Rogue Trooper Rulebook

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Deathjester
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Rogue Trooper Rulebook

Postby Deathjester » Sat Feb 02, 2013 2:27 pm

Without trying to give anything away before an official release I have a couple of points / querys.

On page 15 there is still a Reference to Battlefield Evolution.

Under Norts the cost for a Skorpion Fighting Wagon differs considerably if you buy it as part of a squad or as a seperate item?

Or as this is WIP just tell me to shush and its being worked on :wink:
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MongooseMatt
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Re: Rogue Trooper Rulebook

Postby MongooseMatt » Sat Feb 02, 2013 2:38 pm

It is a WIP, but all comments gratefully received!
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Re: Rogue Trooper Rulebook

Postby chris110465 » Sat Feb 02, 2013 3:04 pm

where do you download the rule book from? :D
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Re: Rogue Trooper Rulebook

Postby WastelandWarrior » Sat Feb 02, 2013 3:18 pm

I believe it was posted on the kickstarter page as a backers only post.
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Re: Rogue Trooper Rulebook

Postby Ben2 » Sat Feb 02, 2013 4:50 pm

Stuff I've noticed that hasn't already been mentioned.

Page 11 - Indirect fire doesn't state that a result other than 1 or 6 (ignoring bonuses) is a miss. I would think this to be the case, but clarification should be put in.

Traits - No command trait? Might be good for colonel/generals.

Table on page 25 needs correcting (just the format).
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MongooseMatt
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Re: Rogue Trooper Rulebook

Postby MongooseMatt » Mon Feb 04, 2013 5:07 pm

Cheers for the comments - these have now been changed!
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Deathjester
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Re: Rogue Trooper Rulebook

Postby Deathjester » Mon Feb 04, 2013 7:16 pm

Did you get my email with rulebook and kickstarter queries Matt?
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Re: Rogue Trooper Rulebook

Postby DyN » Mon Feb 04, 2013 7:48 pm

Deathjester wrote:Did you get my email with rulebook and kickstarter queries Matt?
I sent my initial thoughts by email as well...
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MongooseMatt
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Re: Rogue Trooper Rulebook

Postby MongooseMatt » Tue Feb 05, 2013 10:03 am

Deathjester wrote:Did you get my email with rulebook and kickstarter queries Matt?
Possibly - I have a _lot_ of emails to get through right now, so please bear with me.
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Re: Rogue Trooper Rulebook

Postby chris110465 » Fri Feb 08, 2013 12:03 pm

Troll66
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Re: Rogue Trooper Rulebook

Postby Troll66 » Fri Feb 08, 2013 11:21 pm

I have some affection for the EVO sysytem. I think it is a sound system. After AD used it for WW2 after Mongoose I presumed it was gone for good in its starter form (AD version had some good ideas but its dumpoing of the REACTION system was a bad move IMO) .Interesting toosee it return with Rogue Trooper.

On the subject of reactions - why not let vehicles take reactions?
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Re: Rogue Trooper Rulebook

Postby Ben2 » Sat Feb 09, 2013 6:58 am

Reasons of balance and realism.

Vehicles are fairly powerful already, if they can react to any incoming anti-tank fire instantaneously then their points would need to go up even more.
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Troll66
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Re: Rogue Trooper Rulebook

Postby Troll66 » Sat Feb 09, 2013 3:06 pm

well they have to survive the initial attack and they would only get one reaction and i WOULD SAY ONLY IF IN FIRE ARC/los...
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Re: Rogue Trooper Rulebook

Postby DyN » Thu Feb 14, 2013 4:11 pm

First try of the rules last night (a couple of 100-a-side attempts with proxy miniatures) and I have a few comments:

Rogue is pretty accurate with the points – out of three games with him in he died once and when he won he had lost hits. I thought it would be more one-sided but it was pleasingly balanced

Keeping squads mainly divisible by 50 (or 25) is really neat to my mind (and the optional upgrades allow people to change it as they see fit). We have a habit of doing randomised troops for scenarios so having every unit similar in value is great.

Regular Norts do seem pretty good – just am impression but I always thought of them as slightly beneath Southers but making up for it with numbers – maybe reduce the core troops stats a bit to allow for 6 for 50 points but bring them in line with my memory (unless I’m simply remembering poorly).

Apart from the obvious troop types, I am really interested in getting more support action – the chem-strikes are interesting but something more offensive would be better. And rules for mines or satchel bombs would be good – there is hints at them in the rules at present but, say, allowing Rogue (or more correctly Bagman) to carry and lay mines would fit with the comics.
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Re: Rogue Trooper Rulebook

Postby Iron Domokun » Sat Feb 16, 2013 3:37 pm

Expect to hear lots of jokes about "WTF" checks.
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Re: Rogue Trooper Rulebook

Postby DyN » Mon Feb 18, 2013 10:36 am

I need some help with artillery support please. I tried to pull together some working rules for a barrage and got to something workable, but it depends on how the artillery rules get revised.

My thoughts were for two Artillery Strike using the artillery/spotter rules from page 11. One is an Artillery Fragmentation Strike (anything within 6” of the point of impact suffers a D10 Shooting Dice hit) and the other is an Artillery Anti-Armour Strike (anything within 2” of the point of impact suffers D10 Shooting Dice Hit with Multihit and Piercing 2).

I pitched these at 25 points as if it hits it will be effective, but with the rules it could easily hit nothing useful or land on your own side! The question I have is over the artillery rules on page 11 – if you role a 6 you hit perfectly, and if you hit a 1 disaster happens – but it is unclear what happens if you roll a 2-5! Depending on what happens between 2 & 5 the points could easily be halved or doubled!

I have used the Air Combat Shoot(Bomb) rules drawing a straight line from the Spotter as this adds an element of misfire that seems to work. What do you guys think – both of the clarification of artillery and my ideas for useable Strikes?
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Re: Rogue Trooper Rulebook

Postby DyN » Fri Feb 22, 2013 8:40 pm

I have a few queries over the comparative points of the Rogue Trooper lists with the Dredd lists, particularly looking at the details of adding troops to squads. I think Rogue (50pts) is better than a Judge (50pts) and I think the Cit-Def (25pts) is quite overpriced against anything. The other example that I’ve come across is a comparison of 10pts troops – the example here is a Nort soldier (with Nor-98 Assault Rifles and Vibro-Dags) versus a punk (with a Handgun):

Move 5” 5” (no difference)
Close Combat 2xD6+1 1xD6 (Nort significantly better)
Target 4+ 4+ (no difference)
Armour 5+ 6+ (Nort 1 point better)
WtF 4+ 5+ (Nort 1 point better)
Range 16” 12” (Nort 4” better)
Shooting Dice 3xD6 1xD6 (Nort 2xD6 better)
On top of which a Nort has a Vibro-Dag!

On this basis surely the Punk should be about 5pts?
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Re: Rogue Trooper Rulebook

Postby tneva82 » Sun Feb 24, 2013 5:20 pm

DyN wrote:I have a few queries over the comparative points of the Rogue Trooper lists with the Dredd lists, particularly looking at the details of adding troops to squads. I think Rogue (50pts) is better than a Judge (50pts) and I think the Cit-Def (25pts) is quite overpriced against anything. The other example that I’ve come across is a comparison of 10pts troops – the example here is a Nort soldier (with Nor-98 Assault Rifles and Vibro-Dags) versus a punk (with a Handgun):
Umm is there somewhere mentioned the 2 games are supposed to be mixable?
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Re: Rogue Trooper Rulebook

Postby DyN » Sun Feb 24, 2013 7:07 pm

tneva82 wrote:Umm is there somewhere mentioned the 2 games are supposed to be mixable?
It was mentioned in the fourth kickstarter update - it may be that they are compatable in terms of rules but not points. However, I'm hoping that they will becone truly aligned as I'd quite like to pit 2000AD armies against each other...
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Re: Rogue Trooper Rulebook

Postby shiba-tenchi » Sun Feb 24, 2013 11:38 pm

Be pretty simple to work out points systems for the RT stuff using the Dredd system I think.
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