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FUBAR – One Page Modern/SF Small Unit Wargames Rules Edition 2.

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The Cardinal Rule: where a rule does not make Firing All hits not saved by personal armour result in
sense in a particular situation, ignore it or modify it. A Unit can fire at any enemy figures or vehicles that casualties. Cover has no effect and you cannot
These are one page rules after all. they can see, or that are within 2” of the edge of an make figures Suppressed.
area of cover they inhabit. The combat continues at the beginning of each
Dice Conventions A Unit can split its fire amongst more than one subsequent turn. The units involved automatically
All dice rolls use one or more six-sided dice. target. activate at that point. Even if they win they cannot
The Rule of One & Six: A Unit that wishes to fire out of cover may only do subsequently activate in that turn.
Any unmodified roll of a six is a success. so if the figures counted as firing are within 2” of
Any unmodified roll of a one is a failure. Weapons
the cover’s edge.
The weapons shown below are representative types
Units A figure cannot fire if they are Suppressed, or more
that are common in military & paramilitary forces.
A player has one or more Units, as defined by the than 2” inside an area of cover, unless they are Small Arms Range Fire points
relevant Force Supplement. sharing that cover with their target. They can only
Pistol/Revolver 8” 1FP
Each Unit is defined by its Training/Experience and see such a target if it is within 6” of them. Infantry Rifle 24” 1FP
by its weapon selection. If both the unit firing and their target are in the
Assault Rifle1 24” 2FP
All members of a Unit must remain within 3” of same area of cover both benefit from that cover. Sniper Rifle 32” 2FP
each other or incur a penalty on their activation of A firing Unit cannot target a Unit who’s figures are Sub-Machine Gun 16” 3FP
1 per figure that is out of touch. on the other side and out of a defined area of
Light Machine Gun 32” 3FP
Unit Training/Experience cover.
Combat Shotgun 8” 3FP
Level Activation Expertise They throw one die per Fire Point and try and equal
1. Some Assault Rifles have integral grenade
Green 5+ 6+ or exceed their Expertise rating. Each die that does
launchers with a range of 16”.
Seasoned 4+ 5+ so is a Hit.
Support Weapons Range Fire points
Veteran 3+ 4+ Any figures wearing some sort of armour or
Heavy Machine Gun2 32” 4FP
Elite 2+ 4+ inside/behind an Armoured Vehicle get a save
Flamethrower3 8” 4FP
against these hits.
Playing the Game Grenades, thrown 8” 3FP
A Unit can choose to take unsaved hits as
This game is played in ‘Turns’. RPG 24” 3FP
casualties, or can make one figure per hit
In a turn all players get to attempt to activate and Suppressed, or a combination of both. Light Anti-Tank Gun 32” 3FP
use each Unit under their command. Light Mortars 40” 3FP
Suppression Light Cannon1,3 32” 4FP
1,3
Initiative A figure that is Suppressed is placed on its side. It Hvy Cannon 48” 6FP
At the beginning of a turn each player rolls 1D6 and cannot return fire and its Unit takes a penalty to its 1. Only tanks can mount cannons
adds any scenario modifiers. Reroll any ties. next activation of -1 per Suppressed figure. 2. Vehicle & Bunker mounted HMG’s need only one
The player that scores the highest can attempt to After the next activation roll for that Unit stand the crew. Infantry HMG’s need two crew to serve them.
activate a Unit first. He can continue to do so until figure up. It is no longer Suppressed. 3. Flamethrowers & Tank Cannons ignore cover .
he fails an activation, then the initiative passes to The maximum number of Suppressed figures a Unit
his opponent. Personal Armour
can have is related to its Training/Experience:
The initiative passes to and fro until all players have Some Modern & SciFi troops have personal armour.
Level Maximum Suppressed
had a chance to try and activate each Unit in their They train in this so it does not slow them down
Green 1
command. during the short engagements in FUBAR.
Seasoned 2
Once hits have been determined the Unit can make
Veteran 3
Activation armour saves against the majority type in the Unit.
Elite 4
Upon their initiative a Player can attempt to Type Save Notes
activate Units in any order he chooses. He must roll Cover Light 6+ Flak Jacket, Police Armour
equal to or more than the figure given in the Unit If the target of a firing attack is in cover then the Medium 5+ Modern Carapace or SWAT
Training/Experience table. number the firer need to roll to his is affected as Heavy 4+ SciFi Jointed Carapace
Add one to roll if there are no visible enemy. shown below: Power 3+ Powered Suit
Once activated a Unit can do one of the following: Cover Modifier Examples Battlesuit 2+ Tactical Dreadnought
Choice Move Notes Soft Up 1 Undergrowth, Woods,
Walk 6" Can also fire a small arms Armoured Vehicles
Wooden Buildings,
weapon, or throw a These are activated like Units.
Civilian Vehicles, Fences,
grenade at any point They can move up to 12” in the open or 6” through
Hedgerows, Rifle Pits,
during their move. Soft Cover, and fire one weapon. Medium & Heavy
Moderate Up 2 Stone or Brick Walls,
Run 12" Cannot fire weapons or Tanks can move 6” through moderate cover but
Buildings or Rubble,
throw grenades. cannot fire if they do. If stationary a vehicle can fire
Trenches
Duck & 8" Cannot fire weapons or all its weapons.
Hard Up 3 Bunkers
Weave throw grenades. Figures Any troops inside or directly behind an armoured
count as being in Soft No cover modifier can make a Unit’s expertise vehicle also get a cover save, as shown below:
Cover. worse than 6+. Vehicle Armour Save Notes
On 0" Can react once per turn by Half or more of a Unit have to be in cover for the Light Armour 5+ APC’s
Guard firing at enemy movement whole Unit to benefit from it. Medium Armour 4+ Light Tanks
across their field of fire. Infantry move through cover at their normal speed. Heavy Armour 3+ Medium Tanks
Gone 3" Drop into nearest cover. Very Heavy Armour 2+ Heavy Tanks
Close Combat
to Increase the level of that A Unit must choose to move into close combat with Note that small arms fire and HMG’s cannot harm
Ground cover by one. Cannot fire an enemy Unit using an Assault activation. the crew of a Tank.
weapons or throw The attacking Unit moves its figures first into base For each unsaved hit roll on the following table:
grenades. contact with enemy figures, and then the opponent Roll Effect
Aimed 0" All figures in Unit get +1 to can move up any unengaged figures that are within 1-2 Crew Stunned, -2 to next activation.
Fire firing. 3” of an enemy figure. 3 Vehicle immobilised for rest of game.
Assault 8” Move into close combat Both sides simultaneously roll one dice per figure 4-5 Weapon Destroyed. Owner chooses.
with enemy. and use their Expertise rating to determine hits. 6 Destroyed, all crew must bail out and
Units that fail to activate are On Guard. Figures that are already Suppressed before the make a 5+ save or become casualties.
In multi-unit games it can help to place a counter attack begins get a -1 to their Close Combat roll. Personal armour saves are allowed.
next to a unit after their activation. Roll their dice separately.

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

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