I have been eager to try these rules out, and I managed to make some time this morning.
I decided to roll up some characters for this game, since I wasn't starting a campaign, but rather trying the whole thing out.
I ended up with two motley crews, one a group of adventurers and the others were bandits and gangers.
The adventurers had a snakeman with a blast rifle and a old blade and a scoundrel carrying a handgun and a brutal close combat weapon of alien origin. An bounty hunter carrying a rattle-gun (a sort of lmg), along with a soldier with a mighty Fury rifle make up the heavies of the group. The last member is a smuggler, and he brings his hand cannon to the party.
The Gangers were not as heavyly armed; three of their number had standard auto-rifles, extensively modified and repaired assault rifles. Leading the group is an older ganger, carrying a handgun and close combat weapon,and their last member has a hunting rifle.
Unbeknownst to the adventuring Group, they had walked in to the turf of the gangers, and the band of cutthroats didn't particularly like having surprise visitors.
The stage set, we go do the battlefield: (I apologize for the quality of some of the images, the morning sun decided to make an apperance after I'd set everything up..)
First blood to the adventurers!
With only one model with LoS, the gangers didn't want to take the chance of any return fire. The adventurers managed to roll a another scurry, so they repositioned themselves slightly. The Smuggler now had a bead on the female ganger.
The sharpshooter moves up to the wall.
The Snakeman moves closer to red jacket that shot at him..
And the Bounty hunter lend his support to his friends.
Still outnumbered, she elects to move around to try and avoid the duo hunting her.
Being caught somewhat off-guard by his sudden apperance, the ganger flies through the air, his rifle cut in two and his breastbone split. He hits the wall behind him, and the world goes dark.
Being the last man standing, the red jacket ganger decides to flee. He'll come back for his friends later, with a black-market doc he knows. The adventurers gather up their wounded comrades and head off for some well deserved rest, after looting the gangers quarters, of course.
It was an interesting game, with a few twists, but ultimately luck really favored the Adventurers. The way the system is designed the characters don't have any stats in the traditional sense, they are all rather equal.
What sets them apart is the skills and upgrades they have, letting them do things otherwise not allowed, rerolling Dice etc.
This doesn't really show so much in a pick-up style game like this one, but in a campaign it will really make the whole party come alive, allowing for truly unique characters. I think it's very much in the spirit of games like necromunda and laserburn, which I very much approve of.
The system as a whole plays fast, I think it was easy to get into and start playing. The whole game was about 12 turns, and it took only slightly longer than an hour!
It is very deadly though, so using cover and the reaction fire mechanics is key. As you might have noticed in the battle above, there was more than one time when someone peeked out of cover to fire, only to get suppressed, or at close range, even killed!
With only a single game played so far, I'm sure there is things I've missed, but that will hopefully be sorted out as I get more used to the system.
I know that Ivan is currently working on releasing more supplements for the FiveCore-family of rules, personally I'd like to see heavy weapons and vehicles, especially mechs would be nice ;)
I hope you have liked it, and that I have raised some interest in the rules system as well!