Pen & Paper - Spielsysteme > Savage Worlds Conversions
Savage Dino Riders
Schalter:
Zum Kern der Sache: Spielwerte für die Saurier und dicke Wummen.
Die Saurier bei Dino Riders sind deutlich größer als ihre realweltlichen Vorlagen, und um einiges härter (alle können mindestens eine Wunde hinnehmen durch ihre Size oder durch Resilient, und mehrere sind obendrein Hardy).
Dimetrodon
Displaced in time from the Triassic period, this early dinosaur-like predator can visually meld with the jungle like a chameleon and suddenly attack its prey like a crocodile.
Attributes: Agility d6, Smarts d4 (A), Spirit d8, Strength d12, Vigor d12
Skills: Athletics d6, Fighting d8, Intimidation d10, Notice d6 (+2), Stealth d6, Survival d6 (+2 when tracking)
Pace: 6; Parry: 6; Toughness: 14 (3)
Special Abilities
• Armor: These dinosaurs’ thick skins give them +3 Armor.
• Bite: Str+d6.
• Camouflage: When surrounded by jungle, the Dimetrodon gains +1 to Stealth rolls.
• Low Light Vision: No penalties for dim or dark lighting.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Scent: Dimetrodons have a sense of smell like bloodhounds (+2 to Notice and Survival (Tracking) rolls).
• Size 3: Dimetrodon weigh up to 400 kilograms and can reach a length of 6 meters.
Valorian Dimetrodon Harness
• Harness with 360° rotating lift seat (1 rider): Hardness 16. Can be lifted or lowered a a free action, to gain Cover -2, -4, or -8 behind the spine sail of the dinosaur. (The seat’s guns may only fire over the back sail when the rider currently has a Cover modifier of -2 or less.)
• Laser Rifles (2 on the seat): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Stunner Guns (2 on the seat): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Sail Shield: Optionally the spine sail can be protected with this metal plate, sacrificing stealth for armor and better Cover. The spine sail has an additional Armor of +4. The dimetrodon loses its Camouflage bonus to Stealth while this system is in place.
• Twin Laser Rifles (2 integrated in shield): When the Sail Shield is in place, the Twin Lasers can pop out of it and fire. Range 30/60/120, RoF 1, Damage 3d6, AP 2. Can be fired simultaneously at the same target as a Multi-Action, using both hands (but not simultaneously with weapons on the seat).
Pachycephalosaurus
This stubborn but swift-moving bipedal dinosaur uses its armored head like a battering ram.
Attributes: Agility d8, Smarts d4 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d8, Survival d6
Pace: 8; Parry: 6; Toughness: 14 (3); head 16 (5)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bony plates give Pachycephalosaurus +2 additional Armor to its head.
• Charge: The Pachycephalosaurus can use its headbutt attack while charging. If it hits after a charge (at least 4“ of movement in a straight line), the Pachcephalosaurus does an additional +2 damage with its Headbutt attack.
• Fleet Footed: Pachycephalosaurus get a d8 running roll.
• Hardy: A second Shaken result does not cause a Wound.
• Headbutt: Str+d8; damage +2 against rigid armor or solid unmoving objects. An opponent is knocked back d8" on a raise if at least 1 Size smaller than the Pachycephalosaurus; if they hit a solid object they suffer +d6 damage.
• Resilient: This dinosaur can take two Wounds before it's Incapacitated.
• Size 4: Pachycephalosaurus grow up to 5 meters in length and weigh up to a ton. This dinosaur can take two Wounds before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
Valorian Pachycephalosaurus Harness
• Harness with 360° rotating seat (1 rider): Hardness 18.
• Laser Rifles (2 on the seat): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Stunner Guns (2 on the seat): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Twin Battering Rams (2 on the seat): Each can be activated by the rider as a melee attack with a Riding roll. Damage 2d8, +2 against rigid armor or solid unmoving objects. The opponent is knocked back d8" on a raise if at least 1 Size smaller than the Pachycephalosaurus; if they hit a solid object they suffer +d6 damage. Can be both activated simultaneously at the same target as a Multi-Action, using both hands. The rider can combine this attack with the Headbutt attack of the Pachycephalosaurus when they have the same target and one of them is using a Hold action.
Schalter:
Protoceratops
A small relative of the triceratops without any horns, this smart and nimble dinosaur tends to be overlooked, which makes it excel at scouting missions.
Attributes: Agility d6, Smarts d8 (A), Spirit d8, Strength d12, Vigor d12
Skills: Athletics d6, Fighting d6, Intimidation d4, Notice d8, Stealth d6, Survival d6
Pace: 7; Parry: 6; Toughness: 14 (3); head 16 (5)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bony plates give Protoceratops +2 Armor to its head.
• Charge: The Protoceratops can use a Fighting attack while charging. If it hits after a charge (at least 4“ of movement in a straight line), the Protoceratops does Str+2 damage with its attack. An opponent is knocked back d6“ on a raise if at least 1 Size smaller than the Protoceratops; if they hit a solid object they suffer +d4 damage.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Size 3: Protoceratops are big creatures, weighing up to a ton.
Valorian Protoceratops Harness
• Harness with seat (1 rider): Hardness 18. The rider has Cover -6 for shots from the fron arc and Cover -4 for shots from the sides.
• Rifle Scope & Night Vision Screen: Cancels 2 additional points of penalties when Aiming with the Laser Rifles and Stunner Guns. No penalty for Dim or Dark Illumination when using these weapons.
• Laser Rifles (2 on the seat): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Stunner Guns (2 on the seat): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
Pterodactyl
Displaced in time from the Jurassic age, the pterodactyl is a good-tempered and clever flying reptile, hunting fish and other small creatures.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12, Vigor d10
Skills: Athletics d10, Fighting d8, Intimidation d6, Notice d8, Survival d6
Pace: 3 on ground, 12 when flying; Parry: 6; Toughness: 13 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor.
• Bite: Strength +d4 damage.
• Flight: Pterodactyls have a Flying Pace of 12 (24 if diving) with a Climb of +1.
• Overtake: Once per round, when this dinosaur destroys one or more enemies with a Fighting attack during his turn, after the attack is resolved it can immediately advance up to 2‘‘ (which doesn‘t count against its regular movement this round). This extra movement doesn‘t count as withdrawing from melee.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Size 3: Pterodactyls grow up to 3 meters in length, but with a wingspan of up to 7 meters.
Valorian Pterodactyl Glider Harness
• Harness with glider (1 rider): Hardness 12.
• Mini Rocket Launcher (2 on glider frame): Range 15/30/60, RoF 1, Damage 4d6, AP 4. Small Blast Template. Both launchers can be fired simultaneously at the same target as a Multi-Action, using two hands. Requires a full-round action to reload.
Schalter:
Und weiter geht's! Hier sind ein paar von den schwereren Kalibern ...
Deinonychus
One of the fiercest and most intelligent predators of the Cretaceous age, the Deinonychus hunts in packs and slashes its prey with overlong talons on its feet.
Attributes: Agility d8, Smarts d10 (A), Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d8 (+2), Intimidation d10, Survival d6 (+2 when tracking)
Pace: 8; Parry: 6; Toughness: 14 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor.
• Bite: Str+d6 damage, triggers Rake with a raise (see below).
• Claw: Str+d8 damage.
• Death From Above: The Deinonychus adds +2 damage when making any Fighting attack after jumping at least 4’’.
• Fleet Footed: Deinonychus get a d8 running roll.
• Rake: After getting a good grip with their teeth, Deinonychus can slash the side of their prey with their long curved claws. If the Deinonychus uses its Bite attack and gets a raise, it immediately gains a Free Attack with its claw, with no multi-action penalty.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Scent: Deinonychus have a sense of smell like bloodhounds (+2 to Notice and Survival (Tracking) rolls).
• Size 3: These creatures weigh up to 700 kilograms and are 6 meters long.
Valorian Deinonychus Harness
• Harness with seat (1 rider): Hardness 18.
• Double Laser Rifles (2 on the seat): Range 30/60/120, RoF 2, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Double Laser Rifles or vice versa.
• Stunner Guns (2 on the seat): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
Stegosaurus
Transported through time from the Jurassic age, this hulking dinosaur is as peace-loving as it is fierce-looking. It fends off predators with the enormous spikes on its tail.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d4, Fighting d8, Intimidation d12, Notice d6, Survival d6
Pace: 7; Parry: 6; Toughness: 19 (5); head & legs 17 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Plates along the Stegosaurus’ spine add +2 Armor to its torso and tail.
• Hardy: A second Shaken result does not cause a Wound.
• Resilient: This dinosaur can take two Wounds before it's Incapacitated.
• Size 6: These dinosaurs are around 10 feet tall and weigh over three tons. This dinosaur can take two Wounds before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
• Tail Spikes: The Stegosaurus can attack with its powerful spiked tail for Strength +d10 damage (one target only; target must be at the side or rear).
Valorian Stegosaurus Harness
• Harness with 90° rotating capsule seats (2 riders): Hardness 20. Riders have Cover -2 in their capsules.
• Metal Plating: Frontal attacks to the torso of the stegosaurus give it an additional Armor 3.
• Rocket Launchers (3 on right side front armor): Range 24/48/96, Damage 4d8+2, AP 24, RoF 1, Medium Blast Template. Each one can be fired once before reloading.
• Double Edged Tail Blade (tail): Enhances Tail Spikes attack damage by +2.
• Laser Rifles (2 on each capsule): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Stunner Guns (2 on each capsule): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Dual Laser Cannon Clusters (2 on left side front armor): Range 30/60/120, RoF 4, Damage 3d6, AP 2. Can both be fired simultaneously at the same target as a Multi-Action, using both hands.
Styracosaurus
The styracosaurus moves slow but relentless, intimidating predators with its fearsome horns, or charging targets like a mad rhino.
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d4, Fighting d8, Intimidation d12, Notice d6, Survival d6
Pace: 7; Parry: 6; Toughness: 16 (3); head 18 (5)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bony plates give Styracosaurus +2 additional Armor to its head.
• Hardy: A second Shaken result does not cause a Wound.
• Horn: Str+d8 damage.
• Impale: The Styracosaurus can impale targets with its horn after a running start. If it hits after a charge (at least 4“ of movement in a straight line), the Styracosaurus does an additional +2 damage with its Horn attack.
• Resilient: This dinosaur can take two Wounds before it's Incapacitated.
• Size 5: Styracosaurus are massive creatures, weighing up to 3 tons. This dinosaur can take two Wounds before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
Valorian Styracosaurus Harness
• Harness with seat (1 rider): Hardness 18.
• Twin Heavy Lasers (central back armor): Range 30/60/120, RoF 2, Damage 3d8, AP 4.
• Laser Rifles (2 on side): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the side's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Stunner Guns (2 on side): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the side's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
Edmontonia
A huge dinosaur covered in thick bony plates and protective spikes protruding to all its sides, the edmontonia is almost impossible to harm by predators.
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+4, Vigor d12+1
Skills: Athletics d4, Fighting d8, Intimidation d10, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 18 (5); legs 16 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bone plates on head, tail, and torso have an additional Armor of +2.
• Counterattack: When missed by a Fighting attack from one of its sides, Edmontonia can make a Free Attack (as via the Counterattack Edge) with its Shoulder Spikes.
• Hardy: A second Shaken result does not cause a Wound.
• Resilient: This dinosaur can take two Wounds before it's Incapacitated.
• Size 5: This dinosaur can take two Wounds before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Shoulder Spikes: Str+d8.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
• Tail: Str+d6. The opponent is knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage (one target only; target must be at the side or rear).
Valorian Edmontonia Harness
• Harness with seat (1 rider): Hardness 18. The rider has Cover -4.
• Shield Plating: Hardness 20. The Edmontonia has Cover -2 when closed. May be opened as an Action to reveal the Circle Laser Cannons and Whirling Hooks. When opened, the Edmontonia has Cover -4 against attacks made from directly above it.
• Circular Laser Cannons (shield underside): Range 30/60/120, RoF 6, Damage 3d6, AP 2. Can be fired when the Shield Plating is opened. Two are pointed to the front of the harness, and three each to the sides. The rider can choose which ones to fire per Action; every Cannon not used lowers the RoF for that shot by 1 (minimum RoF is always 1).
• Laser Rifle (armor backside): Range 30/60/120, RoF 3, Damage 3d6, AP 2. Targets have to be in the rear of the Edmontonia.
• Stunner Guns (2 on the seat): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa. Targets have to be in the front of the Edmontonia.
• Twin Heavy Lasers (seat): Range 30/60/120, RoF 1, Damage 3d8, AP 4. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa. Targets have to be in the front of the Edmontonia.
• Whirling Hooks (shield underside): Can be activated as an Action when the Shield Plating is open. Every target within Reach 1 gets hit for 2d6 damage (friend or foe alike). Whenever a character ends their turn within Reach 1, they take 2d6 damage. Characters that have a smaller Size than the Edmontonia and are prone don’t get hit by the Whirling Hooks.
Schalter:
Strutiomimus
An upright-walking, ostrich-like reptile, with a swift and graceful sprint, covering vast distances of wilderness in its wanderings.
Attributes: Agility d8, Smarts d4 (A), Spirit d6, Strength d12, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d6, Notice d8, Survival d6
Pace: 8; Parry: 6; Toughness: 14 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor.
• Bite: Str+1
• Size 3: These dinosaurs can grow 5 meters in length and weigh up to 500 kilograms.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Fleet Footed: Strutiomimus get a d8 running roll.
• Leaper: The Strutiomimus can jump twice as far as listed under Movement. In addition, it adds +4 to damage when leaping as part of a Wild Attack instead of the usual +2 (unless in a closed or confined space where he cannot leap horizontally or vertically — GM’s call).
Valorian Strutiomimus Harness
• Harness with seat (1 rider) & secret message pod: Hardness 18.
• Parabol Antenna (central armor): Hardness 6.
• Rotating Laser Cannon (left side armor): Range 30/60/120, RoF 1, Damage 3d6, AP 2. Rotates in any direction. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Gun to the Laser Cannon or vice versa.
• Rotating Stunner Gun (left side armor): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Rotates in any direction. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Gun to the Laser Cannon or vice versa.
Quetzalcoatlus
One of the largest pterosaurs ever, the majestic Quetzalcoatlus has the size of a small sailplane. It soars with breathtaking grace, grappling prey from the ground and smashing it against rocks.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d8, Intimidation d10, Notice d8, Survival d6
Pace: 3 on ground, 12 when flying; Parry: 6; Toughness: 14 (2)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +2 Armor.
• Bite: Str+d6 damage.
• Flight: Quetzalcoatlus have a Flying Pace of 12 (24 if diving) with a Climb of +1.
• Improved Grapple: When trying to Grapple characters with a Size of 1 or smaller from the air, Quetzalcoatlus get +2 on their checks.
• Resilient: This dinosaur can take two Wounds before it's Incapacitated.
• Size 4: Quetzalcoatlus have a wingspan of up to 12 meters. This dinosaur can take two Wounds before it‘s Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
Valorian Quetzalcoatlus Harness
• Harness with seat (1 rider): Hardness 18.
• Double Laser Rifles (1 on each wing): Range 30/60/120, RoF 2, Damage 3d6, AP 2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Double Laser Rifles or vice versa.
• Stunner Guns (1 on each wing): Range 30/60/120, RoF 1, Damage -. When it successfully hits a character, she must make a Vigor roll -2 or be Stunned (-4 when hit with a raise). In any case, the Vigor roll to recover is made at -2. Both guns can be fired simultaneously at the same target as a Multi-Action, using two hands. A character may switch between the seat's weapon systems up to once per round as a Free Action, changing from the Stunner Guns to the Laser Rifles or vice versa.
• Turbojet: As an Action, the pilot can let the Quetzalcoatlus „run“, for an additional 2d6 of movement.
Schalter:
Natürlich haben die Rulonier auch so einiges in ihrem garstigen Repertoire:
Ankylosaurus
A slow but immensely stubborn dinosaur, covered in heavy bone plates, its tail shaped like a jackhammer.
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d4, Fighting d8, Intimidation d12, Notice d6, Survival d6
Pace: 6; Parry: 6; Toughness: 18 (5); legs 16 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bone plates on head, tail, and torso have an additional Armor of +2.
• Hardy: A second Shaken result does not cause a Wound.
• Size 5: This dinosaur can take one Wound before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
• Tail Sweep: The Ankylosaurus can Sweep attack all opponents in its rear facing (as via the Sweep Edge). The tail does Str+d8. The opponent is knocked back d8" on a raise, if they hit a solid object they suffer +d6 damage.
Rulon Ankylosaurus Harness
• Brainbox (head): Additional Armor 2 to the head, Hardness 18.
• Harness with 360° rotating crossbow: Hardness 16.
• Missile Crossbow (central back armor): Range 30/60/120, Damage 4d8+2, AP 24, RoF 1, Medium Blast Template. Requires a full-round action to reload.
Deinonychus
One of the fiercest and most intelligent predators of the Cretaceous age, the Deinonychus hunts in packs and slashes its prey with overlong talons on its feet.
Attributes: Agility d8, Smarts d10 (A), Spirit d10, Strength d12+1, Vigor d12
Skills: Athletics d8, Fighting d8, Notice d8 (+2), Intimidation d10, Survival d6 (+2 when tracking)
Pace: 8; Parry: 6; Toughness: 14 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor.
• Bite: Str+d6 damage, triggers Rake with a raise (see below).
• Claw: Str+d8 damage.
• Death From Above: The Deinonychus adds +2 damage when making any Fighting attack after jumping at least 4’’.
• Fleet Footed: Deinonychus get a d8 running roll.
• Rake: After getting a good grip with their teeth, Deinonychus can slash the side of their prey with their long curved claws. If the Deinonychus uses its Bite attack and gets a raise, it immediately gains a Free Attack with its claw, with no multi-action penalty.
• Resilient: This dinosaur can take one Wound before it's Incapacitated.
• Scent: Deinonychus have a sense of smell like bloodhounds (+2 to Notice and Survival (Tracking) rolls).
• Size 3: These creatures weigh up to 700 kilograms and are 6 meters long.
Rulon Deinonychus Harness
• Brainbox (head): Additional Armor 4 to the head, Hardness 20.
• Harness with seat (1 rider): Hardness 18.
• Double Laser Rifle (right side armor): Range 30/60/120, RoF 2, Damage 3d6, AP 2.
• Double Laser Rifle (left side armor): Range 30/60/120, RoF 2, Damage 3d6, AP 2.
Both Double Lasers can be fired simultaneously with the other set at the same target as a Multi-Action, using both hands.
Kentrosaurus
A cousin to the stegosaurus, this huge dinosaur from the Jurassic age is covered in protruding spikes halfway along its back.
Attributes: Agility d6, Smarts d6 (A), Spirit d8, Strength d12+3, Vigor d12+1
Skills: Athletics d4, Fighting d8, Intimidation d12, Notice d6, Survival d6
Pace: 7; Parry: 5; Toughness: 18 (4); head, legs & tail 17 (3)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Plates along the Kentrosaurus’ spine add +1 Armor to its torso.
• Hardy: A second Shaken result does not cause a Wound.
• Size 6: These dinosaurs are around 10 feet tall and weigh over three tons. This dinosaur can take one Wound before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
• Tail Spikes: The Kentrosaurus can attack with its powerful spiked tail for Strength +d10 damage (one target only; target must be at the side or rear).
Rulon Kentrosaurus Harness
• Bladed Brainbox (head): Additional Armor 4 to the head, Hardness 20. Headbutt attacks made by the Kentrosaurus do Str+2 damage.
• Harness with seats (2 riders): Hardness 20. Riders have Cover -2 under their gull-wing armor shields, and Cover -6 for attacks made from above.
• Heavy Double Lasers (2 on left side seat): Range 30/60/120, RoF 2, Damage 3d8, AP 4. Can both be fired simultaneously at the same target as a Multi-Action, using both hands.
• Heavy Double Lasers (2 on right side seat): Range 30/60/120, RoF 2, Damage 3d8, AP 4. Can both be fired simultaneously at the same target as a Multi-Action, using both hands.
• Spiked Mace (tail): Enhances Tail Spikes attack damage by +2.
• Twin Laser Rifles (left side armor): Range 30/60/120, RoF 2, Damage 3d6, AP 2. Can be fired simultaneously at the same target as the Heavy Double Lasers as a Multi-Action, using both hands. The rifles have Cover -2 under their gull-wing armor shields, and Cover -6 for attacks made from above.
• Twin Laser Rifles (right side armor): Range 30/60/120, RoF 2, Damage 3d6, AP 2. Can be fired simultaneously at the same target as the Heavy Double Lasers as a Multi-Action, using both hands. The rifles have Cover -2 under their gull-wing armor shields, and Cover -6 for attacks made from above.
Monoclonius
A smaller relative to the Triceratops, the Monoclonius has a single horn to scare away predators or impale its targets with.
Attributes: Agility d4, Smarts d6 (A), Spirit d8, Strength d12+2, Vigor d12
Skills: Athletics d4, Fighting d8, Intimidation d8, Notice d6, Survival d6
Pace: 7; Parry: 6; Toughness: 14 (3); head 16 (5)
Special Abilities:
• Armor: These dinosaurs’ thick skins give them +3 Armor. Bony plates give Monoclonius +2 additional Armor to its head.
• Hardy: A second Shaken result does not cause a Wound.
• Horn: Str+d6 damage.
• Impale: The Monoclonius can impale targets with its horn after a running start. If it hits after a charge (at least 4“ of movement in a straight line), the Monoclonius does an additional +2 damage with its Horn attack.
• Size 5: Monoclonius are massive creatures, growing 5 meters in length and weighing up to 3 tons. This dinosaur can take one Wound before it's Incapacitated, can be hit with a +2 Scale bonus, and its attacks have Reach 1.
• Stomp: Targets at least 2 Sizes smaller than this creature may be stomped on for Str damage. The opponent is knocked prone on a raise.
Rulon Monoclonius Harness
• Spiked Brainbox (head): Additional Armor 4 to the head, Hardness 20. Headbutt attacks made by the Monoclonius do Str+2 damage.
• Harness with 360° rotating seat (1 rider): Hardness 18.
• Tail Spikes (tail): When ordered to, the Monoclonius lashes out with its spiked tail for Str+d6 damage (one target only; target must be at the side or rear).
• Twin Gatling Laser Rifles (right side armor): Range 50/100/200, RoF 4, Damage 3d6+4, AP 2. Can be fired simultaneously at the same target as a Multi-Action, using both hands.
• Heavy Laser (left side armor): Range 30/60/120, RoF 2, Damage 3d8, AP 4.
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