
From the Truck Bearing Kibble webcomic.
Another Milestone
Celebrate for version 0.8 of Dinosaur Cowboys is here! It’s really starting to look professional, if I do say so myself. I’ve integrated the main rules, items, and roster into a single document, and really made it shine with a logo, some snazzy flavorful fonts, new table of contents and footers, a few new descriptive sections, and most importantly tons of fixes and updates as a result of playtesting (new Initiative system, new Standalone / Campaign Game section, new weapons and also some price changes, etc.).
Anyways get the goods here: Dinosaur Cowboys Rulebook v0.8 (PDF).
Changelog
I use Subversion for tracking my document revisions, and I figured I’d share the check-in log with you, since it’s as close to a changelog as I’m going to get. The points are ordered newest to oldest, from June 14th to July 6th (I didn’t even stop for a break after v0.7 you understand).
Alternative Formats
I’m trying to move away from some of the harder-to-support file formats, but if you want you can still get the rules as ODT or DOC. Also you can download individual Posse Rosters as PDF or ODT, in case you don’t want to print directly from the rulebook (I personally like the single sheet approach).
Looking Forward
What will v0.9 look like? Well, it’ll have pretty pictures scattered throughout the rulebook, because deep down that’s all anyone cares about. I still want to test Armor as Damage Reducing instead of modifying the to-hit, but otherwise I don’t have any big changes or tests planned. Probably just get some more games in. I had looked into doing a Quick Reference sheet (as per my previous TODO), but honestly aside from the Modifiers table there isn’t anything that needs a summary or needs to easily be on hand.
Also once I reach v1.0 (my heart flutters just to write that) I want to add the game to Board Game Geek (or their spin off RPGGeek). Maybe even RPG Drive Thru as a free PDF (I should check what the requirements are for that). The more I can get the rules out the better, I figure.
Also as I mentioned there should be another battle report coming soon, and I hope to get one more after that with the full v0.8 rules (less of a playtest and more of a, well, flat out “play”).
Recent Playtests
Like I said I was busy pretty much all weekend, but I did squeeze in two playtests. Both pitted the Drylands United Cattle Company against The Lost Platoon, and both were Level 2 Posses. The table setup remained the same for each match with a large building to the east and a thick scattering of hills elsewhere. I took photos and recorded Activations for the first games, so expect another battle report coming soon. The second game was a rematch more than anything, so I just powered through it without a turn by turn account, which helped since I could get a real test of play time (the game took 27 minutes).
Decided on Initiative and Resolution
Anyways I think the two playtests helped me decide on two big rule issues I had wondered about: Initiative and simultaneous resolution. I’ve decided to go with a new Initiative system and to leave combat resolution as it is (so if you kill someone they are removed instantly, instead of at the end of the turn). The Initiative system is similar to before, except instead of rolling at the start of each turn you roll off at the start of each Activation. This helps numerically unbalanced teams since you can compare the number of un-Activated entities on an ongoing basis, instead of once at the start of the turn where it can be out of date.
Damage Reducing Armor? MMC for Ranged in Melee?
I did come up with two other possible big changes:
Damage Reducing Armor?
I’ve considered the first point before during the long process of choosing what exactly Armor means. Inititally there was no Ranged Miss Chance and Armor was the value you had to roll against (it was higher back then). But then with RMC and MMC I went to a modifier approach where it simply makes the target harder to hit. A lot of people have qualms with this approach in modern/sci-fi games, since arguably (well, technically) having a kevlar vest doesn’t mean you won’t get hit, it means the bullet won’t do as much damage.
So now I’m considering whether Armor should be damage reducing. Aside from all the flavor reasons, the main upside I see is it would further streamline the combat process. Right now the real world implementation of the rules goes like this:
Player A: “Alright I’m shooting, *measures distance* 18″, so that’s Long Range. You’re in Cover, so -1 damage. What’s your Armor?”
Player B: “*checks sheet* Just 1 for this guy”
Player A: “Okay so RMC of 6, two mods which means 8+ to hit. *rolls and high fives because Dinosaur Cowboys is so much fun*”
The second line above is my concern. Having to check with your opponent to do your OWN shooting is kind of a bother. In a sense it helps involve your target in the attack, but it’s also kind of a hassle since you can’t just independently figure out what you need to roll.
Anyways in terms of mechanics I don’t think much would need to change. The IP cost to increase Armor would probably go up a tiny bit (12 instead of 10 most likely). Otherwise the rules are pretty close to what is needed.
The main downside I’m worried about is 0 damage attacks. Nothing is more frustrating to a player than rolling a bunch of dice, hitting something, and then doing nothing against it. I mean the opponent is happy, but it just feels like a wasted shot. Right now the damage per shot seems pretty high, so reducing it by 1 or 2 probably wouldn’t be too bad. Also it’s extra math, which can be annoying…although I can’t say TOO much against that since Cover and Elevation both modify damage, and if they do it why can’t Armor?
Definitely something to playtest.
MMC for Ranged in Melee?
Right now I’m having a tough time striking a balance between ranged and melee. I flat out don’t want melee to be more powerful than ranged, because no one in the wild west won a draw by punching the other guy at one hundred paces. Melee does have some benefits, like you aren’t going to have a bunch of modifiers to hassle with, the attacks are normally fairly damaging for the price, etc.
Dinosaurs also factor into this, since you are basically obligated to push forward and get to grips with the enemy to be effective, so Melee NEEDS to be considered. And after running across the board (3 or 4 feet of space to cover sometimes), shedding HP and maybe even having some casualties, the last thing you want is to get stomped in close combat by someone shooting you in the face.
So to that end I’m considering changing how guns/ranged weapons in melee work. Currently there is a +1 Miss Chance to Ranged in Melee, so it’s a bit harder to hit your target. What I’m considering instead is using MMC in place of RMC for ranged weapons in melee.
This feels a bit more realistic, and would also mean those 5 RMC/8 MMC snipers wouldn’t be so hot in close combat. But it opens up ranged weapons as viable melee weapons, whereas right now they aren’t. I mean if you’re using MMC anyways, why not save money and get a gun and shoot as you advance and still get to use it in close combat? So I’d probably have to leave the +1 penalty in there.
I’m lukewarm about this idea since it starts to blur the line between what exactly RMC/MMC stand for, and whether they are interchangable or not.
Smaller Changes
As usual I have a growing list of TODO items based on my recent playtesting and brainstorming. Completed items are retroactively marked with a bold asterick.
Anyways that was a long post, but yeah, keeping on with the rules improvements towards that wonderous v1.0.
You know how I mentioned that I wanted to put more images in the rulebook to spice it up and break up the big walls of text? Well originally I had planned on using old, real-world photographs from the west thanks to the digitized Library of Congress archives. I would try to use the photo “as is”, but since I’d want some consistency I’d more likely end up applying Gimp’s “Old Photo filter”. Doing so would result in something like this:

However I was thinking more about this, and heck why not use photos from my playtests, or from actual photoshoots I could do (with a tripod and proper lighting). The result would be similar to this photo (which was actually from another project of mine):

Definitely worth considering, since with some tweaking I think I could get a really nice effect going on.
Posse: The Lost Platoon
Level 2, IP 130, $1,500
I went for a higher starting Neodollar value for this gang, mainly so I could try out a Thickskull dinosaur ($500 on it’s own).
My theme for this Posse was a Neotechnoist patrol that got lost in the deep jungle near The Wall. Over time the patrol slowly lost men to dinosaurs, hostile savages, and jungle disease. Finally only a few remained, the “Lost Platoon” as it were. The Captain’s sanity dwindled alongside the patrol’s numbers, until they became an unreliable, rag tag mercenary band.
As before I looked in my figure case to get inspiration, and stumbled across an old set of 8 metal Warhammer 40,000 Imperial Guard figures (old enough that you’ll have to excuse my amateur paintjob). I went for a Captain (named Captain Gunfire…certainly a nickname of an insane man) with a fancy jacket and hat, a second-in-command looking fellow with his hand up (loyal, and slightly slow Colonel Higgins), a basic rank and file trooper (uncertain but dedicated Private Jacbos), and a special weapons soldier (The Phoenix, equally insane as Captain Gunfire). Definitely less of a “traditional” wild west gang, but they still have their place as Neotechnoist flavor.
As I mentioned I wanted to try out a Thickskull dinosaur, which I aptly named “The Ram”. The idea was he was harnessed and trained during the patrols long wanderings in the jungle.
For strategy I thought a split between range and close combat would be good. Captain Gunfire and Colonel Higgins would ride The Ram into combat, with Private Jacobs as midline support, and The Phoenix off on his own or back a bit to lay down suppressive fire.
Creating Captain Gunfire
As before I started with my Leader. I didn’t feel that I needed to sink a ton of IP into him, so I settled for -2 MMC (total of 25 IP) to ensure if he did reach combat, he’d have no problem hitting. I also decided to do a global +1 AR for each member, and a further +1 HP for the Captain for that little bit extra survivability. I figured that even if he started as a Neotechnoist, his Allegiance was now Bandit. In fact everyone but The Phoenix would be a Bandit. So his IP purchases were:
10 for -1 MMC
15 for -1 MMC
10 for +1 AR
6 for +1 HP
His finished statistics were: MV 4, AR 1, RMC 8, MMC 6, BRV 7, HP 11
Creating Colonel Higgins
Time for the second in command. He was basically a mini version of the Captain, so I mirrored the Allegiance and most of the improvements:
10 for -1 MMC
15 for -1 MMC
10 for +1 AR
6 for +1 HP
Like I said, basically a slightly weaker (because he lacks the Leader bonuses) version of Captain Gunfire. His finished statistics were: MV 4, AR 1, RMC 8, MMC 6, BRV 6, HP 9.
Creating Private Jacobs
My basic cadet, but someone who had also succumbed to the Bandit Allegiance. I didn’t want to spend a ton of points on him, so I settled for the global +1 AR and a -1 RMC so he’d at least be able to support kind of well. His improvements:
10 for -1 RMC
10 for +1 AR
Poor little Private, only 20 IP spent on him. Anyways his finished statistics were: MV 4, AR 1, RMC 7, MMC 8, BRV 6, HP 8.
Creating The Phoenix
You know all those points I saved on Private Jacobs? Time to blow the rest of them on The Phoenix. I visualized him as a quiet sharpshooter, which is a pretty standard stereotype in movies and books. Anyways since he wouldn’t need to be very mobile, I actually gave him Voluntary Weakness for Movement, so he dropped from 4 to 3 for a +5 IP benefit. I decided he’d stay semi-loyal to the Neotechnoist creed, so he went for that Allegiance instead of flat out Bandit. The IP purchases I made were:
+5 for -1 MV
15 for -1 RMC
10 for +1 AR
6 for +1 HP
A starting RMC of 6 certainly is nice, even if he has the classically weak HP of a Neotechnoist (7 total).
All said and done these choices left me with 2 IP leftover. Hooray?
Creating The Ram
Since dinosaurs can’t be improved using Improvement Points (their HP can be increased by paying though!) he had a standard set of Thickskull statistics:
MV 7, AR 1, RMC -, MMC 7, BRV 7, HP 18.
I certainly am digging that higher Bravery and big HP pool.
To +AR or Not
I’ve been facing the interesting conundrum with my recent Posse creation tests on whether to give members the +1 AR for 10 IP or not. I find money is normally scarce enough that $50 for basic Cloth armor isn’t always an option, whereas IP tend to be fairly abundant (once the obvious choices are out of the way).
Forcing the enemy to take a +1 penalty to hit sure is nice, and turns an average 8+ into a painful sounding 9+. All you need is to move and be at long range and suddenly they’re hitting on 11+. I mean, unless they have a sick 5 RMC like The Phoenix, haha.
Allocating Traits
Since this Posse was starting at Level 2 I got to allocate 4 Traits (3 base plus 1 for the Level Up). There was one obvious choice, and that was “Bonus RMC I” for The Phoenix, which put his RMC at 5! Definitely a nice alternative to paying the increasing IP costs to move from 6 to 5. Anyways after that obvious choice I was kind of stuck on what to do. I went for another Passive, this time “Bonus MV I” for The Ram, since it put him at 8 MV instead of 7. What’s nice about this is a Run action nets him an additional 4″ instead of 3″ (due to rounding), so a 10″ (7+3) run turns into a 12″ (8+4) run, which is a big difference. Anyways I wanted to have someone hit a bit harder, so I went for Strain Weapon with Colonel Higgins. It’s a handy Active Trait that gives him +2 damage, and is versatile enough to be either a ranged or melee weapon. Finally I went for “Go For the Eyes” (blatant Baldur’s Gate 1/2 reference) for The Phoenix, since it allows him to Critical on 10+.
Throwing Some Dough Around
Time to spend some Neodollars! Actually I didn’t have a huge pool of cash available after recruitment costs. My 3 Members totaled $600, and the Thickskull was a further $500, so already I was down to $400. I can’t complain too hard at that though.
Similarly to the creation process, I opted to buy from the top down. It seemed like the clear military patrol chain of command choice after all. The Captain and Colonel got basic 80KW Six-Shooters (still the best $10 money can buy). I gave the Captain a Shudder Lance, it does a respectable 3A-5D, but also has Knockback! The Colonel got a Long Sword (mainly to match his figure, which had a sheathed blade), which was slightly worse at 2A-4D.
Private Jacobs got a Light Pistol which I find is a nice, cheap alternative to a rifle. The high maximum long range (16-17″) certainly helps if I get in a duel with a six-shooter armed foe.
The Phoenix was next, and I sprung for a Light Repeater (I love the name so much). It’s the same stats as a Low Burst Rifle, and similar to the projectile based Assault Rifle (except it barely ever has to reload – 4×1!). Otherwise the stats are what you’d expect, 6A-1D, so a big pool of dice available (which should help get his “Go For the Eyes” Trait going).
I had $40 left over, so I sprung for Small IRPs for everyone. These handy medical packs can heal 1D6hp instantly, so basically a better Whiskey Drop.
The Lost Platoon is Ready
Another Posse all done and ready to dive into the sweltering jungle. Let’s hope I can pit them against a leveled up version of the Drylands United Cattle Company in a playtest soon…
Progress and Document Changes
Although I wanted to get to another playtest yesterday, I played D&D and then formatted the rules document instead. So still some progress, just not on the core rules themselves. The good news is the docs are looking a lot more professional.
First of all I put the new logo on the title page, added a table of contents and table of figures, added page number footers, and merged the Items.odt and Sheet-Posse-Roster.odt into the main rules document (including proper landscape formatting and margins). So yeah, going forward I’ll be distributing a single document called “Dinosaur-Cowboys-Rulebook”.
Fonts
In addition to all that tedious (but necessary) formatting work, I had some fun and added neater fonts for the main title and overall headers. The two fonts used are:
Future West (used for title)
Original: dafont.com
Mirror: Mediafire

West Test (used for headers)
Original: dafont.com
Mirror: Mediafire

So if you plan to view the non-PDF version of future rules, you’ll want to download those fonts, otherwise the title page and headers won’t look nearly as impressive. PDFs of course will have the proper fonts, and I’ll mainly be stressing that format for distribution going forward. I mean you really only need the ODT if you plan on making changes.
Anyways my “Document TODO” from yesterday is now down to a single item: a Quick Reference sheet. I realized there might not even be enough to put on it, since besides the Modifiers table you don’t need much else. We’ll see going forward though.
Next Up
Well this weekend is shot for Dinosaur Cowboys development, since I’m hitting the ol’ dusty trail for most of it. I hope to get another playtest in next week to tweak the Initiative rules.
I might also try a Posse Roster using the new fonts, to add that little bit of additional flavor. I care about readability over style though, so the smaller size might not work well for the fonts. We’ll see though.
Speaking of the Posse Roster I’ll probably make a version that is an editable PDF (or “PDF form”). I also had a wild, feverish idea of making a “Posse Builder” web application where you can spend IP and buy equipment and have the result be a nicely populated Posse Roster (since I could use the Java library iText to fill in my planned PDF form version.
Finalizing the rules comes first, but yeah, could be something fun to think about in the future.
Also as I hoped the battle report helped generate interest in the game, as did getting the rules posted on freewargamesrules.co.uk (thanks!). Hopefully I can use the forums to discuss different ideas, instead of having to blunder through and decide on the best way myself.
Well, that’s one TODO item done! I like the repeating pistol silhouette theme (since it’s used on this website and also on the Posse sheet), and the dinosaur skull looks classy:

I also managed to get the Items.odt and Sheet-Posse-Roster.odt into the main Rules.odt, which is now called Dinosaur-Cowboys-Rules.odt and has everything. I think a Quick Reference sheet would be a good last or second to last page.
Oh and I added an alternative name for the Low/High Burst Rifle as a Light/Heavy Repeater, because Repeater is such an old fashion way of saying “fast firing gun”.
Alrighty let’s pile all my TODOs together and see if I can’t get a few issues resolved and v0.8 done. I won’t have a ton of time until next week to get to these, but it’s good to keep a list somewhere.
Playtest TODO
Document TODO
Encounter Overview
This playtest encounter was between the two posses described below, spanning 6 turns and 1 hour of playtime (including taking 50+ photos and logging every action by hand, so actual playtime was probably 20-30 minutes), using version 0.7 of the Dinosaur Cowboys skirmish game.
It took place in a stretch of jungle inside The Wall near Bosler, Wyoming. The Drylands Posse was looking to rest and find work at the town, while Kirk’s Expedition were focused on big game hunting the Ankylosaurus common in the surrounding vegetation. The groups stumbled across each other as the sun was setting, and a firefight ensued.
Note on images, all of them are clickable and will open the image in a new window/tab as a 1280×960 image. You can also view the images on my Flickr set.
Posse: Drylands United Cattle Company – 100 IP, $1,000
Drylands: This rough and tumble gang was meant to represent a pretty standard group of adventurers, mostly Dusters. Their leader, Quidel, was focused on close combat with his trusty Spear and higher than usual hitpoints. Khulan was his loyal companion from years back, and the two had been knocking around the desert for quite some time. This was their tenth excursion inside The Wall, and unfortunately ended in violence much like the previous ventures. He prefers an old fashioned Assault Rifle, even with it’s potential ammo problems. Trista was a recent addition to the group, a Neotechnoist they met on an earlier trip. Her and Khulan get along splendidly, and are quite protective of one another. She’s terrific at picking off distant targets with her high tech lever-action rifle. Trask is a necessary evil of the group, for he helps them get inside The Wall, and insisted on accompanying them this trip. He’s a crude, barbaric fighter using a Club and rusty pistol to get the job done.
The plan was the form a solid firebase with Trista the furthest back and Khulan near the middle. Quidel would wait to counter charge, and Trask would either also wait or would try to charge forward and slow any advancing melee enemies.
Quidel - Duster Leader
MV 3 AR 0 RMC 8 MMC 7 BRV 7 HP 13/6, Berserker
Spear & 80KW Six-Shooter, Whiskey Drop
Khulan - Duster Member
MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 9/4
Assault Rifle, Whiskey Drop
Trista - Neotechnoist Member
MV 4, AR 0, RMC 6, MMC 8, BRV 6, HP 7/3, Try Again
400KW Lever-Action Rifle, Whiskey Drop
Trask - Bandit Member
MV 5, AR 0, RMC 8, MMC 6, BRV 6, HP 9/4, Sprint
Club & 80KW Six-Shooter, Whiskey Drop
Posse: Kirk Peterson’s Hunting Expedition – 100 IP, $1,000
Hunters: This group of hunters represented a fairly standard Neotechnoist journey into the jungle. Affluent and pompous, Kirk and his fiance Mary hired a mount (Blood Claw) and a Savage guide (Four Feather) to take them on a hunting trip, similar to how the old Victorian-era British colonials would act. Kirk is a fair shot with his father’s high end pistol, and loves exposure to controlled, limited danger that he can talk about with his friends later. Mary decided to come along to support her husband-to-be, although she dislikes the heat and struggle of travel by ground. Four Feather is a silent, grim guide who knows the jungle and it’s inhabitants well. Originally from the southern deserts, he slowly migrated towards the supervolcano, scrounging work and goods along the way. He favors the effective stopping power of a plasma powered Double Barreled Shotgun. Finally there is Blood Claw, a fine Raptor steed from Kirk’s estate. He will act as their mount (both Kirk and Mary can comfortably fit on his saddle harnesses), and also as a type of bloodhound to track any wounded dinosaurs. Able to absorb almost as much damage as the rest of the team combined, he’ll be a survivable threat.
The plan was to keep Kirk and Mary mounted on Blood Claw and move that blob of damage forward. Four Feather was built to match Blood Claw’s Movement statistic (6″), so he can parallel their advance to get his shotgun into range. Once close Kirk and Mary will dismount and find some cover, while Blood Claw continues in and hopefully locks some of the big hitters into melee.
Kirk Peterson - Neotechnoist Leader
MV 4, AR 1, RMC 7, MMC 8, BRV 7, HP 11/5, Get Up!
100KW Six-Shooter
Four Feather - Savage Member
MV 6, AR 1, RMC 8, MMC 8, BRV 6, HP 10/5, Lucky
Double Barrel Shotgun
Mary O'Toole - Neotechnoist Member
MV 4, AR 0, RMC 7, MMC 8, BRV 6, HP 9/4
Light Pistol
Blood Claw - Raptor Dinosaur
MV 6, AR 1, RMC -, MMC 6, BRV 6, HP 16/9, Bonus HP I
Claw
Table Setup
The table was 4 feet long and 3 feet wide, and covered with a variety of terrain to represent the slopes and valleys of the jungle. Both Posses deployed up to 8″ in from their respective table edges, to represent wandering on unsuspecting of the trouble ahead. Then the game began…

Deployment
I rolled randomly for table edges with Drylands getting the north table end (towards my kitchen) and the Hunters to the south (towards my door). I rolled again for deployment and Drylands had to set up first, followed by the Hunters.
Drylands: I had planned to form a solid line of firing, and the terrain lent itself well to this idea. I had a fairly well covered central hill with some open spots on either side to expose any advances. I decided to put Trista to my right (west), down on ground level. She would hop in and out of cover depending on the situation and range needed. Her 400KW Lever-Action Rifle topped out at 21″, and I wanted to start shooting it as soon as possible. The remaining three members I clumped together. Khulan was the farthest west, hopefully eventually ending up on the hilltop. Trask was beside him and would act as a buffer between any melee characters. Quidel hung out on the ground level, ready to counter charge if necessary (especially if Trask got stuck in and needed help).
Hunters: Looks like I get the unfortunate task of rushing pretty superior firepower. I decided heading in from the left (west) would be a solid idea, as I had a hill in between me and the Drylands Posse, and I eventually could use the central fences as cover. I kept Kirk and Mary mounted on Blood Claw so they could benefit from his 6″ move (9″ total if he Runs). Four Feather was off to their flank slightly, out of sight behind a hill. He would parallel their advance, and hopefully get a few shots on Trista once he got closer. Hopefully Blood Claw’s superior HP (16 total) would see me across the board.
Turn 1: Something Rustling Ahead… (Drylands win Initiative)

Drylands: My opening moves were pretty simple, considering pretty much everyone was out of range. First off was to Activate Quidel, then Standard Move him forward, followed by a Run (additional half Movement), so he edged forward a total of 4″.
Hunters: Wanting to get to grips with my longer ranged foe meant a lot of advancing. Four Feather started by Running dead ahead, which put him squarely behind the next hill. Hopping cover to cover seemed to work so far.
Drylands: Four Feather had moved just a tiny bit too close and put him exactly at Trista’s long range of 21″, after she moved up another 4″. She fired and lucked out with a single Critical hit (counts as 2 hits), +4 base damage of her rifle. Four Feather was in Cover which reduced the damage slightly, but he still took a solid 5 damage, leaving him at 5/10 HP. Since this was over half his starting HP in a single attack he needed to make a Bravery Test, which he passed.
Hunters: Getting shot so early wasn’t exactly in my plan. Nothing for it but foot slogging in! Blood Claw went for the full 9″ run towards the central fences, hoping to keep himself and his riders in cover.
Drylands: Khulan crept forward to barely get Blood Claw inside his 16″ range, shooting and hitting Mary for 1 damage. The turn ended with my last Activation, which was to Run Trask forward to eventually get his pistol and club in range.
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Turn 2: Let’s Get Crackin’ (Drylands win Initiative)


Drylands: Woot, Initiative again. I figured the closing Raptor and his mounted Neotechnoists were a bigger threat than the shotgun wielding Four Feather, so I changed targets with Trista. She opened up on Mary, hitting for another massive 5 damage. Luckily for me, Mary failed her Bravery Test and fled off Blood Claw! After this I edged Trista back down the hill, since the enemies were well within her range now. Khulan fired next, hitting Kirk for a mere 3 damage and then moving towards the big tall (2″ tall, in fact) hill in the center of the firebase.
Hunters: Really Mary? With the running away? I guess it suits her character to flee like that. Anyways I Activated her and performed the mandatory Standard Move directly away from the nearest enemy, aka 4″ backwards from where she needed to be. Still on Blood Claw, Kirk wheeled around and headed back 2″ and used his Active Trait “Get Up!” to heal Mary for 5 HP (which he can do once per encounter, as per Active Trait rules, but in this case it’s +5 HP to an Ally in 2″, thus why he had to move back). Looks like he was helping out his fiance. He continued his move by swinging back around and heading 4″ towards the front lines, putting him squarely in the fences. Trask was close enough for a long range attack, so Kirk went for it, hitting (including a Critical!) for 4 damage. Trask passed his Bravery Test though…apparently his life of banditry made him braver than soft Mary.
Drylands: Looks like the Hunters are starting to get in range of me. Trask was armed with a slightly weaker pistol than Kirk, but the range was the same, so he started his Activation by firing back at Kirk. Unfortunately he only hit 1 time, and the 80KW Six-Shooter gives no additional bonus, so his damage ended up being negated by Cover (which provides -1 Damage). Figuring I’d have better luck with the Club, I used his “Sprint” Active Trait (to get +3″ Movement once per encounter) and covered the open ground to get right behind the fence.
Hunters: Wow Trask really overextended, perhaps a turn too soon. I wanted to capitalize on this, so I edged Four Feather a little bit more eastward and a little bit more exposed than I would have liked. But it did put Trask inside the 9″ maximum range of his Double Barreled Shotgun. The shotgun only had 2 Attacks, but thankfully one of them hit so I could get the sick +5 Damage from the gun. The total of 6 damage took Trask out of action. First blood!
Drylands: Ouch, down a member. I guess I got a bit eager with the Club. Then again I could see a shady bandit like Trask not thinking his moves through too much…so maybe I can blame it on that. Anyways Quidel moved up the slope and into the trees, not wanting to make the same mistake of exposing his position that Trask did. I tried a long range pistol shot at Kirk, but missed horribly (I spent most of my Improvement Points on his Melee Miss Chance instead of Ranged, so he only had a slim chance to hit).

Turn 3: The Advance Continues (Drylands win Initiative)
Drylands: I really can’t complain with this continued streak of Initiative winning. Anyways Trista was my girl for reaping vengeance on Four Feather for taking Trask out. She moved back up the hill and fired at Four Feather, hitting him once for 5 damage, which cleanly took him out of action. The Hunters player had decided to risk not activating “Lucky” in his turn, which is too bad since it probably would have saved Four Feather’s life (basically it makes one enemy re-roll one entire set of attacks). Now the kill count is tied up.
Hunters: Time to slog Mary forward, although her 4″ Movement is so much more painful compared to Blood Claw’s 6. Anyways she did a full Run forward into the fencing.
Drylands: I was considering opening fire with Khulan, but decided to plan ahead a bit and spend his Action Phase Running up the steep hill. It was Difficult Terrain, and would require 4″ of Movement to get up. Unfortunately he only has 3″, so a Run it was. Hopefully I can use this position to stop Blood Claw from instantly charging him, since the slope will act in my favor in that case. Firing from a higher elevation certainly doesn’t hurt either (+1 Damage).
Hunters: Kirk and his mount continued forward, reaching the last fence before the final stretch to the Drylands hill. He opened fire on the exposed Khulan, hitting him for 3 damage (thanks Critical!). I immediately regretted the shot as I should have focus fired instead, but I was just too tempted by how exposed he was.
Drylands: My last Activation was Quidel, who was finally close enough to hit at medium range. This was really helpful as the long range penalty (+1 Ranged Miss Chance) was hurting his already lackluster abilities. Anyways I rolled really well, hitting 3 of 4 attacks (even at 8+), so Kirk took another 3 damage.
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Turn 4: Rip ‘Em to Shreds (Hunters win Initiative)
Hunters: Hooray, finally Initiative for once. Maybe the dice knew I was getting close to melee and favored me. Anyways Mary continued her march through the fence compound, getting into medium range with her Light Pistol. She fired at the exposed silhouette of Khulan, but missed horribly.
Drylands: Okay, time to pour fire into Blood Claw and hope he drops. My remaining three members all targetted the Raptor, who was close enough that they were at medium range. Khulan fired first, hitting for 4 damage. Trista was next, but rolled terribly and missed every shot. I used her “Try Again” Active Trait to get a single re-roll, and it was totally worth it as I hit for 6 damage! Finally Quidel shot, and unfortunately followed Trista’s example and missed with all the attacks. No fancy re-roll for him I’m afraid.
Hunters: Phew, weathered the storm. Time to charge! In hindsight I should have Dismounted Kirk before running Blood Claw forward, but after rushing across the map for 4 turns all I was seeing was red. Kill, kill, kill! Except I was 1 1/2 inches short of reaching Quidel with Blood Claw, so instead of an awesome Charge bonus I had to spend his Action Phase to Run, just to reach Quidel. Awkward. Stupid fence took a bit more than I expected to cross. Oh well, at least I’m finally in melee combat!
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Turn 5: Raptor Time! (Hunters win Initiative)
Hunters: Hey look at that, Initiative again. Not that I have any thrilling strategies I need to hide. I do get to bite and claw and stomp with Blood Claw though. I hit Quidel with all my attacks, totalling 6 damage. Too bad he passed his Bravery Test, since I would have loved their leader to flee. Anyways that used up Kirk’s Action Phase as well since he was still mounted. Really feeling stupid for not Dismounting him at the fence a turn ago.
Drylands: I guess on the bright side the Raptor is in melee with my close combat character instead of a softy like Trista. To prove his mettle Quidel used his “Berserker” Active Trait (+2 Attacks) and hit Blood Claw with 4 of his 6 attacks, totalling 7 damage and taking Blood Claw down to 2 HP. Still not enough to force a Bravery Test, but that 9 HP threshold is tough to break. Anyways Khulan turned to face the Raptor from his elevated perch, and held the trigger and turned the dinosaur into a splattered mess. Seriously crazy rolls of 3 Critical hits! 7 total damage took Blood Claw out of the game, huzzah. Last up was Trista who edged forward to medium range on Mary and fired, hitting for 5 damage and taking Mary to 3 HP left. She passed her Bravery Test (this time at least, haha), and would have been dead if it wasn’t for Kirk’s earlier “Get Up!” usage.
Hunters: That was a lot of damage, but at least it was mostly on Blood Claw and not anyone else. My last Activation was having Mary fire back at Trista, hitting once for 4 damage. Trista’s their weakest character with only 7 HP to start (good old Neotechnoists), so this caused a Bravery Test. She passed it though, alas.
Turn 6: It’s All Over (Hunters win Initiative)
Hunters: Not liking my odds now that Blood Claw is down and everyone else is nearly dead. Totally kicking myself for some dumb moves and lack of focus firing. That and having to charge 4 guns, haha. Anyways Mary started my turn by shooting at Trista. I caught some luck and hit for 4 damage which took Trista out of action. Too bad Trista did a ton of damage in all the other turns.
Drylands: Khulan spun and opened up on Mary, furious that she had taken Trista down. He hit two times for 3 total damage which was enough to take Mary out. I bet he felt pretty pleased with that. Quidel was my last Activation, and he speared the hell out of Kirk. My rolling was awesome again with 2 Criticals and 1 normal hit, plus the Spear’s base damage for a whopping 8 total damage. Goodbye Kirk, hello victory!
After Action Report
Well the Drylands United Cattle Company won against Kirk Peterson’s Hunting Expedition. At least it will give Kirk a story to tell back in the safety of his villa. Quidel and Khulan were the only two who remained in the game, with 7 and 6 HP respectively. Some thoughts from the players below:

Drylands: Victory for meeeeeee. I can’t take too much credit as the Hunters really played to my strengths. Trista got to fire basically every turn, and the expensive cost of her 400KW rifle turned into a solid investment. Khulan also did well with his Assault Rifle and didn’t even need a reload. In fact no one needed to reload the whole game, which kept the rate of fire up for sure. Quidel earned his keep by holding the Raptor and Kirk. Trask was a bit of a waste, I guess I shouldn’t have gotten so eager with him. That Double Barrel Shotgun (2 attacks, 5 damage) is one tough customer, and voluntarily moving into it’s range was silly. Still, great game.
Hunters: Alas, defeat. I feel that a couple of different decisions could have really changed things for me. I actually want to revisit my Posse from the ground up, as they are themed great but really feel lacking in terms of equipment. Blood Claw the Raptor was $400 (of my $1,000), and the mandatory two human members were a further $400 ($200 each), so that meant I only had $200 to spend on guns and armor, whereas the Drylands posse had $400 (since their human member was $200 cheaper than my Raptor). It was fun to field a dinosaur though, and that’s what counts. Anyways I really liked the Double Barrel Shotgun kill, and was impressed with how much of a difference a few inches of range makes (like Mary’s pistol compared to Kirk’s). I think using my Improvement Points to boost everyone’s Armor was a good choice, since Neotechnoists are naturally better shots to begin with so they don’t need a ton of improvement there. Definitely felt their low HP values. Good game though!
Complete Turn Log
Turn 1: Drylands win Initiative
– Quidel forward Run
– Four Feather forward Run
– Trista shoots long range vs Four Feather – crit hit, 2+4-1 (cover) = 5 damage. Passes BRV
– Blood Claw forward 9″ Run
– Khulan shoots at Blood Claw, 1 damage vs Mary
– Trask forward Run
Turn 2: Drylands win Initiative again
– Trista hits Mary for 5, fails BRV. Trista finishes by moving back down hill
– Khulan hit Kirk for 3, moves towards tall hill
– Mary flees off Blood Claw
– Kirk drops back 2″, uses “Get Up!” Active Trait to put Mary back to 8 HP, then forward 4″ and shoots Trask at long range. Hit and crit for 4 damage, Trask passes BRV
– Trask shoots long range against Kirk, 1 hit which Cover negates. Moves forward to fence with Sprint
– Four Feather moves up hill and barely in long range to hit Trask. Hits for 1+5, takes Trask out of action
– Quidel moves into trees, shoots long range at Kirk but misses
Turn 3: Drylands win Initiative again
– Trista moves up hill and shoots Four Feather, hits 1+4 and takes him out of action
– Mary runs forward after Blood Claw
– Khulan climbs hill using Run
– Kirk moves behind last fence and shoots Khulan, crit for a total of 3 damage
– Quidel shoots medium range vs Kirk, 3 hits at 8+
Turn 4: Hunters win Initiative for once
– Mary moves into fence compound, shoots medium range at Khulan but misses
– Khulan shoots Blood Claw, hits for 4 at medium range
– Trista shoots Blood Claw, misses all, but uses “Try Again” Active Trait, re-rolls for 2+4 damage
– Quidel shoots Blood Claw, misses all
– Blood Claw forward Run into melee with Quidel after Charge Move fell short
Turn 5: Hunters win Initiative again
– Blood Claw hits Quidel for 2+4 damage, passes BRV
– Quidel uses “Berserker” Active Trait, hits 4 of 6 attacks for 7 damage, Blood Claw down to 2 HP
– Khulan destroys Blood Claw with 3 Criticals, 7 damage total
– Trista moves to medium range, hits Mary for 2+3, passes BRV but at 3 HP
– Mary fires back, hits 1+3, passes BRV
Turn 6: Hunters win Initiative again
– Mary shoots Trista, hits for 4 which takes Trista out of action
– Khulan returns fire, hits 2+1 to kill Mary
– Quidel uses Spear in melee on Kirk for 8 damage, takes him out of action
Playtesting Results
This game was a ton of fun to play through. I learned a few new rule exceptions…funny how often those pop up once a person actually plays the game, even if the rules seem foolproof during writing. I made a few mistakes while playing, namely:
Definitely want to give these Posses another go, since I think a few tactical changes could have really changed how it went down. Maybe I’ll level them up and try again soon.
Anyways I hope you enjoyed the report, it was a bit of a hassle to format into this blog. Taking pictures and recording an action-by-action log was interesting though and I think added to the detail and completeness of the battle report. If you like what you read and want to give the game a shot, feel free to download version 0.7 of the rules.
I’m hoping the upcoming battle report draws in some new visitors, in which case I want to have the latest rules available. So rejoice, version 0.7 is available below. Hooray! Besides some further playtesting (mainly around possible simultaneous resolution and initiative/activation), formatting (I want to put in more pictures!), and the usual last minute editing, it’s feature complete. This is the skirmish focused version of Dinosaur Cowboys, and I really like how the rules are playing.
You can see an example game that used these rules in my Encounter at Bosler, Wyoming – Battle Report post.
Anyways here are the goods, again as OpenDocument or PDF format, or online viewing:
Rules: ODT | PDF | View Online
Items (Weapons, Armor, Equipment): ODT | PDF | View Online
Posse Roster: ODT | PDF | View Online
I got my first real playtest of the new skirmish focused changes tonight. It was a BLAST. I played my previously mentioned Drylands United Cattle Company against Kirk Peterson’s Hunting Expedition. I’ll get to that battle report soon, including a ton of pictures and a blow by blow account of the fast playing 6 turns.
Anyways I made a list of some of the issues that cropped up. Below is that list, with a bold asterick besides items I’ve already fixed:
My biggest question that arose from this list is the last point: simultaneous action or not. Currently the game plays un-simultaneously, and I tend to want to keep it that way. What this means is that if you shoot an un-Activated enemy and take them out of action, then that person can’t shoot back or act or anything. Simultaneous would mean if you take someone out of action you put them face down, but they can still Activate (if they haven’t that turn already), and then are “killed” (removed from the table) at the end of the turn.
The reason for this is sometimes the activating order with uneven numbers means two or three people can shoot at a single target before it can shoot back.
My other possible change would be around Initiative and Activation. I found uneven numbers make figuring the Activation order really tedious, especially if someone dies mid-turn and you need to figure it out again. An alternative is a D12 rolloff (similar to initiative) for every single Activation, and this continues until nothing is left to Activate and then the turn is over as normal. Basically whoever wins the rolloff Activates someone. This could mean, with luck, you activate 2 or 3 (or even 4+) people in a row. It also adds an element of chaos and uncertainty to the game, since who knows when you’ll get to go next. I think if I did this way I’d probably go to simultaneous action as well.
I didn’t have the rules printed, but I had them up on the laptop. I didn’t really need to use them though. Having the ranged modifiers table handy would have helped though, since I basically played the game without accounting for Movement (+1 RMC)…but this actually wasn’t a big deal. There was already enough movement going on, but that might have been since Kirk’s Posse was mostly melee oriented. The -1 Damage while in Cover sure was great though, since -1 Damage is a pretty big deal in the grand scheme of things.
So yeah, it’s almost like I need more playtesting :) It’s also almost like I need to eat dinner instead of playing another game, hehe.
(PS: I totally add a Blunderbuss, which is like a hobo Bazooka. 1A-5D-1×1 with Explosion)
Until I get to playtest some more I’ve settled for v0.7 as the current, skirmish based release. My most recent changes are completing the Dinosaur section (including stats and costs) and a big reformat and edit of the main rulebook. Now the headers and subheaders and so on should be a bit more consistent in their style, and also I use standardized terms throughout the doc (for example to differentiate between human characters and dinosaurs).
I still need to insert an example Posse Roster and do some line breaks, but after that I’ll be in a state to post the rules. Look for v0.7 sooooon!
For now here is the latest list of Traits and the stats for Dinosaurs (click for the full size):
v0.7 Traits
Traits are always fun since it’s easy to add extra ones later if I brainstorm some up. Right now I covered the basics pretty thoroughly I think, and there aren’t any huge glaring “TAKE ME FIRST!” choices, which is good. I’m happy that I went two 2 categories of Traits (Active and Passive) instead of my original 3 (Active, Boost, Passive).
The original Active basically were like custom Critical Hits in the sense that they activated on a certain attack roll (like 11+) and applied an effect. The downside is it’s lots of book keeping, both in additional rolls and all the extra status effects involved.
Anyways now Active are like Boost, which are just power ups that last for a turn.
v0.7 Dinosaurs
As part of the Dinosaur section I did some work around Mounting/Dismounting, so basically it’s done in the Action Phase now. And I decided to keep Dinosaurs un-improvable, in the sense that you can’t spend Improvement Points to boost their stats. However you can spend money and buy a Dinosaur with higher HP ($50 per +1 HP).
In terms of the design idea I aimed to have herbivores have a different feel than carnivores. The main distinction was in the Attacks-Damage of each. Carnivores mainly go for one big attack that does a lot of damage (similar to how real world carnivores try to “bite to kill” or break the neck in one blow, etc.). So the big boy Titan is 1A-15D (the added bonus being a single hit can pretty much gobble up an enemy). Herbivores I decided would stomp and smash and use their natural weapons, so they have higher attacks and lower damage. An example would be the Longneck (herbivore equivalent of Titan in terms of size and cost) who is 10A-1D.
My other idea for Dinosaurs was to give them plenty of Hitpoints, since they could end up being a pretty big focus of attacks. Plus it helps distinguish them from plain humans by the sheer volume of attacks they can survive.
I’ve considered doing special equipment for Dinosaurs, and might get to that later. Basically treating Dinosaurs like Vehicles in other games, so then you can get cool upgrades like “Steel Ramplate” that does more damage on a Charge or “Extra Saddle” for more mounting space, etc. This gives more customization, and also an interesting approach of inexpensive “feral” dinosaurs who don’t have equipment, or high tech Dino-Riders style mounts.
Other Recent Progress
I’ve been making some great progress of the rules. Here are some highlights, biggest to smallest:
Brawl!
Another recent change that I enjoyed was adding what I call “Brawl” melee weapons. These are attacks like punches, kicks, and shoves (actually those three exactly). Every human gets them for free, and always has them armed, so yeah, it can be a nice alternative to shooting in close combat. The damage isn’t toooo crazy, but I feel I split them pretty well. Punches are 2A-1D, Kicks are 1A-2D, and a Shove is 1A-0D with Knockback. I could see adding cool other attacks like Trip, Haymaker, Headbutt, etc. Maybe a cost in dollars to represent training that attack. But yeah, it lends a neat bar room brawl or street fighting feel to some of the melee situations.
Facing
I also put in rules that make Facing matter. So each character can only see and fire in the 180 degree arc in front of them. I’m not sold on this idea, so I’ll have to see. On the positive side I think it helps tactical play as you can outflank your enemies and actually see a bonus in that regard. On the downside measuring arcs can cause arguments, and a lot of other skirmish games seem to assume 360 degree vision/arcs. Like I said, we’ll see. I started a discussion on the DakkaDakka forum about facing in skirmish games, so we’ll see where that goes.
Anyways I’ll be posting revised rules soon (probably after finishing the Dinosaur section), so keep an eye out for that. Hopefully next week!
Posse Creation Example
As a treat I thought I’d share the creation of a Posse, in this case the “Drylands United Cattle Company”.
Each Posse has 1 Leader, 2-4 Members, and up to 1 Dinosaur. The Leader has some special benefits (stat boosts and abilities), and is kind of what the main character in the old RPG-centric version was. Members are what Sidekicks used to be.
Anyways you start with, currently, $1,000 and 100 Improvement Points (IP) and 3 Traits to distribute. Hiring a Member costs $200, the Leader is free, and I haven’t worked out Dinosaur prices yet.
Improvement Points are used to upgrade the stats of your characters. So for example you could pay 10 IP to improve someone’s Ranged Miss Chance from 8 to 7. Or you could pay 12 IP and upgrade your Movement from 4 to 5. This point buy system is kind of neat as it helps balance out the differing value of each statistic (for example boosting RMC isn’t NEARLY the same as boosting BRV).
Anyways I’ve been typing all these rules up already so I really don’t feel like going in circles over them here. Instead I’ll jump right into the example…
First I looked in my figure case to get some ideas of characters I could have in my Posse. I settled on a cloaked old man with a spear (Quidel), a commoner looking fellow with an AK-47 (Khulan), a military jungle girl (Trista), and a scruffy bandit with a blunderbuss (Trask).
I went for 1 Leader and 3 Members because it seemed to strike a good balance between a tiny few highly skilled and equipped members, or a big crowd of poorly equipped people. I mainly matched weapons with what the figures had, and tried for a general role for each, as well as a strategy overall.
In this case Quidel and Trask would be close combat buddies, Trista would be a sniper, and Khulan would be my midfield gunner.
Creating Quidel
I started with the Leader, Quidel. The base stats for any Human are: MV 4, AR 0, RMC 8, MMC 8, BRV 6, HP 8. Since he’s a Leader he gets +2 HP, +1 BRV, and the Leadership ability (basically allow an ally to re-roll).
I wanted him to be tough and survivable, since losing a Leader means everyone remaining in your Posse has to take a Bravery Test. I figured an Allegiance of Duster would suit, since that gives -1 MV and +2 HP. Then I used the following IP purchases:
10 for -1 MMC
6 for +1 HP
His finished statline is: MV 3, AR 0, RMC 8, MMC 7, BRV 7, HP 13.
Creating Khulan
My midline gunner would need pretty basic stats, but some staying power. I decided on Duster Allegiance since he wouldn’t need tons of Movement speed, and the bonus HP helps. For Khulan I made the following IP purchases:
+4 for -1 HP
10 for -1 RMC
10 for +1 AR
Notice that he sacrificed 1 HP to get some IP back (4 IP in this case). This is called “Voluntary Weakness” and allows you to offload some important stats if you’re really desperate for IP. You can do this with MV, BRV, and HP.
Anyways he ended up a slightly better than average shooter, but fairly well protected with his bonus AR and slightly better HP. Finished statline was MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 9.
Creating Trista
Time for my sniper. Neotechnoist was an obvious Allegiance choice was the -1 RMC will help a ton, plus the -2 HP penalty won’t hurt as much since I’m assuming she’ll be outside of most ranges. My IP purchases were:
15 for -1 RMC (higher than the base of 10 since I was going from 7 to 6, since she was already better from being a Neotechnoist)
6 for +1 HP
A simple enough character, and I was able to buy the extra HP to slightly offset the Neotechnoist penalty. In total her statline was: MV 4, AR 0, RMC 6, MMC 8, BRV 6, HP 7.
Creating Trask
Last up was my melee man, Trask. I knew I wanted him to be faster and to hit nice and hard. The plan is to move him up ahead of Quidel and lock down a shooter, and then Quidel can Charge in without being shot while he uses his slower movement. I figured Trask’s rough appearance means he should have the Bandit Allegiance, which provides no benefits or penalties. For IP purchases I did:
12 for +1 MV
10 for -1 MMC
15 for -1 MMC (pretty pricey at 25 total for -2, but it should help him hit)
6 for +1 HP
His finished statline looked like a beefy close combat killer: MV 5, AR 0, RMC 8, MMC 6, BRV 6, HP 9.
I had 4 left over Improvement Points, which will be handy when my Posse reaches Level 2. Now upon each Level Up you get 20 IP, 1 additional Trait, and $100. So I’ll have some options there (for example I could use my combined 24 IP to buy +1 Movement for 2 characters).
Traits and the Posse
Next up were the 3 Traits every Posse has to start with. I needed to select and distribute these as I saw fit. I decided to go for an even approach, so Quidel, Trista, and Trask all got an Active Trait.
For Quidel I chose “Berserker” which gives him +2 Melee Attacks. Remember that since it’s an Active Trait (previously called Boost Traits) it can be activated at the start of his turn, and will last until his next activation. So basically one time during combat I can get a few extra dice to attack.
Trista got the handy “Try Again” which provides a complete re-roll of Attacks. I figured this would help if I really needed to hit, or if she got a bad Reload and I wanted to avoid that.
Finally Trask got “Sprint”, which gives +3 Movement once during combat. I’d probably use this either early on or right before a Charge, or maybe just to be certain to grab cover during a really open part of the map.
Equipping the Posse
Now it was time to throw some money around. I had spent $600 of my $1,000 just on recruiting Members, so I had $400 to play with. Part of my recent work involved reducing the price of weapons so that a basic pistol is a mere $10, midrange is $80 to $120, and there are only a few super powerful weapons over $700 (for example the most expensive is the Flamethrower for $1,500).
As with generating I decided to go character by character.
Quidel got a Spear ($80), a nice midrange 4A-3D melee weapon. For ranged I decided to cheap out and just give him the basic 80kw Six-Shooter (4A-0D, but it’s $10). I think he’d probably spend most turns double moving (aka Running).
Khulan I thought I’d try a Projectile weapon instead of just Energy. So I went for the Assault Rifle ($120). It’s cheaper than a Burst Rifle, but tends to need to reload a lot. It’s 6A-1D but the Reload is 2×1, so yeah, could be painful.
Trista needed range, lots of it, so I got her a 400kw Lever-Action Rifle for $120. The range increments are pretty good at 4-10/11-14/15-21, and it is 3A-4D with 3×1 Reload. I had increased the minimum range for these weapons, so she might need to fall back if enemies get too close.
Finally Trask’s blunderbuss (on the figure) became a Club ($40), which is a solid 3A-3D melee weapon. He also got the 80kw Six-Shooter backup gun.
This left me with $20, so I decided to buy 1 Whiskey Drop ($5 each) per character. These handy items restore 2 HP on use, which might be just enough to keep someone from being taken out of action.
Posse is Done
Now we have the Drylands United Cattle Company, 4 members strong, $0 and 4 IP in the bank, and looking for a fight.
As you can see the system looks like it will support a ton of options for customization. I could have done a pure melee band, or a high tech band, or a glass cannon band, or really anything. As I said I need to finish the Dinosaur aspect, mostly around price to hire and some clarification of their rules. Otherwise it’ll probably just be tweaking and formatting. The $1,000 start price is probably too low, but 100 IP seems about right. The weapon prices might need changes, as I still feel that Melee is a bit too high for what you get. I think I’ll just have to try making different Posses and see what’s possible.
Tag Note
I’ve created a new category/tag on this blog called “Posse”. I’m hoping to use it to post complete Posses that you can easily use in your own games. Eventually I might even post the filled in Posse Roster so you can print-and-play if you like what you see.
Been a While
First of all, way to (yet again) drop off the face of the earth for a while. I was going to say for a year, but really it was just winter that I went away. Dinosaur Cowboys is often on my mind, and I’m slowly working away at the skirmish changes.
Recent Motivation
As to my current motivation for posting, you have Advanced Heroquest to thank for that. I play D&D Encounters fairly regularly, but wanted a lighter RPG for some of my friends. Advanced Heroquest was actually my first game, and I played it a ton and added a bunch of wild, custom rules way back.
But while browsing through that rulebook today I was reminiscing about Dinosaur Cowboys (this project has been going on for so long that I can reminisce about it!), because who doesn’t love rolling a handful of D12s? I think subconsciously I may have been trying to mirror the AHQ D12 mechanism…that and get away from the rash of D20 style games.
Possible Mechanic
Anyways related to all this (yes, I am getting to a point eventually…I used to be far less likely to ramble on): Exploding Dice. In the case of AHQ, critical hits while wounding Explode. What is Exploding? Well, the basic mechanic is described here.
How would it apply to Dinosaur Cowboys? Instead of a Critical Hit (unmodified roll of 12 on any of your Attacks) counting as 2 Hits, you would instead count it as 1 Hit and re-roll the dice (“explode” it), whereby the second Exploded roll could hit. Plus, in rare cases, that second roll could ALSO Explode, wherein you’d get a THIRD roll.
There are plenty of discussions on whether this mechanic is good or not. Normally it’s used with D6s instead of D12s, so that’s a factor. But in my view, and in the case of this game, it boils down to:
Arguably that was a pointless list, and this post has gone on for far too long for such a simple choice. I might leave the mechanic as is, but maybe have Exploding Dice as a variant, or at least playtest it and see.
Hopeful Playtest
Speaking of playtests, I’d like to print out two blank Posse sheets, pretty much randomly fill them in, and then give the current rules a shot. I did this way back when I was originally designing the game, but since the document is so formatted now it’s harder to make drastic changes like going from an RPG to a skirmish game.
Anyways I do fluctuate in my interest in the genre of this game, but I certainly am always a fan of the rules I’ve done so far, and definitely want to get a finished system around that. The base Attack/Damage/Critical/Reload system is great in my opinion, it’s more just the extra rules around it that take forever (like “How to Create a Posse”, “List of Traits”, etc.).
This post is meant to summarize different points of interest inside the blog so that new readers can skip to the best parts without having to browse post by post and month by month. Also a list of related media (comics, books, video games, etc.) that feature genre mixing of dinosaurs and humans in various forms.
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