ON Monday morning I took delivery of a small parcel which upon opening I found to contain a complementary print copy of Bombshell Games'Rogue Planet sci fi skirmish rules. However, this was not the typical Lightning Source print-on-demand job that users of Wargames Vault et al will be familiar with, but rather what designer Brent Spivey has designated the 'Derelict Planet Edition'. Printed through independent publishers Blurb this 64-page edition is in stunning full-colour, small square (7x7”) format, resplendent with the artwork of renowned digital animation artist Pascal Blanche. In the DIY world of indie tabletop gaming rules it truly represents a pinnacle of aesthetic achievement. If the reader wishes to substantiate such hyperbole then previews are readily available on the Blurb page, and I have taken some pictures of my copy (please excuse the inclusion of my calloused hands!):
Looking good is one thing, but as the old adage goes: never judge a book by its cover. So are the rules themselves actually any good? Those familiar with Brent's previous output will vouch that the chap is an intelligent and unorthodox designer. His prior system - the fantasy mass battle game Mayhem - has met with deserved success and is a firm favourite of your humble scribe (see passim). So, then, is Rogue Planet up to Mr Spivey's usual high standards in terms of game mechanics and design? The short answer is that it in fact exceeds them; however, I am sure the reader requires more detail than that!
Despite owning a pdf of the rules since last autumn, I must admit to having only been able to play a couple of practice games of Rogue Planet in the interim. This is partly due to my sci fi miniature collection being largely unpainted, but largely because over the last few months much of my attention and energy has been channelled into Trapdoor (what's Trapdoor?) From what I have read and played I will, however, attempt a general synopsis:
At the start of play each side rolls for action points which are obviously used for performing actions (there are about six, with optional rules for things like throwing objects/opponents) and the player with the most points goes first. The system is nominally IGUG, but the player whose turn it isn't may interrupt the active player using action points to perform counter-actions, so player involvement is constant. Obviously action points must be husbanded carefully to achieve in-game goals. Like venerable WW2 rules Crossfire there are no measurements whatsoever (roughly speaking, movement is in straight lines between scenic items), but movement may be interrupted by, for instance, Op Fire. Each unit has three stats, as well as access to armour (three types) and a plethora of weapons ranging from Gravity Hammers to Blasters. Full details for creating forces from scratch are provided. Scenarios and mini-campaign rules are also included. Rogue Planet is firmly at the 'story-telling' end of the rules spectrum and would not suit hard-nosed competitive play (although that is not to say it is 'untight', to paraphrase Fenriz of Darkthrone). A final selling point is that there is no bookkeeping.
Of course I am only scratching the surface with this overview and as with all Bombshell product it is apparent that repeat use will reveal all manner of nuances and intricacies which will enhance play. The emphasis is on what the author calls 'Sci-fantasy', so although there are futuristic elements like power weapons and missile launchers there are also rules for primitive weapons and sorcery, making Rogue Planet appealing to fans of settings as diverse as the Rogue Trader universe and Barsoomian Mars.
Of course I am only scratching the surface with this overview and as with all Bombshell product it is apparent that repeat use will reveal all manner of nuances and intricacies which will enhance play. The emphasis is on what the author calls 'Sci-fantasy', so although there are futuristic elements like power weapons and missile launchers there are also rules for primitive weapons and sorcery, making Rogue Planet appealing to fans of settings as diverse as the Rogue Trader universe and Barsoomian Mars.
Naturally some might baulk at paying $30/£20 plus postage for a set of indie rules and those individuals are directed to Wargames Vault, where cheaper pdf and print options of the regular edition are available.
What better way to round things off than with a plug for another (excellent) set of rules?
What better way to round things off than with a plug for another (excellent) set of rules?