Base Mechanic Extractions
- 1 Purpose
- 2 Systems
- 2.1 dC versus dD System
- 2.2 Toma's combat mechanics
- 2.3 Shneekey's Simple Stack Sorting System
- 2.4 Twofer's Method
- 2.5 Chris Goodwin's Battle For the Hex
- 3 Navigation
Below are each proposed system's Basic Mechanics. These are the base rules needed to simulate units engaged in combat. They will be paired with the Stack Mechanics to produce playtesting material.
This playtest will be at the simplest level: Two stabbers versus Two pikers. No Leadership, no archery, no magic, no carnies. Therefore the rules distilled below will only reflect those rules absolutely necessary for this playest.
Rules of Interaction
The attacking side rolls one dice with the number of sides equal to their Combat Stat. The defending side rolls one dice with the number of sides equal to their Defense Stat. The results of the dice rolls are compared against each other. If the attacking side rolled higher than the defending side, then the attack was successful.
Example: Attacker has a Combat Stats of 6 and defender has a Defense Stats of 4. The attacker will roll a d6 and the defender will roll a d4. If instead the attacker has a Combat stat of 9 and the defender has a Defense Stat of 1. The attacker rolls a d9 and the defender get a 1, since 1 is the only possible result on a d1.
- (C) Combat: a measure of the unit’s offensive power
- (D) Defense: a measure of the unit’s defensive power
- (H) Hits: the amount of damage a unit can withstand before being croaked/destroyed
- (W) Weapon: a hidden stat representing the amount of damage a unit deals when striking
Rules of Interaction
One unit/stack moves into the hex with a stack of an unallied side. The unit/stack moving into the hex is the Aggressor. The unit/stack that was already in the hex is the Quarry.
Combat is fought in rounds which takes the form of Simultaneous Opposed Rolls
First the Aggressor Attacks the Quarry
And the Quarry Attacks the Aggressor
Example: The Aggressor has a Combat of 4, Defense of 8, Weapon of 3, and Hits of 2. The Quarry has a Combat of 2, a Defense of 6, Weapon of 5, and Hits of 3. The Aggressor rolls a d4 and the Quarry rolls a d6 and they compare the results. Also, the Quarry rolls a d2 and the Agressor rolls a d8 and they compare the results.
If Aggressor's attack was successful then Aggressor rolls a dice with the number of sides equal to their Weapon stat and subtracts the dice result from the Quarry's Hits stat. If Quarry's attack was successful then Quarry rolls a dice with the number of sides equal to their Weapon stat and subtracts the dice result from the Aggressor's Hits stat.
Example cont: For the Aggressor's attack the Aggressor rolled a 3 and the Quarry rolled a 5, therefor the Aggressor was unsuccessful in striking the Quarry. For the Quarry's attack the Quarry rolled a 2 and the Aggressor rolled a 1, therefor the Quarry was successful in striking the Aggressor. The Quarry rolls a d5 and rolls a 3, this is subtracted from the Aggressor's Hits, which is 2. So 2-3 = -1.
If any unit's Hits are zero or less they are defeated and removed from the combat. If any unit's Hits were decreased but not dropped to zero or below then they continue to the next round keeping their reduced Hits stat.
Example cont: The Aggressor's Hits are below zero now so they are defeated and removed from the combat
Combat continues in rounds until all the combatants of one or both sides are defeated.
Single 20 sided dice (1d20) rolled and results compared against a success threshold. Success is gained on a result of 10 or less, after modifiers from unit stats are applied to the dice roll.
Automatic miss on 20
Automatic hit on 1
Modifiers work as such: Respective stats between units are compared, the attacker's number is subtracted from the defender's number. The difference is applied to the dice result.
Example: Attacker is attacking. He has a stat of 6. Defender has a stat of 4. 4 is subtracted from 6, so 6-4 = +2, the +2 is used to modify the dice result. Attacker needs a 12 (base 10 +2), or less, to hit.
1. Attack (likelihood of hitting, determines how much damage you do)
2. Defense (ability to parry/dodge/block an attack)
3. Hit points (how much damage you can take)
4. Movement (determines initiative, and movement)
5. Weapon Range
Rules of Interaction
Fights are determined within a single mega-hex. Within the area, standard hex maps are used for tactical battles. Each side will determine the actions of the units under its command in order. Assuming the units of both sides are combined into one stack each, the side with the unit with the lowest Movement goes second. If both sides have units with the same minimum initiative, each side rolls a dice with the highest dice result going first. If the dice roll results in a tie, keep rolling until a winner is achieved.
Example. Side 1 moves units into the same mega-hex as Side 2. Side 1 has four units, two have a Movement of 4, and two have a movement of 2. Side 2 also has four units, two with a Movement of 13, two with a movement of 1. Therefore Side 2 will decide actions second, because they have a lowest movement unit at 1 and Side 1 will go first.
Sides fight each other in Rounds with the each side determining and resolving their unit's actions before moving on to the next side. In general: Round 1: Side 1 units perform actions then Side 2 units perform actions, End of Round -> Move to Next Round.
Units can move a number of combat hexes equal to their Movement Stat. Combat hexes are 5 feet in diameter and can hold a single unit. Units can move through hexes containing friendly units as long as they end their turn in an open combat hex. Units cannot move through hexes with enemy units.
Units can attack enemies that are Weapon Range or less distance from them. To attack another unit the attacking unit performs an action roll using the attacking unit's Attack Stat and the defending unit's Defense Stat. If the Attacker succeeds, then one half, rounded up, of the attacker's Attack stat is subtracted from the defender's Hits Stat, with a maximum allowed reduction of 4.
Example: Attacking Unit has a Weapon Range of 1-2, and an Attack of 4. There are three enemy units around the attacking unit. One is 1 combat hex away. One is 2 combat hexes away. The final one is 4 combat hexes away. The Attacking Unit can attack either the unit 1 combat hex away or the unit 2 combat hexes away. The attacking unit chooses the enemy unit they are adjacent to attack. The chosen Defending unit has a Defense of 3 and a Hits of 7. Attack of 4 minus a Defense of 3 equals +1. The attacking player rolls a d20 and scores an 11. A success is 10, modified by the +1 it's 11. An 11 is a success, so the attacking unit hit the defending unit. Half of the attacker's Attack Stat, 4, is 2. The defender's Hits of 7 has 2 subtracted from it to result in 5 Hits.
If a unit's Hits Stat has been reduced this round, the reduction carries over to the next round. Any unit whose Hits Stat falls to zero or below is killed and is considered out of the combat.
To perform an action the unit rolls 1dY where Y is the relevant Stat. Success is determined by comparing the dice roll result to a success threshold. In an opposed action the success threshold is determined by an opponents Stat where the success threshold = the opponent's Stat.
Attack - Stat used for attacking an opponent Defense - Stat used for defending against attacks Damage - Stat used to determine damage if a Hit is made Wounds - Stat used to determine how much damage a unit can take before croaking
Rules of Interaction
Unit enters a space adjacent to enemy unit. The unit entering the space will be refereed to as the aggressor, the unit in the space will be refereed to as the defender.
The aggressor rolls 1dY, where Y is their Attack Stat and compares the result against the defender's Defense Stat. If the aggressor's result is higher than the defender's Defense Stat then they Hit the defender. The defender rolls 1dY, where Y is their Attack Stat and compares the result against the aggressor's Defense Stat. If the defender's result is higher than the aggressor's Defense Stat then they Hit the agressor.
If the defender was Hit subtract the aggressor's Damage Stat from the defender's Wounds Stat. If the Wounds Stat is zero or less, the unit is removed from combat. If the aggressor was Hit subtract the defender's Damage Stat from the aggressor's Wounds Stat. If the Wounds Stat is zero or less, the unit is removed from combat. If both sides have units still standing, then continue combat unit only one side or less has units.
To perform an opposed action:
- Action initiator is the Aggressor
- Other unit is the Defender
- Aggressor modifier is u
- Defender modifier is v
Compare relevant modifiers
If u is greater than v plus 5 then flip a coin
On a heads then the Aggressor Succeeds in their Action
On a tails subtracts 5 from u
If u is still greater than v plus 5, then perform the coin flip again
If v is greater than u plus 5 then flip a coin
On a heads then the Defender Succeeds
On a tails subtracts 5 from v
If v is still greater than u plus 5, then perform the coin flip again
Otherwise roll one 20 sided dice (1d20) with a Success Threshold of 10. The dice roll result is positively modified by the Aggressor's relevant modifier (+u) and is negatively modified by the Defender's relevant modifier (-v).
Combat - unit's ability to fight
Hits - amount of damage a unit can take before croaking
Rules of Interaction
Combat works in Rounds. Within each Round the sides will take turns choosing units to pair against each other for the action roll, each unit will only be involved in one action roll. The action rolls are performed, units that croak are croaked, and then they move on to the next round.
A side moves units into combat range with unit from an opposing side. This first side (usually the one whose turn it is) is called Side 1 and picks the first unit match-up.
The sides take turns, starting with Side 1, and choose one Side 1 unit to fight one Side 2 unit. Once all units have been paired, perform the Action roll for each pair, using each unit's Combat value as their modifier. For each Action roll, the unit which did not succeed subtracts 1 from their Hits. Note that most units have only one Hit apiece.
If a unit's Hits is zero, it is removed from the combat. If a unit lost Hits, it carries its reduced Hits value to the next round. Repeat combat rounds until one side has no units left.
Chris Goodwin's Battle For the Hex
To resolve opposed actions roll one 20 sided dice (1d20) modified by the unit's relevant Stat and any other external bonuses. If the roll is opposed also subtract the opposing unit's relevant Stat from the 1d20 roll. If the result is higher than 10 then the action is successful.
Move: How far a unit can move in Inches on a tabletop map Hits: How much damage a unit can take before croaking Combat: How well a unit fights Defense: How well a unit defends while fighting. Weapon Damage: Dice used for Weapon Damage Weapon Range: How far away in Inches a Weapon can be used on a unit
Rules of Interaction
One side's units enter a hex with an enemy side's units. Both sides roll 1d10. The winner chooses what their units do first. The loser chooses what their units do second.
Combat is fought in rounds. The first side's units can take free actions (e.g. talk), move up to their Move Stat in inches, and take a combat action (which can also be to move again). Then the second side's units can perform the same set of actions.
Units who are within Weapon Range of an opposing unit may attack the opposing unit. The attacking unit rolls 1d20 + Attacking Unit Combat - Defending Unit Defense. If the dice result is higher than 10 then the attack succeeds and damage is done. To determine the amount of damage done, roll the Weapon Damage dice and subtract the result from the defender's Hits Stat. If the defending unit's Hits Stat drops to zero or less then the unit is removed from combat.
If a unit lots Hits, it carries its reduced Hits value to the next round.