Small Dino Hunting – a set of fixed rules

I worked up these rules for a game derived from Rifts Australia.

It doesn’t cover stats for PC’s or weapons. But it does cover the conflict very well, for plugging those stats into it. And the book has those sorts of details and I was too slack to do some sort of page pointing set of instructions.

Though the basic weapon is the air powered (pneumatic) crossbow at 3D6 damage. I think I’ll have a poisoned bolt for it just do one mega damage to a small dino, by default, rather than having to roll as the following text describes. The handling time and whiff of rolling to hit, then rolling damage, and potentially doing nothing after all that just seems too off in the real world effort/real world result ratio. Even for a roleplay game!

The rules for aim points aren’t too clear either, but if you wish to you could figure them out from the text. Apart from the loose ends, I find it encapsulates an exciting fight!

With no further ado…

Small Dinosaur Hunting

After spotting a dino/it’s marks

* GM secretly rolls it’s MDC (3D6 MDC), and describes it’s size based on how much MDC it has. Players determine if they whish to take it on or find another dino/activity to pursue, instead.

* Characters construct a fortification some distance away from the dino. Which involves the following components and in the following order, the first being in the dino’s general direction.
o Stumble pit (10% chance the dino will by chance leap over/skip this)
o Spike wall (10% chance the dino will be able to deliberately leap this)
o First wooden gap wall
o Second wooden gap wall
o Simple wooden door for escape route
o Optional raw roach meat distraction (if you have roach meat), nailed to the escape door (the dino has to bite through it to get through)
o Flying fox escape route (long cables stretched from a nearby ladder and tree to one quite a distance away, with wheel and seat)

* Players can describe certain details of how they do this, to see if any advantage comes of doing so. For any player that says something, they get an aim point regardless of what they say. If what they say then or at a latter point seems to the GM as being effective, they get another ten aim points. This particular bonus can only be gained once per encounter.

Combat
* 8+ to hit.
* -1 to hit the dino when it’s running.
* It takes 10 SD with poisoned ammo to do 1 MD to the small dino. If less damage is rolled, but the strike roll was 15 or better, 1 MD is still inflicted by the attack.
* Do surprise attack shots first.
* Then roll initiative and do attacks as normal, but the dino’s attacks (4 attacks) are used on the following.
o One or two attacks spent running towards the players location (GM determines whether it’s one or two).
o Potentially one attack spent on falling in the stumble trap (10% chance of skipping it – if so, attack isn’t used and go straight to spike wall)
o Potentially one attack spent breaking through/jumping spike wall (10% chance of skipping it – if so, attack isn’t used and go straight to first gap wall)
Note: The dino can potentially skip both stumble pit and spike wall, and go on to destroy the first wall, all in one attack.
* When the dino has destroyed the first wall or on it’s next attack it will, players can choose whether to escape or hold their ground. If they choose to escape, they race over to the flying fox and start to glide out of there. Go to “Escape”.
o Aim points can be spent to get a bonus to hit. One aim point spent gives +2 to hit. Three aim points spent gives +4 to hit. You can’t spend more than three.
Hold Ground
* Players can describe how they approach this, to see if any advantage comes of doing so. For any player that says something, they get an aim point regardless of what they say. If what they did seems to the GM as being effective, they get another five aim points. This particular bonus can only be gained once per encounter.
* If they hold their ground, the dino takes an attack to get through each remaining wall.
* 8+ to hit in close combat (ranged weapons aren’t for close combat).
o The remaining wooden walls will use up one of the dino’s attack each.
o After that it targets one PC randomly and keeps attacking him (+0 to strike).
o If the dino’s attack is above it’s targets AR and the target dodges but fails to dodge, the target takes 4D6 SDC damage and it’s armour takes 1D4 MD.
o If the dino’s attack is above it’s targets AR and the target does not dodge, they take 1D4 MD. Which will kill them.
o A wild shot can be made after dodging, at -6 to hit.
o Aim points can be spent to reduce the penalty to hit with the wild shot (one aimed point gives +2 (making it -4 to hit) and three aim points give +4 (making it -2 to hit)).
o A character can opt to run to the flying fox, but the dino gets one free attacks on them as they do so. They may dodge but cannot make a wild shot (their action is spent climbing the ladder and kicking off).
o If one character goes down the flying fox, the dino will target the other. If the other goes down the flying fox latter, the first is treated as either being on the wire still or having made it end already (determined by the GM). If they are treated as having made it to the end they may make normal (not wild) shots at the dino as it pursues the other character coming down the wire(-1 to hit moving target). If the GM determines they are still on the wire when the other PC goes to escape, go to “Escape” as per normal (without the chance that roach meat in the fortification will distract the dino)
Escape (down the wire)
* If raw roach meat was left in the fortification, 90% of the time it will distract the Dino for long enough for the PC’s to get down the wire and away, escaping entirely (end of encounter).
* If no meat was used or the roll was 91-100% then flying fox combat ensues for one round.
* Players can describe how they approach the flying fox combat, to see if any advantage comes of doing so. For any player that says something, they get an aim point regardless of what they say. If what they did seems to the GM as being effective, they get another five aim points. This particular bonus can only be gained once per encounter.
* Then roll initiative and do attacks as a normal melee round, but the dino is chasing and cannot attack.
o Players can shoot wild at the Dino (-1 to hit moving target) AND drop a piece of raw roach meat if they have it and choose to do so.
o If they drop raw roach meat, there’s a 50% chance the dino will stop chasing them and grab the meat instead, disappearing into the forrest with it (no free shots as it leaves).
o Aim points can be spent to reduce the penalty to hit with the wild shot (one aimed point gives +2 (making it -4 to hit) and three aim points give +4 (making it -2 to hit)).
o After the ONE round has passed, they have gotten to the end of the line and the dino has caught up with them. Roll initiative, shots aren’t wild as the characters have left the wire and are on solid ground now. Combat works the same as “Holding Ground”, without the option to escape by flying fox!
o If the dino has pursued them this far and they can’t kill it, they are dead meat!

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