Zombie Dinosaurs?

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

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

Preview of v0.91

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

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

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

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

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

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

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

A Photographic Walk Down Memory Lane

You know this project has been going on for quite a while now, basically since the first egg of an idea in November 2009. Now this blog has recently received it’s 3,000th view, which is big news for a small fries rules designer like me.
So I thought I’d take a moment and reflect on the Dinosaur Cowboy roots. The pictures below are from the first game I played of Dinosaur Cowboys, basically with some early sheets and scrap paper for rules ideas. In this case I pitted two totally made up characters against each other. Originally the game was meant to be an RPG, which is why the sheets you see are so much more detailed than the simple and elegant statline on the modern roster. I like it too because you can see a bunch of old weapons, the original damage track idea (a mechanic I love from Silent Death), and so forth. You can also see similarities though, like the weapon statline which is fairly similar to what is used today.
Anyways interesting and fun either way!

Posse: The Dust Bowl Drifters

I’ve been really lucky again with the interest shown by fans, in this case from Red_Starrise on the DakkaDakka forums who created a posse for use with Dinosaur Cowboys called “The Dust Bowl Drifters”. Below are the figures along with descriptive background text he wrote. Thanks for the effort and great results; it’s always wicked to see more people trying the game!


“The Drifters were formed by outlaw Tyler Blake in Southern Oklahoma. They’re a band of hired guns who are well known & feared for their callous nature. They aren’t really BAD guys, per se, but they sure aren’t the good guys either.”


“Tyler Blake, a former caravan guard & merchant guild soldier, he’s a West Texan with a quick temper & an even quicker draw. Local legend is that he’s gunned down 15 men, including lawmen, bounty hunters, bandits & outlaws. Ask him, he’ll tell you to mind your own damn business. Blake knows of his own dislike for killing, especially cold-blooded murder but that doesn’t stop him taking contracts to do so.”


“Silas Martin, a drifter from where, he won’t say. Martin threw in with Blake a few months back after a situation in a saloon in Odessa involving a card game. He found himself with a gun to his head after a trike drover accused him of cheating. Martin’s bullwhip disarmed the man but also cost the man an eye which wound him up in the local jail. Blake, having seen the whole thing, put up the fines to get him out in exchange for him signing on with the Drifters till his debt was paid off. Martin has an aggressive nature & is very much in it for #1. He’s always itching for a fight & isn’t afraid to shed blood. Many’s the time Blake’s had to tell him to leave the dynamite.”


“Wallaby Jones, hailing from the Land Down Under, he comes from a long line of poachers & bushmen. When the continent of Australia was mostly drowned in the great floods, his great grandfather caught a ship for America hoping to hunt some of the dinosaurs that had begun to roam the lands. He hired on with the Drifters when they passed through California hunting down Tom Mulligan, the man responsible for the Texarkana Christmas Eve Massacre. They passed through Shasta into mountainous terrain, knowing that Mulligan would be holed up in the mountains he offered Blake his skill with a rifle seeing as the Drifters were all pretty much gunslingers.”


“Pablo Ortega, a Mexican outlaw & former gun-runner, Pablo rides with Blake due to owing him his life. A gun deal went sour in Albuquerque with the local drug gang, the Esperanzas. They reneged on the agreement when time came to pay & gunned down his crew. Pablo ran into the desert & stumbled upon the Drifters camp. When the Esperanza enforcers found them & demanded Pablo, Blake told them to go pound sand. A vicious gunfight erupted in which two enforcers lay dead at the cost of Blake’s gunsmith. Pablo volunteered to take his place in repayment for saving his life. The situation earned Blake the enmity of the Esperanzas, making Albuquerque one more place he’s not welcome anymore.”

Papo Dinosaur Gallery

I thought I’d post an updated picture of my collection of Papo toys. These are super detailed and durable toys that really it well with Dinosaur Cowboys. I’ve been hoping to find some inexpensive bulk collection for herd animals and the like, but I’m never happy with the quality of others. What I think would be fun would be modeling a saddle and other features onto a few of these, at the cost of durability since then I’d have to baby them just as much as miniatures.

Full collection as of September 2011:

Detail shots:




Say cheese!

UPDATE 2014: New collection picture viewable here.

Posse: The Utah Water Rustlers

Today is a really special treat, as a forum poster has completed his own Posse using the v0.9 rules. But he went above and beyond doing just that, and actually ordered and painted up a slew of cowboy figures to go with his Ankylosaurus figure. The creator is cody20 from the DakkaDakka forums, and I really have to thank him for his interest in the game and dedication to assembling a terrific looking Posse!

Without further ado (since most of you recent readers are probably coming from the DakkaDakka thread in the first place :)) I give you the Utah Water Rustlers:


I guess this means I really need to get on having a similarly dashing looking force available for my battle reports, instead of the hodge podge of figures I’ve used in the past. Anyways with luck this won’t be the last we hear of from cody20, so hopefully I can post some bonus battle reports from him in the future!

Posse: Glenbrook’s Desert Triumphateers

Dear Sir Quinton Masglou,

I hope this letter finds you well, with both your health and your prosperity at hunting in the northlands. Cecilia and I are doing most excellent on the ranch, and have but a pair of months before the harvest season begins.

I write to you concerning the most important and wholesome of activities – that of the great dinosaur hunt. Although I have been entertaining myself teaching Cecilia the finer art of pistol shooting, my mind is never far from our fateful encounter when you visited last winter. I’m sure I don’t need to remind you how stormy the night was, or the sound of that terrible roar in my furthest field. I grabbed my bolt action rifle off the mantle and you slung a musket from your pack as we ran to the door. The image of that Tyrannosaurus Rex shall forever be with me.

Although a few hasty shots scared the beast away, I have often wondered from whence it came. As you know the area surrounding Perico in Texas is not known for the larger carnivores, mainly from our horrendous heat and proximity to the dead wastes. But I spent many a day and night restlessly researching local tales and alehouse yarns and I think I have finally discovered the home of the great beast.

To this end I write to implore you to visit me no later then two weeks hence. Bring your finest firearms and equipment and we shall track the Tyrannosaurs Rex to it’s lair and destroy it. I have already taken care of hiring a guide, a strong arm, and pack dinos for the road. I know your matters in the north are of the utmost importance, but if you could but rent a flapper and visit us we shall truly have a hunt worthy of years of campfire tales.

Yours in Arms,
Gordon Glenbrook

Setting up the Posse
So sets the backdrop for the big game hunters who will tackle the custom t-rex I created the other day. When creating this Posse I went for flavor and matching the figures instead of just raw power (which is why you don’t see a bunch of bazookas and burst rifles, haha).

The battle would take place riiiiiight on the edge of the super hot southern desert of the futuristic USA. I decided Gordon Glenbrook’s ranch would be around Perico, Texas, and the lair itself would be further south. The desert is too hot to travel during the day, even with the finest dinomounts, so it’d be a bit of a trudge for the crew.

My main priority was a believable group who would provide a cinematic battle. I opted for a full 5 members, which basically ate up my Neodollars just in recruitment costs. I decided instead to just buy reasonable weapons and equipment and hope they didn’t end up costing too much more than the T-Rex.

When I actually play this game I won’t have the figures pictured below (from Reaper Mini, but they looked perfect for a hunting group. One of these days I’ll get some hobby motivation beyond just writing rules and playing games and actually sit down and paint some cowboys. For now your imagination will have to do.

Now to the details of each member, plus their respective background information to help flesh out the characters:

General Notes
I did a lot of voluntary weakness for Bravery, which had two benefits. The first and most obvious is recovering some bonus IP that could be spent elsewhere. The second subtle benefit is that Fleeing from close combat doesn’t provoke a Snap Attack in v0.9, and against a T-Rex there really isn’t a downside to getting further away. I figured if a member doesn’t get one-hit killed, they will probably Flee next turn which can set up the rest of the team for better shots. I guess the downside is it might move the Fleeing person into perfect Charge range for the T-Rex, but it’s unlikely ANYONE will survive two rounds in melee with the beast.

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.

I wanted Gordon to be the toughest of the bunch, which was easy with his Duster allegiance and Leader benefits to HP. I matched the figure as best I could and opted for a Bolt Action Rifle as his primary weapon. In terms of stats I reduced his Bravery from 6 to 4 for +5 IP for the reasons I stated above. Otherwise the main improvement was RMC, from 8 to 6 for 25 IP (which was really 20 due to the bonus from reducing my Bravery). I figured Armor would be a waste against the T-Rex’s 4 MMC, but I definitely didn’t want to miss a shot. Besides the Bolt Action Rifle I gave him a basic 80kW Six-Shooter and a Small IRP. For a bit of benefit and a bunch of flavor Gordon took the “Big Game Hunter” Passive Trait.

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.

I went for basically the same build as Gordon for his wife. I dropped her Bravery from 6 to 4 and boosted her RMC from 8 to 6. She didn’t get a Trait, but instead I gave her the SUPER handy Stun Gun, plus a Derringer for backup and flavor. She didn’t quite match the figure (which had a shotgun), but I really like the idea of Gordon helping his wife master the Stun Gun, since it’ll be an important part of keeping the T-Rex from reaching the lines and basically rolling over the team. Anyways she ended up costing 20 IP, just like Gordon.
Plus I gave her a Medpack to try out the slower healing feature compared to an IRP.

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.

For Quinton I knew I couldn’t get his HP too high due to the Neotechnoist weakness, so I opted for a bit of armor instead. It made sense too since he’s a bit younger and bit more unsure of his abilities. Plus the figure just screams “Guy trying to be woodland-ish”. I went for a more barbaric weapon, the Blunderbuss, to try to keep the rustic image he’s been living up north. A Stick of Dynamite was a nice simple touch, and again felt like an “old school” weapon compared to lasers and the like.
For stats I weakened his Bravery from 6 to 4 for +5 IP again. Then I dropped his RMC from 7 to 6 for 15 IP, and finally gave him +1 AR for 10 IP, plus a suit of Padded Armor. I had a few points left over so I ended up giving him +2 HP for 12 IP, which counteracted his Neotechnoist frailty.

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.

Walter was pretty simply to make, and ended up being the least improved of my characters. I made him Bandit Allegiance to kind of simulate the knockabout life he’s lead. For guns the 400kW Six-Shooter seemed to make sense, although I still kind of like the 4-3 of the 300kW compared to 3-4 of the 400kW model. He’d take a Saber, and maybe could sneak in a desperate, heroic charge with it.
All I did for statistics was weakening his Bravery from 6 to 5 for +2 IP (he’s the bravest of the bunch from his travels, I figured), and then RMC from 8 to 7 for 10 IP.
As part of his “guide” image I gave him the Active Trait “Retreat!”, which will let him grant an additional +4″ of Movement to an ally within 8″. I figured this would help him get someone out of trouble a bit, and maybe he can charge in afterwards to cover their escape.

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.

Finally I had Allen. He’d rock dual pistols, that much I knew. I went for a Handcannon and a Snub Pistol, so a bit of modern tech mixed with old. I made him a Duster since he seemed more like a roaming desert wanderer than a real Bandit, although I think either would have worked. I wanted him to hit a bunch so I boosted his RMC from 8 to 6. Then the usual Bravery drop from 6 to 4. To top off his equipment I gave him Cloth Armor and Tangle Grenades. Those grenades, which apply Stopped on hit, could be a real game changer. With that in mind I actually gave him the Active Trait “Speed Reload” with the intent of throwing a grenade, free reloading, and throwing another, which would keep the T-Rex locked down for 2 whole turns. Plus of everyone he seemed the most likely to fight slightly dirty like that, and also to come overly prepared.

20 IP, $510. MV 3, AR 1, RMC 6, MMC 8, BRV 4, HP 10, Speed Reload. Handcannon, Snub Pistol, Tangle Grenades, Cloth Armor

Final Words
The last step was to name the Posse. I went for “Glenbrook’s Desert Triumphateers” because it had a fun, slightly goofy ring to it, just like most of the members (who are kind of in over their heads). With luck this expedition will be successful for the gang, and won’t just be a giant three turn buffet for the T-Rex.

All in all the Posse came out at exactly 100 IP. Due to recruiting costs of $800 I ended up waaaaaaaay overbudget. The equipment ended up being $1385, so yeah, $2185 in total. I think it’s fine though since I didn’t buy any really crazy weapons, and mostly just went for theme so it should be balanced with the T-Rex.

Anyways I’ll be playing this game through tomorrow afternoon, so expect a battle report sometime next week!

The Great T-Rex Hunt

I think I had mentioned in the past that I wanted to do a custom type of Dinosaur Cowboys game where a group of big game hunters battle a single Tyrannosaurus Rex. Well I recently bought the Papo T-Rex toy, which looks awesome:


And then I mocked up some stats for him that are equal to a new Posse, that is $1,000 and 100 IP. Now I just need to make a themed hunting Posse to take him on. I’m thinking some old British style hunter like those that went to Africa on expeditions. Then maybe his loyal friend, his wife, and two porters or guards. A classical mix of shotguns and so forth would be perfect.

As for the T-Rex here is how I built him. The original stats are:

MV: 5
AR: 2
MMC: 5
BRV: 7
HP: 24
A-D: 1-7
Cost: $500

The first thing I did to make him truly deadly was boost his weapon, for free. This was mostly a balance issue and also a fun issue, since I wanted an attack heavy roll instead of one focused on damage. So instead of 1-7 I made him 10-1. I figured this would balance with him being a single target and not having Leadership benefits. Plus it should be a BLAST to roll!

Then I started to make purchases. I opted for survivability and mobility as two priorities. I spent 10 IP to boost his AR from 2 to 3, which was a pretty obvious choice. I spent another 12 IP for +2 HP, and my remaining $500 for +10 HP for a total of 36 HP! Since his HP was so high I didn’t expect he’d ever need a Bravery Test, so I opted to voluntarily weaken his Bravery down to 3, which gave me +9 IP. Then came the big spenders, first MMC from 5 to 4 for 33 IP, just to ensure he never missed. Finally mobility which I achieved by spending 54 IP (wow!) to boost his MV from 5 to 8.

Next were his Traits. Normally a Posse gets 3 Traits, which is handy since that’s the maximum a single entity can have. So I needed to allocate 3 Traits to my T-Rex, which was a real treat. I wanted some hard hitters but some passive stat boosters would be nice too. For Passive I considered Bonus HP (always helps!), Charger (would hate to fall short), Runner (he’ll be using the Run action basically every turn he’s not in close combat), or Climber (ignoring terrain would really help his speed overall). There are a ton of Active options, like Clean Shot (pretty much guaranteed enemies won’t have previous damage when I hit them), Go For the Eyes (a classic, and with 10-1 guaranteed to help), Inspiring Shot (his only real way to heal), Lucky (could help against a brutal enemy shot), Rush (would help get to close combat, and then Slowed doesn’t matter since he’d be fighting), Shake it Off (helpful since here will likely be Slowed from Stun Guns or grenades), Try Again (re-rolling 10-1 would be sweet), Turtle (would be great when in combat already), and finally Whirlwind (if I could ever catch two enemies together).
So out of everything I opted for Runner, Inspiring Shot, and Turtle. This means he can move 8″+5″ Run, so 13″ arc. He’ll get 7 HP back after a kill one time. And finally he can boost his AR to 6 for a turn at the cost of being Stopped. Anyways that was definitely the toughest choice of the build.

His final stats were:

MV: 8
AR: 3
MMC: 4
BRV: 3
HP: 36
A-D: 10-1
Traits: Runner, Inspiring Shot, Turtle
Cost: $1,000, 100 IP

So yeah, against a new Posse he should be quite the menace. The downside is he’s likely to get shot all the time without Cover since he’s so big, but AR 3 against starting RMCs (normally 6 to 8 or so) should help a ton.
And I just wanted to say that at this rate of Papo dinosaur toy purchases I’m well on my way to being like this avid collector.

I’m hoping to write up the hunting expedition Posse tonight and then play the game sometime this weekend, so expect a battle report soon after!

Images of weapons

Thanks again to Felix for some weapon images. A lot of these (especially the six-shooter, lever-action rifle, and hand cannon) are exactly how I visualized them. They’ll eventually make their way into the rulebook under the weapon and equipment section, but for now here’s how they look.

Try to Survive (Dutch game)

I stumbled across a neat little game thanks to someone on their forum (originally in Dutch, translation here) stumbling across me. They have some great looking scenes with simple plastic dinosaurs that were painted to improve their appearance. The rules themselves are kind of interesting because the game is more about surviving for a certain amount of time (hard to tell for sure using a Google translated version of it :) ) during prehistoric times.
Regardless I thought it fit well with Dinosaur Cowboys, so here are two of their cool photos:

Anyways I’m out of here until the start of September. After that my life will have settled down enough to get steady battle reports going.

New fan made Overland Map

Felix helped me out again with a cool new Overland Map. It’s textured and really shows off the jungle feel to the area surrounding the volcano. I am fairly certain I’ll put it into the rulebook, my only concern being filesize bloat (it bumped the ODT file from ~700kb to 2.1mb). But sometimes style is worth it. I do like having consistent fonts on there (“Future West” and “West Test” that were used on the Posse Roster and Quick Reference Sheet), and I’ll likely apply them to my old, plain map as well.

See the results for yourself and let me know what you think!

PS: The full size is huge.

Dinotopia by James Gurney

Some more inspirational material, although less wild west and more Victorian era: Dinotopia. The book details a shipwrecked crew who find a lost island where humans and dinosaurs co-exist. It looks like some terrific art. I figure I might get the 20th anniversary edition when it’s released in September.

Not much else to say about that, but I did add it to the “recommended reading” section. Now to just resist the temptation to add airships (that is always, always a temptation).

Battle Report: Modoc Forest Dinoegg Heist

Encounter Overview
Deep in the Modoc Forest lies plenty of riches for those daring enough to risk their lives. Scattered amidst the thick trees and forgotten marshes are hundreds of dinosaur eggs. If a posse is hardy enough to compete with Oviraptors and other explorers they can make quite an income.
For this battle I used two previous Posses from the Keyes, Oklahoma Street Fight. In this case they had forsaken their dinosaurs to pursue rare and valuable dinoeggs. I continued their stories from the last battle, including awarding IP and ND based on the kills from before. This meant I could further test the Advancing a Posse rules.
Speaking of rules this was another v0.9 based game, which was solid enough that I didn’t even need to make any rule changes after the game. I played through the Dinoegg Heist scenario, modifying and improving it as I went. For the table I went for a big central peak that represented an area heavy with dinoeggs. Since this was deep in the forest I avoided any buildings or signs of civilization except an old set of fences (probably from a once scenic national park).
Onwards to the advancement and improvements each posse made…

Note on images, all of them are clickable and will open the image at the full 1280×960 size. Apologies for the fuzziness, I wasn’t having much luck with photos this game.

Posse: The Dusk Stalkers (previously Duskhelm Posse) – 4/196 IP, $0/1960, 6 Traits
My first order of business was to refund my Dinosaur, a plated beast named Thunderfoot. The scenario calls for foot units only, and normally I would be stuck just not bringing my dino. But in this case my opponent agreed that we could straight up sell our Dinosaurs for their original cost (including recovering any used Traits) which meant I had a bunch of dough to retool my gang with. Thunderfoot was $500, so already my bank was looking better!
In the last battle I had 2 kills which gave me a further 6 IP and $60. Not that great, but I hoped for better this round!
My purchases came first. I bought Tangle Grenades for Duskhelm, the hope being I could tie up melee focused units (or retreating enemies) and give Mitis’Heq a chance to shoot at them (with a bonus of not having any movement penalties). My next purchase was obvious, and that was a beefy 700kW Lever-Action Rifle for Redbeard The Terrible. Last match he truly was terrible, but I think his Musket was partially to blame. At 2A-7D with a max range of 25″ (with his Eagle Eye trait) I had high hopes for a few one shot kills. Survivability was a concern on my end, so two suits of armor were next. I bought Padded Armor for Duskhelm, boosting his AR to 2 (he had spent IP before to get to 1). Then Hasheen, my trust midliner, got a suit of Cloth Armor (which suited the figurine perfectly). Finally I spent the last of my Neodollars on a single SIRP for Duskhelm, since he seemed like the kind of guy to hoard the single piece of healing for himself.
As for IP, I continued the trend of greedy Duskhelm, this time spending all 6 IP to give him +1 HP, boosting him to a total of 10 HP. What’s really nice about going from 9 to 10 HP is your “half damage” value (that you need to make a Bravery Test at) goes from 4 to 5 HP, which can be a big difference on how often you have a chance to flee.
My plan for this fight was simple: win! Okay, well, mainly I wanted to try to hurt Coleman a bunch while still slinking off with a few eggs. I knew that we’d probably get in close and ugly, at which his melee monster Stone Axe excels. But Duskhelm and Mitis’Heq were becoming quite formidable, and I hoped that their firepower combined with Redbeard’s new rifle would spell disaster for anyone foolish enough to rush me. I wasn’t too worried about Oviraptors, since their “default” behaviour was simple enough to outsmart. Besides if they picked up a few eggs THEN I killed them, well, more IP for me!

Anyways my Posse looks like:
Duskhelm - Neotechnoist Leader
MV 4, AR 2, RMC 5, MMC 8, BRV 7, HP 10, Go For The Eyes, Rapid Fire
Heavy Repeater, Tangle Grenades, Padded Armor, SIRP

Mitis'Heq - Neotechnoist Member
MV 4, AR 2, RMC 6, MMC 8, BRV 6, HP 8, Go For The Eyes, Get Up!
Light Repeater

Redbeard The Terrible - Duster Member
MV 3, AR 0, RMC 6, MMC 8, BRV 6, HP 10, Crippling Shot, Eagle Eye
Musket, 700kW Lever-Action Rifle

Hasheen - Bandit Member
MV 6, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Double Barrel Shotgun, Cloth Armor

Burt - Bandit Member
MV 5, AR 0, RMC 7, MMC 8, BRV 6, HP 9
Laserbow

Coleman’s Raiders – 0/208 IP, $0/2080, 6 Traits
No offense to Duskhelm, but last fight I destroyed him. I mean come on now, I ended up with 6 kills! That’s practically enough to get another Trait slot. But yeah, from the murderin’ I dished out I got 18 IP and $180. Plus I refunded Zira (hopefully to a nice, friendly caravan) for $700 and 1 more Trait slot (since she had taken Bonus HP I).
Flush with wealth I thought the first thing to do was recruit someone new. To that end I hired “Skull” (who would be represented by my old, hilariously 1990s painted Eldar scout [I mean come on, flames on his robe?!]). That was a cool $250 for his Neotechnoist help. I was hoping to make him into a semi-sniper…certainly not on par with Redbeard, but good enough to give me a bit of range beyond Handcannons and Dinoprods.
Next I wanted to use some of my new IP, so I spent a full 18 IP to give +3 HP to Skull. Honestly I’m not entirely pleased with this choice, but wandering around with anything less than 8 HP is a recipe for disaster. Hopefully his default Neotechnoist improvement to RMC would help ensure he hit…plus I could always give him a high attack weapon. I went for the “Knee Shot I” Trait, which gives a solid +3 damage boost if the target already moved (easy enough to find that situation!).
Besides recruitment I wanted some new goodies for my posse. First I spent more money on Skull, this time for a Twin Rifle (5A-2D with a nice 18″ range makes it a solid choice. Having the “Both Barrels” special ability just makes it all the sweeter). Stone Axe is already pretty survivable with his 3 AR, but heck for a handful of Neodollars I went ahead and upgraded him to Dinohide Armor, for a total AR of 4. Crazy! Plus he matches his Dark Sun figurine even more now. His old Bone Armor was handed off to Coleman who’s AR ended up as 2. I thought Shadow needed a little something extra besides a plain pistol, so I bought him Glue Grenades. Slowing on hit is super handy, either for Stone Axe to catch someone or to just slow one of Duskhelm’s villains as they retreat with an egg! Finally Coleman got another SIRP, since his was used last match and it’s definitely a handy choice (I mean until you roll +1 HP instead of the max of 6).
I figured my posse is pretty well matched to Duskhelm, and the close in nature of the scenario should help get to grips with his slightly longer ranged members. Heck with luck I’ll get a first turn Charge with Stone Axe. Dinoeggs are still going to be my main focus, and Coleman, Newt, and Shadow will probably be my goto people for that. Skull would be a great egg carrier since he’ll probably hang back, so hopefully I’m lucky and end up near an egg.

My bigger Posse now looks like:
Coleman - Bandit Leader
MV 4, AR 2, RMC 6, MMC 8, BRV 7, HP 12, Rapid Fire
Handcannon, Bone Armor, SIRP

Shadow - Duster Member
MV 3, AR 1, RMC 7, MMC 8, BRV 6, HP 11
300KW Six-Shooter, Glue Grenades, SIRP

Stone Axe - Savage Member
MV 7, AR 3, RMC 9, MMV 7, BRV 6, HP 13, Charger, Inspiring Shot
Dino Prod, 80KW Six-Shooter, Dinohide Armor, SIRP

Newt One-Eye - Bandit Member
MV 5, AR 1, RMC 7, MMC 8, BRV 6, HP 10, Clear Sight, Knockback Shot
Stun Gun

Skull - Neotechnoist Member
MV 4, AR 0, RMC 7, MMV 8, BRV 6, HP 9, Knee Shot I
200kW Twin Rifle

Table Setup
Let us sally forth to the kitchen table! Except this time we’d be playing from the long table edges instead of the short table edges. That and the giant mountain in the middle should make for an interesting game. The table was 4 feet long and 3 feet wide, and aside from the mountain in the middle I placed a bunch of hills and trees around.

I had three dinosaurs ready to join the battle due to the scenarios Oviraptor rules. As a refresher the stats for Oviraptors are:

Oviraptor
Size S, MV 6, AR 1, MMC 7, BRV 6, HP 8, 2-2 A-D
Note: Can carry 2 Dinoeggs at once

One of the beasts will join the game on a roll of 8+ (done at the start of each turn), at which point they deploy randomly and start trying to steal eggs (either from the ground or from those foolish enough to hold dinoeggs near them!).

Deployment
Duskhelm got the north long edge while Coleman got the south edge. Both had to deploy two members within 4″ of the center of the table (aka the top of the mountain) while the rest deployed within 6″ of their table edge. Coleman had to setup first, so he got right to it. After that Dinoeggs were placed throughout the board, and a fast, fun, and vicious game began…

Coleman: Well shucks, first deployment eh. Normally I don’t mind, but this time I have to have two “forward scouts” on the main mountain. To balance their unlucky position they each started with a Dinoegg, so that was handy. I figured Stone Axe would be the best choice, but I wanted him to live through the first turn so he started up the hill a bit and in cover. His massive 7″ movement and +1″ Charge range would help get to grips with any enemies. I had considered putting Coleman up there as well, but Shadow with his Glue Grenades seemed like a better choice. Plus having Coleman in danger too early would kind of suck. So yeah, Shadow kind of in the open central part of the hill and Stone Axe up a bit from him.
Then I put Coleman and Newt One-Eye down below, as far forward as I could so they were in range to support their mates as soon as possible. Skull was off on the right flank on a hill. The elevation would give a nice damage boost, and he should be in good enough range for shots at people on the mountain. Now fingers crossed for good Dinoegg distribution!

Duskhelm: Hmm well deploying second is nice because I can basically mirror my opponent. I wanted to keep my team of Duskhelm and Mitis’Heq together, since they can throw out 12 attacks at 14″, or 16 attacks if they both Rapid Fire. That’s deadly! Plus with Duskhelm’s new Tangle Grenades I figured he’d be a great help to keep Stone Axe locked down. My real mimic was putting Hasheen and Burt in the center, side by side, so they are opposite Coleman and Newt. They would be my second wave towards the middle, or around the flanks depending on how the Dinoeggs ended up. Redbeard was off on his own in the hills, since honestly if he can’t outsnipe Skull then he really deserves his nickname “The Terrible”.

Dinoeggs: Aside from the 4 Dinoeggs in play (held by each of the members on the mountain) I rolled D6 for the additional Dinoeggs. My result was 6! So plenty of mini-objectives to go after. Unfortunately my earlier plan of using Mini Eggs chocolates to represent the dinoeggs didn’t work, so I was back to my usual glass tokens. Stupid heat melting the chocolate all over the table :(
Anyways I rolled a scatter dice and 2D12 to represent inches, and got a pretty south heavy distribution, which seems to favor Coleman.


Turn 1 – Blood on the Slopes
Unlike a lot of stand up fights in Dinosaur Cowboys, the close deploy of this scenario meant violence was imminent.
Coleman: Normally getting the first Activation on the first turn doesn’t matter a ton, but heck when I’m like six inches from the enemy’s leader I care a bit more! I put my Glue Grenades investment to good use by hurling one from Shadow to Duskhelm. The fast acting chemical struck him for 1 damage and also meant Duskhelm was Slowed (half Movement, no Run). After that I edged Shadow down the hill, since the further from short range I was the better!
Duskhelm: Glue and yellow belly runnin’? Seems par for the course for Coleman. I advanced Mitis’Heq into short range of Shadow, then opted to activate my “Go For the Eyes” Trait. As you recall this means critical hits are on 10+ instead of 12+. Definitely a smart move as I hit with 2 criticals for 5 total damage. Plus Shadow really WAS a yellow bellied dog as he failed the Bravery Test and was Fleeing.
I lucked out and won the next Activation, which meant I could keep pouring the fire on. Duskhelm was my natural choice, so he also activated his “Go For the Eyes” Trait and ALSO Rapid Fire. 8 attacks with 5 RMC base…sweet. I couldn’t quite get him to short range with Shadow because Duskhelm was Slowed, so I shot first instead. I only needed 7+ to hit, and in total I hit 4 times (including 2 criticals) for 8 damage, which killed Shadow. Woo hoo first blood. Anyways I moved Duskhelm 2″ forward after this, mainly to get closer to dinoeggs.
Coleman: Ouch a death already. Definitely a brutal pit fight up on that mountain. And who better to pit fight than Stone Axe? I moved him 7″ and then Charged 3″ more to Mitis’Heq. I got to roll 9 attacks thanks to the Charge and awesomeness of the Dino Prod, of which I hit for 4 damage. Mitis’Heq actually failed his Bravery Test and was Fleeing from this, haha.
Duskhelm: Time to get my sniper going, now that the obvious center moves are done. Redbeard edged over a bit so that he was at long range of Skull (with my new 700kW Lever-Action Rifle). Time to get my Neodollar’s worth! I hit with 1 attack but that was for 8 damage, so alllllmost a one-shot kill. Skull somehow passed his Bravery Test. And of course, since it’s Redbeard, my other attack was a roll of 1, so he needed to Reload. Even when I get him a better weapon than the Musket he STILL only shoots every other turn.
Coleman: Hey remember when I was like “I bought Skull to give me some range and maybe take on Redbeard?”. Yeah…NO! I Ran him downhill from his perch towards the nearest Dinoegg, which hopefully he could sneak off the board before another Redbeard shot whizzes in.
Duskhelm: The upside of the big mountain in the middle meant a lot of the avenues of fire were blocked. So Hasheen could safely Run towards the furthest west Dinoegg. May as well try to stay focused on the big bonus IP they provide (taking one off the board is basically like killing 3 people in terms of IP awarded).
Coleman: I moved Newt 4″ forward to the edge of the hill in the vain hopes of killing Mitis’Heq before he fled away and out of line of sight. I needed an 11+ to hit, which sucks, but I tried anyways. I got a 2 and 1 on my rolls…go me. I decided to use Coleman’s “Yeehaw!” ability to let her re-roll the 1 (so at least she wouldn’t have to Reload), but I still only managed a 6.
Coleman however had some better luck. I moved him 4″ forward which put Mitis’Heq into medium range which never hurts. I hit him with 1 critical for 8 total damage, which killed Mitis’Heq. Looks like we’re one for one now.
Duskhelm: My last Activation was for Burt. I moved him as far forward as I could, and then scoffed at my total inability to hit Stone Axe. That’s right, I needed 13+ with all the modifiers (mainly his brutally high 4 AR). So I Ran him to the edge of the hill instead.


Turn 2 – A Roar in the Distance
Oviraptor: I rolled a 9 for the Oviraptor chance to appear, so one hurried onto the board looking for dinoeggs.

The dinosaur deployed from the west table end (nearest Hasheen and the dinoegg he was approaching), 14″ down and 6″ inwards.
Duskhelm: I lucked out and got the first Activation, which probably saved me from being charged by Stone Axe. I started with Duskhelm throwing a Tangle Grenade at Stone Axe, which hit him (for 1 damage) and Stopped the melee monster. Looks like the crew around the mountain was safe for a turn! After the throw I moved him back 4″, since the further from Stone Axe the better.
Coleman: Hmm with Stone Axe frozen in the middle I thought I’d try to save Skull for one of my early Activations instead. I moved him towards the nearest Dinoegg and picked it up. He was still pretty exposed, but hopefully Stone Axe would be priority number one this turn for them. Plus I just had to keep him alive with his Dinoegg to get a bunch of sweet rewards at the end.
Duskhelm: Should I start whittling down Stone Axe or try to kill the super weakened Skull? Option two here we go! I might have considered shooting Stone Axe but Redbeard was down to his Musket, so it wasn’t worth the effort even if I did hit. Plus after moving him I could get Skull into medium range, and I only needed a 7+ to hit. I hit with a roll of 11 which killed Skull. Redbeard you’re redeeming yourself for last match (did I jinx him now?).
Next Burt moved towards a Dinoegg near the hill edge. My modifiers were slightly better against Stone Axe since I only needed an 11+ to hit. Unfortunately I missed with his Laserbow with a roll of 10. Almost!
Coleman: Time to get my reserve force in, especially since the battle seemed to be moving away from my deployment zone. Newt moved up towards the Dinoegg that Shadow had dropped, then spent a Run to reach it. I couldn’t quite pick it up yet though unfortunately.
Next Coleman moved into long range with Burt, who he could barely see around the edge of the mountain. I fired and hit for 7 damage…the Handcannon continues to impress. Burt failed his Bravery Test and was Fleeing, so that’s a bonus!
Duskhelm: I just had Hasheen left to Activate, and I was a bit stumped on what to do. I decided to try one shot against the Oviraptor, since if I could kill it I’d have free reign on the nearest Dinoegg. I moved him into medium range and then opted to use the “Both Barrels” feature of my Double Barrel Shotgun. I only needed 8+ to hit, so why not! I hit with an 8, 10, and 12 for 9 total damage, which killed the Oviraptor! That was totally some hunting safari skill right there.
Coleman: Well, better the Oviraptor than me, I guess. Stone Axe didn’t have much to do since he was Stopped, so I fired his wimpy 80kW Six-Shooter at Duskhelm at 12+ to hit. Naturally I missed.


Turn 3 – Here They Come!
Oviraptor: At this rate the Oviraptors will sweep the game…well, once they stop being killed in a single shot. I rolled for another Oviraptor to appear and had one pop up, this time from the east. 15″ down and 6″ in towards the dinoegg Burt was moving towards.
Coleman: Stone Axe is freeee! Before anymore dirty tricks could slow or stop him, I moved and then Charged him down the hill into Duskhelm. I hit for 5 damage, and Duskhelm was Fleeing (after rolling a horrible 12 for his Bravery Test).
Duskhelm: Looks like this turn will be “kill Stone Axe”. But first of all I moved Hasheen over and picked up the Dinoegg (that he so totally rightfully won after destroying that Oviraptor).
Coleman: Before Burt could Flee away I wanted to try my luck with Coleman again. I opened fire at even better mods this time and hit for 9 damage! Burt was dead as a vampire (or something?!). After that Coleman moved back towards the nearest Dinoegg, since it felt like the time to retreat might be soon.
Duskhelm: Redbeard took the turn off to Reload, first moving to the left and then getting his 700kW Lever-Action Rifle ready to rock again.
Next up Duskhelm Flees down the hill away from Stone Axe, which honestly was not too bad of an outcome since it got me out of melee. I knew I couldn’t kill Stone Axe in a single attack, so I opted to use Duskhelm’s SIRP instead. Totally worth it as I rolled a 6 for how many HP he recovered, which put him from 4 HP back to his full 10 HP.
Coleman: I kept with my plan to fallback gracefully, so Newt, dinoegg in hand, Ran back down the hill, still out of sight of anything dangerous.
Oviraptor: The Oviraptor moved towards the nearest Dinoegg, which was right near where Burt died. The beast was able to scoop up the egg, but was still on the prowl for more!


Turn 4 – Into the Sunset
Oviraptor: For once there wasn’t an Oviraptor that deployed. So just the one already on the board to wander around and steal eggs.
Duskhelm: Okay, since last turn ended up being a failure at even SHOOTING Stone Axe, I’ll do my very best to make up for it this time. My best bet at hitting him would be Duskhelm (with his 5 RMC), so that’s who I started with. I was at short range and didn’t want to make the counter-Charge any easier, so I stayed and fired. I hit 3+2+2 for 7 damage, which made Stone Axe Flee! Terrific news. Coleman had already used (wasted?) his Yeehaw! ability so he couldn’t even give a re-reroll. Anyways Duskhelm kept moving back towards his board edge, since more distance from melee never hurt.
Coleman: Well that’s too bad, since I really hoped to pin Duskhelm down this turn. Instead I Fled Stone Axe backwards, which left me without any real options. I didn’t have enough movement to Run all the way down the cliff to the safety of blocking terrain, so instead I Ran him into the cover of a little hill. Hopefully this would outdistance Redbeard or at least reduce the pain.
Next up was Coleman, who flat our Ran towards the edge of the table. That’s a good Bandit right there; got his loot and now he’s hitting the road.
Duskhelm: It seemed like we were both kind of retreating, which meant I probably only have a few more shots before the end of the game. Time to make them count! Redbeard didn’t have a Dinoegg at all, so I focused on getting him into a good firing position against Stone Axe. I moved down the slope and into 14″ on Stone Axe, but also still in 12″ range of Duskhelm (I figured Yeehaw! might be necessary to get this done). I activated Crippling Shot to hopefully slow down Stone Axe if I hit. I needed 11+, and Redbeard let me down by missing both! That’s why Yeehaw! range was important, which I totally used now to re-roll into a hit! That meant 8 damage which outright killed Stone Axe (and Slowed him, but corpses are already pretty slow).
Hasheen Ran with his Dinoegg towards my board edge, and that was about it.
Coleman: Grr that 700kW is a beast. Anyways I Ran Newt towards my own table edge for my last Activation. Into the sunset we go…
Oviraptor: The Oviraptor moved up the hillside towards a Dinoegg there.

At this point the game ended. Both Posses wanted to run their Dinoeggs off without fighting, so they did. In terms of victory The Dusk Stalkers technically won.

After Action Report
A short and savage game! The objective really meant both players were eager to keep their spoils safe instead of risk further fighting, so it ended after only 4 turns. The haul of Dinoeggs was the same for each side: 2. Coleman and Newt both escaped with one, and Duskhelm and Hasheen got one each as well. Redbeard was the other survivor but basically killed Stone Axe instead of focusing on getting a dinoegg. All the survivors were unhurt, which is a bit different than normal.
The game ran a little under an hour in length, but that was mostly because I kept taking breaks to tweak the scenario.
For 2 Dinoeggs the scenario gave 12 IP and $60. Let’s look at how each Posse did overall:

Duskhelm: 4 kills (3 Posse and 1 Oviraptor) = 9 IP, $90 + Dinoeggs = 24 IP, $180, +1 Trait.
Coleman: 2 kills (2 Posse) = 6 IP, $60 + Dinoeggs = 18 IP, $120, +1 Trait.

Game Ideas
A few minor issues that cropped up during the game and might need to be addressed:

  • Make Slowed not allow Charge (instead of just Run)
  • Armor Movement penalties start sooner? 4 AR is really tough to hit
  • Need a way to track Traits, both total and when the next one is given
  • Possible make Fleeing close combat provide a Snap Attack?

Complete Turn Log
Turn 1:
– Shadow hits Duskhelm with Glue Grenade, 1 damage and Slowed. Moves down the hill.
– Mitis’Heq moves to short range of Shadow, uses Go For The Eyes, shoots and hits for 2 crit for 5 damage. Shadow Fleeing.
– Duskhelm uses Go For the Eyes and Rapid Fire. Can’t get to short range of Shadow because he’s Slowed. Shoots 8 Attacks at medium range, 7+ to hit. Hits 4 (2 crit) for 8 damage, killing Shadow. Moves forward 2″.
– Stone Axe Charges 10″ down hill at Mitis’Heq. Hits 4 times out of 9. Mitis’Heq is Fleeing.
– Redbeard edges over into long range of Skull with 700kW Lever-Action Rifle. Hits 1 for 8 damage. Skull passes Bravery Test. Other attack roll is a 1, so Redbeard needs to Reload.
– Skull Runs down hill towards Dinoegg.
– Hasheen Runs towards Dinoegg to the west.
– Newt moves 4″ forward to hill edge, shoots at Mitis’Heq at 11+. Misses with 2 and 1. Coleman uses Yeehaw! to allow re-roll, turn 1 into a 6, still misses.
– Coleman moves 4″ forward, puts Mitis’Heq at medium range. Shoots and hits 1 crit for 8 damage, killing Mitis’Heq.
– Burt moves forward, can’t hit Stone Axe (needed 13+). Runs instead to base of hill.

Turn 2:
– Oviraptor is in! West table end, 14″ down, 6″ in towards western Dinoegg Hasheen was going for.
– Duskhelm hits Stone Axe with Tangle Grenade. 1 damage and Stopped. Then moves backwards 4″.
– Skull moves to Dinoegg and picks it up.
– Redbeard moves to medium range with Skull, shoots Musket at 7+. Hits with 11, killing Skull.
– Burt moves towards Dinoegg around the hill edge, shoots 11+ at Stone Axe, misses with 10.
– Newt moves up hill towards Shadow’s dropped Dinoegg, then Runs to reach it.
– Coleman moves over to long range with Burt, shoots and hits once for 7 damage. Burt is Fleeing.
– Hasheen moves into medium range with Oviraptor, uses Both Barrels at 8+ to hit. Hits 8, 10, 12 for 9 damage, killing Oviraptor!
– Stone Axe can’t move (Tangle Grenade), instead shoots at Duskhelm at 12+. Misses.

Turn 3:
– Oviraptor again! From east edge, 15″ down, 6″ in towards egg Burt is moving for.
– Stone Axe moves and Charges Duskhelm. Hits 5 damage, Duskhelm Fleeing (rolled a 12).
– Hasheen moves and picks up Dinoegg to the west.
– Coleman shoots at Burt again, hits 1+2+6 for 9 damage, killing Burt. Moves backwards to Dinoegg.
– Redbeard moves left, reloads 700kW Lever-Action Rifle.
– Duskhelm Flees down hill, uses SIRP for 6 HP from 4 to full 10 HP.
– Newt Runs backwards downhill with Dinoegg.
– Oviraptor moves forward and picks up Dinoegg.

Turn 4:
– No Oviraptor this turn.
– Duskhelm shoots short range at Stone Axe, hits 3+2+2 for 7 damage. Stone Axe is Fleeing. Coleman already used Yeehaw! so he can’t re-roll. Duskhelm moves backwards towards board edge.
– Stone Axe Flees backwards. Doesn’t have enough movement to Run down the cliff so he Runs into cover of the hill to try to outdistance Redbeard.
– Coleman Runs towards table edge.
– Redbeard moves down slope into 14″ range of Stone Axe, and still 12″ of Duskhelm (for Yeehaw!). Uses Crippling Shot and shoots Stone Axe at 11+. Misses both shots. Yeehaw! re-roll hits! 8 damage and Slowed, which doesn’t matter because Stone Axe is dead.
– Hasheen Runs back to table edge.
– Newt Runs back to table edge.
– Oviraptor moves up slope towards Dinoegg.

Another battle report preview

I played the Dinoegg Heist scenario last week, but was out of town for work so I haven’t had a chance to upload the battle report yet. It was one of the shorter games I’ve played since the objective meant neither team fought to the bitter end. Definitely fast and vicious and fun though.

But yeah I’m hoping to get the report formatted and posted here soon. Until then here’s a preview picture of the big mountain covered with a scattering of dinoeggs:

Also I had the rules posted on the Post Apoc Wargames forum which is great since I had found them before in regards to Wastelands. Hopefully I can generate some interest and feedback that way!