Tech Items
All tech armors will have bonus armor points
Bonus armor points are to be used as one time hit points
Some have more armor points, some have more abilities
possibility of chance to avoid armor locations, for com penalty
Speed Burst
bonus scatter vs lob
bonus to charge
Reroll Hit armor
Ranged Deflection
Miss chance armor
Misschance x means +(D(2x) -x) to defense
Clone armor
Misschance + lesser attack bonus(using misschance formula)
Shocking Burst
Set damage attack
Jump
Bonus to scatter
DFA OnHit, add Size to AP
Blinding Flash Re-roll opp's attack
Dark Strike Poison (X)
Roll Con Die type(Base 6) +- mod
Force Extend +2Str
Power Weap +2power, -1 dex
Repulse Blast No attack this round, +3 Armor
Combat Drugs min 1 wound/round, +3 con
Exo-Skel Counts as a Large creature except wounding
+3Strength, -2Dex
Enchants(x)
Protection Roll D(x), if greater then combat no explosions
Skill Reroll attacks that miss
Ranged Tech Items
Energy Bursts: (Lasers) Direct Ref Shot/Turn Chrg
Spirits: (Missiles) Direct Will Shot/Com % Burnout
Crystals: (Grenades)Throw Ref One Time One use
Damage on Crystals tapers off 1 by 1 for each miss
Squads
Have stats the same
Same equip + possible tech on leader
Represent dead/remaining models with dice on board
Can Swarm(only one unit can engage this unit)
Make TargetSize + Mind(tactics) attacks per round
Receive plus X to each attack for the X^2 units not attacking
So 5 vs ogre(3) = 3 attacks, +1 to each since 2 don't attack
Many hero units are anti-squad based, able to swim through
Sample Squads S/D/C/M
Militia squad 0 /0/0 /0 Weap/Light Armor/Shield
Guard squad 1 /1/0/ 1 Pike/Medium Armor
Heavy Infantry 2 /1/1 /1 Weap/Medium/Lrg Shield
Carry Ammount(Weight)
2 +/- Str mod
Standard troop can carry Weap(1), Chainmail(1) = 2
Giving difficulty of 2(Size) + 2(Armor) = 4/6 (+2 Size)
Encumbrance
x encumbrance means x com/ref penalty
Weapons/Armors
Armor
Leather 0 Armor 1
Chain 1 Armor 2
Plate 2 Armor 3, -1Dex
Tech x Armor (A + B + Effect)
Weaps
Weap 1
Daggers 1 Throwable(1), 2 attacks, -2A, +1 per explosion
Spear 2 FS, +1A/Size,+1TH, -2TW
L-Sword 2 +1 Com
Shield +1 +1Ref, +1Arm, -1 com
2Weaps 2 2 attacks, -1Com DieType
Heavy 2 LS, +2A
Axe 2 -1A/die, 3 die explosion
Ranged Weaps (Arc + Direct)
S-Bow 1 Rng 1+1
L-Bow 2 Rng 2+1
Light C-bow 1 Rng 0+2
Heavy C-bow 2 Rng 1+1 +2AP
Ranged attack modifier
Size = +1 per category
Char = +3
Squad = +2
Unit = +1
Legion = +0
Shields = +1 per ref bonus
Direct Attack
Ref vs Ref + Modifer Tohit, then D(x) damage attack
Arc Attack
Ref roll vs 5 + modifier Tohit, then D(x) damage attack
Thrown
Ref vs Ref + Modifer Tohit, then D(x+Str) damage attack
Combat Chart
Compare attackers Str + Dex vs Defenders Dex + Mind
Base D6, +/- die types as shown
Both stats beaten -1
One Stat beaten by 3 -1
Normal 6
One Stat by 2 +1
One Stat by 4 +2
Both stats by 1 +1
Both stats by 2 +1
Roll appropriate die over 2+Armor to hit(1 damage)
Or Roll and subtract (TOHIT) + sizemod + Con + Str(max con) to do x dam
On a maximum die roll you may choose to replace the die with 2die rolls.
So ranges from D3 to D12 + D4
6/2 vs 4:4 6/3 vs 4:4 5/3 vs 3:2 1/1 vs 0/0
+1 +1 +1 0 +1+1 -1 +1 -1
Unit Xp based on % chance levels of gain
When a unit levels it is replaced with a different card
Each card is a standard unit
Squads that lose people pay a standard cost to replace those people, they don’t just “recover”
Characters that are wounded recover with time
that unit and get better at it
Map Representation
Possible model for model representation, possible army representation
Army representation shows stealth and big battle cut scene opportunities
Model for Model is a more standard view
Army Rep –
Lietenants = short range generals, commanding squads/characters on “Missions”
Ex: Sneak attack(Led by Liet)
Lietenants are attributes of characters, (ability to lead or not, and skill thereof)
Buildings
All buildings are card/tile based
Factories flip cards to reveal how much they produce
Farms, buildings, etc
Building Units
Supremacy buildings
Farms/Stables/Inns/Mines/Lumbermills/Markets?/Barracks/
Factories/Forges/Towers
Pay for a unit card, draw x cards(based on barracks, inns)
Select and place one card
Pay extra for your next unit draw, or repay same to choose new set of cards
# of buildings will determine number of cards to flip, and therefore your choices and options
Many units/cards cannot be used unless you have a tech, this does not mean they cannot be taken
Cards that are taken and played without the appropriate tech are considered “in training” and worthless until the tech is discovered/learned
Spys show what is hidden on a successful “infiltration”
On infiltration the spy card is attached to the unit/army/building/area
The player is aware that he has been infiltrated
Units/armies have organization(Security) level to counter spys/infiltration
Age of Guns?
Watchtower/Camps Can place a military presence on this tile
Armies have a general with a tactics and leadership rating
The general pulls tactics cards
Individuals pull tac cards as an option, any round, some are bad
Leadership rating adds to combat
Characters can Band* together X squads, based on Mind
So a Mind 0 char can be part of a unit, but band none
Negative mind characters can’t join units
Banded squads add one attack for each extra unit
Match your largest units vs the opposition, while not outnumbering you can add a new unit to attack
So 1+1 v 1, or 2+1+1 v 3 or 2+2 v 2 but not 1+ 2 v 1
Chars can always add on and attack a squad
Chars can be attacked by 1 unit or 2 characters
A character in a squad can be targeted 1 + sizemod times
Attacker places attacking units, defender pairs with blocking units
On subsequent rounds the “reserves” can be declared to attack, if they are undefended they can add onto any combat they wish
Building some units
Possible unit sets
Medieval
Medieval + Tech
Modern/Future + PersonalTech
Medieval units -
Phalanx/Militia/swordsman/pikeman/monks/various other thingies
Monsters - all... ??
Marines/Rifleman/Comando/Guerilla/Grunt/Paladin/
TechBasic/options
Vehicles, not intended but unavoidable
Computer version
Unit types can be player constructed
Automatically assigning an xp cost to build that unit based on its components
XP cost goes down as you continue to train
Manuevers/Items
Draw Mind Tactics cards @ beginning of battle
Possible Tac cards
Cleave Gain one bonus attack for each hit on a squad @ -1dietype
Com Reflexes Subtract Mind from outnumber bonus
Whirl +1dietype per outnumber bonus
Luck Reroll one attack
Riposte Hold, +1A/point missed you
Quick First Strike this round
Trade Blows Hold, +1die type, +1die type enemy
Precise -2A, Add Mind to Com
Beat Opp adds Str to Ref, +1k0 attack dice
Fury -2Mind, new attack for each hit
Rage +1Str, +2Con, -2Int for duration of fight
Backstab Only able to attack an engaged foe(flank)
Subject adds his Mind to Reflexes
Roll 2d(1/2 die type)
Healing Wave Heal 1 wound to each unit, 1 charge per
Healing Touch Roll D(Power), heal that many wounds
Walls (Magic/Tech)
A unit declared to be attacking the walling unit is stopped or suffer the wall consequences
Inspiration Add Mind+1 mod to Combat or Reflexes
Stats
Strength Dexterity Mind Constitution
Combat Reflexes Willpower Toughness
Weight Focus Wounds
So for the grand total unit examples
If a unit has Strength 1, Dexterity 1, Mind 1, Endurance 1 (which would be a fairly tank human, trained humans will have 2 1's, 2 0's, for start generally)
You could have 1 extra weight slot, So if normal is Chain armor, Weapon, Shield. They could have Chain/Specific weapon(with a combat effect)/shield, Plate/Weap/Shield, light/Big weapon/shield, etc. They will have a combat of 2(str+Dex), a Reflexes of 2(Dex+mind), Will be able to take 1 additional wound before they lose members of their squad, and will have a tohit/wound of
2+Conmod+Armor/+(2+Conmod+StrMod)

