Images of weapons

Thanks again to Felix for some weapon images. A lot of these (especially the six-shooter, lever-action rifle, and hand cannon) are exactly how I visualized them. They’ll eventually make their way into the rulebook under the weapon and equipment section, but for now here’s how they look.

Try to Survive (Dutch game)

I stumbled across a neat little game thanks to someone on their forum (originally in Dutch, translation here) stumbling across me. They have some great looking scenes with simple plastic dinosaurs that were painted to improve their appearance. The rules themselves are kind of interesting because the game is more about surviving for a certain amount of time (hard to tell for sure using a Google translated version of it :) ) during prehistoric times.
Regardless I thought it fit well with Dinosaur Cowboys, so here are two of their cool photos:

Anyways I’m out of here until the start of September. After that my life will have settled down enough to get steady battle reports going.

New fan made Overland Map

Felix helped me out again with a cool new Overland Map. It’s textured and really shows off the jungle feel to the area surrounding the volcano. I am fairly certain I’ll put it into the rulebook, my only concern being filesize bloat (it bumped the ODT file from ~700kb to 2.1mb). But sometimes style is worth it. I do like having consistent fonts on there (“Future West” and “West Test” that were used on the Posse Roster and Quick Reference Sheet), and I’ll likely apply them to my old, plain map as well.

See the results for yourself and let me know what you think!

PS: The full size is huge.

Dinotopia by James Gurney

Some more inspirational material, although less wild west and more Victorian era: Dinotopia. The book details a shipwrecked crew who find a lost island where humans and dinosaurs co-exist. It looks like some terrific art. I figure I might get the 20th anniversary edition when it’s released in September.

Not much else to say about that, but I did add it to the “recommended reading” section. Now to just resist the temptation to add airships (that is always, always a temptation).

Battle Report: Modoc Forest Dinoegg Heist

Encounter Overview
Deep in the Modoc Forest lies plenty of riches for those daring enough to risk their lives. Scattered amidst the thick trees and forgotten marshes are hundreds of dinosaur eggs. If a posse is hardy enough to compete with Oviraptors and other explorers they can make quite an income.
For this battle I used two previous Posses from the Keyes, Oklahoma Street Fight. In this case they had forsaken their dinosaurs to pursue rare and valuable dinoeggs. I continued their stories from the last battle, including awarding IP and ND based on the kills from before. This meant I could further test the Advancing a Posse rules.
Speaking of rules this was another v0.9 based game, which was solid enough that I didn’t even need to make any rule changes after the game. I played through the Dinoegg Heist scenario, modifying and improving it as I went. For the table I went for a big central peak that represented an area heavy with dinoeggs. Since this was deep in the forest I avoided any buildings or signs of civilization except an old set of fences (probably from a once scenic national park).
Onwards to the advancement and improvements each posse made…

Note on images, all of them are clickable and will open the image at the full 1280×960 size. Apologies for the fuzziness, I wasn’t having much luck with photos this game.

Posse: The Dusk Stalkers (previously Duskhelm Posse) – 4/196 IP, $0/1960, 6 Traits
My first order of business was to refund my Dinosaur, a plated beast named Thunderfoot. The scenario calls for foot units only, and normally I would be stuck just not bringing my dino. But in this case my opponent agreed that we could straight up sell our Dinosaurs for their original cost (including recovering any used Traits) which meant I had a bunch of dough to retool my gang with. Thunderfoot was $500, so already my bank was looking better!
In the last battle I had 2 kills which gave me a further 6 IP and $60. Not that great, but I hoped for better this round!
My purchases came first. I bought Tangle Grenades for Duskhelm, the hope being I could tie up melee focused units (or retreating enemies) and give Mitis’Heq a chance to shoot at them (with a bonus of not having any movement penalties). My next purchase was obvious, and that was a beefy 700kW Lever-Action Rifle for Redbeard The Terrible. Last match he truly was terrible, but I think his Musket was partially to blame. At 2A-7D with a max range of 25″ (with his Eagle Eye trait) I had high hopes for a few one shot kills. Survivability was a concern on my end, so two suits of armor were next. I bought Padded Armor for Duskhelm, boosting his AR to 2 (he had spent IP before to get to 1). Then Hasheen, my trust midliner, got a suit of Cloth Armor (which suited the figurine perfectly). Finally I spent the last of my Neodollars on a single SIRP for Duskhelm, since he seemed like the kind of guy to hoard the single piece of healing for himself.
As for IP, I continued the trend of greedy Duskhelm, this time spending all 6 IP to give him +1 HP, boosting him to a total of 10 HP. What’s really nice about going from 9 to 10 HP is your “half damage” value (that you need to make a Bravery Test at) goes from 4 to 5 HP, which can be a big difference on how often you have a chance to flee.
My plan for this fight was simple: win! Okay, well, mainly I wanted to try to hurt Coleman a bunch while still slinking off with a few eggs. I knew that we’d probably get in close and ugly, at which his melee monster Stone Axe excels. But Duskhelm and Mitis’Heq were becoming quite formidable, and I hoped that their firepower combined with Redbeard’s new rifle would spell disaster for anyone foolish enough to rush me. I wasn’t too worried about Oviraptors, since their “default” behaviour was simple enough to outsmart. Besides if they picked up a few eggs THEN I killed them, well, more IP for me!

Anyways my Posse looks like:
Duskhelm - Neotechnoist Leader
MV 4, AR 2, RMC 5, MMC 8, BRV 7, HP 10, Go For The Eyes, Rapid Fire
Heavy Repeater, Tangle Grenades, Padded Armor, SIRP

Mitis'Heq - Neotechnoist Member
MV 4, AR 2, RMC 6, MMC 8, BRV 6, HP 8, Go For The Eyes, Get Up!
Light Repeater

Redbeard The Terrible - Duster Member
MV 3, AR 0, RMC 6, MMC 8, BRV 6, HP 10, Crippling Shot, Eagle Eye
Musket, 700kW Lever-Action Rifle

Hasheen - Bandit Member
MV 6, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Double Barrel Shotgun, Cloth Armor

Burt - Bandit Member
MV 5, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Laserbow

Coleman’s Raiders – 0/208 IP, $0/2080, 6 Traits
No offense to Duskhelm, but last fight I destroyed him. I mean come on now, I ended up with 6 kills! That’s practically enough to get another Trait slot. But yeah, from the murderin’ I dished out I got 18 IP and $180. Plus I refunded Zira (hopefully to a nice, friendly caravan) for $700 and 1 more Trait slot (since she had taken Bonus HP I).
Flush with wealth I thought the first thing to do was recruit someone new. To that end I hired “Skull” (who would be represented by my old, hilariously 1990s painted Eldar scout [I mean come on, flames on his robe?!]). That was a cool $250 for his Neotechnoist help. I was hoping to make him into a semi-sniper…certainly not on par with Redbeard, but good enough to give me a bit of range beyond Handcannons and Dinoprods.
Next I wanted to use some of my new IP, so I spent a full 18 IP to give +3 HP to Skull. Honestly I’m not entirely pleased with this choice, but wandering around with anything less than 8 HP is a recipe for disaster. Hopefully his default Neotechnoist improvement to RMC would help ensure he hit…plus I could always give him a high attack weapon. I went for the “Knee Shot I” Trait, which gives a solid +3 damage boost if the target already moved (easy enough to find that situation!).
Besides recruitment I wanted some new goodies for my posse. First I spent more money on Skull, this time for a Twin Rifle (5A-2D with a nice 18″ range makes it a solid choice. Having the “Both Barrels” special ability just makes it all the sweeter). Stone Axe is already pretty survivable with his 3 AR, but heck for a handful of Neodollars I went ahead and upgraded him to Dinohide Armor, for a total AR of 4. Crazy! Plus he matches his Dark Sun figurine even more now. His old Bone Armor was handed off to Coleman who’s AR ended up as 2. I thought Shadow needed a little something extra besides a plain pistol, so I bought him Glue Grenades. Slowing on hit is super handy, either for Stone Axe to catch someone or to just slow one of Duskhelm’s villains as they retreat with an egg! Finally Coleman got another SIRP, since his was used last match and it’s definitely a handy choice (I mean until you roll +1 HP instead of the max of 6).
I figured my posse is pretty well matched to Duskhelm, and the close in nature of the scenario should help get to grips with his slightly longer ranged members. Heck with luck I’ll get a first turn Charge with Stone Axe. Dinoeggs are still going to be my main focus, and Coleman, Newt, and Shadow will probably be my goto people for that. Skull would be a great egg carrier since he’ll probably hang back, so hopefully I’m lucky and end up near an egg.

My bigger Posse now looks like:
Coleman - Bandit Leader
MV 4, AR 2, RMC 6, MMC 8, BRV 7, HP 12, Rapid Fire
Handcannon, Bone Armor, SIRP

Shadow - Duster Member
MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 11
300KW Six-Shooter, Glue Grenades, SIRP

Stone Axe - Savage Member
MV 7, AR 3, RMC 9, MMV 7, BRV 6, HP 13, Charger, Inspiring Shot
Dino Prod, 80KW Six-Shooter, Dinohide Armor, SIRP

Newt One-Eye - Bandit Member
MV 5, AR 1, RMC 7, MMC 8, BRV 6, HP 10, Clear Sight, Knockback Shot
Stun Gun

Skull - Neotechnoist Member
MV 4, AR 0, RMC 7, MMV 8, BRV 6, HP 9, Knee Shot I
200kW Twin Rifle

Table Setup
Let us sally forth to the kitchen table! Except this time we’d be playing from the long table edges instead of the short table edges. That and the giant mountain in the middle should make for an interesting game. The table was 4 feet long and 3 feet wide, and aside from the mountain in the middle I placed a bunch of hills and trees around.

I had three dinosaurs ready to join the battle due to the scenarios Oviraptor rules. As a refresher the stats for Oviraptors are:

Oviraptor
Size S, MV 6, AR 1, MMC 7, BRV 6, HP 8, 2-2 A-D
Note: Can carry 2 Dinoeggs at once

One of the beasts will join the game on a roll of 8+ (done at the start of each turn), at which point they deploy randomly and start trying to steal eggs (either from the ground or from those foolish enough to hold dinoeggs near them!).

Deployment
Duskhelm got the north long edge while Coleman got the south edge. Both had to deploy two members within 4″ of the center of the table (aka the top of the mountain) while the rest deployed within 6″ of their table edge. Coleman had to setup first, so he got right to it. After that Dinoeggs were placed throughout the board, and a fast, fun, and vicious game began…

Coleman: Well shucks, first deployment eh. Normally I don’t mind, but this time I have to have two “forward scouts” on the main mountain. To balance their unlucky position they each started with a Dinoegg, so that was handy. I figured Stone Axe would be the best choice, but I wanted him to live through the first turn so he started up the hill a bit and in cover. His massive 7″ movement and +1″ Charge range would help get to grips with any enemies. I had considered putting Coleman up there as well, but Shadow with his Glue Grenades seemed like a better choice. Plus having Coleman in danger too early would kind of suck. So yeah, Shadow kind of in the open central part of the hill and Stone Axe up a bit from him.
Then I put Coleman and Newt One-Eye down below, as far forward as I could so they were in range to support their mates as soon as possible. Skull was off on the right flank on a hill. The elevation would give a nice damage boost, and he should be in good enough range for shots at people on the mountain. Now fingers crossed for good Dinoegg distribution!

Duskhelm: Hmm well deploying second is nice because I can basically mirror my opponent. I wanted to keep my team of Duskhelm and Mitis’Heq together, since they can throw out 12 attacks at 14″, or 16 attacks if they both Rapid Fire. That’s deadly! Plus with Duskhelm’s new Tangle Grenades I figured he’d be a great help to keep Stone Axe locked down. My real mimic was putting Hasheen and Burt in the center, side by side, so they are opposite Coleman and Newt. They would be my second wave towards the middle, or around the flanks depending on how the Dinoeggs ended up. Redbeard was off on his own in the hills, since honestly if he can’t outsnipe Skull then he really deserves his nickname “The Terrible”.

Dinoeggs: Aside from the 4 Dinoeggs in play (held by each of the members on the mountain) I rolled D6 for the additional Dinoeggs. My result was 6! So plenty of mini-objectives to go after. Unfortunately my earlier plan of using Mini Eggs chocolates to represent the dinoeggs didn’t work, so I was back to my usual glass tokens. Stupid heat melting the chocolate all over the table :(
Anyways I rolled a scatter dice and 2D12 to represent inches, and got a pretty south heavy distribution, which seems to favor Coleman.


Turn 1 – Blood on the Slopes
Unlike a lot of stand up fights in Dinosaur Cowboys, the close deploy of this scenario meant violence was imminent.
Coleman: Normally getting the first Activation on the first turn doesn’t matter a ton, but heck when I’m like six inches from the enemy’s leader I care a bit more! I put my Glue Grenades investment to good use by hurling one from Shadow to Duskhelm. The fast acting chemical struck him for 1 damage and also meant Duskhelm was Slowed (half Movement, no Run). After that I edged Shadow down the hill, since the further from short range I was the better!
Duskhelm: Glue and yellow belly runnin’? Seems par for the course for Coleman. I advanced Mitis’Heq into short range of Shadow, then opted to activate my “Go For the Eyes” Trait. As you recall this means critical hits are on 10+ instead of 12+. Definitely a smart move as I hit with 2 criticals for 5 total damage. Plus Shadow really WAS a yellow bellied dog as he failed the Bravery Test and was Fleeing.
I lucked out and won the next Activation, which meant I could keep pouring the fire on. Duskhelm was my natural choice, so he also activated his “Go For the Eyes” Trait and ALSO Rapid Fire. 8 attacks with 5 RMC base…sweet. I couldn’t quite get him to short range with Shadow because Duskhelm was Slowed, so I shot first instead. I only needed 7+ to hit, and in total I hit 4 times (including 2 criticals) for 8 damage, which killed Shadow. Woo hoo first blood. Anyways I moved Duskhelm 2″ forward after this, mainly to get closer to dinoeggs.
Coleman: Ouch a death already. Definitely a brutal pit fight up on that mountain. And who better to pit fight than Stone Axe? I moved him 7″ and then Charged 3″ more to Mitis’Heq. I got to roll 9 attacks thanks to the Charge and awesomeness of the Dino Prod, of which I hit for 4 damage. Mitis’Heq actually failed his Bravery Test and was Fleeing from this, haha.
Duskhelm: Time to get my sniper going, now that the obvious center moves are done. Redbeard edged over a bit so that he was at long range of Skull (with my new 700kW Lever-Action Rifle). Time to get my Neodollar’s worth! I hit with 1 attack but that was for 8 damage, so alllllmost a one-shot kill. Skull somehow passed his Bravery Test. And of course, since it’s Redbeard, my other attack was a roll of 1, so he needed to Reload. Even when I get him a better weapon than the Musket he STILL only shoots every other turn.
Coleman: Hey remember when I was like “I bought Skull to give me some range and maybe take on Redbeard?”. Yeah…NO! I Ran him downhill from his perch towards the nearest Dinoegg, which hopefully he could sneak off the board before another Redbeard shot whizzes in.
Duskhelm: The upside of the big mountain in the middle meant a lot of the avenues of fire were blocked. So Hasheen could safely Run towards the furthest west Dinoegg. May as well try to stay focused on the big bonus IP they provide (taking one off the board is basically like killing 3 people in terms of IP awarded).
Coleman: I moved Newt 4″ forward to the edge of the hill in the vain hopes of killing Mitis’Heq before he fled away and out of line of sight. I needed an 11+ to hit, which sucks, but I tried anyways. I got a 2 and 1 on my rolls…go me. I decided to use Coleman’s “Yeehaw!” ability to let her re-roll the 1 (so at least she wouldn’t have to Reload), but I still only managed a 6.
Coleman however had some better luck. I moved him 4″ forward which put Mitis’Heq into medium range which never hurts. I hit him with 1 critical for 8 total damage, which killed Mitis’Heq. Looks like we’re one for one now.
Duskhelm: My last Activation was for Burt. I moved him as far forward as I could, and then scoffed at my total inability to hit Stone Axe. That’s right, I needed 13+ with all the modifiers (mainly his brutally high 4 AR). So I Ran him to the edge of the hill instead.


Turn 2 – A Roar in the Distance
Oviraptor: I rolled a 9 for the Oviraptor chance to appear, so one hurried onto the board looking for dinoeggs.

The dinosaur deployed from the west table end (nearest Hasheen and the dinoegg he was approaching), 14″ down and 6″ inwards.
Duskhelm: I lucked out and got the first Activation, which probably saved me from being charged by Stone Axe. I started with Duskhelm throwing a Tangle Grenade at Stone Axe, which hit him (for 1 damage) and Stopped the melee monster. Looks like the crew around the mountain was safe for a turn! After the throw I moved him back 4″, since the further from Stone Axe the better.
Coleman: Hmm with Stone Axe frozen in the middle I thought I’d try to save Skull for one of my early Activations instead. I moved him towards the nearest Dinoegg and picked it up. He was still pretty exposed, but hopefully Stone Axe would be priority number one this turn for them. Plus I just had to keep him alive with his Dinoegg to get a bunch of sweet rewards at the end.
Duskhelm: Should I start whittling down Stone Axe or try to kill the super weakened Skull? Option two here we go! I might have considered shooting Stone Axe but Redbeard was down to his Musket, so it wasn’t worth the effort even if I did hit. Plus after moving him I could get Skull into medium range, and I only needed a 7+ to hit. I hit with a roll of 11 which killed Skull. Redbeard you’re redeeming yourself for last match (did I jinx him now?).
Next Burt moved towards a Dinoegg near the hill edge. My modifiers were slightly better against Stone Axe since I only needed an 11+ to hit. Unfortunately I missed with his Laserbow with a roll of 10. Almost!
Coleman: Time to get my reserve force in, especially since the battle seemed to be moving away from my deployment zone. Newt moved up towards the Dinoegg that Shadow had dropped, then spent a Run to reach it. I couldn’t quite pick it up yet though unfortunately.
Next Coleman moved into long range with Burt, who he could barely see around the edge of the mountain. I fired and hit for 7 damage…the Handcannon continues to impress. Burt failed his Bravery Test and was Fleeing, so that’s a bonus!
Duskhelm: I just had Hasheen left to Activate, and I was a bit stumped on what to do. I decided to try one shot against the Oviraptor, since if I could kill it I’d have free reign on the nearest Dinoegg. I moved him into medium range and then opted to use the “Both Barrels” feature of my Double Barrel Shotgun. I only needed 8+ to hit, so why not! I hit with an 8, 10, and 12 for 9 total damage, which killed the Oviraptor! That was totally some hunting safari skill right there.
Coleman: Well, better the Oviraptor than me, I guess. Stone Axe didn’t have much to do since he was Stopped, so I fired his wimpy 80kW Six-Shooter at Duskhelm at 12+ to hit. Naturally I missed.


Turn 3 – Here They Come!
Oviraptor: At this rate the Oviraptors will sweep the game…well, once they stop being killed in a single shot. I rolled for another Oviraptor to appear and had one pop up, this time from the east. 15″ down and 6″ in towards the dinoegg Burt was moving towards.
Coleman: Stone Axe is freeee! Before anymore dirty tricks could slow or stop him, I moved and then Charged him down the hill into Duskhelm. I hit for 5 damage, and Duskhelm was Fleeing (after rolling a horrible 12 for his Bravery Test).
Duskhelm: Looks like this turn will be “kill Stone Axe”. But first of all I moved Hasheen over and picked up the Dinoegg (that he so totally rightfully won after destroying that Oviraptor).
Coleman: Before Burt could Flee away I wanted to try my luck with Coleman again. I opened fire at even better mods this time and hit for 9 damage! Burt was dead as a vampire (or something?!). After that Coleman moved back towards the nearest Dinoegg, since it felt like the time to retreat might be soon.
Duskhelm: Redbeard took the turn off to Reload, first moving to the left and then getting his 700kW Lever-Action Rifle ready to rock again.
Next up Duskhelm Flees down the hill away from Stone Axe, which honestly was not too bad of an outcome since it got me out of melee. I knew I couldn’t kill Stone Axe in a single attack, so I opted to use Duskhelm’s SIRP instead. Totally worth it as I rolled a 6 for how many HP he recovered, which put him from 4 HP back to his full 10 HP.
Coleman: I kept with my plan to fallback gracefully, so Newt, dinoegg in hand, Ran back down the hill, still out of sight of anything dangerous.
Oviraptor: The Oviraptor moved towards the nearest Dinoegg, which was right near where Burt died. The beast was able to scoop up the egg, but was still on the prowl for more!


Turn 4 – Into the Sunset
Oviraptor: For once there wasn’t an Oviraptor that deployed. So just the one already on the board to wander around and steal eggs.
Duskhelm: Okay, since last turn ended up being a failure at even SHOOTING Stone Axe, I’ll do my very best to make up for it this time. My best bet at hitting him would be Duskhelm (with his 5 RMC), so that’s who I started with. I was at short range and didn’t want to make the counter-Charge any easier, so I stayed and fired. I hit 3+2+2 for 7 damage, which made Stone Axe Flee! Terrific news. Coleman had already used (wasted?) his Yeehaw! ability so he couldn’t even give a re-reroll. Anyways Duskhelm kept moving back towards his board edge, since more distance from melee never hurt.
Coleman: Well that’s too bad, since I really hoped to pin Duskhelm down this turn. Instead I Fled Stone Axe backwards, which left me without any real options. I didn’t have enough movement to Run all the way down the cliff to the safety of blocking terrain, so instead I Ran him into the cover of a little hill. Hopefully this would outdistance Redbeard or at least reduce the pain.
Next up was Coleman, who flat our Ran towards the edge of the table. That’s a good Bandit right there; got his loot and now he’s hitting the road.
Duskhelm: It seemed like we were both kind of retreating, which meant I probably only have a few more shots before the end of the game. Time to make them count! Redbeard didn’t have a Dinoegg at all, so I focused on getting him into a good firing position against Stone Axe. I moved down the slope and into 14″ on Stone Axe, but also still in 12″ range of Duskhelm (I figured Yeehaw! might be necessary to get this done). I activated Crippling Shot to hopefully slow down Stone Axe if I hit. I needed 11+, and Redbeard let me down by missing both! That’s why Yeehaw! range was important, which I totally used now to re-roll into a hit! That meant 8 damage which outright killed Stone Axe (and Slowed him, but corpses are already pretty slow).
Hasheen Ran with his Dinoegg towards my board edge, and that was about it.
Coleman: Grr that 700kW is a beast. Anyways I Ran Newt towards my own table edge for my last Activation. Into the sunset we go…
Oviraptor: The Oviraptor moved up the hillside towards a Dinoegg there.

At this point the game ended. Both Posses wanted to run their Dinoeggs off without fighting, so they did. In terms of victory The Dusk Stalkers technically won.

After Action Report
A short and savage game! The objective really meant both players were eager to keep their spoils safe instead of risk further fighting, so it ended after only 4 turns. The haul of Dinoeggs was the same for each side: 2. Coleman and Newt both escaped with one, and Duskhelm and Hasheen got one each as well. Redbeard was the other survivor but basically killed Stone Axe instead of focusing on getting a dinoegg. All the survivors were unhurt, which is a bit different than normal.
The game ran a little under an hour in length, but that was mostly because I kept taking breaks to tweak the scenario.
For 2 Dinoeggs the scenario gave 12 IP and $60. Let’s look at how each Posse did overall:

Duskhelm: 4 kills (3 Posse and 1 Oviraptor) = 9 IP, $90 + Dinoeggs = 24 IP, $180, +1 Trait.
Coleman: 2 kills (2 Posse) = 6 IP, $60 + Dinoeggs = 18 IP, $120, +1 Trait.

Game Ideas
A few minor issues that cropped up during the game and might need to be addressed:

  • Make Slowed not allow Charge (instead of just Run)
  • Armor Movement penalties start sooner? 4 AR is really tough to hit
  • Need a way to track Traits, both total and when the next one is given
  • Possible make Fleeing close combat provide a Snap Attack?

Complete Turn Log
Turn 1:
– Shadow hits Duskhelm with Glue Grenade, 1 damage and Slowed. Moves down the hill.
– Mitis’Heq moves to short range of Shadow, uses Go For The Eyes, shoots and hits for 2 crit for 5 damage. Shadow Fleeing.
– Duskhelm uses Go For the Eyes and Rapid Fire. Can’t get to short range of Shadow because he’s Slowed. Shoots 8 Attacks at medium range, 7+ to hit. Hits 4 (2 crit) for 8 damage, killing Shadow. Moves forward 2″.
– Stone Axe Charges 10″ down hill at Mitis’Heq. Hits 4 times out of 9. Mitis’Heq is Fleeing.
– Redbeard edges over into long range of Skull with 700kW Lever-Action Rifle. Hits 1 for 8 damage. Skull passes Bravery Test. Other attack roll is a 1, so Redbeard needs to Reload.
– Skull Runs down hill towards Dinoegg.
– Hasheen Runs towards Dinoegg to the west.
– Newt moves 4″ forward to hill edge, shoots at Mitis’Heq at 11+. Misses with 2 and 1. Coleman uses Yeehaw! to allow re-roll, turn 1 into a 6, still misses.
– Coleman moves 4″ forward, puts Mitis’Heq at medium range. Shoots and hits 1 crit for 8 damage, killing Mitis’Heq.
– Burt moves forward, can’t hit Stone Axe (needed 13+). Runs instead to base of hill.

Turn 2:
– Oviraptor is in! West table end, 14″ down, 6″ in towards western Dinoegg Hasheen was going for.
– Duskhelm hits Stone Axe with Tangle Grenade. 1 damage and Stopped. Then moves backwards 4″.
– Skull moves to Dinoegg and picks it up.
– Redbeard moves to medium range with Skull, shoots Musket at 7+. Hits with 11, killing Skull.
– Burt moves towards Dinoegg around the hill edge, shoots 11+ at Stone Axe, misses with 10.
– Newt moves up hill towards Shadow’s dropped Dinoegg, then Runs to reach it.
– Coleman moves over to long range with Burt, shoots and hits once for 7 damage. Burt is Fleeing.
– Hasheen moves into medium range with Oviraptor, uses Both Barrels at 8+ to hit. Hits 8, 10, 12 for 9 damage, killing Oviraptor!
– Stone Axe can’t move (Tangle Grenade), instead shoots at Duskhelm at 12+. Misses.

Turn 3:
– Oviraptor again! From east edge, 15″ down, 6″ in towards egg Burt is moving for.
– Stone Axe moves and Charges Duskhelm. Hits 5 damage, Duskhelm Fleeing (rolled a 12).
– Hasheen moves and picks up Dinoegg to the west.
– Coleman shoots at Burt again, hits 1+2+6 for 9 damage, killing Burt. Moves backwards to Dinoegg.
– Redbeard moves left, reloads 700kW Lever-Action Rifle.
– Duskhelm Flees down hill, uses SIRP for 6 HP from 4 to full 10 HP.
– Newt Runs backwards downhill with Dinoegg.
– Oviraptor moves forward and picks up Dinoegg.

Turn 4:
– No Oviraptor this turn.
– Duskhelm shoots short range at Stone Axe, hits 3+2+2 for 7 damage. Stone Axe is Fleeing. Coleman already used Yeehaw! so he can’t re-roll. Duskhelm moves backwards towards board edge.
– Stone Axe Flees backwards. Doesn’t have enough movement to Run down the cliff so he Runs into cover of the hill to try to outdistance Redbeard.
– Coleman Runs towards table edge.
– Redbeard moves down slope into 14″ range of Stone Axe, and still 12″ of Duskhelm (for Yeehaw!). Uses Crippling Shot and shoots Stone Axe at 11+. Misses both shots. Yeehaw! re-roll hits! 8 damage and Slowed, which doesn’t matter because Stone Axe is dead.
– Hasheen Runs back to table edge.
– Newt Runs back to table edge.
– Oviraptor moves up slope towards Dinoegg.

Due for a release…v0.9 is here!

As I was writing up the most recent battle report I realized all those little changes since v0.8 have added up, and v0.9 is different enough that I feel I should release it so people can base their opinions on the most modern version I have. So without further ado:


Download the Dinosaur Cowboys Rulebook v0.9 (PDF)


I still didn’t reach a satisfactory setup for pictures in the rulebook, so it’s still just plain text (aside from the logo). I might just do a “printable” version that has the pictures or something, but we’ll see. As with the last release the rules are looking and playing really solidly, so there won’t be any sweeping changes going forward. Just more small tweaks and fixes based on playtests and feedback (um, feedback, remember? Someone email me one of these days?).
Once I reach v1.0 (closer and closer!) I’ll put the game on RPGGeek and spread as much notice around the forums of the world as I can.

Changelog
Here’s how the Subversion log looks, and again this is the closest I have to a changelog:

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r1607 | svn | 2011-08-04 17:29:02 -0600 (Thu, 04 Aug 2011) | 1 line

Made Slowed also stop people from Charging, not just Run
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r1606 | svn | 2011-08-04 00:57:58 -0600 (Thu, 04 Aug 2011) | 1 line

Minor change to the maximums for some statistics
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r1605 | svn | 2011-07-19 12:46:47 -0600 (Tue, 19 Jul 2011) | 1 line

Formatting fix. The Modifiers Table keeps getting shifted
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r1604 | svn | 2011-07-18 15:10:37 -0600 (Mon, 18 Jul 2011) | 1 line

Another quick reference sheet minor fix
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r1603 | svn | 2011-07-18 15:07:45 -0600 (Mon, 18 Jul 2011) | 1 line

Fixed up quick reference sheet typo and formatting
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r1601 | svn | 2011-07-06 11:33:32 -0600 (Wed, 06 Jul 2011) | 1 line

Made Weather an optional rule
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r1600 | svn | 2011-07-06 11:25:11 -0600 (Wed, 06 Jul 2011) | 1 line

Made the Additional Ideas subheading under Variant Rules a bulleted list
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r1599 | svn | 2011-07-06 11:19:34 -0600 (Wed, 06 Jul 2011) | 1 line

Added Variant Rules section that fleshes out some alternative approaches for AR, Fumbles, Running, Melee, etc.
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r1598 | svn | 2011-07-06 11:15:29 -0600 (Wed, 06 Jul 2011) | 1 line

Added Variant Rules section with a few different ideas
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r1597 | svn | 2011-06-29 13:21:58 -0600 (Wed, 29 Jun 2011) | 1 line

Removed border from the top fields on the editable PDF roster
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r1596 | svn | 2011-06-23 15:16:57 -0600 (Thu, 23 Jun 2011) | 1 line

Split the Posse Roster into a form and blank version. The form could eventually be filled automatically using the Java iText library
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r1595 | svn | 2011-06-22 22:06:10 -0600 (Wed, 22 Jun 2011) | 1 line

Made winning an encounter award 30ND instead of 20ND to match what a kill gives, so it’s basically like a free kill.
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r1594 | svn | 2011-06-22 01:33:20 -0600 (Wed, 22 Jun 2011) | 1 line

Modified the Dinosaur HP IP cost table to have a matching header to the rest of the statistics. Woa and it’s 2am, whoops
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r1593 | svn | 2011-06-21 15:54:24 -0600 (Tue, 21 Jun 2011) | 1 line

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r1592 | svn | 2011-06-21 14:11:07 -0600 (Tue, 21 Jun 2011) | 1 line

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r1591 | svn | 2011-06-21 13:56:41 -0600 (Tue, 21 Jun 2011) | 1 line

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r1590 | svn | 2011-06-21 13:54:15 -0600 (Tue, 21 Jun 2011) | 1 line

Clarified the character/posse creation section so that spending IP is under the Posse instead of under the character, so that creating a character is basically Name-Allegiance-DDefault Stats
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r1589 | svn | 2011-06-21 13:32:23 -0600 (Tue, 21 Jun 2011) | 1 line

Added an example of creating a character (Quidel) to clarify that process. Also put in an IP cost for 3 to 4 MV (10) in the case of Dusters
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r1588 | svn | 2011-06-20 10:50:39 -0600 (Mon, 20 Jun 2011) | 1 line

Some editing and formatting, very minor
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r1587 | svn | 2011-06-17 11:20:06 -0600 (Fri, 17 Jun 2011) | 1 line

Changed token removal to just mention Moved and Acted, since other tokens normally persist
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r1586 | svn | 2011-06-17 11:16:02 -0600 (Fri, 17 Jun 2011) | 1 line

Removed Roar ability for Dinosaurs to keep them as pure melee only. This also meant their default RMC could be removed.
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r1585 | svn | 2011-06-17 00:46:43 -0600 (Fri, 17 Jun 2011) | 1 line

Put the main rulebook under a non-commercial Creative Commons license, which is useful to stop people from selling the rules. Also a minor reformat to ensure the List of Traits fits on a single page (by using the Posse Roster page layout and margins)
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r1584 | svn | 2011-06-17 00:11:17 -0600 (Fri, 17 Jun 2011) | 1 line

Added a Derringer, Saber, and Cutlass. Also modified some of the prices and damages
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r1583 | svn | 2011-06-16 23:45:04 -0600 (Thu, 16 Jun 2011) | 1 line

Bunch of minor updates and changes based on the playtest tonight. A few clarifications or exceptions added.
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r1582 | svn | 2011-06-16 23:36:39 -0600 (Thu, 16 Jun 2011) | 1 line

Make Dinosaurs have a default 8 RMC (for Roar)
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r1581 | svn | 2011-06-16 20:31:28 -0600 (Thu, 16 Jun 2011) | 1 line

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r1580 | svn | 2011-06-16 19:49:50 -0600 (Thu, 16 Jun 2011) | 1 line

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r1579 | svn | 2011-06-16 19:47:44 -0600 (Thu, 16 Jun 2011) | 1 line

Increased Horned HP since they cost a ton already
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r1578 | svn | 2011-06-16 19:43:49 -0600 (Thu, 16 Jun 2011) | 1 line

Renamed Leadership to Yeehaw, for a bit more flavor
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r1577 | svn | 2011-06-16 19:37:46 -0600 (Thu, 16 Jun 2011) | 1 line

Include D6s as necessary items, for Charge
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r1576 | svn | 2011-06-16 19:36:16 -0600 (Thu, 16 Jun 2011) | 1 line

Minor change to ensure IP and dollar values per kill are even
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r1575 | svn | 2011-06-16 17:03:50 -0600 (Thu, 16 Jun 2011) | 1 line

Fixed wording of Pulled ability
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r1574 | svn | 2011-06-16 16:57:22 -0600 (Thu, 16 Jun 2011) | 1 line

Made ND less rare
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r1573 | svn | 2011-06-16 16:54:44 -0600 (Thu, 16 Jun 2011) | 1 line

Removed Levels. Instead Posses match on IP and ND. In addition killing an enemy gives +IP and +ND, as done winning an encounter, instead of going by Kills. I attempted to maintain the values of each, so that Posses should grow in strength at a similar rate to before. The Roster had to be updated to reflect the new fields.
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r1572 | svn | 2011-06-16 16:23:00 -0600 (Thu, 16 Jun 2011) | 1 line

Touched up some of the riles
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r1571 | svn | 2011-06-16 16:13:58 -0600 (Thu, 16 Jun 2011) | 1 line

Changed and clarified how Charge works. Now it’s an Action that you can do if an enemy is within 6 inches. It gives +D6 inches of movement (in a straight line) and they can make a free set of Melee attacks with the Charge bonus afterwards. Basically the best way to enter close combat.
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r1570 | svn | 2011-06-16 16:03:32 -0600 (Thu, 16 Jun 2011) | 1 line

Added Natural Weapons as an item section. This includes Brawl and Beast types, basically unarmed attacks for humans and dinosaurs.
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r1569 | svn | 2011-06-16 15:43:41 -0600 (Thu, 16 Jun 2011) | 1 line

Made the Charge move grant an extra D6 inches if the target is not adjacent but is within 6 inches (aka they just fell short of the charge). The attack bonus is the same still
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r1568 | svn | 2011-06-16 15:26:28 -0600 (Thu, 16 Jun 2011) | 1 line

Added a few more traits to make the total list 56 items. Wowy zowy
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r1567 | svn | 2011-06-16 15:13:28 -0600 (Thu, 16 Jun 2011) | 1 line

Added a bunch of new Traits (some were Guild Wars inspired), so the total list has nearly 50. Had to format the doc a bit differently to fit them on one page, which meant adding a West Test header
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r1566 | svn | 2011-06-16 14:23:22 -0600 (Thu, 16 Jun 2011) | 1 line

Made the Bola an alternative to the Stun Gun
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r1565 | svn | 2011-06-16 14:16:41 -0600 (Thu, 16 Jun 2011) | 1 line

Cleaned up the Items. Got rid of Blind, added Slowed and Pulled. Made some custom Lassos. Added a Stun Gun, made Whip have Slowed. Added note in rules about Minimum Range. Added a note about Falling damage. Made Knockback be like Explosion in that it’s X” Knockback instead of always 1D6 inches.
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r1564 | svn | 2011-06-15 16:47:43 -0600 (Wed, 15 Jun 2011) | 1 line

Made some of the long range weapons have no Short range, namely those with Minimum ranges. For example Lever-Action rifles now have no Short range, instead a 4-14 Medium range
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r1563 | svn | 2011-06-15 16:07:10 -0600 (Wed, 15 Jun 2011) | 1 line

Clarified that an attacker can target either the dinosaur or passenger, and cleaned up the Mounted Combat section in general
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r1562 | svn | 2011-06-15 15:42:20 -0600 (Wed, 15 Jun 2011) | 1 line

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r1561 | svn | 2011-06-15 15:14:54 -0600 (Wed, 15 Jun 2011) | 1 line

Minor font size tweak. Injected refonted Items list into main rulebook
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r1560 | svn | 2011-06-15 15:10:31 -0600 (Wed, 15 Jun 2011) | 1 line

Forced some Courier fonts to Courier New. Also made the Items headers West Test. I think that’s all.
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r1559 | svn | 2011-06-15 14:35:16 -0600 (Wed, 15 Jun 2011) | 1 line

Renamed Quick-Reference.odt to match its name of Quick-Reference-Sheet.odt
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r1558 | svn | 2011-06-15 14:33:54 -0600 (Wed, 15 Jun 2011) | 1 line

Forgot Charge mod on the Quick ref sheet, which then needed to be ported to the rules. Copy pasting 3 times for one change sucks.
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r1557 | svn | 2011-06-15 14:30:32 -0600 (Wed, 15 Jun 2011) | 1 line

Added a Quick Reference sheet, which basically has the modifiers, turn options, combat procedure, etc. Also added Charge the Modifier table to ensure everything is listed. Reworded the Modifier descriptive text to suit.
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r1554 | svn | 2011-06-14 16:46:27 -0600 (Tue, 14 Jun 2011) | 1 line

Let’s get started on v0.9, woot
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Alternative Formats
I’m trying to move away from some of the harder-to-support file formats, but if you want you can still get the rules as ODT or DOC.

Another battle report preview

I played the Dinoegg Heist scenario last week, but was out of town for work so I haven’t had a chance to upload the battle report yet. It was one of the shorter games I’ve played since the objective meant neither team fought to the bitter end. Definitely fast and vicious and fun though.

But yeah I’m hoping to get the report formatted and posted here soon. Until then here’s a preview picture of the big mountain covered with a scattering of dinoeggs:

Also I had the rules posted on the Post Apoc Wargames forum which is great since I had found them before in regards to Wastelands. Hopefully I can generate some interest and feedback that way!

Scenario: Dinoegg Heist

I’m hoping to use this scenario in a game soon, instead of the usual stand up fight. I’m thinking of re-using the posses from my Keyes, Oklahoma Street Fight since they seemed well matched.

But yeah the basic idea is to have a fight over dinosaur eggs (dinoeggs), with the random element of a few wandering dinosaurs thrown in. Stealing a dinoegg awards more than the standard for killing an enemy, so that should motivate players to focus on the eggs. This is the first scenario I’ve tried to formally write up, so bear with me in terms of layout and balance.

Anyways here are the details of the scenario:

Scenario: Dinoegg Heist
Dinosaur eggs are prized possessions in the new wild west. Unhatched young of certain rare breeds can fetch hundreds of Neodollars, whereas common eggs are full of enough nutrients to feed a family for a week. This scenario represents two wandering posses stumbling across the same clutch of dinosaur eggs, and then trying to steal as many as they can.

Posse Restrictions: No Dinosaurs allowed.
Dinoegg stealing is a delicate matter and having a friendly dinosaur present can disrupt the process. The scent of another dinosaur can enrage the dinoegg parents or a stampeding beast can trample the precious dinoeggs.

Table Size: 48″ long by 36″ wide
In other words “My Kitchen Table”.

Table Setup: Setup the terrain as normal. No buildings should be used (as dinosaurs tend to avoid nesting near structures).

Posse Setup: Roll to randomize which Posse deploys at which long table edge. Roll again to see who deploys first.

Deployment: 2 members of the Posse must be placed within 4″ of the center of the table. The remaining 1-3 members are deployed within 6″ of their table edge.

Dinoeggs
Deploying Dinoeggs: D6 dinoeggs will be placed. Mark the center of the table, and place each dinoegg 2D12″ in a random direction (roll a directional dice or a D12 to represent the clockfaces to choose direction).
The 4 Posse members that deployed near the center of the table start with 1 Dinoegg each.
I recommend using Mini Eggs to represent dinoeggs – plus the players can literally eat their spoils after!

Using Dinoeggs: A Dinoegg has AR 4 and HP 4.
A single dinoegg can be carried by a character at no penalty.
Picking up, dropping, or transferring (to an adjacent ally) a dinoegg can be done for 1 Action Phase.
If an entity carrying a dinoegg is taken out of action, the dinoegg is dropped where they fell.
If an entity carrying a dinoegg voluntarily moves off a table edge they have escaped with the dinoegg.

Oviraptors
Deploying Oviraptors: At the start of each new Turn after the first roll a D12. On a roll of 8+ an Oviraptor appears to steal dinoeggs! The Oviraptor is deployed 6″ in from a random table edge.
A maximum of 3 Oviraptors can be in play at once.
The Oviraptor has the following modified “Ripper” statistics:

Oviraptor
Size S, MV 6, AR 1, MMC 7, BRV 6, HP 8, 2-2 A-D
Note: Can carry 2 Dinoeggs at once

Using Oviraptors: The Oviraptor is not controlled by either Posse, and is a mainly after dinoeggs. All Oviraptors act at once, and do so after all other Posse members have finished. The Oviraptor will move towards the nearest dinoeggs or nearest entity who is holding a dinoegg and try to pick up the dinoegg. Once the Oviraptor has 2 dinoegg it will move in a direct line towards the nearest table edge. If it reaches the table edge it has escape into the jungle with the dinoegg!

Victory Conditions: The game ends when either Posse is entirely taken out of action or off the table, or all the dinoegg are destroyed or off the table.
Aside from the usual Improvement Point benefits from a battle award the following:

6 IP and $30 = Dinoegg taken off the board or in possession.
-6 IP = Dinoegg destroyed.
1 IP (in addition to standard +3) = Killing an Oviraptor carrying 1 or more Dinoeggs.

Another humor break

Some funny looking pictures of superheroes as dinosaurs from TIFR. For example, “Wolveraptor”:

Anyways I’m hoping to get another game in tomorrow sometime, perhaps with a scenario this time. Hopefully a battle report will be coming soon after!

Little quieter

The end of June and start of July have been a bit quieter for this blog, at least compared to the flurry of activity around v0.7 and v0.8, with all the playtesting and battle reports and so on.

But until the end of summer you can expect less volume of posts. Two factors to this, one is I’m getting married in August so that’s priority #1, and the second is the rules are reaching a point where they don’t need vast, sweeping changes. There aren’t even any big sections left to fill out or rewrite or anything. What I’m saying is one day (probably soonish) Dinosaur Cowboys will be completed, and then I really won’t have much too brainstorm or post excerpts about. This happened with my Brains zombie game as well, since eventually you just reach a point where the rules work great, and any further additions would just be added complexity. I did get some nice feedback from the forums though, so that’s always inspirational.

So anyways, my TODO list right now is basically “Add images to the rulebook”. I have the images picked out, I’m just trying to find a good way to size/scale them so the document doesn’t bloat to 8mb but still looks sharp when printing. I do want to finish some kind of fillable Posse Roster and corresponding design program, but that’s unrelated from the core rules.

Of course I’d like to get some games in and post more battle reports (and that’s probably what the majority of posts in the far future will be), but again my schedule is focused elsewhere.
Also who knows, maybe my Nanowrimo in November this year will be Dinosaur Cowboys related, to really flesh out the universe.

Official Variant Rules

I had previously posted some ideas on optional variant rules for Dinosaur Cowboys. Basically it was a list of neat ideas that just barely didn’t make it into the core rules for a variety of reasons. In most cases it was because they would overly complicate the core rules, or slow down the game, or overwhelm the players with options. But all the ideas are still very valid and interesting.
So I cleaned those up and formatted them and put them in the v0.9 rules as a new “Variant Rules” section. I’ve also pasted that section below so you can see:


Variant Rules

These optional rules can be used by players to give a different feel to certain situations in the game. Both players have to agree ahead of time on which rules (if any) to use. Most of these variants were created where they may have added too much complexity to the game or changed the overall flavor.

Fumbles: Any unmodified rolls of 1 count as -1 Hit, to a minimum of 0 hits.

Armor Damage Reduction: Instead of modifying Miss Chance, Armor directly reduces damage equal to the Armor Rating.
For example being hit for 5 damage with Flak Armor (AR 3) would mean only 2 damage is done.

Miss Chance in Melee: Instead of using RMC for ranged weapons in melee, use MMC instead. Still apply the “In Melee” penalty.

Running Target: +1 Miss Chance against targets that Ran.

Variable Run: Instead of Run providing an additional 1/2 Movement statistic, roll a D6 as inches instead.

Purchasing IP: 1 IP can be bought for $10.

Mount Protection: Any riders add the Dinosaurs AR to their own when attacked while Mounted.

Downed at 0 HP: Instead of removing an entity when they reach 0 HP or less, place them face down instead. They can take no actions and cannot be attacked, but an ally can heal Hitpoints (using a Medpack, Whiskey Drop, etc.) to restore the Downed entity.

Yeehaw Action: Instead of allowing 1 re-roll in 12″, this ability can provide one free Action Phase to any entity (even one who was already Activated) in 12″.

Additional Ideas
Here are some other possible variants and improvements the players could extend and elaborate.

  • Can buy and set Traps like spiked pits, tripwires, etc. Deployed before battle and the X-Y coordinates (in inches) are marked down to keep them hidden from opponents.
  • Some kind of “quick draw” with Six-Shooters that lets you roll off / duel an opponent within short range.
  • Gatling Gun (or similar) that has variable D6 or D12 Attacks instead of a set number.
  • Fire rules for Molotov cocktails (maybe a X” wide patch that lasts until the end of the turn?), get same attack if target enters or is pushed into it
  • Weather effects (sandstorm, acid rain, etc.) and hazardous terrain (lava, quicksand, etc.).
  • Dinosaur equipment upgrades (armor plates, extra saddle, etc.).
  • Weapon upgrades (laser sight, etc.) that grant additional benefits to the gun, such as +1A or +1D.
  • Non-Dinosaur beasts (Sabertooth cats, Woolly Mammoths, etc.).

Fillable Posse Roster PDF form

Although I haven’t had a ton of time for additional playtests, I have gotten to work at making the Posse Roster a fillable PDF form. This will be handy for those with small, cramped writing, or for people who are used to creating their sheets that way.
But what it’s REALLY useful for is the possibility of programmatically filling the form. Ideally I’d like to write an application (probably a web app) that allows you to build a Posse and then export to PDF. Thanks to the Java version of iText this is hugely possible and not even that challenging. I did some testing along these lines and already have the Leader filling in properly. Now I just need to build the rest of the sheet and slap an interface on that lets you modify statistics, purchase equipment, etc. This would be a great asset for Dinosaur Cowboys as you could quickly and easily build different Posses and jump into a game in no time.
The application will be called “The Saloon”, and I’m going to try to sit down and put some serious work into it asap. I want to get a couple more playtests in, but the current rules are definitely approaching a finalized state.

Anyways to give you an idea of what the sheet looks like, here is a screenshot of the autopopulated form from my preliminary version of The Saloon:

Not much else to say really. I was away all weekend so I got less Dinosaur Cowboys than I would have liked. And unfortunately all the forum posts I did trying to generate interest and get some comments didn’t actually result in much feedback. I guess people don’t have a ton of time to sit down and read rules and playtest. Hopefully I hear back from some of the forum folks soon.

Battle Report: Keyes, Oklahoma Street Fight

Encounter Overview
This playtest was using v0.8 with a mix of v0.9 (mainly around the removal of Levels), and was fought between two Posses in the small town of Keyes, Oklahoma. Situated on the edge of the vast southern desert, this hopeless town had been reduced to overgrown ruins by time and the forces of nature. The two Posses involved had their own reasons for visiting the forsaken place, but met and fought and died on the single worn road through the town.

This battle was unique because I used a Dinosaur on each team, which was a refreshing change. Also I went for a pretty high level of IP and ND, 190 and $1,900 and 6 Traits in fact. This is equivalent to around Level 3 or 3 1/2 in the old rules, so definitely a lot of power on each side. The fact that I used expensive dinosaurs certainly toned down the equipment involved, but there was still plenty of exotic weapons. Also I took a ton of pictures since the game was pretty long and I found both Posses looked great when photographed in different combat situations.

As before I did a standard pitched battle with the goal of wiping out the other team. The difference was the central terrain feature, an old town bus pitted by vegetation, could actually be fired upon until it exploded. The rules for this are below under the Table Setup. Plus I used mainly buildings on the table, so it was a change of pace from the usual hills and trees.

Onwards to the Posses involved…

Note on images, all of them are clickable and will open the image at the full 1280×960 size.

Posse: Duskhelm Posse – 190 IP, $1,900, 6 Traits
I wanted my Posse to reflect a high powered Neotechnoist expedition. Their leader, Duskhelm, was cold and calculating, and had decided to leave his life of comfort inside The Wall behind. The outside world was harsh to him, and in turn he hardened his heart and became a vicious ruler of his gang. Currently they were preparing to trek into the southern wastes for their own nefarious purposes.
His second-in-command Mitis’Heq was once a loyal and trusted advisor, but now schemes behind Duskhelm’s back and tries to undermine his leadership.
During their travels they fought a tough Duster in a dingy saloon, and were so impressed with his martial ability that they recruited him. So Redbeard The Terrible joined and has eagerly been plundering his way across the continent since.
Hasheen is a stoic bandit who is unfailingly loyal to Duskhelm after swearing a blood oath to protect him. Duskhelm saved the wounded man from a pack of Rippers, and Hasheen has followed him like a lapdog since.
Burt is a little slow, and a little old, but he’s quite content with the small pleasures in life. The feeling of a solid energy bow in his hands, for example.
Finally is Thunderfoot, the Plated dinosaur that accompanies the Posse.

I had a ton of material to work with, since 190 IP means I can get some really mean characters going. My Dinosaur took a large chunk of money, as did recruiting 4 members, but I still managed a few Repeaters and other solid midrange weapons. 6 Traits meant I had lots of choice, and actually ended up mirroring Duskhelm and Mitis’Heq a bit in this regard (they both got “Go For The Eyes” as one selection). I left Hasheen and Burt trait-less; they’d basically rely on their stats to fight and stay alive.

My general plan was to keep Duskhelm and Mitis’Heq together as a pair, and Hasheen and Burt as another. Redbeard would snipe from the back. Thunderfoot would remain unmounted, and mainly would act as a big damage sponge. His insane AR 3 and 28 HP made him perfect for this role, as did his intimidating size.

The Posse looks like:

Duskhelm - Neotechnoist Leader
MV 4, AR 1, RMC 5, MMC 8, BRV 7, HP 9, Go For The Eyes, Rapid Fire
Heavy Repeater

Mitis'Heq - Neotechnoist Member
MV 4, AR 2, RMC 6, MMC 8, BRV 6, HP 8, Go For The Eyes, Get Up!
Light Repeater

Redbeard The Terrible - Duster Member
MV 3, AR 0, RMC 6, MMC 8, BRV 6, HP 10, Crippling Shot, Eagle Eye
Musket

Hasheen - Bandit Member
MV 6, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Double Barrel Shotgun

Burt - Bandit Member
MV 5, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Laserbow

Thunderfoot - Plated Dinosaur
MV 4, AR 3, RMC -, MMV 7, BRV 5, HP 28
Slam attack

Posse: Coleman’s Raiders – 190 IP, $1,900, 6 Traits
I had used the general character of Coleman before, but as a medieval highwayman in Dungeons and Dragons. I figured his previous life would work just as well in Dinosaur Cowboys, so I aimed to build a mixed bag bandit Posse around that idea. Coleman is a jolly fellow, good natured but quick to anger, and he planned and lead the Posse’s daring caravan robberies.
Shadow was his flank man, solid with a gun and known for sneaking where he ought not sneak.
Stone Axe was the muscle of the group, and I spent plenty of IP and ND to make him into a true beast. Terrific movement (7″) and very high Armor (3) and HP (13) meant he could tear around the field. I visualized him and Coleman playing the “good-cop, bad-cop” routine on uncooperative caravans.
Finally Newt One-Eye, a young lass Coleman had taken under his wing and kept because he had a soft spot for the poor orphan. She was learning the highwayman trade, and when Coleman wasn’t rip roaring drunk he was sure to teach her how to handle a gun. Also her name was from a Necromunda battle report from way, way back in White Dwarf, so I figured that was a fun nod.
And for my Dinosaur I went with a Horned type, named Zira. Sometimes a mount, and sometimes used just to intimidate merchants with her sheer mass.

As I said most of my money went to Stone Axe. I thought I’d try out the Dino Prod because I love the stats (8A-0D). Speaking of trying out new guns, I gave Coleman a Handcannon, since 2A-6D could hurt a ton, even with the slight minimum range. For my final weapon to test I went with a Stun Gun for Newt One Eye. It seemed like a nice semi-lethal option for her, plus Slowing an enemy is great. The range is sort of terrible though (tops out at 12″ with her Clear Sight trait). In fact I didn’t have a ton of long range firepower, which meant I’d have to get in and hit hard.

My plan was to pile everyone but Stone Axe onto the Dinosaur, and move her forward. Then everyone would unload and stick together in a tight formation while Stone Axe caused havoc on a flank, or carried on with Zira, or counter-charged anyone who got too close to the core group.

The Posse ended up looking like:

Coleman - Bandit Leader
MV 4, AR 0, RMC 6, MMC 8, BRV 7, HP 12, Rapid Fire
Handcannon, S-IRP

Shadow - Duster Member
MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 11
300KW Six-Shooter, S-IRP

Stone Axe - Savage Member
MV 7, AR 3, RMC 9, MMV 7, BRV 6, HP 13, Charger, Inspiring Shot
Dino Prod, 80KW Six-Shooter, S-IRP, Bone Armor

Newt One-Eye - Bandit Member
MV 5, AR 1, RMC 7, MMC 8, BRV 6, HP 10, Clear Sight, Knockback Shot
Stun Gun

Zira - Horned Dinosaur
MV 6, AR 2, RMC -, MMV 6, BRV 7, HP 25, Bonus HP I
Slam attack

Table Setup
My kitchen table was the battlefield again, 4 feet long and 3 feet wide. Instead of my usual mishmash of hills and trees I went for a town look. The buildings are pulled from Mordheim and a few foamboard creations from my youth. The roads are more recent and I actually made them for Car Wars. They fit in with the theme well. The bus was an some old Greyhound toy, but the scale was mostly right. The bus could be attacked and explode and was treated as:

Bus
AR 2, HP 12, 6″ Explosion 5D, if destroyed remove model at end of the turn

Anyways in addition to the asphalt road I tried to create a pathway feel to the town that crisscrossed the main strip. Some hills and trees were outside this, but I figured most of the action would be in the center with some firing happening from the side buildings.

Deployment
I rolled randomly for setup, with Duskhelm getting north (towards my kitchen) and Coleman getting south (towards my door). Both Posses could deploy up to 8″ in from their respective short table edge. Duskhelm had to set up first, followed by Coleman, followed by the start of one of my favorite games of Dinosaur Cowboys to date…

Duskhelm: Like I said I wanted to keep organized teams. This meant Duskhelm and Mitis’Heq stuck together on the left flank. I planned to get them into a good position in the house ahead where they could overlook the main road. Thunderfoot was next and took the middle, his purpose being to run to the bus and keep the enemy locked down. Snap Attacks help! Redbeard was aiming to snipe. Although his inexpensive Musket was Auto reload (so he could only fire every other turn) it still had a 28″ long range (with his Eagle Eye trait) and was Scoped (ignore Cover), so it could definitely sting. Finally Burt and Hasheen stuck together on the right flank, likely moving to the next building and potentially getting into a solid crossfire with Duskhelm and Mitis’Heq. At least that’s the plan…

Coleman: Well, here comes the easiest deploy ever. Zira was in the middle with Coleman, Shadow, and Newt One-Eye mounted. Stone Axe was far, far to the right inside a building. That’s it really. I hoped to close Stone Axe towards the opposing Leader and lock down that severe firepower. The bus was situated pretty well in the center, so I aimed to get everyone behind that and then maybe use Zira to harass their sniper, if she could get there. The core team of Coleman, Shadow, and Newt had a pretty good balance of firepower and range, so I had high hopes for their killing power.


Turn 1 – Forward!
As with most first turns of Dinosaur Cowboys, everyone pretty much advanced and shuffled into a better position than their deployment provided.
Coleman: I started by Running my melee monster Stone Axe forward. He stayed inside the house and behind cover, but would be ready to reach the nearest hill next.
Duskhelm: Most of Coleman’s team was mounted (and therefore treated as a single Activation) and I won a few Activation rolls so I ended up moving all of my team at once. Duskhelm, Mitis’Heq, Burt, and Hasheen all advanced forward. The former two used a Standard Move, the latter two Ran. Thunderfoot crept up the middle, ending up behind a tree that scarely covered his bulk. Finally Redbeard stood where he was, as I measured the distance and figured Coleman’s gang would get into range soon enough.
Coleman: My last Activation was to move Zira forward with a Run. Another move and I should be at the bus.


Turn 2 – We’re Not Alone on These Streets…
Duskhelm: I had two obvious Activations to get out of the way. First was moving Thunderfoot another 4″ forward, so he was almost at the bus. The next was having Redbeard shoot at Newt One-Eye. I rolled pretty well and hit for 6 total damage, which was better because his Musket was Scoped (so I ignored Cover) and I was at a higher Elevation. Newt passed her Bravery Test though. Next I Ran Burt forward until he was right at the edge of the building, and could pop around the corner and fire at the blob of people on Zira once they moved in a bit more.
Coleman: As I mentioned Zira could reach the bus this turn, so she moved up and all three passengers dismounted to her right flank, which helped because I could use her body as cover. Stone Axe stayed where he was inside the house, as I didn’t want to advance and give Mitis’Heq a chance to shoot me. I hoped the group by the bus could cause enough havoc to give me a chance to slip him forward.
Duskhelm: I’d love to get a shot at Stone Axe with Mitis’Heq, just to start chipping away at his impressive defensives, but he cowered out of sight. I moved Mitis’Heq forward though to keep the pressure on, and maybe be at medium range if Stone Axe ever did emerge. Next up was Duskhelm, who split from Mitis’Heq a bit and went behind a little wooden wall. I’d need to get him closer though since the Repeater doesn’t have the best range.


Turn 3 – Shooting Starts in Earnest
Duskhelm: Well it’s time for Thunderfoot to earn his keep as distraction, one way or another. I moved him forward and was JUST within the maximum 6″ distance I could try to Charge. Thankfully I rolled a 6 and could reach Shadow. Thunderfoot stomped and smashed and did 4 damage.
Charging has changed for v0.9. Now it’s done in the Action Phase when you’re a distance of 2-6″ from an enemy. You roll a D6 (as inches) and if you could reach the enemy you get a bonus attack on your first round of melee, otherwise you can’t do anything. Definitely adds an element of uncertainty and excitement.
Coleman: Pssh, like some dinosaur running in is going to scare my crew. Stone Axe leapt from the house and counter Charged at Thunderfoot (an easier feat thanks to his “Charger” Trait) and hit for 6 damage with his Dino Prod. Putting the weapon to good use!
Duskhelm: I didn’t want to have Duskhelm sitting around forever, so I moved him from one patch of cover to another, this time behind a ruined chimney of a house. He fired at long range against Zira, hitting 5/6 times for 6 total damage. Still a ton of HP to chip away.
Coleman: I activated “Rapid Fire” with Coleman (+2 Attacks) since Thunderfoot was close enough to warrant a big attack. Too bad I rolled horribly! That Plated AR of 3 really hurts. But yeah, not only did I miss with every shot but I rolled enough 1s to require a Reload for Coleman.
Duskhelm: Mitis’Heq moved forward so he was at long range against Stone Axe, then he fired at a horrible 11+ to hit. High armor, distance, and movement meant it was a tough shot, and unfortunately I missed with all my rolls.
Coleman: I saw a perfect opportunity to clear Thunderfoot out of there so that I could move the rest of my team without suffering Snap Attacks. This opportunity was realized by activating Newt’s “Knockback Shot I”, then shooting short range at Thunderfoot. I needed an 11+ to hit, but I still hit once and did 3 damage. More importantly Thunderfoot was moved backwards 2″ (thanks Knockback), and Slowed (due to the Stun Gun). Plus Stone Axe had charged into the dinosaur’s flank, so he was still in melee with her.
Duskhelm: Huh, that’s too bad about Thunderfoot being pushed out of his distraction role. Oh well, next turn I can get him stuck in again. Anyways this Activation was used to have Redbeard Reload his Musket, since it’s “Auto” so I can only fire every other turn with him. At least it was inexpensive and has other nice features.
Coleman: Now that Shadow was free from Thunderfoot, I could shoot without penalty at the dinosaur, and also move if I wanted. I opted to stand and shoot, and hit for a big 8 damage. That higher powered Six-Shooter is nice. Anyways Zira moved away from the bus, trusting in the humans to take care of Thunderfoot. She headed across the road towards Hasheen who was moving up the flank by the building. Too bad I rolled a 1 on my Charge and failed to reach him.
Duskhelm: Zira’s failed Charge basically gave me one free turn to escape her grasp. I moved Hasheen to the second floor of the building, mainly to get Elevation bonuses but also to put himself further from the dinosaur. I used the “Both Barrels” special feature of the Double Barrel Shotgun (+2 Attacks but need Reload), but missed all 4 attacks (at 10+ to hit). Finally Burt fired at Zira from his position around the building corner, but also missed with all his shots. Grr. He moved back to the edge of the house, again to try to distance myself and postphone the melee.



(Told you there were a lot of pictures!)


Turn 4 – Chaos Continues
Coleman: Well that was a busy turn, and with enough firepower I should be able to bring down Thunderfoot. Then again I could roll horribly, as I did when Stone Axe attacked Thunderfoot during my first Activation, since I only hit for 1 damage (on 8 dice!).
Duskhelm: I activated “Crippling Shot” on Redbeard (which would apply Slowed to the target) and fired at Zira (to try to help the rest of my team escape her). Too bad Redbeard started to roll horribly and missed again. He only needed 8+, but I rolled a 1! Back to Reloading for a turn. Next up was Hasheen, who Reloaded, dropped from the second floor of the building and moved backwards 2″.
Coleman: I moved Coleman into the cover of the bus and used his Small IRP on Newt, which I rolled really well for and healed her for 6 HP, which actually put her back to her full 10 HP. Newt also moved behind the bus and shot at Thunderfoot at short range, hitting 2/2 times (with double 11s, almost awesome!). This did 4 damage and re-applied Slowed to Thunderfoot.
Duskhelm: I climbed Burt onto the second floor of the building Hasheen had just left, which also put him dangerously close to Zira. I hit once (needed 10+ to hit) against Zira for 6 damage. Elevation from the second floor certainly helped. Next Thunderfoot tried to use his Natural Weapon of “Trample”, which does minimal damage but has 4″ Knockback, which would push Stone Axe out of the way and let me move Thunderfoot closer to the rest of the team to try to get Snap Attacks. Of course this was all hypothetical, and I totally missed 0/2 attacks on Stone Axe. Bummer.
Coleman: Zira didn’t really have enough HP to suffer another full turn of firing in the open, so instead of risking the Charge I just moved and then Ran her into close combat with Hasheen. This would at least mean she is hit at a -1 “In Melee” penalty, and could Snap Attack at Hasheen if he tried to move away.
Duskhelm: My west flank was looking ugly with Zira tearing around, even if she hadn’t actually attacked yet. I had Duskhelm fire at her back (unfortunately no bonus Surprise Hit effect since she was in melee) and he hit for 7 damage. Next was Mitis’Heq, who moved into line of sight with Stone Axe (he keeps hiding behind my own dinosaur), and fired at 10+ to hit (even at medium range). I hit 4/6 times though. Unlike my previous games I remembered to use the Leader’s “Yeehaw” ability, which I did to let Mitis’Heq re-roll one dice (which had been a miss). He re-rolled a hit, so in total I did 5 damage. If only I had used “Go For The Eyes” as every hit was 10+, which would have meant they would be criticals and it would be 10 damage instead of 5. Oh well, 5 is still nothing to sneeze at.
“Yeehaw” is the renamed version (for flavor) of Leadership. The ability allows one ally in 12″ of the Leader to re-roll a single dice (D6 or D12, it doesn’t matter) once per encounter.
Coleman: I moved Shadow around a bit, still behind the bus, and fired at short range against Thunderfoot, hitting for 5 damage. The dinosaur was now down to 8 HP!


Turn 5 – Dinosaurs Die and Live
Duskhelm: Although I had missed when I first tried “Both Barrels” with Hasheen, I thought I’d use the ability again against Zira. It seemed like a big game hunter technique where they just let go with the shotgun against their target. I had better luck this time and hit once for 6 damage, which killed Zira! I then moved Hasheen closer to the back of the bus, but he needed to Reload.
Coleman: Aw poor Zira. Duskhelm’s dinosaur was still tearing up around my bus, but the rest of my team hadn’t been hit much. I used Shadow to shoot at short range against Thunderfoot, and he hit and did 4 damage. Only 4 HP to go. Next up was Coleman who Reloaded and moved further behind the bus to block the stay clear of the advancing Hasheen.
Duskhelm: Burt tried to keep up with Hasheen towards the bus, but he had to drop down from the building so his progress was slower. My stroke of genius this turn was to activate “Get Up!” that Mitis’Heq had on Thunderfoot, which restored 5 HP (so he was back up to 9 HP). After this I moved Mitis’Heq behind the hill to try to get cover. I had also activated his “Go For The Eyes” trait (since I regretted not doing so last turn), and fired again at Stone Axe. My luck held and I got 3 hits (all of which were Criticals on 10+), so 6 damage total. Stone Axe actually failed his Bravery Test and will have to Flee!
Coleman: Well that was stupid on my part…instead of having Coleman Reload I should have activated Stone Axe or Newt and tried to kill Thunderfoot before he could be healed. Oh well. In fact though when I tried attacking with Newt this Activation she missed with all her short range attacks, so maybe it didn’t matter. Stone Axe had to Flee, so he moved off from the bus, and I used his Action Phase to Run behind a tree so he’d at least be in cover.
Duskhelm: With Zira dead and the flank safe again, Duskhelm moved to focus his attention on the fight around the bus. I needed to get him into a better position so I Ran him onto the second floor of the building he had been hiding behind. Oh and Redbeard Reloaded, since that’s his favorite.


Turn 6 – The Titan Falls
Duskhelm: Well Redbeard was all reloaded, so it was time to shoot with him again. I fired at Stone Axe, but missed. Redbeard is truly living up to his nickname “the Terrible”.
Coleman: Although Mitis’Heq healed Thunderfoot, I still wanted to bring the dinosaur down this turn. Coleman moved back out of minimum range with Thunderfoot and then fired, hitting once and rolling 1 with the other attack (needs to Reload again, haha). Anyways he did 7 damage. I’m beginning to come around to the Handcannon with it’s base of 6D.
Duskhelm: I hoped to get one more attack out of Thunderfoot before his HP was used up. I went to Charge Newt, but unluckily rolled a 1 and failed to reach her, so I settled for moving into melee with Newt and Shadow.
Coleman: Although he had Fled, Stone Axe was back and ready for a fight. I activated his “Inspiring Shot” (restore 7 HP if next attack takes someone out of action), since Thunderfoot was at 2 HP so I planned on bringing him down. I didn’t want to risk failing a Charge, so I just moved him into melee with Thunderfoot. I only hit once, ONCE! out of 8 rolls, which left Thunderfoot with 1 HP. Thankfully Coleman was nearby so I could use Yeehaw and re-roll a miss, which turned into a Critical instead and killed Thunderfoot! The bonus 7 HP from “Inspiring Shot” brought Stone Axe back to full HP. That could have gone a lot worse.
Duskhelm: That Stone Axe is one tough customer (must be his wicked Dark Sun miniature of a Mul). Anyways Burt moved into the edge of the building and fired at medium range against Coleman. This was into his back, so I could potentially get a Surprise Hit. Too bad I rolled a 2, so I missed. Hasheen continued his advance towards the back of the bus. I intended him to move around the left of the bus and tie everyone on the other side up once the rest of my team was in a better position. His Action was to Reload (which was needed due to “Both Barrels” last turn).
Coleman: Shadow moved through Coleman to cover his back, and then fired at Burt at short range. Shadow seems like a pretty consistent hitter, and I did 6 damage to Burt. Burt passed his Bravery Test though. Newt moved into long range of Mitis’Heq (it would have been out of range if not for her “Clear Sight” trait) and fired, hitting him for 3 damage and also applying Slowed, which was handy if he was going to try any fancy moves.
Duskhelm: Mitis’Heq moved up 2″ to be in medium range of Newt, and then fired and hit her for 4 damage. Next Duskhelm continued across the second floor of the building to get a clear long range shot at Stone Axe. He fired and hit for 4 damage (woot Elevation).


Turn 7 – “Target the Vehicle!”
Duskhelm: I felt Burt was a little exposed on the ground floor, so I moved him back to the second floor of his building which should help give Elevation damage. I shot at Shadow and missed though, so that was wasted effort.
Coleman: Shadow again proved his reliability by shooting back at Burt and hitting for 5 damage which took the archer out of combat.
Duskhelm: Aside from my dinosaur Burt was my first loss, so I’m still okay. Intent on equally their kills, I moved Mitis’Heq to medium range with Newt and fired, hitting her for 3 damage. Hasheen had advanced up the left side of the bus and now I swung him around the front. Next turn he could pop out and give Both Barrels to some hapless target.
Coleman: I Reloaded Coleman and moved him behind Newt, just to keep out of line of sight of everyone. Newt also moved back and used her Small IRP to heal 3 HP. I figured taking a turn to recover was worth it, since Hasheen will be nearby in no time.
Duskhelm: Guess what Redbeard did? Yep, Reloaded. I did move him towards the edge of the second floor in case I wanted to drop him down and advance to a better position, since right now he couldn’t see anyone. Changing floors is painful with MV 3 though (since it takes 4″ to climb down 2″ of a building). Duskhelm also had no target due to Coleman’s cowardly hiding behind the bus. So I double checked how tough the bus was…not tough, so it became my target. I fired and hit for 6 damage, which was half the HP of the bus. One more shot like that and the whole thing will explode and do 5 damage to all those Coleman wimps hiding by it.


Turn 8 – Kaboom!
Coleman: I won the first Activation so I decided to get the drop on Hasheen before he could move around the corner and shoot Newt or Coleman. I moved Stone Axe into melee with Hasheen and savaged the poor sod with the Dino Prod. I only needed 7+ to hit, so all 8 dice hit (8 damage total)! This left Hasheen with 1 HP. Naturally Hasheen failed his Bravery Test, but who wouldn’t!
Duskhelm: Well now if I blow up the bus it’ll kill Hasheen, but if you want to make an omelette you have to break some eggs. First though I fired Duskhelm at the now exposed Stone Axe. I activated “Rapid Fire” and “Go For The Eyes” in the hopes of doing some serious damage. Of my 8 attacks (that needed 9+ to hit) I only hit with 1 (which was a Critical) for 4 damage. Ouch, horrible rolls. Mitis’Heq saw his boss drop the ball and decided to show him up and win favor with the gang by firing at the bus. He hit the vehicle with 2 Criticals and 1 normal hit for exactly 6 damage, so kaboom bye-bye bus! The explosion killed Hasheen, but also put Newt and Stone Axe down to 1 HP. Plus Newt AND Shadow both failed their resulting Bravery Tests. Definitely worth it, and I really should have shot the bus way earlier. I guess in my mind it would take longer to destroy, or maybe I was too focused on Zira. Anyways Mitis’Heq moved out of line of sight by going behind the hill.
Coleman: First I thought I’d get my Fleeing people out of the way. Newt fled into the open road, as did Shadow. After the mandatory move I Ran them both towards the nearest building, which was handily towards Redbeard (about time I close with him).
Duskhelm: Redbeard saw the two enemies approaching and tried to shoot Shadow. All he needed to do was hit and it would kill the member as he had 1 HP left. Instead I miiiiiiissed, blargh! I moved Redbeard back towards the wall of his second floor to increase the range and hopefully stop their return fire for a turn.
Coleman: I moved Coleman around the burning bus (it would be removed at the end of this turn) and fired at Duskhelm in his second floor perch. The shot was at long range but I hit once and did 7 damage (Handcannon hooray). Duskhelm didn’t flinch and easily passed his Bravery Test.


Turn 9 – Chipping the Stone
Duskhelm: Even though my massive trait attack didn’t kill Stone Axe, he only had 2 HP left so I should be able to bring him down this turn. To that end Duskhelm opened up and hit for 5 damage, which killed the tough little axe man. After this I moved Duskhelm back from the edge of the second floor, hopefully staying out of sight of the attackers below.
Coleman: I moved Coleman over a tiny bit which succeeded in putting Duskhelm at short range and also opening his line of sight since I could see my target through the window. I fired but missed both my attacks, even though I only needed a 7+ to hit! Next Shadow edged over 3″ to put Duskhelm into long range, and he had more luck. I hit for 3 damage (at 10+ to hit, good old consistent Shadow). This killed Duskhelm and forced a Bravery Test from all surviving members. Only Mitis’Heq failed it though.
Duskhelm: Huzzah Redbeard Reloads. He hasn’t hit anything since the first turn, in case you were keeping track of his horrible rolls.
Coleman: I moved Newt to the building Hasheen and Burt were behind a while back. Now it stood empty and quiet, and would be a perfect spot for her to stay out of line of sight of Redbeard.
Duskhelm: Mitis’Heq was fleeing due to Duskhelm’s death, but since he was at the edge of the table he couldn’t technically flee off the board. So instead he was Stunned, which left me with a Movement Phase. I moved him to the top of the hill he had been hiding behind, and that was it.


Turn 10 – “They’re All Dead!”
Coleman: Coleman was intent on taking out Mitis’Heq to make the game a 3vs1 affair, so I moved him forward and shot at long range, hitting for 6 damage to kill Mitis’Heq. That’s the kind of clean plan-and-kill I like.
Duskhelm: Time for Redbeard to stop sucking on his rolls and actually kill someone. Except…not. I shot at Shadow, needing only a 7+ to hit and kill, but I only a rolled 4. You can imagine the angry smoke pouring from my ears by this point.
Coleman: Well it was 3 against 1 now, with just Redbeard left on their team. I’d say this game was in the bag, except that Shadow and Newt both have 1 HP. At least Redbeard has to Reload each turn after firing, otherwise I doubt I could get into range alive. For now Shadow Ran forward, but was still barely out of range. I left Newt in cover in the hopes of keeping her alive in case I needed to change strategies later.


Turn 11 – Closing, Closing, Closing
Duskhelm: Go Redbeard, do your thrilling Reload so you can miss again! This time I moved him to the building ledge, since the enemies were going to get close enough to shoot anyways, but at least I wouldn’t be cornered anymore.
Coleman: First of all I moved Shadow up to try to kill Redbeard. I only needed 7+ to hit, but I missed with ALL 4 attacks. So much for Shadow being consistent, he must have been watching Redbeard’s technique, haha. Newt stayed behind the building, and Coleman (who had the most HP left of my gang) Ran forward from the side.


Turn 12 – Trying Again
Duskhelm: Okay Redbeard, we only need a 7+ on a single dice to kill someone. You can do this, you can do–he rolled a 2! Can’t I at least take one of these scumbags with me?!
Coleman: Unlike Redbeard, Shadow had just missed once. This turn he moved closer and fired again, hitting for 5 damage. To add insult (a big one) to injury, Redbeard failed his Bravery Test with a roll of 12. Looks like he can’t roll high unless it’s to Flee! Figuring Newt was pretty safe at this point (with only a Fleeing enemy who needs to Reload left) she Ran forward from cover. Coleman continued his advance by Running towards the building again.


Turn 13 – Finally
Coleman: Although Shadow had been doing all the heavy lifting, I figured for my first Activation I’d let Newt try to kill Redbeard. Plus it’d be funny if was Slowed when Fleeing. Anyways she hit once normally and once with a critical for 5 total damage, which killed Redbeard.
Duskhelm: *throws figure of Redbeard The Terrible into the garbage disposal*

After Action Report
Victory for Coleman’s Raiders, after some fun dice rolls and tricks on both sides. The dynamics of the battle were great, and the explodable bus added a lot. Both Posse’s having dinosaurs was fun too. This was the longest game yet at 2 hours and 15 minutes playtime. I took a ton of pictures and had to record 13 turns action-by-action, but yeah, still a long one. I guess the stronger Posse’s take a while since there are more HP to chew through. Anyways in the end Shadow had 2 HP, Newt had 1 HP, and Coleman had 7 HP. Now some thoughts from the players:

Duskhelm: Redbeard. Reeeeeeeeeeedbeard! *screams and runs away in anger* Phew, okay, now that I have that out of the way…the game went well and I really thought after the bus exploded that I could win it. I really couldn’t close the deal against all those 1 HP targets though. I guess in hindsight firing Duskhelm at some of the weaker members instead of focusing on Stone Axe would have been a solid idea. I’m actually surprised at how quickly him and Mitis’Heq died once they were focused on. I guess Thunderfoot spoiled me with his survivability. Anyways my plan mostly worked, and I imagine I could beat those pansy bandits if given the chance again.

Coleman: How ’bout those dice? I like how Shadow hit all but once (I think), and Redbeard missed all but once. I enjoyed the mini-fortress I built around the bus (well, until it blew up and nearly killed everyone), and it really helped me avoid the worst of Duskhelm’s fire. Zira was a great distraction for the west flank, even if she gave her life doing so. Some slightly longer ranged weapons would have helped me, as I basically had to march across the open against Redbeard for 3 turns. If he had a passable gun (besides a Musket) things could have gone a lot different. Anyways I feel obligated to critique since my main star (Stone Axe) was built so well. I liked the part where he healed back to full with Inspiring Shot, haha. Actually healing in general (with the Small IRPs) helped a bunch to ease initial damage and give my team a second wind of sorts.

Thanks for reading the battle report, it was quite the long haul to write, and I’m sure the 6,000 words were a lot to chew through as well. As usual if you like the sound of the game grab the latest rules, although you’ll probably want the preview of v0.9 instead, since that’s closer to what was used for this report.

Complete Turn Log
Turn 1:
– Stone Axe Runs forward along flank behind cover
– Duskhelm, Mitis’Heq, Burt, Hasheen all advance, latter two Run
– Thunderfoot moves up middle
– Redbeard stands still, waiting for enemy to move into range
– Zira moves forward with Run

Turn 2:
– Thunderfoot moves 4″ in
– Redbeard shoots at Newt, hits for 6 damage (ignoring Cover and at a higher Elevation), passes BRV
– Burt Runs to building edge
– Zira moves behind bus, all passengers dismount
– Stone Axe stays, doesn’t want to advance into Mitis’ fire
– Mitis continues forward towards Stone Axe on the flank
– Duskhelm goes behind wall, but is out of range

Turn 3:
– Thunderfoot moves up, tries to Charge Shadow at 6″, rolls 6! Charges in, hits for 4 damage
– Stone Axe counter Charges, hits Thunderfoot for 6 damage
– Duskhelm moves up, still in Cover, shoots at Zira at long range, hit 5/6 for 6 damage
– Coleman uses Rapid Fire, shoots at Thunderfoot, misses horribly and needs to Reload
– Mitis moves into long range of Stone Axe, shoots at 11+ but with no hits
– Newt uses Knockback Shot, hits Thunderfoot once on 11+ for 3 damage
– Redbeard reloads
– Shadow, now out of melee thanks to knockback, hits for 8 damage
– Zira moves towards Hasheen on flank, fails Charge on a roll of 1
– Hasheen climbs building, misses all 4 attacks of Double Barrel Shotgun at 10+
– Burt shoots around corner, misses and moves back to edge of house

Turn 4:
– Stone Axe hits Thunderfoot for 1
– Redbeard uses Crippling Shot, shoots medium range at Zira, misses an 8+ with a roll of 1
– Hasheen reloads, drops from building and backs up 2″
– Coleman moves over, uses his S-IRP on Newt for 6 HP, restores her to full 10 HP
– Newt moves behind bus, shoots Thunderfoot at short range, hits 2/2 with double 11s, does 4 damage and Slowed
– Burt climbs bulding Hasheen just left, hits 1 on 10+ vs Zira, does 6 damage (including Elevation)
– Thunderfoot tries to Trample Stone Axe, misses 0/2
– Zira moves and Runs into combat with Hasheen, doesn’t risk Charge
– Duskhelm shoots at Zira’s back (no bonus Surprise Hit since she’s in melee), hits for 7 damage
– Mitis’Heq moves into line of sight with Stone Axe, shoots 10+ at medium range, hits 4/6, Duskhelm uses Yeehaw to re-roll a miss into a hit. Should have used Go For The Eyes since all hits were 10+.
– Shadow moves behind bus and shoots Thunderfoot at short range for 5 damage, Thunderfoot down to 8 HP

Turn 5:
– Hasheen uses Both Barrels in melee with Zira, hits 1 for 6, kills Zira then moves closer to bus
– Shadow shoots short range at Thunderfoot, hits for 4 damage, Thunderfoot down to 4 HP
– Coleman Reloads and moves behind bus
– Burt moves towards back of bus with Hasheen
– Mitish’Heq uses Get Up! on Thunderfoot, restores 5 HP (to 9 HP), moves behind hill and uses Go For the Eyes then shoots Stone Axe for 3 hits (all were 10+ Criticals) for 6 damage. Stone Axe fails BRV and Flees
– Newt shoots at Thunderfoot, short range, misses all
– Stone Axe Flees then goes behind tree with Run
– Redbeard Reloads
– Duskhelm Runs onto building second floor

Turn 6:
– Redbeard shoots long range at Stone Axe, misses
– Coleman moves back out of minimum range of Thunderfoot, shoots and hits with 1, rolls 1 with other (needs Reload), does 7 damage though
– Thunderfoot tries to Charge Newt, fails with a 1, moves into both her and Shadow instead
– Stone Axe moves into melee with Thunderfoot, only hits 1 which leaves Thunderfoot with 1 HP. Coleman calls for re-roll with Yeehaw, gets a Critical instead, kills Thunderfoot. Stone Axe uses Inspiring Shot to get 7 HP back due to kill, so back to full HP
– Burt moves into building, shoots Medium range at Coleman’s back, misses with a roll of 2
– Hasheen moves behind left side of bus, Reloads
– Shadow moves behind Coleman, shoots Burt at short range, hits 6 damage, Burt passes BRV
– Newt moves into long range (thanks to Clear Sight) of Mitis’Heq and shoots for 3 damage and Slowed
– Mitis’Heq moves 2″ forward to medium range against Newt, shoots her for 4 damage
– Duskhelm moves to edge of building for clear long range shot at Stone Axe, hits for 1+2+1

Turn 7:
– Burt moves to second floor of building, shoots at Shadow and misses
– Shadow shoots back, hits 2+3, kills Burt
– Mitis’Heq moves back to medium range on Newt and shoots, hits 2+1
– Hasheen moves to the front of the bus
– Coleman Reloads, moves behind Newt
– Newt moves back and uses her S-IRP for 3 HP
– Redbeard Reloads and moves towards edge of floor
– Duskhelm has no targets so he shoots the bus for 3+2+1 damage, bus has 6 HP left

Turn 8:
– Stone Axe moves into melee with Hasheen, hits 8 times on 7+, puts Hasheen to 1 HP, Hasheen fails BRV
– Duskhelm opens it all up, 9+ to hit Stone Axe. Uses Rapid Fire and Go For The Eyes, only hits 1 critical for 4 damage
– Mitis’Heq shoots the bus, hits for 2 criticals and 1 normal for exactly 6 damage, blows up bus. Explosion kills Hasheen. Newt and Stone Axe are down to 1 HP. Newt and Shadow fail BRV. Mitis’Heq moves behind the hill
– Newt flees into road, then Runs towards nearest building
– Shadow also flees into the open and Runs towards the same building
– Redbeard tries to hit Shadow (to kill), but misses. Moves back to wall of building to increase range
– Coleman edges around the burning bus, shoots Duskhelm at long range, hits 1+6, he passes BRV

Turn 9:
– Duskhelm opens up on Stone Axe, hits and kills (he had 2 HP left) with 5 damage, moves back out of sight of Coleman
– Coleman can still see Duskhelm through the window, shoots at Duskhelm after moving up to short range, misses 0/2 on 7+
– Shadow moves 3″ towards Duskhelm, shoots at long range, hits 1+3-1 at 10+ to kill. All pass BRV except Mitis’Heq who fails
– Redbeard Reloads
– Newt moves behind cover out of sight of Redbeard
– Mitis’Heq would Flee off the table, but is Stunned instead. Moves to the top of the cliff

Turn 10:
– Coleman moves forward and shoots at Mitis’Heq at long range, hits 1+6-1 to kill Mitis’Heq
– Redbeard shoots at Shadow with 1A, only needed 7+ but missed with a 4
– Shadow Runs up, still out of range (barely)
– Newt stays in cover

Turn 11:
– Redbeard Reloads and moves to building ledge
– Shadow shoots at Redbeard at long range, misses all 4 on 7+
– Newt stays in cover
– Coleman Runs up side

Turn 12:
– Redbeard misses Shadow AGAIN on 7+ with a 2
– Shadow moves up to medium range and hits 2+3 on Redbeard. Redbeard fails BRV with a roll of 12
– Newt Runs forward from cover
– Coleman Runs towards Redbeard’s building

Turn 13
– Newt moves into medium range, hits 3 times (1 critical, 1 normal) + 2 damage (5 total) to kill Redbeard

Example rulebook images

After scouring the Library of Congress “History of the American West” section for a couple of hours I found a few solid images to potentially use in the rulebook. The images were black and white originally (obviously!), but I applied a uniform sepia tone (and fuzzy border) to give them a consistent look.

I really like the finished effect, and think these will add flavor and help cut down on the “wall of text” feel in the rulebook right now.

So without further ado:

Creating a Character:
Creating a Posse:
Advancing a Posse:
Movement Phase:
History:
Weapons and Armor and Equipment: