Dinosaur Cowboys Quickdraw Rules

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1 inosaur Cowboys Quickdraw Rules Starting the Game v.6 (0) by Carlo Guglielmin Creative Commons ttribution-noncommercial-sharelike.0 Unported License inosaur Cowboys is a fast playing miniatures skirmish game of competing Posses of up to six models. Combat takes place in the futuristic landscape of the year 8, where a supervolcano erupted and changed the course of mankind forever. These Quickdraw Rules are meant for new players who want to jump right into the action and aren't worried about customizing their Posse, playing a campaign, or rare exceptions to rules. If you have further questions refer to the full rulebook. What is Needed to Play To play a game of inosaur Cowboys a few hobby supplies are needed: 0 to minutes of time players, each with a Posse surface with terrain to play on Pencils, erasers, measuring tape 8mm character miniatures Multiple sided dice (referred to as s) few 6 sided dice (referred to as 6s) Tokens for marking ctivated, Fleeing, Panic, and Reload Step / Choose a Posse Each player chooses a Posse from the available Posse Rosters at the end of these rules. Step / Setup Table Choose a table size ('x' is recommended) and place terrain. Step / Roll for Sides Each player rolls a (re roll ties). Whoever rolls highest is the First Player and chooses a table edge to deploy from. Step / eployment The First Player deploys their Posse within 8" of their chosen table edge. The other player then deploys within 8" of the opposite table edge. Characters can start the game mounted on their dinosaur. Step / Begin the Game The first Turn starts, using the structure defined below. Ending the Game player wins if their Posses takes every enemy entity Out of ction. Otherwise the game ends after 6 Turns. Whoever has the most entities Out of ction loses. The Turn Step / Refresh Remove ctivated tokens to refresh entities for the new Turn. Step / Initiative Both players roll a (re roll ties). Whoever rolls highest can ctivate first. Step / ctivation Choose an un ctivated entity from your Posse that you want to use. Perform the Movement and ction Phases (in either order), then mark the entity with an ctivated token. Then the opponent ctivates entity. Step / Repeat Once every player has finished their ctivation, repeat Step #. When no un ctivated entities remain the turn is over. Movement Phase Move the entity any number of inches (in any direction) up to the entity's Speed statistic. o this by measuring from the front of the entity's base/stand to the point you want to move. Game Terms Character: Leaders and Members of Posses. inosaur: Refers to anything that uses the inosaur rules. Entity: Either a character or dinosaur. bbreviations RTN = Range Target Number SP = Speed CTN = Close Target Number EF = efense BTN = Bravery Target Number IS = iscipline Number Rounding Unless specified otherwise, always round down. Facing n entity's Facing is 80 degrees in front of them. They can see and attack in that arc. Facing can be freely changed during the Movement Phase. ifficult Terrain ny non flat terrain (such as trees or hills) is considered ifficult Terrain. Characters must double the Speed cost while in ifficult Terrain. For example a character would use " of Speed to move up a " slope ("x). Page

2 ction Phase n ctivated entity can perform one of the following actions in their ction Phase. ction Use a Weapon Perform an attack with either a range weapon or a close weapon (see Combat section below). ction Reload a Weapon weapon the character has is reloaded. Remove the Reload token from that weapon. Step / etermine Hits Use the Range Target Number for range weapons, and Close Target Number for close weapons. pply any modifiers to the associated Target Number from the "Combat Modifiers" table at the end of these rules. Every ttack Roll greater than or equal to the modified Target Number is a Hit. For example if our attack with the 00kW Six Shooter has a Range Target Number of 6 and no modifiers, every 6+ on their attack roll is a hit. utomatic Hit and Miss: n ttack Roll of is always a Hit, ction Hustle dditional move using half your Speed statistic (minimum ). and a result of is always a miss, both regardless of Target Number and modifiers. For example an entity with Speed could Hustle an additional " for a total of 6" during their ctivation. Critical Hit: Every unmodified ttack Roll of is a Critical Hit and counts as Hits, unless a + was needed to hit. ction Charge If an enemy is within 6" and the attacker has a close weapon they can risk a Charge. Measure the shortest straight line between the attacker and the target and roll a 6. Count the roll as inches. Step / pply amage dd the count of all Hits to the weapon amage. pply any modifiers to the total. Subtract this number from the target Hitpoints. If the roll as inches is enough to reach the target (including ifficult Terrain) the Charge can be completed. Move the attacker into adjacent contact with the target and perform a close combat attack with the Charge bonus. For example if we rolled,,, 9 on our we have dice that are 6+. That means Hits. The amage statistic of our 00kW Six Shooter is, so we add that to our Hits for a total of. We reduce the target's Hitpoints by. Shooting The target must be seen by the shooter and in their firing arc. Measure the distance from the shooter to the target, and compare that to the istance of the weapon. For example the attacker is " away from their target. They would need to roll a or 6 on the 6 roll to be able to reach the target and complete the Charge. Otherwise the Charge cannot be completed; the attacker does not move and cannot do anything else this ction Phase. Note that a Charge is not required to enter close combat. ction Mount or ismount character can Mount an adjacent dinosaur, or ismount an existing one. For example our shooter is 9" away from the target. This would be within Medium istance ( 0") with their 00kW Six Shooter. Shot in the Back: If the shooter is behind the target (80 degree arc opposite their Facing) then any rolls of 0+ are treated as Critical Hits. Reloading Count any attack rolls of. If the number of s is greater than The goal of combat is to take your target Out of ction, which or equal to the Reload value of a weapon, the weapon needs to be Reloaded. t that point mark the weapon with a Reload means reducing their Hitpoints to 0 or less. Immediately token. The weapon cannot be used until this token is cleared remove an Out of ction entity from the table. by taking a "Reload a Weapon" action. Each weapon has a set of statistics to achieve this. For For example the 00kW Six Shooter has a Reload of x. example the common 00kW Six Shooter has ttacks and This means if any of the attacks come up as a the weapon amage (which can be abbreviated to ). needs to be Reloaded. Combat Step / ttack Roll Roll a for each ttack of the range or close weapon. For example roll when shooting the 00kW Six Shooter. Melee Two or more combatants are considered in close combat if they are adjacent, regardless of Facing or elevation. Page

3 Firing in (or into) Close Combat Moving a Mount pply the "In Close" penalty to range attacks made within, out inosaurs ignore ifficult Terrain penalties. of, or into close combat. This replaces the Short istance modifier, if applicable. ttacking a Mount ny range or close combat attacks Snap ttack can target either the dinosaur or If a target voluntarily ismounts or moves during close of the passengers at no penalty. combat (including to leave the close combat), any opponents with a close weapon can choose to perform a free close attack Mounting against them. This does not apply to mandatory movement If there is unoccupied space on a dinosaur, a character can due to Fleeing, etc. Mount and ride the dinosaur. To do this an adjacent character uses their ction Phase to Bravery Test Mount the dinosaur. If a character suffers damage greater than or equal to half ismounting their starting Hitpoints statistic from a single range or close When a dinosaur is ctivated any passengers can ismount combat attack, a Bravery Test is immediately required. during the shared ction Phase, which uses the entire phase. For example a character had 8 starting Hitpoints. They suffer Place the ismounted character(s) anywhere adjacent to the damage from a 00kW Six Shooter. The damage is higher dinosaur. than (half their starting Hitpoints) and therefore they must Once ismounted the dinosaur and character(s) can still perform a Bravery Test. perform their Movement Phase, if they haven't already. How to Perform a Bravery Test Roll a for the Bravery Test. If the result is greater than or equal to the character's Bravery Target Number they succeed. Otherwise the Bravery Test is failed and they are Fleeing (mark them with a Fleeing token). Multiple Bravery Tests If a character is already Fleeing, ignore any subsequent Bravery Test until their Fleeing token has been removed. Mount Out of ction If a dinosaur is taken Out of ction any passengers are placed (by the enemy that made the attack) adjacent to where the dinosaur was downed. If the dinosaur had not been ctivated yet the dismounted character(s) can ctivate as normal. inosaur iscipline Effect of Fleeing When the Fleeing character is next ctivated they must immediately move as far as possible in a straight line directly away from the nearest enemy entity. fter moving away adjust Facing as desired, remove the Fleeing token, then perform their ction Phase normally. iscipline is similar to Bravery that is used for characters. higher iscipline means a dinosaur will be able to maintain a consistent pace and direction and obey any rider commands. iscipline and Panic If a dinosaur suffers damage greater than or equal to their iscipline statistic from a single range or close combat attack they will panic. Mark them with a Panic token. dinosaur can have multiple Fleeing While Mounted: If a Fleeing character is mounted on Panic tokens, but only per attack. a dinosaur, they stay mounted and act as above except they For example a ucky dinosaur has a iscipline of. They are move using the dinosaur's Speed statistic. hit by a 00kW Six Shooter for damage and are therefore marked with a Panic token (as is greater than or equal to inosaurs the iscipline). inosaurs are used like vehicles. Medium sized dinosaur can carry passengers while a Large can carry. The size of Effect of Panic the dinosaur is listed on the Posse roster. When marked with or more Panic token(s) dinosaurs do damage (minimum ) and must use their Panic Speed instead ctivating a Mount of Speed, as recorded on the Posse Roster. The dinosaur and any passengers ctivate as a single entity. single Movement Phase (using the dinosaur's Speed/Panic Speed statistic) is shared between the dinosaur and passengers, and either the dinosaur or passenger can use a single ction Phase. For example a mounted Horned dinosaur might move ", then passenger might fire their 00kW Six Shooter. Or instead the dinosaur might choose to make a close attack. For example a ucky dinosaur has a Speed statistic of 6 and a Panic Speed of 6. When marked with a Panic token they would have to roll their Panic Speed of 6 at the start of their ctivation to see how far they can move, instead of using the original Speed value of 6. Recovering from Panic t the end of the dinosaur's ctivation remove Panic token. Page

4 If the dinosaur is Mounted remove an additional Panic token. Weapon Special bilities GJ uto Shotgun, GJ Pump Shotgun, Sawed Off Shotgun Traits Traits differentiate an entity by providing a unique way of hampering enemies or boosting their own abilities. Open Choke: + ttack at Short istance. Posses llegiance ctive Traits can be used by an entity once per game to There are four available llegiances a character can be. The provide their bonus. eclare you are using an ctive Trait as llegiance of a character will be noted by a circled letter on soon as you ctivate an entity. the roster. Passive Traits are "always on" and provide their bonus without needing to be used. uster: Like historic cowboys they scrape a living out of the desert in shanty towns and fields. For example the ctive Trait "ttack Berserker" provides + attacks with any weapon. When first ctivated a character Neotechnoist : dvanced society that hails from cities in the with this trait could declare they are going to use it, and jungle surrounding the volcano. instead of the usual attacks with their 00kW Six Shooter Savage: They live wild and feral in the wastelands away from they would get 6 attacks. civilization. The same shooter also has the Passive Trait "Clear Sight", Bandit: They come from all walks of life and may just be which provides +" istance. This means they could shoot trying to survive, or they can be downright morally bankrupt. their 00kW Six Shooter a maximum of " instead of the usual ", or at Short istance from 0 " instead of 0 6". Leader The Leader is critical to a Posse. If they are taken Out of ction every surviving allied character must immediately take a Bravery Test. ctive Traits ttack ccurate + damage and ignore Movement penalty on attack ttack Berserker +/+ ttacks ttack Headshot Critical Hit on 0+ ttack Marked +/+ damage (if target already moved) ttack Puncture Ignore target efense Get Up! Heal +/+0/+ HP to another ally in 8" Lucky Enemy re rolls a set of attacks against self Speed Reload Reload a weapon for no action Thick Skin +/+ efense Yeehaw!: The Leader has a special ability called Yeehaw! that can be used once per game with the following effect: One other allied entity within " can re-roll a single dice. vailable Posses t the end of these rules are various Posses you can use in your games. Each Posse has a different composition of members and allegiances, and their equipment and combat styles will vary as a result. Passive Traits * Bonus SP + Speed Clear Sight +" to all distances of all range weapons Birkshire Family lone family of pioneers trying to survive in the far reaches of Utah. Mainly focused on powerful guns, but are otherwise balanced. * ny Passive Traits are already factored into the Posses in these rules. rylands Gang Seasoned group of adventurers from Nevada who have a mix of all combat styles. Weapons Some weapons have special abilities that can be used throughout the game. These abilities either have to be explicitly used or are applied all the time. Kenturah's Cavalry Neotechnoist group from Haven who rely on the strength of their weapons and Triceratops to see them through combat. Weapon Special bilities Scattergun Explosion: If hit any entity (allied or enemy) within " suffers damage. The Black Hill Raiders Mounted characters take half amage. 00kW Six Shooter, 00kW Walker Revolver, 00kW Volcanic Pistol, 00kW Peacemaker Fan the Hammer: Can only be used at caravans across the ruined highways of Montana. Short istance. For the next attack add + ttacks and push the target " backwards. Mark with a Reload token after use. 00kW Lever ction Rifle Minimum istance: No attack can be made at targets closer than ". Savage raiders who primarily focus on melee to attack Page

5 IP Total 00 IP Current 0 Birkshire Family N Total $,000 N Current $0 # Leader Name EF RTN CTN BTN SP HP Traits N Papa Jonas Yeehaw! Weapon Name Statistics istance Reload Current HP Inventory Quilted rmor Scattergun* x 00kW Six-Shooter* x # Name EF RTN CTN BTN SP HP Traits N Mama Hanna " Explosion Fan the Hammer Weapon Name Statistics istance Reload Current HP Inventory Quilted rmor Ultra Repeater N/ x 6 8 ttack - Berserker Get Up! N # Name Brother Jerrid EF RTN CTN BTN SP HP Traits Speed Reload Weapon Name Statistics istance Reload Current HP Inventory 00kW Walker Revolver* Fan the Hammer x N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory T P F U #6 inosaur Name rake EF IS CTN PNIC SP HP Traits Type: ucky Size: Medium Current HP Storage Weapon Name Statistics Crest Smash

6 IP Total 00 IP Current N Spear # Leader Name EF RTN CTN BTN SP HP Traits Quidel + Yeehaw! Weapon Name Statistics istance Reload Current HP Inventory Quilted rmor Close Close Close None rylands Gang 6 6 Thick Skin N Total $,000 N Current $0 Leuc Revolver x # Name EF RTN CTN BTN SP HP Traits N Khulan ttack - Headshot Weapon Name Statistics istance Reload Current HP Inventory ssault Rifle x 00kW Walker Revolver x N # Name Trista EF RTN CTN BTN SP HP Traits Clear Sight Passive Weapon Name Statistics istance Reload Current HP Inventory 00kW Lever-ction Rifle N/ x Sawed Off Shotgun* N # Name Open Choke x EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory T P F U #6 inosaur Name Pontificus EF IS CTN PNIC SP HP Traits Type: Fin Size: Medium Current HP Storage Weapon Name Statistics Smash

7 IP Total 00 IP Current Keturah's Cavalry N Total $,000 N Current $0 # Leader Name EF RTN CTN BTN SP HP Traits N Keturah Yeehaw! Weapon Name Statistics istance Reload Current HP Inventory 00kW Volcanic Pistol* # Name EF RTN CTN BTN SP HP Traits N Hemmings Fan the Hammer Weapon Name Statistics istance Reload Current HP Inventory Cloth rmor GJ uto Shotgun* x Open Choke + Hunting Knife x Close Close Close None ttack - ccurate ttack - Vital N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory T P F U #6 inosaur Name Trismash EF IS CTN PNIC SP HP Traits Lucky Type: Horned Size: Large Current HP Storage Weapon Name Statistics Stab 6

8 IP Total 00 IP Current N Pike # Leader Name EF RTN CTN BTN SP HP Traits Maynard ereus The Black Hill Raiders + Yeehaw! Weapon Name Statistics istance Reload Current HP Inventory Quilted rmor Close Close Close None 9 6 ttack - Berserker N Total $,000 N Current $0 GJ Pump Shotgun* x # Name EF RTN CTN BTN SP HP Traits N The Blade Open Choke Weapon Name Statistics istance Reload Current HP Inventory Padded rmor Spine Blade Close Close Close None Bonus SP Passive 80kW Six-Shooter x N # Name Betty One-Eye EF RTN CTN BTN SP HP Traits ttack - Puncture 00kW Peacemaker* Knuckledusters Weapon Name Statistics istance Reload Current HP Inventory Fan the Hammer x Close Close Close None N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory N # Name EF RTN CTN BTN SP HP Traits Weapon Name Statistics istance Reload Current HP Inventory T P F U #6 inosaur Name Malice EF IS CTN PNIC SP HP Traits Type: Raptor Size: Medium Current HP Storage Weapon Name Statistics Leap

9 Reference Sheet Combat Modifiers Name Type ffects mount When efense ll Target Number +EF lways Movement ll Target Number + Target moved (at least "+) Short istance Range Target Number - Target at Short istance Long istance Range Target Number + Target at Long istance In Close Range Target Number + ttacker / Target in Close Combat Cover Range amage - Target in Cover Elevation ll amage + ttacker "+ above target Panic ino amage - ttacker inosaur has Panic token(s) Charge Close ttack + ttacker performed Charge Turn Order. Refresh - Use Weapon. Initiative. ctivation a. Use any ctive Traits b. Perform Phases (in either order) - Mount. Repeat # - ismount Bravery Test. Required character test when damage >= (starting HP ) ction Phase Options. Test, if >= Bravery Target Number = success, otherwise Fleeing. ttack Roll Combat Procedure Roll one for every ttack of the range or close weapon. etermine Hits One Hit per ttack roll >= (Target Number +/- modifiers) Two Hits (Critical Hit) per unmodified roll of. pply amage to Target - Reload a Weapon (remove Reload token) - Hustle (move half Speed stat) - Charge (6", close combat bonus) Target HP - (count of Hits + weapon amage +/- modifiers) Yeehaw! (Leader bility) Once per game another allied entity within " can re-roll a single dice. Mark the ability as used on the Posse Roster.

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