Nordic Weasel Games

The blog home of Nordic Weasel Games

A bit of Q&A today about game titles

I get some questions fairly frequently, so occasionally it is good to gather them up and put an answer down in print. Do people say "print" when it is digital? I feel like that isn't what we should call it. Anyways. 

As always the questions are paraphrased from actual questions. 

What is the difference between Clash on the Fringe and Renegade Scout? They are both supposed to be Rogue Trader inspired? What about Rogue Hammer? My head hurts!

If I am honest, Clash probably did not end up being all that RT inspired after all. SOme of the elements like the random tables are definitely from there and I tried to mirror the way the RT book was set up in the alien sections, but it really is just a modern scifi tactical game. I happen to think its a really good one too. I think mechanically the inspiration came heavier from things like Warzone, Stargrunt 2 and Void.

Renegade Scout was an attempt at proving two things:

First, there were a lot of attempts people had made to build a Rogue Trader retroclone but none had actually succeeded, so I wanted to show it could be done. Second, I always felt that the mechanics of RT and 2nd edition got a bad rep. I happen to think 40K 2nd edition was really quite good, so I wanted to sort of rehabilitate some of those approaches but in a modern way. Think of it as a "alternate 3rd edition" if you will.

Roguehammer is basically the reverse: Take the actual units (renamed of course) of Rogue Trader and pair them with new mechanics (in this case based off Squad Hammer). Plus I felt that the challenge of a game that would exist in between the single figure mechanics of 40K and the stand based combat of Space Marine / Epic would be interesting. 

Will there be more of these retro inspired games?

For now probably not. I have something in the RPG field I would like to do but I think the mini's retro pond has no more fish in it and a designer should be spending most of their time and effort on their own creations. 

What is the quick difference between Five Men in Normandy and Five Men at Kursk?

Kursk is more squad oriented (though it is still a man to man skirmish game) and has more chrome and detail. Normandy is simpler and faster and more "cinematic". 



EKPS updates

So the final (?) list of armies/races/peoples for fantasy KPS will look like this:


Royal humans (this also doubles as the general human list for historical games)

City folk

Dwarfs

Martial elves

Small folk

Horde orcs

Ratters

Brute orcs

Gnolls

Barbarians

Devout 

Dark elves

Undead

Lizardfolk

Wood elves

Gnomes


That should be enough to cover most ranges of figures I can think of, and the ones that arent covered can be fit into one of the above. I may add one or two more but I am not sure.

The Bad Internet Friends. Episode 1.

We kicked off the inaugural episode of "The Bad Internet Friends". A hopefully twice a month stream where my buddy Canadian Dave (aka Ax Anax) and I will chat about various tabletop wargaming related topics. 

The starting episode is about sponsored content on wargamer social media and includes a bit of a rant I suppose, about the difficulty independent creators have in accessing any sort of promotion at all.

There may also be some discussion of human sacrifice and ponies but I assure you it is all in good taste. 

Coming back around

On the up again after getting the plague so things are slowly resuming some semblance of normality.

If you are one of the folks who donated to make FKPS a reality, hang on to the amount you donated. At some point I will need to gather all that up for the bit thank you list and so forth. But do not send me that YET since I will lose all the information without a question :)

Stay tuned for more information.

Sick break

Got absolutely flattened by covid. Now on day 6 I am starting to be able to think thoughts beyond "guh" and "blergh" again, but it will definitely be a bit of a grind for a little bit. 

More news shortly as things get back to normal.

Game example: Hidden troops in Renegade Scout

In todays game example, we look at Renegade Scout and how hidden troops work in the game (and why).

Renegade Scout inherits the option for troops to hide behind cover from its ancestors: A unit moving at the normal movement rate and ending its move within or right behind terrain can Shelter. This lets troops keep their heads down, but comes at the cost of not firing weapons or moving above the cautious movement rate. As a player you will need to prioritise when speed is of the essence compared to safety.

Sheltering troops can be fired on if you have a clear line of sight, for example by moving around the terrain they are hiding behind. 

Alternatively you can make a spotting check. This is a roll of 2D6 + the Observation score. Figures can shoot at any sheltering enemy within this range in inches. So if you roll a 7 with Observation 4, you can fire at sheltering troops within 11 inches. 

Units roll once but each figure applies its own Observation score, so it is possible that some firers will be able to shoot and others will not. Gun crews benefit from better fire control, so they always use the single best Observation score in the crew. 

Personality figures get a small advantage in that you have a -1 penalty to spot them. In the above example a Personality figure would have to be within 10 inches to be spotted. 

So what changed?

Compared to Rogue Trader and 40K 2e, Renegade Scout makes hidden troops a bit easier to attack. If you are at "firefight" ranges you can generally fire on them, making it an option more suited to middle range encounters. This also helps promote more aggressive play. 

A notable change is that in the original rules, once you were spotted the status was removed. In Renegade Scout this only happens if you are charged. Otherwise only the spotting figure is able to shoot. This was needed to balance out the higher chance of spotting and prevent defensive positions from being plastered with heavy weapon fire right away. 

Something fun

I will be joining forces with friend of the show "Ax Anax" (https://www.youtube.com/@axanax2534 ) to do a twice a month tabletop gaming chat / voice hangout where we will talk about topics related to miniatures gaming (and independent minis gaming in particular) as well as just shooting the breeze about whatever comes to mind. More to follow once I know what a schedule will look like.

The idea is to do the hangouts live so people can listen in and post questions and comments, but you can also catch up after the fact on his youtube channel. 

Catalogue retrospective: Starport Scum

Todays retrospective is Starport Scum. In many ways this can be thought of as a sister to Five Parsecs: More open ended, less exacting and more GM oriented. 

The rules are well suited to a similar sort of "freelancers just scraping out a living" with random job tables, but assume a bit more handiwork in getting a game going. They are playable solo (and a fair few tools are provided along with various random tables) but also support pick up and convention play, particularly as it is pretty easy to detail a character.

Instead of stats, characters use traits like "GUN SLINGER" or "FAST" which mostly add dice to rolls, but can also have more specific functions. Like many things in the game, traits can be built to be very specific or can be ruled on the fly. 

Combat is a simple dice pool approach: Tally up dice, roll and count successes. The typical game can range from a couple of figures to probably 10-12 per side, with 3 figure grunt squads and single characters being the norm. 

There are also a number of expansions available, fleshing out and detailing the rules further.

You can check out the game here https://www.wargamevault.com/product/188598/Starport-Scum 


Game examples: Usurper 2

With Usurper 2 just out, the obvious post for today is a few examples of how things work. 


Let us say our intrepid hero Bimf the Barbarian is planning to do some prime looting, however his considerable ambition is blocked by a locked door in his path. 

Bimf have had it explained to him that battering down doors, while satisfying, makes noise and he is not confident he can fight off all 238 guards that patrol this fortress. So lock picking it is.


The GM decides that picking a lock is well within the possibilities of what Bimf can accomplish and so an Action / Event roll is made. Let's roll 3 times and see how you can interpret various results. 

My first roll is a 91 which is "Success and discovery" 

 Not only does Bimf succeed in this case, but in the process he learns something interesting or useful. The GM might give Bimf's player some information on the guard schedules (so he can dodge them later) or tell him that while he works on the lock, he notices that a lot of the statues in the courtyard look an awful lot like common people from the village but in stone and isn't it weird how their faces are all contorted in fear?

The second roll is a 17, "Failure". 

Bimf did not manage to get what he wanted. Failures cannot be attempted again unless the table says you can do so. In this case, no amount of messing with the lock picks will get Bimf through this door. This is where the Traits come in. If Bimf has a suitable Trait like LOCKPICKING or perhaps ROGUE or even REALLY QUITE CLEVER if the GM is feeling generous, he can "burn" that Trait and roll again. 

The player of Bimf will of course have to narrate how he applies that quality to overcome the obstacle. 


The third is 78, "Success". 

Easy enough: The characters get what they were trying to get out of the situation. In this case the door has been picked and Bimf can proceed to loot the temple (which is certainly not going to be filled with evil monsters). 

What happens if the lock is really high quality? (most medieval locks were not) The GM might rule that this is not possible to a normal person. In this case, Bimf could burn a relevant trait to get an attempt. If as above, he has a trait for ROGUE, the player can burn that to allow a roll. After all a normal person can't pick this master-crafted lock but surely a rogue can do just such a thing. 

This sort of thing is called a Condition and Conditions can also be met in different ways. If the Condition is that the lock is master-crafted, one way to negate the Condition might be to have someone forge you some keys or find a master-crafted set of lockpicks. 

Conditions work best if the GM is open ended in setting up the situation and scenario. It is okay to have some ideas in mind about how it can be solved, but be open to the players suggestions as well.