DESCRIPTION

The imaginary historical records of the resurrected Baltic State of Prussia. An modern miniature wargames campaign with battles fought in 6mm.

"Prussia was not a country with an army, but an army with a country.."-Friedrich Freiherr von Schrötte, Prussian minister

Squad Rules

I present to you, my skirmish rules that conduct the battles you see here at the 6mm Republic of Prussia.

Bush War FUBAR: For Modern/Sci-Fi 6mm & 15mm Skirmish Battles.

The Cardinal Rule: Where a rule does not make sense in a particular situation, ignore or modify it.   COVER
Cover grants bonus dice for saves against shooting.  Half of a unit must be in cover for the whole to benefit from it or behind/inside a tank.  Cover does not impede foot units.
UNITS
Each player has one or more units as defined by the relevant force supplement or scenario.  Each unit is defined by it's Training Level & Expertise.
COVER BONUS EXAMPLES
All members of a unit must remain within cohesion or suffer an activation penalty of 1 per figure out. Soft 1 Undergrowth, Woods, Wooden Buildings, Automobiles, Fences, Hedgerows, Rifle Pits.
UNIT TRAINING/EXPERTISE
TRG LVL EXPER SUPP COHES
Green d6 1 6mm Moderate 2 Stone or Brick Walls, Buildings or Rubble, Trenches, Light Tanks.
Seasoned d8 2 2"
Veteran d10 3 15mm Hard 3 Bunkers, Heavy Tanks.
Elite d12 4 3" UNIT ACTIVATION ACTIONS
PLAYING THE GAME Once activated units can perform up two of the following actions.  Move numbers shown below are in inches and listed as */*, the first number is for 6mm the second 15mm.
The game is played in turns.  In a turn all players attempt to activate and use each unit under their command.
INITIATIVE ACTION MOVE NOTES
At the beginning of each turn each player rolls 1d6 and ads any scenario modifiers. Re-roll any ties. MOVE 2/4 May conduct shooting at any point during the move.
The player that scores the highest can attempt to activate a unit.  An activated unit may perform 2 actions, a unit that fails an activation can only attempt 1. FIRE
WEAVE 2/4 2 Actions. Increase Cover by 1.
ON GUARD Unit can react once to shooting at enemy movement in their LOS.
ACTIVATION
Upon their initiative a player can attempt to activate units in any order he chooses.  He must roll a 4+ to activate each unit.  Any suppressed figures increase your activation # by 1. AIMED FIRE 2 Actions.  Troops take steady aim, adds 1 bonus attack die.
ASSAULT 3/6 2 Actions.  Unit may move charge into close combat. 
SUPRESSION SHOOTING, Part 1
A figure that is Suppresed is placed on it's side.  It cannot return fire and it's unit takes a penalty to it's next activation of 1 per Suppressed figure. A unit can shoot at any target they can see.  Units may split their fire.  Suppressed models may not shoot.
BODY ARMOR Roll 1 attack per figure in the unit adding any bonus dice for special weapons & optimal range, this is your unit's firing dice.  Any result of 4+ is a hit.
Some modern & sci-fi troops wear armor which grants a save bonus vs. shooting.  Body armor does not impede movement since units train in it.
Hit save dice vs. shooting are the lessor between the # of models in the unit or the amount of hits taken.  Add any bonus dice for cover and armor.  Match these against those inflicting the hits.  Any dice that are equal or exceed the hit dice negate a hit.
TYPE BONUS NOTES
Light 1 Flak Jacket, Police Armor.
Medium 2 Carapace, SWAT Armor.
Heavy 3 Battlesuits, Power Armor.
FUBAR was written by Craig Cartmell & the FOW Forum/Group.  This mod was developed by Auston Butelr "wargamer1972."
Unsaved hits against a unit can be taken as casualties, suppression or combination of both to the limit the unit can support.
SHOOTING, Part 2 ARMORED VEHICLES
Units may fire into & out of cover but not through. Can move up to 6/12 in the open or soft cover and fire one weapon.  Medium & heavy tanks can move 6/12 and plow through moderate cover, but cannot fire afterwards.  If stationary a vehicle can fire all of it's weapons.
All models inside cover benefit from cover while shooting at each other in cover.
A defined area of cover will block LOS.
If shooting at a target within Optimal Range for your weapon add 1 extra attack die.
VEHICLE ARMOR AR DICE NOTES
CLOSE COMBAT Light 2 APC, Lt Tanks
A unit must move into close combat with an enemy using an Assault activation. Medium 3 Med Tanks
Heavy 4 Heavy Tanks
The attacking unit moves it's figures first into base contact with the enemy, then the opponent may move up any unengaged figures that are within 2"/4" of an attacking model. Small arms and HMG's cannot harm medium or heavy vehicles.  For each unsaved hit roll on the table below.
RESULT EFFECT
Both sides simultaneously roll 1 attack per figure adding any bonus dice, any result of 4+ is a hit. 1 - 2 Crew stunned: -1 to next activation.
3 Vehicle immoblized.
Units with suppressed models lose 1 attack die per suppressed model. 4 -5 Weapon system destroyed, owner picks.
6 Destroyed. Crew takes 5+ hit.
The combat continues at the beginning of each subsequent turn until one unit is destroyed. COMBAT MEDICS
Medics may operate independent.  A medic may on it's turn conduct a field check on a suppressed figure.  4+ and the check is good, stand the model back up.  The medic must be in base contact to perform this check.
Hit save dice are the lessor between the # of models int eh unit or the amount of hits taken.  No bonus dice for cover.  Match these dice against those inflicting hits.  Any dice that are equal or exceed the hit dice negate the hit.
SNIPERS
WEAPONS Snipers may operate independent.  If a sniper does not move it counts as being in 1 level of cover greater. 
WEAPON OPT RNG ATTACK DICE
Pistol/Revolver 2/4 1
Infantry Rifle 6/12 1
Assault Rifle 6/12 2
Sniper Rifle 9/18 2
Sub-Machine Gun 4/8 2
Light Machine Gun 6/12 2
Combat Shotgun 2/4 2
Hand Grenade 2/4 2
Heavy Machine Gun 6/12 3
Flamethrower* 2/4 4
RPG 9/18 3
Light AT Gun 3
Mortar* 2
Light Cannon* 3
Heavy Cannon* 4
Grenade Launcher 6/12 2
* These weapons ignore cover, target unit loses any cover bonus.  Body armor bonus is reduced by 2.

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