Battle Report: The Great T-Rex Hunt

Encounter Overview
This battle report chronicles the mighty struggle of Glenbrook’s Desert Triumphateers against a single mighty Tyrannosaurus Rex. The daring (yet aging) posse had one final hunt in them, and so old friends re-united and set off in search of a great t-rex south of their farm in Perico, Texas. Would five brave souls be able to overcome the raw ferocity of a veteran t-rex?
This scenario used v0.9 of the rules, so this was before the recent changes around dinosaur breed.
Although I’ve detailed the parties involved in the past let me refresh you on their statistics and equipment. This game was pretty simple to play (since the t-rex didn’t have a lot of strategy to it) but I took a bunch of cool pictures and the backstory of the posse made it feel more dramatic and cinematic.

Note on images, all of them are clickable and will open the image at the full 1280×960 size. Apologies for the fuzziness, I must be getting worse at taking photos. They do improve as the game goes on though.

Posse: Glenbrook’s Desert Triumphateers – 100 IP, $2,185, 3 Traits
Gordon Glenbrook – Gordon was once a Neotechnoist but found the adventurous lure of the outside world too much for him. He left the jungle when he was barely an adult, and slowly built up a fortune through trading, leading expeditions, farming, etc. He met Cecilia while driving some triceratops through Colorado, and they were married soon after. Now he’s getting older and a bit slower, and has settled down on a ranch in the one remaining hospitable part of Texas. The t-rex hunt is mainly a chance to relive some of his old glories and feel a little more useful around the ranch.
20 IP, $170. MV 3, AR 0, RMC 6, MMC 8, BRV 4, HP 12, Big Game Hunter. Bolt Action Rifle, 80kW Six-Shooter, S-IRP

Cecilia Glenbrook – Cecilia may seem a strange match for Gordon. She was raised in a rich family near the coast, and never really knew hardship. She married Gordon at the height of his power and influence, when he was most attractive as a suitor. Now in his older years she sometimes has doubts about their suitability, especially with how taken Gordon has been with hunting. In the interest of maintaining their marriage she has started to learn to handle a gun, ride, rope, and sleep under the stars.
20 IP, $225. MV 3, AR 0, RMC 6, MMC 8, BRV 4, HP 10. Stun Gun, Derringer, Medpack

Sir Quinton Masglou – Quinton is much younger than Gordon, and learned about the man while reading historical records inside the Neotechnoist compound. They eventually exchanged letters and met a few times for hunting expeditions. Quinton looks up to Gordon, but also finds him a bit stuffy (mainly because of their age gap). Gordon treats Quinton like the son he never had, and is very eager to entertain the youth and give him the best advantages in life. Quinton was exploring north of Haven and the Neotechnoist jungle, but flew all the way south for the chance to hunt a t-rex and see his old mentor, perhaps for the last time.
32 IP, $320. MV 4, AR 2, RMC 6, MMC 8, BRV 4, HP 8. Blunderbuss, Stick of Dynamite, Padded Armor

Walter Thunder – Walter has seen it all as a guide, and is very worldly as a result. He’s competent with a wide variety of weapons and is terrific at hunting, trapping, tracking, and getting out of trouble. His dashing good looks lead to a brief affair with Cecilia (of which Gordon never found out), so there is a tension between the two as a result. Gordon, blissfully unaware, considers Walter an upstanding young man, and sometimes compares his younger self to the life Walter has lead. Walter puts up with it in good humor because of the solid, steady pay Gordon offers. He feels the t-rex hunt will give him a lot of fame and further his reputation in the south.
8 IP, $160. MV 4, AR 0, RMC 7, MMC 8, BRV 5, HP 8, Retreat! 400kW Six Shooter, Saber

Allen – Allen is the strong silent type, and has acted as a bodyguard for Gordon in the past. Early in Gordon and Cecilia’s marriage a rival rancher tried to use violence and intimidation to get Gordon to give up some land in the west. Allen cleaned up the problem quickly and quietly, and Cecilia was never the wiser that her husband had hired such a mercenary. Allen does not have the best attitude or morals, but he is extremely competent and a legend in a duel. Gordon has kept in contact through the years for certain difficult situations where a rough hand might be needed. Allen has a strong, yet unspoken sense of loyalty to Gordon which is his main motivation for coming on the hunt.
20 IP, $510. MV 3, AR 1, RMC 6, MMC 8, BRV 4, HP 10, Speed Reload. Handcannon, Snub Pistol, Tangle Grenades, Cloth Armor

The T-Rex – 100 IP, $1,000, 3 Traits
100 IP, $1,000. MV 8, AR 3, MMC 4, BRV 3, HP 36, A-D 10-1, Runner, Inspiring Shot, Turtle.

Table Setup
Ye olde kitchen table was once again transformed into a wicked looking stretch of hilly desert. I had just reorganized my terrain box so I dug up a lot more trees and greenery than I normally have access to. All in all I’m really happy with how the table turned out, especially with the little volcano and the rock field surrounding it. Note that to stop the match from being the t-rex slogging across the entire map I cut the playable area down to 3′ by 3′.

Deployment
Both sides could deploy up to 4″ in from each short table edge. Glenbrook had to deploy first and chose the east side, followed by the t-rex on the west side.

Glenbrook: “We have travelled south for two days before finding the trail. Cecilia was complaining about the heat and I felt quite bothered myself. After consulting our map our guide Walter informed me that we had but twelve miles to go before the temperatures would be dangerous. As we set down for the night – perhaps our last night – morale was low around the campfire.
But I write now with a glad heart for Allen saw signs of our quarry when he arose this morning. Eagerly we checked our rifles and followed the trail east. Eventually the ground hardened into cracked lava rock and we saw a volcano in the distant, quiet in it’s repose. With luck the fiendish t-rex will have nested at the base of the volcano.
I advance with Cecilia at my side and Allen not far from her. To my right noble Sir Quinton and Walter cut through the bushes and keep a wary eye open for movement. By splitting our line I hope to encircle the t-rex and fire at it from all sides.”
*Gordon looks up from his travel log as Allen signals him*
Whispering softly, Allen motions ahead, “Gordon…I hear something.”

T-Rex: Rooooooooar! (Translation: I deployed on the south west side since there was more cover for my massive bulk. The gigantic prehistoric tree helped cut down line of sight too. Also the men and women hunting me were clumped closely on the hill ahead, so if I could reach them I could eat my fill).


Turn 1 – There It Is!

Glenbrook and his allies ran forward, taking up defensive positions amidst the hills and sparse shrubs. Walter swung closer to Gordon, grabbing tree trunks and loose dirt as he scrambled up a nearby hill. Unfortunately their array of high powered rifles were out of range of the beast. But they could see the menacing T-Rex in the distance; tall and intimidating as it loped towards them. The T-Rex ran into the rubble near the volcano, it’s massive strides powering it forward. Nervously they glanced at each other and mumbled prayers.

- Glenbrook wins Initiative. Everyone Runs forward except Walter who cut up a hill towards Gordon. All out of range.
- T-Rex Runs 8"+5" forward, ends right near volcano.

Turn 2 – Shoot Her! Shoot Her!

The T-Rex continued it’s steady advance, apparently uncaring about the weapons prepared against it. With scraping claws crushing rocks underfoot the T-Rex cleared the rubble near the volcano and was at the edge of the incline the humans were hiding on. At this point all hell broke loose. Gordon let out a triumphant Yeehaw! as Allen heaved a Tangle Grenade at the T-Rex before retreating slightly. The cannister exploded in midair, raining toxic chemicals onto the advancing dinosaur. The green globs starting to dry as soon as they were exposed to the air, and soon the T-Rex was trapped in a stringy cage of hardened chemicals. Seeing the beast was Stopped, Cecilia recovered her wits and drew the Derringer and aimed exactly how Gordon had shown her on the farm. She exuberantly yanked the trigger until the weapon let out an empty wheeze. The wild barrage of shots went wide as Cecilia backed up and fumbled for a recharge pack. Comfortably raising his rifle Gordon fired a single high powered blast of energy. With a brilliant flash the beam flew past the T-Rex. Gordon’s cursing only increased as a thin trail of smoke bled from the side of the rifle. He hastily moved backwards and tried to fix the weapon. Finally Walter crept towards a clump of overgrowth and lined up his shot which flew true and struck the T-Rex in the side. Momentary excitement turned to anger as the attack simply glanced off the tough hide leaving the T-Rex unhurt. Hearing gunfire Quinton shouldered his weapon and Ran down the steep incline to try to get into range.

- T-Rex wins Initiative. Runs 6" through Difficult Terrain of the rocks. Now only 8" from nearest human.
- Allen throws Tangle Grenade, needs 10+ to hit, miss with 7. Gordon uses Yeehaw! and the re-roll is a 10. T-Rex takes 1 damage and is Stopped. Then Allen moves 3" back.
- Cecilia fires Derringer at medium range, misses (with a 1 and 3). Needs to Reload. Moves back 3".
- Gordon shoots rifle at Short Range, needs 9+ to hit but misses with a 1 and needs to Reload. Moves back.
- Walter edges forward to hedge and shoots at Long Range, misses
- Quinton out of range so Runs around hill

Turn 3 – Quick Breather

Ripping and tearing at the strands the enraged T-Rex could still not free itself. Roaring it hunkered down and prepared to receive the onslaught. Unfortunately for the humans, most of their weapons were empty or jammed. Allen and Cecilia continued to move backwards before quickly Reloading their weapons. Gordon stood where he was and poked and prodded the rifle and finally getting the ready light to flick to green. Walter stayed behind the hedge and doubted if his weapon would even hurt the towering titan. Quinton finally reached the action and instantly snapped off an eager shot which sailed wide of the T-Rex. As the humans watched in horror the Tangle Grenade strands started to break down and decompose, freeing the T-Rex.

- T-Rex wins Initiative, but is Stopped from Tangle Grenade. Uses "Turtle" Trait, boosting AR from 3 to 6.
- Allen, Cecilia, Gordon all Reload. Allen and Cecilia move backwards
- Walter stays and doesn't shoot (too hard to hit)
- Quinton moves up, misses at 12+

Turn 4 – Dynamite!

With a cold eye Quinton drew a Stick of Dynamite and rapidly lit the fuse in a single fluid motion. Many hunts allowed him to judge the distance well and the thrown projectile landed right at the foot of the T-Rex before exploding. The force of the blow bruised the dinosaur’s ribcage and cracked long gashes in it’s hide. Quinton gave a satisfied nod to Gordon before moving up the nearest hill. Not to be outdone, the guide Walter stood up from behind the row of thirsty desert plants and fired. Although he was far away the shot was again true, and this time it blasted through the T-Rex’s thick skin. Pleased with himself he stayed in cover. After finally unjamming his gun Gordon tucked the weapon against his cheek for another shot, but his bad luck continued and the blast barely grazed the T-Rex. From further back Allen and Cecilia both fired. Cecilia again emptied her weapon in a rapid blaze, but succeeded only in hitting the intervening tree instead of the T-Rex. Allen had more luck as his Stub Pistol cracked off a shot in a cloud of smoke. The bullet struck the T-Rex in the neck, easily ripping apart the skin and fragmenting inside. Shaking free of the last tangling strands the T-Rex Ran through the rest of the rocks and got close enough to nearly charge the humans.

- Glenbrook wins Initiative
- Quinton throws Dynamite, hits with a 10 on 9+ for 8 damage. Moves up hill.
- Walter fires long range, hits 1 on 11+ for 5 damage. Stays.
- Gordon shoots and misses on 9+. Stays.
- Allen shoots Stub Pistol at long range at 10+, hits 1 crit for 6 damage. Stays.
- Cecilia shoots Derringer just at medium range through cover. Misses (one 1), needs to Reload. Stays.
- T-Rex Runs forward and clear of rocks

Turn 5 – Taking a Bite

Smelling blood the T-Rex hungrily lunged forward before anyone could react. It reached Allen and Cecilia and starting biting and snapping at them. With a mighty swing of it’s tail the T-Rex crushed Cecilia to her knees. Bones splintered in her arms from the force of the blow and she coughed a great gout of blood. Desperately she looked for somewhere to escape to but was backed by thick jungle. Instead she stayed crumpled on the ground, dazed and Stunned. With Cecilia so close Allen didn’t dare use his grenades, so instead he fired with the Stub Gun and again struck the T-Rex in the neck. Crying out for his wife Gordon recklessly fired and missed. The old hunter felt helpless against such a beast. Walter also fired but his luck had run out and the long shot went astray. Quinton clambered down the hill and unrolled another bundle of dynamite in preparation for using it.

- T-Rex wins Initiative, is in Charge range now. Moves into melee combat with Allen and Cecilia. Attacks Cecilia at 4+, hits 8 times for 8 damage, she has 1 HP left. She Flees, but can't flee off the board, so will be Stunned.
- Cecilia is Stunned. Stays.
- Allen at minimum range for Tangle Grenade, uses Stub Gun instead for 1 crit and 6 damage.
- Gordon shoots and misses.
- Walter shoots and misses.
- Quinton Reloads his Stick of Dynamite and drops hill down.

Turn 6 – Blood Frenzy

Now that the T-Rex had reached the human line chaos reigned. The hunters became disorganized in their panic while the T-Rex busied itself with killing and feasting. Ignoring the wounded Cecilia the dinosaur grabbed Allen in it’s jaws and bit down, snapping his spine and rupturing his internal organs. With a strangled groan Allen blacked out from the pain before being swallowed whole. Opening it’s blood flecked jaws the T-Rex roared victoriously, and to the humans eyes seemed to gain strength from the kill. Meanwhile Cecilia limply pulled a Medpack from her waist pouch and started applying the various bandages and salves to her shattered frame. After tying off the worst wounds she tried to crawl away from the towering T-Rex, hoping to clear the way for her friends to shoot. Although the T-Rex appeared distracted, it’s predatory instincts meant it instantly stomped one heavy foot down on Cecilia as she crawled. When the clawed foot was raised her dead body was barely recognizable. Again crying his wife’s name Gordon fired at the T-Rex, but his aim was hopelessly spoiled by his anger. Quinton lit the Stick of Dynamite he had prepared and threw it towards the beast, but it detonated early and harmlessly showered the ground with shrapnel. Thinking he might have better luck if he got closer, Quinton advanced towards the slaughterhouse of the hill. Finally Walter squinted at Long Range and fired, but missed as his hands shook upon seeing Cecilia’s crumpled body.

- T-Rex wins Initiative. Uses Inspiring Shot, and goes for Allen instead of Cecilia. Hits 3 crits plus 4 normal for 11 damage. Kills Allen outright and gains 7 HP.
- Cecilia uses Medpack on herself. Tries to move out of combat so everyone can hit without modifiers. Snap Attack from T-Rex hits her 8 times, she is dead.
- Gordon shoots and misses at 8+ with a 7. Can't move down cliff (not enough MV).
- Quinton moves forward and throws Stick of Dynamite, misses.
- Walter stays and shoots Long Range, misses all.

Turn 7 – Victory
From his elevated position Gordon was practically looking the T-Rex in the eye. Filled with despair at his dead wife Gordon raised his rifle in steady, tired hands. Firing he struck the dinosaur directly in the eye, scorching the beast and causing it to reel in agony. Taking heart from his friends efforts Quinton moved to the edge of the volcanic rocks and fired his Blunderbuss upwards at the T-Rex. Shards and scraps pelted the dinosaur, opening numerous small lacerations. Still behind the hedge Walter fired again, this time his shot struck home and tore open the T-Rex’s small arm. Bleeding and broken the T-Rex looked ready to slump to the ground, but defiantly surged forward and tore at Gordon. The jagged teeth sank into his arms and shoulder, but the T-Rex was too weak to hold the bite so he escaped with his life. Defeated and broken, the dinosaur slumped to the ground.

- Glenbrook wins Initiative
- Gordon shoots Short Range hits with crit for 8 damage, moves to the left.
- Quinton moves to edge of the rocks, shoots Blunderbuss and hits on 9+ for 6.
- Walter stays and shoots Long Range, hit 1 crit for 6 damage
- T-Rex is technically dead
- Still attacks Gordon, hits 2 crits and 6 normal for 11 damage, fails to kill

And with that, victory for the hunters…but at such a high cost.

Fanart of travelling methods

Got some more cool fanart today, this time from cody20 who has been a big proponent of the game. Always great to see works like this! Traditionally “fast” travel in Dinosaur Cowboys is done via Flappers (Pterosauria) and Swimmers (Nothosaurus), but USA 2285 is a big place so old fashion steam boats and blimps would be perfect for the cowboy feel!

Cool Aztec-style figure


From the great DakkaDakka thread brimming with cool dinosaur/cowboy related figures.

Caught in the Crossfire

A new rule for your reading pleasure today. The basic idea is if you can draw a line between two allies and there is a target in between they are “caught in a Crossfire” and both allies get +2 bonus Attacks. That bonus is pretty high, but that helps act as a motivator to maneuver and position Posse members on the battlefield. This one will require some testing before it makes it into v1.0, but it should be a fun improvement if it works out okay. My main motivator was Flanking in Dungeons and Dragons and all the player focus around achieving a flank. I think rewarding tactical play (already done with Surprise Hit where a bonus is given for attacks from behind) is a good method for ensuring the match doesn’t turn into a slug fest of entrenched characters.


Crossfire
When trying to catch a target in a Crossfire first measure a straight line between the attacker, the target, and an allied character. If both attackers have ranged weapons (that are in range) and none of the entities involved are in Melee then the target is in a Crossfire.
While the target remains in a Crossfire both attackers gain +2 Attacks.

Gearing up for Fiction

Dedicated readers might remember that back in 2009 I had the spark of inspiration to make something with dinosaurs and cowboys in it. That spark was thanks to National Novel Writing Month (Nanowrimo), which is a great initiative where you try to write 50,000 words in the month of November. That’s 1,667 words a day. The genre and format can be anything, although normally a book is preferred.

So with November almost here I thought what better topic than Dinosaur Cowboys? But instead of one long winded story I’m going to create various fictional short stories that help flesh out the background and history of the game. I’ll be uploading the fresh-off-the-presses (aka full of typos and grammatical errors) short stories as I go once November is here, so check back to the Fiction category often.

Anyways for now I have a few ideas for short stories, but some plot ideas, characters, or locations would be a great help:

  • Neotechnoist life inside The Wall and escaping into the wastes
  • Exploring the sunken ruins of San Francisco on the coast
  • Escorting a dinosaur caravan and defending it against bandits
  • Young Savage trying to hunt a Sabertooth Cat

I could basically keep typing story ideas forever because there is so much to do with the world. I think this initiative will be fun (because Nanowrimo always is, even if it’s a bunch of effort too!) and will help flesh out the background and give players and fans a better idea for their own campaigns or standalone games.

PS: Totally missed my self imposed October 10th deadline for releasing v1.0. Turns out Thanksgiving weekend is more about socializing instead of last minute playtesting. Look for v1.0 before November though, since I want to be able to focus on writing fiction not rules for that month.

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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


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

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

Helping New Players Rate Posses

Making Posse Selection Easier For New Players While Not Overwhelming Them With Long Blog Post Titles
You may think the complex graph to the right is rather complex, but when introducing a new player the idea of building or choosing a Posse is equally overwhelming. IP and ND are great measurements of the power/skill of a Posse, but it’s hard for a new player to look at a roster and go “Okay these guys are mostly geared for close combat”.

To alleviate this I recommend a simple system of adding up all the statistics for a Posse to give an idea of where they differ. For example if the total Movement of the entire 5 man Posse is 35 we’ll know they are much faster than normal, since an average 5 man Posse would have 5*4=20 MV. By doing this for every statistic you can help new players see trends when evaluating a bunch of pre-built Posses.

So first of all add together the MV for all members of the Posse and record it somewhere on the sheet. Do the same for AR, BRV, and HP. For MMC and RMC you will have to do this a bit differently since lower is better, so subtract the MMC and RMC from 12 (for example 4 RMC would count as 8 [12-4]). By the end you’ll have a big set of numbers for each statistic. These can be compared to the default, min, and max stats for the number of characters in the Posse. Here is the chart that you can compare to:

For example if you had a Leader + 3 Members who were ALL Dusters, then their MV would be 3 MV * 4 char = 12. You could then look at the Default MV column for Leader + 3 on the chart above to see 16, meaning that the Posse you’re evaluating is slower than average. This helps evaluate at a glance without having to explain “What is a Duster” to a player who might already be overwhelmed with the idea of rolling D12s :)

Pre-Built Posses and Characters
Why do I mention pre-built Posses? Well, when you’re just starting or just trying to introduce someone to the game you want to make it as easy as possible to join in. As part of that the most veteran player would likely create some pre-built Posses that other newer players can choose from. This is a lot easier than a player who doesn’t know the system trying to build their own characters. Simply describing the Posse can help, like “This is a close combat Posse, but they have a sniper here” or so forth, but having some numerical comparisons from the system above doesn’t hurt.

Another option is to have pre-built characters that can be combined into a Posse, which is a good second step for players who aren’t fully ready to make their own Posse. For example you could have a “Sniper” character with related stats, traits, and weapons with an IP and ND total, and a player could simply hire that built character instead of customizing one of their own. Once they have 100 IP and $1,000 in hirings their Posse is done.
I eventually want to help with this idea on the blog by giving simple pre-built characters that can be thrown together into a Posse, so stay tuned for that. It relates back to the early days of Dinosaur Cowboys when I created generic “Hirelings” with preset stats and equipment. I might also include some generic enemies for the campaign/RPG side, like Sabertooth Cats, bandits, and non-recruitable dinosaurs. If I complete The Saloon (my idea for web based Posse creation software) I’ll be able to pump out these characters even faster.

Back in the saddle

Well I’m back in the saddle after my week vacation. I’m still hoping to get a final stable release out for October 10th, but that might get pushed back because I have a friend’s wedding to go to this weekend.

Anyways as I mentioned in my post about the v0.91 preview I integrated my sepia images into the rulebook. I’m still not entirely sold on the idea because it has the downside of bloating the PDF file and maybe doesn’t even add much in terms of style. The image to the right gives you an idea of how these have been integrated.

I’m hoping to get a playtest in this week and over the weekend and then be in a position to release v1.0 on Monday. Although I would like to do a full battle report for it I might skip the photos and writeup this time because it takes significantly more time, and my focus in this case is testing the latest rule changes as compared to showcasing the game. I’m sure once I get v1.0 done I’ll have plenty of battle reports coming for that.

Not much other news on the Dinosaur Cowboy front. I migrated my previous RPGGeek item to BoardGameGeek instead (link) after some discussion on where it belonged. With luck I’ll get some user contributions in the form of images and session reports and so forth.

A reader pointed me to Paraworld, a semi-cheesy 2006 RTS computer game that involves dinosaurs. I’ll have to find a copy and give it a shot, since any rare supporting material I can find for the genre is worth checking out.

Incredibly awesome figure “Ruby”

I was pointed to this on DakkaDakka, but it’s from Studio McVey. Although it’s not a recognizable dinosaur, the slightly sci-fi feel to the cowgirl takes it to the next level. I remember Mike McVey’s awesome Warhammer Quest diorama from White Dwarf way back in the day, so it’s great to see he’s still sculpting and producing fine works.

(Note: Scheduled vacation post. Back October 4th)

Zombie Dinosaurs?

The zombification doesn’t hugely interest me, but the concept art of cowboys and dinosaurs is, of course, great. This is from a canceled video game called Dinosaurs vs Alamo (of which there are but a few scant details around).

(Note: Scheduled vacation post. Back October 4th)

Preview of v0.91

NOTE: v1.0 was released on October 31st, 2011, so use that version instead.

Since I’ll be working hard on getting a final release out by October 10th I thought I’d show folks how the rulebook has been shaping up since v0.91.

There a bunch of minor changes and editing, but the biggest two changes are: Dinosaur rules have been hugely updated (Discipline, Breeds, new roster layout, etc.) and I tried putting in my historical sepia images. Here are some other highlights:

  • Added Dinosaur Discipline, Breed, and other rule changes and clarifications.
  • Added historical images throughout the rulebook for flavor.
  • Added fan made Overland Map thanks to Felix.
  • New headers and example box formatting and page numbering style.
  • Changed Stopped/Stunned to disallow the Movement/Action phase respectively.
  • Clarified Fleeing through an enemy entity is considered impossible so Stunned instead.
  • Added Fan the Hammer special ability to Six-Shooters.
  • Added Scattergun, 10-Pound Cannon, and Field Gun weapons.
  • Changed AR 4 armor to reduce MV by -1 (instead of 0), cascaded change down to AR 7.
  • Edited and updated the History section.
  • Capped Hitpoints at 50 instead of Unlimited.

Anyways I’d like some feedback on the image integration (does it look good, does it print well, how do you feel about the increased file size, etc.) and the new Dinosaur rules (does Discipline work over Bravery, is Panic Movement fun or tedious, etc.). If all the rules make sense and continue to playtest well this is probably what v1.0 will look like. I mean I’ll have some more eye-for-detail editing and dozens of re-reads to make sure everything makes sense and flows well, but yeah, getting close!

Download the Dinosaur Cowboys Rulebook v0.91 Preview and let me know what you think!

(Note: Scheduled vacation post. Back October 4th)

Poking and prodding a finished game?

After mulling over the idea of Grit for a while, I realized something: Given a long enough timeline I’m going to prod this game to death (thus the dino-prod image to the right). What I mean is if I keep looking for stuff to change or improve or edit I’m going to find it…or fabricate it. Hitpoints worked perfectly well (as Red_Starrise pointed out yesterday), and yet here I am coming up with a different mechanic for them. Sure it’s a neat mechanic, but it’s also more complex (both to learn and to use), and that gets away from my original goals for the core rulebook.

So what does this mean for Dinosaur Cowboys? It means that I need to just say (in a western accent) “These here rules be done!”, release v1.0, and bask in the glory of completing a project. Otherwise I’ll keep coming up with new ideas and new mechanics that I’ll try to shoehorn into this game just because it’s my current project. Normally I’m so incredibly ready to be done with a game, but with Dinosaur Cowboys it’s different because I’ve really enjoyed the process, still like the setting, and generally think it’s one of the most solid rulesets I’ve come up with. But my brain keeps churning up new ideas, and forcing them into a nearly-finished project is probably not the best strategy.

I was aiming to release v1.0 by the end of Christmas, but instead I think I’ll try to wrangle ‘er up before the end of October. Maybe even by Canadian Thanksgiving (it’s kind of western…) which is October 10th. Having a deadline is a good idea since otherwise I could see floundering around, making small tweaks and needless changes and so forth until the year 2285.

The downside to finishing the rules is it’s hard to maintain outside interest and fans of the game without continually releasing or updating something. A game that never changes is kinda hard to get psyched about, I guess. Maybe that’s why splatbooks were so common for D&D and the like. I think this blog will be less active after v1.0, and probably more focused on battle reports and the like. We’ll see how that all pans out when I get there.

So what I’m saying is v1.0 of Dinosaur Cowboys will be available October 10th, 2011. Set your sun dials, boys and girls.
OCTOBER 11th EDIT: Whoops that was a lie. End of October instead!

Vacation
And on that note I’m going on vacation, since nothing is as productive as not working, haha. I’ll be out next week, but have scheduled two image based posts for September 26th and 29th. Until then, cowboy…

Variant Rule: Grit instead of HP

Brainstormin’ on HP
Recently I’ve gotten a few discussions going around the web about alternatives to Hitpoints in games, specifically in this game. So I figured why not have one more discussion in the form of this post…

RPGs have an easier time of it because they can afford more complex rules (like the mess of addition the Green Ronin ‘Toughness save’ is). For skirmish I see a too-light version where a model can die pretty easily, such as the Knocked Down / Stunned / Out of Action approach of Mordheim or the Flesh Wound of Necromunda. I wanted to have SOME survivability to models, so I went for lower levels of Hitpoints. Now however I’m reconsidering that.

Variant Rule: Grit
Instead of Hitpoints each character has a new Grit statistic. This statistic would be a die type, with lower being worse, such as D4, D6, D8, D10, D12. When they take damage they make a “Grit Save” which succeeds if they roll their Grit die greater than or equal to the incoming damage. If the save succeeds nothing negative happens. If it fails or the damage exceeds their Grit die they need to mark a location as Hit. There are 4 locations: Legs, Left/Right Arm, Torso that correspond to a statistic on the roster, specifically: MV, RMC, MMC, AR. Tracking which location is hit would be done through checkboxes put underneath the statistic on the roster. When checked that location is damaged and they suffer a corresponding penalty of -1 MV, +1 RMC/MMC, or -1 AR. When all 4 locations are hit they are dead.
For Example: Peggy is hit for 5 damage and has D8 Grit. She rolls the D8 and gets a 7, which is successful (7 > 5). If she had rolled a 4 or less or had D4 Grit (too low to save) it would have failed. Upon failure she might choose to mark her Movement (Legs) as hit, which would make her have -1 MV for the rest of the game.

Analyzing the Rule
This might make people TOO hard to kill, since with a high enough Grit (for example D12) and crappy enough damage from the enemy you wouldn’t even be hit ever. I think balancing Grit and possible weapon damage would be the hardest part. High Armor was balanced by imposing Movement penalties, and high HP costs a ton of IP or Traits, and even still you can’t get a massive amount right away. But with Grit you could maybe power up to D12 early on by making huge sacrifices, but then they’d be invincible basically. Well I guess there is still the chance they roll poorly on the save itself.
I also don’t like the system because it’s one more roll. One of my biggest complaints with Warhammer 40k is how much WORK it is to shoot something. I don’t want DC to become like that too.
In all honesty I think I just really like this mechanic, so maybe I’ll use it in another game in the future instead of trying to force it into this game at such a late date. Either that or edit up and paste the above block into the rulebook as a variant, which is the most likely case.

In Other News…
I played through the The Great T-Rex Hunt I outlined a while ago. It was pretty fun and had a different feel to it, but was more a numbers game of whittling down the t-rex before he could one-hit-kill the entire Posse. I’ll be posting those pictures and write up soon, and hopefully getting a more traditional game in with the new Dinosaur Discipline / Breed rules. Ideally I’ll play and report on at least one DC game per month. If everything works for the latest revisions I think I might be almost at v1.0 too, woot (or “yeehaw!” if we’re going for flavor).

Feeling Famous Now

I’ve always been a fan of the website Board Game Geek. They certainly are Eurogame-centric (as most boardgamers are) but they still have great resources and communities for smaller, older, or out of print games. Plus it’s fun to read up on a game someone told you about and see what the buzz is around it.

So it’s with great pleasure I announce that Dinosaur Cowboys got added to the BGG database. That’s right, all approved and added and official looking. Feel free to see and contribute to the new Dinosaur Cowboys BGG item.

I’ve been asked a couple of times about possibly setting up forums somewhere for discussion. I try to get discussions going at half a dozen websites, so that’s definitely a valid request. To that end I’m making the BGG forum for Dinosaur Cowboys the de-facto place to discuss ideas, traits, adventures, game sessions, etc. The link is available at the above page or in the sidebar of this blog, or you can go directly to the official Dinosaur Cowboys Forum. Hopefully we can get some lively chatter going on in there.

Rule Changes for Dinosaurs (Discipline, Breeds, etc.)

You would have though v0.9 would be late in the game to change any rules significantly, and yet here we are! I just did some pretty major revisions around the rules for Dinosaurs.
This all started when I considered having dinosaurs ignore difficult terrain last week. I realized that they have some unique characteristics to differentiate a dinosaur from a human cowboy…but not really enough cool things about them. They were basically bulky melee fighters who had a lot of HP and could transport people.

With this in mind I changed two main features of Dinosaurs: Discipline and Breed. Before I get into those let me dazzle you with the new Dinosaur Type List from the updated rules:

Dinosaur Discipline
Bravery didn’t make a ton of sense with Dinosaurs because they hardly ever took over half damage from a single attack (like in the case of a 30+HP monster). I still wanted a way to show how controlled and trained a Dinosaur was, so I added the “Discipline” stat as a replacement. Instead of duplicating a description of this stat I’ll just paste an excerpt from the rulebook:


Discipline represents a dinosaur’s ability to perform in combat while suffering pain, surprise, fear, and other trying emotions of battle. A higher discipline means a dinosaur will be able to maintain a consistent pace and direction and obey any rider’s commands. A lower discipline means the dinosaur is more likely to circle in panic and stumble around in fear.

How to use Discipline
If a dinosaur suffers damage greater than or equal to their Discipline value from a single ranged or melee attack they will panic.
Mark them with a “Panic” token. Multiple Panic tokens can be placed on each dinosaur.
For example a Horned Dinosaur has a Discipline of 8. They are hit by a Rotary Rifle for 11 damage and are therefore marked with a Panic token. During the next Activation they are hit by a Bundle of Dynamite for a further 8 damage, so another Panic token is added.

Effect of Panic
When marked with one or more Panic token dinosaurs will use their Panic Movement, as recorded on the Posse Roster.
For example a Runner Dinosaur has a Movement statistic of 10 and a Panic Movement of D10. If they were marked with a Panic token they would have to roll D10 to decide how far they can Standard Move, instead of using the static 10 value.

Recovering from Panic
At the end of the dinosaur’s Activation remove 1 Panic token.
If the dinosaur is mounted remove an additional 1 Panic token.
For example a King Dinosaur (with two passengers) has 3 Panic tokens at the start of the turn. Eventually it Activates, rolls D6 for it’s Panic Movement with a result of 2. The King performs a 2″ Standard Move and then a rider fires. The King’s Activation is done, so 2 Panic tokens are removed (1 default with a bonus 1 removed because the King is mounted).


What this means is if a dinosaur takes damage >= Discipline they use Panic Movement instead, which is a random amount similar to their maximum static Movement (so a MV 6 dino gets D6 Panic MV). Nice and simple, and the idea of stacking multiple Panic tokens is fun because it really rewards pouring fire into a dinosaur. Plus it’s an elegant way to have an easy benefit if there is a rider present (as compared to having to manually modify the Discipline stat).
To support this I had originally aimed for Trained/Untrained as a choice you could make when buying a Dinosaur. Trained would give +1 DIS, -2 HP and Untrained would be -1 DIS, +2 HP. But then Kyles Games on The Forge forums pointed out that having a version that doesn’t modify stats at all would be nice. I instantly thought of the Bandit Allegiance for humans, and then I thought “Hey why not have Allegiances for dinosaurs!” After I had completed a preliminary sketch of those rules I changed the name from Allegiance to Breed, to once again distinguish dinosaurs that little bit more.

Dinosaur Breed
Again an excerpt from the rulebook is probably easiest for this:


Choose a Breed for the dinosaur (similar to Allegiance for a human) from the available four detailed below. Apply any modifiers to the default base values for each statistic.
When marking the Breed on the Posse Roster, circle the corresponding letter in the box to the left of the Dinosaur Name field (for example “T” for Trained).

Trained
Trained dinosaurs are born in captivity or raised in a human environment soon after birth and make ideal companions. They are disciplined mounts well versed in accepting a rider and carrying them safely through battle. However they are slightly gentler after having their primal instincts suppressed.

Effect: +1 DIS, -2 HP

Untrained
Untrained dinosaurs have some exposure to humans but not enough to be fully broken into a saddle and harness. This majority of dinosaurs are this type of breed, and such an upbringing has no positive or negative effect on their performance.

Effect: None

Feral
Feral dinosaurs are wild and free and hunt through the jungles and deserts of the world. They tend to be tougher and less disciplined and think more with their stomachs than brains.

Effect: -1 DIS, +2 HP

Plains
Plains dinosaurs roam across the flat scrub land, desert, and dust bowls outside the volcanic jungle. As a result they are exceptionally fast and agile, but are less competent in a fight because of their tendency to outrun foes instead.

Effect: +1 MV, +1 MMC


After all these changes I also hugely cleaned up and edited the Dinosaur section in general to be clearer. I also had to update the Dinosaur Type List table to include Panic MV, Discipline, etc. as you saw above. And then of course the Posse Roster needed to be changed to handle all this new dinosaur info, which worked out great because it makes the Dinosaur section at the bottom just a tiny bit different looking…I’m going to laugh if later I go “Ugh these rules are ALMOST the same why don’t I just merge them?” and basically undo all my work.

But anyways here’s an example of the Dinosaur statline on the Posse Roster:

Now I’ll just playtest these rules and then you might see a v0.91 or v0.95 coming to a download near you :)