So I promised a break down of stats, and so here they are:
These stats are mostly ripped from Advanced Heroquest, an old out of print Games Workshop boardgame, and renamed. Most people remember Milton Bradley's Heroquest much better, but AHQ was much more detailed, sort of like a Warhammer Fantasy Role-play Lite, and fantastic in my opinion.
Anyway the system uses a table to give hit chance based on Aim and distance, I've modified it a bit and I will knock it up into a document at some point.
Hand to hand is dealt with by comparing the two Fighting skills, if they are even then you need a 7 or more, if the attcker is one higher then 6, if two higher 5 etc. If it's the reverse with the defender's skill being one higher the attacker needs a 8, and so on. The only major rule is the numbers cannot be higher than 10 or lower than 2.
Here's an example:
Bob (Fighting 5) is facing off against Henry (Fighting 7), Bob needs to roll 9 or more to land a blow but rolls 3. With a flash of Replicant pearly whites Henry swings for Bob needing 5 or more, and rolls 10. Bob might regret rushing in!
Damage, now this is something I have tweaked, from AHQ I now compare the Strength and Toughness of the weapon/figure using exactly the same numbers as above (even 7+, 1 greater 6+ etc.), except where the roll is 3 more then the effect is Taken out rather than Down. If the roll is within 3 less then the figure takes a Bravery (morale) test, and more than 3 shrugs it off with no effect whasoever.
NB For those of you who have a good memory you may recall I propose a system (stolen from Savage Worlds) of Up, Down or Out of the fight for figures to avoid bookkeeping.
Here's an example:
Henry hits Bob and now compares his Replicant Strength of 8 against Bob's human average of 5, this could get messy. Henry needs 4 or more, and rolls 2! As this is not 3 less than the target number Bob still needs to make a Bravery check, but he escapes comparatively unhurt, at least for the time being.
Later Bob has the comfort of his PKD Special in his hands and lands a shot on Henry, the powerful weapon has Strength 8, compared to combat Replicant Henry's 8 Toughness, Bob still needs a 7. He rolls the die for 11 as this exceeds 9 (and three more than needed) Henry should be Taken out (see Wounds below though).
Reactions was demonstrated in my last post where I wanted something slightly broken up more than THW, it can also be used in other situations of course.
Bravery this is the morale stat, unsurprisingly, used when Man down, Received fire and Damage is dealt. It can of course be used in other situations as they crop up (green troops?).
Intelligence, Awareness and Social are used in a scenario when they are called for, interrogate a suspect? Social. Spot a suspect in a crowd? Awareness. Inspect a clue? Intelligence. I'm sure you get the picture.
Move, generally this is a stat by exception, everyone is considered to be 1d3 (or 1d6 still to decide) except when indicated. Roll 2d for enhanced moves. You could of course substitute a fixed value quite easily if that is what you want, and then you might need it. Vehicles could move a whole 1d12 for instance.
Wounds, again noted by exception, normally this is absent, but if you have a super tough model that Toughness does not quite model accurately enough, then add Wounds too. This is a Saving throw style stat and generally quite low as it negates a Taken out damage result, instead becoming Down.
Here's an example:
So Henry should be Taken out, but he has Wounds 4 to represent his enahnced physicality, he rolls the die for a 5 and is indeed taken out, much to Bob's relief.
Finally there is Fate, only the player's figures get Fate, and when it is used pick the figure's roll result, this could be Move as well as a stat test. It can also be used to amend an opposed roll too. I know this is powerful but I'm not a big fan of wasted Fate usage due to poor re-rolls.
I said there was a simple version, and here it is:
Combat (Aim, Fighting, Reactions, Bravery)
Physical (Strength, Toughness)
Mental (Intelligence, Awareness)
Move, Wounds and Fate by exception as before
These are used in exactly the same circumstances as the more involved stats, just absorbed into a larger skill.
My next step is my own (probably Spacejacker's modified) AI tables. I'm also wondering about the 7TV half activating thing, I must admit to forgetting about it in my last playtest and woder if it is a rule worth keeping. It could be replaced by a d6/d12 roll:
1 - 0%
2 - 25%
3&4 - 50%
5 - 75%
6 - 100%
Is this too much complication? Is there a space for Song of Blades and Heroes activation dice/points? Does it matter with very small sides? Actually, it probably does, more so than large sides. Anyway things to ponder, as always!
Until next time