Monday, 1 June 2020

June 2020: CWS: The Bratty Man Cometh



Recently came across something rather interesting and being a while since I last did a Cold War Skirmishes post, it is something too good not to post. If things go to plan, this is likely to be the first of two posts this month, the second post will be a write-up of a playtest of Frozen Skies' air combat rules and should be expected some point round the 15th June. Also, if you wish to support me or get access to new posts ahead of the crowd then please consider checking out my Patreon.


Wolfgang The Bratty Man: A Legend Of The Cold War

Picture the scene.

You're a British soldier stationed in Germany and part way through a field exercise on the Soltau Training Area. You're cold, tired and sick of ration packs when all of a sudden a blue Mercedes van appears like magic through the smoke of a mock battle. Angry shouts are elicited from the NCOs as you and your fellow soldiers run off to buy hot chips, bratwursts, burgers and cold beer.

Wolfgang Meier, a legend amongst British soldiers based in north Germany, had arrived.

Wolfgang had a semi-mythical ability to manoeuvre his van across seemingly impassible terrain to bring his wares to hungry armour crews (who were then often obliged to tow the van out when it got stuck). His knowledge of exercise plans and the local terrain was also legendary, and he often knew where units were headed before they even received their movement orders – some observed that if he wasn’t an East German spy, he should have been.

For more than two decades his van could appear at any time of day, even in the middle of a live military training exercise narrowly missing grenades. During the '70s and '80s he was an instant morale booster whenever he appeared, his uncanny knowledge of where units were helped more than one lost soldier.

And end of an era came to end in 1994 when Wolfgang's fast food van completed it's last mission and the man himself brought himself a camp site with the money he'd made.

Use In Games

Wolfgang could potentially be an interesting and useful NPC for a GM to use, serving at least as a friendly face for the characters to encounter. He's best played turning up out of the blue, either as a Travel Encounter or when the GM feels the time is right. The GM could have Wolfgang serve as a source of information, letting the characters know where their parent unit is or where enemy forces are. Additionally, Wolfgang could help them out by giving them a lift or beseech the characters for help in rescuing his family.

Wolfgang Meier

Attributes: Agility d8, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Athletics d6, Common Knowledge d8, Driving d8, Language (Native) d8, Notice d8, Persuasion d10, Stealth d4
Pace: 6; Parry: 2; Toughness: 5
Hindrances: Loyal, Mild Mannered, Pacifist (minor), Quirk
Edges: Ace, Alertness, Charismatic, Danger Sense, Reliable, Streetwise, Strong Willed

Monday, 4 May 2020

May 2020: Call Ye The Faithful

Kinda befitting that I'm writing this on Beltane (the Gaelic May Day festival), particularly since this month I'm writing about the Celtic inspirations for the Commonwealth's culture and society in Frozen Skies. Been thinking about religion with regards to the Commonwealth and I've had some ideas kicking around in my head. It draws on Celtic polyteism but it incorporates some ideas I've had about how it could've evolved.





Gods by the Bushel! Gods by the Pound! 

The religion of the Commonwealth I'm basing heavily upon the Irish gods and goddesses, I'll go into more details on the Frozen Skies versions in a future post.

Just like with the real life Celtic deities, the Commonwealth counts a fair number of different deities who tend to be invoked for specific things. For example one deity may commonly get invoked by doctors and those seeking good health whilst another may get invoked by farmers. Whilst these deities have strong associations with certain matters, there remains a degree of overlaps between them.

Whilst tradesman and the like may lean towards specific deities (like the examples above), on the whole people tend to invoke a number of different deities depending on the situation and their needs. During a typical day any number of deities could get invoked depending on what the person is doing, it may be for good fortune with regards to business or a game of chance. Or it could be an aviator hoping for good weather and a safe flight.

Worship has changed over the centuries, changing and adapting as society has evolved. Originally, worship revolved round rituals at stone circles or druidic groves. With urbanisation and industrialization, things have changed. Chapels have been adopted, mainly out of convenience, and people even have shrines in their homes or places of work. Whilst shrines could be devoted to a specific deity, chapels tend to lean towards being multi-purpose. Groves haven't gone completely out of fashion, they'd been retained for special events and most towns and cities boast at least one in a major park.

There is a priesthood of a sort known as the Keepers of the Faith (Gaelic: Coimeádaithe an Chreidimh). These Keepers effectively act like priests, though they generally lead services rituals to all of the Commonwealth's deities. The exact number and which ones depends heavily on the occasion, it could be a single deity or a dozen. The Keepers tend to the chapels and groves, ensuring their upkeep and being on hand for when a member of the public requires it. Though some Keepers do specialize; those with an inclination towards a deity of healing go in for medical training and help out in hospitals, whereas those who lean towards a war deity serve as chaplains/padres in the military.

That's the basic idea, hopefully it helps fleshes out the Commonwealth more as well as the overall setting.

Monday, 6 April 2020

April 2020: Airships Ahoy!

With the release of the new Vehicle Guide from Pinnacle I was able to go through and adjust vehicle stats in Frozen Skies where needed. More interestingly, the Vehicle Guide had stats for airships which has enabled me to update airship and skyship stats for Frozen Skies. So this month features updated stats and some more thoughts regarding air combat.


Levitations of the Sky

Not only do they have updated stats, there are also new rules for airships and skyships.

Airship: This category covers lighter-than-air craft that gain their lift via use of a lifting gas, but are typically unarmored. Non-Heavy Weapons reduce their damage die by one when attacking these type of craft.

Skyship: These more heavily armored craft are akin to flying warships, as such they have the Heavy Armor characteristic. However, skyships are vulnerable to attacks from above and thus these sort of attacks increase the weapon's damage dice by one.

And now, some stats;
 
B-class Frigate

Top Speed: 40 MPH; Toughness: 32 (8); Crew: 10; Climb: 10; Handling: -3; Size: 16 (Gargantuan)
Weapons: 1x 57mm Deck Gun (Front Pintle Mount), 1x Heavy MG (Top Pintle Mount); Notes: Skyship

Bayleaf-class Freighter

Top Speed: 30 MPH; Toughness: 28 (3); Crew: 70; Climb: 10; Handling: -4; Size: 20 (Gargantuan)
Weapons: 4x Heavy MGs (Fixed Left), 4x Heavy MGs (Fixed Right); Notes: Skyship

Rover-class Scout Airship

Top Speed: 40 MPH; Toughness: 21 (1); Crew: 10; Climb: 10; Handling: -3; Size: 15 (Gargantuan)
Weapons: 2x Linked Heavy MGs (Turret Front), 2x Linked Heavy MGs (Turret Rear); Notes: Airship

Regal-class Light Cruiser Skyship

Top Speed: 35 MPH; Toughness: 45 (14); Crew: 570; Climb: 5; Handling: -3; Size: 19 (Gargantuan)
Weapons: 4x Turrets – 2x front & 2x rear – 2x 6” guns in each turret (Range in miles 6/12/18; 6d10; LBT, AP 10, Heavy Weapon)

4x 40mm Quad-linked Cannons (2x Fixed Left, 2x Fixed Right) in open mounts

1x Linked 40mm Cannons (Pintle mount on top of No.2 Turret)

2x 20mm Cannons (1x Fixed Left, 1x Fixed Right)

Notes: Catapult launcher, Scout plane, Skyship

Scout Plane

Top Speed: 110 MPH; Toughness: 11 (2); Crew: 2; Climb: 10; Handling: 0 (-2 when loaded); Size: 5 (Large); Weapons: 1x Medium MG (Fixed Front), 1x Medium MG (Pintle Mount – Rear), Bombs

Notes: Flotation Gear, Zeppelin Hook

Zephyr-class Armed Merchant Cruiser

Top Speed: 30 MPH; Toughness: 21 (1); Crew: ~50; Climb: 10; Handling: -3; Size: 17 (Gargantuan); Weapons: 6x 6-inch cannons (Fixed Left), 6x 6-inch cannons (Fixed Right); Notes: Capacity for 3 light or medium sized aircraft (1 air deck + 2 launch ramps), Airship


More Thoughts on Aerial Combat


Follow-on from last month's post, been giving some thought to aerial combat in Frozen Skies. Still looking like a hex grid may be the best way to go, offering a more tactical style for those who want it but at the same time it still has to be balanced towards the Fast, Furious, Fun ethos of Savage Worlds.


Basically need to strike a balance between being simple but having a bit of meat to them.


Thinking with Immanuel Turn of having an aircraft move half it's Top Speed in a straight line before turning round 180 degrees. Could also factor in an aircraft's Climb value as some sort of bonus here.


Something interesting that somebody proposed was adapting the Vehicle Fatigue rules from Savage Rifts. Could work I suppose, though it will have to be something to try out with a playtest.