I was trying to make my own personal wargame, but decided to use
40k as a base and work from there instead. Sorry if these ideas have already been suggested elsewhere but I don't have the time
atm to check the entire forum with such vague search terms.
I'll just stick to the basics for now to gauge feedback. These were two of my main ideas to make the game more dynamic (and streamlined too, once stats are memorised).
1. Vastly simplify the unit stat profile. Here's my ideal version (sticking with D6s and 10-point scales anyway). Mobility (M) = Movement type descriptor, then movement range value (I'll use centimetres because I'm more familiar with them).
Aptitude (A) = Merged
WS/
BS value based upon training and inherent combat ability. The model needs to roll
this value or below to succeed at range (thus higher values are better), and juxtaposes it with that of enemy models in melee ("melee" = within 10cm proximity of an enemy unit). Can be modified by an opponent's cover and stance (eg. when pinned), as well as a model's individual weapon types and special rule bonuses (for example, Khorne Beserkers would have special melee
Aptitude bonuses or range penalties to provide a ratio). If modifiers take a model's Aptitude below or above the
D6 range, then additional rolls are required (eg. consecutive rolls of 1 and then 4- for a particularly difficult shot).
Composure (D) = Discipline/leadership/fearlessness/general ballsiness value. Tested using 1D6 for simplicity's sake (and to avoid
skewed probabilities). More modifiers brought into play to keep things dynamic. A natural 1 always passes, and a natural 6 always fails.
Strength (S) = Physical power, important in melee. Could also enable easier usage of certain weapons (for example, a Guardsman might suffer penalties with a Boltgun whereas a Space Marine wouldn't).
Resilience (R) = Physical durability value.
Protection (P) = Armour value, then shielding (similar to invulnerable) value if applicable. Shield save taken before armour save.
2. Make individual weapon stat profiles more dynamic. Type (T) = Categorical descriptors. Different weapon types have different traits.
Weight (W) = Unless they remain stationary, models carrying wargear with a combined total
Weight greater than their own
Strength suffer -1
Aptitude and -4cm
Mobility for every excess point.
Range (R) = Minimum and then maximum range values (if applicable).
Accuracy (A) = Aptitude modifiers based upon weapon ballistics and precision. Four values,
one per quarter range (close, medium, long, extreme), rounding up/down for all members of a squad with a specific weapon (for example, if 6 of 8 Guardsmen with Lasguns are within the long range bracket, they all count as such). I don't want to get into specifics, but at long-range these modifiers would also penalise those with low Aptitudes moreso than those with higher Aptitudes, making it statistically more advantageous for the low-Aptitude models to get closer.
Strength (Str) = Stopping power, functionally identical to model Strength.
Penetration (P) = Reduces a target's Protection. Some weapons can 'expend' Penetration points to breach occluding cover (for example, a Lascannon could breach a plasticrete barrier and still retain immense penetrative power). Modifiers for armour and shield penetration respectively.
Suppression (Sup) = Measure of a weapon's intimidation factor. Each shot fired at a unit (whether it hits/wounds or misses entirely) automatically inflicts the specified number of
Suppression points. If the number of
Suppression points accumulated within one shooting phase is 3x or more the unit's highest
Composure value, the unit must take a 1D6 Pinning Test. For every additional increment (4x, 5x, 6x, etc), the unit's
Composure is modified by -1.
Fire-rate (F) = Number of maximum attacks per turn, 1 value for mobile and then 1 for stationary.
For example, the basic stats of a Guardsman and his faithful Lasrifle.
Guardsman: Mobility: Infantry, 22cm.
Aptitude: 3.
Strength: 2.
Resilience: 2.
Protection: 2, 0.
Composure: 4.
Lasgun: Type: Rifle (general-purpose default category, typically a good compromise between mobility and range), beam (typically have very good ballistics [improves
Accuracy] and can expend Penetration points to breach cover).
Weight: 1.
Range: 0-120cm.
Accuracy: +1, 0, 0, 0.
Strength: 2
Penetration: 1, 0.
Suppression: 1.
Fire-rate: 1, 2.
So if one Guardsman, having remained stationary, were to fire two shots at another in the open (traitorous Chaos filth obviously!) from 89cm away (
just within "long" range):
1.
"Hit roll".
Aptitude (3) -
Accuracy (long) modifier (0) =
two rolls of 3- to hit (1s, 2s and 3s are successful, everything above that misses).
2.
"Protection roll", (assume one shot hits).
Protection (2) -
Penetration (armour) (-1) =
one roll of 1- to save.
3.
"Damage roll" (assume the shot bypasses the Guardsman's armour).
Strength (2) vs.
Resilience (2) =
one roll of 3- to damage (50%, as per current wound chart).