Core Rules v1.0
Step 1: Assemble a team
A standard game of Fortune Fodder has a points allowance of 150 or 200 FF points. However you and your opponent can agree upon any points total to play with. When you have agreed upon a points total, secretly design your team. A Mech must have a single Pilot. Your team cannot contain duplicate Pilots or Mechs. It is okay if your opponent has the same Pilots or Mechs as you. Once your teams have been created reveal them to each other simultaneously.
Step 2: Roll a six sided dice to randomly select the Main Scenario. Each player then picks one Secondary Objective.
Mech Mods and Buy in Abilities may now be chosen with any extra points available. These are also revealed simultaneously.
Set up a 2ft by 2ft gaming table with Objective Markers and Terrain.
Each player then rolls a d6. Roll an extra d6 and discard the lowest if you have more leftover points then your opponent. The player with the highest roll can decide to deploy all Mechs first and activate first or deploy all Mechs second and activate second.
Activations are alternated so select a Pilot Mech combo to activate then once they are done your opponent can activate. Continue until all Pilots and Mechs have activated.
Once everything has activated, calculate the points earned that round. The player with the most VP claimed in the previous turn gets to choose which player will activate first on the following round.
Game Modes
Destroy the Tower [1-2 on six sided dice]
The tower is considered an enemy Mech, see stats below. Each player can set up one 32mm objective marker anywhere six inches from their board edge. The player that is activating first must place their objective first. The 50mm Tower is considered the 3rd objective marker. Place all objectives then Deploy Mechs. Each player can claim an objective by being within 1 inch of the marker and spending 1 AP. Once claimed the objective is considered under the activating players control. Enemy controlled objectives can be claimed if within 1in and costs 1 AP. Friendly Mechs gain Trait Tempo: For each friendly objective that is currently controlled, successful weapon attacks targeting the Tower gain an extra d3 damage to the Tower (This damage is dealt directly to the Tower’s HP).
Deploy Mechs 4 inches from a friendly table edge. The Tower Marker is placed in the center of the board.
Gain a VP for each 5 dmg your team does to the Tower.
Tower Stats: HP: 20 Armor: 10 Speed: 0 Def: 1
Traits:
Set in Stone: The Tower can’t be pushed, debuffed, affected by status conditions or moved. At the start of each round the Tower is set to full HP
Gain Control: If your team controls more objectives then the enemy at the end of the round you can fire the Obelisk once at an enemy Mech. This occurs regardless of if the Tower is active or deactivate.
Destructive Destruction: When the Tower hits 0 HP the player that destroyed the Tower can use the Obelisk immediately. The Tower is then deactivated and cannot be damaged. Do not remove the Tower Marker instead it will reactivate the following round with full HP.
Obelisk: Range: 24 Aim: 10d6+1 Strength: 12 Ammo: 1
Trait: Punishment: Enemy Mech hit by the Obelisk must spend 2 AP to activate Objectives next round.
The Game ends after 5 rounds.
Capture and Control (3-4 six sided dice)
Set up three 32mm Objective Markers on the board.
Place the first objective marker directly in the middle of the board.
Place the second objective marker six inches from the enemy’s side of the board edge and twelve inches from the neutral side of the board edge.
Place the third objective marker six inches from the friendly side of the board edge and twelve inches form the neutral side of the board edge.
Deploy Mechs 4 inches from a friendly table edge.
To take control of an objective you must have a friendly Mech within 3 inches of the marker.
An opponent is contesting an objective if they have a Mech within 3 inches of the same objective.
The player with the most Mechs within 3 inches of the marker is controlling the objective.
Controlling the Middle objective is worth 2 points
Controlling the Friendly objective is worth 1 points
Controlling the Enemy objective is worth 3 points
The Game ends after 6 rounds.
Capture the flag (5-6 six sided dice)
Spawn a 32mm Flag objective marker in the middle of the board.
A Mech can spend 1 AP to pick up the Flag if it is touching the Flag marker. When picked up the Flag objective is removed from the board. The Mech that picked up the Flag is considered to be holding the flag. A Mech holding the Flag will drop the Flag Marker anywhere fully within 2 inches if damaged. Once dropped the Mech is no longer considered to be holding the flag.
The team that is holding the Flag at the end of the round gains 1VP
A Flag is Captured if a Mech touches the friendly side of their board edge. The Friendly team gains 3VP when a Flag is Captured. Return the flag immediately to the middle of the board after it is successfully captured.
A Flag may be willingly dropped by a mech for 1 AP anywhere fully within 2 inches.
A Mech may not stand on top of the flag and a flag can’t be dropped into or on top of impassable terrain
Deploy Mechs 4 inches from a friendly table edge
Game ends after 5 rounds.
Secondary game modes
- Take names: Gain an extra 1VP point for every Mech and/or Pilot you take out.
- Bulwark: If you score VP from the same objective in two consecutive rounds, gain 2 VP. Players can only gain a maximum of 2 VP per round with Bulwark.
- Stitches and Tourniquets: Gain 1VP for every 6hp healed. (This doesn’t include the Hp gained from respawning)
- Part of the Plan: Gain 1VP if all enemy mechs have a debuff or status effect at the end of the round.
Alternative Competitive Game Mode: Draft Rules
(This game mode can be played when you and an opponent own at least one of each Mech available in Fortune Fodder)
Mutually agree upon a point value.
A standard game of Fortune Fodder has a point allowance of 150 or 200 FF points. However you and your opponent can agree upon any point value to play.
Both players roll a dice. The highest roller gets to dictate who chooses the first draft pick or chooses which player activates first on round one.
Place one of each Mech and Pilot Card in view of both players.
The player who was elected to choose the first draft pick will select either one Pilot or one Mech.
Players alternate choosing one Pilot or Mech until all points are spent.
A player can announce to save the remainder of their points voluntarily for Modifications instead of choosing. (This will voluntarily finish your draft picks)
If one player chooses to save points the other player can continue to choose until they either run out of points or save voluntarily for Modifications.
After all players are done selecting, announce to your opponent which Pilots will be in each Mech.
The player that chose first will announce their Mech and Pilot combo choices first.
If an extra Pilot or Mech is chosen without a combo those points are lost.
Roll Randomly for the Main Scenario. Each player then picks one Secondary Objective and will reveal to each other simultaneously.
Mech Mods and Buy in Abilities may now be chosen with any extra points available. These are also revealed simultaneously.
Set up the 2ft by 2ft gaming table with Objectives and Terrain.
Activations are alternated select a Pilot mech combo to activate then once they are done your opponent can activate. Continue until all Pilots and Mechs have activated.
Once everything has activated, calculate the points earned that round. The player with the most VP claimed in the previous turn gets to choose who activates first on the following round.
AP Action List:
Once Per Activation Actions
Hit the Jets (AP1) Push your Mech 3 inches in any direction (Can only be used once per round)
Emergency Meds (AP1) Pilots can heal themselves for d3.
Emergency Repairs (AP1) Pilot can repair their mech d3 or remove 1 status effect
Charge (AP2) Move and make a melee attack with +3 successes to AIM. If you are unable to make an attack due to being out of range, Charge costs an extra AP. If a Mech fails a charge with 0 AP left its pilot instead takes d3 dmg. (This counts as your move and only can be done once per turn).
Dust off (AP2) Heal ally Mech or Pilot d3 or remove 1 status effect (Range 6 inches)
Move (AP1) Move the mech up to its speed value in any direction
Unlimited use Actions
Melee Attack (AP1) Choose 1 Melee Weapon and Attack an Enemy in range
Ranged Attack (AP1) Choose 1 Ranged weapon and attack. A range weapon can be fired up to its ammo value per activation, but cost 1 AP per attack.
Defensive Actions
(Can be made when a Mech is targeted by an enemy attack. Each action can only be made once per round per Mech.)
Emergency Smoke (AP1) Gain +2 DEF against the incoming Enemy Attack.
Diverted Movements (AP1) Reduce DMG from the incoming Enemy Attack by d6.
You’re Not Alone (AP1) When another friendly Mech within 6 inches is targeted by an Enemy Attack, the targeted friendly Mech gains +1 DEF and reduces DMG by d3. This ability can only be used once per Attack.
Core Rules:
How to Attack: To make an attack spend the appropriate amount of AP and select a weapon. Line of sight is needed to attack an enemy Mech. Line of Sight is when a line can be drawn from the attackers base to the defenders base. Measure the distance based on range and confirm you are within that parameter. Then roll the proper amount of dice equal to your AIM stat. A 4, 5 and 6 result on a six sided dice is considered a success. Calculate the total amount of successes and add modifiers. Compare successes to enemy’s defense Stat. If the successes are greater than or equal to the Defense stat the attack is considered a Hit. Damage is calculated by taking the Strength of the weapon and subtracting the enemy mech’s Armor value. Damage dealt is then subtracted from the enemy Mech’s HP. Attacks can’t target ally Mechs or Pilots
Critical effects happen after the damage calculation. Critical effect can be used regardless if damage occurred. Weapon Traits happen after Critical Effects.
Stats/Terms Explained:
Health (HP): Health points when this value reaches 0 the Mech or Pilot is considered Knocked out. Modifiers (Mod): Positive modifiers are considered buffs and Negative modifiers are considered debuffs. Pilots can modify their mechs to fit their playstyle. These Modifiers are considered to be passively active unless stated otherwise. Action Points (AP): Action points are spent to allow Pilots and Mechs to do a plethora of Actions. These points are replenished at the start of each round unless stated otherwise. Cost: Used to calculate the total point value of your team. Ranged: These weapons are meant to be used at a distance. Ranged weapons can be used in melee, but at a disadvantage.
Melee: The weapons are used for close quarters combat
Range: The distance in inches that a weapon can be used to attack/target an enemy
Aim: This stat is used to test against an enemy’s defense value and possibly acquire a critical result. A result of 4,5,6 on a six sided dice is considered a successful hit dice. The total number of hit dice are then added together with added modifiers. If the total amount is equal to or greater than the enemy defense the attack is successful. Strength (STR): This is how powerful an attack is. To calculate damage Strength - Armor = Damage. Damage (DMG): This stat is used to remove health points. HP - DMG = Remaining HP. Ammo: An amount of times a weapon can be used per activation. Critical (Crit): A special effect or addition to an attack when requirements are met. A crit can be successful even if an attack fails to hit.
Armor (ARM): Protection against attacks and reduces damage. Strength - Armor = Damage Speed: How far in inches a Mech can move or charge. Defense: How elusive a Mech is at being able to dodge attacks.
OPT: Once Per Turn. Can be used for free once per turn
OPR: Once Per Round. Can be used for free at anytime Once per Round
LOS: Line of Sight
Buy in Abilities: Some Mechs can be upgraded with Mech specific Modifications and/or Abilities that can be purchased before the game. You can choose to purchase as many of the Buy in Abilities as you would like.
Universal Mech Mods
Can only upgrade a Mech with one Universal Mod. Can’t use the same Mod twice per team.
Extra Thrusters (10 points) - Can Use Hits the Jets for free
Experimental Fuel (10 points) - Add +1 inches to Hit the Jets
Doctor’s orders (10 points) - Instead of rolling d3 for Dust off, Emergency Meds, and Emergency Repairs heal 3hp. A Mech with this mod can use Dust off without spending AP.
Drone Strike (10 points) - Mech gains weapon
Drone Missile Range: 8 Aim: 8d6 + 2 Strength : 7 Ammo: 1 Trait Smoke Trail: If an enemy Mech is hit by Drone Missile add +1 speed to any Charge against that Mech until the end of the round.
Medical Hourglass (10 points) - When an ally Pilot is knocked out. At the start of the next round you may discard the Medical Hourglass. The Pilot and Mech both may respawn with half health. This mod can be used even if the Mech/Pilot with the Mod has been knocked out. (Can only be used once per game)
Quality Material (5 points) - Add +5 hp to Mech. (Does not increase Mech Weapon Stats due to Modifiers)
Hearty Breakfast (5 points) - Add +d3 hp to Pilot with this Mech Mod.
Scouter (5 points) - Add +1 Aim to one Mech ranged weapon.
Recycle Drone (5 points) - Heal d6 hp from Mech equipped with Recycle Drone if another Mech is destroyed.
Auto Stimmy Medical Kit (5 points) - Once per game. Before Enemy Damage is dealt to the equipped Pilot or Mech. Immediately heal both the equipped Pilot and Mech by d6
Terrain Rules
Clouds/Concealment +1 Def while within the effect. This Terrain Blocks LOS unless the target Mech is inside the cloud/concealment. Clouds/Concealment Terrain can be freely moved thru by Mechs
Cover +1 Def and +1 Armor within an inch
Rough terrain: Half Speed moving thru the effect
Impassable: Can’t move through. Can’t see through, Can’t stand on.
Shooting in/into melee = +2 Def
Fluff Terrain: Terrain used only for scenic effect and does not give a buff or debuff.
It is not recommended to have pieces of terrain tall enough that a Mech needs to climb or scale. These pieces of terrain can cause issues with range and melee attacks. It is recommended to treat these pieces as Impassable.
A Mech can’t be pushed, pulled or moved through terrain or other Mechs. Unless stated otherwise
Recommended Terrain for a standard game of Fortune Fodder is 2-4 pieces
Miscellaneous rules
To hit roll is 4+
If a Mech is in Melee they can only select an enemy Mech they are in Melee range with to be the target of a ranged attack.
Attack of Opportunity = One Free attack when leaving the melee weapon range of an opponent. Pushing an opponent away ignores attack of opportunity, but pushing an ally away does not
No Pre-Measuring Attacks, Moves, etc.
Current Status effects list [Fire = Pilot and Mech suffer 2 Dmg when their activation ends] Status Effects count as Debuffs
Revenge token - When a Pilot is knocked out by an enemy mech. Give one other friendly Pilot a Revenge token. A Pilot with a revenge token gains +1 AP. A Pilot may have multiple revenge tokens to a maximum of two.
Indirect vs Direct DMG
Indirect Damage: Damage dealt by status effects, out of activation damage or any damage sustained when not specified as the initial target of an attack.
Direct Damage: Damage dealt by any attack, trait, critical effect that requires a target. If multiple targets are needed to be declared initially, choose one target to be dealt direct damage.
A Mech or Pilot is Knocked out when its HP reaches 0.
Pilot Knock Out = 2 vp
Mech Knock Out = 1vp
A Knocked Out Pilot also knocks out the Mech for a total of 3vp.
A Mech will respawn at the start of the next round with half its hp rounding up. The player who is activating first will redeploy first and the player activating second will redeploy after. They are redeployed before activations within 4 inches from a friendly table edge.
If a Pilot is knocked out they and their Mech will not respawn.
If all enemy pilots are knocked out the game will end at the end of the round. The winner still decided by the player with the most VP
If at the end of a game both players have the same amount of victory points. The player who gained the most VP in the final round of the game claims victory. If in the rare case both players gained the same amount of VP in the final round then the player that gained the most VP from secondary objectives claims victory.
Objective Markers are not Terrain pieces