Wargame Mechanics Index

FUBAR

Activation continues until a single failed roll hands the initiative to the opponent, and incoming hits can be absorbed as temporary suppression up to a training-based cap.

A one-page, setting-agnostic modern/SF small-unit skirmish game. Each turn players roll for initiative, then attempt to activate fire teams one at a time against a training-based target; a failed activation passes play to the opponent. Activated units choose one action (walk, run, duck & weave, on guard, go to ground, aimed fire, assault). Shooting rolls one die per fire point against Expertise, and unsaved hits are split between casualties and suppression.

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Mechanics 23 · 2 distinctive

Ranged Combat

1fire

Cover worsens the firer's Expertise target; defined cover areas block LOS.

How it works

If at least half the unit is in cover the whole unit benefits: Soft +1, Moderate +2, Hard +3 to the firer's required roll, but never worse than 6+. Fire into or out of cover only if within 2" of its edge; targets in the same cover area only within 6". Flamethrowers and tank cannon ignore cover.

If the target of a firing attack is in cover the number the firer needs to roll to hit (its' expertise) is modified as shown below
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1fire

Each figure rolls one die per weapon Fire Point; each die meeting Expertise is a hit.

How it works

Figures roll dice equal to their weapon's Fire Points (rifle 1, SMG/LMG/shotgun 3, HMG 4, heavy cannon 6) needing to equal or exceed the unit's Expertise (Green 6+, Seasoned 5+, Veteran/Elite 4+). Fire may be split among targets. Aimed Fire gives +1. Natural 6 always hits, natural 1 always fails.

Each figure in a Unit throws one die per Fire Point, trying to equal or exceed their Expertise rating. Each die that does so is a Hit.
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1fire

Mortars may fire at unseen enemies if any friendly figure has line of sight.

How it works

Light mortars (40", 3FP) can target enemies they cannot directly see provided any friendly figure has line of sight to the target.

If you have any figure with line of sight, mortars can fire at enemies they cannot directly see.
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1fire
Armour savesArmour penetration

Personal and vehicle armour grant a saving roll against each hit.

How it works

After hits are determined the unit saves against its majority armour type: Light 6+, Medium 5+, Heavy 4+, Power 3+, Battlesuit 2+. Vehicles save from 6+ (trucks) to 2+ (heavy tanks), and troops inside or directly behind a vehicle use its save. LWTV edition: small arms cannot harm armoured vehicles; heavy weapons reduce cover by one.

Once hits have been determined the Unit can make armour saves against the majority type in the Unit.
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1fire
Weapon rangesRange bands

Weapons have a single maximum range, with assault rifles gaining fire points at close range.

How it works

Each weapon lists range and Fire Points; most have a single band. Assault rifles fire 2FP at 12" or less and 1FP to 24".

* Assault Rifles get 2FP at 12"/30cm or less.
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Command & Control

2cmd
Activation rollActivation test

Each unit must roll its training-based Activation number to act.

How it works

Roll 1D6 equal to or above the Activation number: Green 5+, Seasoned 4+, Veteran 3+, Elite 2+. +1 if no enemy is visible; -1 per figure out of 3" coherency and -1 per suppressed figure. Failed units become On Guard, or withdraw 6" from the nearest visible enemy if over 50% casualties.

To Activate a Unit a player must roll equal to, or more than, the Activation number given in the Unit Training/Experience table.
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1cmd

A unit with a better-trained leader uses the leader's Activation level.

How it works

If a unit includes a leader whose Activation level is higher than the unit's, that rating is used for the unit's activation roll. No other leader rules are given.

If a unit has a leader with a higher Activation Level use this instead.
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1cmd

LWTV edition: units in cover that have not fired are hidden and must be spotted.

How it works

Units in cover that have not fired are hidden. An activated unit may try to spot one hidden enemy unit in line of sight by passing an Expertise roll; this does not use its action.

Units in cover that have not fired are "hidden." Activated Units may attempt to spot one hidden enemy Unit within line of sight by passing an Expertise roll.
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Turn Structure & Sequence

3turn

A player keeps activating units until one fails, then play passes to the opponent.

How it works

The initiative holder rolls to activate one unit at a time; each success lets that unit take one action. The first failed activation ends his run and initiative passes to the opponent. Play passes back and forth this way until every unit has had one attempt to activate that turn.

He can continue to activate units until he fails an activation, then the initiative passes to his opponent.
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1turn

Each turn both players roll to decide who attempts activations first.

How it works

At the start of every turn each player rolls 1D6 plus any scenario modifiers, re-rolling ties. The highest scorer attempts to activate first; with more than two players initiative passes to the next highest score.

At the beginning of a turn each player rolls 1D6 & adds any scenario modifiers. Reroll any ties.
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1turn

Units on guard may fire once per turn at enemy moving across their field of fire.

How it works

On Guard is a 0" action, and also the default state of units that fail activation (unless over 50% casualties). An On Guard unit can react once per turn by firing at enemy movement across its field of fire (LWTV edition: at enemy move or fire).

On Guard 0" Can react once per turn by firing at enemy movement across their field of fire.
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Damage & Attrition

2dmg
Vehicle damage tableCritical hits / special damage

Each unsaved vehicle hit rolls on a damage table, with facing deciding best or worst of two dice.

How it works

1-2 crew stunned (-2 next activation), 3-4 weapon destroyed, 5 immobilised, 6 destroyed with crew bailing and each taking a hit. Front hits roll 2 dice and take the better, side 1 die, rear 2 dice take the worse. A repeated result in the same turn becomes the next highest effect.

If a vehicle is hit on the front roll 2 dice & choose the better result. On the side roll 1 die. On the rear roll 2 dice & choose the worst result.
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1dmg

Unsaved hits not taken as suppression remove figures.

How it works

Each casualty removes one figure. Units over 50% casualties that fail activation withdraw instead of going On Guard.

All hits not saved by personal armour result in casualties.
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Resolution Engine

1engine
Front/rear vehicle damage rollAdvantage / disadvantage dice

A vehicle hit on the front rolls two dice on the damage table and keeps the better; a hit on the rear rolls two and keeps the worse; a side hit rolls one.

How it works

Each unsaved hit on a vehicle is rolled on the Vehicle Damage table (1-2 crew stunned, 3-4 weapon destroyed, 5 immobilised, 6 destroyed). Facing replaces a numeric modifier. Front hit: roll 2 dice and choose the better result. Side hit: roll 1 die. Rear hit (or top, in the other quick reference): roll 2 dice and choose the worse result. If the same effect comes up a second time in one turn, take the next highest effect instead.

If a vehicle is hit on the front roll 2 dice & choose the better result. On the side roll 1 die. On the rear roll 2 dice & choose the worst result.
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1engine
Six-sided Dice ConventionsSix-sided dice core

All resolution uses d6 with natural 6 succeeding and natural 1 failing.

How it works

Every roll is a d6 vs target number. An unmodified 6 always succeeds and an unmodified 1 always fails.

Any unmodified roll of a Six is a success. Any unmodified roll of a One is a failure.
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Forces & Unit Definition

1force
Forces on the tablePoints-based force building

Afghanistan supplement gives rough point values for fireteams and vehicles.

How it works

Guide values: FT1 75 points, FT2 70, IFV 60, MRAP 70, WMIK 40; Taliban 6-man teams 35/60/75 points by grade.

As a rough guide to the forces that should be on the table use the following: FT 1 – 75 points FT 2 – 70 points
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1force
Training/ExperienceTroop quality grades

Four training levels set activation, hit number and suppression capacity.

How it works

Green 5+/6+/1, Seasoned 4+/5+/2, Veteran 3+/4+/3, Elite 2+/4+/4 for Activation, Expertise and maximum Suppressed figures respectively. This single rating drives nearly all unit performance.

Each Unit is defined by its level of training & experience & by its weapon/armour selection.
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Movement & Manoeuvre

1move

Units can withdraw from melee by activation roll and may be pursued; badly hurt units fall back on failed activation.

How it works

To leave combat a unit passes an activation roll and moves 1D6" away; the opponent, on a successful activation, may follow 1D6" and continue combat if it catches them. Units over 50% casualties that fail activation withdraw 6" from the nearest visible enemy.

To attempt to Withdraw from combat a Unit must make a successful Activation roll & then move 1D6" away from their opponents.
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1move

An activated unit picks one action from a menu, each with a fixed move distance.

How it works

Walk 6" (may fire once during the move), Run 12" (no fire), Duck & Weave 8" (no fire, counts as soft cover), On Guard 0", Gone to Ground 3" into nearest cover (cover raised one level), Aimed Fire 0" (+1 to fire), Assault 8" into close combat. Infantry move through cover at normal speed; vehicles move 12" open or 6" in soft cover.

Walk 6"/ 15cm The unit can also fire small arms or throw grenades, at one point during their move. Run 12"/ 30cm Cannot fire weapons or throw grenades.
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Scenario, Campaign & Victory

2scen
Base Victory PointsObjectives & victory points

Afghanistan missions score BVP that are secretly converted to VP at a fixed rate or by dice.

How it works

BVP are earned for kills (Taliban/ANA 2, ISAF 6), vehicles (5), scenario objectives (5-10), with -4 for breaking ROE. At mission end each player secretly trades each BVP for 3 VP or rolls one die per BVP and totals the pips, or any mix.

The player can then either trade in the BVP for 3 VPs each, roll one die for each BVP and total the PIPS OR any combination of each.
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1scen

In the Extraction scenario insurgent reinforcements arrive each turn from random hideouts.

How it works

The insurgent player designates 2+D3 buildings as Hideouts. From turn 2 onward, D3+1 new troops appear at a random Hideout each turn until reserves are exhausted. The Recovery Team removes a Hideout by entering its uncontested building.

At the beginning of every turn after the first, the Insurgent player will randomly generate D3+1 new troops from a Hideout at random.
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Close Combat

1melee

Assaults resolve with simultaneous to-hit rolls and continue each turn until one side is gone or withdraws.

How it works

The attacker moves into base contact (max 8"), then the defender adds unengaged figures within 3". Both roll one die per figure against Expertise; previously suppressed figures strike last. Hits are casualties only and cover has no effect (LWTV: cover for defender in first round only). Combat resumes at the start of each later turn, and engaged units auto-activate and cannot activate again that turn.

The combat continues at the beginning of each subsequent turn. The units involved automatically activate at that point.
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Morale & Cohesion

3morale

The target allocates unsaved hits as casualties or temporary suppression, up to a training-based cap.

How it works

Unsaved hits are taken as casualties, suppressed figures, or a mix; max suppressed figures is 1/2/3/4 for Green/Seasoned/Veteran/Elite and excess must be casualties. Suppressed figures are laid on their side, cannot fire, and impose -1 per figure on the unit's next activation, after which they stand up. Close combat hits can only be casualties.

Unsaved hits against a Unit must be taken as casualties, suppressed figures, or a combination of both to the allowable limits the Unit can support.
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