Tuesday, 31 October 2017

The Swift - Enigmatic lizard men for Unity Field Agent

The army list for Unified Space's answer to the Droyne is here:

The Swift are enigmatic lizard people that seem to transition through a series of castes as they mature.
Now you can field this strange little creatures in your games of Unity Field Agent.

If you didn't pick up UFA yet, it's our card-drive skirmish game, featuring points-driven army lists, random scenario generation (using a simple card deck) AND Necromunda-style experience rules, letting your figures level up in our "Squad-Mode".

You can find the rules and all supporting material, including the new army list here:

http://www.wargamevault.com/browse/pub/5701/Nordic-Weasel-Games/subcategory/23449_28390/Unity-System 

This week is army list week

"The Swift" will show up for Unity Field Agent, letting you get some "Not-Droyne" into the action, while the Space Elf army list will be along very shortly for Squad-Hammer players.


Friday, 20 October 2017

Space Orc army list available for Squad Hammer

Your Storm Troopers need somebody to fight of course, so what better than space orcs?
Especially nowadays when we have pretty good orc mini's in 15mm and 6mm scales.

Go forth and grab it at
http://www.wargamevault.com/product/224522/SquadHammer-Gothic-Future-army-list-Space-Orcs

It contains 15 ready-to-play orc units for Squad-Hammer, all inspired by the original Rogue Trader.

Wednesday, 18 October 2017

SquadHammer Storm Trooper Q&A

A few questions for the Storm-Trooper army list:

Points values in general:
I am aware that the current points system over-rates movement speed a little bit.
If this bothers you, reduce the cost of each unit by half its Movement speed.

Resilient:
This negates a +1 Hit bonus from a rule, situational advantage or ability.
As such, if a Storm Trooper Combat squad shoots at another Combat squad, they wouldn't get their +1 Hit bonus.
If Assaulting a Storm Trooper squad, you'd roll at +1 instead of +2 and so forth.

It does NOT get factored into the general target number. In other words, do not raise target numbers by 1 when attacking Storm troopers.

Assault squad deployment:
In most editions of 40K, assault troops can deploy from orbit.
If you want to allow that option, keep the cost of Assault Squads the same and replace Jump with the Descend deployment method (The jump packs burn out their engines on entry).

Recon:
Ignoring terrain penalties is different from ignoring terrain altogether (hover units).
Recon troops cannot enter impassable features.

Officer:
The Command ability is slightly different from the rulebook in that the commanded unit can still activate this turn.

Trooper-priest:
An "unmodified attack roll" of 2, 3 or 4 is a roll where the sum of the two attack dice is 2, 3 or 4.
Note that if such a roll still manages to hit the target, the player doesn't have to re-roll.

Transports and squad sizes:
Transports refer to the number of squads, regardless of the number of figures you use.

Note that a character IS a squad, hence a Trooper APC could carry 2 squads, 1 squad and a character or two characters.
We explain this by assuming that vehicles attached to characters are command variants, with less cargo space.

Trooper APC:
The APC does not have the Armored trait. This is intentional. As we factor low anti-vehicle damage into several unit profiles, not all "tank" vehicles need Armored.

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

-

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.

Five Men in Normandy. 30 cal edition



Five Men in Normandy is back.
With a completely updated layout, tweaks, corrections and simplifications, WW2 character driven campaigning has never been more fun.

Five Men plays quickly, has absolutely no long lists of modifiers to memorize and supports character-focused campaign games right out of the box.

All you need to play is a handful of figures, a 2x2 foot table and an hour of your time.

Make the game as chaotic and unpredictable as you want with random in-game events, play solo, follow your characters from battle to battle in a system where their motivations and dreams just might make a difference. 
* * * * *
This is an updated and improved version of the original Five Men in Normandy rules. 
The focus of this edition has been to improve the presentation, make the game clearer and more accessible and tweak a few rules that could use a touch.
The contents are intentionally the same as the original version.

Should you buy this or Five Men at KurskKursk is a much more detailed game, the "chrome" version if you will.
If you prefer detailed games with troop ratings, tank combat and multiple units, get that game.
If you prefer a blazing fast infantry patrol that is razor focused on doing one thing well, get this game.
* * * * *

Thursday, 5 October 2017

OSR gaming: The Yeoman class

Here at NWG, we do dabble in roleplaying, occasionally even a bit of the "OSR" flavor (retro D&D as it were).

With that in mind and to raise money for things my kid needs, we're happy to present a new touch on an old classic: A Yeoman class for OSR games.

Compatible with the red/blue Basic/Expert box sets, as well as games derived from them such as Labyrinth Lord, you should be able to fit this class into almost any TSR-era D&D rules (or any OSR game derived from such).

http://www.rpgnow.com/product/223308/NWG-Yeoman-Class

Monday, 2 October 2017

Some additional news

This is as good a time as any to mention that this will likely be the last original rules set from NWG in a reasonably long time.

Going forward, the goal is going to be to focus on updating and revising older games, creating adaptations and conversions for new settings and creating more expansion and support material.

That doesn't mean that a new game won't show up eventually, but it will mean a bit of a change in focus.

Part of it is that there's only so many areas I am both interested in and have the knowledge base for.
I know a lot of people want an air or naval game, but I don't have the materials needed to research them, and they aren't periods I am particularly knowledgeable in.

The other part is that I've come to realize I was misreading the market.
My initial assumption has always been that it's better to do a longer, more complete core book, then do very few supplements.
However, my experiences over the past couple of years has suggested that I may have been mistaken.

A big, 100+ page monster of a game (for PDF releases) can seem overwhelming and if there's no follow-up material, the game will disappear from view and seem unsupported.
It's better to parcel things out a bit. The feeling I get is that a lot of people prefer a slimmer rule book, then as they are ready they can go and add more clutter to the game down the road.



It's been a bonkers ride, and I hope people are ready for the next leg.

Squad-Hammer. Any army any where.


At any given time, I have a large number of "secret projects": Things I tinker with, half-written drafts, games at 85% completion, ideas that could become product at some point.

Some never work out, I doubt the marketability or I find that something in the design just doesn't work proper.
Others work fine but I hold off for this or that reason. Maybe it's too similar to something I already have done, maybe it's too similar to something else on the market. Maybe I'm just being insecure.

Today's announcement is something from the "secret project" drawer: Something that has sat around in near-completed forms for a very long time. Something I've kept taking out, tinkering with, then put back on the digital shelf.
Something that I kept wondering if people would be interested in.

Finally, I showed it to people and they were clear that they would be interested. So it's time to show it off for the world:

I am proud to announce the release of Squad-Hammer.

What on earth is Squad-Hammer you ask?

Well, the cover probably tells you more than I could:


I imagine by now, I have lost half the readers and the other half is very very curious.

Squad-Hammer is NWG's take on the "ultra simple" style of games like "One Hour Wargames" and "FUBAR", two of the most influential games in a very long time, in my opinion.
Simple, straight forward rules that probably fit on an index card if you have small hand-writing.

What Squad-Hammer adds to the formula is the stuff that I always try to do with my games: Expand the scope: You can build your own units here and I give you lots of tools to get started. Anything from tanks to winged demons is possible and if we can build all those units, we can have them fight each other.

Whether you want to play a strictly historical game, a fantastical scifi game or you want to run your Vietnam era Americans against an alien invasion (and some mercenary Star Wars mini's on the side) is up to you. The rules won't tell you not to have fun.

The third game that acted as inspiration was "I ain't been shot mum", specifically with its player defined target numbers.
We provide guide lines but ultimately, players will sit the hit numbers for any given shot themselves.
Keep it as basic as you want or factor in everything from smoke in the streets to the fact the gunner just got a "Dear John" letter from home. Your call.
Of course, there's some pre-set target numbers as well, if you just want to use the rules and not fiddle with figuring this out yourself.

Who is the target audience for Squad-Hammer?
People who like simple, fun games. People who enjoy getting mini's on the table. People who like a bit of madness.

If you want to calculate points values for your creations, there's tools for that (even if they are a bit open-ended this time).
If you want to set up random missions on the fly or play a campaign, you get tools for that.
Need to teleport your elf assault jedi into position, while calling in an orbital bombardment? Yeah, I got you.

Did I mention the core rules probably fit on an index card?

By now, you already know if this is the game for you so go grab it. I look forward to hearing about the mad things you come up with.


http://www.wargamevault.com/product/222978/Squad-Hammer-Dirt-simple-gaming-for-many-settingsor-all-of-them