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ROGUE PLANET cover preview

I thought that I would give everyone a sneak peek of the cover for my soon-to-be released sci-fantasy skirmish game ROGUE PLANET. The final edits are being finished up as I type this. So get your plasma blasters, powered fists, and over-sized great swords ready for action and, let the observations, speculations, and questions commence!



34 thoughts on “ROGUE PLANET cover preview

  1. I’m so hyped.

    Posted by prodottolocalo | October 24, 2014, 2:55 pm
  2. I get a great 70s old-school vibe from this cover; love it! I may get a copy just for that art:)
    Igougo? Card driven? Dice types? How many figures per side? Recommended figures to use?

    Posted by Carmen | October 25, 2014, 1:59 am
    • I get a great 70s old-school vibe from this cover; love it!

      Awesome! I wanted to do a bit of a throwback with a nod to the styles of Frazetta and Heavy Metal.

      The game isn’t igougo or card driven. It uses a simple action point system [where everything costs a single action point] that features the ability to perform counter actions in your opponent’s turn. There are additional triggers that allow you to act in your opponent’s turn without spending points as well.

      Figures per side? You could have as few as 3-8 per side, and the game scales up to just about whatever you want it to. You could even have a side with just 4 models and another with 30 models while maintaining tight game balance.

      Figures to use? Any-and-all in your collection!! This is true sci-fantasy so grab whatever you have and get stuck in.

      Posted by Brent | October 25, 2014, 1:27 pm
    • Sorry, I almost forgot about the die types!

      The game can be played using only d6s [and you only need a few]. However, to get the most out of the FX physics engine, you’ll need to have a couple of d4s and a couple of d8s.

      Posted by Brent | October 25, 2014, 1:54 pm
  3. Reblogged this on STALKER7 and commented:
    Curious about the game mechanics but I’m loving the cover art.

    Posted by ccglazier | October 25, 2014, 8:58 pm
  4. After reading some more details of the rules over at LAF, I’m in. Just say when and where and I’m gettin’ a copy!

    Posted by Carmen | October 25, 2014, 9:03 pm
  5. Posted to my blog about this, though, I mostly talked about what figures I plan on using (and I’m going to have to scale up the measurements because I’ll be going 54mm πŸ™‚

    Posted by Carmen | October 26, 2014, 1:46 am
  6. Is it ready? πŸ™‚

    Also, will there be anything resembling jet or jump packs? Just thinking about ideas for converting my next batch of miniatures.

    Posted by Carmen | October 30, 2014, 3:45 am
    • Very, very, close now… πŸ™‚

      There are rules for flyers that can be used for jet and jump packs. I also have some ‘advanced’ rules specifically for jump packs that aren’t in the core book, but I’d be more than happy to post them up here for you to play around with. I gave myself some strict design parameters for the rules that didn’t allow me to include them. The advanced rules have a slick dive bomb option that allows you to slam into things on the ground in legendary fashion! I would definitely make some models with jump packs.

      Posted by Brent | October 30, 2014, 7:30 am
      • Dive bombing?! How cool is that! Time to scratchbuild a few jet packs.

        Posted by Carmen | October 30, 2014, 11:58 am
      • ROGUE PLANET is live! You can get your copy on Wargame Vault.

        Carmen, I’ll post the advanced flight and dive bombing rules here for you later. πŸ˜‰

        Posted by Brent | October 31, 2014, 5:44 pm
      • Great! Off to grab the pdf, now

        Posted by Carmen | October 31, 2014, 7:24 pm
      • πŸ™‚

        Posted by Brent | October 31, 2014, 7:31 pm
      • Alright Carmen, here are some advanced flight rules for you to try out! Let me know how it goes.

        The advanced flight rules allow flying units to change altitudes and a player have more tactical control of his flight capable units. When using ‘full flight mode’, a player’s flyers will constantly be in one of two states: airborne or grounded. So, to benefit from this mode, a player can either have two versions of the unit modeled to represent these statuses or use a token to represent its current condition. If using multiple models to represent this, they are swapped out as the unit changes altitude.

        To change status from grounded to airborne [or visa versa] requires a move action. The unit does not have to change its physical location but may if desired. If a unit chooses to conduct its entire movement on the ground before changing altitude, then this movement must honor all terrain, line-of-sight, and charging rules. If a unit chooses to conduct its entire movement in the air, then the movement ignores other units and terrain features as usual. In short, a grounded unit is treated as if it wasn’t a flyer at all. This means it neither suffers the penalties of being a flyer nor does it gain any of the bonuses.

        Dive Bomb| A flyer may perform a charge as normal. If a flyer begins a charge action versus a grounded unit while airborne, then it may perform a dive bomb instead. A dive bomb is a charge that requires the flyer to end its movement grounded. A successful dive bomb charge causes the flyer to be treated as one armor class higher when resolving the collision [a light armor unit would be treated as a medium and roll a d6 instead of a d4]. If the flyer is a heavy armor unit, then it gains an additional die on the collision roll instead [normally this would mean rolling 3 dice and keeping the best].

        Dive bomb may be used when performing a counter charge.

        Posted by Brent | November 2, 2014, 7:51 pm
      • Sweet- thanks for the rules; It’ll be a bit yet until I get to playing. I picked up Rogue Planet and Two Hour Dungeon Crawl (Two Hour wargames) at the same time, so I’m trying to get through both at the same time. I’m also working on my new figures for RP. FIrst thing I made were a pair of jet packs πŸ™‚

        Posted by Carmen | November 3, 2014, 12:06 am
      • First thing I made were a pair of jet packs

        I saw that!

        I went ahead and posted up the rule on the chance it could effect your artistic direction or posing. πŸ˜‰ I’ll ‘patiently’ look forward to seeing what you come up with.

        Posted by Brent | November 3, 2014, 7:58 pm
  7. Is Heavy Launcher used for missile launchers/bazookas? Or should I use Grenade Launcher?
    I should probably just choose which effect I want my weapon to have and go from there.

    So I guess my question should be, which one did you mean to represent bazookas, shoulder-held missile launchers and/or RPGs?

    Posted by Carmen | November 4, 2014, 2:47 am
    • I should probably just choose which effect I want my weapon to have and go from there.

      This is the right idea. πŸ™‚ Think of the effect you want the weapon to have and go from there. Is it an ‘armor piercing projectile’ or a ‘blast radius weapon’?

      The heavy launcher is great for representing shoulder mounted missile launchers, bazookas, and vehicle/walker mounted weapons. It’s your anti-heavy and medium armor weapon. The grenade upgrade can represent thrown grenades, grenade launchers, and even mortars.

      That said, if you envision your shoulder mounted launcher as being an area effect weapon or want to represent something like a group of cluster missiles, then just use the grenade trait and label the weapon how you want. All of the upgrades are just tools to make what ever you can dream up.;)

      Posted by Brent | November 4, 2014, 3:41 pm
  8. Brent, I’m done with my first figures converted specifically to play Rogue Planet (still a half dozen to go yet):

    Posted by Carmen | November 17, 2014, 1:42 am
    • Wow! Those look suitably epic. Awesome work all-around. πŸ™‚

      I think I like Nyarla the best as well. Nice motion to the figure and the scratch build on that MG is really impressive. And like you, I’ll be truly sad when my Reaper Pro Series paints run out! I have the entire line, and don’t know what I’ll replace them with. The metallics are especially nice.

      Looking forward to seeing the rest [and seeing them in action!].

      Posted by Brent | November 17, 2014, 4:10 pm
  9. I picked up the derelict version recently and I really enjoy both the artwork and the rules. Great stuff!
    Somehow I got the feeling this is just the first book (or core book).
    Do you plan to release more books for Rogue Planet?
    Especially magic and psionic powers need some more options IMHO, it would also be nice if there were going to be some modification rules for those, similar to the one’s in the book for both melee and ranged weapons.

    Carmen’s miniatures were so inspiring I’m probably going to try to do some 54mm miniatures myself.

    Posted by Wouter | February 2, 2015, 1:44 pm
    • Hi Wouter,

      Glad you picked-up and are enjoying the Derelict Planet Edition!

      Your feeling is correct. There’s a lot of other material and art that has been [and is being] created for the game and world. The first book focuses on a particular style of play and is meant to establish an understanding of how the system works and get players comfortable with the various tactical nuances before upping the level of complexity and available build options [since it features so many ‘unusual’ mechanics]. Looking forward to additional magic and psionic powers? Don’t worry, there’s plenty more! πŸ˜‰

      I agree that Carmen’s miniatures are incredibly inspiring, and since you don’t have to worry about measurements, 54mm isn’t a barrier. πŸ™‚ I would love to see what you put together.

      Posted by Brent | February 2, 2015, 8:38 pm
      • It is great to hear more books are going to be released.
        Are there going to be setting books too (like fantasy, superhero/villains, scifi, …)?

        By the way, thank you for the pdf!

        Posted by kryptovidicus | February 2, 2015, 11:50 pm
      • There are definitely going to be setting books like you describe. Since Rogue Planet is sci-fantasy, it sits firmly in the middle of all the other genres and makes it easy to expand in any direction and even make ‘stand-alone expansions’ that don’t require the core book [while still remaining familiar]. The dark fantasy and post apocalyptic settings in particular feature some very interesting variations on the system.

        As for the PDF, you’re welcome! I though it would nice to have the QRS and army builder sheet since you picked up the special edition.;)

        Posted by Brent | February 3, 2015, 11:25 pm
  10. I have a printed copy from Amazon. No QRS or army builder sheet. Are these downloadable somewhere?

    Posted by ig | March 9, 2015, 1:45 pm

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