Lead Adventure Forum
Miniatures Adventure => Future Wars => Topic started by: pixelgeek on April 22, 2019, 03:52:47 PM
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Has anyone had any experience using Flying Lead for sci-fi games? I've been casting around for a ruleset to use for some small skirmish games but haven't settled on anything that I like. I do quite like the A/SOBH system for fantasy games
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It's definitely a viable option. I wouldn't recommend the vehicle rules tbh, and there aren't too many "out there" special rules options but the core book actually has a list that is clearly designed for Stargate so that says something.
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Do they vehicle rules work for walkers?
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Ganesha Games makes a Sci Fi rule set that is based off the Flying Lead system.
You could try that too.
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Ganesha Games makes a Sci Fi rule set that is based off the Flying Lead system.
You could try that too.
Do you mean Mutants and Death Ray Guns? It’s a little too focused on post-apoc Gamma World type gaming. Might be useful to pull stats and weapons from though
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Yes, that is the one I meant.
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Do they vehicle rules work for walkers?
Not really, it has a momentum rule for having to move if you moved last turn (or spend an action braking) beyond that the vehicle rules are pretty bare bones.
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I agree - I used them with the Hearts & Minds (Afghanistan) supplement and always with no vehicles.
As YPU stated, the rules for vehicles is a little sparse.
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Works like a charm. I played games set in the 40k universe using those rules.
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I often use Mutants and Death Ray Guns for 'straight' sci-fi. I do have Flying Lead, but haven't played it for years. It worked pretty well when we did play it, but MDRG is a bit simpler and 'cleaner', as I recall.
It's easy to remove the post-apocalyptic elements from MDRG by just disregarding the random generation of characters and the weapon-jamming (and armour jamming). There's a great warband generator on the Ganesha site, so you can just use the points system and stat up whatever you want.
The Simian Ultra X supplement adds the reaction trait from ASOBH. Of course, you can just add it without the supplement, but it's well worth getting for the new weapons, species and equipment. Most of those are 'generic' sci-fi rather than specifically post-apocalypse.
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Thanks for the comments. The more I think about it the more I am convinced that using MDRG and ignoring the post-apoc rules is probably the best bet
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It's worth checking out Galactic Heroes from Wiley Games. Great set of rules with plenty of options for forces and customisation. Written by 'Baron von J' here on the LAF.
AAR of a game using the rules here > http://leadadventureforum.com/index.php?topic=116515.0 (http://leadadventureforum.com/index.php?topic=116515.0)