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Rogue Planet

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ROGUE PLANET SCI-FANTASY SKIRMISH

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

ROGUE DIE™, PAWN SYSTEM™, AND FX

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!

ENERGY AND SKILLS

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.

NO BOOKKEEPING OR MEASURING!

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™.

CUSTOM FORCE CREATION

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.

GAME TYPES AND SCENARIOS

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. 

PLAYAIDS 

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. 

HOUSE RULES AND SCENARIO GENERATOR

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!


 
 Customers Who Bought this Title also Purchased
Reviews (5)
Discussions (48)
Customer avatar
July 12, 2019 3:55 am UTC
PURCHASER
I was wondering has anyone used these rules for Battletech.
Customer avatar
Jason B July 13, 2019 11:17 am UTC
PURCHASER
Can't say I have, but I'd love to hear how you go! Not sure how you'd account for Heat... maybe some sort of regeneration effect on the Energy Pool? Worthy of an experiment I say.
Customer avatar
Rory E May 31, 2019 12:40 pm UTC
PURCHASER
By the way folks - I've been playing a little 'mod' recently to represent 'organised' arena combat (inspired by Apex Legends and similar).

Rogue Plante: Arena

I play to 300 credits.
No group armour designation in force creation.
Leader is designated as in a patrol (i.e. no pawns, shared enegry).
All units get the 'Combat Stunt' upgrade.
Play a simple 'battle' scenario - fight to the death!


I also add 'crates' to the battlefield, which grant a random (or you can pre-assign or even allow the player to choose) pawn upgrade to whoever opens the crate.

To open the crate you must be in base contact with the crate, not engaged by an enemy and expend an opening action that requires a skill check. A success means accessing the crate, a failure has no effect (and you can try again in future of course). This check can be counteracted by OP-Fire but only if the target is eligible (i.e nearest unengaged target, taking in to account scope and...See more
Customer avatar
Jason B May 31, 2019 5:19 pm UTC
PURCHASER
What a great idea! I will have to give it a try!
Customer avatar
Rory E May 14, 2019 1:10 pm UTC
PURCHASER
Hey Brent - quick Q.

I'm toying with a rule that would represent slower units - 1 move action that counts as two move actions for the purpose of consecutive actions (in many ways the opposite to 'Mobility').

I'm building forces for Rogue Planet with 3 troopers on a base as a basic unit, so want to represent heavy weapon teams as a having poorer mobility - above essentially becomes 'move or fire'.

What type of negative points value do you think I should apply? I was thinking that -11 would be too much (mobility being an 11 point upgrade).

I'd love to hear your thoughts.

Cheers
Customer avatar
Brent S May 15, 2019 11:49 pm UTC
PUBLISHER
I like where you're going with this. If you use this method, calculating the proper points for the 'downgrade' would be difficult. Instead, you might consider making move actions for these units cost 2 AP. I think it'll give you the effect that you're looking for, and it would be -7.
Customer avatar
Jason B May 16, 2019 11:00 am UTC
PURCHASER
On something of a tangent, you might like to check out how I made Zombies work in Rogue Planet

https://southernbermanblog.blogspot.com/2017/07/rogue-zombies-rogue-planet.html

Summary: Zombies need to Skill Check their basic Moves and attempting to Dodge a Zombie Charge is cost zero Action Points.
Customer avatar
Rory E May 16, 2019 11:10 am UTC
PURCHASER
Thanks Brent - really helpful, I'll give that a try out.
Customer avatar
Rory E May 16, 2019 11:12 am UTC
PURCHASER
Cheers Jason - big fan of your blog. I'll try those out too.
Customer avatar
Brent S May 18, 2019 6:08 pm UTC
PUBLISHER
This is a great rule, and your blog is a fantastic resource!
Customer avatar
Rory E May 31, 2019 11:38 am UTC
PURCHASER
Hey Both,

Jason - your rule is ace, it *really* works well for zombies and like.

For representing heavy weapons teams and such (i.e. 'move or fire' type units) I think that the simpler 2AP to move is better, but the 'zombie' rule still works pretty well for them (as, on a 7-9, it gives enemy units the chance to nip behind cover, which is pretty flavourful too)
Customer avatar
Jason B May 31, 2019 5:17 pm UTC
PURCHASER
Glad to hear that you like it. Mmm I wrote a lot more that's now lost
Customer avatar
Jason B June 01, 2019 12:44 am UTC
PURCHASER
In one of Brent's other games, The Battlefield: Miniature Modern Warfare, he treats vehicle-related in a clever way, that I think could have an application RP. Essentially, damage to the vehicle equates to decreases in inefficiency OR effectiveness. E.g., after being damaged, it may (1) cost extra AP to perform actions OR (2) the standard actions could be performed at the normal cost but with lower effectiveness.

It occurred to me that the Rogue Die could be a useful way of reflecting that in RP. Hits to the boss/vehicle equate to the inclusion of a Rogue Die at the bosses disadvantage (e.g., 2 hits = 2 Rogue Die) OR the Rogue Die can be offset by AP (e.g., to offset 2 Rogue Die would require 2AP). Trade-offs can happen i.e. mix-and-match. At some point the boss/vehicle would be so inefficient that the AP would be better employed elsewhere or working at such a deficit that the opposition can outmaneuver them altogether.

I might see if I can write about it a bit on my blog - actually...See more
Customer avatar
Rory E June 03, 2019 1:50 pm UTC
PURCHASER
Hey Jason - that's a cool idea. In fact, not just for characters - if you replaced all the energy pool with rogue die to assign that might mimic injuries pretty nicely. Hmmmm - must give it a go!
Customer avatar
Anthony M March 23, 2019 5:04 pm UTC
PURCHASER
Does a move action prompted by a failed or partial success skill check cost 1 AP per move action, or is it free for the reacting player?
Customer avatar
Anthony M March 23, 2019 6:13 pm UTC
PURCHASER
Additionally, does damage from a collision override the default rules for how damage is applied to units? As in, if I throw a Heavy unit into another unit, and the opposed collision rolls result in a 4 difference, does the player have to expend 4 energy, or just 1?
Customer avatar
Brent S March 24, 2019 12:16 am UTC
PUBLISHER
That move would be free!

Damage from collisions does override the default rules. So, in your example, the unit that rolled the lower value on the collusion would have to expend 4 energy.
Customer avatar
Anthony M March 24, 2019 11:44 am UTC
PURCHASER
Thank you Brent.
Customer avatar
Brent S March 25, 2019 12:25 am UTC
PUBLISHER
My pleasure! Thanks for taking the time to review the game, and have fun!
Customer avatar
Gustavo B February 10, 2019 5:56 pm UTC
PURCHASER
Hi Brent, I bought the rules and I have a question about groups and weapons:

The rules read:

"Since groups consist of multiple models , they can be armed with
a wide variety of weapons. Keep in mind that if these models are
removed due to taking damage , their capabilities are also lost"

This means:

a) If you add extra weapons to the group you have to assign this weapons to especific models and if this models are removed due to taking damage the extra weapons are also lost
b) If the group lose ALL the members the extra weapons are lost (the group keep the extra weapons till the last member is lost)

Thank you in advance!
Customer avatar
Brent S February 11, 2019 2:45 am UTC
PUBLISHER
Hi Gustavo!

The first answer is correct. Note, this is really about the weapons and gear that they are modeled with. If I have a group of soldiers that are all armed with carbines and one of them also has a shield, the group only gets the benefits of the shield until that specific model is removed.
Customer avatar
Gustavo B February 11, 2019 6:34 am UTC
PURCHASER
Thanks Brent! Great set of rules btw, really enjoing it, greetings from Argentina!
Customer avatar
Brent S February 12, 2019 1:55 am UTC
PUBLISHER
Thank you!
Customer avatar
Jason B February 09, 2019 11:37 am UTC
PURCHASER
I've been playing the system for over 18 months now and am still finding little twists in the rules that are keeping it fresh - I've got to say it again, it's a great set of rules.

A question: when a Skill Check fails on account of a Rogue Die, does the beneficiary also receive the bonus Move(s) normally associated with their Opponent's Failure?

For example, a Space Elf is shot at by an Empire Guard and attempts a Dodge Counter-action. The Guard rolls {4,5 and a Rogue 4} yielding a net 5 resulting i.e. Failure. The Failed Skill Check on account of a Dodge grants the Elf a free FX move/roll. Does the Elf (and/or Elf's allies) also receive a bonus Move on account of the Failed Shoot Action?
Customer avatar
Brent S February 09, 2019 1:42 pm UTC
PUBLISHER
Thanks Jason!

To answer your question: yes. You get the bonus move no matter the cause of the failure. In your example, the space elf could even use this make two moves if the owning player desired.
Customer avatar
Danielle L December 09, 2018 12:26 am UTC
PURCHASER
It's been far, far too long, so I have decided to dust off my copy of Rogue Planet to use with some miniatures that have been equally neglected, but have a couple questions after a thorough read-through of the rules before I begin teaching the game.

-I think this has been addressed already, but anytime a damage result causes damage equal to the absolute difference between the CQ/RAT vs DEF, even a negative result for the firing unit causes that much damage (so RAT3 vs. DEF5= 2 damage)?

-Can a machine gun just be fired normally as a ranged attack for 1 AP (just with no bonus to the roll), or to do damage with an MG will you always have to make a Heavy Fire attack and pay 2AP?
Customer avatar
Brent S December 09, 2018 4:39 pm UTC
PUBLISHER
Welcome back to the planet!

Yes. Anytime that your attack roll is a success [7+ on the dice after modifiers], you do damage equal to the absolute difference of the two characteristics. When you have a lower RAT vs higher DEF, like in your example above, a successful attack represents a shot that bypassed the target's vastly superior defenses to hit a vital component or weak spot.

Yes. Any ranged weapon may be fired normally. The Heavy Fire attack just increases your chances of successfully hitting the target through high volume.

Have fun!
Customer avatar
Jeremy H November 05, 2018 4:34 am UTC
PURCHASER
I purchased this one awhile back. But for some reason it's no longer in my Library here on OBS. I left a Review for it 08/30/2015 as a Verified Purchaser. Hopefully it's just a bug in the system.
Customer avatar
Brent S November 08, 2018 12:34 am UTC
PUBLISHER
Hey Jeremy!

If you don't see it in your Library, please email me using the contact form on my website, and we'll get it sorted out.

https://bombshell-games.com/about/contact/
Customer avatar
Jason B October 20, 2018 11:19 am UTC
PURCHASER
I like the manner in which weapons can be 'built' by tying one or more weapon types/traits together. The sniper rifle (Carbine + Scope) is one such example provided for in the rules, providing a buff vs lightly armoured targets and providing the shooter with more targeting flexibility.

One such combo weapon I've recently employed is a Powerglove: a melee weapon with both Blade and Blunt traits. Question: the Blunt Trait downgrades an opponent's armour (Heavy becomes Medium, Medium becomes Light) and the Blade trait provides a buff vs Light Armour.

Does that mean Powerglove attacks against Medium Armoured targets benefits from both traits? i.e. the target is susceptible to both Instant Kill Critical Strikes and the attacker receives a +1 Modifier on their Skill Check?
Customer avatar
Brent S October 21, 2018 12:19 pm UTC
PUBLISHER
I like where your head's at, but in that particular example, the answer is no. The Blunt trait downgrades the opponent's armour rating when resolving damage, but not during the attack itself. The Axe and Spear traits would work nicely though.
Customer avatar
Jason B August 19, 2018 7:03 am UTC
PURCHASER
"Psionic Force Weapons" are really cool but are they classified as "powered weapons" when calculating a Force's Energy Pool? That is, does fielding a Psionic Force Weapon adds 1 unit of energy to the force's Energy Pool?
Customer avatar
Brent S August 21, 2018 8:43 pm UTC
PUBLISHER
They are not classified as 'powered weapons'. That means no extra Energy for you! Sorry!
Customer avatar
Burkhard H January 21, 2018 11:48 pm UTC
PURCHASER
Hello.

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
PUBLISHER
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
PURCHASER
Thank you for your reply!

:)
Customer avatar
Brent S January 25, 2018 3:08 am UTC
PUBLISHER
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
PURCHASER
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
PUBLISHER
Jason B nailed it with his reply!
Customer avatar
Jason B January 15, 2018 7:14 am UTC
PURCHASER
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.

http://southernbermanblog.blogspot.com.au/2018/01/solo-rogue-rogue-planet.html
Customer avatar
Brent S January 15, 2018 9:25 pm UTC
PUBLISHER
Great report! Thanks for sharing!
Customer avatar
Thomas K September 28, 2017 4:27 pm UTC
PURCHASER
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
PURCHASER
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
PUBLISHER
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
PURCHASER
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
PUBLISHER
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
PURCHASER
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
PUBLISHER
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
PURCHASER
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
PUBLISHER
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
PURCHASER
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
PUBLISHER
Absolutely!
Customer avatar
Jason B July 21, 2017 11:17 pm UTC
PURCHASER
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
PUBLISHER
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
PURCHASER
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...
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24
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978-0-9843037-3-1
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