Nordic Weasel Games

The blog home of Nordic Weasel Games

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. 

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.

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.