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Rogue Planet

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The PDF download now includes both the printer friendly B&W version of ROGUE PLANET and the full color Derelict Planet Edition. To best enjoy the layouts in the Derelict Planet Edition, make sure that you have both 'Two-Up' and 'Show Cover Page During Two-Up' selected under 'View>Page Display' in your PDF options menu. The print edition that can be ordered with the bundle is the B&W version.

Welcome to ROGUE PLANET™! A derelict world where you can experience true sci-fantasy gaming that allows you to fight skirmishes that focus on the cinematics and action of the genre without skimping on the tactics. It features:

  • ROGUE Die Mechanic
  • PAWN System
  • FX Phyisics Engine
  • Skill Based Combat
  • ENERGY Expenditure System
  • No labor intensive bookkeeping!
  • No measuring!
  • Custom point based force creation
  • Equipment and Upgrades
  • Sorcery and Psionics
  • Multiple game levels
  • Scenarios
  • Play Aids


The ROGUE DIE mechanic allows you to counteract your enemies’ actions during their turns and fuels your powered weapon, powered armor, and psionic force weapon abilities and effects. Counter-actions include things like: dodging, returning ranged fire, counter casting, and intercept maneuvers.

The innovative PAWN system provides a unique mechanism for representing your leader’s retinue and followers and makes for dynamically changing battles as your hero loses abilities, power, and support during a game. PAWNS are also a prime feature of the campaign system and allow a leader to gain new abilities, change strategies, and evolve as a adventure progresses.

Pawns include: ammo grunts, bots, expendables, familiars, intimidators, and brutes [and many more!]. Who will follow you into battle?

The FX Physics Engine™ powers the epic throws, collisions, and staggering blows on ROGUE PLANET. It also gives players the option to make the battlefield more interactive with the implementation of destructible, throwable, and treacherous terrain types. Want to throw an orc in powered armor halfway across the battlefield into a group of goblins and see what survives? FX makes it happen!


The ENERGY expenditure system allows you to simulate the strength of your force, powers the various armor ratings of your troops, and gives you the option to keep your units in play when you want or need to- but there’s always a cost!

Actions on ROGUE PLANET are a measure of skill. You’ll find no ‘buckets-of-dice’ or straight-line probabilities here. The interactive skill check system means that all players are constantly involved in the game, and you’ll need to work for the best possible tactical advantage or risk having your opponent counter you and take advantage of your failures.


There are no hit point boxes, extensive tables, or detailed stat tracking on ROGUE PLANET™. Not only that, but there are no chits, tokens, spell, psionic, or effect markers littering the table either. The focus is always on the miniatures, terrain, and action on the table.

There are no measuring sticks, grids, rulers, centimeters, or inches used for the game. Measurements are based on the relative position of units, line-of-sight [LOS], terrain, and the in-game FX Physics Engine™.


Point based unit creation system gives you total control to bring your force to the tabletop in the way you envision it. There are over 30 different types of base weapons, armor ratings, and enhancements in the game that be used by themselves to equip your troops or combined with one another to create almost limitless supply of custom combi-weapons. These upgrades include: axes, blades, lances, blasters, heavy launchers, powered armor, powered fists, gravity hammers, chained blades, psionic force weapons, and grenades.

 What sci-fantasy world would be complete without the inclusion of sorcerers and psychers. Heroes on ROGUE PLANET can be either [or both!] and wield powers like: psionic throw, anchor, time stop, magic missile, blink, deflection, and more. May the psionic force be with you space wizard- always.


There are multiple levels of play that allow players with various collection sizes and gameplay preferences to enjoy the game and have it grow with them. Patrols, Strikes, Missions, and Extended Ops ensure that there’s always a new way to experience adventures and combat on this derelict world. For example, during Extended Ops, your heroes may not only gain new followers but just might gain [or become] a nemesis.

The included scenarios range from simple battles to ambushes and there are also options for unique modes-of-play featuring ROGUE elements. 


Muliple quick reference sheets [QRS] for every level of player and a force construction price sheet are included in this download. Additionally, the PDF is fully bookmarked to make finding the information you need as quick-and-easy as possible. The game can be played using only d6s, but a couple of d4 and d8 dice are recommended to get the most out of the FX Physics Engine. 


Also included is a set of house rules and a scenario generator created by Thibault Bloch. Designated as Planet-TB1, this rogue variant is set on a gritty industrial sci-fi world ruled by violence where rival gangs battle for supremacy, glory, and resources in a harsh post apocalyptic landscape.

The planet specific variant includes:

  • new actions for spot checks, climbing, vaulting, and jumping.
  • expanded damage rules to allow for downed units, gruesome melee skills, and the ability to use injured enemies as shields against incoming fire.
  • 8 added enhancements that include parry, brutal impacts, enhanced optics, and multiple camouflage types.
  • specialized rounds and weapon selector modules for ranged weapons.
  • new PAWNS and a Medic job class.
  • an enhanced and expanded Extended Ops campaign system.
  • a scenario generator, deployment options, and extra circumstances that can be used in virtually any setting and on any planet.

The download also includes an additional full color cover image specifically for these planet specific variant rules!

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Reviews (4)
Discussions (38)
Customer avatar
Burkhard H January 21, 2018 11:48 pm UTC

I just bought the rules and I am looking forward to my first game.
But I have a question about Counteractions before I explain the game to my friends.

It is about the OP Fire. Because the active player is rolling the skill check, the CQ or RAT of the shooting unit isn't relevant - the same about the armour of the moving unit.
Is the following example correct?
I want to move a heavy unit (a tank) my opponent declares a OP Fire counteraction - with a goblin bowman CQ2, RAT2, DEF2 who has LOS.
I add a ROUGE die to my skill check. My fortune isn't lucky. I roll a 5,6 and a ROUGE 5. The R die negates the 5 of the check (?) so it is a failure (that happens everytime he matches at least one die, negating a die means a max outcome of a 6). My Tank suffers 5 damage and with 4 Energy left, there is nothing I can do for him... BOOM.
Do I get this right?

I image a goblin shooting a arrow which flies through a tiny hole into the tank, hitting the driver...See more
Customer avatar
Brent S January 23, 2018 9:57 pm UTC
Hi Burkhard!

You have it right, and the rationale is correct as well. Setting up an ambush, surprising the enemy, or simply having an enemy ignore you gives you a chance to target a weak spot or make a spectacular shot through a small opening. The fact that the reacting player has so many options at their disposal means that the decision on whether to take the initiative or react is always interesting.

I will add that the skill check above wouldn't always be a failure depending on the skills/abilities/gear of the units involved. For example, if the tank had a bunch of spikes mounted on the front of it to impale hapless bystanders caught in its path [Lance page 14] while charging, the +2 bonus to the charge skill check would mean that it would succeed on a result of 5 or better on the dice.

Thanks! The artwork in the 'Derelict Planet Edition' is that of the amazing Pascal Blanche! :)
Customer avatar
Burkhard H January 24, 2018 11:41 pm UTC
Thank you for your reply!

Customer avatar
Brent S January 25, 2018 3:08 am UTC
You're welcome, and have fun!
Customer avatar
Daniele V January 08, 2018 10:47 pm UTC
hello, can these rules be played solo?
Customer avatar
Jason B January 09, 2018 10:41 am UTC
I suspect that while most games can be played solo, often solo gaming means that something's got to give. In Rogue Planet's case the Turn sequence, Action allocation and Counteractions really shine when playing with a living, breathing opponent invested in the game and defeating you - I'm yet to encounter another system that strikes the same balance between a wealth of tactical choice and underlying simplicity in the game's mechanics. Unfortunately much of that same richness is lost when you're faced with the challenge of (1) trying to outwit yourself or (2) defeating an opponent who's strategy waxes and wanes with the roll of a die, draw of a card etc.

What Rogue Planet does provide for a solo gamer is a fantastic sandbox base from which to prepare and conduct your solo games - really the only thing limiting your enjoyment is the amount of effort you're willing to invest.

Think about what you'll need and want for a solo miniature game: solid turn sequence rules? Check. DIY unit construction...See more
Customer avatar
Brent S January 10, 2018 9:28 pm UTC
Jason B nailed it with his reply!
Customer avatar
Jason B January 15, 2018 7:14 am UTC
I couldn't help myself (actually I've been meaning to do it for a while now) - here's a Solo Rogue Planet Battle Report which confirms my suspicions: Rogue Planet can be played solo.
Customer avatar
Brent S January 15, 2018 9:25 pm UTC
Great report! Thanks for sharing!
Customer avatar
Thomas K September 28, 2017 4:27 pm UTC
An attacker has a power sword, the defender has power armor and fights defensively. The attacker adds a Rogue die, the defender adds a Rogue die. All dice roll as 5's.

Which Rogue die takes precedence?

Does the attacker inflict 5 points of damage, before the defender negates the attack dice?

Or does the defender negate all the dice, including the attacker's Rogue die, before any damage is applied?
Customer avatar
Thomas K September 28, 2017 4:29 pm UTC
This might be a good consideration for a house rule, more bloody vs. less bloody, attacker wins ties or defender wins ties.
Customer avatar
Brent S September 30, 2017 12:47 am UTC
In a situation where a success on both Rogue Die would make it impossible for both players to get the benefit of the ability, it's considered a draw and should be narrated in a suitably dramatic fashion.

I agree with you that this is a perfect situation to house rule to either favor the attacker or defender depending on what you want your world and/or game to feel like.
Customer avatar
Jason B August 07, 2017 11:53 am UTC
Hey Brent. The more I look, the more I like. Only recently did it occur to me that Powered Armour was a legitimate gear choice for a Group - that certainly adds a bit of spice (and additional durability) to a Group's profile!

I'm stuck on one thing however and I likely shouldn't be. In Melee, are the Target's offensive weapon buffs factored into the Attacker's Skill Check?

For example, two identically Humans (CQ3/RAT3/DEF3/Light), both armed with Blades are engaged in hand-to-hand combat. Does the Target's Blade get factored into the Attacker's Skill Check resolution? So is fight resolved as with a soft buff to the Attacker, or maybe the Target blade buff negates the same? Does it make a difference if the Target fights Defensively (utilising their DEF rather than CQ)?
Customer avatar
Brent S August 07, 2017 9:19 pm UTC
Power Armor can be a great pick for GROUPS! It's works well thematically when playing at smaller scales.

All bonuses apply to a skill check to a maximum of +3.

In your example:
1. The target's blade has no effect.
2. The attacker gains +1 to the skill check.
3. Fighting defensively would only make a difference in this case if the DEF was higher or if the defender had a piece of equipment and/or special ability that was activated when fighting defensively [like a shield].
Customer avatar
Thomas K July 27, 2017 4:49 pm UTC
Is a Critical Strike cancelled by a Rogue Die? Say attacker has +2 mod but Defender has a Rogue Die. All three dice come up as 6's. The Rogue Die cancels out one of Attacker's 6's, so no doubles - no Critical Strike, but Attacker gets a partial success?

Also, is there ever a situation where both players add Rogue Dice?
Customer avatar
Brent S July 28, 2017 6:55 pm UTC
In your example, the Rogue Die would actually cancel both 6s. It cancels any die result that it matches. It's the most epic of failures!

There are situations where both players add a Rogue Die in the system but not in this particular rule book.
Customer avatar
Jason B August 23, 2017 11:53 am UTC
With regards to situations where multiple Rogue Die are employed: if my Power Blade equipped and Power Armoured warrior was attacked in melee and choose not to fight defensively, would my attacker's Skill Check include one or two Rogue Die, maybe rolled sequentially? What is each of the Rogue Die compared to? Or am I just over thinking it!
Customer avatar
Brent S August 23, 2017 11:52 pm UTC
In that situation, the attacker's skill check would only include a single Rogue Die for the Powered Armor. The die for the Powered Blade would only be used if you were the attacker and making a skill check.

If the attacker was armed with a Power Blade, and the defender was wearing Powered Armor, you would roll both Rogue Die. You could have a number of outcomes depending on the bonuses, penalties, and results of the roll.
Customer avatar
Jason B July 20, 2017 4:06 am UTC
Following the issuance of a Command Action, is an opponent able to declare a Counter-Action in response to the 1-3 Moved Units?
E.g., A Leader Commands Units A, B and C to Move. Unit A is within LoS of Enemy X. Can Enemy X initiate a Op Fire on Unit A (at the usual Action Point cost etc)?
Customer avatar
Brent S July 21, 2017 2:36 am UTC
Customer avatar
Jason B July 21, 2017 11:17 pm UTC
Actually, I realised the question was a little more than that: Is the Enemy limited to a single Counter-Action in response to the 3 Moved Units or could the Enemy Counter-Act three times, each in Response to a Move.

I reckon either way you've got the makings of a mechanics which is a lot more complex (in a good way!) than it seems on the surface - maybe one of those things I'll trial both ways with my lads.
Customer avatar
Brent S July 23, 2017 2:20 am UTC
The enemy could counteract all three movements as long as there were enough action points. This is a great tactic for a horde or swarm force to use when attempting to overwhelm/overrun a smaller force. You throw your weaker groups at the opposition using the command action in an effort to make them expend action points dealing with all of the threats.
Customer avatar
Jason B July 24, 2017 10:06 am UTC
Nice mechanism that. Given there's no ceiling (beyond the available Action Points) stopping a Leader from issuing the Command Action multiple times during their Turn, I could imagine it would provide the means to really pressure an opponent E.g., pushing three Units deep into your opponent's territory, beyond what could otherwise be accomplished by a single Move. Now combine that with a Comms Pawn... mmm...
Customer avatar
Jason B July 13, 2017 11:37 am UTC
When it comes to Counter Actions, specifically Op Fire: must the closest unit with an opportunity to counter be utilised, or can any unit able to establish a LoS be employed to attempt the Counter?
Customer avatar
Brent S July 13, 2017 4:12 pm UTC
It can be ANY friendly unit as long as it's armed with a missile weapon and has LOS to the point-of-attack.
Customer avatar
Jason B July 01, 2017 11:02 pm UTC
I think I know the answer to this one, but it's worth clarifying. When a Group is engaged in Melee, do you treat the Group as one Unit or count the number of models presently in the Group (being 1-4) when determining the number of friendly units to calculate their melee modifier bonus?
Customer avatar
Brent S July 02, 2017 1:06 pm UTC
A GROUP is always treated as a single unit. This means that the number of models wouldn't have any effect on the melee modifier.
Customer avatar
Jason B July 01, 2017 7:37 am UTC
When heroes are activating their Command ability, are the 'commanded' units required to remain within direct base contact at the conclusion of their movement? For example, could I Command three adjoining Units to scatter in three different directions?
Customer avatar
Brent S July 02, 2017 1:01 pm UTC
No. The units can scatter in three different directions.
Customer avatar
June 07, 2017 2:31 am UTC
I was thinking about using personal energy shields for my heroes. Some thing similar to Dune or Fading suns universe. Thinking about using the power armor rule and only use the power armor die when shot at by a missle weapon. Also thinking about using a skill check every time the energy shield is activated or hit. If the skill check is failed the shield burns out. Any thoughts would appreciated.

Customer avatar
Brent S July 02, 2017 12:57 pm UTC
Using the power armor die only when shot at by a missile weapon is probably the cleanest and easiest to implement. You could also use the Bot style of PAWN to represent limited energy shield power. Clear plastic 'energy cubes' could represent the PAWNS.
Customer avatar
July 07, 2017 2:47 am UTC
Thank you. Are you planning anything more.
For rogue planets ?
Customer avatar
Brent S July 07, 2017 4:28 pm UTC
There's stuff in the works, but I don't have a firm release date yet. I'm exploring some exciting release options! Stay tuned!
Customer avatar
May 19, 2017 2:37 am UTC
Would like to add a green lantern to a game still working on the stats, but I'm having trouble with the power ring. It can be any of the weapons listed. Not sure how to proceed. Any thoughts would be appreciated. Thanks.
Customer avatar
Brent S May 19, 2017 12:40 pm UTC
I would start by making the green lantern both a sorcerer and psycher. The spells and psyches will do a great job of representing all of the phasing, temporal displacement, and energy manipulation abilities of the ring. Next, I would either: make the ring a psionic force weapon, choose a pre-generated powered weapon, or create a combination weapon that represent the theme of how I want my hero to fight and manipulate energies.

I think it would be cool to start with a rookie lantern, and build-up his or her abilities over time in an Extended Ops campaign. You could then use Pawns to represent various power aspects of the ring. Amps, Bots, Catalyst, and Familiars could be represented by ring tokens that show increasing power and mastery over your willpower. Pet and Brute could be used for energy constructs. Intimidator would be great as a fear aura [although that would probably be better for Yellow Lantern]. There's a lot of fun stuff to work with here!
Customer avatar
May 31, 2017 3:31 am UTC
Thanks for the help.
Customer avatar
Brent S May 31, 2017 12:12 pm UTC
My pleasure!
Customer avatar
Carles A January 23, 2017 11:42 pm UTC
Rules for big robot machines/small vehicle support would be neat :/
Customer avatar
Brent S January 28, 2017 1:04 am UTC
You can do that now if you just shift your perspective and use your heavy units as big robots and outfit them with all the appropriate gear and weapons. You could even have buildings as destructible terrain, vehicles as throwable objects, and power lines and plants as treacherous terrain. Groups would work as units of troops and medium units could be armor like tanks.
Customer avatar
Erik W January 08, 2017 3:52 pm UTC
Hey Brent!

I could use a little bit of clarification on Groups too. I get the idea that each model is an "appendage" of the unit, but would like to know what exactly happens when the group fires. So say I have a group with four carbines and a flamer. When I spend an action to fire, do I:

- Roll 2d6 four times, once for each model and weapon?

-Roll 2d6 once, applying all of the relevant modifiers for the various weapons (+3 against lights, +2 against groups/difficult targets)?

-Do something entirely different?

Thanks for your time! I'm re ally excited to try this out with the missus because it looks like a game that she would enjoy, and I know that she will want to do groups of Orkz.
Customer avatar
Brent S January 08, 2017 6:20 pm UTC
Hi Erik!

Let's start with the unit build.

You only pay for each weapon type and/or upgrade ONCE no matter how many of that specific type are modeled in the unit. That means to arm a group with four carbines is 10 credits. Remember, a group is still a unit by definition. This also means that each bonus may only be applied once to a single attack.

So, you would:
- roll 2d6 once
- apply all relevant modifiers to that attack [to a maximum of +3]

So, your carbine and flamer unit attacking a light unit in difficult terrain would gain a +3 bonus to the attack roll.

Throwing a melee heavy greenskin into the group with a riot shield would increase the defensive capabilities, longevity, and melee attack power of the unit. If your leader is an Ork Warboss, there's a lot of thematic fun to be had with the different Pawns!!
Customer avatar
Erik W January 08, 2017 11:01 pm UTC
Aahh, got it. I figured that you paid for the carbine three times, and I was trying to figure out how to put all those points to use!

Thank you kindly for the speedy reply Brent! Melee heavy greenskin with a shield...Yes, I think she'll like that...
Customer avatar
Brent S January 12, 2017 12:50 am UTC
My pleasure. Have fun!
Customer avatar
Ivan S September 16, 2016 6:22 am UTC
And sorry for a third post :-)

The armour rules specify that you use the Absolute difference as the basis for the damage and only do one point of damage when the RAT and DEF (for example) are the same.

Does that mean if I have RAT 3 vs DEF 6, I'd do 3 points of damage (though rolling at a -3)?
If so, would you mind sharing a word or two on the rationale?
Customer avatar
Brent S September 17, 2016 1:30 am UTC
No need to apologize!

I'm going to assume that you're talking about a light unit since it would be impossible to get a result on the dice that would result in doing the absolute difference in damage [due to the -3 eliminating the possibility of a 10+ roll on the skill check] to a medium or heavy units unless you were using an armor piercing weapon. So the answer is yes, you would do 3 points of damage. Now for the rationale...

Since the system uses 2d6 for skill checks [and not straight line probabilities], the statistical odds of rolling a total success at a -3 penalty is 0% and the odds of rolling a partial success aren't fantastic either. This means that it would take something highly improbable happening to cause any damage at all. A human soldier with a sword going up against a power armored space marine has little chance of harming him, but if he does, it's going to be because he made a one in a million shot. This also adds to the cinematic feel of the game and maintains a sense...See more
Customer avatar
Ivan S September 17, 2016 1:33 am UTC
okay, sweet, that was roughly what I was figuring. If you're throwing rocks at a space marine, it'll either do nothing, or it'll manage to set off the fusion reactor in his backpack.

Thank you for answering the questions so quick, and I am glad your kickstarter is doing well.
I've been too timid to try kickstarters for my FiveCore stuff :)

I just picked up Battlefield as well, which looks interesting.
Customer avatar
Brent S September 17, 2016 1:38 am UTC
You've got it right, and that's a perfect example!

Thanks for the well wishes on the Kickstarter! It's for an arcade style football board game. Just a little different from my other products. :)

I'll give you a full report after the Kickstarter is over about the experience. Regarding Battlefield, definitely get it on the table at least once, it's plays very differently than it reads.
Customer avatar
Ivan S September 15, 2016 10:52 pm UTC
Also as a follow up, if a group is hit by return fire, do they take the rogue die in damage or just 1 hit? Ditto for power weapon damage.

I guess that's an obvious question, I just want to make sure I understand the relative strength and weakness of groups.
Customer avatar
Brent S September 17, 2016 12:53 am UTC
The take damage equal to the value on the die on both return fire and power weapon damage.
Customer avatar
Ivan S September 15, 2016 7:52 pm UTC
Cheers and kudos from a fellow designer. Really dig this game a lot from a first glance and excited to play.

A few quick questions if you don't mind:

A: Do you get a move whenever the enemy fails ANY skill check? Does this include combat rolls etc?
For example if my enemy bombs a melee roll by rolling a 5, does he take a hit and I get to move?

B: I Return Fire and the rogue die matches one of the firing dice. The Rogue Die is a 4, my enemy has Heavy armour.
Does he take 1 damage (heavy armour) or 4 dice (rogue die) ?

C: If I understand right, the figures in a group are basically multiple hit points
Customer avatar
Brent S September 17, 2016 12:48 am UTC
Hey Ivan! Sorry for the delay in my reply. I just launched my Kickstarter this week, and it's been crazy [good crazy, but crazy!]. Thanks for the compliment, and I'm really glad you're digging the game.

A. You can move ANY unit in your force for free on ANY failure on a skill check by your opponent.
B. 4
C. That's a good way to think of it. Additionally, you can also think of it as a single creature with multiple appendages as it loses weapon capabilities when a model is removed with a weapon or piece of gear that is unique to it in the group.
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