Monday, 19 September 2016

FiveCore space marines

For FiveCore skirmish players, here's a stab at 40K space marines.
Totally unofficial and totally non-commercial of course.

Here

If the dropbox link doesn't work, let me know.

if there's interest, I'll do up more.

Company Command and Brigade Commander movement

The movement rules of Company Command and Brigade Commander now have an option for "Rapid movement".

This is a bonus that can be given to any suitable squad/company and ranges from +1 to +3.

Add the bonus to the base movement distance of the unit.
When Dashing/Pushing movement, if the die roll is equal or below the bonus, raise the bonus by 1.

Suitable for units that are highly trained, emphasizes movement in their tactics, lightly equipped or particularly eager to get to grips with the enemy.

Saturday, 17 September 2016

FiveCore skirmish update

A decent sized update hit the FiveCore skirmish rules today (the 3rd edition rules to be exact, the sets contained in the retro collection won't see updates, that's why they are retro and cheap)

Updates include:

1: The Move and Sprint benefits are now the same thing.
A figure with +2 Move (for example) moves 2" faster and if they roll a 1 or 2 when Dashing, adds +1 to the Dash distance.

2: Firing at a Clear Target (in the open within 12" is now +1 Kill die, instead of rerolling a die.

3: A new optional Man to Man mode is added.
In this mode, you take it in turns to roll 2 Action Dice (typically) and apply them to 2 figures of your choice, until everyone has acted.
Basically a more conventional turn sequence that still uses the Action Die mechanic.
Totes optional but a lot of fun.

4: Squad Morale is now a thing.
Once a squad drops to 5 members or less, they have to test morale to see if they bail out.
Its very easy to use.

THe old High Spirits/Despair rule (which frankly was always a patch) is gone, instead things that affected that now affect the new Squad Morale instead.

5: The "Scared" morale effect is gone.
Rolling a 1 on the Shock dice now forces the target to Flinch (hide behind cover or back up 3" towards cover) but has no lasting effect.

This is sort of drastic and does reduce suppression fire a little bit, but I find that it plays far better and removes one of the markers cluttering up the table.


Go ahead and download your files again from the wargame vault, the update is free for everyone who owns the game.

Sunday, 28 August 2016

Survey and Explore. Futuristic hex-crawling for Starport Scum



I am pleased to announce that "Survey and Explore" is now available for "Starport Scum".

Land on any uncharted world, explore the wilderness and see what you come up with.

This expansion uses random tables for scenery, sights to see and encounters to be had and can be used to fill in a travel-session in any campaign or as a mini-game in its own right.

Well suited for use with pretty much any scifi rules.

Thursday, 25 August 2016

A bit of promotion: Hail of Fire

Wanted to give a shoutout to a neat little WW2 game you can pick up at the Vault right now as a Pay What You Want: Hail of Fire

http://www.wargamevault.com/product/188181/Hail-Of-Fire-Beta

In addition to sounding like a good metal band name, it's a pretty clever little game aimed at using the same basing and figure scale as Flames of War for easy access.

The system reminds me a little bit of FUBAR but more detailed, particularly in the armour department and with some clever additions like a "hero point" pool you can use to influence things and a delayed casualty resolution that I like an awful lot.

Go check it out, swing the guy 2 dollars (he deserves it) and tell him I sent you :-)

FiveCore Retro Collection available!



FiveCore has come a long way (and will continue to do so).

As such, it is time to do some drastic I feel.

The original Five Men in Normandy, the ww2 skirmish campaign game that started the whole thing, and FiveCore 1st edition, the generic skirmish version, along with a collection of all the old supplements and expansion packs are now available in a single bundle pack.

This contains the following expansion packs:

The Tactical Primer.
Chaos and Circumstance.
Actions and Tasks.
The Skill Companion.
Heroes and Horrors.
Wolves in the Night.
Irregular Encounters.
Heavy Metal.
Riflemans Guide.

Along with both of the two core games.

Best of all? The entire thing is available as a “Pay What You Want” bundle.

Did I mention its a total of 199 pages of gaming goodness?

Nuts right?

I am confident that reading and playing these old versions will get you fired up to dive into the current versions of the rules (FiveCore 3rd edition, Company Command, Brigade Commander and Five Men at Kursk).

Do note these pdf’s are all provided in their original versions:
As such, some of the early ones look a little rough layout-wise and they are generally sparsely illustrated. On the upside, that makes them very print-friendly.


Available here

Sunday, 21 August 2016

Dungeon Scum. More info.


This won't touch on the combat mechanics, those are tweaked from Starport Scum but not substantially changed (that would defeat the point of using the same engine).

What sort of content do you get?

Character creation
You will be able to roll up random characters or just scribble some keywords and use that.

There are no character classes but your rolls will suggest a "role" for the character to fill.

I opted against classes to allow people to make their own heroes more readily.

An example of a hero I just rolled is:
Grew up in a nomadic tribe, where they stumbled upon a dark secret that thrust them into the world.
They found their true calling as a ranger and their defining passion is Justice.

I could roll on the trait tables in the book, but I decide to give them "ARCHER (+1D to missiles), TRACKING and STEALTH.

They also have a Personality Trait, which will be HONEST.


Voila, ready to play.

Magic
There's a total of 6 different types of magic, each with 10 spells.
The magic schools all work in different ways and have different requirements to use.

For example, sorcerers must concentrate, severely limiting movement and their spells are generally one-use per encounter.

Miracle workers on the other hand can call on 3 miracles per encounter and
can do so while running around and even when injured.

There's also "Quest" spells which are used in roleplay scenarios to do things like send messages, travel overland or summon a riding steed.

The Delve
If you want to use the random tables to set up a game, rather than run it as a conventional RPG, you use the Delve mechanics.

Set a number of encounters, typically 3. ROll that many times on the encounter table, which can result in battles, puzzles or traps.
These are designed to be solvable by pure dice rolls or item usage, but a Game master could substitute that for a puzzle the players will have to figure out.

When you've endured the required number, you will face off against the final encounter which concludes the Delve.

We do NOT roll up every single corridor as you map the dungeon, instead just focusing on the key moments of the delve, though again, you could roleplay it step by step if you liked.

Magic items
A lot of magic items are included as loot.
These are generally geared towards tabletop battles rather than roleplay scenarios, but there's a lot of clever bits (I think).

Fancy a sword that gets bonus dice against enemies that injured you?
A suit of armour that explodes when you die, taking them with you?
A cloak that prevents enemies from targeting you unless you are the closest one?

And a lot more.

Format
PDF as usual, expecting about a hundred pages, but may be a bit more or a bit less.
The initial version won't have any artwork internal, for ease of printing, though I may revisit that down the road.