Updated Papo dinosaur collection

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I decided to take an updated picture of my full dinosaur collection, since the last gallery was from 2011.
As you can see I’ve had a few new additions since then. I replaced one of the old Raptors with the new re-paint. I got the Ankylosaurs (hooray, my favorite childhood dinosaur). I also bought the Carnotaurus and Dimetrodon (“Fin”).

And I don’t know what it is, but my camera sure looks more washed out than it used to! Might be time to replace the venerable Canon Powershot A540. I imagine I’ve taken at least 20,000 pictures with it throughout the years.

v2.2 – The fastest re-release in the west

Dino-Breeds_sepiaWell then, 5 days after v2.1 here is v2.2. Haha, sort of embarrassing really to have releases so close together. But a few factors meant I ended up getting a lot of important updates done soon than I expected.

First of all I created the Quickdraw rules, which are basically the core mechanics of the game compressed down into 4 pages, plus a few sample posses. But in doing so I realized there are some…structural problems with the full rulebook. So then I did a pretty big re-organization of the contents of the full rulebook. For example why was Creating a Posse stuck in the middle between combat and traits? I’ll tell you why: probably because this game was once an RPG and I haven’t really taken a fresh look at the overall organization since! But the Quickdraw rules inspired me to clean up the layout, so I did exactly that.
I also cleaned up the Turn structure to use terms that are a bit easier to remember, so it goes Refresh, Initiative, Activation, Repeat now. Maybe playing the Fantasy Flight Star Wars card game inspired me to do the term change.
With the re-organization I had some dead space on a page where I didn’t have dead space before. So I decided to put in a sepia toned picture of actual dinosaur toys. Now I originally wanted to keep the interior art purely to Library of Congress images…but good luck finding any of dinosaurs :) The image is what you see to the right.
Then some minor updates like rewording the Game Overview section (again it was pretty RPG-centric, and I realized hadn’t been rewritten or touched up since v0.3, haha).

So enjoy the fastest new version ever. I think this beats the pace I was going even in the early development days.

Download the Dinosaur Cowboys Rulebook v2.2
or
Quickdraw Rules v2.2 (PDF)
Quickdraw Rules v2.2 (ODT)

But hey, better to have the changes up than not. I’m also going to start mentioning the Quickdraw rules around different forums, so hopefully that generates some more interest.

Pictures of the Papo Pterodactyl

Finally got around to taking a few pictures of my new Pterodactyl (“Flapper”). I kept forgetting about him since he’s separate from the dinosaur box I keep the rest in.
Great toy though, very detailed, and it would look perfect hanging from the roof on some fishing wire.
I think eventually I’ll use him as an objective, such as escaping to a Flapper station while being chased or something.

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“Quickdraw” rules – 9-page beginner version!

quickdraw-previewAre you new to tabletop miniature skirmish games? Does the thought of a 70 page rulebook replete with equipment lists, campaign rules, and low level character customization scare you off? Would you rather just sit down with two Posses and try out this “Dinosaur Cowboys” game you have heard about? Then you are in luck, as I’ve created a set of “Quickdraw Rules” that promise to be just the core concepts of the game, and include pre-built Posses and simple instructions for getting a game going.

Download Dinosaur Cowboys Quickdraw PDF (v2.1)

Note: If you visit this page a while after it’s posted, make sure you have the latest version! I’d recommend checking the main Download Rulebook page which always has the latest rules.

v2.1 Released – Trait balance, new Features, Campaign Record Sheet, and more

Features_ContainerVersion 2.1 Released!
Well I bet you didn’t expect this! After almost 4 months since the big 2.0 release I thought I’d release v2.1, which has a lot more fixes and improvements (some long overdue) than you’d expect from that little itty bitty .1 version change. Some of these were motivated by the upcoming Battle to Seattle campaign with my friends, while others were on the TODO list for a long time…but weren’t much fun so I didn’t do them :)

First of all though, get the PDF of it!
Download the Dinosaur Cowboys Rulebook v2.1

Now for the changes. Instead of dumping a big list of the changes I thought I’d take some time talking about each one:
Read the rest of this entry »

Battle Report: Fight for Flaming Gorge

Encounter Overview
Flaming-Gorge-sceneryIt’s been a long while since a non-Windy River campaign report. But enough factors compounded that made me want to run a standalone game of Dinosaur Cowboys. First of all I just finished one of my 3’x4′ boards, of which I’ll eventually have two that join together to give me 6’x4′ of playing space, or two side-by-side games. I also bought the new Papo Dimetrodon (“Fin” in this game) and Papo Carnotaurus (could be a bunch, but I ran it as a Raptor to match the Fin cost). I finished painting up my Prospector from a while back, and hadn’t used my painted Bartender mini in a game yet. And finally I got some great looking pre-painted crates from Pegasus Hobbies (not the prettiest website, but certainly the prettiest crates!) that match my older pre-painted barrels.
So yeah, time to sit down with some beef jerky, turn on some music, and play some Dinosaur Cowboys. In this case the nearly complete v2.1 that will be released soon.

The backdrop I used for the game was the Flaming Gorge area in southern Wyoming. There was plenty of water around the area, and it is close enough to the volcano and Neotechnoist city that I could see them sending an expedition to determine if the water could be a useful supply to them. And of course there would already be old pioneer Dusters there who are quick to defend (what they see) any intrusion on their land.

DC-Fight-for-Flaming-Gorge-0033aPosse: Flaming Gorge Explorers PDF roster / Saloon link
The Neotechnoist gang of three, who also had the Fin dinosaur (seemed a bit friendlier than the Carnotaurus, even though Dimetrodon was technically a carnivore). Pretty simple gang since there was only $1,200 and 120 IP to work with. High Defense all around and lots of nice weapons like Auto Shotguns.
For Traits I decided to try something fun, which was to buff out Corey, who had the Scattergun. Since it’s an Explosion weapon I figured Rapid Fire and Strain Weapon would go well together, to give him a 3A-5D attack, +2 damage to initial target, and 5 damage to all nearby targets.
Like I said, pretty “by the books” Neotechnoists.

Posse: Flaming Gorge Explorers by Carlo (0/120 IP, 0/1200 ND, 0/3 Traits)

Aura (Neotechnoist Leader)
DEF 2, RTN 7, CTN 8, BTN 7, SPD 4, HP 10, Eagle Eye.
Auto Shotgun, Quilted Armor, Small IRP.

Ace Floren (Neotechnoist)
DEF 2, RTN 6, CTN 8, BTN 8, SPD 4, HP 10.
High Burst Rifle, Cloth Armor.

Corey Jervey (Neotechnoist)
DEF 2, RTN 6, CTN 8, BTN 8, SPD 4, HP 10, Rapid Fire, Strain Weapon.
Scattergun, 80kW Six-Shooter, Padded Armor, Small IRP.

Blazeback (Untrained Fin Dinosaur)
DEF 2, DIS 6, CTN 7, PANIC D6, SPD 5, HP 17.

DC-Fight-for-Flaming-Gorge-0010aPosse: Flaming Gorge Pioneers PDF roster / Saloon link
This would be the Duster posse that is homesteading at Flaming Gorge. Again I went for a pretty standard spread of characters. The Prospector Leader mostly went melee / close focused. I wanted to try out the “Doctor” Trait some more so I gave their priest, Father Claude, two Small IRPs. They got the Carnotaurus dinosaur (as a Raptor) who I gave Inspiring Shot since that’s a great (if situational) HP recovery mechanism.
It’s always a tough call to go with 3 or 4 initial members, especially in a non-campaign game. But I figured 4 less well equipped and trained members was a better fit for the Dusters, and three specialized members were better for the Neotechnoists.

Posse: Flaming Gorge Pioneers by Carlo (2/120 IP, 0/1200 ND, 0/3 Traits)

Prospector Wippert (Duster Leader)
DEF 2, RTN 8, CTN 6, BTN 7, SPD 3, HP 12, Berserker.
Club, 80kW Six-Shooter, Cloth Armor.

Chieko Barman (Bandit)
DEF 0, RTN 6, CTN 8, BTN 8, SPD 4, HP 10.
Light Repeater.

Winterberg (Duster)
DEF 0, RTN 7, CTN 8, BTN 8, SPD 4, HP 10.
Laserbow.

Father Claude (Duster)
DEF 1, RTN 7, CTN 8, BTN 8, SPD 3, HP 11, Doctor.
Double Barrel Shotgun, Small IRP, Small IRP.

Gorgon (Feral Raptor Dinosaur)
DEF 1, DIS 5, CTN 6, PANIC D6, SPD 6, HP 18, Inspiring Shot.

New Table and Crates
First of all, the new boaaaaaaaaard! Oh wait, it’s actually hard to photograph on it’s own because of the glare, haha.
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The board is 4’x3′ particle board, which is heavy and stable so overhanging from the table isn’t a big deal. I was originally going to go with MDF but it’s super heavy, sometimes bows, and over-absorbs liquids. I drilled some wooden dowels onto one side so that I can securely join this board with the other half. Then I put the board down on a black non-slip mat.
As for painting there is a nice mottling effect from three colors of spray paint. I started with a base layer of dark green, then did some lighter highlights with a brighter green, and then finished the coloring off with a gentle dusting of brown to give it some dirt patches.
After that I spray painted my wooden edging a bright blue (the can said “Lagoon” which was appealing). The wooden edging is just pre-fabricated textured wood from a craft store. I glued the painted strips around the edges to protect the interior particles. Then I gave everything a solid double spray of protective clear coating. The board was ready to go!

The other newness are the pre-painted crates I got. I actually had to do a bit of touch up on them since the sharp corners tended to chip paint. After I touched up the corners I gave them a protective coat as well to prevent the problem in the future (hopefully). They’re a great size though, in scale with my existing barrels, and perfect for a wild west theme.
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Deployment, Objective, Features
Now back to the game.

Since Flaming Gorge has a bunch of water, and that was a central focus to this encounter, I used my textured road pieces to represent the river. Yes, I’ll eventually get some simple blue cloth so it at least LOOKS like water :)
The river used two new Features from the upcoming v2.1: “Strong Current Water” and “Populated Water”. From the rulebook:
Strong Current Water: For every 1″ of Movement within the water, the entity is placed 2″ towards the nearest table edge.
Populated Water: Upon entering or Activating within the water, make a 2A­2D, CTN 7 attack against the entity from all the vicious dinosaurs lurking under the surface.
In other words a fast flowing river full of biting dinosaurs.

The alleviate the danger of crossing the river I used the crates and barrels like a bridge. The idea was they would be Difficult Terrain to climb up, but once on them you could cross at a normal pace. But then to make the crossing just as dangerous (in hindsight…perhaps TOO dangerous) I made the barrels have the Exploding feature (another new one from v2.1). Again from the rulebook:
Exploding Container: Can be attacked with statistics of 0 Defense and 4 HP. When taken Out of Action apply a D6″ Explosion that does 5 damage, and then remove this container from the table.

To make sure everyone was forced to suffer through this horrible river and deadly bridge, I put an objective marker on each crate bridge, for a total of 3, and made the overall Objective “Capture”.

For Deployment the type “Deep Edge” was used, going from the short table edges. This meant both sides would have a forward scout ahead of the rest of their Posse. I figured this fit with the theme since the Neotechnoists would be road wary and the Dusters might be out patrolling their land.

In this case the Duster Pioneers used Winterberg as their scout. The Neotechnoist Explorers used Aura as their scout. Also Prospector Wippert and Father Claude started mounted on Gorgon the Raptor.

The Dusters got the south side (nearest me) and the Neotechnoists got the opposite north side (near the skeleton). I really need to start putting a compass on my pictures.
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Game Start
I tried to keep some notes, but not as much as usual since I mainly wanted to enjoy my new scenery, minis, toys, and rules. And enjoy it I did:
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Turn 1
As usual the first turn was basically “oh no I deployed like this but the enemy deployed like this, time to react!”. So mostly people just shuffled around and generally forward.
Gorgon stopped a bit short of the water since he couldn’t quite make it across with a Hustle. That would have meant TWO attacks from the Populated River, since he’d suffer one for entering and one for Activating inside (next Turn).
Winterberg crossed the far right bridge to try to get his Laserbow into range, and also lock down an objective.
On the other side Aura almost had a shot at Winterberg, but would have had to aggressively move forward to get in range. Instead he played it safe and moved behind the cover of a tree.
In general I tried to less cover this time to force some shots in the open, for a change of pace.
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Turn 2
And so the bloodbath begins.
The Neotechnoists won Initiative and Corey moved as far ahead as possible to barely be in range of the barrel by Winterberg. When I had moved Winterberg I actually forgot about the Exploding barrels, so he ended up awkwardly close to a dangerous barrel. Corey managed to hit the barrel which exploded glorious, doing 5 damage to Winterberg who failed his Bravery Test and was Fleeing. Normally this is just a minor setback, except Winterberg would be Fleeing backwards into a river full of hungry dinosaurs!
Meanwhile Gorgon aggressively moves across the river, but takes an unlucky Critical from the Populated River Feature for a total of 4 damage. This would be a theme for the poor dinosaur. The reason he moved up so recklessly was to get Father Claude (who was a passenger) adjacent to Winterberg. At that point Claude could use a Small IRP (plus his Doctor Trait) to heal Winterberg back to full HP.
When moving Aura I almost forgot about the OTHER river feature of Strong Current. He was trying to move to cross the river, compared to the crate bridge (after seeing the hazardous barrels explode), but then I realized the Strong Current would just push him into the barrels anyway. And even if he did get across he’s outranged by Chieko Barman. So instead Aura cut across towards Winterberg and the dinosaur to try to help there.
At this point Winterberg Fled backwards, into the river, taking 3 additional damage and getting pushed almost off the table!
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Turn 3
Forward they surge!
Gorgon starts by crossing the second river, taking another 3 damage in the process (ouch!). The intent was to flank the Neotechnoist dinosaur as well as Corey and eventually Aura. Unfortunately Father Claude had some bad luck shooting. He tried to use Both Barrels against Corey at a 10+, but missed with everything. The Prospector Leader riding nearby used his Yeehaw! ability but Claude STILL missed. So much for the opening shot.
In return Corey moves to Short Distance, uses both his Rapid Fire AND Strain Weapon Trait, and then blasts Gorgon. He hit for a Crit plus one, which with the Strain Weapon Trait resulted in 10 damage to Gorgon! Just as deadly was the Explosion ability of his weapon, which did a further 5 damage (each!) to the passengers. Explosion weapons are the bane of heavily loaded Dinosaurs, since all the passengers get hit when the mount does. To top it all off Father Claude is now Fleeing, which means he’ll steer Gorgon BACK across the river.
Before the river dinosaurs can gobble up Gorgon, Aura decides to try to finish off the clump of enemies. He moves forward to shoot the Prospector at 9+, misses ALL his shots, AND needs to Reload. Dangit Auto Shotgun :(
Meanwhile Ace moves to Long Distance against the Barman, hits easily for 5 damage, and makes him Flee.
And finally Blazeback tries to Charge to finish off Gorgon, but fails by a measly 1″. The lucky Gorgon dinosaur survived for another turn…but just barely.
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Turn 4
The Dusters are in a precarious position at this point. Their main push from the mounted Dinosaurs has basically crumbled. Even their long range support (Barman) is now Fleeing. And Winterberg is basically feeding himself to the river dinosaurs after having to cross it so many times.
The Neotechnoists win the first Initiative, which is brutal for the Dusters since they’ll get another shot at Gorgon before it can escape. And who better than Corey. He moves slightly around the side, this time shooting at Father Claude. He hits and kills Claude for 6 damage, and the Explosion also kills Gorgon (from the 5 damage) and leaves the Prospector Leader at 2 HP! I think the MVP for the Neotechnoists this game is: Explosion guns vs mounted dinosaurs!
Desperate to get revenge, Prospector Wippert moves next. He activates Berserker, Charges successfully at Corey, and hits him for 6 damage with his Club (well, Shovel :) ), which makes Corey Flee.
But there is plenty of support nearby, as Blazeback moves forward and bites Prospector Wippert in half. Seeing their Leader die makes BOTH the remaining Dusters Flee.
Winterberg is next, and after Fleeing backwards he shoots desperately at Blazeback, needing an 11+. A lucky 1 Attack Critical hits for a total of 7 damage. But it’s a mere shadow compared to the stomping the rest of the Duster posse received.

At this point the game was pretty much over, and with only 1 Turn until the Objective turn limit I decided to call the game in favor of the Neotechnoists. Talk about rebuffing a charge!
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Game 2 Rematch!
Since the first game was so quick, and the night was so young, I decided to keep the terrain, rework the Features and Deployment, and have another game!

This time the Barrels AREN’T Exploding, and do nothing but provide Cover as normal.

The crates are fancier and use the Sturdy Container and Ammo Container Features new to v2.1:
Ammo Container: Adjacent characters can ignore a roll that necessitates a Reload.
Sturdy Container: Adjacent characters can attack with a ranged weapon with a +1 Attack bonus.
So in other words really good for ranged characters!

The water also got a change, to become a Noxious Stagnant river:
Stagnant Water: +1 Defense to any entity attacked within the water.
Noxious Water: Upon exiting the water the entity is Stunned.
So basically nice and defensive if you’re in the river, but a bit tricky to leave the river. I like combining Features like this.

For the Objective I kept the same objective markers and “Capture” Objective.

The deployment used was “Deep Corner”, from the long table edges. Because both Posses could deploy up to the middle, and because the crates and river combination were so awesome (basically +1 Defense, +1 Attack, no Reload) the middle ended up being a cluster of ranged characters eager to use the features.

I took basically no notes, aside from writing down that the game ran for 7 Turns. Here are all the pictures, then a brief recap from memory:
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Basically the Dusters played it a bit safer this game, trying to use the crates to snipe and not overcommitting early on. They did try to attack the crate “stronghold” the Neotechnoists had in the middle of the river, which went okay but also had a high casualty rate for the Dusters. The Neotechnoists couldn’t really effectively commit their dinosaur or Corey, which helped the Dusters survive longer. The combination of +2 DEF AND the +1 DEF from the river made shots hard for the Dusters though. In the end the game came down to some cat and mouse (thus why it went to 7 Turns) between Barman vs Ace and Blazeback. Ace basically sat back and let the dinosaur do the work though, since she was outranged by Barman (Heavy Repeater 14″ vs Light Repeater 16″). Barman desperately tried to take down the barely wounded Fin dinosaur, but a bad pair of shots meant the dinosaur reached melee. Then a bad loss of Initiative meant the dinosaur could KEEP in melee even after Barman Fled backwards.
In the end Ace survived with full HP, and Blazeback at a mere 3 HP. If the last Initiative roll had gone better, or even if Barman had been a bit luckier in his earlier shots, he probably could have brought down the dinosaur, and then maybe outranged Ace for the win.
But that’s not how it turned out, and the Neotechnoists took the game 2 rematch as well!

Paintin’ a Prospector

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Rambo-Sleepy-WeepyWell I guess he’s arguably just a dude with a shovel, and missing the telltale pickaxe of a Prospector, but I’m still going to consider him one. I’ve had this mini for a long, long while, so I don’t remember what line he’s from or what his original name is. But he’s nicely detailed and has a good mix of old fashion and new equipment (like his sleeping bag roll which looks kinda modern).
Aside from his tophat and AWESOME beard, I kind of got a Rambo (as in First Blood era, not the later stuff) vibe from him. Maybe it’s the sleeping bag slung over the shoulder (pictured right), or the fact that both of them seem a bit troubled. But either way I decided to paint the Prospector’s jacket in old fashion military camo. I also resisted the temptation to put blood on the tip of the shovel, so he’s a great stand in if I need civilians at some point.
As I’ve mentioned before sometimes I get tired of muted colors and brown + black + metal that make up most minis, so as usual I went for some needlessly bright choices. Like his awesome blue velvet tophat (ringed in orange) to match his blue suede shoes.
All in all I’m very happy with the result, and he’s quite striking on the table.

You can see more of the Prospector in the Fight for the Flaming Gorge battle report.

Papo Dimetrodon and Carnotaurus

I briefly covered Papo’s 2013 new releases, which included the Dimetrodon and Carnotaurus. On paper I wasn’t super excited about either (not like the Ankylosaurus at least), until I actually bought the toys and saw how awesome they were.
The Dimetrodon might be the most detailed Papo dinosaur yet, between the extremely well painted “fin” on the back right down the veins down it’s side. Honestly the thing looks like a living lizard.
The Carnotaurus is smaller than I would have expected, but the pose is very dynamic even if a little hard to balance sometimes) and the perfect height to be teeth-to-face with a 28mm mini. Detail is great as always, even if the color scheme is a little drab.
Anyway in my latest game I took a few showcase pictures and thought I’d share (click for larger size):

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Just gotta remember to take a picture of the Pterodactyl as well, since it sits by my window sill in the games room I often forget about it by the time I have my camera ready.

You can see more of these two new dinosaurs with some really great pictures in the Fight for the Flaming Gorge battle report.

The Search for the Sunken Space Needle in Seattle

 Poster by Harry BonathA New Campaign
In other words, “The Battle to Seattle”. But what am I talking about? The next Dinosaur Cowboys campaign! This won’t be a test campaign run solo, this will be an actual campaign with 3 of my friends. We’re aiming to start at the beginning of February, and run 9 game nights playing through a broad story arc.

History and Fluff
As you may remember, part of the history of Dinosaur Cowboys involves greenhouse gases being released when the Yellowstone supervolcano erupted, which melted a bunch of the ice caps and raised the ocean water level. That means coastal cities like Los Angeles, San Francisco, and Seattle were under water.

But now in the year 2294 (ie: 9 years after the rulebook history leaves off at 2285) there are rumors of a strange tower emerging from the ocean. Scraps of pamphlets and waterlogged tourism books identify this tower as the Seattle Space Needle.
As with any old world technology, there is a lot of mystery around the contents of the tower. Perhaps scientists stored away desperate experiments, or maybe historians packed the tower with books and manuals from the past.
Regardless, word of the receding ocean tides (whether they are temporary or permanent is up for debate) has spread like wildfire, and a new gold rush to be the first posse to Seattle has begun.

Rules of the Campaign
early-tableIn terms of rules we will play 1 introductory session, unrelated to the campaign, wherein everyone is refreshed on the basics of the game and shown various posse strategies. Then each friend will design their own Posse using the standard rules, with my help that first game session.
Week 2 would be the official start to the campaign, with each new Posse involved. The plan is to have TWO simultaneous 1vs1 games going, on a 4’x3′ chunk of a split 6’x4′ table (see right for the early version).
Who fights who and over what terrain will be decided by the campaign route each player chooses. Initially they all start somewhere in the Mojave Desert, but after that two branching decisions will be presented at the end of each week as to where the posse goes next.
For example Player One and Player Two choose to go to Las Vegas after the Mojave Desert, and Player Three decides to go through Death Valley. That means Player One and Two will fight it out in Las Vegas. Player Three will fight a generic NPC posse that I design and play, in this case across Death Valley. So the matchups will change as the gang fights their way north to Seattle. This should allow lots of variety, choice, and fun.
The usual campaign rules will be used, although I’ll be tweaking the Wounds slightly (mainly for Dinosaurs, since some don’t make sense, like “Broken Tail” which involves Difficult Terrain). If someone cannot make a battle that week they’d miss out on the IP/ND gained from combat. So expect a v2.1 rule update with some minor touchups (as usual!).

Posts
Any details I post here will be written with the players in mind, so there won’t be spoilers in advance or any big reveals. But I will try to get a picture or two of each game, although certainly not to the detail level of my previous reports. Should be a grand ol’ time!

Search for the Antidote – Windy River Day 7

Well, it’s been a whiiiiile! The timestamp of the images for this battle report are from the middle of October! Then again I did have a grand total of 3 or 4 days free in all of December, so I’ve been a bit busy. Too much Mad Men, Robocraft, Simcity 4, family and friends, and gin. At least that’s the excuse I’m going to use :)

Anyway when we last left off the Drylands Expedition had helped defend Hyran Mine against Night Dagger raiders. During the fight Amparo was hit by a “Toxic Gun”, which infected him with a deadly poison. With barely a break to breathe, the posse immediately headed towards an outlying / forward post of the Night Dagger camp. Their intent was simple: get an antidote for Amp!
In addition a new member joined the posse, named Sarah Love, as talked about here. Since I last mentioned her I’ve painted 90% of the figure (mainly just need to finish the base and a few details), so hopefully I can wrap that up soon.

DC-Windy-River_Antidote-0006My notes for this battle are…sparse. As in not even a page. But the pictures speak volumes. I think the table looked really good this time, as I went for slightly lower hills, the black mat (to represent the dark hills around Hyran Mine), an old abandoned bus (which I always love), and best of all I got to use my new inexpensive roads! Brief sidenote, the roads are made by cutting out textured fabric from a local craft store. They look good (especially for the price) and the cobblestone really pops on them. I cut a few to be main roads and a few to be little side trails, so lots of variety. Now that I’ve (successfully) tested the roads I think I’ll try to get more fabric in the near future and make even more roads.

Table
I played on my usual gamesroom table, 4’x3′. I’m hoping to get two slabs of wood to make the table 6’x4′ at some point (so I can run two simultaneous Dinosaur Cowboys games) but for now it’s the classic size.
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Objective
The Night Daggers had to Destroy 4 casks of Anti-Toxins. If the Drylands Expedition could stop them from doing this, there would be enough antidote leftover to help Amp.

Deployment
The deployment used was “Quadrant”, although my rolls basically made it “Edge”, haha. Both halves of the Night Daggers deployed on the west side (with the bus) while the Drylands Expedition deployed opposite them. I was hoping for a true Quadrant battle, but like I said the deploy rolls didn’t end up that way.

Features
I had the Drylands Expedition start “Out of Supplies”, to represent their haste from running from Hyran Mine. That meant they would start with all weapons needing a Reload. So the first turn would be catching their breath and moving to better positions while reloading their weapons.
I also had the “Night” variant in effect, which would give some protection against Medium or Long range shots (basically a saving roll).
DC-Windy-River_Antidote-0003

Posses
Drylands Expedition – 1/179 IP, $2,000 – Posse PDF
Night Daggers Antidote Defense – 4/179 IP, $2,000 – Posse PDF
DC-Windy-River_Antidote-0009

Setup
The Drylands Expedition split Quidel with Rhodes and Sarah Love, and then Gibson, Amp, and Dwaal. The first half were in the south east quadrant, with the dino half were north of that (north east quadrant).
The Night Daggers split Lanecaster with Zeus to the south west quadrant, opposite Quidel and those fellows. Then Igel, Aletha, and Cobalt were in the north west quadrant opposite the Dryland’s dinosaur Dwaal.

General Report
In general the Night Daggers surged forward, trying to destroy as many antidote casks as they could. By the end of Turn 2 the newcomer Sarah Love was down, and both objectives near the Night Daggers side of the table had been destroyed. One of these was torn to shreds by their mighty dinosaur Zeus.
There was a great fight around the bus (as usual…that bus is awesome as a focal point), with plenty of moving and position for the best shot. Dwaal had rushed forward to try to slow the cask damage, so he proved to be a useful distraction.
On the south part of the table Quidel and Zeus duked it out around the third cask, with Quidel barely slaying the mighty dinosaur before the T-Rex could tear apart the cask.
Amp spent most of the game sniping from a building, but eventually no targets were in range so he advanced and had a bit of a long range duel with Igel.
Dwaal and Gibson eventually teamed up to do an aggressive flank and further draw the focus away from the fourth cask by Amp’s building. With Quidel and Amp closing from the other side the Night Daggers were in trouble.
However everyone was pretty beat up by this point so both sides had heavy losses in each of these late game turns.
Finally Amp engaged the Night Dagger leader Lanecaster, who had slightly hung back earlier due to her short range, and she was able to take Amp out before help arrived. But Quidel showed up soon after to finish off the enemy leader.
In the end the Drylands expedition were able to offensive defend the last two casks by pushing back the Night Daggers.

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End of Encounter Process
Drylands Expedition had everyone except Quidel taken out of action. Ouch! In total they had 5 kills for a total of +15 IP and $150 (plus the usual $30 for winning) and the IP boost gave them another Trait. Luckily 2 casks were undamaged enough that Amp could be healed of his toxic infection.

Like I said, light notes compared to the usual blow-by-blow account!

The Wound and Injuries results weren’t that great for the Drylands Expedition. Amp and Dwaal managed to avoid a Wound, and Quidel’s old “Broken Knee” Wound healed up. But Gibson, Rhodes, and Love all took a Wound, as rolled below.

Wounds:
Gibson Crawford – Cut Feet (W)
“Crazy” Rhodes – Broken Hip (W)
Sarah Love – Shaky Hand (W)

New Resources: 16/194 IP, 180/2180 ND, 5/6 Traits

Flush with cash I decided to rework the Armor setup of the posse a bit. Quidel handed down his Cloth Armor to Sarah Love (no cost), and then bought himself shiny new Bone Armor for $150, leaving the posse with $30. I decided to hold on to the leftover cash for now.
In terms of IP the characters are getting to the point where upgrades are pretty expensive. For example to go from RTN 6 to 5 is 22 IP (but also really awesome and tempting). Instead I gave Quidel another boost, and finally got his Speed up to 4 (from 3) for 10 IP. That left 6 IP, a convenient number considering that is the cost of +1 HP. So Crazy Rhodes got +1 HP, boosting him from 11 to 12 HP.
Traits were a bit tougher, mainly because there are so many I want to get, but I had to narrow it down to a single choice. I considered giving another Trait to Dwaal, perhaps even more HP or some Speed. I considered going for a second tier (II) Trait for someone, maybe Amp with “Inspiring Shot II”. Maybe “Eagle Eye” for Rhodes to push his range out a bit further. An Active Trait was the most appealing, maybe “Retreat!” for someone who normally is near Dwaal, so that the dinosaur could get Speed 14 for a turn! The flat damage Traits are always nice too, and come in handy in pretty much any situation (like Quidel’s “Knee Shot”). “Quick Hands” or “Rally”, “Speed Reload”, the list of things I want is endless. But time to decide (I’m literally sitting here with The Saloon open as I type this, trying to figure out a choice). And that decision is “Rapid Fire II” for Sarah Love, giving her the possibility of 6A-6D, which just might be enough for a one shot kill. Actually it’d be 7A-6D with the Dual Wield variant in play (which it is for this campaign).
I’ll need to boost up Gibson next time, I think, as he’s falling a bit behind.

Final Resources: 0/194 IP, 30/2180 ND, 0/6 Traits

Posse after updates: Saloon link or PDF link.

Next Up
After counter-raiding the outer Night Dagger camp and stealing the antidote the Drylands Expedition have their eyes set directly on the main Night Dagger camp. So the next campaign game will focus on a big attack through the layered defenses of the Night Daggers. I expect a lot of casualties and chaos.

New Papo 2014 Dinosaurs!

You know growing up I always figured I’d watch release news of video games, movies, and miniatures, but I never thought I’d be excited about when new dinosaur toys come out. I know that people make a career of just keeping up with the dozens of dinosaur toy making companies. But for me I like to focus on the known quality of Papo.
There’s been a bit of news about what the 2014 Papo dinosaur line up will include.
First of all the Dilophosaurus, probably best known from the original 1993 Jurassic Park movie as “the scary one that has cobra frills and spits acid poison stuff!). This model looks pretty cool, although I’ll have to see how it compares in size to some of the other carnivores. I think if it’s a bit smaller I could use it as a Raptor or even Ripper drop in. Since as we all know the actual Papo Velociraptor (even their more recent re-color) is drastically out of scale.
2014_papo_dilophosaurus

Next up is the Archeopteryx (yeah that’s right, only the highest quality Wikipedia links for you!), best known as the “bird dinosaur thing”. I’ve seen the Thermopolis Specimen fossil at a nearby dinosaur museum, and it looks pretty neat. Not really a fit for Dinosaur Cowboys (mainly because fluffy, feathery dinosaurs make me fall asleep), but if it’s small enough it could be cool.
2014_papo_archeopteryx

And finally a Baby Triceratops. Similar to the baby T-Rex that came out all the way back in 2012, I don’t think this would see much use in Dinosaur Cowboys. It’s not like a cowboy would ride a young colt into battle, so why would they do the same with a dinosaur? What I CAN see it being super useful for is an objective marker, and indeed if the price is right and I see it in a local store I might just buy it.
2014_papo_young-triceratops

What I’d really like to see are some small, thin herbivore dinosaurs that would suit the “Runner” role well for this game. Right now I’m using a non-Papo dinosaur, just because the scale is correct, but it’s not really my first choice.

See also: New 2012 Papo and New 2013 Papo.

Merry Christmas and Happy New Year!

dino-christmas-2013
I hope everyone has a great Christmas and New Year. I’m hoping to get a Dinosaur Cowboys campaign going in the new year with a few friends, so that should be exciting. I still have a battle report to post and a few newly painted figures to talk about too. Just busy during holidays :)

“Cowless Cowboy” by spohniscool

Ever since spohniscool did the great title page for this game, I’ve been following his work. And it just so happens that his latest stuff relates to Dinosaur Cowboys. Mainly because there are dinosaurs…and cowboys…

He’s started on a comic (4 pages at the time of this post), and it looks pretty cool so far. Lots of good dynamic poses and fight scenes. Even a little spearing-while-mounted-on-a-Triceratops.
cowless_cowboy_1_by_spohniscoolcowless_cowboy_2_by_spohniscool
cowless_cowboy_3_by_spohniscoolcowless_cowboy_4_by_spohniscool

From:

UPDATE
He did a colored version too!

cowless_cowboy_1_colorcowless_cowboy_2_color
cowless_cowboy_3_colorcowless_cowboy_4_color

From:

Winter is Coming

Winter-is-ComingWell I don’t normally like to post memes on here, but I figured if I’m going to I may as well go ALL OUT. So handless Philosoraptor on the body of a Game of Thrones meme. What a world!

Anyway I wanted to take today to talk about a few v2.1 brainstorms. That’s right, the update train just keeps on chugging! Certainly no core revisions as sweeping as the jump from v1.0 to v2.0.

  1. One fix (compared to a new feature) I’ve wanted to do so far is the Wound/Injury table effects. They are a bit inconsistent and some are poorly worded, and some don’t even make sense (like “Broken Tail” for the dinosaur, since they ignore Difficult Terrain already). Unfortunately I didn’t realize all this before I released v2.0! I was too focused on making sure the mechanics themselves were sound, avoiding the death spiral, etc. instead of grammatical touch ups.
  2. The other fix I would consider is calculating the value and statistics of weapons based on a mathematical formula. I did that for Improvement Points and statistics, and that worked well. So somehow quantifying Attacks, Damage, Distance, special abilities, etc. into the overall cost and balance of the weapon.
  3. Speaking of equipment I’ve considered a ranged Medical Device. I can’t help but think of the medgun from Team Fortress 2, but I’m sure I can come up with something more suitable to the Dinosaur Cowboys theme. Similarly healing “generators” that can be dropped/setup on the ground to heal in a radius could be fun.
  4. Finally I wouldn’t mind revisiting the Trait list and making sure that all of them have a use, and are somewhat balanced against each other. There will probably still be obvious winners, but it’d be nice if I got rid of some obvious losers too (for example I don’t see a ton of value in Sniper Shot or Tracking Shot when you could just get Skilled Shooter instead). I know my original intention was for players to take some of the better Traits first, then if they REALLY wanted to specialize take some of the less good Traits. So go for Skilled Shooter I and II, but then circle back and also take Tracking Shot or similar.

For rulebook formatting I still am considering trying to go to a 2-column format, and add a bit more design art inside. Maybe small little images of cacti and dinosaurs in the footer, for example.

Snowdrift-and-FencesFor new Features, and related to the title of this post, I really want to get some Seasonal features. Such as snowdrifts, snow, hail, slippery ice, cold weather, biting wind, etc. Similarly blinding and burning sun rays, high temperatures, heat stroke, heat exhaustion, dehydration, etc.
This is the perfect real world time to start on these plans because this morning my car had ice on it for the first time this year. So the phrase “Winter is Coming” is certainly apt. I could see playing a few matches on a snow-based table by taking my normal terrain and messily sprinkling it with fake snow of some sort.
So besides Features based on the season and weather, I want to add a few more general Features too! I think the Features are a great aspect of the game. Basically players can choose various Features that affect how the table is setup or how the match will go. Some are small changes (like Gusting Winds) and some are big changes (like Shield Generators or Volcanoes). And having dozens of options to choose from will just add variety to campaigns. Because they affect everyone on the table I don’t have to worry as much about balancing, and can just go for neat and thematic rules.

Some possible examples of new additions:
– Blinding Sun and Burning Sun
— Blinding Sun would start on a random table edge and move throughout the battle, shooting towards that edge (into the sun) gives a penalty
— Also maybe have one effect that disallows Long Range
— Another that allows ANY range but a max of 15″ or something
— Burning Sun would do a 1A-0D attack to everyone not adjacent to a tree (shade)?
– Rivers
— Some push, some drown, some are full of vicious dinosaurs, some are swampy and slow, etc.
– Propane and exploding barrels
— Needs to do somewhat good damage to be worth shooting
— Or have a useful effect (like an acid barrel that does damage over time)
– Have winter rules for Christmas
— Perhaps get colder as entity does more Activations
— Can warm up with items? Or by ending Activation by a geothermal vent?
—– Sort of like Don’t Starve with huddling around a fire in winter

Poker-SaloonThere is also a set of Initiative rules I’m considering. They probably won’t make it into the rulebook as a Variant because they are rather more complex and involved than most Variants, but I do want to try them sometime. Basically:
– Option for standard playing cards for Initiative
— Get 3 playing cards to begin with, draw 1 per activation, draw 3 more if hand is ever empty
— Players both put a card face down, flip at the same time, higher wins init
—– On tie discard both cards and redo
— The idea is to give a bit more control over when you try for initiative
— Since you could just “throw” a low card when you don’t care
— Face cards naturally beat numbers, just like a normal card game
— Could also draw the 1 card / player face UP instead of face DOWN
— This would introduce a bit of bluffing, because you could pay attention and start to figure out what the opponent has available

Oh and finally I thought I’d just drop this brainstorming tidbit…
“Circus” Allegiance
— Random positive and negative stat modifier?

The Saloon posse designer now has full Campaign support!

This post will cover Saloon updates as well as Windy River Campaign updates, specifically what happened during the End of Encounter process from the Big Raid at Little Hyran Mine.

The Saloon Supports Campaigns
First of all I’m very pleased to announce I’ve added extensive Campaign specific support to The Saloon online posse designer. The program has been great so far, specifically the PDF export feature I use heavily in all my games. But it was also somewhat lacking for ONGOING posses, instead of just initial creation. Well this latest update remedies this problem and means I can track everything from used medical devices to Wounds and Injuries.

New-Campaign-CheckboxThe entry to this magical land of campaign tracking goodness is the new “Campaign” mode checkbox, pictured to the right. This checkbox value will be persisted when you use the “Save to URL” function. There is also a warning beside the checkbox telling you the Campaign mode is for advanced users. So advanced in fact that if this is your first visit to The Saloon this checkbox won’t even be displayed!

Once the Campaign mode is checked there are a few fundamental changes to how your posse is managed:

  • Recruiting a new Member costs $250 (although the recruitment cost isn’t tracked per member, so you’ll have to toggle the Campaign checkbox if you want to remove them at a normal price)
  • “Use” Medical Devices by clicking the little pill icon (Pill-Use) to the left of the Medical Device in the Inventory section of each posse member.
  • Sell any viable piece of equipment (price must be greater than or equal to $10, as per the rules) by clicking the “dollar sign” (Sell-Icon) to the left of the item. You can also sell your Dinosaur (again as per the rules) instead of flat out removing them. Tooltips have been updated to reflect what each button icon does.
  • Manage Wounds/Injuries! Select the entity you want to manage and click the “Wounds/Injuries” button to open a new panel below the posse list. From here you can choose a Wound/Injury from the full list and apply it to that entity, or Heal it when the time comes. All Wounds/Injuries are properly persisted when you use “Save to URL”.
  • Wounds/Injuries are noted by bolding the HP field in the posse list, which can then be moused over to see the full list of what is affecting the entity.
  • If the “Apply to PDF?” checkbox is selected any Wounds/Injuries will be noted at the top of the “Current HP” field in the PDF, and directly modify stats if possible (so a “Busted Leg” with -1 Speed would indeed reduce the character’s Speed on the PDF roster).

So as I said, lots of really handy functionality! I think the majority of players (anyone out theeere?) tend to play one-off games and not a Campaign. But the functionality is very useful for me and the Drylands Expedition. Speaking of which…

End of Encounter Process for Drylands Expedition
Sarah-Love-UnpaintedI finally got around to sitting down and figuring out Wounds/Injuries and what to do with my leftover IP and ND from last game. The Drylands Expedition is at 179 IP, $2,000, and 5 Traits, and I need to spend some of that!
After much deliberation I decided it’s time to recruit a new Member! So exciting. Also a little sad because my roster is now full :( I don’t have a ton of IP to really bring them up to snuff with the rest of the posse, so they will start a bit wet behind the ears, but that’s okay because it’s realistic and fun to try to keep them alive.
So let’s all take a moment and welcome “Sarah Love”, a Duster cowgirl with a brace of pistols and a sunny disposition. She is a wandering caravan guard that happened to stumble across Hyran Mine soon after the attack. Having heard of the Night Daggers, seen the effect of their Toxic Guns (poor Amp!), and generally finished her current caravan job, she joined the Drylands Expedition in their quest for revenge (and an antidote).
As I said she’s a Duster, and the model I have for her is pictured to the right. Currently she’s unpainted, but I have her based and undercoated, so hopefully I can remedy that problem this weekend. I won’t get a chance to play Dinosaur Cowboys before then anyway, so the next time you see her she could be all done.
The model is great with a very dynamic “over the shoulder” pose. She has a ton of cool looking pistols belted onto her hip, 4 in total. So I figured I’d run with that idea in regards to her equipment. I gave her TWO Handcannons ($240 total). That means she’s actually better equipped than Quidel, so guess who will get an upgrade in the future? Anyway after Campaign recruitment of $250 that left me with exactly 0 ND, so no armor to start.
For statistics I didn’t have a ton of IP, like I said, but I did manage +1 Defense and +1 Speed (she’s also faster than Quidel!). Unfortunately no Ranged Target Number improvements so her shooting might be lackluster to start. But with the “Dual Wield” variant rule she’ll get 3A-6D on those awesome Handcannons. Know what would make them even more potent? The Rapid Fire Trait which gives +2 Range Attacks once per encounter. 5A-6D…swoon!
I actually had enough IP left to boost Amparo’s Hitpoints from 9 to 10, which will also help reduce his chance to take a Bravery Test. And that means my entire Posse has double digit Hitpoints (finally)!

I also did the unfun process of seeing how my numerous Out of Action characters did. As you might remember everyone but Dwaal was Taken Out of Action last game, haha. However I HUGELY lucked out on rolls with only Quidel suffering an Injury! The rest passed their 8+ Wound Test roll.
Quidel rolled a 2-4, which gave him a temporary “Broken Knee” which means he cannot Hustle! At 3 Speed…ouch. Sort of ironic (and vaguely karmic) though since his Trait is “Knee Shot”.
I can’t complain too much though considering everyone but the dinosaur was taken out.

So in summary:
– Hired Duster “Sarah Love” for $250
— Two Handcannons ($240)
— +1 Defense, +1 Speed
— “Rapid Fire” Trait
– +1 HP for Amparo
– “Broken Knee” Injury for Quidel

End result: 1/179 IP, 0/2000 ND, 5/5 Traits
PDF: Drylands Expedition Roster (Day 6)
Saloon Link: Drylands Expedition Online (Day 6)

Like I said I probably won’t get a game until this weekend, but I do have the Night Daggers Antidote Defense posse (PDF) all setup and ready to go!