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players pass and fail Activation rolls, until they have all had a chance to try
BOHICA
& activate each Unit in their command. The turn is over when all units have
These rules are adaptations of the FUBAR ruleset for Space Battles. All of
Games (http://thegamesshed.wordpress.com/2010/06/17/fubaronepage
sfmodernrules/) I highly recommend these rules for fast ground based
games.
activate together using the unit with the highest activation value (the
The units must then all follow the same action as a cohesive unit/fire at the
same opponent but may again use the leading unit's expertise value when
determining hits.
Move
Dreadnaught 4
Spd
Battleships 6
The unit may also fire at one point during their move.
Cruisers 8
Escorts 12
2xSpd
Fighters 24"
Units
Evasive Maneuvers
Supplement.
Each Unit is defined by its level of training & experience, speed (spd) in
Activation
Expertise
Seasoned
4+
5+
3+
2+
6+
4+
4+
Suppress
Initiative
At the beginning of a turn each player rolls 1D6 & adds any scenario
The player that scores the highest can attempt to Activate a Unit first. He
initiative passes to his opponent. If there are more than two players the
initiative passes to the next highest score. The initiative passes to & fro as
Ronald Copley (order #6834540)
cover
Spd
Level
5+
Turn
Unit Training/Experience
Elite
Activation
To Activate a Unit, a player must roll equal to, or more than, the Activation
Multiple units of the same type (that are within 2 of one another) may
Veteran
activate.
If a unit has a leader with a better Activation Level the unit may use this
Green
had a chance to
Capital Ships may make one 45 degree turn halfway through their
movement. Escorts may make one 90 degree turn at any point in their
movement. Fighters and small craft may make any number of turns of any
may move anywhere on the board but may scatter up to 2d6 inches from
their target point.
Unit may launch or recover one squadron for every two crew points of the
ship.
On Guard
A Unit can react once per turn by firing at enemy movement across their
field of view or charging the enemy. If charging, the Unit cannot change
Suppression
A squadron or small craft that is Suppressed it placed on its side or marked
with a token. It may not fire and it takes a penalty to its next activation of
1/suppressed figure After the next activation stand the figure up/remove
Concentrated Fire
its Training/Experience.
Damage instead.
Cover
Ram
it. If the target of a firing attack is in cover the number the firer needs to
2x Spd
At least half of a unit has to be in cover for the whole unit to benefit from
Repair
1xSpd
A Unit must use an Boarding Action activation to move into close combat
Units that fail to activate may either move up to their Spd fire at one
then it must move its Spd value away from the nearest enemy or
and is not dead in space, the unit being charged must make an Expertise
enemy, or go On Guard, unless the unit has more than 50% damage,
towards their deployment zone if none are visible.
Firing
A unit cannot fire if they are Suppressed
A Unit can fire at any enemy units that they have a clear line of sight to.
Before moving models, if the defending unit still has movement capability
check or it must withdraw 1d6.
The attacking Unit moves its model into base contact with the enemy
model, no model moving more than 1.5xSpd.
SuperDreadnoughts = 14
Dreadnoughts = 10
Battleships = 8
Cruisers = 6
Small craft = 1
Ship makes its save, fighters or other small craft being transported do
determine hits.
Each model in a Unit throws one die per Fire Point, trying to equal or
Any target units equipped with armor get a save against these hits. If the
For each unsaved hit suppress a figure up to that units suppression limit,
then remove the remainder as casualties. If there are still unsaved hits
A Unit may fire at an enemy in cover if some of the enemy figures are
within 2 of the covers edge.
Escorts = 3
Weapon Bonus
Marines +1
A Unit can only target enemy figures that share the same area of cover if
Ships that are Stunned before this attack strike after all other attacks
All hits in a boarding action are saved by their skill rating and not by
resolved.
armor.
Result
Units may only take casualties, not Suppression. Unsaved hits result in a
The combat continues at the beginning of each subsequent turn. The
subsequently activate in that turn.
Effect
make a successful Activation roll they can follow up 1d6. If they catch
roll & then move 1d6 away from their opponents If the opponents also
If an effect is rolled a second time in a single turn, use the next higher
Weapons
The following are a small sample of common weapons they may be
effect.
Ships may not be suppressed, nor can fighters launching from a destroyed
vehicle.
Fighter Weapons
Range
Fire
Rail Gun
1FP
Ramming speed
18
2FP
order and moving up to 2x Spd toward the targeted Ship. The target Ship
Points
Laser
12
Torpedo
12
3FP
Ship Weapons
Range
Fire
path of travel. If the ram is successful, both models roll an Expertise check
Rail Gun
32
4FP
12"
6FP
Heavy Laser
18"
5FP
Plasma Battery
12
6FP
Missile
Points
4FP
24"
32
Energy Cannon
28
Particle Cannon
32"
Plasma Torpedo
18"
1FP
may make an Activation Roll to get out of the way. If successful, move the
target model forward only far enough to be out of the ramming models
for each level of armor it has. (i.e.: none rolls 1 die, light rolls 2 die, etc).
4FP
5FP
Can move up to 12 and pick up ejected pilots, cargo or dock with a ship
4FP
3FP
5FP
Ship armor
For each hit, roll d6 and negate a hit for each result equal to or greater
than the save listed for that armor type.
Fighters can fly CAP for a ship within 2" and adds +1 to its defense against
Bugs use the best activation value of any friendly model the table or a
Type
Save
Example
Light
5+
Escort Ships
Battleships
Robot/ai/drone units
None
Medium
Heavy
Superheavy
6+
4+
3+
2+
Civilian Freighters
Cruisers
Dreadnoughts
Damage
For each unsaved hit to a Unit of warships or transports, roll once on the
stability/targeting systems.