It has come to my attention. That I have much more options open if I am able to design my army with some units having half, thirds, quarter of hit points.
Now then. It is not fair if an unit has only 0.000001 hit points to begin with. This makes no sense. And this unit is practically free. Yet just as effective as an unit that has 1 hit point.
Still.... some designs have their hit points being a factor of their armor tier.
A tier 4, or armor tier 16. Has by default 80 hit points. Or 5x 16.
While small grenades deal 4 damage. You chip of portions per armor tier. But that is one side of the story.
It can easily go with a design of only 8 hit point into the game. And this equals. 0.5 x 16.
Another example would be 2.5 x 16, which is 40 hit points. But that 0.5 in that 2.5 is bothering the balance. These in normal combat, equal that of a 3 hit pointer.
Now then. I want to avoid having to design weapons that can counter 0.5 hit points. Or any other factor in that matter.
Still, I would love to have more variability in the health of my designs.
What can I do?
I clearly need to do something with the mechanics.
I clearly need to add yet another attribute to such an unit.
In my next post. I might be posting my own (half baked) solution.
But I am sure that others might have idea's as well.


If an unit has the attribute 1/2. It is a design that has half a hit point factor with its armor value.
Then the combat mechanic gets a little adjustment.
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I am stuck on this portion for a looooooooong time. Hence this topic.
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Well, we use d6.
Eventually, a d6 would deal a certain ammount of damage. This damage is multiplied by the lowest value of damage or targetted armor.
And this factor is 1 to 4 with the normal dice.
Now then. If a target gets destroyed. While having the attribute of 1/2. It means that this particular "1" damage has a 1/2 chance of doubling.
So, that 40 health with armor 16. If a damage die destroys this last health. A d6 is rolled to see if this damage goes to a next target. This extra rolling can be done during the removal of targets.
Is it fair though?
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Let's say, we have an army of 0.5 health soldiers. And the damages inflicted are all 1. (we use the concussive for this one)
If a target is killed. The d6 is rolled for that 1 damage. And 50% chance that a next target gets 1 damage as well.
This target, if killed by that 1 damage. Triggers yet another extra die roll.
So, we have 1 damage in total. Divided over:
0.5 x 100% = 0.5 +
0.5 x 50% = 0.75 +
0.5 x 25% = 0.875 +
...
0.5 x 50%^X = 1
This adds up nicely. We get an explosive effect. And it is fair.
As for the 1/3 attribute. We need to use a 2/3 roll.
The 1/4 attribute is difficulty. 2 x a 1/2 roll. Where it only fails if both fail.
1/5 attribute is too complicated atm. And I shall avoid these.
1/6 obviously has a 5/6th roll.
As for the next target being normal again? The damage is applied as normal.
As for the damage factor inflicted. If the first target is infantry. Thus armor 1. And the next one is a tank, thus armor 25 or something.
If the weapon is 25 or more. The first target obviously gets that 0.5 x 1 damage. But the next target gets the full 25 damage inflicted.
Already satisfied with this mechanic. But more idea's are welcome. Maybe I can simplify it.