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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 (3)
Discussions (27)
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.
Customer avatar
August 17, 2016 8:57 am UTC
Are there any videos of this game being played? Any demonstrations?
Customer avatar
Brent S September 17, 2016 1:32 am UTC
I haven't created any, but there my be some out there. I know that there are a few battle reports.
Customer avatar
Jeremy H April 25, 2016 9:57 pm UTC
What was changed in the 2015 update?
Customer avatar
Brent S April 25, 2016 11:44 pm UTC
The 2015 update added the house rules, scenario generator, and planet specific variants cover image.
Customer avatar
Matthew M March 07, 2016 2:39 am UTC
I literally just ordered the physical book... and realized that the PDF doesn't come with it for free.
This is disappointing to say the least. I should have actually read the options instead of making the assumption but I still feel burned.
Customer avatar
Brent S March 08, 2016 12:27 am UTC
That does stink, but there's no need to feel burned! Just email me through the contact page on my website, and I'm sure we can get you sorted.
Customer avatar
Matthew M March 08, 2016 6:19 pm UTC
I appreciate the effort, sir, but I ended up contacting DriveThru support and simply giving them the extra $3.50 for the PDF. I'm glad I did because it is a really interesting game.
Customer avatar
Brent S March 08, 2016 9:08 pm UTC
No problem! I'm glad that you're enjoying the game.
Customer avatar
Jeremy H September 18, 2015 5:36 am UTC
This game does not utilize the Apocalypse World Engine system. You should update your product's listing.
Customer avatar
Brent S September 18, 2015 12:08 pm UTC
Hi Jeremy,

I'm sorry that you got something other than what you were expecting! Please email me through the contact page on my website, and I'll make sure that you're taken care of.

Customer avatar
Jeremy H September 19, 2015 11:45 am UTC

No worries really. I posted a review also stating that I was misled by the Apocalypse World Engine listing. It's a cool book with great art, just not what I was expecting and as such I didn't want anyone else to make the same mistake I did.

It was an impulse buy as Deal of the Day timer ticked down to a few minutes left. So, I didn't have a chance to look at the Preview.

On a somewhat side-note, would you consider re-releasing this actually using the Apocalypse World Engine. It would be a really cool setting for a "story" game.
Customer avatar
Brent S September 19, 2015 5:40 pm UTC
Sounds good Jeremy! I'm glad that you enjoyed the art and the setting.

Would I consider releasing a roleplaying version of the game using the Apocalypse World engine? Well, I do think 'Rogue World' has a nice ring to it.
Customer avatar
August 25, 2015 2:41 am UTC
Can ranged weapons be signature weapons ? and how would you make a gun mage from warmachine.
Customer avatar
Brent S August 25, 2015 9:29 pm UTC
Ranged weapons can be signature weapons, but there aren't any signature ranged weapons in the core book. That said, you can create some pretty interesting ranged weapons by combining profiles. Remember, the general guideline on ROGUE PLANET is that if it makes sense to combine various weapons and equipment to properly represent those used by a model, do it!

Gun mage? You could do that a few ways depending on your interpretation. I'll give you a couple I would use. I'm assuming that these are leaders.

Gun Mage #1 Dual Wielding Pistols
Arcane Pistols: model armed with two blasters [use CQ for attacks at additional +1 bonus]
Sorcerer: time stop and magic missile

Time stop would allow you to ignore targeting restrictions, denies defensive bonuses and reactions to most units, and would grant two additional attacks/actions. Magic missile could represent a specialized arcane shot.

Gun Mage #2 Pistol and Blade
I would model...See more
Customer avatar
August 18, 2015 5:19 am UTC
How many heroes can you have in your force?
Customer avatar
Brent S August 18, 2015 4:16 pm UTC
Following the rules-as-written, you can have two heroes in your force with one being a leader and the other a lieutenant. The leader would have the resilient trait and access to Pawns. Both the leader and lieutenant would have access to all other hero perks [like signature weapons, combat stunts, etc.].

That said, feel free to experiment with multiple heroes in a single force. You could even try having a force made up completely of heroes. If both players do this, it makes for an incredibly epic clash! Not only is it really fun and over-the-top, but the tactical options are dizzying.
Customer avatar
Daniel Ellingsen L June 19, 2015 12:07 pm UTC
Two questions (to start) :)

Groups and gear:
I understand it that if you add a gear it apply to the unit (so in a group all models). What do you then mean by the paragraph on p.13: "Since GROUPS consist of multiple models, they CAN be armed with a wide variety of weapons."?

Signature build:
I find this referred only one time in the PDF (p.17 under PSIONIC FORCE), what do you mean by "may NOT be used in a signature build [see below]"?
Customer avatar
Brent S June 19, 2015 3:09 pm UTC
Hi Daniel,

Let's start with the group question.

It's important to remember that a group is a single unit that just happens to be represented by four models/bases. If using typical individually based humanoid models for your group, you can conceptually think of it as a single creature with eight arms [if that helps]. When purchasing weapons and upgrades for a group, you only pay for the upgrade once even if every model in the group is armed with it.

This means that you could build a unit like you would typically see in a more traditional miniature game with all four models armed with the same gear. Or... you can get as creative as you like!

Here are some examples of what you could do:

Adventuring Party
- one model with a blade and shield
- one model with a blunt weapon and shield
- one model with a axe and shield
- one model with spear and shield

In the adventuring party above, you would only pay for the shield...See more
Customer avatar
Daniel Ellingsen L June 20, 2015 2:01 pm UTC
Thanks, I think I understand better now :)

So the advantage of paying the full cost of extra weapons to replace one or more weapons in a group is the benefit from "dual wielding" (use multiple weapon rules at the same time), because of the limit of "may be equipped with as many weapons as it is modeled as using actively" (second paragraph on page 14).

I easily notice such things as the Signature build (I will mentally replace the "see below" with "see expansion"), luckily not sick about it, only my "auto layout correction and rules function check" feature kicking in, then ignoring it and enjoy some awesome rules! But it hints to future expansion material, or rather "why have you not created this one yet, I want to buy it now" expansion material :D
Customer avatar
Brent S June 21, 2015 2:35 pm UTC
Sounds like you get groups now! Looking forward to seeing how you use them in the game.

There are indeed some future expansion materials for Rogue Planet in the works [and a few are mostly complete], but I have another really big project that's tangentially related that has to be released first. Stay tuned for that!

I may have to put your 'auto layout correction and rules function check' feature to work for me in the future. It's always good to have another set of eyes checking things out. ;)
Customer avatar
June 01, 2015 9:16 pm UTC
I am planning on a Star Wars game. Want to make storm troopers at 2/3/3 blaster light armor and rebel trooper the same. Not sure on darth vader. Any thoughts or comments would be appreciated.
Customer avatar
Brent S June 02, 2015 1:00 am UTC
Hey Scott,

For Vadar, there are several ways you could do it. I'll show you a couple here that you could use as starting points. Both are fairly economical builds and would be good for lower point games. The second is slightly more expensive but increases the amount of damage you could deal.

Vadar | 78 credits
Psycher with Throw
Psionic Force Blade [this would allow you to deflect incoming projectiles]

Vadar | 87 credits
Psycher with Throw
Powered Blade

If using Pawns, I would stick with Expendables for level 3 and level 4 games to help keep Vadar healthy and allow him to wade into melee. After that, I would add in Bots [and possibly Amps] to increase the effectiveness and reliability of his psionic powers. Boba Fett and the Emperor would both make good Intimidators.

If you have a ton of Stormtrooper and Rebel trooper models, you can always use the group rule to get them all on the table and make...See more
Customer avatar
Rory E April 18, 2015 12:11 pm UTC
Hi Brent,

I'm struggling with unit creation a wee bit - not the mechanics as such, but not having any example 'generic' troops to reference from. Could you let me know the unit stats you might give, for example, a generic lightly armoured grunt, and what you'd do to create a GW style Space Marine (anyone who grew up wargaming in the 90's uses Space Marines as a reference point no?!) and what about a large space-ogre monster? That'd be really helpful I think.


Customer avatar
Brent S April 18, 2015 6:58 pm UTC
Hey Rory,

Let's make some troops! I'll start with what's referred to in the Rogue Planet universe as an Ωmega Marine. In my personal games, this sets the standard for deriving all other 'space marine' profiles and variants. The two below are examples of rank-and-file Ωmegas. The first is a CQ specialist and the second is the typical trooper.

Ωmega Marine | 75 credits
Medium Powered Armor

Ωmega Marine | 77 credits
Medium Powered Armor

Strap a jump pack on the CQ specialist [flyer 10 credits] and give him a chained blade [33 credits] instead of the normal blade, and you've got yourself and Ωmega Assault Marine. Take either of the starting profiles and place them on an attack bike [add mobility for 11 credits] and and reinforced impact armor [add lance for 2 credits] to help with running over the opposition.

You can use the base profiles above to do simple variations...See more
Customer avatar
Rory E April 19, 2015 8:34 am UTC
Cheers Brent, that's really helpful. Im hoping to stat up some 15mm stuff today then rattle through a game or two to get the hang of it, so that's fiven ME a much better reference to build off.

Appreciate it,

Customer avatar
Brent S April 19, 2015 12:57 pm UTC
Glad to help!
Customer avatar
Thomas K April 07, 2015 3:47 am UTC
I think I understand the LOS and hight rules, but what about seeing around units or objects? How do you guys play it when a unit's base is sticking out a little bit to the side of an intervening model? Are we talking about less than half/more than half?
Customer avatar
Brent S April 07, 2015 8:18 pm UTC
Hi Thomas,
If a model's base is sticking out 'just a sliver' from behind an intervening model or object on the table in relation to the unit trying to target it, I would say that it's not in LOS. On the other hand, if roughly 25% of the base or more is showing, LOS to the model is possible.

When in doubt, there are two rules of thumb you can fall back on. Assuming that the models in question are in the same size category:
1. Line-of-sight is symmetrical. If model A can see model B, then model B can see model A.
2. The footprint of a model's base and size category determine where it can be placed and line-of-sight to it. The actual size and pose of the models themselves is not used. If it helps, think of the base itself as the model.

I would also encourage players to discuss line-of-sight when moving units into a position if they feel it could be an issue and make adjustments before completing the move action. Intention is important. Telling your opponent that you...See more
Customer avatar
Stuart T April 04, 2015 5:21 pm UTC
Hi Brent, couple of different questions:
1) Is there a QRS available online?
2) Is there a dedicated forum for the game at all?
3) A few rules queries:

If the rogue die matches both dice and it would normally cancel one, does it cancel both?

For Op Fire / Return fire, it seem the skill values of the model performing the counter has no effect.
Is this correct?

Lastly, the blaster allows a model to attack with its CQ value - and therefore spend less on RAT value.
Is that the intention behind the weapon?
Customer avatar
Brent S April 04, 2015 7:48 pm UTC
The only QRS available online right now is the one included in the download here. I plan on using the forum at BoardGameGeek for Rogue Planet once the game is listed there. That should be any day now. I'll be posting the QRS there in the downloads section there as well.

In your example, the Rogue Die would cancel both of the skill dice. I would encourage the players to narrate this as a particularly epic success or failure [depending on who is doing the telling]. If this was to occur on something like a dodge counter-action, then I would let the player performing the Dodge do so as if he had rolled the best FX result.

You are correct. Op Fire and Return Fire are not dependent on the skills of the model performing them. The success or failure of these reaction based shots is more about position, tactical advantage, and percentages.

Spending less on RAT is definitely one of the advantages of using a blaster and intentional.
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