Hey guys.
I've been planning to make my own tabletop war game for a while now and have come up with a lot of the universe foundations and some of the core combat mechanics. I'm trying to make it simple and accessible, while keeping competitive play involved.
I'll continue to add stuff as its discussed below.
COMBAT MECHANICS:
(Bare in mind this is the very basic concept)
This system primarily uses
D10's and
D6's. The size of the game will be played at around 5-50 models.
Most units will have the following profile:
A Combat skill, a Shooting skill, a Defence and a Hit Points total. They will also have equipment, giving the total damage value and any modifiers they may add.
Stats:
Combat skill- this modifier is to represent how skilled the character or unit is when fighting in hand to hand combat. It also represents the effectiveness of their weapons and magik.
Shooting skill- this modifier is to represent how skilled the character or unit is when using ranged attacks. It also represents the effectiveness of their weapons and magik.
Defence - this stat is to represent how much armour or nimbleness a character or unit has.
HP - this stat is to represent how tough the character or unit is.
There will be multiple unit types in the game. Weaker unit types will contain between 10-20 models, while more elite units will contain around 5. Hero characters will march alone, while others can attach to squads to buff them or the army.
Hero characters use
D10's while every other unit uses
D6's.
Weaker units, averagely, will have a stat line roughly along the line of this: Combat Skill 2, Shooting Skill 1, Defence 3,
HP 1. While a hero would have something more like: Combat skill 4, shooting skill 2, Defence 7,
HP 5.
When attacking an enemy, you roll the unit's dice type and add either your combat or shooting skill, depending on which you're using, to the number rolled. If the total is equal to or higher than the enemy's defence, you deal the number of damage that character can do. Each damage takes away a hit point. Once all hit points are gone, the character is dead.
For example: an elite character has a combat skill of 3, shooting skill of 1, defence of 7 and 2
HP. He is attacking a character with the same stats. Both characters also have a sword that deals 2 damage.
To attack in melee, the character rolls a
D6 (because he's not a hero) and adds his combat skill. He rolls a 5 and adds the 3, making 8. This is higher than the enemy's defence, therefore he deals the 2 damage and kills the opponent.
Alternatively, if the opponent had an ability, that they could use once a game, which allowed them to roll a
D6 and add that number to their defence before you attack, and rolls a 3, making their defence 10, you then didn't succeed in hitting them with a roll of 8 and the opponent is still alive.
If a unit has a combat and range skill too low to hit an enemy, rolls of double 6's or higher will always count as a single hit. This is to represent cumulative strikes at weak spots.
For example: my squad of 10 only have combat and shooting skills of 1, while the hero I'm facing has 8 defence. Rolling a
D6 +1 isn't enough. But, when I roll the 10
D6, I got 4 6's. this counts as 2 hits.
Basically what I'm trying to do is have a basic stat line and combat system, but add complexity using abilities and equipment/ special rules. Hopefully it makes sense. What do you guys think? Does it seem simple but interesting?
Any opinions or questions are much appreciated!