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. ���� ���� 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