Lead Adventure Forum
Miniatures Adventure => VSF Adventures => Topic started by: Captain Darling on 17 August 2016, 05:10:31 AM
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After reading several PULP Adventure games I thought to myself they sound cool and more importantly FUN! I decided it was time to get out the veritable FUBAR VSF rules and have a FUBAR VSF PULP game...but first I require a scenario!
The full scenario details with fluff are here:
http://captaindarlingsminiaturesemporium.blogspot.com.au/2016/08/the-mysterious-affair-on-and-about.html?_sm_au_=iVV4P4JjLSqk3P5R (http://captaindarlingsminiaturesemporium.blogspot.com.au/2016/08/the-mysterious-affair-on-and-about.html?_sm_au_=iVV4P4JjLSqk3P5R)
But here's a teaser...Faction Evil - Doktor Von Hades forces!
From left to right: Force Leader: Fred Oddsocks, Evil Henchmen: Mad Eye O'Leary & Slasher Thompson, Average Joes (AKA red shirts) Mahatsontoo & Mewarinmehattoo
(http://i43.photobucket.com/albums/e393/Captain_Darling/Pulp/Faction%20Evil%20600_zpsws7nuxhm.jpg)
Cheers!
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Are you thinking of any adaptions to the rules to make them more 'pulpy?'
Not that I've played the rules as they stand, so castigate me for idle curiosity... :D
Doug
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Hey Doug,
The FUBAR VSF rules allow characters to have Hero Points they can use for special actions and for acquiring Skills/Gadgets letting you go 'Pulpy' easily.
That said I'm tinkering a bit.
* Changing the 4 classes from military types i.e Green, Experienced etc to just 3 more Pulpy ones. Really though I'm just losing the lowest level, the "Green Troops" classification.
* Also going from 1 action per turn to two, reducing movement allowances and including a couple of new search actions (careful and on the move).
* One overall activation per side (rather than unit) and a pass = 2 actions per figure and fail = 1 action per figure
* Adding some of my own Skills/Gadgets
That's about it, actually two actions per tuns is already in the LDT - FUBAR set but I added the above twist that a failed activation still gives 1 action this way players are always involved even if they fail the sides activation roll.
I'll be umpiring this one and control the events which I have written up and are scenario specific.
I'll have an enforced truce on turns 1 and 2 and then its on for one and all!
Cheers!
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Certainly sounds reasonable, save, I'd think it'd be truce until the dastardly Herr Doktor finds it convenient otherwise. My, I've grown a bit partisan. ;)
Thank ye, Cap'n!
Doug