Saturday, 19 May 2018

Five Leagues - morale

The morale rules are changing a bit for Five Leagues.

This is a change intended specifically for 5L and won't be fitted into 5P (though you could adapt it just fine).

First, the players squad no longer tests morale. You're heroes right? (or scoundrels with only the gallows waiting for you but either way, nowhere to run).

You can bail from a fight by moving to the table edge and a new "Star" option will let you flee instantly (once per campaign).


For the bad guys, its also simpler:
You still roll a Morale Die for each dead bad guy but now there's nothing to track.
Instead, each 1 or 2 causes one of the bad guys to run away (starting with the guy closest to your table edge).

Note however that "Monsters" never run. So if you fight a giant lizard and 5 of its minions, you can scare off the minions but you still have to do battle with big mama.



Friday, 18 May 2018

Also coming to Squad Hammer soon

Multi-unit units (aka "platoons").

Intended to work with things like the Binary Damage option, this will also help those giant, mega-games with tons of units on the table.
There's a number of improvements, tweaks and additions coming, so I'd rather drop them all at the same time, instead of you guys getting like 7 updates in a row.

Thursday, 17 May 2018

Squad Hammer - Weapons of lots of destruction

Consider this a test case for inclusion in the core rules later:

Buildings and their destruction

In some settings and scenarios, outright destruction of buildings (and other scenery) is a possibility.

This is often well suited to games where your units represent large forces, very powerful units (such as giant monsters or super heroes) or have weaponry specifically intended for the purpose (such as siege guns).

You should evaluate which units on your table will be capable of inflicting the required level of damage.

For example, you can't bring down a concrete building with machine gun fire, but a unit with a flamethrower could "destroy" a forested area.

In a game of infantry squads and light tanks, no unit may be able to inflict the required damage while a giant robot battle might see all of them so capable.

For particularly large terrain features, it's often more sensible to divide them into Blocks of 3x3 or 4x4 square inches.
If playing in 6mm (or similar smaller scales) each stand-alone building model or terrain piece is usually one Block.

Attacking a structure

Attacking a structure is done in the same fashion as attacking any other target.
Units armed with "Assault" equipment (such as demolition charges or power fists) must be within 6" (representing running up, placing the charges and getting away) while units capable of inflicting building damage at range can fire as normal.

A typical Hit roll is 5+ (demolition charges), 7+ (Weak/moderate structure under fire, powered melee attack), 9+ (reinforced/defensive structure).
As always, adapt as you need.
Trained engineers or siege troops should receive a +1 to their dice roll.

Inflicting damage

You may assign specific Damage rolls to anti-structure weapons. Typically, 1D6 is fine.
2D6, pick high for super-weapons specifically intended for the purpose.

Otherwise, simply take the basic Damage roll and scale it down once for vehicles and heavy weapons units and twice for infantry.
This means a vehicle/heavy weapons team will inflict 1D3 Damage while infantry would inflict 1 Damage.
Mega-units inflict normal damage.

As with other units, when 7+ Damage has been accumulated, the structure collapses.

Collapse

Any units contained within a collapsing structure sustains 1D6 Damage.
Buildings are replaced with a rubble field. Place any survivors there.

Other features are replaced with whatever seems appropriate to the situation.

Units representing a single character receive an Escape roll of 8+ on 2D6 (7+ for Hero-types).
A successful escape inflicts only 1 Damage, otherwise the character suffers 1D3 Damage.

Any unit within 1" per floor of a collapsing structure suffers 1 Damage.
Other terrain features typically do not inflict area damage when collapsing.

Crumble

At the end of each game turn, roll a D6 for each damaged structure.
If the roll is equal or below the accumulated Damage total, increase Damage by 1 point.


Conclusions

Give these options a try if you play a game where they might fit.
They are under consideration for inclusion in the core rules, so don't hesitate to get in touch.

Tuesday, 15 May 2018

Five Leagues from the Borderlands

The time from the re-release of Five Parsecs to "What about a fantasy version?" was about 2.7 minutes.

My main concern, at the time, has always been that systems developed for a scifi-game may not feel right when adopted to a medieval (sort of) setting and that this was something we'd need to solve first.

Well, I can reveal to you that "Five Leagues from the Borderlands" will be the next Nordic Weasel release.

The premise is pretty much "Fantasy Five Parsecs":
Create a group of adventurers, fight dudes and get loot.

Easy enough right?

It'll have the same broad strokes: Percentile dice tables, random encounters, solo mechanics front and center.

What sort of fantasy? Low-magic "gritty" fantasy centered around swords and axes. The sort of thing I like to read and that I like to role-play.

You'll fight bandits and rogue knights, you'll fight goblin hordes and you'll fight terrifying monsters, all in a days work.

So what is different?

Well, a lot of things, but let's start with the biggest one today: Combat.

First, we split up Toughness and Armor. When you are struck, you now roll to penetrate the targets armor before rolling against their Toughness.
This does introduce another dice roll into the equation, but given the small figure count, I don't feel it's slowed down things in testing.

The big take-away is that the two rolls aren't interchangeable: If a blow gets through your armor, you will feel it: Either through being stunned or wounded.
If the armor deflects the attack, you are fine...probably.

Melee combat is a lot more exciting too:
Instead of a single opposed roll, you now fight up to three "Exchanges" with initiative potentially switching back and forth.
Figures will move around more during the melee as well. A defender that is outclassed may attempt to back up and get help from their friends for example.


There is going to be a bit more detail in melee weapons as well, with an emphasis on providing interesting mechanics rather than simply a 1 point difference in damage.
Those things arent completely settled yet though.


Later this week, we'll talk about encounters and campaigns so stay tuned.


A few general questions I anticipate:

*Is this a full release?

This will be a full game release with post-launch tweaks and updates, just like other 5P titles.

*Will this be compatible with 5P?

Many mechanics will be similar or identical but strict compatibility was not a goal.

*What is next for 5P ?

I need to test it more, but I'd really like to do something regarding exploring unsettled worlds.
The big issue is how to make it sufficiently exciting.

*Will there be a series of "Five Leagues" games, similar to 5P ?

That's not the intention. I have some ideas for adding content, but I don't want to spoil too much (especially if the idea turns out to be stupid and I change my mind).

Tuesday, 8 May 2018

Small Squad Hammer tweak

A couple of tweaks have been added to Squad Hammer.

There's now a 2 page essay on how to handle multi-genre / cross-genre games, I've moved the "odd and alien" section to be nearer the points system section.

Also a rules tweak:

If you have a Unit Objective on a friendly unit, it only awards points if the unit is on the table at game end.

If an enemy unit has a Unit Objective and the unit is replaced during the game, you can get points for the higher of the damage values inflicted.

(f.x. if you inflicted 4 damage before it was replaced and 2 damage on its replacements, you would get VP based on 4 damage).


I'm aware that Unit Objectives are some of the more susceptible to exploitation, but these two tweaks should help even out things a little bit.


Go grab the new file from Vault as usual.

Wednesday, 2 May 2018

Squad Hammer expansion and general news

So most of our rules have some sort of expansion pack with new rules, options and variants.
Nordic Weasel attracts a lot of tinkerers and people who like to tweak the game, so I feel it's a worthwhile product to continue making.

Squad Hammer has now received its own Options Pack, offering new ways to think about things like tech levels and squad sizes, as well as new spotting and damage systems (should you want them) and rules for deploying your squads in specific manners.

The latter in particular help close one of the gaps where I feel the rules need a bit of a tweak:

There's so far been no real good reason for deploying your figures in anything but a rough blob.
Well, visual appeal obvious and that's why we game but with the new options you can do things like deploy a point man or spread out to minimize damage. Neat, right?

Grab it here for the cost of a coffee

http://www.wargamevault.com/product/241251/Squad-Hammer-Options-Pack

And hey, while you're there, why not take a look around and see what else we have for offer.
I bet you'll see something you didn't even know existed.

* * *

Secondly, HOPEFULLY this week, Renegade Scout Phase 1 will make the transition over to the Wargame Vault.

The Phase 1 rules will be a slightly touched up version of what was in the crowd funding campaign, but with a bit more things included.

It'll sell for cheaper than the final rules will cost, but there'll be enough there to be a playable game in its own right.

This will help create more funding, as well as get more feedback and playtesting coming in.

Crowd funding supporters will be able to contact me and get a link to get the Vault version for free of course.

* * *
Thirdly, If you have toyed with Acrid Smell of Powder,the next couple of weeks will be the time to get feedback, opinions and suggestions back to me.

Did I screw everything up? Do you have a brilliant suggestion for how to do something? I'm hoping that the full version won't take too long to get together, given much of it is already written but I'd like more external feedback than from my own cronies :)

Tuesday, 17 April 2018

Renegade Scout updates

These updates won't be made available juuuuuuuuust yet, but I am adding a section with some pre-made troop profiles for things like scientists, security guards, colonists etc.

The sort of thing that comes in handy in a scenario (and also ties in nicely if we want to put together an interesting battle on the fly, I might add).

In addition, armor is getting split off into its own equipment section and when I upload it, there should be some "superheavy" body armors available as well.