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Monday, 16 April 2018

Faction: Orks (R40K)

One of the biggest barriers to entry in any game is the preparation.  I've created Unit Cards detailing Ork costs, energy, stats, equipment etc that can be printed double-sided A4, 9-to-a-page, meaning getting your games started quicker and less bookwork while you'repaying.

Sunday, 15 April 2018

Power Melee Weapons (R40k)

A while back I discovered I had misinterpreted the Rogue Planet rules in regard to Power Weapons.  Well after some deep thought and further playtesting, I think we're going to stick with the same as a House Rule.

The official Rogue Planet rules regarding Power Weapons is that they provide a +1 bonus on all melee (CQ) skill checks.  I had (erroneously) read that a Power Weapon boosts its wielder's CQ by one e.g., a Chainsword equipped Imperial Guard Trooper's CQ would be considered 4 instead of the usual 3 for combat resolution purposes.

Saturday, 14 April 2018

Disengage Action (Rogue Planet House Rule)

Rogue Planet is first and foremost a skirmish game and the rules are very much tuned to that type of gaming.  When playing games set in a W40k-style universe, there are many opportunities to play very asymmetrical scenarios eg 3 Space Marines vs 6 or more Units Cultists.