So i'm at it again.. Heres what i have so far.Tech Items All tech armors will have bonus armor points Bonus armor points are to be used as one time hit points Some have more armor points, some have more abilities possibility of chance to avoid armor locations, for com penalty Speed Burst bonus scatter vs lob bonus to charge Reroll Hit armor Ranged Deflection Miss chance armor Misschance x means +(D(2x) -x) to defense Clone armor Misschance + lesser attack bonus(using misschance formula) Shocking Burst Set damage attack Jump Bonus to scatter DFA OnHit, add Size to AP Blinding Flash Re-roll opp's attack Dark Strike Poison (X) Roll Con Die type(Base 6) +- mod Force Extend +2Str Power Weap +2power, -1 dexRepulse Blast No attack this round, +3 Armor Combat Drugs min 1 wound/round, +3 con Exo-Skel Counts as a Large creature except wounding +3Strength, -2DexEnchants(x) Protection Roll D(x), if greater then combat no explosions Skill Reroll attacks that miss Ranged Tech Items Energy Bursts: (Lasers) Direct Ref Shot/Turn Chrg Spirits: (Missiles) Direct Will Shot/Com % Burnout Crystals: (Grenades)Throw Ref One Time One use Damage on Crystals tapers off 1 by 1 for each miss Squads Have stats the same Same equip + possible tech on leader Represent dead/remaining models with dice on board Can Swarm(only one unit can engage this unit) Make TargetSize + Mind(tactics) attacks per round Receive plus X to each attack for the X^2 units not attacking So 5 vs ogre(3) = 3 attacks, +1 to each since 2 don't attack Many hero units are anti-squad based, able to swim through Sample Squads S/D/C/M Militia squad 0 /0/0 /0 Weap/Light Armor/Shield Guard squad 1 /1/0/ 1 Pike/Medium Armor Heavy Infantry 2 /1/1 /1 Weap/Medium/Lrg ShieldCarry Ammount(Weight) 2 +/- Str mod Standard troop can carry Weap(1), Chainmail(1) = 2 Giving difficulty of 2(Size) + 2(Armor) = 4/6 (+2 Size)Encumbrance x encumbrance means x com/ref penaltyWeapons/Armors Armor Leather 0 Armor 1 Chain 1 Armor 2 Plate 2 Armor 3, -1Dex Tech x Armor (A + B + Effect) Weaps Weap 1Daggers 1 Throwable(1), 2 attacks, -2A, +1 per explosionSpear 2 FS, +1A/Size,+1TH, -2TW L-Sword 2 +1 Com Shield +1 +1Ref, +1Arm, -1 com 2Weaps 2 2 attacks, -1Com DieType Heavy 2 LS, +2A Axe 2 -1A/die, 3 die explosion Ranged Weaps (Arc + Direct)S-Bow 1 Rng 1+1 L-Bow 2 Rng 2+1 Light C-bow 1 Rng 0+2 Heavy C-bow 2 Rng 1+1 +2APRanged attack modifier Size = +1 per category Char = +3 Squad = +2 Unit = +1 Legion = +0 Shields = +1 per ref bonusDirect Attack Ref vs Ref + Modifer Tohit, then D(x) damage attack Arc Attack Ref roll vs 5 + modifier Tohit, then D(x) damage attackThrown Ref vs Ref + Modifer Tohit, then D(x+Str) damage attack Combat ChartCompare attackers Str + Dex vs Defenders Dex + MindBase D6, +/- die types as shownBoth stats beaten -1One Stat beaten by 3 -1Normal 6One Stat by 2 +1One Stat by 4 +2Both stats by 1 +1Both stats by 2 +1Roll appropriate die over 2+Armor to hit(1 damage)Or Roll and subtract (TOHIT) + sizemod + Con + Str(max con) to do x damOn a maximum die roll you may choose to replace the die with 2die rolls.So ranges from D3 to D12 + D46/2 vs 4:4 6/3 vs 4:4 5/3 vs 3:2 1/1 vs 0/0+1 +1 +1 0 +1+1 -1 +1 -1Unit Xp based on % chance levels of gainWhen a unit levels it is replaced with a different cardEach card is a standard unitSquads that lose people pay a standard cost to replace those people, they don?t just ?recover?Characters that are wounded recover with time that unit and get better at itMap Representation Possible model for model representation, possible army representation Army representation shows stealth and big battle cut scene opportunities Model for Model is a more standard view Army Rep ? Lietenants = short range generals, commanding squads/characters on ?Missions? Ex: Sneak attack(Led by Liet) Lietenants are attributes of characters, (ability to lead or not, and skill thereof) Buildings All buildings are card/tile basedFactories flip cards to reveal how much they produceFarms, buildings, etc Building Units Supremacy buildingsFarms/Stables/Inns/Mines/Lumbermills/Markets?/Barracks/Factories/Forges/Towers Pay for a unit card, draw x cards(based on barracks, inns) Select and place one card Pay extra for your next unit draw, or repay same to choose new set of cards# of buildings will determine number of cards to flip, and therefore your choices and optionsMany units/cards cannot be used unless you have a tech, this does not mean they cannot be takenCards that are taken and played without the appropriate tech are considered ?in training? and worthless until the tech is discovered/learnedSpys show what is hidden on a successful ?infiltration?On infiltration the spy card is attached to the unit/army/building/area The player is aware that he has been infiltratedUnits/armies have organization(Security) level to counter spys/infiltrationAge of Guns?Watchtower/Camps Can place a military presence on this tileArmies have a general with a tactics and leadership ratingThe general pulls tactics cards Individuals pull tac cards as an option, any round, some are badLeadership rating adds to combat Characters can Band* together X squads, based on MindSo a Mind 0 char can be part of a unit, but band noneNegative mind characters can?t join unitsBanded squads add one attack for each extra unitMatch your largest units vs the opposition, while not outnumbering you can add a new unit to attackSo 1+1 v 1, or 2+1+1 v 3 or 2+2 v 2 but not 1+ 2 v 1Chars can always add on and attack a squadChars can be attacked by 1 unit or 2 charactersA character in a squad can be targeted 1 + sizemod timesAttacker places attacking units, defender pairs with blocking unitsOn subsequent rounds the ?reserves? can be declared to attack, if they are undefended they can add onto any combat they wishBuilding some units Possible unit sets Medieval Medieval + Tech Modern/Future + PersonalTechMedieval units - Phalanx/Militia/swordsman/pikeman/monks/various other thingies Monsters - all... ?? Marines/Rifleman/Comando/Guerilla/Grunt/Paladin/ TechBasic/options Vehicles, not intended but unavoidableComputer version Unit types can be player constructed Automatically assigning an xp cost to build that unit based on its components XP cost goes down as you continue to trainManuevers/Items Draw Mind Tactics cards @ beginning of battle Possible Tac cardsCleave Gain one bonus attack for each hit on a squad @ -1dietypeCom Reflexes Subtract Mind from outnumber bonusWhirl +1dietype per outnumber bonusLuck Reroll one attack Riposte Hold, +1A/point missed you Quick First Strike this round Trade Blows Hold, +1die type, +1die type enemy Precise -2A, Add Mind to Com Beat Opp adds Str to Ref, +1k0 attack dice Fury -2Mind, new attack for each hitRage +1Str, +2Con, -2Int for duration of fight Backstab Only able to attack an engaged foe(flank) Subject adds his Mind to Reflexes Roll 2d(1/2 die type) Healing Wave Heal 1 wound to each unit, 1 charge per Healing Touch Roll D(Power), heal that many wounds Walls (Magic/Tech)A unit declared to be attacking the walling unit is stopped or suffer the wall consequences Inspiration Add Mind+1 mod to Combat or Reflexes Stats Strength Dexterity Mind Constitution Combat Reflexes Willpower Toughness Weight Focus WoundsSo for the grand total unit examplesIf a unit has Strength 1, Dexterity 1, Mind 1, Endurance 1 (which would be a fairly tank human, trained humans will have 2 1's, 2 0's, for start generally)You could have 1 extra weight slot, So if normal is Chain armor, Weapon, Shield. They could have Chain/Specific weapon(with a combat effect)/shield, Plate/Weap/Shield, light/Big weapon/shield, etc. They will have a combat of 2(str+Dex), a Reflexes of 2(Dex+mind), Will be able to take 1 additional wound before they lose members of their squad, and will have a tohit/wound of 2+Conmod+Armor/+(2+Conmod+StrMod)
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