BEGINNING: WELCOME TO HELL SOLDIER! GET READY FOR ACTION AND DON'T GET YOURSELF KILLED!In 1900s Fodder, you take roles of the soldiers of either Romansh Empire or the Falconian Alliance. The two huge nations are locked in a bitter conflict across huge swaths of trenches, ruined cities and cratered landscapes for five years now.
It is RTD with minimal amount of roleplay and only few rolls - what matter is VICTORY, and VICTORY is obtained by killing more enemies than the other team.
The basic actions are: ATTACK, COVER and SWITCH.
ATTACK is when the player exposes himself to attack the enemy. Usage of 'Extras' also goes here.
COVER is when the player hides behind a tree, rubble or something of the kind. It grants +2 to Evasion rolls.
SWITCH is when the player changes his Cover location. While most of the time it's better to stay in one place, Supports, Officers and even Heavies will have a reason to move around from time to time. After SWITCHing, you are exposed to enemy fire until you COVER at your new Cover area.
*Please note: COVER action and Cover location, while related, are two different things!
The extra actions are: HEAL, RESUPPLY, SET NEST and COMMAND.
HEAL is the action of a Support unit. It heals up to 2HP, or removes Shock and Bleeding statuses at cost of 1HP per cured ailment. HEAL uses up 1 part of Medkit.
RESUPPLY is the action of Support unit. It restores ammo of 1 Ally's weapon. RESUPPLY uses up 1 unit of Ammopack.
SET NEST is the action of Heavy unit. It sets up a Gatling Nest behind a Cover, reducing the Cover's capacity by 1 soldier, on other hand - the Heavy now has a Gatling Gun to mow down enemies with!
COMMAND is the action of Officer unit. The Officer can COMMAND fellow soldiers at his Cover location into different tactics.
The basic rolls are:
Hit roll: Both the Attacking player and Defending player roll a 1d6. If Attacker rolls more than the Defending, there is a hit. If the Defender rolls more than the Attacker, the Defender HITS the Attacker. In case of a draw, nothing happens.
Damage roll: Damage is dealt upon successful hit, the amount of damage depending on the weapon.
Each Team consists of 6 Players. All extra Players are put on the Waitlist and arrive at the end of the Turn whenever their Team on the battlefield isn't fully (6) staffed.
CHAPTER 1: WHAT IS YOUR NAME SOLDIER? WRITE IT DOWN SO I KNOW WHAT TO PUT ON YER GRAVE LATER ON!In 1900s Fodder, you don't need backstories. All you need is:
Name: pretty obvious
Side: which side you fight for (Romansh or Falconian)
Role: Corpsman, Support, Heavy or Officer
Skill: Pick one from the list below!
HP: You start with random amount of HP between 6 and 9. Rolled by GM.
Weapon: You pick Pistol or Rifle if you're a Corpsman or Officer. Heavies pick either Gatling or Rifle. Supports start with Pistol. Check Weapons section of Equipment for details.
Extra: You pick one. Check Extras section of Equipment for details.
2nd Extra: Depends on the Role.
Skills:
Extra Heavy: You were made a Gatling operator not just because of your skills, but also because of your battlefield strength. All Weapons you use deal 1 Damage extra. Heavy role only.
Friends at HQ: You have friends at the HQ, and those friends made sure you get all the neat equipment. You get a 2nd Extra of your choice, plus a fancy padded trenchcoat that reduces all Damage by 1! Officer role only.
Healthy: You were always a healthy lad. Your HP roll will be between 10 and 12 HP!
Iron-willed: Either your upbringing or training turned your nerves into steel wires. You cannot suffer from Shock caused by dying high ranking soldiers near you, althought the a Grenade explosion can still do it to you.
Lucky: Some higher force is smiling upon you. The first hit that would otherwise kill you will instead lower your HP to 1. Corpsman role only.
Marksman: You were a passionate hunter, a son of riflemaker, whatever - this gave you natural affinity to shooting, and therefore you get +1 to all Hit rolls.
Surgery Mastery: Diplomas and skills of a true professional medic belong to you! HEAL action heals 2HP extra. Support role only.
CHAPTER 2: SO WHAT IT IS YOU CAN EXACTLY DO, SOLDIER? ARE YOU EVEN HALF USEFUL, HUH!?Corpsman: The standard mook of Romansh and Falconian armies. With the rank of Private, they can choose their favorite weapon.
Support: The best friend of everyone, he brings up new ammo and bandages wounds. With the rank of Lieutenant, they gain access to HEAL and RESUPPLY actions. While they start with a Pistol, also gain a 2nd Extra: either a spare Medkit or Ammopack, its their choice.
Heavy: The one with gatling gun, and with explosives expertise as well. With the rank of Lieutenant, they can SET NEST and then spray enemies with Gatling salvos and toss Grenades with +2 Hit bonus! They also gain 2nd Extra: Grenade.
Officer: The guy in command, dispensing tactics to his underlings. With the rank of Captain, they can COMMAND the soldiers they share Cover with.
CHAPTER 3: EITHER YOU COVER BEHIND A WALL LIKE A PUSSAY, OR YOU GET SLAUGHTERED! SO BETTER GET USED TO BEING A PUSSAY, SOLDIER!!Each 'stage' of the firefight is comprised of 3 Cover areas. Each Cover area can 'house' up to 3 soldiers at once.
Cover areas are piles of rubble, building corners, a fallen tree - any place that could possibly be used as a good hiding spot.
Cover areas aren't big, and that's why they can house 3 soldiers at once, but if more than 3 soldiers occupy the same Cover, their Cover action provices 1 point of Evasion bonus less than usual - down to 0 if 5 soldiers occupy the same Cover.
Also, both Grenades and Gatling guns target 1 Cover area - never will a Gatling spray or Grenade explosion target all soldiers at the enemy team.
CHAPTER 4: NOW ITS ABOUT TIME YOU GET YOUR EQUIPMENT AND YOUR DAMN ATTITUDE IN ORDER!Weapons:
Romansch Empire:
Romansch Revolver: 3-6 damage. Ammo: 6/6 [Pistol]
SF Rifle v6: 4-8 damage. Ammo: 10/10 [Rifle]
Kaiser Gatlinger: 8-12 Adjustable damage, -2 to Hit. Ammo: 50/50, 10 per salvo. [Gatling]
Falconian Alliance:
Molt 9.2mfs Pistol: 3-4 damage, +1 to Hit. Ammo: 6/6 [Pistol]
Falcon Mk.X Rifle: 5-7 damage. Ammo: 8/8 [Rifle]
Norman-462 Mk.V: 9-10 Adjustable damage, -1 to Hit. Ammo: 40/40, 10 per salvo. [Gatling]
Extras:
Helmet: You cannot receive more than 4 damage per Hit (does not protect from Grenade damage).
Medkit: Used by Support units, restores HP or can remove Bleeding and Shock statuses. Uses: 4/4
Ammopack: Used by Support units, restores Ammo of a weapon to full. Uses: 4/4
Sights: Mounted on a Rifle. +2 to Hit rolls.
Grenade: Can be tossed at enemies for explosive results. 8-12 Adjustable damage, destroys Gatling Gun nest, can cause Shock.
CHAPTER 5: SO HOW ABOUT SOME HEAVY DUTY EQUIPMENT YOU SAY, HUH? WELL SOLDIER, LEMME EXPLAIN IT!Both Grenades and Gatling guns behave a bit differently than normal Pistols and Rifles.
Gatling guns operated by soldiers target 'all' enemy soldiers behind a Cover area, and do not suffer a counter attack at failed Hit roll.
Grenades similarily target 'all' enemy soldiers behind a Cover area. There is only 1 roll - a Grenade roll. This 1d6 roll determines how close the grenade fell before exploding.
6 means the grenade exploded right at the enemy group, dealing normal damage; each number below 6 results in the Grenade's damage being reduced by 1.
Sounds nice? Not so fast, friend! Both Gatling and Grenade damage is 'Adjustable', meaning that after a the respective rolls, there is an Adjustment coin toss.
This coin toss determines if the hit person was sprayed with bullets/shrapnel fully or had the luck of being just at right place to avoid part of the destructive forces.
'Heads' means full damage, 'Tails' means that the damage is reduced by 4. In case of grenades, with a botched toss and some luck, certain soldiers might completely avoid Grenade damage!
CHAPTER 6: CHAINS OF COMMANDING? I DO NOT WIELD ANY DAMN CHAINS BUT I SURE KNOW A BIT ABOUT COMMANDING, SOLDIER!Officer roles can COMMAND the soldiers they share a Cover area with. Once they issue a COMMAND, it lasts for 3 Turns total before it resets to Standard.
Assault: +1 to Hit rolls, +1 to DMG, -1 to Evasion.
Offensive: +1 to Hit rolls.
Standard: no bonus.
Defensive: +1 to Evasion rolls.
Cowardly: +2 to Evasion rolls, -1 to Hit rolls.
CHAPTER 7: OKAY THERES SOME NASTIES THAT SHOW UP DURING A BIG FIREFIGHT AND IM NOT TALKING ABOUT THE ENEMY SCUM HERE!There are 2 ailments that can happen to a Soldier in the 1900s Fodder.
Bleeding: Occurs if the Soldier receives 3 or more Damage. At end of every Turn, there's 50% chance that Soldier loses 1 HP or the Bleeding stops. Support can stop Bleeding with his/her Medkit.
Shock: Occurs if the Soldier receives 'full' damage from Grenade (3 in 6 chances), or witnesses death of Lieutenant (1 in 6 chances) or Captain (2 in 6 chances) ranked soldier at his Cover Area. Shock grants a -1 penalty to Hit/Evasion for 3 Turns. Support can cure Shock with his/her Medkit.
CHAPTER 8: KEEP YOUR HEAD LOW OR- ah fuck, there he goes... that will be eleven letters I will have to write this weekend.If you die, don't worry! The fight continues and you can again participate!
Just send in info about your new soldier, spend some time on the Waitlist and back onto the battlefield you go!
1.
Name: Pvt.John (Rautherdir)
Side: Romansh
Role: Corpsman
Skill: Marksman
HP: 8/8
Weapon: SF Rifle v6: 4-8 damage. Ammo: 10/10 [Rifle]
Extra: Sights: Mounted on a Rifle. +2 to Hit rolls.
2.
Name: Pvt.Dietrich (Taricus)
Side: Romansh
Role: Corpsman
Skill: Healthy
HP: 12/12
Weapon: SF Rifle v6: 4-8 damage. Ammo: 10/10 [Rifle]
Extra: Helmet
3.
Name: Inaluct I (inaluct)
Side: Falconia
Role: Heavy
Skill: Healthy
HP: 11/11
Weapon: Norman-462 Mk.V: 9-10 Adjustable damage, -1 to Hit. Ammo: 40/40, 10 per salvo. [Gatling]
Extra: Helmet: You cannot receive more than 4 damage per Hit (does not protect from Grenade damage).
2nd Extra: Grenade: Can be tossed at enemies for explosive results. 8-12 Adjustable damage, destroys Gatling Gun nest, can cause Shock.
4.
Name: Cpt.Bert (DolosusDoleus)
Side: Falconia
Role: Officer
Skill: Friends at HQ
HP: 7/7
Weapon: Falcon Mk.X Rifle: 5-7 damage. Ammo: 8/8 [Rifle]
Extra: Helmet: You cannot receive more than 4 damage per Hit (does not protect from Grenade damage).
2nd Extra: Sights: Mounted on a Rifle. +2 to Hit rolls.
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