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.
| Black Bear | Shy: bluff-charges up close, attacks if surprised or on a kill | 1 | 154 to 353 lb | 99 to 220 lb | 180 ft | 1,312 ft | 230 ft | 722 ft | 2,400 J | 32% | ||
| Feral Cattle | Flees | 2 to 7 | 1,213 to 1,764 lb | 882 to 1,323 lb | 197 ft | 394 ft | 115 ft | 230 ft | 2,400 J | 40% | ||
| Tule Elk | Flees | 3 to 12 | 397 to 551 lb | 331 to 430 lb | 328 ft | 722 ft | 361 ft | 853 ft | 2,000 J | 40% | ||
| Feral Hog | Charges when cornered | 2 to 8 | 121 to 331 lb | 77 to 220 lb | 131 ft | 623 ft | 180 ft | 394 ft | 1,600 J | 42% | ||
| Feral Pig | Flees | 2 to 6 | 176 to 353 lb | 132 to 287 lb | 115 ft | 525 ft | 98 ft | 197 ft | 1,600 J | 45% | ||
| Bighorn Sheep | Flees | 3 to 10 | 132 to 243 lb | 77 to 132 lb | 591 ft | 459 ft | 427 ft | 558 ft | 1,350 J | 40% | ||
| Mountain Lion | Stalks, then attacks | 1 | 117 to 159 lb | 75 to 106 lb | 427 ft | 394 ft | 197 ft | 394 ft | 1,350 J | 40% | ||
| Mule Deer | Flees | 1 to 6 | 121 to 220 lb | 88 to 154 lb | 312 ft | 558 ft | 279 ft | 525 ft | 1,350 J | 38% | ||
| Feral Sheep | Flees | 4 to 14 | 154 to 243 lb | 110 to 176 lb | 197 ft | 328 ft | 98 ft | 197 ft | 900 J | 40% | ||
| Gray Wolf | Predator: may attack | 2 to 6 | 79 to 121 lb | 66.1 to 99 lb | 394 ft | 984 ft | 312 ft | 722 ft | 900 J | 35% | ||
| Feral Dog | Territorial | 2 to 5 | 62 to 106 lb | 48.5 to 84 lb | 230 ft | 591 ft | 148 ft | 197 ft | 450 J | 35% | ||
| Coyote | Predator: may attack | 1 to 4 | 24.3 to 44 lb | 19.8 to 35 lb | 361 ft | 656 ft | 230 ft | 459 ft | 400 J | 35% | ||
| Feral Cat | Flees | 1 to 2 | 7.7 to 13 lb | 6.2 to 9.9 lb | 164 ft | 131 ft | 66 ft | 131 ft | 60 J | 35% | ||
| Desert Cottontail | Flees | 1 to 3 | 1.8 to 3.5 lb | 1.8 to 3.7 lb | 148 ft | 131 ft | 59 ft | 148 ft | 40 J | 50% | ||
| Double-crested Cormorant | Flock | 1 to 5 | 3.3 to 5.5 lb | 2.6 to 4.9 lb | 230 ft | 0 ft | 82 ft | 394 ft | 20 J | 30% | ||
| Red-tailed Hawk | Flock | 1 | 1.5 to 2.6 lb | 2 to 3.3 lb | 525 ft | 0 ft | 148 ft | 656 ft | 20 J | 35% | ||
| American Crow | Flock | 3 to 10 | 0.8 to 1.3 lb | 0.7 to 1.2 lb | 230 ft | 0 ft | 82 ft | 394 ft | 15 J | 35% | ||
| Feral Chicken | Flock | 3 to 8 | 4.4 to 7.1 lb | 3.3 to 5.7 lb | 82 ft | 0 ft | 33 ft | 115 ft | 15 J | 55% | ||
| Western Gull | Flock | 3 to 9 | 2 to 3.1 lb | 1.8 to 2.6 lb | 197 ft | 0 ft | 59 ft | 328 ft | 15 J | 30% | ||
| Norway Rat | Scavenger | 2 to 7 | 0.6 to 1.1 lb | 7 to 14 oz | 39 ft | 197 ft | 26 ft | 98 ft | 10 J | 30% | ||
| Rock Pigeon | Flock | 5 to 14 | 10 to 13 oz | 9 to 13 oz | 115 ft | 0 ft | 39 ft | 262 ft | 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.
| Black Bear | 100% | 50% | 100% | 55% |
| Feral Cattle | 100% | 90% | 90% | 25% |
| Tule Elk | 100% | 40% | 100% | 50% |
| Feral Hog | 90% | 20% | 100% | 100% |
| Feral Pig | 100% | 60% | 100% | 30% |
| Bighorn Sheep | 100% | 70% | 90% | 15% |
| Mountain Lion | 80% | 15% | 100% | 100% |
| Mule Deer | 100% | 35% | 100% | 55% |
| Feral Sheep | 100% | 80% | 100% | 20% |
| Gray Wolf | 100% | 35% | 100% | 90% |
| 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 49 to 148 ft, dies in 5 to 12 s. | 60% | 97% | 5% | Bright red | No | |
| Lungs | Runs 82 to 230 ft, dies in 8 to 22 s. | 60% | 97% | 5% | Pink and frothy | No | |
| Liver | Runs 230 to 525 ft, dies in 50 to 120 s, and beds down first. | 40% | 90% | 6% | Dark | No | |
| Paunch | Runs 295 to 656 ft, dies in 150 to 300 s, and beds down first. | 30% | 60% | 8% | Dark | Yes | |
| Shoulder | Runs 295 to 656 ft, dies in 180 to 420 s, and beds down first. | 120% | 80% | 10% | Bright red | 35% | No |
| Hindquarter | Runs 394 to 984 ft, dies in 300 to 600 s, and beds down first. | 80% | 82% | 8% | Bright red | 55% | No |
| Leg | Runs 492 to 1,050 ft, 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 115 ft 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.
| .338 Lapua Magnum | 6,560 J | 6,380 J | 6,205 J | 5,553 J | |
| 7.62x54mmR | 3,450 J | 3,329 J | 3,212 J | 2,785 J | |
| 7.62x51mm NATO / .308 | 3,350 J | 3,232 J | 3,119 J | 2,704 J | |
| 12 gauge 00 buckshot | 2,475 J | 9 | 1,076 J | 467 J | 17 J |
| 7.62x39mm | 2,030 J | 1,907 J | 1,791 J | 1,395 J | |
| .50 Action Express | 1,950 J | 1,721 J | 1,519 J | 921 J | |
| 5.56x45mm NATO | 1,700 J | 1,608 J | 1,521 J | 1,218 J | |
| .44 Magnum | 1,375 J | 1,205 J | 1,057 J | 624 J | |
| .357 Magnum | 750 J | 650 J | 564 J | 318 J | |
| 9x39mm subsonic | 690 J | 617 J | 553 J | 354 J | |
| 9x19mm Parabellum | 520 J | 440 J | 373 J | 191 J | |
| .45 ACP | 490 J | 410 J | 343 J | 168 J | |
| Broadhead crossbow bolt | 130 J | 115 J | 101 J | 61 J | |
| .25 big-bore air slug | 80 J | 57 J | 41 J | 11 J | |
| Collated framing nail | 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 hundred feet or so. 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 | 31 lb off a big carcass. Take what you can carry and come back. |
| One cut of meat | 2 lb. |
| Quality lost before it is gutted | 1.2% a minute at 59 °F. Twice that at 77 °F, half at 41 °F, 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 | 287 lb, at 55% of walking speed. |
| A vehicle bed carries | 1,984 lb 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.
| Grunt Call | Sounds like a grunt and bleat. Draws mule deer, tule elk. | 853 ft | 25 s |
| Predator Call | Sounds like a rabbit in distress. Draws black bears, coyotes, feral dogs, gray wolves, mountain lions. | 1,050 ft | 25 s |
| Cover Scent | Cuts how far your scent carries to 45% for 20 minutes. | ||
| Doe Urine | Cuts how far your scent carries to 60% for 15 minutes. It also draws mule deer. | ||
| Scent Eliminator | Cuts how far your scent carries to 30% for 25 minutes. |