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.

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).

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

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

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!

* * * * *
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.

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.

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".

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.

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.

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 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).

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. 

Friday, 29 September 2017

City Generator - Work example

Let’s roll up a city and see what stories we can get out of this.

While you should never be afraid to roll again, if you get a result you don’t like, for the purpose of this exercise, all rolls will be kept as it.

Step 1 is to roll up some Factions. 
We’ll go with 3 for a modest sized city that has to entertain a short campaign.

We get: 
  • Merchant or Craft Guild
  • Secret society
  • Merchant or Craft Guild.

An extra roll tells us that the two guilds are not splinter groups of each other.

Okay, so for the guilds, we’ll go with the gem cutters guild and the gold smiths guild. 
That lets me run a game with a lot of money on the line (and suggests that the city is obviously located somewhere with a lot of valuables to be mined).

The secret society, I want something a bit more magical, so we’ll say they are up to some sort of lengthy magical research. Maybe something about opening up dimensions ?
We’ll cross that bridge along the way, but I want to have a way for the players to be hired to find strange substances.

Faction capabilities:
For each Faction, I’ll roll 3D10+20 to find each of their capabilities.

The gem cutters get 41 Influence, 35 Resilience, 37 Support and 38 Covert. 
Applying the modifiers for a guild brings these to 51 Influence, 40 Resilience, 47 Support and 38 Covert.

The guild is obviously quite wealthy, giving them extensive ability to simply buy anything they need (high Support and Influence scores).

The gold smiths guild get final scores of 45 Influence, 40 Resilience, 40 Support and 33 Covert.
Why are they more resilient and influential? I decide that their guild is a bit older, meaning they hold more prestige in the city, though it’s also beginning to wane a bit (lower support).
This also means they can’t quite get away with playing as dirty (lower Covert score).

With a bit of thought, even though these are just simple percentile scores to roll for behind the scenes, we’re already establishing a picture.

Our secret society, after modifiers, sits at 33 Influence, 39 Resilience, 48 Support and 50 Covert.
I suppose we’d expect a secret society to be good at sneaking about.

Faction characteristics:
We’re going to add one characteristic to each of the factions.

The Gem guild is Struggling (which reduces all their capabilities by 5).
Okay, so how does that work if we already decided they are rich? Well, the easiest answer is that things have taken a turn for the worse in the past couple of years.
That also gives our players some obvious reasons to be hired on to do jobs.
(adjusted capabilities then are 36 Influence, 30 Resilience, 32 Support and 33 Covert).

The Gold guild is Meritocratic. Despite being an older organization, they promote and advance members based on their skill and talent, not just who’s who. 
Is that a recent development? I decide that it is, because that gives me a chance to add a young, energetic “reformer” to their organization later.
This ups their Influence to a healthy 50.

The secret society is Populous. I’m going to interpret that as “populous for a secret society” so instead of consisting of 20-30 people, they have a few hundred at their disposal with many operating outside the city itself.
It does raise their Resilience to 44.

This is basically the entire reason for the factions to exist.

We’ll generate two.

First, we determine that two factions are long-time rivals.
Well, this one is obviously the two guilds, this just cements that it’s been that day since day 1.

This does raise the Covert score of both factions by 5, bringing them both to 38 Covert.

For our second conflict, we learn that the leader of the Secret society is insane.
Oh dear. 
What does that mean for their extra-dimensional plan? Probably nothing good at all!

I’ll have to think about it. A tempting option is to have the plan involve something pretty benign (get the addition of the god of harvests to solve hunger forever) and the leader is subtly twisting the rituals (summon the god of artistry to turn the fields to glass).
We reduce their Covert rating by 5 and their Stability by 10.

I’ll add 4 personalities for the players to run into. 
Personalities have a 30% chance of being affiliated with a faction and with my dice being weird today, I get 3 faction characters. Fair enough, one each then.

For the names, I used a random name generator online.

Richard Grinda
The first character is an unaffiliated Scholar of the regions primary species (human for my campaign).
His motivation is an admiration for worldly pleasures. 
I decide he’s an old sage that happens to take a philosophical approach to his over-eating and boozing. 
This should be a fun enough character to roleplay if the players go hunting for information. He may even pay them to find particularly rare or ancient wines for him, which sounds like a fun side quest.
His Quirk is a secret motivation. I decide to play ahead a bit: If the players establish a personal enemy in the city, this NPC will turn out to secretly hate that character as well, giving the players a convenient ally.

Lambert Carbonneua
This is the character that will be associated with the Gem guild. 
He’s a priest, so I take it he’s actually a sympathizer rather than actually working for them.
He’s of an uncommon species, so how does a French Elf sound? 

His motivation is a yearning for romance. Oh boy.
I sense a potential comic relief character here, especially if the players end up having to bail him out of trouble.
Now it makes sense why he likes the Gem guild. What better way to win a lady’s heart than some rocks?

Unfortunately, he also has a Dark Secret. What is that? I decide he has family that he betrayed. 
That may come back to haunt him. Maybe literally.

Violette Bittencourt
Our Gold guild character is a crafts man (or in this case craftslady) so that fits just fine.
Another human, Violette’s motivation is that she is ambivalent about knowledge. Huh?
I’m going to spin that off into a bit of fluff for the guild: They have an on-going debate about whether theory or practice is the more valuable.

Violette is undecided on the matter. For that to actually ever come up, she’ll need to be someone rather high up in the guild.
As a quirk, she’s truthful. 
That could make her a reliable employer at least.

Lucille Lagarde
Our secret society character appropriately turns out to be an Agent of an uncommon species. We’ll say a halfling. 

Since it’s a secret society with a scholarly bent, I’ll assume their agents are used to acquire and retrieve items (and persons) of interest, so this is someone the players will almost certainly run into.
She has a love for reputation and glory, which must rankle someone that works mostly from the shadows. Probably an easily exploitable weakness down the line.
She also has an odd personality. I decide that she tends to monologue her actions, even when others are around. 

Okay, we have factions that aren’t getting along and we have characters to interact with.

I’ll roll up a few quick contacts but I opt not to detail them any further.

If any player character is street-wise, I’ll give them the list and let them go from there.

We get contacts for:

Mystical or magical aid (small-time wizard no doubt) - Affiliated with the Gem Cutters guild but secretly working for the Gold guild. 

A guide to the area - Independent.

A friendly inn-keep - Affiliated with the Gem Cutters guild.

I’m not going to generate relationships between Lucille and the other characters, since they wouldn’t really know about her.

Richard and Lambert are Neutral towards each other. Makes sense, they don’t have a lot of reason to mingle.

Richard and Violette have an ambivalent relationship. I imagine their personalties don’t quite mesh.

Violette and Lambert have a severe dislike for each other, no doubt due to their factional disagreements.

I’ll add two opportunities to the city.

The first is Strong social division and the second is a Gang Feud.

Okay, so in my mind’s eye, the city was quite wealthy, this suggests that the wealth really isn’t benefiting many outside of the guilds themselves.
Gangs suggests to me that there’s large-scale criminal activity going on, likely smuggling.

That’s obvious plot fodder for a number of potential adventures.

Finally, two mysteries that I’ll keep hidden but I can use them later on if we need a distraction.
There’s been a recent influx of cloaked travellers (possible rival of the secret society?).
And a mysterious stranger has been seen around the city (I’d like to work that into one of the NPC back stories we have).

This got a bit longer because we used everything but I can already see 7 or 8 different plot threads that could come out of this. 
That’s before we factor in whatever the players happen to get their eyes on too.

I hope this helps you with how to use the City Generator to set up story lines for your games.

If this got your attention, you can of course grab it right here:

Thursday, 21 September 2017

The Scummer

Welcome to the Scummer:
A collection of gaming content for both Starport Scum and Dungeon Scum.
The focus of this pack is to add new gaming content: Ideas and gadgets that can be put right on to your gaming table.
Included are:
*3 new magical treasures for Dungeon Scum.
*3 new technological gadgets for Starport Scum.
*A new Job for Starport Scum.
*Totally-not-Jedi powers for Starport Scum (though they could be used in Dungeon as well)
*4 new monsters usable in either game.
*Two new player character races for both games.
*Gaming advice on setting up and running "Scum" scenarios.
*10 somewhat zany instant plot ideas for each system.
Where previous expansion packs have focused on variant rules, options and new systems, this is aimed squarely at gaming content that can be put on your gaming table right this second.
We've labelled it Issue 1 to open up the possibility of future installments.

Monday, 18 September 2017

Dungeon Scum. New adventure location

How do you feel about giant frogs and poisonous swamps?

Frog Pond Vale gives you 20 new encounters to work through, in your games of Dungeon Scum.
It can be slotted into almost any campaign with little prep work and should give a new party some stiff challenges to overcome.

Converted Army List available

Unity Field Agent players can go forth and find the army list for the "Converted" ready to purchase.

This follows the philosophy and structure of the existing army lists, and allows you to field cyborg troopers that are definitely not inspired by the Strogg from the old Quake games.

Tuesday, 5 September 2017

Unity Field Agent: Rules clarification

The "Accurate" weapon trait applies even to shots made while on Watch.

Friday, 1 September 2017

Generate fantasy character background with a card deck

Today, we're catering to both fantasy war gamers, role players and solo players with the Fantasy character generator.

With this and a simple card deck, you can quickly establish an unexpected character background in a few minutes.
Perfect for GM's, solo players and people interested in adding an unexpected touch (or challenge) to their role playing character.

It's intended for a fairly "D&D" style fantasy world but could easily be adapted to a variety of other systems and settings.

You can grab it here for 1.99.

I've included the two examples from the rules in this blog post, to help showcase how it could be used:

Example 1:

In the Structured Method, we draw four times from the card deck and receive:

7 of Spades, 8 of Clubs, 3 of Hearts and Jack of Diamonds.
Scholar, Patron, Upheaval, Nomad.

We’re drawing our cards before setting up any other aspect of the character.

Our nomadic tribe, known for raiding and pillaging the borderlands eventually met its match when the knights of the Realm carried out a punitive expedition.
Our character was captured and raised in captivity, where our adopted mentors came to realize we had a keen intellect despite our modest origins.

We befriended one of the senior members of the order, who values our characters reliance on rational thought and insightful analysis. 

As a result, our character is a modest-ranking member of the order, with conflicted feelings about their place in the world and the nature of their order.

Example 2: 
In the Chaotic mode, we draw 4 cards and apply them one at a time in a time-line fashion.

The first draw is the King of Spades: Covert.

Our characters origins are shrouded in mystery but as far back as we remember, we’ve been performing actions of infiltration, spying and occasionally even assassination.

The second draw is the 5 of Clubs: Rural.

A mission went wrong and we opted to take refuge in the country-side where less old enemies might be able to track us down.

Third draw is the Ace of Diamonds: Upheaval.

Turns out it didn’t work. We never quite shed our past and one day it came knocking. Armed men looking for us meant we couldn’t hide any longer.

Final draw is the 3 of Diamonds: Mystery.

As we fled the scene, we slipped and were carried down a raging river, barely surviving.
As we lay, half-conscious, we had repeated visions of a young noble man beckoning for our help.

As we came to, we knew we needed to square with our past, kill the men who had threatened the villagers and find out who the young man is. 

Saturday, 19 August 2017

Unity Field Agent expansion pack list

Expansion 1 - Squad Mode Deck
Expansion 2 - Unity Grunts army list
Expansion 3 - Precursor Exiles army list

UFA Precursor Exile army list available

This army list for Unity Field Agent presents the Precursor Exiles.

Precursors are refined, enlightened humanoids, inspired by the Asari or Eldar. Exiles are those that don't quite fit in and seek their fortunes on the Fringes, becoming mercenaries, wanderers or pirates.

This booklet contains a brief background explanation, troop classes (with points values), victory point and experience point rules and notes on painting your forces.

We also provide a new level up table for Squad Mode play.

If you want to add a touch of style (and paint some bright colours),the Precursor army list is for you.

Expectation is that a additional feedback filters in, points values may be adjusted up or down, as the need may be.

Available here

Tuesday, 15 August 2017

Where Sten Guns Dare

1943. The Fascist scourge holds Europe in an iron grip.

Across the world, battalions clash and tanks burn.

But in the shadows, another war is being fought. A war of knives and bombs. A war of infiltration. A war of resolute action and a war of daring.

Enter the world of commando actions.

* * * * *

Where Sten Guns Dare sets you in the role as a British Commando squad, tasked with undertaking missions to undermine the German war effort.

Playable solo, with a GM or in a group, you'll find the following features:

*A quick and easy to use game, using the engine from Starport Scum.

*20 character traits are provided.

*Stealth rules are included, for tense infiltration missions (the stealth system originated in FiveCore)

*Random mission set up.

*Campaign rules, letting you fight to liberate a region from Nazi rule.

*Scenario friendly. We offer rules for things like radios and mortar fire, to make sure your commandos have the support they need... as long as the Gestapo doesn't get there first.

Where Sten Guns Dare is intentionally written to be a bit more open ended and "British", falling into the category of "tool kit" rather than "complete gaming tome with answers to everything".

As such, it's not ideal for gamers who want a competitive-oriented game.

On the upside, it means the entire package fits in under 50 pages, including the campaign rules.

Short enough to digest on a Friday night, comprehensive enough for a ton of fun scenarios.

Did I mention you get a bonus if you drink tea while you play?

Get it here

Monday, 14 August 2017

A few Q&A's about Where Sten Guns Dare

After quite a while, "Where Sten Guns Dare" is about ready to go out the door.

Wait, what is this?
It's a small game about British Commandos in WW2, blowing up things.

Is it a supplement or a game?
Stand-alone rules. You won't need anything else.

What engine does it use?
The same as "Starport Scum" and "Dungeon Scum". Tweaked ever so slightly.

Can I use Starport supplements?
Most of them should have no problems at all.

Is it a campaign game?
Of course.

Solo rules?
Not explicitly, but there's guidelines for how the enemy moves and acts.

Can we play both sides?
The campaign is purely from the Allied side.
If you play with a friend, take turns or one guy runs the bad guys.

How big will it be?
Kind of short actually. Should be right around 40 pages, which is including the infiltration mission rules, set up and campaign games.

Barely. You can stick an armoured car in a base to fend off the Commandos but its a static piece.

We didn't feel full blown vehicle combat really fit in the rules. Bring a PIAT just in case though.

How is the writing style?
We opted deliberately for a more casual "British" style to this one.
This means that you won't find as many sub-sections and exhaustive rules explanations as usual.

These rules are aimed to be pretty casual.

How much history do I need to know?
We did write with the assumption that the audience understands the period, but if you've watched "Where Eagles Dare" or "Guns of Navarone" you're be right at home.

Any plans for supplements?
Unlikely, it's intended as a stand-alone game.

The goal here isn't a game that will replace all your WW2 gaming, but more a game that fills a fun niche that isn't well covered currently.
It's something you can set up, have a cool and memorable campaign over a few nights and then revisit it later down the road.

Tuesday, 8 August 2017

Unity Grunts army list is now available

We are pleased to present the army list for Unity regular army troops, known as "The Grunts" for the Unity Field Agent wargame rules.
This booklet contains a brief background explanation, troop classes (with points values), victory point and experience point rules and notes on painting your forces.
We also provide a new level up table for Squad Mode play.
If you want to add regular combat troops to defend Unity (or expand its domain), this 6 page army list provides everything you might need.

UFA: Stepping while At Risk

I knew a bug would sneak through :-)

A character that is At Risk is NOT able to take a Step.
The description of the Step rule suggests that you can, which is incorrect. (Maddeningly, I did get it correct in the Conditions of the Step rule).

As a point of additional clarification, At Risk status is applied when you declare your action.

To elaborate:
K'Erin can Step before and after Brawling.

If I Step up to an enemy, I am not At Risk (because I started my action more than 1" away) and I can take the second Step after resolving the attack.

If I am already within 1" of the enemy when I take a combat action, I am At Risk and cannot Step at all, whether before or after the attack is made.

Sunday, 6 August 2017

Unity Field Agent. Story Mode example.

I thought I'd take today to give an example of how the Story Mode can work out.

Our Story revolves around a squad of Unity troopers, tasked with hunting down a pirate lord.

In the narrative, there's Unity strike teams throughout the asteroid belts but our Focus will be on just one squad, the one we're currently following.

We pick out a couple of characters in the squad as our protagonists: The Sarge, the second in command and the captain they report to.

The pirates are represented by two antagonists: The pirate scum themselves (given a strength of 2) and the inner circle of the pirate lord (strength 3).

Game 1
The first game is a standard fight as our troopers come down on a pirate crew, trying to apprehend them before they can make their escape with a bunch of loot.

We can use the normal mission cards to set this up, any objectives are simply crates of contraband to be secured.

Consequence roll
Assuming we win, we can roll a D6 with a 1 causing the antagonist we fought to lose Strength.
In this case, we roll a 3. Losing a few starport scummers aren't going to bother any self-respecting pirate gang.

Story Action
The Story Action is an open-ended way to let the player modify the narrative based on the game we just played.
It's inspired by the "Player action" in the original Five Men in Normandy campaign.

Since we defeated the pirates, we'll figure there's a good chance one of the captured cretins will tell us where one of their refuelling bases are.

Any Story action needs a 3+ roll to apply. We score a 5 so we have a clue that will let us get at them.

Story Actions don't have to just be story bits. We could have given a new weapon to a character (pirate loot), a wounded character might have developed a special ability etc.
Be creative.

Story table
Finally, a D20 roll will give an unforeseen element.
In this case a roll of a 4 is a Hindrance.
Something happens to the narrative to make our lives more difficult.

Well okay, we just trashed a bunch of valuables that the pirates were securing, so odds are they are out for revenge.

We'll play the next battle as a Unity troop ship is raided by space-psychos in retaliation.

All in all, this took maybe 3 minutes to do and we now have an on-going story with a deepening plot.
Not shabby huh?

Saturday, 5 August 2017

Starport Scum Rules Pack 2

Rules Pack 2 includes new options to customize and adjust your Starport Scum experience.
The options presented includes:

The options presented includes:

*Fire Fights (characters may return fire when fired upon)

*Increased Lethality

*More dangerous Goons

*Cinematic mode (requires playing cards)

*Economic Activity

*New HEAT tables for more difficult games.

*And finally 3 new alien world critters to make a game even more interesting.

The Increased Lethality and Cinematic options are applicable to Dungeon Scum as well.