Twilight: 2000 – Jurassic Dawn
We got talking on one of the Discords about how there hasn’t been a Dinosaurs mod for T2000.
Well, here’s some stuff….
Velociraptor (Pack Hunter)
Small, cunning, lightning-fast predator. Attacks in coordination with its pack.
Size: Small
Strength: C
Agility: A
Wits: C
Empathy: –
Mobility: A
Recon: B
Close Combat: B
Armor: 1 (tough scales, fast movement)
Hit Capacity: 3
Speed: 2 zones/round
Special: Always attacks as a group. +1 initiative if in pack of 3+. (For cards: They pick two and use the best one)
Base damage 2, Crit 4.
Velociraptor Pack (2–5 creatures)
Behavior: Highly coordinated, uses flanking and feinting. Hunts in silence until strike. Attacks using AGILITY+CLOSECOMBAT.
Action/Reaction Table (d6):
- Pincer Ambush – Two raptors distract while a third leaps from cover (+2 mobility, surprise test).
- Disarm and Disorient – One raptor targets the weapon or limb, forcing a gear check or prone.
- Screech Command – The pack leader emits a shriek; all raptors gain +1 initiative next round (or again, for cards, draw twice).
- Feint and Withdraw – Raptors strike and retreat 2 hexes to lure prey into terrain trap.
- Pack Swarm – All nearby raptors coordinate a multi-attack (each targets a separate PC).
- Target the Wounded – Raptors shift focus to the bloodied or isolated.
Tyrannosaurus rex (Apex Carnivore)
Towering alpha predator. Territorial, loud, and catastrophic if engaged.
Size: Huge
Strength: A
Agility: D
Wits: C
Empathy: –
Mobility: C
Recon: D
Close Combat: A
Armor: 3 (thick hide, muscle mass)
Hit Capacity: 10
Speed: 1–2 zones/round
Special: Scent-based tracking; automatically locates bleeding or panicked PCs. Area knockback on hit.
Based Damage: 3, Crit 4.
Tyrannosaurus rex (Solo Apex Predator)
Behavior: Territory-based; attacks loudly and directly. Poor sight, but excellent smell and hearing. Uses STRENGTH+CLOSECOMBAT to attack.
Action/Reaction Table (d6):
- Roaring Challenge – T-Rex bellows; all non-vehicle PCs within 2 zones must roll Cool or Panic.
- Crush and Pin – Grabs one PC with jaws; next round it can throw or crush.
- Tail Sweep – Clears a 90° arc around it, knocking down everyone in melee range.
- Charge – Sprints 2 zones in a straight line; anything in the path must test Mobility or be trampled.
- Sniff and Roar – Spends a round sniffing; locks onto a wounded PC’s scent regardless of hiding.
- Rampage – If reduced below half HP, it enters a frenzy: two actions/turn for 1d3 rounds.
Triceratops (Defensive Tank)
Armored herbivore with territorial instincts. Will charge perceived threats or to protect herd.
Size: Large
Strength: B
Agility: C
Wits: D
Empathy: –
Mobility: C
Recon: D
Close Combat: B
Armor: 4 (frill shield, thick body)
Hit Capacity: 8
Speed: 1 zone/round
Special: Charge attack does double damage if it moves at least 1 zone before striking.
Base Damage: 2, Critical 4
Triceratops Herd (3–7 individuals)
Behavior: Defensive unless provoked or wounded. Will protect young aggressively. Uses STRENGTH+CLOSECOMBAT to ATTACK
Action/Reaction Table (d6):
- Form the Wall – Adults form a shield line; all ranged attacks suffer -2 unless flanking.
- Charge as One – All triceratops move 1 zone forward and attempt to gore.
- Retreat Circle – The herd begins a slow withdrawal; a baby or wounded adult may be left behind.
- Stomp and Bellow – A warning display; anyone who doesn’t retreat is charged next round.
- Flank Breaker – A single bull moves around the players to strike from behind.
- Blind Fury – A triceratops with 50% HP or less chooses the nearest PC and attempts to impale them, ignoring cover.