fubar, minaiture rules
TRANSCRIPT
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fubarwwiiskir
mishrules
Detailed squad level action rules by Rich JonesPresented byWARGAMESJOURNAL.COM
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Weapon referencechartWW2 arms Infantry WeaponsWeapon 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 Rie 1 5 10 30 45 60 3 5
Self Loading Rie 1 5 10 30 45 60 3 4
Assault Rie
(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
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fubar 28mm ww2 skirmish
action.
By Rich Jones Rich Jones 2003
Scale and random thoughts
FUBAR is a WWII, squad level action set of rules. It
is designed to be used with 28mm or 36mm gures
and vehicles. You will need around 10 gures a sideto begin with. The rules have been tested with 15mm
gures. The mechanics work ne if you just use
centimetres instead of inches. Aesthetically however
I nd that the smaller gures do not give the right
feel.
All gure scales are 1:1; a single model tree is a tree of
that size for the character. You will nd a laser pointer
is invaluable for working out Line Of Sight (LOS).
If from the spotters position you can touch the base
and the head of the target with the full laser point he
is spotted. If its less than 50% you can touch, then a
spotting check is needed. With a bit of common sense
(especially without alternative gures for different
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 t
most gamers tables. I work mainly on a 6 by 5 table
and the ranges in inches are geared to this. However
it is my intention to keep as close to a real effectiverange for a skirmish action as possible. Obviously at
times a platoon opened up at 400 yards on a building,
and with that rate of re may well have hit something,
however ring one bullet at 400 yards may not have
been very successful. So the ranges are supposed to
be visually aesthetic effective 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
modiers to the EN
Combat Decks
Each gure has one ID card, which is placed in
a combat deck (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
another the event happensnow card. Dependent on
scenario there may also be other added cards.
If the initial packs are unequal, buffer cards must be
added to even the number out, Each squad or vehicle
has a deck and one card from each is turned at a time.
Those gures get to perform 2 actions. If any action
would affect another phasing gures action throw a
D10 and add the following modiers. Higher rollgoes rst. All affected gures do one action before
the second. Figures performing special actions are
affected mid action. If you are in the middle of an
action like HIDE no modiers for the action count.
Initiative modifers
Veteran +1
Green -1
Appearing into
other gures LOS +1
Leadership card on drawing this card a leader may
issue ONE action to any gure within their Zone of
Control. A leaders ZOC varies between 4 and 12
inch.
Snake card
In any 1 turn (working through deck) ONE card (per
2 squads/re team/vehicles may be kept back as a
snake 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 gure cant use the card
they missed the opportunity!
Snaking card gures only get ONE action.
Events (optional rule) an event happens if the
event trigger card comes before the event now card.
Obviously these are generic events and you can
invent your own for the scenario. In future issues of
WJ I envisage that there will be scenarios and battlereports using different event charts.
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Roll on a D10THROW EVENT
1 Player heroic movement add 50% move allowance
for next turn
2 General Distraction an event happens which
distracts gures skip next cards.
3 Player Co-ordinated attack next move ip 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 gure 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 shufe back into deck.
8 General Crazed Dogs a dog enters on random board
edge and attacks nearest gure*
9 Player Heroic feelings chooseonegure per side to
get benecial modication of 1 to any roll from now
on!
10 Either NO EVENT OR if you are brave Reshufeall decks NOW
* Dog has random constitution of 1-3. After rst attack if it
survives throw d6 1-3 runs off 4-6 goes for next nearest
gure.
CHARACTERISTICS
Each gure has the following attributes, which may
give them modiers to their EN for given tasks.
Movement a modier will help in any situation like
sprinting, leaping, agility moves etc.
Combat equipment skill(CES) subtracted from all
ring 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 notnecessarily have high morale!
COHERENCE
All squad members have a coherence distance. They
must stay within this distance of another squad
member or suffer a morale modier of +1.
Coherence distance
Veteran/Elite 14
Average 10
Green 6
Note: this does not mean that squad members cant
act further away, if two members full the criteria
neither suffer the modier.
ACTIONS
Move
A gure may move 4 per action. Environmental,
terrain and physical features may effect this rate as
follows:
The 4 move is allowed to any gure carrying normalcombat 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 EN
Machine Gun or Ammo 2
Mortar part or ammo 3
Assisting walking wounded 3
LATW (not panzerfaust) 3
Body 5
Heavy supplies 6
Modiers to roll:
Constitution modier -x
Any additional kit on top +1
Had a
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This is the number of inches they can move in the
following action. If an encumbered gure tries to
sprint these extra inches are then modied as normal,
which may mean another EN roll. Round all half
inches up (due to extra effort they are making).
Note: gures unless they are carrying nothing may
only make one free sprint special action. If they wish
to sprint the following turn they must make a morale
test. What ever, only two successive sprints may ever
be made.
TERRAIN
Moving over anything but at open spaces needs a
Terrain EN to see if the movement rate is modied.
EN Terrain
1 sand, light rubble, inside a
building, light undergrowth2 dense undergrowth, cluttered
interior/storage area
3 Shallow water (up to shin height)
4 Shallow water (up to knee height)
5 Dense rubble, obstacle up to
shoulder height, entering locked
door.
6 Country hedge up to shoulder
height. Deep water, entering
through window7 Obstacle over shoulder to 1 1/2
times height.
8 Obstacle to 2 times height, barbed
wire obstacle.
Modiers
Movement modier -x
Assistant (per gure) -1
Fully tracked vehicles -3
Note: treat leaps by measuring distance and treating
as obstacle. Getting in trenches and ditches etc is free,getting out is obstacle.
Result:
Difference in roll to EN
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Even ground 0
Night -1 to 4
Bad weather -1 to 2
On a failure there is no spotting modier.
On a natural 1 the gure has made a noise, which
is audible to 2D6 +2 inches. If other loud noise is
present eg gunre, rough seas, engine noises etc any
possible hearer must roll EN of 7 to hear.
If a sound is heard a EN of 4 will give the hearer the
direction. This negates stealth modiers.
Difference Spotting Modier
+1 +1
+2 +2
+3 +3
+4 +4
While doing any action while stealthy (remember
these are on +1) ANY failure means you have made
an audible sound. Treat as above.
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 gure to do something that is not covered
by the rules per se. An example may be moving alonga 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 difcult
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 gure has a EN
of 3 to do the ledge but needs a morale +1 EN rollto drop and a Constitution EN roll to avoid injury.
Any modiers 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.
The amount the result deviates from the EN is a
measure of success or falure. So walking on the
ledge the gure, has no movement modier and roll
a 2. Just missing the EN, therefore they slipped and
faltered but didnt fall. Next action they roll a 5, theyhave half movement and get into position. However
the vehicle moves before their next action and they
miss the chance of dropping. An initial roll of 1 would
have been a critical failure, the gure 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 gure is in
LOS and more than 50% visible. A gures eld of
vision is 180 degree. If they wish to spot behind them
they must spend an action rotating eld of vision and
spotting. Otherwise spotting is free at the beginning
of an action.
A gure may concentrate on a spot and a 5 radius
circle around that spot.
Spotting check is made as below, if successful
any appropriate gure within the spotting circle is
acquired. Any gure with an easier spotting EN is
automatically spotted if the hardest to spot gure is
acquired.
Note: this means you may see some gures (eg one
that has shot) while not being able to see others,
depending on your roll.
Note :some visual aids (binoculars, scopes) halve
distance.
REMEMBER : spotting checks are only required if
the gure is 50% or more obscured, hiding or doing asuccessful stealth move.
Spotting Distance in inches EN
1-2 1
2-4 2
4-8 3
8-15 4
15-25 6
25-37 8
37-50 950+ 10
Modiers to EN
+1 Target gone to ground
+1-4 target using stealth or hide action
+1 Spotter has less than 25% line of sight
+3 target behind smoke
+3 camouaged position
+1-4 target is using hide special action
-4 target has red-1 Target moved last action
In the weather section you may nd other modiers
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due to weather and light.
FIRING
To hit a target the rer 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 gure (although more than one gure may be
the target).
SLR s like the Garand have a greater chance of hitting
and inicting more damage than a bolt action rie,
due to higher re rate per action. However they can
only target one gure per card.
Unless you use auto re special action a rer must reat the same target in the second action. Any weapon
may be steadied/aimed. In the case of MGs this
would be the action of keeping the spray in a narrow
re eld (shooting at one target).
Weapon details and usage
SMG, Clip Fed LMG and Assault ries may use auto
re special action. This takes two actions but allows
the use of a template. Any gure covered by template
may be hit.Any gure not 50% covered by template is at +2 to
EN
Initial EN success hits one gure and then each other
gure is rolled for at +1 to EN.
Belt fed LMG, MMG- after target gure any other
gure rolls at +1 to EN, any gure not fully covered
by template rolls at +1 to EN
HMG and auto-cannons- any gure not fully covered
rolls at +1 to EN.
Fire Lanes
A re lane is a continuous rain of bullets set down
in an area. It is NOT opportunity re. It uses a
LOT of ammo. If a re lane is used for more than
2 consecutive turns roll a D6 you must get over
the ammo number on weapons chart or else you are
deemed to be running short of ammo in this case
no more re lanes may be used in the game. All crewmembers are busy during re lane actions and may
not do anything else.
To set up or re lane is a special action. The template
is laid down and an imaginary line goes from muzzle
to tangent of circle. This re lane remains until the
rst action of the crew in the NEXT TURN. During
the whole move the gun gets so many shots it can
use within this re lane. Each shot is at +1 to EN.
Belt fed LMG get 3 shots
MMG get 4 shots
HMG get 5 shots
After these have been gun must check to see if it can
shoot at target.
Belt fed LMG EN of 8
MMG EN of 7
HMG EN of 6
It takes both crew members to maintain a re lane. Ifeither member receives a critical or a mortal wound
the re lane stops on the next crew card.
It takes an action to voluntarily terminate a re lane.
Tactic Hint : use a re lane to open up on a group
target that is spread.
Crewed weapons
Crew & actionsClip fed LMG (including Bar and Bren) which were
also used as an assault rie need to have an ammo
carrier (often referred to as loader) within 1 to
continue rate of re. The carrier can do other actions
eg. shoot. They are never allowed special actions
while counting as carrier and cant aim, because of
the distraction of having to hand clips over. If a carrier
is not present then the clip lmg is not allowed to use
auto re template. Clip LMGs are NOT allowed to set
up re lanes (their rate of re was not high enough).
Belt fed LMG, MMG & HMG crew served guns
must have a dedicated loader to keep up rate of re.
Without loader they are not allowed to set up re
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lanes or use templates for more than one action. Once
set up, which takes an action for eachcrew-member,
a belt fed MG may re on each crew members card.
An MG may aim and then only re at one gure, or it
can use special action to use template OR set up a re
lane (not clip fed LMG).
Templates
SMG, Clip Fed LMG and Assault ries use 3 round
template.
Belt LMG, MMG and HMG use 5 round template.
JAMS
When using templates or re lanes any auto weapon
might jam on a natural 1 on the dice. Firer rolls
immediately on a CES of EN 4 to avoid jam.
Modiers:Sten Gun +1
CES -x
A jam halts all re, re 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 EN Close 3
Short 4
Medium 6
Long 8
Extreme 9
Max 10
Remember that some concealment items (garden
hedges, fences, cloth, netting etc) WILL not provide
cover, once spotted they will not stop the bullet.Modiers to EN
Target gone to ground +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 re action +1
Target not closest threat +1Target is vehicle at speed +2
Firer received re from
LMG+ since last card +1
Firing through smoke +2
Only helmet/foot/hand showing +5
Injury +x
Target crossing re lane +1
Suspected target re +4
Using SLR ,AR or any MG -1
Target prone from injury check -1
Firer has not been spotted or red -1
Firer using aim action -1
Target is encumbered -1
CES modier -x
Green gure ring +1
Firing at green gure -1
Veteran gure ring -1
Elite gure/hero ring -2
Flamethrower -10
OPTIONAL RULEAuto miss on unmodied 1
Auto hit on unmodied 10
Suspected Target/Blind Fire
Weapons capable of autore may re blind on
terrain that is suspected of having enemy forces in.
However this re is done at a further +2 to EN and 2
damage on wound table. If a hit is made it is randomly
distributed on gures present.
Grenades
Choose aim point and mark it.
Work out EN
TARGET EN
Throwing Distance EN
Close 3
Short 4
Medium 6
Long 8 Extreme 9
Max 10
Modiers to EN
Characters CON modier -x
Throwing into open top vehicle +4
Throwing through window +3
Outside through doorway +2
Inside through doorway +1
Stufng into slot/hatch +3
If EN is reached or exceeded than place 3 template
on target spot. Roll damage for any gure covered
with following modiers to damage EN.
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Note: only the damage number and a D10 make up
the wound EN
Any gure within 1/2 of centre full damage
Any gure outside of this -D3 to damage
Any gure 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
Conned area +2 damage
Enclosed area +5 damage
If grenade lands within 1/2 inch of gure base they
may try and throw it back.
On a movement EN of 7 they pick it up and throw it
back. Throw away is worked out the same way but
with a +4 to EN.
If a gure wants to delay throwing the grenade until
last moment to negate chance of throwback they mustroll a D10 - on a 9 it explodes mid air (no effect) on a
10 it explodes before they throw!
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
window, into hatch etc only deviates to the outside of
object. Or deviates D6 in random direction.
CQB close quarter combatWhen a gure touches base with an enemy gure
they are deemed to be engaged. To break from being
engaged (unless it is mutual) requires a combat win
or a successful break away EN (see below).CQB is
an action in itself. Attacker generates a EN which
the defender then tries to equal or beat. This means a
gure cant ght after moving in on second action.
But the gures are engaged.
Attacker modiers
Figure is attacking +1
Defender surprised
(morale EN failure in appropriate situations) +3
Height (terrain) advantage +1
Each additional attacker +1
Injury -x
Defender modiers
Defender behind obstacle +1
Height (terrain) advantage +1
Each additional defender +1Injury -x
If defender equals EN the attacking gure moves
away (the way they entered into CQB) 1. If one side
wins they generate a wound EN using the difference
in scores, plus constitution modier (+1 for rie 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
modier
-3 Fails to escape and holder gets one action
-2 Fails to escape
-1 Escapes but holder gets auto hit
0 Escapes but any throw at 2 all card
+1 Escapes but any throw at 1 all card. One
action allowed.
+2 Escapes and may make 1 actions as normal
+3 Escapes and may make move as normal.
WOUNDING
Once a hit has been made you must determine how
serious this is for the target. The basic factors for
this are the targets constitution modier, the type of
projectile that hit and how good a hit it was (determined
by how well the effect number was beaten), at higher
ranges the chances of a good accurate shot diminishes
as well as the damage diminishing.
The rer generates an EN number, the target then tries
to equal or beat this number. If they do then the hit
has no effect, the target was saved by some kit bag,
diary in the breast pocket etc (something to tell the
Grandkids about!).
If the EN is failed then differential on the chart
below.
Firers EN generation
Damage modier of weapon plus amount ring EN
was beaten by, added to a D10 roll.
Note: Only other modier is 2 for blind/suspected
target re hits.
Targets EN generation
Constitution modier added to a D10
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Injury result
-1 Flesh wound no effect but another esh
wound is treated as a serious wound
-2 Serious wound - +1 modier to all EN 1
less movement and must make constitution
check against EN 3 or go prone. Two serious
wounds equal a critical.
-3&4 Critical wound - +3 modier on all EN,
can only perform 1 action per card. 2 less
movement and must make constitution check
against TN4 or go prone. Two critical wounds
equal a mortal wound.
-5 Mortal wound- incapacitated and will die in
d6+1 turns unless treated. If another wound is
received roll D3 this number is subtracted off
the total.
-6 KIA : rer rolls D10 on a 10 it is a GORY
DEATH.
If a gure goes prone from a wound they have not
gone to ground. To do anything next action (even
going to ground) they must make a EN movement
roll against a EN of 3. The action after that they may
make actions as usual.
FIRST AID & MEDICS
First aid is an action performed by any gure on an
injured gure. Against an injury EN (only modiers
Morale modier x & 2 if morphine shot is available.
On a roll of 6 or more it is).
Wound EN
Minor 3
Serious 6
Critical 8Mortal 9
If test is successful then the wound becomes one level
less serious. However this is only short term and in
D3+1 turns it reverts. Only one rst aid action may be
used, but this may be enough to get Medic help or get
injured person back to safety etc.
Figure may use on themselves but at +1 on EN
Medics can use a special action to try and treat an
injury.
Medics use the same procedure but with 2 modier
to EN. The change is permanent!
Medics can only heal the same wound on a gure
once!
MORALE / COURAGE
Squad morale as in when to run is up to the
commanding player. Victory points are high per
man killed. A narrow defeat involving a well planed
withdraw could well have been a demoralising defeat
if youd stayed to long and lost too many men. Medics
and getting the wounded back is important.
Also the game is aimed at being played as a role play
campaign so losing gures is not good on the platoon
roster!
However individual morale may make a character notdo the things you want them to!
OPTIONAL RULE:
On a natural roll of a 10 the gure gets delusions of
being a hero!
Roll a D10
1-2 the feelings dont last long, gure gets
one immediate free action.
3-5 one immediate free action and +1 on
morale from now on6-8 one immediate free action never needs
to take morale again!
9- inspiring gure, two immediate
actions and may be used to give extra
action on the leader card. Note you
still only get the one action to give.
Disregard any esh wounds.
10 - As above but a disregards any wound
below mortal a real hero!
A Morale check is made on a EN of 4 with following
modiers:
Morale modier
Leader within ZOC -1
Leader lost +1
Wounded +x
Close assaulting an AFV +1
Crossing re lane +2
Received LMG+ re since last card +1Gory death just happened within 4 +2
Every 25% of force KIA or mortal +1
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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 gures trying
to surrender and getting shot at, or if medic
has been targeted.
-5 As below but loses next card, if attacked in
CQB ghts at -2
-3 Goes prone and to ground 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 gure 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 gure gets shot at.
Squad member killed within 3
Asked to attack AFV.
Crossing re lane or being in re lane when it starts.Coming under MG re at any time
Whenever a gure gets hit even if they dont suffer
a wound.
Note: If the trigger is unit loss any gure may use a
Leaders Morale modier if in ZOC.
FLAMETHROWERS
Flamethrowers tended to be in short supply in NW
Europe. However they did exist and units got themissued 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 bursts the thrower has in the tanks, 1, 2
or 3.
The amer uses the ame template (again the GW
one is ideal) and any gure under the template suffers
the full damage. There is no cover modier!
Using the amer is a SPECIAL ACTION.
Choose a point to aim the end of the template at and
roll ring EN. Notice there is a HUGE modier to
hitting the right spot.
However on a natural 1 the ame fails to ignite, the
rer may use the second action to move! If the gure
does miss then the template end moves left or right
D3 inches!
Any gure more than 25% under template takes 3D6
damage on a wound EN this is doubles to 6D6 if
red into an enclosed space. Any gure touched by
less than 25% takes 1d6 damage.
Note: you still need to add the D10 to determine
wound EN.
Against AFVs amers are an anomaly. They donot rely on penetration to destroy the vehicle. The
burning liquid would seep into the engine and into the
hull and the conned crew. An AFV target burst uses
2 bursts and does 6D6 damage. Although you dont
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 onboard light
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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 nd base
ring EN.
Rie grenades cant maintain a position, every shotuses re for effect modier.
Light mortars are hard to calibrate and maintain
position, every shot it a bit of a lottery. So they always
re as if ring for effect.
Fire for effect is the term used for bringing down re
without a spotting round/s.
Zeroed in re is when a medium mortar has been
deemed to have prepared a target pre-game. This will
usually be specied in a scenario.
Use EN modiers below:
Spotting round, re for effect
or any light mortar round +3
High winds +1
For every spotting round contacted,
seen or corrected -2
Zeroed in re -5
If a successful EN is made then the round lands on
target. Place template on marker and proceed with hit
EN.
If the round misses then deviate it as follows:
Random direction
Distance
light and rie grenade D6
Medium 2D6
On a natural 1 double the deviation distance.
On a natural 10 it lands in target if applicable (eg open
top vehicle)
CREWS & FIRING
Firing a mortar is a special action.
Once set up which takes an action per crew member
the mortar can re on the rer and loader card ie
twice per deck.
WOUNDS
Note:only the damage number and a D10 make up the
wound EN
Any gure within 1/2 of centre full damage
Any gure outside of this -D3 damage
Any gure 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
Conned 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 inhard cover should have about 1/2 number of points.
Roll 2D6 +15 to discover how many upgrades you
have.
Each upgrade may buy:
+1 on any single ability score
A single special skill
5 points of purchases
Purchases PointsUpgrade to carbine 1
Upgrade to SLR 2
Upgrade to SMG 2
Upgrade to Assault rie 2
Per grenade 3
Per clip fed LMG 3
Per belt fed LMG 4
Per MMG, one use ATW 4
Per LATW ,HMG 5
Light mortar 15
Medium mortar 20
Special Skills these can be purchased for the cost
of one upgrade
Sharpshooter pre-war hunter etc, a crack shot. Can
re-roll any failed Fire Action ONCE per game.
Role Model A squad leader with this skill can let
anyone within his ZOC use his morale for throws.
Hard as Nails tough bugger. Can re-roll any
constitution test for damage, then use best result.
ONCE per game.
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Street Fighter you dont want to ght this meathead.
+2 on his constitution roles in engaged combat.
Driver loony driver. No negatives when using
Drive skill.
Lucky Bastard- theres always one of the buggers.
Roll a D6 at start of game. That is the number of -1
modiers 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 re 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 pointsso it is up to the players to look after them!
weapon close short medium long maxArmour
damage
H E
effect
Bazooka x 1 10 20 25 35 23 6
Panzerschreck x 1 10 20 25 35 23 6
PIAT 1 10 12 17 20 24 5
Panzerfaust x 1 8 11 15 17 22 5
Anti-tank rie 1 14 18 25 50 14 3
Molotov 1 - - - - 22 5
Gammon bomb 1 - - - - 22 5
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Vehicle rulesMovement
Vehicles move on their movement card (of which
there is 4 per vehicle). They have their own CD whichis likely to contain buffer cards.
The agility rating is how many up to 45 degree turns
a vehicle can make in its move. It is deemed to make
an inch motion between 45 degree turns (has to move
an inch rst). 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.
EN is modied if you try and reverse out of trouble 2
EN (-3 if fully tracked)
Reversing EN of 5 (modied by driver skill) to
move full rate otherwise 1/2 rate!
Wheeled and half-tracked vehicles
Any gure can use a special action DRIVE his
ability can be enhanced by purchasing the special
skillDRIVER.
Each vehicle is represented in the combat deck by 4cards, the vehicle moves on these cards. Individual
crew or passengers act on their card. The driver is
deemed to be doing a continuous action.
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 EN
Straight gunning it 5
Turning at full speed 7
Modiers
Driver skill -x
Under re +1
Vehicle agility
modier on vehicle chart
Result
-x Roll D10 on a 10 vehicle has crashed
+0 Vehicle moves normal rate+1 add 3
+2 add 4
+3 add 6
+4 add 8
+5 add 10
Vehicle crashes
If a vehicle crashes everyone inside bails immediately.
Roll a EN 5 against constitution., only modiers
being constitution and wounds. A failure means you
generate a EN on wound chart using D10 and amount
B A R R E L
LENGTHC S M L E M
ARM
DAM
HE
EFFECT
SHORT 3 12 20 42 54 90 153
3
NORMAL 3 17 28 58 72 - 225
3
LONG 3 21 36 65 90 - 236
3
LONG
HIGH
VELOCITY
3 25 45 80 120 - 246
5
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of inches vehicle was moving at.
Ramming
If a vehicle attempts to overrun a character the vehicle
rolls a D10 adding the vehicle agility modier plus
any morale modier. Figure attempting to dodge
then tries to beat this EN using D10 and movement
modier.
If gure fails to avoid use the difference in scores plus
armour value to generate a wound EN in other word
dont get overrun by a TANK!
Modiers to ramming EN
Vehicle moving over 2 per card +1
Vehicle moving over 5 per card +2
If vehicle is two wheeled then the vehicle needs to
throw D10 on a 8-10 it crashes!
Exiting/jumping off/on moving vehicles
To get out of a moving vehicle the figure must take a
Movement EN 3 plus or minus modifiers. The result if failed
is the number added to D10 to generate wound EN
Infantry anti vehicle weapons:
Damage can be done to softskin vehicles by using
normal damage against their armour rating there is
no special method needed. Figures in the vehicles canbe shot at and are on normal modiers. If the drive is
mortal wound or KIA the vehicle crashes!
HE explosions can effect vehicle in blast and any
gures in it!
Armoured open top vehicles suffer gure damage
as normal the vehicle counting as +3 to the hit EN
even if only 25% covered!
However infantry have Light Anti-tank weapons theycan use LATWs.
LATW
Firing at vehicles is done as normal using range chart
underneath. Weapons capable of ring HEAT have a
damage of 6 when used against gures and use the
3 template. However they can be shot THROUGH
walls and then the blast occurs inside. Normal house
walls have armour value as below:
House brick walls 17House internal walls 10
Wooden structures 6
Pill box 30
Every hit (anything but a 1-3) will knock 6 off the
armour value of structure when it reaches 0 it is
rubble!
Every penetrative hit (over ring EN) cause blast
inside and on a separate roll of 10 starts a re.
Weapons with a X generate a damage of 4 in their
backblast. This extends in an area 3 by 1 from the
back of the gure, any gure caught in blast rolls as
normal on the wound table!
LARGE CALIBER WEAPONS
Tank armament and AT guns are split into 4
categories the vehicle stats will indicate which
band the weapon falls into. In my opinion it is the
length of the barrel that was the greatest indicator to
how lethal a gun was, not just the calibre. Two 75mm
shells may have WIDELY different effects red fromtwo different length barrels. Also to keep the game
owing the dropping off in penetration over range is
bundled into the Firing EN the further the range the
less likely to get a good penetrative hit.
Be warned the ranges occurring in a 28mm game on a
normal table will mean the guns on later war tanks are
almost as powerful as each other. If you can increase
the table size then the advantage that the Germans had
becomes more apparent.
The HE effect shows the damage to gures and the
blast template used.
Any miss when ring HE from AFV is deemed to
deviate D10 in random direction.
Use LATW stats for HEAT shells f available.
FIRING
Firing is done using the same mechanism as smallarms. However use the following modiers chart:
TARGET EN
Firing Distance in inches EN
Close 3
Short 4
Medium 6
Long 8
Extreme 9
Max 10
The same concealment criteria apply, however
remember that all concealment may not provide
cover.
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Modiers to EN
Target in cover (50% obscured) +3
Firing on move * +2
Unfamiliar weapon +1
Unfamiliar specialist weapon +3
Target has gone to ground +1
Target not closest threat +1
Target is vehicle at speed 5 + +2
Target is vehicle moving +1
Firing through smoke +2
Injury +x
Barrel is rated short +1
Barrel is rated Long HV -1
Firer has not been
spotted nor has red -1
Firer using aim action -1CES modier -x
Green crew +1
Veteran crew -1
* 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
gures in the hull around. Even when stopping the
mechanics were hardly cushioned and the crew wouldbe 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 re and then setting off again. This is called
the stop re technique. This can be employed when
the tank is not stationary and didnt use the special
STOPPING action the driver card before.
To employ the Stop re technique an EN of 6 is
needed this is modied as below.
Modiers to SF EN
Vehicle agility modier +-x
Veteran crew -1
Gyro stabilised -1
Gyro stabilisation was present in some US tanks
however the crews did not always use it. Before game
throw a D6 on a 6 the crew havent go it calibrated
and on.
Effects
If a shot hits then you work damage out as below
Damage EN D10 +differential in throw to ring
EN +gun damage
Armour roll- D10 + armour rating
Modiers to Armour roll
Side armour against LATW (HEAT) +1
Sanbagged AFV +1
Extra links etc placed on hull +1
To be sandbagged and linked 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 modier) throw a D10 and beat a
EN of
Sandbagged TN3
Linked TN5
Modify EN by
+1 rer aimed
DAMAGE CHART
Differential EFFECT
-1 Minor shake about no effect but
second minor hit counts as Seriousdamage (see below).
-2 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.
-3 Very Serious damage - movement
reduced by 1/2 all crew have +2 to any
EN roll until recovered. To recovermake 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.
-4 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, ifit 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.
-5 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 vehicletakes a injury of damage 4 EN roll.
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Vehicle actions
Vehicle can move its 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.
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 doesnt smack
of realism it is justied by the intense situation vehicle
crews found themselves in.
NOTE: it cant be used for vehicle movement.
Most tanks have 5 crew, HOWEVER they only have
ONE crew card. On that card ALL crew members
may have 2 actions.
COMMANDER can spot (see spotting below) and
re turret MG, he gives the order to re (1 action) He
rotates the turret.
GUNNER aims the gun and res on command.
LOADER can load gun with shell (either HE or AP
opitional rule means he just loads most appropriateand you dont 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 re
hull MG.
NOTE: vehicle Mgs can use templates as auto re
option BUT not lay down re lanes.
TURRET ROTATIONOn 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 eld 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 viewthan 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
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 buttoned up. 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 cupola this enabled a
slightly enhanced eld of vision, but not by much. So
the compromise is that the commander is often seen
bobbing up and down.
An AFV needs to be shown as being buttoned or
unbuttoned we use clear counters.
When unbuttoned the commander if in the turret has
a 360 degree eld of vision. The rest of the crew have180 from the vehicle front. If buttoned all crew have
a 90 degree eld of vision from the vehicle front, or
in the commanders case the turret front.
If this isnt bad enough when you are buttoned up the
Spotting EN has a modier 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 startof every action and therefore get a 180 degree eld of
vision at +1 to EN. However he can then be targeted
by gures holding a snake card or getting initiative
drop on him!
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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 SHERMANMove per card 3
Agility 2
Crew 5
Passengers -
Armament N or L (depends on type)
Armour:
Front 21
Side 19
Rear 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 3
Agility 2
Crew 5
Passengers -Armament N or L (depends on type)
Armour:
Front 21
Side 19
Rear 18
PANTHER
Move per card 3 1/2
Agility 2
Crew 5Passengers -
Armament L
Armour:
Front 23
Side 20
Rear 18
NOTE : early panthers burnt easily due to fuel - +1
to instant brew roll
TIGER
Move per card 2
Agility 1
Crew 5
Passengers -
Armament LHV
Armour:
Front 23
Side 22
Rear 22
FIREFLY
Move per card 2
Agility 2
Crew 5
Passengers -
Armament LHV
Armour:
Front 23
Side 21
Rear 19
M10 DESTROYER
Move per card 3
Agility 2
Crew 5
Passengers -
Armament L
Armour:
Front 21Side 18
Rear 17
NOTE: open top turret
STUG
Move per card 3
Agility 2
Crew 5
Passengers -Armament L
Armour:
Front 20
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Side 18
Rear 17
251 HALFTRACK
Move per card 3
Agility 2
Crew 2
Passengers 10
Armament Can have up to 2 LMG
Armour:
Front 12
Side 11
Rear 10
M3 HALFTRACK
Move per card 3
Agility 2
Crew 2Passengers 10
Armament Can have up to 1 MMG
Armour:
Front 11
Side 10
Rear 19
NOTE : passengers only covered 25%
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TERRAINC O V E R
MODIFER
SPOTTING
MODIFIER
MOVEMENT
EN
Beam big
wooden+1 +1 2
Bocage +1
B l o c k s
LOS, if
right next to+4 to spot.
Only where
trees are EN 5
Body +1 +1 1
Bunker slit +5 NA NA
Bush or
garden hedge0 Normal EN Normal EN
Crops 0 +2 2
Fence -
picket 0 +1 NormalFence -
lattice0 +1 Normal EN
Fence - iron +1 +1 Normal
Fox holeN o r m a l
ENNormal EN In 0 Out 4
Tombstone +2 +2 Normal EN
HaystackN o r m a l
ENNormal EN To mount 7
Thick, high
undergrowth/
jungle
0 +1 3
Mud 0 0 2-5
Dry Sand 0 0 2
SandbagN o r m a l
ENNormal EN Normal EN
Snow 0 Normal EN 1-5
Shell holeN o r m a l
ENNormal EN 5
Tank trapN o r m a l
ENNormal EN 5
Barb wire 0 07/8 with
cutters 5/6
Tree trunk +2 +2 5 to climb
Tree foliage +1 +3 NA
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