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Thursday, 14 December 2017

R40K Weapons (Rogue Planet)

Rogue Planet has a neat system for costing weapons: it's basically mix-and-match with each characteristic having a implicit cost.  For the sake of my sanity as much as anything* here's my notes as to how I've translated various W40K-style weapons into Rogue Planet profiles, point costs and description of associated house rules.  The list isn't exhaustive, rather it reflects óur model's weapons and therefore are those we use in our games - there's a significant pile of WIP accumulating in the house, so don't be surprised to see this grow incrementally in the future.

Imperial-styled Weapons

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

Autogun or Stub Gun (Fantasy Ranged)
Lasgun (Carbine)
Hellgun (Scattershot)
Bolt Gun (Armour Piercing + Carbine) ~16 points
Storm Bolter (Armour Piercing + Scattershot) ~19 points

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

Necron Weapons

Gauss Rifle (Fantasy Ranged + Brutal Impact)
Heavy Gauss Rifle (Fantasy Ranged + Brutal Impact + Armour Piercing)

Ork Weapons

Cutta (Blade) 1 point
Banga (FX Ranged) 5 points
Shoota (Fantasy Ranged) 8 points

Eldar Weapons

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

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

FX Ranged (Weapon Trait)

Such weapons simply don't have the range of their (typically) larger, longer-barrelled cousins.  After declaring a Shoot and Target make a FX Range Check to determine whether the shot actually made the distance.  We typically equate a Standard FX Range as the same as a standard Move and should a "Twist" occur, we employ unlimited Range as per normal ranged fire. 

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

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

Rogue 40,000 "R40K" (Rogue Planet)

Ever since my first exposure to Rogue Trader way back in High School, I've always loved the Warhammer 40,000 (W40K) setting.  Speaking of Rogue Trader, I remember begging to borrow the rulebook off the guy who owned it at school, taking it home for the night and spending hours drawing (mainly) beaky Space Marines before having to reluctantly return it the next day... wow, that was about a billion years ago.

So earlier this year, when I got it in my mind that I'd take up the wargaming hobby again, W40K was always lurking in the back of my mind.  Not that I've ever played a full session of the game - Epic, Space Hulk ye -  but the models, I've coveted them from afar for many a year.  Now there have been countless W40K conversions when in all likelihood, the game itself is probably great, but I haven't seen anyone share their Rogue Planet take on the game and it's factions.

I've spent a little bit of time trying to strike something of a balance between keeping true to the W40K meta whilst refraining from introducing 101 additional weapons, skills etc into the Rogue Planet published resources.  Speaking of balance, when playing a non-scenario specific game, it is really useful to have a point system that helps/assists with determining just how many Chaos Space Marines should be pitted against how may many Necrons to make for an enjoyable game of pew-pew.  If and when I crack that, I'll let you know 😉
By the way, if you feel that the above doesn't give you the entire game, well that's quite deliberate.  I'm leveraging others' IP here and I'm not in the habit of giving their blood, sweat and tears away - it's not mine to re-publish.  

Rogue Planet is Brent Spivey's intellectual property and if you'd like to experiment and play the game, do him (and ultimately us all) a favour and just purchase it - in the scheme of things, it's hardly a huge outlay; most of my workmates spend more in a given day on coffee and lunch!  You get an ebook, various summary guides, house rules and more for one low price via Wargame Vault.  It's a great deal.  Want to know how the game plays?  Look here.

Warhammer 40,000 - one of many Games Workshop titles - is IP on another scale altogether.  We've got a dozen or so Warhammer-related rulebooks, Black Library novels (thanks to the generosity of my Dad), heaps of miniatures and once upon a time I even worked in retail (Logical Choice Canberra) selling the stuff.  Go on, give it a shot, I don't think you'll be disappointed.

Friday, 8 December 2017

Empire of the Dead (Gaming)

Last night at Nunawading Wargames Association I played a 4-way game of Empire of the Dead.  Great fun!  Nice and simple rules, a good scenario and an awesome collection of scenery and miniatures to top it off.  The time flew with the faction of Gentlemen just coming out trumps largely thanks to copious discombobulation (if you played the game you'd understand the reference).  With werewolves, cultist and a rather dapper team of hunters, there was plenty of diversity and entertainment to be had.

Will I play it again?  Sure, it was fun!  Can't see myself packing in the sci-fi for 28mm Victorian Steam Punk, but having vegetable carts (complete with carrots, cabbage, potatoes but alas no turnips) was inspired... actually there was some serious discussion as to how one could incorporate vegetable factions in other settings.  Mmm...