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10/31/10
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 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. 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.
Grav Armor rules for Fubar to go with Topgun Marketing LLCs vehicles
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. the day. Orbital Drops to a planets 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 (LZs) 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 EarthNOE Level<10m 1. 2. 3.
10/31/10
1. Crew Stunned 2 to vehicles next activation die roll 2. Superficial Damage reduce vehicles Sensor and AADS/selfFubar Rules Changes Summary protection ratings by one level. 1. These rules use various ratings for: Additional hits result in cumulative Vehicle Activations, Sensor Detection, reductions to Sensor and AADS To-Hit Resolution, AADS attacks & capabilities. These can be reduced to defenses, & other self-protection systems. zero. Early Grav Tanks reduce speed 2. Most Infantry units use their & maneuvering by 50%. Activation rating for Activations only, 3. Vehicle Damaged reduce its speed and their Expertise rating for detecting and maneuverability by 50%. A second and firing on enemy units. Grav such hit results in Total Immobilization. Armored vehicles are much more 4. Vehicle Immobilized permanently. sophisticated, so they have superior 5. Weapon Destroyed roll randomly ability ratings. Some anti-tank systems to determine which weapon is hit if veh. may use more ratings too. has more than one main weapon.. 3. Superior Grav Armored Vehicles are 6. Vehicle Destroyed all crew make a treated just like VTOLs, but are faster bailout saving die roll using 1D6. 4+ and than many of them. Standard - Advanced the individual(s) survive. Others are dead. Grav Armor should use the basic Grav 7+ Catastrophic Explosion there are no Armor movement rules for Fubar. survivors. Any unit within 6 takes a 6 4. Infantry movement rates have been FP attack immediately. NO AADS or reduced by 50%, since Grav Armor is other self-protection die roll saves are much faster than foot infantry. permitted - only Armor Save rolls. 5. The Vehicle Damage Chart is Notes: changed. 1. Armor saves reduce AADS and SelfProtection ratings by one point for the
Grav Armor rules for Fubar to go with Topgun Marketing LLCs vehicles
appropriate quadrant, per hit they may be reduced to zero with enough hits. 2. Personal Armor saves apply to all passengers carried by Scouts, APCs, & IFVs, but not to vehicle crewa, who wear standard uniforms. 3. Small arms, anti-personnel grenades, and machineguns, or light auto-cannons cannot damage or destroy Grav Armor. 4. Anti-tank grenades can damage or destroy Grav Armor.
10/31/10