Section excerpt – Game Overview

I tend to have a tough time writing the whole summary of what exactly a tabletop skirmish RPG is…I guess because I just grew up playing games so the idea of starting from scratch is tough for me to visualize. I think the big names (D&D and 40k) are great for walking players through this whole process, but yeah, I took a stab at it below for my “Game Overview” section in the Rules, which is now complete:

The way you setup and play Dinosaur Cowboys will be familiar to anyone who has played other tabletop skirmish or roleplaying games.

Each player takes on the role of a character (such as a sly gunslinger, a rich noble explorer, a old weary sheriff, etc.) and immerses themselves in the futuristic world outline above. Players can pit small gangs or posses against each other in a one time battle, or link their fights into an ongoing campaign woven with narrative, travel, exploration, purchases, and more.
Although not strictly necessary, a Game Master (GM) is strongly recommended for campaigns. The GM's role is rule arbitration, map setup, control of foes, moving the storyline along, and shaping the world to react to the player's actions.

Dinosaur Cowboys is played using 28mm figures to represent characters and dinosaurs, but other scales work just as well. Combat is represented using the rules below, and is managed by moving the figures across terrain. The actual pieces of terrain can range from high quality styrofoam plots of land and craftily shaped trees to a simple cloth mat spread over stacks of books to make bumpy hills.

As a character advances through the world they will grow in ability and be able to surmount new, exciting challenges. The first task a GM presents to a fresh character may be as simple as stealing dinosaur eggs. Then months later (either in game time or real world time) the character can be founding (or conquering) towns, forging new frontiers and shaping the fate of the entire country.

Also I added rules for Sidekicks. Originally I was going to call them Followers, but when looking for descriptive words to elaborate on what exactly they were, I stumbled across “Sidekicks”. It seems more in the tone of Dinosaur Cowboys, so I’m going to keep it.
Anyways, basically they are henchmen / NPCs that travel with a character (and are controlled by them in combat). The upside is they don’t use the full character sheet, they use the mini-sheet that is similar to the enemy sheet. So you can fit all your Sidekicks on a single sheet, which certainly beats shuffling through a stack of them. Right now I’m saying max 2 Sidekicks at Level 1-7, then 3 Sidekicks at Level 8+. Also I recommended party size (in total, amongst all players) not exceed 5 or 6. I’ll have to actually do some larger tests to see at what point exactly the game slows down / bogs down from too many combatants.

Anyways next up is the mini-sheet, which will also be the basis for Dinocards.

Then after that it’s pretty much Traits left. So far I’m vaguely been brainstorming names of Traits…the biggest issue will clearly be balancing them all against each other. But yeah, then I’ll put some enemies together, think up some quest ideas, and kapow! ready to play.

I’m likely going to do some external testing (ie: with another person besides myself) next week, so that should be a good trial. Hopefully I have enough unchanging rules done to get a campaign going.

How the year 2285 REALLY looks

I finalized the Overland Map so it isn’t a crude Google Maps ripoff. Here is a tiny preview, but I suggest clicking on it to open the IN YOUR FACE size (1535×1335 pixels):

Finalized Overland Map

I am especially pleased by the new sealine on the east and west coast…it almost looks natural. I decided to cut out Canada and Mexico completely to leave the focus solely on the USA. I should think up a new name instead of “USA” though, since I doubt it’d be called the same in 2285. How about…Dinoland! Yeah…I’ll work on it.

Anyways the tree images making up the volcanic jungle are GIMP Brushes from this dA account (basically the first Google search result for “GIMP tree brushes”). I’ve never installed or used custom brushes before but they did a great job and look pretty nice. The basic map is from the official USA Atlas site (although I forget the link now, and had to painstakingly convert it from PDF to a huge sized image to work from).

I might apply a few fancy pants filters to make the map look all worn and old, but for the version that’ll be embedded in the rules I’ll keep it pretty simple and clean.

Anyways, the rest of my progress is going pretty well. I’m slowly filling out the rule sections, and just did the Damage Track explanation and diagram and stuff. I’ll probably do a few more bits and then post an updated copy. The character sheet remains pretty much untouched (besides changing Dinomount Size to Type). My next highest priority task is making the “mini-sheet” that will be used for Followers / Henchmen and enemies. I’m hoping 3 will fit on a single print out, so then I can really pack a bunch of information on allies or foes together.

Oh and the rule for Dinomounts “dying” (ie: reaching the end of their Damage Track) has always been that they were Downed. Well now I came up with the item that will restore them after a battle (think Phoenix Down from Final Fantasy). It’s called Sal Volatile and is basically fancy smelling salts. It’s also nicknamed “Jolt Juice”, “Sparker”, or “Alarm Clock”. Sort of a nice simple idea that keeps the tone light.

Anyways, I have tonight and tomorrow night free to work on rules, and then I’m busy until Sunday night. Hopefully I can get the Game Overview and Followers section done in the rules, and then the mini-sheet as well.

“You may fire when ready…”

Well that was a productive weekend. I chipped away at a slew of sections in the emerging rulebook, and more importantly created the weapon and armor lists, which I’ll post in a sec. I still want to do some testing for balance (especially comparing some weapons, since I tried to make the stats balanced, but sometimes glaring flaws expose themselves once the dice start rolling). To that end I might write a simple script or program where I can input a weapon’s stat line and have it autoroll a bunch of combat simulations (different ranges, different target Armor Ratings, etc.) and then spew out a bunch of statistics.

I also added a series of “Quickstart Packages” used during character creation, since I find that new players have no idea what is considered a “good gun” until they’ve played through a few times. This way they can just grab “The Shooter” package, or “The Berserker” if close combat is more their thing, etc.

Anyways, here is the Weapons/Armor list as an ODT or PDF download:

And to complement those lists I figured I should post the related “What column means what” section from the rulebook as well as the common Special abilities (like Explosion, Hail of Bullets, etc.). Plus I filled in a general description for each weapon (like D&D did it) so that people know what exactly a Blastbow or Glowlash is (although most of them can probably figure out a Pump Shotgun…except it’s fun to know it fires a spread of plasma – hey don’t quote me on the science side haha). I did try to keep the armor materials relatively realistic without straying too far from a wild west feel (which is why most of them are called Shirts, like Biosteel Shirt, to avoid the whole power armored cowboys aspect).

I like how the Grenade type of weapon turned out. I still avoided individually tracking grenades by having them “Auto” reload, meaning after you throw one you have to spend another Action Phase prepping another grenade. And I made sure to have plenty of silly types of grenades, right down to the Defoliant Grenade (something they had in Warhammer 40k 2nd edition, but removed later because I guess it wasn’t “scary dark future, okay!!!” enough for them).

And please ignore any messy formatting or wall of text action going on below, as Open Office doesn’t exactly output the cleanest HTML, and I run out of energy to reformat it all myself.

Weapons and Equipment

Neodollars: The modern currency is called a "Neodollar", and uses the "$" sign or, rarely, "ND". Each bill is durable paper about 8" long and 3" wide, and marked with a variety of vistas from the Neotechnoist jungle. Although printing is controlled by the Neotechnoists, money still escapes into the poorer, surrounding wastelands.

Maximum Burden: Because of the proliferation of Dinomounts, tracking of item weight is not done. Instead the only limitations are based on size.
A character may carry a maximum of 2 Large weapons and 1 suit of Armor. Note that one Large weapon translates into 2 Medium weapons, or 4 Small weapons.

Improved Weapons: As a character explores they may come across improved version of the standard weapons they are accustom to. These improvements are marked in the name of the weapon as follows:
Weapon +XA: X may be any number from 1 to 5, and specifies how many bonus Attacks the weapon grants.
Weapon +XD: X may be any number from 1 to 5, and specifies how much bonus Damage the weapon does.

Special Abilities

There is a preset list of common Special abilities that are assigned to various weapons. The description for each follow, although more may be created at the GM's discretion:

Both Barrels: Mark a loaded weapon as requiring a Reload and add +2 Attacks for one Action Phase.
Hail of Bullets: Reroll a single Attack dice, keeping the second result.
Scoped: Ignore the +1 Armor Rating bonus provided to targets in cover.
Seeking: No attack roll (Step 1 in the Combat section above) is made, instead the target is automatically hit.
Fireline: Draw a straight line from the firer in the direction they wish to attack, up to the maximum range of the weapon. Any entity (friend or foe) the line passes over suffers an attack from this weapon.
Explosion: Resolve a normal attack against the target. If hit, any entity (friend or foe) within 2" take the base damage of the weapon.
Big Explosion: Same as Explosion, but with a 4" radius.
Knockback: On hit the target is moved directly backwards from the firer for 1D6 inches.
Blind: On hit the target is blinded and has -1 Attack (minimum 1) during their next Action Phase.
Stun: On hit the target is stunned and cannot make any attacks in their next Action Phase.
Web: On hit the target is paralyzed in place and cannot move in their next Movement Phase.
Cover Breaker: On hit remove 1 piece of vegetation based terrain (such as a tree). What constitutes a single piece is at the GM's discrection. Note trees use the default Armor Rating of 2.

Weapon Table Information

Over sixty weapons are outlined in the Items.odt file. This list can be considered a template, as even a simple weapon like a Pump Shotgun can vary between areas in the country.
The statistic columns of the chart are outlined below, as well as detailed descriptive text for each weapon:

Name: The common name or designation of the weapon.
Cost: The cost (in Neodollars) of the weapon. This price may vary between locations.
Short: The short range of the weapon. See the Combat section above for details on what Short range does.
Med: The medium range of the weapon.
Long: The long range of the weapon. See the Combat section above for details on what Long range does.
Attack: The number of Attacks the weapon uses.
Damage: The base damage of the weapon. This value may be 0.
Reload: The reload, jam, or overheat chance of a weapon.
If the value is None the weapon never needs to be Reloaded.
If the value is Auto the weapon must be Reloaded after each use (an example would be grenades or a single shot rifle).
Size: The size of the weapon, either Small, Medium, or Large.
Req: The level requirement to use the weapon. A character can still carry (in their inventory) weapons they don't meet the level requirements of.
Type: The category of weapon, either Energy, Projectile, Grenade, or Melee.
Energy weapons are most likely laser based, especially if the Name has a Kilowatt (KW) or Megawatt (MW) rating in it. Otherwise it could also fire plasma or energized particles.
Projectile weapons are likely gunpowder based and old fashioned, similar to the weapons of the 21st century. Typically these relics cost more than a comparable Energy weapon.
Grenade type weapons are manually thrown at an enemy, and will always have a Reload value of Auto. This represents grabbing another grenade from a bag or bandolier. Individual grenades are not counted or tracked, so think of each Grenade weapon as a collection or pack of weapons.
Melee weapons are used in close combat only, see the Combat section above for details.
Special: Any complex effects of the weapon. See the details above for each ability.

Weapon Descriptions

Six-Shooter : By far the most common ranged weapon the ubiquitous six shot revolver has, on the surface, remained unchanged since the old wild west. However now in the place of solid lead bullets, incredibly high density batteries are used as ammunition. Each contain enough energy to generate a single laser blast of Kilowatt power, a level of drain that only battleship size cannons could propel earlier in the 21st century. These high tech revolvers are a daily reminder of the advancements in technology.
Pistol : Although these handguns have greater range and accuracy, they remain less used than the classic revolver as they tend to break down in dusty conditions, and don't fit in with the idealistic cowboy image most of the population strive for.
Handcannon : Drawing from a linked set of battery ammo allows these large bore handguns to fire wide, thick laser beams.
Bow : By drawing and enhancing the frictional energy created by pulling and releasing a bow string, these weapons allow the firer to propel laser beams without having to worry about reloading.
Pump Shotgun : These common weapons have been updated to fire clusters of burning plasma at a target. The pumping motion of one model of shotgun regenerates the plasma cells in preparation for another shot. A second common model has two independently charged barrels, much like the double barreled shotguns of old. And finally the automatic shotgun, which is powerful but tends to overheat quickly.
Lever-Action Rifle : Like the classic six-shooter, the lever-action rifle has been updated to 2285 standards. Each pull of the lever will reload another high charge battery in preparation for another shot. The larger batteries and longer barrel allow greater range and impact that revolvers, and can even achieve Megawatt levels.
Twin Rifle : Similar to the lever-action rifle, this laser rifle has two vertically stacked barrels to increase firepower. Normally these come in a 200KW energy range.
Burst Rifle : By using smaller, lighter batteries the burst rifle trades penetrating power for a higher number of shots. Preferred by gunslingers who have poor accuracy, as the sheer count of laser beams being fired in a wild spray from this weapon is likely to hit something.
Rotary Rifle : Updating the gatling gun design from the old wild west, this modern rotary rifle can achieve the highest rate of fire of any weapon.
Scoped Rifle : Used by snipers and hunters, scoped rifles fire single condensed laser beams, relying on damage over a hail of shots.
Throwing Knife and Axe: These crude weapons are normally chosen for style over functionality, as even the most basic six-shooter outperforms these bladed weapons.
Stub Pistol : Commonly designed like the projectile slinging guns of the 21st century, the expensive and carefully crafted solid bullets can inflict far greater wounds than a laser beam from a comparable revolver.
Crossbow : Firing jagged and barbed bolts, this simple but effective weapon is capable of catching an unwary enemy off guard.
Sawed Off Shotgun : With a shortened barrel this shotgun is used to spray a dense cloud of metal shrapnel or pellets at a target.
Bolt  Action Rifle : This single shot rifle is sometimes preferred by rich hunters and scouting parties of nobles for the loud report and bright muzzle flash. Unfortunately modern technology has outdistanced the large caliber bullets, and most scoped laser rifles do far better damage than this relic.
Assault Rifle : Complete with wooden stocks and curved magazines, these fearsome weapons are great for spooking dinosaurs and raiders alike.
Needler Rifle : A specialized rifle loaded with advanced self guiding bullets, this weapon is normally reserved for targets with otherwise impenetrable armor.
Bazooka : Comprised of a crude metal tube and heavy self propelled rockets, the bazooka is a crowd pleaser.
Rocket Launcher : The addition of a magazine of smaller rockets allows this weapon to fire a few times before needing to be reloaded, while still maintaining a relatively destructive blast.
Grenade Launcher : An elegant weapon to rapidly fire a stream of microgrenades at a target, with the benefit of showering the nearby area with razor sharp shrapnel.
Flamethrower : Uncommon and devastating, the flamethrower spews burning chemicals in a small arc around the user. Terrific at catching dinosaurs off guard, clearing bunkers, or starting a campfire for dinner.
Boom Grenade : The most common grenade, this weapon comes in a variety of shapes and sizes. Most are simple cylinders thrown by hand, but some may be tins of explosives stuck atop wooden sticks.
Kaboom Grenade : Similar to a boom grenade...just bigger.
Riot Grenade : These rubber tubes of stinging, compressed air blow opponents backwards upon explosion, and were used in some of the early food riots in Haven.
Dazzler Grenade : With a deafening sound these grenades exploded into light, temporarily blinding human or dinosaur eyes.
Stun Grenade : These grenades explode by thundering a low frequency pulse outwards, which momentarily stuns and incapacitates nerve endings.
Tangle Grenade : Commonly used to trap charging dinosaurs, these grenades shower a target with a chemical mix of fast bonding glue.
Defoliant Grenade : An improved herbicide spray that can be used to clear a swathe of thick vegetation. These were used during the early exploration of the volcano jungle.
Shank , Knife, Machete: Crude stabbing weapons used to slash at targets and sever limbs.
Sword s: Ranging from the length of a hand to the size of a man, swords have been common since the early centuries of mankind. Aside from improving the materials used in construction, little has changed in the design since then.
Motor Blade : Powered by a small battery cell, this thick steel blade is covered in numerous spinning micro-drillbits which carve human and dinosaur flesh with equal ease.
Axe : Savage and barbaric, the axe is a harsh reminder of a darker time in humanity's history.
Staff: An elegant wooden or steel rod, the staff can be deadly in skilled hands.
Spiked Flail : This weapon inflicts painful wounds through a heavy, spiked ball that is chained to a handle by incredibly durable, microscopic wire.
Hammer : Ranging from small one handed claw hammers to large headed sledgehammers, these weapons can cause enemies to flee in terror.
Club : Simple and effective, this weapon can be anything from a sturdy wooden plank to a reinforced crowbar.
Spear : Arguably one of mankind's first weapons, the spear is perfect for harassing dinosaurs at a safe distance.
Glowlash : A modern version of the whip, this sparkling length of controlled particles can rapidly be sliced across the surface of a target.
Electrolance : This weapon is a long steel lance tipped with a powerful electrical discharge unit.
Scorchlance : This weapon is a long steel lance that is sheathed in superheated energy.
Twinlance : Although heavy and slightly unwieldy, this double pronged lance can be devastating in the right hands.
Shudderlance : Vibrating several hundred times a second, the well known shudder lance can use stored kinetic energy to blast a target backwards.

Armor Table Information

A variety of armors are available for use from the Items.odt file. These range from a common cloth shirt to more advanced defensive sheaths necessary to withstand the fearsome blows of a dinosaur. Note that only the most common armors are listed, and other materials and types of armor may exist.
The statistic columns of the chart are outlined below, as well as detailed descriptive text for each suit of armor:

Name: The common name or designation of the armor.
Cost: The cost (in Neodollars) of the armor. This price may vary between locations.
Armor Rating: The equivalent Armor Rating of each piece of armor, up to a maximum of 6. Without armor a character will have an Armor Rating of 2, which is the default and minimum.

Armor Descriptions

Clay Plates : This armor is created by reinforcing superheated clay with soft layers of inner padding.
Woodward : Crafted from hardy jungle trees, this suit of armor involves strapping carved and fitted pieces of wood to key locations, normally under other clothes.
Bonestack: Made up of a variety of dense bones, this armor is crude by effective at reducing the pain of a dinosaur bite.
Dinohide : Painstakingly formed from a variety of tanned dinosaur pelts, this suit is extremely common for its ease of customization.
Mesh Shirt : Formed from links of durable metal or thick rubber, the mesh shirt is preferred by anyone with a flair for style, as it can seamlessly be worn under clothes.
Flak Covering : A bulky vest useful in protecting the wearer from shrapnel and teeth.
Metal Plates : Heavy and cumbersome, a solid sheet of metal protecting vital areas is great for peace of mind.
Ceramic Plates : Formed using modern mixing techniques, ceramic plating is useful for deflecting or absorbing weapon shots.
Kevlar Vest : Uncommon and outdated, 21st century kevlar is still sometimes found in law enforcement groups.
Vectran Vest : An updated version of kevlar for 2285, the vectran vest can stop most shots with only minor discomfort to the wearer.
Thermoplastic : Worn outside clothes like a type of carapace, thermoplastic armor is useful against most energy weapons and blunt trauma.
Biosteel Shirt : Woven from thin, lightweight fibers harvested from giant jungle spiders, biosteel is a perfect choice for maintaining mobility.
Kinetic Shirt : Based on a recent breakthrough in the realm of personal protection, a kinetic shirt basically reverses the energy of an incoming attack to deflect the blow.
STF Covering : Developed near the end of the 21st century, shear thickening fluid (STF) was assumed lost after Eruption Day. However a group of explorers uncovered the secrets to its production several years ago. The magnificent liquid instantly hardens a nanosecond before an attack penetrates to flesh, providing maximum protection without sacrificing weight.
Ferrobone Vest : Using rare ultradense bones reinforced with steel and biosteel, a vest of ferrobone can make the wearer nearly impervious to pain.

And thanks to the musical joy of Husky Rescue (especially their 2004 CD) and Shawn Lee’s Ping Pong Orchestra for keeping my mind focused while filling in rows and rows of stats.

Combat rules! (and Rules)

Oh ho ho see what I did in the title? I’m so witty it hurts.

Righto, so I copied over and fleshed out the mumbo jumbo in the brainstorm notes to the rulebook for the combat section, and now I’ll paste it all here. The example Ranged and Melee combats are rather uninspiring, but once I get a few more rules done I hope to do a mini “battle report” (similar to something you’d see in White Dwarf) complete with diagrams and all that good stuff. Probably a little more detailed, since I think showing dice rolls and mechanics would help give a super clear understanding of combat.
Although I don’t think the pictures will be very inspiring since I don’t have any dino riding cowboy figures made yet.

But yeah, I am really happy with this system so far. It’s quick to play without just being a ripoff of the D20 system. I managed to avoid the tedious adding and subtracting of a slew of modifiers that games like Battletech run into. Sure I love the idea of representing crouching, running, size differences, ranges, fog, prevailing winds, humidity, and everything else (okay, maybe not quite that ridiculous) but the whole “Okay, +1 for X, +1 for Y, +2 for Z, -1 for A…” can get boring.
Instead I have a few modifiers, and make the most of them. Short Range = +1 Attack, Long Range = -1 Attack. In cover? +1 AR. Melee Charge Bonus? +1 Attack +1 Damage. Done.

As for the combat system itself, it vaguely reminds me of Advanced Heroquest with it’s Damage Dice (but maybe that’s because I’m using some D12s from the original box set, haha). And of course Silent Death for the Damage Track, but I thought that was the best way to have mounts degrade in combat ability as they take damage. Plus it means I can have “durable” DT (like those that only lose their Movement near the end hits), or “frail” DT that start to fall apart after 5 damage.

The other aspect I really like is being able to use the same system for ranged AND melee combat. Splitting that was REALLY painful in the last ruleset I did, and just meant you were basically having to balance two systems.
And I made firing into combat and running from combat no big deal, but I think that was influenced by spite against Warhammer 40k (5th edition) and their whole “Oh they touched your base, you’re locked in combat until THE END OF THE UNIVERSE”. Plus it means your fellow Cowboys can pour fire into a gigantic Cave Bear while you bravely hold it back with an Electrolance (cinematic sounding right, right?!)

As for ranged combat, I initially had considered having your “To-Hit” target value be based on your personal skill, and then your enemy’s Armor come in as damage reduction (this seems fairly common in modern games, ie: D20 Modern [I think?]). But that’s more modifications and more rolls and more stats, and I’m trying to keep this as a “light” RPG and “medium” skirmish game, so that approach had to go. Plus who doesn’t love “Roll X Attacks, are they >= target AR? Good, total them and add your damage, hooray”. The Critical Hit mechanism is simple and elegant too.

Anyways, first draft of the Combat rules:

Since the dawn of mankind there has been violence. The re-emergence of dinosaurs has done little to slow the carnage. In fact, if anything, it has accelerated the technology involved in weapons. Battles can be fought at a distance or in hand to hand.
This section will outline the rules for simulating fights between characters and wild dinosaurs or cunning bandits.

Determining Turn Order: Each combatant (or group of related combatants, such as a pack of "Rippers") rolls a D12.
The highest result moves their character first, then the second highest, and so on.
Whoever moved first is said to have won Surprise.

Step 1 – Roll Attacks

The number of Attacks a weapon has determines how likely it is to hit, and also adds to the damage done. Melee weapons for close combat can be augmented by the Melee Attacks of a Dinomount, as discussed in the Dinomount section below.

Roll a D12 for each Attack on the weapon you wish to fire.

Range Modifiers: If a ranged weapon is at Short range, add +1 Attack. If a ranged weapon is at Long range, subtract -1 Attack.

Step 2 – Determine Hits

Compare the result of every Attack roll to your target's Armor Rating.
Every roll greater than or equal to the Armor Rating (including any modifiers listed below) is counted as a successful hit.

Terrain Cover: Using a ranged weapon at a target in or behind cover (such as trees, hills, etc.) grants them a +1 Armor Rating bonus against that attack.

Critical Hits: Every Attack roll of 12 is considered a Critical Hit, and counts for 2 hits.

Impossible Armor Ratings: If the target has an Armor Rating higher than 12 it is impossible to achieve a Critical Hit, and only a roll of 12 will count as a hit.

Step 3 – Apply Total Damage

The total damage done to a target is a count of all hits plus the base Damage of the weapon (from it's statistics).
If the target does not have a Damage Track, subtract this damage directly from their Hitpoints, otherwise apply it to their Damage Track.

Ranged Combat Differences

Who Can Fire: If your character can see the enemy target and they are within Range of your weapons, you may fire at them in your Action Phase.

Reload Value: Each ranged weapon has a Reload value as part of their statistics, such as 2x1 or 3x1. This number represents how likely and often the weapon will need to be reloaded, but it can also represent jamming or overheating.
When rolling attacks in Step 1 above, if the number of dice that come up as 1s are equal to or greater than the Reload value, the weapon needs to be reloaded.

How to Reload: A character must spend an entire Action Phase doing nothing but Reloading a gun before it is usable again.
Note that only a single ranged weapon can be reloaded each Action Phase.
Also note that if a character has multiple weapons, they can just fire another gun instead of Reloading an empty one. If they choose to do this, it is recommended that an 'R' be marked beside the weapon on the Character Sheet.

Example Ranged Combat

Scenario: Firing a 200MW Laser Revolver (3 Attacks, 2 Damage) at Short range (+1 Attack) at a target (6 Armor Rating) in the cover of a tree (+1 Armor Rating).
Step 1: Roll 4D12 (3 base Attacks, plus 1 for range bonus), get 8, 6, 12, 3. 
Step 2: Need a 7+ (6 AR of target + 1 for cover). So the rolls of 8 and 12 hit. As 12 is a Critical Hit it counts as double hits, for a total of 3.
Step 3: Add base Damage of the weapon (2) to the total hits (3) for 5 total damage. The target is unmounted, so reduce their Hitpoints by 5.

Melee Combat Differences

Who is in Melee: Two or more combatants are considered in close combat, or hand to hand, or melee combat if they are within base contact of each other. At this point use the 3 Steps above, but with a Melee Weapon as desired.

Charge Bonus: If an attacker completes a Charge movement (as described above in the Movement Phase section) they gain +1 Attack and +1 total damage on their first Action Phase.

Snap Attack: If an opponent leaves base to base contact (such as to flee), any attackers in melee range automatically get a free set of close combat attacks.

Firing in (or into) Melee Combat: There is no penalty for firing in close combat, or firing into an existing close combat.

Example Melee Combat

Scenario: Charging a "King" (+4 Melee Attacks) dinosaur at a target (8 Armor Rating). The rider has a melee Scorchlance (1 Attack, 3 Damage).
Step 1: Roll 6D12 (1 base Attack, plus 4 for Dinomount, plus 1 for Charge), get 2, 4, 9, 4, 8, 10.
Step 2: Need a 8+ (8 AR of target). So the rolls of 9, 8, and 10 hit for a total of 3 hits.
Step 3: Add base Damage of the weapon (3) to the total hits (3) for 6 total damage. The target has a Damage Track, so mark off 6 slots.

Oooh oooh and I forgot to mention that I am happy with how the Reload rules turned out. They take a hint from Necromunda…sort of, but mainly avoid the boring “Okay, you fired a shot, mark off your ammo zomg!”. That’s great for tracking resources if you barely have any ammo (ala Mad Max and his shotgun), but you’re supposed to be a wicked dinosaur riding Cowboy, not a peasant scavenging for each shot.
Basically you have a Reload value like 3×1, which means if you roll 3 or more 1s on your Attack dice your weapon needs to be Reloaded (or unjammed, or cool down, or whatever). So then you have to take an Action Phase doing that, or just switch to another gun (which is fun since then you might end up with a brace of six-shooters to keep firing as each one comes up empty, or you might switch to a melee weapon and charge in to finish off your enemy).

Prehistory of the game

My first draft of the history leading up to Dinosaur Cowboys. As I mentioned before I tried to keep it relatively believable, but hey, in the end we all just want to ride our Utahraptor into the sunset.

History

Prehistoric Chamber

In the savage time when dinosaurs ruled the Earth, roiling volcanoes rapidly changed the landscape with stunning ferocity. The thick forests and grasslands of what would eventually become Wyoming were home to such a volcano. Steaming magma thundered through underground chasms of solid rock, venting boiling steam to the surface through numerous geysers.
The intensity of the volcano had increased and increased until finally the lava broke through the crust in an unmatched eruption. An expansive magma chamber below the surface was emptied as the fiery liquid engulfed trees and dinosaurs with equal hunger.
Normally the roof of such hollows would collapse inwards, forming a caldera, as magma was no longer available to hold up the thick layer of dirt. By chance, the hearty rock failed to crack and tumble inwards, resulting in a vast, scorched chamber.
Hundres of miles wide, the room unexpectedly provided sanctuary and shelter for weaker dinosaurs. Soon cunning, larger predators innately tracked and followed their prey into the chamber. The desperate battle for survival continued unabated beneath the surface.
Smaller beasts ferried seeds and plant life into the cave, using the nooks and crannies of the rock as their own personal cellar. Sunlight pierced the darkness through porous roof, providing nourishing energy to the growing vegetation below.
In time, the shifting Earth brought a new flow of unyielding lava, but the burning sea passed over the chamber, warming and cooling with the passing of seasons. Unharmed, but trapped by hardened rock, life tenaciously continued in the enclosed ecosystem for millions of years.
Dirt and silt blew across the solidifying magma, eventually forming a new layer of soil above the chamber. In time sweeping forests would regrow and the venting volcano would be called Yellowstone National Park. But the millions of tourists eagerly watching the erupting Old Faithful geyser had no idea of the prehistoric time capsule buried beneath the surface.

Eruption Day

On a quiet, spring day in the year 2037, the aggravated supervolcano erupted again. Scientists had mere seconds to futilely throw their hands up in surprise and scoff before lava poured over the surrounding buildings. As before, magma was agitated to the surface, flooding the entire park in unrelenting heat.
The supervolcano tore asunder the chamber roof, melting stone that had long held the lava at bay. Great clouds of dusts were thrown into the air, and titanic amounts of stored gas eagerly escaped from the chamber.
Long caged in the hollow, the gases gleefully mingled with the carbon dioxide in the atmosphere, corroding and damaging the ozone layer. The result was exponential amplification of the greenhouse effect, heating the entire Earth with increased solar rays.
As the expended lava again cooled and hardened, new pathways were opened for the freed dinosaurs. Swarming across the land in great herds, the hungry creatures eagerly searched for new pasture and new hiding places from carnivores.
Calm after years of war, the United States of America had no strategy and no escape plan for stemming Nature’s wrath. Increasing temperatures caused polar ice caps to melt and raise the water level of the Earth’s oceans, resulting in coastal swathes of land being drowned.
The eastern coast was hit the hardest as every city and carefully paved road were washed away. Bustling Time Square in New York became a floundering pool of rusted buildings and darting schools of fish.
On the western coast San Francisco and Los Angeles dissolved into distant memories. Millions of people were killed as the great cities were flooded and lowered to the floor of the widened ocean.
Eventually the chaos slowed and broke across the Mississippi river, leaving numerous prairie towns with a new ocean view.
As expected the populace panicked. A massive migration began away from the volcano, and away from the coasts. The southern deserts became unbearable wastelands with temperatures soaring to water’s boiling point.
The darkest years in humanity’s existence followed. Scavengers and savages ruled the cities as communications and technology broke down. Electricity was scarce and food even scarcer. Horrible acts of violence and torture filled every street and town in an all-consuming apocalyptic whirlwind.
Mankind was on the brink of extinction.

First Contact

Fifty two years after the eruption, a caravan of explorers driving crude electric vehicles from Reno, Nevada to Fargo, North Dakota made a startling discovery. The previously desolate, blackened rocks around the volcano had become a lush jungle.
Baffled by the find, the group continued to explore the strange, unrecognizable plant life. Unlike the sandy deserts that consumed the rest of the continent, the temperatures inside the jungle were comfortably warm; almost tropical. Veins of rich metal had been exposed by the turmoil, and the endless tangle provided rich lumber resources.
Their excitement became terror as a hulking Tyrannosaurus Rex chased and devoured three of the crew. The rest fled, wild with fear and confusion. They stopped at the first safe town they came across, called Alliance, Nebraska. Dismissed as men gone mad from the sun, the retelling of their story did little to rouse the attention they had hoped.
However, eventually the rumors travelled. Soon numerous hunters, adventurers, and entrepreneurs flocked to the jungle.

Reconstruction Begins

Two years later a brave young scientist, Doctor Emilee Viator, gathered a crew of experienced trackers, industrious peasants, and brave warriors. Calling themselves the Neotechnoists, the historic party of thirty created the first permanent settlement in the jungle.
Built high in the trees and protected by organized sentries, the town was designated Haven. Nestled in the home territory of the dinosaurs meant Dr. Viator could attain stunning progress of the study and understanding of the ancient creatures.
Soon settlers converged on Haven, eagerly leaving the unforgiving deserts for a chance at a new life in the jungle. With renewed help and a resolute vision of the future, Emilee began expanding her town and molding the jungle to suit the needs of mankind.

The Wall

By 2129 Haven was the capital of a fledgling empire. Half the remaining population of the United States called the jungle their home, while the stubborn other half refused to leave their dusty shelters in the wide open plains surrounding the location.
Incentive programs were created, and soon even the staunchest of desert dwellers immigrated to the expanding cities and steel homes of the jungle. The populace of the growing empire took the name of their founding group, and so the Neotechnoist civilization was born.
Harnessing the power of dinosaurs in the place of crude oil, the gleaming spires and reinforced bunkers soon stretched across the entire jungle. The tropical climate had also expanded, overrunning all of Wyoming, plus the neighbor states of Idaho, Montana, and pieces of their outside borders.
It seemed mankind had restored itself to the glories of modern living. Some dinosaurs fled the intrusive encroachment, their primordial instincts no match for the relentless march of humans.
United under a single banner, the seventeen million Neotechnoists began constructing their largest project to date. Harvesting chunks of lava rock from thousands of quarries, an imposing wall was erected to circle the jungle. This succeeded in protecting the populace from roaming feral beasts.
The Wall was fifteen feet high and three feet thick, with heavy metal gates blocking all the roads leading out from the jungle. But a barricade works both for and against those it surrounds, and soon the people forgot their desert upbringing; forgot everything but the Neotechnoist way.

Discontent Rumblings

The upper class nobles of Haven soon grew bored by the tedious routine of peace. Having being raised to treat dinosaurs like simple cattle, a new generation of youth were enamored and mystified by the untamed wild lands outside The Wall.
In 2203, the first of the rebellious young fired their grappling hooks over the top of The Wall, and snuck away into the desert. Much like the first explorers of the jungles, the group brought back tall tales of untold riches and exciting dangers that enticed some of the tired, apathetic Neotechnoist population.
Soon it was not just rich nobles going Over The Wall, but the downtrodden peons and oppressed working class. Exploited and helpless, the lower class were eager for a chance at a new life. Whispers of free, unclaimed land as far as the eye could see drew pioneers to depart into the forgotten deserts.
Angry at the loss of their servants, the ruling lords of Haven outlawed leaving the jungle. But the strict penalties and harsh sentences just increased the forbidden lure of the desert. By 2218, close to one-third of the population had abandoned the Neotechnoist way to live free and unhindered in the dangerous desert.

A Movement is Born

Those that grappled and trained wild dinosaurs, built rickety towns of wood and sweat, and enjoyed the riches of their labors became unrecognizable as Neotechnoists. The unorganized bands and roaming gangs began calling themselves Dusters. Soon the nomenclature had even slipped into the speech of the jungle people.
To the Neotechnoists these scraps of humanity were called Primitives or Savages. In return the Dusters called the jungle people Volkies (for their proximity to the volcano), or Veggies (for the strict vegetarian diet Neotechnoists indulged in).
The lonely, dusty towns outside The Wall resembled something from an old wild west movie. Embracing the idea, the Dusters began dressing like cowboys and bandits of nearly 400 years earlier. Wrangling dinosaurs for transportation, food, and protection, the new cowboys began to slowly rebuild a different world than the Neotechnoists.

Present Day

The year is 2285, and the infirm first generation of Dusters are beginning to succumb to old age. Never experiencing a time before they lived in the desert, the next generation continue their simple, dangerous lives. Safely inside The Wall the civilized Neotechnoists also maintain their advanced, controlled lifestyles.
Humanity and dinosaurs have assimilated and recovered their strength and dominion. However the Dusters and Neotechnoists look towards an uncertain future, split by class, distance, customs and traditions.

Hurray updated sheet

I’ve implemented my playtesting feedback into the character sheet, and added a stylish silhouette six-shooter image to the middle, so yeah, starting to look rather rad.

As before, grab the file as:

When I work on the rules I keep it all in a Subversion repository, but for these uploads I’ll just attach arbitrary version numbers.

Character sheet example

I figured I should post the character sheets I used yesterday, in case you’re SO excited to try the rules that you want to do an early playtest too (send me feedback if you do!).

But yeah, I’ve created it as a fancy pants Open Office (.odt format) spreadsheet. Making character sheets has always been great fun since you can see them evolve as the game grows and you play it more. I find I add more whitespace and bigger rows to make it easier for people to write, and a bunch of temporary fields for values my friends normally track anyways on the bottom or back of the sheet.

I imagine this will change in the future, even if just slightly, but for now it gives you a good idea of how the main character will look on paper.

So, grab the sheet as:

And if you want to just get a glimpse of how it looks, here’s a screenshot of the PDF:

Character Sheet v0.1

A batch of notes

I did some more brainstorming and combined all my rambling notebook pages to come up with a rough document containing some of the core ideas of the game.

The best part is I TOTALLY just realized I can play an early, early, early version of Dinosaur Cowboys using this info, plus the left over information rattling around my head.

+ Combat

- # of Attacks in D12s
 - Modify -1 Attack at Long range, +1 Attack at Short range
- To-Hit based on Armor Rating of target
 - Give +1 AR in cover
- Roll all Attacks, count each one >= target AR
 - Any 12s (Criticals) count as two
- Add base damage of weapon to total count
- Apply result as HP damage to target

- Close combat handled the same way, roll Attacks of Melee type weapon, damage as normal, etc.
- Get a free attack on a foe moving out of combat, but no one is locked into hand to hand
- Some sort of Charge move, maybe 2xMovement? Results in +1 Attack on Charge

- Dino mounts give +Armor Rating, +Movement, +Attacks (in close combat)
- Dino mounts use damage tracks, foot targets use plain HP
 - eg damage track: [ |M| |B|A|AR| |HP| ]
 - X = Dinomount Dead, M = -1 Movement, B = Break Test, A = -1 Attack, AR = -1 Armor Rating, HP = -1 HP to rider
  - OR have -1 HP every hit on the dino, which means from an 8 damage attack the dino basically absorbs 7 damage
- Dinomounts don't die, they are just removed from play for that battle and must be revived later

- Combat example:
 Firing a Laser Revolver (A=3, D=2) at Short range (+1 Attack) at a target (AR=6) in cover.
 Roll 4D12 (3 base Attacks, plus 1 for range bonus), get 8, 6, 12, 3
 Need a 7 (6 AR +1 for cover), so 8 and 12 hit, so 2 hits. But 12 is a critical so count it for 2, so 3 hits
 Add base damage of the weapon (2) to the total hits (3) for 5 damage.
 Reduce by 5 the target HP or apply to Dinomount damage track

+ Weapons

- Reload when X number of 1s rolled (for example 2 1s if the Reload value is 2x1)
 - Have to spend the whole next firing turn reloading
- Firing into close combat is no problem, hits desired target as normal
- Some weapons have a blast radius (eg: 2" Explosion)
- Allow +X weapons, like "Plasma Rifle +1"
 - Must specify what is increased, for example Laser Sniper +1A would add 1 Attack
 - Can increase Range, Attacks, Damage
- Also allow prefixes that give Special? Like Explosive Bolt Gun would have a blast
- All weapons have a level requirement on them, one of the motivations for levelling up

- Weapon statline example:
 S/M/L = range / distance
 Sm/Md/Lg = size
 Laser/Plasma/Gunpowder/Melee = type
 Requirement is in levels
 Some weapons have minimum ranges
 Standardized Special attributes

 Name             S    M    L     Attacks     Damage    Reload    Size    Type    Requirement   Special    Cost
 Laser Revolver   1-3  4-8  8-12  3           2         1x1       Sm      Laser   1             N/A        $10
 Katana           Close Combat    2           4         N/A       Md      Melee   2             N/A        $12
 Bazooka          X    6-10 10-14 1           6         N/A       Lg      Gun     5             2" Blast   $30
 Plasma Gatling   1-7  8-14 14-20 6           1         3x1       Lg      Plasma  4             N/A        $20
 
+ Movement

- Double cost to move through any rough terrain
 - ie: Move 4" over 4" of flat terrain to edge of a forest 8" long, would cost another 16" to move through it
- Can't move through any other models (friend or foe)

+ Turns

- Roll for surprise (D12) to see who goes first
- Whoever gets higher goes first, rotate turns from there
- Turn consists of Movement and Combat

+ Skills

- Have a generic Skill bonus for each character
- To do a task, roll D12 and get >= Skill to succeed in the check
 - Examples: climbing, lifting something, lockpicking, swimming, etc.

+ Traits

- Bonus perks or feats chosen from a list every few levels
- All have a level requirement and tree structure to advancement
- eg: Fast Move (2xMovement one turn per battle), Double Shot (more Attacks at less Damage), etc.
- Only real customization done for a character

+ Break Test

- Roll D12, add Courage, if >= Dinomount Fear score then Break Test is passed
 - Otherwise Dinomount can flee, do nothing ("stunned with fear"), or go beserk
- Slots on damage track prompt Break Tests, maybe other situations like ally killed, urging mount to charge off a cliff, etc.

+ Characteristics

- Player example:
 Name: X
 Gender: Male/Female
 Movement: (1-8")
 Armor Rating: 0-12 (3 is default)
 Hitpoints: X
 Courage: +X
 Skill: 0-12
 Level: X
 Kills: X (every 10 = level up)

- Dinomount example:
 Name: X
 Size: Small, Medium, Large
 Movement: +X"
 Armor Rating: +X
 Melee Attacks: +X
 Fear: X

- Generic monstrous creatures have a similar statline, but don't use a damage track and have custom weapons
 - eg: Sabretooth Cats, Giant Lizards, etc.

+ Level Ups

- Based on # of kills
- Dinomounts never level
- Perhaps 10 kills per level?
- Gain +1 HP every level
- Gain +1 Skill every 2 levels
- Gain +1 Bravery OR +1 Movement every 3 levels
- Also a level requirement for weapons

+ Money

- Money is a Neodollar
- Printed and controlled by the Neotechnoists, but some slips out into the poorer Wastelands
- Still use '$' sign

+ Miscellaneous

- No food / water tracking
- Time is tracked by day, month, year, but just day / night for time of day (not hour by hour)
- Travel is X miles = X" Movement score (so a total of 18" Movement would be 18 miles per day)
- Use slightly modified USA maps
- No limit to weight or inventory maximums, but limit weapons by sizes, and only 1 suit of armor
 - ie: maximum of equivalent of 2 Large weapons (and 2 Medium = 1 Large, 2 Small = 1 Medium)