I've always found that a game's Turn and Activation mechanics a fascinating element of game design. Increasingly I'm of the view that different mechanics are suited to different scales and types of games. I Go You Go (IGO-UGO) and Alternating unit activation (AUA) are amongst the two most commonly referenced mechanics. Interestingly GWS, a long time stalwart of the IGO-UGO variety has recently released Kill Team that's definitely a step in the AUA direction. Evidently, the change has been well received by the GWS community.
One thing about Rogue Planet that I've found very clever is the manner in which Turns are played. Whilst one player notionally 'goes first', the other player has the option of playing reactively and employing Counter Actions in response - somewhat similar to Infinity's mechanics apparently. For example, if I was to Move my scout, you may attempt an Intercept else Op Fire (aka Overwatch) while Shoot Actions can be Countered by a Return Fire or Dodged. While Counters aren't mandatory, used carefully, they can create amongst the best opportunities to accomplish objectives - I could bore you with stats, but this is Rogue Planet we're talking about, not Stat Planet. Added to that is the variable number of Actions available during each player's Turn and coupled with the ability (albeit limited) to apply six Actions to one Unit... well it is quite unlike any other game I've played.
Things get problematic when the number of Actions per Turn is consistently out of whack e.g., I could roll 6 to your 1 Action Point Turn after Turn after Turn. That can end up being both frustrating and boring pretty quickly. Other Rogue Planet mechanics do come to the rescue. Of note is the Apocalypse Engine, granting two free Move Actions to your opponent in the case of a Failed Skill Check. That can make a big difference, especially in Objective-location focused games. But I've also fallen into games where those additional bonus Moves are wasted. So, by way of further experimentation and a bit of advice from Mr Spivey himself, I've arrived at these mechanics:
Variant Rogue Planet Turn Action Point Allocation
Why the change? I feel that this will incentivise Players to go with a better than average 4 Action Points rather than continually 'trying their luck' and roll the dice to beat the regular 3 Action Point default. Also, dice rolls will be marginally more attractive/less risky for a player who had fewer Actions during the prior Turn... so it's something of a correcting/equalising mechanism as well. It might not be quite right for an asymmetric game, but where the Forces are roughly equal Credit-wise, it seems to work. Also, the game provides for employing Lieutenants which generally aren't all that special. With the above ability to roll a d6 for each Leader/Lieutenant (and choose the highest outcome) plus their ability to 'carry' Delta Tokens (see below), suddenly they become more meaningful and integral to a force's tactical ability.
Also, a Player can 'pass' their Turn's Activations. Typically this is performed by the player holding the Initiative, allowing them to first Act, then force their Opponent to Act and 'switch' to Counteractions. Some things are best served by an example (of which there is one in the below battle report), but here's a simple one:
- Jason rolls 6 Actions, Tom rolls 2 Actions and Jason takes the Turn's Initiative.
- Jason spends 4 Actions doing various things, Tom doesn't Counter.
- Jason passes the Initiative to Tom. Tom is now required to perform no less than one Action and pass back else can perform both Actions. Either way, Jason can perform Counters if the opportunity presents itself.
- If Tom uses all his Actions the Turn finishes - Jason might lose his passed/stored Actions.
- If Tom passes his one Action, the sequence continues.
Get it? If you pass, you can only perform Counters unless your opponent also passes back. I've played around with some alternates in that regard (the obvious being not losing passed Actions) and I find myself liking this version a little more. Just remember players must expend one Action before they can pass.
Variant Rogue Planet Skill Checks
Skill Checks are conducted using standard Rogue Planet mechanics. The results of the Skill Checks, unless otherwise detailed in the standard rules are detailed as follows:
- A Total Success result achieves the intended goal as per standard rules.
- A Partial Success result achieves the goal and provides the Opponent with a free Move Action. That free Move Action can, in turn, be Countered.
- A Failure result provides the opponent with the choice of (1) expending a free Action Point instantly (that can be Countered) else (2) increasing their Action Pool by one Action Point (to a maximum of 6) for use later in the Turn.
#2 above differs from the standard rule insofar as it allows the player who had achieved the Partial Success an opportunity to Counter the resulting Move, and maybe mitigate the complications somewhat. The price? One Action Point.
#3 is more dramatic. Normally in Rogue Planet, a Failure generates two free Moves, that can't be Countered and cannot involve Skill Checks. Instead, these rules provide the player with an opportunity to perform any single Action, including those involving Skill Checks, however, that Action might/can be Countered. So a few Failure results could really cause a real headache when it comes to trying to pursue a plan, especially give opponents can do things like Shoot, Cast and Charge mid-sequence.
Variant Critical Success, Critical Failures Results and Delta Tokens
- A Critical Partial Success or Critical Total Success generates a Delta Token.
- A Critical Failure removes one held Delta Token, and if Delta Tokens are held, the resulting free Action from the Failure Skill Check cannot be Countered.
A Critical Failure that results in an enemy performing something like a Charge, that you're unable to Counter despite a surplus of Action Points could really ruin your day... I suppose that's why the term "Critical" is employed.
Delta Tokens
What are Delta Tokens? They represent the luck of the Gods, a plan coming together, a team working like clock-work and the pressure causing your enemy to make mistakes. Each Team can only hold/retain a single Delta Token for each active Leader/Hero - and any additional Delta Tokens generated are automatically lost.
How is a Delta Token Used? There are a number of circumstances where a Delta Token can be employed - I'm sure some more could be created without too much effort.
How about I play out some sequences to illustrate how the above works? And what better than another micro-game using a mere 17x12 inch (45x30cm) board?
How is a Delta Token Used? There are a number of circumstances where a Delta Token can be employed - I'm sure some more could be created without too much effort.
- During the Turn's Skill Point resolution, a Delta Token can be exchanged for a re-roll i.e. re-roll all of either player's dice.
- During any Skill Check a player can use a Delta Token as either a plus or minus three (+3 or -3) modifier, still subject to the usual +/- 3 cap.
- During FX Range determination, a Delta Token can be exchanged for a re-roll i.e. the FX Range is rolled again.
- When a Rogue Die is in play, a Delta Token can be extended to allow the Rogue Die to be re-rolled. Wow. That could seriously ruin someone's day or might just ruin your day all the more.*
Imagine a Rogue Die powered Close Combat attack that rolled 4 and 5 with a Rogue 4 and no modifiers. You kick yourself for not employing the Delta Token during the opponents' Skill Check (which would have reduced the natural 9 to 6, resulting in a Failure) but decide to try your luck to negate the Rogue 4. The Rogue Die re-roll generates a 5 this time, so instead of doing the Rogue buffed 4 Points, you've now got to contend with 5 Points of damage instead!
Sounds like fun huh? Just remember, a Failed Skill Check means the automatic loss of a Delta Token and there's a hard limit of one Token per Leader/Hero at any one time.
How about I play out some sequences to illustrate how the above works? And what better than another micro-game using a mere 17x12 inch (45x30cm) board?
+++ The Mantle of Time +++
"Tylo, the target. It's maybe 3 standards, directly North of us," advised Yana Yaya, wacking her auspices in an attempt to get a solid reading.
"That Mars damned piece of junk has been fethed ever since we entered this forest," grumbled Tylo. "Let's just hope those banksias also remain dormant a while longer hey?"
Tylo and his retinue had been making their way towards 'something' - an artefact that, but for the babblings of 'Otto' local Libuschan banksia farmer, 'Otto', they'd never even had guessed was in the vicinity. Apparently "Noot far froom 'ere is a matchine - me Banksia, it leaves thems sleeping-like. That's why thems elfies are poking around these parts! Stealing mys Pearls they is!!"
Further extreme questioning did little more than obtaining Otto's admission to him being the mastermind behind no less than 13 separate Chaos plots throughout the Sector, so after delivering His Devine Justice and cleaning his Powerglove, Tylo set off to investigate.
"Inquisitor, what is that?" directed Petrusch Northwards, pointing to a sickly blue glow leeching into the forest ahead.
Further extreme questioning did little more than obtaining Otto's admission to him being the mastermind behind no less than 13 separate Chaos plots throughout the Sector, so after delivering His Devine Justice and cleaning his Powerglove, Tylo set off to investigate.
"Inquisitor, what is that?" directed Petrusch Northwards, pointing to a sickly blue glow leeching into the forest ahead.
"Tylo," interrupted Yana, peering at a multitude of glyphs suddenly appearing on her screen. "Eldar..."
The Battlefield
This encounter takes place deep within the Ghazal region's Banksia Groves. Unusually, the Libuschan Banksia are dormant and pose no threat to the combatants. The Banksia are treated as Objects meaning they block Line of Sight (LoS), can't be traversed, but do provide a soft defensive buff vs ranged attacks when hugged.
Like one of my earliest R40k Battle Reports, this is being played on a micro board using 28mm miniatures. It often surprises people to learn the depth of tactical positional play that can occur despite the game being conducted in a very small area, especially given the game all but does away with measurement.
Like one of my earliest R40k Battle Reports, this is being played on a micro board using 28mm miniatures. It often surprises people to learn the depth of tactical positional play that can occur despite the game being conducted in a very small area, especially given the game all but does away with measurement.
The Forces
What do you know, both Forces are equal Credit-wise?!? Stat-wise, the Eldar Guardians are on-par with Tylo's retinue - after all, these are Guardians, not Aspect Warrior. By way of comparison, a Fire Dragon Aspect Warrior wields an identical Flamer as the above Guardian, but has an extra 1-Point of RAT and DEF as well as having Grenades. The difference in Credits? 36 vs 57 or almost 60%. Not only is the Fire Dragon more resilient, but it can also destroy 1/2 an Imperial Guard Squad with one Action, whilst an identically equipped Guardian could only destroy 1/4. Tylo is a stronger unit that Eilrah'c, however that Camouflage trait is very useful and I'd almost go as far as saying it's too cheap Credit-wise - maybe I'll write another article about that some other time.
You'll notice that many of the Units are equipped with Armour Piercing Rounds. It's not because they really need them in this particular scenario (the Eldar are all Lightly armoured), rather they reflect the better penetration of the Bolters and Guardian Fusion Gun, allowing them to downgrade Armour by one level. Whilst that doesn't often equate to more damage per shot, it does allow for an 'instant kill' on Medium Armoured targets - something of a non-negotiable if you're facing the likes of Space Marines.
You'll notice that many of the Units are equipped with Armour Piercing Rounds. It's not because they really need them in this particular scenario (the Eldar are all Lightly armoured), rather they reflect the better penetration of the Bolters and Guardian Fusion Gun, allowing them to downgrade Armour by one level. Whilst that doesn't often equate to more damage per shot, it does allow for an 'instant kill' on Medium Armoured targets - something of a non-negotiable if you're facing the likes of Space Marines.
Inquisitor Tylo's Warband - Four Units, Four Models, 6 Energy @ 227 Credits
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| L-R: Kekar Kanj, Tylo Haariginer, Petrusch and Yana Yaya. |
- Tylo Haariginer (Leader) Inquisitor CQ 4(5), RAT 4, DEF5, Light, Small, Bolt Pistol (FX Ranged + Armour Piercing Rounds) and Power Fist - 2 Energy Points @ 81 Credits
- Yana Yaya, Pilot and Mechanic 3/3/4 Light/Small, Boltgun (Carbine + Armour Piercing Rounds) and Evasion - 1 Energy Point @ 43 Credits
- Petrusch Garssener, ex-Imperial Guard 3/4/3 Medium/Small, Hotshot Lasgun (Carbine + Hollow Point Rounds) - 2 Energy Points @ 59 Credits
- Kekar Kanj, Kroot Mercenary 4/3/3 Light/Small, Plasma Rifle (Fantasy Ranged + High Impact Rounds) with bayonet (Great + Blade) - 1 Energy Point @ 44 Credits
While there's only one Energy Point difference between the Imperials and Eldar, one notable difference is Petrusch: with his Medium Armour, unless he's hit by an Armour Piercing Round or Blunt (keyword) melee weapon, he can avoid Critical Hit-related instant kills.
Namreb Crafworld Recon Squad - Five Units, Five Models, 5 Energy Pool @ 227 Credits
The Eldar employ Holoshields (providing a minor RAT buff), but against a high CQ or RAT force (with 5+ e.g., Necrons, Terminators) their fragility would be evident.
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| L-R: Fusion Gunner, Powerglove, Eilrah'c, X'lea and Cannon |
- Eilrah'c (Leader) Ranger, 3/4/3+ Light/Small, Long gun (Carbine + Scope + Extended Range), Shield and Camouflage - 1 Energy Point @ 60 Credits
- Storm Guardian X'lea with Flamer, 3/4/3+ Light/Small, Flamer and Shield - 1 Energy Point @ 36 Credits
- Storm Guardian with Powerglove and Shurkin Pistol, 3/4/3+ Light/Small, FX Ranged, Blunt, Blade and Shield - 1 Energy Point @ 38 Credits
- Storm Guardian with Shurkin Cannon, 3/4/3+ Light/Small, Machine Gun and Shield - 1 Energy Point @ 51 Credits
- Storm Guardian with Fusion Gun, 3/5/3+ Light/Small, FX Ranged and Shield - 1 Energy Point @ 42 Credits
The Game Style
At 227 Credits apiece, this could easily be played as either a Level 3 Strike or Level 3 Mission (pg21-22 of the Rogue Planet ebook). I don't want to bother with Pawns, so Strike it is. In Strike games, the Leader has the Resilient Trait, can be a Caster and take Signature Weapons, causes the game to end if they're killed and they have their own Energy Pool instead of sharing the Teams. A Level 3 Strike game grants each Leader 3 Energy Points.
Deployment, Objectives and Special Rules
Deployment is straightforward: The two Forces enter the battlefield from diagonally opposite corners with no reserves allowed. Victory is awarded upon the enemy's Leader being eliminated.
The Artefact: The Mantel of Time
Both Forces' primary objective is to secure a shard of The Mantel of Time, an arcane artefact that Craftworld Namreb has been rebuilding, piece-by-piece for near on a millennium.Whilstever the Mantel is controlled by one Force, the others morale will erode, eventually resulting in them fleeing from the Mantel's presence. A Unit in base contact with the Objective can attempt an unmodified Skill Check at a cost of one Action Point. A Total Success results in an Enemy Unit being deducted from the Opponent - their choice, leader last and the Leader's Energy Points need be eliminated prior to the model being altogether removed. A Partial Success results in an Energy Point firstly from the Energy Pool being eliminated and once that's exhausted, the Leader's Energy Pool - once that's exhausted, further Partial Successes have no impact on the opponent's Energy. A Failed result boosts the opponent's Energy Pool by one Energy Point.
Skill Checks are blocked by an opponent in contact with the Mantel - it can only be activated when in contact by a single User. The Mantel is classified as an Object, that blocks LoS and can be hugged.
Shall we play some? Read on...
Turn 1- Eldar 4 vs 3 Imperials Actions - Eldar's Initiative
"X'ela, the Mon Keigh are close, occupy them," commands Eilrah'c, sending the Storm Guardian to secure the Eldar Squad's approach to the Shard as he activates his Wraithbone camouflage screen.
The Flamer equipped Storm Guardian X'ela heads due-West weaving between the Banksia (2 Move Actions), leaving him in LoS of the Objective and covering an extended North-South firelane. The Leader, Eilrah'c takes the opportunity to activate his camouflage screen (1 Action Point) which can only be done whilst out of sight of the enemy.
Normally in Rogue Planet, the Eldar player would be required to either use or discard their remaining 4th Action, but using these variant rules, the fourth Action can be held in reserve for the Turn and might be used to Counter the Imperial's subsequent actions. So rather than expend their fourth Action Point, it's retained in readiness - it can be likened to as an optional, more flexible form of the overwatch mechanic common in many wargames.
There are some considerations to take into account. Firstly, is the effectiveness of Counter Actions relative to 'normal', proactive Actions. For example, an unmodified Shoot Action has a ~60% chance of success, whilst a Return Fire Counter Action has less a than a 20% success rate. What Return Fire can do that isn't often realised via a normal Shoot Action is cause 2 or more points of damage. Whilst the odds are low (about 17%), it's possible to inflict as much as 6 damage points via a Return Fire or Op Fire result - such a result could most definitely be a game changer!
The second consideration when it comes to applying this variant rule is that Actions held in reserve can only be played reactively. As such, a canny opponent may adapt their Turn's tactics and instead perform Actions that can't be countered - for example, Move unobserved Units in an attempt to flank or call in Reserves. If those Actions aren't used, they're simply lost!
| Kekar and Petrusch head North into the North-South firelane covered by the Flamer armed Storm Guardian |
"Kekar Go! Go!" yelled Petrusch, laying down a barrage of suppressive fire towards the Guardian emerging from the North. I'll cover you!!"
Kekar heads North (1 Move Action) and into LoS of the Artefact. With the remaining Action Point, Kekar sprints (1 Move Action) across the firelane between Petrusch and the Storm Guardian in an attempt to make the first contact with the Objective.
Putting his faith in the ex-Imperial Guard's skill with his Hotshot Laser, Kekar makes directly for the Shard...
The Storm Guardian, spying Kekar's dash, attempts to fire upon the Kroot (1 Op Fire Counter Action) with the Eldar's remaining 'reserved' Action Point. Kekar is now required to make a Rogue Die modified Skill Check (aka "Rogue Skill Check"): the 3d6 yield a 3 and 6 plus a Rogue 3. 3+6 equals 9, however, the Rogue Die cancels whatever it matches, therefore the Skill Check result is a straight 6 and therefore classified as a Failure - it's easily expressed as 3 + 6 + R3 = 6.
...only to be caught in a sudden inferno, blistering his entire left-side and sending him reeling South, back toward Petrusch.
There's a reason it's called a 'firelane', doubly so when the enemy's armed with a Flamer!!
Under these variant rules, the failed Skill Check also grants the Eldar a further Action Point instead of two Move Actions. The Eldar runs South (1 Move Action), unopposed. Note, if the Imperial's had another spare Action Point, they could have Countered that last Eldar Move Action...
The Storm Guardian follows his burst of flame and swiftly making his way to the Mantle's northern aspect - the first of his kind to lay hands upon one of the Mantle's shards in a generation.
The Guardian's touch is instantly accompanied by a drop in pressure and a deep bass note that reverberates through the very bones of the combatants.
At the conclusion of that Move-Op Fire-Bonus Action sequence, both sides have used the last of their available Turn Actions, so the Turn concludes.
Turn 2- Eldar 3 vs 3 Imperials Actions - Eldar's Initiative
During the prior Turn, the Eldar held the Initiative (commenced their Actions first), so they are required to announce their intention first. They decide to roll. The Imperials, also decide to roll and benefit from the +1 buff because they had fewer Action Points during the prior Turn.
It's worth noting that the Force with the highest number of Actions isn't obliged to Act first, rather they've got the option. It's quite a canny and often sound tactic to force the Initiative onto your opponent when, or example, when you have 6 Action Points to their 2 - that would give you 2 opportunities to Counter their Actions and leave with you able to expend your remaining 4 Action Points unopposed.
The Eldar roll a natural 3 Action Points and the Imperial's natural 2 is buffed to a 3 as they had the fewer Actions during the previous Turn. Given they conceded the prior Turn's Initiative, the Imperial's can decide who goes first and decides to make the Eldar go first again i.e. the Eldar are awarded Turn Two's Initiative.
It's worth noting that the Force with the highest number of Actions isn't obliged to Act first, rather they've got the option. It's quite a canny and often sound tactic to force the Initiative onto your opponent when, or example, when you have 6 Action Points to their 2 - that would give you 2 opportunities to Counter their Actions and leave with you able to expend your remaining 4 Action Points unopposed.
The Eldar roll a natural 3 Action Points and the Imperial's natural 2 is buffed to a 3 as they had the fewer Actions during the previous Turn. Given they conceded the prior Turn's Initiative, the Imperial's can decide who goes first and decides to make the Eldar go first again i.e. the Eldar are awarded Turn Two's Initiative.
With their final Action, another Storm Guardian enters the fray (1 Move Action to Engage). First moving South on the Eastern edge of the table, then West, he joins his comrade in the melee with Kekar.
...only to be joined by a second Eldar appearing from the West.
Now the odds have shifted with Kekar's facing two Storm Guardians, one of whom is Powerglove equipped. Whilst not within the same league as Tylo's Power Fist, the Powerglove does provide both a minor attach buff against Lightly armoured targets and provides armour penetration bonuses. That ends the Eldar's move and the Turn shifts back to the Imperials.
With a tactical sense honed by near four decades of unrelenting action, Petrusch makes for and lays both hands upon the Artefact. The pressure equalises but if anything, the vibrations increase.
Petrusch has a clear LoS to the Objective and isn't able to be spotted by any Eldar (those Engaged with Kekar can't Counter-act), so he also heads to the Artefact (1 Move Action) to ensure the Flamer Guardian can't activate its powers. Finally Yana Yaya takes Petrusch's position (1 Move Action), covering the approach from the North - similarly, the move is unobserved and therefore cannot be Counter-acted.
Turn 3- Eldar 4 vs 3 Imperial Actions - Eldar's Initiative
The Eldar declare they'll take the default 4 Actions Points and the Imperial's roll a (2+1) 3. The Eldar decide to press their advantage and once again take the Initiative.
Cloaked in silence with light seemingly bending around this form, Eilrah'c lopes to the Southwest.
Being unable to activate and unwilling concede the Artefact, the Eldar Ranger makes his way Westward of the Shard (3 Move Actions).
Despite Yana Yaya's readiness and extensive training, she hesitates, unsure at the crucial moment, allowing the Ranger to slip through the North-South firelane and take up a position himself, covering the Shard's Western and Southern edges.
Being camouflaged prevents enemies from Counteracting, meaning despite the Ranger moving into Yana's LoS, she cannot Op Fire at or Intercept him. Further, as the Eldar's Leader, the Ranger can take three, instead of two, consecutive Actions. Rather than use their 4th Action now, they decide to pass the Turn over to the Imperials.
Whilst the Guardian could Counter Yana's Move Action with an Intercept, to do so would mean leaving the Imperials in control of the Artefact, so instead, the Guardian Counteracts using an Op Fire Action. The resulting die 6+6+R5 = 12 = generates a Total Success for Yana. Not only does she avoid damage; her Critical Success (doubles on a Success) also earns the Imperials their first Delta Token which could come in very useful indeed.
...unleashes a gout of flame, narrowly missing Yana and setting a nearby Banksia ablaze.
That setting the Banksia on fire gave me an idea for some future game... mustn't forget that. Tylo decides now is the time to act and moves to the North-east and then North to make contact with the Artefact (2 Move Actions).
Pushing his way through the thankfully inert Banksia, Tylo blunders his way toward Petrusch and slaps his right-hand upon the shard. Grinning at his master-at-arms, he pants "You didn't think I'd let you get all the glory you old war dog, did you?"
With the remaining Imperial Action Point, Kekar attacks the Power Gloved Guardian in Melee (1 Action). The Guardian fights back defensively. Kekar rolls a 3+6 = 9 - 1 for the extra foe and +1 for using the Blade - his CQ is equal to the Guardian's Shield enhanced DEF. The resulting 9 is a Partial Success, doing a point of damage to the Eldar (absorbed by the Energy Pool) and providing the Eldar with a free Move Action.
| With the arrival of a second Storm Guardian to the North, Tyo and Yana are now dangerously exposed... |
Tylo's grin quickly leaves his face as he catches sight of a heavily armed Eldar Guardian approach from the North...
Now the Eldar can't make use of their 'saved' Action. As they commenced the Turn, they can only Counter and the Imperials have run out of Actions themselves. That's a lost opportunity, largely because Tylo was able to Move prior to the Storm Guardian entering the fray.
Turn 4- Imperials 6 vs 2 Eldar Actions - Imperials Initiative
The Eldar have to declare first and decide to roll and so do the Imperials - with the +1 buff on their roll, they just can't resist the gamble. This time the gamble pay's off: the Imperials Action Pool of 6 is four more than the Eldars' Pool, so it is time to make their move and seize the Initiative for the first time in the game. But what to do...
Dropping to one knee, Yana sends a stream of bolter fire on the Eldar Storm Guardian to the far North, drawing his return fire.
Yana's Shoot Action (1 Action Point) Skill Check is Counted by the Storm Guardian using Return Fire (1 Action Point). Yana RAT with her +1 bonus vs Light Targets is enough to offset the Eldar's Shield, so the roll is unmodified. Yana rolls a 5 and 5 with a Rogue 3 - a Critical Total Success result and the Return Fire in ineffectual. That would normally earn Yana a Delta Token, but with one Leader the Imperial's are limited to holding a single token at any one time. Not all is lost: a Critical Success result versus Light Armour is an Instant Kill which denies the player the option to offset the damage with their Energy Pool.
Yana's thrice-blessed bolter rounds explode into the Eldar's head, hurtling its lifeless corpse into the base of a nearby Banksia. Tylo bustles past Yana and swings into charge the Flamer wielding Eldar cowering on the Shard's northern face.
Tylo expends 1 Action Point moving North and then a 2nd declaring a Charge. The Eldar, with only a single remaining Action Point, have many options but few opportunities to exploit. While Tylo's first Move could be Countered with an Op Fire, he'd still likely be able to perform his charge into the Guardian and maybe removing it from the Shard. Sometimes there's only one choice after all...
So two Actions down into the Round, has left one Eldar dead, Tylo and Eilrah'c engaged and the Imperials still have three remaining now unopposed Actions. Tylo decides to attack Elirach'c directly, attempting a Throw Action, being a special Action available to Powerfist equipped units.
Normally a Throw is resolved with reference to the combatant's CQ and the attacking Unit receives a buff depending upon their loadout. Tylo's boosted rating of 6 vs the Eldar's 3 means Tylo's granted a +3 modifier on his Skill Check. But first he has to declare a target/direction for the throw: and that's the Flamer Guardian. His roll: a 2 and 3 +3 modifier = 8 = Partial Success.
Tylo swings around and grabs the Eldar Scout in his massive Powerarm, effortlessly lifting and sending him hurtling into the Flamer Guardian.
Next the FX Range then any Collisions are resolved:
Tylo rolls 2d6 and gets a 3 and 5, yielding an Impressive result. What better time to use that Delta Token. The reroll of double 1's generates an EPIC! result. Now things can get very interesting. Rogue Planet's EPIC! rule provides some great opportunities to build a narrative into the game - it's an optional rule, not really suited for competitive play - and this happens to be one of the best situations I've encountered to date.
Here's how it's going to play out: Eilrah'c is thrown directly into the Flamer Storm Guardian. The Flamer Storm Guardian is, in turn, knocked back into the Fusion Gun wielding Storm Guardian who's fighting Karak on the Shard's eastern side. That's three separate Collisions/staggers to resolve.
Here's how it's going to play out: Eilrah'c is thrown directly into the Flamer Storm Guardian. The Flamer Storm Guardian is, in turn, knocked back into the Fusion Gun wielding Storm Guardian who's fighting Karak on the Shard's eastern side. That's three separate Collisions/staggers to resolve.
Firstly the Scout vs Guardian: both Units roll d4 with the Guardian's 4 beating his leader's 2. Eilrah'c would suffer 2 points of damage but for his Resilient trait, so that's reduced to 1 Point - he now has 2 remaining Energy Points in his personal Energy Pool.
Secondly, the Flamer vs Fusion Guardian Collision is resolved. This time the difference is more material, with the 4 vs 1 - the Flamer Guardian takes 3 Points of damage. The Eldar's Team Energy Pool stood at 4 (reduced from the starting 5 by an earlier close combat attack by Kekar) and now it is further reduced to 1 Point.
Finally, the Fusion Gun Storm Guardian is staggered East, into a Banksia. The Collision of a Light Unit vs a Heavy Obstacle is resolved using a d4 vs d8. The result: 2 vs 6 = 4 damage points, well beyond the means for the Eldar to absorb, meaning the Guardian is taken out of the game.
Tylo's luck holds and the winds of fate shift, punishing the Eldar as they are smashed into one another. Petrusch sees his chance and allows the Shards vibrations to fill his being...
Tylo's luck holds and the winds of fate shift, punishing the Eldar as they are smashed into one another. Petrusch sees his chance and allows the Shards vibrations to fill his being...
| Shattered remains of Eldar Storm Guardians surround Kekar following Tylo's epic throw. |
...sending out a bolt of warp energy cracking into a nearby Guardian. X'ela attempts to bridge the gap and wrestle back control...
The Flamer Guardian uses the free Moves to attempt to make contact with the Shard once again. With the Imperial's remaining Action Point, they declare an Op Fire Counter. Unfortunately for the Eldar, the Guardian suffers 3 points of damage, and with no further Energy available to offset the same, the last of the Storm Guardians was left incapacitated. Outnumbered 4-to-1 and with only 2 Energy Points remaining, Eilrah'c activates his cloaking system and beats a hasty retreat strategically withdraws.
...but it is for naught as he's gunned down by a well-placed bolt of plasma from Kekar's precious hunting rifle.
...but it is for naught as he's gunned down by a well-placed bolt of plasma from Kekar's precious hunting rifle.
"Nice going Tylo! Things were looking shaky for a moment there," announced Tylo, congratulating himself. "So Otto, the mastermind of the Herwan Atrocity and fourteenth generation inbreed banksia herder with pixie problems, also quite evidently onto something. Yana, hit that thing you hold and tell Bells to get here pronto - he's got a pick-up to make."
I think I'll leave it there. Well, how did it play? I really liked it. Small but important tweaks which collectively provide some more incentives for proactive play and do a lot to mitigate the Turn Swing effect that's been bugging me. I'm looking forward to playing some more soon.



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