Lego town mixed with normal terrain

Been a long while since my last post! I had a kid, so that’s definitely shifted my focus elsewhere :) As life starts to settle back down I’m hoping to get back into tabletop gaming.

In the meantime I’ve noticed my Lego Lone Ranger post gets a lot of hits from searches. So I figured it would be fun to eventually try a battle report using the Quickdraw posses, but in a Lego town and with Lego minifigs.

Here’s the table I setup to get a feel for how viable the idea is, complete with a dinosaur towing a Lego cart, a jail cell at the end of the road, some rooftop planks to climb between buildings, and various Lego chests scattered around the map (which I’ll use as some kind of Crate feature in the game):


v2.5 Release with oodles of new weapons

Remember how the last release was the fastest update ever? Well I’m going to have to guess v2.5 is the slowest. After the Battle to Seattle campaign wrapped up I was pretty much out of energy. Summer had just started as well, so a week delay turned into a month and before you know it here we are in July. If you have been following the bleeding edge version of the rules there shouldn’t be any surprises here.

Without further ado: Dinosaur Cowboys Rulebook v2.5

train-mineAnyway v2.5 is quite a milestone release because I added a TON of weapons. There are now plenty of fun options for pistols (Six-Shooters, Volcanic, Walker, Peacemaker) to suit any playstyle. Rifles have been tweaked and balanced and expanded. Shotguns are actually viable now. Repeaters have an “end game” version. There are lots of new specialty weapons too (like the LeDuc Revolver). Melee weapons have been completely redone so any type of Attack-Damage pattern you can imagine is available.
There were numerous tweaks and fixes from the experience of running a 4 person campaign. I also took some of the knowledge gained from the quickstart rules and applied it back to the core rulebook, such as actually explaining and demonstrating a statline before talking about it.

All in all I’m really happy with this version, even if it took far too long to get that last 1% done.

I’ll probably go back into quiet mode for a while here though. Lots going on outside of tabletop games, so it can be tough to find the time. I am of course still hoping to post battle reports and the like. I’d especially like to build a few Lego buildings and play a game of Dinosaur Cowboys using Lego minifigs. That and use some of the new dinosaurs in greater depth. I have a few miniatures I’m in the process of painting as well that I’d like to get a game in with eventually.

Anyway here are the specific changes around this edition:
- Tons of new weapons and special abilities
- Got rid of the old D4/D8/D10 usage which was JUST for Dinosaur panic. Now D6 or D12 ONLY is used, with modifiers where necessary
- Updated component picture to not have old dice, and also show more miniatures
- Added a new Statistics Overview section to give an idea of stats before we talk about them
- Added an example weapon to the start of Combat to give some context
- Default turn limit changed from 5 to 6
- “Explosion” special ability now does half damage to mounted characters
- Changed Wound/Injury table so that a roll of 1-1 is Bad Luck now, instead of having to re-roll 1s
- Buffed “Lend a Hand”, so HP transfer is done in a 1:1 ratio
- Added a +1 bonus to a Bravery Test roll while Mounted, to stop riders from being a huge weak link
- Changed dinosaur passenger size to Small 1, Medium 2, Large 3, Extra-Large 5 (up from 4)
- Updated Swimmer/Flyer notes so that Extra-Large dinos take 5 slots
- Changed Swimmer breeds to match actual length of dinosaurs, so larger versions are used for ferries compared to smaller “sloop” versions
- Moved where the Elevation rule is since it applies to both range/close
- Changed Movement attack modifier to be for All, and only apply if target moved 2″+
- Changed base distances to start at 0 instead of 1, for example Six-Shooter Short Distance is now 0-6″
- Added a ‘Who’ column to Traits, to specifically state whether a Human, Dinosaur, or Both can use a Trait
- Clarified that selling/replacing a dinosaur doesn’t refund training costs
- Reorganized Campaign section, added a note about Gentleman’s Agreements, and about two types of campaigns
- Armor changed to have Speed Penalty starting at +3 DEF instead of +4
- Eagle Eye is now an Active Trait, Clear Sight now has 1 Stage only
- Changed Pushed/Pulled to not affect dinosaurs in close combat
- Merged “Night” into “Sunset”, which also now includes a “Dusk” option
- Added Step totals, for example Step 1/6, 2/6, to give the reader an idea of how much they have left

Saloon Updates:
- Mirrored rule updates
- Added “Private Save” feature that will prevent a posse from being loaded in the Recent Posse List. Useful for campaigns with secret information
- Added a Number of Players link beside the Campaign Mode checkbox, which allows your PDF posse to have modified free Hitpoints for games with larger number of players

Finally took new components shots

Well this was a long, long time coming (far too long actually) but I finally sat down and took new component shots for the “What is Needed to Play” section of the rulebook. To be honest this was literally the only TODO holding me back from releasing v2.5. So I’m going to do a once over of the rulebook and then publish it today.
Anyway I needed to take a new component shot because the old one had D4s, D8s, and D10s, which v2.5 removes the need for (thankfully).

I think I’m going to go with the big picture above (although I’ll probably retouch the color slightly). The other two options were with different figures involved. I like the one with Sarah Love, but I find her stand a bit too bright (the red ring) and it draws the eye away from the center of the picture. I also like the one with Crazy Rhodes and his dual submachineguns, but I think the Preacher Pike mini is a bit closer to an old west feel.

As you exit through The Wall…

in the valley
Photo from Interfacelift

Perhaps you are a Neotechnoist noble grappling over The Wall to see the world outside…
Perhaps you are a Bandit mercenary hired to guard a caravan of gold and silver from the mines outside…
Perhaps you are a Duster bounty hunter waiting for your mark outside…
Perhaps you are a Savage convict having just escaped Haven to the outside…

Either way, I think this picture captures what I imagine some of the area directly outside The Wall around Haven would look like. You can see the trees (jungle I assume ;) ) bleeding slowly into the gritty desert.
In actuality the picture is at Zion’s Canyon in southern Utah, which in the DC universe of 2285 would probably be juuuuuuust on the border of the scorching desert that is too hot to live.

Still a neat one!

Battle to Seattle – Wrap Up

Well the very fun and lengthy Battle to Seattle campaign ended this Saturday, with a rather grand finale. In case you missed the campaign you can read the saga through the BTS tag.

Basically though I ran a campaign for my three friends, wherein they fought from the southern deserts to the re-emerged city of Seattle, hoping to unlock the fabled secrets rumored to be in the Space Needle.
In the end the fluff surrounding the Space Needle was:
As the eruption was happening and dinosaurs were emerging, teams of scientists hoped to hide away their vast stores of knowledge in various secure structures around the country. The Space Needle was deemed a suitable location because of it’s safe location, resilience to damage, and height over the dinosaurs.
So when you three entered the top of the tower, instead of finding a bunch of old world weapons and armor, you instead found books, CDs, and old rusted computers. Who knows if your three leaders would have fought for this, or considered it junk, or allied to decipher the remains.
However given enough time and effort, most of the information and knowledge could be recovered. Perhaps even leading to the emergence of a new fifth allegiance: Old World, a people who follow democracy, have advanced medical and scientific knowledge, and use robots and other strange technology to do the fighting for them.

The three players involved were: Dustbowl Dusters, Dustin Tails, and New Haven Vigilantes.
Because we used the official campaign rules these posses were able to grow and develop through the game, from basic 100 IP/$1,000 gangs to 300 IP/$3,000 veterans. Here is a fun little chart showing their IP growth:

In the end the involved posses looked like this:

Game List
We played through an intro game, and then 10 games involving different locations along the western coast of the US. Sometimes the players were against each other in a free for all, or in two separate 1vs1 games where I played an NPC posse against one of them, or in a big 3vs1 coop. In total these were the games and locations we played:

  • Feb 6: Intro game (unrelated to campaign)
  • Feb 13: Radio Tower. Dustbowl Dusters won by objective vs New Haven Vigilantes and Dustin Tails.
  • Feb 20: Death Valley. NPCs won against New Haven Vigilantes and Dustin Tails.
  • Feb 22: Pahrump bonus game. All three won against NPCs.
  • Mar 6: Lake Tahoe. Dustin Tails won vs NPCs. New Haven Vigilantes and Dustbowl Dusters tied (amazingly enough).
  • Mar 13: Lassen Volcano/Redwoods. New Haven Vigilantes won vs guest Rob NPC at Redwoods. Dustin Tails won against NPCs at Lassen.
  • Mar 20: Crater Lake/Coos Bay Swimmers. Dustbowl Dusters won vs guest Cheryl NPC. Dustin Tails won against New Haven Vigilantes.
  • Mar 27: Dunes Park/Warm Springs. New Haven Vigilantes won vs Alligator NPC. Dustin Tails won vs Dustbowl Dusters at Warm Springs.
  • Apr 3: Tillamook/Columbia River. Dustin Tails won vs New Haven Vigilantes at Tillamook train yard (with no kills to either side!). Dustbowl Dusters won vs guest Paul NPC at Columbia river.
  • Apr 10: Lewis Military Base. Robotic NPCs won vs all three (beep boop beep).
  • Apr 12: Space Needle finale. Markus lost big time!

 Poster by Harry BonathWell this campaign was a ton of fun. I’m glad I could rope in three friends to dedicate this much time to playing a game I designed. Very nice of them to indulge me like this. We played pretty much every Thursday for two months or so. Having a consistent game was nice, and I think the ruleset held up well. Plus the campaign finally motivated me to make my 6′x4′ table overlay (split into two 3′x4′ pieces), so that we could have two simultaneous 1vs1 games running.

We did have a brief hiccup around weapons a few weeks in. Every posse had focused on long range weaponry, which made the game play a lot differently than I would have liked, and nullified various fun posse builds. So rifles were toned down. I took that opportunity to do a big revamp of the weapons, which will be coming soon in the v2.5 release of the rules.

The only other problem I found was the weapon list is geared towards mid-tier posses, in the sense of $1k-$2k or so. Once you are past $2,000 the “top tier” weapon choices boil down to 1 per category (for example 1 repeater, 1 shotgun, etc.). This meant that there were a lot of Lawstar Repeaters :) The other issue was the Dustin Tails posse seemed to win a ton of their games. I’m trying to decide and analyze whether that was posse choice, player skill, enemy builds, or something broken or unbalanced in the rules. If it’s the last one we have a problem, otherwise I think we’re okay.

Otherwise I can’t complain. Everyone grasped the rules quickly and learned the intricacies and strategies as time went on. Introducing guest players to the system also seemed to go well. All in all I’m happy with the state of the rules, and I think a long term campaign like this was great for putting them to the test.
I do think having a “Gentleman’s Agreement” helped keep everyone happy, since even agreeing to stop at Defense 4 still caused a bit of tension. I can’t imagine how things would have been if anyone managed Defense 7.

From here we’ll be switching our weekly game sessions to a new campaign (probably Star Wars: Edge of the Empire RPG from Fantasy Flight games). So besides finalizing v2.5 (just need to retake the component photo and do a couple more tweaks), I’ll be a bit quieter in terms of Dinosaur Cowboys. But I hope to get back to (somewhat) regular battle reports after the next campaign.

Battle to Seattle – Finale at the Space Needle

 Poster by Harry BonathAnd so begins the grand finale of the Battle to Seattle campaign. The fight from the southern deserts north to Seattle was long and tough for all posses involved. I’ll post a wrap up entry a little bit later with some stats and overall info. For now the focus is purely on the finale game.

First of all this game differed because we set aside an entire Saturday to play it, instead of our traditional Thursday night game. This meant I could get pretty elaborate with the setup. The make the game feel truly epic I broke the finale down into three phases, or sub-stages. Although we ended up not playing the (admittedly short and not hugely needed) third stage.

BTS-Seattle-Finale-0003Markus Graves
So far I don’t think I’ve hugely mentioned the fluff that went along with the campaign. Besides the general goal of reaching the Space Needle (and hopefully unlocking old world secrets within), the players were introduced to Markus Graves during the last few games. First of all they saw his massive posse, called the Six Grave Gang, on the Swimmer coastal ferry. They briefly met and talked to him in the saloon at the Warm Springs Indian Reserve town. And they had a chance to attack his wagon stealing parts from the Lewis Military Base (although a powerful Shield blocked the attempt).
The story behind Markus Graves is he has a debilitating, unknown disease. The disease already wasted away his wife and five children to nothing. Markus buried them himself (thus the name “Six Grave Gang”) before setting off to the re-emerged city of Seattle. His hope was to find a cure, or way to prevent the disease from taking his own life.
What this meant in game terms was the finale focused on Markus Graves and his various gang members.

Final Player Posses
First of all every player posse was boosted to 300 IP and $3,000, and all Wounds/Injuries were healed. So everyone started on an even footing. Here are the final rosters for everyone involved:

Stage 1
BTS-Seattle-Finale-0002The first stage was a free-for-all, with me controlling an NPC posse (equal to the players). This posse was named the Six Grave Gang Scout Force (PDF roster).
The table was setup to look like a somewhat flooded Seattle, with the Space Needle represented by an upturned bowl in the middle. For a while I was tempted to get a giant 4 foot tall laser cut 3D Space Needle, but decided against the expense. Instead we had a miniature Lego Space Needle which got the point across well enough :) I included the overgrown parking lot from the actual Space Needle, as well as a few rivers that now criss crossed the city.
Although the whole 6′x4′ table was setup, for the first stage we played on a 4′x4′ section centered around the Space Needle. This was to ensure that the four corners (where we would deploy) were equal distance from each other, to give players motivation to attack any direction instead of naturally matching up against their closest opponent. Anyway like I said the deployment was Corner, in a 6″ square.
The objective was Capture the Space Needle, with the player having the most entities near the bowl in the middle at the end of the game being declared the winner of this stage. Initially I had set a 7 Turn limit, but bumped this up to 8 Turns. We had the possibility for a Turn 9 if we rolled 9+ on a D12 at the end of Turn 8, since variable turn length works well for capture games.
Any player entity that was taken out of action was placed face down on the table, instead of removed. The reason for this would be revealed in Stage 2.
As expected this was a very fun game. There were lots of initial shoot outs and skirmishes from all four corners, before a slow but steady push to the middle.

Stage 2
BTS-Seattle-Finale-0028After a little BBQ dinner we started in on the second stage. In this game reinforcements lead by Markus Graves showed up. All the fallen player entities were restored to full Hitpoints, which meant standing them up from being face down (as talked about in the first stage). This made for a very organic deployment since the player entities basically started where they had ended up by the last turn of stage 1. To be fair they were given a single Movement Phase to reposition themselves, which I saw as a mad scramble to confront the new reinforcements. In addition the players agreed on a temporary truce to fight off the much larger Six Grave Gang force.
Then we played out a 3vs1 coop style game, with me controlling four posses that totaled very close to the max IP and ND of the three players. We didn’t use a turn limit, and the objective was simply “kill everything”. The Six Grave Gang reinforcements showed up along the two short table edges, sandwiching the players in the middle.
As well Markus himself eventually emerged, wearing some kind of strange powered medical suit that seemed to be keeping him alive. In game terms this meant he was extremely challenging to kill, regenerating a ton of Hitpoints per turn as well as having great base stats. Another big surprise for the players was the Papo Brachiosaurus toy that I bought! What an imposing size and weight. Everyone was excited when I put the big dino down on the table. The dinosaur had a special Shield (stolen from the Robots at the Lewis Military Base) which made him a focal point for attacks.

The NPC posses involved were:


Initially the players thought they were doomed, and I can understand why as the massive numbers of enemies were deployed. But the melee posse backing the Longneck tended to die quickly to superior firepower. The generic posses did well, but couldn’t compete overall against player posses that had been painstakingly tuned over weeks of play. Eventually the Longneck was brought down, and the focus switched to Markus. He circled the tower, trying to burn and blast anyone alive, until eventually he was the only survivor left, surrounded by many foes. He went down shooting though, and then an Auto Shotgun blast to the back finally finished him off.
In the end of the players won. Like I said I had planned a third stage, where the Leaders of each posse fought each other indoors at the top of the Space Needle. But because we didn’t have a turn limit for this stage it ended up going quite late (1am or so), so we just called it a night after the big coop ending.

Anyway I had a great time with the Battle to Seattle campaign, and all the players and guest players seemed to enjoy themselves as well. Like I said I’ll write a quick wrap up entry separate from this one with my thoughts on the campaign, state of the rules, etc. If you read and followed this series from start to finish I thank you, and hope the campaign inspired you to craft your own Dinosaur Cowboy narrative adventure.

Battle to Seattle – Lewis Military Base

This week was the last normal game before the Battle to Seattle finale. Initially I had planned for the players to choose between Mount St. Helen’s or Lewis Military Base, but eventually decided the setup for Lewis Military Base was too fun to be ignored. So I somewhat railroaded all the players to Lewis Military Base by having Mount St Helen’s erupt again. Why did I want everyone to go to the base? Because…ROBOTS. I imagined the base as having a bunch of old world autonomous war machines rambling around. They would start quite impressive, but eventually their weapons would degrade more and more. What this meant was some more custom rules for the robots, including some Shield rules.
As for the robots themselves, this gave me a perfect opportunity to bust out my old Battletech Mech collection, painted in what I call my “Triad of the Sun” scheme. Nice and bright, just like most of the paint schemes I like.
Each robot would have a weight class (Light/Medium/Heavy), and a command Mech (um, robot) that was slightly better. Destroying the command Mech would shutdown the Shields of the subordinate robots. The weapons carried by the robots were rethemed top tier weapons, with a slight boost. For example the PPC was 6A-4D, much like the Lawstar Repeater (6A-3D). The UAC was like an Auto Shotgun, and so on. These weapons would degrade as the battle went on, so each turn the re-roll value would go up by 1. So on Turn 2 any rolls of 1 OR 2 would count for a reload. Up to a max of 4, which meant by the end the robot weapons were really shorting out.
In terms of the Shields they basically acted like “saving rolls”, with a set target number on a set number of dice. For example 3D12, 8+ (noted as 3D8+…confusing I know). In this case when the robot was hit they would roll 3D12. Any roll of 8+ would cancel out one of the incoming attack dice. This meant low Attack weapons were less useful (such as 1A-6D, since a single save would cancel the whole attack). In practice this made the robots super tough to kill.
In addition the robots were able to allocate activations a bit differently than normal. Instead of a traditional 1 activation per entity, the robots had a “pool” of activations (represented by the green D6s seen in the pictures). Up to 2 activations could be given to a single robot, although that meant another robot wouldn’t get to activate that turn.
You can see the skeleton of these rules here: Robots Rules. Anyone familiar with Battletech should recognize some classic names and weapons, as well as many of the Mechs from the pictures.

Of course with this many rules involved the objective was simple: kill everything, don’t die. The three posses teamed up in a co-op style game. Overall the focus was just to have a wild and different Dinosaur Cowboys game before the big finale. Also no long term penalties were given to the players, instead they were all boosted to 300 IP and $3,000 at the end of the battle (to finally be on level footing for the final game).

For the terrain setup we used a great fortress piece my friend made (and was actually used in the finale for our last non-DC campaign). This was perfect to represent the entrance to the military base.

Posse rosters at the start of the game:

Unfortunately for humanity (and the posses involved) they couldn’t stop the tide of machines and were defeated. They deployed well, using a denied flank to force half the robots to shuffle slowly across the board. Then they fought the half in range, and did quite well against them. But by the time the remaining flank had caught up the humans were on the ropes and didn’t have the Hitpoints or weaponry left to stop the heavier robots.


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