JNAProductions

2017-03-04, 11:43 PM

Stats are as follows:

Weapon Skill

Ballistic Skill

Magic Skill

Strength

Toughness

Wounds

Initiative

Bravery

Save

How well you whap others with your whapping stick (or other melee weapon). Starts at 3, costs 5 points per stat up, max is equal to one and one half times your level, rounded up.

How well you hit with ranged weapons. Starts at 3, costs 8 points per stat up, max is equal to twice your level.

How good you are with magic. Starts at 3, costs 10 points per stat up, max is equal to twice your level.

How strong you are and how hard you hit. Starts at 3, costs 5 points per stat up, max is equal to your level plus two.

How tough you are. Compared to Strength when wounding. Starts at 3, costs 12 points per stat up, max is equal to your level plus three.

How many hits you can take before destruction. Starts at 3, costs 20 points per stat up, no max.

How fast you are. Helps determine turn order. Starts at 3, costs 5 points per stat up, max is twice your level.

How brave and disciplined you are. Starts at 3, costs 7 points per stat up, max is triple your level.

How likely your armor is to protect you. Typically determined solely by gear.

Each stat costs one more point to upgrade than it did last time. So, let's say you have BS 3 and 30 points to spend. You could upgrade to 4, costing 8 points, then 5, costing 9, and finally 6, costing 10, having spent 27 points.

Most stats work as a dice pool. WS, BS, MS, S, I, and B all are dice pools.

WS, BS, MS, and B, you roll a number of d10s equal to your stat. For each roll that equals or exceeds the target number, you score one hit or success.

WS is special, in that you must divide it into Offensive and Defensive each round. Your Offensive WS is the number of dice you roll, while the Defensive WS is your target number to be hit by an opponent's WS or BS.

S, you roll a number of d10s equal to your stat. For each roll that equals or exceeds the target's T, you score one wound. For each wound taken, you may roll a save (armor, cover, or invulnerable). Different save types stack-so, for instance, a person obscured by a low wall and wearing heavy armor is allowed both a cover and armor save.

I, you roll a number of d10s equal to your stat, then select the highest one. Turn order is highest to lowest, with ties going to whoever has the higher I stat. (In case of tied I, roll off.)

Sv is special, in that lower is better. It is denoted as X+, where X is your target number. Each wound suffered, you must roll equal to or over your save to avoid taking the wound.

Lightest Armor-10

9+ Armor

Light Armor-50

7+ Armor

Medium Armor-100

5+ Armor

Heavy Armor-500

3+ Armor

Heaviest Armor-1000

2+ Armor

Square cost for Invulnerable save armor.

AP is Armor Penetration. If the AP of a weapon is equal to or lower than the armor save of an enemy, their armor is ignored.

Light Gun-10

S2 AP- Medium Range

Rapid Fire-fires two shots in close range

Light Pistol-10

S2 AP- Short Range

Pistol-Can be used as a SUser AP- Melee Weapon

Medium Gun-50

S4 AP8 Medium Range

Rapid Fire

Medium Pistol-50

S4 AP8 Short Range

Pistol

Heavy Gun-200

S6 AP5 Medium Range

Rapid Fire

Heavy Pistol-200

S6 AP5 Short Range

Pistol

Infernus Gun-600

S8 AP3 Medium Range

Rapid Fire

Infernus Pistol-600

S8 AP3 Short Range

Pistol

Godhammer Gun-2000

S10 AP2 Medium Range

Rapid Fire

Godhammer Pistol-2000

S10 AP2 Short Range

Pistol

If armed with two melee weapons, gain +1 to your WS. If one of them is a specialist weapon, gain no bonus. If both are specialist, gain +2 instead.

Maul-50

S+2 AP8

Sword-100

SUser AP6

Axe-200

S+1 AP4

Unwieldy-Gain a minus 2 penalty to all initiative rolls when using this weapon (so your maximum roll is an 8 with an Axe)

Lance-50

SUser AP8

Charge!-Gain +1 Strength a -2 AP on the charge

Power Fist-1000

SX2 AP3

Specialist Weapon, Unwieldy

Lightning Claw-800

S+3, AP6

Specialist Weapon

You gain 15 points each level up, and start with 15 at level 0 (so level 1 has you at 30 points). You may upgrade stats, or purchase special abilities. Available special abilities are in the next spoiler.

To be done later

To be done later

Right-o, so the basics of the system are made! Currently, there aren't many options to diversify characters, so I'm all ears for suggestions on new equipment, special rules, possibly more stats that are less combat-centric.

But, as a combat engine, does this seem like it works?

Weapon Skill

Ballistic Skill

Magic Skill

Strength

Toughness

Wounds

Initiative

Bravery

Save

How well you whap others with your whapping stick (or other melee weapon). Starts at 3, costs 5 points per stat up, max is equal to one and one half times your level, rounded up.

How well you hit with ranged weapons. Starts at 3, costs 8 points per stat up, max is equal to twice your level.

How good you are with magic. Starts at 3, costs 10 points per stat up, max is equal to twice your level.

How strong you are and how hard you hit. Starts at 3, costs 5 points per stat up, max is equal to your level plus two.

How tough you are. Compared to Strength when wounding. Starts at 3, costs 12 points per stat up, max is equal to your level plus three.

How many hits you can take before destruction. Starts at 3, costs 20 points per stat up, no max.

How fast you are. Helps determine turn order. Starts at 3, costs 5 points per stat up, max is twice your level.

How brave and disciplined you are. Starts at 3, costs 7 points per stat up, max is triple your level.

How likely your armor is to protect you. Typically determined solely by gear.

Each stat costs one more point to upgrade than it did last time. So, let's say you have BS 3 and 30 points to spend. You could upgrade to 4, costing 8 points, then 5, costing 9, and finally 6, costing 10, having spent 27 points.

Most stats work as a dice pool. WS, BS, MS, S, I, and B all are dice pools.

WS, BS, MS, and B, you roll a number of d10s equal to your stat. For each roll that equals or exceeds the target number, you score one hit or success.

WS is special, in that you must divide it into Offensive and Defensive each round. Your Offensive WS is the number of dice you roll, while the Defensive WS is your target number to be hit by an opponent's WS or BS.

S, you roll a number of d10s equal to your stat. For each roll that equals or exceeds the target's T, you score one wound. For each wound taken, you may roll a save (armor, cover, or invulnerable). Different save types stack-so, for instance, a person obscured by a low wall and wearing heavy armor is allowed both a cover and armor save.

I, you roll a number of d10s equal to your stat, then select the highest one. Turn order is highest to lowest, with ties going to whoever has the higher I stat. (In case of tied I, roll off.)

Sv is special, in that lower is better. It is denoted as X+, where X is your target number. Each wound suffered, you must roll equal to or over your save to avoid taking the wound.

Lightest Armor-10

9+ Armor

Light Armor-50

7+ Armor

Medium Armor-100

5+ Armor

Heavy Armor-500

3+ Armor

Heaviest Armor-1000

2+ Armor

Square cost for Invulnerable save armor.

AP is Armor Penetration. If the AP of a weapon is equal to or lower than the armor save of an enemy, their armor is ignored.

Light Gun-10

S2 AP- Medium Range

Rapid Fire-fires two shots in close range

Light Pistol-10

S2 AP- Short Range

Pistol-Can be used as a SUser AP- Melee Weapon

Medium Gun-50

S4 AP8 Medium Range

Rapid Fire

Medium Pistol-50

S4 AP8 Short Range

Pistol

Heavy Gun-200

S6 AP5 Medium Range

Rapid Fire

Heavy Pistol-200

S6 AP5 Short Range

Pistol

Infernus Gun-600

S8 AP3 Medium Range

Rapid Fire

Infernus Pistol-600

S8 AP3 Short Range

Pistol

Godhammer Gun-2000

S10 AP2 Medium Range

Rapid Fire

Godhammer Pistol-2000

S10 AP2 Short Range

Pistol

If armed with two melee weapons, gain +1 to your WS. If one of them is a specialist weapon, gain no bonus. If both are specialist, gain +2 instead.

Maul-50

S+2 AP8

Sword-100

SUser AP6

Axe-200

S+1 AP4

Unwieldy-Gain a minus 2 penalty to all initiative rolls when using this weapon (so your maximum roll is an 8 with an Axe)

Lance-50

SUser AP8

Charge!-Gain +1 Strength a -2 AP on the charge

Power Fist-1000

SX2 AP3

Specialist Weapon, Unwieldy

Lightning Claw-800

S+3, AP6

Specialist Weapon

You gain 15 points each level up, and start with 15 at level 0 (so level 1 has you at 30 points). You may upgrade stats, or purchase special abilities. Available special abilities are in the next spoiler.

To be done later

To be done later

Right-o, so the basics of the system are made! Currently, there aren't many options to diversify characters, so I'm all ears for suggestions on new equipment, special rules, possibly more stats that are less combat-centric.

But, as a combat engine, does this seem like it works?