Profiles, revised
October 18, 2010
As always, when I come at an old piece I wrote with a new perspective, a very specific feeling makes its appearance:
Horror.
Coupled with several “WTF WAS I THINKING” sentences in various iterations.
In any case, here’s a much simple profile:
- Action Points(AP): Roughly describes how many actions per turn a model can take. Each different action costs an amount of AP.
- Combat(C): The close combat ability of the model.
- Marksmanship(M): The model’s shooting ability.
- Strength(S): The model’s sheer brawn.
- Resilience(R): The model’s capability to shrug off wounds.
- Wit(W): The models senses and quick-thinking.
- Agility (A): The model’s reaction speed and acrobatic ability
- Discipline(D): The model’s self-discipline and morale.
There. Much simpler, no mathematic formulas, and has all the necessary stats for combat and some non-combat stuff.
A few important things to add: We’ll be using both 2d6 and 1d6 for various tests, and to introduce the terminology,
- For a simple test you roll 1d6.
- For a complex test you roll 2d6.
Example simple test: Wounding someone. Example complext test: Hitting him in the first place.
Also, there is no Wounds profile. There will be four states: uninjured, Lightly Wounded, Heavily Wounded, and Dead. Simple, no?
Lightly Wounded folk have a -2 to their AP and a -1 to all stats except R, and Heavily Wounded ones have -5 to their AP and -3 to all stats except R. All of the above have min 0. If for any reason R drops to 0, the model dies.
And a typical human infantryman profile:
AP 8/C 4/M 4/S 4/R 4/W 4/A 4/D 7