Tuesday, 17 October 2017

New releases: Squad Hammer army list and Tech Horror scenario generator



Zombies, giant monsters and the occasional demon from hell.

Horrors have been unleashed in suburbia and it's time to go in, guns blazing and get things sorted out.

"Tech Horror" is a genre rooted in B-movie science fiction and video games, popularized by games such as Resident Evil, Doom and Dead Space. It tends to feature elite soldiers, high-tech gear and monsters intent on ripping them to threads.

With this scenario generator and a pair of percentile dice, you can set up a scenario very quickly.

We provide random tables to establish the location, mission, what the threat is and how far along the outbreak we are, where it came from, what organization the players will be working for, their support,
equipment and even paranormal abilities.

Don't forget to throw in a plot twist, we have that covered too.

Notes are included for adapting to 1920's scenarios as well.

What's more: The generator can be used for both roleplaying games AND miniature war games.

Get your halloween gaming on in style.
Remember: Short controlled bursts!

http://www.wargamevault.com/product/224228/Tech-Horror-Scenario-generator

* * * * *
The first army list for Squad-Hammer, offering rules and pre-made units for the Storm Troopers: Shock forces clad in brightly colored power armor.

Inspired by the original Rogue Trader style army lists, you will also be able to adapt this army list to popular space-fantasy movies or a more gritty futuristic warfare style.

Usable with any miniatures you have available, from 6mm to 28mm and beyond.

You get 15 units, all configured and with points values calculated in advance. All you need to do is grab models off the shelf and sit down to play.

http://www.wargamevault.com/product/224235/SquadHammer-Gothic-Future-army-list-Storm-Troopers

Sunday, 15 October 2017

The Scummer. Issue 2.

A second volume of "The Scummer" is available, offering new gaming ideas for your Dungeon Scum and Starport Scum games.

Within this volume, you will find:

*3 new magical treasures for Dungeon Scum.

*3 new technological gadgets for Starport Scum.

*Rules for Elf and Wulfor (wolf-men) characters usable in both systems.

*3 new monsters usable in either game.

*Starport rules for cybernetic body parts ..and Metal Madness.

*An essay for GM's on when (and how) to say yes and no to your players.

*Rules for magic mushrooms.


If you're looking for a few new ideas to put on your gaming table, run over and grab this and the previous issue for the cost of a modestly decent cup of coffee.


Saturday, 14 October 2017

Quick update

The Investigator class for OSR games has been tweaked slightly, changing the Determine Motive ability to an ability oriented towards finding clues instead.
A bit more classic and should be applicable to a much wider range of adventures.

Wednesday, 11 October 2017

Unity Field Agent - Rules clarification

Unity Field Agent

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When you are hit by Suppressing Fire you take a Shock marker and Take Cover. This produces a single Shock marker overall, not one for being hit and one for Taking Cover.

Sunday, 8 October 2017

OSR gaming: the Investigator class


Another old classic, this class is suitable to adding a bit of spice into a more role-play oriented or intrigue-driven classic D&D campaign.
Sniff out secret motives, snoop on people and interrogate suspects. All in a days work as an Investigator.

As always, suited for Labyrinth Lord, BX D&D, S&W and (with a bit of tweaking) an AD&D campaign.



http://www.rpgnow.com/product/223479/NWG-Investigator-Class

Saturday, 7 October 2017

OSR Gaming: The Tinkerer Class

The second of a short series of character classes, some old and polished off.

The Tinkerer is a device-oriented thief with a knack for all things interesting, mechanical and occasionally magical.

Suitable for S&W, Labyrinth Lord or just about anything else based off "ye olde D&D".

http://www.rpgnow.com/product/223415/NWG-Tinkerer-Class

Squad Hammer - Turn example

This is just an ultra simpler overview of how the basic mechanics of Squad Hammer works.

Your turn
When it's your turn to play, roll two dice (D6) and pick the higher:
This is the number of units that can act this turn. The rest are assumed to be busy keeping their heads down, firing ineffectively at enemies in cover or eating their packed lunches.

This means you will usually be acting with 3-5 units each turn. This can be scaled up for mega-games (f.x. by doubling the roll).

This also means you have to prioritize a bit:
If you want to bring up reinforcements or flank the enemy, your fire at the main engagement is going to slacken off, unless you hope for hot dice.
Guess sarge can't both shout obscenities into the radio AND direct his grunts at the same time.

Actions
Each unit has 4 basic options open to it:
You can engage the enemy, moving and firing as normal (or using non-combat abilities).
You can regroup, attempting to restore morale (and remove "damage" tokens).
You can withdraw, recovering a bit of damage in the process.
You can redeploy, allowing you to move further than normal, if you aren't too banged up already.

Example:
I get 4 actions, so I'll have one unit fire at the enemy, while a second unit withdraws to get back into cover after a failed assault on a previous turn.

I'll use a third action to redeploy a tank around my flank and the last action to move up some infantry to support it, while firing at a distant enemy.

Combat:
Combat is simplicity itself:
Set a target number and beat it on 2D6.
The norm is that players decide the target numbers. Want to account for the smoke from that burning tank in the streets? All up to you.
If that sounds a little too hand-wavy, we of course provide some "canned" target numbers for typical degrees of cover.

If you hit, roll the damage die for the unit: Usually a D3, D6 or 2D6 pick best.
Units track damage taken with a small die next to them, this can represent suppression, morale loss, injuries, equipment malfunction etc.

When a unit exceeds 6 damage, its curtains and they're removed. Until then, they can withdraw or regroup to "heal" a bit.

Close range combat will have the enemy fire back and assaults get a substantial hit bonus, but for the most part, we've tried to keep combat as fast, simple and uncluttered as possible. Neil Thomas' "One Hour Wargames" was a huge inspiration here.

So what can my units be?
Pretty much anything you can think of.
By default, units are groups of 5-7 infantry, a weapons team or a single vehicle but there's no reason they could not be platoons or even companies.
For that matter, a unit could be a single soldier or hero if you like. It all just depends on how you like to play.

I'll post up some unit building examples in the coming week, as well as discuss things like Support options.