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FUBAR (Expanded) 15MM SCI-FI

IEG Version: 3-6-1

Sci-Fi Small Unit Wargames Rules


(Expanded)
This is an expanded version of the one page FUBAR rules adapted for the players at the Harrogate Wargames Club. It
merges the FUBAR Fourth Edition rules and the Generic Sci-Fi supplement together, adds more detailed armour rules
and some additional house rules.
Para INDEX
1.
The Cardinal Rule.
2.
Six-sided Dice Conventions.
3.
Units.
4.
Playing the game.
5.
Initiative.
6.
Activation.
7.
Firing.
Firing Arcs.
8.
Suppression.
9.
Cover.
10. Close Combat.
11.
Weapons.
12. Personal Armour.
13. Power Armour.
14. Vehicles.
15. Vehicle Systems.
16. Dropships / Gunships.
17. Automatons / Robots / Androids .
18. Bugs / Xenomorphs.
19. Gangs / Colonists / Guerrillas.
20. Guided Munitions.
21. Leaders.
22
Character Attributes
23. Indirect Fire.
24. Off-Board Strikes.
25. Morale
Optional Rules.

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(Multiple player Activation, Full Auto, Fanatics, Gravity, Close Combat Weapons, Casualties and Morale)

Quick Reference Sheet.

15

1. The Cardinal Rule

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Where a rule does not make sense in a particular situation, ignore it or modify it.
2. Six-sided Dice Conventions

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Any unmodified roll of a Six is a success.


Any unmodified roll of a One is a failure.
3. Units
3.1 A player has one or more Units, as defined by the relevant Force Supplement.

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3.2 Each Unit is defined by its level of training & experience & by its weapon/armour selection.
3.3 All members of a Unit must remain within 2 of each other or incur a penalty on their Activation of 1 per figure that
is out of touch. (Exception: See Power Armour)
Table 1 - Unit Training/Experience
Level
Activation
Expertise
Green
5+
6+
Regular
4+
5+
Veteran
3+
4+

Suppress
1
2
3

FUBAR (Expanded) 15MM SCI-FI


Elite
2+
4. Playing the Game

4+

4
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4.1 FUBAR is played in Turns.


4.2 In a turn all players get to attempt to Activate & use every Unit under their command.
5. Initiative

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5.1 At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
5.2 The player that scores the highest can attempt to Activate a Unit first. If this succeeds then that unit can choose
one action and carry it out.
5.3 He can continue to Activate units until he fails an Activation, then the Initiative passes to his opponent.
5.4 If there are more than two players the Initiative passes to the next highest score.
5.5 The Initiative passes to & fro as players pass and fail Activation rolls, until they have all had a chance to try and
Activate each Unit in their command.
6. Activation

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6.1 To Activate a Unit a player must roll equal to, or more than, the activation number given in the Unit
Training/Experience table.
6.2 A unit with a Leader attached uses the Leaders Activation Level instead of its own.
6.3 Add one to the roll if there are no visible enemy. Add one to the roll if the unit failed its Activation roll last turn.
Note these can be added together.
6.4 Once Activated a Unit can do one of the following:
Table 2 Activation
Choice
Walk

Move
6"

Notes
The unit can also fire a small arms weapon, or throw a grenade, at one point at any
time during their move.
Cannot fire weapons or throw grenades.

Run

12"

Duck & Weave

8"

On Guard

0"

Gone to
Ground
Aimed Fire

3"
0"

Cannot fire weapons or throw grenades.


Figures count as being in Soft Cover.
Can react once per turn by: returning fire on an enemy that fires at them, or firing at
enemy movement across their field of fire. All figures in Unit get -1 to firing.
Drop into nearest cover. Increase the level of that cover by one.
Cannot fire weapons or throw grenades.
All figures in Unit get +1 to firing.

Assault

Move into close combat with enemy.

Overwatch

Can react once per turn by: returning fire on an enemy that fires at them, or firing at
enemy movement across their field of fire. All figures in the Unit get +1 to firing.

6.5 Units that fail to activate have the option of choosing either Gone To Ground or On Guard, unless it is a Infantry
unit that has taken more than 50% casualties. In this instance the Unit is considered Shaken. See Para 24 for
Morale.
6.7 No modifiers can make a Units Activation roll worse than 6.
6.8 Troops wearing jump packs increase their basic movement from 6 to 12 and can ignore intervening terrain.
6.9 When a unit is on Guard or Overwatch, it is its discretion if it reacts to being fired on, or enemy movement, BUT,
it must decide at the time when the opportunity presents. It can fire at any point during the enemy movement.

FUBAR (Expanded) 15MM SCI-FI


6.10 Units on Overwatch can remain on Overwatch and do not have to keep Activating, provided the Overwatch is
not lost, by being triggered.
7. Firing

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7.1 A figure cannot fire if they are Suppressed.


7.2 A Unit can fire at any enemy figures or vehicles that they have a clear Line of Sight (LoS) to.
7.3 A Unit can split its fire amongst more than one target.
7.4 There are two types of firepower, Fire Points (FP) which is anti-personnel and Anti-Tank (AT) which is anti-vehicle.
7.5 Each figure in a Unit throws one die per FP, trying to equal or exceed their Expertise rating. Each die that does so
is a Hit.
7.6 Any target figures wearing armour get a save against these hits. If the vehicle makes its save, passengers inside
do not have to.
7.7 Unsaved hits against a Unit must be taken as Casualties, Suppressed figures, or a combination of both to the
allowable limits the Unit can support.
7.8 A figure cannot be made both Suppressed and a casualty from the same bout of received fire. Exception to this
rule is if a unit has Suppressed as many of its men as allowed, and there are no troops left to make Casualties.
7.9 A Unit may fire at enemy in cover if some of the enemy figures are within 2"/5cm of the cover's edge.
7.10 Figures can only fire out of cover if they are within 2" of the cover's edge.
7.11 A Unit can only target enemy figures that share the same area of cover if they are within 6. The target will get a
cover save.
7.12 A defined area of cover will block LoS.
ARCS

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Table 2A Firing Arcs

Infantry.
Hvy Weapons & Fixed Vehicle Weapons.
Turret Weapons.

Normal Firing
360
90
360

Aimed
Firing
360
90
360

Reactive Firing on Guard or


Overwatch
180
90
90

7.13 Units that fail their Activation may be rotated up to 90 degrees, before the Guard marker is placed.
7.14 A vehicle/mechs front, side and rear armour are delineated by lines drawn through the corners of the vehicle (or
4 x 90 arcs, if the vehicle/mech is an irregular/rounded shape). If a firer is on the line, roll D6: 1-3 = Front/Rear
armour, 4-6 = side armour.

8. Suppression

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FUBAR (Expanded) 15MM SCI-FI


8.1 A figure that is Suppressed is placed on its side. It cannot fire & its Unit takes a penalty to its next Activation of -1
per Suppressed figure.
8.2 After the next Activation roll for that Unit stand the figure up. It is no longer Suppressed.
8.3 The maximum number of Suppressed figures a Unit can have is related to its Training / Experience.
9. Cover

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9.1 At least half of a unit has to be in cover for the whole Unit to benefit from it. If the target of a firing attack is in cover
then the number the firer needs to roll to hit (its Expertise) is modified as shown below:
Table 3 Cover
Cover
Modifier
Soft
+1
Moderate

+2

Examples
Undergrowth, Woods, Wooden Buildings, Civilian Vehicles, Fences, Hedgerows,
Rifle Pits.
Stone or Brick Walls, Buildings or Rubble, Trenches.

Hard

+3

Bunkers.

9.2 No cover modifier can make a Units Expertise worse than 6+.
9.3 Infantry move through cover at their normal speed.
10. Close Combat

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10.1 A Unit must use an Assault Activation to move into close combat with an enemy unit.
10.2 The attacking Unit moves its figures first into base contact with enemy figures, no figure moving more than 8.
Then the opponent can move up any unengaged figures that are within 3 of an assaulting enemy figure.
10.3 Both sides simultaneously roll one dice per figure & use their Expertise rating to determine hits.
10.4 Figures that are already Suppressed before this attack strike after all other attacks are resolved.
10.5 All hits not saved by personal armour result in casualties. Cover has no effect.
10.6 Units may only take casualties, not Suppression.
10.7 The combat continues at the beginning of each subsequent turn. The units involved automatically Activate at
that point. They cannot subsequently Activate in that turn.
10.8 To attempt to withdraw from combat a Unit must make a successful Activation roll & then move 1D6 away from
their opponents. The unit does not have to move the full distance if does not wish to.
10.9 If the opponents can also make a successful Activation roll they can follow up 1D6. The unit does not have to
move the full distance if does not wish to. If they catch their opponents, combat continues.
10.10 "This supersedes the normal Activation rules."
10.11 Close Combat Weapon Bonus.
Weapon Type
Bayonet / Sword / Edged / Improvised weapon.
Powered / Vibro / Chainsaw.
Force field / focused energy weapon.
Powered Suit.

Bonus
+1
+2
+3
+1

10.12 Vehicles cannot close-combat Infantry, but they can try to mow them down however. (See para X). Infantry can
attempt to close-combat vehicles however, and are successfully on a 4 to 6. The result is below:

FUBAR (Expanded) 15MM SCI-FI


Type Of Vehicle
Soft Skin.
Armoured Vehicles.
11.

None Power Armoured Infantry


Destroyed
Glancing damage (Table 8)

Power Armoured Infantry


Destroyed
Penetration chart (Table 9)

Weapons

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Table 4 Weapons
Small Arms
Pistol / Revolver
Infantry Rifle
Assault Rifle 1
Sniper Rifle 3
Laser Pistol *
Laser Rifle *
Plasma Pistol
Plasma Rifle
Sub-Machine Gun
Light Machine Gun/SAW
Combat Shotgun
Grenades, thrown
Grenade Launcher
1.
2.
3.

Range
8
24
24
32
8
24
8
24
12
32
8
8
16

Fire
points
1 FP
1 FP
1 FP2
2 FP
2 FP
2 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP

Assault Rifles get 2 FP at 12 or less.


Twin linked weapons (i.e. Twin SAW carried by Power Armour troops) have double the FP -1.
Heavy Sniper Rifles do + 1 damage.

Table 5 Support Weapons


Weapon Type
Heavy Machine Gun 2 , 4, 11
Flamethrower 3
RPG / LAW
Heavy ATGW Missiles 10
Light Mortars 4, 5
Light Auto-Cannon 6
Heavy Auto-Cannon 6
Light Cannon 1,3
Med Cannon 1,3
Hvy Cannon 1, 3, 8
Rail Gun 1, 8
Laser Cannon 4, 7, 8
Plasma Cannon 4

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Range
32
8
24
56
40
24
32
32
40
48
62
32
32

AP
Fire points
5 FP
4 FP
3 FP
3 FP
3 FP
4 FP
3 FP
4 FP
5 FP
6 FP
2 FP
3 FP
5 FP

LA
5+
2+
2+
4+
4+
Auto
4+
Auto
Auto
Auto
Auto
Auto

AT Penetration
MA
HA
5+
3+
2+

SHA

5+

5+

3+

4+

3+
Auto

5+
4+

Damage
Bonus

5+
4+
Auto
Auto
4+
Auto

+1
+2

4+

1. Only Vehicles or Bunkers can mount cannons and Rail-Guns.


2. Vehicle & Bunker mounted HMGs need only one crew. Infantry HMGs need three crew to serve them. If they lose 2 men they cannot move or
fire.
3. Flamethrowers & Tank Cannons ignore cover.
4. Need a full turn to set-up.
5. If you have any figure with LoS, mortars can fire at enemies they cannot directly see.
6. Has a Rate of Fire of 2 when firing AT.
7. May only affect a single infantry figure.
8. Damage Bonus figure is added to the Vehicle Penetrating Hit Table Dice Roll (i.e. a roll of 2 for a Railgun with the bonus takes the result to 4).
9. Damage Bonus figure is added to the Personal Armour Saving Throw required (i.e. Power Armour normally saves on a 3+ but if hit by a Hvy Gun,
this becomes a 5+ save required.
10. ATGWs have a minimum range of 4.
11. Can cause Glancing Damage if a 1, 2 or 3 is rolled.

11.1 Twin linked weapons have double the AT Firepoints -1.


11.2 Gatling guns count as HMGs +1 FP
12. Personal Armour

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FUBAR (Expanded) 15MM SCI-FI


12.1 Some Modern & Sci-Fi troops have personal armour. They train in this so it does not slow them down during the
short engagements in FUBAR.
12.2 Once hits have been determined, the Unit can make armour saves against the majority type in the Unit.
Table 6 Personal Armour Saving Throws
Type
Light
Medium
Heavy
Power
Battlesuit

Save
6+
5+
4+
3+
3+

Examples
Light Flak Jacket, Police Armour, Tough Skin .
Modern Carapace or SWAT, Chitinous Skin.
Sci-Fi Jointed Carapace, Hard Scaly Hide.
Powered Suit.
Tactical Dreadnought Suit.

12.3 Some troops will have the ability to blend with their surroundings (Cloaking or Chameleon ability). When using
their ability, these troops count as being in moderate cover. This represents how difficult it is for ordinary troops
to target them. High-tech targeting abilities or power armour will not suffer this difficulty.
13. Power Armour

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This category defines a broad range of self-powered, fully-enclosed suits worn by human and alien elite forces. Power
Armour usually has integrated communications and targeting systems and mount a variety of weaponry.
Troops in Power Armour:
Have a 3+ armour save,
May fire two ranged weapons per turn,
May fire up to short range in soft cover,
Add +1 to Expertise in Close Combat,
Ignore the first hit taken in each combat,
May be up to 6 away from unit members without suffering Activation penalties.
14. Vehicles

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14.1 These are Activated like Infantry Units.


Table 7 Movement Speed
Type
Wheeled
Tracked
Walkers
Grav

On
Road
24
16
12
18

In
Open
12
12
9
18

Soft Cover

Moderate Cover

6 Able to Fire 1 weapon.

No
6 Unable to fire.
No
No

14.2 Vehicles are only allowed to make 1 turn of up to 90 per turn.


14.3 All vehicles can fire all weapons when either stationary or moving up to 6.
14.4 Hover/Grav vehicles:
Can move up to 18 and fire one weapon.
Can move up to 6 and fire all weapons.
Ignore intervening terrain as long as they start and finish their move on clear ground.
May fire over terrain, but may also be targeted over that same terrain during that turn.
May only move 6 if transported troops are disembarking. May not fire over terrain during this activation the
transport vehicle is now on the ground.
14.5 Wheeled and Tracked Vehicles are:
Unable to fire when going more than 12.
14.6 Walkers are:

FUBAR (Expanded) 15MM SCI-FI

Unable to fire when going more than 9.


Able to move through difficult terrain more easily than ground vehicles use obvious model features such as
leg height or integrated jump jets to navigate terrain.

14.7 Transport walkers may:


Only move 6 if troops are disembarking.
14.8 Bikes:
Function as normal vehicles except that the rider can fire his own weapon (up to Medium range) or fight in
close combat.
14.9 Anti-grav bikes:
Follow the rules for anti-grav vehicles.
14.10 Small Arms fire & HMGs cannot harm Armoured vehicles (+5 save minimum).
14.11

Each time a Armoured Vehicle receives a non-penetrating hit there is a chance of glancing damage. Roll on
the following table.

Table 8 Glancing Hit Damage


No
1
2
3
4
5
6

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Effect
Crew distracted -1 to Activation.
Sight Systems degraded by 1.
Defence Systems degraded by 1.
Crew Stunned -2 to Activation.
1 Random Secondary Weapon disabled.
Suspension Damage - Speed Reduced by Half. (successive hits reduce by half again)

14.12 For each unsaved penetrating hit roll on the following table:
Table 9 Penetrating Hit Damage
Roll
1
2

Effect
Crew Stunned.
Main Weapon Destroyed.

3-4
5

Vehicle immobilised for rest of game.


Vehicle Destroyed.

-2 to next activation.
If the main weapon has been already been destroyed,
selected next most important and so on.
It can still shoot.
All crew/passengers must bail out & take a hit.

Vehicle Destroyed by Catastrophic


Explosion.

All crew/passengers instantly killed. Any Infantry within


3count as being hit by a Grenade.

14.13 If a vehicle is hit:


On the side, the armour is taken down one Category, with the exception of vehicles with SHA which goes
down two.
On the rear of vehicle it is always LA.
14.14 Note: Vehicles cannot be suppressed, nor can crew or passengers bailing out of a destroyed vehicle.
14.15 If a Vehicle assaults Infantry, the Infantry must make an Activation roll to get out of the way. If they fail each
figure in the vehicles path is hit. Make saves as normal. If the Activation roll is successful move the figures
out of the vehicles path.

15. Vehicle Systems

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FUBAR (Expanded) 15MM SCI-FI


15.1 Vehicles can be equipped with both Sighting and Defence Systems which may include Active and Passive
electronic jamming (ECM), Flares, Smoke, Water Mist, Ablative/Reactive Armour, Automated close-in weapon
defence Trophy systems which can make it easier and yet also more difficult to hit.
15.2 Sighting Systems add a bonus to the Expertise to hit the target; Defence Systems make them more difficult to
Hit.
16. Dropships / Gunships

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16.1 This category is for flying vehicles rather than Grav tanks. Flyers:
Can move to any location on the table and fire a single weapon.
Can move up to 18 and fire all weapons.
Can move up to 12 and pick up disembark passengers (up to 24 if the passengers have jump packs).
Always have a saving throw of 3+ to represent the difficulty in being targeted by ground troops.
17. Automatons / Robots / Androids

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17.1 All automatons have an Expertise level of Elite and always Activate on a 3+.
17.2 Suppression affects automatons differently since morale isnt an issue. Suppressed automatons may only move
up to half their normal movement, and their range is reduced by one category (to a minimum of short). This
represents damaged automatons attempting to fulfil their combat programming.
18. Bugs / Xenomorphs

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18.1 Bugs are fast-moving mindless creatures who frantically charge their opponents and ignore casualties. Bug
units:
Automatically Activate when the controlling player receives Initiative.
Move up to 12.
Do not use ranged weapons, but have an Expertise in 4+ when fighting in close combat.
Large (vehicle-size) bugs may attack three times in close combat and are +1 Expertise against vehicles.
Are never suppressed.
19. Gangs / Colonists / Guerrillas

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19.1 Because these forces know their cities/settlements/creepy alien forests better than the attacking military, guerrilla
forces are not deployed at the start of a battle. Instead, they may appear anywhere (in cover) on the table during
their first successful Activation.
20. Guided Munitions

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20.1 Some munitions carried by infantry and vehicles can hit targets hiding behind terrain or buildings.
20.2 These are one-shot munitions that can target any unit open terrain, soft cover, or moderate cover.
20.3 Models in transport vehicles or bunkers cannot be targeted.
20.4 If no friendly units have LoS to the target, the firers Expertise is reduced by -1.
21 .

Leaders

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21.1 Leaders and HQ units when not operating a vehicle may attach themselves to another Infantry unit. To do this
all they need do is move with 2 and declare they are attached.
21.2 Units with attached Leaders must have at least 1 man within 2 at all times.
21.3 Units with Leaders benefit from using their Activation number.

FUBAR (Expanded) 15MM SCI-FI


21.4 Unit cannot detach themselves from Leaders.
21.5 Leaders may detach themselves and attach themselves to different units in the same turn.
21.6 Leaders cannot be separately targeted when within 2 of a unit, or when attached to a unit.
21.7 Leaders enhance the Activation number of any vehicle that they are being transported in.
22.

Character Attributes

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Engineer: May repair one weapon or immobilized vehicle when in base contact with a vehicle and passes an
Expertise check
Follow Me: The character and activated unit may move an additional D6.
Furious Charge: Adds +1 to the close combat rolls for the character and any attached unit.
Inspirational: Units Activated by the Character never become Shaken.
23.

Indirect Fire

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23.1 Units with indirect fire weapons do not need LoS to the target in order to fire at it, but at least one friendly model
must have LoS to the target.
23.2 Mortars may not target a model within 6 of the firing model.
23.3 Vehicle mounted indirect fire weapons may not target a model within 12 of the firing model.
23.4 To resolve indirect fire, declare the target point and roll a scatter die. If the scatter die does not indicate a direct
hit the target point shifts in the direction indicated by a number of inches equal to 1d6-(suppression value of
unit).
24.

Off-Board Strikes

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24.1 Units with the RTO or Leader attributes may request off-board artillery/air/orbital strikes if they have LoS to the
target.
24.2 Strike attributes, descriptions, and availability are provided in the scenario description.
24.3 Strikes are resolved after the last unit on the table has activated as indirect fire unless otherwise noted in the
scenario. If there are multiple strikes to be resolved, start with the player that won Initiative and alternate players,
one strike at a time.
25.

Morale

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25.1 Morale rules in FUBAR are kept simple. If a unit below 50% in strength fails its Activation roll then it is
considered temporarily Skaken.
Situation
Unit is out in the open.
Unit is in cover

Unit Must
Unit must Walk backwards away from nearest visible enemy, or back towards their
deployment point if none are visible.
Unit has option of remaining where it is, or falling back. Under either option it
counts as Walking.

25.2 If the unit subsequently passes an Activation roll it can of course do all the other actions.
25.3 Note: a unit of 8 with 4 men remaining has not fallen below 50%.
25.2 If any Infantry / Heavy Weapons unit is reduced to 1 man they need to make a Fanatic die roll to remain on the
table. On anything other than a roll of a 1 of a D6 the unit is removed from the table.

FUBAR (Expanded) 15MM SCI-FI


===============================================================================

OPTIONAL RULES

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Before any or all of the optional rules are used below, all players must agree to use them before the game starts.
26.

MULTIPLE PLAYERS PER SIDE

26.1 When multiple players are involved in team game (ie a 6 player game 3 v 3) to keep the pace of the game up,
rather than activating a unit at a time per team, it makes better sense to have everyone on a team each try and
activate a unit simultaneously. If all players on the team successfully activate, the Initiative stays with them. If
they dont, it passes to the other team.
27.

FULL AUTO - !

27.1

Once a game each Infantry squad may opt to off-load on the enemy with a 50% increase in its normal firepower.
Thereafter until the end of the game, it fires at half-rate however.

28

GRAVITY

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28.1 There are 5 Gravity classes.


Class
LTE2
LTE1

29

Class Explanation
Less Than Earth
Gravity Rating 2
Less Than Earth
Gravity Rating 1

ELG
GTE1

Earth Like Gravity


Greater Than Earth
Gravity Rating 1

GTE2

Greater Than Earth


Gravity Rating 2

Effect
Infantry Movement x 3. No Jetpacking allowed.
Vehicles Quarter speed only (otherwise drift away).
Infantry Movement x 2.
Tracked & Wheeled Vehicles Speed + 25%.
Grav Vehicles Speed + 50%.
No change.
Infantry - Movement halved for those not in Powered Suits.
Tracked & Wheeled Vehicles Speed - 25%.
Grav Vehicles Speed unchanged.
Infantry - Movement not possible for those not in Powered Suits.
Infantry - Movement halved for those in Powered Suits.
Tracked & Wheeled Vehicles Speed - 75% (due massive suspension
over-load).
Grav Vehicles Speed reduced by 50%.

ALTERNATIVE CASUALTY EFFECT

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29.1 OPTION 1
Instead of commanders having the option of taking hits as suppression or casualties, all hits must be taken as
Suppression until the Suppression factor for that Training category is exceeded, at which point casualties are
taken (i.e. A Regular unit takes 3 hits, two troops become suppressed and 1 is killed).
OPTION 2
29.2 Each time a unit receives a casualty, that model is removed from play by marking it appropriately. Receiving
casualties always results in taking a Morale/Activation test immediately. The nature of a casualtys wounds must
be determined, either in game or at the end. The nature of the models wounds is determined by throwing a D6
per and comparing to table below:
Roll
1-2
3-4
5-6
a)
b)

Wounds
Lightly wounded. Return to combat.
Seriously wounded. Cannot fight.
Out of Action. Lost.

If the test is made in the field with a treat wounded action, add a +1 penalty for rough conditions.
If a medic is present in the unit or within 8 for the test, give a -1 bonus to the roll. Up to two medics can
give their bonuses.

10

FUBAR (Expanded) 15MM SCI-FI


c)
d)
e)

30

Regardless of modifiers, a 1 is always Lightly wounded and 6 is always OOA.


Lightly wounded troops can return to action immediately.
Seriously wounded must receive further treatment before they can return to service. If they must fight, they
have a +/-2 penalty to movement and quality. OOA are removed from play.

CASUALTIES AND CAMPAIGNS

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30.1 During the campaign game, the winning side always gets to reclaim its casualties to determine their outcome.
The losing side only reclaims casualties from units that left or routed off the board.

31

a)

Units that were destroyed in combat or routed within 12 of an enemy with no friendly units closer
(considered surrendered) are considered captured and no longer are available.

b)

Reclaimed casualties may be diagnosed using the above Casualty table, and the presence of medics
improves prognosis in manner mentioned above.

c)

Models that are lightly wounded return to active duty immediately, models that are seriously wounded
must be treated for another turn, and models that are OOA are removed from play.

28mm Figures

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30.1 These rules and the scales work fine with 28mm figures. The only modification I would suggest, is that the OutOf-Touch distance in Para 3.3 is increased from 2 to 3.
32.

Massive Vehicles

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32.1 Massive vehicles represent extremely large models like giant tanks, huge walkers, or otherwise ridiculously large
models.
32.2 LOS for an individual weapon is drawn from the weapons location on the model. If players cant agree on
LOS, roll a die.
32.3 They may ignore one or two hits as indicated by the vehicles attributes.
32.4 They ignore glancing hits.
32.4 Use the following damage table.
Roll
1-2
3-4
5
6

Wounds
No effect.
One weapon destroyed (owner chooses).
Motive system damaged. Half movement (cumulative with any
previous damage, rounded down).
Three weapons destroyed (owner chooses)

32.5 Two results of the same type in a single attack are counted as the next higher result.
32.6 Two results of a 6 destroy the vehicle.
Enjoy
Ian

Credits:
Theo Street, John Elwen and John Savage from the Harrogate Wargames Club.
Craig, the Forgemaster http://uk.groups.yahoo.com/group/forgeofwar/?yguid=333701921 and Barry Bordner (FUBAR Crunch
Style).

11

FUBAR (Expanded) 15MM SCI-FI

FURTHER OPTIONAL ALTERNATIVE CASUALTY AND MORALE


RULES
BTI
33.

Casualties

33.1 These casualty rules are intended to provide a different sort of flavour to the typical FUBAR game and are
especially intended for smaller-scale games.
33.2 Suppression rules are ignored completely. Any unit that takes hits must roll to determine how badly the
casualties are wounded:
Roll
1-2
3-4
5-6

Wounds
Model is only lightly wounded. Gets back up on next activation, just
like Suppressed models.
Model is seriously wounded. Will move and fight with a -2 penalty,
also has a -2 to saves.
If a model is seriously wounded twice it is Out-of-Action.
Model is Out of Action. Removed from play immediately.

33.3 Regardless of type of casualties inflicted, units must always take a Morale test immediately after working out
the casualties.
33.4 If a unit includes a medic, subtract 1 from each casualty roll. (A modified roll of 0 is still a light wound)
34.

Morale System

34.1 This supplement to FUBAR is intended to provide quick, easy morale system for the basic game system for
those who want to simulate the effects of morale in their battles. It is intended to provide another layer of
tactical and strategic depth to the excellent FUBAR system.
34.2 A unit must immediately take a morale test after any of the following circumstances apply:
Circumstance
The unit received casualties.
The unit is attempting to charge an enemy unit.
The unit is being charged by an enemy unit.
34.2 If the unit passes the test, it holds fast and continues with its orders. If it fails, it will fall back or, at worst,
route off the battlefield.
34.3 The morale test utilizes dice from that sides Morale Dice Pool. The Morale Dice Pool starts as a fixed
amount of dice that can be reduced through various events in the course of the game. The starting number
of dice in the Morale Dice pool is calculated as follows:
Circumstance
Per unit in force.
Per green/seasoned commander.
Per veteran/elite commander.
34.4

Dice
+1
+1
+2

Additional Morale Dice can be awarded or penalized for specific scenario requirements.

34.5 To test morale, choose dice from available dice in the Morale Dice Pool; up to four dice may be used in a
test. Add the values of the dice together and compare to the units Activation value. Add any applicable
modifiers to the activation value. If the total value of the dice rolled is above the modified activation value, the
unit passes the test.
34.6 Modifiers to activation value for Morale Test:
Modifiers
Per casualty just received.
If the unit has previously suffered casualties.
If being charged by terrifying creature.
If within 8 of a green/seasoned commander.

Dice
+1
+1
+1
-1

12

FUBAR (Expanded) 15MM SCI-FI


If within 8 of a veteran/elite commander.

-2

34.7 If the unit fails the Morale test, it will experience one of two outcomes:
Failed The Test By:
Less than four points.
Four points or more.

Outcome
Must fall back from the enemy at a Run.
It will reactivate as normal on the next turn.
Unit routs and will begin moving toward to the board at a Run.
It will not stop until it reaches the board and exits (note: this penalty only
applies to units who have taken casualties

34.8 Each time a unit is destroyed or routs a die is lost from the Morale Dice Pool.
34.9 Each time a test fails, all 1s rolled in that test are removed from the dice pool(regardless of the kind of test).
34.10 If one sides Morale Dice Pool is reduced to zero, it suffers a complete breakdown of morale and its forces
route off the board.

CONCEPT NOTES
BTI

1.

The rules are designed to be quick to play but with sufficient detail to make them flavourful.

2.
The Power and Battlesuits have the same armour rating because in game play, having the
Battlesuits one harder made them too difficult to kill. Battlesuits still have an advantage in that
generally the figure can carry more offensive hardware.
3.

Here is further clarity on units that suffer casualties that are converted to Suppressed..
Scenario

What happens

Unit has
yet
activate.

It takes
casualties.

Unit has
yet to
activate.
Unit has
already
been
activated.
Unit has
already
been
activated.

What happens this


turn.
Nothing adverse.

What happens next


turn.
Nothing adverse.

It takes
casualties
which it
converts to
Suppressed.
It takes
casualties.

Unit is more difficult to


Activate. Suppressed
figures cant fire.

Figures are no longer


suppressed.

Nothing adverse.

Nothing adverse.

It takes
casualties
which it
converts to
Suppressed.

Nothing adverse.

Unit is more difficult to


Activate. Suppressed
figures cant fire.

POINT LISTING (WORK IN PROGRESS)


35

VEHICLE POINT LISTING

10
2
2

Chassis
Per level of Sighting system
Per level of Defence system.

4
8

Light Armour
Medium Armour

BTI

13

12
20

Heavy Armour
Super Heavy Armour

5
20
30
40

Green troops
Regular troops
Veteran troops
Elite troops

2
4
5
6
6
6
7
8
15
20

HMG
Flamethrower
Light Mortar
RPG/LAW
Light Auto-cannon
Light Cannon
Heavy Auto-cannon
Medium Cannon
Heavy Cannon
Rail Gun

?
?
?
?

Wheeled
Tracked
Walker
Grav

FUBAR (Expanded) 15MM SCI-FI

BTI

14

FUBAR (Expanded) 15MM SCI-FI

QR SHEET
Table 1 - Unit Training/Experience
Level
Activation
Expertise
Green
5+
6+
Regular
4+
5+
Veteran
3+
4+
Elite
2+
4+
+1 if no enemy units are in sight.

Suppress
1
2
3
4

+2

Hard

+3

Light Mortars 4, 5
Light Auto-Cannon 6
Heavy Auto-Cannon 6
Light Cannon 1,3
Med Cannon 1,3
Hvy Cannon 1,3, 8
Rail Gun 8
Laser Cannon 4, 7, 8
Plasma Cannon 4

Fire points
1 FP
1 FP
1 FP2
2 FP
2 FP
2 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP
3 FP

Wheeled

In
Open
12

Tracked
Walkers
Grav

16
12
18

12
9
18

Table 5 Support Weapons

Soft Cover
6 Able to Fire
1 weapon

40
24
32
32
40
48
62
32
32

3 FP
4 FP
3 FP
4 FP
5 FP
6 FP
2 FP
3 FP
5 FP

4+
4+
Auto
4+
Auto
Auto
Auto
Auto
Auto

5+
3+
2+

5+

5+

3+

4+

3+
Auto

5+
4+

5+
4+
Auto
Auto
4+
Auto

+1
+2

4+

Type
Light

Save
6+

Medium
Heavy
Power

5+
4+
3+

Examples
Light Flak Jacket, Police Armour, Tough
Skin .
Modern Carapace or SWAT, Chitinous Skin.
Sci-Fi Jointed Carapace, Hard Scaly Hide.
Powered Suit + Tactical Dreadnought

No
1
2
3
4
5
6

Effect
Crew distracted -1 to Activation.
Sight Systems degraded by 1.
Defence Systems degraded by 1.
Crew Stunned -2 to Activation.
1 Random Secondary Weapon disabled.
Suspension Damage - Speed Reduced by Half. (successive
hits reduce by half again)
For each unsaved penetrating hit roll on the following table:

Table 9 Penetrating Hit Damage


Roll
1
2
3-4

Table 7 Movement Speed


On
Road
24

5+
2+
2+

Dam
Bon
us

Table 8 Glancing Hit Damage

1. Assault Rifles get 2 FP at 12 or less.


2. Twin linked weapons are double the FP minus 1.
3. Heavy Sniper Rifle + 1 Damage.

Type

4 FP
3 FP
3 FP

S
H
A

Table 6 Personal Armour Saving Throws

Table 4 Weapons
Range
8
24
24
32
8
24
8
24
12
32
8
8
16

8
24
56

AT Penetration
MA
HA

1. Only Vehicles or Bunkers can mount cannons and Rail-Guns.


2. Vehicle & Bunker mounted HMGs need only one crew. Infantry HMGs
need three crew to serve them. If they lose 2 men they cannot move or fire.
3. Flamethrowers & Tank Cannons ignore cover.
4. Need a full turn to set-up.
5. If you have any figure with LoS, mortars can fire at enemies they cannot
directly see.
6. Has a Rate of Fire of 2 when firing AT.
7. May only affect a single infantry figure.
8. Damage Bonus figure is added to the Vehicle Penetrating Hit Table Dice
Roll (i.e. a roll of 2 for a Rail Gun with the bonus takes the result to 4).
9. Damage Bonus figure is added to the Personal Armour Saving Throw
required (i.e. Power Armour normally saves on a 3+ but if hit by a Hvy Gun,
this becomes a 5+ save required.
10. ATGWs have a minimum range of 4.
Twin linked weapons have double the AT Firepoints -1.
Gatling guns count as HMGs +1 FP
11. Can cause Glancing damage if a 1, 2 o3 is rolled.

Examples
Undergrowth, Woods, Wooden Buildings,
Civilian Vehicles, Fences, Hedgerows,
Rifle Pits.
Stone or Brick Walls, Buildings or
Rubble, Trenches.
Bunkers.

Small Arms
Pistol / Revolver
Infantry Rifle
Assault Rifle 1
Sniper Rifle 3
Laser Pistol *
Laser Rifle *
Plasma Pistol
Plasma Rifle
Sub-Machine Gun
Light Machine Gun/SAW
Combat Shotgun
Grenades, thrown
Grenade Launcher

LA

32

AP
Fire
poin
ts
5 FP

10

Table 3 Cover

Moderate

Heavy Machine Gun


Flamethrower 3
RPG / LAW
Heavy ATGW Missiles

Notes
The unit can also fire a small arms
weapon, or throw a grenade, at one
point at any time during their move.
Run
12"
Cannot fire weapons or throw
grenades.
Duck & Weave
8"
Cannot fire weapons or throw
grenades.
Figures count as being in Soft Cover.
On Guard
0"
Can react once per turn by returning
fire on an enemy or firing at enemy
movement across their field of fire.
- 1 to Hit
Gone to Ground
3"
Drop into nearest cover. Increase the
level of that cover by one.
Cannot fire weapons or throw
grenades.
Aimed Fire
0"
All figures in Unit get +1 to firing.
Assault
8
Move into close combat with enemy.
Overwatch
0
Can react once per turn by returning
fire on an enemy or firing at enemy
movement across their field of fire.
+ 1 to Hit
Jet-pack Infantry have an option to Jump-Walk 12 or Jump/Run
24

Modifier
+1

Ran
ge

2 , 4, 11

Table 2 Activation
Choice
Move
Walk
6"

Cover
Soft

Weapon Type

Moderate
Cover
No

6 Unable to fire
No
No
BTI

15

Effect
Crew Stunned.
Main Weapon Destroyed.
Vehicle immobilised for
rest of game.
Vehicle Destroyed.
Vehicle Destroyed by
Catastrophic Explosion

-2 to next activation.
It can still shoot.
All crew/passengers must bail
out & take a hit.
All crew/passengers instantly
killed. Any Infantry within 3count
as being hit by a Gren.

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