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Thursday 14 December 2017

R40K Weapons (Rogue Planet)

Rogue Planet has a neat system for costing weapons: it's mix-and-match with each feature 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 Planet's rules do include different types of weapon ammunition e.g., Armour Piercing rounds.  To use a non-standard round in the normal rules requires the expenditure of an additional Action Point.  I'm still struggling with that... presently I'm tempted to maybe roll a Rogue Die (defensive) when using special ammunition instead - that way they can be more often employed but are a little less reliable than standard ammunition.  I'll let you know how it plays.

Imperial-styled Weapons

Autopistol (FX Ranged*) ~5 points
Laspistol (Fantasy Ranged)
Bolt Pistol (Armour Piercing + FX Ranged) ~14 points
Melta Pistol (Great + FX Ranged) ~12 points

Autogun or Stub Gun (Fantasy Ranged)
Lasgun (Carbine)
Hellgun (Scattershot)
Bolt Gun (Armour Piercing + Carbine) ~16-18 points
Melta Pistol (Great + Fantasy Ranged) ~14 points
Storm Bolter (Armour Piercing + Scattershot) ~19 points

Meltagun and Plasma Gun (Heavy Launcher)
Heavy Autocannon, Heavy Bolter and Heavy Stubber (Machine Gun)

Necron Weapons (WIP)

Gauss Rifle (Fantasy Ranged + Brutal Impact) ~16 points
Heavy Gauss Rifle (Fantasy Ranged + Brutal Impact + Armour Piercing) ~22 points

Ork Weapons

Cutta (Blade)
'Uge Cutta (Great)
Banga (FX Ranged) 5 points
Shoota (Fantasy Ranged)

Eldar Weapons

Scorpion Chainsword (Chain Sword)
Scorpion's Claw (Power Fist)

Shuriken Pistol (FX Ranged + Hollow Point)
Shuriken Catapult (Fantasy Ranged + Hollow Point)
Avenger Shuriken Catapult (Fantasy Ranged + Hollow Point + Scope)

FX Ranged (Weapon Trait)

Such weapons simply don't have the range of their (typically) larger, longer-barrelled cousins.  After declaring a Shoot and Target make an FX Range Check to determine whether the shot actually made the distance.  When we're playing measured Moves, we typically equate a Standard FX Range as the same as a standard Move and should an "Epic!" result occurs, we apply unlimited Range as per normal ranged fire.  Otherwise, when applying unmeasured Rogue Planet rules, we stick with the standard FX distance resolution mechanisms.

If you're unfamiliar with the manner in which Rogue Planet plays, you might be thinking that the FX Ranged weapons are too short-ranged.  It's worth remembering however that there's an element of risk: reward at play.  For example, if I had two (2) Action Points available I  could fire twice and maybe not make the FX Range roll or instead I could Move once then Shoot once from a closer range, and therefore be all the more likely to make the requisite FX Range roll. 

The point costings have had little refinement - this is more about keeping with the thematics rather than ensuring the balance between forces.

* The kids are becoming somewhat more observant when it comes to which weapons are wielded by our various miniatures and even Charlie is taking his copy of W40K to bed with him to pour over the pictures.  What have I created!

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