FUBAR - Late Medieval Force Supplement

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  • 8/10/2019 FUBAR - Late Medieval Force Supplement

    1/2

    +FUBAR Late Medieval+

    Original FUBAR Medievalrules by Craig Cartmell (http://fubarwargames.wordpress.com/ )

    FUBAR Late Medievalby Jojanne Hopmans

    These rules are written as a

    supplement to the FUBAR

    Medieval 2ndedition.

    +Additional++Rules+

    Charge bonus

    A charge bonus is received when

    a unit first initiates an enemy

    in close combat and only in the

    first round of combat. It is

    added as a penalty to the

    enemys armour value. If the

    enemy withdraws from combat and

    they are caught up, the charge

    bonus is received again.

    Mounted movement bonus

    The movement bonus for mounted

    units is equal to their armoursave in inches when walking and

    charging and twice that when

    running.

    Mounted units with a 3+ or

    better armour cannot move

    through cover. Mounted units

    cannot move through moderate

    cover.

    Ranks in close combat

    When in close combat, only the

    first 2 ranks of a formation

    can add their attacks to the

    combat.

    Reload actionSome units have to reload their

    weapons before they can shoot

    again:

    Move 0, weapon is reloaded,

    can also shoot this turn.

    +Troops+

    HQ

    General

    25 pts

    1 Accompanied by Nobles

    Leader

    Elite 2+/4+

    2 Assaults

    Lance +2

    Heavy armour 3+

    Mounted

    Charge bonus +2

    Nobles

    Household Gendermes

    25 pts (3-6 per unit)

    Elite 2+/4+

    2 Assaults

    Lance +2

    Heavy armour 3+

    MountedCharge bonus +2

    Elites

    Mounted Men-at-Arms

    Ordonnance Gendermes

    24 pts (3-6 per unit)

    Veteran 3+/4+

    2 Assaults

    Lance +2

    Heavy armour 3+

    Mounted

    Charge bonus +2

    Men-at-Arms

    19 pts (5-10 per unit)

    Veteran 3+/4+

    2 Assaults

    Two handed sword +2

    Heavy armour 3+

    Swiss Pikemen

    12 pts (10-25 per unit)

    Veteran 3+/4+

    Pike +1

    Medium armour 4+

    When in close combat, the

    enemies expertise rating gets a+1 penalty and its charge bonus

    is nullified.

    Swiss Pikemen cant run.

    Troops

    Hobilars

    Coustilliers

    11 pts (3-6 per unit)

    Seasoned 4+/5+

    Sword +0

    Medium armour 4+

    Mounted

    Charge bonus +1

    Billmen9 pts (10-25 per unit)

    Seasoned 4+/5+

    Bill +1

    Medium armour 4+

    Pikemen

    10 pts (10-25 per unit)

    Seasoned 4+/5+

    Pike +1

    Medium armour 4+

    When in close combat, the

    enemies expertise rating gets a

    +1 penalty and its charge bonus

    is nullified.

    Pikemen cant run.

    Handgunners

    15 pts (3-6 per unit)

    Seasoned 4+/5+

    Handgun 12 1SP

    One handed sword +0

    Medium armour 4+

    Enemy armour value gets a +2

    penalty.

    Has to choose a reload action

    to reload. They start the game

    loaded.

    Missile

    Longbow

    18 pts (5-15 per unit)

    Seasoned 4+/5+

    Longbow 24 2SP

    Dagger -1

    Light armour 5+

    Crossbow

    8 pts (5-15 per unit)

    Seasoned 4+/5+

    Crossbow 18 2SP

    Dagger -1

    Light armour 5+

    Has to choose a reload action

    to reload. They start the game

    loaded.

    Artillery

    Artillery needs one turn to

    reload, and starts the game

    unloaded. It can only move 3

    and it cant move while loading

    or shooting.

    An artillery piece needs a

    minimum crew to operate, but

    can have a larger crew. Hits

    are allocated to the crew. When

    less than the minimum crew is

    alive, the artillery piece is

    removed. The gun itself is

    always operated by the

    gunmaster, who is removed as

    last.

    Culverin

    1-3 guns and crew

    Minimum crew 2

    Culverin 32 4SP

    Guncrew

    15 pts (Gunmaster)

    9 pts

    Minimum + 0-2 per gun

    Seasoned 4+/5+

    Dagger -1

    Light armour 5+

    Excellent Guncrew

    22 pts (Gunmaster)

    13 pts

    Minimum + 0-2 per gun

    Veteran 3+/4+

    Dagger -1

    Light armour 5+

    Ancillary

    Standard bearer

    20 pts

    Every unit can be accompanied

    by one standard bearer. This

    adds a +1 bonus to activation

    rolls for that unit or units

    within 5 cm.

    A standard bearer is unarmed.

    Expertise and armour is as rest

    of unit.

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  • 8/10/2019 FUBAR - Late Medieval Force Supplement

    2/2

    +FUBAR Late Medieval+

    Original FUBAR Medievalrules by Craig Cartmell (http://fubarwargames.wordpress.com/ )

    FUBAR Late Medievalby Jojanne Hopmans

    +XVthCentury+

    +Armies+

    English

    For every Men-at-Arms, there

    should be twice or more

    Troop/Missile units

    1 General with Nobles

    1-2 Mounted Men-at-Arms

    0-4 Men-at-Arms

    0-1 Hobilars

    1-4 Billmen

    2-4 Longbow

    Burgundian

    For every Genderme there should

    be twice or more Troop/Missile

    units.

    For every Artillery unit, there

    have to be 3 other units.

    1 General

    1-4 Gendermes0-1 Household Gendermes

    0-2 Ordonnance Gendermes

    0-2 Dismounted Gendermes

    0-1 Coustilliers

    1-2 Pikemen

    0-2 Gunmen

    1-2 Longbow

    0-2 Artillery

    Swiss

    Swiss Pikemen count as Troops.

    One Swiss Pikemen unit can be

    choosen as HQ instead of a

    normal HQ. This unit is

    considered Elite and costs 13

    pts per model

    The number of Swiss Pikemen

    units must always be half or

    more of the total number of

    units.

    1 HQ

    2-6 Swiss Pikemen

    0-2 Halberdiers (Billmen)

    0-3 Gunmen

    Generic

    There should always be twice or

    more Troops/Missiles as there

    are Elites or Artillery.

    1 HQ

    0-4 Elite

    2-6 Troops/Missile

    0-2 Artillery

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