Posse: Tombstone (1993 movie)

The 1993 movie Tombstone was a fun show full of big name actors, some good jokes, plenty of wild west shootouts, and everything that made 90s cinema great. The movie itself is based around the events that happened in Tombstone, Arizona and involved Wyatt Earp and Curly Bill.
Today I figured I’d make the main good guys and bad guys from the movie into Dinosaur Cowboy posses. There were two challenges: First no one in the movie depiction of the OK Corral fight used much of anything but six-shooters, so it’ll be hard to have some variety to weapons. And second they forgot to have dinosaur mounts, so none of those either.

The Good GuysView in The Saloon or Download as PDF
3/100 IP, 20/1000 ND, 3 traits, 4 humans: Wyatt Earp, Virgil Earp, Morgan Earp, Doc Holliday
I made everyone but Doc Holliday a Duster, as they are pretty true to the imagery. I figured Doc’s weakened health would be reflected well by the reduction of HP that the Neotechnoist allegiance imposes, and the bonus RMC didn’t hurt either. I wanted Wyatt and Virgil to be tough, so they both have Cloth Armor and +1 AR and 12 HP, so they’re definitely rock solid. In terms of Traits Wyatt got Grit since I couldn’t exactly see him fleeing, Morgan got Back Shot since he kind of surprise shot the one guy he killed at the OK Corral in the head (again, in the movie), and Doc Holliday got Rapid Fire because he went wild with the dual revolvers and generally rocked socks. Weapons were a bit simpler as I had a bunch of money left and didn’t have any expensive heavy weapons to buy. Wyatt got a Heavy Pistol since his revolver seemed a bit more special than a standard rated one. Virgil and Doc Holliday both got 400kW Six-Shooters, and Morgan got a slightly weaker 300kW version. As per the movie Doc Holliday had the double barrel shotgun (well, he fires three times without reloading in the movie, but who knows?).

The Bad GuysView in The Saloon or Download as PDF
5/100 IP, 35/1000 ND, 3 traits, 4 humans: Curly Bill Brocius, Johnny Ringo, Ike Clanton, Billy Clanton
For the Bad Guys I tried to pick the best known villains from the movie. Aside from Ringo (who was a Bandit) everyone was a Duster again. Curly Bill got the Trait “Get Up!” since I could see him cursing and ordering a wounded red sash cowboy to get up and fight. Ringo got Go For the Eyes since he seemed like the kind of deadly gunfighter who would get a bunch of critical hits. And finally Billy Clanton got Crippling Shot since he shoots Virgil in the leg in the OK Corral fight, so that’s enough of an excuse for me. Equipment was even more of a challenge as they pretty much use pistols the entire movie. I got Curly Bill a 400kW Six-Shooter and a Knife…pretty basic cowboy in fact. Ringo got a Handcannon, mainly for variety but also because a veteran gunfighter might use something with a little more kick. Ike got a Shank and a Light Pistol since he seemed less inclined to ever stand up and fight. And finally Billy got a 300kW Six-Shooter and Derringer, since he would have a trick or two up his sleeve. Ringo and Billy both got a suit of armor, and Ike got a Whiskey Drop since he seemed kind of into the booze. In terms of stats I made pretty basic choices, pushing Ringo and Curly Bill’s RMC to 6, making Ike a coward with 5 BRV, a few increased HP across the board, and so on.

So yeah, there’s a quick mockup of how I think the Tombstone characters would look in Dinosaur Cowboys. Kind of fun to easily put together posses like this, but the lack of variety in guns does help me appreciate being able to build an original posse from the ground up replete with all the wild guns I could want.

Posse: Ross’ Gangs

Some more great fan work, this time from Ross on the Post Apoc Wargames Forum. I don’t have a lot of details on names or statistics, but I thought I’d share his two Posses he intends to use in some playtest games. Anyways great work on the figures and the toy selection, and I hope to see pictures of them in action soon!

Posse: Tribe of the Blood Pact and Hope’s Wardens

Two great new Posses today that I will be using in my next playtest (and hopefully battle report depending on how my scheduling goes). These are created using the v0.91 rules, well, almost, since the Pike weapon is a new one that isn’t in there yet.

I thought I’d go a new route with both Posses, so I went for 1 Leader + 2 Members + 1 Dinosaur for both. The Tribe of the Blood Pact ended up very close combat oriented, whereas Hope’s Warden geared out pretty heavily with a solid choice of guns. It’ll either be very messy or very quick.

Anyways unfortunately I don’t have any pictures of the Posses in advance, but I might retroactively edit the entry if I take some photos for the battle report.

Cannons as Artillery
I decided for my next game I’m going to put a slight focus on cannons. This is partly inspired by my recent visit to the San Juan fort, or perhaps my 28mm scaled cannon souvenir. Either way what I want to do is have each Posse get fire support from a row of distant artillery cannons.

How this will be achieved is each player can drop a single “cannonball” once per Turn. To do this they hold a small scrap of paper (circular, 1″ diameter) from 20″ above the table and let it drop over their desired target. A piece of paper that small will drift a lot, and that will represent the cannon fire deviating. Then I’ll just use these rules to represent the impact of the shell:
Cannon Shell: 1A-5D 6" Explosion 2" Knockback
I’m also toying with the idea of having each player choose a different type of shot, like Grapeshot which has a bigger radius, etc.

Posse: Tribe of the Blood Pact
IP 110, ND 1,110
This was my Savage based gang who I planned to use rather medieval and barbaric figures for. I aimed for a fast moving force who were solid in close combat. I also wanted to use a beefier dinosaur so that ended up taking a lot of cash. Luckily melee weapons are cheaper than ranged on the whole, so the cost didn’t impact me as much.

Creating Bloodscar
First up was a Leader, who I would make a Savage to keep the theme. I wanted him to be fast and deadly, so I gave him an additional +1 MV beyond the +1 MV provided by the Savage Allegiance. This cost me a hefty 15 IP though. For survivability I went for +1 AR (10 IP) and +2 HP (12 IP) which meant with his Leader bonuses he’d have 12 HP. Finally I knocked his MMC down by 1 for 10 IP.
I figured this leader was a crude barbarian intent on raiding small villages and outlying towns. After being approached by an Armored dinosaur in the night Bloodscar saw this as a sign. In his mind the sign was to assemble a ragtag Posse and raid the old mill at Mikkalo, Oregon.
Oh and he got my first Trait allocation, in this case Retreat! since the extra 4″ Movement to an ally could really help close the gap at the last second.

47 IP, $70. Savage, MV 6, AR 1, RMC 9, MMV 7, BRV 7, HP 12, Retreat! Pickaxe, 80kW Six-Shooter

Creating Illit’taex
What would a Savage Leader be without a Savage Member to back him up? In this case Bloodscar had hired the violent and deadly Illit’taex. He is a roaming mercenary intent on stirring up trouble, and attacking a mill for plunder and fun is right up his alley. I had a great figure in mind for Illit’taex so I knew I wanted a Spear/Pike for him. Otherwise he is basically a less expensive version than the Leader. I made him Savage Allegiance and gave him +1 AR (10 IP) and -1 MMC (10 IP). I also boosted his HP by 2 (12 IP), and actually did some voluntary weakness in terms of Bravery (-1 to 5 for +2 IP) so that I could squeeze out a few more HP from my IP pool.
Since Bloodscar had the Leader HP bonus and Sendar the Duster HP bonus I needed something to keep Illit’taex equally tough. To that end I gave him Bonus HP I to bring his HP from 10 to 13.

30 IP, $70. Savage, MV 5, AR 1, RMC 9, MMC 7, BRV 5, HP 13, Bonus HP I. Pike, 80kW Six-Shooter

Creating Sendar
I figured that a semi-crazy leader (I seem to make a lot of these; apparently the future is rough!) who is on a vision quest after seeing an Armored dinosaur would totally need an equally unbalanced shaman to whisper plots in his ears. Again my main motivation was the figure I had in mind. She honestly ended up being an even lighter version of Illit’taex in terms of stats. I did manage to equip her with a fairly nice melee weapon though, so the different spread should be interesting. Bloodscar’s Pickaxe is 1A-6D, Illit’taex’s Pike is 4A-3D, and Sendar’s Staff is 3A-4D, so yeah lots of variety.
Anyways like I said pretty light on the spending. I gave her +1 MV for 10 IP so she wouldn’t be left behind. Then +2 HP for 12 IP (thanks to Illit’taex’s -1 BRV sacrifice), and finally -1 MMC for 10 IP.
I also figured she would make a better Duster than a Savage, like perhaps she had worked as a soothsayer in a border town or something. To me she was still more of a gypsy than a pure feral shaman.

32 IP, $70. Duster, MV 4, AR 0, RMC 8, MMV 7, BRV 6, HP 12. Staff, 80kW Six-Shooter

Creating The Crimson Terror
Instead of the standard Ankylosaurus that is the archetype Armored dinosaur I went for a Styracosaurus instead. He still look pretty rough and tumble and it would give me a chance to try out my new Papo toy.
He made sense as a Feral Breed instead of anything else, which gave me -1 DIS and +2 HP. I couldn’t afford any HP improvements, so his stats ended up being pretty simple.
Although he could have everyone mounted at once (3 passengers because he’s Large) I didn’t expect to do that with his slower 4 MV / D4 PMV. To that end I figured he’d be Running each turn, so the Runner Trait was perfect as it gives +1 MV when Running.

$500 Armored. Feral, MV 4, PMV D4, AR 1, MMC 7, DIS 4, HP 28, Runner.

Posse: Hope’s Wardens
IP 110, ND 1,110
I had three matching figures for this group that looked relatively high tech, so I knew I’d aim for a Neotechnoist group of some sort. I figured good equipment would make up for their lack of numbers. All of the characters had names that sounded like they were trying (and failing) to be intimidating, which sort of fit in with the theme of some Neotechnoist do-gooder group. In this case their do-gooding (?) was to help defend the Mikkalo mill from raiders.

Creating Limeskull
You’ll understand the hilariously cheesy name better once you see the figure, since he has lime green armor and a big hand painted skull on the back. Then again I can’t say much since the figure was one of my old ones from the 90s. I think it might actually be for the Warzone tabletop game. Anyways I made Limeskull a Neotechnoist, which isn’t too painful as a Leader because the HP penalty doesn’t hurt as much. Anyways I wanted him to be a bit more mobile than usual, especially since I was arming him with a Light Repeater. So +1 MV for 12 IP it was. Then +2 HP for 12 IP to further help balance the Neotechnoist limitation. Finally +1 AR for 10 IP to help match his high tech looking figure.
No Traits for him as I figured the Light Repeater with 7 RMC would speak for itself. I did give him a Small IRP though to help with healing.

34 IP, $130. Neotechnoist, MV 5, AR 1, RMC 7, MMC 8, BRV 7, HP 10. Light Repeater, S-IRP

Creating Red Dove
As I mentioned I’m going for names that would sound tough to a Neotechnoist snug inside The Wall, but sound patently ridiculous in the real world outside. So Red Dove was born, and I thought even if he doesn’t sound tough he can at least be tough. I gave him a Motor Blade (always wanted to try it) and a solid 100kW Six-Shooter (looking forward to using Fan the Hammer before charging in). I had enough left over cash by the end to afford another Small IRP.
In terms of improvements I went for +1 AR for 10, +1 HP for 6, and -1 RMC and -1 MMC for 10 IP each. Kind of a middle ground trooper but at least he’d be versatile. For his Trait I gave him Whirlwind which will be terrific if I get a chance to use it!

36 IP, $130. Bandit, MV 4, AR 1, RMC 7, MMC 7, BRV 6, HP 9, Whirlwind. Motor Blade, 100kW Six-Shooter, S-IRP

Creating Glowstar
The final member of the crew had a heavy weapon for his figure, so I thought a nice hefty shotgun would work. I went for an Auto Shotgun and tried to get stats to match. Unfortunately his Neotechnoist weakness for HP hurt a bit more than the Leader.
Anyways I paid 15 IP for -1 RMC which brought it down to 6, woot. At these early stages such low RMC really helps since a lot of Posses can’t afford armor yet. Anyways speaking of armor I continued the theme of high tech by giving him +1 AR for 10 IP. Then I balanced out the Neotechnoist penalty by giving him +2 HP for 12 IP.
He got the Neck Shot Trait since I hoped to get a kill shot if I could hit a weakened enemy. It would also be great against Dinosaurs since they aren’t even close to dead after half HP of damage, so I won’t be wasting my shot with it.

37 IP, $150. Neotechnoist, MV 4, AR 1, RMC 6, MMV 8, BRV 6, HP 8, Neck Shot. Auto Shotgun

Creating Nedevan
Finally it was time for their dinosaur. I went for a nice soft Ducky dinosaur, which holds a special place in my heart because it was the first Papo toy I bought. Anyways I figured he’d be well broken in from a lifetime behind The Wall, so a Trained Breed made sense. This gave me +1 DIS but -2 HP, but that’s okay since Ducky’s have an abundance of HP but not a lot of Discipline.
To ensure he could absorb a bunch of fire I gave him the Bonus HP I Trait to bring his HP to 18. Otherwise there wasn’t much to do, so his stats ended up as:

$300 Ducky. Trained, MV 6, PMV D6, AR 0, MMV 7, DIS 4, HP 18, Bonus HP I.

So there we are, two freshly minted v0.91 Posses just waiting to clash! I don’t know who I’d put my Neodollars on to win. Hope’s Wardens have some withering fire available, but Tribe of the Blood Pact is seriously beefy in a lot of ways. Either way they should provide an interesting playtest to further help me with the new dinosaur rules and other recent changes.

Also note that if I ever finish making an editable Posse Roster I’ll be able to provide PDF lists for any of the Posses I make. Hopefully a future improvement!

Posse: The Dust Bowl Drifters

I’ve been really lucky again with the interest shown by fans, in this case from Red_Starrise on the DakkaDakka forums who created a posse for use with Dinosaur Cowboys called “The Dust Bowl Drifters”. Below are the figures along with descriptive background text he wrote. Thanks for the effort and great results; it’s always wicked to see more people trying the game!

“The Drifters were formed by outlaw Tyler Blake in Southern Oklahoma. They’re a band of hired guns who are well known & feared for their callous nature. They aren’t really BAD guys, per se, but they sure aren’t the good guys either.”

“Tyler Blake, a former caravan guard & merchant guild soldier, he’s a West Texan with a quick temper & an even quicker draw. Local legend is that he’s gunned down 15 men, including lawmen, bounty hunters, bandits & outlaws. Ask him, he’ll tell you to mind your own damn business. Blake knows of his own dislike for killing, especially cold-blooded murder but that doesn’t stop him taking contracts to do so.”

“Silas Martin, a drifter from where, he won’t say. Martin threw in with Blake a few months back after a situation in a saloon in Odessa involving a card game. He found himself with a gun to his head after a trike drover accused him of cheating. Martin’s bullwhip disarmed the man but also cost the man an eye which wound him up in the local jail. Blake, having seen the whole thing, put up the fines to get him out in exchange for him signing on with the Drifters till his debt was paid off. Martin has an aggressive nature & is very much in it for #1. He’s always itching for a fight & isn’t afraid to shed blood. Many’s the time Blake’s had to tell him to leave the dynamite.”

“Wallaby Jones, hailing from the Land Down Under, he comes from a long line of poachers & bushmen. When the continent of Australia was mostly drowned in the great floods, his great grandfather caught a ship for America hoping to hunt some of the dinosaurs that had begun to roam the lands. He hired on with the Drifters when they passed through California hunting down Tom Mulligan, the man responsible for the Texarkana Christmas Eve Massacre. They passed through Shasta into mountainous terrain, knowing that Mulligan would be holed up in the mountains he offered Blake his skill with a rifle seeing as the Drifters were all pretty much gunslingers.”

“Pablo Ortega, a Mexican outlaw & former gun-runner, Pablo rides with Blake due to owing him his life. A gun deal went sour in Albuquerque with the local drug gang, the Esperanzas. They reneged on the agreement when time came to pay & gunned down his crew. Pablo ran into the desert & stumbled upon the Drifters camp. When the Esperanza enforcers found them & demanded Pablo, Blake told them to go pound sand. A vicious gunfight erupted in which two enforcers lay dead at the cost of Blake’s gunsmith. Pablo volunteered to take his place in repayment for saving his life. The situation earned Blake the enmity of the Esperanzas, making Albuquerque one more place he’s not welcome anymore.”

Posse: The Utah Water Rustlers

Today is a really special treat, as a forum poster has completed his own Posse using the v0.9 rules. But he went above and beyond doing just that, and actually ordered and painted up a slew of cowboy figures to go with his Ankylosaurus figure. The creator is cody20 from the DakkaDakka forums, and I really have to thank him for his interest in the game and dedication to assembling a terrific looking Posse!

Without further ado (since most of you recent readers are probably coming from the DakkaDakka thread in the first place :)) I give you the Utah Water Rustlers:

I guess this means I really need to get on having a similarly dashing looking force available for my battle reports, instead of the hodge podge of figures I’ve used in the past. Anyways with luck this won’t be the last we hear of from cody20, so hopefully I can post some bonus battle reports from him in the future!

Posse: Glenbrook’s Desert Triumphateers

Dear Sir Quinton Masglou,

I hope this letter finds you well, with both your health and your prosperity at hunting in the northlands. Cecilia and I are doing most excellent on the ranch, and have but a pair of months before the harvest season begins.

I write to you concerning the most important and wholesome of activities – that of the great dinosaur hunt. Although I have been entertaining myself teaching Cecilia the finer art of pistol shooting, my mind is never far from our fateful encounter when you visited last winter. I’m sure I don’t need to remind you how stormy the night was, or the sound of that terrible roar in my furthest field. I grabbed my bolt action rifle off the mantle and you slung a musket from your pack as we ran to the door. The image of that Tyrannosaurus Rex shall forever be with me.

Although a few hasty shots scared the beast away, I have often wondered from whence it came. As you know the area surrounding Perico in Texas is not known for the larger carnivores, mainly from our horrendous heat and proximity to the dead wastes. But I spent many a day and night restlessly researching local tales and alehouse yarns and I think I have finally discovered the home of the great beast.

To this end I write to implore you to visit me no later then two weeks hence. Bring your finest firearms and equipment and we shall track the Tyrannosaurs Rex to it’s lair and destroy it. I have already taken care of hiring a guide, a strong arm, and pack dinos for the road. I know your matters in the north are of the utmost importance, but if you could but rent a flapper and visit us we shall truly have a hunt worthy of years of campfire tales.

Yours in Arms,
Gordon Glenbrook

Setting up the Posse
So sets the backdrop for the big game hunters who will tackle the custom t-rex I created the other day. When creating this Posse I went for flavor and matching the figures instead of just raw power (which is why you don’t see a bunch of bazookas and burst rifles, haha).

The battle would take place riiiiiight on the edge of the super hot southern desert of the futuristic USA. I decided Gordon Glenbrook’s ranch would be around Perico, Texas, and the lair itself would be further south. The desert is too hot to travel during the day, even with the finest dinomounts, so it’d be a bit of a trudge for the crew.

My main priority was a believable group who would provide a cinematic battle. I opted for a full 5 members, which basically ate up my Neodollars just in recruitment costs. I decided instead to just buy reasonable weapons and equipment and hope they didn’t end up costing too much more than the T-Rex.

When I actually play this game I won’t have the figures pictured below (from Reaper Mini, but they looked perfect for a hunting group. One of these days I’ll get some hobby motivation beyond just writing rules and playing games and actually sit down and paint some cowboys. For now your imagination will have to do.

Now to the details of each member, plus their respective background information to help flesh out the characters:

General Notes
I did a lot of voluntary weakness for Bravery, which had two benefits. The first and most obvious is recovering some bonus IP that could be spent elsewhere. The second subtle benefit is that Fleeing from close combat doesn’t provoke a Snap Attack in v0.9, and against a T-Rex there really isn’t a downside to getting further away. I figured if a member doesn’t get one-hit killed, they will probably Flee next turn which can set up the rest of the team for better shots. I guess the downside is it might move the Fleeing person into perfect Charge range for the T-Rex, but it’s unlikely ANYONE will survive two rounds in melee with the beast.

Gordon Glenbrook
Gordon was once a Neotechnoist but found the adventurous lure of the outside world too much for him. He left the jungle when he was barely an adult, and slowly built up a fortune through trading, leading expeditions, farming, etc. He met Cecilia while driving some triceratops through Colorado, and they were married soon after. Now he’s getting older and a bit slower, and has settled down on a ranch in the one remaining hospitable part of Texas. The t-rex hunt is mainly a chance to relive some of his old glories and feel a little more useful around the ranch.

I wanted Gordon to be the toughest of the bunch, which was easy with his Duster allegiance and Leader benefits to HP. I matched the figure as best I could and opted for a Bolt Action Rifle as his primary weapon. In terms of stats I reduced his Bravery from 6 to 4 for +5 IP for the reasons I stated above. Otherwise the main improvement was RMC, from 8 to 6 for 25 IP (which was really 20 due to the bonus from reducing my Bravery). I figured Armor would be a waste against the T-Rex’s 4 MMC, but I definitely didn’t want to miss a shot. Besides the Bolt Action Rifle I gave him a basic 80kW Six-Shooter and a Small IRP. For a bit of benefit and a bunch of flavor Gordon took the “Big Game Hunter” Passive Trait.

20 IP, $170. MV 3, AR 0, RMC 6, MMC 8, BRV 4, HP 12, Big Game Hunter. Bolt Action Rifle, 80kW Six-Shooter, S-IRP

Cecilia Glenbrook
Cecilia may seem a strange match for Gordon. She was raised in a rich family near the coast, and never really knew hardship. She married Gordon at the height of his power and influence, when he was most attractive as a suitor. Now in his older years she sometimes has doubts about their suitability, especially with how taken Gordon has been with hunting. In the interest of maintaining their marriage she has started to learn to handle a gun, ride, rope, and sleep under the stars.

I went for basically the same build as Gordon for his wife. I dropped her Bravery from 6 to 4 and boosted her RMC from 8 to 6. She didn’t get a Trait, but instead I gave her the SUPER handy Stun Gun, plus a Derringer for backup and flavor. She didn’t quite match the figure (which had a shotgun), but I really like the idea of Gordon helping his wife master the Stun Gun, since it’ll be an important part of keeping the T-Rex from reaching the lines and basically rolling over the team. Anyways she ended up costing 20 IP, just like Gordon.
Plus I gave her a Medpack to try out the slower healing feature compared to an IRP.

20 IP, $225. MV 3, AR 0, RMC 6, MMC 8, BRV 4, HP 10. Stun Gun, Derringer, Medpack

Sir Quinton Masglou
Quinton is much younger than Gordon, and learned about the man while reading historical records inside the Neotechnoist compound. They eventually exchanged letters and met a few times for hunting expeditions. Quinton looks up to Gordon, but also finds him a bit stuffy (mainly because of their age gap). Gordon treats Quinton like the son he never had, and is very eager to entertain the youth and give him the best advantages in life. Quinton was exploring north of Haven and the Neotechnoist jungle, but flew all the way south for the chance to hunt a t-rex and see his old mentor, perhaps for the last time.

For Quinton I knew I couldn’t get his HP too high due to the Neotechnoist weakness, so I opted for a bit of armor instead. It made sense too since he’s a bit younger and bit more unsure of his abilities. Plus the figure just screams “Guy trying to be woodland-ish”. I went for a more barbaric weapon, the Blunderbuss, to try to keep the rustic image he’s been living up north. A Stick of Dynamite was a nice simple touch, and again felt like an “old school” weapon compared to lasers and the like.
For stats I weakened his Bravery from 6 to 4 for +5 IP again. Then I dropped his RMC from 7 to 6 for 15 IP, and finally gave him +1 AR for 10 IP, plus a suit of Padded Armor. I had a few points left over so I ended up giving him +2 HP for 12 IP, which counteracted his Neotechnoist frailty.

32 IP, $320. MV 4, AR 2, RMC 6, MMC 8, BRV 4, HP 8. Blunderbuss, Stick of Dynamite, Padded Armor

Walter Thunder
Walter has seen it all as a guide, and is very worldly as a result. He’s competent with a wide variety of weapons and is terrific at hunting, trapping, tracking, and getting out of trouble. His dashing good looks lead to a brief affair with Cecilia (of which Gordon never found out), so there is a tension between the two as a result. Gordon, blissfully unaware, considers Walter an upstanding young man, and sometimes compares his younger self to the life Walter has lead. Walter puts up with it in good humor because of the solid, steady pay Gordon offers. He feels the t-rex hunt will give him a lot of fame and further his reputation in the south.

Walter was pretty simply to make, and ended up being the least improved of my characters. I made him Bandit Allegiance to kind of simulate the knockabout life he’s lead. For guns the 400kW Six-Shooter seemed to make sense, although I still kind of like the 4-3 of the 300kW compared to 3-4 of the 400kW model. He’d take a Saber, and maybe could sneak in a desperate, heroic charge with it.
All I did for statistics was weakening his Bravery from 6 to 5 for +2 IP (he’s the bravest of the bunch from his travels, I figured), and then RMC from 8 to 7 for 10 IP.
As part of his “guide” image I gave him the Active Trait “Retreat!”, which will let him grant an additional +4″ of Movement to an ally within 8″. I figured this would help him get someone out of trouble a bit, and maybe he can charge in afterwards to cover their escape.

8 IP, $160. MV 4, AR 0, RMC 7, MMC 8, BRV 5, HP 8, Retreat! 400kW Six Shooter, Saber

Allen is the strong silent type, and has acted as a bodyguard for Gordon in the past. Early in Gordon and Cecilia’s marriage a rival rancher tried to use violence and intimidation to get Gordon to give up some land in the west. Allen cleaned up the problem quickly and quietly, and Cecilia was never the wiser that her husband had hired such a mercenary. Allen does not have the best attitude or morals, but he is extremely competent and a legend in a duel. Gordon has kept in contact through the years for certain difficult situations where a rough hand might be needed. Allen has a strong, yet unspoken sense of loyalty to Gordon which is his main motivation for coming on the hunt.

Finally I had Allen. He’d rock dual pistols, that much I knew. I went for a Handcannon and a Snub Pistol, so a bit of modern tech mixed with old. I made him a Duster since he seemed more like a roaming desert wanderer than a real Bandit, although I think either would have worked. I wanted him to hit a bunch so I boosted his RMC from 8 to 6. Then the usual Bravery drop from 6 to 4. To top off his equipment I gave him Cloth Armor and Tangle Grenades. Those grenades, which apply Stopped on hit, could be a real game changer. With that in mind I actually gave him the Active Trait “Speed Reload” with the intent of throwing a grenade, free reloading, and throwing another, which would keep the T-Rex locked down for 2 whole turns. Plus of everyone he seemed the most likely to fight slightly dirty like that, and also to come overly prepared.

20 IP, $510. MV 3, AR 1, RMC 6, MMC 8, BRV 4, HP 10, Speed Reload. Handcannon, Snub Pistol, Tangle Grenades, Cloth Armor

Final Words
The last step was to name the Posse. I went for “Glenbrook’s Desert Triumphateers” because it had a fun, slightly goofy ring to it, just like most of the members (who are kind of in over their heads). With luck this expedition will be successful for the gang, and won’t just be a giant three turn buffet for the T-Rex.

All in all the Posse came out at exactly 100 IP. Due to recruiting costs of $800 I ended up waaaaaaaay overbudget. The equipment ended up being $1385, so yeah, $2185 in total. I think it’s fine though since I didn’t buy any really crazy weapons, and mostly just went for theme so it should be balanced with the T-Rex.

Anyways I’ll be playing this game through tomorrow afternoon, so expect a battle report sometime next week!

Posse: The Lost Platoon

Posse: The Lost Platoon
Level 2, IP 130, $1,500

I went for a higher starting Neodollar value for this gang, mainly so I could try out a Thickskull dinosaur ($500 on it’s own).

My theme for this Posse was a Neotechnoist patrol that got lost in the deep jungle near The Wall. Over time the patrol slowly lost men to dinosaurs, hostile savages, and jungle disease. Finally only a few remained, the “Lost Platoon” as it were. The Captain’s sanity dwindled alongside the patrol’s numbers, until they became an unreliable, rag tag mercenary band.

As before I looked in my figure case to get inspiration, and stumbled across an old set of 8 metal Warhammer 40,000 Imperial Guard figures (old enough that you’ll have to excuse my amateur paintjob). I went for a Captain (named Captain Gunfire…certainly a nickname of an insane man) with a fancy jacket and hat, a second-in-command looking fellow with his hand up (loyal, and slightly slow Colonel Higgins), a basic rank and file trooper (uncertain but dedicated Private Jacbos), and a special weapons soldier (The Phoenix, equally insane as Captain Gunfire). Definitely less of a “traditional” wild west gang, but they still have their place as Neotechnoist flavor.
As I mentioned I wanted to try out a Thickskull dinosaur, which I aptly named “The Ram”. The idea was he was harnessed and trained during the patrols long wanderings in the jungle.

For strategy I thought a split between range and close combat would be good. Captain Gunfire and Colonel Higgins would ride The Ram into combat, with Private Jacobs as midline support, and The Phoenix off on his own or back a bit to lay down suppressive fire.

Creating Captain Gunfire
As before I started with my Leader. I didn’t feel that I needed to sink a ton of IP into him, so I settled for -2 MMC (total of 25 IP) to ensure if he did reach combat, he’d have no problem hitting. I also decided to do a global +1 AR for each member, and a further +1 HP for the Captain for that little bit extra survivability. I figured that even if he started as a Neotechnoist, his Allegiance was now Bandit. In fact everyone but The Phoenix would be a Bandit. So his IP purchases were:

10 for -1 MMC
15 for -1 MMC
10 for +1 AR
6 for +1 HP

His finished statistics were: MV 4, AR 1, RMC 8, MMC 6, BRV 7, HP 11

Creating Colonel Higgins
Time for the second in command. He was basically a mini version of the Captain, so I mirrored the Allegiance and most of the improvements:

10 for -1 MMC
15 for -1 MMC
10 for +1 AR
6 for +1 HP

Like I said, basically a slightly weaker (because he lacks the Leader bonuses) version of Captain Gunfire. His finished statistics were: MV 4, AR 1, RMC 8, MMC 6, BRV 6, HP 9.

Creating Private Jacobs
My basic cadet, but someone who had also succumbed to the Bandit Allegiance. I didn’t want to spend a ton of points on him, so I settled for the global +1 AR and a -1 RMC so he’d at least be able to support kind of well. His improvements:

10 for -1 RMC
10 for +1 AR

Poor little Private, only 20 IP spent on him. Anyways his finished statistics were: MV 4, AR 1, RMC 7, MMC 8, BRV 6, HP 8.

Creating The Phoenix
You know all those points I saved on Private Jacobs? Time to blow the rest of them on The Phoenix. I visualized him as a quiet sharpshooter, which is a pretty standard stereotype in movies and books. Anyways since he wouldn’t need to be very mobile, I actually gave him Voluntary Weakness for Movement, so he dropped from 4 to 3 for a +5 IP benefit. I decided he’d stay semi-loyal to the Neotechnoist creed, so he went for that Allegiance instead of flat out Bandit. The IP purchases I made were:

+5 for -1 MV
15 for -1 RMC
10 for +1 AR
6 for +1 HP

A starting RMC of 6 certainly is nice, even if he has the classically weak HP of a Neotechnoist (7 total).

All said and done these choices left me with 2 IP leftover. Hooray?

Creating The Ram
Since dinosaurs can’t be improved using Improvement Points (their HP can be increased by paying though!) he had a standard set of Thickskull statistics:

MV 7, AR 1, RMC -, MMC 7, BRV 7, HP 18.

I certainly am digging that higher Bravery and big HP pool.

To +AR or Not
I’ve been facing the interesting conundrum with my recent Posse creation tests on whether to give members the +1 AR for 10 IP or not. I find money is normally scarce enough that $50 for basic Cloth armor isn’t always an option, whereas IP tend to be fairly abundant (once the obvious choices are out of the way).
Forcing the enemy to take a +1 penalty to hit sure is nice, and turns an average 8+ into a painful sounding 9+. All you need is to move and be at long range and suddenly they’re hitting on 11+. I mean, unless they have a sick 5 RMC like The Phoenix, haha.

Allocating Traits
Since this Posse was starting at Level 2 I got to allocate 4 Traits (3 base plus 1 for the Level Up). There was one obvious choice, and that was “Bonus RMC I” for The Phoenix, which put his RMC at 5! Definitely a nice alternative to paying the increasing IP costs to move from 6 to 5. Anyways after that obvious choice I was kind of stuck on what to do. I went for another Passive, this time “Bonus MV I” for The Ram, since it put him at 8 MV instead of 7. What’s nice about this is a Run action nets him an additional 4″ instead of 3″ (due to rounding), so a 10″ (7+3) run turns into a 12″ (8+4) run, which is a big difference. Anyways I wanted to have someone hit a bit harder, so I went for Strain Weapon with Colonel Higgins. It’s a handy Active Trait that gives him +2 damage, and is versatile enough to be either a ranged or melee weapon. Finally I went for “Go For the Eyes” (blatant Baldur’s Gate 1/2 reference) for The Phoenix, since it allows him to Critical on 10+.

Throwing Some Dough Around
Time to spend some Neodollars! Actually I didn’t have a huge pool of cash available after recruitment costs. My 3 Members totaled $600, and the Thickskull was a further $500, so already I was down to $400. I can’t complain too hard at that though.
Similarly to the creation process, I opted to buy from the top down. It seemed like the clear military patrol chain of command choice after all. The Captain and Colonel got basic 80KW Six-Shooters (still the best $10 money can buy). I gave the Captain a Shudder Lance, it does a respectable 3A-5D, but also has Knockback! The Colonel got a Long Sword (mainly to match his figure, which had a sheathed blade), which was slightly worse at 2A-4D.
Private Jacobs got a Light Pistol which I find is a nice, cheap alternative to a rifle. The high maximum long range (16-17″) certainly helps if I get in a duel with a six-shooter armed foe.
The Phoenix was next, and I sprung for a Light Repeater (I love the name so much). It’s the same stats as a Low Burst Rifle, and similar to the projectile based Assault Rifle (except it barely ever has to reload – 4×1!). Otherwise the stats are what you’d expect, 6A-1D, so a big pool of dice available (which should help get his “Go For the Eyes” Trait going).
I had $40 left over, so I sprung for Small IRPs for everyone. These handy medical packs can heal 1D6hp instantly, so basically a better Whiskey Drop.

The Lost Platoon is Ready
Another Posse all done and ready to dive into the sweltering jungle. Let’s hope I can pit them against a leveled up version of the Drylands United Cattle Company in a playtest soon…