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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.



Disco Steve with his band of brothers, off to cause some havoc
In short, depending on the specific type of game and scenario being played and force compositions, each Force can be allocated an Energy Pool.  The Energy Pool can be used to offset kills, subject to a number of caveats.  What seems to happen is the Energy Pool tends to provide a buffer that enables melee focused units to close in on and then engage their targets.  In the standard Rogue Planet game, where movement can be very fluid, this results in brawls being the order of the day.  I understand that actually aligns with the game design/intent, but it just doesn't work for me.  We've incorporated a simple, standard measured move action (typically 6") and that does something to scale back the effectiveness of melee-based forces, however, the tactic of buffering advances with Energy still seems to pay-off handsomely.

Okay, enough rambling. Recently rather than Energy, we've been employing 'wounds'.  Front of mind when doing this was the goal to not clutter the table with (bloody) markers, chits etc and instead keep it simple. This is what we've come up with:

Hit and Damage Resolution


As per standard Rogue Planet rules, hits and damage to units are all resolved by Skill Check, sometimes augmented/penalised by the inclusion of a Rogue die and coupled with buffs/debuffs to a maximum of +/- 3.  That coupled with reference to the Target's DEF (sometimes CQ) and Armour
yields 0 or more 'hits'.

Disabled Units


In the event that an attack results in a Partial Success, the attacked Unit is deemed stunned, concussed, wounded or simply "Disabled", not destroyed.  A Disabled Unit is laid on its side and whilst it remains Disabled, the Unit is restricted to only one possible Action going forward: Recover.

A Recover Action can be made during a Forces Turn and if successful results in a Unit being active and able to be utilised as normal (i.e. stood up and removal of the Disabled restrictions).  A Recovery Action is made via a Skill Check, subject to the following modifiers:

  • For each friendly Model* in base contact with the Disabled Unit, add a minor buff up to the usual +3 maximum;
  • For each enemy Model in base contact with the Disabled Unit, add a minor de-buff with the usual -3 maximum; and
  • Units with the Medic Trait are provided with a +3 buff by default.


*A "Model" in this regard is either a (a) single figure Unit (e.g., the Force Leader or hero) or (b) members of a typical 4 model "Group"  e.g., should a Group lose a model through a Partially Successful  attack and be reduced to 3 'Able' models (i.e. 75% strength), those 3 models could be placed into base contact with their Disabled ally/squadie and provide a +3 modifier to a subsequent Recovery Action.

A Success (Partial or Total) results in the Disabled Model reverting back to Able; however, a Partial Success also awards the opposing Force a free standard Move.  A Failure results in the Disabled Model being removed from play - some wounds take more than a slap and mouthful of water to shake off! - and a free Moves to the Opposing Force.

Some notes relating to Unit's designated as Groups:

Previously we've played the following:

  • The disabled result is translated into individual Models e.g., a Group suffering 2 hits via a Partial Success would Disable two Models.
  • A Group can move away from a Disabled Model i.e. Group coherency requirements excludes Disabled Models.
  • If a Disabled Group's member is later revived, they may only defend, (MOVE) move to cover or advance toward their original Group.  If the original Group is reduced to a strength of 1 Unit, they to are also subjected to the same restrictions.
Subsequently, we've found it easier to have Groups either remain with their Disabled member else (should they Move from the Disabled member and break coherency) the Disabled member is automatically removed from play (but with no additional free Move(s) awarded to the opposition.

I've found the above has been easily applied and adds another (missing) dimension to our games.  Suddenly Groups are that little bit more attractive than they were and there's something to be said for unit/force coherency.  It also puts another tactical decision into the hands of the Force commander e.g., with my remaining Action for the Turn do I attack the enemy (reduce their strength), move into a better defensive position (conserve my strength) or attempt to revive my Disabled Units (increase my strength).

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