FUBAR got me hooked on 6mm sci-fi. In fact, it was down to FUBAR being such a good game that I started making my own 6mm sci-fi models. So FUBAR has had a massive influence on Angel Barracks.
Whilst I really like the game, it does have a few things about it that I don't like. I addressed some of those with the House Rules I had available on my website.
But, as Angel Barracks heads deeper into 6mm sci-fi, and as the fluff for Kometenmelodie grows, I thought it about time I did my own set of rules.
So here is the first edition of them:
![KR16 KR16](news/pics/2013/feb/566557376a.jpg)
They are, as you can tell, inspired by FUBAR, and they also draw from my earlier set of black-powder rules for some of the mechanics, as well as a few ideas of my own that hopefully make for a good, fast game.
They are intended to be used with 6mm figures with no more than about 30 figures per side, with a few vehicles in support. They are not meant to be super-detailed, nor do they make any claim to be accurate, if that is even possible with fictional things...
They are simply a set of rules I wrote for my own games with my own figures, and I thought I would share them for free.
When writing them, I have made the assumption that you will be familiar with wargames, and as such, some things have been glossed over.
During the writing and playtesting stage, a few things were changed. A few people on the Yahoo! Group made suggestions that whilst valid, were not what I wanted in my games. As such, I did not put those changes in - however, these rules are for your games now, so if you think something needs to be changed, then change it!
I play the rules as they are, as they are what I like; you should play them the way you like, even if that means changing them.