FUBAR – One Page Modern/SF Small Unit Wargames Rules

The Cardinal Rule: where a rule does not make Firing
sense in a particular situation, ignore it or modify it. A Unit can fire at any enemy figures or vehicles that These are one page rules after all. they can see, or that are within 2” of the edge of an area of cover they inhabit. Dice Conventions A Unit can split its fire amongst more than one All dice rolls use one or more six-sided dice. target. The Rule of One & Six: A Unit that wishes to fire out of cover may only do Any unmodified roll of a six is a success. so if the figures counted as firing are within 2” of Any unmodified roll of a one is a failure. the cover’s edge. A figure cannot fire if they are Suppressed, or more Units A player has one or more Units, as defined by the than 2” inside an area of cover, unless they are sharing that cover with their target. They can only relevant Force Supplement. Each Unit is defined by its Training/Experience and see such a target if it is within 6” of them. If both the unit firing and their target are in the by its weapon selection. All members of a Unit must remain within 3” of same area of cover both benefit from that cover. each other or incur a penalty on their activation of A firing Unit cannot target a Unit who’s figures are on the other side and out of a defined area of 1 per figure that is out of touch. cover. Unit Training/Experience They throw one die per Fire Point and try and equal Level Activation Expertise or exceed their Expertise rating. Each die that does Green 5+ 6+ so is a Hit. Seasoned 4+ 5+ Any figures wearing some sort of armour or Veteran 3+ 4+ inside/behind an Armoured Vehicle get a save Elite 2+ 4+ against these hits. Playing the Game A Unit can choose to take unsaved hits as This game is played in ‘Turns’. casualties, or can make one figure per hit In a turn all players get to attempt to activate and Suppressed, or a combination of both. use each Unit under their command.

Edition 2.5
All hits not saved by personal armour result in casualties. Cover has no effect and you cannot make figures Suppressed. The combat continues at the beginning of each subsequent turn. The units involved automatically activate at that point. Even if they win they cannot subsequently activate in that turn.

Weapons

Initiative
At the beginning of a turn each player rolls 1D6 and adds any scenario modifiers. Reroll any ties. The player that scores the highest can attempt to activate a Unit first. He can continue to do so until he fails an activation, then the initiative passes to his opponent. The initiative passes to and fro until all players have had a chance to try and activate each Unit in their command.

Activation
Upon their initiative a Player can attempt to activate Units in any order he chooses. He must roll equal to or more than the figure given in the Unit Training/Experience table. Add one to roll if there are no visible enemy. Once activated a Unit can do one of the following: Choice Move Notes Walk 6" Can also fire a small arms weapon, or throw a grenade at any point during their move. Run 12" Cannot fire weapons or throw grenades. Duck & 8" Cannot fire weapons or Weave throw grenades. Figures count as being in Soft Cover. On 0" Can react once per turn by Guard firing at enemy movement across their field of fire. Gone 3" Drop into nearest cover. to Increase the level of that Ground cover by one. Cannot fire weapons or throw grenades. Aimed 0" All figures in Unit get +1 to Fire firing. Assault 8” Move into close combat with enemy. Units that fail to activate are On Guard. In multi-unit games it can help to place a counter next to a unit after their activation.

The weapons shown below are representative types that are common in military & paramilitary forces. Small Arms Range Fire points Pistol/Revolver 8” 1FP Infantry Rifle 24” 1FP Assault Rifle1 24” 2FP Sniper Rifle 32” 2FP Sub-Machine Gun 16” 3FP Light Machine Gun 32” 3FP Combat Shotgun 8” 3FP 1. Some Assault Rifles have integral grenade launchers with a range of 16”. Support Weapons Range Fire points Heavy Machine Gun2 32” 4FP Flamethrower3 8” 4FP Grenades, thrown 8” 3FP RPG 24” 3FP Light Anti-Tank Gun 32” 3FP Light Mortars 40” 3FP Light Cannon1,3 32” 4FP Suppression 1,3 48” 6FP A figure that is Suppressed is placed on its side. It Hvy Cannon cannot return fire and its Unit takes a penalty to its 1. Only tanks can mount cannons 2. Vehicle & Bunker mounted HMG’s need only one next activation of -1 per Suppressed figure. After the next activation roll for that Unit stand the crew. Infantry HMG’s need two crew to serve them. 3. Flamethrowers & Tank Cannons ignore cover . figure up. It is no longer Suppressed. The maximum number of Suppressed figures a Unit Personal Armour can have is related to its Training/Experience: Some Modern & SciFi troops have personal armour. Level Maximum Suppressed They train in this so it does not slow them down Green 1 during the short engagements in FUBAR. Seasoned 2 Once hits have been determined the Unit can make Veteran 3 armour saves against the majority type in the Unit. Elite 4 Type Save Notes Light 6+ Flak Jacket, Police Armour Cover 5+ Modern Carapace or SWAT If the target of a firing attack is in cover then the Medium 4+ SciFi Jointed Carapace number the firer need to roll to his is affected as Heavy Power 3+ Powered Suit shown below: Battlesuit 2+ Tactical Dreadnought Cover Modifier Examples Soft Up 1 Undergrowth, Woods, Armoured Vehicles Wooden Buildings, These are activated like Units. Civilian Vehicles, Fences, They can move up to 12” in the open or 6” through Hedgerows, Rifle Pits, Soft Cover, and fire one weapon. Medium & Heavy Moderate Up 2 Stone or Brick Walls, Tanks can move 6” through moderate cover but Buildings or Rubble, cannot fire if they do. If stationary a vehicle can fire Trenches all its weapons. Hard Up 3 Bunkers Any troops inside or directly behind an armoured No cover modifier can make a Unit’s expertise vehicle also get a cover save, as shown below: worse than 6+. Vehicle Armour Save Notes Half or more of a Unit have to be in cover for the Light Armour 5+ APC’s whole Unit to benefit from it. Medium Armour 4+ Light Tanks Infantry move through cover at their normal speed. Heavy Armour 3+ Medium Tanks Very Heavy Armour 2+ Heavy Tanks

Close Combat

A Unit must choose to move into close combat with an enemy Unit using an Assault activation. The attacking Unit moves its figures first into base contact with enemy figures, and then the opponent can move up any unengaged figures that are within 3” of an enemy figure. Both sides simultaneously roll one dice per figure and use their Expertise rating to determine hits. Figures that are already Suppressed before the attack begins get a -1 to their Close Combat roll. Roll their dice separately.

Note that small arms fire and HMG’s cannot harm the crew of a Tank. For each unsaved hit roll on the following table: Roll Effect 1-2 Crew Stunned, -2 to next activation. 3 Vehicle immobilised for rest of game. 4-5 Weapon Destroyed. Owner chooses. 6 Destroyed, all crew must bail out and make a 5+ save or become casualties. Personal armour saves are allowed.

Author: Craig Cartmell. Additional credits to: John Leahy, Adam Isherwood, Hoshi Yonagi, Edgar T, Chris Eagle, Dave Robinson, Trenton Lister, Phil Morgan, Paskudnyork & members of the Forge of War Yahoo! Group.

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