Post Hotlead 2017

The past week has been a gas. Having attended the Hotlead convention in beautiful Stratford Ontario I feel re-invigorated and focused on this project.

The organizers did a great job with the layout and organization of games and vendors. Next year I plan on running a game or two as well as attending for the weekend.

I managed to talk to two vendors in particular Full Battle Rattle Miniatures and 6 Squared Studios mostly about future projects and and about what I am doing. As a result I am trying to get a beta release finished for The Division Uncivil War so I can get more input and play testing done. The interest seems to be growing and I feel I have to come through sooner rather than later or I loose that momentum.


Gear and Scenarios

The Division features some interesting gear features which I am starting to implement for this game. As it stands right now this is how I will handle gear.

Generic Gear is equipment used by generic encounters like rioters and cleaners. For example a generic assault rifle will have no special equipment with it and will have standard damage and other characteristics. Generic gear can be purchased and is what agents start with. I plan on releasing the beta version with this gear so people can start playing and testing the system.

Model Weapons like the LVOA-C in the game can be modified (accessories added) and tend to be better than generics. They are the equivalent of low tier magic items in Frostgrave. They can be purchased, usually for twice the price of a generic weapon and modifications can be purchased. These weapons have Magazine, Muzzle, Under Barrel and Sight modifications all with differing properties. For example a character could add a suppressor on the muzzle to be able to attack and remain unseen by enemies, or the could add a recoil reduction muzzle break for increased damage. Many of the modifications are simplified from the video game, but this is mostly due to the more simplistic manner of the tabletop game mechanics.



Finally we have the high end named gear. This equipment will confer high bonuses for Agents using the equipment. For example the Ninja Bike Messenger Bag will give a character no movement penalty but allow them to carry an extra 3 items. Named weapons give a +1 shooting bonus as well as higher damage and this does not even include added modifiers from add-ons like sights and muzzle devices.


Pakhan LMG a named weapon

Special equipment will not be purchasable. Characters will eventually get these items by defeating major opponents or being higher level.

This gear system will have random tables and such but will be modified by  level ranges of the characters and the type of scenario. Solo scenarios for example will have no good gear with them, just normal gear etc.

Thors Day Update #1

This is my first, and hopefully not last Thursday weekly blog update.

First off there have been changes here at home that are for the better. The biggest one is the reorganization of my office area. I have more proper shelving and everything is generally cleaner and more ergonomic. The room is also in a yellow paint now so it is brighter and generally more positive.

Secondly is the change in scope of the game project. I am no longer working on my sole Uncivil War project. I have decided to amalgamate it into the world setting of Tom Clancy’s The Division and some of the other game settings by Ubisoft. The setting now will take place in a major city other than New York, it is going to revolve around the Green Poison Virus that hit and spread from New York, however the basic plot of the campaign will be different.

In the other city the virus will hit and effect the area but not as hard as New York. The result however will be just as devastating, numerous political and criminal factions will fight each other and the remnants of the government for control of the city. As a SHD agent it is your task to assist local authorities and suppress the insurgency. I plan to include some extras the video game did not offer like drone use (taken out of the game on release) and some extras like a CTos system in the city (from the Watch Dogs games) and some familiar enemy factions from other Clancy setting games. I plan on tying in many of the Ubi games to create a diverse setting for endless play possibilities.

I am going to release a simplified Beta version to the public and at the same time work on making this a viable commercial product. I plan on going to Ubisoft and Osprey Games to propose a joint venture miniatures game set in this world setting. I think if I can create the synergy between the rules set and the setting I think this would be a good game to release commercially.

The basic story, rule set, artwork is done. Making miniatures specific to this game could be done through already produced 3D models used in the games and 3D printed. It could them be made into a mold or sprew for gamers to assemble.

I still have some bugs to work out, with play testing before I release anything. But stay tuned I have weekly updates on the way and hopefully more till then.




Now with weekly updates

I have been encouraged by readers and friends to post more, it seems like I am finally gaining some traction with a project. So I have decided to do a weekly post on Thursdays, even if it is just to say that I accomplished nothing.

I think I will also get a twitter feed and other services going too. For now though I’ll just leave this here and explain on Thursday.

uncivilwardivisiontester image


I’m still working on the rules for Wargrave. I will be doing some play testing this weekend at a gaming club.

Most changes I have made are renaming abilities (replacement for spells) and some of the power levels. I have made it easier to use some and a bit harder to use others. The lowest starting ability roll is 10 a bit higher than some Frostgrave spells. Heal for example is now a ability roll of 10 as opposed to Frostgraves Heal spell needing an 8. Hack CCTV is the replacement for Wizard Eye (it assumes there are traffic and other cameras around). The highest roll is now a 16 with no modifiers. One Shot a Sniper ability that is the same as Strike Dead the Necromancer spell is a bit easier to get off, allowing those of other classes to use it. It also has been modified to be dependent on a successful shooting attack rather than a Will save.

All in all I have 64 abilities distributed among 8 classes evenly for 8 abilities each. Each class has 2 Related (+2, allied), 4 Secondary (+4, neutral) and 1 Tertiary (+6, opposed) class with the roll modifier being the same.

The spell like abilities have also been split between classes so most classes have some out of game and crafting abilities. This is a bit different than Frostgrave where the Enchanter would give equipment boosts and Summoners and Necromancers had a lot of free soldier summons.

I will hopefully have this alpha testing done soon and can release a somewhat stable beta version for everyone to try.

Solo Play Test III, If it ain’t broke…..

I failed to take any pics so just read.

Doing a simple play test I discovered a fault in my logic. The previous article shows my mistakes. I noted where I went wrong and kept the original text and added some. It makes me look like a fool but I’m better for it.

I am taking Range Increments out of my Wargrave Mod for Frostgrave, the reason is simple: If it ain’t broke, don’t fix it. I added a level of complexity to the game that was unnecessary, my intention was to have different types of weapons have varying levels of accuracy. In place of it I am going to have different Maximum shooting ranges.

Maximum Effective Ranges

Thrown Weapons: 12”

Pistols, Shotguns, Machine Pistols, Bows, Crossbow, Slingshot, Muzzle Loader: 24”

Sub machine gun : 36”

Rifles: 48”

Sniper Rifle, Aimed General Purpose Machine Guns: 60”

Anti material rifles, Heavy Machine Guns, Artillery: 72”

Much easier to remember and still adds a touch of realism. With a proper set up the ranges will more likely be less than 24″, it’s urban with lots of garbage, car wrecks and street stuff around.

Frostgrave is quite simply a brilliant system. With the way damage is determined shooting an opponent and wounding is quite hard and my rules addition just made it worse, so it’s gone. I found that because I would be shooting with an additional -1 or -2 modifier on top of target cover and imposing terrain that not only was I hitting less, but when I would hit the damage was too low against a target with no body armour on (10 armour).

So far the suppression rules and various equipment features are working well and they will probably will remain. Because of my mistake in the previous article I still have to do extensive testing but suppression still works since a well armoured target is still likely to get hit, but not take damage. it reminds me of the scene in Saving Pvt Ryan where the soldier gets hit in the helmet but it doesn’t wound him, he takes the helmet off distracted then gets hit in the head and dies. The idea with suppression is that inexperienced troops will cower more (low WILL) and it keeps Will relevant for game play purposes.

Lesson to be learned here always play test the hell out of what you are doing, be self critical and don’t be afraid to admit you were wrong.


Wargrave, now easier to hit and less bureaucracy.