Hunting and wildlife
Animals
Every wild and feral animal you can hunt, heaviest first. Sight is how far it picks out a moving person in daylight; smell is how far downwind your scent carries to it. Clean-kill energy is what a vital hit must deliver.
| Feral Cattle | Flees | 2 to 7 | 550 to 800 kg | 400 to 600 kg | 60 m | 120 m | 35 m | 70 m | 2,400 J | 40% | ||
| Feral Hog | Charges when cornered | 2 to 8 | 55 to 150 kg | 35 to 100 kg | 40 m | 190 m | 55 m | 120 m | 1,600 J | 42% | ||
| Feral Pig | Flees | 2 to 6 | 80 to 160 kg | 60 to 130 kg | 35 m | 160 m | 30 m | 60 m | 1,600 J | 45% | ||
| Mountain Lion | Stalks, then attacks | 1 | 53 to 72 kg | 34 to 48 kg | 130 m | 120 m | 60 m | 120 m | 1,350 J | 40% | ||
| Mule Deer | Flees | 1 to 6 | 55 to 100 kg | 40 to 70 kg | 95 m | 170 m | 85 m | 160 m | 1,350 J | 38% | ||
| Feral Sheep | Flees | 4 to 14 | 70 to 110 kg | 50 to 80 kg | 60 m | 100 m | 30 m | 60 m | 900 J | 40% | ||
| Feral Dog | Territorial | 2 to 5 | 28 to 48 kg | 22 to 38 kg | 70 m | 180 m | 45 m | 60 m | 450 J | 35% | ||
| Coyote | Predator: may attack | 1 to 4 | 11 to 20 kg | 9 to 16 kg | 110 m | 200 m | 70 m | 140 m | 400 J | 35% | ||
| Feral Cat | Flees | 1 to 2 | 3.5 to 6 kg | 2.8 to 4.5 kg | 50 m | 40 m | 20 m | 40 m | 60 J | 35% | ||
| Desert Cottontail | Flees | 1 to 3 | 0.8 to 1.6 kg | 0.8 to 1.7 kg | 45 m | 40 m | 18 m | 45 m | 40 J | 50% | ||
| Double-crested Cormorant | Flock | 1 to 5 | 1.5 to 2.5 kg | 1.2 to 2.2 kg | 70 m | 0 m | 25 m | 120 m | 20 J | 30% | ||
| Red-tailed Hawk | Flock | 1 | 0.7 to 1.2 kg | 0.9 to 1.5 kg | 160 m | 0 m | 45 m | 200 m | 20 J | 35% | ||
| American Crow | Flock | 3 to 10 | 0.35 to 0.6 kg | 0.3 to 0.55 kg | 70 m | 0 m | 25 m | 120 m | 15 J | 35% | ||
| Feral Chicken | Flock | 3 to 8 | 2 to 3.2 kg | 1.5 to 2.6 kg | 25 m | 0 m | 10 m | 35 m | 15 J | 55% | ||
| Western Gull | Flock | 3 to 9 | 0.9 to 1.4 kg | 0.8 to 1.2 kg | 60 m | 0 m | 18 m | 100 m | 15 J | 30% | ||
| Norway Rat | Scavenger | 2 to 7 | 0.25 to 0.5 kg | 0.2 to 0.4 kg | 12 m | 60 m | 8 m | 30 m | 10 J | 30% | ||
| Rock Pigeon | Flock | 5 to 14 | 0.28 to 0.38 kg | 0.26 to 0.36 kg | 35 m | 0 m | 12 m | 80 m | 10 J | 40% |
A person standing still or moving slowly is only picked out at 30% of the sight distance, crouching cuts it to 60%, and at night animals see 45% as far unless you carry a light.
A gunshot panics wildlife out to 2.2 times the distance the shot is heard.
When animals are about
How likely a group is to be up and moving in each part of the day. At 0% the animal is holed up and you will not find it.
| Feral Cattle | 100% | 90% | 90% | 25% |
| Feral Hog | 90% | 20% | 100% | 100% |
| Feral Pig | 100% | 60% | 100% | 30% |
| Mountain Lion | 80% | 15% | 100% | 100% |
| Mule Deer | 100% | 35% | 100% | 55% |
| Feral Sheep | 100% | 80% | 100% | 20% |
| Feral Dog | 90% | 60% | 100% | 90% |
| Coyote | 90% | 30% | 100% | 100% |
| Feral Cat | 80% | 40% | 100% | 100% |
| Desert Cottontail | 100% | 30% | 100% | 70% |
| Double-crested Cormorant | 100% | 90% | 70% | 0% |
| Red-tailed Hawk | 60% | 100% | 50% | 0% |
| American Crow | 100% | 100% | 60% | 0% |
| Feral Chicken | 100% | 100% | 40% | 0% |
| Western Gull | 90% | 100% | 60% | 0% |
| Norway Rat | 50% | 25% | 90% | 100% |
| Rock Pigeon | 80% | 100% | 50% | 0% |
Shot placement
What a hit does, by where it lands, for a standard round. Energy needed is the share of the animal's clean-kill energy the round must still carry when it arrives. Meat kept and hide damage are per hole.
| Brain | Drops dead on the spot. | 50% | 100% | 5% | Bright red | No | |
| Neck / spine | Drops dead on the spot. | 70% | 97% | 6% | Bright red | No | |
| Spine | Drops where it stands and dies in 6 to 15 s. | 60% | 90% | 8% | Bright red | No | |
| Heart | Runs 15 to 45 m, dies in 5 to 12 s. | 60% | 97% | 5% | Bright red | No | |
| Lungs | Runs 25 to 70 m, dies in 8 to 22 s. | 60% | 97% | 5% | Pink and frothy | No | |
| Liver | Runs 70 to 160 m, dies in 50 to 120 s, and beds down first. | 40% | 90% | 6% | Dark | No | |
| Paunch | Runs 90 to 200 m, dies in 150 to 300 s, and beds down first. | 30% | 60% | 8% | Dark | Yes | |
| Shoulder | Runs 90 to 200 m, dies in 180 to 420 s, and beds down first. | 120% | 80% | 10% | Bright red | 35% | No |
| Hindquarter | Runs 120 to 300 m, dies in 300 to 600 s, and beds down first. | 80% | 82% | 8% | Bright red | 55% | No |
| Leg | Runs 150 to 320 m, dies in 600 to 900 s, and beds down first. | 40% | 95% | 4% | Bright red | 80% | No |
A heart or lung hit carrying at least 2 times the energy the animal needs has a 25% chance to drop it on the spot, rising to 60% for heavier rounds.
A round carrying less than 60% of the clean-kill energy only wounds on a vital hit. More than 12 times a small animal's clean-kill energy shoots the meat to pieces.
A crossbow bolt kills by bleeding, so vital hits take 1.6 times as long, and a bolt barely marks the hide.
Walking within 35 m of a wounded animal that has bedded down makes it get up and run again. Give it time.
Calibers on game
The energy each caliber's standard round carries at the muzzle and what is left of it down range. Compare it with an animal's clean-kill energy and the share a hit needs (the tables above). For buckshot the energy is the whole shell: each pellet carries its share.
| 6,560 J | 6,380 J | 6,205 J | 5,553 J | ||
| 3,450 J | 3,329 J | 3,212 J | 2,785 J | ||
| 3,350 J | 3,232 J | 3,119 J | 2,704 J | ||
| 2,475 J | 9 | 1,076 J | 467 J | 17 J | |
| 2,030 J | 1,907 J | 1,791 J | 1,395 J | ||
| 1,950 J | 1,721 J | 1,519 J | 921 J | ||
| 1,700 J | 1,608 J | 1,521 J | 1,218 J | ||
| 1,375 J | 1,205 J | 1,057 J | 624 J | ||
| 750 J | 650 J | 564 J | 318 J | ||
| 690 J | 617 J | 553 J | 354 J | ||
| 520 J | 440 J | 373 J | 191 J | ||
| 490 J | 410 J | 343 J | 168 J | ||
| 130 J | 115 J | 101 J | 61 J | ||
| 80 J | 57 J | 41 J | 11 J | ||
| 60 J | 26 J | 11 J | 0 J |
Loads on game
How the kind of bullet changes a hit, against a standard round. Expanding rounds dump their energy in the animal; armor-piercing rounds pass straight through.
| Standard round | x1 | x1 | x1 | x1 | x1 | x1 |
| Soft point | x1.2 | x0.6 | x0.7 | x0.5 | x1.6 | x1.1 |
| Hollow point | x1.15 | x0.7 | x0.75 | x0.6 | x1.5 | x1.1 |
| Tracer | x0.95 | x1.1 | x1.1 | x1.1 | x0.9 | x1 |
| Armor-piercing | x0.8 | x1.5 | x1.3 | x1.4 | x0.5 | x0.7 |
A subsonic round carries 60% of the standard round's energy.
A 12 gauge slug is one projectile carrying 3300 J. It kills in 70% of the time and drops game on the spot 1.4 times as often.
Birdshot is 30 small pellets that lose their energy within a few dozen meters. It is made for birds and small game and never ruins their meat by overkill.
Dressing the carcass
How long each step takes with a knife in your hands, and how fast a carcass spoils if you leave it.
| Field dress | 14 seconds (6 seconds on small game) |
| Skin | 18 seconds (6 seconds on small game) |
| Quarter | 16 seconds |
| Clean | 9 seconds |
| Meat per quartering pass | 14 kg off a big carcass. Take what you can carry and come back. |
| One cut of meat | 0.9 kg. |
| Quality lost before it is gutted | 1.2% a minute at 15 °C. Twice that at 25 °C, half at 5 °C, almost none when frozen. |
| Hide grade lost before it is skinned | 0.7% a minute. |
| An untouched carcass turns to carrion | After 40 minutes. |
| Heaviest carcass you can drag | 130 kg, at 55% of walking speed. |
| A vehicle bed carries | 900 kg of carcass. |
| Roadkill | Keeps 45% of its meat and 55% of its hide grade, and earns no hunting experience. |
Hide grades: Pristine from 80%, Good from 50%, Poor from 0%.
Meat quality: Prime from 90%, Good from 70%, Fair from 45%, Poor from 0%.
Calls and scent
Tools that bring animals to you or hide you from their noses.
| Sounds like a grunt and bleat. Draws mule deer. | 260 m | 25 s | |
| Sounds like a rabbit in distress. Draws coyotes, feral dogs, mountain lions. | 320 m | 25 s | |
| Cuts how far your scent carries to 45% for 20 minutes. | |||
| Cuts how far your scent carries to 60% for 15 minutes. It also draws mule deer. | |||
| Cuts how far your scent carries to 30% for 25 minutes. |