Topgun Marketing Grav Armor Rules for Fubar
Game Play Turn Sequence
1. Initiative - each player rolls 1D6, with the higher roll winning – modify die rolls by the difference between the activation levels of the units the players are attempting to activate, e.g. an Elite unit would add +2 to their die roll when going up against a Seasoned unit, and +1 to their die roll when going up against a veteran unit. If there are varying activation levels for a side, the rating of the units the players are attempting to immediately activate should be used. Reroll ties. Use the Activation Rating for infantry, vehicles, and other units.
2. Declare any defensive chaff/smoke firing from vehicles, or units. Does not apply to artillery rounds, which are dealt with under the normal activation process.
3. Activate, and then move or permit units to fire, as desired, in initiative order. Units on overwatch have a chance to interrupt this sequence, and fire, if desired. Each vehicle, squad, or unit in overwatch, and/or moving or firing may attempt to fire first – each sides’ units wishing to do so roll 1D6, and the high roller wins (add in any bonuses for disparities in activation ratings, as for initiative), and may fire first. If the other unit(s) survive, they may then return fire, in order of the die rolls, from highest to lowest, before any other movement or firing takes place. Units on overwatch may not move, or take any other action during the turn – they are presumed to be hovering in place, or grounded. Smoke and chaff released before or during movement degrades incoming weapons fire immediately, if it blocks line of sight to the firing unit. Activated units may fire at any time during their movement, e.g. at the beginning or end of their move, or any time in between. Units which fail to activate are On Guard, and must remain in place, but may fire after activated enemy units move and/or fire, and overwatching units have fired (if desired), e.g. after your opponent fails to activate one or more units. Your unit will get to fire before his newly designated On Guard unit does, since it was On Guard first.
4. Attempt Sensor Detections for the activated unit, ONLY when attempting to detect and engage hidden units in cover, or those out of direct line of sight (LOS), e.g. in or behind woods or hills, in or behind buildings, in foxholes, trenches, bunkers, etc. Roll 1D6 using your unit’s Sensor or Activation rating, as appropriate, and all modifiers that apply to determine if the detection is successful. Only one activation attempt per vehicle, or squad should be made per turn. Grav Armor vehicles moving at Orbital Drop speed are automatically detected by all units within line of sight of their position. Troops that are prone or moving in the open, and/or vehicles in the open do not need to be detected with sensors – they are assumed to be detected during the normal activation process.
Early and High-Tech units share sensor info with others on their side, with a one turn delay. Advanced and Superior Sensor equipped units share sensor info immediately, so if one unit detects an enemy, all know about it and may fire on the units immediately, without need for further detection attempts.
5. Resolve Weapons Fire: Step 1 Determine which shots or missiles may be on target, after applying any modifiers for the target’s movement and status, as well as for those of the firing unit. Most weapons will attack in a direct line to the target, from the firer. Advanced and Superior Missiles and RPG’s may target the weakest armor of the enemy vehicle, if desired. Step 2 Determine if the enemy’s Active Armor Defense Systems ( (AADS) or other protection systems are able to negate inbound fire with an AADS ( saving throw. Roll 1D6 for each FP that is >= to the To-Hit (or Expertise value) of the firing unit, if it is a vehicle. If the AADS saving throws are ineffective then the weapons fire hits the target. Step 3 Determine if the inbound fire can defeat the armor of the vehicle – apply all appropriate weapon strength and target status modifiers, and roll for the Armor Save. Roll 1D6 for each “on target” attack FP die that was not defeated by the AADS Saving rolls. If the Armor Save die rolls fail then the weapon has hit and damaged the target. If the armor saves the vehicle, reduce its AADS/Self-Protection Rating by one point for the appropriate quadrant the shot came through – this may reduce the defenses to zero eventually. Superior and Advanced missiles may choose their quadrant of attack. Step 4 - Determine the level of damage to the vehicle – roll 1D6 for each hit that has made it past the AADS and Armor Save rolls. All damage is applied immediately, and may prevent the vehicle hit from activating, effectively using its AADS offensively, moving, firing its main weapon, etc. Step 5 Roll for Morale Failure, if the vehicle is totally immobilized – the crew and passengers must roll >= their training level to avoid bailing out – subtract 2 from their single die when rolling for this (if the roll fails, everyone must bail out). Any tank that has had its main weapon KO’d will retreat from battle automatically – if it has two main weapons, it may stay in battle until both are knocked out (AADS does not count as a main weapon). If both cannons and missile launchers are knocked out, they will retreat, after they have attempted to recover passengers. Passengers may refuse to be evac’d, if they pass a morale check with a -2 modifier. If the vehicle is destroyed, everyone automatically bails out – roll 1D6 for each, with a 4 – 6 resulting in survival; all others are killed.
6. Place chits now, for all units on Overwatch in the following turn. Use dummy counters to keep your opponents guessing as to your plans.
Special Infantry Rules
1. Reduce all standard Fubar ground infantry movement and weapons ranges by 50%, since in the future Grav Armor is much faster than troops walking on the ground. Note – RPG ranges are not reduced - they now have extended range.
2. We suggest that you ignore all suppression checks for infantry. In the far future, combat is much more deadly, so troops that are hit are killed, and not suppressed, unless their armor saves them. If you prefer to keep the suppression rules, increase the FP of all anti-personnel weapons by one point.
3. Infantry that have gone to ground, e.g. are prone, or that are in foxholes, trenches, or other improved defensive positions – bunkers, buildings, etc. can only be spotted and fired upon if the firing unit is within 24”/600mm’s of the target. Note – this rule does not apply to offboard artillery/ortillery, but does apply to all units attempting to spot them. Drones are now frequently used to aid in spotting hidden units, so they may be attacked.
4. To keep the off-board artillery/ortillery rule from being abused, players with infantry in bunkers, buildings, or other cover may be given two dummy chits for each real unit being targeted, if there is not a spotter or recon drone within the maximum spotting range listed above. These dummies may then be moved, or kept in place as desired to compound the challenge of targeting fire on enemy units. If using a drone for spotting, reduce the number of dummy chits for each real unit to one per squad/vehicle. We recommend using a spotter or drone when attempting to target enemy units in bunkers, buildings or other cover in order to keep from wasting ammo. Spotters or drones may also be used to aid targeting of main weapons and AADS of vehicles.
Superior Tech Grav Armor Info
1. Superior Grav Armor Vehicle Speeds: Orbital Drop Speed is equal to 36”/900mm’s. Usually, for most games, this will only be permitted for one or two turns, depending upon the size of the game table available. Fast Speed is equal to 24”/600mm’s. Slow Speed, aka Stalking Speed is 12”/300mm’s per turn.
2. Vehicles may fire their AADS defensively at any speed, but may only fire main weapons at Fast & Slow speeds.
3. At Orbital Drop Speed, main weapons may only be fired at other vehicles, infantry standing or moving out in the open (not prone troops), or large targets like buildings and bunkers. This firing is at reduced effectiveness. APC’s, Scouts, and IFV’s may not fire their missiles, since they are assumed to be stowed inside to reduce atmospheric drag during a drop – they can be used during drops when assaulting worlds and moons without an atmosphere, or with very thin atmospheres. Exception – if you presume these are equipped with vertical missile launchers, they may be fired when moving at Fast and Slow speeds.
4. Grav Armor moving at Fast or Slow speeds may be fired on once by most weapons (see ROF info for specifics).
5. Grav Armor dropping to a planet’s or moon’s surface at Orbital Drop Speed may be fired on twice per turn (or 2X the normal ROF of the weapon firing, since their stealth systems are negated, and they are assumed to be flying at High - Low altitude during the drop.
6. Grav Armor using Orbital Drop Speed are automatically detected by all enemy units within line of sight (LOS) of them. Entry into the atmosphere is quite striking, looking very similar to a bright meteor shower that is even visible during the day. Orbital Drops to a planet’s surface are usually made in areas where defense forces are light, or non-existent. They then advance quickly at Very Low or NOE Level to engage enemy forces. When seizing an objective is critical to a mission, Hot Drops on well-defended Landing Zones (LZ’s) are conducted too.
7. Superior Grav Armor may move 12” to pick up, or drop off troops. When doing so, they must start or end their movement at Ground Level, and may move no higher than NOE or Very Low Level that turn. Grav vehicles may not fire over intervening terrain while on the ground, unless using Smart Missiles, and ignore all terrain and buildings while moving.
8. Climbing and Diving altitude changes are usually limited to one level/turn, e.g. from High to Medium Level, or from Medium to Low, or vice versa. NOE and Very Low Level = one altitude band. Vehicles may move from Low Level to NOE, Very Low to Ground, NOE to Ground or Very Low, or vice versa. Even Superior Grav Armored Vehicles may not move from Low to Ground Level, or vice versa in one turn.
9. Altitude Level Definitions: High Level = 10,000m+; Medium Level = 3,000m – 9,999m; Low Level = 100m – 2,999m; Very Low Level = 10m – 99m; Nap of the Earth–NOE Level ................
................
In order to avoid copyright disputes, this page is only a partial summary.
To fulfill the demand for quickly locating and searching documents.
It is intelligent file search solution for home and business.
Related download
- annual mandatory training
- south pacific division of seventh day adventists
- topgun marketing grav armor rules for fubar
- descriptive profile of the
- question seattle
- special provisions architect engineer contract
- current contract information form
- request for proposal
- perform human resources command user registration
Related searches
- sig fig rules for logarithms
- rules for sig figs addition
- printable grammar rules for kids
- rules for rounding significant figures
- rounding rules for significant figures
- 10 rules for debate
- sig fig rules for addition and subtraction
- sig fig rules for exponents
- sig fig rules for multiplying
- rules for retirement at 62
- sig fig rules for adding and subtracting
- rules for logic proofs