Hello Dakka!
I have recently decided to design my own wargame and rules set. I will also be sculpting the models for the 5 armies I have currently designed.
I am going to put the basic rules and stats below for 2 armies. I will also later put the background stories to each army on here.
Enjoy
RULES:
Movement- All models have a movement (Mov) value. This is how far in inches the model can move.
Jet packs can move double the Mov value in their profile. Units of models move together and must remain within 3" of each other.
Shooting- Most models have access to weaponry, be this basic or very high tech. Models with the ability to shoot have an Accuracy (
Ac) value marked in their profile. This is used to show what the hit on. The table below is the 'To Hit' table. To hit you take the
Ac of the model and deduct it from 7.
Ac can be boosted the closer to the target your models are. This represents being able to get a clearer shot on a model closer. For every 1/4 over the range of the gun you gain +1 to your
Ac. Ex. A Galactic Empire Ground Troop has an accuracy of 5. He has a Pulse Rifle which is Range 24". He is in 12" of the enemy. Therefore he gains +2 to his
Ac as he is in 2/4 range of the weapon.
Ac Hits on
1 6+
2 5+
3 4+
4 3+
5 2+
6 2+ (1's hit on a re-roll of 6+)
7 2+ (1's hit on a re-roll of 5+)
8 2+ (1's hit on a re-roll of 4+)
9 2+ (1's hit on a re-roll of 3+)
10 2+ (1's hit on a re-roll of 2+)
Once the models have hit their target you must roll to see wether the models wound. Wounding is worked out by taking the strength (S) of the model (in combat) or the gun (in shooting) and putting it against the defence (D) of the target. The table to wound is attached at the bottom. After all shooting is done each wound takes an armour save. The unit that lost the most amount of models takes a Morale test on
2D6. If the unit fails the morale check it runs away
D6 + Mov in inches.
Combat- The races in Future Command! really like to get down and dirty fighting their opponents. Each model is able to fight in combat, some well some not so well. Each model is given a Combat Skill (
Cs) value in their profile. This is how good they are in combat. Also each model is given a speed (Sp) and an Attack (A) value. Whichever model(s) have the highest Speed value attacks first. The attack value is how many attacks the model gets. This can be boosted by special rules and wargear. To work out wether they hit use the 'wounding table' below. However if the model attacking is half the
Cs of the target models they cannot hit it. Ex. A models that has
Cs 3 cannot hit a model with
Cs 6 or more. This represents the higher
Cs abaility to deflect blows made by lesser models.
Wounding is worked out using the wound table attached. After the combat is done each wound takes an armour save. The unit that lost the most amount of models takes a Morale test on
2D6. If the unit fails the morale check it runs away
D6 + Mov in inches.
MAGES AND PSYCHIC POWERS:
Casting a power - Casting is done in the shooting phase. Before any powers are used the Mage needs to take a morale test to see if he/her can cast any powers this turn. This is done by taking a morale test on
2D6. If it is equal or under the Mage's morale he/her can cast powers. Once the test is passed the mage needs to roll
D6 to see how many powers he/she can use. After this the model then picks the power he/she wants to use and takes a morale test. If successful the model has cast the spell and it takes effect.
If the models fails its test to cast the power it cannot cast any other powers in the phase.
MODEL PROFILE:
Each model has:
Mov - Movement in "
Cs - Combat skill, How good they are in combat
Ac - Accuracy, How good they are at shooting
S - Strength, How strong the model is
D - Defence, How tough the model is
W - Wounds, How many wounds the model has
Sp - Speed, Used to work out who hits first
A - Attacks, Used to show how many attacks the model gets
M - Morale, How mentally strong the model is
Sv+ - Save, This is the armour save value of the model.
Here are some profiles for you to test out.
Galactic Empire:
Sword Master -
Mov
Cs Ac S D W Sp A M
Sv
6 5 6 5 5 3 6 3 10 2+
Weapon:
Pulse pistol
Range - 12"
Str - 5
Rules - assault 2
Ground Troops (5-10 models)
Mov
Cs Ac S D W Sp A M
Sv
6 4 5 4 5 1 5 2 9 3+
Pulse rifle
Range - 24"
Str - 5
Rules - assault 3
Initiates (5-10 models)
Mov
Cs Ac S D W Sp A M
Sv
6 3 4 4 4 1 4 1 8 4+
Pulse rifle
Range - 24"
Str - 5
Rules - assault 3
THE FALLEN:
Count/ess
Mov
Cs Ac S D W Sp A M
Sv
8 6 2 4 4 3 6 5 10 4+
Weapon:
Pulse pistol
Range - 12"
Str - 5
Rules - assault 2
Fallen (5-10 models)
Mov
Cs Ac S D W Sp A M
Sv
6 4 5 4 5 1 5 2 9 3+
Pulse rifle
Range - 24"
Str - 5
Rules - assault 3
Enjoy testing the rules and please tell me how you found it and any improvements I could make,
Thanks,
The_mini_painter