| Post/Author/DateTime | Post |
|---|---|
| #1RagitsuMay 21, 2009 16:18:00 | Assuming you knew you were going to face dinosaurs of Allosaurus size or smaller, what weapons would you stock up on? |
| #2atanakarMay 21, 2009 17:04:09 | Sub machine gun. Easy to carry. Fast reload. Cummulative effect of multiple bullets probably not negligeable... LOL |
| #3rustam1May 21, 2009 21:41:24 | sure, use HK MP5s (9mm submachine gun), 2d6 damage, 40ft range increment. HK MP5 The Heckler & Koch MP5 family of weapons is among the most recognizable in the world. Many different designs exist; dexscribed here is the most basic model. Due to its high quality of manufacture, the MP5 is always considered a mastercraft weapon. As such, it grants a +1 bonus on attack rolls. This weapon features a three-round burst setting. When used with the Burst Fire feat, it fires only three bullets instead of five and can be used with only three bullets in the weapon. This setting does not grant the ability to make burst fire attacks without the Burst Fire feat; if a character uses the setting without the feat, he or she makes a normal attack, and the extra two bullets are wasted. HK MP5K A radically shortened version of the MP5, this weapon is optimized to be concealable. The steps taken to reduce the weapon’s size and weight negate the benefits of the parent weapon’s extraordinary quality, and as a result the MP5K is not a mastercraft weapon. Although it comes with a 15-round magazine, the MP5K can also accept the same 30-round magazine as the MP5 (use of the larger magazine increases the weapon’s size to Large, though). Megaraptor MEGARAPTOR Huge Animal Hit Dice: 8d8+43 (79 hp) Initiative: +2 Speed: 60 ft. (12 squares) Armor Class: 16 (–2 size, +2 Dex, +6 natural), touch 10, flat-footed 14 Base Attack/Grapple: +6/+19 Attack: Talons +9 melee (2d8+5) Full Attack: Talons +9 melee (2d8+5) and 2 foreclaws +4 melee (1d4+2) and bite +4 melee (2d6+2) Space/Reach: 15 ft./10 ft. Special Attacks: Pounce Special Qualities: Low-light vision, scent Saves: Fort +10, Ref +8, Will +4 Abilities: Str 21, Dex 15, Con 21, Int 2, Wis 15, Cha 10 Skills: Hide +5, Jump +27, Listen +12, Spot +12, Survival +12 Feats: Run, Toughness, Track Environment: Warm forests Organization: Solitary, pair, or pack (3–6) Challenge Rating: 6 Treasure: None Alignment: Always neutral Advancement: 9–16 HD (Huge); 17–24 HD (Gargantuan) Level Adjustment: — This creature is a larger version of the deinonychus, standing about 12 feet tall with a total length of 24 feet. It has the same appearance, habits, and abilities of the smaller version. Pounce (Ex): If a megaraptor charges, it can make a full attack. Skills: A megaraptor has a +8 racial bonus on Hide, Jump, Listen, Spot, and Survival checks. |
| #4atanakarMay 22, 2009 7:48:45 | Elephants and rhinos have similar properties as dinos right? Thick hide, etc. What weapon do the african poachers use to bring then down? |
| #5atanakarMay 22, 2009 8:00:32 | sure, use HK MP5s (9mm submachine gun), 2d6 damage, 40ft range increment. |
| #6backstabbistMay 22, 2009 9:02:35 | without some special setup or other qualifiers for the task... These bad boys ran from 25-32' long, and were not known for being thin skined. Penetration is required, more than a pistol caliber but not quite as bad as AP 50BMG. The standard dependancy on Shock is not going to be acheivable, so massive muscular/skeletal damage to drop it alive. Also, this is not a lumbering giant, it is going to come hard & fast and not in a straight line... the bolt actions aint going to cut it (unless you are in the 288th Rifle Regiment Light with 100 other guys shooting 303SMLE's at it) |
| #7rustam1May 22, 2009 10:35:29 | Elephants and rhinos have similar properties as dinos right? Thick hide, etc. actually, not really. the hides of these animals aren't that thick. ---------------------------------- Greater Indian Rhinoceros d20 stats RHINOCEROS Large Animal Hit Dice: 8d8+40 (76 hp) Initiative: +0 Speed: 30 ft. (6 squares) Armor Class: 16 (–1 size, +7 natural), touch 9, flat-footed 16 Base Attack/Grapple: +6/+18 Attack: Gore +13 melee (2d6+12) Full Attack: Gore +13 melee (2d6+12) Space/Reach: 10 ft./5 ft. Special Attacks: Powerful charge Special Qualities: Low-light vision Saves: Fort +11, Ref +6, Will +3 Abilities: Str 26, Dex 10, Con 21, Int 2, Wis 13, Cha 2 Skills: Listen +14, Spot +3 Feats: Alertness, Endurance, Improved Natural Attack (gore) Environment: Warm plains Organization: Solitary or herd (2–12) Challenge Rating: 4 Advancement: 9–12 HD (Large); 13–24 HD (Huge) Level Adjustment: — The rhinoceros is infamous for its bad temper and willingness to charge intruders. The statistics presented here are based on the African black rhino, which is 6 to 14 feet long, 3 to 6 feet high at the shoulder, and weighs up to 6,000 pounds. These statistics can describe any herbivore of similar size and similar natural weapons (antlers, horns, tusks, or the like). Combat When it is harassed or annoyed, a rhinoceros lowers its head and charges. Powerful Charge (Ex): A rhinoceros deals 4d6+24 points of damage when it makes a charge. |
| #8dbayMay 25, 2009 23:05:44 | Helicopters with napalm of course. Who would want to get that close to something that thinks "evisceration" is an acceptable form of greeting? |
| #9narukagamiMay 26, 2009 14:06:21 | Assuming you knew you were going to face dinosaurs of Allosaurus size or smaller, what weapons would you stock up on? This: ![]() |
| #10backstabbistMay 26, 2009 14:45:34 | Shotgun? ... ok, Big Shotgun? |
| #11rustam1May 26, 2009 18:35:25 | Shotgun? HoooRaah! Beehive round? ...no, that was packed full of metal flechettes thus the buzzing... ah yes, from here. see also...ONTOS. |
| #12para_gunnerJun 05, 2009 1:57:08 | it depends on your ethics and what you are hoping to acheive sports hunting ? i would go with .600 nitro express from H&H as a pretty good beast stopper thats 1 man portable and fireable from the shoulder though for truelly massive stuff - .50cal and above AMRs would give both range and put down power advantages - at some loss of portability and ease of firing [ ie do you really want to drop and set up a bipod when being charged by an allausaurus ??? ] simply slaughtering ? african poachers use AK-47s defending yourself - if you are vehicle based .50cal HMG , if on foot - a more inventive solution like the HAFLA DM-34 or other such device - not lethal per-se but discharged in its face - its going to make anything break off attack |
| #13backstabbistJun 05, 2009 9:36:13 | HK69 40mm GL Pistol HEDP for the big boys and Frag for gp |
| #14RagitsuJun 06, 2009 19:40:57 | Well, elephant rifles will make a BIG comeback, that's for sure. |
| #15backstabbistJun 06, 2009 23:22:45 | "elephant rifles" ?? You're going to arm the Pachyderms with guns? Wouldnt the elephants just Brawl or Gore the dinos rather than use their elephant rifles on the dinos? |
| #16RagitsuJun 07, 2009 1:40:36 | Watch out for those Strong Hero / Martial Artist elephants: they never forget. |
| #17Master_VegaJun 07, 2009 2:21:08 | Watch out for those Strong Hero / Martial Artist elephants: they never forget. We need a knee-slapper smiley. ![]() |
| #18nobodez_hereJun 07, 2009 12:55:44 | Well, I'm thinking RPGs or LAWs would be my personally preferred weapon. Or make an ambush with a few claymores, from multiple angles, with overlapping areas of effect. Though, upon further reflection, some sort of nerve agent would be the best. Why? So you can bring the intact, but dead, Allosaurus to the Chicago Field Museum. |
| #19thecrawlingspleenJun 07, 2009 22:00:02 | As far as weapons mentioned in the books, I'm liking the Barrett M82. Given that an Allosaurus is going to have fairly thick skin, with tough muscle underneath, the .50 caliber rounds will definitely help with penetration, and the fact that it's a semiautomatic will speed upo the firing process in case the first shot isn't a kill. Of course, failing that, the M16. Pretty high damage and accuracy, and it has autofire capacity, which is always a plus. |