Search This Blog

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 รณur 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 ๐Ÿ˜‰
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...

Tuesday, 5 December 2017

Firebase One-Five Libuscha Prime (Rogue Planet Scenario)

Reading the In the Emperor's Name! rules recently provided me with a little spark game-wise.  I've always been a fan of the W40k fluff/meta, so having a set of rules that focused on smaller, warband-style scale action was just what the doctor ordered.  In addition to borrowing a few of the game's concepts (e.g., some of the warp powers as additional Sorcery and Psionics) the rules also have a handful of scenarios that could easily be adapted to other games - not to mention the campaign rules that I want to try some time!

Charlie and Paddy deploying Skullguttah's Orks
without any regard for their old Dad's feelings!
So on a recent particularly wet and wooly Melbourne weekend, whilst Megs and Alex were at a birthday party and Harrie at gymnastics, Paddy, Charlie and I set-up a battlefield and duked it out.   The result?  Lots of fun and a Major Victory for Dad at the end of Turn 8 when the bombardment commenced and Paddy and Charlie's Orks were left in the open.  Later in the afternoon/evening we had some friends over and I walked a mate through his first introduction to wargaming - evidently a positive experience was had as he said he's keen to try again soon.

++ Firebase One-Five Libuscha Prime ++


The constant threat of the local flora and fauna coupled with regular xeno incursions has seen the development of some inspired approaches to the Libuscha Prime's defense.  One such innovation is the use of Firebases around the perimeter of the city.  The crews manning the Firebase continually monitor the surroundings and routinely call in pre-targeted orbital strikes, thereby maintaining a tenuous no-man's land between the lurking Banksia herds and the city proper.

Unfortunately not all goes to plan.  At the commencement of the seasonal Ork incursion, Firebase One-Five has gone strangely quiet.  Captain Sonnett had been instructed to access and secure the Firebase, however upon leaving the city's southern gate, he learned that Garrison command have also ordered a Orbital Strike to ward off a band of encroaching Orks.  The Orks, upon witnessing Sonnett's men exit the City gate are now out for blood and - following typical Orkie logic - seeing the 'umans are headed for the Firebase, want the Firebase for themselves!

Time is short and with an orbital bombardment to commence any minute, the only safe place is Firebase One-Five and preferably without company!

The Battlefield and Deployment


The battlefield is approximately 50" long and 24"wide.  To the West is a Banksia grove and the Eastern edge is boarded by Libuscha Prime's city walls.  The center of the map is largely devoid of cover with the exception of the Firebase - a reinforced concrete bunker fully equipped with a rooftop observation post.

The Objectives


Both Forces are seeking to occupy the Firebase before the orbital bombardment commences.  The
orbital bombardment can commence from the conclusion of Turn 6 onwards.  At Turn 6's conclusion, roll 1d6 and a result of 6 means the bombardment has started and the game's over.  At the conclusion of each subsequent Turn make a similar check but add +1 to the result i.e. a roll of 5 or 6 on Turn 7 ends the game and 4,5 or 6 on Turn 8 etc.


  • Should one Force be destroyed before the bombardment commences, the other Force is awarded a Major Victory.
  • Should one Force be in sole possession of the Firebase at the commencement of the bombardment, then that Force is awarded a Major Victory.
  • If both Forces occupy the Firebase at the commencement of the bombardment, then a Minor Victory is awarded to the Force with the most Unit Points/Credits occupying the same.
  • If neither Force occupy the Firease at the commencement of the bombardment, then a Drawn is declared.

The Forces


Captain Sonnett's Detachment (244 Credits)



  • Captain Sonnett (Leader) CQ3(4) RAT3 DEF4 ARM Light Size Small Energy 1 Laspistol (Fantasy Ranged), Powersword (Blade + Powered) and Intimidator (Pawn) - 66 Credits.
  • Support Specialist 3/4/3/Light/Small/1 Machine Gun and Blade - 50 Credits.
  • Assault Squad 3(4)/3/3/Group 4/Small/1 Laspistol (Fantasy Ranged) and Chainsword - 83 Credits.
  • Tactical Squad 3/3/3/Group 4/Small/0/ Lasgun (Carbine) and Blade - 45 Credits.


Skullguttah's Warband (254 Credits)


  • Skullguttah (Leader) CQ5 RAT2 DEF5 ARM Medium SIZE Small Energy 2, Bolt Pistol (Fantasy Ranged + Armour Piercing) , Smasha (Great Melee Weapon) and Terrifying (Pawn) - 65 Credits
  • Storyboyz 4/3/4/Group 4/Small/1 Flyer, Banga (FX Ranged) and Chain Sword - 89 Credits
  • 2x Ork Boyz 4/2/4/Group 4/Small/0/ Shoota (Fantasy Ranged) and Cutta (Blade) - 50 Credits each


We've been using 6" Moves with a
lot of success during our games.

Special Rules


Increasingly our Rogue Planet games are employing a lot of House Rules which are also complemented by the various Special Rules specific to this particular scenario.

House Rules that seem to work for us include measured Moves (~6 inches) and wounds not EnergyFocused ActionsSuppressive Fire (especially in this scenario) and the Terrifying Pawn (not a  "Terrifying Prawn" despite what my son Paddy may otherwise suggest).

The Firebase


  1. Units can attempt to enter there Firebase from any side - only contact is required.
  2. Entry requires a an Action and successful Skill Check.  Failure generates two Moves and Partial Success one Move for the opponent.
  3. Entry means the Units have accessed the interior of the Firebase.  Units outside the Firebase (on the roof or otherwise) cannot target Units within the Firebase and vis-versa.
  4. Units within the Firebase can expend an Action to access the rooftop or exit the Firebase - no Skill Check's required.
  5. Units on the Firebase's roof can move to the interior at the cost of one Action - no Skill Check required.
  6. Units on the Roof receive a soft buff when being shot at (due to the cover offered by the ballards) and when shooting (due to their height advantage).
  7. Units within the Firebase's interior or on the roof are deemed to be automatically Engaged with enemies in/on the same area/level.

Monday, 4 December 2017

Terrifying (Rogue Planet Pawn)


Rogue Planet has a novel way of both applying and reflecting 'special powers' in the game, and that's through the use of Pawns or "Prawns" if you happen to be a Berman child.  Not only are Pawns limited to a force's Leader, they are also represented as miniatures on the table.  For example, the Fire Support Pawn gives the leader a buff when shooting - to reflect the same in the game, you might include an additional miniature of a guy, girl, robot, alien or whatever sporting a gun.  It's a clever mechanism that adds to the spectacle on the table and can easily be incorporated into the narrative during a typically characterful Rogue Planet game.

W40K factions and characters have various defining traits that IMHO make the game's meta so alluring.  For example, Deamons are terrifying, Tyranids share a group consciousness, Space Marines "Know no fear" etc.  What I've attempted to do is reflect one such trait as Pawns that can be incorporated into Rogue Planet to provide some W40K-ish flavour.

Terror (Pawn)

Some figures are considered 'Terrifying'. Unless there is an ally unit closer to the terrifying unit, all actions directed towards a terrifying enemy incorporate a Rogue Die related skill check.  Some examples of this concept:

  • Engaging or Charging a Terrifying figure would require a Skill Check + Rogue Die.
  • Counteracting a Terrifying figure using Intercept or Counter Charge would include an additional Rogue Die to counteract the counteraction's Rogue Die (trust me, use an additional differently coloured die).

A figure that wishes to move closer to terrifying enemy (i.e. become the closest ally to the terrifying unit) must first pass a skill check with a Rogue Die included.  If the skill check fails, in addition to the usual failure-related penalty, the terrified Unit remains stationary, paralysed with fear.

Finally, being the closest ally to a terrifying enemy is, well, terrible.  The closest enemy unit to a terrifying opponent need also include a Rogue Die for any Action or Counter directed towards the terrifying unit.

One thing that I've mucked around with some is extending the Leader's pawn(s) to the force as a whole.  For example, a Deamon leader might have the Terror Pawn but then making all Deamon's in the force benefit from the same.  I can't say I've got it quite right just yet, but what I've experiemented with is strategically placing the Pawn.  Basically the Pawn either stays with the Leader else it can be moved by the Leader like any normal Move Action.  Whilst ever the Pawn is in LoS of an ally, the ally benefits from the Pawn but the Pawn also need stay within LoS of the Leader (only worrying about hard cover here, not friends or foes.  If the Leader moves out of LoS, the Pawn is automatically placed within FX Range of the Leader.

Interestingly the above promotes unit coherency - not something that's often considered when playing Rogue Planet, but without it, something the game's story suffers.  Hey, it's worth a try (maybe a 2nd Edition Rogue Planet inclusion some day?).

Friday, 1 December 2017

Sorcery & Psionics (Rogue Planet)

Rogue Planet's use of the Apocalypse Engine mechanics makes for an elegant, universal resolution mechanism - coupled with the use of Rogue Dice, it's amongst the rule's defining features. It's very easy to get the hang of and the fact that it's also applicable to the 'Sorcery & Psionics' rules makes everything rather neat and intuitive - a universal resolution system (my mate Rob had a term for it, but I can't remember what it was). Not to mention a way of ensuring that such powers are subject to chance and can backfire!

What Rogue Planet hasn't got is a lot of sorcerous nor psionic powers.  fortunately there's lots of material on the interweb generated by fellow enthusiasts that's easily adaptable and works a treat. The following list heavily borrows from the Psyker Powers Table included in the In the Emperor's Name! - a W40K inspired skirmish rules - here's the link to their Closed Group homepage on FaceBook.  Also, Mayhem, another of Brent's Spivey's games (Brent also authored Rogue Planet) had some useful ideas that I've borrowed... I'm sure Brent won't mind.☺

One thing I've done is used FX Range determination for most things. I've found that this really adds to the drama regardless of whether moves are being measured (like we're playing at home) or otherwise. Finally I have been playing around with Credit Costs for each power, but not too seriously: when we're playing, these type of things are typically awarded as part of a scenario so balance isn't our primary concern.

Armour (Sorcery and Psionic)


A once crippling blow is now evaded with ease.

Sorcerous Effect:upon a successful cast, the Target is granted a defensive Rogue Die against all Melee or Shooting-related attacks. If the Target is already equipped with Powered Armour, then an additional Rogue Die is granted.

Psionic Effect: upon a successful cast, the target's DEF is boosted by +1. This may boost the Target's DEF beyond the normal ceiling.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weapon (Sorcery and Psionic)


Aggression is amplified and rewarded as foes are smitten with abandon.

Sorcerous Effect: upon a successful cast, the Target is granted an offensive Rogue Die for a specific weapon's attacks. If the selected weapon is a Powered Weapon, then an additional Rogue Die is granted.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are boosted by +1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Weaken (Sorcery and Psionic)


Enemy blades are dulled, their weapons misfire and their strength is sapped.

Sorcerous Effect: upon a successful cast, the selected Target grants their opponent(s) a defensive Rogue Die in relation to all their attacks. If their opponent is wearing Powered Armour, then an additional Rogue Die is granted.

Psionic Effect: upon a successful cast, the both the Target's CQ and RAT are debuffed/reduced by -1.

Application: via touch to any Unit, friend or foe, in contact with the caster or the on the cater directly. Provided the Caster has adequate Action Points, the effect can be applied to multiple Units concurrently or stacked upon a single Unit i.e. multiple Action Points can be applied to magnify the effects upon a single unit.

Duration: the effect can be maintained indefinitely whilst ever the Caster continues to expend an Action Point during their Force's Turn. Subsequent maintenance of the effect does not require the Caster to be in contact with the Target nor even maintain line of sight to the Target, but does require rerolls of the Cast and is subject to Counter-Casts.

Command (Sorcery)


Befuddled, ally turns upon ally, performing the sorcerer's dirty work for them.

Sorcerous Effect:  upon a successful cast the Target can be commanded to perform an Action such as Shoot, Move to Engage, Charge, Melee or Throw their nearest alley. Multiple Action Points can be expended, forcing the target to perform multiple actions (subject to the usual limits relating to consecutive Actions) and the associated Casting Skill Check can either be resolve as a single or series of consecutive resolutions at the Caster's discretion.

Application: any unit within FX Range and in line of sight of the Caster.

Terror (Psionic) terrify


With a deft touch of the mind, the embers of fear are fanned and stoked.
Psionic Effect: whilst in effect enemies need to pass a Skill Check prior to any attempt to attack the Caster or approach closer than FX Range to the Caster - range is determined only after the enemy declare their movement. Failure of that Skill Check both grants a standard Move to the Caster's force and the Caster can Move the enemy in any direction away from the Caster.

Application: the effect remains in place until the commencement of the Caster's Force's following turn.

Path (Sorcery and Psionic)


Through sheer force of will this reality is sidestepped and bypassed.

Sorcerous Effect: The Caster creates a clear FX Range path through an area of soft or hard cover directly adjacent to himself. Other Units (including Enemies using Counter Actions!), but not the Caster, can move along the path in single file, until it fades at the Caster's Force's Turn's end.

Psionic Effect: The Caster may move FX Range, unhindered by cover, enemies or even mountains. The Move must begin and end in an open space.

Barrier (Sorcery)

Mystic powers call forth a magical barrier, protecting and hiding the sorcery from foes.

Sorcerous Effect: The Caster can conjure up a barrier that can block their enemies approach and line of sight.  Upon a successful Cast, the Caster makes a FX Range check. The Caster then can split the resulting FX Range between a distance from the Mage and the length of the barrier.

The barrier dissipates at the commencement of the Caster's Force's following Turn.

Clear Sight (Psionic)


When all dimensions are accessible, there's nowhere to hide.

Psionic Effect: The Caster can perform a ranged action (typically Shooting but also applicable to some Melee-related Actions) at an enemy figure, even if they are concealed by cover or if line of sight is blocked, up to FX Range. Furthermore, the cover gives provides no protection.

Sunday, 26 November 2017

Libuscha Prime Buildings Part 2 (Terrain)

Following on from my original batch of buildings, I organised myself some and pumped out another nine 5.5" square building blocks this weekend.  My vision/objective was to create 4 sets of 6 blocks (i.e. 24 in total) that could be stacked in a variety of combinations allowing me to create a battlefield that had lots of different heights and levels.  So this is where things ended up:

Each quarter of the board has six buildings: 1 x single-level, 1 x double-level and 1 x triple-level.
I base coated the outside of each building with matt black spray paint and they're held together using a square of perspex that, like the 'frames' of the  buildings, was scavenged from local businesses.  Finally I printed off various tiles from Dave Graffam's Spaceport Tiles #2 Terrain Set reduced to 80% on 210gsm card using our trusty HP Envy 4504 and stuck them to both sides of each title.  I did four different paint jobs of the building's outsides: black undercoat, a light blue, red, yellow or green second coat at a 45-degree-ish angle followed by a very quick and light grey top-coat with my airbrush, in an attempt to create some more depth.  Some of them turned out better than others, but I did achieve both some variation and a sense of commonality, so mission accomplished.

Pretty quickly (and easily) the set-up can be altered materially.

Finally the boys all had a play with what amounts to a giant-sized lego set.  Yep, I can see some more games in the near future which is at least half of the purpose of the project!  I've got a few tunnels, machinery and other bits and pieces to set it all off, so all-in-all it's mission complete!

What next.  No more terrain (for a while at least)!! Seriously, I am just about terrain'ed out.  Luckily (?) I've got an (evidently ๐Ÿ˜•) ever increasing backlog of miniatures that are dying for some paint, so I need to pack away the power tools and stay out of skip bins for a while and turn my mind to more civilised pursuits.


Saturday, 25 November 2017

Sewer Chaos (kind of battle report)

The boys and I had a great, fast-pace game today.  All up it took about an hour and the rules were a bit of a mash-and-bash, borrowing from Rogue Planet (Skill Checks and Rogue Die); The Battlefield (Spawning and Unit attrition) and with a little splash of Terminator Genisys (Fate Die) for good measure not the mention the whole Warhammer 40,000 vibe!

The map and deployment was a pretty simple affair: buildings to the SE and NW, tunnels to the NE and SW and only a little bit of cover in the map's centre.


Alex and I played the Chaos Space Marines emerging from the tunnels and Paddy and Charlie managed the Imperial Guard, making their last stand.  The Chaos Marines were charged with destroying the Guard and the Guard were required to block both the tunnels.  The Guard had the advantage of numbers (initially) and Chaos had (generally) harder to kill troops.

The turn sequence resulted in each side either be awarded 2 Actions, 4 Actions or rolling a Fate.  Fate resulted in another Chaos Marine being randomly spawned from a tunnel and the turn automatically reverting back to the Guard.

There wasn't much more to the game than that.  Paddy and Charlie initially got stuck into a shooting match with Alex and I, but it slowly became apparent to Paddy that he wasn't actually winning: instead, slowly-but-surely more Chaos Marines were arriving on the battlefield and picking off the Guard.

The game was remarkably balanced and it felt as though it could have gone either way a number of times.  Highlights included a Terminator taking on a huge number of Guard, providing the necessary distraction that allowed further Marines to be spawned.  Late game, Paddy made a point of taking out the disabled enemy, which had Alex and I down to a single Marine at one point.  Then we rolled Fate 3 or 4 times consecutively and suddenly Paddy was fighting for survival.

In the end Paddy was down to about a fifth of his entire force and he managed to slip a Trooper past our remaining Marines to close the NE gate and win the game.  Paddy's victory dancing could have driven the Chaos Marines back to the warp alone!

If anyone wants to try the rules, drop me a line and I'll punch them out for you.  Cheers!
Three brothers sitting down playing a game with their Dad.
The simple things in life are almost always the best.


Thursday, 23 November 2017

Wounds (Rogue Planet)

A few more 'house rule' experiments layered onto Rogue Planet.  There are lots of things I like about Rogue Planet - hell I wouldn't have stuck with it this far if I thought it didn't have legs - however there's one thing that just doesn't seem to work for me during our family games: the Energy Pool.

Disco Steve with his band of brothers, off to cause some havoc
In short, depending upon the specific type of game and scenario being played and force compositions, each Force can be allocated a Energy Pool.  The Energy Pool can be used to offset kills, subject to a number of caveats.  What seems to happen is the Energy Pool tends to provide a buffer that enables melee focused units to close in on and then engage their targets.  In the standard Rogue Planet game, where movement can be very fluid, this results in brawls being the order of the day.  I understand that actually aligns with the game design/intent, but it just doesn't work for me.  We've incorporated a simple, standard measured move action (typically 6") and that does something to scale back the effectiveness of melee-based forces, however the tactic of buffering advances with Energy still seems to pay-off handsomely.

Okay, enough rambling. Recently rather than Energy, we've been employing 'wounds'.  Front of mind when doing this was the goal to not clutter the table with (bloody) markers, chits etc and instead keep it simple. This is what we've come up with:

Hit and Damage Resolution


As per standard Rogue Planet rules, hits and damage to a units are all resolved by Skill Check, sometimes augmented/penalised by the inclusion of a Rogue die and coupled with buffs/debuffs to a maximum of +/- 3.  That coupled with reference to the Target's DEF (sometimes CQ) and Armour
yields 0 or more 'hits'.

Disabled Units


In the event that an attack results in a Partial Success, the attacked Unit is deemed stunned, concussed, wounded or  simply "Disabled", not destroyed.  A Disabled Unit is laid on it's side and whilst it remains Disabled, the Unit is restricted to only one possible Action going forward: Recover.

A Recover Action can be made during a Forces Turn and if successful results in a Unit being active and able to be utilised as normal (i.e. stood up and removal of the Disabled restrictions).  A Recovery Action is made via a Skill Check, subject to the following modifiers:

  • For each friendly Model* in base contact with the Disabled Unit, add a minor buff up to the usual +3 maximum;
  • For each enemy Model in base contact with the Disabled Unit, add a minor de-buff with the usual -3 maximum; and
  • Units with the Medic Trait are provided with a +3 buff by default.


*A "Model" in this regard is either a (a) single figure Unit (e.g., the Force Leader or hero) or (b) members of a typical 4 model "Group"  e.g., should a Group lose a model through a Partially Successful  attack and be reduced to 3 'Able' models (i.e. 75% strength), those 3 models could be placed into base contact with their Disabled ally/squadie and provide a +3 modifer to a subsequent Recovery Action.

A Success (Partial or Total) results in the Disabled Model reverting back to Able; however a Partial Success also awards the opposing Force a free standard Move.  A Failure results in the Disabled Model being removed from play - some wounds take more than a slap and mouthful of water to shake off! - and a free Moves to the opposing Force.

Some notes relating to Unit's designated as Groups:

Previously we've played the following:

  • Disabled result are translated into individual Models e.g., a Group suffering 2 hits via a Partial Success would Disable two Models.
  • A Group can move away from a Disabled Model i.e. Group coherency requirements excludes Disabled Models.
  • If a Disabled Group's member is later revived, they may only defend, (MOVE) move to cover or advance toward their original Group.  If the original Group is reduced to a strength of 1 Unit, they to are also subjected to the same restrictions.
Subsequently we've found it easier to have Groups either remain with their Disabled member else (should they Move from the Disabled member and break coherency) the Disabled member is automatically removed from play (but with no additional free Move(s) awarded to the opposition.

I've found the above has been easily applied and adds another (missing) dimension to our games.  Suddenly Groups are that little bit more attractive than they were and there's something to be said for unit/force coherency.  It also puts another tactical decision into the hands of the Force commander e.g., with my remaining Action for the Turn do I attack the enemy (reduce their strength), move into a better defensive position (conserve my strength) or attempt to revive my Disabled Units (increase my strength).

Tuesday, 21 November 2017

Storage Tanks (Terrain)

Whilst I've been working on rolling out a huge number of modular buildings, I've also been collecting tin cans.  Why?  I saw the following image on FaceBook recently and thought "Hell, I reckon I could do something like that!"


Well I'm a long way from that wonder (which is apparently some 30 pieces in total) but I have started experimenting all the same.

So here's the tank: it was built with a tin can and six bits of plastic I nicked from a skip bin.  I spray  painted/primed it matt black then painted it using some basic poster paints.  To add a bit of interest, I stuck on half a dozen notices etc that I had in my papercraft bits box.  Finally I stuck it onto a clear perspex base, primarily so I could see whatever terrain on which it's placed.  All said, I'm pretty happy with the cost:benefit outcome - I quite like it.  I can see some variations on the theme coming up in due course...



So the nice thing about this particular setup is it slots perfectly into the 5.5" square 'buildings' I've been making to date - check it out:
"Barry, just farking check it out!  How bad could it be mate??"


Upon securing their objective, the Chaos Space Marines weren't going to let anyone crash their party.
That Sapporo Door is another experiment: it's bits of plastic primed and painted but made with a kind of hook on the back so it slots into the 'windows' of the building - that way I can add or remove them at will... and now I've got to turn my mind to making some better looking doors!

Sunday, 12 November 2017

Libuscha Prime Buildings Part 1 (Terrain)

The Libuscha setting has been taking shape in the collective Berman hive mind for almost a year.  It's kind of cool how the more we play in this make-believe setting, the more real the setting becomes - maybe there's some sort of positive feedback mechanism at work?   Whatever, I'm not complaining, as it's a hell of a lot of fun to be playing with the kids and also having an opportunity to exercise that creative side of my brain that has been apparently hibernating for a few years.

More recently, thanks to a lucky dumpster strike during my commute home, I found a whole lot of hard/strong plastic industrial packing spacers (for lack of a better term).  They are about 4 inches/10cms to a side and interlock with one another.   As is evident from the picture to the right, they're just the right scale for 28mm miniatures and with a deft application of some power tools, glue and reinforcing card or plastic, they form a basic square with a floor inside and an interesting relief design on the exterior.

Did I mention they can interlock? Not only can they interlock, but if they are balanced/placed correctly they also provide 'windows'.  With 40+ of these little gems at hand, the lads and I began experimenting with layouts etc....

With a better appreciation as to what the blocks might do, I started knocking them together - there was A LOT of experimentation using different glues (super, hot, pva, plastic cement etc) and reinforcing materials (card, plasticard, plastic etc) and eventually I arrived at some combinations that struck the right balance between (apparent) durability, low-cost and ease of preparation and assembly.  So, over the course of a couple of weekends, Dad's Shed Workshop when into production mode...
We have been very happy with the results.  In addition to standard squares (using 4 spacers) I also tried my hand at some more complex shapes.  With the shapes built, I then played around using various methods to paint them - in addition to old fashion paint brushes, I tried spray cans and my airbrush.  The airbrush was especially effective and I had a go at both couple of basic stencils (cut by hand - no prizes for picking  up the references) and a light through the window-style effect.

After firing up a quick 200 point game of Rogue Planet, we were certain we were on a winner ๐Ÿ˜‰

Having crept past the Nova Corp Marines, Disco Steve let lose into his primary objective - a squad of Terminators!
Sing it "Everybody in the House of Love, One Love, One God..."
So what now?  Well, the first batch of "buildings" is now effectively table-top ready 'done' and I'm now starting to put my mind as to what I'll do with the rest... yes "rest" as in I've almost got the same number of spacers again, ready and waiting to be slapped together to make for a @#^#$% HUGE amount of terrain - my dreams of a megacity one bloc war-type table is feeling increasingly achievable ๐Ÿ˜„

That image on the left is basically half of the spacers at work - I'd like to see if I can do something similar and try a 2000AD Bloc War maybe using Rogue Planet or similar.  With a few pipes, gangways, cooling towers, landing platforms and the like, I reckon there's a huge amount of fun to be had.







Monday, 30 October 2017

Halloween Plant life (Terrain)

Recently I visited Dakka Dakka which had a great article from yesteryear detailing a Cheap and easy way to build a Tyranid mycetic spore.  So, during the course of the weekend, Alex and I were left to our own devices for much of Sunday and we spent some time doing stuff in the shed.  "Stuff" = spray paint, melting, cutting and other fun things.  Later that day Charlie gave me a hand with the painting and the resulting labour of love was a delight.  Something tells me we might be making a few more of these little beauties and our Banksia might have a run for their money... I'll have to work out some stats for this thing and use it in a game pronto!
"Okay Disco Steve, don't do anything rash now - we don't want to excite the plant..."
There's a few more shots in this album.  BTW here's the inspiration for our plant.  Awesome.

Wednesday, 25 October 2017

Focused Actions (Rogue Planet)

One of a few layouts I'm preparing for some future games.
We've been mucking around with Rogue Planet's published/semi-official (?) "House Rules" by Thibault Bloch a few years ago and are included in zip file when you buy the rules from Wargame Vault.   Some great elements in there to add something of a Necromunda feel to the game.  Amongst the things that have worked for us are Climbing, Vaulting, Jumps & Falling (ouch!) rules, Brutal Impacts, Parry and Specialised Rounds (very Judge Dredd), not to mention the Scenario Generator (Main Plots, Deployment Options and Extra Circumstances).  All great stuff.

So onto another House Rule we're trialing: Focus What's "Focus"?  By way of illustration, a unit taking extraordinary care in lining-up and aiming a shot could be said to be focusing, and in doing so, the likelihood of the focused shot's success is increased (relative to an standard, unfocused-action).

I arrived at the term Focus because the concept of trading Action Points for better odds can be applied to a lot of situations.  It allows for some additional tactical decisions and narrative opportunities without being a burden to track and apply, which is really keeping with and enhancing those features that already make Rogue Planet such an elegant system.

I've been busily preparing a new collection of terrain to run a few themed scenarios/games for the kids.  Presently at least, I've got a vision of asymmetric forces - kind of hold out against the horde - where the 'weaker' force might make use of focused actions to (hopefully!) tip the battle in their favour.  I especially like the idea of using FOCUS + SUPPRESSION to really tie-up a horde charging across no man's land intent on storming an entrenched position.

You might notice that FOCUS+ SHOOT and FOCUS+MELEE both result in a fleeting, temporary increase in either RAT or CQ.  The thinking here is that a focused attack can be materially more effective than the buffs usually awarded for (for example) attacking from higher ground.  I imagined a group of Imperial Guard foregoing an opportunity to fall back and instead focusing their fire on the Group of exo's storming their position - the increase in RAT provides the opportunity to inflict more units of damage than might otherwise be possible.

FOCUS

The FOCUS Action provides the means for units improving the odds of success of a subsequent Action - performing two or three consecutive Actions in a Turn is termed 'chaining'.  A variety of FOCUS-chained Actions and their application are detailed below:
FOCUS + MOVE: +1 Skill Check buff e.g., DISENGAGE or TERRAIN
FOCUS + CHARGE: +1 Skill Check buff
FOCUS + SHOOT: +1 to the Attacker's RAT
FOCUS + CAST: +1 Skill Check buff
FOCUS + MELEE: +1 to the Attacker's CQ
FOCUS + CAST: +1 Skill Check buff
Buff calculations are subject to the usual +3 ceiling.

FOCUS can only be applied during circumstances where the activated unit undertakes two consecutive chained Actions.  Some Actions/Traits already incorporate a Focus-like feature meaning they cannot normally be further buffed using FOCUS.  For example:

  • A non-heroic unit armed with a Carbine might use FOCUS to increase their odds of making a particularly important shot (FOCUS + SHOOT = 2 Action Points)
  • A non-heroic unit armed with a Hollow Point Round Carbine is unable to use the Focus with SPECIALISED ROUND LOADING as only 2 consecutive Actions are permitted and SPECIALISED ROUND LOADING must be chained with SHOOT.
  • A heroic unit armed with a Hollow Point Round Carbine is able be able to use the FOCUS + SPECIALISED ROUND LOADING + SHOOT (3 Action Points) as only heroes are permitted to chain 3 consecutive Actions in a Turn.

FOCUS cannot be used to enhance Counter Actions - an Action can only be countered by a single Counter Action.

The FOCUS Action does not directly provide the opponent an opportunity to initiate a Counter Action, however the Action subsequent to the FOCUS (e.g., SHOOT) can be Countered as per normal/standard rules.

Wednesday, 18 October 2017

4-way all in brawl (The Battlefield: Miniature Modern Warfare)

On the weekend we had a quick 4-sided/way game of The Battlefield: Miniature Modern Warfare with Harriet using the Dark Eldar, Paddy with the Chaos Space Marines, Alex using Orks and Charlie and I leading the Necrons.

We played a slight variation of the Death Match Game Mode (pg 39 of the rules) which is pretty straight-forward: normally points are awarded for enemy 'kills' and the first team to score 25 points wins.  In the interest of time - we had less than an hour before dinner to setup, play and pack everything away - we played to 15 points, limited the number of Units to a max of 3 per Team and made them default Assault (with Bipod) and stuck with 9 CAP per player per turn - nothing too difficult.

The game played fast and furious with Alex's aggressive attack on both the Necrons and Chaos Marines racking up a few points but then he went too deep and was cut down in crossfire between the two forces.  Paddy's attack rolls were amazing (Crown Casino watch out) regularly achieving multiple successes thanks to exploding 6's.  Harriet was a lot more conservative than her brothers, hugging terrain and focusing on Paddy's units, one-at-a-time. 

In the end Harriet was victorious with Charlie and I coming a close second.  This picture says it all:


Whilst I must admit, I prefer the manner in which Rogue Planet keeps all players continually immersed/invested in the game (through the Counteraction mechanism), The Battlefield has lots of features that makes for an exciting game.  The manner in which cover is resolved, occupation of terrain and spotting works very nicely.  And Spawning: the kids love the fact that they can respawn their downed units and rejoin the battle.  That coupled with the opposed combat die rolls kept their attention.

I'm continually amazed at the kid's ability to comprehend complex things like The Battlefield's Overdrive system - maybe it's just not that complicated?  Sure I helped them consider options etc, but one thing that definitely helped everyone in that regard was having the following cheat-sheet/card handy:



That card, coupled with providing the active player with 9 CAP tokens/stones/gems made for relatively quick rounds - I think I only had to reference the rulebook twice during the whole game.  Big Tick.  Often the Card would be snatched out of my hand so that they (not I) could work out their sequence of Actions in their head (tactical planning and some mental arithmetic ✅) without letting onto their opponents what they were considering.  It made an old man smile.

PS we also used the Card's side as the standard Unit's Movement - no need for tape measures and rulers people! 

Actually, when preparing for the game, I reviewed the rules and realised that I'd misunderstood - previously I was calculating CAP cost using Base to the power of the Action, not a multiple of the Action e.g., a third Shooting Action should cost 6 CAP (2 Base x 3rd Action), but I was applying a cost of 8 CAP (2 Base ^ 3rd Action)*.

*Funnily enough it actually worked and REALLY forced one to think hard whether and how far to put a Unit into Overdrive... might be worth testing again in the future... maybe a mechanism that could account for troop quality??

Sunday, 15 October 2017

Suppressive Fire (Rogue Planet)

If you've been following this blog for a bit, you'd be forgiven for thinking that I've found Brent Spivey's Rogue Planet something of a revelation: a flexible, fast and feature packed set of rules that are quick to communicate and provide the means for a whole lot of deep tactical play.

"Wait for it... wait for it..."
I'm always on the lookout for something a little different and I thought I'd also try my luck with Brent's earlier game The Battlefield: Miniature Modern Warfare.  Now the game is quite different to Rogue Planet; however (and not surprisingly) there's some common threads in the design.  One feature of The Battlefield that's caught my eye is Suppressive Fire - and it struck me: Rogue Planet doesn't really have a Suppressive Fire mechanism.  Sure Heavy Machine Guns provide for a Driving Fire Attack (along with Heavy Fire and Bound Manoeuvre) but it isn't quite the same.

Rogue Planet's Driving Fire mechanism can dramatically increase the shooter's ability to hit their target and if successful, rather than inflicting damage, it forces (drives) the target away from the shooter.  Want to push those nasty bugs back some?  Flick your machine gun to Driving Fire and let it rip.  But that isn't exactly how I envisage/imagine suppressive or covering fire.

The Battlefield also allows (some) Units the ability to forego the opportunity to damage a target and instead subject them to Suppression (page 31).  The exact mechanics really require a broader appreciation of the game's rules, but in a nutshell, there's a better chance of suppressing a target than harming them directly and upon the successful suppression of a target, the target is subjected to a Command Action Point overhead or penalty until it's expressly negated by the suppressed player.

That was a bit long-winded.  How about: (1) it's easier to suppress than harm a target, (2) to activate/order a suppressed Unit requires more Command Action Points than otherwise and (3) that CAP overhead remains indefinitely until the owning player actively negates the same.  Consider:
Support Team A successfully lays down suppressive fire on Assault Team B.  The net result of the suppressive fire being 3 Suppression Tokens being applied to Assault Team B. 
Now in order for Assault Team B to perform any 'normal' action, they first need to expend 3 CAP to wipe their 3 Suppression Tokens.
One thing that I've been trying to simulate in Rogue Planet (using our slightly modified rules that incorporate measured moves) is a charging and defending an entrenched position sort of thing.  Now while Rogue Planet's Op Fire Counter Action works quite nicely in this regard (even if the odds of success aren't fantastic) it still doesn't feel quite right either.

As to when Suppressive Fire can be played, I've toyed and we've tried making it solely a Primary Action ("Lay down some covering fire - Alpha Team get ready to roll"), Counter Action ("There's the charge lads, now make them hug the ground") and both. Putting my mind to it, I've come up with the following house rule when playing Rogue Planet.

SUPPRESSIVE FIRE

SUPPRESSIVE FIRE simulates an attacker firing their weapons at the enemy to force them to stay in cover, to reduce their mobility and their ability to return fire and reconnoitre a position.

A unit may initiate suppressive fire on a single enemy unit for the same Action Point (AP) cost as any other Shooting Action (typically 1 AP) available to them and are subjected to the same buffs and debuffs as per Shooting Actions.  For example, a unit equipped with a Machine Gun may combine a Heavy Fire Attack with SUPPRESSIVE FIRE to generate a +3 bonus for a total cost of 2 AP, a Flamer can be employed to suppress a Group with a +2 bonus and whilst using a Carbine provides a +1 bonus when attempting to suppress Lightly armoured targets, against Medium, Heavy and Groups, there's no buff to be had.

SUPPRESSIVE FIRE attacks require a skill check that will be based on the ranged attack skill and defense rating [RAT vs. DEF] of the units involved.

SUPPRESSIVE FIRE must target the closest enemy unit that is a valid target.  Enemy units that already engaged in melee or are already suppressed MAY be ignored.  Unless benefiting from a special rule, suppressive fire requires line-of-sight.

As a Primary Action
Upon declaring a SUPPRESSIVE FIRE action, the attacker need make a Skill Check and apply the following success-and-armour related results:
LIGHT ARMOUR and GROUPS:
Partial and Total Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).
Critical Success the application of Suppression Tokens equal to the attacker's RAT.

MEDIUM ARMOUR:
Partial Successes cause the application of 1 Suppression Token.
Total Success or Critical Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).

HEAVY ARMOUR:
Partial and Total Successes cause the application of 1 Suppression Token.
Critical Successes cause the application of Suppression Tokens equal to the difference between RAT and DEF (minimum 1).
A (standard, non-ROGUE related) Failure allows the Opponent may make two MOVE actions with two separate units.
A Critical Failure allows the Opponent may make two MOVE actions with two separate units and causes a Suppression Token to be applied to the firing/suppressing Unit.
As a Counter Action to a MOVE or CHARGE
The MOVING or CHARGING model must make a Skill Check with a ROGUE die.  
If this causes the MOVE or CHARGE to Fail, the active unit receives Suppression Tokens equal to the result on the ROGUE Die.  
If the Skill Check is failed normally, the moving unit is STAGGERED from a location along the active units movement path selected by the countering player.
 Suppressive Fire Counter Action - Dodge
Units being targeted by SUPPRESSIVE FIRE may declare a DODGE Counter Action.  If the ROGUE die causes the SUPPRESSIVE FIRE Action to Fail, the dodging unit may make an FX roll and move up to that distance.  
Note, in such circumstances (1) only one additional MOVE is made available to the team being targeted by SUPPRESSIVE FIRE, and (2) the additionally moved unit cannot be the same unit that was targeted by the SUPPRESSIVE FIRE.
Suppression Effects
Before a unit that has been suppressed can perform any actions, the cost in Action Points must be paid equal to the number of Suppression Points on the unit.
Furthermore, when engaging a suppressed unit in MELEE, attackers gains a +1 buff for each of their opponent's Suppression Tokens.
So there you have it.  We did experiment with the suppression effect automatically reducing the oppositions available AP (for this Turn) and even modifying their AP generation on during the next Turn; however neither felt as 'right' as The Battlefield's Suppression Token mechanism.  Whilst I don't like littering the board with tokens, I can't see an elegant manner in which to otherwise track suppression - if you've got an alternate idea, please shout-out!   I especially like the Critical Failure effect as it easily translates into jamming or something similar at the worst possible moment.  Fun times.

Finally we've been playing that all Missile Weapons are capable of Suppressive Fire but they are no specific Suppressive Fire buffs as such, rather the buffs normally available to a given weapon/unit are applied.

Fortification (Terrain)

You know how it is: whilst sorting out the recycling you happen across something that just says 'make me'.  Kind of sick when I think about it some more.  Be that as it may, in a matter of a couple of hours we've gone from trash to something that's promising to be treasure.

Behold, a fortification type thing!!!

The end result took a few successive attempts at painting to get it right-ish.  I hand mixed various shades of grey and applied them over a mat black undercoat in an attempt to create a little more depth via shadows etc.  I've got some ideas for adding a little more character to the building e.g., some "Zone 16" type things, but that can wait for the moment.

"Nice Echidna, dinner is on its way, just calm down" 

"Jimbo, maybe we should just leave the tin can to it..."

"Where the hell did that green thing come from?  Bloody weeds!"



A little more detail added including firing slits along three of the building's sides (using slotted bases); studs on the roof's barriers (glued on some craft things raided from Harriet's craft supplies); a hatch (flying base + bits) and some detail around the airlock (including some light-type bumper bar from one of Charlie's broken matchbox cars).

A work-in-progress shot pre-roof hatch and other bits and bobs.PS those figures in the shot are 28mm.


Some of the building process.  The roof-top's floor (in yellow) was a bit of textured plastic sold by Safeway as a cutting board.  The bulk of the building was (I think) once held ANZAC biscuits.  The airlock was screw-in plug.  The firing platform was made from card and the eight barriers were excess bits from a deck I built - plenty more where they came from (unfortunately, because they were bloody expensive!)

Wednesday, 11 October 2017

Backdrops and Walls


I have this idea in my head that a good 28mm skirmish game should be playable on something as small as a 12x24 inch board.  Along those lines I've created half a dozen 12x12 terrain boards that I can position together in a variety of ways.  


At that scale however, it always feels like the action could or should spill out further.  In an effort to 'contain the game' I've been toying with backdrops and walls that can be added/removed as the occasion dictates.




Here's some shots of the same, presently I'm up to Prototype #2 with #3 in progress ๐Ÿ‘Œ
The rough-and-ready Prototype #1

Two 12x12 boards using prototype #2 - those are some
28mm scale figures in for reference

A somewhat closer shot

How the backdrop/wall holds together - Prototype #3 will likely employ 6 inch walls on what's appearing as the bare cardboard on the bottom of the current Prototype #2.

Saturday, 7 October 2017

Some ramblings about The Battlefield: Miniature Modern Warfare

Lately we've been dipping our figurative toes into another of Brent Spivey Creations games called The Battlefield: Miniature Modern Warfare, which I'll shorten to simply "The Battlefield".

There's plenty to read about online that describes the game at a macro level - how it borrows from many computer first person shooters (FPS) and real time strategy (RTS) games.  Well that's true, it most certainly does - I'll likely do something of a review/battle report in due course.  The game has got some rather innovative mechanics as well - different from Rogue Planet (which we've been playing during the course of the year) - and I thought I'd touch on some of the same with a bit of
teaser. Enjoy!

Command Action Points and Overdrive

Post-script: I've subsequently realised I wasn't calculating Overdrive CAP costs correctly.  Rather than working out at the power of the order count (Base CAP ^ Order Count) it should be a multiple of the  order count (i.e. Base CAP x Order Count).  Rather than rewrite the entire post, I'll just revisit the first example below.  Whilst the application was incorrect, the outcome was spot-on: the more orders you give a single Unit during your Turn, the less your Force will be able to collectively achieve/action.

The Battlefield's defining mechanism is the concept of Command Action Points ("CAP") and Overdrive.  Each Turn, each player is allocated a finite amount of CAP with which they're able to issue orders to their units like Move, Shoot or even order an artillery strike.  The Overdrive mechanism makes the cost of issuing orders exponentially more expensive the more a given Unit is employed during a player's Turn.

For example, ordering a Unit to perform a standard measured Move costs 1 CAP.  If that same Unit was ordered to Move twice in a Turn, the total CAP cost would be 3: 1 CAP for the first Move and 2 CAP for the second.  Should a Unit receive three consecutive Move orders in a Turn, the total CAP cost would be 7: 1 CAP for the first Move, 2 CAP for the second and 4 CAP for the third.
For example, ordering a Unit to perform a standard measured Move costs 1 CAP.  If that same Unit was ordered to Move twice in a Turn, the total CAP cost would be 3: 1 CAP for the first Move and 2 CAP for the second.  Should a Unit receive three consecutive Move orders in a Turn, the total CAP cost would be 6: 1 CAP for the first Move, 2 CAP for the second and 3CAP for the third.
So the only thing limiting what you might try and accomplish with a single Unit is that a given Unit's efficiency suffers the harder they're pushed.  This is where the tactical options come into play...

Imagine I've 4 Units (Unit A, B, C and D) approaching an Objective and I've got 12 CAP available - 4 Units/12 CAP being something of a default in the game . I could...
  • ...push Unit A ordering 3 Moves for a total cost of (1+2+4) 7 CAP and Unit B ordering 2 Moves (1+2) for 3 CAP and use the remaining 2 CAP to move both Units C and D once apiece; or
  • Move all four Units as a united front twice ((1+2) x 4 Units) for the same cost.
So how important is my force's coherency?  Is it more advantageous to approach the Objective sooner with fewer Units or later with more?  I love that type of turn-by-turn tactical play - it provides many opportunities for a narrative that can make all an otherwise ordinary game memorable.

The above example only touches upon one application of CAP during the game.  Just today I came to appreciate another interesting facet of the The Battlefield's rules involving CAP, Spotting and Shooting.

Spotting in The Battlefield


Before a ranged attack can be made upon a Unit, the target first needs to be "Spotted" i.e. identified and acquired as a legitimate target. Spotting costs CAP and is (typically) subject to the gods of chance.

A successful Spot requires 4 successful Spot Checks.  Spot Checks accumulate, so whether the Spotting is the result of one or more Spotting Actions matters not; however a Spotting Action are subject to Overdrive and can be augmented.  Sounds complicated?  It isn't really, and the mechanics are easily illustrated using a simple example.


During a routine patrol, Fire Team Alpha happen upon a Squad of Chaos Marines emerging from the depths of the spaceport. Before they can open fire, Team Alpha need to positively identify (aka 'Spot') the Marines, confirming that indeed they are cruel, minions of the Chaos gods.

A 4-model Unit's default Spotting Action involves rolling 4 dice (one for each model) with each 4, 5 or 6 generating 1 success. A total of 4 (cumulative) successes are required in order to designate a target as Spotted.


Scenario 1


So for Team Alpha's first Action, a standard Spotting attempt is declared at a cost of 1 CAP. Rolling 4d6 yields a 2,3,4 and 5 = 2 spotting success.

Team Alpha then attempt a second Spot/Action in the turn, costing 2 CAP (due to Overdrive kicking in). Rolling a further 4d6 yields a 2,6,6 and 6 = 3 additional spotting successes, which accumulate to a grand total of 5. 4+ spotting success mean the Target has been acquired, so now Team Alpha can declare a shooting Action. 

Shooting's base CAP is 2, but because this is the Unit's third Action for the Turn, the Overdrive effect increases the cost to 8 CAP (2 Base, 4 as 2nd Action, 8 as 3rd).

So the above scenario has Team Alpha successfully Spotting and then firing at the Chaos Marines by employing 3 Actions at a total cost of (1+2+8) 11 CAP.



Scenario 2


Team Alpha's first Action is an Augmented Spot: allocating additional CAP to a Spot Action means that additional spotting dice are rolled. So as a first Action, Alpha attempt a Spot with 4 Augmentations i.e. an additional 4 dice are added to the default 4, resulting in 8d6 being rolled available. The total cost of this Action is 1 CAP + 4 CAP = 5 CAP.

Team Alpha's spotting attempt generates 2,3,4,5,6,6,6 and 1 i.e. 5 successes and 3 failures, therefore the Chaos Marines have now been confirmed/acquired as targets.

Team Alpha's second Action is to fire upon the Marines. Shooting has a base CAP of 2, but as a second Action, the CAP cost doubles to 4 CAP.

So Scenario 2 had Team Alpha successfully Spotting and then firing at the Chaos Marines by employing 2 Actions at a total cost of (5+4) 9 CAP i.e. 2 CAP less than in Scenario .  Also, Scenario 2 has also left the Unit with a lesser Overdrive impact for their Turn's next Action, being the 3rd for the Turn.


So there you have it a rather nice example of how The Battlefield's Overdrive mechanism makes for some dramatic tactical choices during the course of the game.  Players need to continually consider what it is they intend to do, their available CAP and work out a sequence of Actions with 

*If you're already familiar with The Battlefield, you'd appreciate that a few other factors come into play, but I've deliberately kept it simple  .