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		<title><![CDATA[Latest posts for the thread "wild animals and citizens house rule."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "wild animals and citizens house rule."]]></description>
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				<title>wild animals and citizens house rule.</title>
				<description><![CDATA[ I have came up with a house rule for figures not neccarceraly on any side. because they are not on any side they are always moved and will attack on the turn of the first player too start.<br /> <br /> <br /> <br /> <br /> movement : animals aggresive<br /> <br /> roll a scatter dice. the animal will move in that direction. if it lands on a hit <img src="/s/i/a/f3d0daf4c0b234e7da2e7bca3ea4ac83.gif" border="0"> it must attack the nearest unit in the asualt phase.If shot at it will make a leadership test <img src="/s/i/a/7466fb56651cad8d97db5a0ed3311ea6.gif" border="0">. if failed it will move 6 inches in the oppisite direction of the shooter in the movement phase if succeeded it will move 6 inches towards the shooter in the movement phase. <br /> <br /> asualt: animals agressive<br /> <br /> Animals will automaticly asualt uits it is in base contact with a member of.If in base contact with more then one unit it will automaticly asualt the unit with the least members (not including independent charecters!).<br /> <br /> movement:animals timid/citizens<br /> <br /> they will always move in the opposite direction of the nearest unit that is in 36 inches. If there are none within 36 inches they will move in the direction of the nearest terrain they can get under (eg stories of ruins, inside buildings; underneath terrain on stilts,ect,ect.) or to the nearest table edge.<br /> <br /> asualt: animals timid/citizens<br /> <br /> they will not asualt unless asualted. therefore if they are asualted by a  unit, the nearest possible turn they would asualt back.<br /> <br /> <br /> <br /> <br /> <br /> <br /> <br /> cover: animals and citizens always provide and take cover as usual.]]></description>
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				<pubDate><![CDATA[Sat, 7 Jan 2012 14:51:51]]> GMT</pubDate>
				<author><![CDATA[ kshaw2000]]></author>
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				<title>Re:wild animals and citizens house rule.</title>
				<description><![CDATA[ I like the idea, but I think it needs to be expanded. I think it would be cool to have roving gangs/warbands of local citizens on the board randomly attacking both sides. But I'm left wondering: What kind of stats do they have? What determines their agresssive/timid nature? ]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2012 02:42:20]]> GMT</pubDate>
				<author><![CDATA[ Sock]]></author>
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				<title>wild animals and citizens house rule.</title>
				<description><![CDATA[ Aggressive animals should have the rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. If an <span class="glossaryitem" onmouseover='gp(805);'>AA</span> can assault, it will. Timid citizens should flee towards the nearest board edge, unless a unit in <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> obstructs them.<br /> <br /> Besides from that, nice idea.]]></description>
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				<pubDate><![CDATA[Sun, 8 Jan 2012 17:33:15]]> GMT</pubDate>
				<author><![CDATA[ BlapBlapBlap]]></author>
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				<title>wild animals and citizens house rule.</title>
				<description><![CDATA[ <blockquote><div><cite>BlapBlapBlap wrote:</cite>Aggressive animals should have the rage <span class="glossaryitem" onmouseover='gp(136);'>USR</span>. If an <span class="glossaryitem" onmouseover='gp(805);'>AA</span> can assault, it will. Timid citizens should flee towards the nearest board edge, unless a unit in <span class="glossaryitem" onmouseover='gp(85);'>LoS</span> obstructs them.<br /> <br /> Besides from that, nice idea.</div></blockquote><br /> <br /> fair enough. you could modify it if you use it.]]></description>
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				<pubDate><![CDATA[Sun, 5 Feb 2012 08:09:06]]> GMT</pubDate>
				<author><![CDATA[ kshaw2000]]></author>
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