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Saturday, 23 December 2017

R40K Wounds and Energy (R40k)

This particular post describes some experiments I've trialled, tinkering with Rogue Planet's Energy Pool and Damage/Wounds mechanisms.  I've tossed and turned on this one... if your interested in my thinking, read on...

Friday, 22 December 2017

Sharing the love...

Recently I introduced one of the local Dads from my kid's primary school to wargaming and he had quite enjoyed the experience. So we organised a second intro-style game to Rogue Planet and once again it was a lot of fun.

We played a 'Whispers in the Dark' scenario (inspired by In The Emperor's Name! campaign supplement) where each faction was attempting to escort the same informant off the board whilst trying to stop their opponent from doing the same.

Our Forces were pretty evenly matched points-wise with Luke's being an Imperial Guard and mine kind of Genestealer Cult inspired.  A cunning move by me saw my hero/leader dash out, grab the informant then use the rest of the force to screen whilst he made off with the prize.  All too late Luke realised the error of his ways and despite a heroic attempt by his Commissioner, he wasn't able to turn the table.

Highlights of the night?  Probably in the closing turn of the game when the Commissioner intercepted my leader only to have be thrown back into a cooling tower thanks to my leader's Power Glove.  If we played it again I'd likely redo the terrain some - we inadvertently created something of a nomansland which didn't help Luke's cause any.  Also I forgot to use/employ my Psyker powers... well there's always the next game.  Then again the game took about an hour and we even had time for a quick last-man standing-type affair before we had to call it a night.  No complaints, it was a good time.

Interested in trying it yourself some time?  Here's the link to the army lists we employed.

As for the next game(s) I'm currently painting some Chaos Cultist and Space Marines, so the possibilities are endless :-)

I've tried some different techniques on this batch of miniatures including base coating with black then applying a 45-degree angled, overhead white spray prior to a wash.  Only then hitting detail and maybe finishing up with further washes and dry brushing.

I'm quite liking the result (maybe not my colour choices so much) and enjoying the whole experience.  With the stock of mini's I've built up during 2017 I've got plenty of opportunity to hone my skills further during 2018 👍

Thursday, 14 December 2017

R40K Weapons (Rogue Planet)

Rogue Planet has a neat system for costing weapons: it's mix-and-match with each characteristic having an implicit cost.  For the sake of my sanity, as much as anything* here's my notes as to how I've translated various W40K-style weapons into Rogue Planet profiles, point costs and description of associated house rules.  The list isn't exhaustive, rather it reflects our model's weapons and therefore is those we use in our games - there's a significant pile of WIP accumulating in the house, so don't be surprised to see this list grow in the future.

Rogue 40,000 "R40K" (Rogue Planet)

The Warhammer 40,000 universe is a great setting for miniature wargaming and I've enjoyed playing the same using the Rogue Planet rule system.  I've taken some time to capture and share some of the details relating to the integration of the two great franchises.

Friday, 8 December 2017

Empire of the Dead (Gaming)

Last night at Nunawading Wargames Association I played a 4-way game of Empire of the Dead.  Great fun!  Nice and simple rules, a good scenario and an awesome collection of scenery and miniatures to top it off.  The time flew with the faction of Gentlemen just coming out trumps largely thanks to copious discombobulation (if you played the game you'd understand the reference).  With werewolves, cultist and a rather dapper team of hunters, there was plenty of diversity and entertainment to be had.

Will I play it again?  Sure, it was fun!  Can't see myself packing in the sci-fi for 28mm Victorian Steam Punk, but having vegetable carts (complete with carrots, cabbage, potatoes but alas no turnips) was inspired... actually there was some serious discussion as to how one could incorporate vegetable factions in other settings.  Mmm...

Tuesday, 5 December 2017

Firebase One-Five Libuscha Prime (Rogue Planet Scenario)

Charlie and Paddy deploying Skullguttah's Orks
without any regard for their old Dad's feelings!
Reading the In the Emperor's Name! rules recently provided me with a little spark game-wise.  I've always been a fan of the W40k fluff/meta, so having a set of rules that focused on smaller, warband-style scale action was just what the doctor ordered.  In addition to borrowing a few of the game's concepts (e.g., some of the warp powers as additional Sorcery and Psionics) the rules also have a handful of scenarios that could easily be adapted to other games - not to mention the campaign rules that I want to try sometime!

Monday, 4 December 2017

Terrifying (Rogue Planet Pawn)

Rogue Planet has a novel way of both applying and reflecting 'special powers' in the game, and that's through the use of Pawns or "Prawns" if you happen to be a Berman child.  Not only are Pawns limited to a force's Leader, they are also represented as miniatures on the table.  For example, the Fire Support Pawn gives the leader a buff when shooting - to reflect the same in the game, you might include an additional miniature of a guy, girl, robot, alien or whatever sporting a gun.  It's a clever mechanism that adds to the spectacle on the table and can easily be incorporated into the narrative during a typically characterful Rogue Planet game.

W40K factions and characters have various defining traits that IMHO make the game's meta so alluring.  For example, Deamons are terrifying, Tyranids share a group consciousness, Space Marines "Know no fear" etc.  What I've attempted to do is reflect one such trait as Pawns that can be incorporated into Rogue Planet to provide some W40K-ish flavour.

Terror (Pawn)

Some figures are considered 'Terrifying'. Unless there is an ally unit closer to the terrifying unit, all actions directed towards a terrifying enemy incorporate a Rogue Die related skill check.  Some examples of this concept:

  • Engaging or Charging a Terrifying figure would require a Skill Check + Rogue Die.
  • Counteracting a Terrifying figure using Intercept or Counter Charge would include an additional Rogue Die to counteract the counteraction's Rogue Die (trust me, use an additional differently coloured die).

A figure that wishes to move closer to terrifying enemy (i.e. become the closest ally to the terrifying unit) must first pass a skill check with a Rogue Die included.  If the skill check fails, in addition to the usual failure-related penalty, the terrified Unit remains stationary, paralysed with fear.

Finally, being the closest ally to a terrifying enemy is, well, terrible.  The closest enemy unit to a terrifying opponent need also include a Rogue Die for any Action or Counter directed towards the terrifying unit.

One thing that I've mucked around with some is extending the Leader's pawn(s) to the force as a whole.  For example, a Deamon leader might have the Terror Pawn but then making all Deamon's in the force benefit from the same.  I can't say I've got it quite right just yet, but what I've experiemented with is strategically placing the Pawn.  Basically the Pawn either stays with the Leader else it can be moved by the Leader like any normal Move Action.  Whilst ever the Pawn is in LoS of an ally, the ally benefits from the Pawn but the Pawn also need stay within LoS of the Leader (only worrying about hard cover here, not friends or foes.  If the Leader moves out of LoS, the Pawn is automatically placed within FX Range of the Leader.

Interestingly the above promotes unit coherency - not something that's often considered when playing Rogue Planet, but without it, something the game's story suffers.  Hey, it's worth a try (maybe a 2nd Edition Rogue Planet inclusion some day?).

Friday, 1 December 2017

Sorcery & Psionics (Rogue Planet)

Rogue Planet's use of the Apocalypse Engine mechanics makes for an elegant, universal resolution mechanism - coupled with the use of Rogue Dice, it's amongst the rule's defining features. It's very easy to get the hang of and the fact that it's also applicable to the 'Sorcery & Psionics' rules makes everything rather neat and intuitive - a universal resolution system (my mate Rob had a term for it, but I can't remember what it was). Not to mention a way of ensuring that such powers are subject to chance and can backfire!

What Rogue Planet hasn't currently got is a lot of sorcerous nor psionic powers.  Fortunately there's lots of material on the interweb generated by fellow enthusiasts that's easily adaptable and works a treat. The following list heavily borrows from the Psyker Powers Table included in the In the Emperor's Name! - a W40K inspired skirmish rules - here's the link to their Closed Group homepage on FaceBook.  Also, Mayhem, another of Brent's Spivey's games (Brent also authored Rogue Planet) had some useful ideas that I've borrowed... I'm sure Brent won't mind.☺

One thing I've done is used FX Range determination for most things. I've found that this really adds to the drama regardless of whether moves are being measured (like we're playing at home) or otherwise. Finally I have been playing around with Credit Costs for each power, but not too seriously: when we're playing, these type of things are typically awarded as part of a scenario so balance isn't our primary concern.

Jan18 Update: here's a link to the Sorcerer and Psyker Casts in pdfs.  If double-sided printed, they provide cards for 18 different Casts including those available in the core Rogue Planet rules.  We've found having them on hand adds to the game and also means we are able to (and do) introduce random selections as well.   PS there could be some slight variation between the cards and what's written below - who want's to proof read when you can play!

Sample of one of the two pdfs.

Armour (Sorcery and Psionic)

A once crippling blow is now evaded with ease.

Sorcerous Effect:upon a successful cast, the Target is granted a defensive Rogue Die against all DEF-related attacks. If the Target is already equipped with Powered Armour, then an additional Rogue Die is granted.

Psionic Effect: upon a successful cast, the target's DEF is boosted by +1. This may boost the Target's DEF beyond the normal ceiling.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weapon (Sorcery and Psionic)

Aggression is amplified and rewarded as foes are smitten with abandon.

Sorcerous Effect: upon a successful cast, the Target is granted a single offensive Rogue Die for all DEF-related attacks i.e. for Shooting and non-defensive Melee.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are boosted by +1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weaken (Sorcery and Psionic)

Enemy blades are dulled, their weapons misfire and their strength is sapped.

Sorcerous Effect: upon a successful cast, all attacks on the selected Target are granted a automatic offensive Rogue Die (maximum of one). If the Target is wearing Powered Armour, then their Power Armour's Rogue Die is cancelled.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are debuffed/reduced by -1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Command (Sorcery)

Befuddled, ally turns upon ally, performing the sorcerer's dirty work for them.

Sorcerous Effect:  upon a successful cast the Target can be commanded to perform an Action such as Shoot, Move to Engage, Charge, Melee or Throw their nearest alley. Multiple Action Points can be expended, forcing the target to perform multiple actions (subject to the usual limits relating to consecutive Actions) and the associated Casting Skill Check can either be resolve as a single or series of consecutive resolutions at the Caster's discretion.

Application: any unit within FX Range and in line of sight of the Caster.

Terror (Psionic) terrify

With a deft touch of the mind, the embers of fear are fanned and stoked.
Psionic Effect: whilst in effect enemies need to pass a Skill Check prior to any attempt to attack the Caster or approach closer than FX Range to the Caster - range is determined only after the enemy declare their movement. Failure of that Skill Check both grants a standard Move to the Caster's force and the Caster can Move the enemy in any direction away from the Caster.

Application: the effect remains in place until the commencement of the Caster's Force's following turn.

Sorcerous Gate and Psionic Path

Through sheer force of will this reality is sidestepped and bypassed.

Sorcerous Effect: The Caster creates a clear FX Range path through an area of soft or hard cover directly adjacent to himself. Other Units (including Enemies using Counter Actions!), but not the Caster, can move along the path in single file, until it fades at the Caster's Force's Turn's end.

Psionic Effect: The Caster may move FX Range, unhindered by cover, enemies or even mountains. The Move must begin and end in an open space.

Barrier (Sorcery)

Mystic powers call forth a magical barrier, protecting and hiding the sorcery from foes.

Sorcerous Effect: The Caster can conjure up a barrier that can block their enemies approach and line of sight.  Upon a successful Cast, the Caster makes a FX Range check. The Caster then can split the resulting FX Range between a distance from the Mage and the length of the barrier.

The barrier dissipates at the commencement of the Caster's Force's following Turn.

Clear Sight (Psionic)

When all dimensions are accessible, there's nowhere to hide.

Psionic Effect: The Caster can perform a ranged action (typically Shooting but also applicable to some Melee-related Actions) at an enemy figure, even if they are concealed by cover or if line of sight is blocked, up to FX Range. Furthermore, the cover gives provides no protection.

Sunday, 26 November 2017

Libuscha Prime Buildings Part 2 (Terrain)

Following on from my original batch of buildings, I organised myself some and pumped out another nine 5.5" square building blocks this weekend.  My vision/objective was to create 4 sets of 6 blocks (i.e. 24 in total) that could be stacked in a variety of combinations allowing me to create a battlefield that had lots of different heights and levels.  So this is where things ended up:

Saturday, 25 November 2017

Sewer Chaos (kind of battle report)

The boys and I had a great, fast-pace game today.  All up it took about an hour and the rules were a bit of a mash-and-bash, borrowing from Rogue Planet (Skill Checks and Rogue Die); The Battlefield (Spawning and Unit attrition) and with a little splash of Terminator Genisys (Fate Die) for good measure not the mention the whole Warhammer 40,000 vibe!

The map and deployment was a pretty simple affair: buildings to the SE and NW, tunnels to the NE and SW and only a little bit of cover in the map's centre.

Alex and I played the Chaos Space Marines emerging from the tunnels and Paddy and Charlie managed the Imperial Guard, making their last stand.  The Chaos Marines were charged with destroying the Guard and the Guard were required to block both the tunnels.  The Guard had the advantage of numbers (initially) and Chaos had (generally) harder to kill troops.

The turn sequence resulted in each side either be awarded 2 Actions, 4 Actions or rolling a Fate.  Fate resulted in another Chaos Marine being randomly spawned from a tunnel and the turn automatically reverting back to the Guard.

There wasn't much more to the game than that.  Paddy and Charlie initially got stuck into a shooting match with Alex and I, but it slowly became apparent to Paddy that he wasn't actually winning: instead, slowly-but-surely more Chaos Marines were arriving on the battlefield and picking off the Guard.

The game was remarkably balanced and it felt as though it could have gone either way a number of times.  Highlights included a Terminator taking on a huge number of Guard, providing the necessary distraction that allowed further Marines to be spawned.  Late game, Paddy made a point of taking out the disabled enemy, which had Alex and I down to a single Marine at one point.  Then we rolled Fate 3 or 4 times consecutively and suddenly Paddy was fighting for survival.

In the end Paddy was down to about a fifth of his entire force and he managed to slip a Trooper past our remaining Marines to close the NE gate and win the game.  Paddy's victory dancing could have driven the Chaos Marines back to the warp alone!

If anyone wants to try the rules, drop me a line and I'll punch them out for you.  Cheers!
Three brothers sitting down playing a game with their Dad.
The simple things in life are almost always the best.

Thursday, 23 November 2017

Wounds (Rogue Planet)

A few more 'house rule' experiments layered onto Rogue Planet.  There are lots of things I like about Rogue Planet - hell I wouldn't have stuck with it this far if I thought it didn't have legs - however, there's one thing that just hasn't seemed to work during our family games: the Energy Pool.

Tuesday, 21 November 2017

Storage Tanks (Terrain)

Whilst I've been working on rolling out a huge number of modular buildings, I've also been collecting tin cans.  Why?  I saw the following image on FaceBook recently and thought "Hell, I reckon I could do something like that!"

Sunday, 12 November 2017

Libuscha Prime Buildings Part 1 (Terrain)

The Libuscha setting has been taking shape in the collective Berman hive mind for almost a year.  It's kind of cool how the more we play in this make-believe setting, the more real the setting becomes - maybe there's some sort of positive feedback mechanism at work?   Whatever, I'm not complaining, as it's a hell of a lot of fun to be playing with the kids and also having an opportunity to exercise that creative side of my brain that has been apparently hibernating for a few years.

Monday, 30 October 2017

Halloween Plant life (Terrain)

Recently I visited Dakka Dakka which had a great article from yesteryear detailing a Cheap and easy way to build a Tyranid mycetic spore.  So, during the course of the weekend, Alex and I were left to our own devices for much of Sunday and we spent some time doing stuff in the shed.  "Stuff" = spray paint, melting, cutting and other fun things.  Later that day Charlie gave me a hand with the painting and the resulting labour of love was a delight.  Something tells me we might be making a few more of these little beauties and our Banksia might have a run for their money... I'll have to work out some stats for this thing and use it in a game pronto!
"Okay Disco Steve, don't do anything rash now - we don't want to excite the plant..."
There's a few more shots in this album.  BTW here's the inspiration for our plant.  Awesome.

Wednesday, 25 October 2017

Focused Actions (Rogue Planet)

One of a few layouts I'm preparing for some future games.
We've been mucking around with Rogue Planet's published/semi-official (?) "House Rules" by Thibault Bloch a few years ago and are included in zip file when you buy the rules from Wargame Vault.   Some great elements in there to add something of a Necromunda feel to the game.  Amongst the things that have worked for us are Climbing, Vaulting, Jumps & Falling (ouch!) rules, Brutal Impacts, Parry and Specialised Rounds (very Judge Dredd), not to mention the Scenario Generator (Main Plots, Deployment Options and Extra Circumstances).  All great stuff.

So onto another House Rule we're trialing: Focus What's "Focus"?  By way of illustration, a unit taking extraordinary care in lining-up and aiming a shot could be said to be focusing, and in doing so, the likelihood of the focused shot's success is increased (relative to an standard, unfocused-action).

I arrived at the term Focus because the concept of trading Action Points for better odds can be applied to a lot of situations.  It allows for some additional tactical decisions and narrative opportunities without being a burden to track and apply, which is really keeping with and enhancing those features that already make Rogue Planet such an elegant system.

I've been busily preparing a new collection of terrain to run a few themed scenarios/games for the kids.  Presently at least, I've got a vision of asymmetric forces - kind of hold out against the horde - where the 'weaker' force might make use of focused actions to (hopefully!) tip the battle in their favour.  I especially like the idea of using FOCUS + SUPPRESSION to really tie-up a horde charging across no man's land intent on storming an entrenched position.

You might notice that FOCUS+ SHOOT and FOCUS+MELEE both result in a fleeting, temporary increase in either RAT or CQ.  The thinking here is that a focused attack can be materially more effective than the buffs usually awarded for (for example) attacking from higher ground.  I imagined a group of Imperial Guard foregoing an opportunity to fall back and instead focusing their fire on the Group of exo's storming their position - the increase in RAT provides the opportunity to inflict more units of damage than might otherwise be possible.


The FOCUS Action provides the means for units improving the odds of success of a subsequent Action - performing two or three consecutive Actions in a Turn is termed 'chaining'.  A variety of FOCUS-chained Actions and their application are detailed below:
FOCUS + MOVE: +1 Skill Check buff e.g., DISENGAGE or TERRAIN
FOCUS + CHARGE: +1 Skill Check buff
FOCUS + SHOOT: +1 to the Attacker's RAT
FOCUS + CAST: +1 Skill Check buff
FOCUS + MELEE: +1 to the Attacker's CQ
FOCUS + CAST: +1 Skill Check buff
Buff calculations are subject to the usual +3 ceiling.

FOCUS can only be applied during circumstances where the activated unit undertakes two consecutive chained Actions.  Some Actions/Traits already incorporate a Focus-like feature meaning they cannot normally be further buffed using FOCUS.  For example:

  • A non-heroic unit armed with a Carbine might use FOCUS to increase their odds of making a particularly important shot (FOCUS + SHOOT = 2 Action Points)
  • A non-heroic unit armed with a Hollow Point Round Carbine is unable to use the Focus with SPECIALISED ROUND LOADING as only 2 consecutive Actions are permitted and SPECIALISED ROUND LOADING must be chained with SHOOT.
  • A heroic unit armed with a Hollow Point Round Carbine is able be able to use the FOCUS + SPECIALISED ROUND LOADING + SHOOT (3 Action Points) as only heroes are permitted to chain 3 consecutive Actions in a Turn.

FOCUS cannot be used to enhance Counter Actions - an Action can only be countered by a single Counter Action.

The FOCUS Action does not directly provide the opponent an opportunity to initiate a Counter Action, however the Action subsequent to the FOCUS (e.g., SHOOT) can be Countered as per normal/standard rules.

Wednesday, 18 October 2017

4-way all in brawl (The Battlefield: Miniature Modern Warfare)

On the weekend we had a quick 4-sided/way game of The Battlefield: Miniature Modern Warfare with Harriet using the Dark Eldar, Paddy with the Chaos Space Marines, Alex using Orks and Charlie and I leading the Necrons.

We played a slight variation of the Death Match Game Mode (pg 39 of the rules) which is pretty straight-forward: normally points are awarded for enemy 'kills' and the first team to score 25 points wins.  In the interest of time - we had less than an hour before dinner to setup, play and pack everything away - we played to 15 points, limited the number of Units to a max of 3 per Team and made them default Assault (with Bipod) and stuck with 9 CAP per player per turn - nothing too difficult.

The game played fast and furious with Alex's aggressive attack on both the Necrons and Chaos Marines racking up a few points but then he went too deep and was cut down in crossfire between the two forces.  Paddy's attack rolls were amazing (Crown Casino watch out) regularly achieving multiple successes thanks to exploding 6's.  Harriet was a lot more conservative than her brothers, hugging terrain and focusing on Paddy's units, one-at-a-time. 

In the end Harriet was victorious with Charlie and I coming a close second.  This picture says it all:

Whilst I must admit, I prefer the manner in which Rogue Planet keeps all players continually immersed/invested in the game (through the Counteraction mechanism), The Battlefield has lots of features that makes for an exciting game.  The manner in which cover is resolved, occupation of terrain and spotting works very nicely.  And Spawning: the kids love the fact that they can respawn their downed units and rejoin the battle.  That coupled with the opposed combat die rolls kept their attention.

I'm continually amazed at the kid's ability to comprehend complex things like The Battlefield's Overdrive system - maybe it's just not that complicated?  Sure I helped them consider options etc, but one thing that definitely helped everyone in that regard was having the following cheat-sheet/card handy:

That card, coupled with providing the active player with 9 CAP tokens/stones/gems made for relatively quick rounds - I think I only had to reference the rulebook twice during the whole game.  Big Tick.  Often the Card would be snatched out of my hand so that they (not I) could work out their sequence of Actions in their head (tactical planning and some mental arithmetic ✅) without letting onto their opponents what they were considering.  It made an old man smile.

PS we also used the Card's side as the standard Unit's Movement - no need for tape measures and rulers people! 

Actually, when preparing for the game, I reviewed the rules and realised that I'd misunderstood - previously I was calculating CAP cost using Base to the power of the Action, not a multiple of the Action e.g., a third Shooting Action should cost 6 CAP (2 Base x 3rd Action), but I was applying a cost of 8 CAP (2 Base ^ 3rd Action)*.

*Funnily enough it actually worked and REALLY forced one to think hard whether and how far to put a Unit into Overdrive... might be worth testing again in the future... maybe a mechanism that could account for troop quality??

Sunday, 15 October 2017

Suppressive Fire (Rogue Planet)

If you've been following this blog for a bit, you'd be forgiven for thinking that I've found Brent Spivey's Rogue Planet something of a revelation: a flexible, fast and feature packed set of rules that are quick to communicate and provide the means for a whole lot of deep tactical play.

"Wait for it... wait for it..."
I'm always on the lookout for something a little different and I thought I'd also try my luck with Brent's earlier game The Battlefield: Miniature Modern Warfare.  Now the game is quite different to Rogue Planet; however (and not surprisingly) there's some common threads in the design.  One feature of The Battlefield that's caught my eye is Suppressive Fire - and it struck me: Rogue Planet doesn't really have a Suppressive Fire mechanism.  Sure Heavy Machine Guns provide for a Driving Fire Attack (along with Heavy Fire and Bound Manoeuvre) but it isn't quite the same.

Rogue Planet's Driving Fire mechanism can dramatically increase the shooter's ability to hit their target and if successful, rather than inflicting damage, it forces (drives) the target away from the shooter.  Want to push those nasty bugs back some?  Flick your machine gun to Driving Fire and let it rip.  But that isn't exactly how I envisage/imagine suppressive or covering fire.

The Battlefield also allows (some) Units the ability to forego the opportunity to damage a target and instead subject them to Suppression (page 31).  The exact mechanics really require a broader appreciation of the game's rules, but in a nutshell, there's a better chance of suppressing a target than harming them directly and upon the successful suppression of a target, the target is subjected to a Command Action Point overhead or penalty until it's expressly negated by the suppressed player.

That was a bit long-winded.  How about: (1) it's easier to suppress than harm a target, (2) to activate/order a suppressed Unit requires more Command Action Points than otherwise and (3) that CAP overhead remains indefinitely until the owning player actively negates the same.  Consider:
Support Team A successfully lays down suppressive fire on Assault Team B.  The net result of the suppressive fire being 3 Suppression Tokens being applied to Assault Team B. 
Now in order for Assault Team B to perform any 'normal' action, they first need to expend 3 CAP to wipe their 3 Suppression Tokens.
One thing that I've been trying to simulate in Rogue Planet (using our slightly modified rules that incorporate measured moves) is a charging and defending an entrenched position sort of thing.  Now while Rogue Planet's Op Fire Counter Action works quite nicely in this regard (even if the odds of success aren't fantastic) it still doesn't feel quite right either.

As to when Suppressive Fire can be played, I've toyed and we've tried making it solely a Primary Action ("Lay down some covering fire - Alpha Team get ready to roll"), Counter Action ("There's the charge lads, now make them hug the ground") and both. Putting my mind to it, I've come up with the following house rule when playing Rogue Planet.


SUPPRESSIVE FIRE simulates an attacker firing their weapons at the enemy to force them to stay in cover, to reduce their mobility and their ability to return fire and reconnoitre a position.

A unit may initiate suppressive fire on a single enemy unit for the same Action Point (AP) cost as any other Shooting Action (typically 1 AP) available to them and are subjected to the same buffs and debuffs as per Shooting Actions.  For example, a unit equipped with a Machine Gun may combine a Heavy Fire Attack with SUPPRESSIVE FIRE to generate a +3 bonus for a total cost of 2 AP, a Flamer can be employed to suppress a Group with a +2 bonus and whilst using a Carbine provides a +1 bonus when attempting to suppress Lightly armoured targets, against Medium, Heavy and Groups, there's no buff to be had.

SUPPRESSIVE FIRE attacks require a skill check that will be based on the ranged attack skill and defense rating [RAT vs. DEF] of the units involved.

SUPPRESSIVE FIRE must target the closest enemy unit that is a valid target.  Enemy units that already engaged in melee or are already suppressed MAY be ignored.  Unless benefiting from a special rule, suppressive fire requires line-of-sight.

As a Primary Action
Upon declaring a SUPPRESSIVE FIRE action, the attacker need make a Skill Check and apply the following success-and-armour related results:
Partial and Total Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).
Critical Success the application of Suppression Tokens equal to the attacker's RAT.

Partial Successes cause the application of 1 Suppression Token.
Total Success or Critical Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).

Partial and Total Successes cause the application of 1 Suppression Token.
Critical Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).
A (standard, non-ROGUE related) Failure allows the Opponent may make two MOVE actions with two separate units.
A Critical Failure allows the Opponent may make two MOVE actions with two separate units and causes a Suppression Token to be applied to the firing/suppressing Unit.
As a Counter Action to a MOVE or CHARGE
The MOVING or CHARGING model must make a Skill Check with a ROGUE die.  
If this causes the MOVE or CHARGE to Fail, the active unit receives Suppression Tokens equal to the result on the ROGUE Die.  
If the Skill Check is failed normally, the moving unit is STAGGERED from a location along the active units movement path selected by the countering player.
 Suppressive Fire Counter Action - Dodge
Units being targeted by SUPPRESSIVE FIRE may declare a DODGE Counter Action.  If the ROGUE die causes the SUPPRESSIVE FIRE Action to Fail, the dodging unit may make an FX roll and move up to that distance.  
Note, in such circumstances (1) only one additional MOVE is made available to the team being targeted by SUPPRESSIVE FIRE, and (2) the additionally moved unit cannot be the same unit that was targeted by the SUPPRESSIVE FIRE.
Suppression Effects
Before a unit that has been suppressed can perform any actions, the cost in Action Points must be paid equal to the number of Suppression Points on the unit.
Furthermore, when engaging a suppressed unit in MELEE, attackers gains a +1 buff for each of their opponent's Suppression Tokens.
So there you have it.  We did experiment with the suppression effect automatically reducing the oppositions available AP (for this Turn) and even modifying their AP generation on during the next Turn; however neither felt as 'right' as The Battlefield's Suppression Token mechanism.  Whilst I don't like littering the board with tokens, I can't see an elegant manner in which to otherwise track suppression - if you've got an alternate idea, please shout-out!   I especially like the Critical Failure effect as it easily translates into jamming or something similar at the worst possible moment.  Fun times.

Finally we've been playing that all Missile Weapons are capable of Suppressive Fire but they are no specific Suppressive Fire buffs as such, rather the buffs normally available to a given weapon/unit are applied.

Fortification (Terrain)

You know how it is: whilst sorting out the recycling you happen across something that just says 'make me'.  Kind of sick when I think about it some more.  Be that as it may, in a matter of a couple of hours we've gone from trash to something that's promising to be treasure.

Behold, a fortification type thing!!!

The end result took a few successive attempts at painting to get it right-ish.  I hand mixed various shades of grey and applied them over a mat black undercoat in an attempt to create a little more depth via shadows etc.  I've got some ideas for adding a little more character to the building e.g., some "Zone 16" type things, but that can wait for the moment.

"Nice Echidna, dinner is on its way, just calm down" 

"Jimbo, maybe we should just leave the tin can to it..."

"Where the hell did that green thing come from?  Bloody weeds!"

A little more detail added including firing slits along three of the building's sides (using slotted bases); studs on the roof's barriers (glued on some craft things raided from Harriet's craft supplies); a hatch (flying base + bits) and some detail around the airlock (including some light-type bumper bar from one of Charlie's broken matchbox cars).

A work-in-progress shot pre-roof hatch and other bits and bobs.PS those figures in the shot are 28mm.

Some of the building process.  The roof-top's floor (in yellow) was a bit of textured plastic sold by Safeway as a cutting board.  The bulk of the building was (I think) once held ANZAC biscuits.  The airlock was screw-in plug.  The firing platform was made from card and the eight barriers were excess bits from a deck I built - plenty more where they came from (unfortunately, because they were bloody expensive!)

Wednesday, 11 October 2017

Backdrops and Walls

I have this idea in my head that a good 28mm skirmish game should be playable on something as small as a 12x24 inch board.  Along those lines I've created half a dozen 12x12 terrain boards that I can position together in a variety of ways.  

At that scale however, it always feels like the action could or should spill out further.  In an effort to 'contain the game' I've been toying with backdrops and walls that can be added/removed as the occasion dictates.

Here's some shots of the same, presently I'm up to Prototype #2 with #3 in progress 👌
The rough-and-ready Prototype #1

Two 12x12 boards using prototype #2 - those are some
28mm scale figures in for reference

A somewhat closer shot

How the backdrop/wall holds together - Prototype #3 will likely employ 6 inch walls on what's appearing as the bare cardboard on the bottom of the current Prototype #2.

Saturday, 7 October 2017

Some ramblings about The Battlefield: Miniature Modern Warfare

Lately we've been dipping our figurative toes into another of Brent Spivey Creations games called The Battlefield: Miniature Modern Warfare, which I'll shorten to simply "The Battlefield".

There's plenty to read about online that describes the game at a macro level - how it borrows from many computer first person shooters (FPS) and real time strategy (RTS) games.  Well that's true, it most certainly does - I'll likely do something of a review/battle report in due course.  The game has got some rather innovative mechanics as well - different from Rogue Planet (which we've been playing during the course of the year) - and I thought I'd touch on some of the same with a bit of
teaser. Enjoy!

Command Action Points and Overdrive

Post-script: I've subsequently realised I wasn't calculating Overdrive CAP costs correctly.  Rather than working out at the power of the order count (Base CAP ^ Order Count) it should be a multiple of the  order count (i.e. Base CAP x Order Count).  Rather than rewrite the entire post, I'll just revisit the first example below.  Whilst the application was incorrect, the outcome was spot-on: the more orders you give a single Unit during your Turn, the less your Force will be able to collectively achieve/action.

The Battlefield's defining mechanism is the concept of Command Action Points ("CAP") and Overdrive.  Each Turn, each player is allocated a finite amount of CAP with which they're able to issue orders to their units like Move, Shoot or even order an artillery strike.  The Overdrive mechanism makes the cost of issuing orders exponentially more expensive the more a given Unit is employed during a player's Turn.

For example, ordering a Unit to perform a standard measured Move costs 1 CAP.  If that same Unit was ordered to Move twice in a Turn, the total CAP cost would be 3: 1 CAP for the first Move and 2 CAP for the second.  Should a Unit receive three consecutive Move orders in a Turn, the total CAP cost would be 7: 1 CAP for the first Move, 2 CAP for the second and 4 CAP for the third.
For example, ordering a Unit to perform a standard measured Move costs 1 CAP.  If that same Unit was ordered to Move twice in a Turn, the total CAP cost would be 3: 1 CAP for the first Move and 2 CAP for the second.  Should a Unit receive three consecutive Move orders in a Turn, the total CAP cost would be 6: 1 CAP for the first Move, 2 CAP for the second and 3CAP for the third.
So the only thing limiting what you might try and accomplish with a single Unit is that a given Unit's efficiency suffers the harder they're pushed.  This is where the tactical options come into play...

Imagine I've 4 Units (Unit A, B, C and D) approaching an Objective and I've got 12 CAP available - 4 Units/12 CAP being something of a default in the game . I could...
  • ...push Unit A ordering 3 Moves for a total cost of (1+2+4) 7 CAP and Unit B ordering 2 Moves (1+2) for 3 CAP and use the remaining 2 CAP to move both Units C and D once apiece; or
  • Move all four Units as a united front twice ((1+2) x 4 Units) for the same cost.
So how important is my force's coherency?  Is it more advantageous to approach the Objective sooner with fewer Units or later with more?  I love that type of turn-by-turn tactical play - it provides many opportunities for a narrative that can make all an otherwise ordinary game memorable.

The above example only touches upon one application of CAP during the game.  Just today I came to appreciate another interesting facet of the The Battlefield's rules involving CAP, Spotting and Shooting.

Spotting in The Battlefield

Before a ranged attack can be made upon a Unit, the target first needs to be "Spotted" i.e. identified and acquired as a legitimate target. Spotting costs CAP and is (typically) subject to the gods of chance.

A successful Spot requires 4 successful Spot Checks.  Spot Checks accumulate, so whether the Spotting is the result of one or more Spotting Actions matters not; however a Spotting Action are subject to Overdrive and can be augmented.  Sounds complicated?  It isn't really, and the mechanics are easily illustrated using a simple example.

During a routine patrol, Fire Team Alpha happen upon a Squad of Chaos Marines emerging from the depths of the spaceport. Before they can open fire, Team Alpha need to positively identify (aka 'Spot') the Marines, confirming that indeed they are cruel, minions of the Chaos gods.

A 4-model Unit's default Spotting Action involves rolling 4 dice (one for each model) with each 4, 5 or 6 generating 1 success. A total of 4 (cumulative) successes are required in order to designate a target as Spotted.

Scenario 1

So for Team Alpha's first Action, a standard Spotting attempt is declared at a cost of 1 CAP. Rolling 4d6 yields a 2,3,4 and 5 = 2 spotting success.

Team Alpha then attempt a second Spot/Action in the turn, costing 2 CAP (due to Overdrive kicking in). Rolling a further 4d6 yields a 2,6,6 and 6 = 3 additional spotting successes, which accumulate to a grand total of 5. 4+ spotting success mean the Target has been acquired, so now Team Alpha can declare a shooting Action. 

Shooting's base CAP is 2, but because this is the Unit's third Action for the Turn, the Overdrive effect increases the cost to 8 CAP (2 Base, 4 as 2nd Action, 8 as 3rd).

So the above scenario has Team Alpha successfully Spotting and then firing at the Chaos Marines by employing 3 Actions at a total cost of (1+2+8) 11 CAP.

Scenario 2

Team Alpha's first Action is an Augmented Spot: allocating additional CAP to a Spot Action means that additional spotting dice are rolled. So as a first Action, Alpha attempt a Spot with 4 Augmentations i.e. an additional 4 dice are added to the default 4, resulting in 8d6 being rolled available. The total cost of this Action is 1 CAP + 4 CAP = 5 CAP.

Team Alpha's spotting attempt generates 2,3,4,5,6,6,6 and 1 i.e. 5 successes and 3 failures, therefore the Chaos Marines have now been confirmed/acquired as targets.

Team Alpha's second Action is to fire upon the Marines. Shooting has a base CAP of 2, but as a second Action, the CAP cost doubles to 4 CAP.

So Scenario 2 had Team Alpha successfully Spotting and then firing at the Chaos Marines by employing 2 Actions at a total cost of (5+4) 9 CAP i.e. 2 CAP less than in Scenario .  Also, Scenario 2 has also left the Unit with a lesser Overdrive impact for their Turn's next Action, being the 3rd for the Turn.

So there you have it a rather nice example of how The Battlefield's Overdrive mechanism makes for some dramatic tactical choices during the course of the game.  Players need to continually consider what it is they intend to do, their available CAP and work out a sequence of Actions with 

*If you're already familiar with The Battlefield, you'd appreciate that a few other factors come into play, but I've deliberately kept it simple  .

Sunday, 1 October 2017

Treacherous Terrain and Rogue Elements in Rogue Planet

Echidna (Top-Left), Sky Urchins (Top-Right),
Witches Cauldrons (Bottom-left) and
 Banksia (Bottom-Right)
One of the great things about Rogue Planet is the Treacherous Terrain mechanism.  In a nutshell, Treacherous Terrain allows a player to employ normally 'neutral' elements of the battlefield to attack their enemy.  It certainly makes one think twice when taking cover!  If you're imagining Venus Fly Traps, Strangling Vines etc, you're on the right track.

Echidna (Libuscha + Rogue Planet Fluff)

A mob of Orks fighting off a parade of Echidna
Whilst many of the Libuscha Banksia Plains inhabitants slow moving, there are some notable exceptions.

Friday, 29 September 2017

New Recruits (Hobby Time)

Earlier this year I was delighted to make an exchange with one of the gentlemen of Nunawading Wargames Association which saw me adopt around 20 Orks.  Half of them were tabletop ready with 9 others requiring a fresh lick of paint.  Now that I'm finding my stride painting-wise, I thought I'd try my hand with these lads.  Well I'm glad I did: Orks are evidently quite forgiving when it comes to painting and the boys (my sons that is) are keen to give these new recruits a workout.

How I approached the painting: undercoated using a gray spray paint.  I then used green and brown washes for the skin and clothes.  Various metallics were applied to weapons, helmets, buckles and the like and spots of base colours like reds and blues.  I put some more spots of wash around some details and then finished of with the lightest of light green dry brushing on the Ork's skin only - my previous dry brushing was a bit overboard so I restrained myself.  The basing was just kitty litter and some basic washes and then I sealed the lot with a matt varnish.

The whole job took about a week of evenings (which seems like a lot in retrospec) but no complaints, it was good fun.

Wednesday, 27 September 2017

Witches Cauldrons (Libuscha + Rogue Planet Fluff)

Libuscha's Banksia Plains are a unique environment. The constant threat of tsunami and roaming herds of hungry Banksia have resulted in some evolutionary adaptations that are worthy of examination.

Monday, 18 September 2017

Sky Urchins (Libuscha + Rogue Planet Fluff)

The notoriety of Libuscha's vast herds of Libuscha's predatory Banksia is such that people often assume that in the skies above the Banksia Plains are relatively safe - after all, the Banksia themselves are slow moving beast, rarely reaching heights beyond 6 meters tall and even the local tsunami's top out well below the operational ceiling of all but the most antiquated vehicles.

If it were the case, Libuscha could almost be termed a paradise.  Unfortunately, like Libuscha's Banksia Plains, the skies of Libuscha are also teaming with life that both resilient relentlessly aggressive.  One such life-form is the Libuschan Sky Urchin.

Sky Urchins are spiny, globular animals that, with their close kin, such as sky mites, constitute the class Echinoidea of the echinoderm phylum. About 950 species of echinoids inhabit all Libuschan skies up to the stratosphere.  The shell, or "test", of sky urchins is round and spiny, typically from 1 to 2 meters across and surrounds an internal gas bladder that provides the urchin with its buoyancy. Common colors include green, olive, brown, purple, blue, and red.

Much like their land-bound cousins the Banksia, Sky Urchins are aggressive omnivores.  Sensitive to movement, they'll plummet from hundreds of meters out of the sky, impaling their prey on their spines before rising up to feed into the sanctuary of the sky.

Urchins don't restrict to themselves to terrestrial targets either.  Draw as they are to movement, should they sense an aircraft they'll commencing trailing the same.  This can result in hundreds or even thousands of urchins converging in on the hapless vehicle, clogging intakes and overwhelming control systems.  Worse still, even should the vehicle evade the urchins, they can unwittingly lead a ravenous horde of urchins back to their port which can quickly overwhelm all but the most sophisticated of defensive systems.

Use in the Game (Rogue Planet)

Sky Urchins are treated as dangerous terrain that may be employed by a Player as a Counter Action to any of their opponent's movement-based Action (Move, Charge etc).  When doing so, a Rogue Die is included in their opponent's Skill Check.  The Rogue Die result, should it match one or both of the results on the two Skill Die, that die or dice is discounted.  Should the Skill Check result in a Failure, then apply the Rogue Die as damage to the target.

In the event of a Critical Failure, then also effect a Sky Urchin attack on each and every unit (CQ5 +1 vs Small) on the board, representing a swarm of urchins descending upon the battlefield.

Friday, 15 September 2017

New Recruits (Hobby Time)

There hasn't been quite as much playing this month as some, but we have found some spare moments to do some crafting - mainly painting and a bit of building.

Firstly painting.  During the course of the year I acquired four 'fresh' human mercenary type models (these apparently old IMEF models ones from Reaper) and maybe 20 OOP Dark Eldar in various states of completion.  Well now they're all painted (awaiting basing this weekend) and ready for action.

I hit the mercenaries first, using my 20 year old paints plus a couple of new additions upon finding that some 20 year old paints don't necessarily work like they once did - fancy that.  I based them in grey, coated them in red, highlighted in orange, and did various detail bits using the standard metals etc.  Good fun.  Perfect?  No way!  Tabletop ready?  Absolutely, especially in these parts.

It was fun finding the time to zone out whilst zoning in and just put some paint onto something.  Learned some new skills and I imagine that things can only get better from here.

I approached the Dark Eldar differently again.  Firstly a black base coat then, trying out my Aldi airbrush for the first time, (attempted to) applied a bronze to everything but their weapons and faces.  Dry-brushed with a copper and then a little bit more discretely (at least on some models, I was finding my skills) with some gold.  Did some red/yellow/orange things on their hair and metal on bits of the guns and they came out fine.

So a few hours of painting over a handful of days and we've now got a whole new force/faction all but ready to join the fray.  Interestingly enough it is only once I took photos of the models did I really notice some gaps in the initial air brush work - there's a lesson to be had there.

Finally on the terrain side, we've now added some more Aussie-sourced items.  One of the guys at the club asked why I didn't seal and paint my recent Banksia... I thought about it some and came to the conclusion that I might as well give it a try on my newly acquired flora.  Pretty basic basecoats then simple poster and acrylic paints and... wow, I (and the family) was surprised at how good they came out.

A bit of colour makes them almost seem alive again.  Dead simple, cheaper than chips and worked out a treat.  Thanks for the suggestion Brent!

Sunday, 10 September 2017

Ghost Farm (Rogue Planet Scenario)

The family's understanding of how Rogue Planet plays is now getting to a level where they're wanting to do something a little different than the standard straight-up battle.  Here's a Scenario we've played and refined a number of times and a very brief rundown of one such game.

++ Copy AT-99. Copy? ++

The Situation

On ancient Terra, there were legends of ghost ships, brimming with treasure, wandering the oceans, waiting to be plundered by the brave, daring and fortunate.  Libuscha Prime also has ghosts.  Lubruska's ghosts are far from uncommon and unlike Terra's ghost ships, Libuscha's ghost farms are all too easily found.  The wealth even once such farm might hold is staggering - enough to finance a dynasty.

But the risk involved are extraordinary.  As if the Banksia herds alone weren't enough, it would seem that every imaginable outlaw, corporation, xeno faction, government organisation and fanatic feel compelled to wade into a the inevitable bloodbath with only one guarantee - that the Banksia will not go hungry for long.

Farm Alpha Tango Niner Niner has been offline for six cycles and it's last harvest transferred twenty or more cycles before that.  That suggests a lot of Pearls... and a lot of Banksia...

The Forces

Each player may nominate one of the follow Forces:

Chaos Scouts

Two lone scouts ranging ahead of a larger Chaos warband, approach the farm drawn by the disturbances in the warp caused by the massed pearl harvest.

  • 1x Chaos  Assault Marine QC4 RAT5 DEF5 ARM Medium (Powered) SIZE Small ERG 4 + Chained Blade + Fantasy Ranged (118 Credits)
  • 1x Chaos Tactical Marine 4 5 5 Medium(P) Small 3 + Carbine
Corporate Auditors

An Audit Team has been deployed to verify and secure the Corporation's assets.

  • 1x Analyst 3 4 3 Light Small 1 + Carbine + Blade + Scope
  • 1x Auditor 3 4 4 Medium(P) Small 3 + Machine Gun + Scope
  • 2x Drones 2 3 3 Light Small 1 + Scattershot + Flying

Prime Patrol

The AIs have identified a high probability of an incursion occurring in the area and deployed a patrol to investigate the situation.
  • 1x Tactical Trooper Squad 3 3 3 Group 4 Small 0 + Carbine + Blade
  • 1x Mantu Battle Suit 3 4 4 Medium(P) Small 3 + Carbine + Scope
  • 1x Assault Trooper Squad 3 3 3 Group 4 Small 1 + Fantasy Ranged + Chained Blade

Lizardman Raiders

A band of Lizardman Raiders intent interfering with the Pearl Farm arrive at exactly the wrong time.
  • 2x Skink Group 3 3 3 Group 4 Small 0 + Fantasy Ranged + Spear + Shield + Blade
  • 2x Saurus Group 4 2 4 Group 4 Small 0 + Spear + Shield + Blade + Great


Separated from the main hunting pack, three Tani Gilli stumble onto the farm.
  • 3 x Gilli 4 5 5 Light(P) Small 2 + Carbine + Axe

The Battlefield

The Forces meet within the Banksia Plains. In the middle of the map is the entrance to an underground pearl silo (6x6 inches).  

We raised our silo and ruled that it could be traversed using two Action Points (one moving to it's base then a second climbing up onto the silo proper) or a single Action Point via a successful Skill Check (Partial Success yields a Move to the opponent and a Failure yields both a Move and Stagger - ensuring that the Staggered Unit doesn't fall uphill!).

Mulling around the silo are the indigenous Libuscha life-forms, primarily Banksias - the more the merrier!

Victory Conditions

Each Force is attempting to access the silo and secure the Pearls within.  To access the silo requires a total of five (5) successful Skill Checks.  The rules for these Skill Checks are as follows:
  • Attempts can only be made by Units upon the silo.
  • Each Unit may only generate a single success in any given Turn.
  • A Unit may attempt any number of Skill Checks in any given Turn - subject to the usual Action Point and consecutive Action rules.
  • Attempts by Units engaged in Melee are made with a -1 modifier.
  • Any Total Success or Partial Success generates one of the five required successes.
  • Both a Partial Success or Failure result provide the opposing Force with a free Move Action.
  • A Failure result negates/reduces the Force's success by one e.g., a Force that had generated four successes attempts for their fifth and fails would have their success total reduced to three.
The first Force to amass the five silo Skill Check successes is awarded victory and the game is ended.

Should one Force be eliminated, play should continue whilst the remaining Force tries to access the silo whilst avoiding the Libuschan locals. 

Special Rules


The Banksia are treated as dangerous terrain - that is they're able (and more than willing) to attack either force.  Banksia can be utilised as Dangerous Terrain (CQ/DEF 3 + 1 vs Small) as detailed within the Rogue Planet rulebook.

Adding to the danger, the Banksia are also able to slowly move around the Battlefield.  At the end of each Player's Turn (Turn, not Action), roll a D4 and their opponent may move that many Banksia D4 inches each (i.e. roll separately for each Banksia) towards the closest Unit i.e. Banksia cannot be moved such that they increase the distance to their closest prey.  Should a Banksia make base-contact with a Unit, they may instantly attack at nil Action Point cost.  Each Banksia may be moved only once per Banksia move resolution/Turn.

Our Battle Report(s)

A well earned victory 👍
We've played this one a few times now and each time the game has taken different routes.  I think the most memorable was Harriet using a Chaos Marine themed Force vs Me playing humanity's NeTWork 21, one of Humanity's many Mega-corporations.

Harriet put her faith in her Marine's Medium Power Armour's ability to soak up damage and forged ahead towards her goal.  Whilst I was able to achieve a LoS a few times, my shots went wild meaning that Harriet was able to make it to the silo well before me.  With her Tactical Marines tasked with cracking the silo's code, her Assault Marine ran interference.

Whilst my troops had  Scopes to fire at the Marine on the Silo (normally they'd have to target the closer Assault Marine) they weren't able to achieve many Total Successes which translated into many additional Moves for Harriet - kind of played into her hands.

One memorable point in the game was when I had managed to get some Troopers past the Assault Marine and onto the silo whilst having another Unit keeping the Assault Marine engaged.  Harriet surprised me (and made me a little proud, because I didn't think of it) by ignoring the opportunity for an easy kill through Melee and instead throwing my Units into one another, bowling them off the silo!  So very Chaos.

Not everything went Harriet's way.  I managed to use the Banksia effectively, slowly but surely creeping towards her Tactical Marine and ultimately taking it out!  Harriet was getting cocky and instead of sticking to a safer CQ:DEF Melee resolution, she opted for a CQ:CQ, forgetting that negated her Power Armour's Rogue Die (I wasn't going to reminder her - she was winning!).  Yep, that's greed for you.

The roving Terrain proved a bit hit for all involved, including the bystanders.  I've already whipped up some new Libuschan locals and have some ideas for more still.  The Rogue Planet Treacherous Terrain mechanism is really very clever, and now I'm thinking about how to start having three-player games with one player  controlling these 'Rogue Elements' (see Rogue Planet eBook rules pg 23).

Once again we played measured Moves (12 inches) and Unit-specific Energy Pools.  I'm finding the measured Moves seems to make sense - it kind of eliminates the crazy zig-zags we were finding ourselves doing in previous games to dodge things etc.  Playing Unit-specific Energy seemed to work and the use of additional models as Pawns (basically nice looking tokens, which makes a huge difference to the look and feel of the game) worked a treat.