Two genre bending battle reports

Although these battle reports don’t specifically deal with cowboys, they have dinosaurs romping around various battlefields.

Safari On Venus
I’m just going to jump to the best one, which is the Safari on Venus. Terrific alien scenery, great Lizardmen conversions, and an appearance by the old Papo T-Rex toy (you might remember him from my own Great T-Rex Hunt).
Anyways the first link has more of the play by play while the second has slightly clearer pictures:

http://laughingferret.blogspot.com/2011/07/big-game-hunters-safari-on-venus-battle.html
http://rotanddrivel.com./biggamehunt.html


Saurian Safari
I had actually heard about Saurian Safari way, way back, but only recently remembered it as a comrade in arms to the great “add dinosaurs to improbable scenarios” genre. Think of it as rules to play out The Lost World by Conan Doyle. Except remember that his book was written in 1912 and the Victorian Era was only a decade old. The work must have been mindblowing at the time. Anyways Saurian Safari let’s people play out a dinosaur hunt, and that’s exactly what this battle report shows:

http://fasatrekker.blogspot.com/2011/01/game-session-victorian-steampunk.html
(Note he degrades The Valley of Gwangi with: “the C movies crap, like the cowboys wrassling a T Rex in Valley of Gwangi”. My word, I’m getting the vapors!)

Of course once a person starts searching for “Saurian Safari” you find numerous other awesome photos and battle reports, such as this one about Pirates vs Dinosaurs on an awesome island layout (that really makes me think of Settlers of Cattan).


Final Mention
And just a quick mention (since the post doesn’t have many pictures) someone had an entry about The Lost Legion of Venus using the GASLIGHT rules:

http://onemoregamingproject.blogspot.com/2011/10/fall-in-report-part-ii-saturday.html

Some western figures to paint

As much as I love working on rules, I have run out of steam for painting miniatures years ago. I used to paint a ton when I was a kid and heavily into Warhammer 40,000. Since then it’s been a spaceship or post apocalyptic figure here or there, but not the same 10-man squad dedication I once had.
The downside is the cowboy element of my personal Dinosaur Cowboys battle reports is rather…lacking. So far I’ve just used various sci-fi figures from various ranges. In truth I have two full posses of western looking figures that are just begging to be painted. The problem is both time and motivation.
Anyway I thought I’d share a few of the up and comers:


From Left to Right
1. Japanese Cowboy, sort of. I think her weapon looks really sci-fi even if I’m not sold on the various swords.
2. Sarah Love. This is a terrific cowboy figure with a brace of pistols that look very sci-fi. She also has cool sun glasses / goggles pushed up on her forehead (not really visible in this picture). I had originally bought her for Traveller.
3. Bear Coat. Nice and simple and would be perfect as a sniper with that crude scope and pipe rifle configuration. The bear coat makes less sense in a dinosaur focused setting, but hey!
4. Prospector. This figure has tons of character in my eyes. I like his simple shovel and bedroll slung over his shoulder, and the jaunty angle of his hat. I could see him being a good NPC.
5. Safari Jim. Just screams “Neotechnoist over his head”. His safari hat and safari getup are the perfect modern Victoria era look. He was originally a Warhammer 40k figure (part of the Schaeffer’s Last Chancers box set meant to be The Dirty Dozen). I chopped off the very recognizable Imperial Guard pattern laser gun for a slightly less recognizable crossbow, which gives him a cool feel.
6. Graveyard Guard. Haha I’ve had this guy forever, he came in a set with a giant underground worm (Tremors style). Seems like the perfect “dumb peasant” archetype.

Besides these I have some even more western ones from the Reaper Miniatures Chronoscope line, such as The Man With No Name and a so perfectly fitting Futuristic Cowboy.

I’ll get there, slowly!

Dino Storm browser MMO game

In my weekly searches for dinosaur cowboy related material I came across Dino Storm, a computer game that has visuals similar to Warcraft 3, except there are cowboys on dinosaurs with laser cannons. Sound familiar? I thought it might.
Anyways they are just about to start a closed beta and then an open beta soon after that (I think). I don’t have high expectations for browser based games (mainly since my only exposure was years ago, but I think the technology might have improved). Still it’d be a worth a shot just to see “live action” mounted dinosaurs fighting each other. We’ll see as soon as the beta is available, I guess!

New Papo 2012 Dinosaurs!

I take a month off and look what happens, Papo announces 6 new dinosaurs! I couldn’t find any high res photos online so I pulled some from the announcement PDF (it’s in Russian).

Here’s the goods! They repainted the current t-rex from green to brown. I think Jurassic Park has forever made me consider t-rexes as green, so I’m happier having that color over this new brown one, but hey, variety is cool:

And then a REALLY cool new green t-rex that is running. Definitely going to be a hot item. This is one of the few Papo toys that instantly screams “conversion” as I could easily see molding a saddle and reins onto it.

And the mighty Brachiosaurus, standing 31.5cm high and 40cm long (1:55 scale or so). Definitely going to dominate the board, but boy does it ever look cool! Priced at around $45, but that’s pretty comparable based on the size.

I guess I’ll wrap up with the boring ones. There is a baby brown and green Tyrannosaurus, and the underwater Tylosaurus. Okay, “boring” might be too harsh of a term, I think they just don’t pop since the pictures aren’t that great. I do think the baby t-rex toys would make terrific capture-the-flag objectives.

Of course these are announced just as I get my Ankylosaurus and completed the old line. Can’t complain with such high quality toys coming from Papo (although one of these days I’ll check out other companies and production lines…).

See also: New 2013 Papo and New 2014 Papo.

Medieval Dinosaur Howdah

An awesome example of how chaotic and deadly a medieval battle involving dinosaurs would be. At least our poor cowboys get laser pistols to even the odds!

Anyways this month sure was a wash for posts. I’ve been pulled away from Dinosaur Cowboys by my other hobbies, plus a lengthy Christmas vacation.
Hopefully going into February I can get a battle report posted, since I have one all photographed with point form notes, I just need to translate that into a full writeup and format it for the site.
I was thinking this morning about using the same core mechanics of Dinosaur Cowboys for a modern era tactical squad level skirmish game. That’s outside the scope of this blog, but hey, I just love that D12 mechanic.

Merry Christmas!

Merry Christmas

Merry Christmas to you and yours! It’s been a great year for Dinosaur Cowboys since I got the final rules out, had tons of fan interest, wrote a bit of fiction for the game, and generally really enjoyed making this game.

To add a little Christmas-y feel to your games here is “The Spirit of Christmas” posse lead by Santa himself. They have a bunch of special rules and are meant for a fun, light game. You could match them with a single posse or team up with your friends and try out two vs one.

Posse: The Spirit of Christmas
This posse bends and breaks all kinds of rules, but that’s the fun of customizing! I’ve added and re-themed a bunch of weapons and equipment and fit in a whole slew of Santa’s “reindeer” (Thickskull’s in this case). Think of it as a chance to fight multiple dinosaurs at once!
For matching this posse with standard posses use 200 IP, $2,200, and 6 Traits. If you want to make the fight easier use $2,500 and 8 Traits.

Santa Claus
Leader, MV 5, AR 4, RMC 6, MMC 8, BRV 12*, HP 14, Lucky, Get Up!, Escape. Heavy Repeater, 400kW Six-Shooter, Santa's Suit**, Santa's Bag***

* = Santa never needs to take Bravery Tests.
** = Santa’s Suit is equivalent to Dinohide Armor (+3 AR), and also reduces incoming damage by 1 (to a minimum of 1).
*** = Santa’s Bag is full of surprises. At the start of each Activation roll a D6 and check below to see what Santa grabbed from his bag. On the Activation it was drawn Santa can choose to use each Grenade, if he does they are treated per the standard rules. Santa’s Bag never has to be Reloaded.
1-2: Stun Grenade
3-4: Tangle Grenade
5-6: Boom Grenade

Elf
MV 8*, AR 1, RMC 7, MMC 7, BRV 8, HP 10, Whirlwind, Sneaky**. Candy Cane***

* = Elf likes to hop around with his jingly shoes. Elf ignores all Difficult Terrain, treating everything as flat plains with no Movement penalty. Elf cannot be Slowed or Stopped.
** = Elf can deploy anywhere on the board after everyone else has setup. The only restriction is he cannot start within 8″ of an enemy.
*** = Candy Cane is a 5A-3D Small Melee weapon that causes Slowed on hit.

Rudolph the Red Nose Monoclonius
Horned Dinosaur, Medium size, MV 7, PMV D8, AR 1, MMC 6, DIS 8, HP 18, 4A-2D, Shake it Off, Red Horn*

* = Rudolph’s glowing red horn blinds enemies trying to shoot at him. Treat ranged attacks against Rudolph as In Cover (-1 damage) all the time.

Dasher and Dancer
Thickskull Dinosaur, Small size, MV 7, PMV D8, AR 1, MMC 7, DIS 7, HP 18, 4A-2D, Onslaught, Lifelong Mounts*

* = If Dasher or Dancer are within 8″ of Santa they gain +1 MV and +1 AR.

Scenario: On a Wintery Night
A special posse deserves a special scenario. In this case a gang of citizens have stumbled across Santa as he delivers gifts. For any number of reasons a fight breaks out (perhaps the citizens were greedy and wanted to take the presents, or Santa wanted to remain secret, or his mounts got spooked and confusion ensued, etc.).
If you have access to winter terrain all the better. Otherwise maybe buy some cheap fake snow from a craft’s store and shower your usual table with it. Some small (1cm wide) fake presents would be perfect for some of the objectives.

Setup
– Use a 4′ by 4′ table if possible. Cover it with terrain, including any tacky Christmas ornaments, model houses, snow, etc. you can dig up.
– Place Presents as outlined below. These were dropped by Santa accidentally.
– Deploy The Spirit of Christmas posse first, 8″ from any table corner (not edge).
– Deploy any opposing posses next, 8″ from the table corner opposite The Spirit of Christmas.

Presents
– Get one Present objective per entity facing The Spirit of Christmas posse. For example if I had a leader, two members, and a dinosaur I would have 4 Presents. Randomly place the Presents on the table, most easily achieved by rolling 4D12 for X and Y coordinates (for example if 18 and 4 is rolled place the Present 18″ from the left table edge and 4″ from the top table edge).
Only entities from the non-Santa posse can interact with Presents. To open a Present simply Move adjacent to it and roll a D6 on the table below:

1: Surprise! - The Present explodes! 2" Explosion, 1 Damage.
2: Eggnog - The opener stumbles 6" in a random direction. This does not provoke Snap Attacks and can't move them off the table.
3: Candy Cane - Can be thrown once. 2A-8D, 2" Explosion, 1-18" Medium range.
4: Been a Good Boy - Instantly improve a weapon of the opener's choice by +1D.
5: Gingerbread - Can be used like an IRP. Add +5 MV and -2 RMC and -2 MMC until the end of the Activation it was used on.
6: Warm Cider - Can be used like an IRP. Instantly restores ALL Hitpoints.

Victory
Win by defeating The Spirit of Christmas!

Nazi Dinosaurs in “Jurassic Reich”

More Genre Mixing!
Well I’m diverging a bit from the dinosaur and cowboy cross-genre, but dinosaurs and Nazis still kind of relates, they just use an MP40 instead of a six-shooter.
It looks like one of the more well known Nazi Dinosaur efforts is Jurassic Reich. There doesn’t seem to be a defined set of rules for their tabletop efforts, instead the main claim to fame are purchasable miniatures of Nazis riding dinosaurs. Eureka Miniatures handles the figures, and have a good variety including some flying units. I could see picking up one or two for a themed posse of WW2 fanatics, or even just plain guys with helmets and guns.

Anyways there is a great battle report brimming with pictures at the Little Wars blog (likely named after a very old tabletop ruleset by HG Wells). They have a few other posts too.


What’s Been Happening Recently
As for Dinosaur Cowboys news there isn’t much shaking, as I said would happen once I finalized the rules. I did host a game for two friends between The Sunset Riders and The Death Snakes, in which The Sunset Riders barely pulled out a victory. There was plenty of melee and positioning and sniping, and overall it was fun for them to try. They liked the unit-by-unit activation and tactical feel to the game, which is good news to me.
I do have pictures from another battle report, so I’ll have to upload those and flesh out the notes sometime soon.
Over my Christmas vacation I’m going to try to paint a cowboy figure or two so that I have something that resembles the background a little bit more than my handful of 40k discards, haha.
Anyways here’s a look at the “Across the Street” battle report I’ll hopefully post in full soon:

New Jurassic Park video game


A month ago Telltale Games released a new Jurassic Park adventure game with a totally not catchy title. They call it Jurassic Park: The Game. Yeah, that’s easy to search the internet for…

Anyways I gave the game a shot, just because I felt obligated from a Dinosaur Cowboys point of view. The game is really not my style, and I’d best describe it as “light adventure”. Keep that in mind.
Basically to succeed at various scenes you have to press a key/mouse combo in a certain order. For example if you are falling down a slope you press Enter right as you reach a tree branch and your character will grab on. Similarly you repeatedly press Spacebar to back away from a menacing dinosaur. Don’t misunderstand me though, you don’t have a bunch of arbitrary actions you can perform, the game basically prompts you to press different keys as the scene progresses. If you fail enough times you might die or “lose” the scene, otherwise the story might branch a tiny bit.
There are also some basic dialog options with characters, plus some fun non-key combo scenes (like searching for a Triceratops with binoculars). You can also search around scenes at some point, for example to look into the trees to get more info, or examine footprints, etc. But in general there is only a single “correct” path to take, so the investigation is really just time filler.
In general though I think the game is better suited to children or people who really love Jurassic Park. The story is interesting since it basically happens parallel to the first movie, ie: you hear references to “the fancy paleontologists who came in to the park” (aka the characters from the movie), but you play a mercenary more focused on recovering the dinosaur embryos.
I haven’t gotten that far into the game because it didn’t really entice me to keep playing. The scenes can be frustrating sometimes as you try over and over to get the timing right, and each time you fail you’re forced to sit through the same cinematic.
The graphics are alright and have a unique half-cartoony style that is evident from any of the screenshots with people in them.
I’d say the game has come a long way from early adventure titles like Hugo’s House of Horrors, but it still fails to get me excited to keep playing.

Anyways yeah, still waiting for someone to remake Red Dead Redemption or Call of Juarez but with Dinosaurs. Until then the market for dinosaur games is rather light. Jurassic Park: The Game does try a new approach, but it’s not the approach for me. There is always Dino D-Day though, haha.

Another comic humor break


From Perry Bible Fellowship comics, who have some great oddball humor.

New Horned Dinosaur discovered

First the planet Kepler 22b is discovered, and now a new dinosaur Spinops sternbergorum (pictured right) was found in Alberta, Canada. Some basic info about it:

“The Spinops was a smaller cousin to the Triceratops and lived 76 million years ago.
It was a plant-eater with a distinctive horn projecting from the top of its nose and a bony neck frill with two spikes protruding backwards and two hooks curving forwards.”

Pretty interesting, and who knows maybe there will be a Papo toy in a few years. I wonder how many other finds have been ignored as “rubbish” and are just waiting to be revisited?

Fan Battle Report: Keep to the Left

I have a terrific fan battle report here from Ross on the Post Apocalyptic Wargames Forum. He has a ton of awesome ruined terrain which I showed a bit of before. Anyways on to his writeup and pictures of “Keep to the Left”:



The Claynation Syndicate (me) – Jefferson, Eustas, Toppy, Megs, in front of Fluffy

Lords of the Wasteland (her) – George, Frances, Buckley, Don, in front of Spot

The Lords of the Wasteland call out to the Claynation Syndicate, telling them to get off the road.

The Syndicate’s response is in the negative and contained words not repeatable here.

The Syndicate march forward menacingly.

The Lords break formation and approach, Spot rushes towards Fluffy intent on a big meal!

Spot charges in taking a big chunk from Fluffy. From cover of ruined and rusted cars Megs unloads his shotgun critically hitting the T-Rex for 15pts of damage.
George shoots at long range and misses while Frances criticaly hits Toppy for a whole 2pts of damage!
Fluffy bumps Spot for 6pts of damage.

Fluffy and Spot score wounds on each other while Megs unloads his shotgun into Spot, again criticaly hitting it, this time finishing it off!!
Frances barely scratches Fluffy while Eustas steps forward Fanning the Hammer killing Frances. Beside him Jefferson Fans the Hammer at Don only clipping him for minimum damage. Toppy makes the trio of Syndicate men but only fires normaly at Don, clipping him once and jamming his weapon in the process.
The leader of the Lords steps in with murderous intentions Fanning the Hammer critically hitting and killing Toppy.

Buckley shoots at Fluffy at long range but can’t get past the wounded dino’s armour.
Megs pegs George for 10pts of damage causing him to break while Don Fans the Hammer at Eustas missing. The others hop from foot to foot busily reloading.

Fluffy charges Buckley, Buckley receives 6pts of damage from the Onslaught.
Smuggly, Megs walks upto Don, and from point blank range… misses! Calmly standing there amid the hail of bullets, Don Fans the Hammer at Megs blowing him away. Jefferson walks forward Fanning the Hammer shooting George in the back taking him out.
Eustas wildliy Fans the Hammer at Don for a small amount of damage.

Buckley fires at Fluffy but just jams his gun as Fluffy bounds forward again to minimumly wound Buckley.
The other all hastily reload their weapons.

Jefferson activates first, shooting and killing Don.
In an act of defiance, Buckley punches Fluffy in the nose critically hitting for 2pts of damage.
Stunned by the hit on the nose Fluffy manages to miss with his attackes.
From the side, Eustas picks off Buckley finishing the fight.


Many thanks to Ross for trying the game out. He had two questions afterwards that I thought I’d re-post here:

Q: With the Move RMC penaltity, does the model count as having moved if its movement was the last round or the current round?
A: The Move RMC penalty should only apply in the CURRENT turn. The idea was it forces a person to choose their Activations wisely, since you can “get the drop” on a tough target and Activate before it moves and have an easier time hitting it.

Q: Charging, is the charge range 1d6″ or Movement + 1d6″?
A: For Charging you can perform a normal Move in your Movement Phase, then the Charge itself in the Action Phase. The Charge is just D6″, so you were playing it correctly. Remember you can only Charge from 2-6″ away, so it’s meant to be a gamble and tradeoff of risking not reaching combat or getting the bonus Attack.

Related GURPS sourcebooks

Some of you might be familiar with GURPS, which is definitely a backronym meaning Generic Universal RolePlaying System. Basically a general RPG ruleset to handle any era or genre.

So of course there are GURPS books to support Dinosaurs. In fact, they have three of them! They are Dinosaurs, Ice Age, and Lands Out of Time. All of them feel very 1980s, but then again most of GURPS does.

GURPS – Dinosaurs
The best of the three books, in my opinion. It’s also the longest at 130 pages, and is thick with “scientifically accurate” data of various dinosaurs and prehistoric creatures (as much so as a book from 1996 can be). The bestiary is organized by time period, so you have the Paleozoic era, Triassic, etc. There is a bit about cavemen as well, so it basically nullifies the GURPS – Ice Age book. If you were to pick up one of the PDFs this would be the one. The creatures and details inside would work well for someone running a campaign game of Dinosaur Cowboys since you could throw a lot more than the generic dinosaur types listed in the core rulebook.

GURPS – Ice Age
This book focuses more on prehistoric humanity, aka cavemen. There is a good bestiary section that has some non-dinosaur prehistoric enemies like Cave Lions, giant bears, mammoths, etc. The cover art is quaint and fun, and the interior is 66 pages long.

GURPS – Lands Out of Time
The newest of the sourcebook called Lands Out of Time is probably the closest to Dinosaur Cowboys as it focuses on human-dinosaur interaction. It’s only 43 pages though and a little light on art, and I think was mainly released to have some support for their later editions of GURPS.

Variant Rule: Dual Wielding

I decided to add a new official Variant Rule for Dual Wielding, as such:

Dual Wield: Two identical Small melee or ranged weapons can be dual wielded, which uses the same statistics with a +1 Attack bonus.

So yeah, a character could have two 80kW Six-Shooters and would use 5A-0D instead of 4A-0D, or similarly two Brass Knuckles at 3A-3D instead of 2A-3D. Simple and flavorful, and an excuse to post a wicked Clint Eastwood picture, plus you can technically have a character with two Sawed Off Shotguns. Just saying…

Battle Report: Fight for the Cannon

Encounter Overview
I had a ton of fun playing this game because of the smaller table and central objective. I used a 35″ by 35″ section of my table with a 5″ deployment zone, so there wasn’t a “long” side like when I play 4x3ft. This made melee deadlier and also meant everyone could get stuck in early on. To add to the chaos I put a Cannon in the middle of the table as an objective. This report used v1.1 of the rules, so it was all the latest and greatest.
The two posses involved were Hope’s Wardens and Tribe of the Blood Pact. I originally created them for the v0.91 rules, so you can see some of the thought behind the posses in an earlier post. Both posses ended up with 3 members and 1 dinosaur even after the update to v1.1, and mostly just had better equipment with some of the extra money from recruiting the first Member for free.

Note on images, all of them are clickable and will open the image at the full 1280×960 size. Apologies for any blurriness, I think my old camera is having issues focusing.

The Cannon
The smallest objective and totally change the feel of a game session, and adding a Cannon into the middle of the map certainly proved this. The little metal Cannon figure is actually from San Juan off Puerto Rico, and I bought it at an old Spanish fort down there on my cruise holiday. Dinosaur Cowboys is always on my mind and it was the perfect size for the game, so I’m happy with how it looked in this game.
Bit of a tangent here, but plain “capture the flag” objectives can be tough in skirmish games. For one thing you don’t have a lot of troops to throw at the objective, and certainly can’t hope to spread thin and cover multiple objectives. And with a single objective and no turn limit the question comes up of “Why even go for the objective?” since it might be easier to hold back and kill the enemy.
To alleviate this concern I think that objectives should do something beneficial. In Guild Wars MMORPG capturing the flag gives you a +10% boost to stats, for example, so that’s a huge motivation to go for it.
In this game the Cannon could actually be controlled and fired if a human was close to it. Basically whoever had the most humans (dinosaurs don’t count) within 4″ of the Cannon could spend the Action Phase of any of those humans (max of 1 per Turn) to fire the Cannon. It has similar stats to a Field Gun, except the damage is less crazy since these were fresh Posses.

The Cannon: 1A-5D 2″ Explosion, range 1-6/7-15/16-21, no Reload

Posse: Hope’s Wardens: 3/110 IP, 10/1000 ND, 3/3 Traits
My posse representing a high tech Neotechnoist party that is new to the world outside The Wall. They were well equipped and had plenty of Armor to compensate for their low HP. Generally good shooting scores would help. The one limiting factor was range, as the furthest weapon as Limeskull with 16″ max on his Light Repeater. I figured Nedevan and Red Dove would advance together, then dismount and try to cause disarray by getting into melee with separate targets. Limeskull’s purpose was to grab cover up high (for the elevation bonus) and fire forever. Glowstar would be midrange support, probably moving a step or two behind Red Dove.

Limeskull (Neotechnoist Leader)
MV 5, AR 2, RMC 7, MMC 8, BRV 7, HP 10. Light Repeater, Padded Armor.

Red Dove (Bandit)
MV 4, AR 1, RMC 7, MMC 7, BRV 6, HP 9, Whirlwind. 100kW Six-Shooter, Motor Blade.

Glowstar (Neotechnoist)
MV 4, AR 2, RMC 6, MMC 8, BRV 6, HP 8, Neck Shot. Auto Shotgun, Padded Armor.

Nedevan (Trained Ducky Dinosaur)
MV 6, PMV D6, AR 0, MMC 7, DIS 4, HP 18, Bonus HP I.

Posse: Tribe of the Blood Pact: 0/110 IP, 0/1000 ND, 3/3 Traits
The idea of this posse was to get into melee and make things ugly for the enemy. Everyone had high Movement and a ton of Hitpoints which would facilitate them living long enough to reach close combat. The inexpensive melee weapons and low cost ranged options meant I could go for a higher priced Armored dinosaur, which is ridiculously terrific at low IP since it’s AR 4 is very tough for people to hit. Having a ton of HP meant The Crimson Terror could soak up a bunch of damage too. I figured he’d remain unmounted, although if anyone was going to ride the dinosaur it would be Sendar as she had the lowest MV. Otherwise the posse would stick together and advance using as much cover as possible, and most likely sacrifice shooting to Run each turn.

Bloodscar (Savage Leader)
MV 6, AR 2, RMC 9, MMC 7, BRV 7, HP 13, Retreat! I. Pickaxe, 100kW Six-Shooter, Quilted Armor.

Illit'taex (Savage)
MV 5, AR 1, RMC 9, MMC 7, BRV 5, HP 13, Bonus HP I. Pike, 80kW Six-Shooter.

Sendar (Duster)
MV 4, AR 0, RMC 8, MMC 7, BRV 6, HP 12. Staff, 80kW Six-Shooter, Small IRP.

The Crimson Terror (Feral Armored Dinosaur)
MV 4, PMV D4, AR 4, MMC 7, DIS 4, HP 28, Runner.

Deployment
In the roll off for table edge Hope’s Wardens got the west side (towards the kitchen) and Tribe of the Blood Pact got the east side. Hope’s Wardens had to setup first. Each posse could deploy up to 5″ from their respective table edge.

Hope: Setting up first is always rough as you don’t get to see what the enemy is planning. Looking at the terrain I tried to anticipate how Blood would deploy. I knew the tall terrain near the south would be tempting, so I positioned Limeskull opposite it near the high hill with a tree. This would give him a bit of cover but more importantly force melee combatants to waste Movement trying to climb the hill. It also left me at long range of the central Cannon, so I could provide supporting fire. Let’s just hope Blood doesn’t go for a denied flank and deploy way in the north out of my range.
I mounted Glowstar and Red Dove on Nedevan and plopped him in the middle. The fast MV 6 (9″ effective Run) would put him very close to the Cannon early on, so I could hopefully dominate any incoming groups.

Blood: I had a bunch of deadly warriors at my disposable, and enough terrain that I figured most of them could reach the combat alive. I knew they’d be faster on foot so I left The Crimson Terror unmounted and put him in the northern corner behind a hill. Even with the Runner trait he was ponderously slow (7″ effective Run), but he had a ton of HP and super high Armor so I hoped to hold the middle with him until the rest of my melee group could work their way through cover. Advancing directly across the open would mean his slow speed would balance with the faster humans who would be dodging hill to hill.
I put all my human members in a clump in the south. No one could get to the Cannon in the first Turn so I was safe keeping them clustered. I planned to flank one of them (probably Illit’taex) towards Limeskull on the hill. Bloodscar and Sendar would approach the middle and hopefully control the Cannon to bombard anything left alive, or at least contest it from Glowstar and Red Dove enough to prevent them firing.


Turn 1 – To the Cannon!
1a. Blood wins Activation
Blood: Since two of Hope’s members were mounted they technically only had 2 entities to Activate, so I outnumbered them 2:1 and needed to Activate two of my figures as a result. I decided The Crimson Terror would Run 7″ directly towards the Cannon, as planned. Bloodscar also Ran (9″) forward, but didn’t expose himself to Limeskull and stayed behind the tall hill. Blocking line of sight is such a lifesaver for a melee focused group such as mine.
Hope: I wanted to keep Limeskull in reserve until the rest of the enemy posse had moved, so I activated Nedevan and Ran him forward. His massive 9″ Run meant I would be a the Cannon next turn, which was great.
1b. Blood wins Activation
Blood: Time to Run some more. Illit’taex Ran in a straight line west, and would be in the cover of the hills approaching Limeskull soon. Sendar followed Bloodscar’s approach with a Run.
Hope: Limeskull was out of range and out of sight of everyone so he Ran up the tall hill he had deployed by, which gave him a commanding view of the field.


Turn 2 – Enemy Sighted
2a. Blood wins Activation (again!)
Blood: Time to keep on moving up. I Ran Illit’taex down the flank of Limeskull. Next turn he’d make the deadly approach across the open terrain, but hopefully I could distract Limeskull with more tempting targets until Illit’taex was closer. Sendar also Ran, but couldn’t quite make it out of line of sight. Unfortunately she was inside the long range of Limeskull, but maybe the modifiers would save her.
Hope: Tribe of the Blood Pact had made a bit of a mistake in leaving Sendar exposed, but I didn’t need to waste an early activation to take advantage of it. Instead I had Red Dove and Glowstar dismount Nedevan, which used all of their Action Phases. It left them all with a Movement Phase though, so both humans moved right up to the Cannon (close enough to fire it now!) while Ducky headed south towards Sendar, hoping to slow down her and Bloodscar before they reached the center.
2b. Hope wins Activation (for once)
Hope: Time to start the shootin’. Limeskull lined up on the distant Sendar who was basically at maximum range. She was in Cover (-1 Damage) but Limeskull was at a high Elevation (+1 Damage), so no mods from that. He managed to hit 4 times, one of which was a Critical. In total he did 6 damage and Sendar failed her Bravery Test and is Fleeing.
Blood: Sendar will have to waste some time Fleeing backwards and then moving right back in, so that’ll be annoying. I snapped off a shot with Bloodscar at the Ducky dinosaur, but I missed on 10+. Bloodscar moved forward and behind a tree, hoping to survive any early activations next turn. Finally The Crimson Terror moved closer to the Cannon and Glowstar and Red Dove. They were quite far away but I figured I might be able to reach them with a Charge. Unfortunately I failed the roll (needed 5+) so The Crimson Terror stayed where he was.


Turn 3 – Into the Barbwire
3a. Hope wins Activation
Hope: Hmm kind of a tough call who to activate first. On the one hand I could shoot with Limeskull at Sendar again before she Flees and maybe even kill her. But The Crimson Terror is going to get into melee range and it’d be great to shoot him before the -1 Melee modifier (plus he hasn’t Moved yet, so that’s another -1 avoided), since his AR 4 is enough of a problem already. In the end I decided to shoot at The Crimson Terror as it’s not like Sendar won’t be a target again in the future. To that end Glowstar aimed his Auto Shotgun at 9+, hitting 3 times for 8 damage, but unfortunately also rolling a 1 and requiring a Reload. A Panic token was added to The Crimson Terror from the damage, which should slow him down a bit. Glowstar then moved back outside the barbwire (which was counted as Difficult Terrain) but was sure to still be within 4″ of the Cannon.
Blood: Now that The Crimson Terror had Panic on him I wasn’t convinced of his ability to reach melee. Plus he could handle Red Dove’s firing if it came to that. So I left the dinosaur as is and instead moved Bloodscar into the barbwire cage. He Charged 4″ into melee with Red Dove, then savagely hit with both attacks with a double roll of 11 for a total of 8 damage. Red Dove is down to 1 HP and failed his Bravery Test and is Fleeing. Too bad I couldn’t finish the job!
3b. Blood wins Activation
Blood: Time to keep the hits rolling. I rolled for The Crimson Terror’s Panic Movement (D4 in his case) and unfortunately got a 1. So after moving and Running through the barbwire he was still 1″ short of melee with Red Dove, but at least close enough to deny a Charge. Glowstar having to Reload would mean The Crimson Terror would be a bit safer for another turn until he could get into combat.
Hope: I aimed to counter the increasing melee presence in the middle. Since Sendar was less of a threat I decided to swing Nedevan around and move into melee with Bloodscar. I hit 1 time for 3 damage. Not a ton, but Nedevan’s big pool of HP should keep the Savage Leader busy for a while.

3c. Hope wins Activation
Hope: When I look at the middle I see a giant clump of enemy just BEGGING for a cannonball. Red Dove was thankfully Fleeing which meant I could easily escape combat with Bloodscar. I fled him backwards, then fired the Cannon at Bloodscar! Yar! I hit him for 6 damage and the 2″ Explosion clipped The Crimson Terror for 5 damage, and unfortunately also Nedevan for the same. Like a true coward Bloodscar is Fleeing, and both dinosaurs have a Panic token added.
Blood: Well that was ugly, but at least Red Dove hit their Ducky dinosaur with some friendly fire. Bloodscar has seen better days though. Anyways I Fled Sendar away from the closest enemy (Nedevan), then she turned and shot at the dinosaur, hitting 3 times (with 2 Criticals!) for 5 damage, which added a Panic token to Ducky.
3d. Hope wins Activation (by one!)
Hope: Limeskull had no chance to hit The Crimson Terror at such long range, but Bloodscar was perfectly placed to get shot. I needed an 11+ to hit but managed to hit once (6A is so nice) for 3 damage (thanks Elevation!), which put Bloodscar down to 1 HP!
Blood: I finished the turn by moving Illit’taex along his hillside flank. After a big Run he was at the base of Limeskull’s hill. If he could weather downward fire for a turn I could get into melee with the Neotechnoist Leader.


Turn 4 – Roar of the Cannon
4a. Blood wins Activation
Blood: Bloodscar was in a tenuous position with 1 HP and enemy guns all around. There wasn’t any cover nearby, so I decided to make some! Bloodscar used his Retreat! Trait to move The Crimson Terror 4″ into melee with Red Dove (who only had 1 HP), but also angled the dinosaurs body to try to block line of sight to Limeskull. After that Bloodscar Fled away from Nedevan, then Ran back in behind the hill that was The Crimson Terror.

Hope: I guess Bloodscar didn’t learn his lesson that I have no problem using the Cannon on my own people if it benefits me…I guess that’s more of a Savage thing than a Neotechnoist, but I guess it could be a cold calculated call which might fit the technologically advanced people well. Regardless I fired the Cannon with Glowstar at The Crimson Terror at 10+ to hit. I was just within 12″ of Limeskull in case I needed the Yeehaw! re-roll, but thankfully the shot hit without aid. The Crimson Terror took 6 damage, and both Red Dove and Bloodscar took 5 damage from the 2″ Explosion, which killed them both! After their leader was slain Illit’taex and Sendar BOTH failed their Bravery Tests and were Fleeing, hah! Glowstar finished his epic turn by moving away from The Crimson Terror towards Nedevan.
4b. Hope wins Activation
Hope: Having Illit’taex Fleeing gives Limeskull a bit of breathing space, but I knew the persistent bugger would be back soon. So I moved Limeskull to the edge of the cliff and fired down at Illit’taex, hitting for 4 (one of which as a Critical) for 7 damage. He still has 6 HP left though, unfortunately.
Blood: The Crimson Terror still has two Panic tokens, so I had to roll for his PMV again. I lucked out and got a 4, so I was able to move and then Charge 2″ into melee with Glowstar. I rolled well and hit for 5 damage, but Glowstar managed to pass his Bravery Test. After recovering his wits the dinosaur still had 1 Panic token left.
4c. Blood wins Activation
Blood: Time to move my last two entities for the turn. Most of it would be Fleeing after Bloodscar’s untimely death. Illit’taex Fled back, almost to the table edge in fact, and then reversed and Ran towards Limeskull’s hill. If he managed to survive another turn I’d get into melee with the leader. Then Sendar also Fled away, but used her Action Phase to apply the Small IRP for +2 HP (could have been a better roll, alas).
Hope: By getting into melee with Glowstar it turned out The Crimson Terror was also in combat with Nedevan. The Ducky turned and tried to smash the dinosaur with it’s crest, but missed both attacks on a rather challenging 11+.


Turn 5 – Cleanup Crew
5a. Hope wins Activation
Hope: My ideal plan for this activation was to use Glowstar’s Neck Shot Trait on The Crimson Terror, which would have given +4 damage and meant I could possibly kill the dinosaur. But Glowstar still hadn’t had a chance to Reload from way back, so his Auto Shotgun was pretty much useless. I didn’t want to risk a Cannon shot directly into the crowd again since it’d hit Glowstar himself and the Ducky. So instead, with luck, I could get the bullet sink of Illit’taex out of the way. Limeskull aimed down the cliff again and fired, but only hit 3/6 times for 5 damage, which left Illit’taex with 1 HP! Plus he passed his Bravery Test, which meant he might be able to reach Limeskull and dish out some hurt with that Pike.
Blood: The Crimson Terror lived up to his name by stomping and goring Glowstar, who was unluckily stuck between two towering dinosaurs. I hit for 5 damage which killed the human. Also I got to remove my last Panic token…not that it mattered since it looked like a straight up brawl to the death between the dinosaurs.
5b. Blood wins Activation
Blood: Yeesh Illit’taex is really running on fumes. I moved him to the base of Limeskull’s cliff, but failed to Charge the measly 4″ needed to reach the Leader. So much for my awesome flank. Anyways after that failure I moved Sendar closer to the center and fired at Nedevan. She didn’t let me down with 2 hits (1 of which was a Critical) for 3 damage. I really wish she had something besides an 80kw Six-Shooter as 0D is painfully useless. Anyways Nedevan is down to 5 HP at least!
Hope: The titan brawl continued in the middle, but Nedevan again failed to do anything to the Armored enemy. Having a base MMC of 7 against AR 4 is really painful, especially with only 2 Attacks.


Turn 6 – Last Man Standing
6a. Hope wins Activation
Hope: Illit’taex has snuck behind Limeskull enough that I had to waste my Movement Phase turning around to face him. I unleashed another salvo, expecting a kill, but terrible dice meant NOTHING hit and Illit’taex survived!
Blood: Illit’taex was able to survive with 1 HP against 6 point blank Attacks, probably by praying to some Savage pagan god. Eagerly he moved up the hill and stabbed at Limeskull, but after ALL that running and dodging and pain he only hit 1 time for 4 damage!
6b. Hope wins Activation (again)
Hope: Looks like that hill is bad luck for both of us or something. Anyways speaking of bad luck Nedevan failed to hit The Crimson Terror again (what is that, three times in a row?). Yep, short activation.
Blood: The Crimson Terror really was dawdling too long with that simple herbivore. Somehow I missed all attacks even though I only needed 7+ (rolled a terrible 6, 6, and 4). So it’s up to the humans to carry the team. Sendar moved in behind the hill and Charged 2″ into Ducky’s flank, hitting a solid 4 out of 4 times for 8 damage which totally killed Nedevan. That’s how it’s done.


Turn 7 – Desperate Cat and Mouse (Dino and Human?)
7a. Hope wins Activation. Only Limeskull remains against Illit’taex, Sendar, and The Crimson Terror
Hope: Eh could be a tough one. The good news is I rolled better than absolute GARBAGE (aka last turn) so Limeskull was able to easily kill Illit’taex. I was afraid that Sendar might hop on the uncontested Cannon and outrange my feeble Light Repeater, so I dropped Limeskull down out of line of sight behind the tall hill.
Blood: A dinosaur and villainous vixen against a wounded Neotechnoist Leader? I think I can win this one! I Ran both Sendar and The Crimson Terror towards Limeskull’s hiding place. He’d be out of options very soon.


Turn 8 – Gonna Take You With Me
8a. Hope wins Activation (by one)
Hope: Definitely hanging by a thread here. I moved Limeskull back down the hill and to medium range with Sendar. Too bad I shot terribly and only hit for 3 damage with him! Better than no hits I guess, but still I had kind of hoped he’d finish her off and then maybe survive the dinosaur somehow.
Blood: Sendar returned fire after moving to her medium range, but missed all the shots on a 10+. The Crimson Terror did what dinosaurs do best, and that is Ran forward towards his prey. The noose was closing.


Turn 9 – Bring Her Down
9a. Hope wins Activation (again!)
Hope: I think winning initiative has saved me so far, but The Crimson Terror can basically reach melee regardless of where I go. Ugh I should have stayed on the tall hill but I got so caught in thinking I could outrun the inevitable. Anyways since I was already trapped I just moved Limeskull into line of sight of Sendar and fired. Again I rolled badly and only did another 3 damage, which left her with 2 HP. That was actually the 2 HP the Small IRP had healed earlier, so there ya go.
Blood: Again Sendar returned fire, but this time hit with 1 Critical for 2 damage, but also rolled a 1 and needs to Reload! Good thing her Staff doesn’t need ammo…Oh and of course The Crimson Terror moved into melee with Limeskull.


Turn 10 – All Over
10a. Blood wins Activation
Blood: If dinosaurs could speak I’m sure The Crimson Terror would quip something like “Hey Limeskull, check this out!” before dealing 6 damage. I guess I’ll just have to settle for hitting 3 of 3 times and killing Limeskull, which wins me the game!

After Action Report
Hope: You know I honestly though I had this one in the bag. I guess I underestimated The Crimson Terror’s survivability, and also got a little over committed with Glowstar and Red Dove in the middle. Oh and my total inability to kill Sendar at the end was kind of annoying. But I also was able to deny Tribe of the Blood Pact access to the Cannon for basically the entire game, and ALMOST killed all their humans. I’d say I was a little overequipped, especially Red Dove who didn’t get to use much of anything the whole game. Having high AR helped as it meant more misses and less damage, although it’s a tough call whether high AR is better than high HP. But yeah, very close game and I just wish I had played the end a bit differently (like going back up the tall hill instead of taking to the ground). And I don’t want to be petty but the slightly smaller table really didn’t help matters, as it meant my turns of free shooting on the melee based posse was cut down by 12″ or so.

Blood: Ah the delicious taste of victory. It always feels extra satisfying to win with a bunch of Savages armed with polearms, especially against high tech Neotechnoists. My most valuable asset was definitely The Crimson Terror, his AR 4 is pretty tough to crack with 100 IP and the related RMCs. Bloodscar did pretty well in the middle, although he took a lot of firepower and died earlier than I would have liked. Sendar was terrible at the start but redeemed herself by only missing a single shot all game (with base RMC too!) and by finishing off Nedevan. Illit’taex was great in theory, but yeah, that was a loooooooong haul to Limeskull, and he sort of let me down when I got to grips by only hitting once. Oh well, I still won and plundered.

Complete Turn Log
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Rules Release v1.1

v1.1 is here with two very small changes (although one of them affects posse building quite a bit) plus various edits. The first is moving the Game Overview above the History section so new players can see what exactly they are getting into before they are overwhelmed with a few pages of background information. The second and most important is recruiting the first Member is now free, and the second and beyond still cost $200 (or $250 later) as before. So basically this gives you $200 more to equip your posse with! Players who intend to use their posse in a long, ongoing campaign can always modify this, of course. But for one off games I find $1,000 with the old rules to be a bit low, whereas now there is plenty of money for equipment and weapons beyond a basic loadout of six-shooters.

As for the edits here’s the list:
– Noted that PMV doesn’t affect Run or Charge.
– Noted that Dinosaurs can move too after being dismounted.
– Fixed copy-paste duplication on Fan the Hammer ability.
– Changed how Fleeing while Mounted works, now Flee with the mount instead of dismounting.
– Noted the minimum Run of 1 inch.
– Added three variant rules: Last Man Standing (no Bravery or Discipline for last entity of a posse that is alive), Initiative Choice (choose to activate first or last when winning initiative), and Fast Target (additional +1 to hit if target moved 10 inches or more)

So yeah, small changes but they affect the game enough (and are reflected in The Saloon) so I thought I’d release the PDF:
Get the Dinosaur Cowboys Rulebook v1.1.