G.A.S.L.I.G.H.T.!
Dinosaur Hunting!

Special thanks to Jan-Willem van der Pijl for testing 
the mechanics on his own victims, er, players.

The Really Basic Basics of Hunting Dinosaurs by G.A.S.L.I.G.H.T.

These rules are probably going to be reworked into something for Adventures and Expeditions by G.A.S.L.I.G.H.T., treating the leader of the safari as a player character since they don't get squished as fast in A and E. These rules can be used for dinosaur hunting games as well as plot complications in non-hunting games. Though you will need some G.A.S.L.I.G.H.T. stats for Dinosaurs.

All dinosaurs get one action card. It's simplest to just have one card labeled "DINOSAURS" in the action card deck, with all dinosaurs getting their action on that card. When that card is drawn, roll a D20 and consult the table below before resolving  any of the other dinosaurs' actions already on the table.

The Table Below Table (roll a D20)
Roll! What Happens!
1-2 Carnivore enters the table.
3 Carnivore enters the table if Herbivore is already there, otherwise nothing happens. 
4 Carnivore enters the table if anything has been killed, otherwise nothing happens.
5-15 Nothing happens.
16-20 Herbivore enterers the table.

Dinosaurs enter the table at a randomly determined location along the table edge. Herbivores will not enter near carnivores or any other units except other herbivores. Carnivores enter wherever they darn well please. Rivers will not stop dinosaurs, but carnivores will not enter deep water such as a lake. The new arrival moves half its Speed straight in from the table's edge. After the new dinosaurs have entered the table, resolve all actions that involve attacks or charges first, then everything else. 

 

Herbivores may travel in herds. This is given as a percentage chance when they enter the table, otherwise it's just a lone specimen. The exact number in the herd is up to your figure collection, though four or five is adequate and is easily divisible for morale checks. A herd behaves like a unit of extras, with one nominated as the leader and all other members of the herd must remain within 12 inches that leader. If not attacked they will wander randomly across the table at half their Speed on their action, grazing. They will ignore medium sized figures (even a unit of Extras) or smaller unless charged or attacked, and move away at half its Speed from larger units.

When an member of a herbivore herd fails a morale check, roll on the Morale Failure Results Chart as an Extra, but treat "fire at random enemy" as "charge towards nearest enemy". Instead of running 12 inches, it runs its Speed. Any small, squishy & unfortunate figure caught under its movement path gets a chance to roll under their Save to avoid an ignoble fate of being trampled to death. Extras may Save if they roll under an 8. Herbivores will not run towards Carnivores or large contraptions like landships.

 

Carnivores may travel as a pair of hunters. This is given as a percentage chance when they enter the table, otherwise it's just a lone specimen. A hunting pair behaves like two unattached Main Characters, and do not have to stay within 12 inches of each other, but they must hunt & attack the same target, be it a contraption, Main Character, or Unit of Extras. Pack hunters, like Velociraptors, do have to stay within 12 inches of the pack leader like a unit of Extras, but do not have to make morale checks.

Carnivores will stalk randomly about the table at half their Speed unless they are within their Speed of a tasty target: anything that isn't another dinosaur. Yep: humans are smaller, slower, and pretty defenseless, which make them the ideal snack. And, yes, contraptions are fair game as dinosaurs have been known to attack landships purely on territorial issues. At this point they will charge at their full speed towards their intended meal. No morale check required for the Carnivore, but one is needed by the unit at the receiving end of the charge.

Carnivores do not check for morale, but will stop to eat anything they have killed, or, in the case of contraption, stop to sniff about and take a nibble to see if it's edible. On the first turn after the kill, roll under it's Save or it will remain to dine for a second turn, free to act on its third turn. If attacked, it will forego the meal and charge at the offending unit on its next action.

When dinosaurs attack with a Tail Swipe, they can hit up to three medium or small sized figures with one swing if they're standing within a reasonable distance of each other. Use common sense. Even though we're using small statues, toys & rules to pretend we're hunting dinosaurs. Blink. Blink-blink. Anyway, treat all Very Large dinosaurs as having the Main Character skill of TOUGH. 

 

For hunting games, it's best to start with a small herd of herbivores in the center of the table. Use water features (rivers, swamps, a small lake) as well as hills & woods to brake up both movement & L.O.S., and to give the humans a place to hide. And, of course, the local Mc Pharoses franchise. Oh, and fields of tall grass. Velociraptors like to hide in tall grass. 

The goal could be to make it across the board alive, steal an egg from a dinosaur nest and live to tell about it, survive the dreaded X number of turns, kill the most critters or be the first to kill only one particular type of critter. When using dinosaurs as interactive terrain (thank you, Jan-Willem, for that absolutely wonderful term), as opposed to being the intentional center of attention, use smaller herds or only individuals lest they mash your supporting cast to bits. Unless, of course, that is the intent. 

There. Now you have something to shoot at with the Ludicrously Big Gun. Happy?

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House Rules Terrain Rules Dinosaur Hunting G.A.S.L.I.G.H.T.