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Written by Ed Teixeira

Cover by Paul Kime


Interior Artwork by Richard Deasey
Edited by Clay Skaggs
Digital Editing by Craig Andrews
ADVENTURES IN THE LOST LANDS
Fast Move 7
TABLE OF CONTENTS Stopping
Vehicle Fast Move Test 7
7
Reversing Direction 8
PROLOGUE 1 Turning 8
High Speed Turns 8
INTRODUCTION 1 Lose Control Test 8
“Bootlegger Turn” 8
Running Into or Through 8
HUMANOIDS 1 Running Into or Through Test 8
Type of Game 1 Fording Water 9
Getting Stuck Test 9
HUMANOID LISTS 1 Involuntary Movement 9
Explaining the Lists 1 Moving When Not Active 9
Cavemen Lists 2
Australopithecus 2 REACTION 9
Cro-Magnon 2
Neanderthal 3 DINOS & VEHICLES 9
Adventurers 3 Damaging Vehicles in Melee 9
Adventurers 3 Dinosaur Yum-Yum 10
Natives 4
AFTER THE BATTLE 10
SHIELDS 4
Repairing Vehicles 10
Vehicle Repairs Table 10
OPPOSITES 4 Out of Gas 10
Opposites Table 4 Out of Gas Table 10
Getting More Gas 10
NEW RANGED COMBAT 5 Finding a New Fuel Source 10
Ranged Combat Table 5 Distilling Table 10
From Gas to Steam 11
Conversion Table 11
NEW MELEE 5
Charge into Melee 5 DINOSAURS 11
Charge into Melee Table 5
Chased Down 5 Defining Dinosaurs 11
Melee Damage Table 6 Fierce or Feeder 11
Size 11
Reputation 12
VEHICLES 6 Melee D6 12
Defining Vehicles 6 How Many? 12
Vehicles Table 6 Movement 12
Chased Down 12
VEHICLE GROUPS 7 Reaction Tests 12
Crisis Test 12
TURN SEQUENCE 7 Recover Test 12

ACTIONS 7 COORDINATED MELEE 12


Firing 7
Driver Disabled 7 DINOSAUR LISTS 13
Explaining the Lists 13
MOVEMENT 7 Generic Fierce 13
Specific Gigantic Fierce 13
Voluntary Movement 7 Specific Large Fierce 13
© 2014 Ed Teixeira - Two Hour Wargames 6/22/2014

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Specific Medium Fierce 13 Harvesting the Kill 22
Specific Small Fierce 14 Defending a Kill 22
Generic Feeder 14
Specific Gigantic Feeder 14 GATHERING 23
Specific Large Feeder 14
Gathering Food 23
Specific Medium Feeder 14
Gathering Table 23
Specific Small Feeder 14
Carrying Items 23
Generic Fierce Mammals 15
Specific Gigantic Fierce Mammal 15
Specific Medium Fierce Mammal 15 RAID 24
Specific Small Fierce Mammal 15 Finding the Camp 24
Generic Feeder Mammals 15 Setting Up Camp 24
Specific Gigantic Feeder Mammal 15 Occupants 24
Specific Large Feeder Mammal 15 Who Activates First 24
Specific Medium Feeder Mammal 15 Taking Captives 25
Specific Small Feeder Mammal 16 Captive Movement 25
Escape 25
AFTER THE BATTLE 16 Improving Rep d6 25
Loot 25
After the Battle Recovery Table 16
CONQUER 25
RESOLVING PEFS 16
PEF Resolution Table 16 CONTACT 26
PEF Resolution – Dinosaur 16 Finding the People 26
Rival Clans 17
PEF Resolution – Caveman 17 RESCUE 26
Friendly Cavemen 17 CAMPAIGN 26
PEF Resolution – Lost World 17
PEF Resolution – Expedition 17 TYPES OF CAMPAIGN 26
PEF Resolution – Adventurers 18
Grow Your Tribe? 26
Your Village 27
HOW MANY OF THEM 18
TIME IN THE CAMPAIGN 27
HOW NPCS MOVE 18
PEF Movement Table 18 AREAS 27
NP Movement Table 18
Lemuria Map 27
ENCOUNTERS 19 HOME BASE 27
EXPLORE 19 FOOD 27
Exploring the Section 19
Tracking Your Food 27
Exploration Table 20

THE HUNT 20 MERCY OF THE ENEMY 28


Mercy Table 28
Improving Rep 21
Kill Shot Table 21
FINAL THOUGHTS 28
SCENT OF THE KILL 21
QUICK REFERENCE SHEETS 29 - 33
Dinosaur Feeding 21
When a Kill is Made 22 Dinosaur Reaction Tests 29
Scent of a Kill 22 Reaction Tests 29
After the Kill 22 Ranged Combat Damage Table 30

© 2014 Ed Teixeira - Two Hour Wargames 6/22/2014

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ADVENTURES IN THE LOST LANDS
Charge into Melee Table 30
Melee Combat Table 30
Melee Damage Table 30
Challenge Test 31
PEF Movement Table 31
PEF Resolution Table 31
PEF Resolution – Dinosaurs 31
Generic Fierce Dinosaurs 31
Generic Feeder Dinosaurs 31
PEF Resolution – Caveman 32
Australopithecus List 32
Cro-Magnon List 32
Neanderthal List 32
PEF Resolution – Lost World 32
PEF Resolution – Expedition 32
PEF Resolution – Adventurers 33
Adventurers List 33
Natives List 33
How Many of Them 33
NP Movement Table 33

© 2014 Ed Teixeira - Two Hour Wargames 6/22/2014

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ADVENTURES IN THE LOST LANDS
Specific Gigantic Fierce, 13
Specific Gigantic Fierce Mammal, 15
INDEX OF TABLES Specific Large Feeder, 14
Specific Large Feeder Mammal, 15
Adventurers, 3, 33 Specific Large Fierce, 13
Australopithecus, 2, 32 Specific Medium Feeder, 14
Challenge Test, 31 Specific Medium Feeder Mammal, 15
Charge into Melee Table, 30 Specific Medium Fierce, 13
Conversion Table, 11 Specific Medium Fierce Mammal, 15
Cro-Magnon, 2, 32 Specific Small Feeder, 14
After the Battle Recovery Table, Dinosaur, 16 Specific Small Feeder Mammal, 16
Reaction Tests, Dinosaur, 29 Specific Small Fierce, 14
Distilling Table, 10 Specific Small Fierce Mammal, 15
Exploration Table, 20 Vehicle Fast Move Test, 7
Gathering Table, 23 Vehicle Repairs Table, 10
Generic Feeder, 31 Vehicles Table, 6
Generic Feeder Mammals, 15
Generic Fierce, 31
Generic Fierce Mammals, 15
Getting Stuck Test, 9
Kill Shot Table, 21
Lose Control Test, 8
Melee Combat Table, 30
Melee Damage Table, 6, 30
Mercy Table, 28
Natives, 4, 33
Neanderthal, 3, 32
NP Movement Table, 18, 33
Opposites, 4
Out of Gas Table, 10
PEF Movement Table, 18, 31
PEF Resolution – Adventurers, 18, 33
PEF Resolution – Caveman, 17, 32 SPECIAL THANKS TO:
PEF Resolution – Dinosaur, 16, 33
Paul Kime: For another great cover.
PEF Resolution – Expedition, 17, 32 Ken Hafer, Bob Minadeo and Ron "Baddawg"
PEF Resolution – Lost World, 17, 32 Strickland: For insisting that, "It's not just a gang
PEF Resolution - Expedition, 17, 32 warfare game."
The THW Guys on the Group and Forum: For the
Ranged Combat Damage Table, 5, 30 constant support.
Reaction Tests, 29 Clay Skaggs – For editing.
Running Into or Through Table, 8 Craig Andrews – For digital editing.
And Lil…
Specific Gigantic Feeder, 14
Specific Gigantic Feeder Mammal, 15

© 2014 Ed Teixeira - Two Hour Wargames 6/22/2014

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ADVENTURES IN THE LOST LANDS

PROLOGUE HUMANOIDS
You heard the whispers. Giant creatures from the dawn of
time, alive and walking the earth: Dinosaurs! How can it This section will explain how to play Adventures in the
be? As a hunter, you had to find out the truth, so you Lost Lands with Humanoids only. After you feel
followed the rumors to this God-forsaken corner of the comfortable with this section you can move on to the
world. Dinosaurs. (1)
You’ve spent days and large sums of money in tracking the (1) When you read Dinosaurs, we also mean the Mammals (page
Beast, and now it’s come to this. Your bearer trembles as 15) found in the book.
he pulls back the branch giving you a clear view of the
Beast. As you steady your aim it turns, looks you in the
eye, and at that moment you wonder… TYPE OF GAME
Who’s hunting who? There are four ways to play Adventures in the Lost Lands
and the choice is up to you. Here’s how we do it:
 DINOSAURS - In these games you are a Dinosaur.
Only the Dinosaur Lists are used.
INTRODUCTION  CAVEMAN - In these games you are a Caveman.
Only the Cavemen Lists are used. You can use
Adventures in the Lost Lands is the first supplement for some or all of the Lists.
Chain Reaction 3.1 (CR 3.1). It is not a stand-alone game  LOST WORLD - In these games you can choose to
and you will need a copy of CR 3.1 to play. You can be a Dinosaur or a Caveman. The Dinosaur and
download this free game off our website at: Cavemen Lists are used.
 LOST WORLD EXPEDITION - In these games you
http://www.twohourwargames.com/chrefive.html
can choose to be a Dinosaur, Caveman, or
Unless specified differently, all rules in Chain Reaction Adventurer.
3.1 apply.
Once you have chosen what type of game you will play go,
to the appropriate List (page 2) and recruit your first group
(CR 3.1 page 6). (1)
(1) You can choose to recruit your first group later in your career
but you can only recruit one group. Adding members after your
one time of recruitment requires you finding new NPCs and
having a successful Challenge with each one.

HUMANOID LISTS
The following Lists are used for Humanoids.
 AUSTRALOPITHECUS
 CRO-MAGNON
 NEANDERTHAL
 ADVENTURERS
 NATIVES

EXPLAINING THE LISTS


This section explains how to read the Lists. Here’s how we
do it:
 # - The 1d6 score.
Dodo  TYPE - The type of character.
 REP - The Reputation of the character.
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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ADVENTURES IN THE LOST LANDS
 WEAPON - The type of weapon it uses.  BRUTE - Counts a +1d6 in Melee versus other
 SPECIALS - Any special traits or attributes the Humanoids. Takes the Crisis Test with 3d6,
character displays. counting the best two results.
 SKITTISH - Counts a -1d6 in Melee versus all.
Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.
CAVEMEN
For the purposes of Adventures in the Lost Lands, the CRO-MAGNON
Cavemen Lists cover the following pre-historic people. The Cro-Magnon is the closest to early modern man.
 AUSTRALOPITHECUS - Affectionately called When you meet them they can be a tough foe if provoked.
monkey boys. When playing Cavemen they are the best of the three types
 CRO-MAGNON - One of the types of early in Adventures in the Lost Lands.
modern man.
 NEANDERTHAL - Falling somewhere in between
the other two.

AUSTRALOPITHECUS
In Adventures in the Lost Lands, these are the missing link.
Not quite an ape and not quite a human, these creatures are
basically pretty docile and timid. This is the hardest
Caveman type to succeed with.

CRO-MAGNON
# TYPE REP WEAPON SPECIALS
(1)
1 Leader 4 Two-Hand Weapon Fierce
2 Hunter 4 Two-Hand Weapon (1) Fierce
3 Tribesman 3 Two-Hand Weapon (1) Brute
4 Tribesman 3 One-Hand Weapon Brute
5 Female 3 Improvised Weapon Skittish
6 Female 2 Improvised Weapon Skittish
(1) The Two-Hand Weapon is a spear that can be thrown 6”
using the Ranged Combat Table. Impact is 2.
AUSTRALOPITHECUS
 FIERCE - Counts a +2d6 in Melee versus other
# TYPE REP WEAPON SPECIALS
Humanoids. Takes the Crisis Test with 3d6,
1 Leader 4 One-Hand Weapon Brute counting the best two results.
2 Tribesman 3 Improvised Weapon Skittish  BRUTE - Counts a +1d6 in Melee versus other
3 Tribesman 3 Improvised Weapon Skittish Humanoids. Takes the Crisis Test with 3d6,
4 Tribesman 3 Improvised Weapon Skittish counting the best two results.
5 Female 2 Improvised Weapon Skittish  SKITTISH - Counts a -1d6 in Melee versus all.
6 Female 2 Improvised Weapon Skittish Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.

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NEANDERTHAL
Not as advanced as the Cro-Magnon, and definitely
ADVENTURERS
tougher than the monkey boys, the Neanderthal is a very This list covers European and American Adventurers from
dangerous adversary. the start of the Victorian Era to the end of the Inter-War
Period, the start of WW2. The list can also be used for
Pulp and Victorian Science Fiction as well. In fact, if you
want to use it for the modern period, just upgrade the
weapons to those found in Chain Reaction 3.1.

ADVENTURERS
# TYPE REP WEAPON SPECIALS
1 Leader (a) 5 Combo (1) Fierce
2 Femme Fatale (b) 3 Combo (1) Inspire
3 Guide 4 Bolt-Action Rifle None
4 Hunter (c) 4 Big Game Rifle (2) None
5 Askari (d) 3 Bolt-Action Rifle None
6 Bearers (e) 3 Improvised Weapon Skittish
(a) When playing Military Expeditions, this is the Commanding
Officer. (b) When playing Military Expeditions, replace this with
a Rep 4 Junior Officer; one only. (c) When playing Military
Expeditions, replace this with a Rep 4 Soldier with a Semi-
Automatic Rifle. (d) Natives with European training. (e) Local
natives. (1) Armed with Semi-Automatic Rifle and Pistol. (2)
Bolt-Action Rifle with Impact of 5.

NEANDERTHAL  FIERCE – Counts a +2d6 in Melee versus other


Humanoids. Takes the Crisis Test with 3d6,
# TYPE REP WEAPON SPECIALS counting the best two results.
1 Leader 4 Two-Hand Weapon (1)
Brute  INSPIRE – Any Adventurer Leader, Guide, or
2 Hunter 3 Two-Hand Weapon (1) Brute Hunter within 4” will take the Crisis and Recover
From Hunker Down Test with a +1d6 bonus,
3 Tribesman 3 One-Hand Weapon Brute
counting the best two results.
4 Tribesman 3 One-Hand Weapon Brute
 SKITTISH – Counts a -1d6 in Melee versus all.
5 Female 2 Improvised Weapon Skittish Takes the Crisis Test with 1d6. Any result of
6 Female 2 Improvised Weapon Skittish Hunker Down becomes Leave the Battlefield.
(1) The Two-Hand Weapon is a spear that can be thrown 6”
using the Ranged Combat Table. Impact is 2.
 BRUTE – Counts a +1d6 in Melee versus other
Humanoids. Takes the Crisis Test with 3d6,
counting the best two results.
 SKITTISH – Counts a -1d6 in Melee versus all.
Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.

© 2014 ED TEIXEIRA – TWO HOUR WARGAMES


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ADVENTURES IN THE LOST LANDS
NATIVES
Natives are a little bit different. They can be used anytime
SHIELDS
Adventurers are used and you can play as a Native, if Natives will use shields to protect themselves from injury.
desired. In Adventures in the Lost Lands, we use the Here’s how they work:
Nobelongga Tribe found in eastern Lemuria.
 Shields can only be used with a One-Hand
Weapon, and Shields cannot be used when using
a Two-Hand Weapon unless counting it as a One-
Hand Weapon.
 Characters using two One-Hand Weapons are
considered to be shielded in melee with one of the
weapons used for parrying attacks.
 A character counts his shield only when attacked
to the front and not to the rear.
 Shields are treated the same regardless of size.
The Smaller Shields are assumed to be easily
wielded therefore providing the same protection
as a large shield.
 Using a shield provides the benefit of a +1d6
bonus in melee. The user also counts as being in
cover, but only when fired upon by Impact 1 or
Impact 2 Ranged Weapons.

NATIVES OPPOSITES
# TYPE REP WEAPON SPECIALS
There will be times when characters from different Lists
(1) (2)
1 Leader 5 Two-Hand Weapon Fierce come into contact. Some Lists are more likely to fight
2 Witch (a) 4 Two-Hand Weapon (1) Inspire other Lists. We call these opposites of each other. Here’s a
3 Warrior 5 Two-Hand Weapon (1) (2) Fierce list of the opposites.
4 Warrior 4 One-Hand Weapon (2) Brute
OPPOSITES
5 Warrior 4 One-Hand Weapon (2) Brute
6 Female 3 Improvised Weapon None LIST OPPOSITE
(a) Can only be one Witch Doctor per Encounter. Count as Rep 4
Warrior otherwise. (1) The Two-Hand Weapon is a metal edged Adventurers Natives
spear that can be thrown 6” using the Ranged Combat Table. Australopithecus Other Cavemen
Impact is 3. (2) Can be armed with shield. Cro-Magnon Other Cavemen
Natives Adventurers
 FIERCE – Counts a +2d6 in Melee versus other
Neanderthal Other Cavemen
Humanoids. Takes the Crisis Test with 3d6,
Feeders Fierce
counting the best two results.
Fierce Feeders
 INSPIRE – Any Native within 4” will take the
Crisis and Recover From Hunker Down Test with
a +1d6 bonus, counting the best two results.
 BRUTE – Counts a +1d6 in Melee versus other
Humanoids. Takes the Crisis Test with 3d6
counting the best two results.
 SKITTISH– Counts a -1d6 in Melee versus all.
Takes the Crisis Test with 1d6. Any result of
Hunker Down becomes Leave the Battlefield.

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NEW RANGED COMBAT NEW MELEE


This new Ranged Combat Damage Table replaces the one We have two new Melee Tables that replace the ones
found in Chain Reaction 3.1. found in Chain Reaction 3.1.

1 RANGED COMBAT DAMAGE


(Taken versus Impact)
CHARGE INTO MELEE
The first is the Charge into Melee Table.
SCORE RESULT
"1" Humanoid Target is Obviously Dead. 2 CHARGE INTO MELEE
Dinosaur Target rolls 1d6. If score a “1” – (Taken versus Rep)
Obviously Dead. Otherwise, suffer a Wound
CIRCUMSTANCE MODIFIER
and take Recover Test.
Target in cover +1d6
Impact or Humanoid Target is knocked to the ground
Target charged to flank -1d6
less, but not and Out of the Fight.
Target charged to rear -2d6
a "1"
Dinosaur Target suffers Wound. Take the
Recover Test. #D6 CHARGER TARGET
Higher than Humanoid Target is knocked to the ground PASSED
Impact and takes the Recover Test. Pass more Target may not Outnumbered 3:1 or
Dinosaur Target suffers Damage, but not d6 than fire. more can escape; Leave
Wound. Take the Recover Test. opponent the Battlefield but could
Charger moves get chased down.
into melee. No Feeder will escape;
Reaction Tests Leave the Battlefield,
taken. but could get chased
down.
Target fires.

Charger moves into


melee. No Reaction
Tests taken.
Pass same Target Snap Target Snap Fires.
number d6 Fires.
as opponent Charger moves into
Charger moves melee. No Reaction
into melee. No Tests taken.
Reaction Tests
taken.

CHASED DOWN
If the Target of the charge passes more d6 than all chargers
it can choose to Leave the Battlefield. This means the
Encounter is a failure. The Target could get Chased Down
(page 12).

MELEE DAMAGE
This is the new Melee Damage Table incorporating
Dinosaurs.

© 2014 ED TEIXEIRA – TWO HOUR WARGAMES


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1 MELEE DAMAGE TYPE
Motorcycles, automobiles, and trucks are the vehicle types
(Read result as rolled) used in Adventures in the Lost Lands.
# RESULT
SUCCESSES SIZE
"1" Humanoid Target is Obviously Dead. Just like Dinosaurs, we categorize the vehicles by relative
Size.
Dinosaur Target rolls 1d6. If score a “1” –
Obviously Dead. Otherwise, suffer a
Wound and take Recover Test. SPEED
Impact or Humanoid Target is knocked to the ground Speed is how fast the vehicle can go in inches. Each
less, but and Out of the Fight. vehicle will have two speeds. The first is the speed over a
not a "1" paved road while the second is the speed when off a paved
Dinosaur Target suffers Wound. Take the
road, also called cross-country.
Recover Test.
Higher than Humanoid Target is knocked to the ground
Impact and takes the Recover Test. OCCUPANTS
This is the number of characters that the vehicle can safely
Dinosaur Target suffers Damage, but not carry. Where a “+” sign occurs, this tells you the number
Wound. Take the Recover Test. of characters, or the Size equivalent, that can ride in the
cargo area.
The same number of occupants can “hang on” to the sides
VEHICLES of the vehicle, but not motorcycles. If the vehicle exceeds
half of its normal movement, each character “hanging on”
In this section we cover the vehicles that can be used with must pass a Difficult Challenge Test so as not to fall off.
Adventures in the Lost Lands. If a specific vehicle is not Those falling off will suffer damage and take the Recover
found just use a similar one. How many can you have? Test.
How many do you want? 

VEHICLES
DEFINING VEHICLES
ERA VEHICLE SIZE SPEED CARRY
Vehicles are defined in the following ways:
Victorian Daimler 1 18/12 2
 In what era can the vehicle be used? Motorcycle
 What type of vehicle is it? Victorian Olds Steam Car 3 12/4 4
 What size is it? Victorian Simms Motor 2 14/6 4
 How fast is it? Scout
 How many occupants can it carry? WWI Douglas 1 24/12 2
For ease of play, all the defining elements of each vehicle Motorcycle
have been grouped together in one place, on the Vehicle WWI Rolls Royce 3 28/8 4
Table. Silver Ghost
WWI Ford Model T 3 14/8 2
WWI Ford Model T 4 16/8 2+6
ERA Truck
Vehicles can be used in the following three eras: Pulp Harley 1 36/24 2
Davidson
 VICTORIAN - From 1835 to the turn of the Motorcycle
century. Pulp Ford Coupe 3 30/12 2
 WWI - The period after the turn of the century Pulp Buick Sedan 3 32/12 5
through WW1. Pulp Studebaker 6 24/14 2+6
 PULP - After WWI and before WWII. You know Truck
it when you see it.
Bottom line is, it’s your game so use whatever you like
whenever you like.
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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VOLUNTARY MOVEMENT
VEHICLE GROUPS When active, a vehicle may move up to its maximum
All Group rules previously learned in Chain Reaction 3.1 speed as specified on the Vehicle Table.
(page 7) also apply to vehicles.
 The vehicle may be activated by the driver or a FAST MOVE
non-driver Leader, chosen beforehand.
If desired, the driver of the vehicle can attempt to move
faster than its maximum speed. Here’s how we do it:

TURN SEQUENCE  Roll 2d6 versus the Rep of the Driver and consult
the Vehicle Fast Move Test.
Vehicles follow the same Turn Sequence as previously  Go down the left-hand column to the number of
learned in Chain Reaction 3.1 (page 9). d6 passed and across to see the results.
 Immediately carry out the results.

ACTIONS
When active, characters can do the following vehicle-
2 VEHICLE FAST MOVE TEST
related actions: (Taken vs. Rep)
 Enter or exit a vehicle at a reduction of 2” from # D6 RESULT
their movement. PASSED
 Enter a vehicle and start it up.
 Start it up and move up to half move. 2 Vehicle successfully moves straight ahead 1.5 x
its maximum speed and counts as Fast Moving.
 Move full move.
 Move up to half move and turn off the vehicle. 1 Vehicle successfully moves straight ahead 1.25
 Turn off the vehicle and exit from it. x its maximum speed and counts as Fast
Moving.
0 Vehicle moves normal move and stops. The
FIRING transmission is damaged and the vehicle will
In addition to the previous actions, occupants can fire from now only move at 1/2 its normal movement
the vehicle subject to all shooting and LOS rules distance and may no longer attempt to Fast
previously learned in CR 3.1. Move. It could be repaired (page 10).

DRIVER DISABLED STOPPING


If the driver of a moving vehicle becomes disabled, the Active vehicles may halt during their movement. This is
vehicle will continue on its current path for 2d6 inches and important as firing from a moving vehicle counts the Fast
then come to a halt. Move firing penalty, regardless of the actual distance
travelled.
If the vehicle hits something prior to halting, take a
Running Into or Through Test (page 8). If the vehicle has movement left after halting, it may move
again during the turn, but will lose 4” of movement for
each halt.

MOVEMENT Example – A Buick Sedan with 12 inches of cross-country


There are two types of vehicle movement: voluntary (when movement, moves 4 inches forward and stops to allow its
the vehicle is active) and involuntary (when caused by a occupants to fire. They fire and decide to resume
Reaction Test). movement. This would reduce its remaining movement by 4
inches, so the Buick could move another 4 inches.

© 2014 ED TEIXEIRA – TWO HOUR WARGAMES


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ADVENTURES IN THE LOST LANDS
 The player declares he is attempting the
REVERSING DIRECTION maneuver.
Anytime a vehicle wishes to move in reverse, it may do so  The vehicle moves at least half its current speed.
at up to 1/3 its remaining cross-country speed. The vehicle  The driver takes the Lose Control Test.
must come to a halt prior to moving in reverse.  If pass 2d6, the vehicle comes to a halt, forfeiting
4” of movement. It moves over one vehicle width
in the direction of the turn and turns around 180
TURNING degrees facing the opposite direction. It can move
When active, a vehicle may make as many turns as any remaining movement distance.
desired as long as each turn is less than 90 degrees and the  If pass 1d6 or 0d6 occurs, carry out the listed
vehicle has moved forward half its body length between result.
turns.

RUNNING INTO OR THROUGH


HIGH SPEED TURNS
There may come a time when a player wishes to run into
If the vehicle is moving at over half speed and makes a or through something or someone. Here's how we do it:
turn of 45 degrees or tighter the driver must take the Lose
Control Test. Here’s how we do it:  Move the attacking vehicle to within 6” of the
Target.
 Roll 2d6 versus the Rep of the driver, determine  Both sides roll 1d6 for each point of Size, or DV
how many d6 are passed, and consult the Lose if a building (CR 3.1 page 27), looking for
Control Test. successes – a score of 1, 2, or 3.
 Go down the left-hand column to the appropriate  Compare the number of successes rolled by each
row and across for the results. side and consult the Running Into or Through
 Immediately carry out the results. Table.
 Go down the left-hand column to the appropriate
row passed on the number of successes scored by
2 LOSE CONTROL TEST the attacker.
(Taken vs. Rep)  Immediately carry out the results.

# D6 RESULT
PASSED SIZE/DV RUNNING INTO OR THROUGH
2 Vehicle continues on with no problem. (Looking for successes)
1 Vehicle slides over one body width
outward from the direction of the turn # OF RESULT
when starting the turn and continues on. If SUCCESSES
it runs into something, immediately take Score more Target hit and flies 3 + 1/2d6”.
the Run Into or Through Test. successes
0 Vehicle slides over one body width than Target  Vehicle Target disabled and occupants
outward from the direction of the turn must take the Recover Test from
when starting the turn, rolls over, and Damage.
become unusable.
 Building Target has hole smashed
Occupants must take the Recover Test from
through it equal to the width of the
Damage.
vehicle plus 1” on either side.

"BOOTLEGGER TURN"  Humanoid or Dinosaur Target suffers


damage as if it lost a melee, figuring
A bootlegger turn is a radical driving maneuver intended
Impact normally.
to reverse the direction of travel by a forward-moving
vehicle. If performed correctly, the vehicle will enter a Score same Vehicle misses Target and continues on its
controlled skid, enter the opposite lane, and turn or less full remaining move to the right (1-3) or left
completely around. In a perfect bootlegger turn, the successes (4-6) of the Target.
vehicle will be at a complete stop at the end of the than Target
maneuver, and ready to accelerate and depart in the
opposite direction. Here's how we do it:

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ADVENTURES IN THE LOST LANDS
FORDING WATER
Vehicles can move across a creek or across a ford if it is
REACTION
passable. This can be decided by the Encounter or by the Characters inside vehicles will also take Reaction Tests as
players. Here's how we do it: if they were on foot. For the driver, this may result in
Involuntary Movement as previously outlined.
 The vehicle must stop at the river’s edge and
forfeits any remaining movement.
 Next turn, the vehicle moves to the opposite edge


and stops inside the river.
When next active, the driver takes a Getting Stuck DINOS &VEHICLES
Test.
Dinosaurs will treat vehicles as other Dinosaurs. Here’s
 On subsequent turns, the vehicle moves out of the
how we do it:
river at the normal rate if it isn’t stuck.
 Crossing vehicles are considered in cover up to  Dinosaurs will always go after the Target closest
the top of the wheels while fording. to their Size when given the choice.
 Vehicles can attempt to Run Into or Though
Dinosaurs as previously outlined (page 8).
1 GETTING STUCK TEST  Dinosaurs will attempt to Charge into Melee with
a vehicle if given the chance.
(Taken vs. Rep)
 If the vehicle passes more d6 on the Charge into
# D6 RESULT Melee Test with the Dinosaur, it will attempt to
PASSED avoid the Dinosaur by moving a full normal move
directly away. If caught, a melee will be fought.
1 The vehicle may exit the river this turn of  Vehicles count as Feeder Dinosaurs when in
activation. melee with a Dinosaur, receiving 1 Melee d6 per
0 The vehicle is stuck and may not move this point of Size (page 11).
turn of activation.  Vehicles that win a melee can cause damage to
the Dinosaur! It is assumed it is caused by
ramming.
INVOLUNTARY MOVEMENT
Vehicles may be forced to perform involuntary movement DAMAGING VEHICLES IN MELEE
based on a Reaction Test result taken by the driver. These
involuntary reaction movements are the same as those Dinosaurs have the ability to damage vehicles based on
found in Chain Reaction 3.1 (page 10). their Size and ferocity. This is the net effect of physical
battering damage resulting in doors being torn off, wheels
destroyed, and so on. Here’s how we do it:
MOVING WHEN NOT ACTIVE  If the Dinosaur wins the melee with a vehicle, roll
If the vehicle is not active it may still move. Here’s how for Melee Damage (page 6).
we do it:  Treat the vehicle as a Dinosaur for damage
purposes. All occupants must take the Recover
 If the vehicle was moving when previously active Test from Damage.
and does not activate when its side does, it will  Vehicles will take Wounds just like Dinosaurs
still move on its side’s turn, moving last. (page 11). When it has absorbed Wounds equal to
 The vehicle will continue in the same direction its Size the vehicle is beyond repair.
and the same speed it was moving during its last  Each Wound reduces the movement of the vehicle
activation. by 2”.
 Vehicles on a road will follow the road.  If the Vehicle is Knocked Down it is effectively
 Vehicles cannot stop moving unless required to defense and counts zero successes in Melee.
by a Reaction Test.
 Vehicles will move if forced to by a Vehicle
Reaction Test.
 If required to fire due to a Reaction Test, it will
not stop to fire.

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DINOSAUR YUM-YUM OUT OF GAS
If a Dinosaur ends up in contact with a vehicle that has A definite concern with having vehicles in a Lost World
exposed occupants (“hanging on” or otherwise exposed), it setting is running out of gas. Here's how we do it:
may choose to go after them instead. Here’s how we do it:
 At the end of each Encounter roll 2d6 versus the
 Roll 1d6 versus the Rep of the Dinosaur. Size of the vehicle.
 If it passes 1d6, it goes after the closest  Determine how many d6 are passed and consult
exposed occupant. the Out of Gas Table.
 If it passes 0d6, it goes after the vehicle and  If the vehicle is out of gas, you can use it as a
all exposed occupants must take a Challenge home base, but it may no longer move until a new
Test to safely Duck Back from the vehicle, source of fuel can be found.
taking a Recover From Damage Test if
failing. 2 OUT OF GAS
(Taken vs. Size)

AFTER THE BATTLE # D6


A result of “6” is always a passed d6.

RESULT
If you decide that you would like to keep the same vehicle PASSED
for more than one game, use the following rules.
2 Vehicle is out of gas.
1 Vehicle has enough gas for the next
REPAIRING VEHICLES Encounter only.
0 Vehicle is running low on gas.
Vehicles that took Wounds equal to their Size cannot be Count the vehicle as one Size higher for all
repaired while those that did not, can. Here's how we do it: subsequent tests.
 If you have left the table, the vehicle falls into
enemy's hands and is lost. GETTING MORE GAS
 If you held the field, or recovered the vehicle,
there is a chance that it can be returned to duty. Ok, you’re outta gas in the Jurassic, surrounded by hungry
 Roll 1d6 per point of Size of the vehicle, looking Dinosaurs. Pretty tough situation, but it may be possible to
for successes – a score of 1, 2, or 3. get that metal moving again.
 Consult the Vehicle Repairs Table to see what
happened. Don’t worry about the how of doing it, FINDING A NEW FUEL SOURCE
as that’s not important. Heck, it’s a game about
Dinosaurs, Lost Worlds, and Cavemen! For vehicles there’s a new resource called Fuel. A vehicle
requires a number of Fuel units equal to its Size every
month to keep going. Here’s how we do it:
SIZE VEHICLE REPAIRS  Start with 4 Food units.
 Roll 2d6 versus the Rep of your Star.
(Looking for successes)
 Determine how many d6 are passed and consult
SUCCESSES RESULT the Distilling Table.
 Go down the left-hand column to the appropriate
One or Repair one Wound for each success rolled.
row and across to see the result.
more
successes
Zero No repairs can be done.
2 DISTILLING
successes (Taken vs. Rep)

# D6 RESULT
Wounds that are not repaired are counted against the PASSED
vehicle in future Encounters and can be rolled for after the
next Encounter has ended. 2 The 4 Food units convert into 2 Fuel units.
1 The 4 Food units convert into 1 Fuel unit.
0 The 4 Food units go to waste.

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FROM GAS TO STEAM
If your vehicle is already steam powered (Olds Steam
Car), well, you’ll never really run out of fuel – wood, coal,
DINOSAURS
biomass, and other combustibles are probably readily You can play Adventures in the Lost Lands with both
available. However, if you want to take your vehicle over Humanoids and Dinosaurs. (1) In this section we will cover
to the steamy side you must take and pass the Conversion all rules that apply to Dinosaurs.
Test. Here's how we do it:
(1) Dinosaurs include both Dinosaurs and Mammals, and the
 Roll 1d6 versus the Rep of your Star. terms are used interchangeably. References to one also apply to
 Roll 1d6 versus the Target Number of 3. the other.
 Count how many d6 are passed: 2d6, 1d6, or 0d6.
 Consult the Conversion Test.
DEFINING DINOSAURS
Each Dinosaur is defined in specific ways. Here’s how we
2 CONVERSION do it:
(Read result as rolled)  Is it Fierce or Feeder?
# D6 RESULT  What is its Size?
PASSED  What is its Reputation?
 How many Melee d6 does it have?
2 Congratulations! Your vehicle has been  How many of them can you run into?
converted, but at a 25% reduction in  How fast can it move?
movement.
1 Congratulations! Your vehicle has been
converted, but at a 50% reduction in
movement.
FIERCE OR FEEDER
0 Sorry. It’s a place to sleep. The conversion There are two types of Dinosaurs: Fierce and Feeders.
fails and the engine is damaged beyond  FIERCE – These are terrifyingly aggressive meat-
repair. eaters that often move in Packs.
 FEEDERS – These are tranquil plant-eaters that
usually move in Herds.

SIZE
Size is a number that expresses how large the Dinosaur is
in relationship to a Humanoid. Humanoids are Size 1 and
suffer Out of the Fight and Obviously Dead results.
Dinosaurs are a little different. Here’s how we do it.
 Dinosaurs can take one Wound, per point of Size.
They are not knocked down when receiving the
wound. They can only be knocked down by a
failed Dinosaur Recover Test (page 29).
 When they take as many Wounds as their Size
they fall over, dead. Dead, dead. Until then they
behave normally.
 See the new Ranged Combat Damage (page 30)
and Melee Damage (page 30) Tables for more
info.
 A Dinosaur, in Melee, will subtract 1Melee d6 for
each point of Size smaller it is, than its opponent.

Example – A Size 2 Dinosaur would subtract 2 Melee d6


when fighting a Size 4 Dinosaur.

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REPUTATION REACTION TESTS
Reputation is handled normally. Dinosaurs check Reaction using the Dinosaur Reaction
Tests (page 29).

MELEE D6 CRISIS TEST


Dinosaurs do not use weapons and their attacks are bites,
The Crisis Test is taken for the following two reasons:
slashes, and bashing. The Size of the Dinosaur, its
aggression, and the type of attacks that it can make are  FIRED ON – Take this test when the Dinosaur is
represented by Melee d6. The more Melee d6, the more shot at and not hit.
dangerous the Dinosaur is in combat.  PACK OR HERD MEMBER DOWN – Take this test
when a Dinosaur of the same Pack or Herd is
killed. See the section called Rival Clans (page
HOW MANY? 17).
How many Dinosaurs can you run into at a time? This is
answered by reading the “Many” column on the RECOVER TEST
appropriate List. Dinosaurs may be encountered by
themselves or in multiples. The Recover Test is taken for the following two reasons:
 IF SUFFERED DAMAGE OR A WOUND – Take this
test when the Dinosaur suffers Damage or a
MOVEMENT Wound.
Unlike Humanoids, the normal move distance of  IF KNOCKED DOWN – Take this test when the
Dinosaurs varies from four to twenty inches. Dinosaur wants to regain its feet.

CHASED DOWN
This will usually apply to Dinosaurs but could apply to
COORDINATED MELEE
Humanoids.
If you’re a Humanoid, fighting a Dinosaur in Melee is not
When a Humanoid or a Dinosaur scores a result of Leave a good idea as melees are fought one-on-one. But because
the Battlefield on the Charge into Melee Table, it may get Dinosaurs are so large, and slow, it’s possible to surround
chased down by the chargers. Here’s how we do it: and attack them from different directions. Here’s how we
do it:
 The figure leaving (the runner) rolls 1d6 per inch
of normal movement, counting successes.  Up to 1 Humanoid per point of Size of the
 The chaser rolls 1d6 per inch of normal Dinosaur can attack in melee at the same time.
movement, counting successes.  When Active, each Humanoid rolls 1d6. The
 If the runner scores more successes than the result will be an odd or even number.
chaser, he has escaped.  The player can choose to attack with all the even
 If the runner does not, he has been caught. Note or all the odd scoring Humanoids, combining all
that not all chasers may catch the runner. of their d6 into one roll.
 Take the runner and chasers that caught the  After that round of melee is resolved, the player
runner, off the table and carry out a round of must attack with all of the remaining Humanoids
melee. in the same manner. This gives the Humanoids
 The first round of melee is fought with the runner two melees per turn.
not rolling any d6, counting as scoring zero  When inactive, the Dinosaur melees the
successes. Humanoid that is closest to its front.
 Subsequent rounds of melee are fought normally.
 After the melee between the runner and chasers
are resolved one of two things will have Example – 6 Humanoids surround a Size 4 Utahraptor.
happened: Only 4 of them can melee. I roll 4d6 and score 3 odd
 The runner has defeated the chasers and is results and 1 even. The 3 odd scoring Humanoids combine
removed from the Encounter. their d6 (20) in melee versus the Dinosaur d6 (16). The
 The chasers have defeated the runner and Humanoids score 3 more successes. I roll for damage and
they are replaced back on the table, having score a 3. The Utahraptor has taken a Wound (page 11).
looted the runner if desired.
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 SIZE - How many Wounds it can take before
falling over dead.
DINOSAUR LISTS 

REP - The Reputation of the Dinosaur.
MELEE - How many d6 it will roll in melee in
Here are the Dinosaur and Mammal Lists. We have addition to 1d6 per point of Rep.
included Generic Lists as well as creature specific Lists.  MANY - The number of Dinosaurs you can meet
when a PEF is resolved.
 MOVE - How far the Dinosaur can move each
EXPLAINING THE LISTS turn. Dinosaurs do not Fast Move.
This section explains how to read the Lists. Here’s how we
do it:
 # -The 1d6 or 2d6 score.
 TYPE -Whether the Dinosaur is Fierce or a
Feeder.
 PERIOD - The period the Dinosaur existed.

GENERIC FIERCE
# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 5 14 1 8
2 Large 6 5 12 1 12
3 Medium 4 5 10 1/2d6 16
4 Medium 4 5 10 1/2d6 16
5 Small 2 4 8 2 + 1/2d6 20
6 Small 2 4 8 2 + 1/2d6 20

SPECIFIC GIGANTIC FIERCE


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 7 Giganotosaurus Cretaceous 8 5 14 1 12
8 to 12 Spinosaurus Cretaceous 8 5 13 1 12

SPECIFIC LARGE FIERCE


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 or 3 Baryonyx Cretaceous 6 5 11 1 12
4 Gorgosaurus Cretaceous 6 5 12 1 16
5 or 6 T-Rex Cretaceous 6 5 12 1 12
7 or 8 Albertosaurus Cretaceous 6 5 12 1 16
9 Tarbosaurus Cretaceous 6 5 12 1 12
10 Saurophaganax Jurassic 6 5 12 1 12
11 or 12 Allosaurus Jurassic 6 5 12 1 12

SPECIFIC MEDIUM FIERCE


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 or 3 Saurosuchus Cretaceous 4 4 9 1 8
4 to 6 Utahraptor Cretaceous 4 5 11 1/2d6 20
7 Carnotaurus Cretaceous 4 5 10 1 16
8 to 10 Dilophosaurus Jurassic 4 4 8 1 16
11 or 12 Ceratosaurus Jurassic 4 5 11 1/2d6 12

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SPECIFIC SMALL FIERCE
2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 or 3 Dimetrodon Devonian 2 3 5 1/2d6 4
4 to 6 Nanotyrannus Cretaceous 2 4 8 1 + 1/2d6 16
7 to 9 Deinonychus Cretaceous 2 5 9 1 + 1/2d6 20
10 to 12 Velociraptor Cretaceous 2 5 6 2 + 1/2d6 20

GENERIC FEEDER
# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 4 8 1/2d6 8
2 Large 6 3 6 1/2d6 12
3 Large 6 3 6 1/2d6 12
4 Medium 4 3 4 1 + 1/2d6 12
5 Medium 4 3 4 1 + 1/2d6 12
6 Small 2 3 2 2 + 1/2d6 8

SPECIFIC GIGANTIC FEEDER


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 6 Apatosaurus Jurassic 8 5 10 1 12
7 or 8 Camarasaurus Jurassic 8 5 10 1 12
9 to 12 Stegosaurus Jurassic 8 4 8 1 8

SPECIFIC LARGE FEEDER


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 or 3 Ankylosaurus Cretaceous 6 4 7 1/2d6 8
4 or 5 Iguanodon Cretaceous 6 3 6 1/2d6 12
6 Indricotherium Triassic 6 3 6 1/2d6 8
7 Parasaurolophus Cretaceous 6 3 6 1/2d6 12
8 Therizinosaurus Cretaceous 6 5 9 1/2d6 8
9 to 12 Triceratops Cretaceous 6 5 10 1/2d6 16

SPECIFIC MEDIUM FEEDER


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 or 3 Pachyrhinosaurus Cretaceous 4 3 6 1/2d6 12
4 to 6 Centrosaurus Cretaceous 4 3 6 1/2d6 16
7 Cotylorhynchus Devonian 4 3 3 1/2d6 4
8 Gompotherium Triassic 4 3 4 1/2d6 12
9 Pachycephalosaurus Cretaceous 4 3 6 1/2d6 12
10 Plateosaurus Triassic 4 3 4 1/2d6 8
11 or 12 Styracosaurus Cretaceous 4 3 6 1/2d6 16

SPECIFIC SMALL FEEDER


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 6 Kannemeyeria Triassic 2 3 2 2 + 1/2d6 8
7 to 12 Protoceratops Cretaceous 2 3 2 2 + 1/2d6 16

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GENERIC FIERCE MAMMALS
# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 5 12 1 12
2 or 3 Medium 4 4 7 1 16
4 to 6 Small 2 4 7 1 + 1/2d6 20

SPECIFIC GIGANTIC FIERCE MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 12 Kong Quaternary 8 5 12 1 12

SPECIFIC MEDIUM FIERCE MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 5 Smilodon Quaternary 4 4 7 1/2d6 12
6 or 7 Short-Face Bear Quaternary 4 4 7 1 16
8 to 12 Cave Lion Quaternary 4 4 7 1 16

SPECIFIC SMALL FIERCE MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 4 Cave Bear Quaternary 4 4 7 1 12
5 to 7 Dinofelis Quaternary 2 4 5 1 12
8 to 12 Dire Wolf Quaternary 2 4 7 2 + 1/2d6 16

GENERIC FEEDER MAMMALS


# TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 5 10 1 + 1/2d6 8
2 Large 6 4 8 2 + 1/2d6 10
3 or 4 Medium 4 3 3 2 + 1/2d6 12
5 or 6 Small 2 3 2 2 + 1/2d6 16

SPECIFIC GIGANTIC FEEDER MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 12 Woolly Mammoth Quaternary 8 5 10 1/2d6 8

SPECIFIC LARGE FEEDER MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 6 Elasmotherium Quaternary 6 4 8 1 16
7 or 8 Megatherium Quaternary 6 5 9 1 8
9 to 12 Mastodon Quaternary 6 4 8 1 + 1/2d6 8

SPECIFIC MEDIUM FEEDER MAMMAL


2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 12 Glyptodon Quaternary 4 2 3 1/2d6 4

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SPECIFIC SMALL FEEDER MAMMAL
2D6# TYPE PERIOD SIZE REP MELEE MANY MOVE
2 to 11 Megaceros Quaternary 2 3 2 2 + 1d6 16
12 Dodo Quaternary 2 2 1 1 4

AFTER THE BATTLE RESOLVING PEFS


If you decide that you would like to keep the same While PEFs move normally (page 31), whenever you
Dinosaur for more than one Encounter this is an easy way resolve a PEF we use a slightly different procedure than
to see if it recovers from Wounds. Here’s how we do it: used in CR 3.1. Here’s how we do it:
 Roll 1d6 per point of Size of the Dinosaur  Roll 2d6 versus the Rep of 4 and determine how
looking for successes – a score of 1, 2, or 3. many d6 are passed.
 Consult the After the Battle Recovery Table to  Consult the PEF Resolution Table and go down
see what happened. the left-hand column to the appropriate row.
 Go across and see what has occurred.

SIZE AFTER THE BATTLE RECOVERY


(Looking for successes)
2 PEF RESOLUTION
(Taken versus PEF Rep of 4)
SUCCESSES RESULT
# D6
One or Heal one Wound for each success rolled.
PASSED RESULT
more
successes 2 Contact! You have run into something. Go to
Zero No Wounds are healed. the appropriate PEF Resolution Table.
successes 1 Something’s out there! Resolve the next PEF
with 3d6, counting the lowest two scores.
Wounds that do not heal are counted by the creature in 0 False alarm! Just a case of nerves.
future Encounters and can be rolled for after the next
Encounter has ended. Each Wound will reduce the Rep of  When Contact occurs, go to the appropriate
the Dinosaur by one level! Resolution section for the type of game you are
playing.
 Roll 1d6. Read the result as rolled to see what
you have met.
 Go to the appropriate List for the type you have
met.

RESOLUTION – DINOSAUR
1 PEF RESOLUTION - DINOSAURS
(Read the result as rolled)

# RESULT
1 Feeder. Go to the appropriate List.
2 Feeder. Go to the appropriate List.
3 Feeder. Go to the appropriate List.
4 Feeder. Go to the appropriate List.
5 Fierce. Go to the appropriate List.
6 Fierce. Go to the appropriate List.

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 If successful, the Recruit will join your
RIVAL CLANS group.
Every PEF resolved as a new group of Dinosaurs will be  If failed, the Recruit will not.
Rival Clans, hostile to other groups already on the table.
Here’s how we do it:
 Rival Clans will not cooperate, even if they are RESOLUTION - LOST WORLD
the same type of Dinosaur.
 Fierce Dinosaurs will attack each other or 1 PEF RESOLUTION – LOST WORLD
Defend a Kill (page 22). (Read the result as rolled)
 Feeders will never approach to closer than half a
normal move from a Rival Clan, with the larger # RESULT
Dinosaurs pushing away the smaller. 1 You have come across Dinosaurs. Go to the PEF
Resolution – Dinosaurs Table.
2 You have come across Dinosaurs. Go to the PEF
Resolution – Dinosaurs Table.
RESOLUTION – CAVEMAN 3 You have come across Dinosaurs. Go to the PEF
Resolution – Dinosaurs Table.
1 PEF RESOLUTION - CAVEMAN 4 You have come across Dinosaurs. Go to the PEF
(Read the result as rolled) Resolution – Dinosaurs Table.
5 You have come across Cavemen. Go to the PEF
# RESULT Resolution – Cavemen Table.
1 You have come across Cavemen “opposites”, 6 You have come across Cavemen. Go to the PEF
rolled randomly. They are not friendly. Resolution – Cavemen Table.
2 You have come across Cavemen “opposites”,
rolled randomly. They are not friendly. RESOLUTION – EXPEDITION
3 You have come across the camp of Cavemen
“opposites”, rolled randomly. They are not 1 PEF RESOLUTION – EXPEDITION
friendly.
4 You have come across Cavemen of the same (Read the result as rolled)
type. The Active side moves to 6” from the
# RESULT
Inactive side. Take a Challenge Test, counting
the Difficult modifier. If successful, they are 1 You have come across Dinosaurs. Go to the PEF
friendly. If failed, they are not. Resolution – Dinosaurs Table.
5 You have come across Cavemen of the same 2 You have come across Dinosaurs. Go to the PEF
type. The Active side moves to 6” from the Resolution – Dinosaurs Table.
Inactive side. Take a Challenge Test, counting 3 You have come across Dinosaurs. Go to the PEF
the Difficult modifier. If successful, they are Resolution – Dinosaurs Table.
friendly. If failed, they are not. 4 You have come across Cavemen. Go to the PEF
6 You have come across the camp of Cavemen of Resolution – Cavemen Table.
the same type. The Active side moves to 6” from 5 You have come across Cavemen. Go to the PEF
the Inactive side. Take a Challenge Test, Resolution – Cavemen Table.
counting the Difficult modifier. If successful, 6 You have come across Adventurers. Go to the
they are friendly. If failed, they are not. PEF Resolution – Adventurers Table.

FRIENDLY CAVEMEN
When you come across Friendly Cavemen of your type,
you can recruit up to 1/2d6 of them. Here’s how we do it:
 Roll once on the appropriate List for each
possible Recruit.
 Take a Challenge Test with each, counting the
Difficult modifier if recruiting a female.

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1 PEF RESOLUTION - ADVENTURERS 2 PEF MOVEMENT
(Read the result as rolled) (Taken versus the Rep of 4)

# RESULT #D6 RESULT


PASSED
1 You have come across Natives. They are not
friendly. 2 The PEF moves 8” directly towards the
2 You have come across Natives. They are not player, ending in cover if possible.
friendly. 1 The PEF moves 4” directly towards the
3 You have come across the village of Natives. player, ending in cover if possible.
They are not friendly. 0 PEF does not move.
4 You have come across Natives. The Active side
moves to 6” from the Inactive side. Take a When PEFs are resolved, and figures placed on the table,
Challenge Test, counting the Difficult modifier. these Non-Player (NP) figures use the NP Movement
If successful, they are friendly. If failed, they are Table. Here’s how we do it:
not.
 Start with the NP group with the highest Rep.
5 You have come across Natives. The Active side
moves to 6” from the Inactive side. Take a  Start with1d6 and modify that number if any
Challenge Test, counting the Difficult modifier. applicable Circumstances apply.
If successful, they are friendly. If failed, they are  Roll the modified total of d6 versus the Rep of
not. the group’s Leader.
6 You have come across Adventurers. The Active  Determine how many d6 were passed.
side moves to 6” from the Inactive side. Take a  Consult the NP Movement Table and
Challenge Test, counting the Difficult modifier. immediately carry out the results.
If successful, they are friendly. If failed, they are
not. 1 NP MOVEMENT
(Taken versus Rep)

CIRCUMSTANCE RESULT
HOW MANY OF THEM Mounted or in vehicles. +1d6
When you run into Dinosaurs, how many of them have Outnumber similar enemies by 2:1 or more. +1d6
you met? This can be found on their List (page 13). When
running into Humanoids, we use the following procedure # D6 RESULT
as found in CR 3.1. Here’s how we do it: PASSED
 Roll 1/2d6 and read the result as rolled.
 Roll a second d6. 1 Fierce Dinosaurs – Move directly to charge
the closest group, player or NP.
 If a success (1, 2, or 3) is rolled, the 1/2d6
Feeder Dinosaurs –
score is subtracted from the number of
figures in your group.  If have LOS to Fierce Dino move
directly away full move.
 If a success (1, 2, or 3) is not rolled, the
1/2d6 score is added to the number of  If within half-move of a Rival Clan of
figures in your group. larger Size will move away a normal
 You can never have less than one figure. move.
 Otherwise, move to nearest vegetation,
or center of section, to feed. If already
HOW NPCS MOVE feeding, remain in place.
Humanoids –
When PEFs are first deployed, they will move according
to the PEF Movement Table. This is the same one found  If outnumbered by 2:1 or more, or facing
in Chain Reaction 3.1. Fierce Dinosaur, move away from threat
at Fast Movement.
 Otherwise, move towards closest group.
0 All – Halt in place.

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ADVENTURES IN THE LOST LANDS
Example – Activation dice are rolled and the enemy  Resolve PEFs as needed (page 31).
activates first with a score of 4. I start from high to low  Use the NP Movement Table when needed (page
and the Rep 5 group goes first. I roll a 5, passing 1d6. As 33).
it is a Fierce Dinosaur, it moves directly towards the  Play continues normally until the player has
closest group and charges when in reach. accomplished his Objective, been destroyed, or
leaves the table.

EXPLORING THE SECTION


ENCOUNTERS At the end of a full turn of Activation on the center of the
section, it’s time to see what, if anything, you have found.
Here are some Encounters for use with Adventures in the Here’s how we do it:
Lost Lands. You can also use the ones found in Chain
Reaction 3.1.  Roll as if resolving a PEF using the PEF
Resolution Table (page 31).
 If Contact is made, roll 2d6, add the results, and
consult the Exploration Table instead.
EXPLORE  Go down the left-hand column to the appropriate
row and across to see what you have met.
In this Encounter, you are leading a group of Humanoids  Set up what you have run into at the edge of the
exploring an unknown area. You can use any List. section to your front.

OBJECTIVE
 Your objective is to explore the table.
 To be successful, you must move into each
section and spend one turn of Activation in its
center.

FORCES
 Your group can be as big or as small as you
desire.
 The enemy forces will be based upon the type of
game and Encounter you are playing.

TERRAIN
 The board is divided into nine sections and
terrain generated normally (CR 3.1 page 25).

DEPLOYMENT
 You will enter the board through sections 7, 8, or
9.
 PEFs are generated and deployed as outlined in
the PEF section (CR 3.1 page 28).

SPECIAL INSTRUCTIONS
 Your group enters the table through section 7, 8,
9, or any combination of those sections if you
choose to split your group.
 After you have entered the table, place the PEFs.
 When the enemy activates, go to the PEF
Movement Table (page 31).
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ADVENTURES IN THE LOST LANDS
2 EXPLORATION
THE HUNT
(Add the results together)
In this Encounter, you are hunting for survival or
# RESULT trophies, depending upon which list you choose to use. If
2 You have come across the camp of Cavemen, desired, and give it a try at least once, you can be a
rolled randomly. The Active side moves to 6” Fierce Dinosaur looking for a meal. You can use any List.
from the Inactive side. Take a Challenge Test,
counting the Difficult modifier. If successful, OBJECTIVE
they are friendly. If failed, they are not.
3 Cavemen, rolled randomly, returning from a  You must make one or more kills.
Raid with 1/2d6 Captives and 3 + 1/2d6 Food  If you are playing a campaign, you must protect
units (page 27). They are not friendly. your kill (see Scent of the Kill) before the
4 Cavemen, rolled randomly, Gathering Food Encounter can be completed.
(page 23). The Active side moves to 6” from the
Inactive side. Take a Challenge Test, counting
the Difficult modifier. If successful, they are
FORCES
friendly. If failed, they are not.  Your group can be as big or as small as you
5 Fierce Dinosaurs on the Hunt (page 20). desire.
6 Food units that can be Gathered (page 23).  The enemy forces will be based upon the type of
7 Feeder Dinosaurs eating Food units (page 21). game and Encounter you are playing.
8 Food units that can be Gathered (page 23).
9 Cavemen, rolled randomly, Gathering Food TERRAIN
(page 23). The Active side moves to 6” from the
Inactive side. Take a Challenge Test, counting  The board is divided into nine sections and
the Difficult modifier. If successful, they are terrain generated normally (CR 3.1 page 25).
friendly. If failed, they are not.
10 Fierce Dinosaurs feeding on a kill (page 21).
DEPLOYMENT
11 Neanderthals returning from a Raid with 1/2d6
Captives and 3 + 1/2d6 Food units (page 27).  You will enter the board through sections 7, 8, or
They are not friendly. 9.
12 You have come across the camp of Cavemen,  PEFs are generated and deployed as outlined in
rolled randomly. The Active side moves to 6” the PEF section (CR 3.1 page 28).
from the Inactive side. Take a Challenge Test
counting the Difficult modifier. If successful,
they are friendly. If fail, they are not.
SPECIAL INSTRUCTIONS
 Your group enters the table through section 7, 8,
9, or any combination of those sections if you
choose to split your group.
 After you have entered the table, place the PEFs.
 When the enemy activates, go to the PEF
Movement Table (page 31).
 Resolve PEFs as needed (page 31).
 Use the NP Movement Table when needed (page
33).
 Play continues normally until the player has
accomplished his Objective, been destroyed, or
leaves the table.
 As soon as the first Kill is made, the Scent of the
Kill Encounter (page 21) is triggered.

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IMPROVING REP
The Improving Rep procedure found in Chain Reaction
SCENT OF THE KILL
3.1 is still used (CR 3.1 page 32). In addition, you may This is the follow-up Encounter for the Hunt. In this
gain additional chances to Improve Rep. Here’s how we Encounter, a Kill has just been made. The sound of the
do it: struggle and scent of blood has attracted unwanted
visitors.
 If a creature is killed, the killing player receives
Improving Rep d6 rolls. This can be due to a
gunshot, thrown spear, or during melee. OBJECTIVE
 The kill must be verified to gain the rolls. The
 You must defend your Kill and exit the table
killer must see the kill.
through sections 7, 8, or 9.
 When a kill is made consult the Kill Shot Table.
 Go down the left-hand column to the appropriate
row based on the creature that was killed. FORCES
 Go across to the appropriate column based upon
 Your group consists of the survivors from the
the number of gunshots/stabs required to kill the
previous Hunt Encounter.
creature.
 The enemy forces will be based upon the type of
 The killer receives that many Improving Rep d6
game you are playing.
rolls.
 If the killer does not have a successful Encounter
(CR 3.1 page 32), he forfeits any Improving Rep TERRAIN
d6 rolls that he has gained.
 The board is divided into nine sections and
 Regardless of the number of d6 rolled to terrain generated normally (CR 3.1 page 25).
Improve Rep, the Rep cannot increase by more
than one level.
DEPLOYMENT
 The Kill is in the section where it dropped.
X KILL SHOT  PEFs are generated and deployed as outlined in
the PEF section (CR 3.1 page 28).
TYPE MULTIPLE SHOTS ONE SHOT
Fierce - Gigantic 6 12 SPECIAL INSTRUCTIONS
Fierce - Large 4 8
 Set up your force in the section with the Kill.
Fierce - Medium 3 6
 After you have set up your force, place the PEFs.
Fierce - Small 1 2
 When the enemy activates, go to the PEF
Feeder - Gigantic 4 8
Movement Table (page 31).
Feeder - Large 2 4
 Resolve PEFs as needed (page 31).
Feeder- Medium 1 2
 Use the NP Movement Table when needed (page
Feeder- Small 0 1
33).
 Play continues normally until the player has
Example – Omar Bateman (Rep 5) is hunting Big Game. accomplished his Objective, been destroyed, or
During the Encounter, he sees a Fierce – Medium leaves the table.
Dinosaur. The beast charges and Omar kills him with one
shot. This is worth 6 Improving Rep d6 rolls.
After the Encounter, Omar is allowed to roll 7 Improving
DINOSAUR FEEDING
Rep d6. He gets 1d6 for being successful and 6d6 for the Dinosaurs must eat, and if they eat, there’s a chance you
one-shot Kill. Omar rolls a 1, 2, 3, 4, 4, 5, and 5. As he won’t. Here’s how we do it:
did not roll higher than his Rep or a “6”, his Rep does
 Dinosaurs must eat their Size in Food units each
not improve.
month. If they do not their Rep is reduced by 1
until they have eaten Food units equal to their
Size in one month.
 Feeder Dinosaurs will eat their Size in Food
units as if Gathering (page 23).

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ADVENTURES IN THE LOST LANDS
 Fierce Dinosaurs will eat other Dinosaurs and
Humanoids as outlined in After the Kill (page
DEFENDING A KILL
22). There may be times when one or more creatures are
feeding on a Kill, or stripping it down in the case of
Humanoids. During this time they may be approached by
WHEN A KILL IS MADE other Fierce creatures. What happens next? Here’s how
we do it:
When a group of Fierce Dinosaurs makes a Kill, all
members of the group will converge on it and feed. They  The Dinosaur defending the Kill is the Defender.
will ignore other targets.  The Dinosaur coming to take the Kill is the
Attacker.
Members of Rival Clans (page 17) may cause the group to
 If the Attacker is larger than the Defender – the
Defend the Kill (page 22).
Defender leaves.
 If the Attacker is smaller than the Defender – it
waits until the Defender has eaten its fill and
SCENT OF A KILL leaves. Full Dinosaurs do not attack other
Whenever a creature is killed, whether by a Dinosaur (1) or Dinosaurs.
Humanoid, (2) this will trigger the Scent of a Kill rule.  If the Attacker is the same Size as the Defender -
Here’s how we do it: the Dinosaurs will fight.
 Every Activation dice total of “7” will generate a
new PEF. Example – An Utahraptor (Size 4) is feeding on a
 Roll 1d6 to see which section the PEF is placed. Protoceratops. Two Velociraptors (Size 2) come upon it.
This could be an occupied section. As the Utahraptor is larger in Size than the Velociraptors,
(1) Includes Mammals as well. (2) Even by ramming with a they do not attack and the Utahraptor continues to eat.
Vehicle. Later, a T-Rex (Size 6) comes upon the Utahraptor. The
Utahraptor decides it is best to leave. The T-Rex now
begins to feed on whatever is left. The Velociraptors, who
AFTER THE KILL have been waiting for the Utahraptor to leave, continue to
After a Kill is made, the killer(s) will spend their time wait.
eating it. (1) Here’s how we do it:
 The killers eat 1 Size worth of Dinosaur when
active. Reduce the Kill by 1 Size each time this
occurs.
 This can result in partially eaten Kills being
leftover for smaller Dinosaurs and Humanoids.
(1) In the case of Humanoid killers, this represents the time it
takes to harvest the meat from the Kill.

HARVESTING THE KILL


Humanoids can strip down a Kill and gain Food units.
Here’s how we do it:
 A Dinosaur provides 3 times its size in Food
units (page 27) for Humans.
 A Humanoid can harvest 1 Food unit per
dedicated turn of Activation.
Example - A Size 4 Dinosaur has been killed. It can
provide 12 Food units. 3 Humanoids want to harvest the
Food units from it. It would take 4 turns of dedicated
Activation to harvest all 12 units.

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ADVENTURES IN THE LOST LANDS
GATHERING FOOD
GATHERING Each section that you enter has the possibility of
In this Encounter, you are trekking across the land containing Food that you can gather. Here’s how we do it:
gathering Food from the ground to survive. You can be
 Roll 1 + 1/2d6 when you reach the center of a
Australopithecus, Cro-Magnon, Neanderthal, or Natives.
section, except for sections 7, 8, and 9.
 The result is the Gathering Number representing
OBJECTIVE how plentiful Food will be in that section.
 When next Active, roll 2d6 versus the Gathering
 You must gather as many Food units (berries,
number and consult the Gathering Table.
roots, etc.) as you can and exit the table.
 Determine how many d6 are passed and go down
the left-hand column to the appropriate row.
FORCES  Go across and carry out the result.
 Your group can be as big or as small as you
desire.
 The enemy forces will be based upon the type of 2 GATHERING
game you are playing. (Taken versus the Gathering Number)

#D6 RESULT
TERRAIN PASSED
 The board is divided into nine sections and 2 You have gathered Food units equal to the
terrain generated normally (CR 3.1 page 25). number of characters gathering, +1/2d6.
1 You have gathered 1/2d6 Food units.
DEPLOYMENT 0 There is nothing to be gathered here.
 You will enter the board through sections 7, 8, or
9. CARRYING ITEMS
 PEFs are generated and deployed as outlined in Each character can carry Items. Items are things that you
the PEF section (CR 3.1 page 28). can use during your games. Weapons, Food, and a
Captive are examples of Items. How many Items can you
SPECIAL INSTRUCTIONS carry? Here’s how we do it:

 Your group enters the table through section 7, 8,  A character can carry twice their Rep in Items.
9, or any combination of those sections if you  Anything used with one hand counts as one Item.
choose to split your group.  Anything used with two hands counts as two
 After you have entered the table, place the PEFs. Items.
 When the enemy activates, go to the PEF  Food units count as a two-hand Item.
Movement Table (page 31).  Humanoids count as a two-hand Item. Up to 2
 Resolve PEFs as needed (page 31). Humanoids can be carried at one time.
 Use the NP Movement Table when needed (page  Items can be picked up only when Active, but
33). can be dropped when Active or Inactive.
 Play continues normally until the player has  When you carry more than your Rep in Items
accomplished his Objective, been destroyed, or you cannot Fast Move.
leaves the table.

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ADVENTURES IN THE LOST LANDS
 On a score of 1-3, the camp is located in that
RAID 
section.
On a 4-6 it is not.
In this Encounter, you must raid a rival camp with the  If you have not located the camp by the time
goal of taking Food and Captives. You can use the you enter the last of the three sections, it is
Australopithecus, Cro-Magnon, Neanderthal, or Natives there.
Lists.
If a PEF is resolved and it is any Caveman, he belongs to
the camp you are trying to raid.
OBJECTIVE If you capture one or more of their party, you will find the
 You must raid the enemy camp and exit with camp on a roll of 1-5 instead of 1-3 when searching
Food and/or Captives. sections 1, 2, or 3.

FORCES SETTING UP CAMP


 Your group can be as big or as small as you
When you have found the camp, it’s time to set it up.
desire.
Here’s how we do it:
 The enemy forces will be based upon the type of
game and Encounter you are playing.  The camp consists of 1 + 1/2d6 huts (DV 1
buildings; CR 3.1 page 24.
 Place the first hut in the center of the section.
TERRAIN  Place the next one 1/2d6” away from the first hut
 The board is divided into nine sections and in any direction.
terrain generated normally (CR 3.1 page 25).  Place the next one 1/2d6” away from the first hut
in any direction.
 Place the next one 1/2d6” away from the first hut
DEPLOYMENT in any direction.
 You will enter the board through sections 7, 8, or  Huts must be placed at least 1” away from each
9. other.
 PEFs are generated and deployed as outlined in
the PEF section (CR 3.1 page 28).
OCCUPANTS
The camp will be occupied. Here’s how we do it:
SPECIAL INSTRUCTIONS
 Your group enters the table through section 7, 8,  Each hut in the camp will generate 1/2d6 figures
9, or any combination of those sections if you from their List.
choose to split your group.  After you have determined the number of
 After you have entered the table, place the PEFs. occupants and their type, roll 1d6 for each.
 When the enemy activates, go to the PEF  An odd result means the figure is outside of
Movement Table (page 31). the huts. Place the figure around its hut in
 Resolve PEFs as needed (page 31). the same way you did when setting up the
village, but roll 1d6 instead of 1/2d6.
 Use the NP Movement Table when needed (page
33).  An even result means the figure is inside the
hut.
 You can take female Captives and gain
 Continue this procedure until all occupants are
Improving Rep d6 rolls (page 21).
placed.
 Play continues normally until the player has
accomplished his Objective, been destroyed, or
leaves the table.
WHO ACTIVATES FIRST
Move each raider to 6” from one or more occupants, and
FINDING THE CAMP take the In Sight Test.
The enemy camp will be in section 1, 2, or 3. Here’s how  Cro-Magnons count a +1d6 when rolling the In
we do it: Sight versus other Cavemen.
 When you enter the section roll 1d6.  Australopithecus count a -1d6 when rolling the
In Sight versus all Humanoids.
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ADVENTURES IN THE LOST LANDS
TAKING CAPTIVES
To capture another character, you must score a result of
CONQUER
Out of the Fight. Use the Auto-Kill or Capture procedure In this Encounter, you are intent on staking claim to your
(CR 3.1 page 18). area and driving away all other Humanoids. The raiders
When the captors next activate, we must determine if the can be Australopithecus, Cro-Magnon, Neanderthal, or
Captive has recovered. The Out of the Fight Captive rolls Natives.
on the After the Battle Recovery Table (CR 3.1 page 23).
A passed 2d6 or passed 1d6 result means the Captive has OBJECTIVE
recovered and can be taken. A result of pass 0d6 means
the Captive has perished.  You must drive off or kill all opponents.

CAPTIVE MOVEMENT FORCES


Captives will move with their Captors as long as a guard  Your group can be as big or as small as you
stays within 3” of him. Here’s how we do it: desire.
 The enemy forces will be based upon the type of
 The Captive activates when the Captor does. game and Encounter you are playing.
 The Captive will only roll 1d6 when attempting a
Fast Move while under guard.
 If given the chance, the Captive will try to TERRAIN
escape.  The board is divided into nine sections and
terrain generated normally (CR 3.1 page 25).
ESCAPE
Captives must be guarded by a character that stays within DEPLOYMENT
3” of the Captive. If the Captive ever gets over 3” from  You will enter the board through sections 7, 8, or
the guard, the Captive may try to escape. Here’s how we 9.
do it:  PEFs are generated and deployed as outlined in
 Immediately roll 1d6 versus the Rep of the the PEF section (CR 3.1 page 28).
Captive when he is farther than 3” from the
guard.
SPECIAL INSTRUCTIONS
 If pass 2d6, the Captive will attempt a Fast Move
away from the guard.  Your group enters the table through section 7, 8,
 To re-capture, a guard need only move into 9, or any combination of those sections if you
contact with the escaped Captive. choose to split your group.
 After you have entered the table, place the PEFs.
 When the enemy activates, go to the PEF
IMPROVING REP D6 Movement Table (page 31).
 Resolve PEFs as needed (page 31).
A character receives one Improving Rep d6 for each  Use the NP Movement Table when needed (page
Captive woman. 33).
 You can take female Captives and gain
Improving Rep d6 rolls (page 21).
LOOT  Play continues normally until the player has
In addition to Captives, you can also gain Food units accomplished his Objective, been destroyed, or
(page 27). Here’s how we do it: leaves the table.
 It takes a character one turn of Activation to loot
a hut.
 Use the same procedure found in the Gathering
Encounter (page 23), counting each hut as a
separate section.

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ADVENTURES IN THE LOST LANDS
 A success and they gawk in wonder.
CONTACT  A failure and they attack.

In this Encounter, you are on a quest to discover a race of


primitive men rumored to live in this part of the world.
The players are Adventurers. RESCUE
In this Encounter, you must rescue one of your group
OBJECTIVE members from other Humanoids. This will usually occur
when you leave behind one or more Out of the Fight
 You are trying to make contact with the
characters. The players can be Cavemen, Natives, or
primitive people.
Adventurers. Use the Raid Encounter.

FORCES
 Your group can be as big or as small as you


desire.
The enemy forces will be based upon the type of
game and Encounter you are playing.
CAMPAIGN
So you’ve played every Encounter in the book, maybe
some twice. Is that it? Heck no; it’s time to try a
TERRAIN Campaign.
 The board is divided into nine sections and
terrain generated normally (CR 3.1 page 25).

DEPLOYMENT
TYPES OF CAMPAIGNS
 You will enter the board through sections 7, 8, or Just like there are different types of games, there are
9. different types of campaigns. The objectives of each
 PEFs are generated and deployed as outlined in campaign will vary based on the type you are playing.
the PEF section (CR 3.1 page 28).  DINOSAUR - Hunt enough Food to stay alive and
survive.
 CAVEMAN - Grow your tribe as big as you can
SPECIAL INSTRUCTIONS
and find enough Food to keep it alive.
 Your group enters the table through section 7, 8,  NATIVE - Grow your tribe as big as you can and
9, or any combination of those sections if you find enough Food to keep it alive.
choose to split your group.  ADVENTURER - Cover yourself in Fame and
 After you have entered the table, place the PEFs. Fortune growing your Rep to hideous heights!
 When the enemy activates, go to the PEF
Movement Table (page 31).
 Resolve PEFs as needed (page 31). GROW YOUR TRIBE?
 Use the NP Movement Table when needed (page
33). In the basic rules, the number of characters in your group
 Play continues normally until the player has cannot exceed your Rep. In the Campaign, when you
accomplished his Objective, been destroyed, or reach a Rep of 6 or higher you can form your own tribe.
leaves the table. Here’s how we do it:
 At Rep 6, all of your group members become
Leaders.
FINDING THE PEOPLE  Each Leader now recruits his own group.
The primitive people are encountered by resolving a PEF  Each group member owes allegiance to you as
as Cavemen. Any of the Cavemen that you meet fulfill the the Chief. They make up your tribe.
criteria. Your objective is to get them to gawk in wonder.  You can now go on Encounters with many more
Here’s how we do it: characters.

 Move to 6” from their Leader.


 Take a Challenge Test, counting the Difficult
modifier.
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ADVENTURES IN THE LOST LANDS
YOUR VILLAGE
Your tribe will now have a village. Here’s how we do it:
HOME BASE
"Twizzle, Twazzle, Twozzle, Twome; time for this one to
 You will have 1 hut for each Leader in your
come home."
tribe.
 You will also have 1 hut for you, the Chief, and Mr. Wizard
it will be placed in the center of the village.
Everybody needs a home. In Adventures in the Lost
 At the beginning of each month, roll 1d6. If a
Lands, you have one. It can be anywhere you want it to
“1” is scored, one of your monthly Encounters is
be. It can be a cave, a camp, or a house in a city. The
a Raid on your village (page 24).
important thing is it's where your Stars go after their
 Roll 1d6 for each member of your tribe. Any adventures.
figure scoring an odd number is not in the village
when the Raid occurs. Your Home is where you are when you recover from
 How many raiders is determined normally (page wounds. It’s where you restock and recruit new members
33). for your expeditions. I use Mission St. Mary myself.
In Adventures in the Lost Lands we don’t go into much
TIME IN THE CAMPAIGN detail. Just know it's your safe place.
But you still have to eat.
Time in the campaign is counted in months. Day-to-day
living in Adventures in the Lost Lands would be tedious if
not impossible to cover. It’s assumed that mundane things
are happening on a daily basis, but an Encounter isn’t a
mundane thing. FOOD
You can have two Encounters per month. Food is optional in the Campaign but a good motivator.
You will need Food to survive. Each character must have
Food, each month, to remain with your group. If a
AREAS character does not have Food for the next month, he
leaves your group. Here’s how we do it:
The map we’ve included is of the east coast of Lemuria.  Each character in your group will require 1 Food
Movement in the campaign is by areas. Here’s how we unit per month.
do it:  Food that is gathered in a Gathering Encounter is
 You can move from one connected area to on a 1:1 basis. Each Food unit gathered can
another connected area. supply one character with Food for one month.
 Movement from area to area is unlimited and  You can also gain Food by hunting. For each
used mostly for reference. point of Size of the Dinosaur, you receive 3 Food
 You can stop in any area and have an Encounter. units. So a Size 6 Dinosaur yields 18 Food units.
 Only the Deep in the Mountains area can have  The last way to gain Food is to take it from other
Dinosaurs and Cavemen; the Lost World. Humanoids (Raid page 24).

TRACKING YOUR FOOD


You will need to track your Food. Here’s how we do it:
 Each character must eat one Food unit per
month. If he does not his Rep is reduced but 1
level until he has consumed 1 Food unit.
 You start the campaign with zero Food units.
 When a character gains Food units during the
month, the first one is immediately used. This
can be when Gathering or Harvesting a Kill.
 Excess Food units can be stored for one month.
 Each time you gain Food units, add it to your
total.

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 Each time you lose Food units, subtract it from WHEN KILLS YOU DOESN'T MEAN KILLS YOU
your total.
“Kills you” doesn’t mean kills you when you're a female.
 If you are the victim of a Raid (page 24) and
It really means that you’ve been captured and your friends
someone loots your huts, those Food units
will mount a Rescue Encounter (page 26).
are lost.

Example – Garhi and Stewie, two Monkey Boys kill a Size FINAL THOUGHTS
2 Feeder. They harvest 1 Food unit each for every Sometimes I just want to play a light, fun game. A game
uninterrupted turn of Activation. They harvest 4 Food that is easy to learn and will surprise me. That’s
units. Two are immediately consumed to satisfy their 1 Adventures in the Lost Lands. Every game is an
Food unit monthly needs. The other 2 are saved. adventure. I never know what I’ll run into. We’re talking
At the start of the next month they eat the 2 saved units. Dinosaurs, Cavemen, Natives, and Adventurers. That’s a
wide variety of opportunities for adventures.
Playing the Campaign is fun as well. It’s like writing a
MERCY OF THE ENEMY story or the screenplay of an action movie. It gives each
adventure purpose and with little bookkeeping.
Sometimes things don’t work out quite like you planned. Adventures in the Lost Lands may not be my “go to”
Somehow, you (or a group member) find themselves Out game. That’s usually 5150: Urban Renewal. But it’s one
of the Fight with an enemy standing over them. What that I come back to again and again when I just want a
happens next? light, fun game. I hope you enjoy Adventures in the Lost
 Start with the Rep of the Hostile Leader. Lands like I do. And remember…
 Modify the Rep by any applicable Circumstance.
 Roll 2d6 versus the modified Rep and determine
Just Play The Game!
how many d6 were passed.
 Go down the left-hand column to the appropriate
row on the Mercy Table, then across to see what
happens.
 Immediately carry out the result.

2 MERCY!
(Taken versus Rep)

CIRCUMSTANCE MODIFIER
You were the attacker in the Encounter. -1
You are an opposite of the Hostile Leader. -2

# D6 RESULT
PASSED
2 All - Takes all your belongings, but let’s you
live. You are left behind as they leave the
table.
1 Cavemen - Kills you.
Native - Takes you prisoner. Time for a
Rescue Encounter.
Adventurers - Takes you prisoner. Time for a
Rescue Encounter.
0 All - Kills you.

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ADVENTURES IN THE LOST LANDS
CIRCUMSTANCE MODIFIER
2 DINOSAUR REACTION TESTS
(Taken versus Rep) Each Wound taken. -1d6

* = Star may exercise Free Will

REASON PASS 2D6 PASS 1D6 PASS 0D6


CRISIS TEST Fired On: Fired On: Fired On:
 Charge.  Charge.  If wounded: leave the
FIERCE Pack Member Down: Pack Member Down: battlefield.
 Carry on.  If last pack member - leave the  If not: halt in place.
battlefield. Pack Member Down:
 Leave the battlefield.
CRISIS TEST Fired On: Fired On: Fired On:
 Move away from the  Move away from the noise half  If wounded: leave the
FEEDER noise one normal move one normal move and end facing battlefield. If not: ignore the
and end facing the noise. the noise. noise and Carry On.
Herd Member Down: Herd Member Down: Herd Member Down:
 If last herd member -  Leave the battlefield.  Leave the battlefield.
leave the battlefield.
Otherwise - Carry On.
RECOVER TEST If suffered Damage or If suffered Damage or Wound: If suffered Damage or Wound:
Wound:  Fierce – Leave the Battlefield.  Roll 1d6. If score a “1” –
ALL  Carry on.  Feeder – Carry on. Obviously Dead. Otherwise,
If Knocked Down: If Knocked Down: suffer an additional Wound
 Regain feet and carry on.  Fierce – Regain feet and Carry and Knocked Down.
On. If Knocked Down:
 Feeder – Regain feet and halt in  Remain Knocked Down.
place.

CIRCUMSTANCE MODIFIER
2 REACTION TESTS
(Taken versus Rep) In cover. +1d6
* = Star may exercise Free Will

REASON PASS 2D6 PASS 1D6 PASS 0D6


CRISIS TEST Outgunned: Outgunned: Outgunned:
(LDR) *  Duck back.  Duck back.  Hunker down.
Fierce or Brute Fired On: Fired On: Fired On:
take test with 3d6.  Return fire if can.  Snap fire if can.  Hunker down.
Skittish with 1d6.  Charge into melee if can.  Otherwise- duck back Man Down:
 Otherwise - carry on. Man Down:  Leave the battlefield.
Man Down:  Duck back.
 Carry on.
RECOVER TEST If suffered damage: If suffered damage: If suffered damage:
(LDR) *  Knocked down, but can still  Out of the fight.  Obviously dead.
May use Leader carry on. Regain feet when If Hunkered Down: If Hunkered Down:
Die only if next active.  Star - Recover and  Star - Recover and
Hunkered Down. If Hunkered Down: immediately act as desired. immediately act as desired.
 Recover and immediately act  Others - Recover to duck  Others – l eave the
as desired. back. battlefield.

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ADVENTURES IN THE LOST LANDS
1 RANGED COMBAT DAMAGE
(Taken versus Impact) COMBAT
SCORE RESULT REP MELEE COMBAT
"1" Humanoid Target is Obviously Dead. (Looking for successes)
Dinosaur Target rolls 1d6. If score a “1” –
MELEE WEAPON MOD
Obviously Dead. Otherwise, suffer a Wound
and take Recover Test. One-Hand Melee Weapon +1d6
Two Hand Melee Weapon +2d6
Impact or Humanoid Target is knocked to the ground
less, but not and Out of the Fight. CIRCUMSTANCE MOD
a "1" Brute - Brute in melee with other +1d6
Dinosaur Target suffers Wound. Take the
Recover Test. Humanoids.
Evenly Matched - Attacking an enemy +1d6
Higher than Humanoid Target is knocked to the ground that scored a result of Evenly Matched
Impact and takes the Recover Test. this turn during a melee. Count each
Dinosaur Target suffers Damage, but not result.
Wound. Take the Recover Test. Fierce - Fierce in melee with other +2d6
Humanoids.
Prone - Attacking a prone opponent. +1d6
Rear - Attacking to the rear of an +1d6
2 CHARGE INTO MELEE opponent. Only on the 1st round of melee
(Taken versus Rep) and must have qualified for the Target
charged to rear modifier on the Charge
CIRCUMSTANCE MODIFIER into Melee Test.
Target in cover +1d6 Shielded - Using a shield. +1d6
Target charged to flank -1d6 Size - Smaller Dinosaur subtracts 1 Melee -1d6
Target charged to rear -2d6 d6 per point of Size difference. Does not
apply to Humanoids.
#D6 CHARGER TARGET Skittish - Skittish in melee with other -1d6
PASSED Humanoids.

Pass more Target may not Outnumbered 3:1 or


d6 than fire. more can escape; Leave 1 MELEE DAMAGE
opponent the Battlefield but could (Read result as rolled)
Charger moves get chased down.
into melee. No Feeder will escape; # RESULT
Reaction Tests Leave the Battlefield, SUCCESSES
taken. but could get chased
down. "1" Humanoid Target is Obviously Dead.
Target fires. Dinosaur Target rolls 1d6. If score a “1” –
Obviously Dead. Otherwise, suffer a
Charger moves into Wound and take Recover Test.
melee. No Reaction
Tests taken. Impact or Humanoid Target is knocked to the ground
Pass same Target Snap Target Snap Fires. less, but and Out of the Fight.
number d6 Fires. not a "1"
Dinosaur Target suffers Wound. Take the
as opponent Charger moves into Recover Test.
Charger moves melee. No Reaction
into melee. No Tests taken. Higher than Humanoid Target is knocked to the ground
Reaction Tests Impact and takes the Recover Test.
taken. Dinosaur Target suffers Damage, but not
Wound. Take the Recover Test.

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ADVENTURES IN THE LOST LANDS

CHALLENGE RESOLUTION – DINOSAUR


1 PEF RESOLUTION - DINOSAURS
(Read the result as rolled)

2 CHALLENGE TEST # RESULT

(Taken vs. Rep)


1 Feeder. Go to the appropriate List.
2 Feeder. Go to the appropriate List.
A score of “6” is always a failure 3 Feeder. Go to the appropriate List.
CIRCUMSTANCE MODIFIER TO REP 4 Feeder. Go to the appropriate List.
5 Fierce. Go to the appropriate List.
Challenge is very easy +1 6 Fierce. Go to the appropriate List.
Challenge is very difficult -1

# D6 RESULT
PASSED
2 Character completes the challenge PEF MOVEMENT &
1
successfully.
Character may choose to immediately re-
roll the challenge, counting a result of pass
RESOLUTION
1d6 as if pass 0d6.
OR
Decide not to continue the challenge and
DINOSAURS
may not try again.
0 Character fails and suffers consequences. GENERIC FIERCE
# TYPE SIZE REP MELEE MANY MOVE
2 PEF MOVEMENT 1 Gigantic 8 5 14 1 8
2 Large 6 5 12 1 12
(Taken versus the Rep of 4)
3 Medium 4 5 10 1/2d6 16
#D6 PASSED RESULT 4 Medium 4 5 10 1/2d6 16
5 Small 2 4 8 2 + 1/2d6 20
2 The PEF moves 8” directly towards the
6 Small 2 4 8 2 + 1/2d6 20
player ending in cover if possible.
1 The PEF moves 4” directly towards the
player ending in cover if possible. GENERIC FEEDER
0 PEF does not move. # TYPE SIZE REP MELEE MANY MOVE
1 Gigantic 8 4 8 1/2d6 8
2 PEF RESOLUTION 2 Large 6 3 6 1/2d6 12
3 Large 6 3 6 1/2d6 12
(Taken versus PEF Rep of 4) 4 Medium 4 3 4 1 + 1/2d6 12
# D6 5 Medium 4 3 4 1 + 1/2d6 12
PASSED RESULT 6 Small 2 3 2 2 + 1/2d6 8

2 Contact! You have run into something. Go to


the appropriate PEF Resolution Table.
1 Something’s out there! Resolve the next PEF
with 3d6, counting the lowest two scores.
0 False alarm! Just a case of nerves.

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ADVENTURES IN THE LOST LANDS
RESOLUTION – CAVEMAN LOST WORLD & EXPEDITION
1 PEF RESOLUTION - CAVEMAN
NEANDERTHAL
(Read the result as rolled)
# TYPE REP WEAPON SPECIALS
# RESULT (1)
1 Leader 4 Two-Hand Weapon Brute
1 You have come across Cavemen “opposites”, 2 Hunter 3 Two-Hand Weapon (1) Brute
rolled randomly. They are not friendly. 3 Tribesman 3 One-Hand Weapon Brute
2 You have come across Cavemen “opposites”, 4 Tribesman 3 One-Hand Weapon Brute
rolled randomly. They are not friendly. 5 Female 2 Improvised Weapon Skittish
3 You have come across the camp of Cavemen 6 Female 2 Improvised Weapon Skittish
“opposites”, rolled randomly. They are not (1) The Two-Hand Weapon is a spear that can be thrown 6”
friendly. using the Ranged Combat Table. Impact is 2.
4 You have come across Cavemen of the same type.
The Active side moves to 6” from the Inactive
side. Take a Challenge Test, counting the Difficult RESOLUTION - LOST WORLD
modifier. If successful, they are friendly. If failed,
they are not. 1 PEF RESOLUTION – LOST WORLD
5 You have come across Cavemen of the same type.
The Active side moves to 6” from the Inactive (Read the result as rolled)
side. Take a Challenge Test, counting the Difficult
# RESULT
modifier. If successful, they are friendly. If failed,
they are not. 1 You have come across Dinosaurs. Go to the PEF
6 You have come across the camp of Cavemen of Resolution – Dinosaurs Table.
the same type. The Active side moves to 6” from 2 You have come across Dinosaurs. Go to the PEF
the Inactive side. Take a Challenge Test, counting Resolution – Dinosaurs Table.
the Difficult modifier. If successful, they are 3 You have come across Dinosaurs. Go to the PEF
friendly. If failed, they are not. Resolution – Dinosaurs Table.
4 You have come across Dinosaurs. Go to the PEF
AUSTRALOPITHECUS Resolution – Dinosaurs Table.
5 You have come across Cavemen. Go to the PEF
# TYPE REP WEAPON SPECIALS
Resolution – Cavemen Table.
1 Leader 4 One-Hand Weapon Brute 6 You have come across Cavemen. Go to the PEF
2 Tribesman 3 Improvised Weapon Skittish Resolution – Cavemen Table.
3 Tribesman 3 Improvised Weapon Skittish
4 Tribesman 3 Improvised Weapon Skittish RESOLUTION – EXPEDITION
5 Female 2 Improvised Weapon Skittish
6 Female 2 Improvised Weapon Skittish 1 PEF RESOLUTION – EXPEDITION
(Read the result as rolled)
CRO-MAGNON
# TYPE REP WEAPON SPECIALS # RESULT

1 Leader 4 Two-Hand Weapon (1) Fierce 1 You have come across Dinosaurs. Go to the PEF
2 Hunter 4 Two-Hand Weapon (1) Fierce Resolution – Dinosaurs Table.
2 You have come across Dinosaurs. Go to the PEF
3 Tribesman 3 Two-Hand Weapon (1) Brute
Resolution – Dinosaurs Table.
4 Tribesman 3 One-Hand Weapon Brute
3 You have come across Dinosaurs. Go to the PEF
5 Female 3 Improvised Weapon Skittish Resolution – Dinosaurs Table.
6 Female 2 Improvised Weapon Skittish 4 You have come across Cavemen. Go to the PEF
(1) The Two-Hand Weapon is a spear that can be thrown 6” Resolution – Cavemen Table.
using the Ranged Combat Table. Impact is 2.
5 You have come across Cavemen. Go to the PEF
PEF RESOLUTION CAVEMAN 6
Resolution – Cavemen Table.
You have come across Adventurers. Go to the
PEF Resolution – Adventurers Table.

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ADVENTURES IN THE LOST LANDS
spear that can be thrown 6” using the Ranged Combat Table.
1 PEF RESOLUTION - ADVENTURERS Impact is 3. (2) Can be armed with shield.
(Read the result as rolled)

# RESULT HOW MANY OF THEM


When you run into Dinosaurs, how many of them have you
1 You have come across Natives. They are not
met? This can be found on their List (page 13). When
friendly.
running into Humanoids, we use the following procedure
2 You have come across Natives. They are not
as found in CR 3.1. Here’s how we do it:
friendly.
 Roll 1/2d6 and read the result as rolled.
3 You have come across the village of Natives.
They are not friendly.  Roll a second d6.
4 You have come across Natives. The Active side  If a success (1, 2, or 3) is rolled, the 1/2d6
moves to 6” from the Inactive side. Take a score is subtracted from the number of
Challenge Test, counting the Difficult modifier. If figures in your group.
successful, they are friendly. If failed, they are  If a success (1, 2, or 3) is not rolled, the
not. 1/2d6 score is added to the number of figures
5 You have come across Natives. The Active side in your group.
moves to 6” from the Inactive side. Take a  You can never have less than one figure.
Challenge Test, counting the Difficult modifier. If
successful, they are friendly. If failed, they are
not. 1 NP MOVEMENT
6 You have come across Adventurers. The Active (Taken versus Rep)
side moves to 6” from the Inactive side. Take a
Challenge Test, counting the Difficult modifier. If CIRCUMSTANCE RESULT
successful, they are friendly. If failed, they are
not. Mounted or in vehicles. +1d6
Outnumber similar enemies by 2:1 or more. +1d6
ADVENTURERS # D6 RESULT
# TYPE REP WEAPON SPECIALS PASSED
1 Leader (a) 5 Combo (1) Fierce 1 Fierce Dinosaurs – Move directly to charge
2 Femme Fatale (b) 3 Combo (1) Inspire the closest group, player or NP.
3 Guide 4 Bolt-Action Rifle None Feeder Dinosaurs – If have LOS to Fierce
4 Hunter (c) 4 Big Game Rifle (2) None Dino move directly away full move.
5 Askari (d) 3 Bolt-Action Rifle None Otherwise, move to nearest vegetation or
center of section, to feed. If already feeding,
6 Bearers (e) 3 Improvised Weapon Skittish
remain in place.
(a) When playing Military Expeditions, this is the Commanding
Officer. (b) When playing Military Expeditions, replace this with Humanoids – If outnumbered by 2:1 or more,
a Rep 4 Junior Officer; one only. (c) When playing Military or facing Fierce Dinosaur, move away from
Expeditions, replace this with a Rep 4 Soldier with a Semi- threat at Fast Movement. Otherwise move
Automatic Rifle. (d) Natives with European training. (e) Local towards closest group.
natives. (1) Armed with Semi-Automatic Rifle and Pistol. (2) 0 All – Halt in place.
Bolt-Action Rifle with Impact of 5.

PEF RESOLUTION
NATIVES
# TYPE REP WEAPON SPECIALS ADVENTURERS
1 Leader 5 Two-Hand Weapon (1) (2)
Fierce NATIVES
2 Witch (a) 4 Two-Hand Weapon (1) Inspire
3 Warrior 5 Two-Hand Weapon (1) (2) Fierce HOW MANY
4 Warrior 4 One-Hand Weapon (2) Brute
5 Warrior 4 One-Hand Weapon (2) Brute NP FORCE MOVEMENT
6 Female 3 Improvised Weapon None
(a) Can only be one Witch Doctor per Encounter. Count as Rep 4
Warrior otherwise. (1) The Two-Hand Weapon is a metal edged
© 2014 ED TEIXEIRA – TWO HOUR WARGAMES
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