TEXT: Traveller
  Supplement 11: 
  Animal Encounters
  Scales, Fur and Feathers (and Fungoid Monstrosities)
  
  Animal Encounters ©2011 Mongoose Publishing. All rights reserved. Reproduction of this work by any means without the written permission of the publisher 
  is expressly forbidden. All significant characters, names, places,items, art and text herein are copyrighted by Mongoose Publishing.
  This game product contains no Open Game Content. No portion of this work may be reproduced in any form without written permission. To learn more about 
  the Open Game License, please go to www.mongoosepublishing.com.
   
  This material is protected under the copyright laws of the United Kingdom and of the United States. This product is a work of fiction. Any similarity to actual 
  people organisations, places or events is purely coincidental.
  Traveller is a trademark of Far Future Enterprises and is used under licence. Printed in the USA.
  Credits
  Classic Traveller
  Marc Miller
  Loren Wiseman, John Harshman, Frank Chadwick, Darryl 
  Hany, Winston Hamilton, Tony Svajlenka, Scott Renner, 
  Doug Poe, David MacDonald, Wayne Roth, Paul R. Banner.
  Mongoose Traveller 
  Author
  August Hahn
  Editor
  Charlotte Law
  LAyout
  Will Chapman
  intErior iLLustrAtions
  JoB
  ProofrEAding
  Nick Robinson
  Contents
  traveller
  animal enCounters
  Introduction 
  2
  A Walk on the Wild Side 
  5
  When Animals Attack 
  24
  Cold World Encounters 
  27
  Temperate World  Encounters 
  47
  Hot World Encounters 
  65
  Special Enviroments 
  83
  The Galactic Menagerie 
  86
  Animal Breed Sheet 
  96
  
  2
  introduCtion
  <…commence logfile: ashtonramsey|personal…>
  There is so much to do! It’s been a long road getting here 
  and now that we are almost planetside I just don’t feel 
  prepared at all. I wish Vilhelm could have been here for 
  this. He would have loved New Eden, I’m sure. Still, I can’t 
  think about the past. I have to focus on the task at hand. A 
  whole new system, new zoology and I get to classify it all. 
  My own expedition at last; I can’t wait to start.
  And what a system it is! Initial scans show some form of 
  life on every planet. Tollwin showed me the odds on that 
  happening and the chances are pretty damn slim. This 
  system might actually be unique to our stellar arm, maybe 
  in the entire galaxy. Just thinking about the biological finds 
  waiting for us is enough to keep me up.
  I wonder what we’ll find first?
  <…pause logfile: ashtonramsey|personal…>
  Animal Encounters is a sourcebook for Traveller, the science 
  fiction roleplaying game. This volume details animal species, 
  behaviour and the myriad forms that life can take throughout the 
  galaxy. It is not setting specific and can be used in conjunction with 
  any campaign to enhance play. Referees will find plenty of use 
  for this sourcebook, as its information is best used to create new 
  creatures and populate planetary systems using the tables within.
  This book is also intended to enhance encounters with animal 
  lifeforms, discussing how animals react in various situations and 
  even providing several encounter ‘templates’ to be used during 
  game play. This introductory chapter is details the many forms 
  that animal life can take, the psychology of animals (including 
  a discussion of non-sentient versus semi-sentient) and how 
  animals are likely to react in combat, the most common sort of 
  encounter during a given session.
  By combining this information with the details given in the animal 
  creation chapter, A Walk on the Wild Side, Referees can create 
  unique and believable encounters between Players and non-
  sentient (or semi-sentient) life. Here a Referee will find tables 
  intended to make animal creation on-the-fly must easier, allowing 
  for a usable animal during play in just minutes with very little effort. 
  The largest section of this sourcebook, When Animals Attack, 
  is given over to random encounter tables for Referees to use 
  during play. These are, for the most part, broken down by world 
  type and then by terrain subtype. Using the world generation 
  rules in the Traveller Core Rulebook, every basic type of world 
  has been listed here by habitat and given encounter tables of its 
  own. These tables sometimes have secondary charts included 
  to determine initial behaviour of the animals.
  Putting all of this information together, the last chapter – The 
  Galactic Menagerie – is a collection of fully detailed animals 
  along with likely habitat zones and encounter notes. By making 
  slight modifications to these animals, Referees can reuse these 
  creatures many times for many different encounters. A wolf by 
  any other name might have pincers or wings, after all.
  Every care has been taken to keep the subject matter as 
  ‘scientific’ as possible whenever possible. While there are 
  a few flights of fancy, such as the supposition of life forms 
  capable of existence in the vacuum of space or the high heat 
  envelope of a solar body, these animals for the most part 
  are all feasible and should make for memorable, believable 
  encounters during play.
  Animal Psychology
  The first thing to remember when using animals during a game 
  is that they are, in fact, animals. They are not sentient beings 
  with the same motivations and variety of thought processes that 
  players typically exhibit. Animals have a very unique psychology 
  and while their behaviour is in a sense predictable, it is not 
  always as simple as one might believe. A basic understanding 
  of animal psychology can be very useful for Referees looking to 
  bring them into their games.
  Before delving into the minds of animals, it is important to be 
  clear as to what an animal is and what it is not. Simply defining 
  animals as non-human life forms is not enough, especially in 
  game settings where alien life may be existent, prevalent or 
  even dominant.
  Animal psychology centres primarily on the concepts of 
  cognition; several categories of mental development that define 
  their behaviour and determine their role in their individual 
  ecosystems. This information is given in several categories 
  along with their relevance in Traveller game play.
  Awareness: Awareness is an animal’s ability to distribute 
  attention between different aspects of a stimulus and on 
  
  introduCtion
  3
  sensory input. As in humans, it appears that sharing awareness 
  between stimulus features reduces the capacity to detect any 
  one of them. This is best seen in the extreme development of 
  certain senses, typically at the detriment or absence of others. 
  For example, animal species without eyesight usually have 
  exceptional hearing or tactile ability.
  Game Use: Referees can create animal species adapted to 
  their environments with extremely acute senses that reflect 
  their shortcomings in other ways. Animals found in caustic 
  atmospheres might not have any sense of smell, for example, 
  but to compensate for this their hearing is highly developed.
  Memory: Animals, especially higher-order mammals and 
  primates, exhibit strong short-term memory but usually have 
  little developed long-term cognition. Unless an entity or 
  locale has made a strong impression on an animal, they will 
  not necessarily remember it over a long period of time. Some 
  animals are notable exceptions to this, namely migratory fliers 
  and animals that horde and collect. Both classifications show 
  very strong special memory, often recalling specific locations 
  over months and years, even after geological changes have 
  altered their appearances.
  Game Use: By highlighting the short memory of animals and their 
  tendency to forget once stimulus ends, engaging encounters 
  can be created with herds of animals that ‘rediscover’ the players 
  every time they meet. Migrational memory can be a useful tool 
  as well, as waves of creatures keep arriving where the players 
  are, never ceasing until the players realise that where  they are 
  is the reason for the constant encounters.
  Spatial cognition: The ability to properly navigate and search 
  through the environment is a critical ability for many animals. Be 
  it the patterns of insect dances to communicate distance and 
  direction or the scent markings leading many predator species 
  through sprawling areas of territory, the mechanisms for special 
  cognition among animals is as fascinating as it is varied.
  Game Use: Players may be surprised by an animal’s ability 
  to find its way around an unfamiliar environment such as the 
  interior of a landed starship. Quite an interesting scenario can 
  be created around Players discovering territorial ‘marks’ aboard 
  their ship and the consequent mayhem of the predator animal 
  that has been marking them.
  Tool and weapon use: While it is a limited field of research 
  and not a very common trait in the animal kingdom, many 
  species have exhibited tool use and even the rudiments of 
  dEfinition of ANIMAL
  1: Any of a kingdom (Animalia) of living things including 
  many-celled organisms and often many of the single-
  celled ones (as protozoans) that typically differ from 
  plants in having cells without cellulose walls, in lacking 
  chlorophyll and the capacity for photosynthesis, in 
  requiring more complex food materials (as proteins), 
  in being organised to a greater degree of complexity, 
  and in having the capacity for spontaneous movement 
  and rapid motor responses to stimulation
   
  2: One of the lower animals as distinguished from 
  human beings.
  3: (colloquial) Motive life without the capacity for 
  higher learning or sentience. (This definition typically 
  excludes ‘civilised’ races from classification as 
  animals.)
  fight or fLight
  The single most important thing for Referees to keep in 
  mind when running encounters with animals is that non-
  sentient species are creatures of instinct. They are rarely 
  moved by emotional drives and tend to approach all 
  situations as their biology demands. If they are predators 
  and can sense players as edible, they may attack to feed. If 
  they are prey species, they may run from any newcomers 
  as a matter of survival. 
  Of special note are refined metal and chemical scents. 
  Animals are a part of the natural world and as such do not 
  usually react well to the presence of anything manufactured 
  or alien to their environment. Even an aggressive predator 
  species is not likely to stick around the landing site of a 
  starship as it touches down. Such an event is a traumatic, 
  unnatural thing and will send virtually any animal species 
  into flight, at least in the short term. Inquisitive animals, 
  especially territorial ones, will probably start to investigate 
  later but where technology is concerned, escaping is the 
  first order of business for most life forms.
  Fleeing is an important concept to keep in mind for another 
  reason. Few species understand the idea of warfare in a 
  sentient sense. Survival is a stronger biological drive, one 
  that supersedes aggression in all but the most bloodthirsty 
  creatures. In this sense, animals are not at all likely to fight 
  to the death or to the last member of a pack. Once a single 
  animal goes down, routing should be considered a real 
  possibility. Many animals will flee even if they are merely 
  wounded. Little touches like this can make encounters 
  with animals far more realistic.
  
  introduCtion
  4
  weapon creation. Most common among mammals, especially 
  primates, tool use can advance a species beyond what they 
  might normally accomplish in a given environment and even 
  allows them to spread outside their typical habitat. It should 
  be noted that mammals are not the only creatures who utilise 
  ‘tools’; cephalopods are known to commandeer foreign objects 
  to use as shells, for example.
  Game Use: While such 
  encounters should be kept 
  rare for fear of weakening 
  their impact, the occasional 
  animal with a basic spear 
  or sharp piece of metal 
  gripped in its claws can make 
  for a memorable combat. As a 
  roleplaying encounter, players 
  might come across a large crab-
  like animal using a battle 
  armour helmet for 
  a shell.
  Reasoning and problem solving: Cognition is present in 
  virtually every animal species. What is not common is the ability 
  to use that cognition to solve problems in a logical and straight 
  forward manner. In fact, this capability is the basis for sentience 
  and semi-sentience, traits usually only found in higher order 
  mammals (on Earth-like planets, at least). More often than not, 
  reason and tool use can be found in the same species.
  Game Use: Making unexpected animal species capable 
  of reason can transform a normal encounter into an 
  extraordinary one. While a swarm of rat-like creatures might 
  be a nuisance, those same little creatures become a major 
  incident if they have tiny opposable digits and can figure out 
  how to open doors, pop the lids of canisters and unhook the 
  clasps on vac suits.
  Language: An often overlooked or, alternately, overdeveloped 
  factor in animal encounters is the concept of communication. 
  Animal species do have the ability to express basic concepts 
  within their own social groups and do so on a regular basis. A 
  few species evolve this capacity to a greater degree, developing 
  the kinds of expressive ‘languages’ like wolf howls, the grunts 
  of many simian breeds and even bioluminescent light patterns 
  seen in some forms of insects and fish. What is important 
  to remember is that animals do not, as a general rule 
  have the ability to impart complex concepts like colour, 
  value judgments and the like. 
  Game Use: On a basic level, language can make 
  a combat encounter more interesting if the animals 
  involved can call for help or have the ability to 
  communicate in some manner. Animals using basic 
  tactical communication on the battlefield can make 
  Players think twice about taking such ‘beasts’ for 
  granted in the future. Again, Referees should be 
  careful not to overuse this idea. Animal species 
  of this kind should be rare.
  
  5
  a Walk on the Wild side
  <…commence logfile: ashtonramsey|personal…>
  We’ve arrived in system and, I must say, I had no idea of 
  the complexities involved in travelling between the stars. 
  I consider myself a learned man but if I had to guide this 
  vessel by myself I would never even be able to get into 
  orbit, much less back out of it. Fortunately I do not have to 
  try. Captain Raemus and her crew have been very helpful, 
  even supportive of my mission here. I must say it is a very 
  nice change.
  My first set of planetary data has come in and as soon as 
  the ship’s computer has decrypted it into a form I can use, 
  I will set about building a basic ecosystem model for each 
  of New Eden’s six planets. So many fascinating forms of 
  life! Surely something here will be unique enough that I’ll 
  get to communicate the discovery of a truly remarkable 
  new species. Imagine it, an alien species of fauna with my 
  name on it. I really hope it is something at least vaguely 
  attractive. I would rather not leave the legacy of some 
  hideous eponymous insect to my descendants.
  <…pause logfile: ashtonramsey|personal…>
  animal Creation
  Creating an animal includes relevant statistics and skills 
  appropriate to the animal’s habitat and role in its environment. 
  Ecology, terrain, behaviour and species all play a factor and are 
  summarised in the following system. This method of generation 
  encompasses and supersedes the method given on pages 69–
  73 of the Traveller Core Rulebook. 
  Creating an animal using these charts results in a very detailed 
  creature perfectly suited to its role. Referees looking to shortcut 
  the process are encouraged to use one of the basic creatures 
  from the Galactic Menagerie chapter and modify it using one of 
  the templates listed there.
  Creating an Animal
  The process for generating any animal in Traveller involves 
  these five important determinations:
  1. Determine Class: The base class of the animal determines 
  its modifiers for all other charts and tables during the creation 
  process. Animals fall into one of the following classes.
  •	
  Amphibians – Animals with hybrid biology allowing 
  them to survive in two or more environments (typically 
  water and dry land).
  •	
  Aquatic – This is a catch all for fish and water mammals 
  alike. If it swims, it is aquatic.
  •	
  Avians – Also called ‘flyers’, avians are flying animals 
  that are not also mammals, insects or reptiles. 
  •	
  Fungals – This is an ‘alien’ life form that applies to 
  mobile fungus, animal life comprised of plant matter.
  •	
  Insect – These animals are the myriad sorts of spiders, 
  ants, multipedes and bugs existing on a given world.
  •	
  Mammals – Warm-blooded animals with body hair.
  •	
  Reptiles – Cold-blooded animals with scales.
  2. Determine Terrain: This can be done through either the 
  chart given or simply chosen if the encounter location is 
  already known. Terrains can be one of the following types.
  •	
  Clear – Open, countryside without significant vegetation 
  or severe variants in temperature or humidity of any 
  kind.
  •	
  Plains – Also considered ‘prairie’ terrain, this is a clear 
  area with heavy grass or grain vegetation. Usually 
  occurs in a temperate climate but can also represent 
  warmer grasslands and savannah areas.
  •	
  Desert – Arid regions of land without vegetation of any 
  significant variety. 
  •	
  Hills – Everything from rolling areas of land to foorhills 
  near mountain ranges.
  •	
  Mountain – Buttes, single mountain peaks and full 
  ranges of mountainous terrain.
  •	
  Forest – Forests are considered to be any heavy 
  vegetation regions where the overhanging canopy is 
  dense enough to block most light from reaching the 
  ground.
  •	
  Woods – Heavily vegetated areas similar to Forests 
  but with more open space and passage of ambient 
  light.
  •	
  Jungle – Jungle areas are Forests in hot, humid 
  conditions and tend to block more light from reaching 
  their typically overgrown floors.
  •	
  Rainforest – Similar to Jungle conditions, Rainforests 
  have extremely high precipitation.
  •	
  Rough/Broken – These are badlands and wastelands 
  where there is very little clear ground area and a great 
  deal of natural debris. Passage in these regions is 
  difficult for large creatures.
  
  a Walk on the Wild side
  6
  •	
  Swamp/Marsh – Extremely humid terrain marked 
  by thick vegetation and a high level of ground water. 
  Decay and fungal growth are generally prevalent in 
  these regions.
  •	
  Beach/Shore – Areas of land, typically light on 
  vegetation, adjoining bodies of salt water.
  •	
  Riverbank – Areas of land, usually with light to medium 
  vegetation, adjoining bodies of fresh water. Riverbank 
  terrain can also include the body of fresh water itself.
  •	
  Shallow Ocean – A terrain area near a beach/
  shore where the ocean floor is within reach by diving 
  creatures but typically not visible from the surface.
  •	
  Open Ocean – The majority of terrain for oceans and 
  large bodies of salt water. Depths can be considerable 
  and light penetration rarely reaches the lowest levels.
  •	
  Deep Ocean – Abyssal area of ocean bodies where 
  the floor is at a level where crushing pressure and 
  lightless conditions are automatic.
  3. 
  Determine 
  Movement 
  Type: 
  Class 
  and terrain both have a bearing on the form of 
  locomotion a given animal uses to move through 
  its environment. Basic motive drives are as follows.
  •	
  Walk – The creature had legs or appendages 
  that move to propel it across terrain. This is the most 
  common form of movement on terrestrial worlds 
  with light or greater gravity and any significant 
  landmass.
  •	
  Fly – The animal in question can generate 
  enough lift to rise into the atmosphere and 
  manoeuvre itself around by some means. This is 
  typically, but not always, accomplished through 
  wing limbs and muscular effort.
  •	
  Burrow – Essentially a form of ‘swimming’ or 
  ‘flying’ that propels a creature through solid terrain, 
  this mode of travel is generally reserved for soft 
  terrains and may not be appropriate for stone or 
  other rigid terrain types.
  •	
  Swim – This category of movement is 
  generally reserved for aquatic species and 
  represents mobility in a watery environment.
  4. 
  Determine Behaviour Model: Animals 
  behave in certain ways that define their role in the 
  ecology. This behaviour model is a factor in the 
  final form of the created creature. Behaviours are 
  determined by Class and are given here.
  •	
  Carrion-Eater – Scavengers that eat the 
  prey and leavings of other animals.
  •	
  Chaser – Typically predators, they chase 
  down and overbear prey to survive.
  •	
  Eater – Voracious animals that will consume 
  anything in their path.
  •	
  Filter – These animals pass their environment 
  through themselves, feeding from absorbed 
  nutrients.
  •	
  Gatherer – Usually omnivores, these animals collect 
  sustenance for later consumption.
  •	
  Grazer – Almost always herbivores, these animals 
  feed off growth in their terrain.
  •	
  Hijacker – These animals seize and steal the 
  sustenance of other, weaker animals.
  •	
  Hunter – Hunters stalk and kill easy prey; they are by 
  definition at least primarily carnivores.
  •	
  Intermittent – These animals are typically peaceful 
  herbivores and spend most of their time in non-
  consumptive pursuits.
  •	
  Intimidator – Using guile and fear, these creatures 
  dominate areas without direct force.
  •	
  Killer – Pure aggression in animal form, these 
  creatures are a danger to any in their path.
  •	
  Pouncer – These hunters ambush their meals, usually 
  hunting through speed and stealth.
  
  a Walk on the Wild side
  7
  •	
  Reducer – Opportunistic omnivores, these animals 
  feed on the waste and leavings of all other lifeforms.
  •	
  Siren – Creatures like these lure in their prey through 
  some kind of attractive bait.
  •	
  Trapper – Animals of this nature imprison and 
  immobilise prey, generally by surprise.
  5. Numerical Details: Once these four factors are known, 
  statistics can be generated for an animal using modifiers 
  associated with the categories determined. By adding all of 
  these elements together, a clear framework is created for 
  the animal in a rules form. The factors determined in this 
  last step include:
  •	
  Size – The size of an animal determines its basic 
  weight and the dice code for its physical statistics 
  (Strength, Dexterity and Endurance).
  •	
  Weapons – This is how an animal potentially attacks or 
  defends itself. This can be a melee strike of some kind, 
  a biological defence or even an exotic ranged ability 
  (though these are rare). Where appropriate, Strength 
  determines base damage.
  •	
  Armour – Most animals have a certain resilience to 
  physical damage.
  •	
  Characteristics – Animals possess the following 
  Characteristics: 
  Strength, 
  Dexterity, 
  Endurance, 
  Intelligence, Instinct and Pack. These are explained in 
  detail later in the chapter.
  •	
  Skills – Animals possess a basic set of skills 
  determined by their Class. Behaviour may modify this 
  list and additional ranks may get added during the 
  Class stage.
  •	
  Number Encountered – Created as a result of the 
  Pack score and previous modifiers.
  •	
  Reaction Check – This is provided as a matter of 
  Class and Behaviour, calculated here and added to the 
  animal’s final summary. 
  Once all of these details are determined, they are recorded on 
  the Animal Breed Sheet provided at the back of this book. The 
  animal can then be named and used in game as a complete 
  creature, fleshed out with statistics and motivation. This may, of 
  course, be an overly complicated process with which to provide 
  the players some target practice but with a little imagination and 
  the right sort of encounter, the results can prove to be well worth 
  the time and effort put into it.
  Class
  The basic form and function of an animal, this is to an animal 
  what both race and profession are to a Traveller character. As 
  such, the Classes are presented here in much the same format. 
  Of special note are the Evolution and Quirk charts. These are 
  optional tables that can be used to add even greater variance 
  to their creations.
  On the Evolution (Optional) chart, if the Referee chooses to roll, 
  two 1d6 checks are made. The first is on the Additional Skill 
  Rolls table; the other is on the Other Benefits table. Referees 
  should keep in mind that these tables can result in quite potent 
  animal forms of life and if the tables create something beyond 
  the scope of what is desired, they should be freely ignored or 
  reduced.
  
  a Walk on the Wild side
  8
  Amphibian
  Amphibians, by classic definition, are cold-blooded animals that metamorphose from a juvenile water-breathing form, to an adult air-
  breathing form while retaining some or all of its aquatic adaptations. Terrestrially, like the fish they evolved from, most amphibians 
  lay eggs in water. Amphibians are superficially similar to reptiles but reptiles share more common traits with mammals and avians.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1–2) Carnivore: Carnivorous amphibians usually feed off the young of other amphibious species or smaller aquatic life. 
  Insects may also comprise a large part of their diet.
  •	
  (3) Herbivore: Rare among amphibians, these herbivores are most likely plankton and algae eaters, remaining close to water 
  sources for their nutrition. Larger herbivorous amphibians may be nut and fruit eaters but this is even rarer as their digestive 
  systems are not usually complex enough to handle such a diet.
  •	
  (4–6) Omnivore: Most amphibiansare Omnivorous, eating in an opportunistic fashion as their environment allows. By design, 
  amphibians are adaptive and therefore make the most of any sustenance in their ecosystem.
  Terrain Preferences: 
  Jungle, Swamp/Marsh, Beach/Shore, Riverbank, Shallow Ocean
  If found outside preferred terrains: –2 DM on all generation rolls.
  Starting Skills: 
  Athletics 0, Recon 0, Survival 0. Carnivore amphibians also possess Melee (natural weapons) 0.
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +1 Str, +1 Evolution
  2 (Physical, Behaviour)
  Herbivore
  +1 End, +1 Instinct
  2 (Social, Behaviour)
  Omnivore
  +4 Pack, +1 Instinct
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Social)
  +2 Instinct
  2
  1 (Social)
  +2 Pack
  3
  2 (Social, Evolution)
  +1 Int
  4
  2 (Social, Evolution)
  +1d6 Dex
  5
  2 (Physical, Evolution)
  +1d6 End
  6
  3 (Social, Physical, Evolution)
  Two Quirks
  7
  4 (Social x 2, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 Dex
  +4 Pack
  +1d6 to weapon damage
  2
  +2 Str
  +1 Instinct
  +1 Armour
  3
  +1 End 
  Deception
  +1 Int
  4
  +2 End
  +1 Instinct
  Additional Physical Roll
  5
  +1d6 Dex
  Deception
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  
  a Walk on the Wild side
  9
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Pouncer –1
  Filter –1
  Carrion-Eater –1
  2
  Trapper –2
  Filter +0
  Gatherer –1
  3
  Hunter –2
  Intermittent –2
  Eater –1
  4
  Hunter –1
  Intermittent –1
  Hunter +0
  5
  Hunter +0
  Intermittent +0
  Intermittent –1
  6
  Chaser –2
  Grazer –2
  Reducer –2
  Quirk (Optional)
  2d6
  Quirk
  2
  Whenever packs of these animals make any noise at all, they all make the exact same sound simultaneously several 
  times in a row.
  3
  Apparently blind, these amphibians have no visible eyes or means of sight. Recon –1
  4
  These animals make no sound at all, even when they move in natural surroundings. They gain Stealth 0 as a result.
  5
  The colours of this amphibian’s hide are vivid and clashing, a sort of natural reverse camouflage. Natural predators 
  dislike this display and leave it alone.
  6
  Seemingly everywhere, forms of this animal can be found in virtually every habitat type on their world. Survival +2
  7
  These amphibians emit a natural pheromone that other animals find highly attractive. They gain the Siren Behaviour in 
  addition to their own.
  8
  When threatened, these amphibians emit a piercing scream that sounds like a sentient creature in terrible pain.
  9
  On rare occasions, these amphibians swarm viciously. Roll 2d6 at the start of any encounter. On a 2, replace their 
  Behaviour with Killer.
  10
  The skin of these animals is naturally coated in a thick, foul-smelling emulsion. They possess the Stench Exotic Weapon.
  11
  Unusually for its kind, these amphibians have developed a rigid shell over their forelimbs and torsos. Armour +2
  12
  Roll twice.
  Aquatic
  Defined here as any non-mammalian form of life that breathes while submerged in water or other aqueous environments, aquatic 
  creatures live underwater and cannot survive for long if removed from that ecosystem. Most aquatic animals are fishlike and have 
  small scales, fins and motivate through the use of one or more tail-like appendages. Aquatic life usually reproduces externally 
  through egg laying and post-fertilisation; they are at their most aggressive when defending these egg deposits.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1–3) Carnivore: Carnivorous aquatics usually have large teeth, comparative to their size, and hunt by the scent of blood 
  released into the water. They are very commonly opportunistic feeders, hunting and killing anything they come across.
  •	
  (4–5) Herbivore: Like amphibians of this variety, herbivore aquatics typically feast on plankton, water-rotted plants and algae. 
  Larger herbivorous aquatics have the same diet but commonly strain their sustenance from the same medium they breathe.
  •	
  (6) Omnivore: Rare among aquatic life, omnivorous water dwellers are almost always scavengers and eat whatever they 
  can find. It is a common adaptation of these life forms to be extremely foul tasting as a result of their diet and they are rarely 
  considered prey by other aquatics.
  All aquatics have a movement of S, regardless of what their Terrain DM Chart denotes.
  Terrain Preferences: 
  Swamp/Marsh, Beach/Shore, Riverbank, Shallow Ocean
  If found outside preferred terrains: Not generally found outside preferred terrain.
  Starting Skills: 
  Athletics 0, Recon 0, Survival 0. Carnivore and Omnivore Aquatics also possess Melee (natural weapons) 0.
  
  a Walk on the Wild side
  10
  Modifiers
  Diet
  Characteristics
  Initial Numbers of Skill Rolls
  Carnivore
  +1 Dex, +4 Pack
  2 (Physical, Behaviour)
  Herbivore
  +1d6 End
  2 (Social, Behaviour)
  Omnivore
  +2 Pack, +1 Instinct
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Social)
  +2 Instinct
  2
  1 (Physical)
  +2 Pack
  3
  2 (Social)
  +1 Int
  4
  2 (Social, Evolution)
  +1d6 Dex
  5
  2 (Physical, Evolution)
  +1d6 End
  6
  3 (Social, Physical, Evolution)
  Two Quirks
  7*
  4 (Social x 2, Physical, Evolution)
  Roll twice on this chart, apply both results.
  * A 7 is only possible through external modifiers. Aquatic life typically remains evolutionally stable.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 Dex
  +2 Pack
  +1d6 to weapon damage
  2
  +2 Dex
  +1 Instinct
  Melee (natural weapons)
  3
  +2 End 
  Deception
  +1 Instinct
  4
  +4 End
  +1 Instinct
  Additional Physical Roll
  5
  +1d6 Dex
  +5 Pack
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Eater –1
  Filter –1
  Carrion-Eater –1
  2
  Hunter –2
  Filter +0
  Eater –1
  3
  Killer –1
  Filter +1
  Eater –0
  4
  Killer +0
  Intermittent –1
  Eater +1
  5
  Killer +1
  Intermittent +0
  Reducer –1
  6
  Chaser –2
  Grazer –2
  Reducer –2
  Quirk (Optional)
  2d6
  Quirk
  2
  This aquatic is found in the darkest parts of its habitat and sees through bioluminescent eyes.
  3
  This creature is never found alone and will die within 1d6 days of natural causes if it cannot find a pack to join. Pack is 
  automatically increased to 1 if it starts at 0.
  4
  Posseses a frail physique and has the ability to engage in extremely swift movement, this aquatic gains the Pouncer 
  behaviour in addition to its own but loses any Armour rating it might have had.
  5
  Possessed of a unique biology, this aquatic can survive for 1d6 hours on dry land and has a W movement type in 
  addition to its ability to swim.
  6
  Unnaturally large for the local ecology, this aquatic gains a +1 to its size roll.
  7
  Capable of surviving for long periods of time without any nourishment, this aquatic goes dormant for long periods of 
  time, awaking for 3d6 days at a time to feed and breed. 
  8
  This aquatic breed has volatile genetics and is prone to mutation. It gains a +1 DM to any rolls it makes on Evolution skills.
  9
  Unlike most aquatics, this species reproduces asexually and is never encountered with others of its kind. Pack is 
  automatically 0 and it gains +1d6 Endurance.
  10
  Extremely vicious, this animal gains a +1 DM to all Melee (natural weapons) and damage rolls after it or its opponent 
  suffers damage in combat.
  11
  Unusually bright and clever, this species of aquatic has a minimum Instinct of 9 and an automatic Intelligence of 2.
  12
  Roll twice.
  
  a Walk on the Wild side
  11
  Avians
  For the purpose of this classification, avians are flight-capable creatures or their non-flying evolutionary descendants. Most are 
  egg-laying and dwell in constructed nests, usually remaining as inaccessible from their environmental neighbours and potential 
  threats as possible.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1–2) Carnivore: Carnivorous avians tend to be larger than other avian species and have a tendency toward cannibalism. 
  Those avians that do not eat others of their kind prefer small, easily caught game and may even be suited to hunting for 
  shallow water aquatic animals. 
  •	
  (3–4) Herbivore: Herbivorous avians typically survive on seeds and fruit, soft palate fare that can be easily crushed or 
  swallowed and digested before excretion. Very few herbivores of this class are hostile.
  •	
  (5 – 6) Omnivore: The most common form of omnivorous avian is the seed eating variety that has extended its diet to worms 
  and insects. Scavengers are also common, eating stray fruit and picking clean the kills of other, larger creatures.
  Unless noted under Quirks, all Avians have a movement type of F and a very slow, typically awkward ability to Walk. Avians capable 
  of flight usually only walk when flight is not an option or for energy consumption.
  Terrain Preferences: 
  Avians are found as adjunct to any terrain type except open ocean and deep ocean environs.
  If found outside preferred terrains: Ocean going avians are very rare; those that exist exchange their Walk movement type for 
  Swim.
  Starting Skills: 
  Athletics 0, Recon 1, Survival 0. Carnivore and Omnivore Avians also possess Melee (natural weapons) 0.
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +2 Dex, +1 Evolution
  2 (Physical, Behaviour)
  Herbivore
  +2 End, +2 Pack
  2 (Social, Behaviour)
  Omnivore
  +2 Pack, +1 Evolution
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Social)
  +2 Instinct
  2
  1 (Social)
  +2 Pack
  3
  2 (Social, Physical)
  +1 Instinct, +2 Pack
  4
  2 (Social, Evolution)
  +1d6 Dex, +2 Pack
  5
  2 (Physical, Evolution)
  +2 End, +1d6 Pack
  6
  3 (Social, Physical, Evolution)
  Two Quirks
  7*
  4 (Social x 2, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 Dex
  +2 Pack
  +1d6 to weapon damage
  2
  +2 Dex
  +1 Instinct
  Melee (natural weapons)
  3
  +2 End 
  Deception
  +1 Instinct
  4
  +4 End
  +2 Instinct
  Additional Physical Roll
  5
  +1d6 Dex
  +1d6 Pack
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Melee (natural weapons)
  
  a Walk on the Wild side
  12
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Hunter –1
  Intimidator –1
  Carrion-Eater –1
  2
  Hunter +0
  Intermittent +0
  Eater –1
  3
  Hunter +0
  Intermittent +0
  Eater –0
  4
  Chaser +0
  Intermittent +1
  Intimidator +1
  5
  Killer +1
  Intermittent +2
  Reducer –1
  6
  Pouncer –2
  Grazer –2
  Reducer –2
  Quirk (Optional)
  2d6
  Quirk
  2
  The plumage of this animal is highly exotic and valuable, exhibiting colours rarely found within its habitat.
  3
  Extremely social, these animals live in immense flocks. If the animal’s Pack score is 6 or less increase it to 12. For animals 
  with a Pack score of 7 or more double the number.
  4
  Quite at home on the ground, this species has evolved away from flight and no longer has an F movement type. 
  5
  Far smaller than their evolutionary niche would suggest, these animals have a –4 to their Size along with the Characteristic 
  changes that accompany the reduction. 
  6
  These avians have adapted a very unusual way of dealing with enemies, granting them an Exotic Weapon.
  7
  These avians have developed a way to emit calls that sound exactly like the cries of wounded prey. Using these to lure meals 
  closer, these creatures automatically gain the Siren behaviour type instead of their own.
  8
  Environmental pressures have forced this animal to adapt to a hostile environment, granting +1 to both Endurance and Armour.
  9
  Not just ground bound, this flightless species has no F movement rate and thrives because of it. They gain the Chaser 
  behaviour type and 1 Endurance.
  10
  Possessed of a deadly main attack, these avians are truly vicious and always press their attack once they wound an enemy.
  11
  These avians mate for life, are never encountered in packs larger than a pair of adults. If one is killed the other will automatically 
  flee if possible.
  12
  Roll twice.
  Fungals
  Mobile fungus is rare-to-non-existent terrestrially but can be quite common on other worlds. Primarily a form of higher life made 
  up of collected colonies of fungal material, these creatures are in a space between vegetable and animal life, exhibiting traits from 
  both. Technically part of the animal kingdom because of their ability to reason and move, fungals still possess several plant-like 
  characteristics and may still retain photosynthetic qualities or the ability to reproduce through ‘cuttings’.
  Alternately, Referees can choose to use this class to generate actual plants. Unless they are going to be a strange form of hybrid 
  life, such creatures are always stationary and remain mostly immobile. Motive plants are almost entirely alien in biology.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1) Carnivore: Carnivorous fungals usually lure food to them, engulfing their prey and dissolving them. Fungal creatures are 
  rarely dense or resilient enough to be combative.
  •	
  (2) Herbivore: Very few fungal life forms subsist solely on other play matter but those few that do tend to be very small so as 
  not to need much nourishment or extremely large and located in heavily vegetated areas.
  •	
  (3–6) Omnivore: The most common form of fungal life is omnivorous, eating whatever and whenever opportunity affords. 
  They also tend to be the most mobile, often travelling great distances to remain where they can have access to nourishment.
  Unless a Quirk says otherwise, all Fungals move at half normal rate. Their cellular structure also penalises their Armour, reducing 
  it by one to a minimum of zero. Lastly, Fungals very rarely have any ability to generate noise save through movement. They lack 
  vocal structures of any kind.
  Terrain Preferences: 
  Forest, Woods, Jungle, Rainforest, Swamp/Marsh
  If found outside preferred terrains: –1 DM on all generation rolls.
  Starting Skills: 
  Athletics 0, Recon 0, Stealth 0, Survival 0. Carnivore Fungals also possess Melee (natural weapons) 0.
  
  a Walk on the Wild side
  13
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +2 Str, +1 Evolution
  2 (Physical, Behaviour)
  Herbivore
  +2 End, +2 Pack
  2 (Social, Behaviour)
  Omnivore
  +1 Evolution
  2 (Physical, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Social)
  +2 Instinct
  2
  1 (Social)
  +2 End
  3
  2 (Social, Physical)
  Exotic Weapon
  4
  2 (Social, Evolution)
  +1d6 End
  5
  2 (Physical, Evolution)
  +2 End, +1d6 Pack
  6
  3 (Physical x 2, Evolution)
  Two Quirks
  7*
  3 (Social, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 End
  +2 Pack
  +1d6 to weapon damage
  2
  +2 End
  +1 Instinct
  Melee (natural weapons)
  3
  +4 End 
  Stealth
  +1 Instinct
  4
  +2d6 End
  +2 Instinct
  Additional Physical Roll
  5
  +1d6 End, +1d6 Str
  +1d6 Pack
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Hunter –2
  Intermittent –2
  Carrion-Eater –1
  2
  Hunter –1
  Intermittent –1
  Carrion-Eater +0
  3
  Hunter –0
  Intermittent –1
  Eater +0
  4
  Siren +0
  Intermittent +0
  Reducer +0
  5
  Siren +1
  Grazer –1
  Reducer –1
  6
  Killer +0
  Grazer –2
  Reducer –2
  Quirk (Optional)
  2d6
  Quirk
  2
  This Fungal is an absolutely bizarre colour and smells rancid. It loses all ranks in Stealth, cannot succeed at Stealth rolls 
  and gains an Exotic Weapon.
  3
  Unlike other fungus-based life, this species has developed a rudimentary vocal structure. The sounds it can make may be 
  extremely strange, similar to nothing else found in nature.
  4
  The Fungal can inflate itself with a light gas, allowing for a slow form of flight.
  5
  Though capable of physical movement to attack or defend itself, this Fungal species is stationary and cannot change 
  location. Its behaviour changes to Siren and it gains +1d6 End. If the base species was herbivorous, it is now specialises 
  in luring other fungals to their doom.
  6
  This species propagates very quickly and easily, dwelling in large family structures with its progeny. It gains +1d6 Pack 
  and is never encountered alone.
  7
  Very soft in bodily structure, this fungal loses all Armour but gains +1d6 End.
  8
  The scent and outlandish appearance of this fungal terrifies other animals. It gains the Hijacker behaviour in addition to its own.
  9
  Unfortunately for this fungal, its biological structure is extremely nutritious, capable of feeding even carnivores in its 
  environment. When encountered, there is a 50% chance that a predator of another species is also in the area.
  10
  Capable of rapid regrowth from even very small samples, this species must be completely destroyed or it will regenerate 
  completely in 1d6 days.
  11
  Almost liquid in structure, this extremely slimy fungal moves at normal speed and is capable of extremely rapid motion 
  when it hunts. It gains the behaviour type of Pouncer in addition to its own and +2 Dex.
  12
  Roll twice.
  
  a Walk on the Wild side
  14
  Insect
  An extremely resilient and adaptive form of life, insects can exist in climates and environments anathema to other species. Naturally 
  armoured due to their exoskeleton structures and capable of tremendous strength, insects of any appreciable size are dangerous 
  creatures even if they are not predatory by nature. For the purpose of this class of animal, ‘Insect’ refers to myriapods, worms, 
  crustaceans and spiders – essentially any life with both a soft endoskeleton and either multiple legs or no legs at all.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1–3) Carnivore: Most insects are carnivorous by the strictest definition of the term, with weaker insects normally being their 
  food, and many are also cannibalistic. Insects often have a modified diet, consuming liquids from their prey as opposed to 
  devouring flesh.
  •	
  (4) Herbivore: Herbivorous forms often dominate their ecosystems through a mix of physical strength, tenacity and sheer 
  numbers.
  •	
  (5–6) Omnivore: Omnivorous insects are uncommon because of their biological tendency towards a simple digestive system. 
  Those few species that exist are usually quite complex organisms and can be devastating to both ecologies and enemies 
  when provoked.
  Insects can be amazingly numerous, even when their physical size would suggest that they need more room than their numbers 
  imply. If an insect species has a Pack score higher than 2, the number encountered is tripled.
  Terrain Preferences: 
  Insect life can be found in all terrains and habitats, though their class does not prefer ocean environs.
  If found outside preferred terrains: Insects encountered in Shallow Ocean, Open Ocean and Deep Ocean terrain do not have their 
  numbers tripled.
  Starting Skills: 
  Athletics 0, Melee (natural weapons) 0, Recon 0, Survival 0. Carnivore and Omnivore Insects possess Melee (natural weapons) 1.
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +1d6 Str
  2 (Physical, Behaviour)
  Herbivore
  +2 End, +2 Pack
  2 (Social, Behaviour)
  Omnivore
  +1 Evolution, +1 Pack
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Physical)
  +2 Instinct
  2
  1 (Physical)
  Evolution Skill Roll
  3
  2 (Social, Physical)
  Exotic Weapon
  4
  2 (Physical, Social)
  +1d6 End
  5
  2 (Physical, Evolution)
  +2 End, +1d6 Str
  6
  3 (Physical x 2, Evolution)
  Two Quirks
  7*
  3 (Social, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 End
  +2 Pack
  +1d6 to weapon damage
  2
  +2 End
  +1 Instinct
  Melee (natural weapons)
  3
  +1 Armour
  Stealth
  +1 Pack, +1d6 Instinct
  4
  +1d6 End, +1 Armour
  +2 Instinct
  Additional Physical Roll
  5
  +1d6 Str, +1 Armour
  +1d6 Pack
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  
  a Walk on the Wild side
  15
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Pouncer +0
  Eater –2
  Carrion-Eater –1
  2
  Hunter +1
  Intermittent –1
  Eater +0
  3
  Hunter +2
  Filter +0
  Eater +2
  4
  Killer +0
  Intermittent +0
  Reducer +0
  5
  Trapper –1
  Grazer –1
  Reducer –1
  6
  Chaser +0
  Gatherer +0
  Reducer –2
  Quirk (Optional)
  2d6
  Quirk
  2
  Extremely unusual in appearance, these insects have apparently useless and garish physical structures and barely fit 
  in their own ecosystems.
  3
  Slow moving because of heavy exoskeleton plating, these insects travel at half speed but gain 1 Armour in return.
  4
  If this insect has a Flight mode of travel, it loses it and gains +1d6 Str instead. If it does not, it gains flight and loses 1 
  Str and 1 Armour.
  5
  These insects form veritable swarms. They never have a Pack score less than 2 and they appear in four times the 
  number as opposed to three.
  6
  Solitary by nature, these insects have a Pack of 0 and exchange their behaviour type for Trapper. If they have the ability to 
  fly, they become Pouncers instead. If the insects are herbivores, they just leave their prey to rot and eat the resulting fungus.
  7
  Acutely self-aware, these insects gain an Intelligence score of 2 but no longer triple their numbers when encountered.
  8
  These insects have a hive mind and a minimum Pack score of 6. One of their number has an Intelligence of 2, all the 
  rest are 0 and serve its will without question.
  9
  Evolved in a particularly dangerous habitat, these insects developed an unusual defence. They gain an Exotic Weapon.
  10
  These insects have a decentralised nervous system and can be hacked apart into smaller creatures. In combat, any 
  attack that inflicts Endurance damage has a 50% chance of splitting the insect in half. The resulting insects have their 
  attack damage dice halved and divide their remaining Endurance between them. If this would result in an insect with a 
  starting End of 3 or less, the insect dies instead of splitting.
  11
  The insect can generate a hypnotic drone. It gains the Siren behaviour in addition to its own.
  12
  Roll twice.
  Mammals
  Endothermic and typically flightless, mammalian life is extremely adaptive but requires a relatively small range of environmental 
  conditions in which to thrive. Often the most intelligent of animal classes, mammals use this gift of instinct and cunning to survive 
  in places where other life forms would be hard pressed to live. Typically capable of live birth and pack driven, mammals are rarely 
  the biggest or strongest species on their worlds but they are often the most dominant.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1–2) Carnivore: Predatory mammals are generally the strongest of their kind and occupy a middle strata between their prey 
  (often herbivorous mammals) and more intelligent omnivorous mammals above them.
  •	
  (3–4) Herbivore: Pack oriented and capable of reaching impressive sizes, herbivorous mammals can be quite fierce in 
  defence of their territories and family units but are otherwise very docile. On worlds with intelligent life, these animals are the 
  ones most often domesticated.
  •	
  (5–6) Omnivore: Their varied diet, survival ability and dedication to pack structures all lend themselves to elevate omnivorous 
  mammals to a position of evolutionary dominance on many worlds. Sentient races often come from this stock, though some 
  show a tendency toward carnivorous appetites.
  Terrain Preferences: 
  Clear, Plains, Hills, Forest, Woods, Riverbank.
  If found outside preferred terrains: Environmental stresses require greater cooperation to survive. Pack +1.
  Starting Skills: 
  Athletics 0, Melee (natural weapons) 0, Recon 0, Survival 0. 
  
  a Walk on the Wild side
  16
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +1 Str, +1 Dex
  2 (Physical, Behaviour)
  Herbivore
  +2 End, +2 Pack
  2 (Social, Behaviour)
  Omnivore
  +1 Evolution, +1 Int
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Physical)
  +2 Instinct
  2
  1 (Social)
  Evolution Skill Roll
  3
  2 (Social, Physical)
  +1 Str, +1 End, +1 Pack
  4
  2 (Physical, Social)
  +1d6 End
  5
  2 (Social, Evolution)
  +1 Size
  6
  3 (Physical, Social, Evolution)
  Two Quirks
  7*
  4 (Social x 2, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 Str
  +2 Pack
  Two Behaviour Rolls*
  2
  +2 End
  +1 Instinct
  Melee (natural weapons)
  3
  +1 Dex
  Stealth
  +1 Pack, +1 Instinct
  4
  +1 Size
  +1 Intelligence
  Additional Physical Roll
  5
  +2 Str, +1 End
  +1 Pack, +1 Survival
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  * Reaction Modifier is 0 regardless of the scores provided by both Behaviours.  
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Pouncer +0
  Eater –2
  Carrion-Eater –1
  2
  Killer +1
  Intermittent –1
  Gatherer +0
  3
  Trapper +0
  Intermittent +0
  Gatherer +1
  4
  Chaser +0
  Intermittent +0
  Hunter +0
  5
  Hunter –1
  Grazer –1
  Intimidator –1
  6
  Hijacker +0
  Gatherer +0
  Reducer +0
  Quirk (Optional)
  2d6
  Quirk
  2
  This mammal has an unusual mode of travel, be it gliding or swinging between trees in its home environment. If the 
  animal is an omnivore, it gains the Pouncer behaviour instead of its normal one.
  3
  Extremely swift, this mammal has its Size score reduced by half, rounded down, but gains 1d6 Dex as a result.
  4
  These animals have remarkably fast metabolisms, enabling them to recover quickly from injuries. They regain one lost 
  Endurance point every other round of combat starting at the beginning of the second round.
  5
  Bright even for its class, these mammals show a devious cunning that borders on compulsive mischief. They gain Stealth 
  and Deception.
  6
  Profuse body hair marks this species as a sign of its innate adaptability. They gain one rank of Survival.
  7
  Herd-oriented and nomadic, these mostly peaceful mammals gain Pack +1d6.
  8
  These animals have prodigious horns and know how to use them in combat. They gain horns as a weapon type if they 
  did not have them before and a rank of Melee (natural weapons).
  9
  Unusually vicious, these mammals are hostile to any species but their own. They gain the Killer behaviour type in 
  addition to their own. If they are already Killers, their Reaction Modifier increases to +2 and they gain 2 Str.
  10
  Adapted to an aquatic environment even if they do not normally live near one, these animals have an S movement 
  mode. If they already possess one, they move at more at twice the normal speed.
  11
  This animal species is on the verge of evolving into sentience. Its Intelligence score is 2 and its Instinct score is 12 at a minimum.
  12
  Roll twice.
  
  a Walk on the Wild side
  17
  Reptiles
  Almost without exception, reptilian life is marked by two primary traits – cold blooded metabolisms and scaled hide. While the 
  former severely limits its acceptable climate range, the latter can make them extremely survivable and provides an excellent 
  defence against predators. Many reptiles are predators themselves, requiring such a diet to maintain themselves because of their 
  limited digestive capability. Reptiles come in many different forms, from multiple limbs to completely legless.
  Diet: Choose one of the following ot roll (1d6):
  •	
  (1-4) Carnivore: Deadly and merciless, carnivorous reptiles almost always bring their prey down through superior strength 
  or speed and exhibit some of the most advanced venoms of the animal world. A bite from a reptile can be fatal due to their 
  common use of poison.
  •	
  (5) Herbivore: Typically slow and ponderous, plant-eating reptiles survive primarily through their size and resilience.
  •	
  (6) Omnivore: These animals have an uncommon trait for their kind – a complex digestive system. While this makes them 
  more adaptive than most of their class, it also has a tendency to limit their size and strength.
  All reptiles gain +1 Armour.
  Terrain Preferences: 
  Plains, Desert, Hills, Jungle, Rainforest, Rough/Broken, Swamp/Marsh, Riverbank.
  If found outside preferred terrains: Slower and more sluggish than others of their class, Reptiles found in other terrains suffer a –2 
  to Dexterity but gain +1d6 Endurance.
  Starting Skills: 
  Melee (natural weapons) 0, Recon 0, Survival 0. Carnivores and Omnivores gain Athletics 0.
  Modifiers
  Diet
  Characteristics
  Initial Number of Skill Rolls
  Carnivore
  +1 Str, +1 Dex
  2 (Physical, Behaviour)
  Herbivore
  +2 End, +1 Pack
  2 (Social, Behaviour)
  Omnivore
  +1 Evolution, +1 End
  3 (Physical, Social, Behaviour)
  Evolution (Optional)
  Roll
  Additional Skill Rolls
  Other Benefits
  1
  1 (Physical)
  +2 End, +1 Dex
  2
  1 (Physical)
  +2 Str
  3
  2 (Social, Physical)
  +1 Dex, +1 Pack
  4
  2 (Physical x 2)
  +1d6 End
  5
  2 (Social, Evolution)
  +1 Size
  6
  3 (Physical x 2, Evolution)
  Two Quirks
  7*
  3 (Social, Physical, Evolution)
  Roll twice on this chart, apply both results.
  Skills Rolls
  Roll
  Physical
  Social
  Evolution
  1
  +1 Str
  +2 Pack
  Exotic Weapon
  2
  +2 End
  +1 Instinct
  Melee (natural weapons)
  3
  +2 Dex
  Stealth
  +1 Pack, +1 Dex
  4
  +1 Size
  Survival
  Additional Physical Roll
  5
  +2 Str, +1 End
  +1 Pack, +1 Instinct
  Additional Social Roll
  6
  Melee (natural weapons)
  Recon
  Exotic Weapon
  
  a Walk on the Wild side
  18
  Behaviour and Reaction Modifier
  Roll
  Behaviour: Carnivore
  Behaviour: Herbivore
  Behaviour: Omnivore
  1
  Pouncer +0
  Gatherer –1
  Carrion-Eater –1
  2
  Killer +1
  Intermittent –1 
  Gatherer +0
  3
  Killer +2
  Intermittent +0
  Hijacker +1
  4
  Intimidator +0
  Intermittent +1
  Hunter +0
  5
  Hunter +1
  Grazer –1
  Hunter +1
  6
  Hijacker +0
  Grazer +0
  Reducer +0
  Quirk (Optional)
  2d6
  Quirk
  2
  Outlandish colours and adaptations make this reptile a bizarre sight and remarkably intimidating to other non-sentient 
  species.
  3
  Mottled in appearance and adapted to its surroundings, this reptile gains Stealth.
  4
  Several of the scales on this reptile are jagged and sharp, letting it inflict 4 + the Effect in damage when it grapples. This 
  becomes its main way to hunt if the animal eats live prey.
  5
  Able to go dormant for long periods of time, these reptiles gain one rank in Survival and may go for weeks or even 
  months between meals.
  6
  This reptile buries itself in its terrain, blending in and waiting for prey to ensnare. It is automatically a Carnivore or 
  Omnivore, gaining the Trapper behaviour instead of its own and receives Stealth.
  7
  These reptiles see heat, allowing them to have normal vision even in total darkness.
  8
  Capable of flying, these reptiles have adapted body structures that generate heat through wind friction, allowing them 
  to stay warm during flight. They do not sleep, they never land intentionally and will die within 1d6 hours if grounded.
  9
  Unlike other reptiles, these animals have no scales and rely on a dense hide for defence. They gain +1d6 Dex but have 
  only half their normal Armour score, rounded down.
  10
  An oddity even within an evolutionarily diverse class, this reptile has a very complex genetic history and gains two Exotic 
  Weapons as a result.
  11
  Relative safety in its environment has allowed this species to evolve mentally, granting +1 to its Intelligence score.
  12
  Roll twice.
  
  a Walk on the Wild side
  19
  terrain and movement
  In this step, Referees can generate the terrain in which their 
  animal creation will be encountered. This may be its indigenous 
  home or simply where it is physically located at the time of the 
  encounter. There are any number of reasons why an animal 
  might be out of its native habitat, from natural reasons like 
  migration or overhunting to unnatural ones like deforestation or 
  escaping from captivity.
  In addition to location, this step also determines two other 
  important factors – Size and Movement. Movement comes in 
  three basic kinds from Walk, Swim and Fly. At the Referee’s 
  discretion, a land-based animal with a Flight movement can 
  roll 2d6. On a 10+, it Burrows instead. This allows it to travel 
  underground, avoiding predators or surprising prey. Burrowing 
  animals gain Stealth and +2 Instinct.
  Size is determined in the Numerical Details step, the final step 
  in this chapter.
  Behaviour models
  How an animal behaves in its habitat is extremely important to 
  shaping its role in the ecology and its physical development. 
  Carnivores that hunt down their prey require size and strength while 
  tiny omnivores that swarm the kills of other animals benefit from their 
  small size and ability to hide where larger creatures cannot reach. 
  Likewise, behaviour shapes family structures as well. Trapping 
  animals, like spiders, are unable to survive if there are too many 
  others of their kind in the vicinity. Because of this, they are 
  often solitary or scattered throughout their territory. Herbivores 
  are alternately best served by remaining in very large herds 
  for protection. Predators often feel threatened by numerical 
  advantages and thus shy away from big groups in favour of 
  taking down stragglers and easier prey.
  Behaviours are determined by a d6 roll in each animal class 
  listing and occasionally added to or changed in that same 
  animal’s Quirk section. Behaviours come with innate modifiers 
  as listed here.
  Carrion-Eater – Scavengers that eat the prey and leavings 
  of other animals. Carrion-Eaters are usually quite resilient to 
  disease and often carry it in their flesh, transmitting contagion in 
  their attacks on other creatures. Often small and almost always 
  voracious, these scavengers should never be underestimated.
  •	
  Terran Examples: Vultures, Jackals, Crows.
  o	 Modifiers: Instinct +2, Size –2. If a Carrion-Eater has 
  an Exotic Weapon(s), its first one is always Diseased 
  Attack.
  Chaser – Typically predators, these animals chase down and 
  overbear prey to survive. Chasers are seldom as large as the 
  prey they hunt, often working in packs to bring down much larger 
  and stronger animals. When Chasers are larger than their prey, 
  they tend to stalk herds of animals, using brute force to down 
  several at once. Both sorts of Chaser have a tendency to gorge 
  on its meals, feasting when it can in preparation for famine later.
  •	
  Terran Examples: Wolves, Cheetahs, Falcons.
  o	 Modifiers: Dexterity +4, Instinct +2, Pack +2.
  Terrain and Movement Chart
  Roll for Creature Movement
  Terrain
  Size DM
  1
  2
  3
  4
  5
  6
  Clear
  —
  W
  W
  W
  W
  W +2
  F –6
  Plain
  —
  W
  W
  W
  W +2
  W +4
  F –6
  Desert
  –3
  W
  W
  W
  W
  F –4
  F –6
  Hills
  —
  W
  W
  W
  W +2
  F –4
  F –6
  Mountain
  —
  W
  W
  W
  F –2
  F –4
  F –6
  Forest
  –4
  W
  W
  W
  W 
  F –4
  F –6
  Woods
  –1
  W
  W
  W
  W
  W 
  F –6
  Jungle
  –3
  W
  W
  W
  W
  W +2
  F –6
  Rainforest
  –2
  W
  W
  W
  W +2
  W +4
  F –6
  Rough/Broken
  –3
  W
  W
  W
  W +2
  F –4
  F –6
  Swamp/Marsh
  +4
  S –6
  S
  W
  W
  F –4
  F –6
  Beach/Shore
  +2
  S +1
  S +1
  W
  W
  F –4
  F –6
  Riverbank
  +1
  S –4
  S +2 
  W
  W
  W 
  F –6
  Shallow Ocean
  +1
  S +4
  S +2
  S
  S
  F –4*
  F –6*
  Open Ocean
  –4
  S +6
  S +4
  S +2
  S
  F –4*
  F –6*
  Deep Ocean
  +2
  S +8
  S +6
  S +4
  S +2
  S
  S –2
  * These animals can land and rest on the water’s surface but otherwise spend their lives in flight.
  
  a Walk on the Wild side
  20
  Eater – Voracious animals that will consume anything in their 
  path, Eaters can be extremely dangerous to encounter because 
  any such meeting is an opportunity for the animals to feed. 
  Eaters usually have very high metabolisms, requiring them to 
  eat far more often than other animals of their size and class.
  •	
  Terran Examples: Army Ants, Piranhas, Locusts.
  o	 Modifiers: Endurance +4, Pack +4.
  Filter – These animals pass their environment through 
  themselves as they move, feeding from absorbed nutrients. The 
  most common forms of Filters are burrowers and swimmers, 
  creatures that move through environments rich in minerals 
  and suspended nutrients. Filters are very rarely hostile in any 
  capacity, fighting only to defend themselves and then only 
  infrequently.
  •	
  Terran Examples: Earthworms, Sponges, Whales.
  o	 Modifiers: Endurance +4, Pack –2.
  Gatherer – Usually omnivores, these animals collect sustenance 
  and hide it within their habitats for later consumption. Gatherers 
  are often very intelligent creatures, having developed this 
  method of behaviour as a survival trait to overcome diminishing 
  food supplies or inefficiencies in their own digestive systems. 
  Gatherers are not commonly hostile but can be provoked if their 
  food  stockpiles are threatened.
  •	
  Terran Examples: Squirrels, Chimpanzees, Leafcutter Ants.
  o	 Modifiers: Stealth, Pack +2, Instinct +1.
  Grazer – Almost always herbivores, these animals feed off 
  growth in their terrain across very large territories. Grazers 
  typically form large herds and travel constantly to maintain 
  themselves and their food supply. In a healthy environment, the 
  ecosystem is in balance with its Grazers. They feed and grow 
  while simultaneously keeping vegetation in their territory from 
  becoming rampant.
  •	
  Terran Examples: Antelope, Bison, Horses.
  o	 Modifiers: Instinct +2, Pack +4.
  Hunter – Hunters stalk and kill their prey, tending toward easily 
  killed animals in quantity over harder, larger kills. They are 
  by definition at least primarily carnivores but do occasionally 
  include omnivores able to supplement their diets through either 
  need or capability. Hunters prefer speed over strength and can 
  maintain a hunt for very long periods of time, striking only when 
  the odds are in their favour.
  •	
  Terran Examples: Baboons, Tigers, Gar.
  o	 Modifiers: Survival, Recon, Instinct +2.
  Hijacker – These animals seize and steal the sustenance of 
  other, weaker animals. They use force or cunning to clear a 
  kill, usually preferring fresh meat, and then either glut on the 
  carcass where it lies or pull it a safe distance away before doing 
  so. Hijackers develop from species suited to fight or outwit other 
  predators but not their chosen prey. This forces them to adapt 
  to a behaviour of interfering with other hunts for their own gain.
  •	
  Terran Examples: Lions, Bears, Harrier Hawks.
  o	 Modifiers: Strength +2, Pack +2.
  Intimidator – Using guile and fear, these creatures dominate 
  their territories without direct force. Much like Hijackers, 
  Intimidators steal kills but their dominant behaviour goes far 
  deeper. Intimidators maintain control over their habitats at all 
  times, not just while they feed. Intimidators rule their territory, 
  driving out rivals and subjugating other species as they can.
  •	
  Terran Examples: Coyotes, Wasps, Jays.
  o	 Modifiers: Persuade, Instinct +2.
  Killer – Aggressive at all times and physically capable of great 
  violence, these creatures are a danger to any in their path. Killer 
  animals are similar to Eaters but are not as constant in their 
  attacks. Killers usually stake out a small territory and ruthlessly 
  patrol it, fighting anything it comes in contact with and devouring 
  whatever it kills. Killers have, on average, small family units and 
  rarely shelter their young.
  •	
  Terran Examples: Sharks, Badgers, Vipers.
  o	 Modifiers: Melee, Instinct +4, Pack –2. Roll d6, 1–3 
  Strength +4, 4–6 Dexterity +4
   
  Intermittent – These animals are typically peaceful herbivores 
  and spend most of their time wandering their territories caring 
  for their families. Intermittent animals are pack-oriented and 
  often slow moving, unhurried and large enough not to be 
  concerned by predators except on rare occasions. Intermittent 
  animals always have some method of driving off attack; this is 
  why they do not fear predation.
  •	
  Terran Examples: Elephants, Brontosaurs.
  o	 Modifiers: Survival, Pack +4, Size +2.
  Pouncer – Deadly by design, these creatures ambush their 
  meals. Usually hunting through speed and stealth, Pouncers 
  are not built to fight for long periods of time and will often break 
  off attack if their first strikes do not result in a kill or significant 
  damage. Pouncers are usually swift, cautious and only attack if 
  it seems apparent that they will be victorious. 
  •	
  Terran Examples: Panthers, Asps, Wolf Spiders.
  o	 Modifiers: Stealth, Recon, Athletics, Dexterity +2, 
  Instinct +2.
  Reducer – Opportunistic omnivores, these animals feed on the 
  waste from all other forms of life. Also called vermin or ‘bottom 
  feeders’, Reducers are a vital part of the food chain. They 
  ensure that nothing is lost during the hunting process of other 
  animals. Reducers differ from Carrion-Eaters in that they rarely 
  wait for meals and often begin eating as soon as sustenance 
  becomes available. Some Reducers are parasitic in nature, 
  feeding from living hosts instead of waste products.
  •	
  Terran Examples: Rats, Scarab Beetles, Remoras.
  o	 Modifiers: Endurance +2, Pack +4.
  
  a Walk on the Wild side
  21
  Siren – Creatures like these often remain stationary for long 
  periods of time. They bring their prey to them through some 
  kind of lure or attractive bait. Some use pheromones and 
  other chemicals while others hide in trafficked areas or seem 
  completely harmless until they strike. Siren creatures can be 
  extremely insidious, remaining motionless and inoffensive until 
  their prey is so far gone that there is no chance of escape.
  •	
  Terran Examples: Anglerfish, Trapdoor Spiders, Venus 
  Flytraps.
  o	 Modifiers: Deception, Pack –4. Referees may choose 
  to make the Siren non-mobile. This removes any 
  Movement mode it might have but replaces it with 
  Survival and Endurance +2.
  Trapper – Animals of this nature imprison and immobilise 
  prey, generally by surprise. Trappers differ from Sirens in that 
  they rarely use a lure or convenient placement and instead 
  just subsist on whatever they catch over long periods of time. 
  Trappers are patient animals and, like Sirens, often remain 
  in one place and let their prey come to them. When possible, 
  Trappers blend into their surroundings and can be quite difficult 
  to find.
  •	
  Terran Examples: Web-weaving Spiders, Ant Lions, Octopi. 
  o	 Modifiers: Stealth, Endurance +1, Pack –2.
  numeriCal details
  The final steps in creating an animal follow.All of the DMs 
  are applied to one or more of the following charts, totalled to 
  get final values for the animal in question. Once this step is 
  complete, the creature is finished and ready to be used in an 
  encounter. 
  One of the primary benefits to using this process to create animals 
  is that during each step, a Referee may find inspiration for new 
  ways to present their creations. Entire encounters and scenarios 
  may suggest themselves through the process. Alternative 
  animals may also come about, with Referees making several 
  rolls and crafting new creatures with each set of variables.
  Referees should also keep in mind that none of these rolls are 
  strictly necessary. As long as the DMs are used as they come 
  up, results can be chosen to fit an encounter’s needs rather 
  than be determined by the dice. The DMs and modifiers given 
  here exist to lend a rough framework to the process, resulting in 
  animals that fit their terrain and classification better than purely 
  random numbers might provide. That said Referees are always 
  free to disregard the suggestions and build whatever best suits 
  their games.
  Creature Sizes and Characteristics
  For each creature, roll 2d6 for its size and apply any Dice 
  Modifiers from previous steps. These may come from Class, 
  Terrain, Movement or Behaviour and all apply. The creature’s 
  Size determines its Weight, Strength, Dexterity and Endurance. 
  For example, a roll of 7 means that the creature has a Weight of 
  100 kg, a Strength of 3d6, a Dexterity of 3d6 and Endurance of 
  3d6. If that roll also had a total DM of +3, the final result would 
  be a 10, providing an animal with a Weight of 800 kilograms, a 
  Strength of 4d6, a Dexterity of 2d6 and an Endurance 4d6.
  Roll 2d6 + DMs for the animal’s Instinct and Pack scores. 
  Intelligence for most animals is a d6 roll. On a 1–4, Intelligence 
  is 0. On a 5 or 6, the score is 1 instead. Referees are free to 
  include more intelligent animals if desired but an animal with an 
  Intelligence score of 2+ is potentially a sophont and approaching 
  actual sentience. 
  The Pack statistic is used to determine group size and is 
  referenced when generating how many animals of a certain kind 
  are found during an encounter. The Referee can also use it as 
  Size Table
  2d6
  Weight (kg)
  Strength
  Dexterity
  Endurance
  1 or less
  1
  1
  1d6
  1
  2
  3
  2
  1d6
  2
  3
  6
  1d6
  2d6
  1d6
  4
  12
  1d6
  2d6
  1d6
  5
  25
  2d6
  3d6
  2d6
  6
  50
  2d6
  4d6
  2d6
  7
  100
  3d6
  3d6
  3d6
  8
  200
  3d6
  3d6
  3d6
  9
  400
  4d6
  2d6
  4d6
  10
  800
  4d6
  2d6
  4d6
  11
  1,600
  5d6
  2d6
  5d6
  12
  3,200
  6d6
  1d6
  6d6
  13
  5,000
  7d6
  1d6
  7d6
  14
  8,000
  8d6
  2
  8d9
  15+
  10,000
  9d6
  1
  9d6
  
  a Walk on the Wild side
  22
  a social statistic when animals must interact with each other or 
  with sentient creatures. Higher Pack animals are more socially 
  adept and typically easier to train and domesticate.
  Instinct is the animal statistic related to senses, reaction 
  to danger and cunning. Referees should use this statistic 
  when the animal in question is faced with mental challenges 
  such as problem solving, detecting prey and either setting 
  up or attempting to evade ambushes. High instinct animals 
  are more likely to be tool-using and capable of dealing with 
  complicated situations.
  Weapons and Armour
  Roll 2d6 separately twice – once for Weapons and once for 
  Armour. If the animal has no Exotic Weapons, add the following 
  DMs to the Weapons roll. Any Exotic Weapon means the roll 
  has no modifier and is just 2d6.
  •	
  Carnivores +8
  •	
  Herbivores –6
  •	
  Omnivores +4
  If a number is present after the Weapon listing on the Weapons 
  Table, add that number of the damage dice the creature rolls in 
  combat.
  Weapons Table
  2d6
  Weapons
  1 or less
  None
  2
  Teeth
  3
  Horns
  4
  Hooves/Thrasher
  5
  Hooves/Thrasher and Teeth
  6
  Teeth
  7
  Claws +1
  8
  Stinger +1
  9
  Thrasher +1
  10
  Claws and Teeth +2
  11
  Claws +2
  12
  Teeth +2
  13
  Thrasher +2
  14
  Claws and Teeth +2
  15
  Claws +2
  16
  Stinger +2
  17
  Thrasher +2
  18
  Teeth +3
  19
  Claws and Teeth +3
  20
  Thrasher +3
  Armour Table
  2d6
  Armour
  1 or less
  0
  2
  0
  3
  0
  4
  1
  5
  1
  6
  2
  7
  2
  8
  3
  9
  3
  10
  4
  11
  4
  12
  5
  13
  5
  14
  6
  15
  6
  16
  7
  Exotic Weapons Table
  1d6
  Exotic Weapon
  1
  Diseased Attack: This animal has a bite or other 
  physical attack that carries a dangerous disease. 
  Any successful attack that damages the target’s 
  Endurance may cause infection. 
  2
  Poisoned Attack: This animal has the ability to inject 
  its target with venom, poisoning it in the same manner 
  as with the Diseased Attack.
  3
  Bleeding Wound: If a target suffered Endurance 
  damage from one of this animal’s attacks, it continues 
  to lose 1 Endurance point every round until it is given 
  medical attention. This effect does not stack with 
  multiple wounds.
  4
  Bioelectricity: This animal carries an electrical charge 
  and can use it to shock and stun its foes. This can be 
  done once an encounter, is usually the first attack used 
  by an animal and doubles the dice it rolls for damage 
  with that attack. This Exotic Weapon should be used in 
  conjunction with the Knockout Blow rule.
  5
  Concealing Mist: The animal can emit a cloud of ink 
  or vapour that conceals its actions. This is usable once 
  in an encounter and grants the animal a +4 DM to one 
  Stealth or Deception check taken at the same time.
  6
  Ranged Strike: The animal has developed the ability 
  to use a projectile attack of some kind. This uses the 
  animal’s Melee (natural weapons) skill, has a range of 
  Ranged (thrown) and does its normal damage minus 
  1d6 to a minimum of 1 point.
  The Exotic Weapons table is by no means exhaustive. Referees are encouraged to come up with their own creations 
  for exotic attacks and defences for their animals, keeping in mind the relative rarity of such adaptations.
  
  a Walk on the Wild side
  23
  Combat Damage
  Damage from an animal’s attacks depends entirely on its 
  Strength score and any modifier dice that might have been 
  added from the Weapon Table or some result in its Class.
  Animal Attack Damage
  Strength
  Damage
  1–10
  1d6
  11–20
  2d6
  21–30
  3d6
  31–40
  4d6
  41–50
  5d6
  51–60
  6d6
  60+
  7d6
  numbEr EncountErEd
  The number of animals encountered is determined by its Pack 
  number referenced on the following chart. There are several 
  factors on the Class tables that can modify this result.
  Number Chart
  Pack
  Number Encountered
  0
  1
  1–2
  1d3
  3–5
  1d6
  6–8
  2d6
  9–11
  3d6
  12–15
  4d6
  15+
  5d6
  Animal Reactions
  As noted previously, non-domesticated animals usually flee 
  threats and provocations whenever they can. Confrontational 
  animals are an obvious exception but even they rarely remain 
  to fight at every opportunity. When characters disturb an animal 
  or otherwise make themselves known in an encounter, roll 
  2d6 and consult the following table. Be sure to include the DM 
  attributed to the creature by its Class and Behaviour Type.
  If the result is high enough, the creature in question attacks. If 
  the result is low enough, the creature flees by whatever fastest 
  mode of travel is available. If the number roll falls between 
  these two values, the animal holds its ground and does neither 
  until provoked again. If an animal is directly attacked, treat any 
  roll that does not indicate attack as a flee response. 
  Reaction Chart
  Behaviour
  Attack
  Flee
  Filter
  10+
  5–
  Intermittent
  10+
  4–
  Grazer
  8+
  6–
  Gatherer
  9+
  7–
  Hunter
  If the Hunter is 
  heavier than a least 
  one foe, it attacks 
  on a 6+. Otherwise it 
  attacks on a 10+
  5–
  Eater
  5+
  4–
  Pouncer
  If the Pouncer has 
  surprise, it attacks.
  If the Pouncer is 
  surprised, it flees. 
  If it cannot flee, it 
  attacks.
  Chaser
  If the chasers 
  outnumber the foes, 
  they attack.
  5–
  Trapper
  If the trapper has 
  surprise, it attacks.
  5–
  Siren
  If the siren has 
  surprise, it attacks.
  4– If it is immobile, 
  it cannot flee and 
  attacks.
  Killer
  6+
  3–
  Hijacker
  7+
  6–
  Intimidator
  8+
  7–
  Carrion-Eater
  11+
  7–
  Reducer
  10+
  7–
  Animals and Skills
  All animals have a base set of skills that come from their Class and receive others through various steps in the generation 
  process. Unless otherwise noted, these begin at Rank 0. If a creature gains a skill multiple times, it gets one additional Rank 
  each time it receives the duplicate. Any animal with a Weapon of any kind from the Weapon Table gains Melee (natural 
  weapons) if it does not already possess that skill.
  During this step, the Referee may roll 1d6 for additional skill ranks to distribute among these skills. This, like Evolution and 
  Quirks, is entirely optional but can serve to round out and specialise an animal’s capabilities.
  
  24
  <…commence logfile: ashtonramsey|personal…>
  With every new discovery, my fascination with the New 
  Eden system grows. There are so many forms of life here, 
  there’s never any telling what we’ll find tomorrow. The 
  Captain is pushing me to pick the species I want to give 
  my name to but that’s not a choice I want to rush. What 
  if I find something even more amazing tomorrow? I’d feel 
  cheated if that happened. Besides, he only wants me to 
  do it so he can name one himself. So selfish.
  As a further note, this crew has become very worrisome 
  of late, blaming me for every little thing that goes wrong 
  during our discovery surveys. Exploration can be a 
  dangerous business and it is not my fault if a new species 
  decides to treat us as intruders. They want absolute 
  assurances of safety before every mission and I simply 
  cannot provide that. 
  What part of ‘animal behavioural psychology is not an 
  exact science’ is so hard to understand?
  <…pause logfile: ashtonramsey|personal…>
  Format
  This section is divided into multiple sections. Each section 
  presents several encounter tables, each encompassing a 
  distinct terrain type within a ‘thermal band’. These bands are 
  Cold, Temperate and Hot. Hot worlds are planets between a 
  system’s habitation zone and its solar body or bodies. Cold 
  worlds are those that lie past the habitation zone. Table 
  categories are further divided by type of atmosphere – thin, 
  standard or dense.
  When animals attaCk
  Terrain Equivalents Table
  Clear
  Road, Open
  Plains
  Grassland, Steppe, Savannah
  Desert
  Wasteland, Barrens
  Hills
  Foothills, Tundra
  Mountain
  Canyon, Butte
  Forest
  Copse, Alpine
  Woods
  Grove, Thicket
  Jungle
  Overgrowth, Wildwood
  Rainforest
  Everglade, Morass
  Rough
  Ruins, Badlands
  Swamp/Marsh
  Mire, Fen, Bog
  Beach/Shore
  Cove
  Riverbank
  Delta, Stream
  Shallow Ocean
  Lake, Lagoon
  Open Ocean
  Arctic
  Deep Ocean
  Abyssal
  Vacuum/Space
  Low Orbit
  tErrAin EquivALEnciEs
  A nominal number of terrain type names 
  are used in the encounter tables. The 
  Terrain Equivalencies table indicates other 
  terrain names that may be substituted by 
  the Referee or the players when consulting 
  the tables. These are merely suggestions 
  intended to give Referees options for plotting 
  out and describing encounter locations. They 
  may not be appropriate for all settings.
  Header Lines
  The first line of each table indicates the type 
  of terrain covered and reiterates the thermal 
  band and atmosphere involved. Finally, the 
  throw for an encounter to occur in this terrain 
  is given. As always, this roll is optional. If 
  the Referee wants an encounter, the check 
  can be omitted and a roll on the chart taken 
  automatically.
  
  When animals attaCk
  25
  Table Explanation
  Animal Class describes the general category of type. Pack 
  denotes the quantity of the particular animal encountered, 
  which may be as few as one. Class and Behaviour are included 
  as a guide for roleplaying the animals during a session. The 
  letter in parenthesis (C, H or O) indicates Carnivore, Herbivore 
  or Omnivore.
  In the Combat columns, there are entries for Strength, Dexterity, 
  Endurance, Instinct, Armour, Weapons and Damage. Strength, 
  Dexterity,Endurance and Instinct are given as a number and as 
  a dice range. At the Referee’s discretion, the dice can be rolled 
  to determine a random value instead of relying on the given 
  score. Armour is both a brief descriptor and then the numerical 
  value. Weapons is the listing for how the animal attacks and the 
  dice it rolls for damage. The Skill column after this is the Melee 
  (natural weapons) skill rank the animal possesses.
  The last column is Reaction and it is listed by a pair of letter/
  number combinations. The code is A#/F# and it is the values for 
  while an animal (A)ttacks or (F)lees. Reaction is described in 
  more detail on page 23; this chart just shows the specific animal’s 
  final reaction values. 2d6 are rolled and if the value is equal to or 
  higher than A, it attacks when provoked. If the result is equal to or 
  lower than F, the animal will flee at the first opportunity.
  Surprise 
  When encounters occur, it is possible that one of the parties 
  may have Surprise. Roll one die for each party; if one party 
  has a die roll of three or more greater than the other party, the 
  higher rolling party has achieved Surprise. Only one party may 
  achieve Surprise and it is possible that neither party will achieve 
  Surprise if the roll difference is not high enough.
  If no surprise is achieved, both parties are considered to be 
  aware of each other at the range of the encounter (see Range 
  on page 26). A party with the element of surprise may elect 
  to avoid contact with the other party, or may elect to attack 
  with surprise. DMs are allowed to each party on the Surprise 
  die roll depending on expertise, the animals involved and the 
  circumstances of the encounter.
  Players: The player’s group is allowed a DM for each of the 
  following Characteristics: If there is any player with one or more 
  ranks in Leadership, +1. If there is any player with one or more 
  Ranks in Tactics, +2. If there is any player with one or more 
  terms as a Soldier, +2. If the party numbers more than seven, 
  –1. If the party is driving any type of land vehicle, –1.
  Animals: Any animal listing is allowed a DM for each of the 
  following Characteristics. If the quantity of animals is more 
  than 9, –1. If the animal’s behaviour type is pouncer, +l. If the 
  animal’s behaviour type is trapper, +2. If the animal’s Instinct 
  score is 9 or greater, +1. If the animal’s behaviour type is eater 
  or killer, –1. If the animal’s behaviour type is siren, –2.
  Encounter Range
  Encounters generally occur at any one of five ranges: close, 
  short, medium, long and very long. The specific initial range of an 
  encounter is dependent on the Referee’s specific determination, 
  or on a 2d6 roll using the Encounter Range table. Throws on the 
  Encounter Range table are subject to DMs from the terrain DM 
  table. These DMs take into account the altered probabilities of 
  specific encounter ranges in differing terrain types. Determine 
  the DM from the terrain DM table and apply it to a roll on the 
  Encounter Range table. The result indicates the range at which 
  the two parties encounter one another.
  Encounter range is most useful when using a map during play as 
  it allows the Referee some basic format for enemy placement and 
  lets players plan their strategy accordingly. Referees should keep 
  in mind that not every encounter situation is necessarily a combat 
  waiting to happen. Unless players start shooting at the first sign of 
  life, there is always the possibility that the animals involved simply 
  ignore their presence or make an active attempt to flee.
  Animal Weapons
  While the following table only has a few forms of animal 
  attack listed, it is worth noting that in the wild, animals 
  have a variety of ways to bring down their prey and defend 
  themselves. While the mechanics of combat do not directly 
  change much between various attack forms, Referees 
  might want to vary the descriptions of an animal’s attacks 
  just to lend a unique flair to encounters.
  Attack Type Table
  Attack
  Alternate Name
  Teeth
  Mandibles, Suckers
  Claws
  Fins, Sharp Scales, Talons
  Horns
  Antlers, Beak, Headbutt
  Hooves
  Stomp, Body Slam
  Stinger
  Darting Tongue
  Thrasher
  Constriction, Trample
  Animal Class
  Animal Class Table
  Entry
  Animal Class
  Amph
  Amphibian
  Aqua
  Aquatic
  Avi
  Avian
  Ins
  Insect
  Mam
  Mammal
  Rep
  Reptile
  
  When animals attaCk
  26
  Terrain DMs
  Terrain Type
  DM
  Clear
  +3
  Plains
  +3
  Desert
  —
  Hills
  +2
  Mountain
  +3
  Forest
  –1
  Woods
  —
  Jungle
  – 1
  Rainforest
  – 2
  Rough
  –2
  Swamp/Marsh
  +2
  Beach/Shore
  +1
  Riverbank
  +1
  Shallow Ocean
  +2
  Open Ocean
  —
  Deep Ocean
  –2
  Vacuum/Space
  +4
  Range Table
  Die Roll
  Distance 
  0
  Personal
  1
  Short
  2
  Close
  3
  Short
  4
  Medium
  5
  Short
  6
  Medium
  7
  Medium
  8
  Long
  9
  Medium
  10
  Very Long
  11
  Long
  12
  Very Long
  13
  Very Long
  14
  Distant
  15
  Distant
  16
  Close*
  * This range uses the Space Combat range of ‘Close’.
  Initiative
  When using these encounter charts, Referees will often need to 
  determine Initiative for the animals involved. While normally this 
  would require just a Dexterity score, the tables provided here 
  can provide additional or alternative modifiers at the Referees 
  discretion.
  All DMs are cumulative; use the total value when checking for 
  Initiative.
  Class
  Initiative DM
  Amphibian
  +0
  Aquatic
  +1
  Avian
  +2
  Fungal
  –2
  Insect
  +0
  Mammal
  +1
  Reptile
  +1
  Behaviour
  Initiative DM
  Filter
  –4
  Intermittent
  –2
  Grazer
  –1
  Gatherer
  +0
  Hunter
  +1
  Eater
  +1
  Pouncer
  +3
  Chaser
  +2
  Trapper
  +2
  Siren
  +0
  Killer
  +2
  Hijacker
  +1
  Intimidator
  +0
  Carrion-Eater
  –1
  Reducer
  –2
  Diet
  Initiative DM
  Carnivore
  +1
  Herbivore
  –1
  Omnivore
  +0
  
  27
  thin atmosphere
  CLEAR Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Grazer (H)
  12 (4d6)
  8 (2d6)
  15 (4d6)
  9 (2d6+2)
  None 0
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  12 (3d6)
  13 (2d6+4)
  4 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O)
  10 (3d6)
  10 (3d6)
  15 (3d6)
  5 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  12 (3d6)
  14 (3d6)
  13 (3d6)
  11 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  12 (3d6)
  14 (3d6)
  21 (5d6)
  3 (2d6)
  Fur/Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: Swarm of Lights
  8
  6
  Ins
  Chaser (C)
  4 (1d6)
  10 (2d6+4)
  4 (1d6)
  9 (2d6+2)
  Chitin 3
  Teeth /1d6
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  9 (2d6)
  12 (3d6)
  8 (2d6)
  10 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  11 (3d6)
  15 (3d6)
  8 (3d6)
  7 (2d6)
  Fur/Hide 2
  Hooves / 2d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  15 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  25
  Ins
  Killer (C)
  9 (1d6+4)
  9 (2d6)
  4 (1d6)
  7 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: Swarm of Lights
  On this cold world, a species of insects exist in massive numbers. Physically harmless, they use a particularly bright form of 
  bioluminescence to stay warm. While they pose no danger in and of themselves, they are Eaters by behaviour and will ravenously 
  devour any unprotected organic goods they come into contact with. This could be disastrous for a vessel should they get aboard 
  and make it to the supply hold. Dealing with this voracious, luminous swarm could be a difficult proposition at best considering 
  each swarm numbers in the hundreds.
  PLAINS Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  10 (3d6)
  12 (3d6)
  16 (3d6+2)
  6 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Fun
  Hunter (O)
  8 (3d6)
  13 (3d6)
  12 (3d6)
  8 (2d6+2)
  Hide 1
  Horns / 2d6
  A8/F5
  4
  10
  Ins
  Killer (C)
  6 (2d6)
  18 (4d6+4) 8 (2d6)
  15 (2d6+4) Chitin 3
  Teeth / 3d6
  A6/F3
  5
  1
  Ins
  Intimidator (O)
  17 (5d6)
  6 (2d6)
  22 (5d6)
  12 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  13 (4d6)
  9 (2d6)
  17 (4d6)
  11 (2d6+2) Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Blades of Grass
  8
  14
  Mam
  Grazer (H)
  10 (3d6)
  9 (3d6)
  11 (3d6)
  8 (2d6+2)
  Fur/Hide 2 None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 3 (1d6)
  10 (2d6)
  5 (1d6+1)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Siren (C)
  21 (4d6)
  3 (2d6)
  22 (4d6+4)
  8 (2d6)
  None
  Thrasher / 3d6
  Exotic (Bioelectricity)
  A6/F3
  11
  25
  Ins
  Reducer (O)
  6 (1d6)
  6 (2d6)
  3 (1d6)
  10 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  18 (5d6)
  5 (2d6)
  21 (5d6)
  8 (2d6)
  Fur/Hide 5 Teeth, Thrasher / 4d6 A9/F4
  Event: Blades of Grass
  The players come across an area of foliage on a cold, inhospitable world. While most of the plains terrain here is just ordinary plant 
  life, there are several dozen immobile plant creatures that look just like grass and use this similarity to attack the feet of those who 
  come too close. Each player will be attacked by 1d6 of these ‘blades’.
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  36
  Fun
  Trapper (O)
  3 (1d6)
  8 (2d6)
  2 (1d6)
  4 (2d6)
  None
  Claw / 3d6
  A8/F–
  Cold World enCounters
  
  Cold World enCounters
  28
  DESERT Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  14 (3d6)
  8 (3d6)
  10 (3d6)
  8 (2d6+2)
  Chitin 3
  Thrasher / 2d6
  A10/F6
  3
  4
  Ins
  Hunter (C)
  8 (2d6)
  9 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 4
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  2 (1d6)
  11 (2d6+4) 3 (1d6)
  13 (2d6+2)
  Chitin 2
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  11 (3d6)
  14 (3d6+4) 13 (3d6)
  14 (2d6+4)
  Feathers 2 Horn / 2d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 4 (1d6)
  6 (2d6)
  4 (1d6)
  6 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Dune Patrol
  8
  5
  Ins
  Eater (O)
  8 (2d6)
  10 (3d6)
  13 (2d6+4)
  8 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  8 (3d6)
  14 (3d6)
  10 (3d6)
  6 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  8 (2d6)
  15 (4d6)
  7 (2d6)
  5 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  20 (4d6+4) 9 (2d6)
  18 (4d6)
  11 (2d6+4)
  Fur/Hide 3
  Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  7 (2d6+2)
  11 (3d6)
  9 (2d6)
  9 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Dune Patrol
  Roll on this chart again until you get an encounter with a Pack greater than 1. The players first encounter a single member of this 
  pack patrolling its territory. If provoked, it will automatically flee. If it gets past Distant range, it will come back in 1d6 minutes with 
  its entire pack.
  HILLS Terrain 
  Cold World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Intermittent (H)
  17 (4d6)
   11 (2d6)
  19 (4d6)
  3 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  10 (3d6)
  10 (3d6)
  12 (3d6)
  11 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  17 (4d6+4)
  6 (2d6)
  9 (2d6+2)
  Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  16 (3d6)
  16 (3d6+4)
  14 (3d6)
  12 (2d6+4)
  Fur 2
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  12 (3d6)
  18 (3d6+4)
  11 (3d6)
  15 (2d6+4)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: The Hills Have Ice
  8
  10
  Ins
  Eater (O)
  6 (2d6)
  9 (3d6)
  12 (2d6+4)
  6 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  15 (5d6)
  10 (2d6)
  23 (5d6)
  5 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  9 (3d6)
  9 (3d6)
  10 (3d6)
  7 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  8 (2d6)
  11 (3d6)
  6 (2d6)
  12 (2d6+2)
  Chitin 2
  Hooves / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 18 (5d6)
  7 (2d6)
  23 (5d6)
  10 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: The Hills Have Ice
  The players encounter a single creature chosen from the table. Instead of a normal meeting, they find the animal completely 
  enclosed and perfectly preserved in a block of ice. What they do with it is entirely up to them.
  
  Cold World enCounters
  29
  MOUNTAIN Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  9 (3d6)
  8 (3d6)
  11 (3d6)
  12 (2d6+2)
  Chitin 3
  Teeth, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  9 (2d6)
  20 (4d6+4) 9 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  12 (3d6)
  8 (3d6)
  14 (3d6+4)
  7 (2d6)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  10 (3d6)
  7 (3d6)
  11 (3d6)
  4 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  22 (6d6)
  3 (1d6)
  25 (6d6)
  9 (2d6+2)
  Hide 1
  Teeth, Hooves / 3d6
  A11/F6
  7
  EVENT: Go Tell It On The Mountain
  8
  2
  Ins
  Intimidator (C)
  16 (4d6)
  7 (2d6)
  17 (4d6)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Ins
  Intermittent (O) 7 (2d6)
  10 (3d6)
  8 (2d6)
  10 (2d6)
  Chitin 2
  Stinger / 2d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  2 (1d6)
  6 (2d6)
  3 (1d6)
  9 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  14 (4d6)
  8 (2d6)
  16 (4d6)
  6 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6+1)
  7 (2d6+4)
  Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Go Tell It On The Mountain 
  The players find something curious on a mountain peak – an intact surveyor’s station (TL 9) complete with a hand computer, 
  drained of power. If recovered and restored, these items could provide information or new plot hooks.
  FOREST Terrain 
  Cold World, Thin Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  20
  Ins
  Trapper (C)
  5 (1d6)
  4 (2d6)
  4 (1d6)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Ins 
  Hunter (C)
  8 (2d6)
  10 (3d6)
  7 (2d6)
  8 (2d6+2)
  Chitin 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  9 (3d6)
  16 (3d6+4)
  10 (3d6)
  6 (2d6+4)
  Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  2 (1d6)
  5 (2d6)
  5 (1d6)
  7 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  18 (4d6)
  12 (2d6+4)
  15 (4d6)
  12 (2d6+4) Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Tree’s Company
  8
  9
  Ins
  Hunter (C)
  11 (3d6)
  10 (3d6)
  11 (3d6)
  13 (2d6+2) Chitin 3
  Claws / 2d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  6 (2d6)
  10 (3d6)
  8 (2d6)
  4 (2d6)
  Fur/Hide 2
  None
  A10/F6
  10
  14
  Fun
  Chaser (C)
  3 (1d6)
  14 (2d6+4)
  5 (1d6)
  9 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  15 (4d6)
  9 (2d6+4)
  18 (4d6)
  7 (2d6+4)
  Fur/Hide 5
  Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  9 (2d6)
  10 (3d6)
  8 (2d6)
  14 (2d6+2) Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Tree’s Company
  This encounter uses the insect entry for #2. Instead of generating range, these insects have burrowed into a tree and use it as an 
  ambush site. When a player moves next to the tree, they automatically attack as a swarm!
  
  Cold World enCounters
  30
  WOODS Terrain 
  Cold World, Thin Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  12 (3d6)
  14 (3d6+4) 13 (3d6)
  12 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  4 (1d6)
  11 (2d6+4)
  5 (1d6)
  12 (2d6+4) None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  3 (1d6)
  10 (2d6)
  8 (1d6+4)
  5 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 2 (1d6)
  6 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Unfriendly Leaves
  8
  5
  Mam
  Gatherer (H)
  9 (3d6)
  13 (3d6)
  12 (3d6)
  9 (2d6)
  Fur, Hide 4 Hooves, Teeth / 2d6
  A8/F5
  9
  8
  Ins
  Grazer (H)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  11 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  16 (4d6)
  9 (2d6)
  21 (4d6+4)
  5 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  10 (3d6)
  15 (3d6+4) 10 (3d6)
  11 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  8 (2d6)
  12 (3d6)
  7 (2d6)
  8 (2d6+2)
  Chitin 2
  Stinger / 1d6
  A8/F5
  Event: Unfriendly Leaves
  This encounter uses fungals as if a 4 was rolled on this table. These fungal creatures are naturally camouflaged to resemble the 
  leaves of indigenous trees. They cannot fly but they possess a short distance ability to glide, using this to hunt by lurking in the 
  branches of said trees and ambushing those who pass below.
  JUNGLE Terrain 
  Cold World, Thin Atmosphere (8+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Hunter (C)
  10 (3d6)
  12 (3d6)
  12 (3d6)
  13 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  13 (3d6+4) 13 (3d6)
  11 (3d6)
  8 (2d6+4)
  Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  10 (3d6)
  16 (3d6+4) 9 (3d6)
  11 (2d6+4)
  Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  12 (3d6)
  10 (3d6)
  14 (3d6)
  8 (2d6)
  Scales 2
  Thrasher / 2d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 5 (1d6)
  6 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Rumble in the Jungle
  8
  2
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  12 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  11 (3d6)
  10 (3d6)
  13 (3d6)
  6 (2d6)
  Fur/Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  6 (2d6)
  12 (3d6+4) 8 (2d6)
  13 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  2 (1d6)
  10 (2d6)
  8 (1d6+4)
  7 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  6 (1d6+2)
  8 (2d6)
  2 (1d6)
  3 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Rumble in the Jungle
  While exploring this jungle area, the players experience the aftershock of a distant earthquake. Moments later, they caught in 
  waves of fleeing creatures. Generate three encounters on this table, each no more than a minute apart.
  RAINFOREST Terrain 
  Cold World, Thin Atmosphere (7+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  6 (2d6)
  3 (1d6)
  5 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Fun
  Reducer (O)
  10 (3d6)
  12 (3d6)
  13 (3d6)
  6 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F4
  4
  5
  Ins
  Killer (C)
  9 (2d6)
  20 (4d6+4) 10 (2d6)
  14 (2d6+4) Chitin 3
  Teeth, Horns / 1d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  10 (2d6)
  13 (3d6)
  15 (2d6+4)
  6 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  3 (1d6)
  9 (2d6)
  3 (1d6)
  9 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Acid Rain
  8
  9
  Ins
  Hijacker (O)
  13 (3d6+2)
  12 (3d6)
  20 (5d6)
  10 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 13 (4d6)
  7 (2d6)
  15 (4d6)
  9 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  8 (3d6)
  9 (3d6)
  9 (3d6)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  16 (4d6)
  4 (2d6)
  17 (4d6)
  5 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  8 (3d6)
  13 (3d6)
  13 (3d6)
  14 (2d6+2) Hide 3
  Hooves / 1d6
  A6/F3
  Event: Acid Rain
  This event starts off with any one of the other results on this table being encountered at Distant range. Before the players can act, 
  precipitation starts to fall and the animals immediately flee for shelter. The rain is a slow acting acid and if the players do not also 
  find shelter, they will suffer the consequences. 
  
  Cold World enCounters
  31
  ROUGH Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  7
  Rep
  Gatherer (O)
  16 (3d6)
  10 (3d6)
  14 (3d6)
  4 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  11 (3d6)
  15 (3d6+4)
  11 (3d6)
  11 (2d6+4)
  Hide 1
  Claws / 1d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  14 (4d6)
  8 (2d6)
  17 (4d6)
  10 (2d6+2)
  Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  10 (2d6)
  11 (3d6)
  15(2d6+4)
  6 (2d6)
  Chitin 2
  Stinger / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  11 (2d6+4)
  9 (3d6)
  9 (2d6)
  8 (2d6+4)
  Scales 2
  Teeth, Horns / 2d6
  A7/F5
  7
  EVENT: Rough Riders
  8
  5
  Ins
  Intermittent (O) 8 (2d6)
  8 (3d6)
  10 (2d6)
  5 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  19 (4d6+4) 7 (2d6)
  17 (4d6)
  11 (2d6+4)
  Fur/Hide 4 Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  10 (3d6)
  15 (3d6+4)
  12 (3d6)
  8 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  13 (4d6)
  6 (2d6)
  19 (4d6+4)
  9 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  10 (3d6)
  9 (3d6)
  13 (3d6)
  12 (2d6+2)
  None
  Teeth / 1d6
  A7/F3
  Event: Rough Riders
  The players encounter a pack of six insects (identical to those who would appear if a 4 had been rolled on this table) at very long 
  range. Even at that distance, it is clear they are being ridden by humanoids and are out for a hunt. The Referee should pick an alien 
  race that logically works for the campaign.
  SWAMP/MARSH Terrain 
  Cold World, Thin Atmosphere (8+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  15
  Fun
  Intermittent (H) 10 (2d6)
  10 (3d6)
  9 (2d6)
  3 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  6 (2d6)
  15 (3d6)
  8 (2d6)
  7 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  8 (2d6)
  13 (3d6+4)
  10 (2d6)
  10 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  4 (2d6)
  7 (3d6)
  14 (2d6+4)
  11 (2d6)
  Fur/Hide 2 Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  20 (6d6)
  4 (1d6)
  26 (6d6)
  8 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Bloodsand Rising
  8
  14
  Rep
  Siren (C)
  15 (3d6)
  8 (3d6)
  12 (3d6)
  7 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser (C)
  7 (2d6)
  13 (3d6+4)
  6 (2d6)
  11 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  9 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6)
  Hide 1
  Claws / 1d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  14 (4d6)
  7 (2d6)
  17 (4d6)
  10 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  16 (4d6)
  9 (2d6)
  19 (4d6)
  10 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Bloodsand Rising
  The heart of this frozen swamp is a red, rime-covered mire littered with the bones and belongings of the dead. This murky pool is 
  actually a huge fungal creature (treat as if a 6 had been rolled on this table) and the players could easily become its next victims.
  BEACH/SHORE Terrain 
   Cold World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  9 (3d6)
  9 (3d6)
  9 (3d6)
  13 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A10/F4
  3
  7
  Fun
  Killer (C)
  17 (4d6+4) 8 (2d6)
  11 (4d6)
  11 (2d6+4)
  Hide 2
  Thrasher / 3d6
  A7/F5
  4
  18
  Ins
  Eater (O)
  4 (1d6)
  8 (2d6)
  7 (1d6+4)
  10 (2d6)
  Chitin 1
  Horns / 1d6
  A7/F4
  5
  3
  Ins
  Pouncer (C)
  7 (2d6)
  13 (3d6+4) 8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  11 (3d6)
  10 (3d6)
  12 (3d6)
  10 (2d6+2)
  Fur, Hide 2
  Claws / 2d6
  A7/F3
  7
  EVENT: Washed Up
  8
  6
  Ins
  Eater (C)
  8 (2d6)
  16 (4d6)
  11 (2d6+4)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Amph Carrion-Eater (C) 12 (3d6)
  13 (3d6)
  11 (3d6)
  12 (2d6+2)
  Hide 4
  Hooves / 2d6
  A11/F7
  10
  4
  Avi
  Pouncer (C)
  6 (2d6)
  21 (3d6+4) 7 (2d6)
  10 (2d6+4)
  Feathers 2
  Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  6 (2d6)
  12 (3d6)
  6 (2d6)
  9 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  19 (5d6)
  6 (2d6)
  22 (5d6)
  7 (2d6)
  Fur/Hide 4
  Teeth, Horns / 2d6
  A9/F5
  Event: Washed Up
  The players encounter a bloated, half frozen carcass on the beach. Shortly after approaching it, they encounter several more of its 
  amphibious species climbing out of the water (treat as if a 9 had been rolled on this table). They are cannibalistic and the players 
  are bothering the animal’s dinner.
  
  Cold World enCounters
  32
  RIVERBANK Terrain 
  Cold World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  6
  Ins
  Gatherer (H)
  10 (3d6)
  12 (3d6)
  7 (3d6)
  8 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Fun
  Killer (C)
  13 (3d6+4) 10 (3d6)
  9 (3d6)
  11 (2d6+4) None
  Teeth / 3d6
  A6/F4
  4
  12
  Amph Hunter (O)
  8 (2d6)
  12 (3d6)
  8 (2d6)
  8 (2d6+2)
  Hide 1
  Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  7 (2d6)
  14 (3d6+4) 10 (2d6)
  8 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  21
  Mam
  Carrion-Eater (C) 6 (1d6)
  9 (2d6)
  2 (1d6)
  6 (2d6+2)
  Fur 2
  Claws / 2d6
  A9/F5
  7
  EVENT: Dammed Odd
  8
  8
  Fun
  Reducer (O)
  4 (1d6)
  8 (2d6)
  4 (1d6)
  10 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  15 (4d6)
  6 (2d6)
  20 (4d6)
  9 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  7 (2d6)
  13 (4d6)
  12 (2d6+4)
  7 (2d6)
  Chitin 3
  Stinger, Claws / 2d6 A7/F6
  11
  18
  Ins
  Chaser (C)
  8 (2d6)
  13 (3d6+4) 9 (2d6)
  10 (2d6+2) Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  14 (4d6)
  5 (2d6)
  16 (4d6)
  7 (2d6+2)
  Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: Dammed Odd
  There is a massive piece of alien ship wreckage blocking the river flow here, creating a flood zone around it. If the players 
  investigate, their chance of encounters in the entire flooded area increases to 6+ for as long as they stay.
  SHALLOW OCEAN Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C) 
  15 (3d6)
  8 (3d6)
  13 (3d6)
  5 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph Killer (C)
  18 (3d6+4)
  10 (3d6)
  11 (3d6)
  11 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  10 (3d6)
  16 (3d6+4)
  9 (3d6)
  13 (2d6+4) Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  10 (3d6)
  13 (3d6+4)
  15 (3d6)
  14 (2d6+2) Scales 2
  Teeth / 1d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  2 (1d6)
  9 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Tides of Ill Content
  8
  4
  Aqua
  Hunter (C)
  10 (3d6)
  13 (3d6)
  11 (3d6)
  6 (2d6+2)
  Scales 3
  Teeth / 1d6
  A7/F3
  9
  7
  Aqua
  Intimidator (O)
  7 (2d6)
  10 (3d6)
  10 (2d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  13 (2d6+4)
  5 (1d6)
  6 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  21 (4d6+4)
  10 (2d6)
  18 (4d6)
  10 (2d6+4) Feathers 3 Horn  / 3d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  3 (1d6)
  6 (2d6)
  8 (1d6+4)
  8 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Tides of Ill Content
  The animals of this area are generally quite docile but for an hour each day, the chemicals washed in on the approaching tide 
  change their nature to Killer, add +1 to their damage and they attack if disturbed. 
  OPEN OCEAN Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity 
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  6 (2d6)
  15 (3d6)
  8 (2d6)
  7 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  12 (3d6)
  18 (3d6+4)
  13 (3d6)
  13 (2d6+4) Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  9 (2d6+4)
  5 (1d6)
  12 (2d6+4) Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  3 (1d6)
  10 (2d6)
  8 (1d6+4)
  7 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Depths of Darkness
  8
  6
  Aqua
  Gatherer (H)
  11 (3d6)
  10 (3d6)
  12 (3d6)
  8 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  7 (2d6)
  13 (3d6)
  8 (2d6)
  5 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  16 (4d6)
  8 (2d6)
  21 (4d6+4)
  4 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  11 (3d6)
  14 (3d6+4)
  10 (3d6)
  12 (2d6+2) Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  9 (2d6)
  16 (4d6)
  7 (2d6)
  11 (2d6+2)
  Feathers 2 Horn  / 1d6
  A8/F5
  Event: Depths of Darkness
  In this world’s bitterly cold ocean, so saline it cannot freeze, the animals are particularly hardy or small enough to survive on 
  minimal respiration. They are also completely blind, the salt in the water preventing them from ever developing vulnerable eyes. 
  Instead, they hunt by smell and sonar, things the players may not think to hide from before something massive and unfriendly pays 
  them a visit.
  
  Cold World enCounters
  33
  DEEP OCEAN Terrain 
  Cold World, Thin Atmosphere (10+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  8 (3d6)
  10 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  8 (2d6)
  23 (4d6+4)
  9 (2d6)
  4 (2d6+2)
  Scales 2 Teeth / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  9 (3d6)
  13 (3d6)
  14 (3d6+4)
  8 (2d6)
  Scales 2 Teeth / 1d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  11 (3d6)
  9 (3d6)
  11 (3d6)
  9 (2d6)
  Scales 3 Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  23 (6d6)
  5 (1d6)
  25 (6d6)
  6 (2d6+2)
  Scales 1 Teeth / 3d6
  A11/F6
  7
  EVENT: Fires in the Abyss
  8
  1
  Aqua
  Filter (O)
  15 (4d6)
  6 (2d6)
  17 (4d6)
  7 (2d6)
  Scales 2 None
  A9/F4
  9
  10
  Aqua
  Intermittent (O) 26 (6d6)
  5 (2d6)
  38 (6d6)
  6 (2d6)
  Scales 5 Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  3 (1d6)
  10 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1 Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Siren (C)
  18 (4d6)
  5 (2d6)
  16 (4d6)
  5 (2d6)
  Scales 3 Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Killer (C)
  17 (3d6+4)
  15 (3d6)
  13 (3d6)
  14 (2d6+4) Scales 4 Thrasher / 2d6
  A6/F3
  Event: Fires in the Abyss
  The reptiles encountered if a 12 was rolled on this table can survive in this freezing ocean because they dwell in the immense heat 
  of the waters around a geologic fissure on the ocean floor. When a deep scan reveals seriously valuable mineral deposits near 
  those same glowing, magma canyons, will they be willing to deal with the killer lizards to reach them?
  standard atmosphere
  CLEAR Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Grazer (H)
  12 (4d6)
  8 (2d6)
  15 (4d6)
  8 (2d6+2)
  None 
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  12 (3d6)
  13 (2d6+4)
  12 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O)
  10 (3d6)
  10 (36)
  15 (3d6)
  8 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  12 (3d6)
  14 (3d6)
  13 (3d6)
  9 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  28 (5d6)
  5 (2d6)
  21 (5d6)
  5 (2d6)
  Fur/Hide 2 Claws / 3d6
  A10/F3
  7
  EVENT: Freezing Gale
  8
  6
  Ins
  Chaser (C)
  4 (1d6)
  10 (2d6+4)
  4 (1d6)
  11 (2d6+2)
  Chitin 3
  Teeth /1d6 
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  9 (2d6)
  12 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  10 (3d6)
  15 (3d6)
  8 (3d6)
  4 (2d6)
  Fur/Hide 2 Hooves / 1d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  15 (3d6+4)
  8 (2d6)
  12 (2d6+4) Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  25
  Ins
  Killer (C)
  9 (1d6+4)
  9 (2d6)
  4 (1d6)
  11 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: Freezing Gale
  With nothing to stop or slow the wind in this area, gusts can reach deadly speed and strike with bone-numbing chill and force. 
  While travelling through this area, the players must contend with a sudden storm. The winds will rage for 1d3 hours, during which 
  time they must contend with –3 DM to their checks as per page 74 of the Traveller Core Rulebook as well as whatever plot twists 
  the Referee wishes to throw at them.
  
  Cold World enCounters
  34
  PLAINS Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  10 (3d6)
  14 (3d6)
  14 (3d6)
  11(2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Fun
  Hunter (O)
  10 (3d6)
  11 (3d6)
  12 (3d6)
  10 (2d6+2)
  Hide 1
  Horns / 1d6
  A8/F5
  4
  10
  Avi
  Siren (C)
  7 (2d6)
  17 (4d6)
  8 (2d6)
  5 (2d6)
  Feathers 3 Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  18 (5d6)
  4 (2d6)
  22 (5d6)
  10 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  12 (4d6)
  11 (2d6)
  17 (4d6)
  8 (2d6+2)
  Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Chillbirds Singing
  8
  14
  Mam
  Grazer (H)
  10 (3d6)
  16 (3d6)
  11 (3d6)
  7 (2d6+2)
  Fur/Hide 2
  None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 6 (1d6)
  4 (2d6)
  4 (1d6)
  11 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Siren (C)
  15 (4d6)
  5 (2d6)
  18 (4d6)
  6 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  11
  25
  Ins
  Reducer (O)
  5 (1d6)
  8 (2d6)
  3 (1d6)
  7 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  19 (5d6)
  10 (2d6)
  21 (5d6)
  7 (2d6)
  Fur/Hide 5
  Teeth, Thrasher / 4d6 A9/F4
  Event: Chillbirds Singing
  The players come across beautiful birdsong high overheard, not realising that they have entered the hunting grounds of ‘chillbirds’, 
  avians adapted to very cold temperatures stay warm by burrowing into the carcasses of their kills and treating them like nests of 
  flesh. Their birdsong is hypnotic to non-sentient animals. While it is not powerful enough to directly affect the players, its sweet 
  sound just might let the beasts catch them by surprise.
  DESERT Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  10 (3d6)
  11 (3d6)
  10 (3d6)
  6 (2d6+2)
  Chitin 3
  Stinger / 1d6
  A10/F6
  3
  4
  Ins
  Hunter (C)
  8 (2d6)
  11 (3d6)
  8 (2d6)
  10 (2d6+2) Chitin 4
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  3 (1d6)
  10 (2d6+4)
  3 (1d6)
  13 (2d6+2) Chitin 2
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  9 (3d6)
  17 (3d6+4)
  13 (3d6)
  14 (2d6+4) Feathers 2 Horn / 1d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 3 (1d6)
  8 (2d6)
  4 (1d6)
  10 (2d6+2) Chitin 1
  None
  A10/F7
  7
  EVENT: Icy Oasis
  8
  5
  Ins
  Eater (O)
  9 (2d6)
  18 (4d6)
  13 (2d6+4)
  6 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  11 (3d6)
  12 (3d6)
  10 (3d6)
  9 (2d6)
  Hide 3
  Teeth, Horn / 2d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  9 (2d6)
  11(3d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  15 (4d6)
  10 (2d6+4)
  18 (4d6)
  14 (2d6+4) Fur, Hide 3 Thrasher / 3d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  8 (2d6+2)
  10 (3d6)
  9 (2d6)
  7 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Icy Oasis
  The players encounter a fully frozen oasis, the crystalline remains of once-lush vegetation and a clear, solid pond. How it ever 
  existed on this world in the first place is a mystery, one that could be very interesting to solve. 
  
  Cold World enCounters
  35
  HILLS Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Intermittent (H)
  15 (4d6)
  5 (2d6)
  19 (4d6)
  8 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  11 (3d6)
  13 (3d6)
  12 (3d6)
  7 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  21 (4d6+4)
  6 (2d6)
  11 (2d6+2) Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  14 (3d6+4) 11 (3d6)
  14 (3d6)
  10 (2d6+4) Fur 2
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  9 (3d6)
  18 (3d6+4)
  11 (3d6)
  15 (2d6+4) Feathers 3 Horn / 1d6
  A8/F4
  7
  EVENT: Ribbons of Silver
  8
  10
  Ins
  Eater (O)
  6 (2d6)
  11 (3d6)
  12 (2d6+4)
  3 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  20 (5d6)
  3 (2d6)
  23 (5d6)
  8 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  8 (3d6)
  8 (3d6)
  10 (3d6)
  9 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  6 (2d6)
  9 (3d6)
  6 (2d6)
  8 (2d6+2)
  Chitin 2
  Stinger / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 20 (5d6)
  9 (2d6)
  23 (5d6)
  6 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Ribbons of Silver
  Intersecting these foothills, the players find a complicated network of mineral-laden streams. The high deposit levels have kept the 
  water from freezing, making it an invaluable water source for them. Unfortunately, remaining here will introduce the players to all 
  the other animals who consider it valuable as well.
  MOUNTAIN Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Avi
  Hunter (C)
  10 (3d6)
  11 (3d6)
  10 (3d6)
  6 (2d6+2)
  Feathers 3 Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  7 (2d6)
  14 (3d6+4)
  9 (2d6)
  10 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  10 (3d6)
  10 (3d6)
  14 (3d6+4)
  7 (2d6)
  Scales 2
  Teeth, Horns / 1d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  9 (3d6)
  12 (3d6)
  11 (3d6)
  2 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  21 (6d6)
  3 (1d6)
  25 (6d6)
  8 (2d6+2)
  Hide 1
  Teeth, Hooves / 3d6 A11/F6
  7
  EVENT: Sneak Peak
  8
  2
  Ins
  Intimidator (C)
  13 (4d6)
  8 (2d6)
  17 (4d6)
  7 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O) 9 (2d6)
  15 (3d6)
  8 (2d6)
  6 (2d6)
  Feathers 2 Horn / 1d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  2 (1d6)
  12 (3d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  14 (4d6)
  9 (2d6)
  16 (4d6)
  9 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  8 (1d6+4)
  10 (2d6)
  4 (1d6)
  14 (2d6+4)
  Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Sneak Peak
  One of the mountains in this range has a secret; its upper reaches are honeycombed with tunnels and infested by insects using 
  their concealment to ambush prey. Use the entry for 5, having them automatically attack.
  
  Cold World enCounters
  36
  FOREST Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  20
  Ins
  Trapper (C)
  3 (1d6)
  6 (2d6)
  4 (1d6)
  8 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Ins 
  Hunter (C)
  9 (2d6)
  10 (3d6)
  7 (2d6)
  4 (2d6+2)
  Chitin 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  11 (3d6)
  16 (3d6+4)
  10 (3d6)
  9 (2d6+4)
  Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  2 (1d6)
  5 (2d6)
  5 (1d6)
  8 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  14 (4d6)
  13 (2d6+4)
  15 (4d6)
  11 (2d6+4)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Sylvan Shadows
  8
  9
  Ins
  Hunter (C)
  12 (3d6)
  13 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6)
  Fur,Hide 2
  None
  A10/F6
  10
  14
  Fun
  Chaser (C)
  4 (1d6)
  13 (2d6+4)
  5 (1d6)
  8 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  20 (4d6)
  9 (2d6+4)
  18 (4d6)
  13 (2d6+4)
  Fur, Hide 5 Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  8 (2d6)
  16 (4d6)
  8 (2d6)
  13 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Sylvan Shadows
  There is a section of this forest so dense and deep that no light has reached the ground at its heart for centuries. No form of animal 
  life will go near the area. If the players are feeling brave, they could go investigate why.
  WOODS Terrain 
  Cold World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  8 (2d6)
  12 (3d6)
  8 (2d6)
  12 (2d6+2) Chitin 3
  Stinger, Claws / 2d6 A8/F3
  3
  10
  Mam
  Killer (C)
  13 (3d6+4) 13 (3d6)
  13 (3d6)
  10 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  5 (1d6)
  11 (2d6+4) 5 (1d6)
  10 (2d6+4) None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  3 (1d6)
  7 (2d6)
  8 (1d6+4)
  9 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 5 (1d6)
  5 (2d6)
  2 (1d6)
  5 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Mourning in the Woods
  8
  5
  Mam
  Gatherer (O)
  11 (3d6)
  12 (3d6)
  12 (3d6)
  7 (2d6)
  Fur, Hide 3 Hooves, Teeth / 2d6 A8/F5
  9
  8
  Ins
  Grazer (H)
  6 (2d6)
  19 (4d6)
  8 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  13 (4d6)
  8 (2d6)
  21 (4d6+4)
  8 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  10 (3d6)
  22 (3d6+4) 10 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  10 (2d6)
  8 (3d6)
  7 (2d6)
  11 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: Mourning in the Woods
  The mammals encountered if an 8 had been rolled on this table have a strange behaviour quirk where their dead are concerned. 
  They will go out of their way to steal the bodies, then carry them deep into the woods and hang them from the branches of a 
  particularly massive tree. Could this be a sort of burial rite, a sign of a species on the verge of sentience?
  JUNGLE Terrain 
  Cold World, Standard Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Hunter (C)
  12 (3d6)
  12 (3d6)
  12 (3d6)
  10 (2d6+2) Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  10 (3d6)
  18 (3d6+4)
  11 (3d6)
  13 (2d6+4) Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  14 (3d6)
  15 (3d6+4)
  9 (3d6)
  11 (2d6+4) Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  10 (3d6)
  8 (3d6)
  14 (3d6)
  4 (2d6)
  Scales 2
  Thrasher / 1d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 2 (1d6)
  5 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Jungle Juice
  8
  2
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  11 (3d6)
  11 (3d6)
  13 (3d6)
  12 (2d6)
  Fur/Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  7 (2d6)
  12 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  9 (2d6)
  8 (1d6+4)
  7 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  7 (1d6+2)
  7 (2d6)
  2 (1d6)
  10 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Jungle Juice
  The players discover an indigenous fruit with natural medicinal qualities. While weak and fairly inferior to modern medicine in its 
  current form, it could be a very valuable trade good, especially to pharmaceutical companies.
  
  Cold World enCounters
  37
  RAINFOREST Terrain 
  Cold World, Standard Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  8 (2d6)
  3 (1d6)
  10 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  11 (3d6)
  12 (3d6)
  11 (3d6)
  7 (2d6)
  Feathers 1 Horn / 2d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  8 (2d6)
  15 (3d6+4) 10 (2d6)
  12 (2d6+4)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  10 (2d6)
  19 (4d6)
  15 (2d6+4)
  3 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  5 (1d6)
  7 (2d6)
  3 (1d6)
  8 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Cacophony
  8
  9
  Ins
  Hijacker (O)
  18 (5d6+2) 7 (2d6)
  20 (5d6)
  5 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 12 (4d6)
  9 (2d6)
  15 (4d6)
  4 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  10 (3d6)
  7 (3d6)
  13 (3d6+4)
  12 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  16 (4d6)
  9 (2d6)
  17(4d6)
  5 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  12 (3d6)
  14 (3d6)
  13 (3d6)
  12 (2d6+2)
  Hide 3
  Hooves / 2d6
  A6/F3
  Event: Cacophony
  The rainforest is home to a very peaceful species of avian life (#3). While they are relatively harmless, they do have an annoying 
  adaptation – their voices. Their shrill cry can be heard for kilometres and never seem to quiet.
  ROUGH Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  7
  Rep
  Gatherer (O)
  12 (3d6)
  15 (3d6)
  14 (3d6)
  7 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  10 (3d6)
  13 (3d6+4)
  11 (3d6)
  10 (2d6+4)
  Hide 1
  Claws / 1d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  15 (4d6)
  7 (2d6)
  17 (4d6)
  9 (2d6+2)
  Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  8 (2d6)
  9 (3d6)
  15(2d6+4)
  9 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  16 (2d6+4)
  17 (3d6)
  9 (2d6)
  8 (2d6+4)
  Scales 2
  Teeth, Horns / 2d6
  A7/F5
  7
  EVENT: Terror in the Rough
  8
  5
  Ins
  Intermittent (O) 8 (2d6)
  16 (4d6)
  10 (2d6)
  8 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  16 (4d6)
  10 (2d6+4)
  17 (4d6)
  15 (2d6+4)
  Fur, Hide 4
  Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  13 (3d6)
  15 (3d6+4)
  12 (3d6)
  7 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  14 (4d6)
  10 (2d6)
  19 (4d6+4)
  7 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  11 (3d6)
  11 (3d6)
  13 (3d6)
  8 (2d6+2)
  None
  Teeth / 2d6
  A7/F3
  Event: Terror in the Rough
  For reasons unknown, every group of animals encountered in this area are utterly terrified and will always flee if provoked. Is this 
  some strange fight-or-flight behavioural adaptation or do the animals know, and fear, something the players do not? 
  SWAMP/MARSH Terrain 
  Cold World, Standard Atmosphere (8+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  15
  Fun
  Intermittent (H)
  10 (2d6)
  11 (3d6)
  9 (2d6)
  9 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  8 (2d6)
  15 (4d6)
  8 (2d6)
  8 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  11 (2d6+4)
  15 (3d6)
  10 (2d6)
  11 (2d6+4) Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  9 (2d6)
  8 (3d6)
  14 (2d6+4)
  8 (2d6)
  Fur, Hide 2 Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  22 (6d6)
  4 (1d6)
  26 (6d6)
  7 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Low Hanging Fruit
  8
  14
  Rep
  Siren (C)
  16 (3d6)
  10 (3d6)
  12 (3d6)
  4 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  5 (2d6)
  16 (3d6+4)
  6 (2d6)
  9 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  11 (3d6)
  14 (3d6)
  12 (3d6)
  6 (2d6)
  Hide 1
  Claws / 1d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  16 (4d6)
  8 (2d6)
  17 (4d6)
  10 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  18 (4d6)
  9 (2d6)
  19 (4d6)
  7 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Low Hanging Fruit
  The reptiles in #8 use the dense, sweet fruit of this region as lures for their prey. They burrow directly under the brightly coloured 
  fruit and when a creature, or in this case a player, approaches for a meal, they strike.
  
  Cold World enCounters
  38
  BEACH/SHORE Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  10 (3d6)
  6 (3d6)
  9 (3d6)
  11 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A10/F4
  3
  7
  Fun
  Killer (C)
  16 (4d6+4) 6 (2d6)
  11 (4d6)
  10 (2d6+4) Hide 2
  Thrasher / 3d6
  A7/F5
  4
  18
  Amph Eater (O)
  8 (2d6)
  14 (3d6)
  11 (2d6+4)
  3 (2d6)
  Hide 1
  Teeth / 1d6
  A8/F4
  5
  3
  Ins
  Pouncer (C)
  7 (2d6)
  20 (4d6+4) 8 (2d6)
  10 (2d6+4) Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  11 (3d6)
  13 (3d6)
  12 (3d6)
  10 (2d6+2) Fur, Hide 2 Claws / 2d6
  A7/F3
  7
  EVENT: Sand Castles
  8
  6
  Ins
  Eater (C)
  6 (2d6)
  12 (3d6)
  11 (2d6+4)
  5 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Amph Carrion-Eater (C) 12 (3d6)
  16 (3d6)
  11 (3d6)
  10 (2d6+2) Hide 4
  Hooves / 2d6
  A11/F7
  10
  4
  Avi
  Pouncer (C)
  8 (2d6)
  15 (3d6+4) 7 (2d6)
  11 (2d6+4)
  Feathers 2
  Horns / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  9 (2d6)
  15 (4d6)
  6 (2d6)
  10 (2d6)
  Chitin 2
  Stinger / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  20 (5d6)
  6 (2d6)
  22 (5d6)
  7 (2d6)
  Fur, Hide 4 Teeth, Horns / 2d6
  A9/F5
  Event: Sand Castles
  The players discover a number of huge, intricately made sand structures. These are actually the homes of voracious amphibians 
  (#4) and they attack anything that comes near their fascinatingly complex homes.
  RIVERBANK Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  6
  Ins
  Gatherer (H)
  8 (3d6)
  10 (3d6)
  7 (3d6)
  4 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Fun
  Killer (C)
  10 (3d6)
  16 (3d6+4)
  9 (3d6)
  12 (2d6+4)
  None
  Teeth / 3d6
  A6/F4
  4
  12
  Amph Hunter (O)
  7 (2d6)
  13 (4d6)
  8 (2d6)
  11 (2d6+2)
  Hide 1
  Horns, Claws / 1d6 A8/F5
  5
  4
  Ins
  Chaser (C)
  8 (2d6)
  17 (3d6+4)
  10 (2d6)
  10 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  2
  Avi
  Carrion-Eater (C) 11 (3d6)
  15 (3d6)
  12 (3d6)
  9 (2d6+2)
  Feathers 2
  Horn, Claws / 2d6
  A9/F3
  7
  EVENT: Odder and Otter
  8
  8
  Fun
  Reducer (O)
  3 (1d6)
  6 (2d6)
  4 (1d6)
  6 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  16 (4d6)
  8 (2d6)
  20 (4d6)
  12 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  8 (2d6)
  16 (3d6)
  12 (2d6+4)
  10 (2d6)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  8 (2d6)
  15 (3d6+4)
  9 (2d6)
  9 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  14 (4d6)
  9 (2d6)
  16 (4d6)
  7 (2d6+2)
  Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: Odder and Otter
  The players find evidence of a creature that once dwelled here, one that very closely resembled a Terran otter. While many bones 
  can be found, no live specimens seem to exist. Is the species truly extinct and if so, why?
  SHALLOW OCEAN Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  10 (3d6)
  11 (3d6)
  13 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  12 (3d6)
  17 (3d6+4)
  11 (3d6)
  11 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  10 (3d6)
  18 (3d6+4)
  9 (3d6)
  6 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  16 (3d6)
  14 (3d6+4)
  15 (3d6)
  11 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 5 (1d6)
  10 (2d6)
  2 (1d6)
  4 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Tides of Trouble
  8
  4
  Aqua
  Hunter (C)
  16 (3d6)
  12 (3d6)
  11 (3d6)
  8 (2d6+2)
  Scales 3
  Teeth / 3d6
  A7/F3
  9
  7
  Aqua
  Indimidator (O)
  8 (2d6)
  11 (3d6)
  10 (2d6)
  4 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  9 (2d6+4)
  5 (1d6)
  10 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  13 (4d6)
  11 (2d6+4)
  18 (4d6)
  13 (2d6+4)
  Feathers 3
  Horn  / 2d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  3 (1d6)
  13 (3d6)
  8 (1d6+4)
  5 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Tides of Trouble
  Roll again on this chart. The encounter generated is brought to shore twice a day on the tide, a species that rides the waves and 
  feeds during this time. If encountered like this, the species has the Eater behaviour and always attacks. 
  
  Cold World enCounters
  39
  OPEN OCEAN Terrain 
  Cold World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  8 (2d6)
  12 (3d6)
  8 (2d6)
  9 (2d6+2)
  Scales 3
  Stinger / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  16 (3d6+4) 14 (3d6)
  13 (3d6)
  12 (2d6+4) Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  9 (2d6+4)
  5 (1d6)
  13 (2d6+4) Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  3 (1d6)
  8 (2d6)
  8 (1d6+4)
  6 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 2 (1d6)
  5 (2d6)
  2 (1d6)
  13 (2d6+2) Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Distant Shoals
  8
  6
  Aqua
  Gatherer (H)
  12 (3d6)
  12 (3d6)
  11 (3d6)
  7 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  11 (2d6+2) Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  16 (4d6)
  10 (2d6)
  19 (4d6+4)
  3 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  12 (3d6)
  14 (3d6+4)
  10 (3d6)
  7 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  8 (2d6)
  15 (4d6)
  7 (2d6)
  10 (2d6)
  Feathers 2 Horn  / 1d6
  A8/F5
  Event: Distant Shoals
  The travellers find a small uncharted island that, while barren in and of itself, is surrounded by a coral reef teeming with life. Use 
  the Beach/Shore chart for encounters here; encounters occur on a check of 6+ instead of 10+. If that chart’s event is rolled, the 
  packs brought in by the Tides of Trouble are doubled in number. Teeming life might be a biological miracle but it can also be a 
  military nightmare.
  DEEP OCEAN Terrain 
  Cold World, Standard Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  13 (3d6)
  11 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  8 (2d6)
  16 (3d6+4)
  9 (2d6)
  10 (2d6+2) Scales 2
  Teeth, Horns / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  13 (3d6)
  14 (3d6)
  14 (3d6+4)
  8 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  13 (3d6)
  15 (3d6)
  11 (3d6)
  6 (2d6)
  Scales 3
  Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  25 (6d6)
  4 (1d6)
  25 (6d6)
  12 (2d6+2) Scales 1
  Teeth / 3d6
  A11/F6
  7
  EVENT: Red Skies at Night
  8
  1
  Aqua
  Filter (O)
  12 (4d6)
  8 (2d6)
  21 (4d6+4)
  7 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O)
  22 (6d6)
  4 (1d6)
  28 (6d6)
  5 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  2 (1d6)
  8 (2d6)
  3 (1d6)
  6 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Siren (C)
  13 (4d6)
  9 (2d6)
  16 (4d6)
  4 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Killer (C)
  11 (3d6)
  17 (3d6+4)
  13(3d6)
  14 (2d6+4) Scales 4
  Thrasher / 2d6
  A6/F3
  Event: Red Skies at Night
  An atmospheric quirk causes the sky in this area to occasionally turn deep red at dusk, a hue that permeates the water far deeper 
  than light ever normally reaches. These ‘red flashes’ agitate the ocean life significantly. Any encounter of aquatic animals here has 
  no chance of the creatures fleeing. There is also a +1 DM to the Reaction check, making aquatic animals more likely to attack if 
  provoked. During these red sky periods, the definition of ‘provoke’ becomes extremely generous.
  
  Cold World enCounters
  40
  dense atmosphere
  CLEAR Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Grazer (H)
  18 (4d6)
  6 (2d6)
  15 (4d6)
  10 (2d6+2)
  None 0
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  8 (2d6)
  16 (3d6)
  13 (2d6+4)
  8 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O) 15 (3d6)
  15 (3d6)
  15 (3d6)
  7 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  8 (3d6)
  12 (3d6)
  13 (3d6)
  5 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  20 (5d6)
  5 (2d6)
  17 (5d6+
  10 (2d6)
  Fur/Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: Billowing Fields
  8
  6
  Ins
  Chaser (C)
  3 (1d6)
  14 (2d6+4) 4 (1d6)
  11 (2d6+2)
  Chitin 3
  Teeth /1d6 
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  7 (2d6)
  11 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  12 (3d6)
  12 (3d6)
  10 (3d6)
  7 (2d6)
  Fur/Hide 2
  Hooves / 2d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  8 (2d6)
  14 (3d6+4) 8 (2d6)
  9(2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  5
  Rep
  Killer (C)
  13 (2d6+4) 14 (3d6)
  10 (2d6)
  8 (2d6+4)
  Scales 2
  Teeth, Claws / 2d6
  A6/F3
  Event: Billowing Fields
  The thick atmosphere condenses in this area occasionally, creating moving pockets of intense moisture. These occur near the 
  players on an encounter roll of 12. When this happens, roll twice on the chart and apply both encounters as these animals have 
  been attracted to the area by the need to drink. If the players do not vacate the new watering hole immediately, both groups will 
  attack.
  PLAINS Terrain 
  Cold World, Dense Atmosphere (9+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  10 (3d6)
  10 (3d6)
  14 (3d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Fun
  Hunter (O)
  11 (3d6)
  15 (3d6)
  12 (3d6)
  5 (2d6+2)
  Hide 1
  Horns / 2d6
  A8/F5
  4
  10
  Avi
  Siren (C)
  7 (2d6)
  15 (3d6)
  8 (2d6)
  6 (2d6)
  Feathers 3 Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  18 (5d6)
  5 (2d6)
  22 (5d6)
  4 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  15 (4d6)
  11 (2d6)
  17 (4d6)
  8 (2d6+2)
  Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Little Gas on the Prairie
  8
  14
  Mam
  Grazer (H)
  17 (3d6)
  9 (3d6)
  11 (3d6)
  6 (2d6+2)
  Fur/Hide 2 None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 5 (1d6)
  9 (2d6)
  4 (1d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Hunter (C)
  14 (4d6)
  8 (2d6)
  18 (4d6)
  10 (2d6+2)
  None
  Thrasher / 3d6
  Exotic (Disease)
  A6/F3
  11
  25
  Ins
  Reducer (O)
  6 (1d6)
  3 (2d6)
  3 (1d6)
  7 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  25 (5d6)
  6 (2d6)
  21 (5d6)
  3 (2d6)
  Fur/Hide 5 Teeth, Thrasher / 4d6 A9/F4
  Event: Little Gas on the Prairie
  Atmospheric pressures force some of its heavier gasses down over this plain, creating briefly toxic zones. The animal life here 
  know the subtle warning signs and vacate well in advance of a ‘gassing’. If the players take their hint and leave as well, no harm is 
  done. Otherwise, they will have to deal with whatever gas effect the Referee wishes to inflict, including acidic vapours, toxic clouds 
  or even more bizarre effects.
  
  Cold World enCounters
  41
  DESERT Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Grazer (O)
  14 (3d6)
  9 (3d6)
  10 (3d6)
  12 (2d6+2)
  Chitin 3
  Thrasher / 2d6
  A10/F6
  3
  3
  Rep
  Hunter (C)
  7 (2d6)
  18 (3d6)
  8 (2d6)
  8 (2d6+2)
  Scales 5
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  1 (1d6)
  11 (2d6+4) 3 (1d6)
  11 (2d6+2)
  Chitin 2
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  9 (3d6)
  12 (3d6+4) 13 (3d6)
  13 (2d6+4)
  Feathers 2 Horn / 1d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 4 (1d6)
  9 (2d6)
  4 (1d6)
  13 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Chemical Desert
  8
  5
  Ins
  Eater (O)
  9  (2d6)
  11 (3d6)
  13 (2d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  15 (3d6)
  6 (3d6)
  10 (3d6)
  4 (2d6)
  Hide 3
  Teeth, Horn / 2d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  9 (2d6)
  17 (3d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  15 (4d6+4)
  8 (2d6)
  18 (4d6)
  12 (2d6+4)
  Fur, Hide 3 Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  12 (2d6+2)
  14 (4d6)
  9 (2d6)
  6 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Chemical Dessert
  The players discover the reason for this desert – a constant band of free flowing argon that moves over this area like a wind of 
  death. Animal life here knows to stay well ahead of the storm; will the players be so wise? 
  HILLS Terrain 
  Cold World, Dense Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Intermittent (H)
  14 (4d6)
  6 (2d6)
  19 (4d6)
  8 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  18 (3d6)
  11 (3d6)
  12 (3d6)
  13 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  3 (2d6)
  12 (3d6+4) 6 (2d6)
  7 (2d6+2)
  Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  11 (3d6)
  16 (3d6+4) 14 (3d6)
  10 (2d6+4)
  Fur 2
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  11 (3d6)
  15 (3d6+4) 11 (3d6)
  12 (2d6+4)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: Silent Hills
  8
  10
  Ins
  Eater (O)
  7 (2d6)
  12 (3d6)
  12 (2d6)
  5 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  21 (5d6)
  8 (2d6)
  23 (5d6)
  9 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  12 (3d6)
  9 (3d6)
  10 (3d6)
  6 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  7 (2d6)
  16 (4d6)
  6 (2d6)
  9 (2d6+2)
  Chitin 2
  Hooves / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 16 (5d6)
  8 (2d6)
  23 (5d6)
  9 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Silent Hills
  A strange chemical interaction in the heavy atmosphere causes all animal life exposed to it to occasionally suffer a drastic 
  personality shift. Reroll the encounter and apply a different behaviour. The effect of the atmosphere on players is entirely up to the 
  Referee but might include hallucinations, fever and even psychotic breaks.
  
  Cold World enCounters
  42
  MOUNTAIN Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Avi
  Hunter (C)
  15 (3d6)
  8 (3d6)
  10 (3d6)
  9 (2d6+2)
  Feathers 3 Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  7 (2d6)
  19 (3d6+4) 9 (2d6)
  12 (2d6+2) Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  11 (3d6)
  18 (3d6)
  14 (3d6+4)
  7 (2d6)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  11 (3d6)
  12 (3d6)
  11 (3d6)
  6 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  18 (6d6)
  11 (2d6)
  25 (6d6)
  10 (2d6+2) Hide 1
  Teeth, Hooves / 4d6
  A11/F6
  7
  EVENT: Crystal Mountain
  8
  2
  Ins
  Intimidator (C)
  11 (4d6)
  4 (2d6)
  17 (4d6)
  12 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O)
  5 (2d6)
  12 (3d6)
  8 (2d6)
  5 (2d6)
  Feathers 2 Horn / 1d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  2 (1d6)
  9 (2d6)
  3 (1d6)
  3 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  13 (4d6)
  8 (2d6)
  16 (4d6)
  6 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  8 (1d6+4) 8 (2d6)
  4 (1d6)
  13 (2d6+4) Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Crystal Mountain
  On this cold world, the mountain peaks are often covered in crystallised minerals from the air. This encounter means the players 
  have found such a deposit, which could be very valuable if its current residents are cleared away.
  FOREST Terrain  
  Cold World, Dense Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  20
  Ins
  Trapper (C)
  6 (1d6)
  11 (2d6)
  4 (1d6)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Rep
  Hunter (C)
  6 (2d6)
  14 (4d6)
  7 (2d6)
  9 (2d6+2)
  Scales 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  10 (3d6)
  13 (3d6+4) 10 (3d6)
  11 (2d6+4) Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  4 (1d6)
  8 (2d6)
  5 (1d6)
  9 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  13 (4d6)
  13 (2d6+4) 15 (4d6)
  11 (2d6)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Miasmic Canopy
  8
  9
  Ins
  Hunter (C)
  10 (3d6)
  8 (3d6)
  11 (3d6)
  8 (2d6+2)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  9 (2d6)
  16 (4d6)
  8 (2d6)
  10 (2d6)
  Fur,Hide 2
  None
  A10/F6
  10
  14
  Fun
  Chaser (C)
  4 (1d6)
  10 (2d6+4) 5 (1d6)
  7 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  16 (4d6+4)
  9 (2d6)
  15 (4d6)
  12 (2d6+4) Fur, Hide 5 Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  8 (2d6)
  12 (3d6)
  9 (2d6+1)
  6 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Miasmic Canopy
  The dense atmosphere here collects in the treetops, creating a band of heavy gasses that prevent all but the hardiest life from living 
  there. If the players venture into the upper trees, they can only encounter #6 or #11.
  WOODS Terrain  
  Cold World, Dense Atmosphere (8+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  11 (3d6)
  18 (3d6+4) 13 (3d6)
  12 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  4 (1d6)
  8 (2d6+4)
  5 (1d6)
  9 (2d6+4)
  None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  6 (1d6)
  8 (2d6)
  5 (1d6+4)
  4 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 5 (1d6)
  7 (2d6)
  2 (1d6)
  7 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Banshees’ Parade
  8
  5
  Mam
  Gatherer (O)
  12 (3d6)
  11 (3d6)
  12 (3d6)
  8 (2d6)
  Fur, Hide 3 Hooves, Teeth / 2d6 A8/F5
  9
  8
  Ins
  Grazer (H)
  8 (2d6)
  9 (3d6)
  8 (2d6)
  4 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  15 (4d6)
  8 (2d6)
  19 (4d6+4)
  6 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  11 (3d6)
  19 (3d6+4) 10 (3d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  8 (2d6)
  14 (3d6)
  7 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: Banshees’ Parade
  Thick pockets of luminous gas form in these woods, occasionally moving along the ground with the keening breeze. While these 
  are natural formations and not ghosts, the players will not necessarily know that at first, especially if they have heard legends to 
  the contrary regarding this world.
  
  Cold World enCounters
  43
  JUNGLE Terrain 
  Cold World, Dense Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  8 (3d6)
  9 (3d6)
  12 (3d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  16 (3d6+4) 13 (3d6)
  11 (3d6)
  10 (2d6+4) Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  8 (3d6)
  18 (3d6+4) 9 (3d6)
  11 (2d6+4)
  Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  9 (3d6)
  12 (3d6)
  14 (3d6)
  8 (2d6)
  Scales 2
  Thrasher / 1d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  2 (1d6)
  11 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Jungle Love
  8
  2
  Ins
  Hunter (C)
  10 (2d6)
  13 (3d6)
  8 (2d6)
  10 (2d6+2) Chitin 3
  Stinger, Claws / 2d6 A9/F3
  9
  1
  Mam
  Gatherer (O)
  12 (3d6)
  9 (3d6)
  13 (3d6)
  7 (2d6)
  Fur, Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  7 (2d6)
  13 (3d6+4) 8 (2d6)
  6 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  7 (2d6)
  7 (1d6+4)
  10 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  7 (1d6+2)
  8 (2d6)
  2 (1d6)
  7 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Jungle Love
  For a couple of days every solar month on this world, the indigenous life becomes focused on mating behaviours. This makes the 
  jungle especially dangerous to enter as all reaction checks have a +2 DM. 
  RAINFOREST Terrain 
  Cold World, Dense Atmosphere (7+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  7 (2d6)
  3 (1d6)
  6 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  10 (3d6)
  12 (3d6)
  11 (3d6)
  8 (2d6)
  Feathers 1 Horns / 1d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  13 (2d6+4)
  14 (3d6)
  10 (2d6)
  13 (2d6+4) Chitin 3
  Teeth, Horns / 2d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  7 (2d6)
  9 (3d6)
  16 (2d6+4)
  6 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  4 (1d6)
  6 (2d6)
  3 (1d6)
  5 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Purple Rain
  8
  9
  Ins
  Hijacker (O)
  17 (5d6+2)
  5 (2d6)
  20 (5d6)
  9 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 13 (4d6)
  7 (2d6)
  15 (4d6)
  9 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  11 (3d6)
  12 (3d6)
  13 (3d6+4)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  16 (4d6)
  6 (2d6)
  17 (4d6)
  10 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  12 (3d6)
  13 (3d6)
  13 (3d6)
  7 (2d6+2)
  Hide 3
  Hooves / 2d6
  A6/F3
  Event: Purple Rain
  The precipitation here has a definite violet hue and comes down as half-frozen sleet. While this is not directly hazardous in itself, 
  the purple rain is also a slow corrosive and will ruin metal gear if it is not diligently cleaned up.
  ROUGH Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  7
  Rep
  Gatherer (O)
  15 (3d6)
  12 (3d6)
  14 (3d6)
  9 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  12 (3d6)
  14 (3d6+4) 11 (3d6)
  12 (2d6+4)
  Hide 1
  Claws / 2d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  15 (4d6)
  10 (2d6)
  17 (4d6)
  8 (2d6+2)
  Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  8 (2d6)
  9 (3d6)
  15(2d6+4)
  12 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  12 (2d6+4) 13 (3d6)
  9 (2d6)
  14 (2d6+4)
  Scales 2
  Teeth, Horns / 2d6
  A7/F5
  7
  EVENT: Roughhousing 
  8
  5
  Ins
  Intermittent (O) 8 (2d6)
  17 (4d6)
  10 (2d6)
  11 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  16 (4d6)
  15 (2d6+4) 17 (4d6)
  12 (2d6+4)
  Fur, Hide 4 Claws / 2d6
  A8/F5
  10
  10
  Rep
  Chaser (O)
  11 (3d6)
  13 (3d6+4) 12 (3d6)
  7 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  19 (4d6)
  8 (2d6)
  19 (4d6+4)
  7 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  12 (3d6)
  7 (3d6)
  13 (3d6)
  8 (2d6+2)
  None
  Teeth / 2d6
  A7/F3
  Event: Roughhousing 
  The animals here are all den builders in their own ways and this rough terrain is made even rougher because of the shelters built 
  by indigenous life all over the ground.  Not only do these animal dwellings make travel difficult but disturbing these rough dens 
  applies a +2 DM to the reaction check of any creatures inside.
  
  Cold World enCounters
  44
  SWAMP/MARSH Terrain 
  Cold World, Dense Atmosphere (8+)
  2d6 Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  15
  Fun
  Intermittent (H) 10 (2d6)
  13 (4d6)
  9 (2d6)
  7 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  6 (2d6)
  10 (3d6)
  8 (2d6)
  10 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  13 (2d6+4)
  13 (3d6)
  10 (2d6)
  10 (2d6+4) Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  6 (2d6)
  12 (3d6)
  14 (2d6+4)
  8 (2d6)
  Fur, Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  22 (6d6)
  5 (2d6)
  26 (6d6)
  9 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Secret Admirer
  8
  14
  Rep
  Siren (C)
  12 (3d6)
  12 (3d6)
  12 (3d6)
  7 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  5 (2d6)
  16 (3d6+4) 6 (2d6)
  14 (2d6+2) None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  15 (3d6)
  10 (3d6)
  12 (3d6)
  11 (2d6)
  Hide 1
  Stinger / 2d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  16 (4d6)
  9 (2d6)
  17 (4d6)
  9 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  15 (4d6)
  8 (2d6)
  19 (4d6)
  10 (2d6+2) Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Secret Admirer
  Roll this encounter again. Whatever animals are generated become fascinated with the players. They will follow peacefully at a 
  safe distance unless attacked and no other encounters will occur in the area while they remain.
  BEACH/SHORE Terrain 
  Cold World, Dense Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  4
  Ins
  Grazer (H)
  13 (3d6)
  9 (3d6)
  9 (3d6)
  12 (2d6+2) Chitin 3
  Teeth / 2d6
  A10/F4
  3
  7
  Fun
  Carrion-Eater (C) 15 (4d6)
  8 (2d6)
  11 (4d6)
  9 (2d6+2)
  Hide 2
  Thrasher / 3d6
  A7/F5
  4
  18
  Amph
  Eater (O)
  8 (2d6)
  10 (3d6)
  13 (2d6+4)
  6 (2d6)
  Hide 1
  Teeth / 1d6
  A8/F4
  5
  3
  Rep
  Pouncer (C)
  7 (2d6)
  18 (4d6+4)
  8 (2d6)
  10 (2d6+4) Scales 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  13 (3d6)
  8 (3d6)
  12 (3d6)
  11 (2d6+2)
  Fur, Hide 2 Claws / 2d6
  A7/F3
  7
  EVENT: All Ashore
  8
  6
  Ins
  Eater (C)
  7 (2d6)
  11 (3d6)
  11 (2d6+4)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  10
  Aqua
  Killer (C)
  11 (3d6)
  13 (3d6+4)
  12 (3d6)
  6 (2d6)
  Scales 2
  Teeth / 2d6
  A7/F3
  10
  4
  Avi
  Pouncer (C)
  8 (2d6)
  19 (3d6+4)
  7 (2d6)
  12 (2d6+4) Feathers 2
  Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  6 (2d6)
  11 (3d6)
  6 (2d6)
  4 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  14 (5d6)
  8 (2d6)
  22 (5d6)
  5 (2d6)
  Fur, Hide 4 Teeth, Horns / 2d6
  A9/F5
  Event: All Ashore
  The players encounter #9 when the entire pack of the aquatic terrors come rushing out to attack them. While not true amphibians, 
  they have evolved the ability to move and breathe on land for brief, deadly moments.
  
  Cold World enCounters
  45
  RIVERBANK Terrain 
  Cold World, Dense Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  6
  Ins
  Gatherer (H)
  9 (3d6)
  12 (3d6)
  7 (3d6)
  8 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Fun
  Killer (C)
  12 (3d6)
  13 (3d6+4)
  9 (3d6)
  9 (2d6+4)
  None
  Teeth / 3d6
  A6/F4
  4
  12
  Amph Hunter (O)
  7 (2d6)
  14 (3d6)
  8 (2d6)
  11 (2d6+2) Hide 1
  Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  9 (2d6)
  16 (3d6+4)
  10 (2d6)
  6 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  2
  Avi
  Carrion-Eater (C) 12 (3d6)
  13 (3d6)
  12 (3d6)
  7 (2d6+2)
  Feathers 2 Teeth, Claws / 2d6
  A9/F3
  7
  EVENT: River Bends
  8
  8
  Fun
  Reducer (O)
  3 (1d6)
  15 (3d6)
  4 (1d6)
  8 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  16 (4d6)
  9 (2d6)
  20 (4d6)
  7 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  7 (2d6)
  11 (3d6)
  12 (2d6+4)
  10 (2d6)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  7 (2d6)
  15 (3d6+4)
  9 (2d6)
  8 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  13 (4d6)
  10 (2d6)
  16 (4d6)
  9 (2d6+2)
  Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: River Bends
  There are heavy deposits of nitrogen here, enough so that unprotected breathing can quickly cause the players to build up toxic 
  levels of it in their blood. As the gasses come and go, the players might find it safe to breathe here until one of these pockets occurs 
  and nitrogen narcosis sets in.
  SHALLOW OCEAN Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  11 (3d6)
  9 (3d6)
  13 (3d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  16 (3d6+4) 9 (3d6)
  11 (3d6)
  13 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  11 (3d6)
  16 (3d6+4) 9 (3d6)
  12 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  13 (3d6)
  18 (3d6+4) 15 (3d6)
  6 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  2 (1d6)
  12 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Woe Betide
  8
  4
  Aqua
  Hunter (C)
  11 (3d6)
  10 (3d6)
  11 (3d6)
  6 (2d6+2)
  Scales 3
  Teeth / 2d6
  A7/F3
  9
  7
  Aqua
  Indimidator (O)
  8 (2d6)
  12 (3d6)
  10 (2d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6)
  10 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  18 (4d6+4) 8 (2d6)
  18 (4d6)
  9 (2d6+4)
  Feathers 3 Horn  / 3d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  3 (1d6)
  6 (2d6)
  8 (1d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Woe Betide
  The shallows here test as safe to use for drinking water with minor treatment. Unfortunately there are currents of extremely toxic 
  liquid that come in on the tides. If the players are not careful, they might distil their own doom.
  
  Cold World enCounters
  46
  OPEN OCEAN Terrain 
  Cold World, Dense Atmosphere (9+)
  2d6 Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  7 (2d6)
  11 (3d6)
  8 (2d6)
  13 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  15 (3d6+4) 14 (3d6)
  13 (3d6)
  12 (2d6+4)
  Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6)
  9 (2d6+4)
  Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  2 (1d6)
  5 (2d6)
  9 (1d6+4)
  3 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 3 (1d6)
  8 (2d6)
  2 (1d6)
  11 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Lights in the Deep
  8
  6
  Aqua
  Gatherer (H)
  11 (3d6)
  14 (3d6)
  12 (3d6)
  8 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  15 (4d6)
  6 (2d6)
  21 (4d6+4)
  6 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  12 (3d6)
  18 (3d6+4) 10 (3d6)
  6 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  7 (2d6)
  10 (3d6)
  7 (2d6)
  9 (2d6+2)
  Feathers 2 Horn  / 1d6
  A8/F5
  Event: Lights in the Deep
  The travellers encounter a massive formation of #9; triple the normal number at 48 strong. Moving in unison, they are remarkable 
  because of the bioluminescence in their dorsal fins, leaving trails of light where they swim. While this is a lovely natural wonder, the 
  light is also attractive to some predators in the deeps. Shortly after encountering these peaceful aquatics, the players are beset by 
  two other encounters (#2 and #11) working together.
  DEEP OCEAN Terrain 
  Cold World, Dense Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  11 (3d6)
  14 (3d6)
  11 (3d6)
  10 (2d6+2) Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  7 (2d6)
  16 (3d6+4) 9 (2d6)
  12 (2d6+2) Scales 2
  Teeth / 1d6
  A8/F4
  4
  12
  Aqua
  Eater (C)
  11 (3d6)
  11 (3d6)
  15 (3d6+4)
  9 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  13 (3d6)
  10 (3d6)
  11 (3d6)
  6 (2d6)
  Scales 4
  Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  20 (6d6)
  8 (2d6)
  25 (6d6)
  9 (2d6+2)
  Scales 1
  Teeth / 2d6
  A11/F6
  7
  EVENT: Darkness Within
  8
  1
  Aqua
  Filter (O)
  15 (4d6)
  6 (2d6)
  21 (4d6+4)
  6 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O)
  20 (6d6)
  5 (1d6)
  27 (6d6)
  4 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  7
  Aqua
  Reducer (O)
  2 (1d6)
  7 (2d6)
  3 (1d6)
  8 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F5
  11
  3
  Aqua
  Siren (C)
  14 (4d6)
  8 (2d6)
  16 (4d6)
  5 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  4
  Rep
  Eater (O)
  13 (3d6)
  11 (3d6)
  17 (3d6+4)
  7 (2d6)
  Scales 4
  Thrasher / 2d6
  A6/F3
  Event: Darkness Within
  There is a lightless void filling a deep trench here, one so thick and chemically dense that even sonar is useless. The creatures that 
  dwell here sense prey by means of bioelectrical auras. Generate the encounter again, adding the Bioelectricity exotic weapon to 
  the result. The animals in this area are so atavistic that if the players remain, their chance of further encounters is 6+.
  
  47
  thin atmosphere
  CLEAR Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Grazer (H)
  16 (4d6)
  7 (2d6)
  15 (4d6)
  9 (2d6+2)
  None 0
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  8 (2d6)
  13 (3d6)
  13 (2d6+4)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O)
  12 (3d6)
  11 (3d6)
  15 (3d6)
  9 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  12 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  18 (5d6)
  6 (2d6)
  22 (5d6)
  7 (2d6)
  Fur/Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: I Can See Forever
  8
  6
  Ins
  Chaser (C)
  3 (1d6)
  9 (2d6+4)
  4 (1d6)
  10 (2d6+2)
  Chitin 3
  Teeth /1d6 
  A7/F4
  9
  9
  Ins
  Grazer (H)
  7 (2d6)
  12 (4d6)
  8 (2d6)
  11 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  9 (3d6)
  8 (3d6)
  8 (3d6)
  8 (2d6)
  Fur/Hide 2
  Hooves / 1d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  15 (3d6+4) 8 (2d6)
  7 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  25
  Ins
  Killer (C)
  5 (1d6)
  9 (2d6+4)
  4 (1d6)
  16 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: I Can See Forever
  There is clear terrain and then there is land so flat and even that visibility literally becomes as open as the horizon itself. In this area, 
  any further encounters hold no chance of surprise for either party. Animals in this terrain are used to the total lack of cover and have 
  developed faster reflexes as compensation. All encounters in this area grant the animals involved a +2 DM to their Initiative checks.
  PLAINS Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  10 (3d6)
  12 (3d6)
  14 (3d6)
  8 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Fun
  Hunter (O)
  9 (3d6)
  8 (3d6)
  12 (3d6)
  7 (2d6+2)
  Hide 1
  Horns / 1d6
  A8/F5
  4
  1
  Rep
  Killer (C)
  5 (2d6)
  14 (3d6+4) 8 (2d6)
  11 (2d6+4) Scales 2
  Teeth / 1d6
  Exotic (Poison)
  A6/F3
  5
  7
  Ins
  Intimidator (O)
  16 (5d6)
  9 (2d6)
  22 (5d6)
  7 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  15 (4d6)
  5 (2d6)
  17 (4d6)
  8 (2d6+2)
  Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Snake in the Grass
  8
  14
  Mam
  Grazer (H)
  13 (3d6)
  8 (3d6)
  11 (3d6)
  6 (2d6+2)
  Fur/Hide 2 None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 4 (1d6)
  6 (2d6)
  2 (1d6)
  8 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Siren (C)
  14 (4d6)
  8 (2d6)
  18 (4d6)
  9 (2d6)
  None
  Thrasher / 3d6
  Exotic (Bioelectricity)
  A6/F3
  11
  25
  Ins
  Reducer (O)
  4 (1d6)
  10 (2d6)
  3 (1d6)
  3 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  17 (5d6)
  6 (2d6)
  21 (5d6)
  8 (2d6)
  Fur/Hide 5 Teeth, Thrasher / 4d6
  A9/F4
  Event: Snake in the Grass
  The players come across a very dense patch of grass, groundcover so thick the soil below cannot be seen at all. This overgrowth 
  is the lair of a dangerous species of serpent, one that attacks anything entering its grassy domain. Use #4 as the animal in this 
  encounter and have every player in the grass roll 2d6. The highest rolling player is the ‘lucky’ person that attracts the scaly lurker’s 
  attention.
  temperate World 
  enCounters
  
  temperate World enCounters
  48
  DESERT Terrain  
  Temperate World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Mam
  Grazer (O)
  10 (3d6)
  12 (3d6)
  9 (3d6)
  10 (2d6+2) Hide 2
  Thrasher / 1d6
  A11/F6
  3
  4
  Ins
  Hunter (C)
  7 (2d6)
  13 (4d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 4
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  2 (1d6)
  7 (2d6+4)
  3 (1d6)
  7 (2d6+2)
  Chitin 2
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  6 (3d6)
  14 (3d6+4) 13 (3d6)
  6 (2d6+4)
  Feathers 2 Horn / 1d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C)
  1 (1d6)
  5 (2d6)
  4 (1d6)
  8 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Ripples on the Wind
  8
  5
  Ins
  Eater (O)
  8 (2d6)
  10 (3d6)
  13 (2d6+4)
  6 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  10 (3d6)
  10 (3d6)
  10 (3d6)
  10 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  6 (2d6)
  12 (3d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  25 (4d6+4) 10 (2d6)
  18 (4d6)
  7 (2d6+4)
  Fur, Hide 3 Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  9 (2d6+2)
  9 (3d6)
  9 (2d6)
  5 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Ripples on the Wind
  Even temperate planets can get quite warm and this one is no exception. This desert has an abnormal amount of water in its air, 
  making heat shimmers so wide they impact visibility and turn the sky into constant, dancing waves.
  HILLS Terrain 
  Temperate World, Thin Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Mam
  Intermittent (H)
  12 (4d6)
  9 (2d6)
  19 (4d6)
  7 (2d6)
  None
  Teeth, Claws / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  10 (3d6)
  8 (3d6)
  12 (3d6)
  11 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  13 (3d6+4)
  6 (2d6)
  9 (2d6+2)
  Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Siren (C)
  9 (2d6)
  10 (3d6)
  8 (2d6)
  11 (2d6)
  Fur 2
  Teeth / 1d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  13 (3d6)
  18 (3d6+4)
  11 (3d6)
  10 (2d6+4)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: Digging for Gold
  8
  10
  Ins
  Eater (O)
  6 (2d6)
  15 (3d6)
  12 (2d6+4)
  5 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  16 (5d6)
  9 (2d6)
  23 (5d6)
  4 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  4
  Mam
  Trapper (C)
  11 (3d6)
  12 (3d6)
  10 (3d6)
  7 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  5 (2d6)
  10 (3d6)
  6 (2d6)
  10 (2d6+2)
  Chitin 2
  Hooves / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 19 (5d6)
  6 (2d6)
  23 (5d6)
  10 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Digging for Gold
  These hills contain an absolute oddity – siren creatures working together in a colony. The mammals of #5 are burrowers and 
  lurk just under the surface of their hill, an earthen mound with exposed veins of precious metals. When creatures come close to 
  investigating the ‘shiny’, they leap out and swarm.
  MOUNTAIN Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Mam
  Hunter (C)
  10 (3d6)
  13 (3d6)
  11 (3d6)
  8 (2d6+2)
  Hide 3
  Teeth, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  7 (2d6)
  15 (3d6+4)
  9 (2d6)
  12 (2d6+2) Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  14 (3d6)
  10 (3d6)
  14 (3d6+4)
  3 (2d6)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  11 (3d6)
  13 (3d6)
  11 (3d6)
  12 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  22 (6d6)
  8 (2d6)
  25 (6d6)
  9 (2d6+2)
  Hide 1
  Teeth, Hooves / 3d6 A11/F6
  7
  EVENT: Long Way Down
  8
  2
  Ins
  Intimidator (C)
  14 (4d6)
  9 (2d6)
  17 (4d6)
  4 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Ins
  Intermittent (O)
  7 (2d6)
  13 (3d6)
  8 (2d6)
  9 (2d6)
  Chitin 2
  Stinger / 2d6
  A10/F3
  10
  12
  Rep
  Carrion-Eater (C) 6 (1d6)
  8 (2d6)
  3 (1d6)
  10 (2d6+2) Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Avi
  Pouncer (C)
  13 (4d6)
  14 (2d6+4)
  16 (4d6)
  7 (2d6)
  Feathers 4 Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  4 (1d6)
  10 (2d6+4)
  4 (1d6)
  13 (2d6+4) Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Long Way Down
  The animals of #2 and #10 exist in a symbiosis. The reptiles harass creatures until they climb up to avoid them. Then the peak-
  dwelling mammals attack, pushing their prey to their deaths. They eat their fill and leave the rest.
  
  temperate World enCounters
  49
  FOREST Terrain 
  Temperate World, Thin Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  20
  Ins
  Trapper (C)
  2 (1d6)
  11 (2d6)
  4 (1d6)
  2 (2d6)
  Chitin 3
  Teeth / 1d6
  A9/F3
  3
  5
  Avi
  Hunter (C)
  6 (2d6)
  12 (4d6)
  7 (2d6)
  8 (2d6+2)
  Feathers 2
  Horn, Claws / 1d6
  A8/F3
  4
  6
  Mam
  Pouncer (O)
  12 (3d6)
  17 (3d6+4)
  10 (3d6)
  14 (2d6+4) Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  3 (1d6)
  8 (2d6)
  5 (1d6)
  7 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  17 (4d6+4) 9 (2d6)
  15 (4d6)
  9 (2d6+4)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Something’s Rotten
  8
  9
  Ins
  Hunter (C)
  12 (3d6)
  8 (3d6)
  11 (3d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  8 (2d6)
  16 (3d6)
  8 (2d6)
  7 (2d6)
  Fur,Hide 2
  None
  A10/F6
  10
  14
  Fun
  Chaser (C)
  4 (1d6)
  12 (2d6+4)
  5 (1d6)
  13 (2d6+2) None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  16 (4d6)
  12 (2d6+4)
  17 (4d6)
  12 (2d6+4) Fur, Hide 5
  Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  6 (2d6)
  10 (3d6)
  9 (2d6+1)
  9 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Something’s Rotten
  The avians of #3 dwell in rotting trees, making their nests in the putrescence of dissolving heartwood. Any player that loses 
  Endurance to their attacks stands a strong chance of contracting an Anthrax-like disease in 1d3 days.
  WOODS Terrain 
  Temperate World, Thin Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  11 (2d6)
  13 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  15 (3d6+4) 10 (3d6)
  13 (3d6)
  11 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  3 (1d6)
  12 (2d6+4) 5 (1d6)
  12 (2d6+4) None
  Teeth / 1d6
  A7/F3
  5
  1
  Avi
  Eater (C)
  2 (1d6)
  6 (2d6)
  8 (1d6+4)
  12 (2d6)
  Feathers 2 Horn / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 4 (1d6)
  6 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Leafs of Absence
  8
  5
  Mam
  Gatherer (H)
  12 (3d6)
  7 (3d6)
  12 (3d6)
  9 (2d6)
  Fur, Hide 4 Hooves, Teeth / 2d6 A8/F5
  9
  8
  Ins
  Grazer (H)
  5 (2d6)
  11 (3d6)
  8 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  15 (4d6)
  6 (2d6)
  21 (4d6+4)
  6 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Avi
  Chaser (C)
  11 (3d6)
  19 (3d6+4) 10 (3d6)
  9 (2d6+2)
  Feathers 3 Horn, Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  8 (2d6)
  15 (4d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Stinger / 1d6
  A8/F5
  Event: Leafs of Absence
  This encounter uses any of the animals listed except the extremely large fungal creature in #10. The trees here have thick ‘pods’ 
  of leaves, their heavy inward facing leaves providing protection for fruit and concealed homes for other animals. Roll again; the 
  resulting encounter emerges from an ‘empty’ pod, automatically gaining surprise.
  JUNGLE Terrain 
  Temperate World, Thin Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Hunter (C)
  10 (3d6)
  11 (3d6)
  12 (3d6)
  13 (2d6+2) Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  10 (3d6)
  16 (3d6+4)
  11 (3d6)
  13 (2d6+4) Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  13 (3d6)
  18 (3d6+4)
  9 (3d6)
  10 (2d6+4) Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  8 (3d6)
  12 (3d6)
  14 (3d6)
  10 (2d6)
  Scales 2
  Thrasher / 1d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  5 (2d6)
  2 (1d6)
  7 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Bungle in the Jungle
  8
  2
  Ins
  Hunter (C)
  5 (2d6)
  9 (3d6)
  8 (2d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  11 (3d6)
  10 (3d6)
  13 (3d6)
  8 (2d6)
  Fur, Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  6 (2d6)
  17 (3d6+4)
  8 (2d6)
  7 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  6 (2d6)
  9 (1d6+4)
  8 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  7 (1d6+2) 8 (2d6)
  2 (1d6)
  7 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Bungle in the Jungle
  The ground here is wet, treacherous and extremely unstable. Players must make Athletics (Coordination) skill checks to do anything 
  more complicated than walking through the area at half normal speed.
  
  temperate World enCounters
  50
  RAINFOREST Terrain 
  Temperate World, Thin Atmosphere (7+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  8 (2d6)
  3 (1d6)
  9 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Fun
  Reducer (O)
  17 (3d6)
  11 (3d6)
  13 (3d6)
  6 (2d6)
  Hide 1
  Teeth / 2d6
  A9/F4
  4
  5
  Ins
  Killer (C)
  13 (2d6+4) 11 (3d6)
  10 (2d6)
  14 (2d6+4) Chitin 3
  Teeth, Horns / 2d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  6 (2d6)
  7 (3d6)
  15 (2d6+4)
  6 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  3 (1d6)
  7 (2d6)
  3 (1d6)
  4 (2d6+2)
  Scales 2 Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Tropical Harassment 
  8
  9
  Ins
  Hijacker (O)
  18 (5d6+2) 6 (2d6)
  20 (5d6)
  7 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C)
  13 (4d6)
  8 (2d6)
  15 (4d6)
  11 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  10 (3d6)
  13 (3d6)
  13 (3d6+4)
  3 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  15 (4d6)
  9 (2d6)
  17 (4d6)
  7 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  9 (3d6)
  10 (3d6)
  13 (3d6)
  10 (2d6+2) Hide 3
  Hooves / 1d6
  A6/F3
  Event: Tropical Harassment
  Another example of symbiosis, the mammals of #9 feed by harassing and badgering other animals into the traps of the insects at 
  #11. Once the insects are done with their prey, the mammals eat their fill, unharmed by the trappers.
  ROUGH Terrain  
  Temperate World, Thin Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  7
  Rep
  Gatherer (O)
  12 (3d6)
  10 (3d6)
  14 (3d6)
  7 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  11 (3d6)
  16 (3d6+4)
  11 (3d6)
  12 (2d6+4)
  Hide 1
  Claws / 2d6
  A9/F6
  4
  6
  Mam
  Hunter (O)
  12 (4d6)
  8 (2d6)
  14 (4d6)
  11 (2d6+2)
  Fur, Hide 2
  Teeth, Claws / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  7 (2d6)
  15 (3d6)
  15(2d6+4)
  4 (2d6)
  Chitin 2
  Stinger / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  8 (2d6)
  20 (4d6+4)
  9 (2d6)
  7 (2d6+4)
  Scales 2
  Teeth, Horns / 1d6
  A7/F5
  7
  EVENT: A Rough Start
  8
  5
  Ins
  Intermittent (O)
  7 (2d6)
  11 (3d6)
  10 (2d6)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  15 (4d6)
  11 (2d6+4)
  17 (4d6)
  9 (2d6+4)
  Fur, Hide 4
  Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  9 (3d6)
  14 (3d6+4)
  12 (3d6)
  9 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  13 (4d6)
  8 (2d6)
  19 (4d6+4)
  8 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  11 (3d6)
  14 (3d6)
  13 (3d6)
  12 (2d6+2)
  None
  Teeth / 1d6
  A7/F3
  Event: A Rough Start
  The players discover a gutted shuttle and the remains of several dead aliens. The ship is ruined, the bodies have been stripped 
  clean by animals and the entire site appears to have only been present for a short time. A discovered log shows that the ship only 
  landed an hour ago. What could have done all of this in an hour? And is it coming back?
  SWAMP/MARSH Terrain 
  Temperate World, Thin Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  15
  Fun
  Intermittent (H)
  8 (2d6)
  10 (3d6)
  9 (2d6)
  6 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  13 (2d6+4) 15 (4d6)
  10 (2d6)
  11 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  5 (2d6)
  9 (3d6)
  14 (2d6+4)
  6 (2d6)
  Fur, Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  18 (6d6)
  6 (2d6)
  26 (6d6)
  8 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Lost Amidst the Fen
  8
  14
  Rep
  Siren (C)
  10 (3d6)
  10 (3d6)
  12 (3d6)
  11 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  8 (2d6)
  21 (4d6+4) 6 (2d6)
  14 (2d6+2) None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  11 (3d6)
  9 (3d6)
  12 (3d6)
  5 (2d6)
  Hide 1
  Claws / 2d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  14 (4d6)
  5 (2d6)
  13 (4d6)
  10 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  13 (4d6)
  7 (2d6)
  19 (4d6)
  9 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Lost Amidst the Fen
  While moving through this area, a random player has lost something of great value or import. If the players seek to recover it (which 
  they should), finding the sunken item will require ingenuity and hard work.
  
  temperate World enCounters
  51
  BEACH/SHORE Terrain 
  Temperate World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  12 (3d6)
  11 (3d6)
  9 (3d6)
  4 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A10/F4
  3
  5
  Mam
  Hijacker (C)
  7 (2d6+2)
  10 (3d6)
  10 (2d6)
  8 (2d6)
  Hide 2
  Teeth, Horn / 1d6
  A8/F5
  4
  18
  Ins
  Eater (O)
  2 (1d6)
  7 (2d6)
  7 (1d6+4)
  5 (2d6)
  Chitin 1
  Horns / 1d6
  A7/F4
  5
  3
  Ins
  Pouncer (C)
  8 (2d6)
  14 (3d6+4) 8 (2d6)
  14 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  13 (4d6)
  6 (2d6)
  19 (4d6)
  8 (2d6+2)
  Fur, Hide 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Shore Losers
  8
  6
  Ins
  Eater (C)
  8 (2d6)
  10 (3d6)
  11 (2d6+4)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Amph Carrion-Eater (C) 10 (3d6)
  12 (3d6)
  11 (3d6)
  13 (2d6+2)
  Hide 4
  Hooves / 1d6
  A11/F7
  10
  4
  Avi
  Pouncer (C)
  6 (2d6)
  13 (3d6+4) 7 (2d6)
  11 (2d6+4)
  Feathers 2
  Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  7 (2d6)
  8 (3d6)
  6 (2d6)
  8 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  16 (5d6)
  5 (2d6)
  22 (5d6)
  7 (2d6)
  Fur, Hide 4
  Teeth, Horns / 2d6
  A9/F5
  Event: Shore Losers
  The players encounter the mammals in #3 enjoying a dinner of freshly killed amphibians. The mammals stand their ground, 
  guarding their kill ferociously. Unfortunately for all involved, it is not their kill, as the players will discover when the mammal in #6 
  and its identical mate return to reclaim it.
  RIVERBANK Terrain 
  Temperate World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  6
  Ins
  Gatherer (H)
  10 (3d6)
  15 (3d6)
  7 (3d6)
  3 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Fun
  Killer (C)
  17 (3d6+4) 12 (3d6)
  9 (3d6)
  13 (2d6+4) None
  Teeth / 3d6
  A6/F4
  4
  12
  Avi
  Hunter (O)
  6 (2d6)
  10 (3d6)
  8 (2d6)
  8 (2d6+2)
  Feathers 1 Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  7 (2d6)
  18 (3d6+4) 10 (2d6)
  6 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  21
  Mam
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  2 (1d6)
  9 (2d6+2)
  Fur 2
  Claws / 2d6
  A9/F5
  7
  EVENT: River Wide, River Deep
  8
  8
  Fun
  Reducer (O)
  4 (1d6)
  7 (2d6)
  4 (1d6)
  9 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Amph Trapper (C)
  13 (4d6)
  8 (2d6)
  20 (4d6)
  5 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  7 (2d6)
  10 (3d6)
  12 (2d6+4)
  8 (2d6)
  Chitin 3
  Stinger, Claws / 2d6 A7/F6
  11
  18
  Ins
  Chaser (C)
  6 (2d6)
  20 (3d6+4) 9 (2d6)
  12 (2d6+2) Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  14 (4d6)
  10 (2d6)
  16 (4d6)
  8 (2d6+2)
  Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: River Wide, River Deep
  There are the remains of a bridge spanning this rushing river. While the water is not too treacherous to ford, the amphibian (#9) 
  lurking under the bridge’s remaining supports is eager for the players to try.
  SHALLOW OCEAN Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  10 (3d6)
  12 (3d6)
  13 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  11 (3d6)
  15 (3d6+4) 11 (3d6)
  12 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  3
  Avi
  Pouncer (C)
  9 (3d6)
  16 (3d6+4) 8 (3d6)
  16 (2d6+4) Feathers 1 Horn / 1d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  14 (3d6)
  13 (3d6+4) 15 (3d6)
  7 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C)
  4 (1d6)
  8 (2d6)
  2 (1d6)
  8 (2d6)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Lonely Tide 
  8
  4
  Aqua
  Hunter (C)
  12 (3d6)
  8 (3d6)
  11 (3d6)
  12 (2d6+2) Scales 3
  Teeth / 2d6
  A7/F3
  9
  7
  Aqua
  Intimidator (O)
  6 (2d6)
  12 (3d6)
  10 (2d6)
  6 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  9 (2d6+4)
  5 (1d6)
  7 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  16 (4d6+4) 7 (2d6)
  18 (4d6)
  15 (2d6+4) Feathers 3 Horn  / 2d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  3 (1d6)
  8 (2d6)
  8 (1d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Lonely Tide
  The animals of this area, even those in the water, all vacate and hide a few minutes before each tide. Initial investigation reveals 
  no apparent reason – no predators, chemicals or other causes. Why do they do that?
  
  temperate World enCounters
  52
  OPEN OCEAN Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  10 (2d6)
  12 (3d6)
  8 (2d6)
  9 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  14 (3d6+4)
  10 (3d6)
  13 (3d6)
  12 (2d6+4) Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6)
  15 (2d6+4) Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  4 (1d6)
  8 (2d6)
  5 (1d6+4)
  10 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Swimming For Life
  8
  6
  Aqua
  Gatherer (H)
  10 (3d6)
  9 (3d6)
  12 (3d6)
  5 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  10 (2d6+2) Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  15 (4d6)
  7 (2d6)
  18 (4d6+4)
  6 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  11 (3d6)
  16 (3d6+4) 10 (3d6)
  8 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  12 (2d6)
  11 (3d6)
  7 (2d6)
  11 (2d6+2)
  Feathers 2 Horn  / 2d6
  A8/F5
  Event: Swimming For Life
  The water in this ocean is so oxygen depleted that every form of life in it has to remain mobile or they will suffocate, literally 
  drowning underwater. Many species, including any aquatic encounters the players have in this area, have adapted to surfacing 
  briefly and swallowing open air, keeping it in inflating bladders that they slowly filter water through for hours while they swim. While 
  this may give the aquatics a strangely bloated look, it also adds +2 to their Endurance.
  DEEP OCEAN Terrain 
  Temperate World, Thin Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  13 (3d6)
  10 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  7 (2d6)
  18 (4d6+4)
  9 (2d6)
  5 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  10 (3d6)
  12 (3d6)
  13 (3d6+4)
  5 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  12 (3d6)
  9 (3d6)
  12 (3d6)
  8 (2d6)
  Scales 3
  Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  22 (6d6)
  6 (1d6)
  25 (6d6)
  6 (2d6+2)
  Scales 1
  Teeth / 3d6
  A11/F6
  7
  EVENT: Ouroboros
  8
  1
  Aqua
  Filter (O)
  8 (4d6)
  7 (2d6)
  21 (4d6+4)
  2 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O)
  18 (4d6)
  5 (1d6)
  26 (6d6)
  6 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  2 (1d6)
  6 (2d6)
  3 (1d6)
  9 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Siren (C)
  13 (4d6)
  8 (2d6)
  16 (4d6)
  7 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Intermittent (C)
  27 (7d6)
  4 (1d6)
  38 (7d6)
  8 (2d6)
  Scales 6
  Teeth / 4d6
  A10/F-
  Event: Ouroboros 
  The reptile mentioned in #12 is truly massive, encircling an entire underwater deep ocean mountain. It goes dormant for long 
  periods of time, awakening only once every few years to feed. While dormant, it swallows its own tail and constantly reprocesses its 
  own waste until nothing is left but inert dust which it exhales upon awakening. Rolling this event means the players have happened 
  upon the reptile at some point during its active cycle. Good luck to them.
  
  temperate World enCounters
  53
  standard atmosphere
  CLEAR Terrain 
  Temperate World, Standard Atmosphere (10+)
  2d6
  Pack Class
  Behaviour
  Strength Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Grazer (H)
  12 (4d6)
  7 (2d6)
  15 (4d6)
  9 (2d6+2)
  None 0
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  10 (3d6)
  13 (2d6+4)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  5
  Avi
  Intermittent (O) 11 (3d6)
  7 (3d6)
  12 (3d6)
  10 (2d6)
  Feathers 1
  Horn, Claws / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  12 (3d6)
  10 (3d6)
  13 (3d6)
  5 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  22 (5d6)
  5 (2d6)
  20 (5d6)
  8 (2d6)
  Fur/Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: Screaming Zephyr
  8
  6
  Ins
  Chaser (C)
  3 (1d6)
  11 (2d6+4) 4 (1d6)
  11 (2d6+2)
  Chitin 3
  Teeth /1d6 
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  11 (3d6)
  11 (3d6)
  7 (3d6)
  8 (2d6)
  Fur/Hide 2
  Hooves / 2d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  10 (2d6+4) 8 (2d6)
  15 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  25
  Ins
  Killer (C)
  4 (1d6)
  9 (2d6+4)
  4 (1d6)
  9 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: Screaming Zephyr
  The open wind and very low ground cover here results in wind that echoes across the ground with a strange, almost mournful 
  shriek at night. While unnerving, this has no directly harmful effect. Lack of sleep, on the other hand...
  PLAINS Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  9 (3d6)
  10 (3d6)
  16 (3d6)
  10 (2d6+2) Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Mam
  Hunter (O)
  10 (3d6)
  12 (3d6)
  13 (3d6)
  12 (2d6+2) Hide 2
  Claws / 2d6
  A7/F4
  4
  10
  Avi
  Siren (C)
  7 (2d6)
  4 (3d6)
  8 (2d6)
  12 (2d6)
  Feathers 3
  Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  19 (5d6)
  5 (2d6)
  22 (5d6)
  6 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  15 (4d6)
  11 (2d6)
  17 (4d6)
  9 (2d6+2)
  Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Death From Below
  8
  14
  Mam
  Grazer (H)
  10 (3d6)
  9 (3d6)
  11 (3d6)
  7 (2d6+2)
  Fur/Hide 2
  None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 4 (1d6)
  7 (2d6)
  5 (1d6+1)
  6 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Avi
  Siren (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  7 (2d6)
  Feathers 1
  Horn / 1d6
  A9/F3
  11
  22
  Ins
  Reducer (O)
  2 (1d6)
  16 (3d6)
  3 (1d6)
  9 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  17 (5d6)
  8 (2d6)
  21 (5d6)
  4 (2d6)
  Fur/Hide 5
  Teeth, Thrasher / 4d6 A9/F4
  Event: Death From Below
  The area the players discover here looks perfectly suited for camping or resting. The ground is soft with ample surrounding cover 
  and no undergrowth to be troubled by fires or generators. It will not be until after camp has been set up for a while (or until the 
  players try to leave the area if they do not stop to rest) that they discover why no other animals trouble the site. The mammal in #12 
  is a burrower and uses this place as its favourite trap, emerging suddenly to catch, drag under and feed.
  
  temperate World enCounters
  54
  DESERT Terrain 
  Temperate World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  11 (3d6)
  13 (3d6)
  10 (3d6)
  9 (2d6+2)
  Chitin 3
  Stinger / 2d6
  A10/F6
  3
  4
  Ins
  Hunter (C)
  7 (2d6)
  11 (3d6)
  8 (2d6)
  10 (2d6+2)
  Chitin 4
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  2 (1d6)
  9 (2d6+4)
  3 (1d6)
  8 (2d6+2)
  Chitin 2
  Stinger, Claws / 1d6 A7/F5
  5
  1
  Avi
  Pouncer (C)
  8 (3d6)
  14 (3d6+4) 13 (3d6)
  14 (2d6+4)
  Feathers 2
  Horn / 1d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 1 (1d6)
  6 (2d6)
  4 (1d6)
  10 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Dangerous Bounty
  8
  5
  Ins
  Eater (O)
  8 (2d6)
  10 (3d6)
  13 (2d6+4)
  12 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  11 (3d6)
  15 (3d6)
  10 (3d6)
  6 (2d6)
  Hide 3
  Teeth, Horn / 2d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  6 (2d6)
  11 (3d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Rep
  Killer (C)
  9 (2d6)
  16 (4d6+4) 10 (2d6)
  12 (2d6+4)
  Fur, Hide 3 Teeth / 1d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  9 (2d6+2) 15 (4d6)
  9 (2d6)
  3 (2d6)
  Feathers 3
  Teeth. Claws / 2d6
  A9/F4
  Event: Dangerous Bounty
  After discovering a lush oasis with berry plants and a small but crystal clear spring, all seems well. Both sources of nourishment 
  check out as safe but they have a dangerous interaction, creating a deadly poison if consumed together.
  HILLS Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Mam
  Intermittent (H)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  3 (2d6)
  Hide 2
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  12 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  16 (3d6+4)
  6 (2d6)
  4 (2d6+2)
  Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  14 (3d6+4) 12 (3d6)
  14 (3d6)
  10 (2d6+4) Fur 2
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  11 (3d6)
  14 (3d6+4)
  11 (3d6)
  8 (2d6+4)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: Agony of the Feet
  8
  10
  Ins
  Eater (O)
  7 (2d6)
  10 (3d6)
  12 (2d6+4)
  5 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  17 (5d6)
  7 (2d6)
  23 (5d6)
  7 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  18
  Rep
  Trapper (C)
  7 (2d6)
  12 (4d6)
  10 (2d6)
  10 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  5 (2d6)
  13 (4d6)
  6 (2d6)
  8 (2d6+2)
  Chitin 2
  Stinger / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 10 (5d6)
  4 (2d6)
  23 (5d6)
  10 (2d6+2) Hide 2
  Teeth / 3d6
  A10/F7
  Event: Agony of the Feet
  The indigenous reptiles of the area (#10) are extremely clever and treacherous, digging hundreds of intersecting tunnels that give 
  way beneath the weight of creatures above. This traps their prey, which they swarm and devour.
  MOUNTAIN Terrain 
  Temperate World, Standard Atmosphere (10+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Avi
  Hunter (C)
  12 (3d6)
  11 (3d6)
  10 (3d6)
  6 (2d6+2)
  Feathers 3 Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  7 (2d6)
  14 (3d6+4)
  9 (2d6)
  10 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  9 (3d6)
  13 (3d6)
  14 (3d6+4)
  4 (2d6)
  Scales 2
  Teeth, Horns / 1d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  12 (3d6)
  12 (3d6)
  11 (3d6)
  7 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Mam
  Grazer (H)
  14 (3d6)
  16 (3d6)
  15 (3d6)
  11 (2d6+2)
  Fur, Hide 3 Hooves / 2d6
  A10/F6
  7
  EVENT: Do You Hear What I Hear?
  8
  2
  Ins
  Intimidator (C)
  15 (4d6)
  6 (2d6)
  17 (4d6)
  7 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O) 7 (2d6)
  10 (3d6)
  8 (2d6)
  6 (2d6)
  Feathers 2 Horn / 1d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  2 (1d6)
  6 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  13 (4d6)
  10 (2d6)
  16 (4d6)
  6 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  8 (1d6+4) 8 (2d6)
  2 (1d6)
  9 (2d6+4)
  Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Do You Hear What I Hear?
  This mountain range has an extremely rare acoustic anomaly – anything said from one peak can be heard even several kilometres 
  away on another peak. While this is curious and interesting, it may also be dangerous to the players as several animals in the area 
  use these sounds to detect the arrival of prey on the mountaintops.
  
  temperate World enCounters
  55
  FOREST Terrain 
  Temperate World, Standard Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  20
  Ins
  Trapper (C)
  3 (1d6)
  9 (2d6)
  4 (1d6)
  5 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Ins 
  Hunter (C)
  10 (2d6)
  12 (3d6)
  7 (2d6)
  8 (2d6+2)
  Chitin 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  6 (3d6)
  15 (3d6+4)
  10 (3d6)
  11 (2d6+4)
  Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  4 (1d6)
  6 (2d6)
  6 (1d6)
  4 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  17 (4d6+4) 8 (2d6)
  15 (4d6)
  3 (2d6)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Silence is Golden
  8
  9
  Ins
  Hunter (C)
  10 (3d6)
  13 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  7 (2d6)
  12 (3d6)
  10 (2d6)
  8 (2d6)
  Fur, Hide 2
  None
  A10/F6
  10
  14
  Avi
  Chaser (C)
  6 (2d6)
  14 (3d6+4)
  7 (2d6)
  11 (2d6+2)
  Feathers 2
  Horn / 1d6
  A9/F4
  11
  1
  Mam
  Killer (C)
  20 (4d6+4) 8 (2d6)
  20 (4d6)
  16 (2d6+4)
  Fur, Hide 5
  Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  6 (2d6)
  12 (4d6)
  9 (2d6)
  10 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Silence is Golden
  Investigation can be very profitable. If the players investigate why a certain area of this normally noisy forest is utterly silent, they 
  will discover a lifeless pool. Exploring the pool will uncover the massive amounts of heavy element sediment along the bottom, 
  including soluble gold and other precious metals.
  WOODS Terrain 
  Temperate World, Standard Atmosphere (7+)
  2d6 Pack Class
  Behaviour
  Strength Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  4 (2d6+2)
  Chitin 3
  Stinger, Claws / 2d6 A8/F3
  3
  10
  Mam
  Killer (C)
  12 (3d6)
  17 (3d6+4) 13 (3d6)
  13 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Avi
  Grazer (C)
  4 (1d6)
  7 (2d6)
  5 (1d6)
  8 (2d6+2)
  Feathers 1
  Horn / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  1 (1d6)
  6 (2d6)
  7 (1d6+4)
  10 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 2 (1d6)
  9 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Worse Than Their Bite
  8
  5
  Mam
  Gatherer (O)
  10 (3d6)
  10 (3d6)
  14 (3d6)
  7 (2d6)
  Fur, Hide 3 Hooves, Teeth / 2d6 A8/F5
  9
  8
  Ins
  Intermittent (H)
  6 (2d6)
  13 (3d6)
  8 (2d6)
  3 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  13 (4d6)
  6 (2d6)
  19 (4d6+4)
  8 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  9 (3d6)
  16 (3d6+4) 10 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  6 (2d6)
  11 (3d6)
  7 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: Worse Than Their Bite
  The avians in #4 dwell seemingly safe and sound in the branches of oily-barked trees, oblivious to harm. The reason for their safety 
  becomes apparent if the players make contact with the black tree bark and its acidic secretion.
  JUNGLE Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Hunter (C)
  10 (3d6)
  10 (3d6)
  12 (3d6)
  7 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  16 (3d6+4) 12 (3d6)
  11 (3d6)
  13 (2d6+4) Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Avi
  Pouncer (C)
  10 (3d6)
  15 (3d6+4) 9 (3d6)
  10 (2d6+4) Feathers 2
  Horn, Claws / 1d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  9 (3d6)
  10 (3d6)
  14 (3d6)
  3 (2d6)
  Scales 2
  Thrasher / 1d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Jungle Hunt
  8
  2
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  12 (2d6+2) Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  7 (2d6)
  Fur, Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  8 (2d6)
  14 (3d6+4) 8 (2d6)
  11 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  7 (2d6)
  8 (1d6+4)
  4 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  4 (1d6+2)
  8 (2d6)
  2 (1d6)
  8 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Jungle Hunt
  While travelling through this area, the players discover the ravaged remains of a hunter’s campsite, including ammunition for an 
  extremely expensive and powerful weapon. Should they attempt a rescue, at least for that gun?
  
  temperate World enCounters
  56
  RAINFOREST Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Grazer (H)
  3 (1d6)
  6 (2d6)
  5 (1d6)
  9 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  10 (3d6)
  10 (3d6)
  11 (3d6)
  6 (2d6)
  Feathers 1 Horn / 1d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  11 (2d6+4) 12 (3d6)
  10 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Horns / 2d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  6 (2d6)
  13 (4d6)
  15 (2d6+4)
  3 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  2 (1d6)
  6 (2d6)
  3 (1d6)
  8 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Sound and the Fury
  8
  9
  Ins
  Hijacker (O)
  18 (5d6+2) 6 (2d6)
  20 (5d6)
  2 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 12 (4d6)
  7 (2d6)
  15 (4d6)
  10 (2d6)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  11 (3d6)
  12 (3d6)
  16 (3d6+4)
  7 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  16 (4d6)
  9 (2d6)
  12 (4d2)
  9 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  10 (3d6)
  13 (3d6)
  13 (3d6)
  10 (2d6+2) Hide 3
  Hooves / 1d6
  A6/F3
  Event: Sound and the Fury
  Roll another encounter and begin running it normally. If combat starts, interrupt the second round with a strange, thunderous roar 
  in the distance. The animals the players are fighting will flee immediately, even if doing so endangers them. What was that? What’s 
  coming? How much can the Referee make the players sweat wondering?
  ROUGH Terrain 
  Temperate World, Standard Atmosphere (9+)
  2d6 Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  7
  Rep
  Gatherer (O)
  10 (3d6)
  12 (3d6)
  14 (3d6)
  8 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  12 (3d6)
  17 (3d6+4) 11 (3d6)
  11 (2d6+4) Hide 1
  Claws / 2d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  14 (4d6)
  6 (2d6)
  13 (4d6)
  8 (2d6+2)
  Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  7 (2d6)
  13 (4d6)
  17 (2d6+4)
  4 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  6 (2d6)
  16 (3d6+4) 9 (2d6)
  11 (2d6)
  Scales 2
  Teeth, Horns / 1d6
  A7/F5
  7
  EVENT: Ruins of Tomorrow
  8
  5
  Ins
  Intermittent (O) 8 (2d6)
  11 (3d6)
  10 (2d6)
  12 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  17 (4d6+4) 6 (2d6)
  17 (4d6)
  9 (2d6+4)
  Fur, Hide 4
  Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  9 (3d6)
  14 (3d6+4) 12 (3d6)
  10 (2d6+2) Chitin 3
  Teeth / 1d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  16 (4d6)
  7 (2d6)
  19 (4d6+4)
  7 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  12 (3d6)
  12 (3d6)
  13 (3d6)
  11 (2d6+2) None
  Teeth / 2d6
  A7/F3
  Event: Ruins of Tomorrow
  After exploring the area, the players discover a set of clearly ancient ruins. The wrecked buildings show signs of a civilisation more 
  advanced than anything this system has. There may be ancient secrets buried here. Or maybe not.
  SWAMP/MARSH Terrain 
  Temperate World, Standard Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  15
  Avi
  Intermittent (H) 7 (2d6)
  10 (3d6)
  11 (2d6)
  7 (2d6)
  Feathers 1
  Horn / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  8 (2d6)
  12 (3d6)
  8 (2d6)
  8 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  13 (2d6+4) 8 (3d6)
  10 (2d6)
  12 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  5 (2d6)
  14 (3d6)
  14 (2d6)+4
  5 (2d6)
  Fur, Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  25 (6d6)
  6 (1d6)
  26 (6d6)
  10 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Bog of Endless Stench
  8
  14
  Rep
  Siren (C)
  10 (3d6)
  11 (3d6)
  12 (3d6)
  4 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  7 (2d6)
  14 (3d6+4)
  6 (2d6)
  8 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  12 (3d6)
  13 (3d6)
  12 (3d6)
  7 (2d6)
  Hide 1
  Claws / 2d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  14 (4d6)
  8 (2d6)
  17 (4d6)
  11 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  13 (4d6)
  7 (2d6)
  19 (4d6)
  7 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Bog of Endless Stench
  This area stinks so badly that even the animals avoid it. The gases in the air are rancid, spewing forth from centuries of wet decay. 
  Only the fungals listed can be encountered here, some of which may be the source of the stench.
  
  temperate World enCounters
  57
  BEACH/SHORE Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  15 (3d6)
  10 (3d6)
  9 (3d6)
  10 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A10/F4
  3
  7
  Fun
  Killer (C)
  17 (4d6+4) 5 (2d6)
  11 (4d6)
  13 (2d6+4)
  Hide 2
  Thrasher / 3d6
  A7/F5
  4
  18
  Amph Eater (O)
  6 (2d6)
  13 (4d6)
  11 (2d6+4)
  10 (2d6)
  Hide 1
  Teeth / 1d6
  A8/F4
  5
  3
  Ins
  Pouncer (C)
  8 (2d6)
  14 (3d6+4) 8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  11 (3d6)
  10 (3d6)
  12 (3d6)
  8 (2d6+2)
  Fur, Hide 2 Claws / 2d6
  A7/F3
  7
  EVENT: Wishing Well
  8
  6
  Ins
  Eater (C)
  6 (2d6)
  10 (3d6)
  11 (2d6+4)
  4 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Amph Carrion-Eater (C)
  10 (3d6)
  13 (3d6)
  11 (3d6)
  7 (2d6)
  Hide 4
  Hooves / 1d6
  A11/F7
  10
  4
  Avi
  Pouncer (C)
  8 (2d6)
  14 (3d6+4) 7 (2d6)
  10 (2d6+4)
  Feathers 2 Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  9 (2d6)
  12 (3d6)
  8 (2d6+2)
  7 (2d6)
  Chitin 2
  Stinger / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  15 (5d6)
  8 (2d6)
  22 (5d6)
  11 (2d6)
  Fur, Hide 4 Teeth, Horns / 2d6
  A9/F5
  Event: Wishing Well
  The players find a spot of barren rock with an untranslatable bit of alien scrawl on an exposed rock. Nearby, just past the shoreline, 
  there are hundreds of small coins, all different shapes and denominations. Make a wish?
  RIVERBANK Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  6
  Ins
  Gatherer (H)
  10 (3d6)
  8 (3d6)
  7 (3d6)
  7 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Avi
  Killer (C)
  12 (2d6+4) 10 (3d6)
  10 (2d6)
  13 (2d6+4) Feathers 2
  Horns / 2d6
  A6/F4
  4
  12
  Amph
  Hunter (O)
  7 (2d6)
  18 (4d6)
  8 (2d6)
  8 (2d6+2)
  Hide 1
  Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  9 (2d6)
  10 (3d6+4) 10 (2d6)
  12 (2d6+2) Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  2
  Avi
  Carrion-Eater (C) 11 (3d6)
  15 (3d6)
  12 (3d6)
  8 (2d6+2)
  Feathers 2
  Horn, Claws / 2d6
  A9/F3
  7
  EVENT: Birds of a Feather
  8
  8
  Avi
  Reducer (O)
  2 (1d6)
  6 (2d6)
  5 (1d6)
  3 (2d6)
  Feathers 1
  None
  A11/F6
  9
  1
  Fun
  Trapper (C)
  18 (4d6)
  7 (2d6)
  20 (4d6)
  7 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  6 (2d6)
  10 (3d6)
  12 (2d6+4)
  5 (2d6)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  7 (2d6)
  15 (3d6+4) 9 (2d6)
  14 (2d6+2) Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  13 (4d6)
  8 (2d6)
  16 (4d6)
  10 (2d6+2) Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: Birds of a Feather
  At first glance, the avians in #3 and #8 look identical. This may come as a very rude surprise if the players get used to the docile, 
  almost friendly #8 avians and then encounter the blood-crazed birds of #3 flocking their way.
  SHALLOW OCEAN Terrain 
  Temperate World, Standard Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  10 (3d6)
  15 (3d6+4) 11 (3d6)
  8 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  10 (3d6)
  18 (3d6+4) 9 (3d6)
  12 (2d6+4) Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  14 (3d6)
  12(3d6+4)
  15 (3d6)
  7 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 3 (1d6)
  5 (2d6)
  2 (1d6)
  10 (2d6+2) None
  Teeth / 1d6
  A10/F6
  7
  EVENT: If I Could Turn Back Tide
  8
  4
  Aqua
  Hunter (C)
  13 (3d6)
  10 (3d6)
  11 (3d6)
  13 (2d6+2) Scales 3
  Teeth / 2d6
  A7/F3
  9
  7
  Aqua
  Intimidator (O)
  8 (2d6)
  13 (3d6)
  10 (2d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  11 (2d6+4)
  5 (1d6)
  4 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  18 (4d6+4) 6 (2d6)
  18 (4d6)
  12 (2d6+4) Feathers 3 Horn  / 2d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  2 (1d6)
  8 (2d6)
  8 (1d6+4)
  9 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: If I Could Turn Back Tide
  Gravitational anomalies on this world cause a tide that sometimes does not reach the shore. This has caused an odd rippling effect 
  with several sandbars stretching out across the ocean like a dozen beach ‘echoes’.
  
  temperate World enCounters
  58
  OPEN OCEAN Terrain 
  Temperate World, Standard Atmosphere (8+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Mam
  Gatherer (C)
  8 (2d6)
  18 (4d6)
  9 (2d6)
  9 (2d6)
  Hide 3
  Claws / 1d6
  A9/F3
  3
  2
  Aqua
  Killer (C)
  10 (3d6)
  16 (3d6+4)
  13 (3d6)
  12 (2d6+4)
  Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  7 (2d6+4)
  5 (1d6)
  6 (2d6+4)
  Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  3 (1d6)
  9 (2d6)
  6 (1d6+4)
  6 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 5 (1d6)
  8 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Water Into Wine
  8
  6
  Aqua
  Gatherer (H)
  12 (3d6)
  7 (3d6)
  12 (3d6)
  7 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  7 (2d6)
  11 (3d6)
  8 (2d6)
  12 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  12 (4d6)
  8 (2d6)
  20 (4d6+4)
  8 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  11 (3d6)
  17 (3d6+4)
  10 (3d6)
  7 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  6 (2d6)
  10 (3d6)
  7 (2d6)
  9 (2d6+2)
  Feathers 2 Horn  / 2d6
  A8/F5
  Event: Water Into Wine
  Chemical abnormalities across the ocean floor have caused large currents to literally ferment. While the animal life in the area has 
  adapted to either live in the alcohol or avoid the streams, the players are not likely to be prepared. As rebreathers below TL 10 may 
  not adequately filter out the alcohol, players may find themselves getting quite mind-hammeringly drunk through no fault of their own.
  DEEP OCEAN Terrain 
  Temperate World, Standard Atmosphere (9+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  8
  Ins
  Hunter (C)
  6 (3d6)
  8 (3d6)
  11 (3d6)
  5 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  7 (2d6)
  16 (3d6+4) 9 (2d6)
  7 (2d6+2)
  Scales 2
  Teeth, Horns / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  5 (3d6)
  10 (3d6)
  13 (3d6+4)
  6 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  10 (3d6)
  14 (3d6)
  10 (3d6)
  8 (2d6)
  Scales 3
  Teeth / 1d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  15 (6d6)
  5 (1d6)
  25 (6d6)
  6 (2d6+2)
  Scales 1
  Teeth / 2d6
  A11/F6
  7
  EVENT: Disaster’s Birth
  8
  1
  Aqua
  Filter (O)
  13 (4d6)
  6 (2d6)
  20 (4d6+4)
  6 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O) 20 (6d6)
  4 (1d6)
  22 (6d6)
  11 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  2 (1d6)
  5 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Siren (C)
  15 (4d6)
  8 (2d6)
  16 (4d6)
  9 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Killer (C)
  15 (3d6+4) 12 (3d6)
  12 (3d6)
  11 (2d6+4)
  Scales 4
  Thrasher / 2d6
  A6/F3
  Event: Disaster’s Birth
  Generate another encounter here and run it as normal. Just as it resolves, there is a rumble through the water and massive vents 
  of silt and gas rise up from the ocean floor. A crack in the tectonic plate below has caused a huge disruption. While this is only a 
  minor incident here and little cause for concern, the immense spike in pressure and water motion has given rise to a tidal wave. By 
  the time it hits land (which could, for dramatic effect, be where the player’s ship is), the situation could be catastrophic.
  
  temperate World enCounters
  59
  dense atmosphere
  CLEAR Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Grazer (H)
  16 (4d6)
  7 (2d6)
  15 (4d6)
  13 (2d6+2)
  None 0
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  15 (3d6)
  15 (2d6+4)
  9 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O) 11 (3d6)
  13 (3d6)
  7 (3d6)
  7 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  12 (3d6)
  14 (3d6)
  13 (3d6)
  6 (2d6+2)
  Fur 2
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  16 (5d6)
  6 (2d6)
  18 (5d6)
  8 (2d6)
  Fur/Hide 2 Claws / 3d6
  A10/F3
  7
  EVENT: Dead Reckoning
  8
  6
  Ins
  Chaser (C)
  3 (1d6)
  11 (2d6+4)
  4 (1d6)
  9 (2d6+2)
  Chitin 3
  Teeth /1d6 
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  6 (2d6)
  6 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  12 (3d6)
  11 (3d6)
  10 (3d6)
  8 (2d6)
  Fur/Hide 2 Hooves / 2d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  13 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  5
  Rep
  Killer (C)
  8 (2d6)
  23 (4d6+4)
  10 (2d6)
  11 (2d6+4)
  Scales 2
  Teeth, Claws / 2d6
  A6/F3
  Event: Dead Reckoning
  This event is best suited for worlds with a population, though in-system legends would work as well. The players come across an 
  alien wanderer who asks to observe them for a while. He stays until he sees them kill an animal for any reason. Then he claims he 
  can divine their future by examining the corpse. If they indulge him, the ritual is long and gory but his ‘prophecy’ soon proves true. 
  Is the alien actually an oracle, albeit a grotesque one? And if not, what is really going on here?
  PLAINS Terrain 
  Temperate World, Dense Atmosphere (8+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  12 (3d6)
  11 (3d6)
  13 (3d6)
  5 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  1
  Fun
  Trapper (C)
  12 (3d6)
  15 (3d6)
  14 (3d6)
  7 (2d6)
  Hide 4
  Thrasher / 2d6
  A6/F–
  4
  10
  Avi
  Siren (C)
  7 (2d6)
  7 (3d6)
  8 (2d6)
  10 (2d6)
  Feathers 3 Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  16 (5d6)
  9 (2d6)
  22 (5d6)
  6 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  13 (4d6)
  10 (2d6)
  17 (4d6)
  10 (2d6+2)
  Fur 3
  Claws / 3d6
  A7/F3
  7
  EVENT: Tanglefoot Falls
  8
  14
  Mam
  Grazer (H)
  12 (3d6)
  14 (3d6)
  11 (3d6)
  8 (2d6+2)
  Fur/Hide 2 None
  A11/F8
  9
  10
  Ins
  Intermittent (O) 4 (1d6)
  7 (2d6)
  4 (1d6)
  5 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Hunter (C)
  16 (4d6)
  3 (2d6)
  16 (4d6)
  6 (2d6+2)
  None
  Thrasher / 3d6 
  Exotic (Disease)
  A6/F3
  11
  25
  Ins
  Reducer (O)
  5 (1d6)
  11 (2d6)
  3 (1d6)
  12 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  16 (5d6)
  8 (2d6)
  21 (5d6)
  7 (2d6)
  Fur/Hide 5 Teeth, Thrasher / 4d6 A9/F4
  Event: Tanglefoot Falls
  Where this grassland meets a body of water, it ends at the bottom of misting falls. Right at the edge, a fungal life form hunts its prey 
  by waiting for creatures to get close before constricting them and dragging them into the frothing deeps. This trapper is grown in 
  place and cannot chase fleeing targets but it is also incredibly hardy. If its roots are not dug up and carefully destroyed, it will just 
  grow back fully in 3d6 weeks’ time.
  
  temperate World enCounters
  60
  DESERT Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  12 (3d6)
  13 (3d6)
  10 (3d6)
  10 (2d6+2) Chitin 3
  Thrasher / 2d6
  A10/F6
  3
  3
  Rep
  Hunter (C)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6+2)
  Scales 5
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  4 (1d6)
  11 (2d6+4) 3 (1d6)
  6 (2d6+2)
  Chitin 2
  Teeth, Claws / 2d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  12 (3d6)
  12 (3d6+4) 13 (3d6)
  10 (2d6+4) Feathers 2 Horn / 2d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  4 (1d6)
  9 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Out in the Wastes
  8
  5
  Ins
  Eater (O)
  9 (2d6)
  12 (3d6)
  13 (2d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  10 (3d6)
  14 (3d6)
  10 (3d6)
  11 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  8 (2d6)
  13 (4d6)
  7 (2d6)
  12 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  20 (4d6+4) 7 (2d6)
  20 (4d6+2)
  12 (2d6+4) Fur, Hide 3 Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  9 (2d6+2)
  11 (3d6)
  9 (2d6)
  9 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Out in the Wastes
  The players pick up a faint transmission, a distress call coming from the heart of the desert. When they find the pod, there are no 
  tracks, no bodies and no signs of a struggle. There are pieces of metal, dropped like a trail, leading off into the dunes. It may be a 
  trap. There may be survivors to rescue or exploit. The possibilities are endless.
  HILLS Terrain 
  Temperate World, Dense Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Intermittent (H)
  14 (4d6)
  6 (2d6)
  19 (4d6)
  3 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  11 (3d6)
  9 (3d6)
  12 (3d6)
  8 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  14 (3d6+4) 6 (2d6)
  11 (2d6+2) Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  16 (3d6+4) 12 (3d6)
  14 (3d6)
  11 (2d6+4) Fur 2
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  14 (3d6)
  17 (3d6+4) 11 (3d6)
  2 (2d6)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: Rolling Thunder
  8
  10
  Ins
  Eater (O)
  6 (2d6)
  10 (3d6)
  12 (2d6+4)
  8 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  19 (5d6)
  6 (2d6)
  23 (5d6)
  7 (2d6)
  Hide 5
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  11 (3d6)
  13 (3d6)
  10 (3d6)
  5 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  7 (2d6)
  12 (3d6)
  6 (2d6)
  11 (2d6+2) Chitin 2
  Hooves / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 16 (5d6)
  6 (2d6)
  23 (5d6)
  8 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Rolling Thunder
  The valley the players are in is a natural sound tunnel, channelling even the slightest noise. When a thunderstorm rolls in, the 
  deafening roars are bad enough. When they shake some of the hills into an avalanche, things get worse.
  MOUNTAIN Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  5
  Avi
  Hunter (O)
  15 (4d6)
  8 (2d6)
  16 (4d6)
  10 (2d6+2)
  Feathers 3 Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (C)
  7 (2d6)
  15 (4d6+4)
  9 (2d6)
  12 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  12 (3d6)
  15 (3d6)
  14 (3d6+4)
  5 (2d6)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  14 (3d6)
  8 (3d6)
  13 (3d6+2)
  6 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Gatherer (H)
  17 (5d6)
  5 (2d6)
  22 (5d6)
  7 (2d6)
  Hide 3
  Hooves / 2d6
  A11/F6
  7
  EVENT: Aerie Peaks
  8
  2
  Ins
  Intimidator (C)
  13 (4d6)
  6 (2d6)
  17 (4d6)
  7 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O) 7 (2d6)
  12 (3d6)
  8 (2d6)
  4 (2d6)
  Feathers 2 Horn / 1d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  4 (1d6)
  7 (2d6)
  3 (1d6)
  6 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  13 (4d6)
  5 (2d6)
  16 (4d6)
  3 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  3 (1d6)
  16 (2d6+4)
  3 (1d6)
  11 (2d6+4)
  Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Aerie Peaks
  On these mountain peaks, massive aerial beasts make their homes. An enterprising player might realise that with the right handling 
  and skills, these creatures could be trained to serve as living mounts and fetching quite a price.
  
  temperate World enCounters
  61
  FOREST Terrain 
  Temperate World, Dense Atmosphere (6+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  20
  Ins
  Trapper (C)
  3 (1d6)
  4 (2d6)
  4 (1d6)
  8 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Rep
  Hunter (C)
  8 (2d6)
  12 (3d6)
  7 (2d6)
  7 (2d6+2)
  Scales 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  13 (3d6)
  20 (3d6+4) 10 (3d6)
  14 (2d6+4) Fur 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  4 (1d6)
  5 (2d6)
  6 (1d6)
  7 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  13 (4d6)
  14 (2d6+4) 15 (4d6)
  11 (2d6+4) Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Song of the Wild
  8
  9
  Ins
  Hunter (C)
  10 (3d6)
  12 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  9 (2d6)
  13 (3d6)
  6 (2d6)
  8 (2d6)
  Fur, Hide 2 None
  A10/F6
  10
  8
  Mam
  Chaser (C)
  12 (3d6)
  18 (3d6+4) 11 (3d6)
  5 (2d6+2)
  Fur 2
  Teeth / 2d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  20 (4d6+4) 8 (2d6)
  14 (4d6)
  13 (2d6+4) Fur, Hide 5 Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  7 (2d6)
  10 (3d6)
  9 (2d6)
  8 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Song of the Wild
  The mammals in #8 are very close in genetic stock to Terran wolves. They even have a similar language of howls but they are far 
  more vocal. At any given time, one or more of them howl in the distance – a constant song.
  WOODS Terrain 
  Temperate World, Dense Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  5 (2d6)
  8 (3d6)
  8 (2d6)
  11 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  11 (3d6)
  17 (3d6+4)
  13 (3d6)
  12 (2d6+4) Fur 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  4 (1d6)
  11 (2d6+4)
  5 (1d6)
  14 (2d6+4) None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  6 (1d6)
  8 (2d6)
  7 (1d6+4)
  7 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 1 (1d6)
  8 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: This is the Pits
  8
  5
  Mam
  Gatherer (O)
  12 (3d6)
  10 (3d6)
  14 (3d6)
  6 (2d6)
  Fur, Hide 3 Hooves, Teeth / 2d6 A8/F5
  9
  8
  Ins
  Grazer (H)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  6 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  15 (4d6)
  7 (2d6)
  23 (4d6+4)
  12 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  11 (3d6)
  20 (3d6+4)
  10 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  6 (2d6)
  16 (4d6)
  7 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: This is the Pits
  An absolutely massive species of insect once had its lair in this area. Burrowers by nature, they died out unnoticed because 
  their bodies are all underground. Now that they have desiccated, their shells are fragile, turning them into four metre pit traps of 
  potentially dangerous, jagged chitin shards under just a few inches of topsoil. 
  JUNGLE Terrain  
  Temperate World, Dense Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  9 (3d6)
  13 (3d6)
  12 (3d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  14 (3d6+4) 12 (3d6)
  11 (3d6)
  11 (2d6+4)
  Fur 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  12 (3d6)
  12 (3d6+4) 9 (3d6)
  9 (2d6+4)
  Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  11 (3d6)
  14 (3d6)
  14 (3d6)
  9 (2d6)
  Scales 2
  Thrasher / 2d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  7 (2d6)
  2 (1d6)
  10 (2d6+2) Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Do Not Drink the Water
  8
  2
  Ins
  Hunter (C)
  8 (2d6)
  17 (4d6)
  8 (2d6)
  4 (2d6+2)
  Chitin 3
  Stinger, Claws / 2d6 A9/F3
  9
  1
  Mam
  Gatherer (O)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  10 (2d6)
  Fur, Hide 3 Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  9 (2d6)
  19 (4d6+4) 8 (2d6)
  12 (2d6+4) None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  11 (2d6)
  6 (1d6+4)
  7 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  4 (1d6+2)
  7 (2d6)
  2 (1d6)
  11 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Do Not Drink the Water
  A microbe lives in all the table water here, one to which all the indigenous life have developed an immunity. Every living thing, even 
  the plants of these woods, carries the microbe however, making them ‘unpleasant’ to consume.
  
  temperate World enCounters
  62
  RAINFOREST Terrain 
  Temperate World, Dense Atmosphere (6+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  8 (2d6)
  5 (1d6)
  9 (2d6+2)
  Fur 3
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  10 (3d6)
  12 (3d6)
  11 (3d6)
  6 (2d6)
  Feathers 1 Horn / 1d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  7 (2d6)
  17 (3d6+4) 10 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Horns / 2d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  8 (2d6)
  12 (3d6)
  14 (2d6+4)
  11 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  4 (1d6)
  6 (2d6)
  3 (1d6)
  10 (2d6+2) Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Foliage Befouled
  8
  9
  Ins
  Hijacker (O)
  18 (5d6+2) 7 (2d6)
  20 (5d6)
  4 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 14 (4d6)
  10 (2d6)
  15 (4d6)
  14 (2d6+2) None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  10 (3d6)
  9 (3d6)
  19 (3d6+4)
  9 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  12 (4d6)
  9 (2d6)
  19 (4d6)
  8 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  11 (3d6)
  13 (3d6)
  13 (3d6)
  9 (2d6+2)
  Hide 3
  Hooves / 2d6
  A6/F3
  Event: Foliage Befouled
  Alien interference, possibly even that of the players, has caused a new form of leaf rot to develop. If the players do not intervene 
  in some way, this entire habitat will be lost in 1d6 months and rendered barren within a year thereafter.
  ROUGH Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  7
  Rep
  Gatherer (O)
  11 (3d6)
  12 (3d6)
  14 (3d6)
  8 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Avi
  Hijacker (C)
  9 (2d6+2)
  15 (3d6)
  8 (2d6)
  9 (2d6)
  Feathers 1 Claws / 1d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  16 (4d6)
  8 (2d6)
  17 (4d6)
  12 (2d6+2) Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Carrion-Eater (C) 6 (2d6)
  14 (3d6)
  5 (2d6)
  5 (2d6+2)
  Chitin 2
  Claws, Stinger / 2d6 A6/F4
  6
  1
  Rep
  Killer (C)
  11 (2d6+4) 8 (3d6)
  9 (2d6)
  10 (2d6+4) Scales 2
  Teeth, Horns / 2d6
  A7/F5
  7
  EVENT: Beware the Rumpus
  8
  5
  Ins
  Intermittent (O)
  9 (2d6)
  12 (3d6)
  10 (2d6)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  1
  Mam
  Pouncer (C)
  14 (4d6)
  10 (2d6+4) 19 (4d6)
  9 (2d6+4)
  Fur, Hide 4 Claws / 2d6
  A8/F5
  10
  10
  Rep
  Chaser (O)
  12 (3d6)
  13 (3d6+4) 12 (3d6)
  9 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  13 (4d6)
  8 (2d6)
  19 (4d6+4)
  7 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  11 (3d6)
  10 (3d6)
  13 (3d6)
  4 (2d6+2)
  None
  Teeth / 2d6
  A7/F3
  Event: Beware the Rumpus
  The players encounter a big but docile seeming mammal (#9) and discover that it seems to love playing and cavorting with them. 
  This is actually a hunting instinct; the ‘rumpus’ will strike the moment their guard is down.
  SWAMP/MARSH Terrain 
  Temperate World, Dense Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  15
  Fun
  Intermittent (H)
  7 (2d6)
  12 (3d6)
  7 (2d6)
  6 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  8 (2d6)
  11 (3d6)
  7 (2d6)
  10 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  9 (2d6)
  14 (3d6+4)
  10 (2d6)
  12 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  10 (2d6)
  9 (3d6)
  14 (2d6+4)
  5 (2d6)
  Fur, Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  26 (6d6)
  5 (1d6)
  15 (6d6)
  4 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: You Ooze, You Lose
  8
  14
  Rep
  Siren (C)
  9 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  7 (2d6)
  16 (3d6+4)
  6 (2d6)
  10 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  12 (3d6)
  11 (3d6)
  12 (3d6)
  7 (2d6)
  Hide 1
  Stinger / 2d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  16 (4d6)
  6 (2d6)
  16 (4d6)
  11 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  15 (4d6)
  7 (2d6)
  19 (4d6)
  9 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: You Ooze, You Lose
  The pervasive fungus in this tiny swamp is really a colony of millions of small reducers with a unique form of attack. They secrete 
  an enzyme that breaks down organic matter, turning it into a gelatinous goo for easy digestion by other creatures. Without anti-
  microbial agents, all living things suffer one point of Endurance loss per day here.
  
  temperate World enCounters
  63
  BEACH/SHORE Terrain 
  Temperate World, Dense Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  10 (3d6)
  13 (3d6)
  9 (3d6)
  10 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A10/F4
  3
  7
  Amph Carrion-Eater (C)
  1 (1d6)
  2 (2d6)
  1 (1d6)
  9 (2d6+2)
  None
  None
  A11/F5
  4
  18
  Amph Eater (O)
  8 (2d6)
  12 (3d6)
  11 (2d6+4)
  3 (2d6)
  Hide 1
  Teeth / 1d6
  A8/F4
  5
  3
  Rep
  Pouncer (C)
  7 (2d6)
  18 (4d6+4) 8 (2d6)
  8 (2d6+4)
  Scales 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  11 (3d6)
  15 (3d6)
  12 (3d6)
  10 (2d6+2)
  Fur, Hide 2 Claws / 2d6
  A7/F3
  7
  EVENT: Baywatchers
  8
  6
  Ins
  Eater (C)
  5 (2d6)
  12 (3d6)
  11 (2d6+4)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  10
  Aqua
  Killer (C)
  14 (3d6+4) 11 (3d6)
  12 (3d6)
  11 (2d6+4)
  Scales 2
  Teeth / 2d6
  A7/F3
  10
  4
  Avi
  Pouncer (C)
  6 (2d6)
  14 (3d6+4) 7 (2d6)
  6 (2d6)
  Feathers 2
  Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  6 (2d6)
  13 (4d6)
  6 (2d6)
  5 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  18 (5d6)
  6 (2d6)
  22 (5d6)
  9 (2d6)
  Fur, Hide 4 Teeth, Horns / 2d6
  A9/F5
  Event: Baywatchers
  The amphibians in #3 are unnerving little creatures. Utterly harmless in and of themselves, they have large unblinking eyes and a 
  tendency to stare at one thing (like an individual player) for hours on end. Creepy!
  RIVERBANK Terrain 
  Temperate World, Dense Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  6
  Ins
  Gatherer (H)
  9 (3d6)
  9 (3d6)
  7 (3d6)
  6 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Rep
  Killer (C)
  10 (2d6)
  16 (3d6+4) 9 (2d6)
  15 (2d6+4) Scales 1
  Teeth / 3d6
  Exotic (Poison)
  A6/F4
  4
  12
  Amph Hunter (O)
  8 (2d6)
  13 (3d6)
  8 (2d6)
  11 (2d6+2)
  Hide 1
  Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  7 (2d6)
  22 (4d6+4) 10 (2d6)
  8 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  2
  Avi
  Carrion-Eater (C) 10 (3d6)
  13 (3d6)
  12 (3d6)
  10 (2d6+2) Feathers 2
  Horn, Claws / 1d6
  A9/F3
  7
  EVENT: Wet and Wild
  8
  8
  Fun
  Reducer (O)
  4 (1d6)
  8 (2d6)
  5 (1d6)
  5 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Mam
  Trapper (C)
  13 (4d6)
  10 (2d6)
  19 (4d6)
  4 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  7 (2d6)
  11 (3d6)
  12 (2d6+4)
  4 (2d6)
  Chitin 3
  Teeth, Horns / 2d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  8 (2d6)
  13 (3d6+4) 9 (2d6)
  9 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  15 (4d6)
  7 (2d6)
  16 (4d6)
  14 (2d6+2) Fur, Hide 3 Thrasher / 2d6
  A7/F3
  Event: Wet and Wild
  The water here has an odd chemical compound that loosens inhibitions and makes mammalian creatures far more likely to act on 
  impulsive desires. How far this goes is up to the Referee but it could get very dangerous very fast.
  SHALLOW OCEAN Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Hunter (C)
  12 (3d6)
  10 (3d6)
  13 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph Killer (C)
  14 (3d6+4) 9 (3d6)
  11 (3d6)
  11 (2d6+4)
  Fur 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  10 (3d6)
  16 (3d6+4) 9 (3d6)
  13 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  13 (3d6)
  14 (3d6+4) 15 (3d6)
  7 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  2 (1d6)
  10 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Tide After Tide
  8
  4
  Aqua
  Hunter (C)
  9 (3d6)
  10 (3d6)
  11 (3d6)
  10 (2d6+2)
  Scales 3
  Teeth / 1d6
  A7/F3
  9
  7
  Aqua
  Intimidator (O)
  7 (2d6)
  11 (3d6)
  10 (2d6)
  6 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  12 (2d6+4) 5 (1d6)
  12 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  13 (4d6)
  11 (2d6+4) 18 (4d6)
  6 (2d6+4)
  Feathers 3 Horn  / 2d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  2 (1d6)
  6 (2d6)
  8 (1d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Tide After Tide
  This planet’s multiple moons have a powerful effect on its hydrosphere, causing several tides to occur within minutes of each other. 
  Consequently, water levels can rise and fall with alarming and life-threatening rapidity.
  
  temperate World enCounters
  64
  OPEN OCEAN Terrain 
  Temperate World, Dense Atmosphere (8+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  9 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  15 (3d6+4) 10 (3d6)
  13 (3d6)
  12 (2d6+4)
  Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Mam
  Pouncer (O)
  12 (3d6)
  16 (3d6+4) 13 (3d6)
  9 (2d6+4)
  Hide 1
  Teeth, Horns / 2d6
  A8/F3
  5
  10
  Aqua
  Eater (C)
  3 (1d6)
  8 (2d6)
  5 (1d6+4)
  3 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 6 (1d6)
  7 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Whale of a Tail
  8
  6
  Aqua
  Gatherer (H)
  10 (3d6)
  12 (3d6)
  12 (3d6)
  10 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  7 (2d6)
  6 (3d6)
  8 (2d6)
  14 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  1
  Aqua
  Filter (O)
  27 (6d6)
  5 (1d6)
  33 (6d6+4)
  9 (2d6)
  Hide 4
  Thrasher / 3d6
  A10/F4
  11
  7
  Aqua
  Chaser (C)
  10 (3d6)
  16 (3d6+4) 10 (3d6)
  10 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  6 (2d6)
  13 (3d6)
  7 (2d6)
  8 (2d6+2)
  Feathers 2 Horn  / 1d6
  A8/F5
  Event: Whale of a Tail
  The mammoth aquatic (#10) has evolved an intricately folded and layered tail, several ‘sheets’ of which are luminous. This tail 
  is dozens of metres long and comprises its own ecosystem because of the smaller creatures that often live in its folds. If players 
  investigate this glowing arena, the aquatics of #5 will automatically be encountered because of the intrusion.
  DEEP OCEAN Terrain 
  Temperate World, Dense Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  12 (3d6)
  9 (3d6)
  11 (3d6)
  8 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  7 (2d6)
  10 (3d6+4)
  9 (2d6)
  6 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  4
  12
  Aqua
  Eater (C)
  10 (3d6)
  8 (3d6)
  15 (3d6+4)
  7 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  9 (3d6)
  14 (3d6)
  11 (3d6)
  9 (2d6)
  Scales 4
  Teeth / 1d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  19 (6d6)
  5 (1d6)
  25 (6d6)
  8 (2d6+2)
  Scales 1
  Teeth / 2d6
  A11/F6
  7
  EVENT: A-void-ance Therapy
  8
  1
  Aqua
  Filter (O)
  12 (4d6)
  6 (2d6)
  21 (4d6+4)
  7 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O) 19 (6d6)
  4 (1d6)
  20 (6d6)
  11 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  7
  Aqua
  Reducer (O)
  4 (1d6)
  5 (2d6)
  3 (1d6)
  8 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F5
  11
  3
  Aqua
  Siren (C)
  15 (4d6)
  10 (2d6)
  16 (4d6)
  5 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  4
  Rep
  Eater (O)
  12 (3d6)
  11 (3d6)
  17 (3d6+2)
  10 (2d6)
  Scales 4
  Thrasher / 2d6
  A6/F3
  Event: A-void-ance Therapy
  This event works best with a sentient species present on the planet. Local legends say that a particular trench in their world’s 
  deepest ocean is the passageway to an afterlife of peace and tranquillity. While that is highly unlikely, there is no denying that 
  exposure to the black void of this trench is an oddly soothing experience. Any encounters that occur in this area have no ‘Attack’ 
  chance and animals will always attempt to flee if engaged.
  
  65
  thin atmosphere
  CLEAR Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Grazer (H)
  12 (4d6)
  7 (2d6)
  15 (4d6)
  10 (2d6+2)
  None 
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  11 (3d6)
  14 (2d6+4)
  5 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O)
  11 (3d6)
  10 (3d6)
  15 (3d6)
  6 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  11 (3d6)
  12 (3d6)
  13 (3d6)
  6 (2d6+2)
  None
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  19 (5d6)
  7 (2d6)
  16 (5d6)
  7 (2d6)
  Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: Breathless
  8
  6
  Ins
  Chaser (C)
  2 (1d6)
  12 (2d6+4)
  4 (1d6)
  8 (2d6+2)
  Chitin 3
  Teeth /1d6
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  7 (2d6)
  14 (4d6)
  8 (2d6)
  12 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  12 (3d6)
  9 (3d6)
  8 (3d6)
  7 (2d6)
  Hide 2
  Hooves / 2d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  16 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  25
  Ins
  Killer (C)
  4 (1d6)
  11 (2d6+4)
  5 (1d6)
  11 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: Breathless
  With no terrain or cover to speak of to hold the air, there are sections of this open field where what little atmosphere there is has 
  simply burned away, leaving nothing for indigenous life to breathe at all. No encounters can occur here and if the players are 
  using rebreathers below TL8, they will have trouble as well. What makes this phenomenon worse is that the airless zones are 
  unpredictable, meaning they could move over the players at any time.
  PLAINS Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  11 (3d6)
  10 (3d6)
  13 (3d6)
  11 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  5
  Rep
  Hunter (O)
  12 (3d6)
  12 (3d6)
  12 (3d6)
  9 (2d6+2)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  4
  10
  Ins
  Killer (C)
  7 (2d6)
  18 (3d6+4) 8 (2d6)
  14 (2d6+4)
  Chitin 3
  Teeth / 1d6
  A6/F3
  5
  1
  Ins
  Intimidator (O)
  20 (5d6)
  6 (2d6)
  22 (5d6)
  5 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  15 (4d6)
  5 (2d6)
  17 (4d6)
  9 (2d6+2)
  Hide 1
  Claws / 3d6
  A7/F3
  7
  EVENT: Blood on the Steppes
  8
  14
  Mam
  Grazer (H)
  14 (3d6)
  10 (3d6)
  11 (3d6)
  5 (2d6+2)
  Hide 2
  Hooves / 2d6
  A10/F8
  9
  10
  Ins
  Intermittent (O) 4 (1d6)
  8 (2d6)
  2 (1d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A9/F5
  10
  1
  Fun
  Trapper (C)
  13 (4d6)
  12 (2d6)
  16 (4d6)
  8 (2d6)
  Hide 1
  Thrasher / 2d6
  A8/F3
  11
  25
  Ins
  Reducer (O)
  2 (1d6)
  8 (2d6)
  3 (1d6)
  8 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  16 (5d6)
  7 (2d6)
  21 (5d6)
  6 (2d6)
  Hide 5
  Teeth, Thrasher / 4d6
  A9/F4
  Event: Blood on the Steppes
  The players come across a trail of blood leading down into a small valley. If they follow it, they come across a scene of natural 
  carnage in process. Three groups of animals are fighting – the mammals at #8 and the #3 and #10 carnivore groups from the Hills 
  chart. The hunters are fighting with the hijackers over the rights to their kills while the remaining grazers are just desperately trying 
  to flee. Interfering with this situation could draw attack from any or all of the groups depending on how cautious or foolhardy the 
  players choose to be.
  hot World enCounters
  
  hot World enCounters
  66
  DESERT Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Ins
  Filter (O)
  12 (3d6)
  10 (3d6)
  10 (3d6+4)
  7 (2d6)
  Chitin 3
  Teeth, Horns / 2d6
  A10/F6
  3
  4
  Rep
  Pouncer (O)
  11 (3d6)
  16 (3d6+4) 15 (3d6)
  9 (2d6+4)
  Scales 4
  Teeth / 2d6
  A8/F6
  4
  12
  Ins
  Chaser (C)
  14 (3d6)
  13 (3d6+4) 12 (3d6)
  8 (2d6+2)
  Chitin 2
  Teeth, Claws / 2d6
  A7/F3
  5
  1
  Avi
  Pouncer (C)
  13 (3d6)
  14 (3d6+4) 13 (3d6)
  6 (2d6+4)
  Feathers 2 Horn / 2d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 3 (1d6)
  7 (2d6)
  4 (1d6)
  12 (2d6+2) Chitin 1
  None
  A10/F7
  7
  EVENT: Dune Buggies
  8
  5
  Ins
  Eater (O)
  5 (2d6)
  10 (3d6)
  11 (2d6+4)
  10 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  9 (3d6)
  12 (3d6)
  10 (3d6)
  6 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  7 (2d6)
  9 (3d6)
  7 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  19 (4d6+4)
  7 (2d6)
  17 (4d6)
  13 (2d6+4) Hide 3
  Thrasher / 4d6
  A6/F3
  12
  4
  Ins
  Hijacker (C)
  13 (3d6+2)
  13 (3d6)
  12 (3d6)
  6 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Dune Buggies
  Well adapted to the hot climate, the bugs of this region have wide sporicles capable of respiration even in a thin atmosphere. The 
  players encounter a group of insects that swim through the sand, their open breathing holes acting like filters to sift the sand for 
  nourishment. They still have mandibles for killing the old-fashioned way, however.
  HILLS Terrain 
  Hot World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Intermittent (H)
  15 (4d6)
  8 (2d6)
  19 (4d6)
  6 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  10 (3d6)
  11 (3d6)
  12 (3d6)
  9 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  6 (2d6)
  13 (3d6+4) 7 (2d6+1)
  5 (2d6+2)
  Chitin 2
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  14 (3d6+4) 11 (3d6)
  14 (3d6)
  9 (2d6+4)
  Hide 1
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  11 (3d6)
  16 (3d6+4) 11 (3d6)
  12 (2d6+4)
  Feathers 3 Horn / 2d6
  A8/F4
  7
  EVENT: The Hills Are Alive
  8
  10
  Ins
  Eater (O)
  9 (2d6)
  10 (3d6)
  8 (2d6+4)
  8 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  20 (5d6)
  6 (2d6)
  15 (5d6)
  6 (2d6)
  Hide 2
  Claws / 3d6
  A9/F5
  10
  4
  Mam
  Hijacker (C)
  13 (3d6+2) 14 (3d6)
  10 (3d6)
  7 (2d6)
  Hide 3
  Horns / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  7 (2d6)
  11 (3d6)
  6 (2d6)
  14 (2d6+2)
  Chitin 2
  Hooves / 1d6
  A11/F6
  12
  7
  Rep
  Carrion-Eater (C) 4 (1d6)
  5 (2d6)
  3 (1d6)
  11 (2d6+2)
  None
  Teeth / 1d6
  A8/F7
  Event: The Hills Are Alive
  The hill under the players’ feet seems to shift and move on occasion. There is even a distinct motion in the ground. A fanciful 
  explanation might be ‘living land’; the truth is worse. It is infested with thousands of #12s.
  MOUNTAIN Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  12 (3d6)
  13 (3d6)
  11 (3d6)
  12 (2d6+2) Chitin 3
  Teeth, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  7 (2d6)
  20 (4d6+4)
  9 (2d6)
  10 (2d6+2) Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  12 (3d6)
  13 (3d6)
  14 (3d6+4)
  9 (2d6)
  Scales 2
  Teeth, Horns / 2d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  11 (3d6)
  14 (3d6)
  10 (3d6)
  6 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  16 (6d6)
  2 (1d6)
  25 (6d6)
  9 (2d6+2)
  Hide 1
  Teeth, Hooves / 4d6
  A11/F6
  7
  EVENT: Up on Fire Mountain
  8
  2
  Ins
  Intimidator (C)
  14 (4d6)
  7 (2d6)
  17 (4d6)
  4 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Ins
  Intermittent (O)
  7 (2d6)
  11 (3d6)
  8 (2d6)
  5 (2d6)
  Chitin 2
  Stinger / 2d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  4 (1d6)
  9 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  15 (4d6)
  7 (2d6)
  16 (4d6)
  6 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  10 (1d6+4) 8 (2d6)
  5 (1d6)
  15 (2d6+4) Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Up on Fire Mountain
  The heat of this world makes its geology even more unstable than most hot planets. The entire summit area of this mountain shows 
  evidence of completely absent life. That is because they have all sensed the impending eruption.
  
  hot World enCounters
  67
  FOREST Terrain 
  Hot World, Thin Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour Weapon / Damage
  Reaction
  2
  28
  Ins
  Eater (C)
  3 (1d6)
  9 (2d6)
  7 (1d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A8/F3
  3
  5
  Ins 
  Hunter (C)
  8 (2d6)
  13 (4d6)
  7 (2d6)
  10 (2d6+2)
  Chitin 1
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  11 (3d6)
  13 (3d6+4) 10 (3d6)
  10 (2d6+4)
  Hide 2
  Thrasher / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  4 (1d6)
  6 (2d6)
  5 (1d6)
  4 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  12 (4d6)
  12 (2d6+4) 15 (4d6)
  13 (2d6+4)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Taking Root
  8
  9
  Ins
  Hunter (C)
  10 (3d6)
  15 (3d6)
  11 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  2
  Mam
  Gatherer (O)
  7 (2d6)
  14 (4d6)
  9 (2d6)
  8 (2d6)
  Hide 2
  None
  A10/F6
  10
  14
  Fun
  Chaser (C)
  5 (1d6)
  10 (2d6+4) 5 (1d6)
  13 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  17 (4d6+4)
  8 (2d6)
  16 (4d6)
  16 (2d6+4)
  Hide 5
  Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Taking Root
  Rare minerals found in this igneous-based soil have imbued the roots of a native tree species with great medicinal qualities. While 
  research firms might pay handsomely, ridding the trees of their inhabitants (#2) could get messy.
  WOODS Terrain 
  Hot World, Thin Atmosphere (8+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour Weapon / Damage
  Reaction
  2
  5
  Ins
  Hunter (C)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 4
  Claws / 1d6
  A9/F3
  3
  6
  Mam
  Killer (C)
  14 (3d6+4)
  9 (3d6)
  13 (3d6)
  11 (2d6+4)
  Hide 2
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  6 (1d6)
  11 (2d6+4)
  5 (1d6)
  9 (2d6+4)
  None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  6 (1d6)
  6 (2d6)
  7 (1d6+4)
  9 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  8 (2d6)
  2 (1d6)
  6 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Leaf It Alone
  8
  5
  Mam
  Gatherer (H)
  12 (3d6)
  10 (3d6)
  14 (3d6)
  8 (2d6)
  Hide 4
  Hooves, Teeth / 2d6 A8/F5
  9
  18
  Ins
  Grazer (H)
  7 (2d6)
  10 (3d6)
  8 (2d6)
  10 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  10
  Fun
  Eater (O)
  13 (4d6)
  6 (2d6)
  21 (4d6+4)
  7 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  3
  Ins
  Chaser (C)
  10 (3d6)
  18 (3d6+4)
  10 (3d6)
  12 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  5 (2d6)
  8 (3d6)
  7 (2d6)
  9 (2d6+2)
  Chitin 2
  Stinger / 1d6
  A8/F5
  Event: Leaf It Alone
  Strangely, even though the #9 insects share a pack mentality, they prefer to keep a great distance from each other. The players 
  encounter only one of the pack of 18 and may assume it to be a lone specimen. Life may be brief and painful for them if they choose 
  to attack it; the other 17 will arrive within a minute and be automatically hostile.
  JUNGLE Terrain 
  Hot World, Thin Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  2
  Ins
  Hunter (C)
  15 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  14 (3d6+4)
  10 (3d6)
  11 (3d6)
  12 (2d6+4) None
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  9 (3d6)
  16 (3d6+4)
  9 (3d6)
  13 (2d6+4) Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  8 (3d6)
  9 (3d6)
  14 (3d6)
  3 (2d6)
  Scales 2
  Thrasher / 1d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  6 (2d6)
  2 (1d6)
  12 (2d6+2) Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: King of the Jungle
  8
  2
  Ins
  Hunter (C)
  6 (2d6)
  12 (3d6)
  8 (2d6)
  2 (2d6)
  Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  12 (3d6)
  12 (3d6)
  13 (3d6)
  6 (2d6)
  Hide 2
  Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  6 (2d6)
  19 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  3 (1d6)
  5 (2d6)
  7 (1d6+4)
  7 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  5 (1d6+2)
  11 (2d6)
  2 (1d6)
  8 (2d6)
  Scales 3
  Teeth / 1d6
  A11/F6
  Event: King of the Jungle
  The players happen upon a pride of #3 mammals seemingly fighting among themselves. They are witnessing a fight for position as 
  leader of the group. If they disturb this scene, the players might become an unlucky test of prowess.
  
  hot World enCounters
  68
  RAINFOREST Terrain 
  Hot World, Thin Atmosphere (7+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Grazer (H)
  3 (1d6)
  6 (2d6)
  5 (1d6)
  11 (2d6+2)
  None
  Claws / 2d6
  A10/F5
  3
  14
  Fun
  Reducer (O)
  11 (3d6)
  10 (3d6)
  14 (3d6)
  6 (2d6)
  Hide 1
  Teeth / 2d6
  A9/F4
  4
  5
  Ins
  Killer (C)
  8 (2d6)
  16 (3d6+4) 10 (2d6)
  11 (2d6+4)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  7 (2d6)
  13 (4d6)
  9 (2d6+4)
  12 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  4 (1d6)
  10 (2d6)
  3 (1d6)
  5 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Chaos Rains
  8
  9
  Ins
  Hijacker (O)
  20 (5d6+2)
  7 (2d6)
  20 (5d6)
  10 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 12 (4d6)
  8 (2d6)
  15 (4d6)
  8 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  10 (3d6)
  13 (3d6)
  17 (3d6+4)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  15 (4d6)
  8 (2d6)
  19 (4d6)
  5 (2d6)
  Chitin 4
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  10 (3d6)
  6 (2d6)
  13 (3d6)
  9 (2d6+2)
  Hide 3
  Hooves / 1d6
  A6/F3
  Event: Chaos Rains
  This air shows signs of heavy rainfall, a rare occurrence for a thin atmospheric world. The rain in question is a dangerous chemical 
  soup; physical contact with the liquid reduces Intelligence temporarily and incapacities common sense for 1d6 hours. Severity is 
  up to the Referee but serious (and interesting) mayhem could easily occur.
  ROUGH Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  7
  Rep
  Gatherer (O)
  9 (3d6)
  12 (3d6)
  14 (3d6)
  5 (2d6)
  Scales 3 Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  10 (3d6)
  16 (3d6+4) 11 (3d6)
  12 (2d6+4)
  Hide 1
  Claws / 1d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  12 (4d6)
  8 (2d6)
  16 (4d6)
  10 (2d6+2)
  Chitin 2
  Teeth / 3d6
  A8/F3
  5
  14
  Rep
  Eater (C)
  8 (3d6)
  15 (3d6)
  17 (3d6+4)
  2 (2d6)
  Chitin 2
  Teeth, Stinger / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  7 (2d6)
  19 (4d6+4) 9 (2d6)
  13 (2d6+4)
  Scales 2 Teeth, Horns / 1d6
  A7/F5
  7
  EVENT: Uneven Odds
  8
  5
  Ins
  Intermittent (O)
  7 (2d6)
  12 (3d6)
  10 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  18 (4d6+4)
  8 (2d6)
  17 (4d6)
  8 (2d6+4)
  Hide 3
  Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  11 (3d6)
  15 (3d6+4) 12 (3d6)
  12 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  13 (4d6)
  8 (2d6)
  19 (4d6+4)
  7 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  10 (3d6)
  15 (3d6)
  13 (3d6)
  8 (2d6+2)
  None
  Teeth / 1d6
  A7/F3
  Event: Uneven Odds
  One of the species here, #5, has gotten so dominant over its habitat that it is in danger of overhunting itself out of existence. Until 
  that happens, they continue to be a threat, massing on weaker prey and annihilating all local life.
  SWAMP/MARSH Terrain 
  Hot World, Thin Atmosphere (8+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  15
  Fun
  Intermittent (H) 10 (2d6)
  19 (4d6)
  9 (2d6)
  7 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  7 (2d6)
  11 (4d6)
  5 (2d6)
  6 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  8 (2d6)
  16 (3d6+4)
  10 (2d6)
  14 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  9 (2d6)
  10 (3d6)
  10 (2d6+4)
  6 (2d6)
  Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  22 (6d6)
  6 (2d6)
  22 (6d6)
  11 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Lord of the Mire
  8
  14
  Rep
  Siren (C)
  13 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  5 (2d6)
  17 (3d6+4)
  6 (2d6)
  7 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  10 (3d6)
  10 (3d6)
  12 (3d6)
  8 (2d6)
  Hide 1
  Claws / 1d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  13 (4d6)
  7 (2d6)
  18 (4d6)
  7 (2d6)
  Chitin 2
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  16 (4d6)
  9 (2d6)
  19 (4d6)
  9 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Lords of the Mire
  The nights are deadly in these hot swamps. Boiling mud, smoking putrescence and insect life adapted to vicious conditions all 
  make life hard for other species. Every encounter here has a 50% chance to be #4 instead.
  
  hot World enCounters
  69
  BEACH/SHORE Terrain 
  Hot World, Thin Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  10 (3d6)
  12 (3d6)
  9 (3d6)
  12 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A10/F4
  3
  7
  Fun
  Killer (C)
  12 (4d6)
  11 (2d6+4)
  11 (4d6)
  12 (2d6+4)
  Hide 2
  Thrasher / 3d6
  A7/F5
  4
  17
  Ins
  Eater (O)
  4 (1d6)
  6 (2d6)
  6 (1d6+4)
  6 (2d6)
  Chitin 1
  Horns / 1d6
  A7/F4
  5
  3
  Ins
  Pouncer (C)
  7 (2d6)
  16 (3d6+4)
  8 (2d6)
  9 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  10 (3d6)
  10 (3d6)
  12 (3d6)
  8 (2d6+2)
  None
  Claws / 2d6
  A7/F3
  7
  EVENT: Beachcombing
  8
  6
  Ins
  Eater (C)
  9 (2d6)
  13 (4d6)
  10 (2d6+4)
  9 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Rep
  Chaser (O)
  10 (3d6)
  16 (3d6+4)
  11 (3d6)
  9 (2d6+2)
  Scales 3
  Horns / 1d6
  A8/F4
  10
  4
  Avi
  Filter (O)
  5 (2d6)
  13 (3d6)
  11 (2d6+4)
  4 (2d6)
  Feathers 2 Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  4 (2d6)
  15 (4d6)
  7 (2d6)
  8 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O) 12 (5d6)
  6 (2d6)
  22 (5d6)
  7 (2d6)
  Hide 2
  Teeth, Horns / 2d6
  A9/F5
  Event: Beachcombing
  The avian in #10 has a fascinating adaptation, a beak with a vented lower half. They feed by scooping up mouthfuls of beach sand, 
  sifting it all through their beaks and swallowing anything that remains.
  RIVERBANK Terrain 
  Hot World, Thin Atmosphere (9+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour Weapon / Damage
  Reaction
  2
  6
  Ins
  Gatherer (H)
  8 (3d6)
  10 (3d6)
  7 (3d6)
  7 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Fun
  Killer (C)
  10 (3d6)
  14 (3d6+4)
  9 (3d6)
  11 (2d6+4) None
  Teeth / 3d6
  A6/F4
  4
  12
  Amph Hunter (O)
  7 (2d6)
  9 (3d6)
  8 (2d6)
  5 (2d6+2)
  Hide 1
  Horns, Claws / 2d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  7 (2d6)
  20 (3d6+4)
  10 (2d6)
  11 (2d6+2) Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  21
  Mam
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  2 (1d6)
  6 (2d6+2)
  Hide 2
  Claws / 2d6
  A9/F5
  7
  EVENT: Hot Dam
  8
  8
  Fun
  Reducer (O)
  4 (1d6)
  8 (2d6)
  5 (1d6+1)
  6 (2d6)
  Hide 1
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  12 (4d6)
  10 (2d6)
  20 (4d6)
  8 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  7 (2d6)
  10 (3d6)
  12 (2d6+4)
  6 (2d6)
  Chitin 3
  Stinger, Claws / 2d6 A7/F6
  11
  18
  Ins
  Chaser (C)
  6 (2d6)
  16 (3d6+4)
  9 (2d6)
  7 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F5
  12
  6
  Mam
  Gatherer (O)
  11 (3d6)
  10 (3d6)
  14 (3d6)
  11 (2d6)
  Hide 3
  Thrasher / 2d6
  A10/F3
  Event: Hot Dam
  The mammals of #10 have built a dam here to house their gathered food for the coming hotter season. Unfortunately for all 
  involved, the material of the dam is volatile. Any energy weapon fire in the area could set the whole thing off, resulting in a very 
  dangerous explosion. 
  SHALLOW OCEAN Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  10 (3d6)
  10 (3d6)
  13 (3d6)
  8 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  13 (3d6)
  18 (3d6+4) 11 (3d6)
  9 (2d6+4)
  Hide 1
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  12 (3d6)
  11 (3d6+4) 9 (3d6)
  46 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  13 (3d6)
  16 (3d6+4) 15 (3d6)
  9 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 5 (1d6)
  7 (2d6)
  2 (1d6)
  10 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Good Tidings
  8
  4
  Aqua
  Hunter (C)
  10 (3d6)
  10 (3d6)
  11 (3d6)
  9 (2d6+2)
  Scales 3
  Teeth / 1d6
  A7/F3
  9
  7
  Aqua
  Indimidator (O)
  6 (2d6)
  18 (4d6)
  10 (2d6)
  10 (2d6)
  Scales 1
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6)
  13 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  19 (4d6+4) 8 (2d6)
  18 (4d6)
  13 (2d6+4)
  Feathers 2 Horn  / 2d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  3 (1d6)
  6 (2d6)
  9 (1d6+4)
  8 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F6
  Event: Good Tidings
  The atmosphere may be thin but the water here is very mineral rich and, surprisingly, drinkable by humans and similar alien races. 
  A rarity on a world like this, such a water source is sure to be jealously guarded by something.
  
  hot World enCounters
  70
  OPEN OCEAN Terrain 
  Hot World, Thin Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  8 (2d6)
  10 (3d6)
  8 (2d6)
  10 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  16 (3d6+4) 10 (3d6)
  13 (3d6)
  8 (2d6+4)
  Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  4 (1d6)
  11 (2d6+4) 5 (1d6)
  10 (2d6+4)
  Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  5 (1d6)
  8 (2d6)
  10 (1d6+4)
  8 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 4 (1d6)
  9 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Deeper and Deeper
  8
  6
  Aqua
  Gatherer (H)
  12 (3d6)
  9 (3d6)
  10 (3d6)
  5 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  7 (2d6)
  14 (4d6)
  8 (2d6)
  13 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  15 (4d6)
  7 (2d6)
  19 (4d6+4)
  7 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  10 (3d6)
  17 (3d6+4) 10 (3d6)
  12 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  8 (2d6)
  12 (3d6)
  7 (2d6)
  11 (2d6+2)
  Feathers 2 Horn  / 1d6
  A8/F5
  Event: Deeper and Deeper
  Abyssal trenches are typically a deep ocean formation but this planet’s instability has formed one far closer to shore than normal. 
  If the players investigate this deep fissure, any encounters there come from the Deep Ocean chart instead of this one. 
  DEEP OCEAN Terrain 
  Hot World, Thin Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  8
  Ins
  Hunter (C)
  10 (3d6)
  14 (3d6)
  11 (3d6)
  6 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  7 (2d6)
  19 (4d6+4)
  9 (2d6)
  7 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  12 (3d6)
  11 (3d6)
  13 (3d6+4)
  12 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  11 (3d6)
  12 (3d6)
  11 (3d6)
  8 (2d6)
  Scales 3
  Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  20 (6d6)
  4 (1d6)
  25 (6d6)
  10 (2d6+2) Scales 1
  Teeth / 2d6
  A11/F6
  7
  EVENT: Infernal Depths
  8
  1
  Aqua
  Filter (O)
  10 (4d6)
  6 (2d6)
  18 (4d6+4)
  7 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O) 18 (6d6)
  4 (1d6)
  19 (6d6)
  9 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  2 (1d6)
  2 (2d6)
  3 (1d6)
  3 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Siren (C)
  12 (4d6)
  4 (2d6)
  16 (4d6)
  6 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Killer (C)
  17 (3d6+4)
  8 (3d6)
  15 (3d6+2)
  11 (2d6+4) Scales 4
  Thrasher / 2d6
  A6/F3
  Event: Infernal Depths
  The waters around this magma fissure are literally heated to the edge of boiling. Normal underwater gear will be inadequate for 
  exploration and even armoured vehicles may have an issue getting near the area because of the heat and pressure. Insufficient 
  shielding and cooling could cause any such craft to literally become a pressure cooker for the organic life within. The chance for 
  other encounters in this is raised to 11+.
  
  hot World enCounters
  71
  standard atmosphere
  CLEAR Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  9
  Rep
  Grazer (H)
  13 (4d6)
  12 (2d6)
  15 (4d6)
  10 (2d6+2)
  Scales 1
  Teeth / 2d6
  A10/F6
  3
  1
  Ins
  Eater (C)
  7 (2d6)
  12 (3d6)
  13 (2d6+4)
  9 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Fun 
  Intermittent (O)
  13 (3d6)
  11 (3d6)
  12 (3d6)
  4 (2d6)
  None
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  11 (3d6)
  14 (3d6)
  13 (3d6)
  8 (2d6+2)
  Hide 1
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  16 (5d6)
  6 (2d6)
  17 (5d6)
  5 (2d6)
  Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: The Red Barren 
  8
  6
  Ins
  Chaser (C)
  2 (1d6)
  13 (2d6+4)
  4 (1d6)
  14 (2d6+2)
  Chitin 3
  Teeth /1d6
  A7/F4
  9
  7
  Ins
  Grazer (H)
  8 (2d6)
  11 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 4
  Teeth / 1d6
  A11/F7
  10
  6
  Mam
  Gatherer (O)
  10 (3d6)
  13 (3d6)
  9 (3d6)
  11 (2d6)
  Hide 2
  Hooves / 1d6
  A9/F4
  11
  8
  Ins
  Pouncer (O)
  7 (2d6)
  19 (4d6+4)
  8 (2d6)
  11 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  17
  Ins
  Killer (C)
  4 (1d6)
  6 (2d6+4)
  5 (1d6)
  12 (2d6+4)
  Chitin 2
  Claws / 1d6
  A6/F3
  Event: The Red Barren
  This flat, mostly empty landscape is mostly comprised of feldspar soil and oxidised iron, a sign of far more water vapour in the 
  atmosphere than is present now. While not particularly valuable from a mineral standpoint, the soil is important as it can cause a 
  serious health risk. Breathing units lower than TL9 can get clogged by the iron oxide dust, especially as it billows in great clouds of 
  crimson at the slightest disturbance. Of all the ways to die in space, suffocated by rust is a particularly ignoble way to meet one’s 
  end.
  PLAINS Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  12
  Ins
  Gatherer (O)
  10 (3d6)
  13 (3d6)
  13 (3d6)
  9 (2d6)
  Chitin 1
  Teeth, Stinger / 2d6
  A10/F7
  3
  3
  Fun
  Hunter (O)
  13 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6+2)
  Hide 1
  Horns / 2d6
  A8/F5
  4
  9
  Avi
  Chaser (C)
  10 (2d6)
  11 (2d6+4)
  10 (2d6)
  5 (2d6+2)
  Hide 2
  Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  24 (5d6)
  6 (2d6)
  22 (5d6)
  6 (2d6)
  Chitin 5
  Teeth, Claws / 3d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  10 (4d6)
  8 (2d6)
  17 (4d6)
  8 (2d6+2)
  Hide 2
  Claws / 3d6
  A7/F3
  7
  EVENT: Flight of the Firebirds
  8
  7
  Mam
  Grazer (O)
  9 (3d6)
  10 (3d6)
  12 (3d6)
  12 (2d6+2) Hide 1
  Horns / 1d6
  A11/F8
  9
  10
  Ins
  Intermittent (O)
  6 (1d6)
  6 (2d6)
  2 (1d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Carrion-Eater (C) 12 (4d6)
  9 (2d6)
  17 (4d6)
  7 (2d6+2)
  None
  Claws / 2d6
  A6/F3
  11
  25
  Ins
  Reducer (O)
  2 (1d6)
  7 (2d6)
  3 (1d6)
  7 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  20 (5d6)
  5 (2d6)
  21 (5d6)
  8 (2d6)
  Hide 3
  Teeth, Thrasher / 4d6 A9/F4
  Event: Flight of the Firebirds
  The most notable species in this area are the ground-nesting oddities called ‘firebirds’. Emitting streams of flammable gas for thrust, 
  these avians have as much in common with Terran pterodactyls as they do with feathered birds. Mostly just winged bladders with 
  wind membranes and a beaked snout for rooting insects out of the soil, these dangerous creatures have a distressing tendency to 
  explode when they die. 
  
  hot World enCounters
  72
  DESERT Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  12 (3d6)
  12 (3d6)
  10 (3d6)
  7 (2d6+2)
  Chitin 1
  Stinger / 2d6
  A10/F6
  3
  4
  Ins
  Hunter (C)
  7 (2d6)
  13 (3d6)
  6 (2d6)
  9 (2d6+2)
  Chitin 3
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  4 (1d6)
  9 (2d6+4)
  3 (1d6)
  10 (2d6+2) Chitin 1
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  10 (3d6)
  16 (3d6+4) 13 (3d6)
  6 (2d6+4)
  Feathers 2
  Horn / 1d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 3 (1d6)
  7 (2d6)
  4 (1d6)
  10 (2d6+2) None
  None
  A10/F7
  7
  EVENT: Boiling Mirage
  8
  5
  Ins
  Eater (O)
  6 (2d6)
  11 (3d6)
  14 (2d6+4)
  9 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  12 (3d6)
  8 (3d6)
  10 (3d6)
  11 (2d6)
  Hide 3
  Teeth, Horn / 2d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  8 (2d6)
  16 (4d6)
  7 (2d6)
  10 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  18 (4d6+4) 6 (2d6)
  15 (4d6)
  14 (2d6+4) Hide 1
  Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  9 (2d6+2)
  10 (3d6)
  9 (2d6)
  7 (2d6)
  Feathers 3
  Teeth. Claws / 2d6
  A9/F4
  Event: Boiling Mirage
  Deadly on so many levels, this desert’s greatest threat to travellers is its ‘boiling mirages’, rippling displacements of heat in the air. 
  What makes these dangerous is that the ripples are phosphine gas, burning and hazardous on contact.
  HILLS Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Fun
  Intermittent (H)
  13 (4d6)
  6 (2d6)
  19 (4d6)
  7 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Hunter (C)
  12 (3d6)
  10 (3d6)
  12 (3d6)
  6 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  4
  Ins
  Chaser (O)
  8 (2d6)
  13 (3d6+4)
  7 (2d6)
  7 (2d6+2)
  Chitin 4
  Teeth, Claws / 2d6
  A8/F4
  5
  16
  Mam
  Killer (C)
  12 (3d6)
  17 (3d6+4)
  14 (3d6)
  12 (2d6+4) Hide 1
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  9 (3d6)
  13 (3d6+4)
  11 (3d6)
  13 (2d6+4) Feathers 2
  Horn / 1d6
  A8/F4
  7
  EVENT: Steamweaver
  8
  10
  Ins
  Eater (O)
  8 (2d6)
  12 (3d6)
  12 (2d6+4)
  12 (2d6)
  Chitin 2
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  17 (5d6)
  5 (2d6)
  23 (5d6)
  11 (2d6)
  Hide 3
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  14 (3d6)
  14 (3d6)
  10 (3d6)
  8 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  6 (2d6)
  12 (4d6)
  6 (2d6)
  8 (2d6+2)
  Chitin 2
  Stinger / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 23 (5d6)
  8 (2d6)
  23 (5d6)
  9 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Steamweaver
  These hills rest directly over reservoirs of underground water. This liquid occasionally gets pushed to the surface where it flows for 
  a while before it boils away. This creates a ‘ribbon’ effect of steam rising up out of the ground, interesting to look at but potentially 
  deadly if the players get too close and are par-broiled by exposure.
  MOUNTAIN Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Avi
  Hunter (C)
  13 (3d6)
  13 (3d6)
  10 (3d6)
  10 (2d6+2)
  Feathers2
  Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  8 (2d6)
  16 (4d6+4)
  9 (2d6)
  5 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  9 (3d6)
  10 (3d6)
  14 (3d6+4)
  7 (2d6)
  Scales 2
  Teeth, Horns / 1d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  15 (3d6)
  10 (3d6)
  11 (3d6)
  9 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  1
  Fun
  Grazer (H)
  21 (6d6)
  5 (1d6)
  25 (6d6)
  11 (2d6+2)
  Hide 1
  Teeth, Hooves / 3d6 A11/F6
  7
  EVENT: Sulphurous Plume
  8
  2
  Ins
  Intimidator (C)
  13 (4d6)
  6 (2d6)
  17 (4d6)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O) 8 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6)
  Feathers 2 Horn / 1d6
  A10/F3
  10
  12
  Rep
  Reducer (O)
  2 (1d6)
  3 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  15 (4d6)
  8 (2d6)
  16 (4d6)
  6 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  8 (1d6+4) 6 (2d6)
  3 (1d6)
  14 (2d6+4)
  Chitin 1
  Teeth / 1d6
  A6/F3
  Event: Sulphurous Plume
  All along this mountainside, the players can see deep, yellow streaked tracks. Geological pressures deep below can cause 
  superheated sulphur to come gushing from these rifts, possibly killing anyone standing close to the emission.
  
  hot World enCounters
  73
  FOREST Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  8
  Ins
  Trapper (C)
  4 (1d6)
  7 (2d6)
  4 (1d6)
  10 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  15
  Ins 
  Hunter (C)
  6 (2d6)
  15 (4d6)
  7 (2d6)
  10 (2d6+2)
  Chitin 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Pouncer (O)
  10 (3d6)
  16 (3d6+4)
  10 (3d6)
  4 (2d6+4)
  Hide 1
  Thrasher / 2d6
  A8/F4
  5
  2
  Rep
  Reducer (O)
  4 (1d6)
  7 (2d6)
  6 (1d6)
  6 (2d6)
  None
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  20 (4d6+4) 7 (2d6)
  15 (4d6)
  15 (2d6+4)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Bilious Branches
  8
  9
  Ins
  Hunter (C)
  9 (3d6)
  10 (3d6)
  11 (3d6)
  6 (2d6+2)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  5
  Mam
  Gatherer (C)
  8 (2d6)
  13 (4d6)
  10 (2d6)
  9 (2d6)
  Hide 2
  None
  A10/F6
  10
  4
  Fun
  Chaser (C)
  4 (1d6)
  12 (2d6+4)
  5 (1d6)
  8 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Mam
  Killer (C)
  11 (4d6)
  12 (2d6+4)
  13 (4d6)
  9 (2d6+4)
  Hide 5
  Thrasher / 3d6
  A7/F3
  12
  12
  Ins
  Grazer (H)
  6 (2d6)
  11 (3d6)
  9 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Bilious Branches
  There is a mammalian creature in this forest (#9) that leaves its gathered kills on the branches of certain trees to both mark its 
  territory and cook the meat in the heat of day while it sleeps underground. This causes the tree to reek of sizzling lipids and heated 
  rot, ably ensuring that the mammals are given a wide berth by other predators.
  WOODS Terrain 
  Hot World, Standard Atmosphere (8+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  7 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6+2)
  Chitin 3
  Stinger, Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  14 (3d6+4)
  9 (3d6)
  13 (3d6)
  10 (2d6+4) None
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  5 (1d6)
  13 (2d6+4) 5 (1d6)
  13 (2d6+4) None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  6 (1d6)
  3 (2d6)
  7 (1d6+4)
  5 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 6 (1d6)
  7 (2d6)
  2 (1d6)
  6 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Packed Trunks
  8
  5
  Mam
  Gatherer (O)
  13 (3d6)
  13 (3d6)
  14 (3d6)
  8 (2d6)
  Hide 2
  Hooves, Teeth / 2d6
  A8/F5
  9
  8
  Ins
  Grazer (H)
  6 (2d6)
  11 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  12 (4d6)
  7 (2d6)
  19 (4d6+4)
  8 (2d6)
  Hide 3
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  12 (3d6)
  14 (3d6+4) 10 (3d6)
  5 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  8 (2d6)
  10 (3d6)
  7 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: Packed Trunks
  The trees in this area are mostly long dead, having been hollowed out for shelter and left to harden in the heat. The players come 
  across one such tree, vacant at the moment but stuffed with dead meat and random bits of metal.
  JUNGLE Terrain 
  Hot World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  16 (3d6)
  12 (3d6)
  12 (3d6)
  10 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  9 (3d6)
  15 (3d6+4)
  11 (3d6)
  10 (2d6+4)
  Hide 1
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  14 (3d6)
  12 (3d6+4)
  9 (3d6)
  10 (2d6+4)
  Hide 2
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  12 (3d6)
  12 (3d6)
  14 (3d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 2 (1d6)
  9 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: The Jungle Book
  8
  2
  Ins
  Hunter (C)
  8 (2d6)
  11 (3d6)
  8 (2d6)
  14 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F3
  9
  1
  Mam
  Gatherer (O)
  14 (3d6)
  10 (3d6)
  13 (3d6)
  9 (2d6)
  Hide 2
  Teeth, Claws / 2d6
  A6/F4
  10
  6
  Avi
  Pouncer (C)
  5 (2d6)
  15 (3d6+4)
  7 (2d6)
  15 (2d6+4)
  None
  Claws / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  2 (1d6)
  6 (2d6)
  9 (1d6+4)
  5 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Hijacker (C)
  7 (1d6+2) 9 (2d6)
  2 (1d6)
  10 (2d6)
  Scales 3
  Teeth / 1d6
  A11/F6
  Event: The Jungle Book
  A hand computer found in this area leads the players to believe an explorer of some note may be nearby. The book is found among 
  signs of a violent disturbance. It is up to the players whether or not they wish to mount a rescue.
  
  hot World enCounters
  74
  RAINFOREST Terrain 
  Hot World, Standard Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Grazer (H)
  4 (1d6)
  8 (2d6)
  5 (1d6)
  9 (2d6+2)
  Hide 1
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  12 (3d6)
  5 (3d6)
  11 (3d6)
  8 (2d6)
  Feathers 1
  Horn / 2d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  13 (2d6+4)
  9 (3d6)
  10 (2d6)
  12 (2d6+4)
  Chitin 3
  Teeth, Horns / 2d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  6 (2d6)
  16 (4d6)
  15 (2d6+4)
  5 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  1 (1d6)
  7 (2d6)
  3 (1d6)
  12 (2d6+2)
  Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: It’s Not The Heat
  8
  9
  Ins
  Hijacker (O)
  18 (5d6+2)
  5 (2d6)
  20 (5d6)
  6 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C) 14 (4d6)
  9 (2d6)
  15 (4d6)
  14 (2d6+2)
  None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  8 (3d6)
  12 (3d6)
  12 (3d6+4)
  5 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  16 (4d6)
  8 (2d6)
  16 (4d6)
  7 (2d6)
  Chitin 2
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  9 (3d6)
  7 (2d6)
  13 (3d6)
  5 (2d6+2)
  Hide 3
  Hooves / 1d6
  A6/F3
  Event: It’s Not The Heat
  Though the rainforest here cools off considerably at night, conditions do not get any more pleasant or survivable. The cooling 
  temperature causes the local fauna to release held water, turning the entire area into a mineral sauna.
  ROUGH Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  7
  Rep
  Gatherer (O)
  13 (3d6)
  11 (3d6)
  14 (3d6)
  9 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  12 (3d6)
  16 (3d6+4)
  11 (3d6)
  10 (2d6+4) Hide 1
  Claws / 2d6
  A9/F6
  4
  6
  Ins
  Hunter (O)
  13 (4d6)
  7 (2d6)
  15 (4d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 3d6
  A8/F5
  5
  14
  Ins
  Eater (C)
  11 (3d6)
  13 (3d6)
  15 (2d6+4)
  4 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  10 (2d6+4) 13 (4d6)
  9 (2d6)
  10 (2d6+4) Scales 2
  Teeth, Horns / 1d6
  A7/F5
  7
  EVENT: Shake, Rattle and Roll
  8
  5
  Ins
  Intermittent (O) 8 (2d6)
  13 (3d6)
  10 (2d6)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A10/F6
  9
  3
  Mam
  Killer (C)
  13 (4d6)
  13 (2d6+4)
  17 (4d6)
  13 (2d6+4) Hide 2
  Claws / 2d6
  A8/F5
  10
  10
  Ins
  Chaser (O)
  10 (3d6)
  14 (3d6+4)
  12 (3d6)
  4 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  15 (4d6)
  6 (2d6)
  16 (4d6+4)
  8 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  12 (3d6)
  12 (3d6)
  13 (3d6)
  13 (2d6+2) None
  Teeth / 2d6
  A7/F3
  Event: Shake, Rattle and Roll
  Unstable geology makes this terrain very unsafe. The iron-heavy rock formations are dangerous enough on their own but in a 
  region prone to violent earthquakes, jagged boulders and broken stone can gash open flesh, crush vehicles and even slice open 
  powered armour with distressing ease.
  SWAMP/MARSH Terrain 
  Hot World, Standard Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  15
  Rep
  Intermittent (C)
  11 (2d6)
  12 (3d6)
  9 (2d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Hunter (O)
  8 (2d6)
  12 (4d6)
  8 (2d6)
  12 (2d6+2) Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  12 (2d6+4)
  16 (3d6)
  10 (2d6)
  11 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  8 (2d6)
  9 (3d6)
  12 (2d6+4)
  5 (2d6)
  Hide 2
  Thrasher / 2d6
  A8/F5
  6
  1
  Rep
  Pouncer (C)
  9 (2d6)
  20 (4d6+4) 10 (2d6)
  12 (2d6+4) Scales 1
  Horns / 1d6
  A6/F3
  7
  EVENT: To The Victor
  8
  14
  Rep
  Carrion-Eater (C) 11 (3d6)
  9 (3d6)
  12 (3d6)
  6 (2d6+2)
  Scales 3
  Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser (C)
  8 (2d6)
  13 (3d6+4) 6 (2d6)
  5 (2d6+2)
  None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (O)
  9 (3d6)
  13 (3d6)
  12 (3d6)
  6 (2d6)
  Hide 1
  Claws / 1d6
  A10/F5
  11
  6
  Ins
  Hijacker (C)
  14 (4d6+2)
  6 (2d6)
  16 (4d6)
  9 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  12
  10
  Fun
  Hunter (C)
  15 (4d6)
  11 (2d6)
  19 (4d6)
  10 (2d6+2) Hide 3
  Thrasher / 2d6
  A8/F5
  Event: To The Victor
  Roll for two encounters, both of which occur at Medium range at the same time. These two groups of animals are instantly hostile 
  to each other. The player will likely realise that the creatures are fighting to see who gets to eat them.
  
  hot World enCounters
  75
  BEACH/SHORE Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  13 (3d6)
  11 (3d6)
  9 (3d6)
  14 (2d6+2)
  Chitin 3
  Stinger / 2d6
  A10/F4
  3
  7
  Rep
  Killer (C)
  17 (4d6+4) 5 (2d6)
  11 (4d6)
  13 (2d6+4)
  Scales 2
  Thrasher / 2d6
  A7/F5
  4
  9
  Aqua
  Eater (O)
  4 (2d6)
  16 (4d6)
  13 (2d6+4)
  6 (2d6)
  Scales 1
  Teeth / 1d6
  A8/F4
  5
  3
  Ins
  Pouncer (C)
  9 (2d6)
  12 (3d6+4) 7 (2d6)
  12 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  9 (3d6)
  13 (3d6)
  12 (3d6)
  10 (2d6+2)
  Hide 1
  Claws / 2d6
  A7/F3
  7
  EVENT: Shorely You Jest
  8
  6
  Ins
  Eater (C)
  8 (2d6)
  13 (4d6)
  11 (2d6+4)
  3 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  11
  Amph Carrion-Eater (C) 8 (3d6)
  11 (3d6)
  11 (3d6)
  4 (2d6)
  Hide 4
  Hooves / 1d6
  A11/F7
  10
  4
  Avi
  Pouncer (C)
  6 (2d6)
  14 (3d6+4) 7 (2d6)
  14 (2d6+4)
  Feathers 2 Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  8 (2d6)
  13 (4d6)
  8 (2d6)
  5 (2d6)
  Chitin 2
  Stinger / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  17 (5d6)
  8 (2d6)
  22 (5d6)
  7 (2d6)
  Hide 1
  Teeth, Horns / 2d6
  A9/F5
  Event: Shorely You Jest
  Roll this encounter again and run it normally. The creatures involved have a bizarre vocal noise, sounding exactly like raucous 
  human (or alien if the Referee prefers) laughter when they get agitated. This gets louder over time.
  RIVERBANK Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Ins
  Gatherer (H)
  11 (3d6)
  12 (3d6)
  7 (3d6)
  5 (2d6)
  Chitin 2
  Claws / 2d6
  A11/F4
  3
  7
  Rep
  Killer (C)
  12 (3d6)
  18 (3d6+4)
  10 (3d6)
  11 (2d6+4)
  None
  Teeth / 2d6
  A6/F4
  4
  12
  Amph
  Hunter (O)
  9 (2d6)
  8 (3d6)
  8 (2d6)
  10 (2d6+2)
  Hide 1
  Horns, Claws / 1d6
  A8/F5
  5
  4
  Ins
  Chaser (C)
  8 (2d6)
  15 (3d6+4)
  10 (2d6)
  9 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  2
  Avi
  Carrion-Eater (C) 14 (3d6)
  18 (3d6)
  12 (3d6)
  4 (2d6+2)
  Feathers 2 Horn, Claws / 2d6
  A9/F3
  7
  EVENT: Fight or Fright
  8
  5
  Aqua
  Reducer (O)
  5 (2d6)
  15 (4d6)
  8 (2d6)
  6 (2d6)
  None
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  15 (4d6)
  8 (2d6)
  20 (4d6)
  9 (2d6)
  Hide 2
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  8 (2d6)
  11 (3d6)
  13 (2d6+4)
  4 (2d6)
  Chitin 2
  Teeth, Horns / 1d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  5 (2d6)
  14 (3d6+4)
  8 (2d6)
  13 (2d6+2)
  Chitin 1
  Claws / 2d6
  A8/F5
  12
  5
  Mam
  Hunter (O)
  12 (4d6)
  8 (2d6)
  16 (4d6)
  8 (2d6+2)
  Hide 2
  Thrasher / 2d6
  A7/F3
  Event: Fight or Fright
  The players encounter savage reptiles with a curiously strong survival instinct. They automatically flee if even one of them gets 
  even slightly wounded but they have the distressing tendency to regroup and attack again constantly.
  SHALLOW OCEAN Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  13 (3d6)
  6 (3d6)
  13 (3d6)
  10 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph
  Killer (C)
  9 (3d6)
  17 (3d6+4) 11 (3d6)
  15 (2d6+4)
  Hide 1
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  9 (3d6)
  15 (3d6+4) 9 (3d6)
  10 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  15 (3d6)
  16 (3d6+4) 15 (3d6)
  9 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 3 (1d6)
  9 (2d6)
  2 (1d6)
  12 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Flesh Wounds
  8
  4
  Aqua
  Hunter (C)
  12 (3d6)
  11 (3d6)
  11 (3d6)
  8 (2d6+2)
  Scales 1
  Teeth / 2d6
  A7/F3
  9
  7
  Aqua
  Indimidator (O)
  8 (2d6)
  17 (4d6)
  10 (2d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  3 (1d6)
  13 (2d6+4) 5 (1d6)
  7 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  22 (4d6+4) 7 (2d6)
  18 (4d6)
  11 (2d6+4)
  Feathers 3 Horn  / 3d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  2 (1d6)
  7 (2d6)
  6 (1d6+4)
  9 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Flesh Wounds
  Though the animals here are immune to it, this water is severely contaminated. Any player injured while in contact with ocean water 
  in this area runs the risk of contracting a disease within 24 hours. The illness is similar to Regina Flu (Traveller Core Rulebook, 
  page 73) but its Interval is 1d6 hours, not 1d6 days.
  
  hot World enCounters
  76
  OPEN OCEAN Terrain 
  Hot World, Standard Atmosphere (9+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  4
  Aqua
  Hunter (C)
  9 (2d6)
  10 (3d6)
  8 (2d6)
  12 (2d6+2) Scales 3
  Stinger / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  11 (3d6)
  16 (3d6+4) 13 (3d6)
  10 (2d6+4) Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  3 (1d6)
  13 (2d6+4) 5 (1d6)
  9 (2d6+4)
  Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  4 (1d6)
  6 (2d6)
  8 (1d6+4)
  7 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 5 (1d6)
  3 (2d6)
  2 (1d6)
  8 (2d6+2)
  Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Storms of the Sea
  8
  6
  Aqua
  Gatherer (H)
  11 (3d6)
  10 (3d6)
  14 (3d6)
  8 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  6 (2d6)
  15 (4d6)
  8 (2d6)
  13 (2d6+2) Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  13 (4d6)
  8 (2d6)
  16 (4d6+4)
  7 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  8 (3d6)
  18 (3d6+4) 10 (3d6)
  11 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  7 (2d6)
  11 (3d6)
  7 (2d6)
  6 (2d6+2)
  Feathers 2
  Horn  / 1d6
  A8/F5
  Event: Storms of the Sea
  Hot worlds are often very unstable and this chaotic nature extends to their oceans. When this event is rolled, the water starts to 
  move unpredictably. If the players only have moderate or no assistance with their swimming speed, they have no choice but go 
  where the sea storm takes them. Heavy powered gear and vehicles will help weather the underwater squall but at the Referee’s 
  whim, even this may not be enough.
  DEEP OCEAN Terrain 
  Hot World, Standard Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  8
  Ins
  Hunter (C)
  13 (3d6)
  13 (3d6)
  11 (3d6)
  11 (2d6+2) Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  8 (2d6)
  18 (4d6+4)
  8 (2d6)
  7 (2d6+2)
  Scales 2
  Teeth, Horns / 1d6
  A8/F4
  4
  14
  Aqua
  Eater (C)
  11 (3d6)
  10 (3d6)
  12 (3d6+4)
  12 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  10 (3d6)
  11 (3d6)
  13 (3d6)
  7 (2d6)
  Scales 3
  Teeth / 1d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  22 (6d6)
  2 (1d6)
  21 (6d6)
  8 (2d6+2)
  Scales 1
  Teeth / 3d6
  A11/F6
  7
  EVENT: Frozen Heart
  8
  1
  Aqua
  Filter (O)
  10 (4d6)
  6 (2d6)
  21 (4d6+4)
  7 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O)
  20 (6d6)
  1 (1d6)
  20 (6d6)
  3 (2d6)
  Scales 5
  Thrasher / 4d6
  A10/F3
  10
  6
  Aqua
  Reducer (O)
  1 (1d6)
  5 (2d6)
  3 (1d6)
  8 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F6
  11
  3
  Aqua
  Pouncer (C)
  17 (4d6)
  13 (2d6+4)
  12 (4d6)
  11 (2d6+4) Scales 2
  Teeth / 2d6
  A8/F4
  12
  7
  Rep
  Killer (C)
  16 (3d6+4)
  9 (3d6)
  15 (3d6)
  8 (2d6)
  Scales 3
  Thrasher / 2d6
  A6/F3
  Event: Frozen Heart
  Even though this world is technically a ‘hot’ planet, low depths and lightless conditions have allowed a huge patch of glacial ice 
  to remain unthawed here. Any encounters within a kilometre of this frozen ocean floor uses the Deep Ocean, Temperate World, 
  Standard Atmosphere chart instead. If a 12 is rolled for an encounter, the result is rolled on the Deep Ocean, Cold World, Standard 
  Atmosphere chart and the numbers are doubled.
  
  hot World enCounters
  77
  dense atmosphere
  CLEAR Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  11
  Rep
  Carrion-Eater (C) 5 (2d6)
  16 (4)
  7 (2d6)
  8 (2d6+2)
  Scales 1
  Horn / 1d6
  A10/F6
  3
  1
  Ins
  Eater (C)
  8 (2d6)
  14 (3d6)
  10 (2d6+4)
  7 (2d6)
  Chitin 3
  Teeth / 1d6
  A7/F3
  4
  2
  Avi
  Hijacker (C)
  13 (3d6+2)
  12 (3d6)
  11 (3d6)
  9 (2d6)
  Hide 1
  Thrasher / 2d6
  A9/F6
  5
  4
  Mam
  Hunter (O)
  12 (3d6)
  12 (3d6)
  13 (3d6)
  6 (2d6+2)
  None
  Horns, Teeth / 2d6
  A8/F4
  6
  1
  Mam
  Trapper (C)
  17 (5d6)
  5 (2d6)
  21 (5d6)
  8 (2d6)
  Hide 2
  Claws / 3d6
  A10/F3
  7
  EVENT: Middle of Nowhere
  8
  6
  Ins
  Chaser (C)
  2 (1d6)
  12 (2d6+4) 4 (1d6)
  5 (2d6+2)
  Chitin 3
  Teeth /1d6 
  Exotic (Poison)
  A7/F4
  9
  9
  Ins
  Grazer (H)
  8 (2d6)
  11 (3d6)
  8 (2d6)
  9 (2d6+2)
  Chitin 5
  Teeth / 1d6
  A11/F7
  10
  10
  Mam
  Gatherer (O)
  10 (3d6)
  9 (3d6)
  10 (3d6)
  2 (2d6)
  Hide 2
  Hooves / 1d6
  A9/F4
  11
  15
  Ins
  Pouncer (O)
  7 (2d6)
  21 (4d6+4) 8 (2d6)
  8 (2d6)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F3
  12
  5
  Rep
  Killer (C)
  4 (1d6)
  11 (2d6+4) 8 (2d6)
  9 (2d6+4)
  Scales 2
  Teeth, Claws / 2d6
  A6/F3
  Event: Middle of Nowhere
  The atmosphere here is thick and laden with noble gases in dense pockets. The ground is featureless, what little is visible even 
  to those standing on it. To make matters worse, there is heavy electromagnetic interference from the planet’s unstable poles. This 
  area has never been well-mapped and may never be; most survey equipment is rendered useless by the environment. Getting lost 
  here is extremely easy, easy enough to make most travellers question why they came here at all.
  PLAINS Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Grazer (O)
  10 (3d6)
  12 (3d6)
  13 (3d6)
  10(2d6+2)
  Chitin 2
  Teeth / 2d6
  A10/F7
  3
  3
  Rep
  Hunter (O)
  13 (3d6)
  11 (3d6)
  12 (3d6)
  9 (2d6+2)
  Scales 1
  Horns / 2d6
  A8/F5
  4
  10
  Avi
  Siren (C)
  8 (2d6)
  6 (2d6)
  8 (2d6)
  8 (2d6)
  Feathers 3 Horn / 1d6
  A7/F3
  5
  1
  Ins
  Intimidator (O)
  19 (5d6)
  9 (2d6)
  20 (5d6)
  5 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  8
  Mam
  Hunter (C)
  15 (4d6)
  7 (2d6)
  16 (4d6)
  12 (2d6+2) None
  Claws / 3d6
  A7/F3
  7
  EVENT: Pumping Gas
  8
  14
  Mam
  Grazer (H)
  10 (3d6)
  9 (3d6)
  11 (3d6)
  13 (2d6+2) Hide 2
  None
  A11/F8
  9
  10
  Ins
  Intermittent (O)
  5 (1d6)
  10 (2d6)
  3 (1d6)
  9 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F5
  10
  1
  Fun
  Filter (O)
  13 (4d6)
  8 (2d6)
  26 (6d6+4)
  7 (2d6)
  Hide 1
  Thrasher / 3d6
  Exotic Ranged Attack
  A6/F-
  11
  25
  Ins
  Reducer (O)
  3 (1d6)
  8 (2d6)
  3 (1d6)
  6 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Mam
  Trapper (C)
  19 (5d6)
  8 (2d6)
  21 (5d6)
  6 (2d6)
  Hide 2
  Teeth, Thrasher / 4d6 A9/F4
  Event: Pumping Gas
  There are strange species on many worlds but few stranger than the stationary plant-like creatures at #10 above. These large 
  column-shaped ‘animals’ feed by inhaling heavy gases from the atmosphere, inflating to an almost spherical shape when they do 
  so. Their defence mechanisms are also bizarre. In addition to bludgeoning their enemies with a number of pod ended appendages, 
  they can also forcibly expel their gas reserves in a form of crushing ranged attack.
  
  hot World enCounters
  78
  DESERT Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Grazer (O)
  11 (3d6)
  11 (3d6)
  10 (3d6)
  8 (2d6+2)
  Chitin 3
  Thrasher / 2d6
  A10/F6
  3
  3
  Rep
  Hunter (C)
  9 (2d6)
  12 (3d6)
  8 (2d6)
  7 (2d6+2)
  Scales 4
  Teeth / 2d6
  A9/F6
  4
  15
  Ins
  Chaser (C)
  5 (1d6)
  13 (2d6+4) 3 (1d6)
  13 (2d6+2) Chitin 2
  Teeth, Claws / 1d6
  A7/F5
  5
  1
  Avi
  Pouncer (C)
  11 (3d6)
  15 (3d6+4) 13 (3d6)
  10 (2d6+4) Feathers 2 Horn / 2d6
  A7/F3
  6
  2
  Ins
  Carrion-Eater (C) 4 (1d6)
  8 (2d6)
  4 (1d6)
  9 (2d6+2)
  Chitin 1
  None
  A10/F7
  7
  EVENT: Always Room for Desert
  8
  5
  Ins
  Eater (O)
  7 (2d6)
  13 (3d6)
  13 (2d6+4)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A7/F4
  9
  2
  Mam
  Gatherer (O)
  10 (3d6)
  11 (3d6)
  10 (3d6)
  8 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A9/F5
  10
  10
  Ins
  Reducer (C)
  7 (2d6)
  14 (4d6)
  7 (2d6)
  4 (2d6)
  Chitin 2
  Teeth / 1d6
  A11/F4
  11
  1
  Mam
  Killer (C)
  17 (4d6+4) 7 (2d6)
  18 (4d6)
  12 (2d6+4) Hide 2
  Thrasher / 4d6
  A6/F3
  12
  4
  Avi
  Hijacker (C)
  7 (2d6+2)
  10 (3d6)
  9 (2d6)
  9 (2d6)
  Feathers 3 Teeth. Claws / 2d6
  A9/F4
  Event: Always Room for Desert
  The heat of this world is causing this desert terrain to expand, encroaching into every other habitat it borders. Whenever a 2 or 12 
  is rolled for encounters in this area, choose a random non-ocean chart and generate from it.
  HILLS Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Rep
  Intermittent (H)
  11 (4d6)
  8 (2d6)
  19 (4d6)
  7 (2d6)
  Scales 2
  Thrasher / 2d6
  A10/F5
  3
  8
  Ins
  Hunter (C)
  13 (3d6)
  13 (3d6)
  12 (3d6)
  5 (2d6+2)
  Chitin 3
  Claw / 2d6
  A8/F5
  4
  5
  Ins
  Chaser (O)
  7 (2d6)
  18 (3d6+4) 4 (2d6)
  14 (2d6+2) Chitin 2
  Teeth, Claws / 2d6
  A8/F4
  5
  13
  Mam
  Killer (C)
  13 (3d6+4) 10 (3d6)
  14 (3d6)
  12 (2d6+4) Hide 1
  Horns / 2d6
  A7/F3
  6
  5
  Avi
  Pouncer (C)
  9 (3d6)
  14 (3d6+4) 11 (3d6)
  10 (2d6+4) Feathers 3 Horn / 1d6
  A8/F4
  7
  EVENT: Hill’s Bells
  8
  10
  Ins
  Eater (O)
  7 (2d6)
  9 (3d6)
  12 (2d6+4)
  8 (2d6)
  Chitin 3
  Teeth / 2d6
  A6/F3
  9
  2
  Mam
  Intimidator (O)
  18 (5d6)
  6 (2d6)
  20 (5d6)
  10 (2d6)
  Hide 3
  Claws / 3d6
  A9/F5
  10
  4
  Ins
  Trapper (C)
  11 (3d6)
  9 (3d6)
  10 (3d6)
  7 (2d6)
  Chitin 4
  Thrasher / 2d6
  A8/F4
  11
  11
  Ins
  Grazer (H)
  8 (2d6)
  17 (4d6)
  6 (2d6)
  11 (2d6+2) Chitin 2
  Hooves / 1d6
  A11/F6
  12
  1
  Fun
  Carrion-Eater (C) 19 (5d6)
  9 (2d6)
  21 (5d6)
  7 (2d6+2)
  Hide 2
  Teeth / 3d6
  A10/F7
  Event: Hill’s Bells
  A unique formation exists on the hills in this region – skeletal columns left behind by an extinct species. When the wind blows 
  through these hollow, stone filled pillars, they resound like tubular bells. Because the wind never stops here, neither do the bells. 
  MOUNTAIN Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Avi
  Hunter (C)
  12 (3d6)
  11 (3d6)
  10 (3d6)
  8 (2d6+2)
  Feathers 3
  Horn, Claws / 2d6
  A7/F3
  3
  14
  Ins
  Chaser (O)
  6 (2d6)
  18 (4d6+4) 9 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F4
  4
  3
  Rep
  Eater (C)
  10 (3d6)
  10 (3d6)
  14 (3d6+4)
  9 (2d6)
  Scales 2
  Teeth, Horns / 1d6
  A8/F5
  5
  5
  Ins
  Trapper (C)
  11 (3d6)
  12 (3d6)
  11 (3d6)
  4 (2d6)
  Chitin 3
  Thrasher / 2d6
  A9/F5
  6
  16
  Avi
  Pouncer (C)
  9 (2d6)
  19 (3d6+4) 5 (2d6)
  6 (2d6+4)
  Hide 1
  Horn / 1d6
  A11/F6
  7
  EVENT: From Lofty Perches
  8
  2
  Ins
  Intimidator (C)
  11 (4d6)
  9 (2d6)
  17 (4d6)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A9/F4
  9
  8
  Avi
  Intermittent (O) 7 (2d6)
  9 (3d6)
  8 (2d6)
  7 (2d6)
  Feathers 2
  Horn / 1d6
  A10/F3
  10
  13
  Rep
  Reducer (O)
  6 (1d6)
  5 (2d6)
  3 (1d6)
  3 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  11
  1
  Ins
  Siren (C)
  14 (4d6)
  10 (2d6)
  15 (4d6)
  5 (2d6)
  Chitin 4
  Teeth, Claws / 3d6
  A8/F4
  12
  22
  Ins
  Killer (C)
  2 (1d6)
  12 (2d6+4) 5 (1d6)
  12 (2d6+4) Chitin 1
  Teeth / 1d6
  A6/F3
  Event: From Lofty Perches
  Locally known as ‘suicide sparrows’, the avians at #6 have a uniquely nihilistic approach to hunting. They hurtle down in packs, 
  attacking en masse. Those that hit their prey usually live. Those that miss usually do not.
  
  hot World enCounters
  79
  FOREST Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  20
  Ins
  Trapper (C)
  2 (1d6)
  8 (2d6)
  4 (1d6)
  10 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F3
  3
  5
  Rep
  Hunter (C)
  8 (2d6)
  16 (4d6)
  7 (2d6)
  9 (2d6+2)
  Scales 2
  Claws / 2d6
  A9/F3
  4
  6
  Mam
  Eater (O)
  11 (3d6)
  11 (3d6)
  14 (3d6+4)
  6 (2d6)
  Hide 2
  Teeth, Horns / 2d6
  A8/F4
  5
  2
  Fun
  Reducer (O)
  3 (1d6)
  8 (2d6)
  4 (1d6)
  9 (2d6)
  Hide 1
  Teeth, Claws / 1d6
  A10/F5
  6
  1
  Ins
  Killer (C)
  19 (4d6+4)
  9 (2d6)
  14 (4d6)
  10 (2d6+4)
  Chitin 3
  Claws / 2d6
  A6/F3
  7
  EVENT: Run, Forest, Run!
  8
  9
  Ins
  Hunter (C)
  9 (3d6)
  11 (3d6)
  11 (3d6)
  12 (2d6)
  Chitin 3
  Claws / 1d6
  A7/F3
  9
  2
  Mam
  Gatherer (O) 8 (2d6)
  15 (4d6)
  10 (2d6)
  8 (2d6)
  Hide 2
  None
  A10/F6
  10
  14
  Mam
  Chaser (C)
  4 (1d6)
  10 (2d6+4)
  3 (1d6)
  6 (2d6+2)
  None
  Teeth / 1d6
  A8/F4
  11
  1
  Fun
  Pouncer (C)
  21 (5d6)
  13 (2d6+4)
  18 (5d6)
  9 (2d6+4)
  Hide 5
  Thrasher / 3d6
  A7/F3
  12
  2
  Ins
  Grazer (H)
  6 (2d6)
  12 (3d6)
  6 (2d6)
  9 (2d6+2)
  Chitin 2
  Teeth / 2d6
  A11/F6
  Event: Run, Forest, Run!
  A species of large fungal (#11) in this area has developed an appearance very similar to a tree and often hunts by waiting until prey 
  comes close before striking. If a target gets away, it is not adverse to uprooting and giving chase.
  WOODS Terrain 
  Hot World, Dense Atmosphere (8+)
  2d6 Pack Class
  Behaviour
  Strength Dexterity
  Endurance Instinct
  Armour Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  9 (2d6)
  11 (3d6)
  8 (2d6)
  6 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  11 (3d6)
  20 (3d6+4)
  13 (3d6)
  7 (2d6+4)
  None
  Teeth, Claws / 2d6
  A6/F4
  4
  9
  Fun
  Pouncer (C)
  4 (1d6)
  11 (2d6+4)
  5 (1d6)
  9 (2d6+4)
  None
  Teeth / 1d6
  A7/F3
  5
  1
  Ins
  Eater (C)
  4 (1d6)
  9 (2d6)
  7 (1d6+4)
  7 (2d6)
  Chitin 2
  Hooves / 1d6
  A9/F5
  6
  4
  Ins
  Carrion-Eater (C) 5 (1d6)
  8 (2d6)
  2 (1d6)
  9 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Woodland Idyll
  8
  5
  Mam
  Gatherer (O)
  10 (3d6)
  11 (3d6)
  14 (3d6)
  8 (2d6)
  Hide 3
  Hooves, Teeth / 1d6
  A8/F5
  9
  8
  Ins
  Grazer (H)
  5 (2d6)
  12 (3d6)
  8 (2d6)
  8 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A11/F6
  10
  14
  Fun
  Eater (O)
  13 (4d6)
  8 (2d6)
  18 (4d6+4)
  10 (2d6)
  Hide 1
  Thrasher / 3d6
  A8/F4
  11
  4
  Ins
  Chaser (C)
  10 (3d6)
  15 (3d6+4)
  10 (3d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A9/F4
  12
  1
  Ins
  Hunter (O)
  6 (2d6)
  14 (3d6)
  7 (2d6)
  11 (2d6+2)
  Chitin 2
  Teeth / 1d6
  A8/F5
  Event: Woodland Idyll
  A unique combination of factors have combined to create a small grove of mostly clear air, safe ground and natural windbreaks – 
  the perfect campsite. The only thing wrong with it is that there is nothing wrong with it. The players are certain to utterly distrust the 
  spot and may even avoid it simply because they will not believe that there is no catch.
  JUNGLE Terrain 
  Hot World, Dense Atmosphere (8+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  2
  Ins
  Hunter (C)
  12 (3d6)
  13 (3d6)
  12 (3d6)
  8 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  10
  Mam
  Killer (C)
  14 (3d6+4) 9 (3d6)
  11 (3d6)
  12 (2d6+4)
  Hide 2
  Claws / 2d6
  A6/F3
  4
  5
  Fun
  Pouncer (C)
  14 (3d6)
  13 (3d6+4) 9 (3d6)
  11 (2d6+4)
  Hide 1
  Teeth / 2d6
  A8/F3
  5
  11
  Rep
  Trapper (C)
  11 (3d6)
  13 (3d6)
  14 (3d6)
  9 (2d6)
  Scales 2
  Thrasher / 2d6
  A9/F6
  6
  4
  Ins
  Carrion-Eater (C) 3 (1d6)
  8 (2d6)
  2 (1d6)
  12 (2d6+2)
  Chitin 1
  Teeth / 1d6
  A10/F6
  7
  EVENT: Jungle Heat
  8
  2
  Ins
  Hunter (C)
  9 (2d6)
  17 (4d6)
  8 (2d6)
  13 (2d6+2)
  Chitin 3
  Stinger, Claws / 2d6 A9/F3
  9
  1
  Mam
  Gatherer (O)
  13 (3d6)
  11 (3d6)
  13 (3d6)
  5 (2d6)
  Hide 2
  Teeth, Claws / 2d6
  A6/F4
  10
  9
  Fun
  Pouncer (C)
  6 (2d6)
  19 (4d6+4) 8 (2d6)
  6 (2d6+4)
  None
  Teeth / 1d6
  A6/F3
  11
  10
  Ins
  Eater (C)
  1 (1d6)
  7 (2d6)
  6 (1d6+4)
  7 (2d6)
  Chitin 2
  Horns / 1d6
  A9/F5
  12
  3
  Rep
  Intimidator (O)
  6 (1d6)
  8 (2d6)
  2 (1d6)
  8 (2d6)
  Scales 4
  Teeth / 1d6
  A11/F6
  Event: Jungle Heat
  Even for a hot world, this jungle is sweltering. Soft metals deform, water evaporates at a distressing rate and perspiration reaches 
  dehydration levels. The Referee should make sure that the players are truly miserable here.
  
  hot World enCounters
  80
  RAINFOREST Terrain 
  Hot World, Dense Atmosphere (7+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Mam
  Grazer (H)
  5 (1d6)
  7 (2d6)
  4 (1d6)
  8 (2d6+2) Hide 2
  Claws / 2d6
  A10/F5
  3
  14
  Avi
  Intermittent (O)
  11 (3d6)
  11 (3d6)
  11 (3d6)
  7 (2d6)
  None
  Horn / 2d6
  A11/F7
  4
  5
  Ins
  Killer (C)
  8 (2d6)
  13 (3d6+4)
  10 (2d6)
  9 (2d6+4) Chitin 3
  Teeth, Horns / 1d6
  A7/F4
  5
  8
  Ins
  Eater (C)
  7 (2d6)
  12 (4d6)
  10 (2d6+4)
  11 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F3
  6
  10
  Rep
  Hunter (C)
  3 (1d6)
  8 (2d6)
  3 (1d6)
  5 (2d6+2) Scales 2
  Teeth, Claws / 1d6
  A8/F5
  7
  EVENT: Raindrops Keep Falling On My Head
  8
  9
  Ins
  Hijacker (O)
  19 (5d6+2)
  4 (2d6)
  20 (5d6)
  9 (2d6)
  Chitin 3
  Teeth / 3d6
  A7/F6
  9
  2
  Mam
  Carrion-Eater (C)
  12 (4d6)
  8 (2d6)
  15 (4d6)
  8 (2d6+2) None
  None
  A11/F7
  10
  1
  Ins
  Filter (O)
  12 (3d6)
  13 (3d6)
  9 (3d6)
  8 (2d6)
  Chitin 2
  Claws / 2d6
  A10/F6
  11
  13
  Ins
  Trapper (C)
  14 (4d6)
  7 (2d6)
  16 (4d6)
  7 (2d6)
  Chitin 3
  Thrasher / 2d6
  A7/F4
  12
  4
  Fun
  Hunter (O)
  10 (3d6)
  7 (2d6)
  13 (3d6)
  6 (2d6+2) Hide 3
  Hooves / 1d6
  A6/F3
  Event: Raindrops Keep Falling On My Head
  The precipitation in this region literally never stops. A hot rain, it evaporates within minutes of falling but the atmosphere just 
  condenses it again and the cycle continues. The humidity in this area is utterly hellish and most of the animal life here never drinks. 
  They just absorb all the moisture they need through their skin.
  ROUGH Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6
  Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  7
  Rep
  Gatherer (O)
  12 (3d6)
  10 (3d6)
  14 (3d6)
  6 (2d6)
  Scales 3
  Teeth / 2d6
  A11/F6
  3
  2
  Fun
  Pouncer (C)
  15 (3d6)
  15 (3d6+4) 11 (3d6)
  14 (2d6+4) Hide 1
  Claws / 2d6
  A9/F6
  4
  7
  Ins
  Hunter (O)
  9 (4d6)
  6 (2d6)
  16 (4d6)
  7 (2d6+2)
  Chitin 4
  Teeth / 3d6
  A8/F3
  5
  14
  Ins
  Eater (C)
  10 (2d6)
  11 (3d6)
  12(2d6+4)
  8 (2d6)
  Chitin 2
  Thrasher / 2d6
  A6/F4
  6
  1
  Rep
  Killer (C)
  8 (2d6)
  22 (4d6+4) 9 (2d6)
  8 (2d6+4)
  Scales 2
  Teeth, Horns / 1d6
  A7/F5
  7
  EVENT: Let Slip The Dogs of War
  8
  6
  Ins
  Intermittent (O)
  7 (2d6)
  13 (3d6)
  10 (2d6)
  7 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  9
  5
  Mam
  Chaser (C)
  16 (4d6)
  12 (2d6+4) 17 (4d6)
  13 (2d6+2) Hide 3
  Claws / 2d6
  A8/F5
  10
  10
  Rep
  Hijacker (O)
  13 (3d6+2)
  9 (3d6)
  12 (3d6)
  5 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  11
  4
  Ins
  Eater (C)
  13 (4d6)
  5 (2d6)
  18 (4d6+4)
  8 (2d6)
  Chitin 2
  Teeth, Claws / 3d6
  A9/F5
  12
  3
  Fun
  Hunter (O)
  11 (3d6)
  11 (3d6)
  13 (3d6)
  9 (2d6+2)
  None
  Teeth / 2d6
  A7/F3
  Event: Let Slip The Dogs of War
  The mammals of #9 are extremely canine, both in form and cunning. This event entails the players discovering one of their dens 
  shortly after the pack’s females have given birth. They will not be very welcome.
  SWAMP/MARSH Terrain 
  Hot World, Dense Atmosphere (8+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  15
  Fun
  Intermittent (H) 8 (2d6)
  15 (4d6)
  9 (2d6)
  8 (2d6)
  Hide 4
  Thrasher / 2d6
  A10/F5
  3
  5
  Ins
  Reducer (O)
  9 (2d6)
  14 (4d6)
  8 (2d6)
  5 (2d6)
  Chitin 1
  Teeth / 2d6
  A9/F3
  4
  12
  Ins
  Killer (C)
  10 (2d6+4)
  12 (3d6)
  10 (2d6)
  11 (2d6+4)
  Chitin 3
  Teeth, Claws / 2d6
  A8/F4
  5
  8
  Mam
  Eater (O)
  3 (2d6)
  11 (3d6)
  14 (2d6+4)
  8 (2d6)
  Hide 1
  Thrasher / 2d6
  A8/F5
  6
  1
  Fun
  Trapper (C)
  19 (6d6)
  1 (1d6)
  20 (6d6)
  9 (2d6)
  None
  Thrasher / 3d6
  A6/F3
  7
  EVENT: Secrets of the Fire Swamp
  8
  14
  Rep
  Siren (C)
  10 (3d6)
  12 (3d6)
  12 (3d6)
  7 (2d6)
  Scales 3 Claws / 3d6
  A7/F5
  9
  21
  Avi
  Chaser
  10 (2d6)
  14 (3d6+4) 6 (2d6)
  12 (2d6+2) None
  Horn / 1d6
  A9/F4
  10
  8
  Fun
  Gatherer (H)
  8 (3d6)
  11 (3d6)
  12 (3d6)
  11 (2d6)
  Hide 1
  Stinger / 1d6
  A10/F5
  11
  12
  Ins
  Siren (C)
  14 (4d6)
  5 (2d6)
  13 (4d6)
  6 (2d6)
  Chitin 4
  Claws / 2d6
  A8/F4
  12
  10
  Fun
  Hunter (C)
  13 (4d6)
  6 (2d6)
  16 (4d6)
  9 (2d6+2)
  Hide 3
  Thrasher / 2d6
  A8/F5
  Event: Secrets of the Fire Swamp
  The players have come across an area in this mire where flammable gas rests just beneath the surface. They must make Athletics 
  (Coordination) checks to pass through on foot. Failure releases a pocket of instantly igniting vapour.
  
  hot World enCounters
  81
  BEACH/SHORE Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6 Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Ins
  Grazer (H)
  10 (3d6)
  9 (3d6)
  9 (3d6)
  7 (2d6+2)
  Chitin 3
  Teeth / 1d6
  A10/F4
  3
  7
  Fun
  Carrion-Eater (C) 12 (4d6)
  6 (2d6)
  11 (4d6)
  12 (2d6+2)
  Hide 2
  Thrasher / 3d6
  A7/F5
  4
  18
  Amph Eater (O)
  8 (2d6)
  13 (4d6)
  10 (2d6+4)
  6 (2d6)
  Hide 1
  Teeth / 1d6
  A8/F4
  5
  3
  Rep
  Pouncer (C)
  4 (2d6)
  16 (3d6+4) 10 (2d6)
  11 (2d6+4)
  Scales 3
  Teeth, Claws / 2d6
  A8/F5
  6
  1
  Mam
  Hunter (O)
  10 (3d6)
  11 (3d6)
  12 (3d6)
  4 (2d6+2)
  Hide 2
  Claws / 2d6
  A7/F3
  7
  EVENT: Footprints in the Sand
  8
  6
  Ins
  Eater (C)
  6 (2d6)
  16 (4d6)
  12 (2d6+4)
  6 (2d6)
  Chitin 3
  Teeth / 1d6
  A8/F6
  9
  10
  Aqua
  Killer (C)
  10 (3d6)
  14 (3d6+4) 12 (3d6)
  9 (2d6+4)
  Scales 2
  Teeth / 2d6
  A7/F3
  10
  4
  Avi
  Pouncer (C)
  5 (2d6)
  15 (3d6+4) 7 (2d6)
  13 (2d6+4)
  Feathers 2 Horn / 1d6
  A7/F4
  11
  5
  Ins
  Reducer (C)
  9 (2d6)
  14 (4d6)
  8 (2d6+2)
  4 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  12
  2
  Mam
  Gatherer (O)
  16 (5d6)
  5 (2d6)
  18 (5d6)
  8 (2d6)
  Hide 2
  Teeth, Horns / 2d6
  A9/F5
  Event: Footprints in the Sand
  The players come across a strange set of what appear to be humanoid footprints along the beach. The tide has not completely 
  eroded them so they must be recent but there is no sign of what made them. Still, they can be followed…
  RIVERBANK Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6 Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  6
  Ins
  Gatherer (H)
  10 (3d6)
  8 (3d6)
  7 (3d6)
  9 (2d6)
  Chitin 3
  Claws / 1d6
  A11/F4
  3
  7
  Mam
  Grazer (O)
  13 (3d6)
  15 (3d6)
  10 (3d6)
  8 (2d6+2)
  None
  Teeth / 2d6
  A6/F4
  4
  12
  Amph
  Hunter (O)
  6 (2d6)
  11 (3d6)
  8 (2d6)
  10 (2d6+2)
  Hide 1
  Horns, Claws / 2d6 A8/F5
  5
  4
  Ins
  Chaser (C)
  5 (2d6)
  16 (3d6+4)
  10 (2d6)
  6 (2d6+2)
  Chitin 3
  Thrasher / 1d6
  A7/F4
  6
  8
  Avi
  Carrion-Eater (C) 15 (3d6)
  10 (3d6)
  12 (3d6)
  9 (2d6+2)
  Feathers 2 Horn, Claws / 2d6
  A9/F3
  7
  EVENT: Denial is Not a River
  8
  5
  Rep
  Reducer (O)
  4 (1d6)
  6 (2d6)
  5 (1d6)
  8 (2d6)
  Scales 1
  Teeth / 1d6
  A9/F6
  9
  1
  Fun
  Trapper (C)
  16 (4d6)
  11 (2d6)
  20 (4d6)
  11 (2d6)
  Hide 3
  Thrasher / 2d6
  A7/F4
  10
  9
  Ins
  Eater (O)
  8 (2d6)
  13 (3d6)
  8 (2d6+4)
  6 (2d6)
  Chitin 3
  Teeth, Horns / 1d6
  A7/F6
  11
  18
  Ins
  Chaser (C)
  8 (2d6)
  14 (3d6+4)
  9 (2d6)
  7 (2d6+2)
  Chitin 2
  Claws / 2d6
  A8/F5
  12
  3
  Mam
  Hunter (O)
  12 (4d6)
  8 (2d6)
  16 (4d6)
  9 (2d6+2)
  Hide 1
  Thrasher / 2d6
  A7/F3
  Event: Denial is Not a River
  The grazer mammals (#3) have a strange defence; they curl up and pretend that threats do not exist. While seemingly useless at 
  first, the effectiveness of this behaviour becomes apparent when the avians (#6) arrive. Drawn to the whining sound, these birds 
  defend the mammals because they eat whatever the grazers leave behind.
  SHALLOW OCEAN Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  3
  Mam
  Hunter (C)
  13 (3d6)
  8 (3d6)
  15 (3d6)
  5 (2d6+2)
  Chitin 3
  Claws / 2d6
  A8/F3
  3
  4
  Amph Grazer (O)
  9 (3d6)
  11 (3d6)
  14 (3d6)
  12 (2d6+2)
  Hide 2
  Teeth, Claws / 2d6
  A6/F3
  4
  1
  Aqua
  Pouncer (C)
  9 (3d6)
  18 (3d6+4) 10 (3d6)
  9 (2d6+4)
  Scales 1
  Teeth / 2d6
  A8/F3
  5
  6
  Aqua
  Chaser (C)
  15 (3d6)
  15 (3d6+4) 11 (3d6)
  11 (2d6+2)
  Scales 2
  Teeth / 2d6
  A9/F6
  6
  1
  Aqua
  Carrion-Eater (C) 3 (1d6)
  8 (2d6)
  3 (1d6)
  10 (2d6+2)
  None
  Teeth / 1d6
  A10/F6
  7
  EVENT: Blood-Dimmed Tide
  8
  4
  Aqua
  Hunter (C)
  12 (3d6)
  10 (3d6)
  10 (3d6)
  10 (2d6+2)
  Scales 3
  Teeth / 2d6
  A7/F3
  9
  7
  Aqua
  Indimidator (O)
  8 (2d6)
  12 (4d6)
  12 (2d6)
  7 (2d6)
  Hide 2
  Thrasher / 2d6
  A10/F6
  10
  9
  Aqua
  Chaser (C)
  3 (1d6)
  14 (2d6+4) 4 (1d6)
  5 (2d6+2)
  Scales 2
  Teeth / 1d6
  A8/F4
  11
  1
  Avi
  Killer (C)
  22 (4d6+4) 5 (2d6)
  12 (4d6)
  11 (2d6+4)
  Feathers 1 Horn  / 3d6
  A9/F6
  12
  28
  Ins
  Eater (O)
  2 (1d6)
  8 (2d6)
  6 (1d6+4)
  6 (2d6)
  Chitin 2
  Teeth / 1d6
  A10/F6
  Event: Blood-Dimmed Tide
  This event highlights a reaction that occurs whenever blood washes in on the tide here. The amphibians (#3) become absolutely 
  crazed; their behaviour becomes Killer, they always attack and they gain 2 damage.
  
  hot World enCounters
  82
  OPEN OCEAN Terrain 
  Hot World, Dense Atmosphere (9+)
  2d6
  Pack Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  4
  Aqua
  Hunter (C)
  8 (2d6)
  13 (3d6)
  8 (2d6)
  9 (2d6+2)
  Scales 3
  Teeth / 2d6
  A8/F3
  3
  2
  Aqua
  Killer (C)
  14 (3d6)
  15 (3d6+4) 13 (3d6)
  10 (2d6+4) Scales 2
  Teeth / 2d6
  A6/F4
  4
  8
  Aqua
  Pouncer (C)
  2 (1d6)
  11 (2d6+4)
  5 (1d6)
  7 (2d6+4)
  Scales 1
  Teeth / 1d6
  A7/F3
  5
  10
  Aqua
  Eater (C)
  6 (1d6)
  7 (2d6)
  8 (1d6+4)
  7 (2d6)
  None
  Teeth / 1d6
  A9/F5
  6
  12
  Ins
  Carrion-Eater (C) 2 (1d6)
  8 (2d6)
  2 (1d6)
  12 (2d6+2) Chitin 1
  Teeth, Claws / 1d6
  A10/F6
  7
  EVENT: Aqua Vitae
  8
  6
  Aqua
  Gatherer (H)
  12 (3d6)
  12 (3d6)
  14 (3d6)
  9 (2d6)
  Scales 2
  Teeth / 2d6
  A8/F5
  9
  16
  Aqua
  Grazer (H)
  8 (2d6)
  12 (4d6)
  8 (2d6)
  8 (2d6+2)
  Scales 2
  Teeth / 1d6
  A11/F6
  10
  7
  Aqua
  Eater (O)
  13 (4d6)
  6 (2d6)
  14 (4d6+4)
  2 (2d6)
  Scales 4
  Teeth / 2d6
  A8/F4
  11
  7
  Aqua
  Chaser (C)
  10 (3d6)
  18 (3d6+4) 10 (3d6)
  10 (2d6+2) Scales 2
  Teeth / 2d6
  A9/F4
  12
  5
  Avi
  Hunter (O)
  11 (2d6)
  15 (3d6)
  7 (2d6)
  7 (2d6+2)
  Feathers 2 Horn  / 2d6
  A8/F5
  Event: Aqua Vitae
  The find of a lifetime, this fluid exists in extremely small amounts in this ocean and occurs seemingly at random. A sovereign cure 
  of sorts, it has medicinal properties that rival even the highest known levels of medical technology. Finding this miraculous liquid 
  is hard enough. Finding a way to extract it while keeping it pure and transporting it before it loses its potency has so far proven 
  impossible. Perhaps the players will be the first to discover how.
  DEEP OCEAN Terrain 
  Hot World, Dense Atmosphere (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  8
  Ins
  Hunter (C)
  11 (3d6)
  10 (3d6)
  11 (3d6)
  11 (2d6+2) Chitin 3
  Teeth / 2d6
  A7/F3
  3
  5
  Aqua
  Chaser (O)
  9 (2d6)
  17 (4d6+4)
  9 (2d6)
  10 (2d6+2) Hide 2
  Teeth / 1d6
  A8/F4
  4
  12
  Aqua
  Eater (C)
  10 (3d6)
  6 (3d6)
  14 (3d6+4)
  5 (2d6)
  Scales 2
  Teeth / 1d6
  A8/F5
  5
  1
  Aqua
  Trapper (C)
  11 (3d6)
  9 (3d6)
  13 (3d6)
  8 (2d6)
  Scales 4
  Teeth / 2d6
  A9/F5
  6
  9
  Aqua
  Grazer (H)
  23 (6d6)
  2 (1d6)
  21 (6d6)
  6 (2d6+2)
  Scales 1
  Teeth / 3d6
  A11/F6
  7
  EVENT: Behold, Leviathan
  8
  1
  Aqua
  Filter (O)
  15 (4d6)
  7 (2d6)
  20 (4d6+4)
  11 (2d6)
  Scales 2
  None
  A9/F4
  9
  10
  Aqua
  Intermittent (O) 21 (6d6)
  5 (1d6)
  18 (6d6)
  6 (2d6)
  Scales 2
  Thrasher / 4d6
  A10/F3
  10
  7
  Aqua
  Reducer (O)
  3 (1d6)
  6 (2d6)
  3 (1d6)
  7 (2d6)
  Scales 1
  Teeth / 1d6
  A11/F5
  11
  3
  Aqua
  Siren (C)
  14 (4d6)
  10 (2d6)
  16 (4d6)
  10 (2d6)
  Scales 3
  Teeth / 2d6
  A8/F4
  12
  4
  Rep
  Eater (O)
  11 (3d6)
  14 (3d6)
  17 (3d6+4)
  7 (2d6)
  Scales 4
  Thrasher / 2d6
  A6/F3
  Event: Behold, Leviathan
  The lack of predator species, the mineral rich waters and the ample supply of easily caught prey have all allowed a single member 
  of a typically much smaller species to grow to truly gargantuan size. This behemoth of the deeps is normally dormant and even 
  when it does awaken to feed, it rarely ventures anywhere near the surface. The titanic aquatic creature does possess a rudimentary 
  intelligence and with it, enough curiosity to be hazardous to anything that foolishly gets its attention.
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  Aqua
  Intermittent (O) 42 (10d6)
  2 (1d6)
  53 (10d6)
  10 (2d6)
  Hide 8
  Thrasher / 5d6
  A10/F2
  
  83
  GAS WORLD 
  Encounter Chance (10+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Grazer (O)
  8 (2d6)
  14 (3d6)
  8 (2d6)
  8 (2d6+2)
  None 
  None
  A10/F6
  3
  1
  Ins
  Eater (C)
  11 (3d6)
  10 (3d6)
  18 (3d6+4)
  5 (2d6)
  Chitin 4
  Teeth / 2d6
  A7/F3
  4
  20
  Fun 
  Intermittent (O) 5 (1d6)
  8 (2d6)
  2 (1d6)
  7 (2d6)
  None
  Thrasher / 2d6
  A9/F6
  5
  4
  Fun
  Hunter (O)
  11 (3d6)
  10 (3d6)
  10 (3d6)
  13 (2d6+2)
  None
  Stinger / 2d6
  A8/F4
  6
  1
  Ins
  Filter (O)
  20 (5d6)
  8 (2d6)
  24 (5d6+4)
  6 (2d6)
  Chitin 5
  None
  A10/F3
  7
  EVENT: On Cloud Nine
  8
  6
  Ins
  Chaser (C)
  9 (3d6)
  16 (3d6+4)
  11 (3d6)
  10 (2d6+2)
  Chitin 3
  Teeth /1d6 
  A7/F4
  9
  9
  Avi
  Filter (O)
  13 (3d6)
  13 (3d6)
  17 (3d6+4)
  8 (2d6)
  Hide 2
  Thrasher / 2d6
  A11/F7
  10
  11
  Avi
  Filter (O)
  3 (1d6)
  6 (2d6)
  7 (1d6+4)
  4 (2d6)
  Hide 1
  None
  A9/F4
  11
  5
  Avi
  Pouncer (O)
  7 (2d6)
  14 (3d6+4)
  9 (2d6)
  13 (2d6+4)
  Hide 3
  Teeth, Claws / 2d6
  A8/F3
  12
  3
  Ins
  Killer (C)
  14 (4d6)
  12 (2d6+4)
  16 (4d6)
  11 (2d6+4)
  Chitin 2
  Claws / 2d6
  A6/F3
  Special Rules: All encounters in Gas Worlds occur at no greater than moderate Range. These environments have no cover 
  and no real terrain but visibility is so poor that encounters past this limit are virtually impossible. All animals encountered in this 
  environment have a Fly movement rate by default.
  Event: On Cloud Nine
  This area is an especially dense ‘storm’ of gases, thick enough to almost count as terrain. Generate another encounter. This is 
  that species’ ‘home’, a cloud haven where they breed and rest. Triple the pack score and no encounter here has a Flee option. No 
  animals in this area are willing to abandon their young or their territory.
  speCial enviroments
  
  speCial enviroments
  84
  ASTEROID FIELD 
  Encounter Chance (11+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  1
  Ins
  Pouncer (C)
  12 (3d6)
  18 (3d6+4)
  14 (3d6)
  10 (2d6+4) Chitin 2
  Teeth / 2d6
  A10/F7
  3
  5
  Fun
  Hunter (O)
  11 (3d6)
  12 (3d6)
  12 (3d6)
  11 (2d6+2) Scales 2 Teeth, Horns / 2d6
  A8/F5
  4
  4
  Ins
  Killer (C)
  12 (2d6+4)
  12 (3d6)
  8 (2d6)
  12 (2d6+4) Chitin 3
  Teeth / 2d6
  A6/F3
  5
  1
  Ins
  Intimidator (O)
  15 (5d6)
  8 (2d6)
  22 (5d6)
  8 (2d6)
  Chitin 5
  Teeth, Claws / 2d6
  A7/F5
  6
  2
  Ins
  Hunter (C)
  13 (4d6)
  5 (2d6)
  17 (4d6)
  9 (2d6+2)
  Hide 1
  Claws / 3d6
  A7/F3
  7
  EVENT: Rocky Landing
  8
  4
  Ins
  Killer (C)
  15 (3d6+4)
  11 (3d6)
  11 (3d6)
  7 (2d6+4)
  Hide 2
  Claws, Stinger / 2d6
  A10/F8
  9
  10
  Ins
  Intermittent (O) 4 (1d6)
  6 (2d6)
  3 (1d6)
  12 (2d6)
  Chitin 2
  Teeth / 1d6
  A9/F5
  10
  24
  Fun
  Eater (C)
  14 (4d6)
  7 (2d6)
  20 (4d6+4)
  10 (2d6)
  Hide 1
  Teeth / 2d6
  A8/F3
  11
  12
  Ins
  Reducer (O)
  3 (1d6)
  8 (2d6)
  3 (1d6)
  7 (2d6)
  Chitin 1
  Teeth / 1d6
  A10/F7
  12
  1
  Avi
  Hijacker (C)
  18 (5d6+2)
  9 (2d6)
  21 (5d6)
  5 (2d6)
  Hide 5
  Horn, Claws / 2d6
  A9/F4
  Special Rules: Asteroid-based animals do not need normal respiration. These encounters have their range limited by the size of 
  the asteroid. All animals encountered on an asteroid have a Walk movement mode in addition to whatever else they might possess 
  and have a 50% chance of being able to burrow as well.
  Event: Rocky Landing
  Sudden mechanical failure forces the players to at least come within landing range of an inhabited asteroid. With hunting being 
  extremely limited on this rock, any animal type encountered is automatically hostile and will attack to feed if at all possible. If any of 
  these animals get aboard the players’ vessel, they revert back to their normal behaviour once they have found sustenance.
  SOLAR FIELD / NEBULA 
  Encounter Chance (11+)
  2d6 Pack Class Behaviour
  Strength
  Dexterity
  Endurance
  Instinct
  Armour
  Weapon / Damage
  Reaction
  2
  3
  Avi
  Filter (O)
  12 (3d6)
  10 (3d6)
  14 (3d6+4)
  7 (2d6)
  Hide 3
  Teeth / 2d6
  A10/F6
  3
  4
  Ins
  Filter (O)
  13 (3d6)
  9 (3d6)
  18 (3d6+4)
  9 (2d6)
  Chitin 4
  Teeth / 2d6
  A11/F6
  4
  12
  Avi
  Chaser (C)
  15 (3d6)
  16 (3d6+4)
  12 (3d6)
  7 (2d6+2)
  Hide 2
  Claws / 2d6
  A7/F3
  5
  1
  Avi
  Intermittent (C) 9 (3d6)
  12 (3d6)
  13 (3d6)
  8 (2d6)
  Hide 2
  Thrasher / 3d6
  A7/F3
  6
  2
  Avi
  Reducer (O)
  2 (1d6)
  11 (2d6)
  5 (1d6)
  11 (2d6)
  Hide 1
  Claws / 1d6
  A11/F7
  7
  EVENT: Twice as Bright, Half as Long
  8
  5
  Avi
  Eater (O)
  9 (2d6)
  13 (4d6)
  13 (2d6+4)
  12 (2d6)
  Hide 2
  Teeth / 1d6
  A7/F4
  9
  2
  Avi
  Filter (O)
  15 (4d6)
  6 (2d6)
  20 (4d6+4)
  10 (2d6)
  Hide 4
  Teeth, Horn / 2d6
  A10/F5
  10
  10
  Avi
  Reducer (C)
  2 (1d6)
  7 (2d6)
  2 (1d6)
  6 (2d6)
  None
  Teeth / 1d6
  A6/F-
  11
  1
  Ins
  Filter (C)
  16 (4d6)
  8 (2d6)
  22 (4d6+4)
  6 (2d6)
  Hide 3
  Thrasher / 4d6
  A10/F3
  12
  4
  Avi
  Killer (C)
  11 (3d6)
  15 (3d6+4)
  12 (3d6)
  11 (2d6+4)
  Feathers 3
  Teeth. Claws / 2d6
  A6/F4
  Special Rules: Animals encountered in solar fields and nebulae are naturally resistant to heat and chemical exposure, taking no 
  damage from energy and chemical weapons. The intense light of their habitat renders these animals blind to visible light. Animals 
  from this environment do not need normal respiration.
  Event: Twice as Bright, Half as Long
  The players are beset by what appear to be manic swarms of glowing spheres. These are actually the tiny avians from #10. 
  Bioluminescent and fuelled by breaking down solid matter into radioactive isotopes, these little creatures need to consume the 
  players quickly and will attack relentlessly until destroyed. This is because they have an extremely short life span once they 
  become capable of reproduction. This metabolic change occurred because of the players’ arrival. Now these ‘animals’ must feed 
  before their hour long lifespans run out and they atomise.
  
  speCial enviroments
  85
  LOW ORBIT 
  Encounter Chance (11+)
  2d6
  Pack
  Class
  Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour Weapon / Damage Reaction
  2
  18
  Fun
  Intermittent (H)
  3 (1d6)
  9 (2d6)
  1 (1d6)
  8 (2d6)
  Hide 1
  None
  A10/F5
  3
  2
  Avi
  Hunter (C)
  11 (3d6)
  11 (3d6)
  12 (3d6)
  8 (2d6+2) Hide 3
  Claws / 2d6
  A8/F5
  4
  3
  Avi
  Filter (O)
  6 (2d6)
  14 (3d6)
  11 (2d6+4)
  9 (2d6)
  Hide 2
  Horn, Claws / 1d6
  A8/F4
  5
  6
  Avi
  Killer (C)
  16 (3d6+4)
  8 (3d6)
  14 (3d6)
  7 (2d6+4) Hide 3
  Horn / 2d6
  A7/F3
  6
  10
  Avi
  Pouncer (C)
  12 (3d6)
  16 (3d6+4) 11 (3d6)
  8 (2d6)
  Hide 2
  Horn / 2d6
  A8/F4
  7
  EVENT: Stairway to Heaven
  8
  10
  Avi
  Eater (O)
  9 (2d6)
  16 (4d6)
  12 (2d6+4)
  7 (2d6)
  Hide 1
  Teeth / 2d6
  A6/F3
  9
  2
  Avi
  Intimidator (O)
  8 (2d6)
  9 (3d6)
  13 (2d6)
  4 (2d6)
  Hide 1
  Claws / 3d6
  A9/F5
  10
  4
  Avi
  Hijacker (C)
  15 (3d6+2)
  11 (3d6)
  10 (3d6)
  5 (2d6)
  Hide 4
  Horn / 2d6
  A8/F4
  11
  1
  Avi
  Filter (O)
  7 (2d6)
  15 (4d6)
  10 (2d6+4)
  4 (2d6)
  Hide 2
  Horn / 1d6
  A11/F6
  12
  7
  Ins
  Intermittent (O)
  4 (1d6)
  6 (2d6)
  3 (1d6)
  7 (2d6)
  Chitin 1
  Teeth, Stinger / 1d6 A11/F7
  Special Rules: These environments have no cover and no real terrain but visibility is typically line of sight. Encounters can be at 
  any range, even Close in starship scale. All animals encountered in this environment have a Fly movement rate by default. These 
  animals do require an atmosphere but their needs are very slight.
  Event: Stairway to Heaven
  The very low requirements most Low Orbit life forms have for atmosphere and sustenance allow them to occasionally (as they have 
  in this event) cling to the hull of a spacecraft and survive one or even two jumps before the stresses of interstellar travel finally kill 
  them. Generate an encounter from the table. The players discover these animals ‘hitching a lift’ on the outside of their ship. The 
  animals are slightly traumatised by their journey and never attack first, though they will defend themselves if assaulted.
  DEEP SPACE / VACUUM 
  Encounter Chance (12+)
  2d6
  Pack
  Class Behaviour
  Strength
  Dexterity
  Endurance Instinct
  Armour
  Weapon / Damage Reaction
  2
  1
  Fun
  Intermittent (C)
  15 (4d6)
  6 (2d6)
  19 (4d6)
  8 (2d6)
  None
  Thrasher / 2d6
  A10/F5
  3
  2
  Ins
  Filter (O)
  10 (3d6)
  9 (3d6)
  16 (3d6+4)
  11 (2d6)
  Chitin 3
  Stinger / 2d6
  A11/F5
  4
  4
  Avi
  Filter (O)
  7 (2d6)
  15 (3d6)
  10 (2d6+4)
  6 (2d6)
  Chitin 2
  Claws / 1d6
  A11/F4
  5
  16
  Avi
  Killer (O)
  16 (3d6+4)
  10 (3d6)
  14 (3d6)
  11 (2d6+4)
  Hide 1
  Horn / 2d6
  A7/F3
  6
  5
  Avi
  Intermittent (O)
  15 (3d6)
  12 (3d6)
  11 (3d6)
  9 (2d6)
  Feathers 3
  Horn / 2d6
  A10/F4
  7
  EVENT: The Whisperer in the Void
  8
  10
  Ins
  Eater (O)
  12 (2d6)
  14 (4d6)
  12 (2d6+4)
  4 (2d6)
  Chitin 3
  Teeth / 2d6
  A7/F3
  9
  2
  Ins
  Reducer (O)
  19 (5d6)
  5 (2d6)
  23 (5d6)
  7 (2d6)
  Hide 2
  Claws / 3d6
  A10/F5
  10
  4
  Ins
  Filter (O)
  10 (3d6)
  12 (3d6)
  14 (3d6+4)
  8 (2d6)
  Hide 3
  Teeth, Horn / 1d6
  A11/F4
  11
  11
  Ins
  Filter (C)
  6 (2d6)
  11 (3d6)
  10 (2d6+4)
  10 (2d6)
  Chitin 2
  Claws / 1d6
  A11/F6
  12
  1
  Fun
  Siren
  22 (5d6)
  10 (2d6)
  19 (5d6)
  5 (2d6)
  None
  Thrasher / 4d6
  A8/F-
  Special Rules: Deep space creatures are immune to radiation, vacuum and cold in any form; this immunity extends to weapons 
  based on such forces. Encounters in deep space/vacuum environments occur using starship range. These animals automatically 
  have a Fly movement mode and rarely possess any other form of locomotion.  
  Event: The Whisperer in the Void
  The fungal creature at #12 is an extremely complicated and devious animal. It has the natural ability to emit radiation stored in its 
  cells, generating a form of broadcast wavelength much like pulsar stellar bodies. These ‘communications’ are unintelligible but they 
  do serve to lure in investigating starships and other space farers. Once it gets within range of a newcomer, the Whisperer attacks. 
  These creatures expend a great deal of power creating their static lures. Once they attack, they are committed. They never flee 
  because a failed trap means they are likely to starve to death before another meal arrives.
  
  86
  In this chapter, you will find a few animals that typify classic archetypes of the classes found in A Walk on the Wild Side. These are 
  as setting-neutral as possible so they can be easily integrated into any Referee’s game while providing enough details to be playable 
  without further work. A brief description is provided for each one as well, making them usable right off the page. 
  The next section in this chapter is a Modifier Chart that Referees can apply to their own creations and animals found in other sources. 
  The modifiers and changes augment animals with regard to specific environments. For example, a canine animal that evolved on a 
  low gravity world is not likely to have the exact same Characteristics as a canine from a water world with high gravity and an exotic 
  atmosphere. By applying all of the relevant modifiers, two very different animals can be created using the same base (canine) creature.
  animals
  These animals each embody an iconic creature from each of the Classes, chosen to be represented here because of their ease 
  of customisation and their familiarity to players. Referees only need to change a few numbers and provide their own description to 
  make any number of unique creations from these basic templates.
  amphiBians
  hoPPErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Intermittent,
  Carnivore
  Swamp, 
  Riverbank
  Walker
  5
  6
  5
  1
  11
  14
  Skills:
  Stealth 1, Survival 1, Athletics (co-ordination) 2, Recon 0, Melee (teeth) 0
  Attacks:
  Teeth (1d6)
  Armour:
  Scales (2)
  Number Encountered:
  4d6
  Analogues of Terran frogs, hoppers are small insect-eating amphibians that tend to lurk near the edge of bodies of fresh water in 
  great numbers. Hoppers are generally timid and difficult to provoke, though they will turn aggressive during spawning season or 
  when their territory is threatened. Hoppers communicate over great distances by means of a deep throated ‘croaking’ noise, the 
  sound of which can become quite unnerving over time.
  LAnd EELs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Pouncer,
  Carnivore
  Riverbank, 
  Beach/Shore
  Walker
  6
  7
  4
  1
  10
  7
  Skills:
  Stealth 2, Survival 1, Athletics (co-ordination) 1, Recon 1, Melee (teeth) 2
  Attacks:
  Teeth (2d6)
  Armour:
  Scales (3)
  Number Encountered:
  2d6
  A close equivalent of caecilians, these worm-like amphibians have a tooth-rimmed sucker end and hunt by means of rapid assault 
  from a position of concealment whenever possible. Poisonous varieties are not unheard of but the most common form of land 
  eel simply bites its prey and feeds off drained blood until glutted or until it is forcibly removed. When large prey animals are not 
  available to bleed, land eels can subsist off insects and even worms.
  the GalaCtiC menaGerie
  
  the GalaCtiC menaGerie
  87
  aquatiCs
  sEA rEAvErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Killer,
  Carnivore
  Any type of 
  Ocean
  Swimmer
  15
  12
  18
  1
  6
  2
  Skills:
  Stealth 0, Survival 1, Athletics (co-ordination) 1, Recon 2, Melee (teeth) 2
  Attacks:
  Teeth (3d6)
  Armour:
  Scales (3)
  Number Encountered:
  1d3
  On Earth, these aquatic creatures would be called sharks. Sea Reavers are constantly in motion, moving water past their inefficient 
  gills to keep from drowning. In combat, Sea Reavers attack with raw force and never flee once engaged. Their senses are sharp 
  enough that they can detect prey from more than a kilometre away if their would-be prey is bleeding in any way.
  WAtErkitEs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Filters,
  Omnivore
  Open or Deep 
  Ocean
  Swimmer
  8
  16
  10
  1
  9
  10
  Skills:
  Stealth 2, Survival 1, Athletics (co-ordination) 1, Recon 1, Melee (teeth) 2
  Attacks:
  Stinger (1d6)
  Armour:
  Hide (2)
  Number Encountered:
  3d6
  Waterkites are graceful creatures with wide thin bodies that move by undulating through the water. Known on Earth as rays, these 
  creatures are almost unnaturally peaceful and defend themselves when they absolutely must. These animals can be fascinating to 
  watch and evade most predators by lying on the sea floor or river bed and use camouflage to escape attention.
  titAn fish
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Filters,
  Omnivore
  Deep Ocean
  Swimmer
  23
  5
  28
  1
  10
  1
  Skills:
  Survival 2, Athletics (endurance) 2, Recon 1, Melee (thrasher) 2
  Attacks:
  Thrasher (3d6)
  Armour:
  Scales (4)
  Number Encountered:
  1d3
  Also known as whales, Titan Fish are the undisputed lords of the ocean depths. While many species might be deadlier in 
  combat, none of them can hope to compare to the Titan Fish’s great size and amazing endurance. Titan Fish are almost always 
  harmless, only posing a threat to creatures foolish enough to attack them or small enough to be filtered through the fish’s mouth 
  for later digestion.
  
  the GalaCtiC menaGerie
  88
  avians
  hArriErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Killer,
  Carnivore
  Plains, 
  Woods
  Flier, Walker ½ 9
  18
  11
  1
  11
  7
  Skills:
  Stealth 1, Survival 1, Athletics (co-ordination) 1, Recon 2, Melee (horn) 1
  Attacks:
  Horn, Claws (1d6)
  Armour:
  Feathers (1)
  Number Encountered:
  2d6
  This avian is a huge hunting bird with excellent reflexes and a killer instinct. Drawn to moving prey, harriers are often caught and 
  domesticated by sentient species. On their own, harriers tend to be extremely wary of humanoid contact, though they have been 
  known to dwell near settlements and even indulge in carrion eating when the opportunity arises.
  stridErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Chaser,
  Omnivore
  Clear, Plains
  Walker
  21
  11
  18
  1
  9
  10
  Skills:
  Survival 1, Athletics (endurance) 1, Recon 1, Melee (claw) 2
  Attacks:
  Claws (3d6)
  Armour:
  Feathers (3)
  Number Encountered:
  3d6
  The equivalent of elephant birds or massive ostriches, Striders are large flightless birds with powerful legs and long necks. Primarily 
  grass and seed eaters, they can and will supplement their diet with insects and even small game. While they have beaks, they 
  rarely use them in combat because of how vulnerable this makes their necks. Often temperamental, their behaviour class has less 
  to do with their method of hunting and more to do with their reaction to intruders.
  <…commence logfile: ashtonramsey|personal…>
  So many planets, so many forms of life! My data files on this system are already starting to get noticed back home and I haven’t 
  even sent in more than preliminary notes. As is so utterly typical, it’s always the predators that get the most attention. I’ve gotten 
  several requests to do an in-depth analysis on the clawed fliers from the second planet. I am not surprised, of course, but why 
  can’t people seem to understand that the scaled grubs on that same world are so much more interesting? 
  I mean, even though they are an ectothermic life form, they stay warm by burrowing deep into decomposing flesh and taking 
  advantage of the chemical heat exchange. Now that’s fascinating! What does a boring, typical old 70 kilogram killing machine 
  have to compete with that?
  <…pause logfile: ashtonramsey|personal…>
  FunGals
  crEEPing grEEn
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Eater,
  Omnivore
  Plains, 
  Rainforest
  Immobile
  12
  5
  26
  0
  4
  15
  Skills:
  Survival 2, Athletics (endurance) 2, Recon 0, Melee (claws) 2
  Attacks:
  Claws (2d6)
  Armour:
  Hide (2)
  Number Encountered:
  5d6
  A form of plant life so insidious and hard to kill that it is almost seems sentient, Creeping Green could be another name for growths 
  like Kudzu. These ‘animals’ are almost impossible to stop once they grow past a certain size and the amount of slow but inexorable 
  devastation they can cause is immense. The Number Appearing statistic for Creeping Green is more an indication of how large an 
  area it can cover and its ‘attack’ is representative of the slow destruction it causes to any place it takes root.
   
  
  the GalaCtiC menaGerie
  89
  doomstooLs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Carrion-
  Eater (C)
  Swamp
  Walker
  11
  10
  6
  1
  12
  4
  Skills:
  Stealth 0, Survival 1, Athletics (co-ordination) 0, Recon 2, Melee (thrasher) 1
  Attacks:
  Thrasher (3d6) 
  Exotic: Detonate 
  Armour:
  None
  Number Encountered:
  1d6
  A more aggressive and deadly version of some ‘explosive’ fungi on Earth, Doomstools are mobile land mines that have turned their 
  method of pollination into a defence mechanism. Often found in clumps around large corpses, Doomstools bludgeon with their 
  whole bodies to try and drive off enemies. If they roll a 6 on their damage die or if they are reduced to 0 Endurance by a single 
  attack, they detonate with the same effect as a frag grenade (Traveller Core Rulebook, page 101).
  scArLEt shELvEs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Trapper,
  Carnivore
  Beach, 
  Shallow Ocean
  Immobile
  22
  9
  18
  0
  11
  0
  Skills:
  Deception 2, Stealth 1, Survival 1, Athletics 0, Recon 1, Melee (teeth) 2
  Attacks:
  Teeth (4d6)
  Armour:
  Hide (2)
  Number Encountered:
  1
  Similar to some forms of shelf fungus, Scarlet Shelves are aggressive sheets of plant matter that take root along coral reefs and 
  cove walls. Unlike other underwater growths, these creatures are self-mobile and when something swims between their layers they 
  slam closed to trap it. Spike-like protrusions inside them pierce their prey, ensuring that they keep hold long enough for their slow 
  digestive system to devour their meals.
  
  the GalaCtiC menaGerie
  90
  inseCts
  bLAck rAzors
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Eater,
  Omnivore
  Jungle, 
  Rainforest
  Walker 
  2
  8
  5
  0
  9
  19
  Skills:
  Survival 1, Athletics (endurance) 2, Recon 1, Melee (teeth) 2
  Attacks:
  Teeth (1d6)
  Armour:
  Chitin (2)
  Number Encountered:
  6d6
  Huge black jungle ants by another name, these small terrors are an annoyance alone but a force of nature when encountered in a 
  group. While they do not hunt often, when it is time to feed they move off as one in a single direction and devour everything in their 
  path. Plants and animals alike fall victim to their merciless mandibles, stripped to the bone or root as the carpet of black passes 
  over them.
  <…commence logfile: ashtonramsey|personal…>
  Confession time, I suppose. I know I am a xenobiologist and dedicated to the cataloguing and preservation of life all over 
  the galaxy. It’s my passion and I enjoy the work. I love it, in fact. Ever since my first class at the Academy, this has been 
  everything I’ve ever wanted to do with my life. I am never more at home than when I am in the field on an uncharted world, 
  discovering new creatures. It’s exhilarating.
  I love life and admire it in all its many marvellous forms.
  That said I have to admit I enjoyed watching Colonel Myrah and her troops blowing that whole nest of Weavers into oblivion. 
  I hate spiders! Just the thought of them getting into my bedroll with their soulless eyes and their furry little legs is enough to 
  make my skin crawl. Hate hate hate! Ahhhh!
  <…pause logfile: ashtonramsey|personal…>
  WEAvErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Hunter,
  Carnivore
  Forest, 
  Jungle
  Walker
  23
  16
  15
  1
  12
  2
  Skills:
  Survival 1, Athletics (endurance) 1, Recon 1, Melee (claw) 2
  Attacks:
  Teeth and Claws (3d6)
  Armour:
  Chitin (4)
  Number Encountered:
  1d3
  A gigantic version of a Terran tarantula, a Weaver is the sort of alien life guaranteed to send a chill up most players spines and 
  likely cause the same reaction in their characters. The size of a horse, these giant spiders spin webs (the source of their names) 
  but they do not use them to trap prey. They are perfectly adept and content to just stalk their meals, overpower them, kill them with 
  multiple bites and then feast at their leisure.
  
  the GalaCtiC menaGerie
  91
  mammals
  stALkErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Chaser,
  Omnivore
  Forest, 
  Woods
  Walk
  10
  13
  10
  1
  12
  8
  Skills:
  Stealth 1, Survival 2, Athletics (endurance) 1, Recon 2, Melee (teeth) 2
  Attacks:
  Teeth (2d6)
  Armour:
  Fur (2)
  Number Encountered:
  2d6
  A canine animal suitable as a wolf analogue, this same creature could easily be a hyena or large coyote with minor changes and 
  a shift in behaviour. Stalkers hunt in packs, using their fair strength and superior numbers to take down larger prey. Den-dwellers, 
  they tend to stake out on territory and live there for generations by carefully controlling how much they hunt and making sure their 
  prey species thrive as well.
   
  JungLE ghosts
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Pouncer, 
  Carnivore
  Jungle, 
  Rainforest
  Walker
  12
  16
  13
  1
  11
  5
  Skills:
  Stealth 2, Survival 1, Athletics (co-ordination) 1, Recon 1, Melee (claws) 2
  Attacks:
  Teeth and Claws (2d6) 
  Armour:
  Fur (1)
  Number Encountered:
  1d6
  Aggressive to the core, Jungle Ghosts are the equivalent of panthers and often hunt from the shelter of tree limbs. They leap onto 
  prey, kill it quickly and drag it back up into the canopy to feed. This sudden appearance and vanishing is what lends them their 
  name. On inhabited worlds, Jungle Ghosts are often the source of local legends and few natives will travel alone through their 
  hunting grounds.
  chittErs
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Gatherers,
  Herbivore
  Plains, Rough, 
  Woods, Forest
  Walker
  5
  17
  4
  1
  12
  6
  Skills:
  Deception 2, Stealth 2, Survival 0, Athletics (co-ordination) 2, Recon 1, Melee (teeth) 0
  Attacks:
  Teeth (1d6)
  Armour:
  Hide (2)
  Number Encountered:
  2d6
  One of the single most annoying forms of life in the known universe, Chitters are a group of creatures encompassing squirrels, 
  chipmunks, raccoons and other small, furry kleptomaniacs with more energy than common sense. Spacefarers do not travel on 
  worlds with biological life for long without becoming acquainted with Chitters. They are innately curious, a trait that gets them into 
  trouble wherever they spread. They are agile enough to wriggle into anything they can open and bright enough to breach anything 
  they cannot. 
  
  the GalaCtiC menaGerie
  92
  reptiles
  LAndrAgons
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Intermittent,
  Omnivore
  Jungle, 
  Beach
  Walker 
  15
  8
  16
  1
  8
  4
  Skills:
  Survival 2, Athletics (endurance) 3, Recon 0, Melee (teeth) 1
  Attacks:
  Teeth (2d6)
  Exotic: Diseased Bite
  Armour:
  Scales (3)
  Number Encountered:
  1d6
  On Earth, these normally slow-moving reptiles would be called komodo dragons. Large, seemingly ponderous and ill tempered, 
  Landragons seem very unconcerned by threats and often stop attacking after inflicting only a single wound. The reason for this 
  becomes clear when their victims succumb to the rampant disease caused by the reptile’s befouled bite. For their part, Landragons 
  are immune to the effects of their own disease and often leave the infected remains of their prey around their lairs as a passive, 
  brutally effective defence.
  <…commence logfile: ashtonramsey|personal…>
  I have already filed an official protest but the company has overruled me and sided with the Captain. This is so frustrating! 
  We have only barely scratched the surface of this system and now we have to leave. I can appreciate the Captain’s 
  concerns but really, we haven’t lost that many soldiers, have we? Some of these species are dangerous; that is just a fact 
  of xeno-studies. Discovery comes at a cost, one we all gladly pay. If we leave this system now, who knows when another 
  expedition might be launched?
  Unfortunately my reason and my words have fallen on deaf ears. There is clearly no greatness in the Captain’s soul. ‘Safety 
  of the crew and the ship’? That’s the kind of argument that keeps species on their home worlds or holds them back from 
  sailing across oceans. This is ridiculous. Rest assured that as soon as we get back to Citadel, I am taking this to the highest 
  authority I can find. 
  Mark my words, New Eden. I will be back. 
  <…END logfile: ashtonramsey|personal…>
  riPtALons
  Behaviour 
  and Diet
  Preferred 
  Habitat
  Movement 
  Mode(s)
  Strength
  Dexterity 
  Endurance
  Intelligence
  Instinct
  Pack
  Intimidator,
  Carnivore
  Forest, 
  Jungle
  Walker
  18
  15
  14
  2
  12
  3
  Skills:
  Persuade 0, Deception 1, Stealth 1, Survival 1, Athletics (endurance) 1, Recon 2, Melee (claw) 2
  Attacks:
  Teeth and Claws (2d6)
  Armour:
  Scales and Hide (3)
  Number Encountered:
  1d6
  As brilliant as they are deadly, Riptalons are an analogue of the utahraptor, a large cousin of the more widely known velociraptor. 
  As far as behaviour is concerned, their intelligence makes them hard to classify. They are technically intimidators only because it 
  is their preferred method of ‘hunting’ to let others do the hard work of downing prey and then driving them away from their meals. 
  This is only a generalisation, however. They are fiercely intelligent, have been known to kill for pleasure and enjoy chasing prey 
  before a kill.
  
  the GalaCtiC menaGerie
  93
  modiFiCation Charts
  The animals given in this chapter all assume the same set of 
  planetary circumstances – a temperate Terran class world with 
  nominal gravity and a nitrogen/oxygen atmosphere. Using these 
  charts, a Referee can modify any base animal to better suit the 
  conditions found on alien worlds and even in exotic environments 
  such as deep space with in the clouds of a gas giant.
  A brief explanation of the various categories used in the charts 
  follows here.
  Gravity – Gravity level determines what base kinds of animals 
  can even exist on the world.
  •	
  Low – This gravity type affects size and strength, allowing 
  for larger animals and a wider array of flying creature types. 
  Not all flight capable animals use wings as their chief form 
  of lift and propulsion.
  •	
  Moderate – This is Earth-type gravity, providing a base line 
  for comparison.
  •	
  High – High gravity worlds render some animal types 
  unlikely (namely insects) and creates stronger, typically 
  smaller but fiercer creatures.
  Atmosphere – Atmosphere determines a huge amount about 
  animal life that can exist on a given world. These rules and 
  charts reflect that.
  •	
  Trace – Minor atmospheres usually only support small 
  animal life if any at all. Insects and fungals are common as 
  neither are heavily respiration-dependent.
  •	
  Thin – Like Trace, but allowing for larger and more varied 
  types.
  •	
  Low – Low pressure is an option for Thin atmospheres. In 
  these environments, especially if there is also low gravity, 
  there can be massive animal life, the kind that dwarfs 
  vehicles and beyond.
  •	
  Standard – This Earth-like atmosphere offers a huge range 
  of possibilities.
  •	
  Dense – The thicker atmospheres are perfect for fungals, 
  heavy animals and sturdier builds. Few fliers exist if any.
  •	
  High – There is an option for a Dense atmosphere to also 
  have extremely high pressure. In this case, fliers are almost 
  impossible and builds become much stronger and more 
  enduring.
  •	
  Tainted – Tainted atmospheres have been suffused with 
  elements that prohibit healthy respiration by the majority of 
  humanoid life. 
  •	
  Exotic – The presence of an exotic atmosphere allows for 
  Earth-type animal life with some unique twists.
  •	
  Corrosive – Though one might think a corrosive atmosphere 
  would prohibit animal life, this is not the case. Animals on 
  these worlds are resistant to acids and other corrosives.
  •	
  Insidious – The nature of this atmosphere means that only 
  the toughest and most exotic of corrosion-capable animals 
  can survive. Insidious can also imply a world with very high 
  radiation.
  •	
  Unsusual – Truly bizarre atmospheres are possible, 
  leading to some amazingly complex animal life. 
  Temperature – The temperature of a given world can greatly 
  affect its animal life.
  •	
  Frozen – Life is unlikely here but not impossible. Adaptation 
  to the cold has altered any animals encountered on worlds 
  like this.
  •	
  Cold – Like a frozen world but the modifications are not 
  quite so severe and life is a little more common. Dense 
  flesh or fur is almost a must for animals of this type.
  •	
  Temperate – The primary temperature type for habitable 
  worlds, most animals found in this climate are Earth-like 
  and receive few modifications.
  •	
  Hot – Often arid and devoid of large water sources, 
  animals here have adapted to be self-sufficient and usually 
  scavenge to survive.
  •	
  Roasting – Like a Frozen world, few animals can live on 
  these planets. Those that can are resistant to the high 
  temperature and typically very dangerous.
  Hydrographics – A world’s constant level of water makes a 
  huge difference to both its climate and what kinds of animal life 
  can thrive there. This section also discusses aquatic life as its 
  own subset of animal encounter.
  •	
  Desert and Dry Worlds (25% or less) – These planets 
  rarely have any appreciable sea life and what does exist 
  tends to be small. Limited hunting grounds either result in 
  plankton eaters or tiny, vicious predators.
  •	
  Wet Worlds (26% to 50%) – Larger bodies of water 
  provide a sizable environment for aquatic life and support 
  larger animals while still being limited to something less 
  than might be found on Earth.
  •	
  Earth-like (51% to 75%) – Normal animal populations can 
  be supported with a range of environments from swamps to 
  oceans. Sea life can grow quite sizable with whales being 
  common in deeper oceans.
  •	
  Water Worlds (76%+) – Most of the planet’s animal 
  population is aquatic with some species capable of 
  becoming truly monstrous in size. Megawhales and 
  leviathans are possible and even likely.
  
  the GalaCtiC menaGerie
  94
  As previously noted, all modifiers that apply stack together for a 
  given creature. If the Referee wished to create a version of the 
  Riptalon that lived on a high gravity desert world with a temperate 
  climate and a tainted atmosphere, the modifiers for High Gravity, 
  Desert World and Tainted Atmosphere would all apply together.
  Under Skills, animals gain one Rank of the listed skill. If a 
  specialty is required, the Referee should choose the most 
  logical type for the animal in question.
  Under Defences, a listed bonus or penalty is applied to the 
  animal’s Armour score. 
  Under Movement, a percentage chance indicates the likelihood that 
  the animal possesses the listed movement mode in addition to its 
  own. Roll a d6, if the result is a 1-3 then the animal possesses the 
  movement mode. A ‘No’ entry bars the animal from having the listed 
  movement mode (though the Referee can make an exception for 
  special cases). An ‘All’ entry is treated in the same fashion.
  
  the GalaCtiC menaGerie
  95
  Animal Modification Chart
  World Type
  Resultant Modifier
  Skills*
  Defences
  Movement
  STR
  DEX
  END
  INT
  INS
  PACK
  Gravity
  Low 
  Athletics
  –1
  50% F
  –2
  +2
  –1
  —
  —
  —
  Moderate
  —
  —
  —
  —
  —
  —
  —
  —
  —
  High
  Athletics
  +1
  No F
  +4
  –1
  +2
  —
  —
  —
  Atmosphere
  Trace
  —
  –1
  —
  —
  +1
  –1
  —
  +1
  —
  Thin
  —
  –1
  —
  —
  +1
  —
  —
  —
  +1
  Thin (Low)
  —
  –2
  —
  —
  +2
  –2
  —
  —
  +1
  Standard
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Dense
  —
  +1
  —
  —
  —
  —
  —
  –1
  —
  Dense (High)
  —
  +2
  No F
  +2
  –1
  +3
  —
  –1
  –1
  Dense(Tainted)
  Survival
  +1
  —
  —
  —
  +2
  —
  –2
  –2
  Exotic
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Corrosive
  Survival
  Immune to acids —
  +1
  —
  +2
  —
  –1
  –1
  Insidious
  Survival
  Immune to acids 
  / radiation
  —
  —
  —
  +3
  —
  –1
  –1
  Unusual
  —
  —
  —
  —
  —
  —
  +1
  —
  —
  Temperature
  Frozen
  Survival
  +2
  No S
  +1
  –2
  +2
  —
  –1
  +2
  Cold
  Survival
  +1
  —
  +1
  –1
  +1
  —
  —
  +1
  Temperate
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Hot
  Survival
  –1, –1 damage 
  from heat
  —
  –1
  +1
  +3
  —
  –1
  –1
  Roasting
  Survival
  –2, Immune to 
  heat
  —
  –2
  —
  +5
  —
  –2
  –2
  Hydrographics
  Desert World
  Survival, 
  Stealth
  +1
  —
  +1
  —
  +2
  —
  +2
  –2
  Wet World
  —
  +1
  50% S
  +1
  +1
  —
  —
  —
  +1
  Earth-Like
  —
  —
  —
  —
  —
  —
  —
  —
  —
  Water World
  Athletics
  —
  All S
  —
  +2
  +1
  +1
  —
  +1
  Specials
  Gas World
  —
  –1
  All F
  –2
  +1
  +1
  —
  –2
  +1
  Asteroid
  Survival, 
  Athletics
  +2
  All W
  +4
  –2
  +4
  –1
  –1
  —
  Solar / Nebula
  —
  —
  All F
  —
  +1
  +2
  —
  –1
  –2
  Low Orbit
  Survival
  –1
  All F
  –1
  +2
  +1
  —
  +1
  –2
  Deep Space
  —
  +2
  50% F
  –4
  +4
  +4
  —
  +2
  –2
  * If a specialisation is required the Referee should choose the one he considers most appropriate.
  
  animal Breed sheet
  Species Name
  Skills
  Description / Notes
  Classification
  Preferred Terrain
  Movement Type(s)
  Encounter Data
  Attack
  Exotic Attack
  Damage
  Effect
  Pack Size
  Strength
  Survival
  Rank
  Athletics
  Recon
  Melee (natural weapons)
  Dexterity
  Endurance
  Intelligence
  Instinct
  Pack
  Reaction DM
  Armour Type
  Score
  Illustration
  Diet
  Behaviour
  
  US $24.99
  Once players start venturing out from the safety of civilisation and into 
  the wilderness, they will be confronted with all manner of exotic and 
  strange fauna. From deadly predators that will stalk a heavily armed party 
  for weeks before making their lethal ambush, to harmless furballs that 
  make for good pets, Animal Encounters will allow a referee to create new 
  creatures to populate his worlds, each tuned specifically to its environment.
  As well as providing many examples of animals already discovered on distant 
  worlds, Animal Encounters not only provides a complete system for referees 
  to create their own, but also a chapter on very strange animals, such as 
  those that live in super-dense gravity environments, or those that can be 
  found floating in the higher reaches of the atmosphere in a gas giant.
  Supplement 11:
  Animal Encounters
  MGP 3859
  
SOURCE: textdata/thevault/Traveller/01 - Classic Traveller/Traveller - Supplement 11 - Animal Encounters.pdf