The addition of dinosaurs can spark up any wargame. These are some of the rules that I use for dinosaurs in my wargame rules.
Dinosaurs have the desire to eat and be left alone. All dinosaurs move randomly; roll one 6-sided die in distance, and arrow die for direction. Herbivores will usually move in herds of three or more and will move away from noise or movement. Herds move as a group. Some carnivores may move as a herd also. Carnivores move toward noise, and movement. All dinosaurs will charge the nearest attacker, if attacked.
Count three hits per template, and single hit for other weapons. If a hit results, check the hit location to see if the weapon penetrated the armor. If the armor is penetrated, use a six-sided die to determine the damage.
Dinosaur Attack
Dinosaurs make bite attacks in the same manner as melee. The range is equal to the height of the dinosaur. Herbivores get one six sided die and the human gets one six sided die. High number wins. If the dinosaur wins, the human is killed. If the human wins he escapes unharmed, the dinosaur is not injured. Carnivores get one 10 sided die and the human gets one six sided die. High number wins.
Dinosaurs also can attack with their tails. The range is the area from the tip of the tail to the hind leg. All dinosaurs get one six sided die and the human one six sided die. High number wins. If the dinosaur wins, the human is killed. If the human wins, he escapes and the dinosaur is unharmed.
DINOSAUR TYPE Speed Special Skills if any
Die Roll Hit Location Armor Effect
1 Head Dinosaur dies
2 Shoulders Dinosaur charges and dies
3 Chest Major wound, creature stands
4 Abdomen Major wound, creature scared away
5 Front legs Minor wound, creature charges
6 Rear legs Minor wound, creature scared away
Dinosaur armor may be due to bone, such as a triceratops frill. Body mass may also act as a type of armor, a brontosaurus is so massive that small caliber weapons could not penetrate to lungs or heart or other vital organs.
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