![]() to the Norts and they are massacred during the drop. ![]() The Souther High Command deploy their secret weapon, the Genetic Infantry, in an airborne assault but a traitor has betrayed the secret of the G.I. The Southers have, through genetic engineering, developed a race of warriors who are immune to the deadly atmosphere and will therefore be superior troops. During the war all forms of chemical and biological weapons have been used poisoning the planet and the troops of both sides must live in enclosed cities and fight in protective gear. The story is set on a planet, Nu-Earth, where a perpetual war between the Norts and Southers is being fought. He can submerge in strong acid unaffected. He is immune to every poison gas known of in the storyline, excepting one series, in which Rogue discovers there is a plant with an entirely new poison. His comrades are in the form of "biochips" (onto which a G.I.'s entire personality is downloaded at the time of death for later retrieval) and are named Gunnar (mounted on Rogue's rifle), Bagman (on his backpack) and Helm (on his helmet). (or Genetic Infantryman, a genetically modified, blue-skinned, manufactured elite soldier) and his three comrades' search for the Traitor General. It follows the adventures of "Rogue", a G.I. "Rogue Trooper" is a science fiction strip in the British comic "2000 AD", created by Gerry Finley-Day and Dave Gibbons. Immune to practically all forms of chemical or biological attack. Genetically Engineered to be faster, stronger and tougher than a normal human being. 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.Superherobox caption="2000 AD prog 228", the first appearance of Rogue Trooper comic_color=background:#c0c0c0 character_name=Rogue Trooper real_name=None publisher= IPC Media (Fleetway) to 1999, thereafter Rebellion Developments debut="2000 AD" #228 ( 1981) creators= Gerry Finley-Day Dave Gibbons alliance_color=background:#ffc0c0 status= alliances= Formerly Southers, now only loyal to himself and the digitised personalities of his former squad-mates, attached to various pieces of equipment Gunnar (Gun), Helm (Helmet) and Bagman (Backpack) previous_alliances= allies= aliases=None relatives=None powers= Various armaments and equipment. ![]() 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! 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). My thoughts were for two Artillery Strike using the artillery/spotter rules from page 11. 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. I need some help with artillery support please. 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. 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).Īpart 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. We have a habit of doing randomised troops for scenarios so having every unit similar in value is great. 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). I thought it would be more one-sided but it was pleasingly balanced ![]() 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. First try of the rules last night (a couple of 100-a-side attempts with proxy miniatures) and I have a few comments: ![]()
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