Wednesday, 28 December 2016

Company Command tank assaults updated

Company Command has received tweaks to make anti-tank assault a bit less deadly, unless your boys are packing state-of-the-art anti-tank weaponry.

Go grab the new files.

Thursday, 22 December 2016

Thursday, 15 December 2016

Quick Laserstorm update

The Light Vehicles in both the assembly line and ready made unit sections are now up to date points wise.
Also clarified the design rules so the minimum weapon cost is 1 point per shot.

Just in case, someone figured they could get a 10" weapon with 50 shots for free.

Sunday, 11 December 2016

Starport/Dungeon Scum alternate initiative

If you don't like rolling for initiative every action, you can use this system instead.

It's less detailed but also moves a bit quicker.

* * * * *
After activating a figure, if both players still have figures left to active, the active player may attempt to retain initiative.

Roll 1D6, adding +1 if the last action knocked an enemy out of action.
On a 5+, the active player may activate another figure, otherwise play switches to the opposing player.

A player is not required to make the attempt.

A squad leader or gang boss with a suitable leadership-oriented trait may roll again if a 1 is rolled.

Tuesday, 6 December 2016

Laserstorm updates

The Laserstorm points formula has been tweaked a bit again and the new version is live in the Vault.

The changes are:

Infantry only pay +1 per Aim point improvement per weapon slot, instead of +2.

The cost premium for a weapon slot with a -4 save modifier is not applied if the weapon will have a range of 10" or less.

The infantry units and field guns in the "Ready Made Units" chapter are now updated to the new, correct values.
Most got adjusted a few points.
Alien warriors are cheaper now compared to human troops (since the aliens typically only have one weapon slot) which works well for ork-style armies.
Autocannon and mortars are now costed far closer to their actual worth.

While the email you got from the Vault didn't mention it, the "Assembly Line" infantry units and infantry weapons are also updated.

More to follow.

Monday, 5 December 2016

Some Clash on the Fringe FAQ's: Aliens

Assorted FAQ's about the alien races (and their skills) gathered up since release:

Anything with one asterisk * is a clarification.
Anything with ** is a new rule or modification.

*The two special rules are mutually exclusive.
If any figure in a Psycho squad is within Speed+3" when the squad activates, apply the first rule.
If not, apply the second.

*When the proximity to enemy rule triggers, ALL Heads Down markers are removed.

*If a figure is Heads Down multiple times, a roll of a 1 on ANY of the recovery rolls will cause the Psycho to Flip out.

*Bonus moves from You won't like me.. trigger after the firer has finished their shots with that figure (In the event of figures firing twice per turn).
The Hulker could receive multiple moves this way.

*The relocate move is not "movement". It may pass through solid objects and is not subject to any type of reaction.
**The relocate move CANNOT place the Stalker into close combat.

*The opponent can choose which close combat weapon to use, they are just limited to one.

*Droids passing Morale tests applies to all rolls based on Morale, even if they are not based around troop courage and panic.

**Exception: Droids cannot use the Buddy Check mechanic on each other.

*Droids are not affected by psionic powers themselves but a Psionic boosting his own ability would still get their normal bonuses when attacking a droid.

*Warrior Mentality applies to the first casualty taken in the game, not per round.

*A close combat roll is only re-rolled once due to Born to Fight, even if the new roll is also a 1.

*The knock-back due to Shamblers cannot place the Converted into close combat or off the table. Move the figure as close as possible.
They CAN be knocked back into hazardous terrain features.

*The jump move from Winged is double the movement AFTER applying the orders selected, NOT double base move.

*Slippery cannot be used to enter close combat. The move is optional.

*Few in Number only applies to casualty morale tests, not any other test against the Morale score.

*The extra roll due to bond can be taken after your regular rolls to remove Heads Down status have been made.

*As with Droids, Soulless are only immune to psionic effects targeting them.
A psionic boosting themselves would still receive their bonuses when attacking the Soulless.

*A given Stress marker is not tested for removal until the activation FOLLOWING its placement.
Only one test for removal is made, even if multiple markers are placed.

*A leader can shift into a body from a different squad.
If so, this causes the squad affiliation to change to the new squad.

*If nervous Engineers are complete surrounded, they will remain in place.
They may move closer to an enemy only if that enemy is not in sight and doing so is the only way to retreat from visible enemy.

*Technically the bonus from one with the machine is optional, if for some reason you'd prefer not to receive the bonus.

*The bonus for sneaky is applied to the base Speed before modifying for Prowl orders.

**The figure selected for die for the cause must not already be Heads Down unless every squad member is Heads Down.

*The retreat move due to slight cannot enter a new close combat.

*The bonus action from Eager is taken after the firer finishes all shots they are entitled to (in the event of figures capable of firing more than once per activaiton).

**If one attack causes multiple casualties, all bonus actions from Eager must be given to different figures. They CANNOT be stacked on one figure.
If casualties occur from distinct attacks (for example, 3 figures fire and all 3 cause a casualty), then each bonus action could be taken by any figure.

*"Fighting Horde" is defined as "on the same battle field as any hostile Horde figures".
Figures are not "Fighting Horde" if they are somehow on the same side as the Horde or if all hostile Horde figures have been eliminated in a multi-player game.

*The figure selected for Execution dies instantly and with no dice roll.

*Evade moves cannot enter close combat.

*When moving across obstacles with Skitter, simply ignore linear obstacles completely. You do not have to count the vertical height of the obstacle against your movement.
When climbing actual walls, simply measure the vertical distance and count it as standard movement.
If a Skittering figure can reach the edge of the roof/top, they can be placed on the top surface.

*A re-rolled die in close combat must be kept if the new roll is another 1.

*Resilient works like this:
If the natural, unmodified roll for Survival is a 1 or 2, the Brute survives (and is not Heads Down) regardless of how powerful the weapon is or any additional Heads Down effect it might otherwise case.

Starport Scum and zero Heat

When rolling for a Job in Starport Scum, you can end up with a Heat of 0.

What does that mean? The enemy tables don't go lower than 1?

It can be handled in three ways, depending on preference:

You may simply treat it as a Heat level of 1 and roll up your opposition as you normally would.

This is the typical option for a wargames campaign.
After all, we're here to have a shoot-out right?

You can opt to use it as a "light" encounter, facing a number of Goons equal to your Group Size minus 2.
These Goons will have no upgrades or additional gear of any kind.

This can feel like a waste of time for a hardened player party, but can be a good introduction for a new player or a very small group of characters on their first encounter.

You may treat it as a "quiet job".
Set up a suitable scene and make a few rolls on the tables in the "Casual Encounters" chapter (page 69).
Sometimes something will happen, sometimes it will not.

This option works well for more role-play oriented players and the odd amateur-writer.
In a Game Mastered campaign, you may wish to use this as an excuse for a role playing encounter.
Maybe you meet an old friend or a nemesis shows up to twirl their moustache for a bit.

Sunday, 27 November 2016

FiveCore Company Command revision is finished

As old projects get finished up before the end of the year, FiveCore Company Command is now in your hands.

If you already purchased the rules, you can grab it at absolutely no charge from the Vault.
If not, no better time than now.

Company Command lets you fight out company (and above) sized battles where each troop stand is a squad and comes with all the random scenario tables and force generators you'd expect from a NWG title.

And now it's cleaner, meaner and easier to use than ever.

Saturday, 26 November 2016

Fantasy village generator available

As you approach the village, sleepy farmers in the fields watch you with feigned disinterest.

A decaying palisade surrounds part of the village but it's long since outgrown those meager defences. 

Some distance away in the market place, the couple of local peddlers are hawking their wares to travelers from the King's Road.

And as you look across the open fields, you could have sworn you saw something moving in the gloom out by the old ruins. Probably just your imagination though.

* * * * *

Classic adventure gaming often revolves around a central location to which the adventurers can return and rest between expeditions.
The Village Generator will help you set up an interesting location with its own NPC's, looming threats and a place in the world.
The random tables include will provide the following detail:

*Broad layout.

*Notable sights.

*Economic activity and sources of income.

*Recent historical events.

*Available defences.

*NPC's of note with disposition and peculiarities.

*Nearby threats with nature and levels of danger.

*Whether any dungeons are nearby.

*Tavern events.

*Village events.

*Enemy moves if a threat to the village is left unattended.

Notes are included on how to handle NPC's and village militia in the Dungeon Scum rules but the random tables are usable with any fantasy game, miniatures or role playing based.

* * * * *

This supplement is intended to help stimulate adventure ideas and act as an aid to a GM looking for a little inspiration. 
It is NOT a complete ready-to-play adventure module.

Friday, 18 November 2016

20th century scenario generator available

Out of ideas?

Forgot to write a scenario before today's game?

Want something a little different?

The 20th Century Scenario Generator will sort you right out!

With a few dice rolls, you can set up the opposing forces, their support, objectives, troop quality and even unexpected circumstances, generating a scenario on the fly.

Suitable for ww2, cold war and contemporary confrontations, this system will work with any platoon and company level wargame rules you like to use.

* * * * *

Note for Nordic Weasel Games customers:

This generator is heavily based on the one included in No End in Sight.

Sunday, 13 November 2016

FiveCore Pulp is here

Ancient treasures, crumbling ruins and evil Nazis trying to get the loot before you do.
This is FiveCore Pulp Adventure, hope you kept your Mauser pistol loaded.
* * * * *
This is a complete, stand-alone game using a modified FiveCore system to power exciting adventure campaigns.

Build a party of characters with their own backgrounds and set out to find great treasures.

Gain skills, face off against angry tribes and sinister government agents, fight off looters and more in the style of classic pulp fare such as Indiana Jones and modern takes like Tomb Raider and Uncharted.

The game engine has been expanded to feature a new turn sequence, more dynamic reactions and the new Cinematic Movement system allowing characters to jump, swing, climb and scamper around the terrain features like never before.

Other included features include multiple character classes from dashing heroes to hopeless hangers-on, solo guidelines and an encounter generator.
* * * * *
The game uses individually based figures and is suitable for any scale you like to use.

All dice in game-play are D6 but D10 are needed to use the encounter and campaign tables.

The rules are compatible with all FiveCore products but are completely stand-alone and do NOT require any other purchase.

Grab it here!

Friday, 11 November 2016

FiveCore Pulp Adventure pre-release questions

Is this a stand-alone game?
Yes, Pulp Adventure uses a completely stand-alone version of the FiveCore engine, with some tweaks and changes for simpler play (in some cases) and more dramatic play (in others).

What content is included?
Campaign rules as always and a new take on random enemies.
There's also a bit of a monetary system: You'll be able to sell your ill-gotten treasures and buy upgrades for your crew.

Vehicle rules aren't included at the moment, since I rarely see people using vehicles in their Pulp games.

If there's a big demand, I'll add them in, but you can use the 3rd edition vehicle rules no fuss.

What style of Pulp gaming is this?
The focus is on "treasure hunt" style of games, ala Indiana Jones (of course), Uncharted and Tomb Raider.

That means your encounters are searching for fine treasures and the bad guys are trying to off you or get your goods.

There'll be a future option with supernatural options for more "dark pulp" and mystical games.

What is the page count?
It'll sit around 50 pages.

While FiveCore is very simple, I think some people see the 100+ page count and think it's a big, complex game, so I wanted to make this more welcoming.

No interior art. Cover art by Luigi Castellani as usual these days.

No End in Sight game example

Should be pretty much identical for No Stars in Sight.

Thursday, 10 November 2016

A few Dungeon Scum examples

If you swing by here I've posted up a couple examples of Dungeon Scum character creation and game play.

Wednesday, 9 November 2016

Nordic Weasel has a vacation home :)

The kind gentlemen at the Wargames Website has set up a sub-forum specifically for Nordic Weasel Games.

This will help generate a bit more visibility I think, so feel free to swing by.

Forums have an advantage over mailing lists and social media in that they make it easier to find old posts.


Sunday, 6 November 2016

Company Command. One step closer

All of the tables are fixed up to look more presentable and hopefully be spaced better.

Hope to have the upload done Tuesday at the worst.

Saturday, 5 November 2016

Company Commander updates mostly done

Happy to announce that the updates to FiveCore Company Commander are mostly done.

Text should be fully updated by now, but some adjustment of layout and updates of the reference sheet is still needed.

Nordic Weasel Total War bundle

A few people have inquired about bundle pricing, so I am going to work on that in the next week or two.

For now, you can grab the TOTAL WAR bundle.
This is pretty much every core rulebook NWG has ever produced, all in one giant bundle for 50% price.

There'll be some more specific bundles coming next week.

Friday, 4 November 2016

For the weekend

Get a couple dollars off if you buy our cold war / modern skirmish rules "No End in Sight".

You must use the code below to get the discount.

Thursday, 3 November 2016

FiveCore Nyquil edition

We just return from Vermont but I caught the plague-virus.

So all projects are temporarily on hold, hopefully not later than the weekend.

I promise, you wouldn't want what might come out of my head right now.

Thursday, 27 October 2016

Laserstorm tweaks

There are a few more tweaks coming to Laserstorm soon, but they won't see light until the middle of next week, when I am back at home, since I am travelling currently.

FiveCore System Pack available

A new mini-supplement is available with options to customize and tailor your games to your tastes.

These options are a mixture of ideas that were tested for various releases and never included officially, as well as brand new options for a new experience.

They're suitable for all FiveCore games and should be adaptable to Five Men at Kursk with minimal difficulty.

*Simplified turn sequence (for non-random turns)

*Bonus actions (A variant of the simplified turn sequence using the action dice to provide bonus actions)

*Careful aim (A new tactical option)

*Ambush (A new option when reacting to nearby movement)

*Terrain movement reduction (A more conventional terrain system)

*Action Point System (A new turn sequence allowing more fine-control over what your characters do each turn)

*Melee dice (Replace the opposed Brawling roll with Kill and Shock dice)

*Observation test (A dice-based spotting system)

*Alternative combat dice (8 new attack dice types to build futuristic and alien weapons, including toxin, web and disintegration)

*Squad traits (A skill system for an entire squad, for quick scenario building)

*Diceless recovery (A non-random method for recovering figures that are Down or Panicked)

*Skill challenges (A simple skill system for roleplay oriented scenarios)

*Battle exhaustion (Put more pressure on your characters in a campaign, forcing you to push them harder or operate below strength)

*Wounds (An in-battle wound table adding bloody detail to your games)

Wednesday, 19 October 2016

Pulp FiveCore Cinematic Movement

One of the big inspirations for the Pulp FiveCore rules is video games like Uncharted and Tomb Raider which are very kinetic and movement driven.
Even if we look at classic films like Indiana Jones, the heroes are always climbing, jumping, clinging and falling to/on/from things.

As such, pulp rules ought to reflect that and make our battlefield a little more 3D.

Part of this is covered by the movement mechanics including a bit more detail but the driving force will be the Cinematic Movement Dice.

This replaces the normal action dice and Dash rule.
At the beginning of your turn, you roll 3D6 and set them aside.

Each die can be assigned to any character you like, whether they are activating or not and allows them to move that many inches, ignoring reaction shots, rough ground and many obstacles.

If you reduce the die by 1, you can even leap gaps or run "through" enemy figures.

They can also be used to scamper up terrain features.

This is a neat rule on its own but it really comes unto its own when you have a cluttered mess of a gaming table, with lots of things to get on top of.
Heroes can leap from pillar to pillar, swing across gaps, vault over walls and generally act like...well you know.. heroes.

Tuesday, 18 October 2016

FiveCore Pulp gaming is coming.

One of the more frequent requests have been pulp adventure rules for the FiveCore system, so I am happy to say that this will be a reality very soon.

Testing has been going well, so what will the game look like?

*It will be set up for campaign play by default, with the player taking the role of a group of adventurers getting themselves into trouble.
You can get skills, find treasures and make enemies along the way.

*The campaign rules will be very familiar if you have played Five Parsecs From Home but will be a bit easier to track and handle.

*Pick up play is of course possible with one player taking the villains, though you don't get a points system, sorry.
Alternatively, you can take turns running each other's opposition in a campaign with a chance of your treasure hunters having a showdown with their rivals.

*Solo friendly as always for a FiveCore product.

*FiveCore Pulp will be a stand-alone game, meaning you won't need to already own the FiveCore rules.

*The setting will be early to mid 20th century, but that can be shifted up and down as you see fit. It mostly affects weapons available in any event and you'll get modern weapon options as well.

*The specific adventure style will lean more towards Indiana Jones/Uncharted/Tomb Raider than the more fantastical side of pulp gaming, but there'll be a few extra options for wilder games.

*Lots of random tables of course. You know me.

*Core rules have been tweaked a bit, making the game more dramatic and movement-focused.

*Several classes of enemies to fight: Goons, Troopers, Elites, Tribesmen, Cretins, Bosses and the Nemesis.

Hope you're excited, this has been quietly in the making in various forms for a very long time.
Let me know if you have any questions :)

Friday, 14 October 2016

LaserStorm rules updates

Based on feedback, Laserstorm has seen a few rules updates, which are in your file in the Vault:

*Double-time moves can be done by tanks and light vehicles (this was unclear before).

*The penalty for failing a double-time is removing one stand, not placing the unit in reserve.
This represents vehicles breaking down or throwing tracks, while making it more viable for infantry (which tend to be cheap and plentiful).

*Indirect fire minimum range is 10" now.

*Points values have been adjusted a lot.
RIGHT NOW, the premade units are not adjusted yet, just the formula. I'll go over those soon and update them.

The changes to the build-system are (from my memory):

Increased costs for: Field guns, long range weapons, weapons with Burst skill, transports, general purpose weapons.

Lower costs for: Standard vehicles.

Light vehicles now have a cap to their armour.

We have a ton of sales this weekend

If you want to get some gaming on the cheap, let me hook you up.

These links are good until Sunday
Clash on the Fringe for 9.99
Five Men at Kursk for 9.99
FiveCore 3rd edition 9.99

FiveCore Brigade Commander for 7.99
Laserstorm for 7.99
Not Just a Brush War for 3.99

Wednesday, 5 October 2016

Gun Runners Guide to Starport Scum

Need more ready-made guns than the 10 included in the core rules, but you don't want to make your own arsenal?

No problem, the Gun Runners Guide offers a collection of hardware to be picked up or assigned randomly as loot in your games.

In total you find 20 model names for basic firearms (to add flavour), 20 new small arms, 20 specialist weapons, 20 melee weapons and 20 heavy weapons.

That's a total of 80 weapons with their own dice bonuses and abilities, ranging from shotguns and hand cannon to the exotic splinter cannon and neural shock device. 

Available here

Tuesday, 4 October 2016

Starport expansion tomorrow

If all goes well, Starport Scum will get a gun-related expansion tomorrow. :)

A bit of starship goodness: Railgun

My good friend Nate has been slaving away at fine-tuning his Railgun starship rules, making them leaner and meaner than before. 

Run over and take a look at the new ideas, and you can pick up the playtest version for 2 dollars

The neat bit is that the playtest version will become the final version, so if you buy it now, you can get all future updates without paying a dime extra.

Thursday, 29 September 2016

War Story updated

The War Story narrative rules from Nordic Weasel has seen a small update.

The new version adds an additional chapter "Setting Odds" with a mechanical system for figuring out the odds of a given attack, including some options to introduce random factors into the system.

It's basically an outgrowth of how we tended to resolve odds-setting in the first place, so feels proper to include it.

It IS optional, so if you already have a method in place, just stick with that.

No other changes were made, so you can just print the two new pages.

If you aren't familiar with War Story yet, it's NWG's "narrative wargame", featuring a more conversational "matrix-like" approach to gaming.

Tuesday, 27 September 2016

Dungeon Scum. First location pack is available

Welcome to Shade Stone Forest. 

In the first adventure pack for Dungeon Scum, you get to explore a mysterious forest that seems to defy exploration.

This pack will replace the Delve tables in the main rules, allowing you to explore a new location with its own unique enemy and encounter tables.

Fight new creatures as well as variants of existing ones, deal with new challenges and obstacles and maybe even find some new loot.

If you want to take on a bigger challenge, you can try to accomplish side objectives or even hunt for the Secrets of the Forest, terrible enemies hidden on the darkest paths.

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.


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

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

Monday, 22 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.

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.

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.

Sunday, 21 August 2016

DungeonScum - The Delve

So for Dungeon Scum, rather than doing the "room by room" dungeon exploration (though you certainly could), we're focusing on key moments.

When you venture into a dungeon (what the rules call a "Delve") you'll have typically 3 key moments and then the final encounter.
Basically, we skip the wandering through empty corridors and safe rooms.

You could cook these up yourself or roll on the handy-dandy table in the book: Each encounter might be a battle with a group of minions (interchangeable grunt level baddies: Goblins, bandits, cave rats, whatever), a monster or a challenge which must be bypassed in some way.

They're set up so if you just wnat to roll dice and move on, you can or a GM could replace them with a full roleplaying encounter.

f.x. if you roll a Puzzle, you can just make a dice roll to pass it or the GM might actually invent a puzzle to solve, RPG style.

If a battle breaks out, we go to the miniatures and play it out.

Sunday, 14 August 2016

Starport Scum correction

Fixed a holdover rule in the PDF today, stating that Pinned characters can't fire.

The intent is that they CAN but with one die less.

Though I could see a good argument for letting them move (with the penalty) but not fire, so play it that way if it makes more sense.
Another option is to limit goons and bruisers from firing but letting aces and heroes do it with the penalty. Give that a shot.

Monday, 8 August 2016

Storyteller's Guide to Starport Scum

The Storyteller's Guide to Starport Scum is the first big expansion for the game, offering a host of new toys to play with.

Starport Scum rests on the middle ground between a wargame and a roleplaying game. 
This first supplement expands the latter part, adding new story-telling and story-generating mechanics to the game engine. 

Included are the following rules:
*The Information System, allowing players to ask questions and get (occasionally unpredictable) responses about the game world.

*Connections, allowing missions to be tied to past events.

*Revelations, a simple mechanic to add an unexpected plot twist.

*Social combat, if you want your arguments and verbal confrontations to be more dramatic.

*Fate dice, for more heroic games.

*The Story die, allowing players to make small alterations to an established scene.

*Compels, incentivizing players to have traits with mixed benefits or even flaws.

*Danger and Doom, a new table to handle getting into trouble. Great for traps.

*Factions, a character-driven system allowing corporations, cults and power mongers to mix it up with each other.

Wednesday, 3 August 2016

Warsaw is burning! Five Men at Kursk goes to Poland!

Warsaw is burning! is the first supplement for Five Men at Kursk.

Offering a new way of doing wargame campaigns, rather than giving you a few prepackaged scenarios, Kurskrelies on random tables to generate a potentially infinite amount of scenarios.

The expansion provides the tables to roll up Polish, German and Soviet squads along with their respective support tables, custom-tailored to September 1939.

Tank profiles include vehicles like the 7TP and 20mm armed tankettes.

Included are also special rules to add additional flavour, new terrain and mission objective tables suitable for a campaign game and notes for continuing your campaign into WW2.

* * * * *
Intended for use with Five Men at Kursk, the expansion can also be adapted to most any skirmish wargame, including FiveCore Skirmish, Five Men in Normandy and great titles from other publishers. 

Five Parsecs. Update.

So the initial response has overwhelmingly been to keep it as a FiveCore system, just neaten it up a little and integrate it properly.

I will keep it open for comments over the next week or so, though this does make life easier as a lot of that work I have already done, meaning the production time can be far far less.
I didn't want to skew the results by mentioning that.

If this is the path (as it looks now), it won't necesarily be a straight 100% "copy" of the FiveCore skirmish rules, there are some tweaks and adjustments as part of the process, in particular, its likely that a Five Men at Kursk style activation roll will be used.

The content from "Every star an opportunity" will be reviewed for inclusion as well, either way.

Wargameaday: Best gaming session?

For the 2nd of "WargameaDay" the question is:

Best game session since August 2015:

For this, I am going to cheat slightly and use a board game, in this case Advanced Squad Leader.

We were playing one of the East Front scenarios from the starter kit and it looked like the Germans had it in the bag. They sat on all the objectives but at the very end, one last Soviet platoon finally showed up at the edge of the board.

To win, they'd have to get into the objective buildings but the only path would lead through a wall of defensive fire and on top, since all accessible hexes were occupied, they would need to survive at least one round of hand to hand fighting.

THe platoon begins their charge. Hails of MG34 fire rip them to shreds as one squad after another breaks.
The platoon leader falls wounded and one last squad presses on, reduced to a half-squad but stubbornly passing every morale test it is required to take.

It reaches the building, survives yet another volley of defensive fire, this time at point blank range, advances into close combat and the Germans blow their roll to hit him.

German victory snatched away at the last moment, on the last die roll by the luckiest communists on the planet.

Five Parsecs closer to Home

So feedback has overwhelmingly been to update Five Parsecs From Home as a nice new edition, and make it a complete stand-alone package.

This will happen over the next few months but it raises another question.

Since fan feedback on the last inquiry was pretty unanimous, I thought I’d rely on the fans to make the decision on this part as well.

Essentially, there’s two options that I see for a new “Five Parsecs” standalone game.

A: Keep it as a FiveCore game.
The core engine would not have to have a carbon copy of the current FiveCore skirmish rules.
One of the benefits would be to be able to incorporate innovations from other sources and tweak the rules to fit the setting specifically.

B: Adopt a more conventional system.
A few people have expressed that FiveCore can be a “busy” game to keep track of in campaigns where each figure is potentially a unique individual.
A different option would be to adopt a more conventional system (likely based off a modified version of the Blast Pistol engine, using straight-forward D10 rolls to hit).

Option A has the benefit of being familiar and showcase the unique nature of the FiveCore system in what it does best: Quirky, character-driven campaigns.

Option B has the benefit of being able to remove a lot of special rules and cases due to having a stat-line to work with.
This would allow a move to a slightly more Necromunda-styled campaign experience.

Both are good options and I am stuck trying to decide between them.
So I turn to you. 
You can reach me at my address as always with your thoughts. 

Monday, 1 August 2016


Borrowed shamelessly from this

I thought I'd borrow it for wargaming purposes, since it'd be fun to talk about and honestly, the RPG guys tend to be better organized than we are.

I'd love to see more of you guys do the same thing.

So day 1: Dice!

Personally, dice are an absolutely physical thing for me.
If I am testing something at the computer, I have a text-console app (rolldice for linux) that can roll anything you plug in (in case you  need to roll 3D17), but I always keep a few dice at the computer desk.

For actual gameplay, its real dice all the time.
Back when we played a lot of Crossfire, I even had allied and axis dice, speckled D6 in green and grey respectively.

Wednesday, 27 July 2016

A bit of Starport Q&A

A few rules clarifications:

*Pinning is removed after the figure activates next.
You cannot be pinned "multiple times", if you are already pinned, ignore additional pin results.

*The terms "lead" and "clue" are used interchangeably with regard to Quests. They are the same thing.

*The terms "Defence roll" and "Saving throw" are both used interchangeably to mean the same thing.

*Note that in a few cases, distinctions are made between the source of Defence/Save dice. For example, some abilities affect dice derived from cover specifically.
In such situations, you may have to roll them separately or use distinct colours.

Thursday, 21 July 2016

Summer sale!

As always, Nordic Weasel understands that gaming should be available even on a shoestring budget, so we're participating in the onebookshelf summer sale.

With the exception of titles released in the last month or two, everything is 25% off, so go grab some goodies.

Wednesday, 20 July 2016

Starport scum. Rolling up a character

Starport Scum includes a few ways of doing things.

If we're building a character, we could just write down a few words to describe them.

Our character is a bounty hunter with an EAGLE EYE and was trained as a MECHANIC in the military.
His blaster pistol PACKS A PUNCH.

Boom. Done.

But if you want to get a bit more involved, there's the dice and random tables so let's break those out.

We're going to build a random Hero class character.

Step 1: Our timeline. 

Three dice rolls tell us that our guy got a decent job after growing up. Things were going great and he found the meaning of life but a terrible accident ended it all.

We'll figure that his farm on one of the frontier colonies was burned to the ground and being flat broke, our disillusioned gun slinger sets out for adventure.

Step 2: Traits

We need some Traits to set him up. We'll give him 3.

The character focus is going to be Technical, which means the first and third trait will be in that category, while the second can be anything else.

I'll give him BITTER SURVIVOR as a player created trait. I imagine it might give him a bonus die when trying to avoid dying from things.

For technical traits, I roll on the table in the book, earning FIXER and HACKER, giving bonus dice to repairing things and intruding on things.

A roll on the starting gear table gives us some peculiar clothing, maybe an old scarf he always used to wear on the farm, kept as a memento.

Lastly, I roll on the Gun table in the loot chapter of the rules to see if we've got some firepower and get a Officer's Sword. Well, fair enough but how the heck did he get that?

I decide that this is an unexplored character trait. It's not actually his but he's holding on to it.
If our campaign ends up encountering someone interesting, it'll let us add in an old friend (or enemy).

Step 3: Some hired help.

Can't take on the galaxy alone, so we throw in two goons.
Goons are just guys with guns. No particular skills or talents. We roll twice on the Goon table for a bit of flavour earning us a mercenary and a security guard.

I guess they're just some paid help that will add a bit of firepower.

Step 4: Putting it all together.

Goons get 2 dice when firing, 1 die when moving and these guys have basic guns and no armour from the start.
I figure since they're hired muscle, I can get away with giving them 1 die of armour, due to wearing a helmet or something.

Our main guy has a standard slug pistol, his sword for close encounters and is wearing normal farm clothes.
He'll roll 3 dice when firing, 4 dice hand to hand and 4 dice when hacking or fixing things.

Not too bad and the entire process took maybe 4 minutes to go through.

Tuesday, 19 July 2016

Starport Scum is HERE!

Starport Scum is a tabletop game of fierce space adventure, space pirates and salvage crews looking for the next big break.
Drawing on sources such as Traveller, Firefly, Trigun and Borderlands, it's a game about getting by on the outskirts of civilization, always on the look out for that next job.
Combining miniatures war gaming with role playing game touches, Starport Scum is playable as a conventional miniatures game, a narrative RPG or a hybrid beast combining the best of both worlds.
* * * * *
The core combat rules use a dice pool system to deliver results very quickly.
While the rules cover a variety of situations, the basics can be condensed down to one page and revolve around gathering up a base number of dice (based on character class), adding bonus dice for suitable traits and weapon tags.
For example, an Ace-class character gets 2 dice to shoot, but if she's a QUICK THINKER, she might get a bonus die when its a surprise encounter.
The only need for book keeping or markers during a game is for figures that are pinned down and wounded hero figures. Thus, you can avoid the table being cluttered up by status effects.
* * * * *
Character design can be as simple as scribbling down a few descriptive words for each character or traits can be built using the "build engine" included.
You also get a random character creation process that helps set up your heroes with a bit of context in the world.
Guns and gadgetry likewise can be invented on the fly or built using a "lego-style" system of combining tags and conditions.
To help you run the game, we include rules for handling common situations, again modifiable to almost any outcome and a full set of campaign rules covering how your figures can gain experience, take a variety of jobs and find interesting loot.
Tables are provided to roll up a random gang of bad guys, as well as a few alien horrors to get eaten by.
Rounding out the package is a collection of random tables to help spur the imagination, aid solo gamers and generally spice things up for those times when the party has touched down on a planet and you're not sure what's out there.
Starport Scum is formatted to be screen friendly and print friendly.
* * * * *
The game is intended to be played with miniature figures of any scale, with a typical game featuring 4-10 figures on each side.
Provisions and suggestions are included to play without miniatures for those wishing for a more freeform experience. 
No canned background is included though the creation tables will suggest the nature of the universe. Adapt your own setting or fit the rules into an existing world.
* * * * *
Some Q&A can be found here:
If you want to read an After Action Report from a game, go here:

The rules are available here:

Thursday, 14 July 2016

Starport. Writing is done!

The text is finished. Holy smokes.

Now to begin chopping it into readable form :-)

The whole thing clocks in at 76 pages right now but that may go one a page or two, when its fixed up a little.

The vast majority of that is what I like to call "the good stuff". Things related to running campaigns and scenarios.

Saturday, 9 July 2016

This week

Blast Pistol expansion tomorrow, introducing new races (well, old ones if you're a Clash or In Sight veteran).

* * * * *

Starport Scum is coming together quick.
One of the more fun parts to write is the "random bits" chapter in the back. This is basically just a collection of random tables for everything from planets to corporation names to sinister plots.

The sort of thing that can spawn campaigns or make a saturday night go by with a cup of tea and a few dice.

Still not sure about an exact release date. I'd like to say Thursday but I don't know for sure.
If its not out by then, it'll be after the next weekend, as I have to go on a short trip to visit some friends.

* * * * *
What is the end for the Living Games line? The goal is to have a total of 3 more variants, allowing the series to encompass basically every type of gaming I am interested in: The additional variants will be Dirty Wars (cold war backwaters and police actions), Last Offensive (tentative name, ww2) and an unnamed pulp adventure book.

Thursday, 7 July 2016

Starport Scum. The big talk

Alright, so Starport Scum is one of the two big releases planned in July (The other being Allied Storm) and as we get closer, I wanted to talk about it a bit, both for those of you who picked up the beta and those who did not.

This will be in the style of a Q&A format, since its easier and it lets you use some of the questions I've been emailed.

Who are the people behind the game?
My self and my good friend Matthew Sparkes.
He created the core mechanics, I refined them and the creative bits are shared between the two of us.
You're stuck with my writing though :)

What is the scale of the game?
5-15 guys per side, with 10 being a typical upper limit. Think games like Necromunda or Inquisitor.

What is the style of the game?
"Narrative character-driven conflict-simulation".
Impressed yet?

Joking aside, it's written to be played much in the style of games like Laserburn or Inquisitor, where the story is the most important part and your games are linked together in an RPG-style campaign.

It's aimed at being played with a Game Master setting up a scenario for a recurring group of characters, though it is also well suited for the solo-gamers that populate much of the bloggo-sphere.
If you like creating stories behind your games, we got you covered.

Campaign rules?
Yes. They'll be a bit on the more open-ended side.
More akin to Inquisitor than Necromunda, to use a GW analogy.

The goal is to give you a little bit of structure without forcing you down any particular path.

Points systems? 
Negative. It was considered briefly and if we do an expansion, I'll see what I can do, but I decided it would detract from the nature of the game.
The thing is, the traits that build your characters are interesting because they are extensions of your characters story and personality.
Boiling them down into a +7 point upgrade seems to miss the point a little.

Failing that, if we hit 300 copies sold, I'll write one. Deal?

What is the deal with the build system? 
Okay, so one of the clever side bits is the build system.
Essentially guns, equipment and character traits can be "built" using a lego-style build system.
You basically pick words to key together and it will produce anything from an alien that can climb on walls to a stealth cloak.

It's a way for players who like to invent their own ideas but want a bit of structure to the process.
It also makes it very easy for a Game Master to populate a world.

Do I have to do that?
Naw, not at all.
If you prefer to just get the game set up, its as simple as writing two or three words on an index card.

Need a hardened bounty hunter? He's HEARTLESS, has QUICK REACTIONS and a STEADY HAND.

Is this set in the Fringe-verse?
Not really.
The aliens included in the book (which was in the beta) were taken from there, because they are my default scifi setting.

That also gives an anchoring point if you want to move between, say, Clash on the Fringe and Starport Scum.

What format will the rules be in? 
PDF as always. Page count probably around 60 pages.
Some original art but relatively limited to be print-friendly.

Is this replacing "Five Parsecs?" 
No, it is not.
Five Parsecs is getting an update in the fall (and changing a little bit, based on feedback), but I don't want to talk too much about that.

Give me a one-liner that tells me whether I should buy the rules
"Ever wanted a Laserburn style campaign but with less dice rolling?"

Tuesday, 5 July 2016

Price of a Mile available! WW1 quick skirmishing

This was actually ready to go a few days ago, but I went back and redid a few things, and I wanted to get it off my chest while Allied Storm and Starport Scum are being worked on this month.

Price of a Mile takes the "Living Game" system used in Blast Pistol and Powder&Bayonet, and adapts it to the mud and trenches of the first world war.

The rules clock in at 25 pages, which covers rules for infantry action, horsemen, the odd tank, flamethrower and other bit of kit and provides ability scores for 11 types of squad plus 5 individual figures.

Points values are included, along with a "patrol" mission for quick pick-up games.

If you are not familiar with the "Living Games" engine, it relies on simple D10 rolls for combat, a simple "two failures and you're out" Morale system and allows each squad to move and fight in a way that is detailed without being overly complicated.

You can even carry out troops from battle to battle and an option is included for "Man to Man" mode, suitable for games with 10-15 men on each side.

As with other Living Games systems, the game will receive several updates both free and paid expansions, covering a variety of topics, including mission objectives and details on specific historical troop types.

Monday, 4 July 2016

Company Command update

Company Command receives the next update, this time for the firing rules.

Almost everything is cleaner and better explained now, status effects match their FiveCore 3 counterparts.

Rallying and Recovery will be moved off to its own chapter.

Reaction fire is a bit more drastic now.

Go grab the updated file.
There will most likely be another update tonight or tomorrow with the recovery chapter, so don't print just yet.

Friday, 1 July 2016

Coming next week

If all goes well, another entry in the "Living Games" line will be in your hands next week.

Centered around the first world war, it can of course also serve for Balkan troubles, German revolutionaries in the streets and Russian civil war.

Wednesday, 29 June 2016

Company Command updates

After the new turn sequence, today the movement rules get touched up.

Mostly smaller changes to movement, more about clarifying some awkward phrasings and just making the rules clearer.

As an experiment, scurrying troops CAN enter assaults now. I figure with more of an emphasis on platoon actions, it'll help for things like Chinese assaults in Korea.
I'll most likely add a penalty to it though, we'll see.

I hope to do the firing rules tomorrow but thats a bit more major, so no promises it won't be after the weekend instead.
In the meanwhile, go download your files again.

Monday, 27 June 2016

FiveCore news

Updated assault rules for Company Command today (if all goes well).
Also going to do some visual touch-ups to make the set easier to read.

How big a deal is adding art to Company Command for you guys?
Originally it didn't have any, because it was intended as a quick, small booklet that was easy to print but maybe that time is past?

Tuesday, 21 June 2016

Powder&Bayonet available

Using the "Living Games" engine from Blast Pistol, this quick-play set gives you large skirmish games in the black powder era.

Game uses a points system for quick set up and a total of 15 premade unit types, ranging from the old guard to angry colonial subjects and revolutionaries.

Sunday, 19 June 2016

Non-gaming: A visit to the 339th "Polar Bear" memorial in Michigan.

The First World War and the Russian Civil War are long passions of mine and the American expeditionary force sent to Archangel in Russia in 1918 has been in my mind ever since I read the fantastic "When Hell Froze Over".

To those that don't know, in the fall of 1918, as Russia had dropped out of the first world war to fight a brutal civil war, American troops were sent to the Northwest of Russia, ostensibly to guard allied supply depots from falling into German hands.

However, the men of the 339th Infantry regiment and their various attached troops (including a Canadian artillery battery) ended up in a fight for their survival.

Stuck in a foreign land, in freezing weather, battling an enemy they barely understood, while suffering from the Spanish flu, issued weapons they had received no training in, these men fought exceptionally hard but would ultimately be largely forgotten.

Except in Michigan, where the White Chapel Cemetary has a little memorial to their sacrifices.
Some 10 years after the fact, an agreement was made with the Russians, permitting as many of the fallen remains as could be found, to be recovered for burial in their home land.

Why Michigan? The majority of the men were from Michigan, many of them from Detroit.

We visited the memorial today and snapped a few pictures for you all.

One of the burial markers. No family relation, we took pictures of a few. Brave men.
The plate at the base of the statue.

The kid and must be a fat, hairy bum we found in the park.
Okay, nevermind, its me.

Up close.

A WW1 helmet and cross at the feet of the polar bear.