Wednesday, 29 June 2016

Blast Pistol Prospector clarified

Will be fixed in the next update.

Once a prospector has found a resource, either player can claim the victory points, regardless of who prospected it.

To claim the points, you must have a figure in the terrain feature and there can be no enemy figures present.

Regardless of how many prospectors are running around the field from either side, each feature can only be prospected once per battle, period.

Tuesday, 28 June 2016

Powder&Bayonet expansion 1

The first mini-expansion for Powder&bayonet is available here:

Rules options for Unreliable troops. Great for hastily conscripted militia, revolutionaries and civil war scenarios.

Gatling guns for your late 19th century needs!

Options to allow a charismatic hero to engage in a Duel of Wits, bluffing, charming, insulting or outwitting targets. Great for swashbuckling scenarios.

A new mission, the Escort mission.

Two new battle conditions, for playing Patrol actions where each side is attempting to secure the area with minimal losses and Low ammo, requiring players to balance their weight of fire against the risk of troops running out.

Sunday, 26 June 2016

Rules comparisons between Blast Pistol and Last Era.

So one of the key ideas of the "Living Games" line is that the games all share the same basic mechanics and structure, making it easy to move between them.

However, using the exact same mechanics in each would not be a good fit, as the conditions are of course different.
So how do the mechanics differ and why?

Let's take a look, by comparing Last Era and Blast Pistol in this article.
Incidentally, this can also help clarify that mechanical differences are generally intentional.

It makes sense for futuristic troops to be able to operate fairly independently: They have better training and can rely on communications devices and squad-level tactics to a much higher degree.

Hence, a 3" coherency in Blast Pistol (which means coherency issues is rarely a problem) while its only 1" (and a bonus for bunching up in contact) in Last Era.

A 1" coherency can be problematic when figures move around: This is intentional to make the troops less wieldy.
Don't sweat it over having a straggler or two, they'll catch up once the unit is caught in a close quarters battle.

Another simple change, as Last Era troops, in addition to typically lower movement speeds, must pay more to enter terrain mode.

Fantasy gamers tend to not clutter the table nearly as much as modern/scifi gamers do (something I'd love to see change), so each terrain feature should be a bigger deal in gameplay.
Giving up 2" of movement if you intend to operate in a terrain feature is fairly noticeable, while their Blast Pistol counterparts can slip through obstacles with relative ease.

Missile fire should of course be less lethal in a fantasy game (and games involving a straight line of archers tend to get pretty dull), but I didn't want to raise the hit numbers.
Its easier if they remain pretty constant.

Instead, in Last Era, rolling equal to the target number is a "near hit", forcing a target figure to retreat.
This has a nice effect of causing some incidental disruption, as men fall out of the line under fire, which seems to match the effect of missile fire in a realistic medieval encounter.

The receiving player must decide whether to slow down the warband to pick stragglers back up or to press on with a more diluted unit.
Since it only occurs on 10% of shots, its not a game-dominating feature, which also seems to be correct.

Close combat:
Two differences here:
First, we'd expect swordsmen to be rather more energetic, so they are permitted bonus moves to get more of the warband into contact.

This means that whereas a Blast Pistol melee may be one or two figures that stumbled upon enemies, while the rest of the squad is moving up and firing weapons, in Last Era, its more of a determined charge as two units clash.

Few Blast Pistol troops carry dedicated melee weapons (maybe to  the chagrin of 40K players), we instead assume that close combat is fought as much with point-blank rifle fire as it is with swords and bayonets.
As such, everyone hits with Power 2, making close combat rather deadly.

Last Era troops must contend with relatively effective body armour, meaning that while more troops tend to get in combat, they tend to be somewhat less deadly.
The ability to follow up offers good melee troops the potential to do significant damage, though it also comes at a risk.

Resolving hits:
Blast Pistol builds the 2" retreat move into the toughness roll, while Last Era eliminates it, mostly to avoid dual retreats in close combat and since its already factored into missile fire.

We can chalk this up to more powerful futuristic weapons in general.
Rolling equal to toughness in Last Era may have ringed the guys bell as the blow glanced off their helmet, but he'll remain in the line.

This is not intended to dissect every game mechanic, so we'll stop here, but I hope this serves to illustrate how relatively minor changes and tweaks can influence how a game feels.

Saturday, 25 June 2016

Last Era 1.05 and Expansion 3 for both games

As of today, Last Era has been updated to version 1.05 alongside Blast Pistol, adding some of the same features: (Variable game length option and the ability to buy unit traits in campaigns)

The setting has also been expanded and you get two new units:
The Dwarven Expeditionary squad, letting you get the little bearded guys on the board and a cleric that can push back enemy forces with sheer strength of will.

The weekend also sees the third expansion for both Blast Pistol and Last Era, offering new background, rules, missions and units for both titles.

The BP expansion covers the Fourth Sector War, a three way battle between rebel miners, corporations and Unity, adds an immobilization rule to vehicle combat, a new Urban Warfare mission and two new battle conditions:  Bystanders (moving groups of civilians, animals or droids blocking fire) and Incoming! (letting people fight a battle with mortar support)

For the battle field, you get Grid Gangers, Corporate Security squads and the Revolutionary Front.
If you need things killed, you can hire on a Cyborg Assassin or support your grunts with a Gun Truck.

The Last Era expansion talks about the barren Northlands and the spread of miracles in the world, adds an option to have grunts promoted to heroes during a battle, a new objective dealing with an outnumbered force making a stand, while the reinforcements arrive, two new battle conditions for fighting in a storm and fighting under the watchful gaze of ancient gods.

For troops, you get Last Era's version of undead, the Forsaken, the Holy Order of the Sun and their Paladins and a mob of religious fanatics.
If you need someone big to lead your new undead force, try the Grave Seeker.

Friday, 24 June 2016

Blast Pistol 1.05

As expansion pack 3 is about to hit the floor, it's time for some free goodies.

THe core rules didn't change much, though I did neaten up a few pages to be better organised.

You can now spend experience points on abilities for your squads and individuals. Huzzah.

I may still make the experience system a little more forgiving, guys tend to die a lot on the table so it can be hard to build up enough experience to upgrade them, we'll see.
If you have a few games under your belt, email me directly and let me know what you feel.

A new optional rule has been added for variable length games as well as a fluff section on the K'Erin empire for all your Turian/ork/klingon needs.

And not one but two new units this time:
One is the Slaver Acquisition squad. These are basically "greys", for players with any of those figures lying around. They're slippery quick troops but fairly weak physically. Should make for an interesting addition to the table.

You also get a new individual, the Engineer Pilgrim. The first representative for the "Engineer" species, based on the Mass Effect Quarians.
Physically unimpressive, they can fix up damaged vehicles, which should make them a worthwhile inclusion in a force.

The expansion will hit later tonight if all goes well, tomorrow if it does not.
Last Era and Powder&Bayonet updates to follow tomorrow.

Blast Pistol. Supplement 1 Unit overview

Following up from the core rules, we cover the new units in Supplement 1.


The core rules missed an android type of unit, to take advantage of some of the interesting figures out there.
You could use any fully enclosed figures as Soulless, since they emulate bipedal species in any event, but I must admit the various "not-T800" ranges was a thought.

Soulless are interesting in gameplay because they have poor morale but can shake off the effects of a failed check.
This allows an enemy to disrupt them under intense fire, but if given a breather, their collective network will reassess the situation and restore control. This is especially marked in longer games.

Combat-wise, they can present accurate long-ranged firepower to rival that of Precursors but are vulnerable to those enemies that can manage to close the distance.
The ability to fire two shots per action or a single high-power bolt with the Avalanche gives them some options.

Clarification: Declare what type of shot is taken for each action. If nothing is declared, assume the 2-shot option was picked. The player could pick either option for each action.

Big, tough power armoured goons are a mainstay of science fiction gaming and there's a never-ending supply of them, particularly in 28mm gaming.
The line about "bright colours for propaganda" is a nod to the 40K types.
I'd like to think all Unity power armour has a beakie helmet.

The Banner Troops are your shock troops. They lack long ranged firepower, which I felt made sense for elite shock troops. On the battlefield, they'd rely on the regular Unity army for that.
Their ability to lay down fire while moving, combined with powerful assault weapons and excellent stats make them a force to be reckoned with, but be wary of charging those Soulless or Precursor gunlines in open fields.

Another unit that is very "40K", the Falcons were of course inspired by the fantastic "Swooping Hawk" miniatures. 
Players who prefer something a little more high-tech than wings can construct all manner of jetpack contraptions or even assume its a small, belt-sized anti-gravity module. 
It's suggested to pick figures that look somewhat distinct from their regular Precursor brothers and sisters.

While lightly armoured, the falcons pack significant firepower. The ability to unload 3 shots at an effective to-hit bonus of +3 is brutal, even with power 0 for their salvo rifle. 
Use their fast movement ability to get into a good flanking position, but try to avoid getting them stuck on their own. If they get caught out at close quarters, they're toast.


As we've discussed, the K'Erin are basically space klingon-ork-turians and the war chief borrows heavily from that.
In my minds eye, they aren't as over-sized as a 40K ork boss, but your interpretations will vary. Differences could be down to genetic manipulation, armour implants or environmental factors.
Normally I am not a fan of banners on miniatures, but for this guy, consider it.

The War Chief is here to wreck things. A grand total of +4 Combat Skill, very high Power in hand to hand combat and the ability to discourage weaker troops ganging up, this guy should make a line for whatever enemy hero you want dead.


Grav tank models are incredibly common in 15mm scale, your biggest challenge will be to decide on exactly which one.
Since it's an APC as well, try to pick one that will fit with your infantry figures in scale. This can be an occasional concern when mixing and matching miniatures ranges.

The Excelsior is a curious mix, combining improved anti-tank firepower with transport capability and lighter armour compared to  the Claymore.
It can wreck most anything you put its gunsights on, but the lower Toughness of 12 also means it is significantly more vulnerable to incoming fire from mid-range weaponry.

Thursday, 23 June 2016

Blast Pistol units in detail

A quick look at the unit types available in the core Blast Pistol game, what they mean and their tabletop use in general.

As a general note, squad sizes were chosen to be practical.
In 15mm, packs usually contain 8 figures, hence a 6 man size lets you pick out the best poses.
In smaller scales, a single pack will furnish multiple squads with no difficulty, allowing bigger games, platoons or alternate paint jobs.


Colony militia
One of the few units of variable size in the game (due to being a militia), these can be represented by most any low-tech figures you have available.
Even cold war historical miniatures can make acceptable militia and the lack of high-tech gadgetry would make them very recognizable on the tabletop.

On the battle field, they're pretty much the default troop type: Baseline, unimpressive statistics, no special abilities and conventional weaponry, though their machine guns can present a steady hail of fire.
Petrol bombs give them some anti-tank potential but they have to get extremely close and its really only useful against Rattlesnakes or Synapse Tech droids.

Unity infantry squad
The few, the proud, the grunts.
Unity infantry is well trained, wearing decent armour and well motivated, providing a good backbone for any ground force.
Their increased Toughness compared to the militia stems from their body-armour.
The "proper" Unity look is a fully enclosed helmet or visor but variations can be found.
Use any mid-tech infantry you like the look of.
Scifi human foot troops are relatively easy to find, specially in 15mm scale.

On the gaming table, they can be relied upon to hold under most circumstances and combine good firepower with anti-tank capability, though the buzz-bomb needs a fair bit of luck to take on a Claymore tank.

Don't forget that the -1 accuracy penalty of the Buzz bomb is off-set by the bonus when firing at Big models.

Mercenary anti-tank
To model these guys, use any mid-tech figures. You could even use alien figures if you like, seeing as how they are mercenaries.
A lot of models out there feature a detached, standalone cannon. If so, simply put the cannon somewhere in touch with the gunner model after moving.

Older figures are often sculpted carrying the weapon.
You could also use a suitably sleek rocket launcher figure or even an oversize sniper type of weapon.

The mercenaries aren't as keen on dying for the cause as their Unity trooper brethren but are there to tackle enemy armour.
Note that hitting a Claymore is a 50/50 odds of penetrating and even then, they may not deal enough damage to knock it out.
Don't gamble everything on a single shot.

Morkian Trench Rats
I added these guys pretty much explicitly for 28mm ranges like the old Warzone Imperial "Trenchers" or the Games Workshop "Steel Legion", but players in smaller scales can do a lot with suitable paint jobs.
Take a decently armoured figure with somewhat rough looking weapons and go to town with mud, dirt and rust.

If you are up for a bit of conversion work, ww1 British or German figures will fit quite nicely as well.

On the battle field, the Morkians allow you to anchor an otherwise open space with a firing position.
Note that there's no requirement that the Morkians themselves deploy into the trench. They could entrench an anti-tank team for example.

Their weapons are close ranged but they are quite capable in close quarters fighting. Try to use them to flush out enemies from terrain features where their knives and lack of range won't be a hindrance.

K'Erin Warrior squad
The "Warriors" are a generic archetype for the hierarchy driven alien warrior species.
They take heavy inspiration from the Mass Effect Turians, Star Trek Klingons and of course Warhammer's Space orks.

Put your own twist on them. As written, the K'Erin are reasonably similar to human stature but use figures that suit their demeanour.
The high toughness could be physical bulk or extensive body armour as you prefer.

In battle, they are obvious assault troops, making up for a lack of speed by armour and excellent fighting skills in hand to hand situations.
The fusion burner carried by each squad lets them threaten heroes and lighter vehicles quite effectively but don't mistake them for tank hunters.

Pirate scum
Another good opportunity for lightly equipped models, pirates should ideally look rather anarchic.
Gang members, eccentric paint jobs and robot limbs are perfect here, as are any alien figures you happen to have one of.
If you go for a very eccentric mix of figures, try to have an element repeated, such as a specific colour shoulder pad or similar.

In battle, pirates can make for a decent, cheap squad to bulk out numbers and they can deal with most situations well.
They lack range but can potentially go toe-to-toe with K'Erin if you deploy them right.
Use cover or vehicles to get them where they need to go, as they'll be shot to pieces in the open on their own.

Precursor infantry squad
Another archetype, the precursors are the refined, ancient aliens that seem to be in every scifi universe out there.
The main inspirations are the Eldar from 40K and the Asari from Mass Effect, but you can think of any number of elegant, wise aliens, often represented by blue-skinned ladies.

As such, use figures with a graceful and sleek high-tech appearance.
Many prefer painting such figures in bright colours, but use of muted pastels can look good and still convey an effect of a trained military outfit.

Precursors lack staying power but they are fast, excellent shots and pack impressive long-range firepower.
They can easily hold off enemy assault forces if allowed to dominate an open space or approach.


This is sort of a "default" character. In most ranges, you can find any number of interesting personality models that don't look overly "military". The 15mm Laserburn range in particular is brimming with these types.
Don't feel confined in making them all heroes either.

On the gaming table, the adventurer can go wherever you need. They are durable, competent and dangerous, though they shouldn't be expected to take on an entire squad on their own.
Remember, even Han Solo ran away when faced with a mob of Storm Troopers.

Gun slinger
The Fringe has heavy inspirations from mythical "wild west" movies and media such as the Borderlands video game or Trigun anime.
The gun slinger could be any lightly armoured character with a pair of pistols. Be creative and find a figure you like the look of.

I like the imagine that the raised toughness of the gun slinger compared to a militia man is just them being gnarly and rugged, not really due to body armour.

Gun slingers won't turn the tide of a battle on their own, but an accurate shooter with decent punch and 2 shots per action can do wonders backing up a squad in a closely fought engagement.

A small selection of non-combat figures are available out there, and the Prospector is a good chance to put them to use.
Scientist figures, miniatures holding scanners and other devices or civilians with a simple handgun are all good choices to use.

The prospector is an option for players to add side-objectives of their own.
Its possible your prospector will find nothing at all and the difference in victory points is about the same as simply scoring another kill on your enemy, but in a closely fought battle, it can make a difference and I find that the enjoyment of watching your prospector trying to do their own under a hail of laser bolts makes their points cost well worth it.


Rattlesnake APC
Any fully enclosed personnel vehicle with a small gun turret can do service as a Rattlesnake.
The description of being a modular design is intentional: Use any figures you find you like the look of.
Don't get too hung up on whether the turret gun looks exactly like a chain gun or not.

Rattlesnakes can withstand significant weapons fire, though they are vulnerable to weapons that a fully-armoured tank would not be.
The ability to transport troops can be valuable, especially for assault troops but don't neglect its potential as a straight-up gun platform. 
Many a firefight has been decided by a withering hail of chain gun fire.

Claymore battle tank
For the core rules, this is as big and bad as it gets.
Use any nice-looking tank model you have. It's specifically statted up to be generic.

Futuristic tanks are not too hard to find but many cold war and even ww2 figures could be pressed into use, repainted and converted suitably. They'll give the gaming-table a nice rustic look.

The Claymore is impervious to any fire that doesn't have at least +5 Power, which means you can often roam with impunity. 
To compensate, while it packs significant firepower, it is a bit more limited than you might expected. 
Priority should always be any enemy forces capable of damaging it.

Synapse Tech Mk II droid
What is scifi gaming without scary robots? 
The Mk II can stand in for a variety of designs and the armaments of a laser gun and melee implement can be reinterpreted in a variety of ways. 

It is vulnerable (a bit) to small arms fire, so pick figures that are on the slender and agile side of things.

They make fantastic support for infantry squads, being capable of dealing with a wide range of enemy troops.

Wednesday, 22 June 2016

This week

Now, obviously as the games fill in more, there'll be larger gaps between expansion packs, as there'll be less ground to cover.

But this week will see another expansion pack for both Blast Pistol and Last Era, following the same formula.

The free update will add 2 new units to each game as well as making it possible to buy traits with experience points.

As an extra bonus, if either title reaches 100 copies sold before the weekend, I'll throw in a little extra something.

Powder&Bayonet will not get new units, instead, there'll be two new mission objectives added and it'll have a scenario and optional rule focused mini expansion.

Tuesday, 21 June 2016

Tiny Blast Pistol errata and Powder&Bayonet now available!

Go git 'er from the Wargame Vault.

Also, a quick correction to Blast Pistol: Slaver squads only receive 1 hand rocket and the carrier does not carry an alternate firearm.
This will be included in the 1.05 update.

Monday, 20 June 2016

Last Era expansion pack 2

The second expansion pack for Last Era adds the following new features:

Background information for the Marsh Duchies, a fiercely independent region dominated by heavy swamp lands.

Optional rules for long-ranged volley fire of archers.

A new mission objective: The treasure hunt. Search for the ancient treasure and defend it once located. Troops will receive one of five in-game benefits depending on the type of treasure they unearthed.

2 new battle conditions to use (Unsafe Ground which can bog down or even do damage to squads that enter particular features, and Strange Winds, which can cause a warbands morale to falter and make them retreat)

5 new units ready-to-play:

*Marsh infantry - tough light infantry with one of the higher Power ratings against Drakes, Wet dwellers - primitive lizard men with superiour capabilities in wet terrain, Marsh Rangers - a swamp-oriented version of the regular rangers.

*The Sellsword,a new mid-range hero who receives bonus victory points for slaying enemy individuals.

*The Swamp Drake, a wingless, poisonous variant of the regular drake. Can eat slain enemies to heal.
Last Era expansions are intended to be bite-sized: A collection of new gaming bits for the price of a candy bar.

As usual, available for the grand sum of 1 dollar here:

Saturday, 18 June 2016

Blast Pistol 1.04 updates

Version 1.04 is live, featuring the following:

*Rules terms should now be highlighted in bold, to help clarify whether the text refers to a rules concept or is speaking in general.
*Clarification that troops on high ground may fire over troops on lower ground.
*In hand-to-hand, outnumbering now grants +1 Power as well as +1 Combat Skill.
*Clarified that troops with a melee weapon listed must use it, even if it has worse Power than the default of 2. (In case we ever have troops that need to be really terrible at close combat)
*Clarifications on cover and mobility types.
*Adjusted special weapon "replacement" casualty rule to be within 3" (it was supposed to be all along)
*Added random terrain table, which a few people were asking for.
This one is very simple but aimed at being usable with pretty much any terrain collection.
It might be expanded to a D10 later on.

Thursday, 16 June 2016

Blast Pistol updates

Quite a few changes happened today, based on the email feedback I requested yesterday.

The turn sequence is now a little more conventional. Take turns activating one squad (+1 individual) until both sides are done.
The previous "activate 12" is still there, listed as an option.

"Skirmish mode" actions are now the norm as well.

Close combat is cleaned up a little bit, the rules have more clarifications in general and 2 new unit types have been added (Prospectors and Pirate Scum).

One battle condition has been changed as well.

Last Era updates will follow tonight.

Tuesday, 14 June 2016

Last Era expansion 1 available

After fixing a host of technical issues caused by our friend, the computer, the first mini-expansion is available for Last Era.

Background information for the Illiryan kingdom.
Optional rule to add duels between opposing characters.
2 new battle conditions to use (sweltering heat causing exhaustion and a battlefield littered with traps and shortcuts)
A new mission objective (fighting over a bridge or river crossing)
5 new units ready-to-play (Illiryan Men at arms, Orcish war gang, Sankir outriders, Wandering Monks and the fearsome War Golem)

As with its scifi sister, its snack-size: 4 pages of stuff, 1 dollar. Perfect for a lunch break


A few tweaks to both games today, mostly for the sake of improving clarity.

Also clarified what happens to figures moving involuntarily (if they reach a table edge, they are moved and award victory points but are not casualties for xp purposes) and they are effectively in Terrain Mode as they move involuntarily.

Players award an enemy unit "MVP" status at the end of the game, awarding it +2 experience points.
It is quite likely that I'll tweak the xp rules in the next balancing fix.

Monday, 13 June 2016

Blast Pistol expansion 1

The first expansion pack is here.

1 dollar, 4 pages of content. Pretty much the definition of snack-sized gaming.

So why such a small pack, rather than the usually 20-30 page affairs?

Well, it's just that: Snack-sized.

This is small enough that:
A: Its affordable for basically anybody at a moments notice.
B: Its small enough you'll read the whole thing.
C: The small size also, ironically, mean that you can go without it, without feeling like your game is short.

For a lot of bigger titles, expansions feel mandatory: If you don't buy in, you're left behind.
I didn't want that to be the case, so again: Snack-sized gaming.
You don't NEED a snickers but the guys making them hope you want one.
You don't NEED this expansion but I hope you'll want it.

As discussed, each expansion will be accompanied by free updates. The first of which hit this weekend but the proper "expansion 1" update will be later this weekend.

Last Era will have its own expansions, though of course some items will cross over.

Black Powder yeah?

So before I decided to do Fantasy as the sister system to Blast Pistol, I had sketched out a black powder version, but ended up putting it aside, because I figured there wasn't much of a market for black powder skirmishing.

But I've gotten 5 messages so far asking me if that'd be a thing I'd do, so evidently I was wrong.

So watch this space.

Sunday, 12 June 2016

Some general Q&A

*Figures involuntarily moved to contact the table edge are removed from play.
They count as casualties for victory purposes but not for experience purposes.

*You may activate less than 12 figures when it is your turn.

*Events that happen "at the end of an activation" will apply to a unit if any member of the unit was activated.

*Events that happen "at the end of the turn" will apply once neither player can activate any additional units.

*Terrain requires common sense for your gaming table as regards features that are obviously impassable to a particular figure.

*Battle Conditions are intended to be used in all games. Of course, your table, your rules :-)

*Combat can cause units to be dispersed and incur the penalty for being broken up.
This is intentional, though it may be adjusted in the future if it becomes a concern with players.

*Units are not currently calculated using a formula. This may change.

*Spin-off games have been considered and at least a few are likely.
If they happen, they'd likely be stand-alone and receive more limited support.

*User contributions are welcome. I will draw up something formal soon.
If you want to make units and put them on your website, go for it.
If you want it published, let me know, but due to the intended pricelevel of expansion packs (1-2 dollars), you'll need to be in "labour of love" mode.

*Scenario packs are not planned this second, but are a distinct possibility.


*Accuracy and Ranged Skill seem to do the same. Accuracy is mainly included for units with multiple weapon systems/attack forms. It also allows us to add abilities later that negate Accuracy but not RS or vice versa.

*Stats can be negative. For example, a separated soldier with a Ranged Skill of 0 would shoot with a -1 modifier.

Last Era update 1

Last Era has received its first update as well, adding a ranger/elven archer style unit, a bit more background info, 20 traits for people wanting to make some home brew units, several rules tweaks, "skirmish mode" optional rule and a few other new pieces.
Units in closed formations now get a morale bonus, helping them advance against missile troops (this was a rule during testing but I was uncertain whether to include it. In the end I decided to do so)

Blast Pistol update 1

The first update to Blast Pistol is now live.

This adds quite a few clarifications and rewordings throughout the rules.

An optional rule (Skirmish mode) has been added, as well as a new core rule for vehicle mobility types.

The background information for each unit has been expanded and an additional unit has been added to the game, inspired by the old "Trencher" figures from Warzone.

Some reorganisation has also taken place.

Most excitingly, the unit builder section is added.
This provides 20 traits you can use to help build your own units.
Note that Blast Pistol currently does NOT use a formula for points values. This means you have to eye-ball values.
This may change in the future, depending on feedback.

Saturday, 11 June 2016


This blog serves as a sister site to the main Nordic Weasel blog located here
This site will serve specifically to track news related to the two "Living" games from Nordic Weasel: Last Era and Blast Pistol.

As these systems will see frequent tweaks, updates and additions, it felt better to give them their own blog, rather than clutter up the main site.