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Author Topic: [Rogue Stars]  (Read 6596 times)

Offline Furt

  • Scatterbrained Genius
  • Posts: 2623
  • Barbarous...
    • "Adventures in Lead"
Re: [Rogue Stars]
« Reply #15 on: December 19, 2016, 11:28:21 AM »
Does everyone know the illustrator's miniatures website? It's an astonishing collection of superb conversions and painting.

Thanks for pointing it out - some lovely GW conversions there.
“A prisoner of war is a man who tries to kill you and fails, and then asks you not to kill him.”

http://adventuresinlead.blogspot.com/


Offline Berg

  • Assistant
  • Posts: 37
Re: [Rogue Stars]
« Reply #16 on: December 19, 2016, 11:41:06 AM »
I have read the rules and made a couple of gangs to get to grips with the game during christmas. There are a lot of stuff to choose from (traits, weapons et.c) but each character will only have a few and it seems like you can theme your gang or crew to use mostly the same with perhaps specialist of some sort.

Overall I am very excited and looking forward to converting and painting up some cool gangs.

/Berg
"Don't dance in darkness
You may stumble and you're sure to fall"

Offline Momotaro

  • Mastermind
  • Posts: 1320
Re: [Rogue Stars]
« Reply #17 on: December 19, 2016, 12:02:30 PM »
I play solo, so trying to track any number of figures causes my brain to hurt. The thought of tracking 10 or 12 figures, each with multiple traits is causing me to develop a severe twitch at the moment :'(

A lot of the traits confer constant modifers, and I am wondering if it will be possible to pull out some underlying stats and modify their target number. So, for example, stats could be: movement, weapon skill, melee skill, morale

The basic target number starts at ten. So a marksman, eg, would have a base target number of 7 (get +3 to his dice roll, which is equivalent to -3TN). I'm not sure if it would help much, I suppose I'll have to actually play a game or two to find out ;D

I did write up all the basic Trait tests in my previous email, but wondered if it gave too much away do deleted it.

I do agree that a more complete character sheet will separate out the most commonly used traits as "stats".  I'd add Perceptive, Leadership, Tough, Stealth, Medic, Steadfast and Tech to your list.

I would start with a couple of simple 100 XP squads - no heroes, elites, civilians or greens, no alien body types, just plain, average humans.  Arm them with simple assault rifles and slug pistols (is it me, but should machine guns have the Automatic Trait too?).

Dump range to begin with - at 1:50 scale, a 90cm board is only 45 metres wide, and you shouldn't have too many open fire lanes right the way across the board anyway.

So the basic tests become D20 + stat(s) - Wounds, Pins or Stress.  Maybe add in cover and visibility, and sometimes the enemy's stat is also counted as a negative modifier.

Watch out for the couple of times that negative modifiers ADD to the target number, as that stops the margin of success becoming too large.  You can always drop the hit locations and ignore that little tweak, up to you.

Build more detail into the next game - a different body type or robot character, fancier weapons.  Kit the opposing squad out with the weapons that add damage just to those guys - sonic and electrical, for example.  As I mentioned, a lot of the SF in the game is in those traits, to take a couple of games to explore them.

Have fun and let us know how you get on!

Offline Juan

  • Mad Scientist
  • Posts: 936
    • Manche´s Walpurgisnacht
Re: [Rogue Stars]
« Reply #18 on: December 19, 2016, 04:55:52 PM »
I like a lot the rules, they are the ones I wanted to have due to their great level of detail; almost everything is there (but there are not shotguns...). I think I´m not going to have problem with the modifiers, etc. after the first games because, with four or five characters, you can learn their profiles easily.

About the figures, this is sad they are not at the same heigh of the illustrations; Most of the first batch lack character and movement but I am awaiting with great expectation the new figures from Mark Copplestone.

And there is a PDF with new rules, etc. in the horizon...

#Momotaro: Yes, the Machine Gun is "Automatic" and "Infinite Rounds". This is one of the two published erratas in the Facebook group.
« Last Edit: December 19, 2016, 05:01:23 PM by Juan »

Offline Hobgoblin

  • Galactic Brain
  • Posts: 4912
    • Hobgoblinry
Re: [Rogue Stars]
« Reply #19 on: December 19, 2016, 05:51:04 PM »

 Arm them with simple assault rifles and slug pistols (is it me, but should machine guns have the Automatic Trait too?).

Yes, that's in the errata list: machine guns should have Automatic and Infinite Rounds.

The free counter sheet from the Ganesha site is excellent - I think it'll make the game very simple to run. There are counters for things like dropped weapons too.

Offline Hummster

  • Scientist
  • Posts: 279
    • My blog
Re: [Rogue Stars]
« Reply #20 on: December 19, 2016, 09:46:11 PM »
I'm aiming to do some stuff on my blog about it so I'll post here with a link when I do.

Offline Genghis

  • Mad Scientist
  • Posts: 656
Re: [Rogue Stars]
« Reply #21 on: December 20, 2016, 08:12:14 AM »
...but there are not shotguns.

No shotguns!?!  This is an outrage...   ;)
Instagram: @genghis_toy_soldiers

2024 - Figures Acquired: 37  Figures Painted: 6
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Offline agent_pumpkin

  • Bookworm
  • Posts: 67
Re: [Rogue Stars]
« Reply #22 on: December 20, 2016, 05:14:11 PM »
No shotguns!?!  This is an outrage...   ;)

There gonna be in the supplement!  o_o lol :o ;)

 

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