FUBAR, Minaiture Rules

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    fubarwwiiskir

    mishrules

    Detailed squad level action rules by Rich JonesPresented byWARGAMESJOURNAL.COM

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    Weapon referencechartWW2 arms Infantry WeaponsWeapon close short medium long extreme maximum damage ammo

    Pistol 1 10 12 14 16 18 1 6

    SMG 1 6 12 16 24 36 2 4

    Bolt Action Rie 1 5 10 30 45 60 3 5

    Self Loading Rie 1 5 10 30 45 60 3 4

    Assault Rie

    (Carbine ranges)1 5 10 26 32 42 3 4

    Clip fed LMG 1 8 16 40 60 90 3 4

    Belt fed LMG 1 8 16 40 60 90 4 4

    MMG 1 8 16 42 65 90 4 4

    HMG 1 8 18 56 80 120 5 4

    Grenades 1 3 5 8 9 13 5 6

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    fubar 28mm ww2 skirmish

    action.

    By Rich Jones Rich Jones 2003

    Scale and random thoughts

    FUBAR is a WWII, squad level action set of rules. It

    is designed to be used with 28mm or 36mm gures

    and vehicles. You will need around 10 gures a sideto begin with. The rules have been tested with 15mm

    gures. The mechanics work ne if you just use

    centimetres instead of inches. Aesthetically however

    I nd that the smaller gures do not give the right

    feel.

    All gure scales are 1:1; a single model tree is a tree of

    that size for the character. You will nd a laser pointer

    is invaluable for working out Line Of Sight (LOS).

    If from the spotters position you can touch the base

    and the head of the target with the full laser point he

    is spotted. If its less than 50% you can touch, then a

    spotting check is needed. With a bit of common sense

    (especially without alternative gures for different

    positions) this solves all potential arguments.

    As to weapon ranges, then obviously they are not 1:1

    Some game play has got to sit on top of realism to t

    most gamers tables. I work mainly on a 6 by 5 table

    and the ranges in inches are geared to this. However

    it is my intention to keep as close to a real effectiverange for a skirmish action as possible. Obviously at

    times a platoon opened up at 400 yards on a building,

    and with that rate of re may well have hit something,

    however ring one bullet at 400 yards may not have

    been very successful. So the ranges are supposed to

    be visually aesthetic effective skirmish ranges. The

    rules do presume the fact that there will be a lot of

    terrain on the table.

    Dice used D10 & D6, a direction or D8

    Game mechanics for most tasks and saves

    you have to roll a D10 die and equal or beat the

    tasks Effect Number (EN) There will be various

    modiers to the EN

    Combat Decks

    Each gure has one ID card, which is placed in

    a combat deck (CD), to this deck is added a

    Leadership card.

    NOTE: each squad or vehicle will have its own

    CD.

    One deck must have the event trigger card and

    another the event happensnow card. Dependent on

    scenario there may also be other added cards.

    If the initial packs are unequal, buffer cards must be

    added to even the number out, Each squad or vehicle

    has a deck and one card from each is turned at a time.

    Those gures get to perform 2 actions. If any action

    would affect another phasing gures action throw a

    D10 and add the following modiers. Higher rollgoes rst. All affected gures do one action before

    the second. Figures performing special actions are

    affected mid action. If you are in the middle of an

    action like HIDE no modiers for the action count.

    Initiative modifers

    Veteran +1

    Green -1

    Appearing into

    other gures LOS +1

    Leadership card on drawing this card a leader may

    issue ONE action to any gure within their Zone of

    Control. A leaders ZOC varies between 4 and 12

    inch.

    Snake card

    In any 1 turn (working through deck) ONE card (per

    2 squads/re team/vehicles may be kept back as a

    snake card by that SIDE. This card may be played at

    ANY time during the turn, before any action or half

    way between a special action. However before using

    card throw D10 on a 10 the gure cant use the card

    they missed the opportunity!

    Snaking card gures only get ONE action.

    Events (optional rule) an event happens if the

    event trigger card comes before the event now card.

    Obviously these are generic events and you can

    invent your own for the scenario. In future issues of

    WJ I envisage that there will be scenarios and battlereports using different event charts.

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    Roll on a D10THROW EVENT

    1 Player heroic movement add 50% move allowance

    for next turn

    2 General Distraction an event happens which

    distracts gures skip next cards.

    3 Player Co-ordinated attack next move ip 2 cards

    per deck!

    4 General civilians on board 1-6 civilians enter from

    random road to move across board.

    5 Player Inspiration players choose one gure to do

    one action.

    6 General Distraction - All shooting on next cards is on

    +1

    7 Player Extra Effort take one spent card from each

    deck and shufe back into deck.

    8 General Crazed Dogs a dog enters on random board

    edge and attacks nearest gure*

    9 Player Heroic feelings chooseonegure per side to

    get benecial modication of 1 to any roll from now

    on!

    10 Either NO EVENT OR if you are brave Reshufeall decks NOW

    * Dog has random constitution of 1-3. After rst attack if it

    survives throw d6 1-3 runs off 4-6 goes for next nearest

    gure.

    CHARACTERISTICS

    Each gure has the following attributes, which may

    give them modiers to their EN for given tasks.

    Movement a modier will help in any situation like

    sprinting, leaping, agility moves etc.

    Combat equipment skill(CES) subtracted from all

    ring EN and helps when using unfamiliar weapons

    etc.

    Constitution basic physical and psychological

    constitution, plays major role in determining extent

    of wounds.

    Morale basic state of mind in reference to the

    combat going on around them. Veterans do notnecessarily have high morale!

    COHERENCE

    All squad members have a coherence distance. They

    must stay within this distance of another squad

    member or suffer a morale modier of +1.

    Coherence distance

    Veteran/Elite 14

    Average 10

    Green 6

    Note: this does not mean that squad members cant

    act further away, if two members full the criteria

    neither suffer the modier.

    ACTIONS

    Move

    A gure may move 4 per action. Environmental,

    terrain and physical features may effect this rate as

    follows:

    The 4 move is allowed to any gure carrying normalcombat encumbrance loads. Figures who carry no

    load may sprint 3 cards in a row (see sprint) section.

    A normal combat load only allows character to sprint

    for 1 card.

    Encumbrance

    Any character who is carrying a heavier than normal

    load must roll against a Encumbrance EN to determine

    movement allowed:

    Load EN

    Machine Gun or Ammo 2

    Mortar part or ammo 3

    Assisting walking wounded 3

    LATW (not panzerfaust) 3

    Body 5

    Heavy supplies 6

    Modiers to roll:

    Constitution modier -x

    Any additional kit on top +1

    Had a

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    This is the number of inches they can move in the

    following action. If an encumbered gure tries to

    sprint these extra inches are then modied as normal,

    which may mean another EN roll. Round all half

    inches up (due to extra effort they are making).

    Note: gures unless they are carrying nothing may

    only make one free sprint special action. If they wish

    to sprint the following turn they must make a morale

    test. What ever, only two successive sprints may ever

    be made.

    TERRAIN

    Moving over anything but at open spaces needs a

    Terrain EN to see if the movement rate is modied.

    EN Terrain

    1 sand, light rubble, inside a

    building, light undergrowth2 dense undergrowth, cluttered

    interior/storage area

    3 Shallow water (up to shin height)

    4 Shallow water (up to knee height)

    5 Dense rubble, obstacle up to

    shoulder height, entering locked

    door.

    6 Country hedge up to shoulder

    height. Deep water, entering

    through window7 Obstacle over shoulder to 1 1/2

    times height.

    8 Obstacle to 2 times height, barbed

    wire obstacle.

    Modiers

    Movement modier -x

    Assistant (per gure) -1

    Fully tracked vehicles -3

    Note: treat leaps by measuring distance and treating

    as obstacle. Getting in trenches and ditches etc is free,getting out is obstacle.

    Result:

    Difference in roll to EN

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    Even ground 0

    Night -1 to 4

    Bad weather -1 to 2

    On a failure there is no spotting modier.

    On a natural 1 the gure has made a noise, which

    is audible to 2D6 +2 inches. If other loud noise is

    present eg gunre, rough seas, engine noises etc any

    possible hearer must roll EN of 7 to hear.

    If a sound is heard a EN of 4 will give the hearer the

    direction. This negates stealth modiers.

    Difference Spotting Modier

    +1 +1

    +2 +2

    +3 +3

    +4 +4

    While doing any action while stealthy (remember

    these are on +1) ANY failure means you have made

    an audible sound. Treat as above.

    SKILL CHECKS

    Not every situation will be covered by the above actions

    and during the course of the game a player is likely

    to want a gure to do something that is not covered

    by the rules per se. An example may be moving alonga window ledge and dropping into a moving vehicle

    below. In any of these situations the referee or players

    must decide how viable that action is and give it a EN.

    Some actions may involve different EN throws which

    can be left separate or melded into one. Taking the

    above example walking on the ledge is not to difcult

    and is movement related but having the guts to drop

    off into a moving vehicle is a morale and constitution

    roll. The players may decide that the gure has a EN

    of 3 to do the ledge but needs a morale +1 EN rollto drop and a Constitution EN roll to avoid injury.

    Any modiers for the related characteristics would

    be included. Combined rolls would be considered as

    special actions taking up the whole card, individual

    rolls are worked out as normal actions.

    The amount the result deviates from the EN is a

    measure of success or falure. So walking on the

    ledge the gure, has no movement modier and roll

    a 2. Just missing the EN, therefore they slipped and

    faltered but didnt fall. Next action they roll a 5, theyhave half movement and get into position. However

    the vehicle moves before their next action and they

    miss the chance of dropping. An initial roll of 1 would

    have been a critical failure, the gure would fall off

    the ledge and take a full D10 plus one point for every

    inch fallen as a wound roll.

    SPOTTING

    The game has spotting as automatic if a gure is in

    LOS and more than 50% visible. A gures eld of

    vision is 180 degree. If they wish to spot behind them

    they must spend an action rotating eld of vision and

    spotting. Otherwise spotting is free at the beginning

    of an action.

    A gure may concentrate on a spot and a 5 radius

    circle around that spot.

    Spotting check is made as below, if successful

    any appropriate gure within the spotting circle is

    acquired. Any gure with an easier spotting EN is

    automatically spotted if the hardest to spot gure is

    acquired.

    Note: this means you may see some gures (eg one

    that has shot) while not being able to see others,

    depending on your roll.

    Note :some visual aids (binoculars, scopes) halve

    distance.

    REMEMBER : spotting checks are only required if

    the gure is 50% or more obscured, hiding or doing asuccessful stealth move.

    Spotting Distance in inches EN

    1-2 1

    2-4 2

    4-8 3

    8-15 4

    15-25 6

    25-37 8

    37-50 950+ 10

    Modiers to EN

    +1 Target gone to ground

    +1-4 target using stealth or hide action

    +1 Spotter has less than 25% line of sight

    +3 target behind smoke

    +3 camouaged position

    +1-4 target is using hide special action

    -4 target has red-1 Target moved last action

    In the weather section you may nd other modiers

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    due to weather and light.

    FIRING

    To hit a target the rer must equal or beat the Target

    EN number. This is derived from a range component

    and a weapons component.

    Note: auto weapons are deemed to make it easier to

    hit an individual target and in the case of MGs does

    more damage. However they only roll one dice per

    target gure (although more than one gure may be

    the target).

    SLR s like the Garand have a greater chance of hitting

    and inicting more damage than a bolt action rie,

    due to higher re rate per action. However they can

    only target one gure per card.

    Unless you use auto re special action a rer must reat the same target in the second action. Any weapon

    may be steadied/aimed. In the case of MGs this

    would be the action of keeping the spray in a narrow

    re eld (shooting at one target).

    Weapon details and usage

    SMG, Clip Fed LMG and Assault ries may use auto

    re special action. This takes two actions but allows

    the use of a template. Any gure covered by template

    may be hit.Any gure not 50% covered by template is at +2 to

    EN

    Initial EN success hits one gure and then each other

    gure is rolled for at +1 to EN.

    Belt fed LMG, MMG- after target gure any other

    gure rolls at +1 to EN, any gure not fully covered

    by template rolls at +1 to EN

    HMG and auto-cannons- any gure not fully covered

    rolls at +1 to EN.

    Fire Lanes

    A re lane is a continuous rain of bullets set down

    in an area. It is NOT opportunity re. It uses a

    LOT of ammo. If a re lane is used for more than

    2 consecutive turns roll a D6 you must get over

    the ammo number on weapons chart or else you are

    deemed to be running short of ammo in this case

    no more re lanes may be used in the game. All crewmembers are busy during re lane actions and may

    not do anything else.

    To set up or re lane is a special action. The template

    is laid down and an imaginary line goes from muzzle

    to tangent of circle. This re lane remains until the

    rst action of the crew in the NEXT TURN. During

    the whole move the gun gets so many shots it can

    use within this re lane. Each shot is at +1 to EN.

    Belt fed LMG get 3 shots

    MMG get 4 shots

    HMG get 5 shots

    After these have been gun must check to see if it can

    shoot at target.

    Belt fed LMG EN of 8

    MMG EN of 7

    HMG EN of 6

    It takes both crew members to maintain a re lane. Ifeither member receives a critical or a mortal wound

    the re lane stops on the next crew card.

    It takes an action to voluntarily terminate a re lane.

    Tactic Hint : use a re lane to open up on a group

    target that is spread.

    Crewed weapons

    Crew & actionsClip fed LMG (including Bar and Bren) which were

    also used as an assault rie need to have an ammo

    carrier (often referred to as loader) within 1 to

    continue rate of re. The carrier can do other actions

    eg. shoot. They are never allowed special actions

    while counting as carrier and cant aim, because of

    the distraction of having to hand clips over. If a carrier

    is not present then the clip lmg is not allowed to use

    auto re template. Clip LMGs are NOT allowed to set

    up re lanes (their rate of re was not high enough).

    Belt fed LMG, MMG & HMG crew served guns

    must have a dedicated loader to keep up rate of re.

    Without loader they are not allowed to set up re

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    lanes or use templates for more than one action. Once

    set up, which takes an action for eachcrew-member,

    a belt fed MG may re on each crew members card.

    An MG may aim and then only re at one gure, or it

    can use special action to use template OR set up a re

    lane (not clip fed LMG).

    Templates

    SMG, Clip Fed LMG and Assault ries use 3 round

    template.

    Belt LMG, MMG and HMG use 5 round template.

    JAMS

    When using templates or re lanes any auto weapon

    might jam on a natural 1 on the dice. Firer rolls

    immediately on a CES of EN 4 to avoid jam.

    Modiers:Sten Gun +1

    CES -x

    A jam halts all re, re lanes disappear and the jam

    needs to be unblocked. This takes an action of any

    crew-member and a successful CES roll on EN 4. The

    EN diminishes each by one each try.

    TARGET EN

    Firing Distance in inches EN Close 3

    Short 4

    Medium 6

    Long 8

    Extreme 9

    Max 10

    Remember that some concealment items (garden

    hedges, fences, cloth, netting etc) WILL not provide

    cover, once spotted they will not stop the bullet.Modiers to EN

    Target gone to ground +1

    Target in cover (50% obscured) +3

    Target using sprint action +1

    Firer on moving vehicle +1

    Unfamiliar weapon +1

    Unfamiliar specialist weapon +3

    Target has gone to ground +1

    Second target with auto re action +1

    Target not closest threat +1Target is vehicle at speed +2

    Firer received re from

    LMG+ since last card +1

    Firing through smoke +2

    Only helmet/foot/hand showing +5

    Injury +x

    Target crossing re lane +1

    Suspected target re +4

    Using SLR ,AR or any MG -1

    Target prone from injury check -1

    Firer has not been spotted or red -1

    Firer using aim action -1

    Target is encumbered -1

    CES modier -x

    Green gure ring +1

    Firing at green gure -1

    Veteran gure ring -1

    Elite gure/hero ring -2

    Flamethrower -10

    OPTIONAL RULEAuto miss on unmodied 1

    Auto hit on unmodied 10

    Suspected Target/Blind Fire

    Weapons capable of autore may re blind on

    terrain that is suspected of having enemy forces in.

    However this re is done at a further +2 to EN and 2

    damage on wound table. If a hit is made it is randomly

    distributed on gures present.

    Grenades

    Choose aim point and mark it.

    Work out EN

    TARGET EN

    Throwing Distance EN

    Close 3

    Short 4

    Medium 6

    Long 8 Extreme 9

    Max 10

    Modiers to EN

    Characters CON modier -x

    Throwing into open top vehicle +4

    Throwing through window +3

    Outside through doorway +2

    Inside through doorway +1

    Stufng into slot/hatch +3

    If EN is reached or exceeded than place 3 template

    on target spot. Roll damage for any gure covered

    with following modiers to damage EN.

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    Note: only the damage number and a D10 make up

    the wound EN

    Any gure within 1/2 of centre full damage

    Any gure outside of this -D3 to damage

    Any gure not full covered, further -2 to damage

    Figure behind 50% hard cover -6 to damage

    Figure behind 50% soft cover -3 to damage

    Figure behind 25% hard cover -4 to damage

    Conned area +2 damage

    Enclosed area +5 damage

    If grenade lands within 1/2 inch of gure base they

    may try and throw it back.

    On a movement EN of 7 they pick it up and throw it

    back. Throw away is worked out the same way but

    with a +4 to EN.

    If a gure wants to delay throwing the grenade until

    last moment to negate chance of throwback they mustroll a D10 - on a 9 it explodes mid air (no effect) on a

    10 it explodes before they throw!

    If EN is failed place 5 template on target point, refer

    to distance band and roll a D10. result is where the

    grenade lands. Any miss on attempt to throw through

    window, into hatch etc only deviates to the outside of

    object. Or deviates D6 in random direction.

    CQB close quarter combatWhen a gure touches base with an enemy gure

    they are deemed to be engaged. To break from being

    engaged (unless it is mutual) requires a combat win

    or a successful break away EN (see below).CQB is

    an action in itself. Attacker generates a EN which

    the defender then tries to equal or beat. This means a

    gure cant ght after moving in on second action.

    But the gures are engaged.

    Attacker modiers

    Figure is attacking +1

    Defender surprised

    (morale EN failure in appropriate situations) +3

    Height (terrain) advantage +1

    Each additional attacker +1

    Injury -x

    Defender modiers

    Defender behind obstacle +1

    Height (terrain) advantage +1

    Each additional defender +1Injury -x

    If defender equals EN the attacking gure moves

    away (the way they entered into CQB) 1. If one side

    wins they generate a wound EN using the difference

    in scores, plus constitution modier (+1 for rie butt,

    +3 for knife/bayonet) plus D10.

    Breaking Free

    Add D10+ constitution to get EN, person breaking

    free must equal or beat this on a D10 + movement

    modier

    -3 Fails to escape and holder gets one action

    -2 Fails to escape

    -1 Escapes but holder gets auto hit

    0 Escapes but any throw at 2 all card

    +1 Escapes but any throw at 1 all card. One

    action allowed.

    +2 Escapes and may make 1 actions as normal

    +3 Escapes and may make move as normal.

    WOUNDING

    Once a hit has been made you must determine how

    serious this is for the target. The basic factors for

    this are the targets constitution modier, the type of

    projectile that hit and how good a hit it was (determined

    by how well the effect number was beaten), at higher

    ranges the chances of a good accurate shot diminishes

    as well as the damage diminishing.

    The rer generates an EN number, the target then tries

    to equal or beat this number. If they do then the hit

    has no effect, the target was saved by some kit bag,

    diary in the breast pocket etc (something to tell the

    Grandkids about!).

    If the EN is failed then differential on the chart

    below.

    Firers EN generation

    Damage modier of weapon plus amount ring EN

    was beaten by, added to a D10 roll.

    Note: Only other modier is 2 for blind/suspected

    target re hits.

    Targets EN generation

    Constitution modier added to a D10

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    Injury result

    -1 Flesh wound no effect but another esh

    wound is treated as a serious wound

    -2 Serious wound - +1 modier to all EN 1

    less movement and must make constitution

    check against EN 3 or go prone. Two serious

    wounds equal a critical.

    -3&4 Critical wound - +3 modier on all EN,

    can only perform 1 action per card. 2 less

    movement and must make constitution check

    against TN4 or go prone. Two critical wounds

    equal a mortal wound.

    -5 Mortal wound- incapacitated and will die in

    d6+1 turns unless treated. If another wound is

    received roll D3 this number is subtracted off

    the total.

    -6 KIA : rer rolls D10 on a 10 it is a GORY

    DEATH.

    If a gure goes prone from a wound they have not

    gone to ground. To do anything next action (even

    going to ground) they must make a EN movement

    roll against a EN of 3. The action after that they may

    make actions as usual.

    FIRST AID & MEDICS

    First aid is an action performed by any gure on an

    injured gure. Against an injury EN (only modiers

    Morale modier x & 2 if morphine shot is available.

    On a roll of 6 or more it is).

    Wound EN

    Minor 3

    Serious 6

    Critical 8Mortal 9

    If test is successful then the wound becomes one level

    less serious. However this is only short term and in

    D3+1 turns it reverts. Only one rst aid action may be

    used, but this may be enough to get Medic help or get

    injured person back to safety etc.

    Figure may use on themselves but at +1 on EN

    Medics can use a special action to try and treat an

    injury.

    Medics use the same procedure but with 2 modier

    to EN. The change is permanent!

    Medics can only heal the same wound on a gure

    once!

    MORALE / COURAGE

    Squad morale as in when to run is up to the

    commanding player. Victory points are high per

    man killed. A narrow defeat involving a well planed

    withdraw could well have been a demoralising defeat

    if youd stayed to long and lost too many men. Medics

    and getting the wounded back is important.

    Also the game is aimed at being played as a role play

    campaign so losing gures is not good on the platoon

    roster!

    However individual morale may make a character notdo the things you want them to!

    OPTIONAL RULE:

    On a natural roll of a 10 the gure gets delusions of

    being a hero!

    Roll a D10

    1-2 the feelings dont last long, gure gets

    one immediate free action.

    3-5 one immediate free action and +1 on

    morale from now on6-8 one immediate free action never needs

    to take morale again!

    9- inspiring gure, two immediate

    actions and may be used to give extra

    action on the leader card. Note you

    still only get the one action to give.

    Disregard any esh wounds.

    10 - As above but a disregards any wound

    below mortal a real hero!

    A Morale check is made on a EN of 4 with following

    modiers:

    Morale modier

    Leader within ZOC -1

    Leader lost +1

    Wounded +x

    Close assaulting an AFV +1

    Crossing re lane +2

    Received LMG+ re since last card +1Gory death just happened within 4 +2

    Every 25% of force KIA or mortal +1

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    Results

    -7 Figure bottles it big time. Must make two move

    actions away (or sprint) from enemy activity

    and into cover. If he is in CQB or surrounded

    he will put hands up and capitulate. Heads

    towards nearest enemy with hands up. He will

    NOT do this if he has seen other gures trying

    to surrender and getting shot at, or if medic

    has been targeted.

    -5 As below but loses next card, if attacked in

    CQB ghts at -2

    -3 Goes prone and to ground effectively he is

    pinned. Loses next action and must then make

    morale EN to act on the following action.

    -2 Goes prone and losses next action through

    wondering what to do now. Automatic

    recovery. EN3 roll to stand.

    -1 Shaken - Losses next action through

    recovering (automatic)At the end of every card the gure may try and regain

    morale. However for every failed attempt +1 on EN

    next time!

    Triggers for morale test

    Moving within 4 of friendly gory death marker

    First time gure gets shot at.

    Squad member killed within 3

    Asked to attack AFV.

    Crossing re lane or being in re lane when it starts.Coming under MG re at any time

    Whenever a gure gets hit even if they dont suffer

    a wound.

    Note: If the trigger is unit loss any gure may use a

    Leaders Morale modier if in ZOC.

    FLAMETHROWERS

    Flamethrowers tended to be in short supply in NW

    Europe. However they did exist and units got themissued for particular circumstances. The major trouble

    is that they were a liability to the user. You would be

    targeted heavily as they rightly scared the death out of

    troops. If you were hit while wearing one it was often

    with fatal results.

    Also they were limited use, before game determine

    how many bursts the thrower has in the tanks, 1, 2

    or 3.

    The amer uses the ame template (again the GW

    one is ideal) and any gure under the template suffers

    the full damage. There is no cover modier!

    Using the amer is a SPECIAL ACTION.

    Choose a point to aim the end of the template at and

    roll ring EN. Notice there is a HUGE modier to

    hitting the right spot.

    However on a natural 1 the ame fails to ignite, the

    rer may use the second action to move! If the gure

    does miss then the template end moves left or right

    D3 inches!

    Any gure more than 25% under template takes 3D6

    damage on a wound EN this is doubles to 6D6 if

    red into an enclosed space. Any gure touched by

    less than 25% takes 1d6 damage.

    Note: you still need to add the D10 to determine

    wound EN.

    Against AFVs amers are an anomaly. They donot rely on penetration to destroy the vehicle. The

    burning liquid would seep into the engine and into the

    hull and the conned crew. An AFV target burst uses

    2 bursts and does 6D6 damage. Although you dont

    have to penetrate as such for ease of game-play still

    use the armour value when determining saving EN

    (good luck!).

    MORTARS AND RIFLE GRENADES

    Mortars in FUBAR are deemed only to include onboard light

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    the end of the game for both sides. However in later

    add ons there will be rules for playing either on a BIG

    BOARD SCALE or converting the rules to 10/15mm

    scale which may then be suitable for such actions.

    Mark aim point and work out distance to nd base

    ring EN.

    Rie grenades cant maintain a position, every shotuses re for effect modier.

    Light mortars are hard to calibrate and maintain

    position, every shot it a bit of a lottery. So they always

    re as if ring for effect.

    Fire for effect is the term used for bringing down re

    without a spotting round/s.

    Zeroed in re is when a medium mortar has been

    deemed to have prepared a target pre-game. This will

    usually be specied in a scenario.

    Use EN modiers below:

    Spotting round, re for effect

    or any light mortar round +3

    High winds +1

    For every spotting round contacted,

    seen or corrected -2

    Zeroed in re -5

    If a successful EN is made then the round lands on

    target. Place template on marker and proceed with hit

    EN.

    If the round misses then deviate it as follows:

    Random direction

    Distance

    light and rie grenade D6

    Medium 2D6

    On a natural 1 double the deviation distance.

    On a natural 10 it lands in target if applicable (eg open

    top vehicle)

    CREWS & FIRING

    Firing a mortar is a special action.

    Once set up which takes an action per crew member

    the mortar can re on the rer and loader card ie

    twice per deck.

    WOUNDS

    Note:only the damage number and a D10 make up the

    wound EN

    Any gure within 1/2 of centre full damage

    Any gure outside of this -D3 damage

    Any gure not full covered, further -2 damage

    Figure behind 50% hard cover -6 damage

    Figure behind 50% soft cover -3 damage

    Figure behind 25% hard cover -5 damage

    Conned area +2 damage

    Enclosed area +5 damage

    YOUR FORCE

    Squad Points & Building

    Basic Squad member -10 points.

    Veteran squad members 15 points

    Green squad members 5 points

    Random Battle points throw 4D10 and add 100

    to get number of squad points to build basic squad

    before upgrades.

    If no scenario in place then defenders setting up inhard cover should have about 1/2 number of points.

    Roll 2D6 +15 to discover how many upgrades you

    have.

    Each upgrade may buy:

    +1 on any single ability score

    A single special skill

    5 points of purchases

    Purchases PointsUpgrade to carbine 1

    Upgrade to SLR 2

    Upgrade to SMG 2

    Upgrade to Assault rie 2

    Per grenade 3

    Per clip fed LMG 3

    Per belt fed LMG 4

    Per MMG, one use ATW 4

    Per LATW ,HMG 5

    Light mortar 15

    Medium mortar 20

    Special Skills these can be purchased for the cost

    of one upgrade

    Sharpshooter pre-war hunter etc, a crack shot. Can

    re-roll any failed Fire Action ONCE per game.

    Role Model A squad leader with this skill can let

    anyone within his ZOC use his morale for throws.

    Hard as Nails tough bugger. Can re-roll any

    constitution test for damage, then use best result.

    ONCE per game.

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    Street Fighter you dont want to ght this meathead.

    +2 on his constitution roles in engaged combat.

    Driver loony driver. No negatives when using

    Drive skill.

    Lucky Bastard- theres always one of the buggers.

    Roll a D6 at start of game. That is the number of -1

    modiers he may use during game to ANY roll. Up to

    -2 per turn.

    Fearless can re-roll any morale throw for retreating

    at any time.

    Tracker gets -2 on any spotting EN.

    ADVANCED RULES

    The following pages give the rules for using infantry

    anti-tank weapons and for using vehicles in FUBAR.

    I strongly suggest that players introduce these rules

    slowly. Also players must realise that the scales

    involved on a normal table make most AP re very

    dangerous and infantry AT weapons are to be feared.

    It is not without good reason tha tank crews did not

    like being in close terrain without infantry support.

    You will notice that there are no extra crew morale

    rules. A loss of an AFV will be costly in victory pointsso it is up to the players to look after them!

    weapon close short medium long maxArmour

    damage

    H E

    effect

    Bazooka x 1 10 20 25 35 23 6

    Panzerschreck x 1 10 20 25 35 23 6

    PIAT 1 10 12 17 20 24 5

    Panzerfaust x 1 8 11 15 17 22 5

    Anti-tank rie 1 14 18 25 50 14 3

    Molotov 1 - - - - 22 5

    Gammon bomb 1 - - - - 22 5

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    Vehicle rulesMovement

    Vehicles move on their movement card (of which

    there is 4 per vehicle). They have their own CD whichis likely to contain buffer cards.

    The agility rating is how many up to 45 degree turns

    a vehicle can make in its move. It is deemed to make

    an inch motion between 45 degree turns (has to move

    an inch rst). Only fully tracked vehicles can turn on

    spot (up to 45 degrees per card).

    Use normal terrain EN to cross appropriate terrain.

    Only fully tracked vehicles can cross height obstacles(by knocking them down usually). Also fully tracked

    vehicles disregard terrain features up to TN4, treating

    them as open ground.

    If a vehicle fails a EN it is BOGGED!

    If bogged it loses its next action before trying again.

    Bogged result 4 actions on trot and it is STUCK for

    game purposes.

    EN is modied if you try and reverse out of trouble 2

    EN (-3 if fully tracked)

    Reversing EN of 5 (modied by driver skill) to

    move full rate otherwise 1/2 rate!

    Wheeled and half-tracked vehicles

    Any gure can use a special action DRIVE his

    ability can be enhanced by purchasing the special

    skillDRIVER.

    Each vehicle is represented in the combat deck by 4cards, the vehicle moves on these cards. Individual

    crew or passengers act on their card. The driver is

    deemed to be doing a continuous action.

    Special Action

    Stop driver may bring vehicle to halt. This takes

    both actions and takes 3/4 of the previous action

    move distance.

    Vehicle movement rates are noted on the vehicle

    chart. A driver may try and drive the car as quickly

    as possible using the Full speed action, this action is

    attempted on his card and is deemed to be continuous.

    However on his next card he must check again.

    Full Speed task EN

    Straight gunning it 5

    Turning at full speed 7

    Modiers

    Driver skill -x

    Under re +1

    Vehicle agility

    modier on vehicle chart

    Result

    -x Roll D10 on a 10 vehicle has crashed

    +0 Vehicle moves normal rate+1 add 3

    +2 add 4

    +3 add 6

    +4 add 8

    +5 add 10

    Vehicle crashes

    If a vehicle crashes everyone inside bails immediately.

    Roll a EN 5 against constitution., only modiers

    being constitution and wounds. A failure means you

    generate a EN on wound chart using D10 and amount

    B A R R E L

    LENGTHC S M L E M

    ARM

    DAM

    HE

    EFFECT

    SHORT 3 12 20 42 54 90 153

    3

    NORMAL 3 17 28 58 72 - 225

    3

    LONG 3 21 36 65 90 - 236

    3

    LONG

    HIGH

    VELOCITY

    3 25 45 80 120 - 246

    5

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    of inches vehicle was moving at.

    Ramming

    If a vehicle attempts to overrun a character the vehicle

    rolls a D10 adding the vehicle agility modier plus

    any morale modier. Figure attempting to dodge

    then tries to beat this EN using D10 and movement

    modier.

    If gure fails to avoid use the difference in scores plus

    armour value to generate a wound EN in other word

    dont get overrun by a TANK!

    Modiers to ramming EN

    Vehicle moving over 2 per card +1

    Vehicle moving over 5 per card +2

    If vehicle is two wheeled then the vehicle needs to

    throw D10 on a 8-10 it crashes!

    Exiting/jumping off/on moving vehicles

    To get out of a moving vehicle the figure must take a

    Movement EN 3 plus or minus modifiers. The result if failed

    is the number added to D10 to generate wound EN

    Infantry anti vehicle weapons:

    Damage can be done to softskin vehicles by using

    normal damage against their armour rating there is

    no special method needed. Figures in the vehicles canbe shot at and are on normal modiers. If the drive is

    mortal wound or KIA the vehicle crashes!

    HE explosions can effect vehicle in blast and any

    gures in it!

    Armoured open top vehicles suffer gure damage

    as normal the vehicle counting as +3 to the hit EN

    even if only 25% covered!

    However infantry have Light Anti-tank weapons theycan use LATWs.

    LATW

    Firing at vehicles is done as normal using range chart

    underneath. Weapons capable of ring HEAT have a

    damage of 6 when used against gures and use the

    3 template. However they can be shot THROUGH

    walls and then the blast occurs inside. Normal house

    walls have armour value as below:

    House brick walls 17House internal walls 10

    Wooden structures 6

    Pill box 30

    Every hit (anything but a 1-3) will knock 6 off the

    armour value of structure when it reaches 0 it is

    rubble!

    Every penetrative hit (over ring EN) cause blast

    inside and on a separate roll of 10 starts a re.

    Weapons with a X generate a damage of 4 in their

    backblast. This extends in an area 3 by 1 from the

    back of the gure, any gure caught in blast rolls as

    normal on the wound table!

    LARGE CALIBER WEAPONS

    Tank armament and AT guns are split into 4

    categories the vehicle stats will indicate which

    band the weapon falls into. In my opinion it is the

    length of the barrel that was the greatest indicator to

    how lethal a gun was, not just the calibre. Two 75mm

    shells may have WIDELY different effects red fromtwo different length barrels. Also to keep the game

    owing the dropping off in penetration over range is

    bundled into the Firing EN the further the range the

    less likely to get a good penetrative hit.

    Be warned the ranges occurring in a 28mm game on a

    normal table will mean the guns on later war tanks are

    almost as powerful as each other. If you can increase

    the table size then the advantage that the Germans had

    becomes more apparent.

    The HE effect shows the damage to gures and the

    blast template used.

    Any miss when ring HE from AFV is deemed to

    deviate D10 in random direction.

    Use LATW stats for HEAT shells f available.

    FIRING

    Firing is done using the same mechanism as smallarms. However use the following modiers chart:

    TARGET EN

    Firing Distance in inches EN

    Close 3

    Short 4

    Medium 6

    Long 8

    Extreme 9

    Max 10

    The same concealment criteria apply, however

    remember that all concealment may not provide

    cover.

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    Modiers to EN

    Target in cover (50% obscured) +3

    Firing on move * +2

    Unfamiliar weapon +1

    Unfamiliar specialist weapon +3

    Target has gone to ground +1

    Target not closest threat +1

    Target is vehicle at speed 5 + +2

    Target is vehicle moving +1

    Firing through smoke +2

    Injury +x

    Barrel is rated short +1

    Barrel is rated Long HV -1

    Firer has not been

    spotted nor has red -1

    Firer using aim action -1CES modier -x

    Green crew +1

    Veteran crew -1

    * STOP FIRE TECHNIQUE

    World War 2 tanks were notoriously bad at shooting

    on the move. This is hardly surprising considering the

    amount of movement the ground produced, bouncing

    gures in the hull around. Even when stopping the

    mechanics were hardly cushioned and the crew wouldbe subjected to a violent rocking movement. This

    meant most crews were only really effective when

    stationary. This led to the tank crew stopping for short

    periods to re and then setting off again. This is called

    the stop re technique. This can be employed when

    the tank is not stationary and didnt use the special

    STOPPING action the driver card before.

    To employ the Stop re technique an EN of 6 is

    needed this is modied as below.

    Modiers to SF EN

    Vehicle agility modier +-x

    Veteran crew -1

    Gyro stabilised -1

    Gyro stabilisation was present in some US tanks

    however the crews did not always use it. Before game

    throw a D6 on a 6 the crew havent go it calibrated

    and on.

    Effects

    If a shot hits then you work damage out as below

    Damage EN D10 +differential in throw to ring

    EN +gun damage

    Armour roll- D10 + armour rating

    Modiers to Armour roll

    Side armour against LATW (HEAT) +1

    Sanbagged AFV +1

    Extra links etc placed on hull +1

    To be sandbagged and linked the model must either

    represent the fact or a marker used.

    To determine if the shot hit where the extra armour is

    (thus allowing the modier) throw a D10 and beat a

    EN of

    Sandbagged TN3

    Linked TN5

    Modify EN by

    +1 rer aimed

    DAMAGE CHART

    Differential EFFECT

    -1 Minor shake about no effect but

    second minor hit counts as Seriousdamage (see below).

    -2 Serious damage movement reduced

    by 1/4 all crew have +1 to any EN

    roll until recovered. To recover make

    Morale EN end of their next card.

    -3 Very Serious damage - movement

    reduced by 1/2 all crew have +2 to any

    EN roll until recovered. To recovermake Morale EN end of their next

    card, if commander fails the whole

    crew bails on a 1 or 2 on D10. On

    a roll of less than 5 on D10 turret

    jammed. On a 1 gun is out of action.

    -4 Immobilised vehicle is immobilised.

    On a D10 roll of 9/10 it crashes as it

    halts. (use your imagination here, if

    right next to a wall veer it into it etc, ifit makes a difference roll to see which

    object in range it runs into) Morale

    EN needed by crew member on next

    card or they bail. Even if they stay,

    permament +1 on any EN roll. Also

    take 4+d10 wound EN NOW.

    -5 DESTROYED all crew to bail

    NOW. Injury EN roll of 5. On a 10

    on a D10 instant BREW UP all crew

    killed and anyone within 3 of vehicletakes a injury of damage 4 EN roll.

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    Vehicle actions

    Vehicle can move its movement allowance on every

    vehicle card. Driver is deemed to be using special

    action across all movement cards.

    Every other vehicle action takes place on the crews

    card.

    SPECIAL ACTIONS

    Stop driver may bring vehicle to halt. Travels half

    last card distance.

    A LEADER card can be used on a vehicle crew

    member of the command tank or if the overall CO is

    within 6. While on the face of it this doesnt smack

    of realism it is justied by the intense situation vehicle

    crews found themselves in.

    NOTE: it cant be used for vehicle movement.

    Most tanks have 5 crew, HOWEVER they only have

    ONE crew card. On that card ALL crew members

    may have 2 actions.

    COMMANDER can spot (see spotting below) and

    re turret MG, he gives the order to re (1 action) He

    rotates the turret.

    GUNNER aims the gun and res on command.

    LOADER can load gun with shell (either HE or AP

    opitional rule means he just loads most appropriateand you dont stipulate)

    DRIVER Drives if needed on vehicle card. On own

    card can use STOP special action or speed action.

    RADIO OPERATOR general dogs body, can re

    hull MG.

    NOTE: vehicle Mgs can use templates as auto re

    option BUT not lay down re lanes.

    TURRET ROTATIONOn the commanders action he can rotate turret.

    Up to 45 degrees for slow turret (German, Russian

    and most Brit)

    Up to 90 degrees for fast turret (most US built)

    SPOTTING IN AFVs

    Tank crews existed in two worlds. One where they had

    the hatches and vision slits open and therefore had a

    fair eld of vision. This was called unbuttoned and

    usually the commander would be head and shoulders

    out the turret. In this position he had a better viewthan the foot-soldier with the advantage of a bit of

    height. However it was painfully obvious to the crew

    and especially the commander that this left them

    vulnerable. There are numerous reports of snipers in

    trees waiting for the tank to pass beneath and calmly

    picking off the commander, or dropping a grenade. So

    for most combat situations the crew preferred to exist

    in the world know as being buttoned up. This meant

    every hatch and cover was fastened. This left little to

    see as any visitor to the Tank Museum at Bovington

    who has been in the Pnzer IV cutout can tell you!

    The commander was slightly better off if he had a

    late war tank that sported a cupola this enabled a

    slightly enhanced eld of vision, but not by much. So

    the compromise is that the commander is often seen

    bobbing up and down.

    An AFV needs to be shown as being buttoned or

    unbuttoned we use clear counters.

    When unbuttoned the commander if in the turret has

    a 360 degree eld of vision. The rest of the crew have180 from the vehicle front. If buttoned all crew have

    a 90 degree eld of vision from the vehicle front, or

    in the commanders case the turret front.

    If this isnt bad enough when you are buttoned up the

    Spotting EN has a modier of +3 and nothing counts

    as being fully in view, everything has to be tested

    for.

    The commander can opt to expose himself at the startof every action and therefore get a 180 degree eld of

    vision at +1 to EN. However he can then be targeted

    by gures holding a snake card or getting initiative

    drop on him!

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    VEHICLE STATS

    JEEP

    Move per card 4

    Agility 4

    Armour 5

    Crew 1

    Passengers 4

    Armament can have passenger MMG

    MOTORBIKE

    Move per card 5 (4 with sidecar)

    Agility 5 (three with sidecar)

    Armour 3

    Crew 1 (2 with sidecar)

    Passengers 1 (2 with sidecar)

    Armament Sidecar can have MMG

    M4 SHERMANMove per card 3

    Agility 2

    Crew 5

    Passengers -

    Armament N or L (depends on type)

    Armour:

    Front 21

    Side 19

    Rear 18

    NOTES: known as the Ronson due to ability to burn

    add +1 to brew up roll

    Can use gyro stabilisation check before game start.

    PANZER IV

    Move per card 3

    Agility 2

    Crew 5

    Passengers -Armament N or L (depends on type)

    Armour:

    Front 21

    Side 19

    Rear 18

    PANTHER

    Move per card 3 1/2

    Agility 2

    Crew 5Passengers -

    Armament L

    Armour:

    Front 23

    Side 20

    Rear 18

    NOTE : early panthers burnt easily due to fuel - +1

    to instant brew roll

    TIGER

    Move per card 2

    Agility 1

    Crew 5

    Passengers -

    Armament LHV

    Armour:

    Front 23

    Side 22

    Rear 22

    FIREFLY

    Move per card 2

    Agility 2

    Crew 5

    Passengers -

    Armament LHV

    Armour:

    Front 23

    Side 21

    Rear 19

    M10 DESTROYER

    Move per card 3

    Agility 2

    Crew 5

    Passengers -

    Armament L

    Armour:

    Front 21Side 18

    Rear 17

    NOTE: open top turret

    STUG

    Move per card 3

    Agility 2

    Crew 5

    Passengers -Armament L

    Armour:

    Front 20

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    Side 18

    Rear 17

    251 HALFTRACK

    Move per card 3

    Agility 2

    Crew 2

    Passengers 10

    Armament Can have up to 2 LMG

    Armour:

    Front 12

    Side 11

    Rear 10

    M3 HALFTRACK

    Move per card 3

    Agility 2

    Crew 2Passengers 10

    Armament Can have up to 1 MMG

    Armour:

    Front 11

    Side 10

    Rear 19

    NOTE : passengers only covered 25%

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    TERRAINC O V E R

    MODIFER

    SPOTTING

    MODIFIER

    MOVEMENT

    EN

    Beam big

    wooden+1 +1 2

    Bocage +1

    B l o c k s

    LOS, if

    right next to+4 to spot.

    Only where

    trees are EN 5

    Body +1 +1 1

    Bunker slit +5 NA NA

    Bush or

    garden hedge0 Normal EN Normal EN

    Crops 0 +2 2

    Fence -

    picket 0 +1 NormalFence -

    lattice0 +1 Normal EN

    Fence - iron +1 +1 Normal

    Fox holeN o r m a l

    ENNormal EN In 0 Out 4

    Tombstone +2 +2 Normal EN

    HaystackN o r m a l

    ENNormal EN To mount 7

    Thick, high

    undergrowth/

    jungle

    0 +1 3

    Mud 0 0 2-5

    Dry Sand 0 0 2

    SandbagN o r m a l

    ENNormal EN Normal EN

    Snow 0 Normal EN 1-5

    Shell holeN o r m a l

    ENNormal EN 5

    Tank trapN o r m a l

    ENNormal EN 5

    Barb wire 0 07/8 with

    cutters 5/6

    Tree trunk +2 +2 5 to climb

    Tree foliage +1 +3 NA

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