Rogue Stars: Skirmish Wargaming in a Science Fiction Underworld
By Andrea Sfiligoi and Johan Egerkrans
4/5
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About this ebook
Andrea Sfiligoi
Andrea Sfiligoi is one of those few lucky fellows who can claim they are 'working' while playing with toy soldiers. The success of his Song of Blades and Heroes line of wargame and roleplaying books, published by Ganesha Games, convinced him to stop doing what he was doing before and write games for a living.
Read more from Andrea Sfiligoi
Osprey Wargames
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Reviews for Rogue Stars
11 ratings2 reviews
- Rating: 4 out of 5 stars4/5Great small scale skirmish rules... especially love the scenario / mission generation
- Rating: 5 out of 5 stars5/5An excellent skirmish game, with particular emphasis on building a story around why combat is happening. The mission system in particular is wonderfully detailed, with a huge amount of variety and opportunity for terrian modelling. it's also the kind of game where you could use any sci-fi model A-La Frostgrave. I'd recommend for those looking to build up a campaign system between small numbers of models. very impressed.
Book preview
Rogue Stars - Andrea Sfiligoi
THE BASICS
Rogue Stars is designed for a small table (3x3’) and a squad of 4–6 figures per player. Each figure represents an individual, and character generation is in the players’ hands – a points system allows for the creation of any human, alien or robot. In addition to the characters’ distinctive Traits and equipment, squads have unique Themes (who they are and why they fight) and Tactical Disciplines (how they fight).
The game uses an unusual activation system to represent the chaos of combat. A squad may try to retain the upper hand, but the more they exert themselves, the easier it is for their opponents to take the initiative.
EQUIPMENT NEEDED
•4–6 figures per player.
•Enough scenery to set up a realistic battlefield.
•Three 20-sided dice.
•Markers (glass beads, poker chips) in three colours as Stress, Pin, and Wound counters (we use white, yellow, and red). About 10 Stress and 5 Pin and Wound markers are needed per squad.
•A tape measure marked in inches (centimetres if using 15mm figures) for movement and ranges.
•A few markers for uncommon conditions (Entangled, Hidden, Reloading, or Mind-controlled) may be handy.
Here's a summary of the use of markers: Stress subtracts from Activation/Reaction rolls. Pins subtract from Morale and Shoot rolls and add to Melee rolls against the Pinned character.
Wounds subtract from Melee, Morale, Endure and Psi rolls.
All markers make it easier for your opponent to Take the Initiative. All markers on a character are removed if he goes OOA.
ROLLING DICE
Dice checks in the game require rolling a 20-sided die (d20) and either simply checking the result against a table, or against a Target Number (TN). If you roll the TN or better, the action is successful. If you roll less than the TN, the action fails. There are often situational modifiers that affect the result of rolls, but a natural, unmodified roll of 1 is a critical failure, while a natural, unmodified 20 is a critical success. The Target Numbers Table summarizes the TNs for common actions.
OTHER DICE
Sometimes the d20 is called upon to roll different number ranges. To model a d10, divide the d20 result by two. For a d5, divide by four, and for a d4, divide by five. Always round up any fractions.
Optional: Increased Criticals For more dramatic gameplay, count any roll that beats a TN by 10 or more as a critical success, and any roll that falls short by 10 or more as a critical failure.
GENERAL DEFINITIONS
•Active opponent: A foe who is not Prone, Entangled, Mind-controlled, Panicking, or Out of Action.
•Adjacent: Two models are adjacent when they are in base-to-base contact.
•Baseline: A side of the table that works as a ‘home’ for one of the squads. The attacker’s baseline is the side of the tabletop from which his models enter play and the direction towards which they flee.
•Deploying: Placing figures in their starting position at the beginning of a game. In general, the defender deploys first, but mission rules might alter this.
•Experience points (XP): XP are used to build characters and to reward players for achieving mission objectives. The squad gaining most XP wins. In campaigns, XP are spent to increase abilities. As a rule of thumb, gain 3XP for each enemy defeated, and 5XP for each objective reached.
•Facing: There is no facing – figures can move, spot targets and fire in a 360° radius.
•Line of Sight (LoS): An uninterrupted line of sight must exist between a shooter and a target for a shot to be possible. When in doubt, draw a length of thread from shooter to target to check LoS.
•OOA: Out of Action. A character who has been knocked out and takes no more part in the game, but may be carried to safety by his comrades, looted by opponents, or eaten by ravenous aliens.
•Random Hit Locations: If a character is hit in a random location by accidental damage, roll d20. On a 1–9 = torso, 10–12 = arm, 13–15 = leg, 16–20 = head. Attacks use a different mechanic to determine hit location.
•Re-rolls: If a rule allows a die to be re-rolled, the result of the re-roll stands, even if worse than the original. No re-roll may be re-rolled.
•Terrain: Unless the mission says otherwise, a game is played on a 3x3’ table with at least 6–10 scenic items, covering at least two thirds of the table. Hard and fast rules on terrain set-up are not possible – use what you have. Indoor missions may have corridors, chairs, computer consoles, lockers, crates, hatches, metal doors, power units, furniture, and those ubiquitous steam-venting pipes. Outdoor missions may have boulders, rocky outcrops, small buildings, parked/wrecked vehicles, lakes of noxious fluids, rivers of molten lava, cave entrances, growths of fungi or alien vegetation, and even huge crystals.
This is a shooting-heavy game – hug cover and keep your head low. Make sure there are many obstacles that allow for hiding or skulking towards objectives.
THE GAME
PRE-GAME SEQUENCE
INTELLIGENCE
Before each game, after squads have been determined, one character in each squad may perform a TN15 Tech roll. If successful, the opponent must reveal his squad’s profiles before deployment.
THE INITIATIVE ROLL
Players first roll to determine whose squad has the initiative in the forthcoming game. Roll a d20 and add the appropriate modifiers, re-rolling ties.
The player who rolls the highest has the initiative and is called the attacker. His figures will move first at the beginning of the game. The other player is the defender and sets up the table.
DETERMINE MISSION
The attacker rolls on the Mission table to determine his goal. The defender has to stop him, and rolls on the Location and Complications tables to learn where the battle is fought, and what events affect it. Combine these three results through a narrative and common sense to define and develop the mission.
For example, we have a squad of Miners as attackers and Star Cops as defenders. We roll an Abduction mission, a farm for the location, and a VIP as a complication. Here’s how we tied it all together: On the mining world of Phoinax III, distillation of hard liquors has been prohibited, causing unrest amongst the hard-drinking miners. A company representative, escorted by a small bodyguard of Rangers, is inspecting a farm rumoured to be producing alcohol. A group of angry miners plans to kidnap the company man while he is relatively lightly guarded, and use him as leverage