FUBAR, Minaiture Rules
FUBAR, Minaiture Rules
FUBAR, Minaiture Rules
u
b
a
r
w
w
i
i
s
k
i
r
m
i
s
h
r
u
l
e
s
Detailed squad level action rules by Rich Jones
Presented by WARGAMESJOURNAL.COM
Weapon reference chart
WW2 arms
Infantry Weapons
Weapon 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 Rife 1 5 10 30 45 60 3 5
Self Loading Rife 1 5 10 30 45 60 3 4
Assault Rife
(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.
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 fgures
and vehicles. You will need around 10 fgures a side
to begin with. The rules have been tested with 15mm
fgures. The mechanics work fne if you just use
centimetres instead of inches. Aesthetically however
I fnd that the smaller fgures do not give the right
feel.
All fgure scales are 1:1; a single model tree is a tree of
that size for the character. You will fnd 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 fgures 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 ft
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 effective
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 fre may well have hit something,
however fring 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
modifers to the EN
Combat Decks
Each fgure 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 happens now 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 fgures get to perform 2 actions. If any action
would affect another phasing fgures action throw a
D10 and add the following modifers. Higher roll
goes frst. All affected fgures 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 modifers for the action count.
Initiative modifers
Veteran +1
Green -1
Appearing into
other fgures LOS +1
Leadership card on drawing this card a leader may
issue ONE action to any fgure 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/fre 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 fgure cant use the card
they missed the opportunity!
Snaking card fgures 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 battle
reports using different event charts.
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 fgures skip next cards.
3 Player Co-ordinated attack next move fip 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 fgure 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 shuffe back into deck.
8 General Crazed Dogs a dog enters on random board
edge and attacks nearest fgure*
9 Player Heroic feelings chooseonefgure per side to
get benefcial modifcation of 1 to any roll from now
on!
10 Either NO EVENT OR if you are brave Reshuffe
all decks NOW
* Dog has random constitution of 1-3. After frst attack if it
survives throw d6 1-3 runs off 4-6 goes for next nearest
fgure.
CHARACTERISTICS
Each fgure has the following attributes, which may
give them modifers to their EN for given tasks.
Movement a modifer will help in any situation like
sprinting, leaping, agility moves etc.
Combat equipment skill (CES) subtracted from all
fring 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!
COHERENCE
All squad members have a coherence distance. They
must stay within this distance of another squad
member or suffer a morale modifer 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 fulfl the criteria
neither suffer the modifer.
ACTIONS
Move
A fgure may move 4 per action. Environmental,
terrain and physical features may effect this rate as
follows:
The 4 move is allowed to any fgure carrying normal
combat 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
Modifers to roll:
Constitution modifer -x
Any additional kit on top +1
Had a <0 result last move +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.
Figures move their normal rate for one action. They
then roll a D6 and refer to table below. Finally add
any x movement modifers as PLUS inches (ie a 1
modifer gives one extra inch).
1 1
2 3
3 4
4 5
5&6 6
This is the number of inches they can move in the
following action. If an encumbered fgure tries to
sprint these extra inches are then modifed as normal,
which may mean another EN roll. Round all half
inches up (due to extra effort they are making).
Note: fgures 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 fat open spaces needs a
Terrain EN to see if the movement rate is modifed.
EN Terrain
1 sand, light rubble, inside a
building, light undergrowth
2 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 window
7 Obstacle over shoulder to 1 1/2
times height.
8 Obstacle to 2 times height, barbed
wire obstacle.
Modifers
Movement modifer -x
Assistant (per fgure) -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
<0 no movement (stumbled, had to stop
for breather, load slipped etc)
+1 1/4 movement
+2 1/2 movement
+3 Full movement
Going to Ground
Basic infantry tactic make yourself as small as
possible behind as much cover as possible. Fire
actions still permissible. Going to ground makes
spotting and fring EN against fgure at +1. This is
lost when the fgure next moves.
Hide
Hide is a special action. Figure uses every bit of
available cover to stay still and hide. This differs from
going to ground as you cant do any other action while
hiding. A roll against a EN gives degree of success.
Terrain EN
Dense Rubble, obstacles, bocage 2
Light rubble, dense undergrowth, 4
Light undergrowth, brush 6
Even ground 7
Result
Difference in roll to EN Modifer
0 +1
1 +2
2 +3
3 +4
Lost when fgure does anything else.
Stealth
Stealth is an unusual special action by which you may
try and move undetected by the enemy. It includes
making use of cover, shadows, moving when enemy
is looking elsewhere and trying to move silently etc.
The downside is that as you are trying to do everything
carefully and quietly all other actions are subject to a
EN modifer of +1.
You may do any action along side the stealth special
action, the spotting modifer is determined by the EN
difference.
Note: Firing instantly negates stealth modifers unless
silencers and fash suppressors are used.
Action EN
Stay in place (ready for action) 3
Move 6
Sprint 8
Last 3 inch towards enemy 9
Perform engineer action 9
Modifers to EN
Movement modifer -x
Dense Rubble, obstacles, bocage -3
Light rubble, dense undergrowth -2
Light undergrowth, brush -1
Even ground 0
Night -1 to 4
Bad weather -1 to 2
On a failure there is no spotting modifer.
On a natural 1 the fgure has made a noise, which
is audible to 2D6 +2 inches. If other loud noise is
present eg gunfre, 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 modifers.
Difference Spotting Modifer
+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 fgure 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 diffcult
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 fgure 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 modifers 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 fgure, has no movement modifer and roll
a 2. Just missing the EN, therefore they slipped and
faltered but didnt fall. Next action they roll a 5, they
have 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 fgure 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 fgure is in
LOS and more than 50% visible. A fgures feld of
vision is 180 degree. If they wish to spot behind them
they must spend an action rotating feld of vision and
spotting. Otherwise spotting is free at the beginning
of an action.
A fgure may concentrate on a spot and a 5 radius
circle around that spot.
Spotting check is made as below, if successful
any appropriate fgure within the spotting circle is
acquired. Any fgure with an easier spotting EN is
automatically spotted if the hardest to spot fgure is
acquired.
Note: this means you may see some fgures (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 fgure is 50% or more obscured, hiding or doing a
successful 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 9
50+ 10
Modifers 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 camoufaged position
+1-4 target is using hide special action
-4 target has fred
-1 Target moved last action
In the weather section you may fnd other modifers
due to weather and light.
FIRING
To hit a target the frer 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 fgure (although more than one fgure may be
the target).
SLRs like the Garand have a greater chance of hitting
and inficting more damage than a bolt action rife,
due to higher fre rate per action. However they can
only target one fgure per card.
Unless you use auto fre special action a frer must fre
at 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
fre feld (shooting at one target).
Weapon details and usage
SMG, Clip Fed LMG and Assault rifes may use auto
fre special action. This takes two actions but allows
the use of a template. Any fgure covered by template
may be hit.
Any fgure not 50% covered by template is at +2 to
EN
Initial EN success hits one fgure and then each other
fgure is rolled for at +1 to EN.
Belt fed LMG, MMG- after target fgure any other
fgure rolls at +1 to EN, any fgure not fully covered
by template rolls at +1 to EN
HMG and auto-cannons- any fgure not fully covered
rolls at +1 to EN.
Fire Lanes
A fre lane is a continuous rain of bullets set down
in an area. It is NOT opportunity fre. It uses a
LOT of ammo. If a fre 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 fre lanes may be used in the game. All crew
members are busy during fre lane actions and may
not do anything else.
To set up or fre lane is a special action. The template
is laid down and an imaginary line goes from muzzle
to tangent of circle. This fre lane remains until the
frst action of the crew in the NEXT TURN. During
the whole move the gun gets so many shots it can
use within this fre 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 fre lane. If
either member receives a critical or a mortal wound
the fre lane stops on the next crew card.
It takes an action to voluntarily terminate a fre lane.
Tactic Hint : use a fre lane to open up on a group
target that is spread.
Crewed weapons
Crew & actions
Clip fed LMG (including Bar and Bren) which were
also used as an assault rife need to have an ammo
carrier (often referred to as loader) within 1 to
continue rate of fre. 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 fre template. Clip LMGs are NOT allowed to set
up fre lanes (their rate of fre was not high enough).
Belt fed LMG, MMG & HMG crew served guns
must have a dedicated loader to keep up rate of fre.
Without loader they are not allowed to set up fre