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DINOSAUR COWBOYS

Askirmishgamewhereprehistoricdinosaursmeetthenewwildwestof2285 byCarloGuglielmin v0.92011

Table of Contents
History..............................................................................................................................................5 GameOverview................................................................................................................................9 WhatisNeededtoPlay............................................................................................................9 Miscellaneous.................................................................................................................................10 GameTerms...........................................................................................................................10 Abbreviations.........................................................................................................................10 NumberRounding..................................................................................................................10 ReRolls..................................................................................................................................10 MarkerTokens........................................................................................................................10 TheTurn.........................................................................................................................................11 TurnProcess...............................................................................................................................11 Step1ClearTokens..............................................................................................................11 Step2RollInitiative.............................................................................................................11 Step3ActivatinganEntity...................................................................................................11 MovementPhase........................................................................................................................12 StandardMove.......................................................................................................................12 ActionPhase...............................................................................................................................13 Option1UseaWeapon........................................................................................................13 Option2UseanItem...........................................................................................................13 Option3ReloadaWeapon...................................................................................................13 Option4Run........................................................................................................................13 Option5Charge...................................................................................................................13 Option6MountorDismount...............................................................................................13 Combat...........................................................................................................................................14 GeneralCombatProcedure.........................................................................................................14 Step1AttackRoll.................................................................................................................14 Step2DetermineHits..........................................................................................................14 Step3ApplyDamage...........................................................................................................14 Modifiers................................................................................................................................15 RangedCombatSpecialCases....................................................................................................15 LineofSight...........................................................................................................................15 FiringArc...............................................................................................................................15 Range.....................................................................................................................................15 Reloading...............................................................................................................................15 MeleeCombatSpecialCases......................................................................................................16 ChargeBonus.........................................................................................................................16 SnapAttack............................................................................................................................16 Firingin(orinto)MeleeCombat...........................................................................................16 CombatExamples.......................................................................................................................17 BraveryTest....................................................................................................................................18 WhentoBraveryTest.............................................................................................................18 HowtoBraveryTest...............................................................................................................18 Fleeing....................................................................................................................................18 MultipleBraveryTests............................................................................................................18 CreatingaPosse..............................................................................................................................19 Step1ChoosePosseName...................................................................................................19
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Step2PosseStartingStatistics.............................................................................................19 Step3Recruitment..............................................................................................................19 Step4AdvanceCharacters...................................................................................................20 Step5AllocateTraits...........................................................................................................20 Step6EquipthePosse.........................................................................................................20 Step7FillinRemainingFields............................................................................................20 AdvancingaPosse...........................................................................................................................20 GainingMoneyandPower.....................................................................................................20 MaximumImprovementPoints..............................................................................................20 CreatingaCharacter.......................................................................................................................21 Step1ChooseCharacterName............................................................................................21 Step2ChooseAllegiance.....................................................................................................21 Step3GenerateStatistics....................................................................................................22 Dinosaurs........................................................................................................................................24 TypesofDinosaurs.................................................................................................................24 RecruitingaDinosaur.................................................................................................................24 RecruitmentCosts..................................................................................................................24 Advancing..............................................................................................................................24 SaddleUp...................................................................................................................................25 NumberofPassengers............................................................................................................25 Mounting................................................................................................................................25 Dismounting...........................................................................................................................25 MountedCombat...................................................................................................................25 Traits...............................................................................................................................................26 MaximumTraits.....................................................................................................................26 TraitCategories......................................................................................................................26 TraitStages.............................................................................................................................26 ActiveTraits............................................................................................................................26 PassiveTraits..........................................................................................................................26 ListofTraits............................................................................................................................26 StandaloneGame............................................................................................................................28 Step1DecideonDetails......................................................................................................28 Step2CreateaPosse...........................................................................................................28 Step3SetUpTable..............................................................................................................28 Step4SetUpPosses............................................................................................................28 Step5StarttheGame..........................................................................................................28 CampaignGame.............................................................................................................................29 OverlandMap.........................................................................................................................29 ADayofTravel.......................................................................................................................30 EncounterChance..................................................................................................................31 HealingandRecovery............................................................................................................31 TownsandCities....................................................................................................................31 Timeline.................................................................................................................................31 WeaponsandArmorandEquipment..............................................................................................32 Neodollars..............................................................................................................................32 BuyingandSelling.................................................................................................................32 MaximumBurden...................................................................................................................32
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SuperiorWeapons..................................................................................................................32 DeficientWeapons..................................................................................................................32 WeaponSpecialAbilities.............................................................................................................33 WeaponDescriptions..................................................................................................................35 ArmorDescriptions.....................................................................................................................37 EquipmentDescriptions..............................................................................................................38

Table of Objects
CombatModifiers...........................................................................................................................15 CharacterStatistics.........................................................................................................................22 MovementIPCosts.........................................................................................................................23 ArmorIPCosts................................................................................................................................23 RangedMissChanceIPCosts.........................................................................................................23 MeleeMissChanceIPCosts............................................................................................................23 BraveryIPCosts..............................................................................................................................23 HitpointsIPCosts...........................................................................................................................23 DinosaurList...................................................................................................................................24 DinosaurHitpointCosts..................................................................................................................24 TraitList..........................................................................................................................................27 RangedEnergyWeapons................................................................................................................41 RangedProjectileWeapons.............................................................................................................42 MeleeandNaturalWeapons...........................................................................................................43 ArmorList.......................................................................................................................................44 EquipmentList................................................................................................................................45 BlankPosseRoster..........................................................................................................................46 QuickReferenceSheet....................................................................................................................47

ThisworkislicensedundertheCreativeCommonsAttributionNonCommercialShareAlike3.0UnportedLicense

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History
PrehistoricChamber InthesavagetimewhendinosaursruledtheEarth,roilingvolcanoesrapidlychangedthe landscapewithstunningferocity.Thethickforestsandgrasslandsofwhatwouldeventually becomeWyomingwerehometosuchavolcano.Scaldingmagmathunderedthrough undergroundchasmsofsolidrock,ventingboilingsteamtothesurfacethroughnumerous geysers. Theintensityofthevolcanohadincreasedandincreaseduntilfinallythelavabrokethroughthe crustinanunmatchederuption.Anexpansivemagmachamberbelowthesurfacewasemptiedas thefieryliquidengulfedtreesanddinosaurswithequalhunger. Normallytheroofofsuchhollowswouldcollapseinwards,formingacaldera,asmagmawasno longeravailabletoholdupthethicklayerofdirt.Bychance,theheartyrockfailedtocrackand tumbleinwards,resultinginavast,scorchedchamber. Hundredsofmileswide,theroomunexpectedlyprovidedsanctuaryandshelterforweaker dinosaurs.Sooncunning,largerpredatorsinnatelytrackedandfollowedtheirpreyintothe chamber.Thedesperatebattleforsurvivalcontinuedunabatedbeneaththesurface. Smallerbeastsferriedseedsandplantlifeintothecave,usingthenooksandcranniesoftherock astheirownpersonalcellar.Sunlightpiercedthedarknessthroughporousroof,providing nourishingenergytothegrowingvegetationbelow. Intime,theshiftingEarthbroughtanewflowofunyieldinglava,buttheburningseapassed abovethechamber,warmingandcoolingwiththepassingofseasons.Unharmed,buttrappedby hardenedrock,lifetenaciouslycontinuedintheenclosedecosystemformillionsofyears. Dirtandsiltblewacrossthesolidifyingmagma,eventuallyforminganewlayerofsoilabovethe chamber.Intimesweepingforestswouldregrowandtheventingvolcanowouldbecalled YellowstoneNationalPark.ThemillionsoftouristseagerlywatchingtheeruptingOldFaithful geyserhadnoideaoftheprehistorictimecapsuleburiedbeneaththesurface. EruptionDay Onaquiet,springdayintheyear2037,theaggravatedsupervolcanoeruptedagain.Scientists usedtheirlastsecondsalivetofutilelythrowtheirhandsupinsurpriseandscoffbeforelava pouredoverthesurroundingbuildings.Asbefore,magmawasagitatedtothesurface,flooding theentireparkinunrelentingheat. Thesupervolcanotoreasunderthechamberroof,crackingstonethathadlongheldthelavaat bay.Greatcloudsofdustswerethrownintotheair,andtitanicamountsofstoredgaseagerly escapedfromthechamber. Longcagedinthehollow,thegasesgleefullymingledwiththecarbondioxideintheatmosphere, corrodinganddamagingtheozonelayer.Theresultwasexponentialamplificationofthe greenhouseeffect,heatingtheentireEarthwithincreasedsolarrays. Astheexpendedlavaagaincooledandhardened,newpathwayswereopenedforthefreed dinosaurs.Swarmingacrossthelandingreatherds,thehungrycreatureseagerlysearchedfor newpastureandnewhidingplacesfromcarnivores. Calmafteryearsofwar,theUnitedStatesofAmericahadnostrategyandnoescapeplantostem Nature'swrath.Increasingtemperaturescausedpolaricecapstomeltandraisethewaterlevelof theEarth'soceans,resultingincoastalswathesoflandbeingdrowned. Theeasterncoastwashitthehardestaseverycityandcarefullypavedroadwerewashedaway. BustlingTimeSquareinNewYorkbecameaflounderingpoolofrustedbuildingspopulatedby
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dartingschoolsoffish. OnthewesterncoastSanFranciscoandLosAngelesdissolvedintodistantmemories.Millionsof peoplewerekilledasthegreatcitieswerefloodedandloweredtothefloorofthewidenedocean. EventuallythechaotictideslowedandbrokeattheMississippiriver,leavingnumerousprairie townswithanewoceanview. Asexpectedthepopulacepanicked.Amassivemigrationbeganawayfromthevolcanicremnants ofWyomingandthereformedcoasts.Thesoutherndesertsbecameunbearablewastelandswith temperaturessoaringtowater'sboilingpoint. Canadatothenorthwascoveredinashandeventuallyemptiedasunpreparedcitizensescaped thecoldbyfleeingsouth.Thecountryremainsforsakenandabandoned,coveredinblowingsnow andchokingashandruledbydangerouscreatures.RumorspersistthatAlaskaenduresuntouched bytheeruption'sdevastation;averitableparadiseforthosebraveenoughtoexplorenorthwards. Afterthechaosthedarkestyearsofhumanity'sexistencefollowed.Scavengersandsavagesruled thecitiesascommunicationsandtechnologybrokedown.Electricitywasscarceandfoodeven scarcer.Horribleactsofviolenceandtorturefilledeverystreetandtowninanallconsuming apocalypticwhirlwind. Mankindwasonthebrinkofextinction. FirstContact Fiftytwoyearsaftertheeruption,acaravanofexplorersdrivingcrudeelectricvehiclesfromReno inNevadatoFargoinNorthDakotamadeastartlingdiscovery.Thepreviouslydesolate,blackened rocksaroundthevolcanohadbecomealushjungle. Baffledbythefind,thegroupcontinuedtoexplorethestrange,unrecognizableplantlife.Unlike thesandydesertsthatconsumedtherestofthecontinent,thetemperaturesinsidethejunglewere comfortablywarm;almosttropical.Veinsofrichmetalhadbeenexposedbytheturmoil,andthe endlesstangleprovidedrichlumberresources. TheirexcitementbecameterrorasahulkingTyrannosaurusRexchasedanddevouredthreeofthe crew.Therestfled,wildwithfearandconfusion.Theystoppedatthefirstsafetowntheycame across,calledAlliance,Nebraska.Dismissedasmengonemadfromthesun,theretellingoftheir storydidlittletorousetheattentiontheyhadhoped. However,eventuallytherumorstravelled.Soonnumerousbiggamehunters,adventurers,and entrepreneursflockedtothejungle. ReconstructionBegins Twoyearslaterabraveyoungscientist,DoctorEmileeViator,gatheredacrewofexperienced trackers,industriousfarmers,andbravewarriors.CallingthemselvestheNeotechnoists,the historicpartyofthirtycreatedthefirstpermanentsettlementinthejungle,neartheoldworld townofCody,Wyoming. Builthighinthetreesandprotectedbyorganizedsentries,thetownwasdesignatedHaven. NestledinthehometerritoryofthedinosaursmeantDr.Viatorachievedstunningprogressofthe studyandunderstandingoftheancientcreatures. SoonsettlersconvergedonHaven,eagerlyleavingtheunforgivingdesertsforachanceatanew lifeinthejungle.Withrenewedhelpandaresolutevisionofthefuture,Emileebeganexpanding hertownandmoldingthejungletosuittheneedsofmankind.

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TheWall By2129Havenwasthecapitalofafledglingempire.HalftheremainingpopulationoftheUnited Statescalledthejungletheirhome,whilethestubbornotherhalfrefusedtoleavetheirdusty sheltersinthewideopenplainssurroundingthelocation. Incentiveprogramswerecreated,andsooneventhestaunchestofdesertdwellersimmigratedto theexpandingcitiesandsteelhomesofthejungle.Thepopulaceofthegrowingempiretookthe nameoftheirfounders,andsotheNeotechnoistcivilizationwasborn. Harnessingtherawpowerofdinosaursintheplaceofcrudeoil,gleamingspiresandreinforced bunkerssoonstretchedacrosstheentirejungle.Thetropicalclimatehadalsoexpanded, overrunningallofWyoming,plustheneighborstatesofIdaho,Montana,andpiecesoftheir outsideborders. Itseemedmankindhadrestoreditselftothegloriesofmodernliving.Somedinosaursfledthe intrusiveencroachment;theirprimordialinstinctsnomatchfortherelentlessmarchofhumans. Unitedunderasinglebanner,theseventeenmillionNeotechnoistsbeganconstructingtheir largestprojecttodate.Harvestingchunksoflavarockfromthousandsofquarries,animposing wallwaserectedtocirclethejungle.Thissucceededinprotectingthepopulacefromroaming feralbeasts. TheWallwasfifteenfeethighandthreefeetthick,withheavymetalgatesblockingalltheroads leadingoutfromthejungle.Butabarricadeworksbothforandagainstthoseitsurrounds,and soonthepeopleforgottheirdesertupbringing;forgoteverythingbuttheNeotechnoistway. DiscontentRumblings TheupperclassnoblesofHavensoongrewboredbythetediousroutineofpeace.Havingbeing raisedtotreatdinosaurslikesimplecattle,anewgenerationofyouthwereenamoredand mystifiedbytheuntamedwildlandsoutsideTheWall. In2203,thefirstoftherebelliousyoungfiredtheirgrapplinghooksoverthetopofTheWall,and snuckawayintothedesert.Muchlikethefirstexplorersofthejungles,thegroupbroughtback talltalesofuntoldrichesandexcitingdangersthatenticedsomeoftheweary,apathetic Neotechnoistpopulation. SoonitwasnotjustrichnoblesgoingOverTheWall,butthedowntroddenpeasantsand oppressedworkingclass.Exploitedandhelpless,thelowerclasswereeagerforachanceatanew life.Whispersoffree,unclaimedlandasfarastheeyecouldseedrewpioneerstodepartintothe forgottendeserts. Angryatthelossoftheirservants,therulinglordsofHavenoutlawedleavingthejungle.Butthe strictpenaltiesandharshsentencesjustincreasedtheforbiddenlureofthedesert.By2218,close toonethirdofthepopulationhadabandonedtheNeotechnoistwaytolivefreeandunhindered inthedangerousdesert. AMovementisBorn Thosethatgrappledandtrainedwilddinosaurs,builtricketytownsofwoodandsweat,and enjoyedtherichesoftheirlaborsbecameunrecognizableasNeotechnoists.Theunorganized bandsandroaminggangsbegancallingthemselvesDusters.Soonthenomenclaturehadeven slippedintothespeechofthejunglepeople. TotheNeotechnoiststhesescrapsofhumanitywereconsidersprimitiveandrough.Inreturnthe DusterscalledthejunglepeopleVolkies(fortheirproximitytothevolcano),orVeggies(forthe strictvegetariandietNeotechnoistsindulgedin). ThepopulationthathadpermanentlyremainedoutsideTheWallamidstthechaosanddanger
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clashedwiththeDusters.Wildandbrutalbyanystandards,theseSavageswereinturnlookedup bytheDustersmuchastheNeotechnoistslookeduponthem. Thelonely,dustytownsoutsideTheWallresembledsomethingfromanoldwildwestmovie.A rusticfrontierattitudeemergedthankstothemassofexplorersandsettlers.Embracingthe romanticimagesofthedistantpast,theDustersbegandressinglikecowboysandoutlawsof nearly400yearsearlier.Wranglingdinosaursfortransportation,food,andprotection,thenew cowboysbegantoslowlyrebuildadifferentworldthantheNeotechnoists. PresentDay Theyearis2285,andthefirstgenerationofDustersarebeginningtosuccumbtooldage.Never experiencingatimebeforetheylivedinthedesert,thenextgenerationcontinuetheirsimple, dangerouslives.SafelyinsideTheWallthecivilizedNeotechnoistsalsomaintaintheiradvanced, controlledlifestyles.MeanwhiletheSavagesremainaconstant,dangerousthreattoanyone. Humanityanddinosaurshaveassimilatedandrecoveredtheirstrengthanddominion.However theDustersandNeotechnoistslooktowardsanuncertainfuture,splitbyclass,distance,customs andtraditions.

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Game Overview
ThewayyousetupandplayDinosaurCowboyswillbefamiliartoanyonewhohasexperienced othertabletopskirmishorroleplayinggames. EachplayertakesontheroleofleadingaPosseofcharacters(suchasaslygunslinger,arich nobleexplorer,anoldwearysheriff,etc.)andimmersesthemselvesinthefuturisticworld outlinedabove.Playerscanbattleheadtoheadinstandaloneskirmishes,orlinktheirfightsinto anongoingcampaignwovenwithnarrative,travel,exploration,purchases,andmore. Althoughnotstrictlynecessary,aGameMaster(GM)isstronglyrecommendedforcampaigns. TheGM'sroleisrulearbitration,mapsetup,controllinganyunalignedenemies,movingthe storylinealong,andshapingtheworldtoreacttotheplayer'sactions. DinosaurCowboysisplayedusing28mmfigurinestorepresentcharactersanddinosaurs,but otherscalesworkjustaswell.Combatisrepresentedusingtherulesbelow,andismanagedby movingthefigurinesacrossterrain.Theactualpiecesofterraincanrangefromhighquality styrofoamplotsoflandandcraftilyshapedtreestoasimpleclothmatspreadoverstacksofbooks tomakebumpyhills. AsaPosseadvancesthroughtheworldtheywillgrowinabilityandbeabletosurmountnew, excitingchallenges.ThefirsttaskaGMpresentstoafreshPossemaybeassimpleasstealing dinosaureggs.Thenmonthslater(eitheringametimeorrealworldtime)thecharacterscanbe founding(orconquering)towns,forgingnewfrontiersandshapingthefateoftheentirecountry. WhatisNeededtoPlay ToplayastandalonegameofDinosaurCowboysafewcommonhobbyitemsareneeded: 3060minutesoftime(moreterrainorlarger,strongerposseswillincreaseplaytime) Pencilsanderasers Measuringtapeorstick Aflatsurfacetoplayon Representationsofterrain 28mmcharacterfigurinesorminiatures Multiple12sideddice(referredtoasD12s) Afew6sideddice(referredtoasD6s) TokenmarkersforMoved,Acted,Fleeing,Reload,Stunned,Slowed,Stopped ThisrulebookandonePosseRosterperplayer

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Miscellaneous
GameTerms Throughoutthisrulebookcertainspecificterminologywillbeused,thedefinitionsofwhich follow: Character,Person,Human:LeadersandMembersofPosses,thesetermsrefertohumanentities. Dinosaur:Representedbylargerfigurines,referstoanythingthatusestheDinosaurrules. Entity:ACharacterorDinosaurorothercreature.Basicallyonesingle"thing"representedbya figurine. Abbreviations Thefollowingabbreviationsareusedthroughouttherules: IP = Improvement Points ND = Neodollars MV = Movement AR = Armor RMC = Ranged Miss Chance MMC = Melee Miss Chance BRV = Bravery HP = Hitpoints NumberRounding Unlessspecifiedotherwise,alwaysrounddown(forexample18.7becomes18,or7dividedby2 is3,etc.). ReRolls IfaTrait,ability,orsituationallowsarerollthesecondresultmustbeused,evenifit'sworse thantheoriginal. MarkerTokens Placingtokenscanbedoneasfollows: TheMovedandActedtokensareplacedonthePosserosterbythecharacter'sname. TheReloadtokenareplacedonthePosserosterbytheweapon'sname. TheFleeing,Stunned,Slowed,Stoppedtokensareplacedbythefigurineonthetable.

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The Turn
TurnProcess ThepassageoftimeduringcombatsituationsistrackedusingTurns.EachTurnallowsPlayersto ActivatetheirEntitiesandperformvariousactions. 1. ClearTokens(MovedandActed) 2. RollInitiative 3. ActivateEntity A) UseanyActiveTraits B) PerformMovementandActionPhase 4. Repeat#2and#3untilnounActivatedEntitiesremain Step1ClearTokens CleartheMovedandActedtokenmarkersfromallEntitiesatthestartofeachTurn. Step2RollInitiative EachPlayerrollsaD12(rerollanyties).WhoeverrollshighesthasInitiativeandwillActivatean entityfirst,followedbythePlayerwiththesecondhighestrollandsoon. OnceeveryPlayerhasfinishedtheirActivationtheywillrepeatthisstepuntilnounActivated entitiesremain,atwhichpointtheTurnisover. UnevenEntities:IfthecountofunActivatedentitiesforeachPlayerisuneven(nota1:1ratio), thenumericallysuperiorPlayermustActivateadditionalentitiestocompensate.Activate additionalentitiestomatchtheratioatthetimeoftheInitiativeroll. ForexampleJimhas6charactersandSallyonlyhas2(3:1ratio): FirstActivation(JimwinsInitiative):JimActivates3entities,SallyActivates1entity. SecondActivation(SallywinsInitiative.Nowthecountis3charactersto1,sostilla3:1ratio):Sally 1,Jim3. OrifJimhas5charactersandSallyhas3(nota1:1ratio,butnotquitea2:1ratio): FirstActivation(JimwinsInitiative):JimActivates1entity,SallyActivates1entity. SecondActivation(JimwinsInitiative.Nowthecountis4charactersto2,soa2:1ratio):Jim2, Sally1.Sallykills1ofJim'scharacters. ThirdActivation(SallywinsInitiative.SinceJimlostacharacterthecountisnow1characterto1, sobacktoastandard1:1ratio):Sally1,Jim1. Step3ActivatinganEntity Activatingiswhenanentityisrousedandcalledtoact,normallybymovingandfiringaweapon. AnActivatedentitycanusetheirActiveTrait(s),andthenperformthePhasesofMovementand Action(inanyorder). OneorbothPhasescanbeskippedifdesired(forexampleanentitydoesn'thavetoMove).They stillcountashavingbeenActivated.
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MovementPhase DuringtheMovementPhaseanentitycanmaneuverandpositionaroundtheterrain. StandardMove Moveanynumberofinchesinanydirectionuptotheentity'sMovementstatistic.Movingtargets arehardertohit. Markthemwitha"Moved"token. Facing:Entitiescanonlysee180degreesinfrontofthem,whichisbasedonwhichwaythe figurineislooking.FacingcanbechangedatanypointduringtheMovementphase,butonceset itremainsthesameuntiltheirnextActivation. MovingThroughEntities:AnentitycanmovethroughalliedEntities,butnotthroughhostile Entities. DifficultTerrain:AnyterrainexceptflatplainsisconsideredDifficultTerrain(trees,hills,cliffs, marsh,etc.). EntitiesmustusedoublethecostofMovementwhileinDifficultTerrain. Forexampletomovethrougha6"wideforest(DifficultTerrain)acharacterwoulduse12"of Movement(6"x2).Alternativelyacharacterwoulduse4"ofMovementtoclimbanarrowslope2" high(2"x2). FallingDamage:Ifanentityfallstheytake1HPofdamageforevery1"offallheight. Forexampleacharacterfightingontopofa3"hillishitbyaShudderLanceandtheKnockback sendsthem4"backwardsoffthecliff.Inadditiontotheattacktheywouldtake3HPofdamagefor the3"fallendownthecliff.

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ActionPhase DuringtheActionPhaseanentitymayperformasinglecomplextask,suchasfiringagunorusing anitem. AfterperforminganActionbelowmarktheentitywithan"Acted"token. Option1UseaWeapon Performanattackwitheitherarangedweaponorameleeweapon(seeCombatsectionbelow). Option2UseanItem Applyanitemfromyourinventorytoyourselforanadjacentalliedentity. ForexampleaMedpack,WhiskeyDrop,etc. Option3ReloadaWeapon Aweaponisreloaded.CleartheReloadtoken. Option4Run PerformaStandardMoveusinghalfyourMovementstatistic. ForexampleanentitywithMovement4couldmoveanadditional2". Option5Charge Ifanenemyiswithin26"thecharactercantrytoCharge.RollaD6andmeasureastraightline betweentheattackerandthetarget. IftherollasinchesisnotenoughtoreachthetargetthentheChargecannotbecompleted.The attackercannotdoanythingelsethisActionPhase. OtherwiseiftheChargecanbecompletedtheattackergainstheChargeBonusandcanperforma Meleeattack. Option6MountorDismount AcharactercanMountanadjacentdinosaur,orDismountanexistingone(seeDinosaursection below).

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Combat
Sincethedawnofmankindtherehasbeenviolence.Thereemergenceofdinosaurshasdonelittleto slowthecarnage.Infact,ifanything,ithasacceleratedthetechnologyinvolvedinweapons.Battles canbefoughtatadistanceorinhandtohand. Thissectionwilloutlinetherulesforsimulatingfightsbetweenentitiesandthevariouspeopleand creatureswhowishthemharm. RangedAttack Iftheattackercanseethetarget(bothLineofSightandFacingshouldbechecked)andarewithin themaximumRangeoftheirweapon,theycanattackintheActionPhasewiththeranged weapon. MeleeAttack Twoormorecombatantsareconsideredinmeleecombat(alsoknowasclosecombat)iftheyare adjacent,regardlessofFacingorelevation.TheycanattackintheActionPhasewithamelee weapon. GeneralCombatProcedure Step1AttackRoll RollaD12foreachAttackoftherangedormeleeweapon.IncludeanybonusAttacks. Step2DetermineHits UsetheRangedMissChanceforrangedweapons,andMeleeMissChanceformeleeweapons. ApplyanymodifierstotheassociatedMissChance.EveryAttackRollgreaterthanorequaltothe modifiedMissChanceisaHit. Attack Roll >= (Miss Chance +/- modifiers) = Hit Step3ApplyDamage AddthecountofallHitstotheweaponDamage.Applyanymodifierstothetotal.Subtractthis numberfromthetargetHitpoints. Hitpoints - (count of Hits + weapon Damage +/- modifiers) AutomaticHitandMiss:Arollof12isalwaysaHit,andarollof1isalwaysamiss,both regardlessofMissChanceandmodifiers. CriticalHit:EveryunmodifiedAttackRollof12isaCriticalHit,andcountsas2Hits(unlessa 12+wasneededtohit). SurpriseHit:Anyrangedattackagainstatarget'sback(180degreearcoppositetheirfront Facing)willbetreatedasaCriticalHiton10+.Thisdoesnotapplytotarget'sinmelee. TakenOutofAction:Ifanentityisreducedto0orlessHitpointstheyareTakenOutofAction. Immediatelyremovethemfromthegame.
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Modifiers Theabilityforanattackertohittheirtargetcanvarydependingonvariousconditionswhichare representedbymodifiers.Seethetablebelowforwhenandhowtheyapply:


Name Armor Type All Affects Miss Chance Miss Chance Miss Chance Miss Chance Miss Chance Damage Damage Attack Amount +Armor Always +1 -1 +1 +1 -1 +1 +1 Target in Melee Target at Short Range Target at Long Range Target moved Target in cover Attacker 2"+ above target Attacker performed Charge When

In Melee Ranged Short Range Ranged Long Range Ranged Movement Ranged Cover Ranged Elevation Charge All Melee

RangedCombatSpecialCases LineofSight Rangedattackscanonlybemadeontargetstheattackercansee.Targetsbehindsolidbuildings, hills,etc.cannotbeseen. FiringArc Entitiescanseeandperformrangedattacks180degreesinfrontofthem. Range WeaponscanhaveaShort,Medium,andLongrange.Abonusisprovidedforattacksmadeat Shortrange,nodifferenceforMediumrange,andapenaltyforLongrange. MinimumRange:AweaponhasaMinimumRangeifthestartingrangenumberishigherthan1 (forexample414"forMediumrangeonaLeverActionRifle).Noattackcanbemadeattargets closerthantheMinimumRange. Reloading EachrangedweaponhasaReloadvalueaspartoftheirstatistics,suchas2x1or3x1.Thisnumber representshowlikelyandoftentheweaponwilljam,overheat,orneedtobereloaded. IfthecountofunmodifiedAttackRolldicethatrolled1aregreaterthanorequaltothanthe Reloadvalue,theweaponneedstobereloadedandcannotfireuntila"ReloadaWeapon"action isperformed.Markthemwitha"Reload"token. ForexamplefiringaHighBurstRifle(6Attacks,3x1Reload)withrollsof1,1,1,4,6,9.Because therearethreeunmodified1sandtheReloadvalueis3x1,theweaponrequiresareload. AReloadvalueof"Auto"meanstheweaponmustbereloadedaftereachattack,whereas"None" meansyouneverhavetoreload.
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MeleeCombatSpecialCases ChargeBonus +1MeleeAttackforthefirstsetofattacksiftheentityperformedaChargetoentermeleecombat withthetarget. SnapAttack IfatargetvoluntarilyDismountsormovesduringclosecombat(includingtoleavethemelee), anyopponentscanchoosetoperformafreemeleeattackagainstthem. ThisdoesnotapplytomovementduetoFacing,Knockback,Fleeing,Pulled,etc. Firingin(orinto)MeleeCombat Applythe"InMelee"penaltytorangedattacksmadeinclosecombatorwhenfiringintoan existingclosecombat.ThisreplacestheShortRangemodifier,whereapplicable.

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CombatExamples BasicRangedExample Firinga200KWSixShooter(4Attacks,2Damage)with7RangedMissChance.Thetargethasno Armor,isnotinCover,andisatMediumRange,sonomodifiersareneeded. Step1:Roll4D12(becauseof4Attacks)resultingin2,6,9,12. Step2:Needa7+tohit(becauseof7RangedMissChance).Sotherollsof9and12hit.A12is aCriticalHitsoitcountsasadoublehit.Intotalthereare3hits. Step3:AddbaseDamageoftheweapon(2)tothetotalhits(3)for5totaldamage.Reducethe target'sHitpointsby5. ComplexRangedExample Firinga400KWLeverActionRifle(3Attacks,4Damage)with4RangedMissChance.Thetargethas 2ArmorandisatShortRangebehindatree(inCover).ThetotalMissChanceneededis5(4base+ 2Armor1ShortRange). Step1:Roll3D12(becauseof3Attacks)resultingin5,7,10. Step2:Needa5+tohit,soallrollshit.Intotalthereare3hits. Step3:Unmodifiedtotaldamageis7(3hits+4Damage).TargetisinCover,somodifythe damageby1,foratotalof6.Reducethetarget'sHitpointsby6. BasicMeleeExample UsingameleeLongSword(2Attacks,4Damage)with8MeleeMissChance.Thetargethasno Armor. Step1:Roll2D12(becauseof2Attacks)resultingin5and11. Step2:Needa9+tohit(becauseof8MeleeMissChance).Sotherollof11hit. Step3:AddbaseDamageoftheweapon(4)tothetotalhits(1)for5totaldamage.Reducethe target'sHitpointsby5. ComplexMeleeExample ChargewithameleeSpear(4Attacks,3Damage)with5MeleeMissChance.Thetargethas3Armor. ThetotalMissChanceneededis8(5base+3Armor). Step1:Roll5D12(4baseAttacks,plus1forChargeBonus)resultingin1,3,7,9,11. Step2:Needa8+tohit.Sotherollsof9and11hit. Step3:AddbaseDamageoftheweapon(3)tothetotalhits(2)for5totaldamage.Reducethe target'sHitpointsby5.

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Bravery Test
ABraveryTestrepresentsanentitytryingtomaintaintheirwilltostandandfightagainst tremendousandterrifyingoddsorsituations.Failurerepresentsrunningawaylikeacowardor shakingintheirboots. ThissectionwillexplainhowandwhentotakeBraveryTests,andtheconsequencesoffailingthem. WhentoBraveryTest IfanentitysuffersDamagegreaterthanorequaltohalftheirstartingHitpointvalue(minimum 2)fromasinglerangedormeleeattack,aBraveryTestisimmediatelyrequired. Forexampleacharacterhad10startingHitpoints.Theysuffer6DamagefromaBoltActionRifle. TheDamageishigherthan5(halftheirstartingHitpoints)andthereforetheymustperforma BraveryTest. Damage >= (starting Hitpoints / 2) = Bravery Test HowtoBraveryTest RollaD12fortheBraveryTest.Iftheresultisgreaterthanorequaltothetester'sBravery statistic,theyhavefailedtheBraveryTestandareFleeing. Markthemwitha"Fleeing"token. D12 >= Bravery statistic = failed Fleeing WhentheFleeingentityisnextActivatedtheymustautomaticallyStandardMovedirectlyaway fromthenearestenemyfortheirMovementPhase.AfterthisremovetheFleeingtoken,adjust Facingasdesired,andperformtheirActionPhasenormally. IftheFleeingcharacterismountedonadinosaur,theyDismountforfreeandimmediatelyactas specifiedabove. FleeingOfftheTable:IfthemandatoryFleeingmovewouldtaketheentityoffthetable,theyare StunnedinsteadbutcanperformaMovementPhaseasnormal. MultipleBraveryTests IfanentityisalreadyFleeing,ignoreanysubsequentBraveryTestsuntiltheirFleeingtokenhas beenremoved.

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Creating a Posse
APosseisagrouporgangofuptofivecharactersandonedinosaurwhotravelacrossthewildplains andsteamingjunglesbattlingferalbeastsandenemiesofallkinds. ThissectionwillfamiliarizeyouwiththeprocessoffillingoutaPosseRoster(ablankcopyis availableattheendoftherulebook). Step1ChoosePosseName ChooseaNameforthePosse,andwriteitintheemptyspaceatthetopoftheroster. Step2PosseStartingStatistics AllPossesstartwiththefollowinggroupstatistics.Fillineachassociatedfieldatthetopoftheroster. IPCurrent:100(howmanyImprovementPointsthePossehasleft) IPTotal:100(howmanyImprovementPointsthePossehasusedintotal) NDCurrent:$1,000(howmanyNeodollarsthePossehasleft) NDTotal:$1,000(howmanyNeodollarsthePossehasusedintotal) Step3Recruitment Seethesectionbelowfordetailedinformationoncreatingacharacteranddinosaur. PosseComposition:EachPosseiscomposedof1Leader,24Members,andupto1Dinosaur. RecruitmentCosts:Hiringorrecruitinghelpiscostlybutworthwhile.Initialrecruitmentduring Possecreationislessexpensivethantryingtohirememberslater. TheLeaderisalwaysfreetorecruit. EachadditionalMembercosts$200initially,or$250later. SeetheDinosaursectionbelowforthecostofrecruitingaDinosaur. HowtoMakeaMember:CompletetheCreatingaCharactersectionbelow. HowtoMakeaLeader:AsaMember,butgrantthefollowingbenefitsforbeingtheLeader: Benefits: +2 HP, +1 BRV, Yeehaw ability Yeehaw(Ability) ThisinspiringLeaderabilityhastwoeffects: 1. Oneotherentitywithin12"canrerollasinglediceonceperencounter.Marktheabilityas usedonthePosseRoster. 2. IftheLeaderistakenoutofactioneveryalliedentitymustmakeaBraveryTest.

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Step4AdvanceCharacters EachPossecanspendtheirImprovementPointsamongsttheircharactersinanymannerthey choose.Notallofthepointshavetobespent;anyleftoverpointsshouldberecordedinthe"IP Current"fieldatthetopoftheroster. SeeStep3undertheCreatingaCharactersectionbelowfordetailsonhowtospendthesepoints. Step5AllocateTraits EachPossebeginswith3Traitstochooseandallocatetoanycharacterorsetofcharacters (Leader,Members,orDinosaur).SeetheTraitssectionbelowfordetails. ForexampleonecharactermightgetoneActiveTrait,anothergetsonePassiveTraitsandtheir dinosaurchoosesanActiveTrait.OronecharactercouldbegreedyandtaketwoActiveTraitsandone PassiveTrait. Step6EquipthePosse Spendanyremainingmoneyonweapons,armor,andequipmentforanyoneinthePosse.Record leftovermoneyinthe"NDCurrent"fieldatthetopoftheroster. Step7FillinRemainingFields ThePosseRostershouldnowbepopulatedwithdetailsofyourEntities,butdoublecheckitto ensurenounnecessaryblankfieldsremain.

Advancing a Posse
AsaPossedefeatsenemiesandcompletesdaringjobstheywilladvancefromaweaklinggangtoa packofhardenedveterans.ThisprogressistrackedandrepresentedbygainingnewImprovement Pointsandequipment. GainingMoneyandPower NormallytakingoutfoeswillhelpaPosseimprove,butotherbeneficialsituationsexist. ForeveryenemyentityTakenOutofActionthePossegains3ImprovementPointsand$30. Forevery30ImprovementPointsgainedthePossecanselect1additionalTrait. IfthePossewinsorsucceedsatanencounterawardanadditional$20. RecordingGains:Foreaseoftracking,anyadditionalIP ,ND,orTraitsarerecordedaftereach encounter,insteadofimmediatelyastheyhappen. MaximumImprovementPoints ThehighestachievableIPTotalforaPosseis400. BythispointthecharactersinyourPossehavelearnedalmosteverythingtheyneedtosurvive comfortablyintheworld.

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Creating a Character
EachpersonofaPosseplaysanimportantroleinthecontinuedsurvivalandadvancementofthe group.Somemaybelongrangedspecialists,ormeleebruisers,orsupportingdoctors,oranyother roletheirstatisticsandpersonalitybringout. ThissectionisusedtocreateacustomcharacterthatcanbehiredaspartofaPosse,andisusedto fillineachcharacterblockofthePosseRoster. Step1ChooseCharacterName Eventhoughtheyearis2285,namescommontothe21stcenturyarestillvalidandnotunusual. ChooseaNameforthecharacter,andwriteitinthespacemarked"Name". Step2ChooseAllegiance ChooseanAllegianceforthecharacterfromtheavailablefourdetailedbelow.Thischoicemay haveaneffectonthestatisticsgeneratedbelowinStep3.Applyanymodifierstothebasevalues foreachstatistic,andcalculateimprovementcostsusingthenewvalue. CharactersinaPossecanbedifferentAllegiances. WhenmarkingtheAllegianceonthePosseRoster,circlethecorrespondingletterintheboxtothe leftofthe"Name"field.

Duster
Dustersscrapealivingoutofthedesertinshantytownsandfields.Althoughalittleslowontheir feet,theyareroughandtoughfromaphysicallydemandinglife. Effect: -1 MV, +2 HP

Neotechnoist
Neotechnoistshailfromthejunglesurroundingthevolcano.Althoughsomewhatunaccustomedto hardship,theyhavehadmanyopportunitiestostudytechnologyandmodernweapons. Effect: -1 RMC, -2 HP

Savage
Savageslivewildandferalinthewastelandsawayfromcivilizationandsometimesbandtogetherin tribestohuntapowerfuldinosaur.Althoughunfamiliarwithmodernweapons,theyarelightning fastfromsurvivingontheedgesofsociety. Effect: +1 MV, +1 RMC

Bandit
Banditscomefromallwalksoflife,andcanbeintentionallyvillainousorjusttryingtosurvive anywaytheycan.Theyaresurvivors,tinkerers,andjackofalltrades,andthereforehavenoglaring strengthsorweaknesses. Effect: None
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Step3GenerateStatistics Thereare6statisticsforeachcharacter,describedbelow.Theserepresenthowusefulorskilleda characterisincertainsituations,andwillvarybetweencharacterswithinaPosse. FillinthedefaultbasevaluesforeachstatisticintheprovidedfieldonthePosseRoster.


Statistic Movement Armor Ranged Miss Chance Melee Miss Chance Bravery Hitpoints Abbreviation Move, MV AR RMC MMC Brave, BRV HP Desired Higher Higher Lower Lower Higher Higher Default Base 4 0 8 8 6 8 Minimum 1 0 3 3 2 1 Maximum 18 11 12 12 10 None

ImprovingStatistics:Changingstatisticsfromtheirbasevalue(eitherimprovingordecreasing)is doneusinganeasytounderstandscalethatworksfromthebaseordefaultvalueofeachstatistic. Seethetablesbelowtofindthecost(inImprovementPoints)tomodifyastatistic.Thecostisfor each"step"ofimprovement. ForexampleraisingMovementfrom4to5wouldcost12ImprovementPoints,andanadditional14 pointsfor5to6(foratotalof26pointsifsomeoneimprovedrightfrom4to6). VoluntaryWeakness:SomestatisticscanbevoluntarilyreducedtogainadditionalImprovement Pointsthatcanbespentsomewhereelse.Thisisnotedas"+X"inthetables. ForexamplevoluntarilydecreasingMovementfrom4to3wouldnet5ImprovementPoints,similarly reducingBraveryfrom6to5wouldgive2ImprovementPoints.

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Movement NumberofinchesacharactercanmoveusingaStandardMove.
1 +7 2 +6 3 +5 4 X 5 12 Movement Improvement Costs 6 7 8 9 10 11 12 13 15 18 21 24 27 30 33 36 14 39 15 42 16 45 17 48 18 51

Armor Modifiesattacker'schanceofhittingthecharacter.Normallydeterminedbythesuitofarmor(if any)thecharacteriswearing,althoughsomeTraitscanhelp.


Armor Improvement Costs Can be raised from 0 to 1 for 10

RangedMissChance Usedtodetermineifrangedattackshit.
1 Ranged Miss Chance Improvement Costs 2 3 4 5 6 7 8 9 10 11 49 33 22 15 10 10 8 6 4 12 -

MeleeMissChance Usedtodetermineifmeleeattackshit.
1 Melee Miss Chance Improvement Costs 2 3 4 5 6 7 8 9 10 11 49 33 22 15 10 10 8 6 4 12 -

Bravery UsedduringBraveryTeststodetermineifacharacterflees.
1 2 +5 3 Bravery Improvement Costs 4 5 6 7 8 9 10 +3 +2 X 6 8 10 12 11 12 -

+4

Hitpoints Representshowmuchdamageacharactercansustainbeforebeingtakenoutofaction.Also affectswhenaBraveryTestisrequired.


Hitpoints Improvement Costs Can be increased by 1 HP for 6 Can be decreased by 1 HP for +4

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Dinosaurs
Therearehundredsofdinosaurstochooseasmounts,allies,orbeastsofburden.Havingaloyal companionandsteadfastdinosaurgrantsmanyimportantbonusestoaPosse.Eachdinosauris uniqueandhascertainstrengthsandweaknessesthatwillbeevidentafterresearchingthevarious statisticsorafewbattlesinvolvingthem. Thissectioncontainsalistofdinosaurarchetypes,recruitingdetails,andusingadinosaurincombat. TypesofDinosaurs Althoughtherearenumeroustypesofdinosaurs,theycanbebrokendownintothegeneral categoriesbelow:
Type Runner Ducky Thickskull Horned Plated Armored Longneck Ripper Raptor King Titan Size S M S L L L XL S M L XL Diet H H H H H H H C C C C Move 10 6 7 6 4 4 5 7 6 5 4 Armor 0 0 1 2 3 4 2 0 1 2 2 MMC 8 7 7 6 7 7 5 7 6 5 4 BRV 5 3 7 7 5 4 10 5 6 7 10 HP 10 16 18 22 28 26 35 11 16 24 32 Weapon A-D 2-2 2-2 5-1 4-3 3-3 3-3 10-1 1-4 2-4 1-7 1-15 Cost $300 $300 $500 $700 $500 $500 $1,000 $300 $400 $500 $1,000 Examples
Ornithomimus, Struthiomimus, Elaphrosaurus Hadrosaurus, Edmontosaurus, Prosaurolophus, Parasaurolophus Prenocephale, Pachycephalosaurus, Stygimoloch Monoclonius, Pachyrhinosaurus, Triceratops, Torosaurus Stegosaurus, Kentrosaurus, Lexovisaurus, Wuerhosaurus Nodosaurus, Polacanthus, Ankylosaurus, Euoplocephalus Barosaurus, Supersaurus, Seismosaurus, Brachiosaurus, Camarasaurus Coelurus, Dromaeosaurus, Ingenia, Saurornithoides Utahraptor, Deinonychus, Velociraptor, Troodon Acrocanthosaurus, Allosaurus, Ceratosaurus, Tyrannosaurus Giganotosaurus, Spinosaurus, Carcharodontosaurus

RecruitingaDinosaur RecruitmentCosts TheCostcolumninthetableaboveishowmuchaPossemustpaytoacquireadinosaurwiththe listedstatistics. Advancing DinosaurscannotbemodifiedusingImprovementPoints,buttheycantakeTraits(exactlyas describedbelow,althoughsomemightnotbeapplicableorusefultothem). InsteadatrainingprogramcanbepurchasedtoincreasetheDinosaursHitpointsusingthe formulabelow:


Dinosaur Hitpoint Costs +1 HP for $50, max +10

ForexampleaPossemightreplacetheiroldRipperwithanupgradedHornedDinosaurwith23HP for$850(basepriceis$700plus3HPat$50per+1HP).
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SaddleUp NumberofPassengers Dinosaurscancarry1humanpassengerforeverySizecategorytheyare.So1passengerforSmall dinosaurs,2forMedium,3forLarge,and4forExtraLarge. Mounting Ifthereisunoccupiedspaceonadinosaur,acharactercanmountandridethedinosaur. TodothistheyperformaStandardMoveintocontactwiththedinosaur.Thentheycanusean ActionPhasetoMountthedinosaur. Dismounting WhenaMountedDinosaurisActivatedanypassengerscanDismountduringthesharedAction Phase,whichusestheentirephase.PlacetheDismountedcharacter(s)anywhereadjacenttothe dinosaur. OnceDismountedtheycanperformtheirMovementPhase,iftheyhaven'talready. DismountingprovidesaSnapAttacktoanyenemiesinmelee.Inadditionmovingawaywould stillprovideaSnapAttack. MountedCombat ThedinosaurandanypassengersActivateasoneentity. Anyattackscantargeteitherthedinosauroroneofthepassengers. AsingleMovementPhase(usingthedinosaur'sMovementstatistic)issharedbetweenthe dinosaurandpassengers,andeitherthedinosauroronepassengercanuseasingleActionPhase. ForexamplethemounteddinosaurmightStandardMove8",thenoneridermightfiretheirranged weapon.Orinsteadoffiringmaybethedinosaurmakesameleeattack. MountTakenOutofAction:Ifadinosauristakenoutofactionanypassengersareplaced(bythe enemy)adjacenttowherethedinosaurwasdowned. LassoAttack:WhilemountedacharactercanusethespecialLassoattack.AbasicRopeLassois alwayscarriedforfreebyallcharacters,butmoreexpensiveorexoticLassosmustbepurchased (seetheRangedProjectileWeaponslistbelow).

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Traits
Traitsdifferentiateacharacterbyprovidingauniquewayofhamperingenemiesorboostingtheir ownabilities. ThissectiondealswithacquiringandmanagingTraitsandlistsallavailableTraits. MaximumTraits Eachentitycanhaveamaximumof3Traits. TraitCategories ThetwocategoriesofTraitsareActive(usedtoprovideatemporarybonusduringcombat)and Passive(flatbonusestostatistics). AnentitymayhaveanycombinationofActiveandPassiveTraits(forexampleoneofeach,oronly threeActive,etc.). TraitStages StrongerversionofTraitscansometimesbeacquired.Thesearenamedthesamebuthave numeralsafterthename(forexample"StrainWeaponII"). YoumustlearnthepreviousstageofTraitbeforeadvancingtothenextone. HigherstageActiveTraitsreplacetheirlowerstagecounterparts,whilePassiveTraits consecutivelyapplytheireffectatsuccessivestages. Forexampleyouwouldn'tuseorrecordThickSkinIandThickSkinII;youwouldjusthaveThick SkinII.WhereastakingBonusHPI,BonusHPII,andBonusHPIIIwouldcombineinaresulting totalof+9Hitpointsfromthe+3Hitpointsperstage. ActiveTraits ActiveTraitsprovideaspecialtemporarybonusoreffectbeyondwhatanentitycouldnormallydo. Usage:AtthestartoftheirActivationanentitycanspecifyiftheyareusinganyActiveTrait(s). EachActiveTraitcanonlybeusedonceperencounter. OnceusedActiveTraitslastuntilthenextActivationoftheentity. OnceusedwriteacheckmarkbesidetheTraitnameonthePosseRostertomarkitasused. PassiveTraits PassiveTraitsprovideabonusorbenefittotheentityintheformofapermanentstaticmodifier. Usage:WhenaPassiveTraitischosen,anybonusitconfersisimmediatelyappliedtotheentity(if possible)oralwaysusedintherequiredsituation(forexample"Charger"). ListofTraits BelowisalistofallTraitsanentitycanchoose.EachtraithasaName,thenallavailableStages arelisted.FinallyalineoftextexplainingtheeffectoftheTrait,witha"/"denotinganyincreased benefitsateachstage.
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List of Traits
Active Berserker Clean Shot Clever Shot Back Shot Crippling Shot Escape Eviscerate Get Up! Go For the Eyes Grit Hamstring Heroic Effort Inspiring Shot Knee Shot Knockback Shot Lend a Hand Lucky Neck Shot Onslaught Quick Hands Rally Ranger Rapid Fire Retreat! Rush Shake it Off Skilled Shooter Skilled Stabber Sniper Shot Speed Reload Sprint Strain Weapon Strong Rider Thick Skin Tracking Shot Try Again Turtle Underdog Shot Whirlwind Passive Awareness Big Game Hunter Bonus MV Bonus RMC Bonus MMC Bonus BRV Bonus HP Boxer Charger Clear Sight Climber Doctor Eagle Eye Runner Independent Thrower Wrangler I, II I, II I I, II I I I I, II, III I I I I, II I I, II I, II I I I I I I I I, II I, II I, II I, II I, II I, II I I I, II I, II I I, II I I I, II I I I I, II II, III I I II, III II, III I, II I II, III I I I, II I I I, II I, II
+2/+4 Melee Attacks +3/+5 damage if target has full HP Ignore Cover penalties on attack +3/+5 damage if target is Fleeing Slowed target on hit with Ranged weapon Do not provide Snap Attacks to opponents -2 penalty to target's Bravery Test (if required) Heal +5/+10/+15 HP to ally in 8" Critical Hit target on 10+ Re-roll a Bravery Test Slowed target on hit with Melee weapon +2/+4 Bravery +7 HP to self if attack takes the target out of action +3/+5 damage if target already Moved +2"/4" Knockback on hit Transfer HP from self to ally in 8" at a 2:1 ratio Make enemy re-roll one set of Attacks against self +4 damage if target is below half their starting HP +2 extra Melee Attacks on Charge Use one item for free Remove Fleeing token from self or ally in 8" Ignore all Difficult Terrain penalties +2/+4 Ranged Attacks +4/+6 Movement to ally in 8" +4/+6 Movement, self Slowed next Turn Remove 1 or 2 negative effects (Stopped, etc.) -2/-4 RMC -2/-4 MMC Ignore Range penalties (In Melee or Long) Reload one weapon for free +3/+5 Movement +2/+4 damage +3/+5 Armor if Mounted +2/+4 Armor Ignore Movement modifier on attack Re-roll one set of Attacks +3/+5 Armor, self Stopped +3/+5 damage if target has more HP than self Attack two adjacent enemies in Melee 360 degree Facing and Firing Arc +1/+2 damage against Dinosaurs +1 Movement -1 Ranged Miss Chance -1 Melee Miss Chance +1 Bravery +3 Hitpoints +2/+4 damage with Brawl attacks +1 Movement when using the Charge action +1/+2/+4" to all ranges of any ranged weapon Treat climbing (cliffs, hills) as normal terrain Heal 1.5x the item amount on someone else +4/+6" to Long range of any ranged weapon +1 Movement when using the Run action Ignore Bravery Test if Leader taken out of action +4/+6" range with Grenade weapons +1/+2 damage with Lasso attacks

I,

I, I,

I,

Standalone Game
CompetingagainstanequallymatchedPosseinaoneoffgameissimpleandfuntodo.Thissection dealswiththestepsnecessarytoorganizeastandalonegameofDinosaurCowboys. Step1DecideonDetails Youandyouropponentneedtoagreeonsomedetailsbeforethegamecanstart. HouseRules:Doublecheckwithyouropponentiftheyliketouseanycustommodificationsor variationstotherules. PosseQuality:NormallyaPossestartswith100IPand$1,000NDand3Traits,buthighervalues couldbeagreeduponaslongasbothPosseusesthesame.Themoreofeachtheplayersget,the deadliertheirforcewillbe. Trytomaintaina1IPto$10ratiotoensureequipmentpurchasesmatchabilities. Objective:Decideonanobjectiveforthegame,whetheritisastandard"killeveryone"matchor capturingapoint,protectingalocationorperson,escortingacaravan,assassinatingatarget, demolishingabuilding,etc. TableSize:Agreeuponatablesize,normally4feetlongand3feetwideisused.Largertables hampermeleeentitiesandrewardshooting,whilethereverseistrueforsmallertables. DeploymentSize:Agreeonhowdeploymentshouldbedone.Forrectangulartablesshould deploymentbedoneontheshortorlongtableedges(normallyshortedges)?Howfarinshould eachPossebeallowedtodeploy(normally8")orhowfarapartshouldthePossesstart(normally 3035")? Step2CreateaPosse YouandyouropponentshouldnowcreateaPosseusingtheImprovementPointsandNeodollar valuesspecifiedinthestepabove.FillinablankPosseRosterwiththeresult. Step3SetUpTable UsingthetablesizeagreeduponinStep1,addterrainfeaturestomatchthecurrentobjectiveor locationofthebattle. Step4SetUpPosses OncethetableisfinishedeachplayerrollsaD12(rerollties).Whoeverrollshigherchoosesthe tableedgetosetuponandimmediatelydeploysthere,followedbythesecondhighestrollandso on.EachplayerplacestheirPossewithinthespaceofthedeploymentsizeagreeduponinStep1. Step5StarttheGame Nowthegamecanbegin,sostartthefirstTurn!

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Campaign Game
Linkingbattlesandexplorationintoacontinuingnarrativeiswhatseparatesacampaignfroma standalonegame.Exploringthedesertwastelands,vibrantjungles,sunkencities,andunderground cavesisanimportantpartofthecampaign.Possesmaytravelplacetoplace,orchoosetowanderand exploretheirsurroundingsastheygo. Thissectionwilldealwithmaps,traveloptions,encounters,townsandcities,andpassingtime. OverlandMap Batteredbyfloodsandrisingtemperatures,theUnitedStatesofAmericacirca2285looksdifferent fromthe21stcentury.Whatfollowsisageneralmapofthecountry,plusbordersrepresentingthe Neotechnoistjungleandburningdesert. FortrackingOverlandprogressitisrecommendedthatstandardrealworldroadmapsbeusedand modifiedtomatchtheOverlandmapshownbelow:

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ADayofTravel Travellingacrossthevaststretchesofterrainthatmakeupthefutureisn'taseasyasitoncewas. Powerfullanddinosaurshavereplacedtheautomobile,andflyingdinosaursareusedinsteadof airplanes. EverydayaPossecantravelcomfortablyfor6hours. Therestofthetimeisspentscroungingforfoodandwater,settingupcamp,restingandsleeping, andexploringorresolvingencounters. ByGround:WhentravellingontheOverlandMapanentity'sMovementstatisticisconvertedto MilesperHourina1:1torelationship. Forexample,acharacterwithaMovementof4"couldmove4mphfor6hoursperdayforatotalof 24milesontheOverlandmap.IftheywereridingaDinosaurwithaMovementof10"theywould insteadgo10mphor60milesperdayontheOverlandmap. ByAir:TheskittishflyingdinosaursofthePterosauriaclade("Flappers")aresometimesraisedand trainedastransportcarriers.Unabletostandthesoundandviolenceofgunfights,theflying dinosaurshaveneversucceededascombatmounts.Insteadtheyareabletobearcargoandhuman passengers,theyprovideanidealofserviceforquicklymovingcitytocity. Pay$0.50permileforupto400milespertrip(roundedtothenearestmileorNeodollar). Thepilotandupto6passengersandallrelatedgearcanboardasingleflight.ADinosaurtakes theplaceof1humanpassengerperSizecategory(Smallwouldtake1,Medium2,Large3,Extra Large4). BySea:Strappedwithadvancedairtightferries,certainbreedsofNothosaurus("Swimmers")have beentrainedtotakepassengersacrossriversandlakes.Althoughmanyattemptshavebeenmade,no onehassucceededincrossinganoceanwithsuchanimprovisedship. Pay$10permileforupto50milespertrip. Thepilotandupto20passengersandallrelatedgearcanboardasingleferry.ADinosaurtakes theplaceof1humanpassengerperSizecategory(Smallwouldtake1,Medium2,Large3,Extra Large4).

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EncounterChance Exploringtheworldisnotassafeandrelaxingasitusedtobe.Foreverystretchoftravelonthe groundthereisachanceofanencounter,eitherbeneficialorharmful. TheGMshouldrollaD12perdayoftravelByGroundandconsultthetablebelow:


Roll Result

1-7 No Encounter 8-11 Hostile 12 Friendly

Ifthereisanencounter,theGMshouldsetuptheterrainaccordingtowherethePosseisonthe Overlandmap.Thentheydeploysuitableenemiesandcombatbegins. HealingandRecovery Afteracombatsituationhasconcluded,allcharactersandDinosaursarerestoredtotheiroriginal Hitpointsvalue(unlesstheGMdecidesotherwise).Thisrepresentspatchingwounds,catching theirbreath,andrestingafterabattle. Inanyothercase,acharacterorDinosaurrecoversHitpointsperdayequalto2D12. TownsandCities TypicallyaPossewouldstopatatowntofulfillacontractorjob,acquirenewwork,restock suppliesandrest,andbasicallyescapethedangersofthewastelandforawhile.Standardjobscan rangefromescortingcaravans(eitherwoodenwagonspulledbyHornedorThickskulldinos,or loadedLongnecks)toassassinations,bounties,raidingvillasandcamps,huntingatroublesome localdinosaur,oranythingelsetheGMcanthinkup. Timeline TheDay,Month,andYeararerecordedandmaintainedbytheGM,withstartingvaluesand possiblerangesof: Time:DayorNight Day:Currentrealworldday,number131 Month:Currentrealworldmonth(forexampleDecember,January,etc.). Year:2285

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Weapons and Armor and Equipment


Neodollars Themoderncurrencyiscalleda"Neodollar",andusesthe"$"signor"ND".Eachbillisdurablepaper 8"longand3"wide,andmarkedwithavarietyofvistasfromtheNeotechnoistjungle.Although printingiscontrolledbytheNeotechnoists,moneystillescapesintothepoorerwastelandsoutsideThe Wall. BuyingandSelling ItemsareboughtbyaPossefromthetablesbelowatthelistedprice. Itemsthatoriginallycost$40orovercanbesoldat50%thelistedprice. MaximumBurden BecauseoftheproliferationofDinosaurs,trackingofitemweightisnotdone.Insteadtheonly limitationsarebasedonsize. Acharactercancarryamaximumof2Largeweaponsand1suitofArmor. Adinosaurcanstoreamaximumof6Largeweaponsand3suitsofArmor. Notethatoneitemofalargersizecategorytranslatesintotwoitemsofasmallersizecategory. Forexample1Largeweapontranslatesinto2Mediumweapons,or4Smallweapons. SuperiorWeapons AsaPosseexplorestheymaycomeacrosssuperiorversionsofthestandardweaponstheyare accustomto.Theseimprovementsaremarkedinthenameoftheweaponasfollows: Weapon+XA:Xisanumberfrom1to5,andspecifieshowmanybonusAttackstheweapon grants. Weapon+XD:Xisanumberfrom1to5,andspecifieshowmuchbonusDamagetheweapon does. ForexampleaPumpShotgun+1Awouldhave4Attacksinsteadof3,whereasaHighBurstRifle +3Dwoulddo5damageinsteadof2. DeficientWeapons Justassomeweaponsmaybeimproved,otherscanbeweakerfromwearandtear.Theequipment carriedbymostunalignedenemiestendstobedeficientinsomeway.Belowaresomegeneral guidelinesforprefixesapplicabletoanyweapon: Rusty:LowerReload. Old:LowerRange. Dented:LowerDamage.

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WeaponSpecialAbilities Thereisapresetlistofcommonspecialabilitiesthatareassignedtovariousweapons.Thedescription foreachfollow,althoughmoremaybecreatedattheGM'sdiscretion: BothBarrels:Add+2Attacksforthenextattack,butmarkwithaReloadtoken. CoverBreaker:Onhitremove1pieceofvegetationbasedterrain(suchasatreeorhedge).What constitutesasinglepieceisattheGM'sdiscretion. Explosion:Ifhit,anyentity(alliedorhostile)withinthelistedinchessufferthebasedamageof theweapon. Fireline:Drawastraightlinefromthefirerinthedirectiontheywishtoattack,uptothe maximumrangeoftheweapon.Anyentity(alliedorhostile)thelinepassesover(evenpartially) suffersanattackfromthisweapon. HailofBullets:OptionallyrerollonesingleAttackdice. Knockback:Ifhitthetargetispusheddirectlyawayfromtheattackeradistanceequaltothe listedinches. Lasso:ThisweaponcanonlybeusedwhilemountedonaDinosaur,andcanonlytargetnon mountedcharacters. Pulled:IfhitthetargetisPulleddirectlytowardstheattacker,stoppingatanyDifficultTerrainin theway.Thiscanunwillinglymoveatargetintoclosecombat. Scoped:IgnorethepenaltyforattackingtargetsinCover. Seeking:NoAttackRollisnecessary,insteadthetargetisautomaticallyhit. Slowed:OnhitthetargetisSlowedandduringtheirnextActivationtheycannotRunandcan onlymove1/2"theirMovementstatistic. Stopped:OnhitthetargetisStoppedinplaceandcannotmoveduringtheirnextActivation. Stunned:OnhitthetargetisStunnedandcannotmakeanyattacksduringtheirnextActivation.

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WeaponTableInformation Overseventyweaponsareoutlinedintheitemtablesbelow.Thislistcanbeconsideredatemplate,as evenasimpleweaponlikeaPumpShotguncanvarybetweenareasinthecountry. Thestatisticcolumnsofthechartareoutlinedbelow,aswellasdetaileddescriptivetextforeach weapon: Name:Thecommonnameordesignationoftheweapon. Cost:Thecost(inNeodollars)oftheweapon. Attack:ThenumberofAttackstheweaponhas. Damage:Thebasedamageoftheweapon.Thisvaluemaybe0. Short:Theshortrangeoftheweapon,ifany.SeetheCombatsectionabovefordetailsonwhat Shortrangedoes. Med:Themediumrangeoftheweapon. Long:Thelongrangeoftheweapon,ifany.SeetheCombatsectionabovefordetailsonwhat Longrangedoes. Reload:Thereload,jam,oroverheatchanceofaweapon. IfthevalueisNonetheweaponneverneedstobeReloaded. IfthevalueisAutotheweaponmustbeReloadedaftereachuse(anexamplewouldbegrenades orasingleshotrifle). Size:Thesizeoftheweapon,eitherSmall,Medium,orLarge.Usedforcarryingcapacity. Type:Thecategoryofweapon,eitherEnergy,Projectile,Grenade,Melee,orBrawlorBeast. Energyweaponsaremostlikelylaserbased,especiallyiftheNamehasaKilowatt(KW)or Megawatt(MW)ratinginit.Otherwiseitcouldalsofireplasmaorenergizedparticles. Projectileweaponsarelikelygunpowderbasedandsimilartotheweaponsofthe21stcentury. Grenadetypeweaponsaremanuallythrownatanenemy,andwillalwayshaveaReloadvalueof Auto.Thisrepresentsgrabbinganothergrenadefromabagorbandolier.Individualgrenadesare notcountedortracked,sothinkofeachGrenadeweaponasacollectionorpackofweapons. Meleeweaponsareusedinclosecombatonlyandthushavenorangesorreload. Beasttypeweaponsarenaturalattacksofdinosaurs,suchastramplingandgoring.Beastattacks arealwaysavailabletoanydinosauratnocost. Brawltypeweaponsarenaturalweaponsofhumans,suchaspunchesandkicks.Cannotbeused whileMountedandcannottargetDinosaursorMountedCharacters.Brawlattacksarealways availabletoanycharacteratnocost. Special:Anycomplexeffectsoftheweapon.Seethedetailsaboveforeachability.

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WeaponDescriptions SixShooter:Byfarthemostcommonrangedweapontheubiquitoussixshotrevolverhas,onthe surface,remainedunchangedsincetheoldwildwest.Howevernowintheplaceofsolidlead bullets,incrediblyhighdensitybatteriesareusedasammunition.Eachcontainenoughenergyto generateasinglelaserblastofKilowattpower,alevelofdrainthatonlybattleshipsizecannons couldpropelearlierinthe21stcentury.Thesehightechrevolversareadailyreminderofthe advancementsintechnology. Pistol:Althoughthesehandgunshavegreaterrangeandaccuracy,theyremainlessusedthanthe classicrevolverastheytendtobreakdownindustyconditions,anddon'tfitinwiththeidealistic cowboyimagemostofthepopulationstrivefor. Derringer:Smallandeasilyconcealed,thispocketpistolstillpacksapunch. Handcannon:Drawingfromalinkedsetofbatteryammoallowstheselargeborehandgunsto firewide,thicklaserbeams. Bow:Bydrawingandenhancingthefrictionalenergycreatedbypullingandreleasingabow string,theseweaponsallowthefirertopropellaserbeams. Shotgun:Thesehouseholdweaponshavebeenupdatedtofireclustersofburningplasmaata target.Thereloadingmotionofthepumpshotgunregeneratestheplasmacellsinpreparationfor anothershot.Thedoublebarreledshotgunmodelhastwoindependentlychargedbarrelswhich canbefiredseparatelyorsimultaneously.Andfinallytheautomaticshotgunwhichispowerfulbut tendstooverheatquickly. LeverActionRifle:Liketheclassicsixshooter,theleveractionriflehasbeenupdatedto2285 standards.Eachpulloftheleverwillreloadahighchargebatteryinpreparationforanothershot. Thelargerbatteriesandlongerbarrelallowgreaterrangeandimpactthatrevolvers,andcaneven achieveMegawattlevels. TwinRifle:Thislaserriflehastwoverticallystackedbarrelstoincreasefirepower. BurstRifleandRepeater:Byusingsmaller,lighterbatteriestheburstrifle(alsocalledarepeater) tradespenetratingpowerforahighernumberofshots.Normallypreferredbygunslingerswho havepooraccuracyforthesheervolumeoflaserbeamsfiredinawildspray. RotaryRifle:Updatingthegatlinggundesignfromtheoldwildwest,thismodernrotaryriflecan achievethehighestrateoffireofanyknownweapon. ScopedRifle:Usedbysnipersandhunters,scopedriflesfiresinglecondensedlaserbeams,relying onkillingpoweroverabarrageofshots. StunGun:Dischargingtheequivalentofalightningstrike,thisgunisperfectforslowingatarget whiletheystaggerandrecovertheirwits. Bola:Anoldstyleofweaponthatbindstwoheavyweightsbetweenastreamofparticles.When thrownitwrapsaroundatarget'slegsandcancausethemtostumbleandslowastheyhastilyfree theirfeet. Lasso:Theageoldtraditionofropingatargettoholdtheminplace,lassoingandwranglingare stillusedfromthesaddleofdinosaurs.Someexoticlassoscanretractawrangledtargetcloseror evensliceatthemwithjaggedbarbs. ThrowingKnife,Axe(Tomahawk),andSpear:Thesecrudeweaponsarenormallychosenfor styleoverfunctionality,aseventhemostbasicsixshooteroutperformsthesebladedweapons. StubPistol:Commonlydesignedliketheprojectileslinginggunsofthe21stcentury,the expensiveandcarefullycraftedsolidbulletscaninflictfargreateruncauterizedwoundsthana laserbeamfromacomparablerevolver. Musket:Atrulyancientweapon,thisgunusescrudeblackpowdertopropelaleadballa
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considerabledistance,butwithlimitedaccuracy. Crossbow:Firingjaggedandbarbedbolts,thissimplebuteffectiveweaponiscapableofcatching anunwaryenemyoffguard. SawedOffShotgun:Withashortenedbarrelthisshotgunisusedtosprayadensecloudofmetal shrapnelorpelletsatatarget. BoltActionRifle:Thissingleshotrifleissometimespreferredbyrichhuntersandscoutingparties ofnoblesfortheloudreportandbrightmuzzleflash. AssaultRifle:Completewithwoodenstocksandcurvedmagazines,thesefearsomeweaponsare greatforspookingdinosaursandraidersalike. NeedlerRifle:Aspecializedrifleloadedwithadvancedselfguidingbullets,thisweaponis normallyreservedfortargetswithotherwiseimpenetrablearmor. Blunderbuss:Firingacloudofbrokenglass,rustynails,rocks,andothershrapnel,the blunderbussisabarbaricexampleofprojectileweapons. Bazooka:Comprisedofacrudemetaltubeandheavyselfpropelledrockets,thebazookaisa crowdpleaser. RocketLauncher:Theadditionofamagazineofsmallerrocketsallowsthisweapontofireafew timesbeforeneedingtobereloaded,whilestillmaintainingarelativelydestructiveblast. GrenadeLauncher:Anelegantweaponthatrapidlyfiresastreamofmicrogrenadesatatarget, withthebenefitofshoweringthenearbyareawithrazorsharpshrapnel. Flamethrower:Uncommonanddevastating,theflamethrowerspewsburningchemicalsina smallarcaroundtheuser.Terrificatcatchingdinosaursoffguard,clearingbunkers,orstartingan oversizedcampfire. BoomGrenadesandStickofDynamite:Themostcommongrenade,thisweaponcomesina varietyofshapesandsizes.Mostaresimplecylindersthrownbyhand,butsomemaybetinsof explosivesstuckatopwoodensticks. KaboomGrenadesandBundleofDynamite:Similartoaboomgrenade...justbigger. RiotGrenades:Theserubbertubesofstinging,compressedairblowopponentsbackwardsupon explosion,andwereusedinsomeoftheearlyfoodriotsinHaven. StunGrenades:Thesegrenadesexplodebythunderingalowfrequencypulseoutwards,which momentarilyincapacitatesnerveendings. TangleGrenades:Explodingintoacloudofmonowiresthesegrenadesquicklysnareandtigthen tolockatargetinplace. GlueGrenades:Commonlyusedtoslowchargingdinosaurs,thesegrenadesshoweratargetwith achemicalmixoffastbondingglue. DefoliantGrenades:Animprovedherbicidespraythatcanbeusedtoclearaswatheofthick vegetation.Thesewereusedduringtheearlyexplorationofthevolcanojungle. ShankandKnifeandMachete:Crudestabbingweaponsusedtoslashattargetsandseverlimbs. BrassKnuckles:Heavychunkofmetalwornovertheknucklestoincreasetheforceofpunches. BrokenBottle:Normallynotaweaponofchoice,thisimprovisedclubofsharpglasscanstillget thejobdone...messily. Swords:Rangingfromthelengthofahandtothesizeofaman,swordshavebeencommonsince theearlycenturiesofmankind.Asidefromimprovingthematerialsusedinconstruction,littlehas changedinthedesignsincethen. MotorBlade:Poweredbyasmallbatterycell,thisthicksteelbladeiscoveredinnumerous spinningmicrodrillbitswhichcarvehumananddinosaurfleshwithequalease. Axe:Savageandbarbaric,theaxeisaharshreminderofadarkertimeinhumanity'shistory. Staff:Anelegantwoodenorsteelrod,thestaffcanbedeadlyinskilledhands.
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Flail:Thisweaponinflictspainfulwoundsthroughaheavy,spikedballthatischainedtoahandle byincrediblydurablemicrowire. Hammer:Rangingfromsmallonehandedclawhammerstolargeheadedsledgehammers,these weaponstendtocauseenemiestofleeinterror. Pickaxe:Reminiscentofthedaysofgoldprospectors,thepickaxeissometimesusedasacrude weapon. Club:Simpleandeffective,thisweaponrangesfromasturdywoodenplanktoacrowbar. Spear:Arguablyoneofmankind'sfirstweapons,thespearisperfectforharassingdinosaursata safedistance. Whip:Amodernversionofthewhip,thissparklinglengthofharnessedparticlescantangleand tripatarget. Dinoprod:Thissteelrodistippedwithapowerfulelectricaldischargeunit. PowerGlove:Poweredbyasmallbatterycell,thisadvancedmetallicgloveenhancestheforceof punches. PlasmaLance:Thisweaponisalongsteellancethatissheathedinsuperheatedenergy. TwinLance:Althoughheavyandslightlyunwieldy,thisdoubleprongedlancecanbedevastating intherighthands. ShudderLance:Vibratingseveralhundredtimesasecond,thiswellknownweaponusesstored kineticenergytoblastatargetbackwards. ArmorTableInformation Avarietyofarmorsareavailableforusebycharacters.Theserangefromasimpleclothshirttomore advanceddefensivesheathsnecessarytowithstandthefearsomeblowsofadinosaur.Notethatonly themostcommonarmorsarelisted,andothermaterialsandtypesofarmormayexist. Thestatisticcolumnsofthechartareoutlinedbelow,aswellasdetaileddescriptivetextforeachsuit ofarmor: MaterialName:Themainmaterialcomponentofthearmor.Thestyleandshapevaries. Cost:Thecost(inNeodollars)ofthearmor.Thispricemayvarybetweenlocations. ArmorRating:ThelevelofprotectionandequivalentArmorRatingofeachsuitofarmor. MVPenalty:TheamountofMovementacharacterloseswhenwearingacertainsuitofarmor.If thiswouldreducetheirMovementstatisticto0orbelowthenthecharactercannotwearthe armor. ArmorDescriptions Cloth:Thickclothofvariousstyles,normallyinashirtorvestform.Thematerialbarelysoftens blows. Padded:Layeredorspeciallytreatedclothtohelpfurtherresistimpactandburns. Quilted:Apainstakingapproachofofinlayingmetalstudsintocommonreinforcedmaterials. Clay:Thisarmoriscreatedbyreinforcingsuperheatedclaywithsoftlayersofinnerpadding. Wood:Craftedfromhardyjungletrees,thissuitofarmorinvolvesstrappingcarvedandfitted piecesofwoodtokeylocations,normallyunderotherclothes. Bone:Madeupofavarietyofdensebones,thisarmoriscrudebuteffectiveatreducingthepain ofadinosaurbite. Dinohide:Formedfromavarietyoftannedandtreateddinosaurpelts,thissuitisextremely
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commonforitseaseofcustomization. Mesh:Createdfromlinksofdurablemetalorthickrubber,themeshshirtispreferredbyanyone withaflairforstyle,asitcanseamlesslybewornunderclothes. Flak:Abulkyvestusefulinprotectingthewearerfromshrapnelandsharpteeth. Metal:Heavyandcumbersome,asolidsheetofmetalisstillgreatatprotectingvitalareaswhile providingpeaceofmind. Ceramic:Formedusingmodernmixingtechniques,ceramicplatingisusefulfordeflectingor absorbingweaponshots. Kevlar:Uncommonandoutdatedbymodernstandards,21stcenturykevlarisstillsometimes foundinlawenforcementgroups. Vectran:Anupdatedversionofkevlarfor2285,avectranvestcanstopmostshotswithonly minordiscomforttothewearer. Thermoplastic:Wornoutsideclotheslikeatypeofcarapace,thermoplasticarmorisuseful againstmostenergyweaponsandblunttrauma. Biosteel:Wovenfromthin,lightweightfibersharvestedfromgiantjunglespiders,biosteelisa perfectchoiceformaintainingmobility. Kinetic:Basedonarecentbreakthroughintherealmofpersonalprotection,akineticshirt basicallyreversestheenergyofanincomingattacktodeflecttheblow. STF:Developedneartheendofthe21stcentury,shearthickeningfluid(STF)wasassumedlost afterEruptionDay.Howeveragroupofexplorersuncoveredthesecretstoitsproductionseveral yearsago.Themagnificentliquidinstantlyhardensananosecondbeforeanattackpenetratesto flesh,providingmaximumprotectionwithoutsacrificingweight. Ferrobone:Usingrareultradensebonesreinforcedwithsteelandbiosteel,avestofferrobonecan makethewearernearlyimpervioustopain. EquipmentTableInformation Variouscommonanduncommonitemscanbeusedbycharacterstohelpintheiradventures.These setsofequipmentarespecifiedintheItems.odtfile.Exampleequipmentwouldbearchaicitems similartotheiroldwestcounterpartslikesleepingbags,lanterns,andhemprope,whilethe2285 optionsarealsolistedlikespymics,heartbeatscanners,cybergills,andmore. Onlyitemsthathaveadirectingameusearelisted,buttherearethousandsofotherminoritems thatcharactersarenormallyassumedtohaveonhand(likehats,boots,gloves,pins,belts,etc.). Thestatisticcolumnsofthechartareoutlinedbelow,aswellasdetaileddescriptivetextforeachpiece ofequipment: Name:Thenameoftheequipment. Cost:Thecost(inNeodollars)ofasingleitem.Thispricemayvarybetweenlocations. PurposeorEffects:Asummaryoftherulesgoverninghowtheitemisusedingame.Seebelow formoredetailedrulesforsomeitems. EquipmentDescriptions HempRope:Sturdyropewovenfromstrandsofhemp.Usefulforclimbing,towingorhauling, bindingprisoners,etc.Normallycomesin50footlengths. MicroRope:Amodernadvancementthatreducesthesizeandweightofropetothatofthin fishingwire,whilestillmaintainingtheloadbearingcharacteristics.Notrecommendedfor
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climbingasMicroRopetendstocutthroughgloves.Normallycomesin200footlengths. GrapplingHook:Thicksteelhookwithonetothreeprongs,usedforlatchingontoclifftops, trees,etc. Lockpick:Traditionalsetofthinmetalpicksusedforopeningoldfashionmetallockswithout damagingthelockitself. Locksplitter:Containerofnanorobotsthataredumpedintoalockandautomaticallyformthe resemblanceofthekey.Tendstodamagethelockafteruse,butarequickandsimpletoutilize. CharcoalandPaper:Simpleimplementsforwriting. Datapad:Smallsolarpoweredscreenusedforwriting. DeckofCards:Standarddeckofplayingcardsusedingambling. Dice:Standardpairofdiceusedingambling. MusicalInstrument:Representsawidevarietyofmusicmakinginstrumentslikebanjos,guitars, harmonicas,etc. SleepingBag:Durablebedrollmadefromavarietyofmaterialsthatcanbecompresseddownto fitintoasack.Testedsuccessfullytoarctictemperatures. FoldaCot:Originallythesizeofabaseballbat,thisrevolutionaryunfoldingdesignexpandsinto ametalcotraisedtwofeetabovetheground.Canfitastandardhumanbeingcomfortably.Useful forprotectionfromcrittersontheground. Tent:Representsavarietyoftentsfromsimpleonemanfoldingtentstogrouptents.Materials andmethodofconstructioncanvary. Canteen:Representsanycontainerthatcanholdliquid. Binoculars(Lense):Traditional20xmagnifyinglenses. Binoculars(Electric):Modernelectroniclensesthatcanmagnifyfrom1xto50x.Poweredby longlastingbatteries. Spymic:Microphoneusedforamplifyingdistantsoundsfromupto500feetaway.Usefulfor listeninginonconversations. Candles(Wax):Asetoftraditionalwaxcandles. Candles(LED):Glowingstickoflightemittingdiodes. FlinterandTinder:Crudemethodofstartingafirebystrikingflintandtindertogethertocreate sparks. Matches(Chemical):Aboxofwoodenmatcheswithspeciallytreatedchemicalheadstoinstantly sparkaflamewhendraggedoveraroughsurface. Firesparker:Modernmethodofstartingafirebyaselfheatingelectriccoilthatissolarpowered. Lantern(Oil):Oldfashionedlightsourceusefulforilluminatingawide,circulararea. Lantern(Electric):Modernlightsourcethatusesacellofrechargeablebatteriestocreate illuminationinawide,circulararea. Flashlight:Lightsourcethatcastsanarrow,longbeamofillumination.Poweredbyhighdensity batteries. FoldaShovel:Amicrothinshovelthatunfoldsfromametalboxthesizeofanegg. Wirecutter:Selfsharpeningcuttersthatcanbeusedtosplitbarbwire,fences,etc. MotionDetector:Asmalldeviceranginginstylefromablackspheretoawhiteboxwitha blinkinglight,themotiondetectorcanbesetuptotriggervaryinglevelsofalarmwhenmotionis detected.Usefulforpreventingentryintocertainareas,orsecuringacampsiteatnight. HeartbeatScanner:Displaysbeatingheartsuptoa100footradius,eventhroughwallsand stone.Oftenusedbybountyhunterstotrackdownhidingprey.Thescannercannotdifferentiate betweendinosaursandhumans. FilterMask:Varyinginstylefromananofiberbandannatoafullfacecovering,thefiltermaskis
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usefulforcleansingairofanythingfromdusttopoisongas. Cybergills:Acollarthatallowsthewearertobreatheinfreshwaterforupto3hoursbefore needingtorecharge.SaltwatertendstoclogtheCybergill. Nightsight:Representingavarietyoflightamplificationdevicesrangingfromgogglestoeye contacts.Canbeusedtoclearlyseeinlowlightortotallydarkconditionslikeunderground,a room,oratnight. WhiskeyDrop:Theweakesthealingagent,aWhiskeyDropdoesn'tactuallycontainanyalcohol. Insteaditmimicsthedullingeffectsofwhiskeythroughacomplexmixofchemicals.Normally thesehealingitemslooklikesimplelightbrownpills.Restores2Hitpointsinstantly. IRP:Availableindifferentsizes,theIRP(orInstantRegenerativeProduct)arepackagedasthick needlesfilledwithliquidthatfusesbrokenbones,rapidlyrestoresskin,andstimulatesthe creationofblood.Restoreseither1D6(Small),1D12(Medium),2D12(Large),or40(Critical) Hitpointsinstantly(intheActionPhaseitwasused). Medpack:Abagorpackagecontainingvariousitemsusedinhealing,suchasbandages, tourniquets,disinfectants,etc.Restores1D12Hitpointsatthestartofthetarget'snextActivation. Autosurgeon:Contraptionthatunfoldsintoaseriesofmechanicalarms.Themachineworks rapidlytosplintbrokenbones,fusegashes,injectbloodtransfusions,andsoon.Restores2D12 Hitpointsatthestartofthetarget'snextActivation. FoldaDoc:SimilartotheAutosurgeonthisunfoldingdoctor'sbagisusefulatrepairingthemost grievousofwounds.Restores40Hitpointsatthestartofthetarget'snextActivation.

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Ranged Energy Weapons


Name Cost Attack 4 4 4 4 3 2 2 2 1 2 2 2 3 4 5 3 3 3 2 1 6 6 7 1 1 1 Damage 0 1 2 3 4 3 4 6 5 4 2 5 5 5 2 4 5 6 7 8 1 2 3 10 10 11 Short 1-6 1-6 1-6 1-6 1-6 1-8 1-8 2-6 1-3 1-4 1-3 1 1-4 1-6 N/A N/A N/A N/A N/A N/A 1-4 1-4 1-6 N/A N/A N/A Med 7-10 7-10 7-10 7-10 7-10 9-15 9-13 7-8 4-8 5-10 4-8 2-6 5-7 7-8 2-12 4-14 4-14 4-14 4-14 4-16 5-11 5-10 7-11 6-18 6-20 8-20 Long 11-14 11-14 11-14 11-14 11-14 16-17 14-16 9-12 9-11 11-14 9-11 7-9 8-9 9-10 13-18 15-21 15-21 15-21 15-21 17-24 12-16 11-14 12-15 19-24 21-26 21-30 Reload 1x1 1x1 2x1 2x1 2x1 1x1 2x1 1x1 None None 1x1 1x1 2x1 1x1 2x1 2x1 2x1 2x1 1x1 Auto 4x1 3x1 3x1 1x1 1x1 Auto Size S S S S S S S S M M S M M L M M M M M L L L L L L L Type Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy Energy
Hail of Bullets Scoped Scoped Scoped Both Barrels Slowed Both Barrels

Special

80KW Six-Shooter $10 100KW Six-Shooter $40 200KW Six-Shooter $60 300KW Six-Shooter $80 400KW Six-Shooter $80 Light Pistol or Derringer $60 Heavy Pistol $80 Handcannon $120 Laserbow $80 Blasterbow $100 Stun Gun or Bola $150 Double Barrel Shotgun $80 Pump Shotgun $100 Auto Shotgun $150 200KW Twin Rifle $150 400KW Lever-Action Rifle $130 500KW Lever-Action Rifle $160 600KW Lever-Action Rifle $200 700KW Lever-Action Rifle $250 1MW Lever-Action Rifle $320
Low Burst Rifle or Light Repeater $120 High Burst Rifle or Heavy Repeater $150

Rotary Rifle $600 1MW Scoped Rifle $600 2MW Scoped Rifle $620 3MW Scoped Rifle $750

Ranged Projectile Weapons


Name Cost Rope Lasso N/A Wire Lasso $40 Retractable Lasso $60 Barbed Lasso $100 Throwing Knife $40 Throwing Axe or Tomahawk $40 Throwing Spear $10 Stub Pistol $140 Musket $120 Crossbow $120 Sawed Off Shotgun $100 Bolt Action Rifle $150 Assault Rifle $120 Needler Rifle $400 Blunderbuss $150 Bazooka $1,200 Rocket Launcher $1,300 Grenade Launcher $900 Flamethrower $1,500
Boom Grenades or Stick of Dynamite $120 Kaboom Grenades or Bundle of Dynamite $170

Attack 1 1 1 3 3 2 2 4 1 3 2 1 6 N/A 1 1 1 4 1 1 1 1 1 1 1 1

Damage 0 0 0 3 2 3 1 4 4 3 6 6 1 2 5 15 12 6 8 7 7 0 0 0 0 0

Short N/A N/A N/A N/A 1-6 1-5 1-4 1-8 N/A 2-10 1-2 2-8 1-6 N/A 1-5 N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A N/A

Med 1-6 1-8 1-6 1-4 7-10 6-10 5-10 9-14 6-20

Long N/A N/A N/A N/A 11-13 11-13 11-12 15-16 21-24

Reload None None None None Auto Auto Auto 1x1 Auto None 1x1 1x1 2x1 None 1x1 Auto 1x1 1x1 Auto Auto Auto Auto Auto Auto Auto Auto

Size S S M S S S S L M S L L M M L L L L M M M M M M M

Type Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Projectile Grenade Grenade Grenade Grenade Grenade Grenade Grenade

Special
Lasso, Stopped Lasso, Stopped Lasso, Pulled Lasso, Slowed

Scoped

11-14 15-18 3-6 9-15 7-12 1-13 6-10 5-18 5-16 5-14 1-6 3-12 3-10 3-12 3-12 3-12 3-12 3-12 7-9 16-22 13-17 N/A 11-14 19-28 17-25 15-20 N/A N/A N/A N/A N/A N/A N/A N/A

Seeking Explosion 2" Explosion 2" Explosion 2" Explosion 2" Fireline Explosion 2" Explosion 4" 1D6" Knockback Stunned Stopped Slowed Cover Breaker

Riot Grenades $100 Stun Grenades $200 Tangle Grenades $200 Glue Grenades $170 Defoliant Grenades $200

Melee Weapons
Name Broken Bottle $5 Machete $10 Hammer $40 Pickaxe $60 Tall Sword $80 Knife or Brass Knuckles $10 Long Sword or Flail $40 Shank or Short Sword $10 Axe or Club $40 Staff $60 Shudder Lance $100 Spear $60 Saber or Cutlass $80 Plasma Lance or Power Glove $120 Motor Blade $80 Whip $80 Dinoprod $120 Twin Lance $120 Cost Attack 3 1 1 1 1 2 2 3 3 3 3 4 4 4 5 5 8 7 Damage 0 4 5 6 7 3 4 2 3 4 5 3 4 5 3 1 0 2 Short Med Long Reload None None None None None None None None None None None None None None None None None None Size S S S M L S M S S M L M M S M L M L Type Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee
Slowed 4" Knockback

Special

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

Natural Weapons
Name Cost Punch N/A Kick N/A Shove N/A Trip N/A Trample N/A Gore N/A Attack 2 1 1 1 2 2 Damage 1 2 0 0 0 0 Short Med Long Reload None None None None None None Size Type Brawl Brawl Brawl Brawl Beast Beast
2" Knockback Stopped 4" Knockback Slowed

Special

Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee Melee

Armor
Material Name Cost Armor Rating 0 1 2 3 4 5 6 7 MV Penalty 0 0 0 0 0 -1 -2 -3 Unarmored N/A Cloth / Padded / Quilted $50 Clay / Wood / Bone $150 Dinohide / Mesh / Flak $300 Metal / Ceramic / Kevlar $500 Vectran / Thermoplastic $1,000 Biosteel / Kinetic $1,500 STF / Ferrobone $2,000

Weapon Special Abilities Both Barrels: Add +2 Attacks for the next attack, but mark with a Reload token. Cover Breaker: On hit remove 1 piece of vegetation based terrain (such as a tree or hedge). What constitutes a single piece is at the GM's discretion. Explosion: If hit, any entity (allied or hostile) within the listed inches suffer the base damage of the weapon. Fireline: Draw a straight line from the firer in the direction they wish to attack, up to the maximum range of the weapon. Any entity (allied or hostile) the line passes over (even partially) suffers an attack from this weapon. Hail of Bullets: Optionally Re-roll one single Attack dice. Knockback: If hit the target is pushed directly away from the attacker a distance equal to the listed inches. Lasso: This weapon can only be used while mounted on a Dinosaur, and can only target non-mounted characters. Pulled: If hit the target is Pulled directly towards the attacker, stopping at any Difficult Terrain in the way. This can unwillingly move a target into close combat. Scoped: Ignore the penalty for attacking targets in Cover. Seeking: No Attack Roll is necessary, instead the target is automatically hit. Slowed: On hit the target is Slowed and during their next Activation they cannot Run and can only move 1/2" their Movement statistic. Stopped: On hit the target is stopped in place and cannot move during their next Activation. Stunned: On hit the target is stunned and cannot make any attacks during their next Activation.

Equipment
Name Hemp Rope $5 Micro Rope $10 Grappling Hook $1 Lockpick $10 Locksplitter $20 Charcoal and Paper $1 Datapad $50 Deck of Cards $1 Dice $1 Musical Instrument $1 Sleeping Bag $5 Fold-a-Cot $10 Tent $20 Canteen $1 Binoculars (Lense) $30 Binoculars (Electric) $80 Spymic $50 Candles (Wax) $1 Candles (LED) $2 Flinter and Tinder $1 Cost Purpose or Effects
Thick sturdy rope, 50 feet long Nearly invisible rope, 200 feet long To hook onto surfaces For unlocking a lock without damaging it For destroying locks For writing For storing notes For gambling For gambling Make music Protection while sleeping on the ground Raised platform to sleep on Sleep in style Store liquids Magnify distant sights (20x) Magnify distant sights (1x50x) Amplify and listen to distant sounds up to 500 feet away Small area of light Small area of light Start fires

Name Matches (Chemical) $2 Firesparker $5 Lantern (Oil) $1

Cost

Purpose or Effects
Start fires Start fires Wide area of light Wide area of light Long narrow beam of light Dig holes Cut barbwire, fences, etc. Warn when motion is detected Determine location of entities within 100 feet Block harmful air Breath underwater (in fresh water only) for 3 hours See in low-light or dark conditions Restore 2 Hitpoints instantly Restore 1D6 Hitpoints instantly Restore 1D12 Hitpoints instantly Restore 2D12 Hitpoints instantly Restore 40 Hitpoints instantly Restore 1D12 Hitpoints over time Restore 2D12 Hitpoints over time Restore 40 Hitpoints over time

Lantern (Electric) $10 Flashlight $10 Fold-a-Shovel $1 Wirecutter $1 Motion Detector $70 Heartbeat Scanner $150 Filter Mask $80 Cybergills $80 Nightsight $80 Whiskey Drop $5 Small IRP $10 Medium IRP $20 Large IRP $50 Critical IRP $150 Medpack $15 Autosurgeon $40 Fold-a-Doc $120

IP Total IP Current

ND Total ND Current

D N S B

#1

Leader Name

Move

Armor

RMC

MMC

Bravery

HP

Traits

Yeehaw!
Weapon Name Statistics
A A D D Armor RMC MMC Bravery HP

Range

Reload

Current HP

Inventory

D N S B

#2

Name

Move

Traits

Weapon Name

Statistics
A A D D Armor RMC

Range

Reload

Current HP

Inventory

D N S B

#3

Name

Move

MMC

Bravery

HP

Traits

Weapon Name

Statistics
A A D D Armor RMC

Range

Reload

Current HP

Inventory

D N S B

#4

Name

Move

MMC

Bravery

HP

Traits

Weapon Name

Statistics
A A D D Armor RMC

Range

Reload

Current HP

Inventory

D N S B

#5

Name

Move

MMC

Bravery

HP

Traits

Weapon Name

Statistics
A A D D Armor RMC

Range

Reload

Current HP

Inventory

Dino

Traits #6

Traits
MMC Bravery HP

Dinosaur Name

Move

Traits

Type:

Weapon Name

Statistics
A A D D

Current HP

Storage

V0.9

Quick Reference Sheet


Name Armor Type All Affects Miss Chance Miss Chance Miss Chance Miss Chance Miss Chance Damage Damage Attack Amount +Armor Always +1 -1 +1 +1 -1 +1 +1 When

In Melee Ranged Short Range Ranged Long Range Ranged Movement Ranged Cover Ranged Elevation Charge All Melee

Target in Melee Target at Short Range Target at Long Range Target moved Target in cover Attacker 2"+ above target Attacker performed Charge

Turn Order
1. Clear Tokens (Moved and Acted) 2. Roll Initiative 3. Activate Entity 3a. Use any Active Traits 3b. Perform Phases (in either order) 4. Repeat #2 and #3

Action Phase Options


Use Weapon Use Item (on self or adjacent ally) Reload a Weapon (remove Reload token) Run (additional 1/2 Move stat) Charge (+D6" Move, bonus in Melee) Mount or Dismount

Bravery Test
Required a test when Damage >= (starting HP / 2) Test by rolling 1D12 >= Bravery statistic = failed (Fleeing)

Combat Procedure
1. Attack Roll Roll one D12 for every Attack of the ranged or melee weapon. 2. Determine Hits 1 Hit per Attack roll >= (Miss Chance +/- modifiers) 2 Hits (Critical Hit) per unmodified roll of 12 3. Apply Damage to Target Subtract count of Hits + weapon Damage +/- modifiers from target HP

Yeehaw (Ability)
- One other entity within 12" can re-roll a single dice once per encounter. Mark the ability as used on the Posse Roster. - If the Leader is taken out of action every allied entity must make a Bravery Test.

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