Wednesday, 30 September 2020

As we finish out the month

 The Five Klicks pack for the month adds animal companions to the game. Just one to get started, but who hasn't wanted to paint up a doglizardthing? 

You can pick up the new pack at the link above.

I also wanted to remind folks that Roads Well Travelled is out there, full of new peaceful encounters and people to meet in your games of Five Leagues

Finally, the "Every Journey begins on a road" pack has been updated to make the tutorial more straight forward (based on suggestions) and fix a typo, so go download that pack again.

Monday, 28 September 2020

FiveCore 3.x is go

 With the weekend over, we're easily over the goal I'd set so the update will be reality.

As I mentioned in the blog post, I expect to start working on it in October and have it ready before Christmas. Time frames may slip, I honestly don't know how much work will be eaten up with just formatting, but I'll do everything I can to get it out early.

Thank you guys and girls and both/neither/undecideds for believing in the project. I hope it'll end up being everything you want.

Friday, 25 September 2020

Five Leagues archery options

Playtest rules:

Please consider trying out some or all of these options and let me know how they fare.

Especially in a longer campaign, archery can become rather too strong leading to the witless bad guys getting mown down Agincourt-style.

If you are concerned about this, make the following adjustments:


Ranged attacks at a distance exceeding 9" do NOT add Combat Skill to the attack roll.


For enemy types without archers, increase the encounter number by +1.


For enemies with archers, if 8+ enemy figures are encountered, increase the archer count by +1 (but do not add additional figures)


Enemy Personalities (knight etc.) receive a 5+ saving throw against missile attacks. 

Wednesday, 23 September 2020

Five Leagues - Setting up. Step 2

 In step 2 of our campaign prep, we need to establish the region we're going to be exploring. 

This all starts on page 65 of the rulebook "Starting the campaign". 

We need to select a region to play in. If we use any of the supplements, we have more choices, but the rulebook just gives us three: The Hinterlands, the Borderlands and the Wilderness.

We're going to go for the Borderlands.

* * *

Next we need to know how many villages there are. This basically establishes the length of this chapter in the campaign. 

A D6 roll of 1-2 gives one village, a 3-5 gives two and a 6 gives three. 

In the Borderlands, a result of a single village is treated as a two however. I roll a 4, which gives us two villages to visit. I opt to name them Shadow Pond and Old Hill. 

You might like to make a map of the place now, or you could borrow a wilderness map from any RPG source and just mark the locations there. This doesn't really affect the game, but it does make the story feel much more real. 

* * *

Now that we know where we are, we need to figure out why. Again,we're just using the threats in the rulebook, so there are three types present: Outlaws, representing assorted criminals and bandits, Border Tension, representing the risk of invasion and raiding and Dark Secrets, representing the dark fantasy reality of the game world. 

The dice give me Outlaws 4, Border Tension 4, Dark Secrets 3.

There are three themes listed in the book which can modify these. I opt to pick the Game of Crowns theme, which reduces Dark Secrets and increases Border Tension.

The end result is Border Tension 5, Outlaws 4, Dark Secrets 2 for Old Hill. 

The region might be in an area of contested land with lots of petty raiding and skirmishing between the barons. As a result, it has become rather lawless, much to the lament of the locals. There are a few dark forces at play here, but just what you'd expected in this setting. 

Since I rolled two villages, I roll again using the same rolls and modifiers and get Outlaws 4, Border Tension 6, Dark Secrets 3 for Shadow Pond.

* * *

Now, I have my campaign ready to go and I can begin by taking my first turn. 

I could start at either of the villages, but Old Hill seems fine for now.

Funding for FiveCore 3.1

 While thoughts will soon turn to Squad Hammer, I want to do an update of an old Weasel classic: FiveCore skirmish in the fall and winter.

* * *

The goal for the update is as follows:

* Transfer the document to Pages and update it to the layout standards I currently use.

* General spot check for bad wordings, unclear rules, add a whole bunch more examples, diagrams, reorganize the book a bit to flow better etc.

* Introduce more options for the activation system, including "Five Men at Kursk" style dice, individual action options, fireteam activations etc.

* Points system for pick-up games.

* More straight-forward rules for vehicle damage (armor ratings etc.)

* Streamline the skill system to both make veteran troops easier to represent and cooler, but also avoid "boring" level ups and marginal skills.

* Revisiting weapons to make them easier to use, cooler, more distinctive etc. 

* Include examples of historical and scifi troops ready to use.

* Rules adjustments for play styles (cinematic, gritty etc.)

* * *

As with Renegade Scout, I'd prefer to not release a new book. It means losing all the old reviews and ratings, and it means everyone having to go get a new book as well as confusion about what edition people are using.

However, unless I can pay rent and make my car payments, I can't write games.

So I'd like to fund this the same as I did Renegade Scout: Through fan donations.

If you weren't here for the first round, it's quite simple: You guys send me money on paypal to make this game happen. No middle-men, no external websites. Just keeping it simple.

The goal is 500 dollars to guarantee everything above. 

If we don't hit that amount, I'll scale back the ambitions. 250 dollars is the absolute minimum level, but we'll hit that easy. We get more, I can spend more time on it. In an ideal world, I could just knock off for a month and only work on FiveCore. 

I get the money, the game happens and everyone simply gets to download a wicked new copy. 

If we get more, I have a bunch of ideas that could be done, but I'll reveal that as we get there.

* * *

How can you trust I won't just go to Haiti with the money? You'll have to take my word for it. 

I've released 40+ titles, done 8 or so crowd-funded updates to game rules, including the positively massive overhaul to Renegade Scout and released 3 games through indiegogo that all got released even though we didn't meet the goal.

But that's the beauty of it. You trust me and you want this to happen? Throw in 10 dollars or throw in 50. Whatever you feel comfortable with. 

You aren't sure yet? Throw in a couple of dollars to help it along. 

* * *

The time frame is that I will start the work in early or mid October and hopefully the game will be available at the end of November or in December. 

* * *

How do YOU make this happen?

Make donations through Paypal at 

Make sure to put in the description what it is for.

If Paypal is not an option for you or you don't feel secure using it, buy a "Pay what you want" NWG product and email me with your donation amount. Do note that I lose 30% of the amount that way, but if it that works better for you, we can work with that too.

Spread the word online. I know there's a lot of old FiveCore hands out there, and I know some of you scamps pirated the game the first time. You can cleanse your soul AND support the game now. 

Any questions? Ask below.

Tuesday, 22 September 2020

Five Leagues - Setting up a campaign - Step 1

 Today, we are going to take a look at creation of a warband and setting up our campaign. 

We will assume the standard challenge level, so we get 4 Heroes and 4 Followers.

All page references are as of version 1.02 and character creation begins on page 55.

* * *

The starting profile for all characters is the same:

Agility 1, Speed 4, Combat Skill 0, Toughness 3.

A basic combatant without a whole lot going for them.

We are going to start off with our heroes and roll on each of the four tables at the bottom of page 55.

Note that if we were making a Dwarf warband (from the supplement) we'd need to use their tables instead.

* * * 

Hero number 1:

We roll a 5, 12, 3 and 12 with our D20. 

That gives us +1 Combat Skill, no Will or Luck points, 2 Gold Marks and no skills. 

Fair, I guess our first character is a pretty straight forward soldier. The 2 Marks gets added to our overall party inventory. We don't have to track who has what money in their pockets.

Profile then is Agility 1, Speed 4, Combat 1, Toughness 3.

* * *

Hero number 2:

We roll a 14, 9, 10, 15.

That gives us +1 Toughness, no Will or Luck, 4 Gold Marks and no skills. 

We can use a buff looking miniature for this guy, since he's thick-headed but not otherwise notable.

Profile is Agility 1, Speed 4, Combat 0, Toughness 4.

* * *

Hero number 3:

The dice score a 2, 19, 18, 7.

That gives us +1 Agility, +2 Luck (lucky!), a Fine Weapon of choice and 1 Skill.

We roll D100 on the skill table on the next page and a 42 gives us Dodge. 

I am feeling this is shaping up to be a rogue of some sort.

Profile is Agility 2, Speed 4, Combat 0, Toughness 3. I note down 2 points of Luck.

* * *

Hero number 4:

I roll a 4, 8, 10, 3.

That's +1 Agility, no Will or Luck, 4 Gold Marks and a Skill. 

The Skill table is a 78, giving us Packing skill.

Profile is Agility 2, Speed 4, Combat 0, Toughness 3.

* * *
Selecting equipment:

I can give two of my Heroes a Quality weapon of my choice. Looking in the weapon chapter, I decide to pick a Bastard Sword for Hero 1 and a War Spear for Hero 2.

The remaining two Heroes can then receive a Basic weapon. I give Hero 4 a Self Bow while Hero 3 gets the Fine weapon I had rolled up. It'll just be a Standard weapon, like a sword.

Since I'm allowed to take a Basic weapon for each hero that didn't get a Quality weapon, I take another Standard weapon that will go in my inventory in case someone loses their weapon.

For armor, I kit out Hero 2 in Full Armor and Hero 1 in Partial armor. The other two get Light Armor. 

Hero 1 gets a Shield, Hero 3 gets a Helmet. 

* * *


These all use the standard profile, so I just roll a D100 four times and I get 17, 33, 58, 86.

I have acquired myself a Stout Yeoman, a Wily Rogue, a Hopeful Youth and an Outcraft Drifter. 

I can give one of them a Self Bow + Light weapon which sounds like the yeoman. The rest get Standard weapons. For armor, I put the Hopeful Youth in Light armor, give Militia armor to the yeoman and drifter and no armor for the rogue (it'd cramp his style!).

* * *

Unusual background:

If I want, I can roll for an unusual background and assign it to one of my characters.

I opt to do so and get a 52, giving me a Driven Crusader. Sounds like Hero number 1 to me!

They get a point of Will and are now prohibited from fleeing a fight. Fair. 

* * *

Party resources:

So far, we have 10 Gold Marks and a spare sword lying around. 

I can roll 1D6+4 (since I have 4 Heroes) and take that much extra money, which lets me start with 7 more Marks for a total of 17. 

Lastly, I tally up two doses of Medical Herbs which goes in my backpack. 

* * *

Finishing touches:

I decide to go with Hero 3 for my Avatar, so they get 1 point each of both Will and Luck, bringing them to Will 1 and Luck 3. That should keep them around. I opt to make Hero 4 their Retainer.

Lastly, I roll for Story Points but only get a 2. Oh well. 

* * *

With that, my warband is ready to be played and the next step will be to set up a campaign area to fight in. 

Monday, 21 September 2020

Assorted updates

 First, a new pack is available for Five Parsecs, offering some rules options to tinker with, including AI dice rolls.

This was originally going to be folded into the Rules Compendium, but that needs some updating I think, so I'll try to merge them together later on.

There are some big Five Parsecs updates that I can't quite talk about yet, so I don't want to do anything too big right now.

* * *

If you have been holding off on printing Renegade Scout, go for it. I just uploaded a new version with a ton of typos corrected. A "HQ" version of the file is included which should have sharper images. If you are printing or just arent concerned with file sizes, use that one.

* * *

Some typos were corrected in Five Leagues as well. If you haven't downloaded a fresh copy in a while (or are looking to get that printed) go ahead and download the newest version there as well.

* * *

A few people have mentioned that they would like some tools to help get into the game: Quickstart guide, better reference sheets etc.

I am looking into options for that. For now, I'll note that Every Journey Begins on a Road, includes a tutorialized start to the campaign, easing you into the game with a slightly smaller warband size. 

So that's a good place to start I think. 

Wednesday, 9 September 2020

Renegade Scout 3??? Well, no but read on

 While working on the RS2 update, there were a thousand ideas that got rejected for being too wild or would have pushed the game too far away from its inspirations.

So I thought I'd share a look at what THAT version might have looked like. Maybe down the road we'll have a spin-off.

Leader skill and Cool Under Fire merged into a single stat (Fighting Spirit?)

Intellect and Observation merged into a single stat.

Power probably just removed.

All stats balanced around 1 die roll tests, instead of some testing on 1 die and some on 2 dice.

All dice rolls changed and rebalanced to use a D8 (yes).

Morale tests changed to a FAD-style 2D8 test (pinned if one die fails, broken if both fails).

No phases. Instead when a unit activates, it takes 2 actions.

Probably a bunch more stuff, but that's off the top of my head.

Want to see this some day? Let me know.