Fudge Miniatures Battles
The sounds of clashing steel, the feel of sweat running down your back, the taste of blood in your mouth... these are what await you on the battlefield. Do you have what it takes to enter into bloody battle, a few sworn comrades at your side, cold steel in your hand, and a grim and firm determination to be the victor? Enter, then, the field of battle...
Introduction
Since I picked up Fudge many years ago, I have been enamored of the simple and elegant dice mechanic. As an avid miniatures war-gamer, I decided to create a set of war-game rules that use it. This rule-set can be used to play out skirmish battles with each player controlling between three and ten models apiece. It is written with fantasy battles in mind, but with different Gifts, Faults, and equipment, it can be expanded to any genre.
Ground rules and assumptions
Trait levels and their respective bonuses
- +4 Legendary
- +3 Superb
- +2 Great
- +1 Good
- +0 Fair
- -1 Mediocre
- -2 Poor
- -3 Terrible
Players should be familiar with how to roll and read Fudge Dice (4dF) and how to figure out the result of the roll.
On an unmodified roll of +4, re-roll, ignoring all [-] results, and add the new results to the total.
This game uses numeric values instead of descriptive trait levels. During playtest, it was found that continually converting back and forth between numbers and descriptive levels significantly slowed down the game.
There is no points-construction system. Forces will not necessarily be balanced against each other. The players should agree on a scenario that seems balanced based on the forces the players have brought to the table. "Last Man Standing" is discouraged, in favor of things like "Hold the bridge for X turns" or "Escort King Kinglsey Across the Board Before Knave Knavely Beats Him Up and Takes His Mojo".
The players should have a model for each of their characters that roughly corresponds to the stats and equipment they are giving it.
- It doesn't matter who makes the models, though painted models look cooler and roll better than unpainted models. Really. They do. Honest.
- The model's base does not matter, but it would be nice if each model's base was roughly the same size and shape as other models about the same size as it.
- Munchkins, Rules-Lawyers, and players who make a fuss about "Tournament standard" or "Legal models" shall be kicked once, very politely, in the shins.
- Laminated datacards and dry-erase markers work well for easy bookkeeping.
- If a model is Near Death, lay it face up. If a model is Dead, lay it face down.
The datacard
Each model has a datacard that contains the following things:
- Wound track (see below)
- Strength
- Dexterity
- Guts
- Movement
- MODF (Melee Offensive Damage Factor)
- RODF (Ranged Offensive damage Factor)
- DDF (Defensive Damage Factor)
- HDDF (Defensive Damage Factor when helpless)
Making a character
(This is for a standard human. Other races may be modified based on general consensus.)
- Each stat starts out at +0, except for Movement, which starts out at 5". Each model has four free levels to buy stat increases: +0 to +1 costs one level, etc. You can lower a stat two levels to increase another stat an extra level (do this only once).
- Assign Gifts and Faults (see next section).
- Assign equipment that corresponds to the mini.
- Calculate Melee ODF, Ranged ODF, and DDF:
- MODF is the weapon's damage plus Strength (or Dexterity). For example, a model with +2 Strength and a +1 longsword has a Melee ODF of +3. Each weapon will state whether it is Strength or Dexterity based.
- RODF is the weapon's damage. If any stat bonus is added, it will be stated in the weapon's description.
- DDF is the model's Dexterity plus Armor bonus.
- HDDF is the Armor bonus without the Dexterity bonus or the bonus to shields the defender would not be able to use when helpless.
Gifts/Faults
A standard human model will get one Gift and one Fault. Five-Point Fudge has an excellent list of gifts and faults from which to pick. Each Gift and Fault should have a tabletop effect, so unless the scenario calls for powerful allies coming on the field later in the game, a gift such as "Rich and powerful Patron" would not be appropriate. Faults like "Impotent" or "Scabies" have no effect on the tabletop, so they also would be inappropriate. I'm sure someone will prove me wrong on this, by the way. I could use a good laugh, so if you do, I want to hear about it.
The Game Turn
Players take turns activating their entire force. Play proceeds clockwise around the table if there are more than two players. Initiative is determined by the scenario. If the scenario has no preference, then whoever brought pizza for the group gets to go first.
- Player's models may move between 0" and their maximum movement.
- Player's models may either melee, shoot, cast a spell, or perform any other available action.
- Any damage is applied.
- Player's models may move any distance they did not move in step 1. Note that if a model was wounded in the previous step, it cannot move more than its new movement stat. This is unlikely to happen, but if I don't put it in, someone will figure out how to do it.
- The next player clockwise around the table starts his turn at step 1.
Available Actions
- Loot the dead
- Pick up an object
- Shoot all wielded ranged weapons
- Melee attack with all wielded melee weapons
- Cast a spell
Movement
Each model is able to move a distance on the table equal to its Movement stat. If a model does not move its full Movement distance before it does an Action, use a die other than a Fudge Die to track how much more movement the model can make.
Disengaging
When a model leaves base-to-base contact with an enemy, the enemy gets a single free attack on the model, unless the model succeeds in a Dexterity check that equals or beats the enemy's Strength or Dexterity, whichever is greater.
Terrain
Certain types of terrain cause penalties to movement. Each inch or fraction thereof that a model traverses imposes the following modifier on the number of inches of movement needed to traverse that inch:
- Open terrain - x1
- Rough terrain - x2 (Swamps, briar patches, barbed wire, etc)
- Swimming - x2
- Elevation increase - x2 per inch climbed (hills, ladders, hedges, fences, etc)
- Model is Flying - x1/2
- Decrease elevation - x1
Combat
If the scenario, situation, or particular attack calls for a model to be surprised or helpless, use the target's HDDF.
Melee Combat
- A model makes one attack per weapon wielded. Weapons are either wielded with one hand or two hands. Each weapon will have "1h" or "2h" in its description. A model cannot wield more weapons than will fit in its available hands.
- Melee attacks must be made in base-to-base contact with the target model unless otherwise stated in the weapon's description.
- To make a melee attack (do this once for each melee weapon the attacker is carrying):
- Attacker rolls 4dF plus MODF versus the target's DDF (target does not roll; is assumed to be actively dodging.)
- If the attacker's total (roll+MODF) equals or beats the defender's DDF, the defender takes a wound equal to the relative degree (total-DDF).
- If more than one model are attacking a single enemy, each attack gains a +1 bonus to hit.
Ranged Combat
- Ranged weapons may not be fired while in base-to-base contact with an enemy unless otherwise stated in the weapon's description.
- A Model has line of sight to a target if, from a model's-eye view, it can see at least half the target model.
- Ranged weapons may be fired at targets outside their Range, but rolls suffer a -1 penalty for every multiple of the weapon's Range or portion thereof.
- If the target is behind cover, the attacker's roll is modified by -1.
- To make a Ranged attack (do this once for each ranged weapon the attacker is carrying):
- Attacker rolls 4dF plus RODF versus the target's DDF (target does not roll; is assumed to be actively dodging.)
- If the attacker's total (4dF+RODF) equals or beats the defender's DDF, the defender takes a wound equal to the relative degree (total-DDF).
Wounds
Models take damage using the standard Fudge wound track:
Model is healthy:
| Scratch | Hurt(-1) | Very Hurt(-2) |
Near Death |
Dead |
|---|---|---|---|---|
| [ ] [ ] | [ ] | [ ] | [ ] | [ ] |
| 0-2 | 3-4 | 5-6 | 7-8 | 9+ |
Model takes a 4 wound (Hurt) and is at -1 to all stats:
| Scratch | Hurt(-1) | Very Hurt(-2) |
Near Death |
Dead |
|---|---|---|---|---|
| [ ] [ ] | [X] | [ ] | [ ] | [ ] |
| 0-2 | 3-4 | 5-6 | 7-8 | 9+ |
Model then takes a 5 wound (Very Hurt) and is at -2 to all stats:
| Scratch | Hurt(-1) | Very Hurt(-2) |
Near Death |
Dead |
|---|---|---|---|---|
| [ ] [ ] | [X] | [X] | [ ] | [ ] |
| 0-2 | 3-4 | 5-6 | 7-8 | 9+ |
Model Takes four Scratches which carries over through Hurt, Very Hurt,and into a Near Death:
| Scratch | Hurt(-1) | Very Hurt(-2) |
Near Death |
Dead |
|---|---|---|---|---|
| [X] [X] | [X] | [X] | [ ] | [ ] |
| 0-2 | 3-4 | 5-6 | 7-8 | 9+ |
...et cetera. Note that increased wound levels carry penalties to all stats, not rolls.
When a model becomes Near Death, it falls to the ground (face up) and cannot do anything else. If it was flying at the time, it takes an additional 4dF+5 wound as it crashes to the ground. This may well result in the model becoming Dead.
Starting on the model's next turn after it becomes Near Death, it must make a Guts roll. If the modified roll is a +2 or better, it becomes merely Very Hurt and may then act normally. If the modified roll is a -1 or less, it becomes Dead (turn model face down).
If a model attacking a model that is Near Death, the attacker only has to roll to wound. The attack is assumed to automatically hit, and is made against the target's HDDF stat.
Guts
Each model has a Guts score. Certain circumstances call for the model to make a Guts Check.
Circumstances requiring a Guts check, and the target for the roll:
- Model takes a new Wound Level (Scratch to Hurt, Hurt to Very Hurt, etc): Target number is +1
- Model is in a combat and a friend shoots into the combat: Target number is +0
- Model suffers two wound levels in a single attack (Scratch to Very Hurt): Target number is +2
- Model tries to charge, or is being charged by, a Terrifying opponent (Terrifying would be a Gift possessed by the opponent in this case). Target number is 0 plus the number of "Terrifying" gifts the opponent has.
If the Guts check is failed, the model suffers the effect based on the margin of failure:
- 0 Model may act normally.
- 1 Model is at a -1 to rolls (Rolls only, not stats).
- 2 Model may not attack.
- 3 Model immediately runs at least half its movement towards a safe place. Enemies in base contact with it get an immediate free attack at +1.
- 4 Model falls to the ground, terrified, and enemies treat it as a helpless target.
Each subsequent turn after a model fails a Guts check, it must pass another Guts check or continue to suffer the effects of the previous failure. It gains a cumulative +1 to this Guts roll every turn starting the turn after it took the wound level. If it suffers another wound level before it passes a Guts check, it must immediately make a Guts check for the new wound level, AND it loses the next +1 bonus to the check for the first wound.
Sample characters
| King Kingsley | ||||
|---|---|---|---|---|
| Strength | +2 | MODF | +7 | Kingly Robes |
| Dexterity | +1 | RODF | N/A | Sword of Smiting 2h +5 |
| Guts | +1 | DDF | +1 | |
| Movement | 5" | HDDF | +0 | |
| Gift | Noble presence, peasants make Guts checks at -1 when in melee with the King | |||
| Fault | Leader, all followers make Guts checks at -1 if the King has fallen | |||
| Sir Knightly | ||||
| Strength | +2 | MODF | +4 | Longsword 1h +2 |
| Dexterity | +0 | RODF | N/A | Plate armor +2 |
| Guts | +2 | DDF | +3 | Shield 1h +1 |
| Movement | 6" | HDDF | +2 | |
| Gift | Faithful, +1 to Guts checks when defending the King | |||
| Fault | Chivalrous, Cannot strike a defenseless opponent | |||
| Yanni the Yeoman | ||||
| Strength | +0 | MODF | +0 | Shortbow 18" 2h +3 |
| Dexterity | +3 | RODF | +3 | Leather armor +1 |
| Guts | +1 | DDF | +4 | Dagger 1h +0 |
| Movement | 5" | HDDF | +1 | |
| Gift | Steadfast, +1 to Guts check when being charged by Terrifying opponent | |||
| Fault | Poor melee combatant, opponents get +1 to "free" disengagement attack | |||
| Knavely Knave | ||||
| Strength | +2 | MODF | +7 | Knavely Robes |
| Dexterity | +1 | RODF | N/A | Sword of Smiting 2h +5 |
| Guts | +1 | DDF | +1 | |
| Movement | 5" | HDDF | +0 | |
| Gift | Skilled backstabber, +1 ODF when attacking from behind | |||
| Fault | Self-interest, will flee combat if wounded. | |||
| Brutas the Brute | ||||
| Strength | +2 | MODF | +4 | Longsword 1h +2 |
| Dexterity | +0 | RODF | N/A | Plate armor +2 |
| Guts | +2 | DDF | +3 | Shield 1h +1 |
| Movement | 6" | HDDF | +2 | |
| Gift | Terrifying appearance | |||
| Fault | Mercenary, will flee the combat on any failed Guts check | |||


