Nordic Weasel Games

The blog home of Nordic Weasel Games

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. 

A recap of everything that is going on

It's a busy time right now so I wanted to give a bit of an overview of what all is going on.

In part, I have been overhauling a lot of things in the past couple of months: New ways of doing things, trying to be more efficient, make my workflows a bit more regular instead of swinging between writing for 20 minutes one day and 15 hours the next. If you have been with me for a while, you know things can be a bit chaotic and I'm trying to level that out a little bit more. 

A lot of this has also been to improve my own health and well-being in the process. 

Additionally being a little more open with how things are doing is probably a good thing overall.

With that out of the way lets look at some specifics:

Modiphius projects:

There are two projects for the overlords, one specifically Parsecs and one of something new and exciting. Both will be full rulebooks, with the Parsecs one being compatible with From Home. 

Additionally, I have seen the "proofed" version of the Leagues expansion and there are 2 additional Parsecs expansions done. So stay tuned for all of that. I know its been a wait but I assure you we are closer to the finish line :)

Nordic Weasel projects:

(Don't put too much stock in that title, I need to call them something)

There are a number of titles that have been circulating on Discord or among the "chosen few" for the past months. 

As you know, I am always trying new things and I wanted to do something with more player involvement. This means a "thinner" starting rulebook and then being able to get player feedback on board during the process. 

I will do separate blog posts about each of these, including details of how things are going and how you can get involved. If you are impatient you can hit me up on email at nordicweaselgames@icloud.com. Generally its 10 dollars to get in but some are also available through Patreon. 

We have cooking:

*Play test version of Musket to Rifle ("Big skirmish" rules intended to cover the 19th century and beginning of the 20th).

*Play test version of Five Parsecs Tactics. (Military actions in the 5P setting and rules)

*Play test version of Personal Space (working title for a 5 parsecs RPG)

*Prerelease of Rogue Hammer. (Squad Hammer based rules for using Rogue Trader type units). 

For lack of a better term, I am going to dub these four projects "Living games". More on that below. 

Additionally the phenomenal Jason Smith (of Chromehammer Ascension fame) is working with my guidance to update Clash on the Fringe to a much nicer 2nd edition. He is doing all the legwork there and from the previews I've seen it will be quite phenomenal. 

The cycle for "Living games":

As I write this, the details are still being worked out so some of this will no doubt change with experience. If it is successful I expect this will be the model for future titles. 

First there may be a prerelease available to specific people or generally available upon request or for a payment (of a bit less than the expected final price). This is the earliest look at a point where the game is either ready to play but fairly rough or only 90% there. It allows critical feedback at the fundamental stages. 

Once I feel like things are in place, the rules will be available on Patreon. This version will be updated based on a cycle I set for the rules (between 30 and 60 days per update) with updates covering improvements, new elements being added, bad parts being redone, error fixes and so on. Essentially, Patreon will always be the bleeding edge of things.

Finally Wargame Vault comes into the picture. The intention is that every 3 or 4 updates on Patreon the WGV version will get updated to match. In computer terms, think of WGV as the "stable" branch where things go when they have been kicked around a bit and should all be in good shape.


Of course over time a title will reach a point where it reasonably has everything it needs and ought to have, so it is time to take it off the list and let something else take its place. Thus the cycle of (gaming) life can continue. 

Hope you are all happy and comfortable

No news today, just a belated "hope you had a good Thanksgiving if you celebrate and a good week if you do not" :)


I appreciate all of you and look forward to sharing amazing gaming experiences in the future.


Ludwig (left) and Lancelot (right) look forward to it too.

Repost. What happened to....

A few old games or beta versions that are not currently available:


Fast And Dirty (FAD)

(Scifi platoon level) 

Sold off the rights. If you search for the rules online you can find the website operated by the current owner, which includes a number of additions of their own making. 

I would like to revisit some concepts in future games but it is unlikely a new FAD will be created.

Trench Storm

(WW1 battalion level)

Sold off the rights though I don't know if anything came of that project. As the scale mostly overlaps with Trench Hammer, unlikely to get a revisit though future WW1 games will happen.

Blast Pistol / Last Era etc.

(Scifi and fantasy skirmish)

The niche of "minimalist wargame rules" is better covered by Squad Hammer these days. Unlikely to return.

An Orc too far test

(Fantasy version of Scum of the Earth)

Shelved indefinitely until I can find time to update Scum itself.

Acrid smell of powder test

(Black powder skirmish)

Turned out to be a bit too weird and awkward. Musket to Rifle will cover the same ground.



Did I miss any old titles? Let me know in the comments.

Repost. Titles that never were.

A few game titles that never did end up happening, but which almost did. Or did. 

Star Strike

When I was working on Clash on the Fringe, my wife and I came up with a list of 50ish names and ended up picking this one, only to realize that it was actually the name of an RPG supplement (for SpaceMaster I believe).

Only the Dead

Working title for the very first draft of what became No End in Sight. It was a reference to the quote that "only the dead have seen the end of war". I ended up changing it because it made it sound like a zombie game.

Afghan Soda Can

A little experiment in modern day squad combat, heavily inspired by some video game I played. I don't think it was ever particularly playable and I don't think a copy survives.

Laserstorm

This one got published but the original draft was actually intended for squads of single-based 15mm figures instead of 6mm team stands. 

Dungeonhack

A dungeon duel game with a bunch of different character classes that all had different abilities. At the time, I realized I did not want to write a competitive game and it got shelved. 

Monsterslayer

A solo fantasy game inspired by the Demons Souls video game. It was kind of a repetitive grind but probably influenced some of what would become Five Leagues later on.

Musket to Rifle v0,3

With feedback from folks, version 0,3 of Musket to Rifle brings a ton of tweaks, improved wordings as well as several rewritten sections. It also includes the weapons required up to circa 1880 or so. 

If you are a 10+ dollar Patreon, you can grab the file from there, otherwise paypal me 10 dollars and you will get updates as they happen, plus 10 dollars off once it goes up on Wargame Vault. 

Playing and reading a variety of games

In order to understand games you need to play and read games of course and preferably as many as possible. 

Game design is like any other skill: It needs to be honed and practiced and that can happen both by exercising it (make games) and by studying what the field looks like today and in the past.

I've talked a lot about writing games in the past and will continue doing so in the future, so let's talk about the second part:

Now, if you fancy yourself a designer you probably already buy a lot of game rules to read. However, if you are doing it to learn avoid the mistake of only reading games you are already interested in. Spread out and investigate genres, historical periods or concepts you would not normally play. Into hardcore fantasy simulation RPGs? Pick up a copy of Troubleshooters or Tails of Equestria. Platoon level WW2 gamer? Go have a look at what the Napoleonic guys are a doing and so forth. 

Heck read games from across formats altogether: Whether they are RPGs, miniatures games, card games or board games. Though this can of course be a bit expensive and I don't blame anyone for sticking to one thing. 

All game rules are basically answers to problems and you may be surprised at some of the problems you never even anticipated. You may also realize that many concepts are pretty universal: All miniatures games have some sort of movement system for example. 

It is also enlightening to study what problems a game does NOT solve or omits altogether. If a game does not include a points system, how do you set up a battle? If a game has no morale rules, how does that affect gameplay? 

Of course many subtleties are not evident just from a read-through of the game rules and you should endeavor to play new games as well. Obviously this is easier with games that you already have figures for. If you already play Chain of Command, picking up Rules of Engagement just requires figuring out the book, though more mercenary gamers may feel no reluctance in proxying figures for a test game.  You can even test the same scenario multiple times and see what comes out of it (as a friend on Discord did for science fiction rules). 

If you cannot find the time to do a full-blown battle of a game (especially some of the more involved ones) try setting up a simple fire fight or encounter. For example one unit occupies a hill and two units are just outside charge range and then simply play it out to see what happens. You can still gain a lot of insights from this sort of snapshot experience, even if it does not tell you the full picture of how every piece interacts.