Rules: FUBAR
GM: Jim Carpenter
GAME 1 - Something Wicked This Way Comes
Our group has not played FUBAR before so we playtested 2 games. The first game involved 2 SG teams travelling to a distant planet previously unknown. Kyle and I each take a team. We read the one page rules and give it a try. Jim is running the opposing force and waited 5 years to get this game going.
SG1 and SG7 travelled through the gate and arrive in a brilliant flash of light. The teams descend the stairs.Oneal calls for a comms check, all seems ok.
The Stargate |
The teams have come to a river. The area is very quiet and no sounds of life can be heard. Oneal calls for SG7 to go right and check out the rock formation.
SG7 |
They see several figures shambling toward them. The teams prepare themselves for the unknown. The figures look odd in their movement as they steadily advance.
SG1 with all the characters |
Rustling can be heard in the distance. The first signs of life have been found. Soon the droning of groans and growls can be heard . "Sir I think this was a bad idea.....this is a dead planet." Oneal ponders and ecides to protect the Stargate and calls "We'll hold the line here SG7, its our only way home so we must protect the perimeter!....Over!"
Each squad has a person with a pistol, SMGs, and AR and grenades. The range of the pistol is 8", the SMG is 16", the AR is 24" so you need to be close to attack.
Teal'c prepares a welcome....nice figure. |
The teams prepare to fire from opposite sides of the ford. "Weapons are hot, prepare to fire!"
"Click"
"Roger SG1...weapons hot....pick you targets"
We used zombies to get the game mechanics down. This allowed us to move squads about the field with little interference. The zombies were organized into groups and given Veteran status. Every hit was a potential casualty as we ignored suppressions for the horde. Zombies were given a save of 4+ for every hit on them as they are more difficult to bring down..
We also debated giving them the ability to move 6" without the need for activation. Hidden zombies would automatically activate when a figure moves within 6 inches.
Groups of dead inhabitants emerge. |
The squads fire across the river and start dropping the dead as they reach the far banks. Continuous fire stacks up the bodies quickly as we gave the zombies a save of 6. This was too high as no saves were made in the initial contact. We changed the save to a 4+.
The crossing |
As the last of the horde closed in they were dropped quickly by accurate fire. Oneill calls, "Cease fire, Cease fire.....We got them all....Lets get out of here!
This was a very quick game. The zombies did not last long and the game ended in about 45 minutes. The dead piled up in the river from the weapons fire. Allowing the 4+ save gave the dead a better survival but there was just too much fire power from the 2 squads who fired and moved back. We soon called the game due to lack of balance.
GAME 2 -The Jewel of Denial
Phoenix figures and a Mayan from some other company Jim can't remember because he is getting old. |
The temple and the shiny rock |
The jewel is on the altar and needs to be captured to win. |
A view from the Stargate to the temple |
The SG team appears and can see the temple. It seems like a short distance but you need to activate to move, which is not a sure thing.
With a flash the teams arrive |
Dramatic pose |
The view of the battle field |
The Goa'uld, he is not a system lord yet, but the night is young |
On turn 2 SG1 arrives and must take cover quickly as a squad of Jaffar advance with their boom sticks. A firefight erupts and the Jaffar take casualties.
SG1 is in cover and can not be seen. |
SG1 gets suppressed in the process and continues to take fire. They shake off the suppression on the following turn and fire killing more Jaffar.
SG1 is suppressed |
The DIA show up and they are looking for the jewel as well. |
A sprint to the stone. |
The DIA arrive...too late? |
The leader of each team faces off in a brawl to decide the fate of the mission. The DIA sens out a hulking figure to take up the challenge. SG7 sends out their babe to beat some sense into the hulking brute. The combat was won in the first roll as the SG7 chic goes for the nads and takes out the man ape from the DIA.
Nobody saw that coming. Game over.
Leaders face off....the Goa'uld lies there like a slug....his only defense. |
RECAP
The rules are fun and I will play them again with any modern/sci-fi game. The rules are free which is also great. I would use teams of 3 or 4 figures as rolling 12 dice seems like a lot in one attack. The short weapons range means you should have a terrain heavy board. Zombies are fun in these rules too but they should save on a 4+ to make it more challenging. We all had a blast and the rules are quick to learn. We did miss some details but it doesn't matter. A fun couple of games.
That was quite epic and good sounding fun, always had a soft spot for Stargate.
ReplyDeleteYup, time to watch the series again on Netflix
DeleteYes, the odd Activation rules in FUBAR do produce silly reactions! - the designers I believe are attempting to remedy this!
ReplyDeleteGood AAR - Have to get my Chapa-ai out sometime!
Joe, you're a riot! The games played well, and were a lot of fun. The zombies should have a higher "survival" rate by giving them an automatic activation when the non-dead get within a certain radius. I'm looking forward to the big Stargate game in 2013 - finally! Jim C
ReplyDeleteMe too! FUBAR is FUN
Delete