Dinosaur Cowboys skirmish game

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bosky:
Actually to make the Fleeing really unpredictable and scary I would almost consider having Dinosaurs Flee in a random direction and stomp anything in their path. Two problems with that though:
1. I hate requiring directional dice (scatter dice from 40k)...maybe they could either go directly forward or directly backward instead?
2. Exactness would be a problem where an opponent might try to weasel their way out of getting hit by a Fleeing dinosaur by arguing what angle the directional dice is at.

Daniel36:
You don't need directional dice. You can make a random direction thingy from pretty much everything. Just draw an arrow on whatever you use and throw it in the air.

bosky:
So instead of some of the dinosaur based changes I mentioned before I went another route. I implemented a new dinosaur only stat for Discpline into the rulebook and am going to playtest that a few times before making it official. Here's how it works in the updated version:

So basically each Dinosaur has a set Discipline value (currently between 3 and 10) and if damage from a single attack exceeds that value they add a Panic token (multiple can be added). If they Activate while having a Panic token they use a random movement distance instead of their set value. For example the Runner uses D10" instead of 10". At the end of their Activation they remove 1 Panic token automatically, plus 1 additional Panic token if they are mounted (representing the rider soothing/calming down/controlling the dinosaur).
Dinosaurs can be Trained or Untrained. Trained get +1 Discipline, +1 MMC whereas Untrained get -1 Discipline, +2 HP. I'm not 100% sold on those numbers though and might just make both be a modifier to Discipline and Hitpoints (and maybe just +/- 1 HP instead of 2).

That's roughly how the system works, and here's the rulebook excerpt for it:

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Discipline
Discipline represents a dinosaur's ability to perform in combat while suffering pain, surprise, fear, and other trying emotions of battle. A higher discipline means a dinosaur will be able to maintain a consistent pace and direction and obey any rider's commands. A lower discipline means the dinosaur is more likely to circle in panic and stumble around in fear.

How to use Discipline
If a dinosaur suffers damage greater than or equal to their Discipline value from a single ranged or melee attack they will panic.
Mark them with a "Panic" token. Multiple Panic tokens can be placed on each dinosaur.
For example a Horned Dinosaur has a Discipline of 8. They are hit by a Rotary Rifle for 11 damage and are therefore marked with a Panic token. During the next Activation they are hit by a Bundle of Dynamite for a further 8 damage, so another Panic token is added.

Effect of Panic
When marked with one or more Panic token dinosaurs will use their Panic Movement, as recorded on the Posse Roster.
For example a Runner Dinosaur has a Movement statistic of 10 and a Panic Movement of D10. If they were marked with a Panic token they would have to roll D10 to decide how far they can Standard Move, instead of using the static 10 value.

Recovering from Panic
At the end of the dinosaur's Activation remove 1 Panic token.
If the dinosaur is mounted remove an additional 1 Panic token.
For example a King Dinosaur (with two passengers) has 3 Panic tokens at the start of the turn. Eventually it Activates, rolls D6 for it's Panic Movement with a result of 2. The King performs a 2" Standard Move and then a rider fires. The King's Activation is done, so 2 Panic tokens are removed (1 default with a bonus 1 removed because the King is mounted).
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I like this system better than the Bravery Test (which human character still use) as it distinguishes dinosaurs and also rewards pouring fire into them. Let me know what you think and whether the system looks faulty or can be improved!

Kyles Games:
Maybe the categories could be Trained and Feral, and there could be a standard one with no modifiers?

That said, I like it.

bosky:
Ah, duh on my behalf *smacks forehead* I can basically make Allegiances for Dinosaurs, and then have 4 available. I got so caught up with Trained/Untrained that I didn't think about the option of doing more modifiers (and one with no modifiers). So human cowboys can still choose Duster, Neotechnoist, etc. and then Dinosaurs can choose Trained, Feral, and two more (Young [smaller size, less HP] and Plains [faster]?). Goooood call. Glad you like the rest of the mechanics around it, I think getting into the Panic state will be flavorful and fun.

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