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Wow. Just wow.
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don't 100% follow the rules for rolling of activations. I see that you get one die as standard but I could only see one way to add extra dice to the pool, which was to play a patrol game. I couldn't see any other way, what have I missed?
Playing a non-patrol game, you get an extra die for:
1. Having fewer activation points that your opponent at the beginning of the previous turn
2. Each
standard bearer or
icon pawn in your retinue [page 21]
You also reduce your opponent's activation dice by 1 for each
intimidator you have.
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Even with the extra die it states that you only keep the result of one (near the start of the rules) So that means that every turn that you can only have between 1-6 activations? So when playing larger games (for instance more then 6 minis/units) there will always be some units that you cant use. Does that mean that it is beneficial to keep your warband/army smaller so you dont have so many 'wasted' points on the table.
Try not to think of turns in the traditional sense. It's more like filming an action movie where the camera is constantly changing what portion of the battlefield or what unit the focus is on. Rogue Planet scales the action down to smaller cinematic parts that combines and incorporates the best of:
1. alternating activations
2. interactive turns
3. IGOUGO
into something that has the strengths of all of these with none of the inherent pitfalls.
There are many times that you may not move, shoot, or otherwise activate some models at all [and it may be in your best interest not to!]. On the other hand, don't forget that a leader can give a move order to up to 3 units that are in direct base contact with one another. So, here are a few example activation combinations that you could see with just 4 action points [there are many, many more]:
1. Leader gives a move order to 3 units that causes them to engage a heavy enemy unit. Activate a unit in the new melee with the heavy unit and attack. Another unit with a machine gun performs a driving fire attack at an unexposed unit driving it into the open and the leader uses the bound move to take cover. The final unit now fires on the newly exposed enemy.
2. Leader in a 1vs1 melee with a unit uses an action to throw the enemy unit into a wall. Leader uses next action to perform a charge and eliminates the unit. Leader uses next action [up to 3 for leaders!] to give a move order to three units to screen his now exposed position. Another unit in the force makes a ranged attack.
3. Fire with unit 1. Fire with unit 2. Take two move actions with unit 1.
Another piece of the activation puzzle is that depending on whether you or your opponent go first in the turn, there may be counteractions/interruptions available to you and there will almost certainly be move actions secondary to partial and complete failures. Turns move very quickly and are highly interactive at higher levels of play.
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Is there any plans to add/or is there a reason there is no psychology style rules. I like the stream line feel of the rules as they are, but wanted to play the 'horror' side I lack rules for both fear and terror. If there is no plans/or there is a reason they are not there, then I will probably look into adding a 'horror mod' to the game of my own design. Nothing too crazy, I just like the idea of human marines unable to shoot straight at the sight of a lesser daemon (fear) or finding the cultists summoning a greater daemon beyond their control and being frozen in spot just to be eaten by their own summons (Terror)
Rogue Planet has been in development for quite a while so there are plenty of things that were edited out of this initial offering for a number of design reasons. Also, some of the terror and psychology elements were purposely saved for the fantasy offering that will also use the Rouge-Like game system.
Thematic use of the defender and intimidator pawns could provide some of effects that your looking for. You could also do some situational negative modifiers based on the units and factions that you're creating. Just make sure to remember when you're tinkering that each -1 is pretty significant in the system.
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I have a couple of other ideas for a small (very small!) horror mod, but I will want to run a test game or two before I start messing too much as I will just confuse myself!
After you get a couple of games under your belt, I say that you should definitely go for it! Just make sure that you share what you're doing.
I love seeing the hacks and creative mods that any game of mine spawns.
Also, if you plan on running a campaign or series of linked games, there's a lot of potential to tweak the nemesis trait/mechanic to model the increasing fear, horror, and madness of extended exposure to terrifying creatures.
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(mostly because I want my hero to throw the mutants off a gangway and watch hit an enemy below! haha!)
I can't think of a better reason!!
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Thanks again, and I'm sorry if I have just missed the answers to my questions!
No need to apologize! I'm just looking forward to seeing your game and your mods now.