Indomitable RPG

Each of the players is represented by a young Gaul who is just starting out in a certain unconquered and indomitable Gaulish Village. They are nephews and nieces of Vitalstatistix, Getafix, Fullyautomatix, Unhygienix, Cacofonix, Geriatrix, Asterix and Obelix (but not Dogmatix).

In this RPG the characters are young Gauls who aspire to become like their famous uncles. Each adventure normally begins with them being offered a chance to carry out a mission for Vitalstatistix the Chief, or Getafix the Druid. Occasionally adventures might come from other famous characters.

Initially these adventures will be close to home. Local towns, the Roman Encampments, the sacred woods  and shores of their homeland are all ripe for low-level adventures. Later adventures will take them further afield. Such places as the wet shores of Brittania, the gloomy woods of Germania, the glory of Imperial Rome and the exotic River Nile all beckon to ambitious young Gauls.

This is a strictly tongue-in-cheek set of roleplaying rules which are fun to play – especially if you’ve had some red wine and maybe a boar ot two…

The full Rules are here: Indomitable


The Third Age RPG

These are a set of roleplaying rules that seek to reproduce the magic and heroism of Tolkien’s Middle Earth in the Third Age. At the end of this age was the War of the Ring, who’s heroes and exploits are well-documented in Tolkien’s epic  history – The Lord of the Rings.


This game, however, is set before the end of the Third Age, when things were far less black and white. The evil of Sauron reborn had not yet come to full fruit and the world of men and elves was disunited and tottering upon the very brink of eternal darkness. In that time many heroes died unsung in the fight to reveal Sauron’s byzantine plans, and the One Ring lay still in the hands of Gollum, deep in the Misty Mountains.


The players take on the roles of minor heroes on the side of the Light, struggling to defend the free peoples from an, as yet, nameless evil. They will interact with many of the people who later come to prominence at the end of the age, such as Gandalf, Radagast, Elrond, Thorin Oakenshield, Gwaihir, and a host of others. They will also find themselves in opposition to devious Goblin Kings, savage Trolls, ferocious Warg pack leaders, sinister Wights, the Nine and a horde of their minions. They may even hazard facing the Necromancer at Dol Guldur once they are of sufficient power.


The full Rules are here:  Third Age RPG v2


Blaster D20 RPG

Blaster! is an attempt to recreate the magic once held by Traveller. It is a hard science fiction game with a simple and internally consistent set of core rules and game mechanics. Although it is supported by a detailed background these rules can be quickly adapted to any SF universe you could want to devise (or borrow).

This game’s focus is on the extraordinary Heroes that the players create. You will quickly discover that the characters this system encourages are larger than life and almost cinematic in quality. Hey, if you want to play a down-on-his-luck, droid service engineer that’s up to you. Personally I’d prefer to play a High-G World, former Corporate Marine on the run from the Southern Cross Organisation, who’s battling to prevent Ancient Technology from falling into the hands of rogue AI Terminators. Or perhaps a gorgeous Belter Star-pilot trying to break the bank at an Orbital Casino while her crew ambush an alien courier. Or even a veteran Farsider Trader leading his men into the desperate pursuit of Rim Pirates who have his patron’s daughter in their evil clutches.

This game is much more Flash Gordon than Star Trek. A universe where small starships abound (for reasons explained below) and a handful of good men can still play a major part in the future.

Game Philosophy

This is an abridged version of the D20 rules that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of core D20 could be used without any serious conversion.

The full Rules are here: Blaster D20 Microlite

Pendragon RPG

It is the mid-5th Century. The Roman Legions left Britain a century before and the land is now divided into a dozen rival kingdoms. From over the sea the refugees of the shattered empire and the waves of westward migrations arrive in ever greater numbers. The old Gods are still dominant, but now there is a new God with ambitious and persuasive missionaries. The last gift of an ungrateful empire – Christianity.


Amongst this chaos a ruthless man tries to forge a single nation and fails. Uther, called the Pendragon, dies with unity within his grasp, betrayed by his own lust. The great druid Merllyn goes into hiding with the tyrant’s infant son, and the cycle of civil wars continue.


Into this mix of war and politics this game introduces all the mythic elements of the time: Druid Magic, Christian Miracles, the Sidhe, the old Gods, and the magical nature of the land of Logres itself.


It is now that the Characters begin their careers during the upheavals in the mythic Britain of the 5th-6th Century. They will be adventuring as the events surrounding Uther Pendragon, Merllyn, Arthur, Morgaine and the Grail all come to pass. They may even become Knights of Arthur’s Court.

Game Philosophy

This game is based around the microlite version of the D20 rules that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where all of the resources of core D20 (monsters, spells, adventures and equipment) could be used without any serious conversion.


You can find the Rules here: Pendragon D20

De Bellis Americanus Civilis

This is an attempt to expand upon the DBA rules and make them applicable to the American Civil War.

The most signal difference between these rules and DBA is in the organisation and number of elements. Regiments of both infantry and cavalry have a number of elements. This allows the deployment, movement and use of the regiments in a way that reflects the formations and tactics common in that war. As a result the number of potential command points available for use is doubled. Also the standard DBA rules for the movement of groups of elements is replaced by the rules for regimental formation and movement.

This makes this game fall between the small tabletop engagements that DBA provides and the much larger ones you can have in DBM. In play it is almost as simple as DBA, thereby not going into the excess complexity of DBM. In game terms these rules are useful for representing conflicts between small, all-arms divisions, rather than full field armies. Ideas for expanding this game to Corps level are explained in the General Design Notes at the end.

Overall this game is as much about effective deployment and manoeuvre as it is about firepower. There will be a few turns of movement before the forces proper come into firing range. The correct use of formations and roads will be critical to this.

As with all rule sets the following should be applied :

1.       Rules are for the blind obedience of fools and the guidance of wise men.

2.       The point of this game is to enjoy refighting the Civil War, not each other.

3.       Amend, bend and ignore these rules as you see fit to meet your own, agreed, objectives.

The full Rules are here: De Bellis Americanus Civilis

Forge Of War

This set of rules is born of frustration with many mainstream and professional rule sets for this genre. Most of these treat the figures as automata and rarely consider the view from the foxhole, except with highly abstracted break/flee tests.

The idea was to produce a set of rules that could be used with any range of SF figures and their background.

I was also fed-up with the almost universal IGO-UGO mechanics of many of the more popular rule sets. This meant in reality that the gamer who got the first turn got an almost totally unfair advantage over his opponent.

These rules are based around two key mechanics, the Activation Roll and the D-marker:

The Activation Roll is an attempt to break away from the taking turns mentality of the more popular rules sets available for this ‘period’. In those rules one player can move, fire and attack with every single unit before his opponent can do anything, regardless of the skills, readiness or order of his units.

The Activation Roll makes the Player-General consider carefully which units to activate, and in which order, because to fail an Activation Roll passes the initiative to his opponent. It also makes him use his valuable leaders carefully as they often have higher command values than ordinary troops and are best used leading their men than zooming around like helicopter gunships.

The Activation mechanic represents the fog of war and the responsiveness of units to commands from their HQ which may have been made without an accurate understanding of the situation from the point of view of that unit.

The D-marker impacts considerably on the example above. When a unit or leader takes hits it has a choice. It can lose figures or take D-markers. The ‘D’ stands for Disorder, Disorientation, Demoralisation and Damage. A unit can only have a limited number of D-markers on them at any one time depending on their training and experience, and each marker places negative modifiers on their Command, Shooting and Fighting values (as described later) as well as their ability to move quickly.


This set consists of:

1. The Basic Rules: Forge of War – Second Edition (Word Version).

1.1 The Basic Rules: Forge-of-War Second Edition  (PDF Version)

2. Suggested W40K force lists by Kyle.forge-of-war-stats1

3. Suggested W40K Weapons Stat’s by Kyle.weapons


Since FORW was originally published  in January a development team has formed on a dedicated Yahoo Group. They have been beavering away on the second edition which we hope to publish in April. This clarifies all the parts I left hanging in the original set and has been based upon many hours of play testing.

Suggested AT-43 Stats: forge-of-war-at43-stats


One of these is Adam, a fan of AT-43. He has created a set of stat’s to make FORW work for that game. I have absolutely no experience of these rules so I’ll leave this entirely up to him 🙂

Diabolical RPG

This is a game set in a medieval world where the gods have either fled or have withdrawn their blessings and protection from the majority of the population. As a result it is coming under increasing attack from Diabolic forces. A number of Diabolic Princes are competing to convert or conquer the nations of men and all that stands between them and victory are a few bands of heroes.

These travel from land to land on quests to drive back the forces of the Diabolic Princes. Sometimes they are successful, oftimes they are not.


Some readers will quickly recognise that these rules owe a considerable debt to the Diablo series of computer rpg’s, especially Diablo II. Unlike the previous D&D version though, these rules and the setting have not slavishly copied the computer game, but transferred its core ideas to a simpler format and similar setting.

Microlite D20 Game Engine

This is a reduced version of the D20 rules that has been designed to be quick and easy to play. The goal was to create a simpler game, but one where many of the resources of core D20 (monsters, spells, adventures and equipment) could be used without any serious conversion.


The rules are here: diabolical-d20