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Sci-Fantasy war game Combat System

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NomadArtisan
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Joined: 12/12/2011

Hello All,
New to the forums and this is my first official 'game design' post (said hello in the welcome area).

I'm trying to develop a fresh combat system using 2d6 rolls without being too much like War Machine. The added difficulties are that I'm wanting the combat system to mesh aesthetically and functionally with the magic system, and that I want the system to fit a fantasy setting that has mechs and such. I can explain the setting concept in more detail if anybody is interested.

The ideas I have are as follows...

System basically like Mage Knight. Combat Value+2d6, if > or = to target's defense, deal damage to the target equal to the attack's damage value. Models would have health boxes going from green, to yellow, then to red. While in green the model is healthy, yellow is weakened, red is injured. When all are marked off, the model is destroyed. Their stats will change based on what status they are in, and some ability numbers will also be modified. While this may sound complicated, everything is color coded so it won't be confusing. The number you use while healthy is green, etc.

Modified version melding War Machine with Starship Troopers. Targets have a two number defense value. The first is their 'hit number' the second is their 'kill number'. Roll 2d6+the power of the attack. If the total is > or = to the target's hit number, then the target suffers a stunned result. If it is > or = to the target's kill number, then the target suffers a destroyed result. A stunned result on a single hit model knocks it down, then the model must make a morale check at the beginning of its next turn to stand, if failed the model is destroyed. Stunned results against multi-hit models deal 1 damage, while kill results in 2 damage.

The last idea (for now) is a bit more original. (bare with me none of the stat names are final) The idea is that each model has its own two unique combat charts representing how effective the model is offensively and defensively. The charts would be on the model's stat card. So for an attack, the attacker rolls 2d6 + its combat value vs. the target's defense number. The total that the attacker exceeds the target's defense by determines the result of the attack from the attacker's chart. The defender then rolls 2d6 + its defensive combat value vs. the attacker's strength value and the difference the defender scores determines the defense result. The attack result is then compared to the defense result for the final outcome of the attack. Ultimately it's two rolls comparing their results to each other. This system could incorporate both hit points or wound levels. Hit points for example by having attack results such as 'deal 4 damage' and defense results such as 'block 2 damage', or wound levels such as 'inflict heavy wound' and 'reduce wound type inflicted by one level'. Another reason I like this is that you can elegantly add special ability representations through the combat chart. For example, let's say a model is very good at counter attacking. On its defense chart, if your roll high enough you might obtain a 'block 3 damage, deal 3 damage to the attacker'.
The main concern I have with this combat chart system is that it may not play nice with special ability mechanics.

Anyway, I'd love to hear your thoughts. Right now the combat chart system is my favorite as it's most unique, but that also makes it seem the most unstable to me, as I haven't experienced a game with such a system (that worked) before (though I'm sure there's got to be something out there), (and I really seem to like using parentheses).

papastucker
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Joined: 12/20/2011
Good idea

I think you are on the right track to coming up with a great idea. I like the combat rolls for the 2 different defensive values.

I have played warmachine and I know why you think your idea is kind of like it. You can always change the dice to 2d8 or 3d4 instead of 2d6. Also you implemented the damage as the attacker rolls and the defender rolls, this kind of reminds me of heroscope. Idk if you have played it but they did something similar that both the attacker rolls and the defender rolls and then the defender takes the damage as a result of attacker - defenders roll. It works great and I would recommend you taking a look at heroscope just so you know how they did that.

Your bigger models have a similar plot as warmachine since they are mechs, they may look different but the hit points are pretty similar but you did do something a little different. I would recommend maybe adding an armor value to each body part. This would be different than warmachine. Warmachine has 1 armor value that reduces damage taken. But lets say that you have a different armor or in your cause, a defensive value for each body part, head, body, arms, legs for instance. Depending where the enemy hits you, ( you could also implament the attack roll gives you the location of where you hit the enemy; arm or body with a number for your attack roll). So an example, each body part for the mechs would have a defense value, a armor value and a hit points value. The attacker would have an attack and a power value. The attack is determining if you hit/miss and where you hit the model of a mech. Single units would just have their miss/stunned/destroyed (I like this idea btw).

Anyways, these are just some thoughts to add to yours. Not trying to change your design but if you want to make it more unique than warmachine, this is what I would do.

Lance - Papastucker

P.S. I'm currently working on a project myself and I am new to this site. Check it out, its posted as "new guy". I have only shared some of my ideas and I haven't posted the game up for test play just yet. But feel free to leave comments. :)

Evil ColSanders
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Joined: 12/08/2010
With this hit/killed/stunned

With this hit/killed/stunned explanation you've given, it kind of sounds like 40k's 'Mordheim'. By all means, this is just an general observation. I'd like to see how your game plays out.

NomadArtisan
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Joined: 12/12/2011
I think I need to better

I think I need to better explain the hit/kill # mechanic.
There is no 'to hit', 'to wound', or 'save' roll involved. Just a single attack roll.

So let's say you have an energy rifle with Firepower: 4, and it is firing at a heavy infantry model with Defense: 9/14.
The energy rifle model rolls 2d6 adding the firepower of 4. If the total is 9 to 13, then the heavy infantryman is stunned. If the result is 14 or greater, the infantryman is destroyed.

Hopefully that made more sense.

Also, I should add that I'm leaning towards the Mage Knight style combat system, where there is simply 2d6+attack value, if this equals or exceed's target's defense, deal the weapon's damage to the target. The reason I'm leaning towards a simple hasbeendone combat system is that I feel the uniqueness I'm working with is in my activation system, which i can explain in more detail later.

Evil ColSanders
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Joined: 12/08/2010
Sounds good. I have a similar

Sounds good. I have a similar system (in which I mean it's just 1 roll).

In essence, every shot hits, you're just rolling to see the effect of: No Damage/Stunned/Destroyed. That being said, I'm guessing taking cover behind something raises the number in order to hit a "stunned" or "destroyed"? Anyways, nice start.

Evil ColSanders
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Joined: 12/08/2010
Double post

Double post

NomadArtisan
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Joined: 12/12/2011
Thanks. Yes, cover would make

Thanks.
Yes, cover would make it harder to stun/destroy your target, though I'm wanting to not be a numeric bonus. For instance, cover might only provide a bonus if the unit chooses to actually use it, so a unit could 'go to ground' to turn all destroy results into stun results, or something similar.

Anyway, this has become me working on two systems now, a squad based (the stun/kill) and a skirmish based (the MK style combat).

SQUAD BASED
I've made a few changes to the squad based. There will no longer be a 'stun' result. The stun result knocked down the model, then they had to make an individual morale check on their next turn or be destroyed. This incorporated morale, but only on an individual basis. I'm replacing stun results with adding a 'break counter' to the unit as a whole. When you fire at a unit, if you equal or exceed their first defensive value, you've done enough to potentially scare the target and so they receive a 'break counter'. If you equal or exceed their second defense value, one of the models in the target unit is destroyed and the unit also receives a 'break counter'. The more break counters on a unit, the harder it will be to command that unit, and once a unit reaches its break point, they will flee. When firing at vehicles, hitting the first target number results in a glancing hit, while the second number is a penetrating hit. Vehicles will have some form of subsequent roll to determine what each hit type does.

SKIRMISH BASED
On to the Skirmish based system, which I Find slightly more interesting currently.
In addition to your army, you have a certain number of cards which a separate point system is used to purchase. You have access to all your cards from the start of the game, so no shuffling needed. Cards are one use only. An example of a card would be 'Play before one of your models makes an attack roll. Your model gets +3 to that roll'.

So for Activation...
Each turn you have 10 energy.
Every action on a model has an energy cost, and cards have an energy cost too.
When you want to play a card, you have to pay its energy cost.
When you want a model to perform an action, declare which action its performing, pay the appropriate energy cost, perform that action, then put an exertion counter on the model. You can perform more than one action with a model each turn (only once per action though). Actions cost one more energy to use for each exertion counter on the model.
At the end of the turn, remove all exertion counters from models that did not perform any actions.

Anyway, I think I'll be using the skirmish based system for the sci-fantasy game, however I may be using the squad-based system for a purely sci-fi or steam-punk game.

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