Thursday 22 April 2021

Space Fuckers Solo Match, Pink Punks versus Blue Bruisers

bashed out a quick solo game of Space Fuckers to see how it play. It was tight, tense, fun and deadly! Everyone died quickly - which is exactly what I wanted. I discovered that melee (stabbing) characters needed the ability to follow/stick to their targets so it was a very valuable activity. Also discovered the game doesn't need a third player to act as the referee as originally written - two players with secret orders revealed at the same time works fine - also because of the speed stat the secret orders aren't even necessary. All the orders are done at once and then resolved at the same time! This also works well for solo play. Give it a go!

If you want to play a game please let me know, happy to play against people/referee! 


Pink Punks Versus Blue Bruisers!


Base Space Fucker: 

  • Speed: 3 (Faster units shoot/use special first) 

  • Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 (How much damage they can take before they die) 

  • Move: 6 (How many grid spaces they can move)


Each team has 20 points to spend on Space Fuckers and modifcations. 


Pink Team:  Pink Punks


P1:  Metal legs: +6 Move, 1 Point., Medium Armour: +2 Body, -2 Speed, 2 Points.  

  • Speed: 1

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Plasma Sword: 3 Damage, 1 range, Can stab through cover, destroying it and doing 2 damage to anything behind it, 3 points. 

  • Body: 1 

  • Move: 12 


P2: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Rifle: 2 damage, 12 range, fires twice a round, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 3 points. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


P3: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Sniper: Hits a target on a 2+, 2 damage, 24 range, 6 points. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 

P4: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


P5: 

  • Speed: 3

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Pistol, 1 damage, 12 range. 

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6 


Blue Team: Blue Bruisers 


B1: Heavy Armour: +4 Body, -3 Speed, 4 Points. 

  • Speed: 0 

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Assault Rifle: 1 damage, 12 range, fires twice a round, 2 points.  

    • Knife, 1 damage, 1 range. 

  • Body: 5 

  • Move: 6 

 

B2: Heavy Armour: +4 Body, -3 Speed, 4 Points. 

  • Speed: 0

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    •  Assault Rifle: 1 damage, 12 range, fires twice a round, 2 points.  

    • Knife, 1 damage, 1 range. 

  • Body: 5 

  • Move: 6 

 

B3: Heavy Armour: +4 Body, -3 Speed, 4 Points

  • Speed: 0

  • Stab/Shoot: Hit a target with a weapon on a 3+. Armed with:

    • Plasma Rifle: 2 damage, 12 range, fires twice a round, Can shoot through cover, destroying it and doing 1 damage to anything behind it, 3 points.

    • Knife, 1 damage, 1 range. 

  • Body: 1 

  • Move: 6  

(Ed: The blue team has slightly more points for reasons that are both complicated and boring). 

 

Round 1: 

 

Round 2: 

Movement! 

 

Round 3: 

Orders: (Red line = attack. Green line = Move) 

Outcome: 

Shoot phase: 

P2 = speed 3 =  fires plasma rifle @ b3, rolls 2 and 1 = misses!

B3 = speed 0 = fires plasma rifle @ p2, rolls 3 and 4 = Two hits from plasma rifle at p2. 4 damage versus p2’s 1 Body = MELTED BY PLASMA! 

 Movement! 

 

Round 4: 

Orders: 

Outcome: 

Shoot Phase:  

P3 = speed 3 = fires plasma sniper rifle at b1 behind partial cover, Rolls 2 and 3, uses lowest because of partial cover, Using Sniper rifle which hits at 2+ = Hits! 2 damage to b1! b1 body reduced from 5 to 3. 

P4 = speed 3 = fires pistol at b1 behind partial cover, rolls 1 and 2, uses lowest because of partial cover = misses! 

P5 = speed 3 = fires pistol at b1 behind partial cover,  rolls 4 and 6 uses lowest because of partial cover = Hits! 1 damage to b1! b1 body reduced from 3 to 2. 

B1 = speed 0 = fires assault rifle at p5, rolls 4 and 1, = 1 hit! p5 takes a bullet and is dead! 

B2 = speed 0 = fires assault rifle at partial cover, rolls 4 and 1, 3 and 6  = uses lowest on both because targeting cover, first shot does nothing, second shot destroys cover. 

B3 = speed 0 = fires plasma rifle at full cover, rolls 3 and 6, 4 and 2 = uses lowest on both because targeting cover, first shot reduces full cover to partial cover. Second shot does nothing. (Ed: I should have actually fired THROUGH the cover here!) 

Movement! 

 

Round 5: 

Orders: 

Outcome: 

Shoot Phase: 

P3 = speed 3 = fires plasma sniper rifle at b1 behind partial cover, Rolls 5 and 4, uses lowest because of partial cover, Using Sniper rifle which hits at 2+ = Hits! 2 damage to b1! b1 body reduced from 2 to 0. B1’s head melts off from a plasma sniper round! 

B2 = speed 0 = fires assault rifle at partial cover, rolls 4 and 6, 1 and 2  = uses lowest on both because targeting cover, first shot destroys full cover to partial cover, second shot does nothing

B3 = speed 0 = fires plasma rifle at partial cover, rolls 3 and 4, 2 and 1 = uses lowest on both because targeting cover, first shot destroys partial cover. Second shot does nothing. (Ed: I should have actually fired THROUGH the cover here!) 

Movement! 

 

Round 6: 

Orders: 

Outcome: 

Stab Phase: 

P1 = speed 1 = stabs plasma sword at b3, rolls 1 = misses! (Ed: This is where I decided where melee needs the option to “stick” to their target in the move phase, so melee can chase their target - at the risk of being blasted at short range). 

Shoot phase: 

B3  = speed 0 = shoots plasma rifle at p1, rolls 2 and 5 = 1 hit = 2 damage. P1 body reduced from 3 to 1. 

Movement! 

 

Round 7: 

Orders: 

Outcome: 

Shoot Phase: 

P4 = speed 3 = fires pistol at b3, rolls a 2 = miss! 

B3 = speed 0 = fires plasma rifle at p4, rolls a 4 and 2 = Hit and miss. Does 2 damage to p4, melting them into plasma slag! 

Movement! 

 

Round 7:  

Orders: 

Outcome: 

Shooting Phase: 

P3 = speed 3 = fires plasma sniper at b2, rolls 5 = hit. Does 2 damage to b2, b2’s Body drops from 5 to 3. 

Movement! 

 

Round 8: 

Orders:

Outcome: 

Shooting Phase: 

P3 = speed 3 = fires plasma sniper at b2, rolls 2 = hit! B2 takes 2 damage reducing body from 3 to 1. 

Movement! 

 

Round 9: 

Orders: 

Outcome: 

Stab Phase: 

P1 = speed 1 = stabs b2 with plasma sword, rolls 3 = hit, b2 takes 2 damage, THEY ARE CLEAVED IN TWAIN BY A PLASMA SWORD! 

 

Shoot Phase: 

P3 = speed 3 = shoots b3 with plasma sniper, rolls 4 = hit, b3 takes 2 damage reducing their body from 5 to 3. 

B3 = speed = shoots p1 with plasma rifle, rolls 4 and a 1 = 1 hit! P1 takes 2 damage. P1 is melted to slag!  

Movement! 

 

Round 10: 

Orders: 

 Outcome: 

Shoot Phase: 

P3 =  speed 3 = fires plasma sniper at b3, rolls 3 = hit! Does 2 damage to b3 reducing their boyd from 5 to 3! 

B3 = speed 0 = fires plasma rifle at p3, rolls a 4 and a 1 = 1 Hit! Does 2 damage to p3 slagging them to plasma dust! 

 

The Blue Bruisers are "victorious"!!!  

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