wwii skirmish rules

Transcription

wwii skirmish rules
fub
ar
ww
ii s
kir
mis
hr
ule
s
Detailed squad level action rules by Rich Jones
Presented by WARGAMESJOURNAL.COM
Weapon reference chart
WW2 arms
Weapon
Infantry Weapons
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 Rifle
1
5
10
30
45
60
3
5
Self Loading Rifle
1
5
10
30
45
60
3
4
Assault Rifle
(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
fubar – 28mm ww2 skirmish
action.
another the event happens now card. Dependent on
scenario there may also be other added cards.
By Rich Jones Rich Jones 2003
If the initial packs are unequal, ʻbuffer cardsʼ must be
added to even the number out, Each squad or vehicle
Scale and random thoughts
has a deck and one card from each is turned at a time.
FUBAR is a WWII, squad level action set of rules. It Those figures get to perform 2 actions. If any action
is designed to be used with 28mm or 36mm figures would affect another phasing figures action throw a
and vehicles. You will need around 10 figures a side D10 and add the following modifiers. Higher roll
to begin with. The rules have been tested with 15mm goes first. All affected figures do one action before
figures. The mechanics work fine if you just use the second. Figures performing special actions are
centimetres instead of inches. Aesthetically however affected mid action. If you are in the middle of an
I find that the smaller figures do not give the right action like HIDE no modifiers for the action count.
ʻfeelʼ.
Initiative modifiers
Veteran
+1
All figure scales are 1:1; a single model tree is a tree of Green
-1
that size for the character. You will find a laser pointer Appearing into
is invaluable for working out Line Of Sight (LOS). other figures LOS
+1
If from the spotters position you can touch the base
and the head of the target with the full laser point he Leadership card – on drawing this card a leader may
is spotted. If itʼs less than 50% you can touch, then a issue ONE action to any figure within their Zone of
spotting check is needed. With a bit of common sense Control. A leaderʼs ZOC varies between 4 and 12
(especially without alternative figures for different inch.
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 fit
most gamers tables. I work mainly on a 6ʼ by 5ʼ table
and the ranges in inches are geared to this. However
it is my intention to keep as close to a real ʻeffectiveʼ
range for a skirmish action as possible. Obviously at
times a platoon opened up at 400 yards on a building,
and with that rate of fire may well have hit something,
however firing one bullet at 400 yards may not have
been very successful. So the ranges are supposed to
be visually aesthetic ʻeffectiveʼ 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
modifiers to the EN
Combat Decks
Each figure has one ID card, which is placed in
a ʻcombat deckʼ (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
Snake card
In any 1 turn (working through deck) ONE card (per
2 squads/fire team/vehicles may be kept back as a
ʻsnakeʼ 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 figure canʼt use the card
– they missed the opportunity!
Snaking card figures only get ONE action.
Events (optional rule) – an event happens if the
event trigger card comes before the event now card.
Obviously these are ʻgenericʼ events and you can
invent your own for the scenario. In future issues of
WJ I envisage that there will be scenarios and battle
reports using different event charts.
neither suffer the modifier.
Roll on a D10
THROW
EVENT
1
Player – heroic movement – add 50% move allowance
for next turn
2
General – Distraction – an event happens which
distracts figures – skip next cards.
3
Player – Co-ordinated attack – next move flip 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 figure 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 shuffle back into deck.
8
General – Crazed Dogs – a dog enters on random board
edge and attacks nearest figure*
9
Player – Heroic feelings – chooseonefigure per side to
get beneficial modification of 1 to any roll from now
on!
10
Either NO EVENT – OR if you are brave – Reshuffle
all decks NOW
ACTIONS
Move
A figure may move 4” per action. Environmental,
terrain and physical features may effect this rate as
follows:
The 4” move is allowed to any figure carrying normal
ʻcombatʼ 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
Machine Gun or Ammo
* Dog has random constitution of 1-3. After first attack if it Mortar part or ammo
survives throw d6 1-3 runs off – 4-6 goes for next nearest Assisting walking wounded
figure.
LATW (not panzerfaust)
Body
Heavy supplies
CHARACTERISTICS
Each figure has the following attributes, which may Modifiers to roll:
give them modifiers to their EN for given tasks.
Constitution modifier
Movement – a modifier will help in any situation like
sprinting, leaping, agility moves etc.
Combat equipment skill (CES)– subtracted from all
firing 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 not
necessarily have high morale!
Any additional kit on top
Had a <0 result last move
EN
2
3
3
3
5
6
-x
+1
+2
Result:
Difference in roll to EN
<0
no movement (stumbled, had to stop for
breather, load slipped etc)
+0
1/4 movement
+1
1/2 movement
+3
Full movement
Sprint
A character can choose to sprint as a special action.
COHERENCE
Figures move their normal rate for one action. They
All squad members have a coherence distance. They then roll a D6 and refer to table below. Finally add
must stay within this distance of another squad any –x movement modifiers as PLUS inches (ie a –1
member or suffer a morale modifier of +1.
modifier gives one extra inch).
Coherence distance
Veteran/Elite
Average
Green
14”
10”
6”
Note: this does not mean that squad members canʼt
act further away, if two members fulfil the criteria
1
2
3
4
5&6
1”
3”
4”
5”
6”
This is the number of inches they can move in the
following action. If an encumbered figure tries to
sprint these extra inches are then modified as normal,
which may mean another EN roll. Round all half
inches up (due to extra effort they are making).
spotting and firing EN against figure at +1. This is
lost when the figure next moves.
Hide
Hide is a special action. Figure uses every bit of
available cover to stay still and hide. This differs from
Note: figures unless they are carrying nothing may going to ground as you canʼt do any other action while
only make one free sprint special action. If they wish hiding. A roll against a EN gives degree of success.
to sprint the following turn they must make a morale
test. What ever, only two successive sprints may ever Terrain
EN
be made.
Dense Rubble, obstacles, bocage
2
Light rubble, dense undergrowth,
4
TERRAIN
Light undergrowth, brush
6
Moving over anything but flat open spaces needs a Even ground
7
Terrain EN to see if the movement rate is modified.
Result
EN
Terrain
Difference in roll to EN
Modifier
1
sand, light rubble, inside a
0
+1
building, light undergrowth
1
+2
2
dense undergrowth, cluttered
2
+3
interior/storage area
3
+4
3
Shallow water (up to shin height)
4
Shallow water (up to knee height) Lost when figure does anything else.
5
Dense rubble, obstacle up to
shoulder height, entering locked
Stealth
door.
Stealth is an unusual special action by which you may
6
Country hedge up to shoulder
try and move undetected by the enemy. It includes
height. Deep water, entering
making use of cover, shadows, moving when enemy
through window
is looking elsewhere and trying to move silently etc.
7
Obstacle over shoulder to 1 1/2
times height.
The downside is that as you are trying to do everything
8
Obstacle to 2 times height, barbed carefully and quietly all other actions are subject to a
wire obstacle.
EN modifier of +1.
Modifiers
Movement modifier
-x
You may do any action along side the stealth special
Assistant (per figure)
-1
action, the spotting modifier is determined by the EN
Fully tracked vehicles
-3
difference.
Note: treat leaps by measuring distance and treating
as obstacle. Getting in trenches and ditches etc is free, Note: Firing instantly negates stealth modifiers unless
getting out is obstacle.
silencers and flash suppressors are used.
Result:
Action
Difference in roll to EN
Stay in place (ready for action)
<0
no movement (stumbled, had to stop Move
for breather, load slipped etc)
Sprint
+1
1/4 movement
Last 3 inch towards enemy
+2
1/2 movement
Perform engineer action
+3
Full movement
Modifiers to EN
Going to Ground
Movement modifier
Basic infantry tactic – make yourself as small as Dense Rubble, obstacles, bocage
possible behind as much cover as possible. Fire Light rubble, dense undergrowth
actions still permissible. Going to ground makes Light undergrowth, brush
EN
3
6
8
9
9
-x
-3
-2
-1
Even ground
Night
Bad weather
0
-1 to –4
-1 to –2
have been a critical failure, the figure 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 figure is in
On a natural 1 the figure has made a noise, which LOS and more than 50% visible. A figureʼs field of
is audible to 2D6 +2 inches. If other loud noise is vision is 180 degree. If they wish to spot behind them
present eg gunfire, rough seas, engine noises etc any they must spend an action rotating field of vision and
possible hearer must roll EN of 7 to hear.
spotting. Otherwise spotting is free at the beginning
of an action.
If a sound is heard a EN of 4 will give the hearer the
direction. This negates stealth modifiers.
A figure may concentrate on a spot and a 5” radius
circle around that spot.
Difference
Spotting Modifier
Spotting check is made as below, if successful
+1
+1
any appropriate figure within the spotting circle is
+2
+2
acquired. Any figure with an easier spotting EN is
+3
+3
automatically spotted if the hardest to spot figure is
+4
+4
acquired.
On a failure there is no spotting modifier.
While doing any action while stealthy (remember
these are on +1) ANY failure means you have made
an audible sound. Treat as above.
Note: this means you may see some figures (eg one
that has shot) while not being able to see others,
depending on your roll.
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 figure to do something that is not covered
by the rules per se. An example may be moving along
a 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 difficult
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 figure has a EN
of 3 to do the ledge but needs a morale +1 EN roll
to drop and a Constitution EN roll to avoid injury.
Any modifiers 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.
Note :some visual aids (binoculars, scopes) halve
distance.
REMEMBER : spotting checks are only required if
the figure is 50% or more obscured, hiding or doing a
successful stealth move.
Spotting Distance in inches
1-2
2-4
4-8
8-15
15-25
25-37
37-50
50+
EN
1
2
3
4
6
8
9
10
Modifiers to EN
+1 Target gone to ground
+1-4 target using stealth or hide action
+1 Spotter has less than 25% line of sight
The amount the result deviates from the EN is a +3 target behind smoke
measure of success or falure. So walking on the +3 camouflaged position
ledge the figure, has no movement modifier and roll +1-4 target is using hide special action
a 2. Just missing the EN, therefore they slipped and
faltered but didnʼt fall. Next action they roll a 5, they -4 target has fired
have half movement and get into position. However -1 Target moved last action
the vehicle moves before their next action and they
miss the chance of dropping. An initial roll of 1 would In the weather section you may find other modifiers
due to weather and light.
FIRING
To hit a target the firer must equal or beat the Target
EN number. This is derived from a range component
and a weapons component.
����
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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 figure (although more than one figure may be
the target).
To set up or fire lane is a special action. The template
is laid down and an imaginary line goes from muzzle
SLRʼs like the Garand have a greater chance of hitting to tangent of circle. This fire lane remains until the
and inflicting more damage than a bolt action rifle, first action of the crew in the NEXT TURN. During
due to higher fire rate per action. However they can the whole ʻmoveʼ the gun gets so many shots it can
only target one figure per card.
use within this fire lane. Each shot is at +1 to EN.
Belt fed LMG –
get 3 shots
Unless you use auto fire special action a firer must fire MMG –
get 4 shots
at the same target in the second action. Any weapon HMG –
get 5 shots
may be steadied/aimed. In the case of MGʼs this
would be the action of keeping the spray in a narrow After these have been gun must check to see if it can
fire field (shooting at one target).
ʻshootʼ at target.
Weapon details and usage –
SMG, Clip Fed LMG and Assault rifles may use auto
fire special action. This takes two actions but allows
the use of a template. Any figure covered by template
may be hit.
Any figure not 50% covered by template is at +2 to
EN
Belt fed LMG –
MMG –
HMG –
Initial EN success hits one figure and then each other
figure is rolled for at +1 to EN.
It takes an action to voluntarily terminate a fire lane.
EN of 8
EN of 7
EN of 6
It takes both crew members to maintain a fire lane. If
either member receives a critical or a mortal wound
the fire lane stops on the next crew card.
Tactic Hint : use a fire lane to open up on a group
Belt fed LMG, MMG- after target figure any other target that is spread.
figure rolls at +1 to EN, any figure not fully covered
by template rolls at +1 to EN
Crewed weapons –
Crew & actions
HMG and auto-cannons- any figure not fully covered Clip fed LMG (including Bar and Bren) which were
rolls at +1 to EN.
also used as an assault rifle need to have an ammo
carrier (often referred to as loader) within 1” to
Fire Lanes
continue rate of fire. The carrier can do other actions
A fire lane is a continuous rain of bullets set down eg. shoot. They are never allowed special actions
in an area. It is NOT opportunity fire. It uses a while counting as carrier and canʼt aim, because of
LOT of ammo. If a fire lane is used for more than the distraction of having to hand clips over. If a carrier
2 consecutive turns roll a D6 – you must get over is not present then the clip lmg is not allowed to use
the ammo number on weapons chart or else you are auto fire template. Clip LMGs are NOT allowed to set
deemed to be running short of ammo – in this case up fire lanes (their rate of fire was not high enough).
no more fire lanes may be used in the game. All crew
members are busy during fire lane actions and may Belt fed LMG, MMG & HMG crew served guns
not do anything else.
must have a dedicated loader to keep up rate of fire.
Without loader they are not allowed to set up fire
lanes or use templates for more than one action. Once Firing through smoke
set up, which takes an action for each crew-member, Only helmet/foot/hand showing
a belt fed MG may fire on each crew members card.
Injury
Target crossing fire lane
An MG may aim and then only fire at one figure, or it Suspected target fire
can use special action to use template OR set up a fire
lane (not clip fed LMG).
Using SLR ,AR or any MG
Target prone from injury check
Templates
Firer has not been spotted or fired
SMG, Clip Fed LMG and Assault rifles use 3” round Firer using aim action
template.
Target is encumbered
Belt LMG, MMG and HMG use 5” round template.
CES modifier
Green figure firing
JAMS
Firing at green figure
When using templates or fire lanes any auto weapon Veteran figure firing
might jam on a natural 1 on the dice. Firer rolls Elite figure/hero firing
immediately on a CES of EN 4 to avoid jam.
Flamethrower
Modifiers:
Sten Gun
CES
-1
-1
-1
-1
-1
-x
+1
-1
-1
-2
-10
OPTIONAL RULE
Auto miss on unmodified 1
Auto hit on unmodified 10
+1
-x
A jam halts all fire, fire 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
Close
Short
Medium
Long
Extreme
Max
+2
+5
+x
+1
+4
EN
3
4
6
8
9
10
Remember that some concealment items (garden
hedges, fences, cloth, netting etc) WILL not provide
cover, once spotted they will not stop the bullet.
Modifiers to EN
Target gone to ground
+1
Target in cover (<50% obscured)
+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 fire action +1
Target not closest threat
+1
Target is vehicle at speed
+2
Firer received fire from
LMG+ since last card
+1
Suspected Target/Blind Fire
Weapons capable of autofire may fire ʻblindʼ on
terrain that is suspected of having enemy forces in.
However this fire is done at a further +2 to EN and –2
damage on wound table. If a hit is made it is randomly
distributed on figures present.
Grenades
Choose aim point and mark it.
Work out EN
TARGET EN
Throwing Distance
Close
Short
Medium
Long
Extreme
Max
EN
3
4
6
8
9
10
Modifiers to EN
Characters CON modifier
Throwing into open top vehicle
Throwing through window
Outside through doorway
Inside through doorway
Stuffing into slot/hatch
-x
+4
+3
+2
+1
+3
If EN is reached or exceeded than place 3” template
on target spot. Roll damage for any figure covered
with following modifiers to damage EN.
Note: only the damage number and a D10 make up
the wound EN
Any figure within 1/2” of centre
full damage
Any figure outside of this
-D3 to damage
Any figure 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
Confined area
+2 damage
Enclosed area
+5 damage
away (the way they entered into CQB) 1”. If one side
wins they generate a wound EN using the difference
in scores, plus constitution modifier (+1 for rifle 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
modifier
-3
If grenade lands within 1/2 inch of figure base they -2
may try and throw it back.
-1
0
On a movement EN of 7 they pick it up and throw it +1
back. Throw away is worked out the same way but
with a +4 to EN.
+2
If a figure wants to delay throwing the grenade until
last moment to negate chance of throwback they must
roll a D10 - on a 9 it explodes mid air (no effect) on a
10 it explodes before they throw!
+3
Fails to escape and holder gets one action
Fails to escape
Escapes but holder gets auto hit
Escapes but any throw at –2 all card
Escapes but any throw at –1 all card. One
action allowed.
Escapes and may make 1 actions as normal
Escapes and may make move as normal.
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
WOUNDING
window, into hatch etc only deviates to the outside of
Once a hit has been made you must determine how
object. Or deviates D6 in random direction.
serious this is for the target. The basic factors for
this are the targets constitution modifier, the type of
CQB – close quarter combat
projectile that hit and how good a hit it was (determined
When a figure touches base with an enemy figure
by how well the effect number was beaten), at higher
they are deemed to be engaged. To break from being
ranges the chances of a good accurate shot diminishes
engaged (unless it is mutual) requires a combat win
as well as the damage diminishing.
or a successful break away EN (see below).CQB is
an action in itself. Attacker generates a EN which
The firer generates an EN number, the target then tries
the defender then tries to equal or beat. This means a
to equal or beat this number. If they do then the hit
figure canʼt ʻfightʼ after moving in on second action.
has no effect, the target was saved by some kit bag,
But the figures are engaged.
diary in the breast pocket etc (something to tell the
Grandkids about!).
Attacker modifiers
Figure is attacking
+1
If the EN is failed then differential on the chart
Defender surprised
below.
(morale EN failure in appropriate situations)
+3
Height (terrain) advantage
+1
Firerʼs EN generation
Each additional attacker
+1
Damage modifier of weapon plus amount firing EN
Injury
-x
was beaten by, added to a D10 roll.
Defender modifiers
Defender behind obstacle
Height (terrain) advantage
Each additional defender
Injury
+1
+1
+1
-x
If defender equals EN the attacking figure moves
Note: Only other modifier is –2 for blind/suspected
target fire hits.
Targetʼs EN generation
Constitution modifier added to a D10
Injury result
Medics use the same procedure but with –2 modifier
-1
Flesh wound – no effect but another flesh to EN. The change is permanent!
wound is treated as a serious wound
Medics can only heal the same wound on a figure
-2
Serious wound - +1 modifier to all EN 1” once!
less movement and must make constitution
check against EN 3 or go prone. Two serious MORALE / COURAGE
wounds equal a critical.
Squad morale as in ʻwhen to runʼ is up to the
commanding player. Victory points are high per
-3&4 Critical wound - +3 modifier on all EN, man killed. A narrow defeat involving a well planed
can only perform 1 action per card. 2” less withdraw could well have been a demoralising defeat
movement and must make constitution check if youʼd stayed to long and lost too many men. Medics
against TN4 or go prone. Two critical wounds and getting the wounded back is important.
equal a mortal wound.
Also the game is aimed at being played as a role play
-5
Mortal wound- incapacitated and will die in campaign so losing figures is not good on the platoon
d6+1 turns unless treated. If another wound is roster!
received roll D3 this number is subtracted off
the total.
However individual morale may make a character not
do the things you want them to!
-6
KIA : firer rolls D10 on a 10 it is a GORY
DEATH.
OPTIONAL RULE:
On a natural roll of a 10 the figure gets delusions of
If a figure goes prone from a wound they have not being a hero!
gone to ground. To do anything next action (even Roll a D10
going to ground) they must make a EN movement 1-2
the feelings donʼt last long, figure gets
roll against a EN of 3. The action after that they may
one immediate free action.
make actions as usual.
3-5
one immediate free action and +1 on
morale from now on
FIRST AID & MEDICS
6-8
one immediate free action never needs
First aid is an action performed by any figure on an
to take morale again!
injured figure. Against an injury EN (only modifiers 9inspiring figure, two immediate
Morale modifier –x & –2 if morphine shot is available.
actions and may be used to give extra
On a roll of 6 or more it is).
action on the leader card. Note – you
still only get the one action to give.
Wound
EN
Disregard any flesh wounds.
Minor
3
10 As above but a disregards any wound
Serious
6
below mortal – a real hero!
Critical
8
Mortal
9
A Morale check is made on a EN of 4 with following
modifiers:
If test is successful then the wound becomes one level
less serious. However this is only short term and in Morale modifier
D3+1 turns it reverts. Only one first aid action may be Leader within ZOC
-1
used, but this may be enough to get Medic help or get Leader lost
+1
injured person back to safety etc.
Wounded
+x
Close assaulting an AFV
+1
Figure may use on themselves but at +1 on EN
Crossing fire lane
+2
Received LMG+ fire since last card +1
Medics can use a special action to try and treat an Gory death just happened within 4” +2
injury.
Every 25% of force KIA or mortal +1
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 figures trying
to surrender and getting shot at, or if medic
has been targeted.
-5
As below but loses next card, if attacked in
CQB fights at -2
-3
Goes prone and ʻto groundʼ – 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 figure 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 figure gets shot at.
Squad member killed within 3”
Asked to attack AFV.
Crossing fire lane or being in fire lane when it starts.
Coming under MG fire at any time
Whenever a figure gets ʻhitʼ even if they donʼt suffer
a wound.
Note: If the trigger is unit loss any figure may use a
Leaders Morale modifier if in ZOC.
FLAMETHROWERS
Flamethrowers tended to be in short supply in NW
Europe. However they did exist and units got them
issued 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 ʻburstsʼ the thrower has in the tanks, 1, 2
or 3.
The flamer uses the flame template (again the GW
one is ideal) and any figure under the template suffers
the full damage. There is no cover modifier!
Using the flamer is a SPECIAL ACTION.
Choose a point to aim the end of the template at and
roll firing EN. Notice there is a HUGE modifier to
hitting the right spot.
However on a natural 1 the flame fails to ignite, the
firer may use the second action to move! If the figure
does miss then the template end moves left or right
D3 inches!
Any figure more than 25% under template takes 3D6
damage on a wound EN – this is doubles to 6D6 if
fired into an enclosed space. Any figure touched by
less than 25% takes 1d6 damage.
Note: you still need to add the D10 to determine
wound EN.
Against AFVs flamers are an anomaly. They do
not rely on penetration to destroy the vehicle. The
burning liquid would seep into the engine and into the
hull and the confined crew. An AFV target burst uses
2 ʻburstsʼ and does 6D6 damage. Although you donʼt
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 on
board light <60mm and medium .60<101mm mortars.
Off board artillery (including heavy mortars), air
strikes and sea borne fire missions are beyond the
scale of the game. If a artillery barrage hit the board
sizes we are usually using – that would effectively be
C
S
M
L
E
M
Template
Rifle
1
Grenade
M i n
damage
range
5
8
18
30
40
3”
2”
4
Light
mortar
10
15
26
40
70
3”
10”
4
Medium
mortar
-
20
36
50
-
5”
20”
5
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 find base
firing EN.
Rifle grenades canʼt maintain a position, every shot
uses fire for effect modifier.
Light mortars are hard to calibrate and maintain
position, every shot it a bit of a lottery. So they always
fire as if firing for effect.
Fire for effect is the term used for bringing down fire
without a spotting round/s.
Zeroed in fire is when a medium mortar has been
deemed to have prepared a target pre-game. This will
usually be specified in a scenario.
Use EN modifiers below:
Spotting round, fire for effect
or any light mortar round
High winds
For every spotting round contacted,
seen or corrected
Zeroed in fire
Any figure within 1/2” of centre
full damage
Any figure outside of this
-D3 damage
Any figure 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
Confined 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 in
hard cover should have about 1/2 number of points.
+3
+1
Roll 2D6 +15 to discover how many ʻupgradesʼ you
have.
Each upgrade may buy:
-2
+1 on any single ability score
-5
A single special skill
If a successful EN is made then the round lands on 5 points of purchases
target. Place template on marker and proceed with hit
Purchases
Points
EN.
Upgrade to carbine
1
Upgrade
to
SLR
2
If the round misses then deviate it as follows:
Upgrade to SMG
2
Random direction
Upgrade to Assault rifle
2
Distance –
Per
grenade
3
light and rifle grenade
D6
Per clip fed LMG
3
Medium
2D6
Per belt fed LMG
4
Per MMG, one use ATW
4
On a natural 1 double the deviation distance.
Per LATW ,HMG
5
Light mortar
15
Medium mortar
20
On a natural 10 it lands in target if applicable (eg open
top vehicle)
Special Skills – these can be purchased for the cost
of one upgrade
CREWS & FIRING
Sharpshooter –pre-war hunter etc, a crack shot. Can
Firing a mortar is a special action.
Once set up which takes an action per crew member re-roll any failed Fire Action ONCE per game.
the mortar can fire on the firer and loader card – ie
Role Model – A squad leader with this skill can let
twice per deck.
anyone within his ZOC use his morale for throws.
WOUNDS
Note:only the damage number and a D10 make up the
wound EN
Hard as Nails – tough bugger. Can re-roll any
constitution test for damage, then use best result.
ONCE per game.
Street Fighter – you donʼt want to fight this meathead.
+2 on his constitution roles in engaged combat.
Driver – loony driver. No negatives when using
Drive skill.
Lucky Bastard- thereʼs always one of the buggers.
Roll a D6 at start of game. That is the number of -1
modifiers 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 fire 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 points
so it is up to the players to look after them!
Bazooka
x
1
10
20
25
35
Armour H E
damage
effect
23
6
Panzerschreck
x
1
10
20
25
35
23
6
1
10
12
17
20
24
5
1
8
11
15
17
22
5
Anti-tank rifle
1
14
18
25
50
14
3
Molotov
1
-
-
-
-
22
5
Gammon bomb
1
-
-
-
-
22
5
weapon
PIAT
Panzerfaust
x
close
short
medium
long
max
BARREL
C
LENGTH
S
M
L
E
M
ARM
DAM
HE
EFFECT
SHORT
3
12
20
42
54
90
15
3
3”
NORMAL
3
17
28
58
72
-
22
5
3”
LONG
3
21
36
65
90
-
23
6
3”
LONG
HIGH
VELOCITY
3
25
45
80
120
-
24
6
5”
Vehicle rules
Movement
Vehicles move on their movement card (of which
there is 4 per vehicle). They have their own CD which
is likely to contain buffer cards.
The agility rating is how many up to 45 degree turns
a vehicle can make in itʼs move. It is deemed to make
an inch motion between 45 degree turns (has to move
an inch first). 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.
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
Straight gunning it
Turning at full speed
EN
5
7
Modifiers
Driver skill
Under fire
Vehicle
modifier on vehicle chart
-x
+1
–
agility
Result
-x
Roll D10 on a 10 vehicle has crashed
EN is modified if you try and reverse out of trouble –2 +0
Vehicle moves normal rate
EN (-3 if fully tracked)
+1
add 3”
+2
add 4”
Reversing – EN of 5 (modified by driver skill) to +3
add 6”
move full rate – otherwise 1/2 rate!
+4
add 8”
+5
add 10”
Wheeled and half-tracked vehicles
Any figure can use a special action DRIVE – his Vehicle crashes
ability can be enhanced by purchasing the special If a vehicle crashes everyone inside bails immediately.
skill DRIVER.
Roll a EN 5 against constitution., only modifiers
Each vehicle is represented in the combat deck by 4
cards, the vehicle moves on these cards. Individual
crew or passengers act on their card. The driver is
deemed to be doing a continuous action.
being constitution and wounds. A failure means you
generate a EN on wound chart using D10 and amount
of inches vehicle was moving at.
Every hit (anything but a 1-3) will knock 6 off the
Ramming
armour value of structure – when it reaches 0 it is
If a vehicle attempts to overrun a character the vehicle rubble!
rolls a D10 adding the vehicle agility modifier plus Every penetrative hit (over firing EN) cause blast
any morale modifier. Figure attempting to dodge inside and on a separate roll of 10 starts a fire.
then tries to beat this EN using – D10 and movement
modifier.
Weapons with a X generate a damage of 4 in their
backblast. This extends in an area 3” by 1” from the
If figure fails to avoid use the difference in scores plus back of the figure, any figure caught in blast rolls as
armour value to generate a wound EN – in other word normal on the wound table!
donʼt get overrun by a TANK!
LARGE CALIBER WEAPONS
Modifiers to ramming EN
Tank armament and AT guns are split into 4
Vehicle moving over 2” per card
+1
categories – the vehicle stats will indicate which
Vehicle moving over 5” per card
+2
band the weapon falls into. In my opinion it is the
length of the barrel that was the greatest indicator to
If vehicle is two wheeled then the vehicle needs to how lethal a gun was, not just the calibre. Two 75mm
throw D10 – on a 8-10 it crashes!
shells may have WIDELY different effects fired from
two different length barrels. Also to keep the game
Exiting/jumping off/on moving vehicles
flowing the dropping off in penetration over range is
To get out of a moving vehicle the figure must take a bundled into the Firing EN – the further the range the
Movement EN 3 plus or minus modifiers. The result if failed less likely to get a good penetrative hit.
is the number added to D10 to generate wound EN
Be warned the ranges occurring in a 28mm game on a
Infantry anti vehicle weapons:
normal table will mean the guns on later war tanks are
Damage can be done to softskin vehicles by using almost as powerful as each other. If you can increase
normal damage against their armour rating – there is the table size then the advantage that the Germans had
no special method needed. Figures in the vehicles can becomes more apparent.
be shot at and are on normal modifiers. If the drive is
mortal wound or KIA the vehicle crashes!
HE explosions can effect vehicle in blast and any The HE effect shows the damage to figures and the
figures in it!
blast template used.
Any miss when firing HE from AFV is deemed to
Armoured open top vehicles suffer figure damage deviate D10 in random direction.
as normal – the vehicle counting as +3 to the hit EN Use LATW stats for HEAT shells f available.
even if only 25% covered!
FIRING
However infantry have Light Anti-tank weapons they Firing is done using the same mechanism as small
can use LATWs.
arms. However use the following modifiers chart:
LATW
TARGET EN
Firing at vehicles is done as normal using range chart Firing Distance in inches
EN
underneath. Weapons capable of firing HEAT have a
Close
3
damage of 6 when used against figures and use the
Short
4
3” template. However they can be shot THROUGH
Medium
6
walls and then the blast occurs inside. Normal house
Long
8
walls have armour value as below:
Extreme
9
Max
10
House brick walls
17
House internal walls
10
The same concealment criteria apply, however
Wooden structures
6
remember that all concealment may not provide
Pill box
30
cover.
Modifiers to EN
Target in cover (<50% obscured)
Target in cover(>50% obscured)
Firing on move *
Unfamiliar weapon
Unfamiliar specialist weapon
Target has gone to ground
Target not closest threat
Target is vehicle at speed 5” +
Target is vehicle moving
Firing through smoke
Injury
Barrel is rated short
Barrel is rated Long HV
Firer has not been
spotted nor has fired
Firer using aim action
CES modifier
Green crew
Veteran crew
+1
+3
+2
+1
+3
+1
+1
+2
+1
+2
+x
+1
-1
-1
-1
-x
+1
-1
EN +gun damage
Armour roll - D10 + armour rating
Modifiers to Armour roll
Side armour against LATW (HEAT) +1
Sanbagged AFV
+1
Extra links etc placed on hull
+1
To be sandbagged and ʻlinkedʼ 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 modifier) throw a D10 and beat a
EN of
Sandbagged
TN3
Linked
TN5
Modify EN by
+1 firer aimed
DAMAGE CHART
Differential
EFFECT
-1
Minor shake about – no effect but
second minor hit counts as Serious
damage (see below).
-2
* 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 -3
figures in the hull around. Even when stopping the
mechanics were hardly cushioned and the crew would
be 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 fire and then setting off again. This is called
the stop fire technique. This can be employed when
the tank is not stationary and didnʼt use the special
STOPPING action the driver card before.
-4
To employ the Stop fire technique an EN of 6 is
needed – this is modified as below.
Modifiers to SF EN
Vehicle agility modifier
Veteran crew
Gyro stabilised
+-x
-1
-1
Gyro stabilisation was present in some US tanks –
however the crews did not always use it. Before game -5
throw a D6 on a 6 the crew havenʼt go it calibrated
and on.
Effects
If a shot hits then you work damage out as below
Damage EN – D10 +differential in throw to firing
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.
Very Serious damage - movement
reduced by 1/2 all crew have +2 to any
EN roll until recovered. To recover
make 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.
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, if
it 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.
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 vehicle
takes a injury of damage 4 EN roll.
Vehicle actions
Vehicle can move itʼs 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.
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 ʻbuttoned upʼ. 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 ʻcupolaʼ – this enabled a
slightly enhanced field of vision, but not by much. So
the compromise is that the commander is often seen
bobbing up and down.
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 doesnʼt smack An AFV needs to be shown as being buttoned or
of realism it is justified by the intense situation vehicle unbuttoned – we use clear counters.
crews found themselves in.
NOTE: it canʼt be used for vehicle movement.
When unbuttoned the commander if in the turret has
a 360 degree field of vision. The rest of the crew have
Most tanks have 5 crew, HOWEVER they only have 180 from the vehicle front. If buttoned all crew have
ONE crew card. On that card ALL crew members a 90 degree field of vision from the vehicle front, or
may have 2 actions.
in the commanders case the turret front.
COMMANDER – can spot (see spotting below) and
fire turret MG, he gives the order to fire (1 action) He
rotates the turret.
GUNNER – aims the gun and fires on command.
LOADER – can load gun with shell (either HE or AP
– opitional rule means he just loads most appropriate
and you donʼt 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 fire
hull MG.
NOTE: vehicle Mgs can use templates as auto fire
option BUT not lay down fire lanes.
TURRET ROTATION
On 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 field 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 view
than 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
If this isnʼt bad enough when you are buttoned up the
Spotting EN has a modifier 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 start
of every action and therefore get a 180 degree field of
vision at +1 to EN. However he can then be targeted
by figures holding a snake card or getting initiative
drop on him!
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 SHERMAN
Move per card
Agility
Crew
Passengers
Armament
Armour:
Front
Side
Rear
3
2
5
N or L (depends on type)
21
19
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
Agility
Crew
Passengers
Armament
Armour:
Front
Side
Rear
PANTHER
Move per card
Agility
Crew
Passengers
Armament
Armour:
3
2
5
N or L (depends on type)
21
19
18
3 1/2
2
5
L
Front
Side
Rear
23
20
18
NOTE : early panthers burnt easily due to fuel - +1
to instant brew roll
TIGER
Move per card
Agility
Crew
Passengers
Armament
Armour:
Front
Side
Rear
FIREFLY
Move per card
Agility
Crew
Passengers
Armament
Armour:
Front
Side
Rear
M10 DESTROYER
Move per card
Agility
Crew
Passengers
Armament
Armour:
Front
Side
Rear
2
1
5
LHV
23
22
22
2
2
5
LHV
23
21
19
3
2
5
L
21
18
17
NOTE: open top turret
STUG
Move per card
Agility
Crew
Passengers
Armament
Armour:
Front
5
L
20
3
2
Side
Rear
251 HALFTRACK
Move per card
Agility
Crew
Passengers
Armament Can have
Armour:
Front
Side
Rear
18
17
3
2
2
10
up to 2 LMG
12
11
10
M3 HALFTRACK
Move per card
3
Agility
2
Crew
2
Passengers
10
Armament
Can have up to 1 MMG
Armour:
Front
11
Side
10
Rear
19
NOTE : passengers only covered 25%
C O V E R SPOTTING MOVEMENT
MODIFER MODIFIER EN
TERRAIN
Beam – big
+1
wooden
+1
2
Bocage
+1
B l o c k s
LOS,
if Only where
right next to trees are EN 5
+4 to spot.
Body
+1
+1
1
Bunker slit
+5
NA
NA
Bush
or
0
garden hedge
Normal EN
Normal EN
Crops
0
+2
2
0
+1
Normal
0
+1
Normal EN
Fence - iron
+1
+1
Normal
Fox hole
Normal
Normal EN
EN
In 0 Out 4
Tombstone
+2
Normal EN
Haystack
Normal
Normal EN
EN
Fence
picket
Fence
lattice
-
+2
To mount 7
Thick, high
undergrowth/ 0
jungle
+1
3
Mud
0
0
2-5
Dry Sand
0
0
2
Sandbag
Normal
Normal EN
EN
Normal EN
Snow
0
1-5
Shell hole
Tank trap
Normal EN
Normal
Normal EN
EN
Normal
Normal EN
EN
5
5
Barb wire
0
0
7/8
with
cutters 5/6
Tree trunk
+2
+2
5 to climb
Tree foliage
+1
+3
NA