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LDT-FUBAR v.

5d_2015-04-17_01
Introduction  A unit failing Activation immediately rolls again – a Shooting
FUBAR is a single-sheet game of platoon- to company- pass enables the unit to go On Guard or Charge  Each figure in the firing Unit throws one die per Fire
level modern/Sci-Fi miniatures combat built upon the (without the +1 bonus for charging.) Point, (FP). Each die that equals or exceeds their
KISS principle.  The “On Guard” and “Aim” states end when the unit Expertise rating is a Hit.
next fires or tries to activate. “Hide” and “Sneak” end  The target player allocates hits amongst models in the
The Cardinal Rules when the unit moves or fights in Close Combat. unit as evenly as possible.
 Where a rule doesn’t make sense, change or ignore it.  “Aim” bonuses do not stack except for Snipers.  If a hit model is wearing armor, it throws 1D6 per hit,
 Try to err on the side of the Rule of Awesome.  No model/unit may activate more than once a turn trying to equal or exceed its armor’s Save value to
 Be reasonable. We are gentlemen gamers, after all. unless given a “push” order from a commander.d disregard the hit. Passengers inside a vehicle need not
roll if the vehicle makes its saves.
Dice and Measurement Commanders and Characters (optional)
Type Save Hypothetical Examples
 “3d6” = three six-sided dice. “1d3” = 1d6/2, round up. Characters and Commanders are generally single models
Light 6+ Flak Jacket, Police Armor
 If the target number for a shooting roll is greater than that form their own unit. Like troops each commander
has a level and command points as shown on the troop Medium 5+ Modern Carapace or SWAT
6, the die roll may still succeed if, upon first rolling a
6, the die is rerolled and equals or exceeds the level table. A character may either activate individually Heavy 4+ SciFi Jointed Carapace
model’s unmodified expertise. or as part of a friendly unit within cohesion. This is a Power 3+ Powered Suit
 Otherwise, any roll of 6 is an automatic success. single roll – if failed, both the character and the unit Battlesuit 2+ Tactical Dreadnought
 FUBAR uses inches, assuming 28mm or 15mm figures count as having failed activation.  Unsaved hits against a Unit must be taken as
with some attempt made at a consistent base size. If the character activated with a unit, it is considered casualties, suppressed figures, or a combination of
Measurement is from base edge to base edge for part of that unit when that unit is attacked, and uses the both to the allowable limits set by the Unit’s
figures and from the hull on a vehicle model. unit’s suppression score rather than its own. training\expertise level’s “Supp” score.
 Declare targets and intended movement before  A character usually (but not necessarily) has an armor  A figure cannot be made both suppressed and a
measuring range or rolling dice. save to represent “plot armor”, particularly for casualty from the same bout of received fire.
narrative games. This is at the players’ discretion.  However, if there are more unsaved hits than there
Units Command Points cost 5pts each . A character can spend are figures in the unit, the unit is wiped out.
 A player has one or more Units, generally a leader command points when activated to do one of:  A unit returning fire while On Guard does so AFTER
and 5-10 followers, or a single vehicle and crew. 1. Reroll a single die for himself or a subordinate. resolving hits from being shot at.
 If there is no clear unit leader, pick a model to be one. Rolls made with CPs are final.  A unit may only shoot once per activation.
 Each Unit is defined by its level of training, 2. Gain +1d6” movement for his unit or cause any
experience, and its weapon/armor selection. friendly fleeing unit to rally.
Close Combat
 Unit Cohesion: figures in a unit must remain within 3” 3. Gain FP for one shot (+/-1 per Cmd Point spent).  A Unit must use a Charge action to move into close
of each other or incur an activation penalty of -1 / combat with an enemy Unit.
4. 4+ save versus single hit (replaces armor).
wayward figure.  The attacked unit tests morale (use the Activation
5. Issue a “Push” order – Target subordinate unit
score). So do the attackers if they take casualties
immediately takes two actions – does not count
Unit Training and Expertise as unit’s activation for the turn.
while charging. Failure means immediate d6” retreat.
 The attacking Unit moves its figures into base contact
Level Activation Expertise Supp Cmd Pts. 6. Do something awesome as agreed by all Players.
with enemy figures, or as far as they can move. Then
Green 5+ 6+ 1 1
Line of Sight (LOS) the opponent can move up any unengaged figures
Seasoned 4+ 5+ 2 2
LOS and cover are determined by a model’s-eye viewing, that are within 3” of an assaulting enemy figure.
Veteran 3+ 4+ 3 2  Both sides simultaneously roll one die per figure &
and a dice roll-off in case of a dispute. Be gentlemen!
Elite 2+ 4+ 4 3 use their Expertise rating to determine hits.
 If half the target unit in LOS or cover, the whole unit is
Initiative and Playing the Game in LOS or cover.  Figures that are already suppressed before this attack
 Suppressed figures may not fire. strike after all other attacks are resolved.
 Deployment and scenery is dependent on the
 A Unit may fire at enemy units to which it has LOS,  All hits not saved by personal armor result in
scenario. Players are encouraged to experiment.
casualties. Cover has no effect.
 All units begin the game in the “On Guard” state and may split its fire amongst multiple target units.
 At the beginning of each turn each player rolls 1d6 +  A Unit may only target enemy figures within the same  Units may only take casualties, not suppression.
area of cover if they are within 6”.  The combat continues at the beginning of each
any scenario modifiers. Reroll any ties.
 A defined area of cover will block line of sight. subsequent turn. The units involved automatically
 The player that scores the highest can attempt to
 Figures may fire into or out of cover if they or their activate for the turn at that point.
activate a Unit first – See “Activation” section below.
 To attempt to withdraw from combat a Unit must
 He can continue to activate units until he fails targets are within 2" of the cover's edge.
make a successful Activation roll & then move 1d6”
activation, then the initiative passes to his opponent
Cover and Terrain away from their opponents. If the opponents also
with the next highest score and so on.
Cover and terrain effects cause the most arguments in make a successful Activation roll they can follow up
 The initiatives passes back and forth as players pass
wargaming. We direct your attention back to the 1d6”. If they catch their enemies combat continues.
and fail activation rolls. The turn ends when all have
Cardinal Rules, and urge you to settle disputes with a die  Close Assault supersedes the normal Activation rules.
attempted to activate each Unit in their command.
roll and discuss the particulars after the game.
Activation Suppression and Morale
A unit benefits from cover if at least half its models are In FUBAR, suppression is the morale mechanic. It
 To Activate a Unit, a player must equal or beat the in or behind it. If the target of a firing attack is in cover represents figures losing will, refusing to carry out their
Unit Leader’s Activation score on a roll of 1D6. modify the firer’s expertise as follows: orders and affects the next activation roll.
 The Activation roll has the following modifiers: Cover Mod Examples  A figure that is suppressed is placed on its side. It
+1: Unit has no enemies in Line of Sight. Soft +1 Undergrowth, Woods, , Rifle Pits cannot fire or move. Its Unit takes a penalty to its
-1: Per suppressed figure Wooden Buildings, Hedgerows next activation of -1 per Suppressed figure.
 An Activated Unit may perform two actions in any Moderate +2 Stone or Brick Walls, Buildings or  After the next activation roll for that Unit stand the
order, or may do nothing at all: Rubble, Trenches figure up. It is no longer suppressed.
# of Actions Effect Hard +3 Bunkers  The maximum number of Suppressed figures a Unit
1: Move Move 6” Linear N/A Walls trenches, other things can have is related to its Training/Experience.
1: Charge Move 6” and enter Close Combat usually blocking LOS  Example: A unit’s suppression is 3 and it takes 4
2: Sneak Move 6” and gain Soft Cover Total up all cover modifiers (even if this modifies the unsaved hits. Three models are suppressed and one
React once per turn to return fire, shoot firer’s expertise above 6+) before adding any positive is removed as a casualty. If the unit already had one
1: Go On
moving enemies or counter-charge. modifiers such as Aim bonuses. suppressed model from another bout of fire, the
Guard
May not also Charge or Shoot.  Infantry moves through cover at normal speed. suppressed model could be removed as a casualty.
Drop to nearest cover within move  Models lose d6” of movement for each action wholly
2: Hide If a unit ever has more suppressed than unsuppressed
action. Treat Cover as one level higher. or partially spent in difficult terrain such as swamp,
figures when it activates, a failure to activate means the
1: Aim Unit gains +1 to next Shoot rolls. fast-moving and/or deep watercourse, dense rubble,
unit spends both its actions retreating towards cover or
1: Shoot Shoot with ranged weapons climbing large obstacles, and the like.
its deployment area. It must retreat every subsequent
1: Retreat Withdraw 6” from Close Combat  Infantry models lose 1” of movement per 1” height
time it fails activation until it either retreats off the
2: Embark / Enter or leave a suitable vehicle within when crossing a linear obstacle.
board or passes an activation roll – at this point it has
Disembark cohesion distance of the unit.
rallied and acts normally.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
Weapons  If a Vehicle assaults infantry, they make an Activation Sample Soldier Profiles
The weapons shown below are generic types that are roll to get out of the way, and move figures out of Following are several sample soldier types. Please make
common in military & paramilitary forces. Players are vehicle’s path. If they fail each figure in the vehicle's up your own and share them with us. We recommend a
highly encouraged to come up with their own. Each path is hit. Make saves as normal. transparent document sheath and dry-erase markers.
weapon has two FP values – its effectiveness against
When attacked, a vehicle rolls on the following table for Seasoned Infantryman Squad Leader 10 Pts
non-heavy and heavy armor, respectively
each unsaved hit. Add +1 to the roll for each unsaved hit
Rating Activation Expertise Suppression Save
Small Arms Range Fire points after the first, per volley of received fire. If hit on the
Seasoned 5+ 4+ 2+ 6+
Pistol/Revolver 8” 1/0 FP front: take the best of two dice. If the vehicle is hit on
the side: roll 1 die. If hit on the rear: take the worst of Flak Jacket, Pistol: 8” range, 1FP. 2 Cmd Points:[O O]
Infantry Rifle 24” 1/0 FP
Assault Rifle* 24” 1/0 FP two dice. If the same effect is rolled twice take the next
Seasoned Infantryman Grunt 10 Pts
Sniper Rifle 32” 2/0 FP highest effect.
Rating Activation Expertise Suppression Save
Sub-Machine Gun 16” 3/0 FP Roll Effect Seasoned 5+ 4+ 2+ 6+
Light Machine Gun 32” 3/1 FP 1 Crew Stunned: -1 to next activation roll. Flak Jacket, Infantry Rifle: 24” range, 1FP
Combat Shotgun 8” 3/0 FP 2 Sensor hit: -1 to all shooting rolls.
Grenade Launcher 16” 3/1 FP 3 Drive damaged: vehicle limited to half speed Seasoned Infantryman Support 12 Pts
* Assault Rifles get 2FP at 12” or less. 4 Vehicle immobilized, may still fire. Rating Activation Expertise Suppression Save
Support Weapons1 Range Fire points 5-6 Weapon destroyed, owner chooses which. Seasoned 5+ 4+ 2+ 6+
Heavy Machine Gun3 32” 4/4 FP 7 Destroyed: passengers take one hit each.
2
Flak Jacket, Sub Machine Gun: 16” range, 3FP
Flamethrower 8” 4/1 FP 8 Vehicle destroyed, no survivors.
Grenades, thrown 8” 3/1 FP Veteran Power Armor Squad Leader 22 Pts
Rocket-Propelled Grenade 24” 3/1 FP Skills and Equipment Rating Activation Expertise Suppression Save
Light Anti-Tank Gun3 32” 1/3 FP A model performs a skill by rolling against its expertise.
Veteran 3+ 4+ 3+ 4+
Light Mortars3,4 40” 3/2 FP Skills may be used while moving, but not in the same
activation as any type of combat. You are encouraged to Power Armor, Pistol: 8” range, 1FP. 2 Cmd Pts:[O O]
Light Cannon2, 3 32” 2/4 FP
Hvy Cannon2, 3 48” 1/6 FP come up with your own skills/equipment, using the
Veteran Power Armor Grunt 23 Pts
1. Heavy Weapon – can damage armored vehicles below as guidelines.
Rating Activation Expertise Suppression Save
2. Flamethrowers & Heavy Cannons ignore cover.
3. Crew-served weapons may move OR fire, and may not run. Example Equipment and Skills Veteran 3+ 4+ 3+ 4+
4. If you have any figure with line of sight, mortars can fire at  Bayonet: Strike first in close combat (2pts) Power Armor, Assault Rifle: 12”/24” range, 2FP/1FP
enemies they cannot directly see.  Bloodlust: +2 to activation if assaulting (4pts)
 Brave: Morale tests use best of two dice. (3pts) Veteran Power Armor Support 12 Pts
Vehicles  Engineer: May repair “Immobilized” or “Weapon Rating Activation Expertise Suppression Save
 A vehicle is treated as part of the unit containing its Destroyed” critical hits for vehicles. (In the absence Veteran 3+ 4+ 3+ 4+
pilot, and uses its pilot’s Activation/Expertise scores. of an Engineer, a model may attempt a single repair Power Armor, Rocket-Propelled Grenade: 24”, 3FP
Unpiloted vehicles use their own Activation/Expertise. roll, needing a 6+ and 1d6 crew assisting.) (5pts)
 If you are playing with visible crew models, hits  Medic: Pass Expertise check immediately after Veteran Light Mortar Unit 12 Pts
against the crew are resolved normally. If the crew receiving fire to negate suppression on one figure in Rating Activation Expertise Suppression Save
are not visible or abstracted, hits against the crew are the unit. Suppressed Medics may not do this. (5pts) Veteran 3+ 4+ 3+ 4+
treated as suppressions against its activation.  Mountaineer: Pass Expertise roll to scale sheer Power Armor, Light Mortar: 40” range, 3FP
 Vehicles are divided between Heavy and Light, surfaces at half the model’s normal Move rate. (1pt) Heavy. Weapon. Takes casualties like a 3-man unit.
depending on the size of the model. The below  Mounted: Add 2d6 when rolling movement (4pts)
values are suggestions only - tweak these to your
 Pilot: When piloting a vehicle, gain a 4+ save - The following templates are provided for your cut and
actual models: paste convenience or if you wanted to print off a copy of
replaces Vehicle’s save.(9pts)
Type Speed: Hvy/Lt 45° Turn: Hvy/Lt
 Scientist: May repair malfunctioning machines (4pts) the rules for each of your forces with the rosters
Tracked 10” / 14” 3” / 2” included:
 Sniper: Multiple Aim bonuses stack, so long as the
Wheeled 14” / 18” 3” / 2” model does nothing but aim.(+4pts)
Walker 10” / 16” N/A Blank Army Roster Header
 Stealthy: Open ground counts as light cover. (4pts)
Fly/Hover 14” / 20” 4” / 2”  Swordsman: Attacks twice in close combat (4pts) Blank unit template ? Pts
 Speed is reduced by half when moving through cover  Force Shield: Take the best of 2d6 for armor.(4pts)
Rating Activation Expertise Suppression Save
or rough terrain. A vehicle may fire weapons if it does  Jump-Pistons: Pass Expertise roll to leap 2d6” high
not move more than half-speed. Flyers halve their and 4d6” long. (5pts)
maximum speed when taking off or landing.  Sapper: Pass expertise roll to blow 1” holes in
 A vehicle may remain stationary and fire all weapons, fortifications. Vehicle saves suffer a -1 penalty (3pts).
move up to half speed and fire one weapon, or move  Unruly / Carnivorous: Will assault and/or devour unit
Blank unit template ? Pts
its full speed and fire no weapons. leader when a 1 is rolled for activation. (-3pts) Rating Activation Expertise Suppression Save
 45° Turn: Minimum distance between 45° turns  Arc: Weapon rerolls 6s for potential extra hits. (2pts)
 A flyer may not ascend or descend more than  Something else: Make it something awesome (??)
4”(heavy) or 8” (light) in a turn.
 If vehicles collide, each subtracts 1 from its armor Points Value Generation (OPTIONAL)
save for every 4" of speed, and rolls a d6 against this This points system is intended as a rough guide. Blank unit template ? Pts
number. Its opponent takes hits equal to how much Playtesting and proper scenario balance are essential.
the die roll beats this number. Objects use the Rating Activation Expertise Suppression Save
vehicle’s speed and their cover modifiers as their Training/Expertise cost per model
"Armor Save". The Ground counts as Hard (+3). Green: 2 Seasoned:4 Veteran:9 Elite:16
Weapon cost per range band
Vehicle Damage 0”: n/a 8”:1pt 16”:2pts 24”:3pts
Armored vehicles gets an armor save when hit: 32”:5pts 40”:8pts 48”:13pts Blank unit template ? Pts
Armor Save Examples Weapon cost per Fire Points: Rating Activation Expertise Suppression Save
None 6+ Trucks, Cars, Technicals. 1:1pt 2:2pt 3:4pt 4:9pt 5:16pt 6:25pt 7:36pt
Light 5+ APC’s, Armored Trucks Armor save cost per level
Medium 4+ IFV’s, Light Tanks None: n/a 2+:25pt 3+:16pt 4+:9pt 5+:4pt 6+:2pt
Heavy 3+ Medium Tanks  Use the maximum number of FPs for the model’s
Very Heavy 2+ Heavy Tanks main weapon and its maximum range. Blank unit template ? Pts
 Note that small arms cannot generally harm armored  If a weapon ignores cover, increase FP cost one level. Rating Activation Expertise Suppression Save
vehicles (5+ save or better). For clarity, vehicle armor  Skills/Equipment must be balanced against the effect.
should be marked “heavy armor” if applicable.  Vehicles’ points are calculated with the same formula
 Note: Vehicles cannot be suppressed, nor can crew or multiplied by 5.
passengers bailing out of a destroyed vehicle.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
15mm Silmn Army Roster 15mm Nathi Army Roster 15mm First Ones Roster
The Silmn are spirits coalesced into humanoid crystalline The Nathi are a hybrid race – humanoid with generally The First Ones are ancient malevolent spirits coalesced
bodies with skin like frosted glass. They have been at pale skin, generally black hair, red irises, and metallic into metallic light-eating bodies. Their wars with their
war with the First Ones for time out of mind, and now skeleton. They are relentlessly imperialistic to ensure spiritual twins, the Silmn, have raged since the two races
the Nathi threaten them as well. their own survival, with psychically-powered weapons. began.

One typical Silm squad (125pts) = 1 Squad leader + One Typical Nathi Squad (101 or 118pts) = 1 Squad One typical First Ones squad (129pts) = 1 Squad Leader
4xRifles + 1 Plasma Baller + 1 LMG. All Silmn foot troops Leader 4x rifles + 1 Arc-LMG + either 1 Arc-Lobber or 1 + 4 rifles + 1 LMG + 1 RPG. OR (240pts) 6 Assault
gain 1” per action when moving. All Silmn units count as Flamer. All Nathi Arc weapons reroll 6s for possible Marines. All enemies within 6” of a First One model
being in light cover at all times. This does not stack with extra hits. All Nathi soldiers gain +1 in close combat. suffer -1 to Activation and/or morale.
other types of cover. Nathi Field Commander 35 Pts First Ones Overarch 42 Pts
Silmn Local Force Commander 38 Pts Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Rating Activation Expertise Suppression Save Elite 2+ 4+ N/A 4+ Elite 2+ 4+ N/A 4+
Elite 2+ 4+ N/A 4+ Arc Pistol: 6” range, 1/0 FP. 3 Cmd Pts: [O] [O] [O] Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”
Blaster Pistol: 8” range, 1/0 FP. 2 Cmd Pts: [O] [O] 2 Cmd Pts: [O] [O], keeps used CPs on a 4+ or better.
Nathi Squad Leader 13 Pts
Brave: Use best of 2d6 when testing morale.
Rating Activation Expertise Suppression Save First Ones Squad Leader 22 Pts
Silmn Eidolon Medic 28 Pts Veteran 3+ 4+ 3 5+ Rating Activation Expertise Suppression Save
Rating Activation Expertise Suppression Save Arc Pistol: 6” range, 1FP Veteran 3+ 4+ 3 4+
Veteran 3+ 4+ 3 5+ Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”
Nathi Regular Infantry 11+Pts
Blaster Pistol: 8” range, 1/0 FP.
Medic: Pass Expertise check to negate one figure’s Rating Activation Expertise Suppression Save First Ones Infantry 18 Pts
suppression within cohesion, unless itself suppressed Veteran 3+ 4+ 3 5+ Rating Activation Expertise Suppression Save
Brave: Use best of 2d6 when testing morale. Arc Rifle: 20” rng, 1/0FP, + 1/0 FP under 10”. +4pts Veteran 3+ 4+ 3 4+
Or Arc-lobber: 32” range, 3/1 FP. +10pts Spirit Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”. +4pts
Silmn Eidolon Squad Leader 25 Pts Or Arc-LMG: 32” range, 3/1 FP. +9pts Or Teleport grenade: 32” range, 3/1 FP +10pts
Rating Activation Expertise Suppression Save Or Flamer: 8” range, 4/1 FP, ignore cover. +17pts Or Spirit MG: 32” range, 3/1 FP. +9pts
Veteran 3+ 4+ 3 5+
Nathi Medic 18 Pts First Ones Gun Team 50 Pts
Combat Shotgun: 8” range, 3/0 FP.
Brave: Use best of 2d6 when testing morale. Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Veteran 3+ 4+ 3 5+ Veteran 3+ 4+ N/A 4+
Silmn Eidolon Trooper 13+Pts Blaster Pistol: 6” range, 1/0 FP. Heavy Cannon: 40” range, 3/6 FP.
Rating Activation Expertise Suppression Save Medic: Pass Expertise check to negate one figure’s Moves like infantry, takes damage like a vehicle.
Veteran 3+ 4+ 3 5+ suppression within cohesion, unless itself suppressed
Blaster Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”.+4pts First Ones Assault Marines 40 Pts
Nathi Dropship 310 Pts Rating Activation Expertise Suppression Save
Or Plasma Baller: 32” range, 3/1 FP, reroll 6s. +10pts
Or Blaster LMG: 32” range, 3/1 FP. +9pts Rating Activation Expertise Suppression Save Elite 2+ 2+ 4+ 3+
Veteran 3+ 4+ N/A 3+ Shockswords +1 to close combat rolls.
Silmn Hovertank 190 Pts APC: 4-Squad capacity. Heavy Armor. Spirit Machinegun: 24” range, 2/2 FP.
Rating Activation Expertise Suppression Save 2x Heavy Railgun: 32” range, 1/4 FP. Jump-jets: Ignore terrain while moving.
Elite 2+ 4+ N/A 4+ AA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers.
Light Cannon: 32” range, 1/4 FP. Heavy Armor. Hover Movement: 12” speed, ignores terrain. First Ones Hovertank 210 Pts
Flamethrower: 8” range, 4/1 FP, ignore cover. Rating Activation Expertise Suppression Save
Nathi Growler-Mech 240 Pts
Hover Movement: 20” speed, ignores terrain. Veteran 3+ 4+ N/A 4+
Rating Activation Expertise Suppression Save
2x Light Cannon: 32” range, 2/4 FP.
Silmn Heavy APC 215 pts Veteran 3+ 4+ N/A 4+ Attacks first 4x at +2 in close assault.
Rating Activation Expertise Suppression Save Heavy Cannon: 48” range, 1/6 FP. Hover Movement: 20” speed, ignores terrain.
Veteran 3+ 4+ N/A 5+ Walker movement, 12”, Heavy Armor
APC: 2-Squad Capacity. Heavy Armor First Ones Rapid Assault Flyer 155 Pts
Nathi Light APC (AA) 125 Pts
2x Light Machine Gun: 32” range, 3/1 FP
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
2x Heavy Railgun: 32” range, 1/3 FP
Veteran 3+ 4+ N/A 5+ Veteran 3+ 4+ N/A 4+
Hover Movement: 18” speed, ignores terrain.
APC: 1-Squad Capacity Heavy Armor Attacks 2x first at +1 in close assault.
Silmn Light APC 90 Pts 2x AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers. 2x Light Cannon: 32” range, 1/3 FP.
Rating Activation Expertise Suppression Save Wheel Movement, 16”. Flyer Movement: 20” speed, ignores terrain.
Veteran 3+ 4+ N/A 5+
Nathi Light APC (Artillery) 125 Pts First Ones Interceptor 145 Pts
APC: 1-Squad Capacity Heavy Armor
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Light Machine Gun: 32” range, 3/1 FP
Veteran 3+ 4+ N/A 5+ Veteran 3+ 4+ N/A 5+
Hover Movement: 22” speed, ignores terrain.
APC: 1-Squad Capacity Heavy Armor AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers.
Silmn Command Vehicle 325 Pts Heavy Cannon: 48” range, 1/6 FP. Flyer Movement: 24” speed, ignores terrain.
Rating Activation Expertise Suppression Save Light Missiles: 32” range, 4/0 FP.
Elite 2+ 4+ N/A 4+ Wheel Mvmnt, 16”. Fire one weapon but not both.
2 Cmd Pts: [O] [O] Heavy Armor.
Nathi Drone (vehicle) 4+ Pts
Heavy Plasma Cannon: 32” range, 4/4 FP.
Hover Movement: 20” speed, ignores terrain. Rating Activation Expertise Suppression Save
Seasoned 5+ 4+ N/A N/A
Silmn Assault Hoverplane 155 Pts AA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers. +9pts
Rating Activation Expertise Suppression Save OR Spotter – provides LOS for friendly missiles +8pts
Veteran 3+ 4+ N/A 5+ OR Hvy Missile rack – 4 shots, 48+ rng, 4/4 FP +20pts
2x Heavy Railgun: 32” range, 1/3 FP. Hvy Armor. Hover Movement: 12” speed, ignores terrain.
Flyer Movement: 24” speed, ignores terrain.
Nathi Hoverbike 90 Pts
Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 5+
Light Machine Gun: 32” range, 3/1 FP
Hover Movement: 24” speed, ignores terrain.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
15mm Human Planetary Marines Roster
Humanity took to the stars five thousand years ago and
is spread across the stars. This is a Human planetary
marines force somewhere in the galactic sector where all
four factions have claims, and display implementations
of borrowed technology from all of them.

One standard Planetary Marines squad (131 pts)


consists of one squad leader + 4x Infantry Railguns + 1
Gatling Railcannon.

Planetary Marines win ties in initiative rolls.

Planetary Marines Company Commander 32 Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ 3 4+
Infantry Railgun: 26” rng, 1/0 FP, +1/0 FP under 12”.
2 Cmd Pts: [O] [O].

Planetary Marines Squad Leader 17 Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 5+
Infantry Railgun: 26” rng, 1/0 FP, +1/0 FP under 12”.

Human Planetary Marines 17 Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ 3 5+
Infantry Railgun: 26”rng, 1/0 FP, +1/0 FP < 12”. +4pts
Or Gatling Railcannon: 32” range, 3/1 FP. +9pts
Unit saves increase to 4+ when below half strength.

Planetary Marines Heavy Gunner 27 Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 5+
Heavy Railgun: 32” range, 4/4 FP
Moves like infantry, takes damage like a vehicle.

Badger class Armored Fighting Vehicle ? Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 5+
2x AA Gun: 32” rng, 2/2 FP , +2/2 FP against flyers.
Wheel Movement, 16”.

Thistle class Strike Craft ? Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 4+
2x Railcannon: 32” range, 3/1 FP.
Flyer Movement: 20” speed, ignores terrain.

Self-propelled Artillery ? Pts


Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A N/A
Light Howitzer: 40” range, 3/2 FP, no LOS needed.
Wheel Movement, 14”.

This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
28mm Silmn Army Roster 28mm Nathi Army Roster 28mm Border-Worlds Human Army Roster
The Silmn are a crystalline race – humanoid with skin like The Nathi are a hybrid race – humanoid with generally This roster is typical for a human-settled border world
frosted glass. They have consistently been the pale skin, generally black hair, red irises, and metallic on the outskirts of Nathi and/or Silmn space. They will
underdogs in the stellar war with the Nathi. Lately their skeleton. They are relentlessly imperialistic to ensure fight against or ally with anyone as political situations
fortunes have turned, but who knows what lies ahead? their own survival, with psychically-powered weapons. shift and flow in their struggle to maintain independence
and whatever freedoms they have left.
Typical Silmn Force Organization: Typical Nathi Force Organization:
 One squad (181pts) = 1 squad leader + 4 infantry + 1  One squad (139pts) = 1 squad leader + 4 infantry. Typical Border-Worlds Human Force Organization:
support gunner. One platoon (755pts) = 4 squads + 1 One platoon (592pts) = 1 platoon leader + 4 squads.  One rifle squad = 1 squad leader +8 rifle infantry + 1
Platoon Leader. One Company = 2-4 Platoons + 1 One company = 2-4 platoons + 1 Company Cmdr. support gunner. One assault squad = 1 squad leader
Company Cmdr. Optional: One Comms officer + Optional: field weapons, Observation Officer, Squad +8 assault infantry + 1 support gunner. One platoon
drone(s), Light Hovertank, Anti-tank Gun + crew of Assault Grenadiers. = 1 platoon leader + 3 squads. Command Element =
1 Company Commander + 6-8 infantry + 1 support
All Silmn foot troops gain 1” per action when moving. All Nathi Arc weapons reroll 6s for possible extra hits.
gunner + Optional Characters. One company = 2-4
All Silmn units count as being in light cover at all times. All Nathi soldiers gain +1 in close combat. platoons + 1 Command Element. Optional:
This does not stack with other types of cover. Hovertanks, Hoverplanes.

Silmn Company Commander 38 Pts Nathi Company Commander 36 Pts Human Company Commander 24 Pts
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Elite 2+ 4+ N/A 4+ Elite 2+ 4+ N/A 4+ Veteran 3+ 4+ 3 N/A
Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O] Arc Pistol: 6” range, 1FP. 3 Cmd Pts: [O] [O] [O] Pistol: 8” range, 1FP. 3 Cmd Pts: [O] [O] [O]
Brave: Use best of 2d6 when testing morale.
Nathi Platoon Leader 36 Pts Human Platoon Leader 15 Pts
Silmn Platoon Leader 31 Pts Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Rating Activation Expertise Suppression Save Elite 2+ 4+ N/A 4+ Veteran 3+ 4+ 3 N/A
Veteran 3+ 4+ N/A 4+ Arc Pistol: 6” range, 1FP, 3 Cmd Pts: [O] [O] [O] Pistol: 8” range, 1FP. 3 Cmd Pts: [O] [O]
Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O]
Brave: Use best of two dice when testing morale. Nathi Squad Leader 35 Pts Human Squad Leader 15 Pts
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Silmn Squad Leader 29 Pts Veteran 3+ 4+ 3 4+ Veteran 3+ 4+ 3 N/A
Rating Activation Expertise Suppression Save Arc-ball Launcher: 30” range, 3FP, heavy weapon. Sub-Machine Gun: 16” range, 3FP.
Veteran 3+ 4+ 3 4+
Blaster Pistol: 8” range, 1FP. Nathi Power-Armor Infantry 26 Pts Human Rifle Infantry 15 Pts
Brave: Use best of 2d6 when testing morale. Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Veteran 3+ 4+ 3 4+ Veteran 3+ 4+ 3 N/A
Silmn Power-Armor Infantry 30 Pts Arc Rifle: 20” range, 1FP, 2FP under 10”. Infantry Rifle: 24” range, 1FP, 2FP under 8”.
Rating Activation Expertise Suppression Save
Veteran 3+ 4+ 3 4+ Nathi Observation Officer 30 Pts Human Assault Infantry 15 Pts
Assault Blaster: 24” range, 1FP, 2FP when under 12”. Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Brave: Use best of 2d6 when testing morale. Veteran 3+ 4+ 3 4+ Veteran 3+ 4+ 3 N/A
Arc Pistol: 6” range, 1FP. 1 Cmd Pt: [O] Sub-Machine Gun: 16” range, 3FP
Silmn Support Gunner 32 Pts Any unit in his LOS is also in LOS for heavy weapons.
Rating Activation Expertise Suppression Save Human Support Gunner 22 Pts
Veteran 3+ 4+ 3 4+ Nathi Quad AA-gun team 230 Pts Rating Activation Expertise Suppression Save
Blaster SMG: 24” range, 3FP. Rating Activation Expertise Suppression Save Veteran 3+ 4+ 3 N/A
Brave: Use best of 2d6 when testing morale. Veteran 3+ 4+ 3 4+ Light Machine Gun: 32”, 3FP, Heavy Weapon.
4x Arc Machineguns: 48” range, 8FP, Heavy Weapon
Silmn Comms Officer 31 Pts -4FP under 30” or against non-hvy armor. 3 wounds. Human HT834 Hovertank 330 Pts
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 4+ Nathi Mortar team 135 Pts Veteran 3+ 4+ N/A 3+
Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O] Rating Activation Expertise Suppression Save Medium Tank, 12” move, 4” between turns
Brave: Use best of 2d6 when testing morale. Veteran 3+ 4+ 3 4+ Light Machine Gun: 32”, 3FP.
Light Arc-Mortar: 40” range, 4FP, Heavy Weapon. Light Antitank Gun: 32”, 4FP, Heavy weapon.
Silmn Hovertank 190 Pts Does not need LOS: no penalty if observation officer -2 to FP results against soft targets.
Rating Activation Expertise Suppression Save has LOS, -2 to expertise roll if only any other allies
Elite 2+ 4+ N/A 4+ do, -4 to expertise roll if nobody does. 3 wounds. Human HP29A Hoverplane 250 Pts
Light Cannon: 32” range, 4FP, ignore cover, Hvy Wpn Rating Activation Expertise Suppression Save
Flamethrower: 8” range, 4FP, ignore cover, Hvy Wpn Nathi Field-cannon and crew 153 Pts Veteran 3+ 4+ N/A 5+
Hover Movement: 20” speed, ignores terrain. Rating Activation Expertise Suppression Save Light flyer: 20” move.
Veteran 3+ 4+ 3 4+ 2x Light Machine Gun: 32”, 3FP.
Silmn Light Antitank Gun and Crew 34 Pts Arc-Cannon: 32” range, 3FP, Heavy weapon. Light Antitank Gun: 32”, 4FP, Heavy weapon.
Rating Activation Expertise Suppression Save -2 to FP results against soft targets. 3 wounds. -2 to FP results against soft targets.
Veteran 3+ 4+ N/A 4+
Light Antitank Gun: 32” range, 3FP, Heavy Weapon Nathi Assault Grenadiers 21 Pts
Infantry Hover movement – ignores terrain. Rating Activation Expertise Suppression Save
Requires 1 crew – included. Veteran 3+ 4+ 3 5+
Arc Sapper Gun: 16” range, 1FP, Heavy weapon.
Silmn Drones 130 Pts Gains +1” per move action.
Rating Activation Expertise Suppression Save Gains +1 (for a total of +2) on assault actions.
Seasoned 5+ 5+ 2 4+
Light Machine Gun: 24” range, 3FP Nathi Skimmertank 270 Pts
Light Walker: 16” movement Rating Activation Expertise Suppression Save
Veteran 3+ 4+ N/A 5+
Light flyer: 20” move, 2” between turns
Light Machine Gun: 16”, 3FP, rear only
2x Light Antitank Gun: 32”, 4FP, Heavy weapon.
-2 to FP results against soft targets. 1 action reload.

This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.

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