Nordic Weasel Games

The blog home of Nordic Weasel Games

OGL's, the Weasel and stuff in general

First and foremost, NWG has no exposure to the OGL of any sort. We do not use a single line of anyone's product identity or material anywhere. 

Even in the case of Renegade Scout it is rewritten from the ground up with all stats and terms renamed. Now, it is of course possible to earn a C&D for basically existing on the internet, in which case I'd have to play it safe, take it down and rework it. The conversion guidelines was removed from the 2e book to help insulate it a little bit more, out of worry. RS represents a tiny sliver of my income however so even this would not be a major problem.

I think some of the panic that is happening across forums and social media is probably going to turn out to be unwarranted, however:

*There are many forms of open license and this is a good time to evaluate carefully what license will benefit your game the most (and IF you want an open license at all).

*Tying your livelihood to IP you do not own always means that you live at the mercy of the rights holder. 

As far as what is right and wrong, I leave that to people who earn their living from making proclamations about such. I am going to see what lawyers say once the actual license is available. 


Rogue Hammer 1.02 on Patreon

As discussed I am trying a bit of a phased process for Rogue Hammer with patrons getting the updates first and then after a bit of testing them out they get pushed into the Wargame Vault release.

Folks at the 10+ dollar level can find 1.02 which offers the following additions:


V 1.02

Improvements

Various typos fixed, wordings improved and images added. Meditate action clarified in activation section.
A Future Plans section has been added.

Content additions

Poor visibility added to Special Situations chapter.
6 new random events.
Shamblers added to creature chapter so you can run zombie scenarios.

Army list changes

Two new vehicle profiles added to serve as generic vehicle options: A support version of the Combat Armor and a Troop Carrier.
Star Knights now receive a bonus against hazardous terrain.
Multi-weapon now has a points cost listed.

Imperial Army can now select “gene-human” options (Halflings, Dwarfs, Brutes and Hybrids) Mercenaries sub-list added with two unit types.

Ballad of the Longbow 1.03

This was actually an update I had mostly finished a while ago, but nows as good a time as any.

1.03 adds a new ability to villains: Decoy which lets you reveal that the villain is actually in a safe location and you just got/cornered/captured a decoy.

It also adds a merchant class.

Finally the skill resolution mechanics see a number of tweaks and touch-ups to make the various edge cases clearer and easier to use. 


You can pick up the game at https://www.drivethrurpg.com/product/341094/Ballad-of-the-Longbow for your fill of Robin Hood themed roleplaying.

Renegade Scout 2.07

As the "new process" gets established, it is time for an update to Renegade Scout. 

This is just a small update:

The tables in the unit building chapter should now all have grey lines to help easy of visual use.

Coherency has been updated: Units no longer have to move if they have broken coherency. If they do move and cannot (or do not) rejoin, the isolated element takes a Break test and then forms an independent unit for the rest of the game.

Some tiny rewordings here and there. 

Game update: Five Klicks 1.04

After a hiatus, we're back with Klicks


If you are not familiar, Five Klicks is the post apocalyptic adaptation of the "Five X" system and somewhat inspired by the old Swedish RPG Mutant. It is a bit smaller of a game but if you want to get your low tech post apocalypse on, you can do so here

https://www.wargamevault.com/product/304968/Five-Klicks-From-the-Zone-Chapter-1 

The update folds the "Upgrade pack" into the main rules (slightly tougher enemies, character talents, gun upgrades and story points) as well as making a couple other tiny tweaks. 

This will be the first of a number of hopefully monthly updates.

Living game updates: Rogue Hammer

Cheers folks. Reception to Rogue Hammer has been pretty exciting and a lot of you have noticed that it'd be very easy to play using old Epic 6mm figures :)

The first update will come in January. The plan is to add a few more events, probably a random table for scenario or campaign creation and then some ab-human units and a few other "odd jobs" (like a hive gang and a few others). 

I was originally going to hold off on space dwarves until I got to that army list in the chronology (following the same order as the original game did in White Dwarf) but that would take a while and there are brand new Squat minis being produced, so that'd be silly in hindsight. So you'll get at least one squad to get you painting.

A few of you have asked about more random tables and there'll be some of that but I wanted to scale it back a little bit and maybe be a bit more thoughtful about it. 

The 10+ dollar tier will get access to Rogue Hammer that way but the first update will also be propagated to Wargame Vault immediately. After that, as previously discussed, the plan is that WGV gets updated every 3 updates or so (to act as the "stable" version). 

Updates and new things

Rogue Hammer is out now. You can get your gaming on over the holidays at https://www.wargamevault.com/product/418767/Rogue-Hammer-Gothic-scifi-miniatures-gaming

As previously discussed updates will happen through Patreon on a roughly monthly basis (so starting in January), with every 3 updates resulting in an update to the Wargame Vault version. Think of Patreon as the testing environment and WGV as the stable environment.

I do not anticipate having separate expansions. 

Patreon also helps pay for other things like updates to prior titles like Squad Hammer, Five Men in Normandy and Shoot People in Space. Always check the library page in the Wargame Vault to see if there are updated files available. 

The catalogue page is growing (roughly at one title per day). It will always be located as a second post from the start when you visit the blog so pop by and see if you missed anything. 

Starting to create a catalogue

An issue for years is that it has been difficult to track down exactly what I have written on what topics. 

So I am going to create a proper catalogue page on the blog, which will be located at https://nordicweasel.posthaven.com/the-nwg-catalogue 

(It is set up to appear as the second post on the blog).

I am hoping to update one title every day covering the topic of the game, a link to where you can purchase it and a few notes on game sizes and features.

Rogue Hammer

Starting with the most recent, Rogue Hammer is intended to be the last of the "retro scifi" cycle for me. 

Going back to Clash on the Fringe and Renegade Scout, the original 40K Rogue Trader has always loomed large and both games were trying to recapture that vibe to some extent. In hindsight I suppose Clash didn't feel all that retro. It was basically a modern skirmish games with some random scenario tables. Scout was a modernization of the mechanical side of things and like Clash was set in Unified Space.

Shoot People in Space dodged Rogue Trader to aim at some of the earlier games in the genre: Laserburn, Spacefarers, Space Marines and Combat 3000.

What I had never done was an actual set of rules for space orcs and 6 limbed critters and all the rest of the dorks. Rogue Hammer then fixes that. It is based on the Squad Hammer engine but uses renamed units. 

If you are not familiar with Squad Hammer you can check it out here https://www.wargamevault.com/product/295773/Squad-Hammer-Core--Peoples-Edition (there are multiple versions but this is the most up to date. The download includes the original "Dinosaur" booklet as well). It is intended for unit based gameplay (combat is between units, not individual figures) and moves really fast, while still having some tactical finesse to it. 

It is also a game you can basically explain in 5 minutes. 

Rogue Hammer specifically makes some changes (including a non-random activation system, more detailed vehicle rules and psionics) and offers both solo play, simple progression rules and army lists roughly covering the sort of troops that were included in the original Rogue Trader rulebook, as well as a couple of additions (rebels and cultists). 

It is the intent that the game will be expanded over time and will cover all units that had rules published for them in the original game. Some units may be amalgamated into a single unit since Rogue Hammer is a bit less detailed. 

To answer the inevitable questions: I am not currently committing to anything that was not in the Rogue Trader era of things. It is very likely that I will eventually want to cover 2e and 3e units, but no promises. Fair?

Currently the rules are in pre-release. This means you can obtain them directly from me for 10 dollars through Paypal ( nordicweaselgames@icloud.com ) and I will send you a link. Once the rules are available on Wargame Vault (likely in the new year) you will get a code for that, discounting what you paid. 

Later, the rules will be available to Patrons as well, but I need to figure that all out. 

The pre-release has a slice of everything to expect. Over time things like scenario objectives, random events and psionic powers can of course be expanded. I also have some ideas for some random tables to add flavor but the focus of the pre-release is to make sure the gameplay is solid.