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Grav Armor rules for Fubar to go with Topgun Marketing LLCs vehicles

Game Play Turn Sequence


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4.

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.
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.
Activate, and then move or permit
units to fire, as desired, in initiative
order. Units on overwatch have a chance 5.
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.
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 units

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.
Resolve Weapons Fire:
Step 1 Determine which shots or
missiles may be on target, after applying
any modifiers for the targets 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
RPGs may target the weakest armor of
the enemy vehicle, if desired.
Step 2 Determine if the enemys 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

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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
KOd 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 evacd, 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.
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


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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.
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.
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 24/600mms 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.
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

Grav Armor rules for Fubar to go with Topgun Marketing LLCs vehicles
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


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Superior Grav Armor Vehicle Speeds:


Orbital Drop Speed is equal to
36/900mms. 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 24/600mms. Slow Speed, aka
Stalking Speed is 12/300mms per turn.
Vehicles may fire their AADS
defensively at any speed, but may only
fire main weapons at Fast & Slow speeds.
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. APCs, Scouts,
and IFVs 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.
Grav Armor moving at Fast or Slow
speeds may be fired on once by most
weapons (see ROF info for specifics).
Grav Armor dropping to a planets or
moons 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.
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 planets
surface are usually made in areas where
defense forces are light, or non-existent.

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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 (LZs) are conducted too.
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.
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.
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 EarthNOE Level<10m

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Sensor and To-Hit Modifiers


Searching Vehicle Status:
Moving at Orbital Drop Speed
-1
Moving at Fast Speed
0
Slow/Stalking Speed, or Halted
+1
If a unit not in LOS is laser designated +1
Target Status:
Unit Gone to Ground/Prone, in foxholes,
woods, or hidden by light cover *
-1
Unit in Prep. Positions, Trenches, behind
stone walls, Rubble, or Hvy Building * -2
Unit in Bunker *
-3
Moving at Orbital Drop Spd.= Auto-Detected
Vehicle. Moving at Fast Speed
0
Vehicle Moving at Slow/Stalking Speed -1
Vehicle Halted/Hovering NOE/TT Level -1
Vehicle Halted on the Ground **
-2
Target obscured by smoke/chaff, cover,
or not in LOS of the firing unit ***
-1
*
Applies only to infantry
** and *** Applies to all vehicles

Vehicle Damage Chart Roll 1D6


1.

Crew Stunned 2 to vehicles next


activation die roll
2. Superficial Damage reduce vehicles
9.
Sensor and AADS/self-protection ratings
by one level. Additional hits result in
cumulative reductions to Sensor and
AADS capabilities. These can be
reduced to zero. Early Grav Tanks
reduce speed & maneuvering by 50%.
Fubar Rules Changes Summary
3. Vehicle Damaged reduce its speed and
1. These rules use various ratings for:
maneuverability by 50%. A second such
Vehicle Activations, Sensor Detection,
hit results in Total Immobilization.
To-Hit Resolution, AADS attacks &
4. Vehicle Immobilized permanently.
defenses, & other self-protection systems. 5. Weapon Destroyed roll randomly to
2. Most Infantry units use their Activation
determine which weapon is hit if veh. has
rating for Activations only, and their
more than one main weapon..
Expertise rating for detecting and firing
6. Vehicle Destroyed all crew make a
on enemy units. Grav Armored vehicles
bailout saving die roll using 1D6. 4+ and
are much more sophisticated, so they
the individual(s) survive. Others are dead.
have superior ability ratings. Some anti7+ Catastrophic Explosion there are no
tank systems may use more ratings too.
survivors. Any unit within 6 takes a 6
3. Superior Grav Armored Vehicles are
FP attack immediately. NO AADS or
treated just like VTOLs, but are faster
other self-protection die roll saves are
than many of them. Standard - Advanced
permitted - only Armor Save rolls.
Grav Armor should use the basic Grav
Notes:
Armor movement rules for Fubar.
1. Armor saves reduce AADS and Self4. Infantry movement rates have been
Protection ratings by one point for the
reduced by 50%, since Grav Armor is
appropriate quadrant, per hit they may be
much faster than foot infantry.
reduced to zero with enough hits.
5. The Vehicle Damage Chart is changed.
2. Personal Armor saves apply to all
Activation, Sensor, To-Hit, AADS
passengers carried by Scouts, APCs, &
IFVs, but not to vehicle crewa, who wear
and Self-Protection Ratings
standard uniforms.
1. Superior 2+ 4 Detection Attempts
3. Small arms, anti-personnel grenades, and
2. Advanced 3+ 3 Detection Attempts
machineguns, or light auto-cannons cannot
3. High Tech 4+ 2 Detection Attempts
damage or destroy Grav Armor.
4. Standard 5+ 1 Detection attempt/turn
4.
Anti-tank grenades can damage or destroy
per squad, fire team, or vehicle. One
Grav
Armor.
attempt per enemy unit, by each/turn.

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