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"Fubar: space demons versus autonmotons race" Topic


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vicmagpa29 Mar 2015 12:42 p.m. PST

all i can say is wow!

The robot race was devastating at long range. I took a lot of casualties going in. he wqs throwing 8 to 12 dice at ranged fire. I had nothing to counter fire with.

BUT, once my space demons came in to hand to hand combat. Munch ,Much.

His firepower of 8 dice versus none. Became one die vs 2 die per hand to hand combat munchies.

Bad rolling on my count still accounted for 80% of his force decimated.

I lost 75% going in. But once i came to hand to hand combat i elinmanted 80% of his force to another 10% of mine.

In conclusion. My space demons from Kurasan Miniatures did a good account for themselves. I just need to see about some conversion to make a group of them with wings.

Love FUBAR rules. I used the bug variant instead of Kursan variant. If i used the Kurasan variant. Any group destroyed comes back at 4,5,6 on 1 d6. He would have been decimated.

anybody else used FUbar? They are simple and easy to use.!

will post another after Games day at Methodist church in Springfield, pa on next Saturday

Tgunner29 Mar 2015 2:19 p.m. PST

Yes, there are a few of us bumping around. I'm more conventional in my FUBAR:

Sgt RV29 Mar 2015 2:56 p.m. PST

Vic get some flying monkeys for your gun(poop) ships……..see you Thurs

Sloppypainter29 Mar 2015 5:19 p.m. PST

Khurasan makes space demons with wings. They are new and called vampire demons.

John Leahy Supporting Member of TMP29 Mar 2015 6:19 p.m. PST

I use Fubar. I'm one of the gents that helped develop the rules. I have used them for many Scifi games. Lots of Star Wars games mainly set during the Clone Wars. I always believed that the rules were a nice big battle set. Changing some things could make them into a extremely suitable set. Frankly, I'm not sure how much I'll be using them in the future.

When the yahoo group was active we had a load of good ideas that helped flesh out the rules. I was a loud proponent of who cares if they were 1 page or not. just make them good and if that required 10 pages so be it. However, the fragmentation of the group into forum and yahoo was the slow end of the hive of activity it had been. Craig is a great guy with great ideas. But his active involvement also was minimal after IHMN was published. Makes sense. I'd have done the same thing. But again, that helped stop the final/further development.

That's just how things are.

Vulture30 Mar 2015 11:24 a.m. PST


I'm a big fan of the FUBAR rules and had a game just last week. My gaming group has modified the rules slightly bringing in specific armour penetration rules and expanded the rules out into a fully written up set. That said there is still a one page QR sheet :)

The variant of the rules we use are called FUBAR 15mm Sci-Fi Expanded. My ramblings about FUBAR can be found on my Blog along with a link to down the rules:


John Leahy you guys did a great job with the basic core rules. I'm glad to hear you say you weren't bothered if they were 1 page or 10, as to make them more rounded I felt we couldn't stick with the one/two page concept, laudable an aspiration as that is.

Although like you say the forum and yahoo group have gone quiet, my gaming group is still developing/tweaking them at the moment, along with the extensive vehicle and sample squad listings we have generated.

Kind regards to all


Tgunner30 Mar 2015 4:09 p.m. PST

Nice stuff Vulture! I'm a FUBAR collector, so I've happily added your rules set to my collection. I'm always looking for a better FUBAR!

tkdguy30 Mar 2015 5:51 p.m. PST

I enjoy FUBAR as well. I use 1/72 scale (20 mm) miniatures for my games.

John Leahy Supporting Member of TMP30 Mar 2015 7:13 p.m. PST

Vulture your blog is excellent! Loads of scifi goodness. I would humbly suggest that you try one of the last changes made to the rules on the group. Every unit got at least one action even if they fail activation. Otherwise you get 2, if I remember correctly. One of the issues we had was lots of units doing nothing. Especially in large games that could be an issue. Giving every unit at least 1 action is a good change.

I originally suggested that the armor rules (tanks, etc.) should reflect whether the unit was suppressed, dead or ok. I can dig them out if you are interested. Our games would have a couple 100 infantry and 20-30 vehicles in them. I have run Terminator games, Clone Wars, generic sci fi and a few other types using Fubar. I created the stats for the Star wars units on the yahoo groups. Another gent created the very nice unit cards.

I believe that the rules would benefit from having morale for platoons. That way you don't fight to the last man, last unit.



kozak198001 Apr 2015 5:44 a.m. PST

What hover tank is this?

WJAL2101 Apr 2015 9:24 a.m. PST

GZG grav heavy gun-sled.

vicmagpa01 Apr 2015 1:38 p.m. PST

thanks John for the feedback. Will follow up with our group with your suggestion.

We have a friend Ben who attached a point system to your rules. seems balance enough. Point wise i was pounts versus 1000+.

even match for me.

thanks for your imput. always welcome.

sel-val gamers

vicmagpa01 Apr 2015 1:46 p.m. PST

sorry 500 points

Vulture01 Apr 2015 3:06 p.m. PST

Hi John
Those are big games with that many figures and vehicles ! :)
What morale rules did you end up using/prefering? Those units that fail to activate get a +1 each turn subsequently to help then activate, and this is cummulative. Thus far we haven't found it to be too much of an issue in our games, but your idea is certainly something we will bear in mind :)
Kind regards

Sgt RV01 Apr 2015 4:05 p.m. PST

I'm in Vic's group sometimes we use dice to activate(like Bolt Action) works well..

Vulture02 Apr 2015 3:34 a.m. PST

Sgt RV, we've tried that in two ways:
a) Instead of having to activate, and
b) Using that to determine who gets the opportunity to activate.
In the end we've gone back to the original system, but it's fun to try different methods out :)

vicmagpa02 Apr 2015 6:19 p.m. PST

we decided the bugs only get one activation because of the hive mind rule. They auto activate unless both hive minds are killed. it would be unfair to all non human players. Munch munch!

John Leahy Supporting Member of TMP02 Apr 2015 6:51 p.m. PST

We ignore suppression completely. Vehicles are suppressed, dead or ok. I created some Jedi rules. They are VERY deadly. Obi-wan jumped into a couple of units of Super Bdroids. He pretty much weed wacked them. A nice representation of the cartoon series. Regular droids are fodder.

Morale is mainly lacking. I can justify that in Clone Wars games. Other backgrounds I'm not so sure.

Vulture03 Apr 2015 6:09 a.m. PST

So you ignore suppression. Have you tried it where (for infantry) the suppression is always taken and the option to convert into casualties is not there? (When the suppression total for the squad is reached it starts taking casualties).

John Leahy Supporting Member of TMP03 Apr 2015 10:15 a.m. PST

We found that suppressed units really have difficulty activating. I'm not thrilled with how the hits/suppression thing works currently.

Vulture03 Apr 2015 12:46 p.m. PST

I suppose I'm okay with units being more difficult to Activate if they have been suppressed, reflecting as it does that troops are more likely to stay where they are when receiving a lot of incoming fire. Of course by failing to Activate they will go on Guard, and so can still fire back (in our version), if fired on :)


John Leahy Supporting Member of TMP03 Apr 2015 9:44 p.m. PST

Yeah, it wasn't just the fact that suppression made units harder to activate……..I accept that units as they take casualties and fire are harder to do anything with. But in the rules units will simply stop moving at all. The battle of movement stops. Poor armies will have little chance to maneuver even if only having 2-3 suppressions in a 10 man unit.

I have had a load of fun with Fubar. I just want more………



Vulture04 Apr 2015 3:51 a.m. PST

And what have you found to give you more ? Or are you still looking ? laugh

vicmagpa04 Apr 2015 7:52 p.m. PST

Hi John,

we have fun as they are. They do have morale rules on your web page. what additions have you done? did you post them on your web page?

always interested in new players and new ideas!

thanks vulture!

John Leahy Supporting Member of TMP04 Apr 2015 9:39 p.m. PST

Yeah, just not really found the IT set for me. I have used my own Company Commander scifi variant and enjoyed it. I ran a true 25mm scifi game at the last Cincycon with Grenadier, Gzg, Battletech, Heritage and Dreenoi figs. I ran about a cozen vehicles and 100+ figs in that game.

vicmagpa05 Apr 2015 1:05 p.m. PST

i have future war commander, cold war commander and blitzkreig commander. Nice set of rules also.

check it out!

John Leahy Supporting Member of TMP05 Apr 2015 6:11 p.m. PST

I have Future war commander too. I may try it with my 6mm figs. I just do not like the everyone fires at a single stand to inflict damage rather than unit vs unit.

Vulture06 Apr 2015 2:46 a.m. PST

There is quite a lot to like many of those sets, but the complexity/detail of the systems can be an issue IMHO when:
a) You want to use quite a bit of kit on the table, and
b) You don't play the game system very often (and so don't know the rules inside out).
Although I love 15mm sci-fi my gaming group is very eclectic, so in the last 6 months we've played FoW, FUBAR 15mm, FUBAR 40K, Black Powder ACW, Black Powder Napoleonic, Hail Ceasar, AK47, Risk, Zombicide, Formula De, SAGA, Dystopian Wars, Aliens, 6mm Sci-Fi, X-Wing and Bolt Action ! grin

vicmagpa106 Apr 2015 6:20 p.m. PST

I never played that way with it. It all depends on tactics aND GAME MECHANICS.

IT S A COMPILATION OF ALL THE RULES I PLAYED AND LiKE ABOUT THEM.(i have been gaming for 48 years.) still young.


After the last two battles . I thin they are ganging up on me. OK. Space demons breed! munch! Munch!


Vulture08 Apr 2015 8:03 a.m. PST

Will look out for the t.H.U.D. rules. If you get any particular inspiration over Morale rules, let me know :)
Kind regards

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