Inspired by
Dentatus’ awesome blog I secured a copy of A Fisftul of Kung Fu (FKF) from Osprey (cheap too!
https://ospreypublishing.com/a-fistful-of-kung-fu-hong-kong-movie-wargame-rules) and the rules really appeal to me. They are cinematic, have some nice twists with the turn-overs, excellent way of personalizing your characters and they are easy to read and follow. Seems like an excellent game to do some Cyberpunk gaming…but with some adjustments.
Here are my ideas:
Less top heavyFKF has one Protagonist (the hero), sometimes a Bruiser (sidekick) and extras (fodder). This works well for cinematic games which focus on the characters but for my Cyberpunk I want a game with several characters which are about equal in power. So here’s my idea:
1) Regular group: 1 Protagonist, 0-1 Bruiser, 0-14 Extras
2) Alternative: 0-4 Veterans, 0-1 bruiser, 0-8 Extras
The Veterans are Quality 3 / Combat 3 models, so the Quality is between the Protagonist and the Bruiser and the Combat is equal to the Bruiser. Points value: 40, maximum points: 100
So they fall between Protagonists and Extras and for some situations they need their own options.
For all traits, they pay the average between Bruisers and Protagonists with the same choices as the Protagonist (but with Rigger and Hacker too, see below). For example, Acrobat costs 5 for Extras and 13 for Protagonists. For Veterans they will cost 9. If Extras cannot pick the skill, pay 60% of the cost of the Protagonist.
New stuff for Veterans1) They can react, but only once per turn. So once again, between Protagonists and Bruisers.
2) They can focus up to 1 action, no more.
3) They can have a maximum attack of +4.
4) They don’t count as extras (for example, in the damage tables)
5) Veterans can recover 1 Cyberware (Chi) by spending 2 actions (instead of 1).
6) Veterans can target any model, like protagonists with ranged attacks (not restricted to the closest model)
7) Veterans can motivate 1 Extra by spending 1 Cyberware (Chi). The Extras activate at +0.
8 ) If Veterans fail a Morale check on 1 or 2 dice, they will perform a fleeing move.
General changes1) Changing Chi to Cyberware. It’s just a name…but still

2) Changing some traits to Cyberpunk names. Same as with Chi
3) No magic
4) Undead become robots; Cyberpsycho instead of Hopping Vampire (basically one so cybered up they have succumbed to cyberpsychosis); Giant Robot instead of Dinosaur
5) Add a Rigger trait. An extra rigger gains 1 drone, a Veteran rigger gains 2 drones. Protagonists cannot become riggers. 8 points for Extras, 14 for Veterans.
6) Add a Hacker trait. Protagonists cannot become hackers. I’ll have to see how to deal with hacking in a good way. 5 points for Extras, 7 for Veterans.
7) Use the ‘big’ trait for normal Exo-suits and ‘huge’ for the big walkers. Just easy adjustments!
8 ) Adding some extra environment rules and removing some.
So, do you guys have any other ideas or adjustments? Thanks!