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Saurian Safari

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100% found this document useful (1 vote)
1K views39 pages

Saurian Safari

ssafari

Uploaded by

Marcus Ball
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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= BARKINGE, BIG-GAME HUNTER EXTRAORDINARY, AND AUTHOR OF “WITH STEAMBOAT AND RIFLE IN TWE MESOZOIC” © COPYRIGHT HLBS PUBLISHING. 2002. NO DINOSAURS WERE HARMED DURING THE DEVELOPMENT OR TESTING OF THESE RULES. HAT IS GOING ON HERE? This is the 2™ edition of “Saurian Safari”, our popular tabletop dinosaur-hunting game, which was originally designed for use with the 25mm scale models produced by the Honourable Lead Boiler Suit Company, and now also by DZ Miniatures. (It should perhaps be pointed out here that “25mm” is the approximate height of a human figure in this scale - most of the dinosaurs are a lot bigger than that.) When it first appeared in 1999 “Saurian Safari” was envisaged as part of a much more wide-ranging “Vietorian Mesozoic” alternative history campaign system, but it has proved so popular in its own right that it has taken on a life of its own, and has since accumulated two supplements containing a lot of additional animal and weapon data (including a selection of prehistoric mammals). All of these books are now combined in this edition into a more player-friendly format, which will hopefully be easier to use (as well as being better value for money). Another drawback of the original approach was that we tried to cater for all the creatures which might be met with in an alternative world, so that players needed an unrealistically large and expensive model collection in order to use the encounter tables properly. Here we have provided a wider selection of tables, some of which now incorporate a range of options under broad headings, which will enable you to narrow down the possibilities to fit in better with the models you have available. Luckily, as well as giving the book a new colour cover to bring it into line with the appearance of our most recent publications, we have also managed to find space for many of Mark Jones’ entertaining cartoons from the 1" Edition, SIR RUPERT'S STORY. Some of our devoted readers have asked us for more information about the life and career of Sir Rupert Utterly-Barkinge, whom we have credited with the original inspiration for “Saurian Safari”. The idea came about when our diligent research team at HLBS made a lucky discovery in a second-hand bookshop in Birmingham - a battered and disintegrating old copy of Sir Rupert's almost forgotten classic, “With Steamboat and Rifle in the Mesozoic" Sir Rupert was a well known big-game hunter of the late 19" century, who (in typical Victorian fashion) devoted the best years of his life to shooting everything that moved on at least three continents. If this particular account is to be taken at face value, however, it appears that he and his ‘companions - his Indian gun-bearer Goonda, and the German Count Otto von Wahnbild - were ‘unique in one remarkable respect. They somehow managed to hunt the biggest and most formidable big game of all time - the great dinosaurs of the Mesozoic era. We are unable to vouch personally for the truth of this amazing story, but so many of Sir Rupert's claims have been confirmed by modern scientific discoveries that it is easy to believe that he did somehow contrive to visit the world of the dinosaurs. For example, in his day the great creatures were regarded by all the experts as typically reptilian - cold-blooded, sluggish and clumsy. It was not until the 1970s that we came to realise that they must in fact have been extremely active and aggressive, with complex social lives and behavioural patterns - just as Sir Rupert describes them. Cover Pieture: Sit Rupert Utterly-Barkinge surprises a Tyrannosaur crossing a stream, but if he fails to kill it outright at this close range he could be in serious trouble. Dinosaur model from DZ Miniatures, hunter from Foundry. “With Steamboat and Rifle in the Mesozoic” recounts a series of trips to the dinosaur hunting grounds, with fascinating asides from Sir Rupert on the weaponry, tactics and incidental perils of the business. As his descriptions are the only ones available of dinosaurs as they were in life, rather than as just a load of old bones, we have relied heavily on them when compiling our dinosaur characteristics. The book is also a source of numerous possible gaming scenarios, some of which have already been presented to the public via "Wargames Illustrated” magazine. Perhaps one day, if we can track down the heirs to Sir Rupert's estate and obtain their permission, we might issue a reprint of this classic work. Unfortunately, the surviving chapters of the book do not tell us the background to Sir Rupert's unique adventure. Was he a genuine time traveller; did he stumble upon some "lost world” during his wanderings in remote regions of the globe; or was he simply mad? It is for you to judge. In fact, for the purposes of this game you do not need to worry about how your human adventurers = whom we generally visualise as end of the 19" or beginning of the 20" century exploring types, although pre-gunpowder and modern weaponry is also catered for - have managed to get mixed up with dinosaurs. There is certainly something very funny going on, as not only are the people (or perhaps the dinosaurs) in the wrong time by many millions of years, but the beasts themselves do not come from one specific time period either. Maybe they have discovered a "lost world” in the remote jungles somewhere; maybe this is an alternative parallel universe in which the meteorite never landed; maybe it is just an even more out-of-control Jurassic Park. Who cares? Throw some dice, bag some dinosaurs, and have fun EQUIPME! EDED FOR A GAM) © A table with some nice terrain on it, depicting a section of the prehistoric world. There should be plenty of vegetation, rocks ete, which will block lines of sight and give cover, although they do not usually interfere with movement. This can also provide scope for some imaginative terrain building. Plastic aquarium foliage is deal for representing ferns and other types of primitive plant life typical of the Mesozoic, but purists should remember that grass had not yet been invented at that period, so a rocky or sandy table surface would be more realistic. * A selection of human and dinosaur models. See the Encounter tables on pages 31 to 38 for some ideas on what creatures you are likely to need, and page 38 for some brief notes on model availability. © One tape measure per player, marked in inches. ‘© At least two percentage dice, or D10s, marked 1 to 10. When deciding a percentage, the first one thrown represents tens, and the second ones. This gives an equal chance of throwing any number between I and 100. Two zeroes = 100, which is always counted as a “miss”, even if the rules theoretically give 100% or greater chance of something happening. ‘© Some 20-sided dice, or D20s (or throw a D10 and a D6, and then add 10 to the former if'a 4 or more is scored on the D6). * Some 6-sided dice, or Dés. CREATING HUNTER CHARACTERS. The first thing you need to do when setting up a game is to decide how many hunters are in your team, and what their relevant skills and weapons are. You can either give each player one figure, or simply throw a D6 to decide the number of people in your group. The programmed movement system for the dinosaurs (see page 16) makes this game especially suitable for solo play. The characteristics of each figure are diced for as set out below. See pages 6 to 14 for weapons data. Shooting skill D6 x 10 + 40%, giving a percentage value between 50 and 100. Awareness D6 x 10 + 40%, Agility D6 + 4, which gives a number between 5 and 10. Strength D6+4. GAME PROCEDURE, It is possible for players to agree on their own objectives for the game, perhaps depending on the number of players and figures which are to be used. They might involve bagging more dinosaurs than a rival, or simply getting from one end of the table to the other in one piece. Some suggestions for simple victory conditions are given on page 5. ‘All the players can operate as a single team, or they can move independently (though this is extremely risky, and cannot really be recommended). They also have the choice of travelling on foot or by boat, obviously depending on the tabletop terrain, In either case, all the hunter figures should initially be placed within 3 inches of one table edge. Each turn is structured as follows: * Players may move their figures as they wish, up to the maximum movement distance allowed (see page 4). ‘* Dice to see whether any dinosaurs are encountered this turn, and if so, where they appear (pages 16, and 31 to 38). * Players may now react to dinosaurs by attempting to spot and/or shoot at them (pages 4 and 5). + The effect of shooting on dinosaurs is resolved (page 5). All surviving dinosaurs are moved according to their programmed reactions see pages 16 to 31). If their move brings them into contact with hunter figures, the effect of this is now decided according to the procedures given for that type of creature. HUMAN MOVEMENT AND ACTIONS. Human figures may move up to the score of 1 DG in inches per turn if walking, or 2 D6 inches if running (dice for each figure’s movement individually). They may also shoot or reload (not both) if they walk, but not if they run. Hunters may not run while carrying a weapon classed as a heavy weight (see the weapons data on pages 6 to 14). If knocked over, they must spend a whole turn getting up again, during which they may not move, shoot or reload. Alternatively, they may travel by boat. The boat is assumed to be some sort of steam launch, so is independent of wind and current, and moves at a maximum of 8 inches per turn, There are no deductions for changing direction. To get into or out of a boat requires an entire turn. SHOOTING PROCEDURE. ‘The shooting procedure consists of four stages: First, we must decide whether your character has seen the animal he wishes to shoot at. To do this, he has to roll under his Awareness percentage with a pair of percentage dice. Deduct 10% from his Awareness percentage for this purpose for every one of the following that applies: ‘The target emerged from cover or water in its last move. Target is currently partially behind cover. © For every complete 12 inches distance to the target, Deduct 40% if the observer is not facing within 90 degrees of the target. Add 10% if the target is a large Carnosaur or Sauropod, which is exceptionally conspicuous. Of course, no creature can be shot at if it is hidden behind a terrain feature. As in the case of dinosaurs reacting to people (page 16), Pteranodon, Diplodocus, Mamenchisaurus and Brachiosaurus can be seen and shot at over woods and all but high, steep hills. Next, dice to see if the shot hits the target. To do this, you need to throw under the percentage chance to hit with a pair of percentage dice (dicing separately for each shot if more than 1 is allowed). This chance is calculated by taking the character's shooting skill percentage and modifying it as follows: ‘Plus or minus the weapon's Accuracy modifier from the weapons data section (pages 6 to 14). ‘© Minus 10% for every complete 12 inches distance to the target. * Minus 30% if shooting at a Diplodocus, Mamenchisaurus or Brachiosaurus which is visible behind terrain features which would hide other creatures. In this case, most of the body is assumed to be obscured, leaving only the head and neck exposed. If @ hit is scored, the third stage is to throw a D6 and add the score to your weapon's Penetration Factor from the table. If this exceeds the target's Toughness Value (see pages 16 to 31), the bullet penetrates and takes effect. If not, it breaks up harmlessly on the dinosaur's thick hide. Finally, if the shot does penetrate, throw a pair of percentage dice for the effect of the hit. The possible critical hits and the scores required for them are listed on pages 16 to 31 for each type of dinosaur; if no critical hit is scored, simply subtract the gun's Damage Factor from the creature's Damage Value. If one shot removes more than half its remaining Damage Value, it is stunned. It falls over, and throws a D6 every turn thereafter to see if it can rise. This requires a score of 4 or better. If it does get up, the creature carries on without any ill effects. ‘When its Damage Value reaches zero, a dinosaur is dead. Remove the model from the table, but make a note of what it is and who has killed it. ENDING THE GAME Players are of course free to decide their own objectives and victory conditions, but the following is suggested as a way of producing a winner if you need one: Finish the game after a predetermined number of tums, or when you have to pack up and go home, or- if the worst comes to the worst - when all but one of your hunters is dead. If there is only one hunter figure left alive, then the player who controls him is the winner. If more than one hunter survives to the end, add up the total Damage Value of all the dinosaurs killed by each figure. If your players have been operating a team of several hunters each, then the survivors can count all the creatures bagged by members of their team, even if some of their group are now dead. The hunter or team which has the biggest Damage Value total can go home with an impressive collection of specimens for the boffins to puzzle over, and has won the game. WEAPONS FOR DINOSAUR HUNTING Personal firearms for use against prehistoric megafauna obviously need to have very great penetrative and stopping power. The biggest and most dangerous land animal familiar to modem big-game hunters is the African elephant. Compared to an elephant, a saurian of equivalent body weight will have thicker skin, smaller vital organs, and will be far more tenacious of life. On the other hand, its bones will be lighter and less solid. It will feel pain to a lesser degree, and so be less "shocked" by the impact of a bullet, This, coupled with its lightning-fast instinctive attack reflexes, make a wounded dinosaur - especially one of the carnivorous species - incomparably more dangerous to the hunter. This presents us with our first problem, for ideally we want to knock the beast down, even if our first shot does not do it critical damage. This requires a large calibre, soft-nosed bullet which will expand on impact and transfer most of its energy to the body of the target, rather than just drilling a hole through it and exiting on the other side. However, such a bullet is likely to flatten harmlessly against the thick scaly hide, while the sort of hard-nosed armour-piereing round which would be ideal for penetrating the skin will not be stopped by the light, porous bones. Furthermore, the bigger the calibre of the weapon, the more punishing the recoil will be to the firer. Hunters are therefore faced with a dilemma, Do they drill a series of small holes in the beast with a high-velocity rifle, hoping to hit a vital spot, or do they throw a large lump of Jead at it in the hope of knocking it off its feet? Some actually prefer the old-fashioned black powder cartridges, arguing that the dense cloud of smoke they produce can confuse a charging dinosaur and give the hunter a chance of escape if he misses. Others swear by the combination of lightness and hitting power provided by smokeless powder. The weapons listed in the table below illustrate various approaches to these questions. Which solution you choose is a matter for individual preference. WEAPONS DA’ Each player may choose his weapon from one of the following lists. Decide before the game which list you want to use, and restrict all your players to the same one. These weapons mostly represent genuine hunting or military weapons from either the late 19" to early 20" centuries (although the "Dinosaur gun" was - not surprisingly - never actually invented, and so you may decide not to allow your players to pick it), the age of prehistoric man, or the modern period for those futuristic “clearing up Jurassic Park” scenarios. 19" & EARLY 20" CENTURY HUNTING & MILITARY WEAPONS. "Baby", 1.325" single barrelled muzzle-loader: 2 tums to reload. Heavy weight. Firer knocked over if rolls over strength factor on D10. ‘Accuracy modifier: -10%. Misfire chance 5%. Black powder. Penetration Factor: 4. Damage Factor: 20. 20mm (.787") single barrelled breech-loading "Dinosaur Gun": 1 shot per turn. Heavy weight. Firer knocked over if rolls over strength factor on D10. Misfire chance 2%. Smokeless powder. Penetration Factors - Solid bullets: 12. Explosive bullets: 3 .600" "Nitro Express", double barrelled breech-loader: 1 turn to reload both barrels. Firer knocked over if rolls more than 1 over strength on D10. Accuracy modifier: -5%. Misfire chance 4%. Smokeless powder. Penetration Factors - Solid bullets: 8. Explosive bullets: 3. Damage Factors - Solid bullets: 8. Explosive bullets: 15 .577" "Express", double barrelled breech-loader: 1 turn to reload both barrels. Firer knocked over if rolls more than 2 over strength factor on DLO. Accuracy modifier: -5%. Misfire chance 4%. Black powder. Penetration Factors - Solid bullets: 6. Explosive bullets: 3. Damage Factors - Solid bullets: 8. Explosive bullets: 12. .775" single barrelled "Paradox" rifle-shotgun: 1 shot per turn, Misfire chance 2%. Black powder. ‘Accuracy modifier: -10%; -15% beyond 12" range; -25% beyond 24", Penetration Factor: 6. Damage Factor: 8. The "Paradox gun" was a smoothbore shotgun with a short section of rifling at the muzzle, which enjoyed a brief vogue for big game hunting at the end of the 19th century. It was exceptionally light for its calibre and hitting power, but was accurate only at very short range. 550" single barrelled muzzle-loading "Plains rifle”: 2 turns to reload. Accuracy modifier: +10%. Misfire chance 2%. Black powder. Penetration Factor: 6. Damage Factor: 8. Sharps .500" single barrelled "Buffalo gun": 1 shot per turn. Accuracy modifier: +5%. Misfire chanee 3%. Black powder. Penetration Factor: 6. Damage Factor: 8. ‘Model '86 .450" Winchester carbine: 1 to 3 shots per turn, ‘Accuracy modifier: -10% beyond 8". Misfire chance 3%. Black powder. Penetration Factor: 2. Damage Factor: 1. Sir Rupert recalls that the Winchester was known among the dinosaur hunters as the "Compy cannon", because its main role was for defence against Compsognathus and other small pack hunters. The relatively low power of its cartridge makes it ineffective against bigger creatures, but he recommends that at least one member of a party should carry one as a precaution against being overwhelmed by hordes of little nasties. If a Winchester misfires, treat it the same as a bolt-action rifle. -455" Martini Henry, single barrelled breech-loader: 1 shot per turn, Misfire chance 3%. Black powder. Penetration Factor: 5. Damage Factor: 8. 450" "Express", double barrelled breech-loader: 1 tum to reload both barrels. Misfire chance 3%, Black powder. Penetration Factor: 5. Damage Factor: 7. -350" "Magnum", double barrelled breech-loader: 1 turn to reload both barrels. Accuracy modifier: +5%. Misfire chance 3%, Smokeless powder, Penetration Factor: 5. Damage Factor: 5. 303" Lee Enfield, single barrelled bolt-action rifle: 1 or 2 shots per turn, Clip holds 5 rounds. | turn to replace clip. Accuracy modifier: +5%. Misfire chance 2%, Smokeless powder. Penetration Factors - Hard nosed bullets: 8. Soft nosed bullets: 3. Damage Factors - Hard nosed bullets: 2. Soft nosed bullets: 4 .729" (12-bore) double barrelled shotgun: 1 turn to reload both barrels. Accuracy: +25% up to 6" range; -25% beyond 12", Misfire chance 2%. Black powder. Penetration Factor: | Damage Factor: 5 up to 6"; 2 up to 12"; 1 beyond 12". .729" (12-bore) single barrelled pump-action shotgun: 1 or 2 shots per turn. Magazine holds 5 rounds. 2 turns to reload magazine. Misfire chance 3%. Smokeless powder. Accuracy, Penetration and Damage as for shotgun above. Shotguns were sometimes carried for defensive purposes because of the damage they could do to soft targets at close range, although they were pretty well useless against anything bigger than an ordinary pack hunter. Against Compsognathus, they do not suffer from the usual -10% for accuracy, and they kill any others within 1" of the target in the same way as an explosive bullet (see page 20). Dynamite: 1 stick may be thrown per tum, Misfire chance 15%, Maximum range is 12". Dynamite is treated as an area weapon. It dices for a hit in the normal way, and if it misses it does no damage. If it hits its target it does not need to dice for penetration, but inflicts 1 D10 x 4 damage points on every animal (and automatically kills every human) within 4 inches of the point of aim. A “misfire” with dynamite may indicate one of a number of outcomes, all more or less disastrous. Throw a D6: Lor2: Thrower has dropped the dynamite with the fuse unlit, He can pick it up and try again next turn, as long as he does not move 3 He has dropped it with the fuse lit. Everyone within 4 inches must roll under their Agility level to get out of the way or hit the dirt before it goes off. If they fail, they are dead. 4or5: He throws it but the fuse goes out. The dynamite does not explode, but it is assumed to have fallen into a bush or crevice, and cannot be retrieved during the game. 6 ‘The fuse has been cut too short. It explodes the moment it is lit, killing the thrower and anyone else within 4 inches of him. 41" Volley gun: 6 or 7 shots per turn (must fire all barrels at once). 3 turns to reload. Firer knocked over if rolls more than 1 over strength on a D10. Misfire chance 10%. Black powder. Penetration Factor: 2. Damage Factor: 1. A FE) -XTREMELY UNSPORTING BITS OF KIT, INTENDED MAINLY. 45" Gatling gun: 1 to 4 shots per turn. Misfire chance 6%. Black powder. Penetration Factor: 4 Damage Factor: 4. 303" Vickers Maxim machine-gun: 1 to 8 shots per tun. Accuracy modifier: +10%. Misfire chance 2%, Smokeless powder. Penetration Factor: 4 Damage Factor: 4. 1" quick-firing "Pom-pom": 1 or 2 shots per tun Misfire chance 3%. Smokeless powder. Penetration Factor: 4. Damage Factor: 20. 7 pounder mountain gun: 4 turns to reload. Accuracy modifier: - 10%, Misfire chance 5%. Black powder. Penetration Factor: 10. Damage Factor: 40. The last four weapons cannot be carried or manoeuvred on land during a game, and are intended for mounting on boats, or possibly for defending a camp. Their use contravenes every accepted principle of sportsmanship, and in the interests of a fair and balanced game cannot possibly be condoned. However, it only takes one close encounter with a Liopleurodon or a herd of stampeding Brachiosaurus to make most people think differently. So, for those who cannot resist all that firepower, the following special rules apply: i). These weapons may not be moved unless mounted on a boat. ii), They do not receive any + modifier for accuracy if fired from a moving boat. iii), The mountain gun gets an additional -10% if fired from a moving boat at a target within 24", and -20% if at a target beyond that. iv). They must always be manned by at least 2 hunters (3 in the case of the mountain gun). There is no recoil penalty, as they are fired from fixed mounts. v). Ifa Gatling or Vickers misfires, the feeding mechanism has jammed. Dice every tur, starting with the next one, with a 50% chance of clearing the jam. vi). If a Pom-pom or a mountain gun misfires, it is probably due to faulty ammunition. Fire as normal next turn, but after each misfire there is a 5% chance that the barrel will explode. This puts the gun permanently out of action. 10 vii). Ifa mountain gun's barrel explodes, in addition to the loss of the gun, each crewman loses 1x D6 Sirength points. viii), Except in the most unusual circumstances, or if a specific scenario dictates otherwise, assume that only 5 rounds are carried for the mountain gun. ix). These weapons are for defensive purposes only. In fact Sir Rupert must be turing in his grave at the very suggestion that they should be used at all. In a normal game, no player should be allowed to count the Damage Values of dinosaurs killed by them towards his victory conditions. General Notes on late 19"' Century Weaponry. Double barrelled guns. ‘These may fire once per tum until both barrels are unloaded, or the player may choose to reload one or both barrels (taking the same number of turns in either case) at any time. They may never fire twice in the same turn, Effect of Powder Smoke. When a black powder weapon is fired, the resulting cloud of smoke may confuse and choke any dinosaur which is nearby (the evolution of their instincts having made no allowance for gunpowder). Therefore, in any case in which a figure must roll under his Agility to avoid damage, he adds 1 to his Agility value if he has fired such a weapon this turn, Misfires. Throw a pair of percentage dice for misfires before the accuracy roll every time you fire. If the score is equal to or less than the misfire percentage given in the table for your weapon, it does not fire, With ordinary single barrelled guns you must wait until next turn to try again; with double barrels, if the first barrel misfires you may try to fire the second barrel in the same tur. Ifa bolt-action rifle misfires, it has jammed. The clip must be replaced with a new one, requiring 1 full turn, before it can fire again. PRE: )WDER WEAPONS. 3.5" calibre Mark I flint-tipped spear: 1 spear may be thrown per tum. Accuracy modifier: -25% beyond 6" range. Maximum range is 12", No misfire chance, Penetration Factors - Up to 3" range: 4. Up to 8": 2. Over 8" Damage Factor: 3. u Throwing stick: 1 or 2 may be thrown per turn. No Accuracy modifier. Maximum range is 12", No misfire chance. Penetration Factor: 4. Damage Factor: 1. Short wooden self bow: 1 shot per turn, Accuracy modifier: -25% beyond 12", Maximum range is 24". Misfire chance 2%. Penetration Factors - Up to 6”: 6. Up to 12": 3. Up to 24": 1 Damage Factors - Up to 6": 4. Up to 12": 2. Over 12": 1 Long or Composite Bow: 1 shot per turn, Misfire chance 2%, Penetration Factors - Up to 12”: 6. Up to 24”: 3. Up to 36”: 1 Damage Factors - Up to 12”: 6. Over 12”: 2. If'a bow "misfires", we assume that either the string has broken, or the arrow has been drawn back too far and accidentally goes through the shooter’s hand. Hither way, the weapon cannot be used again during the game. MODERN WEAPONS. Flamethrower: 1 shot per turn, Total of 4 shots allowed per game. Misfire chance 5%. ‘Automatically hits all targets within 6" & 15 degrees of straight ahead. Penetration Factor: 8. Damage Factor: 8. Sub-machine gun: 1 to 4 shots per turn. Accuracy modifier: -20%. Misfire chance 2%. Penetration Factor: 3. Damage Factor: 1 7.62mm or 5.56 mm assault rifle: 1 to 4 shots per turn. Misfire chance 2%, Penetration Factor: 5. Damage Factor: 4 30mm or 40mm grenade launcher: 1 shot per turn, ‘Accuracy modifier: - 20%. Misfire chance 3%, Penetration Factor: 3. Damage Factor: 8. Grenades are not treated as area weapons, as they are of quite small calibre and have only a localised effect. .50" sniper rifle: 1 shot per turn, Magazine holds 5 rounds. 2 tums to reload magazine. ‘Accuracy modifier: +20% beyond 10". Misfire chance 1%. Penetration Factor: 8. Damage Factor: 6. Hand-held anti-tank launcher: 1 shot per turn, Total 4 shots per game. ‘Accuracy modifier: -25%. Misfire chance 6%. Penetration Factor: 12. Damage Factor: 40. Rifle-calibre Light machine gun: 1 to 6 shots per tum. Misfire chance 2%. Penetration Factor: 5. Damage Factor: 5. 50" Heavy machine gun: 1 to 4 shots per tu. Misfire chance 2%. Penetration Factor: 6. Damage Factor: 8. General Notes on Modern Weaponry. 1). Some of this weaponry is absurdly heavy, even for hunting the biggest dinosaurs. If the total damage inflicted on a target by any of these modern weapons (not just in the current turn) reaches twice its original Damage Value, it has been blown to pieces or otherwise completely annihilated. This means that its killer cannot count the creature towards his points total for the game, as nothing, ‘worthwhile can be found to take away as a trophy. 2), Any weapon which is allowed more than 1 shot must fire them all either at the same target, or at targets which are with 3” of the original one for a hand-held weapon, or 6" for a weapon on a wheeled, tripod or vehicle mounting. 3). The "Redneck Factor": The sort of people who go around spraying the wilderness with automatic fire are not usually all that fussy about what or who gets in the way. So any human figure within 15 degrees of either side of the line of fire of any automatic weapon - regardless of the range ~ has a 10% chance of stopping a bullet, This automatically removes him from the game with a fatal or incapacitating wound. 4). Nowadays 30mm or 40mm grenade launchers are usually attached to a rifle like the US M203, although a Weapon such as the older M79 can be used on its own. An alternative is a hand-held automatic grenade launcher, which is treated exactly the same except that it can fire up to 4 shots per turn from a magazine containing 6 rounds, which takes 2 full turns to reload. Misfires. If an automatic weapon of any sort misfires, the feed mechanism has jammed. Dice every turn, starting with the next one, with a 50% chance of clearing the jam, A misfire with a flamethrower is even more unpleasant. If anything goes wrong with the mechanism the burning liquid will be sucked back into the tank, which blows up and incinerates the operator, Well, it serves you right for using it in the first place! With all other weapons, just try again next turn in the usual way. VEHICLES. Another unsporting trick which some people (though not, of course, English gentlemen) will want to try is the use of motorised land vehicles of some kind. These come in three categories: ‘arriages: "Horseless Carriages" covers late 19th and early 20th century motor cars, as well as small Victorian steam vehicles - real or imaginary. They ean carry 1 driver and up to 3 passengers, and travel at 3 x D6 inches per turn, deducting | inch for every tum of at least 45 degrees. To get in or dismount takes 1 turn, If the driver leaves the vehicle, he is assumed to have switched off the engine. (If he leaves it running, the damned machine will manage to put itself into gear and trundle off the table unaccompanied.) To start it again, he (or someone else) must use a starting handle, which may not be combined with any other activity in the same turn, Throw a D6 each tur; the engine starts on a throw of 5 or 6, and the vehicle may then move again next turn. Gatling guns, Maxims and flamethrowers can be mounted on Horseless Carriages. If a flamethrower misfires, it destroys the vehicle and all its occupants. Because of their dodgy suspension and solid tyres, weapons can only be fired from a Horseless Carriage if it is stationary. If contacted by a large animal (ie. one which originally had a value of 6 Damage points or more), the vehicle is knocked over and put out of action. The driver and passengers must roll under their Agility on a D10 to escape the same fate. Smaller animals attack individual crew as if they were dismounted, but the men always count as having an Agility level of 3. Jeeps: This category can also cover Landrovers, Humvees, Toyota "technicals" and other 20th and early 2ist century light 4-wheeled transport. They are all assumed to be able to carry a driver and 3 passengers. To get in or dismount takes 1 turn, as for Horseless Carriages. ‘A jeep may move up to 12 inches in the first tun afier starting from stationary, and up to 3 D6 + 12” inches in any other turn. It deducts 3 inches for each turn of at least 45 degrees. It is safe for the river to get out and leave the engine running. Machine guns of any type may be mounted on jeeps. Weapons can be fired by passengers from a moving jeep, but always with an additional -10% modifier for every 6 inches which the vehicle has moved this tum, If contacted by animals, jeeps and the people in them are treated the same as for Horseless Carriages, ‘Motor bikes can each carry only | rider and 1 passenger. Like other vehicles, they travel a random distance equal to the score of a number of Dés in inches. The rider can choose to throw as many ‘movement dice as he wants, but must declare and throw the total number before he starts any ‘movement. If he throws more than two Is in a tum, he falls off atthe start of the move. ‘There is no movement deduction for turns. To get on or off a bike takes one full turn without doing anything else. Weapons may not be fired while mounted. A figure on a bike is treated the same as if dismounted for resolving animal attacks, but counts as having an Agility level of 4. Ifhe falls off, a figure must roll under his normal Agility level on a D10 to avoid an incapacitating injury which will put him out of the game. If not injured, he throws a D6 for the number of turns before he can get up and remount his bike. If he wishes, he can abandon the bike permanently and resort to normal foot movement after 1 full turn stationary. 15 PROGRAMMED DINOSAUR MOVE Luckily for our intrepid hunters, dinosaurs are not very intelligent. They will react to circumstances in predictable ways, controlled by their age-old instincts. This is catered for by setting out pre- programmed actions for the animals, which means that you do not need an umpire or an extra player to control them. The bad news is that these instincts will very often lead them to attack people. Small bipedal dinosaurs are a favourite food of the carnivores, and many of them are also a threat to the herbivores because they eat their eggs. Therefore anything which is about 5 to 6 feet tall and walks on two legs is automatically recognised as either food or an enemy, and is treated accordingly. The resemblance is just bad luck, and the creatures do not mean it personally, but any human wandering about in dinosaur country is likely to feel distinetly unwelcome. Exactly how a dinosaur reacts to a human and what it does to him will depend on the species. For game purposes, wwe classify the animals likely to be encountered under the headings given below. Visibility and Mobility: In all cases, dinosaurs can only react to anything if they have an unbroken line of sight to it, ie. not obstructed by terrain features. Normally they will be able to see over low features like swamps and tall grass, but not over woods or hills. However, three types of creatures can also see (and be seen) over trees and any but high, steep hills. These are: + Pteranodon, which is assumed to be flying at up to about 100 feet until it swoops down on its prey. * Diplodocus and Mamenchisaurus, which have very long necks as well as a habit of rising up on their hind legs so that they can see better. © Brachiosaurus, which is just huge. Obviously, aquatic creatures cannot go on land or terrestrial ones in water (but see pages 26 and 32 for two exceptions - Deinosuchus and the long-necked Sauropods). Land creatures programmed to attack hunters will ignore those in boats or on the far side of water features. Pteranodons are unaffected by the terrain, DINOSAUR CHARACTERISTICS. THE PLANT-EATING BIPEDS - The Hadrosaurs, Iguanodon, Pachycephalosaurus and Gallimimus. Hadrosaurs are biggish duck-billed plant-eaters, which come in several different varieties distinguished mainly by the strange crests on their heads. Well known examples include Saurolophus, Parasaurolophus, Lambresaurus and Corythosaurus. They are all similar in size, and in these rules we treat them all the same. Hadrosaurs are almost completely harmless. They never attack, and if shot at and not killed they will run away from the hunter. However, they will always stampede off the table direetly away from the nearest Pack Hunters or Camosaur. Any humans contacted by them on their way will be knocked over, unless they manage to dodge by rolling under their Agility level ona DIO, Hadrosaurs: Move: 6". Toughness: 4. Damage: 10. Critical Hits for Hadrosaurs: 1-4%: Brain, Dies instantly. 5 - 8%: Heart, Stops at onee, and dies in 2 turns. 9-10%: Lungs. Count double damage points. Iguanodon is a large bipedal plant-eater with a vicious spike on its thumb, which it uses for self- defence. Pachycephalosaurus (the flatteringly named “thick-headed reptile") is also a vegetarian, and resembles a Hadrosaur in most respects. However, the Pachycephalosaurus males have a solid boss of bone on their heads, which they use for fighting over females. Both species will behave exactly like Hadrosaurs unless they are shot at, when they will automatically charge the nearest hunter. If an Iguanodon or a Pachycephalosaurus contacts a fhuman, the target must roll a D10 against his Agility level. If he throws 2 or more under his Agility he successfully dodges the attack, and the creature carries straight on until it leaves the table. If the throw is equal to or 1 less than his Agility, the hunter is knocked over for 1 tum. If he throws higher, he has not been so lucky: Ifthe beast is an Iguanodon, he has been jabbed by its thumb and loses 1 D6 x Strength points. If it is a Pachycephalosaurus, it has nutted him with its bony forehead. This kills the hunter instantly. Iguanodon: Move: 6". Toughness: 6. Damage: 12. Pachycephalosaurus: Move: 8". Toughness: 4. Damage: 8. Critical Hits for Iguanodon and Pachycephalosaurus: 1-4%: Heart. Stops at once, and dies in 2 tums. 56%: Lungs. Count double damage points 7-15%: Normal damage for Iguanodon. Bullet deflected by Pachycephalosaurus' thick skull, No damage. Gallimimus are timid ostrich-like things, and are not normally dangerous. They wander about in groups looking for edible plants and eggs, and will not react to humans at all unless a shot is fired within 30 inches of them, when they will stampede. They also stampede if a Camosaur, Deinonychus, Velociraptor or Utahraptor comes within 30 inches. Throw a D20, using the same method as for Sauropods (page 19). Ona score of 1 tol2 they will stampede in a random direction, like the Sauropods. On a 13 to 20, they will run directly away from the nearest shooter or predator. Gallimimus are only lightly built, but if they run into you at speed they can give you a nasty jolt. They are far too fast to try and dodge using Agility. If contacted by one, a hunter must roll at least 3 under his Strength factor on a D10 to avoid being knocked down. Galli jimus: Move: 16". Toughness: 3. Damage: Critical Hits for Gallimimus: 1-15%: Brain, heart or lungs. Dies instantly. 16-20%: Thigh bone. Halve all movement from now on. QURED D AURS - Stegosaurus and Ankylosauru: Stegosaurus is an extremely stupid, small-brained creature, which is most easily distinguished by the rows of large armoured plates along its back. Their primary purpose is unknown (they may be heat regulators), but a useful secondary function is to deflect bullets. Stegosaurus is slow moving and sluggish. It will only move if hit by a bullet, in which case it will reluctantly charge the shooter. If it contacts him, it will try to cosh him with its heavy spiked tail. The target must throw at least 2 under his Agility level on a D10 to avoid this, and is killed if he fails. Stegosaurus: Move: 4". Toughness: 7. Damage: 12. Critical Hits for Stegosaurus: 1%: Brain, Stunned for | turn, then gets up and carries on as normal. 2-S%: Heart. Continues to move in the same direction and at the same speed as before for 1 turn, then dies. 6 - 8%: Lungs. Count double damage points. 9-19%: Bullet deflected by armour plates. No damage. Ankylosaurus is a sort of dinosaurian armadillo - squat, slow and heavily armoured. It is a plant- cater, and so will not normally attack unprovoked, but it has its own ideas of what constitutes provocation. If it sees a human eloser than 16" and within 90 degrees of the way it is facing, it will charge him. Its main weapon is an enormous bony club on the end of its tail, which it will swing at anyone it contacts. The target must throw at least 2 under his Agility level on a D10 to dodge the blow. If he fails, he is killed. Ankylosaurus: Move: 4". Toughness: 12. Damage: 12. 18 Critical Hits for Ankylosaurus: 1%: Brain, Dies instantly. 2-5%: Heart. Continues to move in the same direction and at the same speed as before for 1 turn, then dies. 6 - 8% Lungs. Count double damage points. THE LONG-NECKED GIANTS - Brachiosaurus, Diplodocus Apatosaurus, Mamenchisaurus, and Cetiosaurus. group comprises the huge but usually harmless long-necked Sauropods. Shooting any of these is a fairly pointless exercise - unless of course you are really hungry. Because of their size they can take an awful lot of damage, while their vital organs are relatively small. The brain is smaller than a football, and will probably be anything up to 40 feet in the air, so such a shot is obviously going to be a waste of ammunition. The Sauropods, are not aggressive, and will usually run away from things which seem to threaten them. They can be assumed to see or smell everything from the vantage point of their enormous height. They will always stampede directly away from the nearest Camosaur, Deinonychus or Velociraptor if there are any on the table. If there are not, the Sauropods will react to the hunters instead, but are likely to be a bit confused by their unfamiliar smell. Ifa Sauropod sees any hunters, or it is shot at, throw a D20. On a score of 1 to 12 it will stampede in the appropriate direction on an imaginary clock face, with 12 o'clock as the way the beast is facing, On a 13 of more it will do nothing, unless it has been hit by a shot (penetrating or not) this turn, in which case it will throw again. Ona I to 10 it stampedes directly away from the shooter; on an 11 to 20 it charges straight at him. ‘A Sauropod may stampede over the top of people, intentionally or otherwise. Any hunter who finds himself under or between its legs must roll under his Agility level on a D10 to dive out of the way. If he succeeds, he is winded and out of action for the next turn. If he fails, he is dead. Once moving, Sauropods always carry on straight ahead until they leave the table or a new cause of stampeding appears, in which case they will react to that. Brachiosaurus: Move: 16". Toughness: 8. Damage: 150. Diplodocus: Move: 12". Toughness: 5. Damage: 20. Apatosaurus (Brontosaurus): Move: 12". Toughness: 7. Damage: 40. Mamenchisaurus: Move: 12". Toughness: 5. Damage: 20. Cetiosaurus: Move: 10". Toughness: 4. Damage: 12. Critical Hits for Sauropods: 1-3%: Major blood vessel. Creature dies after 2 turns. Until then it continues to move in the same direction and at the same speed as in its last turn. 4- 6%: Lungs. Count double damage points. THE PACK HUNTERS - Compsognathus, Troodon, Deinonychus, Velociraptor and Utahraptor. ‘Compsognathus is a fierce little beast about the size of a chicken, which is often regarded by inexperienced dinosaur hunters as a bit of a joke. However, once you have tangled with a pack of them you are liable to take them more seriously. They ignore humans unless they shoot at them or come within 10 inches, If either of these things happen, however, the entire pack will attack the shooter, or if not shot at, the nearest person to them. A hunter must throw a D6 for each Compsognathus which contacts him: on a score of 5 or 6, he clobbers it with the butt of his gun and kills it; on a 3 or 4, he gives it a kick and it runs off the table; on a 1 or 2, it gets close enough to give him a nasty bite, and may continue to attack next turn, Other hunter figures may deliberately move into contact with members of the Compsognathus pack and join in the fun, or of course they may try to shoot them, All shots at Compsognathus are subject to an extra minus 10% for accuracy, because it is so small and fast moving. However, if one is hit by an explosive bullet, all others within 1" of it are also killed. Their bite is slightly poisonous, so every bite received from one means a permanent deduction of I from the victim's Strength value. If this falls to zero, he dies. Compsognathus: Move: 6". Toughness: 2. Damage: 1. Deinonychus, Velociraptor and Utahraptor are some of the most dangerous beasts you are ever likely to encounter. They also operate in packs, but otherwise attack in the same way as Carosaurs 20 (see page 22), The pack will spread out to attack any humans other than the target which are within 12 inches of him when sighted. All pack hunters will keep on attacking until there are no humans left on the table, ‘There is no point trying to fight even a Deinonychus or Velociraptor, let alone the much bigger Utahraptor, with your bare hands. Despite their small size, they are more than a match for a human; they will grab you with their front claws and bite you, while at the same trying disembowelling you with the vicious claws on their hind feet. Treat them as Camosaurs in close combat, except that Deinonychus and Velociraptor can be despatched with a lucky shot from a revolver. Any hunter contacted by one has a 30% chance of pulling this off. Otherwise, he is killed. Deinonychus: Move: 16". Toughness: 4. Damage: 2. Velociraptor: Move: 20". Toughness: 3. Damage: 1. Utahraptor: Move: 16". Toughness: 5. Damage: 5. ‘Troodon is an almost man-sized biped, which looks something like a cross between a Gallimimus and a Velociraptor. What makes it unusual is that it has by far the largest brain of any known dinosaur in relation to its body weight, and is therefore presumably the most intelligent. This may not be saying much, but it does make more believable Sir Rupert's claim that Troodons had learnt to throw things at their enemies. So a Troodon behaves like a pack hunter, except that if it ends its move within 6 inches of a human (but not in contact), it will halt next turn, pick up a stick, stone or Jump of dung, and hurl it at the nearest human figure. However, it is not always bright enough to select the most effective missile. Throw a D6 to see what it has got hold of: 1 or2: Some ripe dinosaur dung. The recipient is not very popular when he returns to camp, but he is not harmed. 3or4: A stick, The figure must throw under his Agility level on a D10 to dodge it Otherwise he loses 1 Strength point. Sor6: ‘A nasty sharp piece of flint. The target must throw at least 1 under his Agility level to dodge this; if he fails, he loses 1 D6 x Strength points. If its move takes it straight into contact with a hunter, a Troodon will fight him in the normal way. Being something of an intellectual it is less handy than most pack hunters in a hand-to-hand fight, although it does have smaller versions of the usual claws on its hind feet. Therefore treat it as a normal pack hunter, except that its victim has a 60% chance of shooting (or perhaps clubbing or stabbing) it, instead of the usual 30%, Troodon: Move: 16". Toughness: 2. Damage: 21 Critical Hits for Deinonychus and Utahraptor: 1- 5%: Brain, Dies instantly, 6-10%: Heart. Dies instantly. 13-15%: Lungs, Double damage points. 16-20%: Thigh bone. Halve all movement from now on. There are no Critical Hits for Compsognathus, Velociraptor or Troodon. THE CARNOSAURS - Tyrannosaurus, Nanotyrannus, Albertasaurus, Allosaurus, Megalosaurus and Spinosauru: These are the great two-legged carnivorous dinosaurs, like Tyrannosaurus Rex and its slightly smaller counterparts. There is tenuous evidence that some of them may have hunted in packs, but even singly their size and speed - and their tendency to attack anything that moves on two legs - make them the most dangerous of the great reptiles All these big meat-eaters are extremely alert, and are assumed to be able to see all around them up to a distance of 30 inches. They will immediately attack the nearest human they see, and will only abandon the attack if they or the person is killed, or possibly if they lose sight of their victim. The latter will only happen if he disappears behind cover, or if he stands absolutely still for 1 full turn, In the latter case the hunter has only a 30% chance of successfully avoiding being seen, so this is recommended only as a last resort. Anyone contacted by a Carnosaur is automatically killed (their favourite method is to bend down and bite off your head). Once it has killed a victim, the beast leaves the table with him by the quickest route. If it loses sight of all humans it will stay where it is until it sees one again, unless there are any Hadrosaurs, [guanodons, Sauropods or Gallimimus on the table, in which case it will move directly towards them. Tyrannosaurus: Move: 14". Toughness: 8. Damage: 18. Nanotyrannus: Move: 12". Toughness: 4. Damage: 6. Albertasaurus: Move: 14". Toughness: 6. Damage: 12. Allosaurus: Move: 14". Toughness: 7. Damage: 15. Megalosaurus: Move: 12". Toughness: 7. Damage: 12. Spinosaurus: Move: 16". Toughness: 8. Damage: 15. 2 Critical Hits for Carnosaurs: 1 4%: Brain. Nanotyrannus killed outright. Otherwise no damage points, but knocked out and collapses. Each tum for the next 3 turns, throw a D6. On a 6 it recovers, takes 1 turn to get up, then acts as normal. If it has not recovered after 3 tums, it is dead. 5-™%: Heart. Dies after 2 turns. Continues to act as normal until then 8-12%: Lungs. Double damage points. 13-14%: Thigh bone, Normal damage points. Critical effect only if hit by a weapon of damage factor 6 or more, in which case halve movement from now on. THREE ODDBALLS - Deinocheirus, Baryonyx and Dryptosaurus. Not much is known about Deinocheirus from fossil evidence, as only the enormous arms and claws have been found. According to Sir Rupert's testimony, it is basically an ant-eater. It employs its claws to rip open termite mounds, but - just like modern ant-eaters - it is also quite capable of using them to defend itself. However, itis not very observant (keen eyesight is not needed much for slurping up termites) and it relies mainly on smell. So if a Deinocheirus is shot at and not killed, it will immediately charge the nearest human, regardless of whether he was the one who attacked it or not. It will also charge anyone who comes within 8 inches of it, even if it is not shot at. Otherwise it will ignore people completely. Anyone it does contact is torn apart by its claws and killed. Deinocheirus: | Move: 12". Toughness: 8. Damage: 8. Baryonyx also looks fierce, but eats mainly fish. It will not kill people deliberately, but it has long sickle-shaped claws which might be a problem if it decides to knock you out of its way. Treat it the same as a Gallimimus, except that if it stampedes it will always make straight for the nearest water, and any human it contacts risks being slashed by the claws. Throw a D10: if the score is between 1 and 6, the vietim gets a nasty cut and loses that number of Strength points. If the score is more than 6, the Baryonyx's claws have struck a major artery, and the hunter dies instantly, Baryonyx: Move: 14". Toughness: 6. Damage: 8. Dryptosaurus is a smallish camosaur with very strong legs, and an unusual ankle joint which was apparently optimised for leaping. (The nearest thing if you haven't got a model Dryptosaurus is a Megalosaurus or Albertosaurus.) It is not diced for on the usual Encounter tables, but waits in dense cover, ready to jump out at prey passing by. Before the game, designate 1 x D6 patches of cover as comprising vegetation dense enough to hide the brute; then throw a D20 for every human passing within 6 inches of such cover. On a score of 20, a Dryptosaurus leaps out 1 D6 inches in the direction of its victim. If it lands on or past him, he 23 is killed, just as if it was a normal Camosaur. Luckily, it moves fairly slowly after its initial leap, so if it misses it can usually be dealt with. If it fails to catch anybody after 2 tums, it will disappear back into the cover. Alternatively, an umpire can have a lot of fun marking the position of a couple of Dryptosaurs before the game, but not informing the players where they are. Dryptosaurus: Move: 4". Toughness: 6. Damage: 8. Critical Hits for all three creatures are the same as for Carnosaurs. THE HORNED DINOSAURS - Protoceratops, Styracosaurus, Chasmosaurus, and Triceratops. ‘The most important characteristic of the homed dinosaurs, or Ceratopsians, is the spiked frill of bone which protects the head and neck. Because of this, they have two different Toughness values - the first against shots from within 45 degrees either side of the way they are facing, the second in all other situations. Protoceratops is cute-looking and normally harmless, but it has the awkward habit of bursting out of its burrow in a panic when alarmed, and knocking over anything in its way. ‘When it appears on the table it simply moves around in a random direction (use the clock method explained on page 19, re-rolling any scores over 12) each move for 3 turns, then disappears down another hole. Any figure in its way is butted in the stomach, knocked over and stamped on. He comes to no permanent harm, but has only a 50% chance each tum of recovering his breath and getting up again. Other Ceratopsians instinctively defend themselves by goring things with their horns and trampling them underfoot. As if this was not enough, they can also give you a nasty bite. Luckily, though, they are quite short-sighted. If hit by a bullet, they will always charge the nearest human ‘within 45 degrees of the way they are facing. If they are not shot at or hit, they have a 50% chance each tum of seeing or smelling any human at any distance in the same frontal arc of vision, and charging him (or the nearest person if more than one). Once a charge starts, the beast will continue to aim at the same figure, except that anyone subsequently shooting at it, or appearing in its frontal 90 degree are, nearer to it than the target has a 50% chance of distracting it. In this case, it will now go for the new target. If contacted by a Ceratopsian, a hunter may try to dive out of the way as for a Sauropod. To do this he must roll at least 2 under his Agility level on a D10. Otherwise, he is dead. Once it has killed someone, the beast will charge another target if one is immediately eligible, otherwise leave the table at once. Protoceratops: Move: 6". Toughness: 6/4. Damage: 1. Styracosaurus: Move: 8". Toughness: 8/6. Damage: 10. Chasmosaurus: Move: 8". Toughness: 8/6. Damage: 10. Triceratops: Move: 8". Toughness: 12/6. Damage: 28. 4 Critical Hits for Ceratopsians: 1-5%: Brain. No damage points. Knocked unconscious instantly and collapses. Each turn for the next 4 turns, throw a D6. On a 6 it recovers, takes 1 tumto stand up, and then acts as normal. If it has not recovered after 4 turns, it is dead. 6- 8%: Heart. Continues to move in the same direction and at the same speed as before for 1 turn, then dies. 9-10%: Lungs. Count double damage points. 11-14%: Bullet deflected by armoured neck shield. No damage. THE FLYERS AND SWIMMERS - Pteranodon, Elasmosaurus, Tylosaurus, Deinosuchus, Liopleurodon, and Carcharodon. Pteranodon is a large flying reptile. It is carnivorous and sometimes hunts in large flocks, but is too lightly built to be much of a threat to humans, Pteranodons do not normally eat anything as big as humans, but they do make mistakes, They will swoop at the nearest human figure on the table, make one pass, and then vanish off the table by the quickest route, whatever the outcome. If they contact a hunter, they have a small chance of grabbing him and carrying him off. This chance is 20% less the character's Strength. If the creature succeeds, the human is taken back to its nest and eaten If the attempt to grab him fails, the victim must roll under his Agility to avoid being knocked over. On land, he simply takes 1 turn to get up again. On water, he has a 40% chance of falling in. He throws a D6 each tum he is in contact with the boat, requiring a 5 or 6 to clamber back on board. (It is possible, if a little hard-hearted, for other players to sail the boat away from him.) While in the ‘water, he has a 20% chance each turn of being pulled under and eaten by something nasty but unseen, Pteranodon: Move: 24". Toughness: 3. Damage: 1. Critical Hits for Pteranodon: 1- 6%: Brain. Dies instantly, 7 - 235%: Wings. No damage points. Glides to the ground 12 inches ahead, in the direction it is facing. It bites anyone within 2 inches of the point where it lands, deducting 1 from their Strength for each tum it attacks, but it may not move from this spot from now on. ‘The other creatures in this section are aquatic hunters. Elasmosaurus is a Plesiosaur with a long, thin neck - often this is the only part of the beast which is visible above the water, making it exceptionally difficult to hit. Tylosaurus is an enormous crocodile-like monster, which also takes a 25 lot of killing because of its sheer bulk. An Elasmosaurus will make straight for the nearest boat, and attempt to snatch a figure off the deck and drag him under the water. The hunter must roll under his Agility value to avoid this. The creature must throw a Dé at the beginning of every move, and will dive and disappear on a throw of 5 or 6. It also disappears once it has snatched a victim. Otherwise it will repeat the attempt every move until it is killed. A Tylosaur will not notice people, but will mistake a boat for a rival and try to sink it, It always attacks the nearest boat, and will continue to do so until itis dead or the boat sinks. It inflicts 2 D6 worth of damage points on the boat every tum it is in contact with it, and the boat sinks after receiving 20 damage points. If the boat does sink, the humans on board may swim to shore at a rate of 2 inches per move. They may not shoot while doing so. Each move they are in the water they have a 20% chance of being eaten, either by the Tylosaur or by something else. Elasmosaurus: Move: 6". Toughness: 6. Damage: 20. Tylosaurus: Move: 6". Toughness: 8. Damage: 40. Critical Hits for Elasmosaurus and Tylosaurus: 1-3%: Brain, Dies instantly 4-12%: Heart or lungs. Immediately sinks without trace. 13-20%: —‘Tylosaurus normal damage. Elasmosaurus is missed completely. No damage. Deinosuchus is basically a monstrous (up to 50 foot) crocodile. It preys mainly on Hadrosaurs, but is not averse to trying something different if the opportunity presents itself. Any hunter figure wading through or going within 4 inches of a water feature (ie. sea, river, stream or swamp) is at risk from this monster, ‘At the beginning of every tum, throw a D20 for each hunter who is in such a perilous situation. On a score of 20, a Deinosuchus appears in the water. (So there may be more than one if you are very unlucky). If the figure is actually in the water, the Deinosuchus will emerge 4 inches behind him; otherwise place it at the nearest point of the water feature. It will count for spotting purposes as “emerged from cover or water in its last move" (page 4). The beast will then attack the hunter during its own move phase, and will continue to do so until itis killed or driven off by a critical hit. Tt moves at the same speed, whether on land or in water. If it contacts a human, it will pick him up in its mouth and carry him off to the nearest water. If it succeeds in doing this - or if they are already in the water - the hunter is drowned and eaten, but if the beast is killed before it reaches the water, his prey is released. He loses 1 D6 x Strength points because of his injuries, but may carry on as long as he still has a Strength value of 1 or more. Deinosuchus: Move: 6". Toughness: 9. Damage: 20. Critical Hits for Deinosuchus: 1-4%: Brain, No damage points. If currently in water, sinks without trace. Otherwise knocked out and collapses. Each turn for the next 3 turns, throw a D6. On a 5 or 6 it recovers, and immediately carries on as normal. If it has not recovered after 3 turns, itis dead 5 - 8%: Lungs. Count double damage points. 9-15%: No damage, but abandons the attack and immediately disappears into the nearest water (keeping any prey which it is carrying). If you like messing about in boats in the Mesozoic era, Liopleurodon is your worst nightmare. It is fa gigantic (nearly blue whale-sized) marine predator, which specialises in eating things like Plesiosaurs, Ichthyosaurs and large sharks. A Liopleurodon always makes for the nearest boat, and will swallow it whole - crew and all - if it contacts it. If there is no boat on the table, it will do the same to the nearest living thing in the water - whether human or not. If there is nothing to eat in the ‘water, it will lunge at the nearest thing on the shore within 4 inches of the water's edge. If this is a dinosaur, it is pulled underwater and eaten (yes, even if it is a Tyrannosaurus or a giant Sauropod. This thing doesn't mess about when it is hungry). If the victim is a human, he is able to dodge the attack if he throws at least 2 under his Agility level on a D10; otherwise, he too is snapped up. ‘Once it has eaten - even if only a small snack like a human - the Liopleurodon will disappear. However it may still be hungry, so for the rest of the game there is a greater than usual chance of it ‘coming back (see the Encounter tables on pages 32 and 34). Liopleurodon: Move: 10". Toughness: 8. Damage: 200. Critical Hits for Liopleurodon: 127%: Brain. Five times normal damage points. 8-10%: Eye, Temporarily blinded, and disappears - at least for now. 2 Carcharodon is a (probably) now extinct relative of the great white shark, which - to judge from its fossilised teeth - must have reached a length of well over 40 feet. A Carcharodon is treated the same as a Tylosaur, except that, being even more primitive, it is exceptionally difficult to kill, and it is more inclined to make a meal of warm blooded animals. So anyone in the water has a 40% chance of being eaten each move, instead of the normal 20% for a Tylosaur Carcharodon: Move: 8". Toughness: 8. Damage: 30. Critical Hits for Carcharodon: 1-5%: Eye. Creature is not killed, but breaks off any attack and disappears for good, THE MAMMALIAN PREDATORS - Andrewsarchus, Hyaenodon, Chasmaporthetes, Osteoborus, Thylacoleo, Smilodon, Cave Bear, Dire Wolf, Archaeotherium, and Megatherium. These are a varied collection of prehistoric mammals from different ages, linked by their common taste for flesh - human or otherwise. Thylacoleo and Smilodon are sabre-tooths - a common prehistoric design which seems to have gone out of fashion nowadays. Thylacoleo is actually a cat- marsupial, and probably a fast runner, whereas Smilodon is a real cat, but bigger and more heavily muscled than modern big cats. Andrewsarehus (perhaps the largest mammalian predator that ever lived), Thylacoleo, Smilodon and the Cave Bear are all treated the same as reptilian Camosaurs (page 22) for the purpose of programmed behaviour, except that, not being so tall, they can only see and attack targets up to 20 inches away. Also, mammals are better at detecting stationary targets. Therefore the tactic of standing still and hoping that they will lose sight of you will not work with these animals. The rest of the carnivorous mammals are generally dog-like (except for the giant pig Archaeotherium, but then pigs are herd animals too). Therefore they are treated like pack hunters (page 21) even if there is only one of them on the table. They hunt mainly by smell, and so can locate their quarry at up to 30 inches. Andrewsarchus: Move: 8". Toughness: 6. Damage: 10. Hyaenodon: Move: 12". Toughness: 3. Damage: 3. Chasmaporthetes: Move: 16". Toughness: 3. Damage: 3. Osteoborus: Move: 10". Toughness: 4. Damage: 4. Thylacoleo: Move: 16". Toughness: 4. Damage: 6. 28 Smilodon: Move: 8". Toughness: 4. Damage: 8. Cave Bear: Move: 8". Toughness: 6. Damage: 8. Dire Wolf: Move: 16". Toughness: 3. Damage: 4. Archaeotherium: Move: 12". Toughness: 6. Damage: 8. Critical Hits for Flesh-Eaters: 1-5%: Brain, Dies instantly (except for Archaeotherium, which has an exceptionally tough skull and so counts only normal damage). 6-15%: Heart or lungs. Double damage points. Megatherium is an exception to most of these rules. It is actually a giant ground sloth, which is not strictly a predator, but can be placed here for convenience. Like most of its relatives it is a bit dopey, and it will only attack if provoked, although its claws can be deadly if it gets close enough. Italso has a very thick skin with nodules of bone in it, which serve to some extent as armour. Treat it for behaviour the same as a Stegosaurus (page 18). Megatherium: Move: 4". Toughness: 8. Damage: 10. Critical Hits for Megatherium: 1-3%: Brain, Dies instantly. 46% Heart or lungs. Double damage points. 29 HORNED AND TUSKED MAMMALS - Deinotherium, Platybelodon, Brontotherium, Uintatherium, Arsinoitherium, Elasmotherium, Coelodonta, Mammoth, Aurochs, and Giant Elk, Deinotherium, Platybelodon and the Mammoth are all types of prehistoric elephant (in fact several different species come under the heading of "Mammoth"). The Aurochs - or wild bull - and the Giant Elk are bigger and fiercer versions of the modern species. The rest are all big and lumbering, and most of them have horns. Coelodonta is the classic two-horned "woolly rhino" of the Ice Age, while Elasmotherium is a slightly older and even bigger one-horned variety. All of these are best thought of as rhinos of one sort or another. For behaviour, treat the elephants like Sauropod dinosaurs (page 19), and the rest as Ceratopsians (page 24) Deinotherium: Move: 12". Toughness: 6. Damage: 12. Platybelodon: Move: 10". Toughness: 6. Damage: 10. Brontotherium: Move: 10". Toughness: 6. Damage: 10. Uintatherium: Move: 8". Toughness: 6. Damage: 8. Arsinoitherium: | Move: 10". Toughness: 6. Damage: 8. Elasmotherium: — Move: 12". Toughness: 6. Damage: 10. Coelodonta: Move: 8". Toughness: 6. Damage: 8. Mammoth: Move: 10". Toughness: 6. Damage: 12. Aurochs: Move: 14". Toughness: 6. Damage: 8. Giant Elk: Move: 14". Toughness: 4. Damage: 6. Critical Hits for the above: 15%: Brain. Aurochs and Giant Elk die instantly. Others suffer normal damage points, but if not killed outright the animal is knocked unconscious and immediately collapses. Each turn for the next 4 turns, throw a D6. On a 6 it recovers, takes 1 turn to stand up, and can then carry on as normal. If it has not recovered after 4 turns, it is dead. 30 6-12%: Heart or lungs. Double damage points. 13-20%: If the animal is an Aurochs being fired at from within 45 degrees either side of the way it is facing, any bullet of less than 20mm calibre has been deflected by the armoured boss between its horns, and no damage is inflicted. All other animals, and Aurochs in all other circumstances, suffer normal damage. THE TERROR BIRDS - Phororacos and Diatryma. Some of the most formidable predators of the Age of Mammals were in fact giant flightless birds. Phororacos - which may have survived in Florida until only 10,000 years ago - is the classic "terror bird", some varieties of which could be up to 12 feet high. Diatryma is more heavily built and is not, designed to chase after prey, but it can still be very dangerous at close quarters. Being lightly constructed on the whole, birds can run faster than mammals of similar size, but can sustain less damage. Treat Phororacos for programmed behaviour purposes as a Deinonychus or Velociraptor (page 21). Diatryma is a bit more placid and is treated the same as a Hadrosaur (page 16), except that if shot at it will immediately charge the shooter, and will automatically kick him to death with its powerful legs if it contacts him. Phororacos: Move: 20". Toughness: 3. Damage: 5. Diatryma: Move: 8". Toughness: 4. Damage: 7. Critical Hits for Terror Birds: 1-6% Brain or major artery in neck. Dies instantly 7-10%:; Heart or lungs. Double damage points. 11-16%: Thigh bone. Halve all movement from now on. ENCOUNTER TABLES. There are hundreds of different known species of dinosaurs and other prehistoric animals - not all of which were of course alive at the same time - but as the whole game is basically fantasy anyway, we have ignored a lot of the chronological anomalies and restricted the possible encounters to the best known and/or more dangerous varieties. In fact the following tables are based largely on the models which are - or are likely to become - available in 25mm. Most of them are confined to very rough time periods, so that you can choose to restrict the number of different animals which might be encountered, and furthermore - recognising that few people will have models of all the possible creatures - they often specify broad categories within which you can choose the exact species to use. However, we also still include the more wide-ranging encounter tables, which provide for a ‘more unpredictable and challenging game. 31 Whichever table you choose, the basic procedure is the same. Throw a pair of percentage dice each tum to see what, if anything, appears on the table, What you are likely to encounter will depend on whether you are wandering across country, or have set sail in a boat on a lake, river or the sea. Once you have decided what is there, the next step is to dice for where on the table it appears. The best way to do this is to divide one long and one short table edge into tenths to provide co- ordinates, and then throw 2 D10s. So a throw of 8 and 3, for example, will mean that the arrival point is eight tenths of the way across the table in one direction, and three tenths in the other. If there is both land and water on the table, dice again for any creature which arrives in the wrong environment. (If Sauropods appear in water, though, they will just walk along the bottom, keeping their heads above the surface so they can breathe, and behave exactly as if they were on land.) Use a D20 and a clock face method to determine the direction of facing (rerolling throws over 12). Pack or herd animals will all appear within 6 inches of each other and facing in the same direction. If any creature appears closer to a hunter figure than its own move distance, roll again for its arrival point. SCENARIO 1). “A WALK IN THE JURASSIC PARK.” The Jurassic era was the true age of giants. It was dominated by Sauropods like Brachiosaurus and ‘Apatosaurus, which were preyed on by Megalosaurs, Allosaurs and similar precursors of the more famous Cretaceous predators. (Most of the stars of the “Jurassic Park” films in fact belong to the later Cretaceous period.) In the sea, the fearsome Liopleurodon reigned supreme. On land, though, novice hunters will find this a somewhat safer environment than the subsequent era, as many of the plant eating dinosaurs encountered will be pretty harmless unless molested. On the other hand, the potential appearance of a pack of Allosaurs - huge predators which probably hunted in groups in order to bring down the even bigger Sauropods - is a rather worrying prospect. ‘The smaller pack hunters like Velociraptor have not yet appeared, but some sort of light, rapid firing weapon will be a useful addition to your party's armoury in case of an encounter with a pack of the vicious little Compsognathus. Ifon Land: 1-60%: Nothing. 61-70%: 1.x Stegosaurus. 71-85%: D6 ~3 (but at least 1) Sauropods. 86-90%: 2 D6 x Compsognathus. 91- 100%: D6 ~ 3 (but at Least 1) Carnosaurs ‘Sauropods could be Brachiosaurus, Apatosaurus, Diplodocus, Mamenchisaurus or Cetiosaurus. Carnosaurs will be Megalosaurus or Allosaurus. If on Water: 1-82%: Nothing. 83-90%: 1 x Liopleurodon if one has already appeared in the game; otherwise nothing. 91-92%: 1x Liopleurodon. 93- 100%: 1 x Plesiosaur (treat as Elasmosaurus). Dryptosaurus was not around in the Jurassic period, and so should be ignored. Deinosuchus did not exist then either, but other similar crocodile types did, and so you can use the same rules for them (page 26), 32

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