I got the game while it was in beta but didn't find the time to try it before now, so that needed to be remedied!
For those of you who don't already know, Unity Field Agent is a skirmish game centered around small groups of about 5-15 models per side fighting out on the fringes on human space.
Unlike some of the other NWG rules UFA has a standard statline and a point system for models to allow for standard army lists and encounters, but also have a squad mode for necromunda-style play where you follow a group as they advance between games and a more free-form story mode for narrative games.
The stats are movement, brawl, firing, toughness and morale. The stats are fairly self explanatory, movement is the number of inches a character can move. The other stats have a numerical value between 1+ and 6+ and is used for brawling, firing, resisting damage and morale tests, respectively.
The system uses standard D6s, but have a card-based activation mechanic using a normal deck of cards to determine activations. Each force is assigned a suit in smaller games, or a color in bigger ones, with number cards giving a character 2 actions, face cards giving you 3 actions and aces allowing for 1 action, even if you have already activated earlier in the turn. Finally jokers can be used to advance the game clock and trigger random events if used.
You can also choose to use a card to give a bonus action instead of a regular activation if the character has the appropriate traits.
Another thing that is a bit different with UFA is that you can't repeat actions in the same activation unless you have a double-action trait. So if you have 3 activations you can't move, then shoot and move again in a single activation, unless you have the double-move trait.
For this game I decided to keep it simple to start with setting up two forces of about 75 points, the smallest suggested size.
The shot hits and then the targeted soldier rolls a toughness roll trying to match or beat his toughness score. Some weapons have a impact score, this gives you a penalty to your tough roll equal to the value. This also means that some weapons can hit hard enough to make your toughness rolls impossible( e.g. a toughness 5+ character being hit by an impact 2 weapon). In this game the only weapon with an impact score is the maul of the cultist bruiser.
If he succeeds, then the shot is deflected but you check the severity dice to see if the target gets shocked. If the toughness roll fails, like in this case, you apply the severity die in full. This soldier was lucky enough to only be wounded, you can take 3 wounds before being taken out of action.
On a 2 or 3 you are wounded, you take a -1 penalty on all your rolls for every wound and you can take 3 wounds before being taken out of action. But if the severity die shows up 4-6 then the character is instantly taken out. This is what happened here.
Return fire damages the cultist bruiser as he runs across the sands.
Pushed on by the cultist leader, the scrapper reaches the fuel depot before any of the soldiers.
Shots ring out, and the scrapper is taken out by a Zephyr shooter.
Things are looking a bit hairly for the Zephyrs!
Looking at the final score the Zephyr has 2 VP from the objectives and 18 VP for the destroyed and fleeing cultists for a total of 20 VP.
The cultists have 1 VP for objectives, having held the fuel depot for a round and 6 VP for the destroyed soldiers for a total of 7 VP.
A pretty telling victory for the Zyphyr, even if it looked dark for a time there!
Now normaly the game uses a system of "Ticks" to track when a game ends as well as certain random events. Each time a turn ends you shuffle the deck and advance the game clock 1 tick, as well as when a joker is drawn if you so choose and in case of certain events as dictated by scenario or random events if you use them. A good lenght is suggested to be 8 ticks, which would be between 4 and 8 rounds depending on the draw and choices made by the players. This is of course dictates only the maximum lenght of a game, as you check for victory conditions by the end of each turn.
I enjoyed the game, but was initially surprised at how deadly it was, having played a fair bit of Starport Scum recently. With the standard toughness being 5+, even without the heavier weapons that gives a impact penalty and the 4-6 destroyed results means that you'll often take out characters you hit pretty fast. I am all for it, a higher deadliness makes your choices that much more important, knowing the characters can't soak up bullets like a sponge.
Like with almost all NWG games there is a set of optional rules included to modify the experience to fit what you and/or your group is looking for, including dialing down the leathaliy a bit and things like jumping climbing and other adventurous stuff you might not need in every game, but that might be fun to have for some scenarios.
Hope you have liked this AAR, even if it is a bit on the technical side rather than the narrative one I tend to go for.
Til next time!