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Data tables

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.

17 rows
Feral CattleFlees2 to 7550 to 800 kg400 to 600 kg60 m120 m35 m70 m2,400 J40%Raw BeefCowhide
Feral HogCharges when cornered2 to 855 to 150 kg35 to 100 kg40 m190 m55 m120 m1,600 J42%Wild PorkHog Hide
Feral PigFlees2 to 680 to 160 kg60 to 130 kg35 m160 m30 m60 m1,600 J45%Wild PorkRaw Hide
Mountain LionStalks, then attacks153 to 72 kg34 to 48 kg130 m120 m60 m120 m1,350 J40%Raw MeatMountain Lion Pelt
Mule DeerFlees1 to 655 to 100 kg40 to 70 kg95 m170 m85 m160 m1,350 J38%Raw VenisonDeer Hide
Feral SheepFlees4 to 1470 to 110 kg50 to 80 kg60 m100 m30 m60 m900 J40%Raw MuttonSheepskin
Feral DogTerritorial2 to 528 to 48 kg22 to 38 kg70 m180 m45 m60 m450 J35%Raw MeatRaw Hide
CoyotePredator: may attack1 to 411 to 20 kg9 to 16 kg110 m200 m70 m140 m400 J35%Raw MeatCoyote Pelt
Feral CatFlees1 to 23.5 to 6 kg2.8 to 4.5 kg50 m40 m20 m40 m60 J35%Raw MeatRabbit Pelt
Desert CottontailFlees1 to 30.8 to 1.6 kg0.8 to 1.7 kg45 m40 m18 m45 m40 J50%Raw RabbitRabbit Pelt
Double-crested CormorantFlock1 to 51.5 to 2.5 kg1.2 to 2.2 kg70 m0 m25 m120 m20 J30%Raw Fowl
Red-tailed HawkFlock10.7 to 1.2 kg0.9 to 1.5 kg160 m0 m45 m200 m20 J35%Raw Fowl
American CrowFlock3 to 100.35 to 0.6 kg0.3 to 0.55 kg70 m0 m25 m120 m15 J35%Raw Fowl
Feral ChickenFlock3 to 82 to 3.2 kg1.5 to 2.6 kg25 m0 m10 m35 m15 J55%Raw Fowl
Western GullFlock3 to 90.9 to 1.4 kg0.8 to 1.2 kg60 m0 m18 m100 m15 J30%Raw Fowl
Norway RatScavenger2 to 70.25 to 0.5 kg0.2 to 0.4 kg12 m60 m8 m30 m10 J30%Raw Meat
Rock PigeonFlock5 to 140.28 to 0.38 kg0.26 to 0.36 kg35 m0 m12 m80 m10 J40%Raw Fowl

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.

17 rows
Feral Cattle100%90%90%25%
Feral Hog90%20%100%100%
Feral Pig100%60%100%30%
Mountain Lion80%15%100%100%
Mule Deer100%35%100%55%
Feral Sheep100%80%100%20%
Feral Dog90%60%100%90%
Coyote90%30%100%100%
Feral Cat80%40%100%100%
Desert Cottontail100%30%100%70%
Double-crested Cormorant100%90%70%0%
Red-tailed Hawk60%100%50%0%
American Crow100%100%60%0%
Feral Chicken100%100%40%0%
Western Gull90%100%60%0%
Norway Rat50%25%90%100%
Rock Pigeon80%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.

10 rows
BrainDrops dead on the spot.50%100%5%Bright redNo
Neck / spineDrops dead on the spot.70%97%6%Bright redNo
SpineDrops where it stands and dies in 6 to 15 s.60%90%8%Bright redNo
HeartRuns 15 to 45 m, dies in 5 to 12 s.60%97%5%Bright redNo
LungsRuns 25 to 70 m, dies in 8 to 22 s.60%97%5%Pink and frothyNo
LiverRuns 70 to 160 m, dies in 50 to 120 s, and beds down first.40%90%6%DarkNo
PaunchRuns 90 to 200 m, dies in 150 to 300 s, and beds down first.30%60%8%DarkYes
ShoulderRuns 90 to 200 m, dies in 180 to 420 s, and beds down first.120%80%10%Bright red35%No
HindquarterRuns 120 to 300 m, dies in 300 to 600 s, and beds down first.80%82%8%Bright red55%No
LegRuns 150 to 320 m, dies in 600 to 900 s, and beds down first.40%95%4%Bright red80%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.

15 rows
.338 Lapua Magnum6,560 J6,380 J6,205 J5,553 J
7.62x54mmR3,450 J3,329 J3,212 J2,785 J
7.62x51mm NATO / .3083,350 J3,232 J3,119 J2,704 J
12 gauge 00 buckshot2,475 J91,076 J467 J17 J
7.62x39mm2,030 J1,907 J1,791 J1,395 J
.50 Action Express1,950 J1,721 J1,519 J921 J
5.56x45mm NATO1,700 J1,608 J1,521 J1,218 J
.44 Magnum1,375 J1,205 J1,057 J624 J
.357 Magnum750 J650 J564 J318 J
9x39mm subsonic690 J617 J553 J354 J
9x19mm Parabellum520 J440 J373 J191 J
.45 ACP490 J410 J343 J168 J
Broadhead crossbow bolt130 J115 J101 J61 J
.25 big-bore air slug80 J57 J41 J11 J
Collated framing nail60 J26 J11 J0 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 roundx1x1x1x1x1x1
Soft pointx1.2x0.6x0.7x0.5x1.6x1.1
Hollow pointx1.15x0.7x0.75x0.6x1.5x1.1
Tracerx0.95x1.1x1.1x1.1x0.9x1
Armor-piercingx0.8x1.5x1.3x1.4x0.5x0.7

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.

12 rows
Field dress14 seconds (6 seconds on small game)
Skin18 seconds (6 seconds on small game)
Quarter16 seconds
Clean9 seconds
Meat per quartering pass14 kg off a big carcass. Take what you can carry and come back.
One cut of meat0.9 kg.
Quality lost before it is gutted1.2% a minute at 15 °C. Twice that at 25 °C, half at 5 °C, almost none when frozen.
Hide grade lost before it is skinned0.7% a minute.
An untouched carcass turns to carrionAfter 40 minutes.
Heaviest carcass you can drag130 kg, at 55% of walking speed.
A vehicle bed carries900 kg of carcass.
RoadkillKeeps 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.

Grunt CallSounds like a grunt and bleat. Draws mule deer.260 m25 s
Predator CallSounds like a rabbit in distress. Draws coyotes, feral dogs, mountain lions.320 m25 s
Cover ScentCuts how far your scent carries to 45% for 20 minutes.
Doe UrineCuts how far your scent carries to 60% for 15 minutes. It also draws mule deer.
Scent EliminatorCuts how far your scent carries to 30% for 25 minutes.