Pass 0d6 (1-3) The animal distrusts you. (4-6) The animal hates you and attacks.

    LOYALTY: Figure will follow and do anything the STAR

    or Inspirer says. All Rally's (see below) and commands the STAR declares are followed by Loyal figure at Rep +1. Figure will also cover Star's ass even when Star doesn't request it and figure avenges (go HEROES ALL) Star's death or Cheated Death (see Adventures in the Lost Lands, page 5) when it happens.

    Inspirer in this case would be the Animal Handler. Animal Training It takes 2 weeks per original Rep of animal to train. Roll at

    end of training.

    2d6 Animal Training Chart

    Pass 3d6 Training results in Hollywood capability.

    Pass 2d6 Training results in Real World capability.

    Animal Training Situation Modifiers

    If have ANIMAL EMPATHY +1d6

    Strong Will +1d6

    If not an ANIMAL HANDLER -1d6

    2d6 Animal Training Chart

    Pass 3d6 The animal is an incredible example of training. It can anticipate its master's commands and can often work on its own. It is now a Rep 6 animal.

    Pass 2d6 The animal has now been trained to respond correctly to the given command. It is now a Rep 4 animal or Rep +1 for those already Rep 4 or more.

    Pass 1d6 (1-3) The animal has somewhat been trained to respond correctly to the given command 50% of the time. (4-6) The animal is confused and can't be trained.

    Pass 0d6 (1-3) Goofed. The animal hates you, but not others. (4-6) You have created a monster and it will attack anyone.

    Question What are "Rally's"? I havent been able to find these in Lost

    Lands or Larger than Life? Answers John Paul: Rally is in the QRS of CR3, ATZ and a few other

    Chain Reaction games. It basically allows you to bring back into "Carry On" status anyone who went Hunker Down.

    If not in LTL or Lost Lands, then either create a morale roll or skip it.

    Question If the animal has to be Active to charge, how does Pass 2d6

    differ from Pass 1d6? Answers THW: Sequence of when the charge is taken. There will be

    times where Passing 1d6 or 2d6 could be the same, like with Ferocious dinosaurs (see Adventures in the Lost Lands, page 27).

  • 5

    Question In other words, what does 'last' mean? Last compared to

    who? Answers THW: Whomever is charging that turn. Example - Three

    velociraptors in a pack. All three take the test separately, the one Passing 1d6 will be the last one moved into combat.

    John Paul: Slow start would mean that if there are several

    beasties and perhaps humans on this players Activation, this animal would be the last to move (all other figures do their functions), regardless of Rep. That might mean that the objective is already jumped by another animal, taken down by someone else, etc.

    If it is solo animal (only figure using that Activation), then the Pass 1d6 is also Charge into Melee or do Charge Attack (see Charge Into Melee, Actions, Lost Lands, page 19).

    Alex: Just to be clear, you're trying to integrate an unofficial

    and unsanctioned add-on to a different game, based on another totally different game (RSBS).

    John Paul did a great job making my RSBS combat modifiers more CR 3.0 friendly, but you are up against RSBS here... you can't assume it should work like CR 3.0/Swordplay.

    My intent was to make animal Charge Attacks that were clearly different than the regular combat interaction, because they take place DURING animal movement - the animal makes the attack and moves on. Human vs. Human combat and Animal vs. Human combat are RSBS is different, you are locked in combat (with rare exceptions for ranged attacks and long weapons). That's why you see them specified as Charge [X] where X is the animal-specific attack done while it moves past/over/through the target. Charge [attack] is a drive-by rather than a melee.

    If you want to integrate it into Adventures in the Lost Lands and CR 3.0 you need to consider what makes it different than the regular "Charge into Combat."

    Because the Charge [Attack] mechanism is about movement, sequence is important ... if the animal moves last the human target can be out of charge reach entirely, or lure the animal in a direction, or the human can strike first with ranged weapons.

    Question Just to be clear, an Animal's Melee Dice is equal to its REP?

    Is that right? Answers John Paul: That is correct. That conforms to CR3 Swordplay

    too.

    Armor Question Its certainly understandable that there would be no armor

    but shields in Adventures in the Lost Lands, but even my caveman miniatures show definite differences in the amount of protection they have, so Im borrowing the following rules from John Pauls CR3.0 After Disaster and the Optional Melee Rules PDF by Ed Teixeira.

    Answers

    Personal Armor

    Armor Type

    Notes ENC 10

    None (N) Character does not have any armor. 0

    Not Much (N+)

    Character is Protected in Melee Only (not ranged).

    0

    Protected (P)

    Character is using light armor such as leather, small amounts of chain mail, riot gear.

    1-2

    Armored (A)

    Character is heavily armored in Melee or Combat armor.

    3

    Shield (S) Some characters will use shields to protect themselves from injury.

    2

    Helmet (P)

    Metal armor that covers half the head or all of it. (Not covered in this rule set, but if it looks like a figure gets bonked on the head, apply Protection to the skull.)

    2

    Of course, Armor modifies both the Ranged Combat

    Damage Table (all, page 25) and the Melee Combat Table (all, page 26) as follows:

    Ranged Combat Damage Table

    Score Ranged Combat Damage Table

    Impact or less but not a 1

    Target is Out of the Fight.

    Protected (P) or Armored (A) are Knocked Down instead.

    Melee Result Table

    # Successes

    No Armor (N)

    Protected (P)

    Armored (A)

    4+ Obviously Dead

    Obviously Dead

    Obviously Dead

    3+ Obviously Dead

    Obviously Dead

    Out of the Fight

    2+ Obviously Dead

    Out of the Fight

    Evenly Matched

    1+ Out of the Fight

    Evenly Matched

    Evenly Matched

    No Successes

    Evenly Matched

    Evenly Matched

    Evenly Matched

    EVENLY MATCHED - Remain in melee and when

    active may either break off the melee or continue the melee. OUT OF THE FIGHT The figure is wounded and

    cannot continue the battle. He cannot move on his own and may be retrieved by others.

    OBVIOUSLY DEAD - The wound is so severe it is

    obvious that the character is dead.

    Askari Question On page 16 under the Pulp Era list it notes that "Askari,

    Tracker, and natives are always male." But Askari is not on the list. Is that meant to be Native 6-7?

    10 See Encumbrance on page 6

  • 6

    Answers THW: It could but it's there in case someone brings over a

    Pulp list from Larger-Than-Life. Now I remember the why. If you notice, that Native uses the Adventurer Reaction test and not the Askari. he's more like James Earl Jones in the movie King Solomons Mines.

    BatReps Question What is a BatRep and why do people create them? Just

    wondering... Answers BATtle REPort, a write-up of a game to be shared with

    others. For me there are several reasons: 1. It helps me to reflect on the action. Usually I find rules

    I've used incorrectly, or tactics that would have been better if only I'd thought of them at the time. Comments from other group members are very helpful here.

    2. The discipline of writing and sharing the BatRep helps motivate me to play more.

    3. It helps maintain continuity in the campaign. 4. It's fun in and of itself to share the reports and read

    other people's.

    U Second Bat Rep for Adventures in the Lost Lands. It's March or Die as Major Foster leads them into the Lost Lands! http://www.angelfire.com/az3/twohourwargames/LTL/BatRep2.pdf

    U 3rd Lost Lands Bat Rep. In this one T-Rex decides to go hunting to find something to eat. Here's how you can play a dinosaur using Adventures in the Lost Lands. http://www.angelfire.com/az3/twohourwargames/LTL/Rexiegoesahunting.pdf

    U Using NUTS in the Lost Lands. http://www.angelfire.com/az3/twohourwargames/LTL/TanksandDinos.pdf

    U Bat Rep for Adventures in the Lost Lands. U http://tacticalminiaturesgaming.blogspot.com/2010/05/

    adventures-in-lost-lands.html

    Being Charged Question At what point in the charger's movement is the Being

    Charged (Adventures in the Lost Lands, page 33) Reaction check taken by the target?

    Answers THW: 4" away or immediately if the chargers starts within

    4". Chargers take Wanting to Charge (Adventures in the Lost Lands, page 21) test, close to within 4" then Being Charged test is taken by the receivers.

    Question Is it me or the cavemen? My caveman is playing it safe, letting the T-Rex`s fight it

    out before coming into LOS. T-Rex`s take Entering Combat test (see Adventures in the Lost Lands, page 34) and sure enough one is chased to behind the trees where I am hiding. Next turn, dinosaur Activates before me and auto-charges. I

    take Being Charged test and basically counter-charge (fierce - move forward on pass 2d6). There is no Runaway option.

    Fred Flintstone goes Kamikaze! Answers THW: The tough cavemen (Fierce, Brutes) stick around and

    melee. If they survive they can break off. Word to the wise, there's dinosaurs out there so take LOTS of cavemen! The best way is attack them from the rear as they get zero melee dice the first round (see Adventures in the Lost Lands, page 34).

    Contact What Happens Now?

    Question Under Contact - What Happens Now? (Adventures in the

    Lost Lands, page 47) it says "To determine what happens roll 2d6 and consult the Contact Table to see the results and follow the directions." But there dont seem to be any dice ranges on the Contact table?

    Answers THW: They can are applied in the actual contact like in J

    (???). I'll word it differently. FYI - The hard copiers are not produced yet and reflect any minor tweaks.

    Dinosaurs Question My ONLY question is - why are Dinosaurs unable to attack

    to their rears? What about their tails, some of which were quite formidable weapons, and all of which were large and heavy? Answers

    THW: They can and it's figured into their melee dice. The rear issue represents them not knowing that Fred and Barney snuck up on them from behind. If you notice they turn around after they have been attacked to the rear.

    Question Will there be rules on making your own dinosaurs? Answers THW: There's also included a generic list as well as the 50+

    with stats. Question Would it allow us to make Godzilla or a Kraken? Answer THW: Yep. But there's no points and none coming from

    me. Question K.C.: Just been reading my spanking brand new copy of

    Lost Lands. I was wondering where you find the table to tell you how many dinosaurs appear when a PEF is resolved. I see all the PEF resolution tables, as well as the Feeder and Ferocious Contact tables, but can't seem to find where you determine if more than one dinosaur appears. Can someone point to me to a page?

    Answers THW: Yep, just roll the dinosaur and when you go to the

    stat page for it on Adventures in the Lost Lands pages 28-30 it's the # Encountered column of the specific dinosaur.

    Question

  • 7

    K.C.: Regarding the Dinosaur Reactions Tests, this is the only chart that has "Received Wound." The only reference I can find to this is in the example dinosaur melee combats on page 38; it's not listed as a dinosaur reaction on page 33. I assume it means exactly what it says, whenever a dinosaur receives a wound whether in melee or from ranged weapons, it takes this test? This makes killing a large dinosaur by shooting more difficult as they are very likely to flee before you can kill them one Wound at a time. Since fleeing dinosaurs don't stop unless they are caught in melee, this practically guarantees they will escape by running off the table. Am I interpreting this correctly?

    Answers THW: Just remember that if they are shot, and take the

    Received Fire test at their new reduced Rep they can turn and charge instead of fleeing.

    Question K.C.: Also regarding the "Received Wound" test

    (Adventures in the Lost Lands, page 65), under Pass 2d6 it

    says, "Ferocious with more than one wound will flee. Otherwise Carry On." And under Pass 1d6 it says, "Ferocious with one or more wounds will flee. Otherwise Carry On." How do you do both?

    Answers THW: If he has one wound. Question But if you have zero wounds, why would you take the

    Received Wounds reaction test? Answers THW: You wouldn't. Question Then I admit to being confused. I'm sorry, I'm not trying to

    be difficult, I'm just not understanding. If the dinosaur did not take a wound, why would he even

    look at the Received Wounds chart to find out that he should Carry On?

    Answer THW: Correct, you wouldn't. Question I think I'm reading this 180 degrees from how you've

    written it. I was thinking maybe the text right before it was a typo, meaning it was "supposed" to be "with TWO or more wounds will flee," or something like that. Instead, I think you're saying that if the Ferocious takes a hit but no wound, he carries on; there's really no need to check the chart at all. But having "Carry On" on there makes me think the first half is mistaken, since you must read the chart in order to learn the dinosaur carries on, but if he's taken a wound then he flees!

    In other words, if I mentally remove the "otherwise Carry On" from Pass 1d6, it all works as intended. You must take a wound in order to take the Received Wound Test, then carry out the Pass xd6 results as written, with the exception as above.

    Answers THW: Perfect. Question I agree that for simplicity's sake, and for increasing the

    speed of game play, the rules as written work very well.

    Sometimes I like a little more "rationale" though. Otherwise it seems like there's a "dead spot": shot at and missed, take Received Fire test; shot at and hit, and wounded, take Received Wound Test; shot at and hit, but no damage, take...Received Fire test? Because a hit with no damage is the same as a miss? I can sort of see that, if that is the case.

    Answers THW: Pretty much. Question If he has one wound, how does a Ferocious Carry On with

    Pass 1d6? Answers THW: He doesn't. What it's saying if you have one or more

    wound you flee. But if you have zero wounds (otherwise) you're good.

    Question K.C.: The definition of "Received Fire" is whenever a

    figure/dinosaur has been shot at and not hit. This makes sense for humanoids, but for dinosaurs it seems like something is missing: you can shoot at a dinosaur, hit, yet not cause any damage. If you're shooting at a Ferocious, two of the three results cause him to charge you. I found this difficult to justify, especially if the Ferocious is several areas away, through concealing terrain items, and intent on a Feeder nearby. Is his tiny brain really going to recognize that odd noise as a threat, if no damage is caused?

    Answers THW: Sure, but you can tweak as desired. Question As a house rule I changed it to "has been shot at and not

    wounded." This means that Party members can shoot as much as they want without fear of being immediately charged, and likely killed. This also ties into my earlier point that killing big dinosaurs is difficult. If you have no chance of killing them before they eat you, why shoot?

    Answers THW: You CAN kill the big ones. First be sure to have a

    big gun. Score a 6 to do 2d6+Impact damage then roll pretty high.

    Question Is there any way to throw a predator off your scent? Say T-

    Rex gets you in LOS from across the table and comes straight at you, but it will take him a couple of turns to get to you. Answers

    THW: You could take a Challenge test. Question Any way to hide, so to speak? Other than out-running your

    buddy? It'd be kind of neat if you could hide from the monster, he goes past you, then you start hunting him again.

    Answers THW: Or lead it towards another dinosaur which will get

    them to take the In Sight Dinosaurs - and lose interest in you.

    When I play I do not use LOS for the full table but instead say that only things in the section that you are in affect you. Been doing it at conventions and gamers seem to enjoy it that way.

  • 8

    Question The Dino side does not Activate as the Activation dice roll

    exceeds the only remaining PEF's Rep of 3. The Big Game Hunters Activate, move around the LOS-blocking rocky outcropping, and come into sight of the PEF. It is resolved as a lone Ferocious dinosaur. Based on the Contact chart, Ferocious dinosaurs attack and Humanoids take Being Charged Test (Adventures in the Lost Lands, page 33).

    Will the dinosaur charge when it next Activates, since

    Charging is not listed under Involuntary Movement on page 33? This gives the Hunters (who are still Active) a chance to kill or drive away the dinosaur before it can attack.

    OR - Will the dinosaur charge NOW as part of its Inactive

    Reaction movement, before the Hunters can continue their Active turn (although since they do get to take Being Charged Tests, they may still kill or drive off the dinosaur).

    Answers THW: Resolve the charge immediately. Question Ran through a little Dino Safari. Very impressed, but have a

    few questions. 1) When a dinosaur is entering combat with a human, it says the human will have between 1 & 3D6, depending on who he is, rather than the Rep. Trying to figure out how one decides how many D6. At first, I thought it might have to do with the brute or fierce attributes, but they specify that those bonuses are v. humanoids only.

    Answers Alex: Look at the army list for the character and see what

    the Melee number is for that character. The Melee number is used instead of (Rep)d6 when Humanoids fight dinosaurs (and other great beasts, I assume).

    For example, Star characters get 3d6. In the Pulp Era List the Adventurer, Native, and Tracker get 2d6, and all the lesser folk get 1d6. That's why you don't take Civilians along on a Dinosaur hunt (Rep 3 AND only 1d6 if they get into Melee with a Dinosaur...).

    Question ...and this seems like it should be obvious, but there's a

    reason for asking. When does a dinosaur take a "Received Wound" reaction test? The obvious would be whenever a wound is taken, but the pass 1D6 result for a Ferocious dinosaur on p. 65 says that Ferocious with one or more wounds will flee, otherwise carry on, implying that it's possible to roll on the chart without having suffered a wound.

    Answers THW: No worries on the carry on. Won't occur. But if it

    does let me know how as I haven't been able to figure it out! Question My intrepid hunters happened across a Feeder, and

    proceeded to shoot at it (with no effect...Feeder ignored it). Suddenly, there's a rustle from some nearby bushes, and a pack of Deinonychus pop out... How do I determine whether they hunt my humans or the Feeder?

    Answers THW: As soon as the Dinosaurs come into view of each

    other go to the Herd test (page 34) to see how the Feeders respond. Next go to the Pack test (page 34) to see how the

    Ferocious dinos respond. They may split into smaller groups as there's more targets. Then randomly assign what targets they go for.

    Question Is hunting Feeders with firearms as safe as it seems? (That

    would be when the hunters have the firearms...not the Feeders.) I can't see any instance where a Feeder will charge. Am I missing something?

    Answers THW: Feeders won't charge humans so it's no biggie. In

    melee they will fight back. The downer is once you kill the Feeder you trigger the Scent of a Kill rule (page 42).

    Question For certain Feeders, having Feeder hunting being safe

    doesn't feel right. For instance, hunting modern elephant even with firearms has a reputation for being dangerous, so it's odd that hunting their precursors is much safer. On the other hand, hunting certain Feeders safely makes perfect sense.

    Before I charge off like a bull in a china shop toying with house rules, though, is there anything that cropped up in playtesting that would make treating certain Feeders as Ferocious for certain reaction tests a bad idea?

    Answers THW: If wounded and pass 2d6 treat as Ferocious. Question I see from the examples on pp 38-39 that a wounded dino

    suffers a penalty to Rep, but I'll be darned if I can find the rule laid out explicitly in the main text. Can someone point me at it? What I'm particularly curious about is:

    1) How does the Rep decrease with wounds...is it -1 Rep per wound, - 1 Rep for any number of wounds, or some other ratio?

    2) In the examples, I only see it explicitly for the "Received Wound" test; is that the only application for it, or does it apply across the board?

    Answers THW: Rep stays the same but damage is a modifier to

    reaction and melee Reaction. It's on the Dinosaur QRS. Right under the line that says Dinosaur Reaction Test -1 Rep for each wound taken. Melee In the melee modifiers -1d6 each wound Question How many wounds does a given dinosaur take? Is the

    number of wounds linked to Rep? Answers Alex: It is linked to Size - the number of wounds is equal to

    the Size (page 27). THW: And the Size is VERY important. Once you score a

    hit you have to roll 1d6 higher than the size or a "6" to do damage.

    Example - Utahraptor (size 4?) gets hit. Roll gain and score a 4. No effect.

    Question

  • 9

    Does the existing Scent of a Kill scale well for multiple players in a competitive Dino Safari? Looking to run one for 6-8 players in a few months. Looking to send Victorian big game hunters with bearers/Askari each into a competition for bragging rights. 6x8 table, heavily terrained. Any other tweaks you convention gamemasters would recommend?

    Answers THW: Scent of a Kill can actually be pretty hilarious. There

    was a group of players we'll call, oh, Rod, John, Mike, and David, that played in one of the first AitLL convention games that killed some small Feeders on their side of the table that immediately activated three Ferocious PEFs on the other side of the table that absolutely butchered the other party of hunters.

    Yes, it works well. Good rule is one hunter, Rep 5, and one bearer Rep 4

    Civilian per player. The first time a hunter was killed it was reduced to Rep 4 and the second time to dead.

    Star Power can be used but it does stretch the game pretty far if there are lots of players.

    Question Just to be clear on how it works then,...say Rod, John, Mike

    and David are playing....activation time, Rod rolls 3, Mike 4, John 2, and David 5, and the dino die is

    a 1, do we add 2 new PEFs because 2+5=7 and 3+4=7? If so, and the Dino Die were a 3, would it then be 3 PEFs, or 1?

    Answers THW: Choose only one of the player d6 to match up with

    the dino d6 . So i this case no PEF. Questions When the star is killed and reverts to Rep 4, do they

    "spawn" somewhere new, or are they still in the >ahem< jaws of a dilemma?

    Answers THW: They are OD until the dino is killed then they return

    in the same place as Rep 4. Questions Lastly, when a Dino finally makes contact with a hunter,

    must the hunter revert to a knife (or similar hand weapon) for impact, or can he keep using his hunting rifle in melee (as with Xeno hunting in 5150?)

    Answers THW: Neither. He rolls d6 based on what it says on his

    stats. Example - page 15 Present List Star 3d6. The hunter cannot switch weapons. Whatever he has he

    uses and usually that's his rifle. Example - Jawanna Bawahnna is active. He moves into

    sight of a dino who takes the In Sight and charges. Jawanna fires, doesn't do any damage and melees with his rifle at a 1 Impact.

    Question So, say "Martini" Henry has had a few too many and does

    poorly in ranged combat. He gets himself charged by a weak or wounded Dino. The dice gods are with him, and he rolls more successes in melee than the beast does. Now he needs to work out damage using his weapon's impact. Which weapon? Can he use shoot the beast point blank with the trusty nitro express, or is he hacking away at it with his machete?

    Answers

    THW: Here goes. - Now he needs to work out damage using his weapon's

    impact. Which weapon? Can he use shoot the beast point blank with the trusty nitro express, or is he hacking away at it with his machete?

    Improvised weapon at Impact of 1 (page, 25). if he had a melee weapon ready (which he would not 99% of the time as the dinos would be charging and he'd be shooting)then select off the Primitive Weapons Table the closest equivalent.

    Question Speaking of which, I didn't see the usual weapon impact

    comparison I'm used to from CR3/ATZ/&c. in human v. human combat. Am I missing something?

    Answers THW: Nope, this is a different game. Unlike other nameless

    companies I don't paint the same rules a different color and call them different. I prefer to tweak mechanics to fit the genre. Like not splitting melee dice in Swordplay.

    Question When a pack of dinos attacks a single one, how do they

    move to approach? Answer THW: One target, one pack, BUT all dinos take the Close

    to combat test individually (page 34). Question This makes a huge difference, it seems. It would seem that

    the Deinonychus would want to flank of possible, but...without exception three 150 pound Deinonychus killed the 7 ton or so T-Rex without suffering a single loss if they all stayed to the front.

    THW: The T-Rex is a large target (size 6) so to score a W you would need a result of 11 or higher.

    They also take 6 wounds. Question Rex is dividing his 12 dice by 3. Deinonychus get 9 (or more

    usually 11 because of lock ons). A Deinonychus generally is getting 5 or 6 successes in combat, so can wound on a 5 or 6 on the damage die. It's a slow death, but an almost certain one, it seems. It takes a simultaneous act of God and Congress for a Rex with only 4 dice per Deinonychus to win or even tie a combat with a 9-11 die Deinonychus.

    THW: If they all get on him, it will be ugly. Slow but ugly as he can't outrun them.

    Question When I played that one attacked from the front and the rest

    surrounded, the fight was much more realistic, so I'm assuming something along these lines is the intent. Is there an explicit rule I'm missing, or is this one of those "common sense" things?

    Answers THW: T-Rex rolls 12d6 in the Entering Combat test (page,

    60) while the Deinonychus roll 9d6. For a Deinonychus to close with the T-Rex it has to score

    more successes than the T-Rex. Did you use the test, and if all of them closed on the T-Rex, all passed 1d6 more at least, I'd be surprised.

    Question

  • 10

    Am I doing something wrong? It seems all it takes is one bad roll on the Rex dice (unless I should re-roll the Rex's dice v. each Deinonychus.

    Answers THW: You could but I don't. You roll bad you roll bad,

    that's the way it happens. Odds are is that it won't because it's 12 vs. 9.

    Question Even without, the dice difference is only 1 if the

    Deinonychus deploy within 3" of each other. The Deinonychus are rolling 11 (9 for fight + 1 for each friend within 3") v. 12 dice for the Rex.

    Answers THW: Nope. That's not what it says...+1 for each Herd

    member. Ferocious work in Packs, Feeders in Herds so the T-Rex is still rolling 3d6.

    Questions Now in some iterations, I did have one or more miss the

    first turn, but once one is in, the next activation the Rex's dice are halved for already being in combat, at which point it's pretty much a foregone conclusion.

    Answers THW: Just like one-on-one with the T-Rex is pretty much a

    foregone conclusion the little Dinosaur will die. Question For similar reasons, when a PEF is revealed, how are the

    models placed? The answer to this may be significant to the above.

    Answers THW: 12" from each other. Remember, dinos don't enter

    combat unless they take the Entering Combat Test (see page ???), even if joining an ongoing combat.

    Question Just making sure we're talking apples and apples. The T Rex

    spots the PEF, which is 3 Deinonychus. The 3 Deinonychus are 12" from the Rex, but how far are the Deinonychus from each other? ... important because of the bonus for friends within 3" on the closing chart.

    Answers THW: That modifier only applies to Feeders. They start in

    the same group and usually 3" away from each other. The big miss is counting the +1 to close for each Pack

    member when it's applicable to herds only. Question When a dinosaur gets a "Halt" result on a pack member

    down test while in combat, does this impact his next round of combat? In the game I just played, two Deinonychus were locked on to the T-Rex's flanks, while the Rex killed the Deinonychus to his front.

    Answers THW: If it scores a halt it breaks off combat. Question When a dino is locked on, and its victim gets a "flee" result

    on a Received Wound Test (see page ???), can it still flee? Answers THW: Nope.

    Question When a dino is knocked down and gets a "flee" result on a

    Received Wound Test, can it still flee (as it is still in base contact, normally it can't get up).

    Answers THW: No, has to get up first.

    Dinosaur Dice Question Is the Dinosaur Activation Dice (Turn Sequence, page 18

    and During the Scenario page 42) an 'extra' Activation dice not rolled by a player?

    Answers THW: No, it represents the opposing side whether

    containing dinosaurs or not. Question Each player rolls 1 Activation dice right? Answers THW: Each side rolls 1 Activation dice. If there's two sides

    then 1 Activation dice are rolled with one counting as the Dinosaur die. If three different sides then 3 dice are rolled.

    Question And the Dinosaur Activation dice is rolled just to find

    PEFs? Is that correct? Answers THW: No, it Activates the opposing side. It's referred to as

    Dinosaur die because it is checked against the ER of the area to see if more PEFs are generated.

    Dogs http://games.groups.yahoo.com/group/twohourwargames

    /files/ATZ/ John Paul: Just developed a Dog article for ATZ. ATZ Dogs

    in the ATZ File.

    Duck Back Question When a figure is forced to Duck Back you must move it

    behind cover or Go Prone and that "Figures in Duck Back cannot see or be seen by the cause of the test."

    Ive never fully understand this. Does it mean that you must place the figure out of sight of

    the figure that caused the test? Or that, even if you Go Prone in the open you cant see the enemy figure? Are they invisible to each other?

    I also have the Litko tokens for THW and one on them is "Duck Back". Why i would need to mark a figure as "ducked back"? Ill simply Go Prone or move behind cover. This status doesnt seem to affect Activation or Reaction tests. Or is it something else that Im missing?

    Answers Various: Yes, the figure is placed out of sight of the figure

    that caused the test. This does not mean it is outside LOS of other enemy figures, though. You could potentially Duck Back causing another In Sight check, for example. Or, the guy that shot at your figure might have other squad members that did not fire at the figure and so can still see the figure.

  • 11

    In games like WAJ11 where terrain covers large areas, the tokens really help. For example. if you have guys 12" away from the enemy in jungle that Duck Back, they only have to move a fraction of an inch to get out of LOS. You could have figures both ducked back and not ducked back very close to each other. In another example, you could Duck Back into a group of figures that are not in that state, so you need to distinguish who is in what state.

    Question We have the experience in game where two guys were

    hunkered behind a hedge . The Enemy comes into sight of them and shoots. They missed but fired again next Activation. Seemed like those Hunkered Down guys would have high tailed it once more fire came their way thats all.

    Answers Or surrendered. Question Yeah but that requires enemy to be within 4" to make a

    surrender happen12. That did not happen and was not going to happen as that would have required enemy crossing some open ground. Instead the enemy played turkey shoot at the Hunkered Down fellows just to put them out of the game who just had to grimace and take it.

    Answers Well as they are Hunkered Down they are out of the game

    until they are rallied13. So instead of shooting them just place one guy to watch

    them and when someone tries to move to them to Rally them shoot him instead. Works good with wounded as well.

    Encounter Rating (ER) Question Does the Encounter Rating (page 42) apply to the 'whole

    table' or is there a separate encounter rating for each of the 9 sections?

    Answers THW: ER is assigned to the scenario which is the whole

    table and if you decide to continue onto another table you could still use it.

    Encumbrance Question When dinosaurs are killed (Size 2) can you carry them away?

    Does this affect your movement? Answers THW: Just go right to the Scavenger Hunt scenario

    following (Adventures in the Lost Lands, page 48). It explains how long it takes to strip down the dinosaur and take what you can use.

    Question Are there any types of Encumbrance rules in any THW

    rules? The Feeding table (Lost Lands, page 39) tells how much

    11 WAJ = War Against Japan. Two Hour Wargames Nuts Module covering

    battles in the Pacific. 12 Not a rule in Adventures in the Lost Lands, but presumably in other

    THW rules. 13 Not a rule in Adventures in the Lost Lands, but presumably in other

    THW rules.

    time it takes to cut up a dinosaur, but it doesnt really go into any modifiers to combat or anything while carrying dinosaur meat.

    Answers Jason: The 5150 scenario book Infestation on page 13 that

    you could adapt. Basically if you can carry it in one hand it is one point, two hands two points, and if you have to strap it to you back two additional points. You can carry up to your Rep in points with no penalty and loose 1" of movement for each point over your Rep.

    Answer THW: Simple rules. You can carry twice your Rep in

    Encumbrance points. Things cost 1 point of you can use it with one hand, 2 if two hands. Bulky? heavy? Add a point or two. Go to combat? They would drop the meat on the ground.

    Answer John Paul: This is from Javier's FalloutCR2 file: "ITEMS

    MAXIMUM ALLOWANCE For simplicity's sake, each playing character and follower can carry up to 10 small items (knives, grenades, pistols, food, ammo clips, antidotes, first aid kit, stimpacks and other things of similar size). 3 of medium size (shields, SMGs, shoulder weapons, spears, javelins, ammo for rocket launcher, LAWs, etc.) and 1 of large/heavy size (heavy weapons in general and any type of armor). If the party has a vehicle then there is no limit but things have to be retrieved from the vehicle during the encounter before using them. Only heavy weapons cost one Activation to pick or swap."

    Question Nice, but what happens when you decide to carry OVER

    your load? Answers John Paul: I would guess that if you are carrying that much,

    your arms are either occupied with something (a bag or bundle of pole arms) OR you are holding your shield and weapon ready (or no weapon in hands), but the cumbersomeness lowers your battle Rep.

    I would also say that your Movement lowers by 1 for each additional "Medium" size item or 1-3 small items. So if you have an additional chainmail in a bag on your back, you are -2 movement.

    If there was a method for fatigue in THW, then carrying over your limit would probably fatigue you after a while.

    If you fight, the best thing is to drop your garbage as has been stated previously.

    Also you can't FAST MOVE and you have a better chance of slipping or crashing through unstable surfaces like cracked ice. This assumes that you are trying to carry these things in an organized way. If you are just throwing a bunch of swag into a blanket and dragging, I might use the "recovering wounded" rules.

    Fast Move Question Can I declare fast move to move a figure 4inches across a

    road to a building opposite. Although the move is less than 8inches I want to gain the benefit of being a fast moving target. Imagine a quick sprint across road.

    Answers THW: Yes, the fast move results say "Up to..." so you can

    do what you're saying.

  • 12

    So here are the answers that have helped me the most. Question following on from the above scenario say a guy passed

    insight on me and fired and missed. Why can't I just keep moving as if charging rather than possibly stand i open to return fire?

    Answers THW: You can. You're the Star. Grunts will do as the

    reaction says. They aren't stopping. They are shooting on the run and if they get a result of duck back on them they can make it across if the cover across the road is closer than the cover behind them

    Stars can do what you want. Grunts are controlled by the Reaction Tests, not by the player.

    Flee Question Is there any kind of 'Rally' in Lost Lands? It seems like

    every caveman who is Skittish is lost forever if they run off! Answers Yes they are. They can be recovered after the encounter

    page 27.

    Food Question When people are killed, can you eat them? How much Food

    are they worth? 3 because they are size 1 or does that only apply to dinosaurs?

    Answers THW: OK, well...I hadn't thought of it but the 3x size is

    dinosaur based. Michael: Until otherwise, treat as 1 food unit. Question We had 28 units of food (12starting+16gathered) at the end

    of scenario. My question is, is it possible to spare some food for the next month ?

    Answers THW: IMHO no. No refrigeration to speak of and once

    you pick a fruit or veggie it's starting to rot. Question And how much food will be gained from successful raid

    scenario ? (Found nothing on this in rules, so decided 2 units per caveman)

    Answers THW: Page 50 says you can carry up to your Rep in food

    but cannot carry a weapon. So decide who will not carry weapons and load up!

    Going Prone Question I also have the Litko tokens for THW and one on them is

    "Duck Back". Why i would need to mark a figure as "ducked back"? Ill simply Go Prone or move behind cover. This status doesnt seem to affect Activation or Reaction tests. Or is it something else that Im missing?

    Answers

    The guy that Goes Prone in the open due to Duck Back is out of sight, but totally screwed. Going prone means you are visible, but harder to hit. No other In Sight is needed as he never went out of LOS when he went prone. This is much better for the prone guy. Because Prone makes you harder to hit you do get some advantage from it hence its a good idea to drop to the floor when no cover elsewhere to be found within a dash move (6", see Duck Back, Adventures in the Lost Lands, page 20 ).

    It's always been that prone guys are visible. Otherwise if all you have to do to go out of sight was drop prone why the requirement to move to cover?

    Duck Back means you move the figure behind cover that means he cannot see or be seen by the cause of the test. If no cover is available then he just drops prone, ending the Reaction but he can see and be seen.

    Whomever Activates between the two can Active Fire14 without taking an In Sight (see Adventures in the Lost Lands, page 20).

    Heroes All Question Are Heroes All tokens needed? Answers THW: Not really. Few figures go Heroes All (see

    Adventures in the Lost Lands, page 20) mode and then only one figure at a time. They tend to die pretty quick as well as they aren't smart enough to run away,

    In-Sight Checks Question Do both sides take these, or just the non-active side? We

    were playing that both sides did, and that makes LL games run very, very fast indeed, with involuntary mutual In Sight charges +Double Move checks letting groups cover most of the board in one turn. Were we doing this right?

    Answers THW: No, only taken by inactive side. But don't worry as

    this usually causes a reaction from the other side and games move pretty quickly.

    Leader Die Question The Leader Die. In effect this lets non-Leaders roll an

    additional die against the Leader's Rep. Does it in effect also give the Leader himself a "free" extra die?

    Answers THW: Correct.

    Line of Sight (LOS) Question 1. do friendly figures in same group block LOS to

    enemy? 2. do friendly figures in a different group block LOS to

    enemy? 3. do enemy figures in target group block LOS to other

    target figures in same group?

    14 See Actions, Adventures in the Lost Lands, page

    9

  • 13

    4. do enemy figures in different enemy group block LOS to target enemy group?

    5. Infantry do not blocks LOS to vehicles - correct? 6. All vehicles do block LOS. 7. Answers THW: Just trace a line from shooter to target. I use a string

    if need be. If it is intersected by a friendly figure, blocking terrain or vehicle then the shooter cannot fire.

    Friendly figures block LOS. Vehicles block LOS. Just run a line between the shooter and the target to see if it

    intersects. A vehicle can be used for cover if you can see and be seen

    from behind it. A vehicle blocks LOS if you cannot be seen by the shooter

    by tracing a LOS from shooter to target.

    Lizard Men Question Are there any Lizard Men in any THW games? Answers John Paul: Here's a CR 3 Swordplay Lizardman Race I made: http://games.groups.yahoo.com/group/twohourwargames

    /files/CR%203.0/ Its in the [CR 3.0 Unofficial gewgaws] folder.

    Measurement Question Is pre-measurement allowed then any time in the game? Answers THW: That's a decision for the players. Some players I

    know allow/do it and some don't. When i play, I personally don't care.

    Melee Question So, I think I have got myself into a situation in LTL where

    everyone in a fight, except the Star, has no melee skill at all; I'm guessing that means they're rolling 0d6 in melee.

    I think this means a lot of people automatically Passing 0d6 and staggering around like the Keystone Cops until the Star slaps them silly. (He has a higher Rep than them, therefore moves faster, so they will be lucky to escape unless they split up.)

    Actually, I find this idea quite entertaining, but - have I missed something?

    Answers THW: If someone does not have a skill then they default to

    "1". (page 34). Or you could use 1/2 their Rep . Question From what I understand from Andy's question is that he

    has a few Extras that have only one skill each as indicated on page 10 of LTL. None of their skills are "Melee."

    Answers Correct. Question On page 51 on the Hand to Hand table it indicates that

    "characters may be forced to melee with 0d6." So if Andy's

    extras have no Melee skill, does this equate to 0d6, thus they do not get a chance to roll?

    (Should've mentioned - Star has Melee 2, and two Extras neither of whom has Melee; opposition is a group of Villagers, and whatever their day job is, I figure it isn't Melee. I saw they could be "forced to melee with 0d6" and wasn't sure if they default to Melee 1 or Melee 0.)

    Answers THW: You would default to 1d6 for melee skill like any

    other task (See Larger Than Life, page 24 - Opposed Tasks) Having 0d6 would apply only if there is a negative modifier such as not using a melee weapon (-1).

    But if both sides were somehow to get down to 0d6 the melee would be over.

    Then the melee could continue next turn when the modifiers no longer apply, returning to 1d6.

    This is important as let's say one side does not have a ranged weapon and instead initiates the melee.

    When the melee breaks off for 0d6 then the other figure with a ranged weapon could fire if it wants.

    Question Does a 'round' of Melee consist of the melee fighters

    ducking it out until it is resolved Or does a 'round' of Melee consist of both (for example)

    fighters rolling their successes, then resolving those rolls, and then waiting until the next time one of the melee fighters is Activated?

    Answers THW: A round is when the dice have stopped rolling. In

    some rules it means roll the dice once. In others it means roll and r-roll successes until one or both sides no longer score any successes.

    Questions So which is it for Melee in Lost Lands? Does this mean that once Melee is started, there is NO

    chance for others to join in because it will continue without anyone else being Activated until it is over?

    Answers Read the melee table - Roll once and no re-rolls. Question When breaking off melee, what if the other model sez, no

    you aint leaving this lovely fistfight until one of us be dead, can he make a Reaction other than insight test, and not let the guy leave?.....

    Answers THW: Melee ends the Activation. So evenly matched result

    has the figures still in melee. Next figure that Activates can break off or continue. Make sense?

    Question I want to make sure I'm playing this right. In adding up

    successes in melee, do you add up successes from each "round" or just the last round when at least one side rolls 0 successes?

    Answers THW: The last round. Question Because they are both in the Being Charged test (page 63) I

    just thought I'd ask.

  • 14

    What is the difference between "Charge into Melee" and "Prepare to melee"?

    Answers THW: I charge and have to stop 4" away. You take the Being Charged test and charge into melee.

    You move up the 4" into contact. Bob takes the test and gets Prepare to melee. Bob will

    remain in place and charger would move the remaining distance into contact.

    Question What does the Melee column on page 9 mean? That you

    add that many dice to Melee combat? Answers THW: That's the number of d6 you roll when fighting a

    dinosaur (see page 8 as it explains all the columns). Question How does Impact affect Caveman vs. Caveman combat? Answers THW: If you mean in melee not at all as long as it's a real

    weapon. It comes into play in missile firing as there's no defense.

    Question Anyway, I rerolled, and off he went. He didn't find the

    tribal Leader he was looking for, but instead he encountered a white explorer in the jungle...who didn't like him very much. They squared off for fisticuffs.

    Neither had the melee skill. Neither were armed. So...unless I read the chart wrong, both had 0 dice. So, they tied for zero successes, and I was to take the higher die rolled and count that as one success. At that point, I rolled one die for each and came up with a winner. Worked out ok, but am wondering whether that was right?

    Answers THW: See Larger Than Life, page 22 - Default skill. If you

    don't have the skill you default to 1. Question Yep, that part I got, but then we were both unarmed also,

    which is a -1 on the table, so don't both go down to 0? Or is 1 a minimum?

    Answers THW: Yes, always one. Question A Ferocious and a Feeder are in close combat, while a

    group of Hunters is on the far side of the same area. I realize that with dinosaur combat you "roll once with no

    re-rolls" (p36). Does this mean: 1. The dinosaurs fight one round of melee per Activation

    dice roll? Meaning the Hunters get to move around while the dinosaurs are fighting each other.

    -or- 2. The dinosaurs fight their melee one round at a time, over

    and over, until one is victorious, all during one Activation. Meaning the Hunters are simply watching until the fight is over. (I take it, in this case, that the "roll once with no re-rolls" applies in contrast to the humanoid melee situation where they "Continue rolling until one side has any successes or all sides have zero successes" (p26).)

    In other words, what is the definition of a melee round? Answers THW: ??? Question Weapons in melee. Aside from being totally unarmed, it

    looks like what you're armed with in melee has no affect on the outcome of the brawl? So Rep3 Neanderthal with tree-branch club would be the same as a Rep3 lizard dude with flint spear, and either would be the same as aRep3 tribesman with a metal sword? Really? (Barring the various Brute/Fierce/etc rules, that is)

    Answers THW: No. Unarmed is -2d6, improvised weapon (tree

    branch) is -1d6. What type of weapon you have, except improvised, doesn't

    matter. You're rolling against Melee and factoring Brute, etc. to determine how well you fight. Saying a metal sword is better than a flint axe isn't correct. We're talking about the ability of the fighter, not the perceived merits of the weapon.

    Melee Modifiers From the Optional Melee Rules PDF by Ed Teixeira.

    Weapon Type Modifiers

    Unarmed +0d6

    If you have a higher Impact weapon than opponent

    +1d6

    Improvised one hand weapon +1d6

    One hand weapon or two-handed improvised weapon.

    +2d6

    Two-handed weapon or power assisted one hand weapon

    +3d6

    Power assisted two-hand weapon +4d6

    Special Situations Modifiers

    Special Attributes +1d6 to +3d6

    Attacking enemy in the back +2d6

    Attacking prone enemy +2d6

    Attacking enemy carrying wounded (or otherwise encumbered)

    +2d6

    Meet & Greet Question One of the encounters was just a Wandering Caveman. I

    just used the Meet & Greet rules for that. Was that right? Answers THW: Use the contact table on page 47 and it will explain

    what the caveman Reaction is. Meet and Greet would work. Question Meet & Greet (Adventures in the Lost Lands, page 55). I

    dont understand what the "Both sides score zero successes." means. It says that the highest failed die score, on the final roll, will count as if it passed 1d6. But as far as I can tell you dont "pass 1d6" in Meet & Greet?

    Answers THW: Scored 1 success. Fixed.

  • 15

    Question When you Meet & Greet player versus player, who is the

    Hostile Leader? (Adventures in the Lost Lands, page 55) Answers THW: You decide. Question When you Meet & Greet player versus player, can you

    "tank" it by deliberately using your lowest REP figure (because you WANT to join up)?

    Answers THW: Sure. Of course you can just choose to walk the

    Walk and not talk at all.

    Military Reaction Table Question I'm just reading through my copy of Lost Lands, I can't find

    the Military Reaction Table. Should there be one or am I missing something?

    Answers Crap, nice catch. Should be Askari.

    Miniatures Question In the Special Thanks section it mentions "Primaeval

    Design" as producing miniatures but I can't seem to find a link to them?

    Anyone know where they are? Answers http://achesoncreations.com/index.php?page=shop.brows

    e&category_id=56&option=com_virtuemart&Itemid=1&vmcchk=1&Itemid=1

    Movement Question How does carrying a dead body affect movement? Answers THW: Count as Retrieving Wounded (or would that now be

    called "Picking up Take Out?" (see Adventures in the Lost Lands, page 26).

    Question How fast can a figure crawl? I had a guy go prone, then

    crawl up to the edge of the woods, but couldn't for the life of me find out how fast 'Crawl' was.

    Answers THW: Half normal speed. Question Another thing - so what if I try to 'Fast Move' crawl - I

    made it a house rule no - but what do others think? Answers THW: Had it happen at Bayou Wars this weekend. Cannot

    fast crawl but may crawl part of the move then fast move the rest.

    Example - Crawl 2" which burns 4" or half normal move. Get up and fast move

    Pass 2d6 = 8" Pass 1d6 = 6" Pass 0d6 = 4" counting as fast moved.

    Neanderthal Reaction Question Lost Lands Page 10 under Neanderthal under the Reaction

    Column it lists the same numbers as under the REP column. I assume Neanderthals' have the Caveman Reaction? Answers THW: Yes.

    PEFs Question Still sorting out PEFs. 1. Can a dinosaur on the table cause a PEF to be

    resolved, without a player's group having LOS to the PEF? I assume yes, that's what the "Contact - What Happens Now" chart is for?

    Answers THW: Correct. Question 2. Speaking of the "Contact - What Happens Now" chart,

    does that take the place of an In Sight test when resolving a PEF?

    Answers THW: The Contact test first then the In Sight. Question Does the introduction of PEFs introduce new 'sides' for

    purposes of Activation. Answers THW: No. Not unless the resolution gives you humans

    then add a d6. Question Is a new dice introduced for each PEF? Answers THW: No.

    People Lists Question My newly created star went off to find someone,...rolling

    on the people chart, I came up with "specialist." Can't find a sub chart for specialist...am I looking in the wrong place?

    Answers THW: Page 13 in the Profession For Extras table. Basically

    a specialist is a civilian that specializes in what you happen to be looking for or you could assign something at random. So let's say you were looking for someone in a town. If you roll a specialist he could be someone like a street urchin that could have info. Use them to advance the story when you roll them up.

    Rafts & Coracles Question I was just wondering if maybe Colonial Adventures or any

    other THW game had rules for boats, canoes, dinghies or other small water vehicles?

    Answers postal124: Dawgie has some canoe rules in the Black Powder

    Battles folder of files section. Look for the file called "Dawgies canoe rules".

  • 16

    http://games.groups.yahoo.com/group/twohourwargames/files/Black%20Powder%20Battles/

    THE: Actually Giving Up the Goat treats boats very well.

    http://www.angelfire.com/az3/twohourwargames/ATZ2/GivingUpTheGoat.htm Only $3 but can work with many rules sets.

    Received Fire Question A has 5 different characters spread around, they don't have

    coherency within 4", instead they make two or more groups. They're just a bunch of different people all facing in one direction. Then lone hero B walks into their view and they get to test for in-sight.

    Question: Should I resolve a duel of bullets between B and

    each A firing at them, or should I treat all the A's as a group and let B fire back at one of them (if they survive the hail of bullets!)? In other words, do in-sight tests happen and are resolved before any under fire test is?

    Answers THW: All In Sights are taken then targets declared. All

    figures that can shoot at the target resolve fire first, then reaction is taken.

    Reaction Tests Question Andy: Are tests taken as individual models or as groups, and

    are they taken against groups or models? For instance: A group of two models (a & b) Activates and emerges from

    around a corner and can now be seen by another group of 2 models (x & y). How many In-Sight tests get rolled? 1, 2, or 4?

    If X and Y are charging A & B, are both in-sight and [Being Charged] tests made, or just one of these?

    Using an example, Group B (3 models) group of 3 charge group A. Does Group A roll once for all of group B, or once for each model in group B?

    Answers THW: One set of dice are rolled for the group and the

    results applied to the figures that qualify to take the test. One test gets rolled. When X&Y come into sight it's an In Sight, then if they

    charge it's a Being Charged test as well. Now you can tweak it is some circumstances if you like

    where the In Sight occurs within 4" of the target Being Charged.

    Question Andy: That answers for the reacting group. Still confused

    about for the triggering group? Answers THW: Each group rolls once whether fired on by one or

    three figures, charged by one or three figures and the results applied to the figures in the group individually.

    Question Lost Lands Page 10 under Neanderthal under the Reaction

    Column it lists the same numbers as under the REP column. I assume Neanderthals' have the Caveman Reaction?

    Answers

    THW: Yes. Question 3. Are ALL Reaction Tests taken individually (per figure)?

    Or do Groups and Leaders make 1 Reaction Test and apply the results individually?

    Answers THW: Page 20 - How to Take a Reaction - by groups. For

    dinosaurs each individually. Question 1. I have a Star (Rep 5), a Native (Rep 3) and an Askari

    (Rep 4) in a group. On the Activation roll, the PEF moves first, passes 1d6 and enters my area triggering an In Sight test. I roll 2d6 and compare the results...for who? Do I use the Adventurer Reaction chart for the Star, the Native Reaction chart for the Native, and the Askari Reaction chart for the Askari? Or do I use only the Adventurer Reaction chart because they are all within 4" of the Star?

    2. Can a PEF trigger an In Sight test from an adjoining area (assuming there's nothing in the way to block LOS) or does it have to be in the same area as the group taking the test?

    Answers Tekawiz: 1. If your Star is an adventurer he would take the

    Adventurer test. The native would take the native test and the Askari would take the Askari test.

    2. LOS from/to the PEF can extend across the table with some restrictions. See the bottom of page 23.

    THW: Correct on both counts. At the convention because

    of the limited table size we had I kept only items in sections able to trigger an encounter and to limit LOS.

    Question So therefore I am only making one Reaction test roll for the

    entire group and applying it to any tests that group might be making?

    Answers THW: No, one reaction test roll for everyone doing the

    same action and apply to all. Question Take your example and change it to one figure charging and

    one fast moving. Is it still just one reaction test roll or two? Answers THW: Two, one to charge and one to fast move. Question When halving an odd number of dice (charging into an

    existing combat v. a 9 die critter or a 9 die critter knocked down) do you round up or down?

    Answers THW: I round up. Question When a model is in multiple combat and takes a penalty to

    its number of dice (or an advantage to its number of dice) is this applied before or after halving the dice?

    THW: Halving applies to the melee dice of the dino and not the circumstantial modifiers.

  • 17

    For instance, I have an existing combat between a raptor and a Deinonychus, and the Deinonychus has locked onto the Raptor and inflicted a wound. Next activation, another raptor joins in, and gets a result of "push back" on the entering combat table.

    Question For instance, I have an existing combat between a raptor

    and a Deinonychus, and the Deinonychus has locked onto the Raptor and inflicted a wound. Next activation, another raptor joins in, and gets a result of "push back" on the entering combat table.

    Answers THW: Correct. Question I'm assuming that the lock on dice stay with the combat

    where there's a lock on, and the push back penalty needs to come from the combat with the raptor that just entered. Is this correct?

    Answers THW: ??? Question Just tried a pack of three Deinonychus v. 5 Raptors. Do

    both take the pack test, or does one need to behave like a herd for this purpose?

    Tried it with the pack v. pack, and more or less worked out

    the results, but it made my brain hurt for a bit. :) All the Raptors wanted to go after one Deinonychus. The

    Deinonychus split into two and tried to single out two raptors. Luckily the dice in the entering combat simplified it once I got there...but not sure whether I got lucky or whether it will always work out that way.

    Answers THW: Both take the pack test. The herd and pack test are

    based on dino type and not circumstance.

    Received Fire Question: Group A has 5 different characters spread

    around, they don't have coherency within 4", instead they make two or more groups. They're just a bunch of different people all facing in one direction. Then lone hero B walks into their view and they get to test for In Sight (see Adventures in the Lost Lands, page 20).

    Should I resolve a duel of bullets between B and each A firing at them, or should I treat all the A's as a group and let B fire back at one of them (if they survive the hail of bullets!)?

    In other words, do In-Sight tests happen and are resolved before any Received Fire test is?

    Answers Ed: All In Sights are taken then targets declared. All figures

    that can shoot at the target resolve fire first, then Reaction is taken.

    Scenarios With minor modifications this could be a great beginning

    scenario for Adventures in the Lost Lands. Turkey Shoot

    http://www.angelfire.com/az3/twohourwargames/files/TurkeyShoot.pdf

    Setting Up Camp Question Under "Setting Up Camp" (page 51) it says "Roll 1d6 + 1/2

    the size of your group times." This seems to generate a LOT of cavemen! For a group of 4 does this generate 1d6+2 GROUPS of potentially 1d6+1d3 Cro Magnon or 1d6+2 INDIVIDUALs?

    Answers THW: For a group of 4 it would generate 1d6 + 2 (the size

    of your group). So 3 to 8 cavemen.

    Shields Question On page 17, the Natives may have Shields. But I can find

    no other references to shields in the game. What are the effects of having shields in Lost Lands?

    Answers THW: They look cool. Actually -1d6 when facing enemy

    with shields in melee. I just put them in there in case people have figures with shields.

    Question On page 17 under the Natives list it has a note. "(1) May also

    have a shield." Is there a certain probability or something else that determines whether they do or not? (besides the figure I mean).

    Answers THW: Nope, based on the figure.

    Size Question I understand and like that "Adventures in the Lost Lands" is

    standalone, but it seems like if Size 2 creatures are "Small" and Size 1 creatures are humanoid size, then humanoids are "Tiny"? What are smaller creatures? Still size 1. The other sizes are compared to dinosaurs and not only take into account size but attitude and more. Seems like it would have been more accessible to use a Size scale that might match all the other THW games?

    Answers THW: Man size is size 1 throughout the rules. If you choose

    to import other non-human stuff like tanks or cars that's up to the gamer.

    Question I noticed you used size factors. I'm am going to use 25mm

    chickens (and other farm animals/wild life) with 15mm ancients. Any thoughts on what size these will turn out to be?

    Answers THW: Sizes are a combo of actual size plus other factors

    like aggressiveness. Mass, weight, and height all factor in.

    Spears Question Lost Lands, page 10 it says that the Able Bodied Villagers

    are equipped with "Fire-hardened wooden spears". Was this meant

  • 18

    to be plural? I'm assuming each villager is only carrying ONE spear?

    Answers THW: Yes one.

    Stunned Question What is Stunned (Lost Lands, page 51)? Answers THW: Page 22 - May not Activate for one turn of

    Activation.

    Terrain I have expanded a section of my website to include THW

    related items. One of them is a collection of terrain info (not including the

    recent 'exotic world' terrain.) This is from various THW materials and used for Chain Reaction systems. It does include other terrain stuff and organizes it into degree of movement hindrance.

    Here is the link: http://www.gamestercrafter.com/all-things-terrain.html

    John Paul

    Vehicles Question Is it correct to assume that the missing words at the end of

    page 4 simply are "out of fuel" ? Answers THW: Correct and fixed on the hard copies.

    Wanting to Charge Question I was just incorporating All Things Animal into my Lost

    Lands games. I was looking at the Animals 'Wanting to Charge' Reaction.

    I'm a little confused on 'Slow start'. What is moving last in the turn mean?

    Answer THW: As dinosaur reaction are taken individually, not by

    group (Adventures in the Lost Lands, page 17), this means Passing 1d6, the dinosaur will be the last to charge, after the others have went. this means it could end up without a target to attack.

    Question Hello, i was hoping you guys could answer a question for

    me. I cant seem to find and answer in the rule book of ATZ for what distance you declare a charge from?

    WANTING TO CHARGE- used when a figure can see an enemy and wishes to charge it. (pg 13)

    Does this mean i can charge across half the map as long as i can see my opponent? or can I only charge when so close to said opponent, or maybe double my movement in distance?

    Answers THW: If you cannot reach the target of the charge with

    your movement then you can't charge. In your example you would just Fast Move.

    You could take the Fast Move test before taking the Charge test in hopes of increasing the distance you can travel.

    Question What happens when I pass my Wanting to Charge test but

    don't have enough movement to reach my intended target? Answers THW: You can't take the charge test if you dont have

    enough movement to reach the target. You can take the Fast Move test to increase your movement but you have to be able to reach the target to try and charge it.

    Question What happens when I pass my Wanting to Charge test but

    only have enough movement to get within 4" of my target but not all the way into contact? Does the target still make a Being Charged test even though I won't actually make contact?

    Answers THW: No, see above.

    Weapon Break Question Okay, so my band of Neanderthals' meet Modern Men with

    'Fire Sticks'. Very bad mojo. Say they capture the Modern Men. Are there rules for breaking their modern weapons? Since we're asking, what about breaking weapons in combat? Or out of combat?

    Answers THW: Not as written but if you want to you could. Or dig a

    hole and toss the boom sticks in it. Or a lake. Use the Challenge test on page 22.

    Weapons Some weapons from other THW games can be very useful

    in Adventures in the Lost Lands.

    Blowgun Blowgun used with poison 15 Range 3 Targets 1 Impact 1 Question What is the range of the Blowgun? (Primitive Weapons,

    Larger than Life, page 49). Answers Okay - 3". Bow (Option 1) Up to 18 range Targets 1 Impact 1 This category includes all bow and arrow weapons. The

    effective range of a bow is 18 and has a Target Rating of 1. A shot arrow has an Impact of 1. It does not have a long reloading period and may be fired once when Activated and once whenever a Reaction is called for. Must have Archery Ability or Fire at Rep -1. See CR 3.0 After Disaster by John Bakshoian.

    15 Anytime a shooter inflicts damage with a blowgun the damage is

    automatically raised one level.

  • 19

    However, Mark suggested that adapting from See Larger Than Life is possible as well:

    Bow (Option 2) Up to 36 range Targets 1 Impact 2 In Lost Lands, page 3, under the heading of LTL

    Conversions for LL, it states that weapons on page 49 in LTL

    can be used in Adventures in Lost Lands, just replace fire dice with impact.

    Going to LTL p. 49, it lists the Bow as having a fire dice of 2. According to the conversion, that is an impact of 2. No range is listed under bow, and in LTL, it says if no range is

    listed for a shooting weapon, the range is either three feet or across the table.

    This is how I arrived at a bow having a three foot range (at least) and an impact 2 weapon. Now of course a GM can do anything they want to with their game, but this is the official word, and most people reading and converting it are going to expect this, or at least do it in their games.

    Bow (Option 3) Up to 12 range Targets 1 Impact 1 Question Jeff: How about Archery in lost lands? How is that worked

    out? If my Medievals encounter a REX? Answers THW: Not specifically in there but use the thrown spear

    stats, extend range to 12". Sling Up to 12 range Targets 1 Impact 1 These throw rocks at a good speed. Range 12, Target

    Rating of 1 and Impact 1. Same as bow. Must have Archery Ability or Fire at -2. See CR 3.0 After Disaster by John Bakshoian.

    Thrown weapons Up to 6 range Targets 1 Impact 1 See Larger Than Life, page 49. Two-Handed Blunt or Edged Weapons None Targets 1 Impact 3 This is any blunt weapon such as a stone hammer and used

    with two hands. This includes edged weapons utilized by two hands. These weapons are only used in hand-to-hand combat and have an Impact of 3. See CR 3.0 After Disaster by John Bakshoian.

    Weather After reading your post, it seems that you want more detail

    in your games than I do. No problem there. You can definitely use my ideas as a starting point.

    Rain Roll 1d6 at the beginning of a scenario with Rain to

    determine how strong it is.

    Rain Effects

    1. Light drizzle 42 inch max LOS

    2. Heavy drizzle 36 inch max LOS

    3. Light rain 30 inch max LOS

    4. Heavy rain 24 inch max LOS and 2 inch Move

    5. Light downpour

    18 inch max LOS and 2 inch Move

    6. Heavy downpour

    12 inch max LOS and 4 inch Move and Rep -1 to shoot

    7. Gully washer 12 inch max LOS and 4 inch Move and Rep -2 to shoot

    Eac