Medieval Dinosaur Howdah

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

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

Merry Christmas!

Merry Christmas

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Victory
Win by defeating The Spirit of Christmas!

Nazi Dinosaurs in “Jurassic Reich”

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

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


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

Another comic humor break


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

Fan Battle Report: Keep to the Left

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



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

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

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

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

The Syndicate march forward menacingly.

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

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

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

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

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

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

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


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

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

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

Battle Report: Fight for the Cannon

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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


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


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

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


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

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


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


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


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


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


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


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

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

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

Complete Turn Log
Read the rest of this entry »

Popular in other languages

I’ve been really happy with the v1.0 reception so far! Let’s celebrate by enjoying a rather topical alternate history Photoshop (worth clicking for the full size):

Looks like a couple of Spanish sites picked up the fun idea of Dinosaur Cowboys and posted news and a forum topic about my game. Always great
to see interest from around the world:

Also the discussion on RPGnet finally picked up which I’m grateful for since I think there are a lot of clever gamers there. Similarly the topic on The Forge saw a bit of renewed interest thanks to v1.0…and also had some ideas for v1.1. Work is never done!

Tyrannosaurus West


So apparently the above was the cover image for “Tyrannosaurus West”. Image credit goes to Chris Moreno. Apparently this was a comic from a company called Silent Devil aimed for release in 2006. But besides that scrap of information I can’t find much else, including any details of the comic issue or other images. So maybe it was just a pipe dream that ran out of money. If anyone knows or finds anything out about this comic please leave a comment here as I’m interested to see more of the actual issue. But for now we’re left with a really neato looking image that captures the panic and fear a person fighting a prehistoric titan would feel.

UPDATE: According to a comment by Chris on the original art site the comic never got passed the development stages. I guess that explains why I haven’t been able to find the actual issue. Well, at least we have the cool title page to look at!

TV show Terra Nova


I’m a bit behind the times when it comes to TV shows, so some of you may already be keeping up with Terra Nova. The show is about a dystopia future filled with pollution and overpopulation. But mankind has discovered a time rift to an alternative past timeline wherein they can “start anew” and rebuild. Why am I mentioning this in relation to Dinosaur Cowboys? Because what better place to rebuild than the prehistoric age of dinosaurs.
First of all let’s get this out there: the TV show is cheesy. It’s light sci-fi with plenty of family drama and cliches. But at the same time I knew I’d have a soft spot for the show when the youths went “OTG” which stands for Outside the Gates. Almost like they live in a walled in facility…why that’s practically Neotechnoist of them! The rough and tumble society surviving outside the gates (called “Sixers”) are reminiscent of a less cowboy-ified gang of Dusters.
So yeah, the more parallels I draw between the show and Dinosaur Cowboys the more I enjoy it. Sure they use crude projectile guns (no lasers :( ) and drive vehicles around instead of riding dinosaurs, but maybe given enough time they will change the tone a bit. Check it out if you get a chance.

v1.0 Release Still on Schedule
Anyways I’m still on track for an end of October v1.0 release. I’m hoping to get one final battle report up of my playtests, perhaps this weekend (basically my last change regardless). After that I’ll be in the thick of Nanowrimo, but with luck fans will pick up my creative slack and have some great pictures and session reports for us.

Post apocalyptic fan made table

I’ve got a real treat today from Ross (who you might remember as the creator of two great looking Posses). He has pulled together a terrific looking Dinosaur Cowboys themed table replete with rusted cars, shattered roads, and overgrown ruins. Pictures speak louder than words, so enjoy:


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.

Posse: Ross’ Gangs

Some more great fan work, this time from Ross on the Post Apoc Wargames Forum. I don’t have a lot of details on names or statistics, but I thought I’d share his two Posses he intends to use in some playtest games. Anyways great work on the figures and the toy selection, and I hope to see pictures of them in action soon!

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)