Just to confuse everyone amidst all this blogging about Rouge Trader here's another game with the word "rouge" in the title.
We played this tonight at the October club in Brum, part of Phil's scheme to drag out and play all of the old, old Workshop games that we own.
Game owner Phil...
...and Finney the other player. Following the death of Phil's Genetic Infantryman Finney ended up living with Phil's personality backed-up to solid state drive and stuck on the front of his helmet having been forced by the game to wander across Nu-Earth to pick him up. I can think of nothing worse.
Here's me in/on Milli-Com having exposed the Traitor General by collecting the final clue in the Milli-Com Battle Computer. A bare-knuckle fight in space followed as you aren't allowed to use weapons.
Good fun but the the end game is potentially longer than the main game. We ran out of time as Phil had to be off as he is needed to get into work early tomorrow (he is employed by a library in order to be rude to customers and fellow staff) but it was clear that the decently-paced process of collecting the set of four cards needed to allow a player to try and kill the Traitor General slows dramatically when trying to reduce the villain's four lives down to zero while the other players play cards to teleport him all around the board. That gets a bit frustrating. It did remind me of Talisman in that one player is trudging through six/seven turns of dice-rolling to finish off the game while the others are forced to carry on just in case he fails.
In fact the whole thing did remind me of Talisman - it has the same "internal story" randomly created by drawing cards from the encounter deck with a lot of random events and traditional lack of regard for anything regarding balance.
Next week - Rouge Trader in 28mm or Inq28.