FUBAR Wargames



IntroductionFUBAR is a single-sheet game of platoon- to company-level modern/Sci-Fi miniatures combat built upon the KISS principle.The Cardinal RulesWhere a rule doesn’t make sense, change or ignore it.Try to err on the side of the Rule of Awesome. Be reasonable. We are gentlemen gamers, after all.Dice and Measurement“3d6” = three six-sided dice. “1d3” = 1d6/2, round up.If the target number for a shooting roll is greater than 6, the die roll may still succeed if, upon first rolling a 6, the die is rerolled and equals or exceeds the model’s unmodified expertise. Otherwise, any roll of 6 is an automatic success.FUBAR uses inches, assuming 28mm or 15mm figures with some attempt made at a consistent base size. Measurement is from base edge to base edge for figures and from the hull on a vehicle model. Declare targets and intended movement before measuring range or rolling dice.Units A player has one or more Units, generally a leader and 5-10 followers, or a single vehicle and crew.If there is no clear unit leader, pick a model to be one.Each Unit is defined by its level of training, experience, and its weapon/armor selection.Unit Cohesion: figures in a unit must remain within 3” of each other or incur an activation penalty of -1 / wayward figure.Unit Training and ExpertiseLevelActivationExpertiseSuppCmd Pts.Green5+6+11Seasoned4+5+22Veteran3+4+32Elite2+4+43Initiative and Playing the GameDeployment and scenery is dependent on the scenario. Players are encouraged to experiment.All units begin the game in the “On Guard” stateAt the beginning of each turn each player rolls 1d6 + any scenario modifiers. Reroll any ties.The player that scores the highest can attempt to activate a Unit first – See “Activation” section below. He can continue to activate units until he fails activation, then the initiative passes to his opponent with the next highest score and so on.The initiatives passes back and forth as players pass and fail activation rolls. The turn ends when all have attempted to activate each Unit in their command.ActivationTo Activate a Unit, a player must equal or beat the Unit Leader’s Activation score on a roll of 1D6. The Activation roll has the following modifiers:+1: Unit has no enemies in Line of Sight.-1: Per suppressed figureAn Activated Unit may perform two actions in any order, or may do nothing at all:# of ActionsEffect1: MoveMove 6” 1: ChargeMove 6” and enter Close Combat2: SneakMove 6” and gain Soft Cover1: Go On GuardReact once per turn to return fire, shoot moving enemies or counter-charge. May not also Charge or Shoot.2: HideDrop to nearest cover within move action. Treat Cover as one level higher.1: AimUnit gains +1 to next Shoot rolls.1: ShootShoot with ranged weapons1: RetreatWithdraw 6” from Close Combat2: Embark / DisembarkEnter or leave a suitable vehicle within cohesion distance of the unit.A unit failing Activation immediately rolls again – a pass enables the unit to go On Guard or Charge (without the +1 bonus for charging.)The “On Guard” and “Aim” states end when the unit next fires or tries to activate. “Hide” and “Sneak” end when the unit moves or fights in Close Combat.“Aim” bonuses do not stack except for Snipers.No model/unit may activate more than once a turn unless given a “push” order from a commander.dCommanders and Characters (optional)Characters and Commanders are generally single models that form their own unit. Like troops each commander has a level and command points as shown on the troop level table. A character may either activate individually or as part of a friendly unit within cohesion. This is a single roll – if failed, both the character and the unit count as having failed activation. If the character activated with a unit, it is considered part of that unit when that unit is attacked, and uses the unit’s suppression score rather than its own.A character usually (but not necessarily) has an armor save to represent “plot armor”, particularly for narrative games. This is at the players’ mand Points cost 5pts each . A character can spend command points when activated to do one of:Reroll a single die for himself or a subordinate. Rolls made with CPs are final.Gain +1d6” movement for his unit or cause any friendly fleeing unit to rally.Gain FP for one shot (+/-1 per Cmd Point spent).4+ save versus single hit (replaces armor).Issue a “Push” order – Target subordinate unit immediately takes two actions – does not count as unit’s activation for the turn.Do something awesome as agreed by all Players. Line of Sight (LOS)LOS and cover are determined by a model’s-eye viewing, and a dice roll-off in case of a dispute. Be gentlemen!If half the target unit in LOS or cover, the whole unit is in LOS or cover. Suppressed figures may not fire.A Unit may fire at enemy units to which it has LOS, and may split its fire amongst multiple target units.A Unit may only target enemy figures within the same area of cover if they are within 6”. A defined area of cover will block line of sight.Figures may fire into or out of cover if they or their targets are within 2" of the cover's edge.Cover and TerrainCover and terrain effects cause the most arguments in wargaming. We direct your attention back to the Cardinal Rules, and urge you to settle disputes with a die roll and discuss the particulars after the game.A unit benefits from cover if at least half its models are in or behind it. If the target of a firing attack is in cover modify the firer’s expertise as follows:CoverModExamples Soft +1Undergrowth, Woods, , Rifle Pits Wooden Buildings, HedgerowsModerate+2Stone or Brick Walls, Buildings or Rubble, TrenchesHard +3BunkersLinearN/AWalls trenches, other things usually blocking LOSTotal up all cover modifiers (even if this modifies the firer’s expertise above 6+) before adding any positive modifiers such as Aim bonuses.Infantry moves through cover at normal speed. Models lose d6” of movement for each action wholly or partially spent in difficult terrain such as swamp, fast-moving and/or deep watercourse, dense rubble, climbing large obstacles, and the like. Infantry models lose 1” of movement per 1” height when crossing a linear obstacle. ShootingEach figure in the firing Unit throws one die per Fire Point, (FP). Each die that equals or exceeds their Expertise rating is a Hit.The target player allocates hits amongst models in the unit as evenly as possible.If a hit model is wearing armor, it throws 1D6 per hit, trying to equal or exceed its armor’s Save value to disregard the hit. Passengers inside a vehicle need not roll if the vehicle makes its saves. TypeSaveHypothetical ExamplesLight 6+Flak Jacket, Police ArmorMedium 5+Modern Carapace or SWATHeavy 4+SciFi Jointed CarapacePower 3+Powered SuitBattlesuit2+Tactical DreadnoughtUnsaved hits against a Unit must be taken as casualties, suppressed figures, or a combination of both to the allowable limits set by the Unit’s training\expertise level’s “Supp” score.A figure cannot be made both suppressed and a casualty from the same bout of received fire.However, if there are more unsaved hits than there are figures in the unit, the unit is wiped out.A unit returning fire while On Guard does so AFTER resolving hits from being shot at.A unit may only shoot once per activation.Close CombatA Unit must use a Charge action to move into close combat with an enemy Unit.The attacked unit tests morale (use the Activation score). So do the attackers if they take casualties while charging. Failure means immediate d6” retreat.The attacking Unit moves its figures into base contact with enemy figures, or as far as they can move. Then the opponent can move up any unengaged figures that are within 3” of an assaulting enemy figure.Both sides simultaneously roll one die per figure & use their Expertise rating to determine hits.Figures that are already suppressed before this attack strike after all other attacks are resolved. All hits not saved by personal armor result in casualties. Cover has no effect. Units may only take casualties, not suppression.The combat continues at the beginning of each subsequent turn. The units involved automatically activate for the turn at that point. To attempt to withdraw from combat a Unit must make a successful Activation roll & then move 1d6” away from their opponents. If the opponents also make a successful Activation roll they can follow up 1d6”. If they catch their enemies combat continues.Close Assault supersedes the normal Activation rules. Suppression and MoraleIn FUBAR, suppression is the morale mechanic. It represents figures losing will, refusing to carry out their orders and affects the next activation roll.A figure that is suppressed is placed on its side. It cannot fire or move. Its Unit takes a penalty to its next activation of -1 per Suppressed figure. After the next activation roll for that Unit stand the figure up. It is no longer suppressed. The maximum number of Suppressed figures a Unit can have is related to its Training/Experience.Example: A unit’s suppression is 3 and it takes 4 unsaved hits. Three models are suppressed and one is removed as a casualty. If the unit already had one suppressed model from another bout of fire, the suppressed model could be removed as a casualty.If a unit ever has more suppressed than unsuppressed figures when it activates, a failure to activate means the unit spends both its actions retreating towards cover or its deployment area. It must retreat every subsequent time it fails activation until it either retreats off the board or passes an activation roll – at this point it has rallied and acts normally.WeaponsThe weapons shown below are generic types that are common in military & paramilitary forces. Players are highly encouraged to come up with their own. Each weapon has two FP values – its effectiveness against non-heavy and heavy armor, respectivelySmall ArmsRangeFire pointsPistol/Revolver 8”1/0 FPInfantry Rifle24”1/0 FPAssault Rifle*24” 1/0 FPSniper Rifle32”2/0 FPSub-Machine Gun 16”3/0 FPLight Machine Gun32”3/1 FPCombat Shotgun 8”3/0 FPGrenade Launcher16”3/1 FP* Assault Rifles get 2FP at 12” or less.Support Weapons1RangeFire pointsHeavy Machine Gun332”4/4 FPFlamethrower2 8”4/1 FPGrenades, thrown 8”3/1 FPRocket-Propelled Grenade24”3/1 FPLight Anti-Tank Gun332”1/3 FPLight Mortars3,440”3/2 FPLight Cannon2, 332”2/4 FPHvy Cannon2, 348”1/6 FP1. Heavy Weapon – can damage armored vehicles2. Flamethrowers & Heavy Cannons ignore cover.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 enemies they cannot directly see.VehiclesA vehicle is treated as part of the unit containing its pilot, and uses its pilot’s Activation/Expertise scores. Unpiloted vehicles use their own Activation/Expertise.If you are playing with visible crew models, hits against the crew are resolved normally. If the crew are not visible or abstracted, hits against the crew are treated as suppressions against its activation.Vehicles are divided between Heavy and Light, depending on the size of the model. The below values are suggestions only - tweak these to your actual models:TypeSpeed: Hvy/Lt45° Turn: Hvy/LtTracked10” / 14”3” / 2”Wheeled14” / 18”3” / 2”Walker10” / 16”N/AFly/Hover14” / 20”4” / 2”Speed is reduced by half when moving through cover or rough terrain. A vehicle may fire weapons if it does not move more than half-speed. Flyers halve their maximum speed when taking off or landing.A vehicle may remain stationary and fire all weapons, move up to half speed and fire one weapon, or move its full speed and fire no weapons.45° Turn: Minimum distance between 45° turnsA flyer may not ascend or descend more than 4”(heavy) or 8” (light) in a turn.If vehicles collide, each subtracts 1 from its armor save for every 4" of speed, and rolls a d6 against this number. Its opponent takes hits equal to how much the die roll beats this number. Objects use the vehicle’s speed and their cover modifiers as their "Armor Save". The Ground counts as Hard (+3).Vehicle DamageArmored vehicles gets an armor save when hit:ArmorSaveExamplesNone6+Trucks, Cars, Technicals.Light 5+APC’s, Armored TrucksMedium 4+IFV’s, Light TanksHeavy 3+Medium TanksVery Heavy 2+Heavy TanksNote that small arms cannot generally harm armored vehicles (5+ save or better). For clarity, vehicle armor should be marked “heavy armor” if applicable.Note: Vehicles cannot be suppressed, nor can crew or passengers bailing out of a destroyed vehicle.If a Vehicle assaults infantry, they make an Activation roll to get out of the way, and move figures out of vehicle’s path. If they fail each figure in the vehicle's path is hit. Make saves as normal.When attacked, a vehicle rolls on the following table for each unsaved hit. Add +1 to the roll for each unsaved hit after the first, per volley of received fire. If hit on the front: take the best of two dice. If the vehicle is hit on 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 highest effect.RollEffect1Crew Stunned: -1 to next activation roll. 2Sensor hit: -1 to all shooting rolls. 3Drive damaged: vehicle limited to half speed 4Vehicle immobilized, may still fire.5-6Weapon destroyed, owner chooses which. 7Destroyed: passengers take one hit each.8Vehicle destroyed, no survivors. Skills and EquipmentA model performs a skill by rolling against its expertise. Skills may be used while moving, but not in the same activation as any type of combat. You are encouraged to come up with your own skills/equipment, using the below as guidelines. Example Equipment and SkillsBayonet: Strike first in close combat (2pts)Bloodlust: +2 to activation if assaulting (4pts)Brave: Morale tests use best of two dice. (3pts)Engineer: May repair “Immobilized” or “Weapon Destroyed” critical hits for vehicles. (In the absence of an Engineer, a model may attempt a single repair roll, needing a 6+ and 1d6 crew assisting.) (5pts)Medic: Pass Expertise check immediately after receiving fire to negate suppression on one figure in the unit. Suppressed Medics may not do this. (5pts)Mountaineer: Pass Expertise roll to scale sheer surfaces at half the model’s normal Move rate. (1pt)Mounted: Add 2d6 when rolling movement (4pts)Pilot: When piloting a vehicle, gain a 4+ save - replaces Vehicle’s save.(9pts)Scientist: May repair malfunctioning machines (4pts)Sniper: Multiple Aim bonuses stack, so long as the model does nothing but aim.(+4pts)Stealthy: Open ground counts as light cover. (4pts)Swordsman: Attacks twice in close combat (4pts)Force Shield: Take the best of 2d6 for armor.(4pts)Jump-Pistons: Pass Expertise roll to leap 2d6” high and 4d6” long. (5pts)Sapper: Pass expertise roll to blow 1” holes in fortifications. Vehicle saves suffer a -1 penalty (3pts).Unruly / Carnivorous: Will assault and/or devour unit leader when a 1 is rolled for activation. (-3pts)Arc: Weapon rerolls 6s for potential extra hits. (2pts)Something else: Make it something awesome (??)Points Value Generation (OPTIONAL)This points system is intended as a rough guide. Playtesting and proper scenario balance are essential.Training/Expertise cost per modelGreen: 2Seasoned:4 Veteran:9Elite:16Weapon cost per range band0”: n/a8”:1pt16”:2pts24”:3pts32”:5pts40”:8pts48”:13ptsWeapon cost per Fire Points:1:1pt2:2pt3:4pt4:9pt5:16pt6:25pt7:36ptArmor save cost per levelNone: n/a2+:25pt3+:16pt4+:9pt5+:4pt6+:2ptUse the maximum number of FPs for the model’s main weapon and its maximum range.If?a weapon ignores cover, increase FP cost one level.Skills/Equipment must be balanced against the effect. Vehicles’ points are calculated with the same formula multiplied by 5.Sample Soldier ProfilesFollowing are several sample soldier types. Please make up your own and share them with us. We recommend a transparent document sheath and dry-erase markers.Seasoned Infantryman Squad Leader10 PtsRatingActivationExpertiseSuppressionSaveSeasoned5+4+2+6+Flak Jacket, Pistol: 8” range, 1FP. 2 Cmd Points:[O O]Seasoned Infantryman Grunt10 PtsRatingActivationExpertiseSuppressionSaveSeasoned5+4+2+6+Flak Jacket, Infantry Rifle: 24” range, 1FPSeasoned Infantryman Support12 PtsRatingActivationExpertiseSuppressionSaveSeasoned5+4+2+6+Flak Jacket, Sub Machine Gun: 16” range, 3FPVeteran Power Armor Squad Leader22 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3+4+Power Armor, Pistol: 8” range, 1FP. 2 Cmd Pts:[O O]Veteran Power Armor Grunt23 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3+4+Power Armor, Assault Rifle: 12”/24” range, 2FP/1FPVeteran Power Armor Support12 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3+4+Power Armor, Rocket-Propelled Grenade: 24”, 3FPVeteran Light Mortar Unit12 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3+4+Power Armor, Light Mortar: 40” range, 3FP Heavy. Weapon. Takes casualties like a 3-man unit.The following templates are provided for your cut and paste convenience or if you wanted to print off a copy of the rules for each of your forces with the rosters included:Blank Army Roster HeaderBlank unit template? PtsRatingActivationExpertiseSuppressionSaveBlank unit template? PtsRatingActivationExpertiseSuppressionSaveBlank unit template? PtsRatingActivationExpertiseSuppressionSaveBlank unit template? PtsRatingActivationExpertiseSuppressionSaveBlank unit template? PtsRatingActivationExpertiseSuppressionSave15mm Silmn Army RosterThe Silmn are spirits coalesced into humanoid crystalline bodies with skin like frosted glass. They have been at war with the First Ones for time out of mind, and now the Nathi threaten them as well.One typical Silm squad (125pts) = 1 Squad leader + 4xRifles + 1 Plasma Baller + 1 LMG. All Silmn foot troops gain 1” per action when moving. All Silmn units count as being in light cover at all times. This does not stack with other types of cover. Silmn Local Force Commander38 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Blaster Pistol: 8” range, 1/0 FP. 2 Cmd Pts: [O] [O]Brave: Use best of 2d6 when testing morale.Silmn Eidolon Medic28 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Blaster Pistol: 8” range, 1/0 FP.Medic: Pass Expertise check to negate one figure’s suppression within cohesion, unless itself suppressedBrave: Use best of 2d6 when testing morale.Silmn Eidolon Squad Leader25 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Combat Shotgun: 8” range, 3/0 FP.Brave: Use best of 2d6 when testing morale.Silmn Eidolon Trooper13+PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Blaster Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”.+4ptsOr Plasma Baller: 32” range, 3/1 FP, reroll 6s. +10ptsOr Blaster LMG: 32” range, 3/1 FP. +9ptsSilmn Hovertank190 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Light Cannon: 32” range, 1/4 FP. Heavy Armor.Flamethrower: 8” range, 4/1 FP, ignore cover.Hover Movement: 20” speed, ignores terrain.Silmn Heavy APC215 ptsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+APC: 2-Squad Capacity. Heavy Armor2x Light Machine Gun: 32” range, 3/1 FP2x Heavy Railgun: 32” range, 1/3 FPHover Movement: 18” speed, ignores terrain.Silmn Light APC90 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+APC: 1-Squad Capacity Heavy ArmorLight Machine Gun: 32” range, 3/1 FP Hover Movement: 22” speed, ignores terrain.Silmn Command Vehicle325 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+2 Cmd Pts: [O] [O] Heavy Armor.Heavy Plasma Cannon: 32” range, 4/4 FP.Hover Movement: 20” speed, ignores terrain.Silmn Assault Hoverplane155 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+2x Heavy Railgun: 32” range, 1/3 FP. Hvy Armor.Flyer Movement: 24” speed, ignores terrain.15mm Nathi Army RosterThe Nathi are a hybrid race – humanoid with generally pale skin, generally black hair, red irises, and metallic skeleton. They are relentlessly imperialistic to ensure their own survival, with psychically-powered weapons.One Typical Nathi Squad (101 or 118pts) = 1 Squad Leader 4x rifles + 1 Arc-LMG + either 1 Arc-Lobber or 1 Flamer. All Nathi Arc weapons reroll 6s for possible extra hits. All Nathi soldiers gain +1 in close combat.Nathi Field Commander35 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Arc Pistol: 6” range, 1/0 FP. 3 Cmd Pts: [O] [O] [O]Nathi Squad Leader13 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Arc Pistol: 6” range, 1FPNathi Regular Infantry11+PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Arc Rifle: 20” rng, 1/0FP, + 1/0 FP under 10”. +4ptsOr Arc-lobber: 32” range, 3/1 FP. +10ptsOr Arc-LMG: 32” range, 3/1 FP. +9ptsOr Flamer: 8” range, 4/1 FP, ignore cover. +17ptsNathi Medic18 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Blaster Pistol: 6” range, 1/0 FP.Medic: Pass Expertise check to negate one figure’s suppression within cohesion, unless itself suppressedNathi Dropship310 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A3+APC: 4-Squad capacity. Heavy Armor.2x Heavy Railgun: 32” range, 1/4 FP.AA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers.Hover Movement: 12” speed, ignores terrain.Nathi Growler-Mech240 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Heavy Cannon: 48” range, 1/6 FP.Walker movement, 12”, Heavy ArmorNathi Light APC (AA)125 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+APC: 1-Squad Capacity Heavy Armor2x AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers.Wheel Movement, 16”.Nathi Light APC (Artillery)125 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+APC: 1-Squad Capacity Heavy ArmorHeavy Cannon: 48” range, 1/6 FP.Light Missiles: 32” range, 4/0 FP.Wheel Mvmnt, 16”. Fire one weapon but not both.Nathi Drone (vehicle)4+ PtsRatingActivationExpertiseSuppressionSaveSeasoned5+4+N/AN/AAA Gun: 32” rng, 1/1 FP , +2/2 FP vs flyers. +9ptsOR Spotter – provides LOS for friendly missiles +8ptsOR Hvy Missile rack – 4 shots, 48+ rng, 4/4 FP +20ptsHover Movement: 12” speed, ignores terrain.Nathi Hoverbike90 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+Light Machine Gun: 32” range, 3/1 FPHover Movement: 24” speed, ignores terrain.15mm First Ones RosterThe First Ones are ancient malevolent spirits coalesced into metallic light-eating bodies. Their wars with their spiritual twins, the Silmn, have raged since the two races began.One typical First Ones squad (129pts) = 1 Squad Leader + 4 rifles + 1 LMG + 1 RPG. OR (240pts) 6 Assault Marines. All enemies within 6” of a First One model suffer -1 to Activation and/or morale.First Ones Overarch42 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”2 Cmd Pts: [O] [O], keeps used CPs on a 4+ or better.First Ones Squad Leader22 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Spirit Rifle: 24” range, 1/0 FP, +1/0 FP within 10”First Ones Infantry18 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Spirit Rifle: 24” rng, 1/0 FP, +1/0 FP undr 12”. +4ptsOr Teleport grenade: 32” range, 3/1 FP +10ptsOr Spirit MG: 32” range, 3/1 FP. +9ptsFirst Ones Gun Team50 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Heavy Cannon: 40” range, 3/6 FP.Moves like infantry, takes damage like a vehicle.First Ones Assault Marines40 PtsRatingActivationExpertiseSuppressionSaveElite2+2+4+3+Shockswords +1 to close combat rolls.Spirit Machinegun: 24” range, 2/2 FP.Jump-jets: Ignore terrain while moving.First Ones Hovertank210 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+2x Light Cannon: 32” range, 2/4 FP.Attacks first 4x at +2 in close assault.Hover Movement: 20” speed, ignores terrain.First Ones Rapid Assault Flyer 155 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Attacks 2x first at +1 in close assault.2x Light Cannon: 32” range, 1/3 FP.Flyer Movement: 20” speed, ignores terrain.First Ones Interceptor145 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+AA Gun: 32” rng, 1/1 FP , +3/3 FP against flyers.Flyer Movement: 24” speed, ignores terrain.15mm Human Planetary Marines RosterHumanity took to the stars five thousand years ago and is spread across the stars. This is a Human planetary marines force somewhere in the galactic sector where all four factions have claims, and display implementations of borrowed technology from all of them.One standard Planetary Marines squad (131 pts) consists of one squad leader + 4x Infantry Railguns + 1 Gatling Railcannon. Planetary Marines win ties in initiative rolls.Planetary Marines Company Commander32 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Infantry Railgun: 26” rng, 1/0 FP, +1/0 FP under 12”.2 Cmd Pts: [O] [O].Planetary Marines Squad Leader17 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+Infantry Railgun: 26” rng, 1/0 FP, +1/0 FP under 12”.Human Planetary Marines17 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Infantry Railgun: 26”rng, 1/0 FP, +1/0 FP < 12”. +4ptsOr Gatling Railcannon: 32” range, 3/1 FP. +9ptsUnit saves increase to 4+ when below half strength.Planetary Marines Heavy Gunner27 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+Heavy Railgun: 32” range, 4/4 FPMoves like infantry, takes damage like a vehicle.Badger class Armored Fighting Vehicle? PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+2x AA Gun: 32” rng, 2/2 FP , +2/2 FP against flyers.Wheel Movement, 16”.Thistle class Strike Craft? PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+2x Railcannon: 32” range, 3/1 FP.Flyer Movement: 20” speed, ignores terrain.Self-propelled Artillery? PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/AN/ALight Howitzer: 40” range, 3/2 FP, no LOS needed.Wheel Movement, 14”.28mm Silmn Army RosterThe Silmn are a crystalline race – humanoid with skin like frosted glass. They have consistently been the underdogs in the stellar war with the Nathi. Lately their fortunes have turned, but who knows what lies ahead?Typical Silmn Force Organization:One squad (181pts) = 1 squad leader + 4 infantry + 1 support gunner. One platoon (755pts) = 4 squads + 1 Platoon Leader. One Company = 2-4 Platoons + 1 Company Cmdr. Optional: One Comms officer + drone(s), Light Hovertank, Anti-tank Gun + crewAll Silmn foot troops gain 1” per action when moving.All Silmn units count as being in light cover at all times. This does not stack with other types of cover.Silmn Company Commander38 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O]Brave: Use best of 2d6 when testing morale.Silmn Platoon Leader31 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O]Brave: Use best of two dice when testing morale.Silmn Squad Leader29 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Blaster Pistol: 8” range, 1FP.Brave: Use best of 2d6 when testing morale.Silmn Power-Armor Infantry30 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Assault Blaster: 24” range, 1FP, 2FP when under 12”.Brave: Use best of 2d6 when testing morale.Silmn Support Gunner32 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Blaster SMG: 24” range, 3FP.Brave: Use best of 2d6 when testing morale.Silmn Comms Officer31 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Blaster Pistol: 8” range, 1FP. 2 Cmd Pts: [O] [O]Brave: Use best of 2d6 when testing morale.Silmn Hovertank190 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Light Cannon: 32” range, 4FP, ignore cover, Hvy WpnFlamethrower: 8” range, 4FP, ignore cover, Hvy WpnHover Movement: 20” speed, ignores terrain.Silmn Light Antitank Gun and Crew34 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A4+Light Antitank Gun: 32” range, 3FP, Heavy WeaponInfantry Hover movement – ignores terrain.Requires 1 crew – included.Silmn Drones130 PtsRatingActivationExpertiseSuppressionSaveSeasoned5+5+24+Light Machine Gun: 24” range, 3FPLight Walker: 16” movement28mm Nathi Army RosterThe Nathi are a hybrid race – humanoid with generally pale skin, generally black hair, red irises, and metallic skeleton. They are relentlessly imperialistic to ensure their own survival, with psychically-powered weapons.Typical Nathi Force Organization:One squad (139pts) = 1 squad leader + 4 infantry. One platoon (592pts) = 1 platoon leader + 4 squads. One company = 2-4 platoons + 1 Company Cmdr. Optional: field weapons, Observation Officer, Squad of Assault Grenadiers.All Nathi Arc weapons reroll 6s for possible extra hits.All Nathi soldiers gain +1 in close combat.Nathi Company Commander36 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Arc Pistol: 6” range, 1FP. 3 Cmd Pts: [O] [O] [O]Nathi Platoon Leader36 PtsRatingActivationExpertiseSuppressionSaveElite2+4+N/A4+Arc Pistol: 6” range, 1FP, 3 Cmd Pts: [O] [O] [O]Nathi Squad Leader35 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Arc-ball Launcher: 30” range, 3FP, heavy weapon.Nathi Power-Armor Infantry26 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Arc Rifle: 20” range, 1FP, 2FP under 10”.Nathi Observation Officer30 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Arc Pistol: 6” range, 1FP. 1 Cmd Pt: [O]Any unit in his LOS is also in LOS for heavy weapons.Nathi Quad AA-gun team230 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+4x Arc Machineguns: 48” range, 8FP, Heavy Weapon-4FP under 30” or against non-hvy armor. 3 wounds.Nathi Mortar team135 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Light Arc-Mortar: 40” range, 4FP, Heavy Weapon.Does not need LOS: no penalty if observation officer has LOS, -2 to expertise roll if only any other allies do, -4 to expertise roll if nobody does. 3 wounds.Nathi Field-cannon and crew153 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+34+Arc-Cannon: 32” range, 3FP, Heavy weapon.-2 to FP results against soft targets. 3 wounds.Nathi Assault Grenadiers21 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+35+Arc Sapper Gun: 16” range, 1FP, Heavy weapon.Gains +1” per move action.Gains +1 (for a total of +2) on assault actions.Nathi Skimmertank270 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+Light flyer: 20” move, 2” between turnsLight Machine Gun: 16”, 3FP, rear only2x Light Antitank Gun: 32”, 4FP, Heavy weapon. -2 to FP results against soft targets. 1 action reload.28mm Border-Worlds Human Army RosterThis roster is typical for a human-settled border world on the outskirts of Nathi and/or Silmn space. They will fight against or ally with anyone as political situations shift and flow in their struggle to maintain independence and whatever freedoms they have left.Typical Border-Worlds Human Force Organization:One rifle squad = 1 squad leader +8 rifle infantry + 1 support gunner. One assault squad = 1 squad leader +8 assault infantry + 1 support gunner. One platoon = 1 platoon leader + 3 squads. Command Element = 1 Company Commander + 6-8 infantry + 1 support gunner + Optional Characters. One company = 2-4 platoons + 1 Command Element. Optional: Hovertanks, Hoverplanes.Human Company Commander24 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/APistol: 8” range, 1FP. 3 Cmd Pts: [O] [O] [O]Human Platoon Leader15 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/APistol: 8” range, 1FP. 3 Cmd Pts: [O] [O]Human Squad Leader15 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/ASub-Machine Gun: 16” range, 3FP.Human Rifle Infantry15 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/AInfantry Rifle: 24” range, 1FP, 2FP under 8”.Human Assault Infantry15 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/ASub-Machine Gun: 16” range, 3FPHuman Support Gunner22 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+3N/ALight Machine Gun: 32”, 3FP, Heavy Weapon.Human HT834 Hovertank330 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A3+Medium Tank, 12” move, 4” between turnsLight Machine Gun: 32”, 3FP.Light Antitank Gun: 32”, 4FP, Heavy weapon. -2 to FP results against soft targets. Human HP29A Hoverplane250 PtsRatingActivationExpertiseSuppressionSaveVeteran3+4+N/A5+Light flyer: 20” move.2x Light Machine Gun: 32”, 3FP.Light Antitank Gun: 32”, 4FP, Heavy weapon. -2 to FP results against soft targets. ................
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