We're over a quarter of the way into the year and its looking like Frozen Skies will soon be ready. Though still a bit quiet on the events front and other big announcements, but there is a little bit of news there. Plus there is other Frozen Skies related news that may be of interest to folk.
Frozen Skies
Some of the backer rewards in the Kickstarter was some extra content in the book; had a couple of people in particular choose the "Create Your Own..." pledges. We've had to chase these people, but we've have now received responses from them and working to inter-corporate their rewards into the book.
Don't like to commit to any firm dates as of yet, though hopefully by mid-May we should be in a position to start fulfilling Kickstarter rewards. It just depends on how quick the artist is and how long file approval takes via DriveThruRPG. As ever, we'll try to keep you guys posted.
Events
Not much to say, going to be another year light on events and staying close to home.
At this year's Diceni in Norwich on Sunday 6th May, print copies of the Frozen Skies Setting Primer can be found on the stand belonging to Trinkety. Utherwald wasn't able to get a place this year, but I know the lass behind Trinkety and she'd offered to stock the Setting Primers.
An event that I'm hoping will have an Utherwald Press presence this year is another local show; NOR-CON on the last weekend of September.
And Finally...
Quite some time back I mentioned about the possibility of running a Frozen Skies campaign.
Seems that will finally be happening in over a week's time, though tad earlier than I had initially planned. General gist of the campaign is that the characters are part of a crew of freelancers working for a logging company, this will give them a springboard to start from and allow them to decide that they want to do. Though I do intend for them to get caught up in....stuff.
Since the players are liable to see this post, I can't give out much more in the way of details. Though I'll try to post fortnightly updates on the campaign.
Sunday, 29 April 2018
Sunday, 22 April 2018
The County of Gwentshire
As the Gwentshire Chronicles setting idea seems to have been a big hit I've decided to do a follow-up post. Its a general overview of the County of Gwentshire, noting places of interests. It also gives a rough idea of the geographic layout of the county along with little glimpses at its history.
Expect further posts as I explore some concepts for the setting, though people have asked about cross-generational stuff.
The County of Gwentshire
Gwentshire is a small English county located in the South-West of England, close to Bristol.
It is bisected by the River Gwent, which flows north through the county into the Bristol Channel. The county town and administrative seat is the town of Gwentford, straddling the River Gwent in the rough center of the county. Gwentford is home to Moore Barracks, the depot of the Gwentshire Rifles and boasts some light industry. A railway line runs east to west, crossing the Gwent at Gwentford where branch lines split off to serve the rest of the county. Aside from the light industry round Gwentford, the county is rural with flat coastal plains giving way to more hilly terrain the further south you go.
Places of Interest
Gwentford - County town and administrative seat.
Gwentford Castle - Built by the Normans on the site of an earlier Anglo-Saxon fort. Damaged during the English Civil War and never properly repaired, was used as an army barracks until Moore Barracks was built in the early 1800s. Used as a prison during the latter half of the 19th Century until the so-called 'New Prison' was built in the 1890s. Despite plans to turn it into a museum it stood empty for much of the 20th Century, though was used as a PoW camp in both World Wars.
Potterstead - Main port in Gwentshire and located at the mouth of the River Gwent.
Lombe - Village in the south-eastern part of the county and host to Lombe Hall, the country seat of the Snell family (least up until the 1930s).
Ashenbury - Located south-west of Gwentford, west of the River Gwent and just north of the Weston Hills.
Ashenbury Tor - Sandstone hill close to the town of Ashenbury and nestled in a crook of the River Gwent, site of a prehistoric hillfort that was later used by the Romans.
RAF Ludsgate - Aerodrome built in the 1920s, acquired by the RAF in the late 1930s as part of its pre-WW2 expansion programme.
The Levels - coastal plain and wetland area forming the northern half of the county.
The Weston Hills - Range of limestone hills that dominate the southern half of the county, boasts many gorges and combes as well as a few caves.
Expect further posts as I explore some concepts for the setting, though people have asked about cross-generational stuff.
The County of Gwentshire
Gwentshire is a small English county located in the South-West of England, close to Bristol.
It is bisected by the River Gwent, which flows north through the county into the Bristol Channel. The county town and administrative seat is the town of Gwentford, straddling the River Gwent in the rough center of the county. Gwentford is home to Moore Barracks, the depot of the Gwentshire Rifles and boasts some light industry. A railway line runs east to west, crossing the Gwent at Gwentford where branch lines split off to serve the rest of the county. Aside from the light industry round Gwentford, the county is rural with flat coastal plains giving way to more hilly terrain the further south you go.
Places of Interest
Gwentford - County town and administrative seat.
Gwentford Castle - Built by the Normans on the site of an earlier Anglo-Saxon fort. Damaged during the English Civil War and never properly repaired, was used as an army barracks until Moore Barracks was built in the early 1800s. Used as a prison during the latter half of the 19th Century until the so-called 'New Prison' was built in the 1890s. Despite plans to turn it into a museum it stood empty for much of the 20th Century, though was used as a PoW camp in both World Wars.
Potterstead - Main port in Gwentshire and located at the mouth of the River Gwent.
Lombe - Village in the south-eastern part of the county and host to Lombe Hall, the country seat of the Snell family (least up until the 1930s).
Ashenbury - Located south-west of Gwentford, west of the River Gwent and just north of the Weston Hills.
Ashenbury Tor - Sandstone hill close to the town of Ashenbury and nestled in a crook of the River Gwent, site of a prehistoric hillfort that was later used by the Romans.
RAF Ludsgate - Aerodrome built in the 1920s, acquired by the RAF in the late 1930s as part of its pre-WW2 expansion programme.
The Levels - coastal plain and wetland area forming the northern half of the county.
The Weston Hills - Range of limestone hills that dominate the southern half of the county, boasts many gorges and combes as well as a few caves.
Sunday, 15 April 2018
Setting Idea: The Gwentshire Chronicles
Whats this? Another Setting Idea and entry on the 'Would Like To Do Someday' List?!
Been toying for some time with the idea of a British supernatural/horror setting, but so far I've struggled with a way of making it stand out. Recently I believe that I've finally cracked it; One location (a fictional English county) but with the option of different time periods.
Basically means that a game in the setting can be set at any period throughout history, from Roman and Medieval times through the Victorian period to the World Wars and 21st Century.
Setting Name: The Gwentshire Chronicles
Elevator Pitch: Exploring the weird, supernatural history of a fictional English county.
Genre: Supernatural horror, historic.
Inspiration: Lovecraft, Doctor Who.
Overview: The Gwentshire Chronicles is set in the fictional English county of Gwentshire, which is analogous to the northern part of Somerset.
This part of England in real life has always had bit of a weird and mystical reputation going back to prehistoric times, stone circles and Glastonbury Tor being the prime examples. Within the Gwentshire Chronicles, the supernatural is going to have a strong and forms a sort of 'mythos' based round the county of Gwentshire. There will be key elements of the Gwentshire mythos thats consistent across the various different time periods, but other elements will change to reflect specific periods. Dark creatures may terrorize lone farms and villages at night, but gradually these creatures will retreat into the hidden and forgotten places as the domain of Man expands outwards.
As for the mythos itself, I have a couple of ideas.
The first is the demonic or spectral entities known as 'black dogs' found primarily in the folklore of the British Isles. Some are said to be harmful, others guide and protect wayward travelers. There is going to be a black dog in Gwentshire known as 'Grim Jack', usually regarded as an omen of death. Though Grim Jack would be known to fight evil spirits, its unclear whether he's good or evil as he does not go out of his way to protect people. He is, however, known to hunt down people who commit crimes such as murder within the borders of Gwentshire and would otherwise escape justice.
The other idea was creatures, or even entities, known as the the 'mist-bound'. Running with the idea that mist is common in Gwentshire regardless of the time of year, generally there is stuff that reside in it. Thinking that Gwentshire is actually a weak point in the wall that separates our world from the spirit world, meaning that things slip through (hence all the supernatural stuff). The mist-bound are actually sort of guardians or sentinels, basically trying to prevent stuff slipping through. Due to human activity disturbing or even destroying certain sites throughout the county, the mist-bound's power gradually gets eroded and so they're forced to let the smaller stuff through so they can focus on the much bigger threats.
Been toying for some time with the idea of a British supernatural/horror setting, but so far I've struggled with a way of making it stand out. Recently I believe that I've finally cracked it; One location (a fictional English county) but with the option of different time periods.
Basically means that a game in the setting can be set at any period throughout history, from Roman and Medieval times through the Victorian period to the World Wars and 21st Century.
Setting Name: The Gwentshire Chronicles
Elevator Pitch: Exploring the weird, supernatural history of a fictional English county.
Genre: Supernatural horror, historic.
Inspiration: Lovecraft, Doctor Who.
Overview: The Gwentshire Chronicles is set in the fictional English county of Gwentshire, which is analogous to the northern part of Somerset.
This part of England in real life has always had bit of a weird and mystical reputation going back to prehistoric times, stone circles and Glastonbury Tor being the prime examples. Within the Gwentshire Chronicles, the supernatural is going to have a strong and forms a sort of 'mythos' based round the county of Gwentshire. There will be key elements of the Gwentshire mythos thats consistent across the various different time periods, but other elements will change to reflect specific periods. Dark creatures may terrorize lone farms and villages at night, but gradually these creatures will retreat into the hidden and forgotten places as the domain of Man expands outwards.
As for the mythos itself, I have a couple of ideas.
The first is the demonic or spectral entities known as 'black dogs' found primarily in the folklore of the British Isles. Some are said to be harmful, others guide and protect wayward travelers. There is going to be a black dog in Gwentshire known as 'Grim Jack', usually regarded as an omen of death. Though Grim Jack would be known to fight evil spirits, its unclear whether he's good or evil as he does not go out of his way to protect people. He is, however, known to hunt down people who commit crimes such as murder within the borders of Gwentshire and would otherwise escape justice.
The other idea was creatures, or even entities, known as the the 'mist-bound'. Running with the idea that mist is common in Gwentshire regardless of the time of year, generally there is stuff that reside in it. Thinking that Gwentshire is actually a weak point in the wall that separates our world from the spirit world, meaning that things slip through (hence all the supernatural stuff). The mist-bound are actually sort of guardians or sentinels, basically trying to prevent stuff slipping through. Due to human activity disturbing or even destroying certain sites throughout the county, the mist-bound's power gradually gets eroded and so they're forced to let the smaller stuff through so they can focus on the much bigger threats.
Sunday, 8 April 2018
Alyeskan Gazetteer: Grimsport
Alyeska is home to be many settlements; some little more than mining camps whilst others are fully fledged towns. Most were founded either in areas rich with natural resources or close to readily available water. All usually have some sort of reputation for good or ill; Grimsport sits within the latter.
"A Most Dour And Decrepit Town"
The town of Grimsport sits at the mouth of the Grimsby River, which flows eastwards from Wicked Antler Lake to meet the sea on Alyeska's eastern coastline. The town was founded by the Grimsby family who gave their name to the river, the town and the whaling company that was Grimsport's major employer. Though the Grimsby family is now all but gone, the last male heir is believed to have been killed during the Great Darmonican War, and the town seems to be in terminal decline.
Grimsport has always had a bit of an ill reputation, the Grimsby family is said to have left the Home Isles under a dark cloud and some dare say that the family was cursed. The townsfolk themselves are a insular bunch and extremely unwelcoming to strangers, even to the point of outright rudeness. Whaling ships typically only unloaded the fruits of their labours at Grimsport, then sought a different port to take on supplies and for the crew to enjoy some shore leave.
Today, Grimsport is a decrepit looking town. The whaling industry effectively collapsed with the outbreak of war and Grimsport gradually went into terminal decline. Grimsby Hall, the seat of the Grimsby family, lies neglected whilst the whaling company factory is a blackened shell after a fire a couple of decades previously. An air of decay with streets of dilapidated buildings, seemingly half of which have any sign of human habitation.
Grimsport's only real contact with the outside world is the rickety old bus that runs from the town to Purpleflint and back three times a day, though the town does boast a small airstrip originally maintained by the Grimsby Whaling Co. There is also a two-man Air Police detachment, though this is rotated every three months and is an unpopular posting as its considered a punishment detail. The detachment's main role is to function as a point of contact for search and rescue efforts during an emergency, though they are alerted via a landline telephone so that they do not have to main the radio round the clock.
Services wise there is a rundown hotel that contains the town's sole restaurant and bar. There is also a combined general store and post office, a remnant of the old Great Northern Trading Co. This store is run by a Mrs Jenkins, a war widow and the only friendly face in town. Mrs Jenkins' husband died during the war, but she has maintained a cheerful disposition and is willing to impart advice to newcomers.
Due to Grimsport poor reputation, most aviators tend to turn down jobs that involve the town. As a result such jobs tend to offer double pay as an incentive, even for something as simple as a mail run. That may seen enticing to player characters who'll probably consider it 'easy money' even if they suspect a catch. Smuggling is another option due to the town's remoteness and the lack of interest from the aforementioned law enforcement.
Grimsport should be played as being more than a little creepy; there is a near-constant mist that engulfs the town and there is overwhelming feel of abandonment due to the rundown nature of the town. The locals will simply stand and silently stare at newcomers rather than engage in conversation, they also look similar to one another. The characters should feel like they're being constantly watched, perhaps even see half-glimpsed shadows, in addition to feeling that they're trespassing on unhallowed ground.
"A Most Dour And Decrepit Town"
The town of Grimsport sits at the mouth of the Grimsby River, which flows eastwards from Wicked Antler Lake to meet the sea on Alyeska's eastern coastline. The town was founded by the Grimsby family who gave their name to the river, the town and the whaling company that was Grimsport's major employer. Though the Grimsby family is now all but gone, the last male heir is believed to have been killed during the Great Darmonican War, and the town seems to be in terminal decline.
Grimsport has always had a bit of an ill reputation, the Grimsby family is said to have left the Home Isles under a dark cloud and some dare say that the family was cursed. The townsfolk themselves are a insular bunch and extremely unwelcoming to strangers, even to the point of outright rudeness. Whaling ships typically only unloaded the fruits of their labours at Grimsport, then sought a different port to take on supplies and for the crew to enjoy some shore leave.
Today, Grimsport is a decrepit looking town. The whaling industry effectively collapsed with the outbreak of war and Grimsport gradually went into terminal decline. Grimsby Hall, the seat of the Grimsby family, lies neglected whilst the whaling company factory is a blackened shell after a fire a couple of decades previously. An air of decay with streets of dilapidated buildings, seemingly half of which have any sign of human habitation.
Grimsport's only real contact with the outside world is the rickety old bus that runs from the town to Purpleflint and back three times a day, though the town does boast a small airstrip originally maintained by the Grimsby Whaling Co. There is also a two-man Air Police detachment, though this is rotated every three months and is an unpopular posting as its considered a punishment detail. The detachment's main role is to function as a point of contact for search and rescue efforts during an emergency, though they are alerted via a landline telephone so that they do not have to main the radio round the clock.
Services wise there is a rundown hotel that contains the town's sole restaurant and bar. There is also a combined general store and post office, a remnant of the old Great Northern Trading Co. This store is run by a Mrs Jenkins, a war widow and the only friendly face in town. Mrs Jenkins' husband died during the war, but she has maintained a cheerful disposition and is willing to impart advice to newcomers.
Due to Grimsport poor reputation, most aviators tend to turn down jobs that involve the town. As a result such jobs tend to offer double pay as an incentive, even for something as simple as a mail run. That may seen enticing to player characters who'll probably consider it 'easy money' even if they suspect a catch. Smuggling is another option due to the town's remoteness and the lack of interest from the aforementioned law enforcement.
Grimsport should be played as being more than a little creepy; there is a near-constant mist that engulfs the town and there is overwhelming feel of abandonment due to the rundown nature of the town. The locals will simply stand and silently stare at newcomers rather than engage in conversation, they also look similar to one another. The characters should feel like they're being constantly watched, perhaps even see half-glimpsed shadows, in addition to feeling that they're trespassing on unhallowed ground.
Sunday, 1 April 2018
Rogue's Gallery: Kaelin Madigan
Alyeska is a land of ample opportunity; some toil the land for the fruit of the earth whilst others seek precious minerals beneath it. For every soul seeking to make an honest living, there are many who seek to part fools from their gold through dishonest means. Thieves and bandits are a common plight in civilized lands, but there is another kind of scoundrel that is on the raise who uses trickery and deceit to get what they want.
Kaelin Madigan is one such person, using every trick up her sleeve to fleece others out of their heard earn coin.
Kaelin Madigan
Kaelin didn't have an easy start in life, being born on a Genchi ghetto in the Aldwell District of Lindun. She never knew her father and her mother was killed during an air raid, the ghettos having received no provisions for the safety of their residents. Being orphaned at a young age was bad enough, but being a Genchi she could expect no help from the state for her welfare. The other families in the ghettos looked out for her as much as they could, though food, medicine and even clothes were in pitiful short supply as the Genchi were low down on the rations list.
It wasn't long before Kaelin started stealing food from shops and market stalls; sometimes she'd managed to get away with a loaf of bread, other times she got bruises from irate shopkeepers for her troubles. Through a mixture of trial and error she learnt that she had a knack for subterfuge, using deceit to swipe coins and ration books from unsuspecting victims. She soon put her skills to good use with a street gang, acting as a distraction whilst her fellow gang members went about the actual act of thievery. However, the gang ended up being busted by the law and Kaelin opted to skip town.
By this point the Great Darmonican War had ended and civilian shipping was starting to recover from the long years of war. It proved relatively easy for Kaelin to gain passage to Alyeska, a supposed land of opportunity she'd frequently heard others talk about. Whilst getting to Alyeska proved easy enough, Kaelin found that establishing herself there was another matter entirely. Her good looks had proven useful in the past and proved useful again as she managed to gain work with a certain madame as an escort.
From a string of wealthy clients she quickly learnt the etiquette of high society and useful tidbits from indulging in pillow talk with said clients. Before long she was able to work on a more freelance basis and had access to the few exclusive clubs and casinos that exist in Alyeska. She chooses her marks carefully, making sure that they're inebriated before she approaches them and thus more open to her advances. Later she engages in pillow talk in case her mark lets slip valuable information, then waits until he falls asleep before examining the mark's home. Personal papers, especially those relating to financial matters, she is particularly interested in and she uses a miniature camera to allow her to forge copies later on. She also looks for valuable items that she can secret out of the house and then fence.
Player characters may get hired by one of her victims to help catch her if the victim suspects what she has been up to. The characters may even get approached by Kaelin if they frequent upper end clubs and look reasonably wealthy with the intention of robbing them. On the flip-side, Kaelin may approach the characters to enlist their help with a potentially big score.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Gambling d8, Intimidation d6, Lockpicking d6, Notice d8, Persuasion d10, Repair d6, Shooting d6, Stealth d8, Streetwise d8, Taunt d6
Charisma: +6; Pace: 6; Parry: 7(8); Toughness: 4
Hindrances: Greedy (Minor), Small, Wanted (Minor)
Edges: Acrobat, Alertness, Attractive, Very Attractive, Block, Charismatic, Dodge, Extraction, Level Headed, Martial Artist, Quick, Strong Willed, Thief
Gear: Revolver (12/24/48, 2d6, RoF 1, Shots 6, Revolver), Dagger (Str+d4)
Kaelin Madigan is one such person, using every trick up her sleeve to fleece others out of their heard earn coin.
Kaelin Madigan
Kaelin didn't have an easy start in life, being born on a Genchi ghetto in the Aldwell District of Lindun. She never knew her father and her mother was killed during an air raid, the ghettos having received no provisions for the safety of their residents. Being orphaned at a young age was bad enough, but being a Genchi she could expect no help from the state for her welfare. The other families in the ghettos looked out for her as much as they could, though food, medicine and even clothes were in pitiful short supply as the Genchi were low down on the rations list.
It wasn't long before Kaelin started stealing food from shops and market stalls; sometimes she'd managed to get away with a loaf of bread, other times she got bruises from irate shopkeepers for her troubles. Through a mixture of trial and error she learnt that she had a knack for subterfuge, using deceit to swipe coins and ration books from unsuspecting victims. She soon put her skills to good use with a street gang, acting as a distraction whilst her fellow gang members went about the actual act of thievery. However, the gang ended up being busted by the law and Kaelin opted to skip town.
By this point the Great Darmonican War had ended and civilian shipping was starting to recover from the long years of war. It proved relatively easy for Kaelin to gain passage to Alyeska, a supposed land of opportunity she'd frequently heard others talk about. Whilst getting to Alyeska proved easy enough, Kaelin found that establishing herself there was another matter entirely. Her good looks had proven useful in the past and proved useful again as she managed to gain work with a certain madame as an escort.
From a string of wealthy clients she quickly learnt the etiquette of high society and useful tidbits from indulging in pillow talk with said clients. Before long she was able to work on a more freelance basis and had access to the few exclusive clubs and casinos that exist in Alyeska. She chooses her marks carefully, making sure that they're inebriated before she approaches them and thus more open to her advances. Later she engages in pillow talk in case her mark lets slip valuable information, then waits until he falls asleep before examining the mark's home. Personal papers, especially those relating to financial matters, she is particularly interested in and she uses a miniature camera to allow her to forge copies later on. She also looks for valuable items that she can secret out of the house and then fence.
Player characters may get hired by one of her victims to help catch her if the victim suspects what she has been up to. The characters may even get approached by Kaelin if they frequent upper end clubs and look reasonably wealthy with the intention of robbing them. On the flip-side, Kaelin may approach the characters to enlist their help with a potentially big score.
Attributes: Agility d8, Smarts d8, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d8, Gambling d8, Intimidation d6, Lockpicking d6, Notice d8, Persuasion d10, Repair d6, Shooting d6, Stealth d8, Streetwise d8, Taunt d6
Charisma: +6; Pace: 6; Parry: 7(8); Toughness: 4
Hindrances: Greedy (Minor), Small, Wanted (Minor)
Edges: Acrobat, Alertness, Attractive, Very Attractive, Block, Charismatic, Dodge, Extraction, Level Headed, Martial Artist, Quick, Strong Willed, Thief
Gear: Revolver (12/24/48, 2d6, RoF 1, Shots 6, Revolver), Dagger (Str+d4)
Sunday, 25 March 2018
March 2018 Update
Tis been a couple of months since out last update, so its kinda high time for a new one.
There is some news regarding the Kickstarter, chiefly how things are progressing on that front. There has also been some movement on the Cold War Skirmishes front as well. Finally, reports on the deployment of Utherwald Press later in the year.
Kickstarter
The bulk of the artwork for Frozen Skies is done, just waiting on a handful of pieces which have been delayed. Hoping that these final pieces will be completed in the next week or so, potentially allowing us to finalize the PDF by mid to late April time. If all goes well we may even be lucky enough to start shipping rewards early, it just depends on how things go.
The draft version of Act One of the Kickstarter exclusive adventure 'The Remmants of the Past' has already been shared with backers and work on Act Two should begin soon. Envisioning at least three parts to the adventure, which will be turned into a PDF once completed.
Cold War Skirmishes
A week ago I released a fan made adventure called 'Operation Thule', a Weird Wars style adventure set during the Falklands Conflict. The response to it seems positive, so I'll look into doing a fuller CWS book on that conflict.
For those who've not yet seen the adventure, the link can be found here; https://drive.google.com/open?id=1fa4WgFiR1pLMhJjlPBatvauJxnmFzA1W
Events
Diceni, Norwich - 6th May - Didn't get a stand, but Utherwald Press may still be there.
UK Games Expo - The logistics for UKGE this year haven't worked out, but maybe next year.
NOR-CON - This one is still on the cards.
There is some news regarding the Kickstarter, chiefly how things are progressing on that front. There has also been some movement on the Cold War Skirmishes front as well. Finally, reports on the deployment of Utherwald Press later in the year.
Kickstarter
The bulk of the artwork for Frozen Skies is done, just waiting on a handful of pieces which have been delayed. Hoping that these final pieces will be completed in the next week or so, potentially allowing us to finalize the PDF by mid to late April time. If all goes well we may even be lucky enough to start shipping rewards early, it just depends on how things go.
The draft version of Act One of the Kickstarter exclusive adventure 'The Remmants of the Past' has already been shared with backers and work on Act Two should begin soon. Envisioning at least three parts to the adventure, which will be turned into a PDF once completed.
Cold War Skirmishes
A week ago I released a fan made adventure called 'Operation Thule', a Weird Wars style adventure set during the Falklands Conflict. The response to it seems positive, so I'll look into doing a fuller CWS book on that conflict.
For those who've not yet seen the adventure, the link can be found here; https://drive.google.com/open?id=1fa4WgFiR1pLMhJjlPBatvauJxnmFzA1W
Events
Diceni, Norwich - 6th May - Didn't get a stand, but Utherwald Press may still be there.
UK Games Expo - The logistics for UKGE this year haven't worked out, but maybe next year.
NOR-CON - This one is still on the cards.
Sunday, 18 March 2018
Cold War Skirmishes: Blackburn Buccaneer
This week we're doing something a little different for Cold War Skirmishes, we're gonna try and stat up an aircraft.
Our candidate is the Blackburn Buccaneer, a British carrier-borne attack aircraft designed in the 1950s for the Royal Navy to counter a new generation of Soviet warships. Used by the Fleet Air Arm, RAF and South African Air Force seeing combat action in both the Gulf War of 1991 and the South African Border War. They also put in appearances at the US' Exercise RED FLAG from 1977 through to 1983.
The Blackburn Buccaneer
The Buccaneer (or 'Bucc' as it was nicknamed) was designed from the outset to fly at low-level in order to approach enemy ships' below their radar horizon, keeping the engagement to less than a minute before quickly flying out of range whilst its weapons struck. Following the demise of the Royal Navy's fleet carriers in the 1970s, a number of Buccaneers were transferred to the RAF where they were used in the maritime strike role as well as the overland strike role with RAF Germany. In 1972, Buccaneers of 809 Naval Air Squadron operating from HMS Ark Royal took part in a 1,500 miles (2,400 km) mission to show a military presence over British Honduras (now Belize) shortly before its independence, to deter a possible Guatemalan invasion. Other missions include supporting British peacekeepers in Lebanon in 1983 and then operations against Iraqi forces in the 1991 Gulf War, the latter conflict saw the aircraft being fitted with designator pods for laser-guided bombs.
The only other operator of the Buccaneer was the South African Air Force which acquired 16 aircraft in 1963, though further orders were blocked by Harold Wilson's Labour government in the late 1960s. The South African Buccaneers, like their British counterparts, were used in both the maritime and overland strike roles. SAAF Buccaneers saw active combat service in the 1970s and 1980s during the South African Border War, often flying close air support missions. Its ability to carry heavy loads over long ranges, in addition to being able to loiter far longer than other aircraft, made it ideal for the CAS role.
The Buccaneer featured a large internal bomb bay, capable of carrying a wide-range of conventional and nuclear weapons, plus four external weapons mounting points. The bomb bay itself rotated as traditional bomb bay doors could not be safely opened into the air stream at low levels and high speeds. Additionally the bomb bay could be configured to carry a fuel tank and many Buccaneers were used as 'buddy tankers' to refuel other aircraft. The hard points could carry bombs, missiles, rockets, fuel tanks or other equipment like flares, later development introduced electronic warfare and laser designator pods.
Over its service life, the Buccaneer carried a range of self-defence systems. Early systems included chaff and flare ejectors, but later on ECM pods and radar warning receivers were fitted. Sidewinder missiles were another later addition, typically appearing on at least one aircraft in a 'Battle Formation' of up to six aircraft. A truly unique defence system for the Buccaneer was known as 'retard defence' which came about by accident. During an early Ex RED FLAG a Buccaneer was being pursued by a particularly determined F5 at low level and the Buccaneer pilot decided to drop one of his practice bombs, which proved enough to scare the F5 off. Post-sorted video analysis showed that if the bomb had been a real bomb, then the F5 would've been blown out of the sky by the debris. It quickly became standard practice for Buccaneers to carry four retard bombs in their bomb bays for 'air defence', which was called 'Retard Defence' and had the advantage that these weapons could be used if a target of opportunity was spotted whilst on a mission.
Acc/TS: 20/322; Toughness: 17 (5); Crew: 2; Climb: 3; Notes: AMCM
Weapons: 4x 1,000lb bombs (internal)
4 × Matra rocket pods with 18 × SNEB 68 mm rockets each (external)
2 × AIM-9 Sidewinders for self-defence or 2 × AS-37 Martel missiles or 4 × Sea Eagle missile (external)
Up to 4x bombs (external)
Further Information
Wikipedia Article
Blackburn Buccaneer: The Last British Bomber
RAF Buccaneer - 12 Squadron Training Film - NATO OPEN GATE - 1978
Our candidate is the Blackburn Buccaneer, a British carrier-borne attack aircraft designed in the 1950s for the Royal Navy to counter a new generation of Soviet warships. Used by the Fleet Air Arm, RAF and South African Air Force seeing combat action in both the Gulf War of 1991 and the South African Border War. They also put in appearances at the US' Exercise RED FLAG from 1977 through to 1983.
The Blackburn Buccaneer
The Buccaneer (or 'Bucc' as it was nicknamed) was designed from the outset to fly at low-level in order to approach enemy ships' below their radar horizon, keeping the engagement to less than a minute before quickly flying out of range whilst its weapons struck. Following the demise of the Royal Navy's fleet carriers in the 1970s, a number of Buccaneers were transferred to the RAF where they were used in the maritime strike role as well as the overland strike role with RAF Germany. In 1972, Buccaneers of 809 Naval Air Squadron operating from HMS Ark Royal took part in a 1,500 miles (2,400 km) mission to show a military presence over British Honduras (now Belize) shortly before its independence, to deter a possible Guatemalan invasion. Other missions include supporting British peacekeepers in Lebanon in 1983 and then operations against Iraqi forces in the 1991 Gulf War, the latter conflict saw the aircraft being fitted with designator pods for laser-guided bombs.
The only other operator of the Buccaneer was the South African Air Force which acquired 16 aircraft in 1963, though further orders were blocked by Harold Wilson's Labour government in the late 1960s. The South African Buccaneers, like their British counterparts, were used in both the maritime and overland strike roles. SAAF Buccaneers saw active combat service in the 1970s and 1980s during the South African Border War, often flying close air support missions. Its ability to carry heavy loads over long ranges, in addition to being able to loiter far longer than other aircraft, made it ideal for the CAS role.
The Buccaneer featured a large internal bomb bay, capable of carrying a wide-range of conventional and nuclear weapons, plus four external weapons mounting points. The bomb bay itself rotated as traditional bomb bay doors could not be safely opened into the air stream at low levels and high speeds. Additionally the bomb bay could be configured to carry a fuel tank and many Buccaneers were used as 'buddy tankers' to refuel other aircraft. The hard points could carry bombs, missiles, rockets, fuel tanks or other equipment like flares, later development introduced electronic warfare and laser designator pods.
Over its service life, the Buccaneer carried a range of self-defence systems. Early systems included chaff and flare ejectors, but later on ECM pods and radar warning receivers were fitted. Sidewinder missiles were another later addition, typically appearing on at least one aircraft in a 'Battle Formation' of up to six aircraft. A truly unique defence system for the Buccaneer was known as 'retard defence' which came about by accident. During an early Ex RED FLAG a Buccaneer was being pursued by a particularly determined F5 at low level and the Buccaneer pilot decided to drop one of his practice bombs, which proved enough to scare the F5 off. Post-sorted video analysis showed that if the bomb had been a real bomb, then the F5 would've been blown out of the sky by the debris. It quickly became standard practice for Buccaneers to carry four retard bombs in their bomb bays for 'air defence', which was called 'Retard Defence' and had the advantage that these weapons could be used if a target of opportunity was spotted whilst on a mission.
Acc/TS: 20/322; Toughness: 17 (5); Crew: 2; Climb: 3; Notes: AMCM
Weapons: 4x 1,000lb bombs (internal)
4 × Matra rocket pods with 18 × SNEB 68 mm rockets each (external)
2 × AIM-9 Sidewinders for self-defence or 2 × AS-37 Martel missiles or 4 × Sea Eagle missile (external)
Up to 4x bombs (external)
Further Information
Wikipedia Article
Blackburn Buccaneer: The Last British Bomber
RAF Buccaneer - 12 Squadron Training Film - NATO OPEN GATE - 1978
Sunday, 11 March 2018
Cold War Skirmishes: Dispatch #1
Recently took a break from Frozen Skies related topics and did a Cold War Skirmishes installment, one that seems to have been hugely popular. So this week figured I would discuss the current plans for the Cold War Skirmishes line. Basically covering what is being worked on and whats in the pipeline for the future.
Op THULE
I've already teased an adventure called Operation THULE which is set during the Falklands Conflict.
Op THULE is intended to be a Weird Wars style adventure that will see the characters going up against a Chupacabra ('goat sucker' in English) and a German commando who fought in WW2. It is going to be released as a Fan product, partially as 'proof of concept' and partially because my resources are limited until after Frozen Skies is finally released. Going by the tease alone it looks like it may get a positive response.
CWS: Falklands
If Op THULE does well then I'll see about producing something that covers the Falklands Conflict as a whole. Already plan to include a timeline, outline of battles, gear, NPC stats and some suggested Weird Wars style elements in addition to those for a more conventional military campaign. Thankfully, a good chunk of the legwork for this has already been done.
Odd Angry Shot
I've mentioned previously that I wish to do a CWS book that covers and the Australians and New Zealanders in the Vietnam War. My intention is still to produce this book, though not sure whether it'll be before or after the Falklands one but both will follow a similar format.
The Future
After the Falklands and/or ANZAC books are done I'll look at doing the first of the 'national' books that will cover a nation's military during the Cold War period. First up, since its the one I know the most about, will be one about the British Armed Forces. Then I'll move on to cover other nations and do linked 'conflict' books, but I don't have a particular order in mind. The US and Soviet books are obviously going to be the big ones, but the smaller nations are going to be interesting to do depending on ease of research.
Op THULE
I've already teased an adventure called Operation THULE which is set during the Falklands Conflict.
Op THULE is intended to be a Weird Wars style adventure that will see the characters going up against a Chupacabra ('goat sucker' in English) and a German commando who fought in WW2. It is going to be released as a Fan product, partially as 'proof of concept' and partially because my resources are limited until after Frozen Skies is finally released. Going by the tease alone it looks like it may get a positive response.
CWS: Falklands
If Op THULE does well then I'll see about producing something that covers the Falklands Conflict as a whole. Already plan to include a timeline, outline of battles, gear, NPC stats and some suggested Weird Wars style elements in addition to those for a more conventional military campaign. Thankfully, a good chunk of the legwork for this has already been done.
Odd Angry Shot
I've mentioned previously that I wish to do a CWS book that covers and the Australians and New Zealanders in the Vietnam War. My intention is still to produce this book, though not sure whether it'll be before or after the Falklands one but both will follow a similar format.
The Future
After the Falklands and/or ANZAC books are done I'll look at doing the first of the 'national' books that will cover a nation's military during the Cold War period. First up, since its the one I know the most about, will be one about the British Armed Forces. Then I'll move on to cover other nations and do linked 'conflict' books, but I don't have a particular order in mind. The US and Soviet books are obviously going to be the big ones, but the smaller nations are going to be interesting to do depending on ease of research.
Sunday, 4 March 2018
Cold War Skirmishes: Sterling SMG
This week we take a break from Frozen Skies and do a Cold War Skirmishes installment.
We'll be taking a look at the Sterling SMG, the British Army's submachine gun that served alongside the L1A1 SLR for much of the Cold War period. It was used by a number of other countries in a number of different conflicts (including both sides of the Falklands War). Star Wars fans may recognize the Sterling as being the basis for the blaster used by Imperial Stormtroopers in the Original Trilogy.
As ever, brief overview of the weapon and modifications/variants.
Sterling SMG
The Sterling SMG was developed during the latter years of WW2 as a potential replacement for the famous Sten Gun and was even used in combat by British airborne troops before the end of the war. However, it wasn't until 1951 that it was decided that the Sterling would be adopted as the new SMG of the British Army.
There would be a number of different variants of the Sterling, though model changes were minimal throughout its development life. Variants include a suppressed version and a version chambered for 7.62x51mm NATO rounds intended to be used as an emergency standby weapon in case of attack during the Cold War. Canada, Chile and India produced their own licensed versions of the Sterling, the Indian versions are still in production for use by the Indian Armed Forces.
The Sterling also could fit a bayonet of similar design as that of the SLR, though it was rarely employed other than for ceremonial duties. The bayonet stats in the Savage Worlds rulebook would work just fine.
Sterling SMG (12/24/480, 2d6, RoF 3, 34 shots, Min -, Notes: AP1, Auto)
Suppressed Variant:- -4 penalty on listen based Notice rolls to hear weapon being fired.
7.62 NATO variant (24/48/96, 2d8+1, RoF 3, 30 shots, Min Str d6, Notes: AP2, Auto)
We'll be taking a look at the Sterling SMG, the British Army's submachine gun that served alongside the L1A1 SLR for much of the Cold War period. It was used by a number of other countries in a number of different conflicts (including both sides of the Falklands War). Star Wars fans may recognize the Sterling as being the basis for the blaster used by Imperial Stormtroopers in the Original Trilogy.
As ever, brief overview of the weapon and modifications/variants.
Sterling SMG
The Sterling SMG was developed during the latter years of WW2 as a potential replacement for the famous Sten Gun and was even used in combat by British airborne troops before the end of the war. However, it wasn't until 1951 that it was decided that the Sterling would be adopted as the new SMG of the British Army.
There would be a number of different variants of the Sterling, though model changes were minimal throughout its development life. Variants include a suppressed version and a version chambered for 7.62x51mm NATO rounds intended to be used as an emergency standby weapon in case of attack during the Cold War. Canada, Chile and India produced their own licensed versions of the Sterling, the Indian versions are still in production for use by the Indian Armed Forces.
The Sterling also could fit a bayonet of similar design as that of the SLR, though it was rarely employed other than for ceremonial duties. The bayonet stats in the Savage Worlds rulebook would work just fine.
Sterling SMG (12/24/480, 2d6, RoF 3, 34 shots, Min -, Notes: AP1, Auto)
Suppressed Variant:- -4 penalty on listen based Notice rolls to hear weapon being fired.
7.62 NATO variant (24/48/96, 2d8+1, RoF 3, 30 shots, Min Str d6, Notes: AP2, Auto)
Sunday, 25 February 2018
Sodkan Imperial Remnants
Prior to the Great Darmonican War, the Holy Sodkan Empire was considered one of the 'great powers' of Darmonica and held sway over extensive territories. During the course of the war, the Empire suffered huge reversal of fortune and splintered into the Iron Collective and the Union of Sodkan Republics. There are many who mourn the lost of the Empire, there are also others who seek its restoration.
The Imperial Remnants in Alyeska
As territory controlled by a wartime enemy of the Empire, Alyeska may seem an odd choice for Sodkan Imperialists to establish themselves. Alyeska is a frontier land and the Commonwealth's hold isn't absolute (as Broken Spires will attest), meaning that there are places that the Imperialists can claim as their own. Whilst it means that they have greater freedom to act, it also means that they are also vulnerable to attack. For now, Commonwealth control over Alyeska seems to be a deterrence against the Iron Collective and the Imperialists view it as a necessary evil.
The Imperialists' goal is the overthrow of the Iron Collective and the restoration of the Holy Sodkan Empire. However, there are many different ideas as to how that can be achieved. Presently the main focus is on hiring privateers to attack Iron Collective shipping, the purpose for this is twofold; the Imperialists get a cut of the plunder to help fund themselves and at the same time they learn a little more about the tactics of the Iron Collective. For this they rely on agents outside of Alyeska, though with the skyships of the Iron Fleet having been spotted in Alyeskan skies they've hired privateers closer to home.
Second option being explored is the idea of stirring up insurrections within the borders of the Iron Collective. The idea of the Sodkan people rising up against the Order of the Great Machine is as appealing as it is ironic, the Order effectively did the same thing in its rise to power. The biggest hurdle is providing support to the insurrections as it will have to come through the Union of Sodkan Republics. However, the Republics have been less than willing to back this idea and so the Imperialists have started trying to get their people into positions of influence.
The third and final option is also the most drastic: Forming a new Sodkan Empire in Alyeska. Doing this would put the Imperialists at odds with the Commonwealth, since not surprisingly the Commonwealth will react angrily. It would require a heavy commitment from the Imperialists as they would need to raise their own military and fight a costly war to achieve their goal. There isn't much support for this idea, but that support may grow if other options final to materialize in what the Imperialists want.
The Imperial Remnants in Alyeska
As territory controlled by a wartime enemy of the Empire, Alyeska may seem an odd choice for Sodkan Imperialists to establish themselves. Alyeska is a frontier land and the Commonwealth's hold isn't absolute (as Broken Spires will attest), meaning that there are places that the Imperialists can claim as their own. Whilst it means that they have greater freedom to act, it also means that they are also vulnerable to attack. For now, Commonwealth control over Alyeska seems to be a deterrence against the Iron Collective and the Imperialists view it as a necessary evil.
The Imperialists' goal is the overthrow of the Iron Collective and the restoration of the Holy Sodkan Empire. However, there are many different ideas as to how that can be achieved. Presently the main focus is on hiring privateers to attack Iron Collective shipping, the purpose for this is twofold; the Imperialists get a cut of the plunder to help fund themselves and at the same time they learn a little more about the tactics of the Iron Collective. For this they rely on agents outside of Alyeska, though with the skyships of the Iron Fleet having been spotted in Alyeskan skies they've hired privateers closer to home.
Second option being explored is the idea of stirring up insurrections within the borders of the Iron Collective. The idea of the Sodkan people rising up against the Order of the Great Machine is as appealing as it is ironic, the Order effectively did the same thing in its rise to power. The biggest hurdle is providing support to the insurrections as it will have to come through the Union of Sodkan Republics. However, the Republics have been less than willing to back this idea and so the Imperialists have started trying to get their people into positions of influence.
The third and final option is also the most drastic: Forming a new Sodkan Empire in Alyeska. Doing this would put the Imperialists at odds with the Commonwealth, since not surprisingly the Commonwealth will react angrily. It would require a heavy commitment from the Imperialists as they would need to raise their own military and fight a costly war to achieve their goal. There isn't much support for this idea, but that support may grow if other options final to materialize in what the Imperialists want.
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