Dinosaur Wars



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Tyrant Awards

Posted by SotF on October 9, 2011 at 11:30 AM Comments comments (0)

Just noticed that Tackling a Tyrant managed to get noticed by a few more people, mainly thanks to MiniatureWargaming.com

Here's The Bit


Nomad Units

Posted by SotF on May 7, 2010 at 11:37 PM Comments comments (0)


Type: Transport(Heavy)

Force: 1

Crew: 1 Handler,Archer Unit

Abilities: Crush,Recovery

Upgrades: ExtraArcher Platform, Armor Plating, Arrow Slits (Requires Armor Plating), EliteHandler

Attacks: Trample

Special: Archer Unitsmay be upgraded as per the Archer choice. Extra Platform requires the seperatepurchase of an Archer Unit



Type: Heavy

Force: 2+Commander

Crew: 1 Handler, 1Archer

Abilities: Shrug Off

Upgrades: ExtraArchers (Up to 3 extra archers), Armor Plating, Elite Handler, Helmet Spikes

Attacks: Trample,Ram, Archers, Officer

Special: Archers aretreated as an Archer Unit concerning abilities, using number of archers



Type: Fast

Force: 4+Commander

Crew: 1 Handler

Abilities: HeadlongCharge

Upgrades: EliteHandlers, Lancer, Thrust, Brace (Requires Lancer), Larger Unit (Up to 4 extraunits), officer

Attacks: Ram, Overrun(Requires Lancer)

Special: Takes halfdamage from collisions



Type: Fast

Force: 4+Commander

Crew: 1 Handler

Abilities: Dodge

Upgrades: EliteHandlers, Evade, Composite Bow, Barrage, Larger Unit (Up to 4 extra units),Officer

Attacks: Archers

Special: Enemy mustreroll the first sucessful attack on this unit each round



Type: Standard

Force: 8+Commander

Crew: None

Abilities: Barrage

Upgrades: Longbow,Piercing Arrows (Requires Longbow), Improved Spread, Officer, Extra Archers (Upto 12 extra units)

Attacks: Archers



Type: Standard

Force: 8+ Commander

Crew: None

Abilities: Brace

Upgrades: Pikes,Guardian, Hold The Line, Extra Spearmen (Up to 12 extra units)

Attacks: Thrust

Special: Reroll asingle failed attack on an adjacent enemy that moved into range this turn



Type: Elite

Force: 2+Commander

Crew: None

Abilities: Barrage,Stealth, Advanced Deployment, Woodsman

Upgrades: Longbow,Piercing Arrows (Requires Longbow), Vanish, Officer, Poisoned Arrows, ExtraHunters (Up to 3 extra units)

Attacks: Archers

Special: Gains doubleterrain defense bonus'


Titan Guard

Type: Elite

Force: 6+Commander

Crew: None

Abilities: Brace,Guardian, Escort

Upgrades: Hold TheLine, Reach (3"), Avoidance, Officer, Drive Back, Extra Titan Guard (Up to6 extra units)




Type: Champion(Heavy)

Force: 1

Crew: 1 Elite Handler,2 Archer Units

Abilities: Crush,Recovery, Shrug Off, Inspiration

Upgrades: ArmorPlating, Arrow Slits (Requires Armor Plating), Improved Recovery, Focus Fire

Attacks: Trample,Earthquake, Master Handler

Special: Archer Unitsmay be upgraded as per the Archer choice. Allies within 12" and line ofsite gain Recovery



Type: Champion


Crew: None

Abilities: Stealth,Vanish, Woodsman, Advanced Deployment, Forward Push, Recovery, Harry

Upgrades: PiercingArrows, Vanish, Officer, Poisoned Arrows, Longshot, Bow Master

Attacks: Archers

Special: Gains doubleterrain defense bonus', Non-Heavy Allies gain Advanced Deployment




Posted by SotF on May 7, 2010 at 11:28 PM Comments comments (0)

The idea of the nomads came from the concept of the sauropod and herd migrations.

Instead of building cities and fortresses, the Nomads have tamed the Sauroposeidon herds that migrate through the area and live in structures strapped to these mighty beasts while rangling other species to serve as combat and exploration mounts.

Different groups of them are referred to as herds, namely due to their "cities" are infact seperate herds of the sauropods. Few creatures would attack a herd, and those that do can be fought by the Nomads living on them.

They also raise hadrosaurs similarly to cattle as a food source.

Each Herd of Nomads tatoo their beasts with patterns that tend to contain elements unique to their herd with minor elements from their "Home" herd if they joined the herd.

Unlike their beasts, the Nomads rarely have any body ornamentation with the exception of a single tattoo that encircles the neck on members that have married and the head of the tribe has another.

They have little in the way of metal, most of which is used for small blades and other needed materials. The elite forces are equipped with metal arrowheads or spear tips.

Setting & Factions

Posted by SotF on May 7, 2010 at 11:19 PM Comments comments (0)

Okay, the original idea for this came from a modernization of the Pulp era story with a modern take. Paleoworld was one inspiration, as were several other games and stories of the type.

The setting is in a pseudo-cretaceous world with a lot of suprises and inhabitants for use.

How it's accessed by the modern world is through a two way wormhole developed in an underground facility. It's location is immobile and the military has deployed a group through it to begin exploration, but the facility is not one to enable easy transit in and out, everything larger than a small car needs to be broken down to get it to the wormhole.

From time to time, other groups have slipped in leaving the occasional group of humans.

However, other than the prehistoric "monsters" there is a group somewhat similar to humans that seem to be a native population.

The factions are the Expeditionary Force (Modern Troops and Civilians), the Nomads (Descendants of various groups from history and tend to have a close tie with the herbivores), and the Others (A beastial group of humanoid savages).

While I wanted there to be a pure dinosaur faction at the start, to be honest, the problem comes from figuring out how to make them more threatening as a force than the groups that already use them.