LDT Fubar - v2015 04 17 - 01
LDT Fubar - v2015 04 17 - 01
LDT Fubar - v2015 04 17 - 01
5d_2015-04-17_01
Introduction A unit failing Activation immediately rolls again – a Each figure in the firing Unit throws one die per Fire
FUBAR is a single-sheet game of platoon- to company- pass enables the unit to go On Guard or Charge Point, (FP). Each die that equals or exceeds their
level modern/Sci-Fi miniatures combat built upon the (without the +1 bonus for charging.) Expertise rating is a Hit.
KISS principle. The “On Guard” and “Aim” states end when the unit The target player allocates hits amongst models in the
next fires or tries to activate. “Hide” and “Sneak” end unit as evenly as possible.
The Cardinal Rules when the unit moves or fights in Close Combat. If a hit model is wearing armor, it throws 1D6 per hit,
Where a rule doesn’t make sense, change or ignore it. “Aim” bonuses do not stack except for Snipers. trying to equal or exceed its armor’s Save value to
Try to err on the side of the Rule of Awesome. No model/unit may activate more than once a turn disregard the hit. Passengers inside a vehicle need not
Be reasonable. We are gentlemen gamers, after all. unless given a “push” order from a commander.d roll if the vehicle makes its saves.
Type Save Hypothetical Examples
Dice and Measurement Commanders and Characters (optional) Light 6+ Flak Jacket, Police Armor
“3d6” = three six-sided dice. “1d3” = 1d6/2, round up. Characters and Commanders are generally single models Medium 5+ Modern Carapace or SWAT
If the target number for a shooting roll is greater than that form their own unit. Like troops each commander
Heavy 4+ SciFi Jointed Carapace
6, the die roll may still succeed if, upon first rolling a has a level and command points as shown on the troop
Power 3+ Powered Suit
6, the die is rerolled and equals or exceeds the level table. A character may either activate individually
Battlesuit 2+ Tactical Dreadnought
model’s unmodified expertise. or as part of a friendly unit within cohesion. This is a
Unsaved hits against a Unit must be taken as
Otherwise, any roll of 6 is an automatic success. single roll – if failed, both the character and the unit
casualties, suppressed figures, or a combination of
FUBAR uses inches, assuming 28mm or 15mm figures count as having failed activation.
If the character activated with a unit, it is considered both to the allowable limits set by the Unit’s
with some attempt made at a consistent base size.
part of that unit when that unit is attacked, and uses the training\expertise level’s “Supp” score.
Measurement is from base edge to base edge for
unit’s suppression score rather than its own. A figure cannot be made both suppressed and a
figures and from the hull on a vehicle model.
A character usually (but not necessarily) has an armor casualty from the same bout of received fire.
Declare targets and intended movement before
save to represent “plot armor”, particularly for However, if there are more unsaved hits than there
measuring range or rolling dice.
narrative games. This is at the players’ discretion. are figures in the unit, the unit is wiped out.
Units Command Points cost 5pts each . A character can spend A unit returning fire while On Guard does so AFTER
A player has one or more Units, generally a leader command points when activated to do one of: resolving hits from being shot at.
and 5-10 followers, or a single vehicle and crew. 1. Reroll a single die for himself or a subordinate. A unit may only shoot once per activation.
If there is no clear unit leader, pick a model to be one. Rolls made with CPs are final. Close Combat
Each Unit is defined by its level of training, 2. Gain +1d6” movement for his unit or cause any A Unit must use a Charge action to move into close
experience, and its weapon/armor selection. friendly fleeing unit to rally. combat with an enemy Unit.
Unit Cohesion: figures in a unit must remain within 3” 3. Gain FP for one shot (+/-1 per Cmd Point spent). The attacked unit tests morale (use the Activation
of each other or incur an activation penalty of -1 / 4. 4+ save versus single hit (replaces armor). score). So do the attackers if they take casualties
wayward figure. 5. Issue a “Push” order – Target subordinate unit while charging. Failure means immediate d6” retreat.
immediately takes two actions – does not count The attacking Unit moves its figures into base contact
Unit Training and Expertise
as unit’s activation for the turn. with enemy figures, or as far as they can move. Then
Level Activation Expertise Supp Cmd Pts. 6. Do something awesome as agreed by all Players. the opponent can move up any unengaged figures
Green 5+ 6+ 1 1 that are within 3” of an assaulting enemy figure.
Line of Sight (LOS)
Seasoned 4+ 5+ 2 2 Both sides simultaneously roll one die per figure &
Veteran 3+ 4+ 3 2 LOS and cover are determined by a model’s-eye viewing,
use their Expertise rating to determine hits.
and a dice roll-off in case of a dispute. Be gentlemen!
Elite 2+ 4+ 4 3 Figures that are already suppressed before this attack
If half the target unit in LOS or cover, the whole unit is
strike after all other attacks are resolved.
Initiative and Playing the Game in LOS or cover.
All hits not saved by personal armor result in
Deployment and scenery is dependent on the Suppressed figures may not fire.
casualties. Cover has no effect.
scenario. Players are encouraged to experiment. A Unit may fire at enemy units to which it has LOS,
Units may only take casualties, not suppression.
All units begin the game in the “On Guard” state and may split its fire amongst multiple target units.
The combat continues at the beginning of each
At the beginning of each turn each player rolls 1d6 + A Unit may only target enemy figures within the same
subsequent turn. The units involved automatically
any scenario modifiers. Reroll any ties. area of cover if they are within 6”.
activate for the turn at that point.
The player that scores the highest can attempt to A defined area of cover will block line of sight.
To attempt to withdraw from combat a Unit must
activate a Unit first – See “Activation” section below. Figures may fire into or out of cover if they or their
make a successful Activation roll & then move 1d6”
He can continue to activate units until he fails targets are within 2" of the cover's edge.
away from their opponents. If the opponents also
activation, then the initiative passes to his opponent make a successful Activation roll they can follow up
with the next highest score and so on.
Cover and Terrain
Cover and terrain effects cause the most arguments in 1d6”. If they catch their enemies combat continues.
The initiatives passes back and forth as players pass Close Assault supersedes the normal Activation rules.
wargaming. We direct your attention back to the
and fail activation rolls. The turn ends when all have
Cardinal Rules, and urge you to settle disputes with a die
attempted to activate each Unit in their command. Suppression and Morale
roll and discuss the particulars after the game.
In FUBAR, suppression is the morale mechanic. It
Activation A unit benefits from cover if at least half its models are represents figures losing will, refusing to carry out their
To Activate a Unit, a player must equal or beat the in or behind it. If the target of a firing attack is in cover orders and affects the next activation roll.
Unit Leader’s Activation score on a roll of 1D6. modify the firer’s expertise as follows: A figure that is suppressed is placed on its side. It
The Activation roll has the following modifiers: Cover Mod Examples cannot fire or move. Its Unit takes a penalty to its
+1: Unit has no enemies in Line of Sight. Soft +1 Undergrowth, Woods, , Rifle Pits next activation of -1 per Suppressed figure.
-1: Per suppressed figure Wooden Buildings, Hedgerows After the next activation roll for that Unit stand the
An Activated Unit may perform two actions in any Moderate +2 Stone or Brick Walls, Buildings or figure up. It is no longer suppressed.
order, or may do nothing at all: Rubble, Trenches The maximum number of Suppressed figures a Unit
# of Actions Effect Hard +3 Bunkers can have is related to its Training/Experience.
1: Move Move 6” Linear N/A Walls trenches, other things Example: A unit’s suppression is 3 and it takes 4 unsaved
1: Charge Move 6” and enter Close Combat usually blocking LOS hits. Three models are suppressed and one is
2: Sneak Move 6” and gain Soft Cover Total up all cover modifiers (even if this modifies the removed as a casualty. If the unit already had one
React once per turn to return fire, shoot firer’s expertise above 6+) before adding any positive suppressed model from another bout of fire, the
1: Go On suppressed model could be removed as a casualty.
moving enemies or counter-charge. modifiers such as Aim bonuses.
Guard
May not also Charge or Shoot. Infantry moves through cover at normal speed. If a unit ever has more suppressed than unsuppressed
2: Hide
Drop to nearest cover within move Models lose d6” of movement for each action wholly figures when it activates, a failure to activate means the
action. Treat Cover as one level higher. or partially spent in difficult terrain such as swamp, unit spends both its actions retreating towards cover or
1: Aim Unit gains +1 to next Shoot rolls. fast-moving and/or deep watercourse, dense rubble, its deployment area. It must retreat every subsequent
1: Shoot Shoot with ranged weapons climbing large obstacles, and the like. time it fails activation until it either retreats off the
1: Retreat Withdraw 6” from Close Combat Infantry models lose 1” of movement per 1” height board or passes an activation roll – at this point it has
2: Embark / Enter or leave a suitable vehicle within when crossing a linear obstacle. rallied and acts normally.
Disembark cohesion distance of the unit.
Shooting
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
Weapons If a Vehicle assaults infantry, they make an Activation Sample Soldier Profiles
The weapons shown below are generic types that are roll to get out of the way, and move figures out of Following are several sample soldier types. Please make
common in military & paramilitary forces. Players are vehicle’s path. If they fail each figure in the vehicle's up your own and share them with us. We recommend a
highly encouraged to come up with their own. Each path is hit. Make saves as normal. transparent document sheath and dry-erase markers.
weapon has two FP values – its effectiveness against When attacked, a vehicle rolls on the following table for
non-heavy and heavy armor, respectively Seasoned Infantryman Squad Leader 10 Pts
each unsaved hit. Add +1 to the roll for each unsaved hit
Rating Activation Expertise Suppression Save
Small Arms Range Fire points after the first, per volley of received fire. If hit on the
Seasone 5+ 4+ 2+ 6+
Pistol/Revolver 8” 1/0 FP front: take the best of two dice. If the vehicle is hit on
d
Infantry Rifle 24” 1/0 FP the side: roll 1 die. If hit on the rear: take the worst of
two dice. If the same effect is rolled twice take the next Flak Jacket, Pistol: 8” range, 1FP. 2 Cmd Points:[O O]
Assault Rifle* 24” 1/0 FP
Sniper Rifle 32” 2/0 FP highest effect.
Seasoned Infantryman Grunt 10 Pts
Sub-Machine Gun 16” 3/0 FP Rol Effect Rating Activation Expertise Suppression Save
Light Machine Gun 32” 3/1 FP l Seasone 5+ 4+ 2+ 6+
Combat Shotgun 8” 3/0 FP 1 Crew Stunned: -1 to next activation roll. d
Grenade Launcher 16” 3/1 FP 2 Sensor hit: -1 to all shooting rolls. Flak Jacket, Infantry Rifle: 24” range, 1FP
* Assault Rifles get 2FP at 12” or less. 3 Drive damaged: vehicle limited to half speed
1
Support Weapons Range Fire points 4 Vehicle immobilized, may still fire. Seasoned Infantryman Support 12 Pts
Heavy Machine Gun3 32” 4/4 FP 5-6 Weapon destroyed, owner chooses which. Rating Activation Expertise Suppression Save
Flamethrower2 8” 4/1 FP 7 Destroyed: passengers take one hit each. Seasone 5+ 4+ 2+ 6+
Grenades, thrown 8” 3/1 FP 8 Vehicle destroyed, no survivors. d
Rocket-Propelled Grenade 24” 3/1 FP Flak Jacket, Sub Machine Gun: 16” range, 3FP
Light Anti-Tank Gun3 32” 1/3 FP Skills and Equipment
Light Mortars3,4 40” 3/2 FP A model performs a skill by rolling against its expertise. Veteran Power Armor Squad Leader 22 Pts
Light Cannon2, 3 32” 2/4 FP Skills may be used while moving, but not in the same
Rating Activation Expertise Suppression Save
Hvy Cannon2, 3 48” 1/6 FP activation as any type of combat. You are encouraged to
Vetera 3+ 4+ 3+ 4+
1. Heavy Weapon – can damage armored vehicles come up with your own skills/equipment, using the
n
2. Flamethrowers & Heavy Cannons ignore cover. below as guidelines.
Power Armor, Pistol: 8” range, 1FP. 2 Cmd Pts:[O O]
3. Crew-served weapons may move OR fire, and may not run.
4. If you have any figure with line of sight, mortars can fire at Example Equipment and Skills
enemies they cannot directly see. Bayonet: Strike first in close combat (2pts) Veteran Power Armor Grunt 23 Pts
Bloodlust: +2 to activation if assaulting (4pts) Rating Activation Expertise Suppression Save
Vehicles Brave: Morale tests use best of two dice. (3pts) Vetera 3+ 4+ 3+ 4+
A vehicle is treated as part of the unit containing its Engineer: May repair “Immobilized” or “Weapon n
pilot, and uses its pilot’s Activation/Expertise scores. Destroyed” critical hits for vehicles. (In the absence Power Armor, Assault Rifle: 12”/24” range, 2FP/1FP
Unpiloted vehicles use their own Activation/Expertise. of an Engineer, a model may attempt a single repair
If you are playing with visible crew models, hits roll, needing a 6+ and 1d6 crew assisting.) (5pts) Veteran Power Armor Support 12 Pts
against the crew are resolved normally. If the crew Medic: Pass Expertise check immediately after Rating Activation Expertise Suppression Save
are not visible or abstracted, hits against the crew are receiving fire to negate suppression on one figure in Vetera 3+ 4+ 3+ 4+
treated as suppressions against its activation. the unit. Suppressed Medics may not do this. (5pts) n
Vehicles are divided between Heavy and Light, Mountaineer: Pass Expertise roll to scale sheer Power Armor, Rocket-Propelled Grenade: 24”, 3FP
depending on the size of the model. The below surfaces at half the model’s normal Move rate. (1pt)
values are suggestions only - tweak these to your Mounted: Add 2d6 when rolling movement (4pts) Veteran Light Mortar Unit 12 Pts
actual models: Pilot: When piloting a vehicle, gain a 4+ save - Rating Activation Expertise Suppression Save
Type Speed: Hvy/Lt 45° Turn: Hvy/Lt replaces Vehicle’s save.(9pts) Vetera 3+ 4+ 3+ 4+
Tracked 10” / 14” 3” / 2” Scientist: May repair malfunctioning machines (4pts) n
Wheeled 14” / 18” 3” / 2” Sniper: Multiple Aim bonuses stack, so long as the Power Armor, Light Mortar: 40” range, 3FP
Walker 10” / 16” N/A model does nothing but aim.(+4pts) Heavy. Weapon. Takes casualties like a 3-man unit.
Fly/Hover 14” / 20” 4” / 2” Stealthy: Open ground counts as light cover. (4pts)
Speed is reduced by half when moving through cover Swordsman: Attacks twice in close combat (4pts) The following templates are provided for your cut and
or rough terrain. A vehicle may fire weapons if it does Force Shield: Take the best of 2d6 for armor.(4pts) paste convenience or if you wanted to print off a copy of
not move more than half-speed. Flyers halve their Jump-Pistons: Pass Expertise roll to leap 2d6” high the rules for each of your forces with the rosters
maximum speed when taking off or landing. and 4d6” long. (5pts) included:
A vehicle may remain stationary and fire all weapons, Sapper: Pass expertise roll to blow 1” holes in
move up to half speed and fire one weapon, or move Blank Army Roster Header
fortifications. Vehicle saves suffer a -1 penalty (3pts).
its full speed and fire no weapons. Unruly / Carnivorous: Will assault and/or devour unit Blank unit template ? Pts
45° Turn: Minimum distance between 45° turns leader when a 1 is rolled for activation. (-3pts) Rating Activation Expertise Suppression Save
A flyer may not ascend or descend more than Arc: Weapon rerolls 6s for potential extra hits. (2pts)
4”(heavy) or 8” (light) in a turn. Something else: Make it something awesome (??)
If vehicles collide, each subtracts 1 from its armor
save for every 4" of speed, and rolls a d6 against this Points Value Generation (OPTIONAL)
number. Its opponent takes hits equal to how much This points system is intended as a rough guide.
Blank unit template ? Pts
the die roll beats this number. Objects use the Playtesting and proper scenario balance are essential.
Rating Activation Expertise Suppression Save
vehicle’s speed and their cover modifiers as their
Training/Expertise cost per model
"Armor Save". The Ground counts as Hard (+3).
Green: 2 Seasoned:4 Veteran:9 Elite:16
Vehicle Damage Weapon cost per range band
Armored vehicles gets an armor save when hit: 0”: n/a 8”:1pt 16”:2pts 24”:3pts
Armor Save Examples 32”:5pts 40”:8pts 48”:13pts Blank unit template ? Pts
None 6+ Trucks, Cars, Technicals. Weapon cost per Fire Points: Rating Activation Expertise Suppression Save
Light 5+ APC’s, Armored Trucks 1:1pt 2:2pt 3:4pt 4:9pt 5:16pt 6:25pt 7:36pt
Medium 4+ IFV’s, Light Tanks Armor save cost per level
Heavy 3+ Medium Tanks None: n/a 2+:25pt 3+:16pt 4+:9pt 5+:4pt 6+:2pt
Very Heavy 2+ Heavy Tanks Use the maximum number of FPs for the model’s
Note that small arms cannot generally harm armored main weapon and its maximum range. Blank unit template ? Pts
vehicles (5+ save or better). For clarity, vehicle armor If a weapon ignores cover, increase FP cost one level. Rating Activation Expertise Suppression Save
should be marked “heavy armor” if applicable. Skills/Equipment must be balanced against the effect.
Note: Vehicles cannot be suppressed, nor can crew or Vehicles’ points are calculated with the same formula
passengers bailing out of a destroyed vehicle. multiplied by 5.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
Blank unit template ? Pts
Rating Activation Expertise Suppression Save
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
15mm Silmn Army Roster 2x Heavy Railgun: 32” range, 1/3 FP. Hvy Armor. Nathi Drone (vehicle) 4+ Pts
The Silmn are spirits coalesced into humanoid crystalline Flyer Movement: 24” speed, ignores terrain. Rating Activation Expertise Suppression Save
bodies with skin like frosted glass. They have been at Seasone 5+ 4+ N/A N/A
war with the First Ones for time out of mind, and now d
the Nathi threaten them as well. AA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers. +9pts
OR Spotter – provides LOS for friendly missiles +8pts
One typical Silm squad (125pts) = 1 Squad leader + 15mm Nathi Army Roster OR Hvy Missile rack – 4 shots, 48+ rng, 4/4 FP +20pts
4xRifles + 1 Plasma Baller + 1 LMG. All Silmn foot troops The Nathi are a hybrid race – humanoid with generally Hover Movement: 12” speed, ignores terrain.
gain 1” per action when moving. All Silmn units count as pale skin, generally black hair, red irises, and metallic
being in light cover at all times. This does not stack with skeleton. They are relentlessly imperialistic to ensure Nathi Hoverbike 90 Pts
other types of cover. their own survival, with psychically-powered weapons. Rating Activation Expertise Suppression Save
Silmn Local Force Commander 38 Pts Vetera 3+ 4+ N/A 5+
One Typical Nathi Squad (101 or 118pts) = 1 Squad n
Rating Activation Expertise Suppression Save Leader 4x rifles + 1 Arc-LMG + either 1 Arc-Lobber or 1 Light Machine Gun: 32” range, 3/1 FP
Elite 2+ 4+ N/A 4+ Flamer. All Nathi Arc weapons reroll 6s for possible Hover Movement: 24” speed, ignores terrain.
Blaster Pistol: 8” range, 1/0 FP. 2 Cmd Pts: [O] [O] extra hits. All Nathi soldiers gain +1 in close combat.
Brave: Use best of 2d6 when testing morale. 15mm First Ones Roster
Nathi Field Commander 35 Pts The First Ones are ancient malevolent spirits coalesced
Silmn Eidolon Medic 28 Pts Rating Activation Expertise Suppression Save into metallic light-eating bodies. Their wars with their
Rating Activation Expertise Suppression Save Elite 2+ 4+ N/A 4+ spiritual twins, the Silmn, have raged since the two races
Vetera 3+ 4+ 3 5+ Arc Pistol: 6” range, 1/0 FP. 3 Cmd Pts: [O] [O] [O] began.
n
Blaster Pistol: 8” range, 1/0 FP. Nathi Squad Leader 13 Pts One typical First Ones squad (129pts) = 1 Squad Leader
Medic: Pass Expertise check to negate one figure’s Rating Activation Expertise Suppression Save + 4 rifles + 1 LMG + 1 RPG. OR (240pts) 6 Assault
suppression within cohesion, unless itself suppressed Vetera 3+ 4+ 3 5+ Marines. All enemies within 6” of a First One model
Brave: Use best of 2d6 when testing morale. n suffer -1 to Activation and/or morale.
Arc Pistol: 6” range, 1FP First Ones Overarch 42 Pts
Silmn Eidolon Squad Leader 25 Pts
Rating Activation Expertise Suppression Save
Rating Activation Expertise Suppression Save Nathi Regular Infantry 11+Pts
Elite 2+ 4+ N/A 4+
Vetera 3+ 4+ 3 5+ Rating Activation Expertise Suppression Save
n Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”
Vetera 3+ 4+ 3 5+
2 Cmd Pts: [O] [O], keeps used CPs on a 4+ or better.
Combat Shotgun: 8” range, 3/0 FP. n
Brave: Use best of 2d6 when testing morale. Arc Rifle: 20” rng, 1/0FP, + 1/0 FP under 10”. +4pts First Ones Squad Leader 22 Pts
Or Arc-lobber: 32” range, 3/1 FP. +10pts Rating Activation Expertise Suppression Save
Silmn Eidolon Trooper 13+Pts Or Arc-LMG: 32” range, 3/1 FP. +9pts
Vetera 3+ 4+ 3 4+
Rating Activation Expertise Suppression Save Or Flamer: 8” range, 4/1 FP, ignore cover. +17pts
n
Vetera 3+ 4+ 3 5+
n Nathi Medic 18 Pts Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”
Blaster Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”.+4pts Rating Activation Expertise Suppression Save
First Ones Infantry 18 Pts
Or Plasma Baller: 32” range, 3/1 FP, reroll 6s. Vetera 3+ 4+ 3 5+
Rating Activation Expertise Suppression Save
+10pts n
Vetera 3+ 4+ 3 4+
Or Blaster LMG: 32” range, 3/1 FP. +9pts Blaster Pistol: 6” range, 1/0 FP.
n
Medic: Pass Expertise check to negate one figure’s
Silmn Hovertank 190 Pts Spirit Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”. +4pts
suppression within cohesion, unless itself suppressed
Rating Activation Expertise Suppression Save Or Teleport grenade: 32” range, 3/1 FP +10pts
Elite 2+ 4+ N/A 4+ Nathi Dropship 310 Pts Or Spirit MG: 32” range, 3/1 FP. +9pts
Light Cannon: 32” range, 1/4 FP. Heavy Armor. Rating Activation Expertise Suppression Save
First Ones Gun Team 50 Pts
Flamethrower: 8” range, 4/1 FP, ignore cover. Vetera 3+ 4+ N/A 3+
Rating Activation Expertise Suppression Save
Hover Movement: 20” speed, ignores terrain. n
Vetera 3+ 4+ N/A 4+
APC: 4-Squad capacity. Heavy Armor.
Silmn Heavy APC 215 pts n
2x Heavy Railgun: 32” range, 1/4 FP.
Rating Activation Expertise Suppression Save Heavy Cannon: 40” range, 3/6 FP.
AA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers.
Vetera 3+ 4+ N/A 5+ Moves like infantry, takes damage like a vehicle.
Hover Movement: 12” speed, ignores terrain.
n
First Ones Assault Marines 40 Pts
APC: 2-Squad Capacity. Heavy Armor Nathi Growler-Mech 240 Pts
Rating Activation Expertise Suppression Save
2x Light Machine Gun: 32” range, 3/1 FP Rating Activation Expertise Suppression Save
Elite 2+ 2+ 4+ 3+
2x Heavy Railgun: 32” range, 1/3 FP Vetera 3+ 4+ N/A 4+
Hover Movement: 18” speed, ignores terrain. n Shockswords +1 to close combat rolls.
Spirit Machinegun: 24” range, 2/2 FP.
Heavy Cannon: 48” range, 1/6 FP.
Silmn Light APC 90 Pts Jump-jets: Ignore terrain while moving.
Walker movement, 12”, Heavy Armor
Rating Activation Expertise Suppression Save
First Ones Hovertank 210 Pts
Vetera 3+ 4+ N/A 5+ Nathi Light APC (AA) 125 Pts
n Rating Activation Expertise Suppression Save
Rating Activation Expertise Suppression Save
Vetera 3+ 4+ N/A 4+
APC: 1-Squad Capacity Heavy Armor Vetera 3+ 4+ N/A 5+
n
Light Machine Gun: 32” range, 3/1 FP n
Hover Movement: 22” speed, ignores terrain. 2x Light Cannon: 32” range, 2/4 FP.
APC: 1-Squad Capacity Heavy Armor
Attacks first 4x at +2 in close assault.
2x AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers.
Silmn Command Vehicle 325 Pts Hover Movement: 20” speed, ignores terrain.
Wheel Movement, 16”.
Rating Activation Expertise Suppression Save
Elite 2+ 4+ N/A 4+ Nathi Light APC (Artillery) 125 Pts First Ones Rapid Assault Flyer 155 Pts
2 Cmd Pts: [O] [O] Heavy Armor. Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Heavy Plasma Cannon: 32” range, 4/4 FP. Vetera 3+ 4+ N/A 5+ Vetera 3+ 4+ N/A 4+
Hover Movement: 20” speed, ignores terrain. n n
APC: 1-Squad Capacity Heavy Armor Attacks 2x first at +1 in close assault.
Silmn Assault Hoverplane 155 Pts Heavy Cannon: 48” range, 1/6 FP. 2x Light Cannon: 32” range, 1/3 FP.
Rating Activation Expertise Suppression Save Light Missiles: 32” range, 4/0 FP. Flyer Movement: 20” speed, ignores terrain.
Vetera 3+ 4+ N/A 5+ Wheel Mvmnt, 16”. Fire one weapon but not both.
n First Ones Interceptor 145 Pts
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
Rating Activation Expertise Suppression Save Rating Activation Expertise Suppression Save
Vetera 3+ 4+ N/A 5+ Vetera 3+ 4+ N/A N/A
n n
AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers. Light Howitzer: 40” range, 3/2 FP, no LOS needed.
Flyer Movement: 24” speed, ignores terrain. Wheel Movement, 14”.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.
LDT-FUBAR v.5d_2015-04-17_01
28mm Silmn Army Roster Light Walker: 16” movement Vetera 3+ 4+ 3 5+
The Silmn are a crystalline race – humanoid with skin like n
frosted glass. They have consistently been the Arc Sapper Gun: 16” range, 1FP, Heavy weapon.
underdogs in the stellar war with the Nathi. Lately their Gains +1” per move action.
fortunes have turned, but who knows what lies ahead? Gains +1 (for a total of +2) on assault actions.
This edition of FUBAR is written by Lanse Tryon, with the support and encouragement of Craig Cartmell, and with due credit to the Forge Of War Yahoo group and forums.
These rules are free for you to use & copy as you see fit. If you publish them please put a link back to http://fubarwargames.wordpress.com/ and let us know at forgeofwar@yahoo.com.