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- I. The Core Stat Line
- Instead of the complex Strength vs. Toughness charts of 40k, we will use a streamlined Target Number (TN) system using D6s.
- Every unit (Hero or Base) has these 5 stats:
- MOV (Movement): Inches the model can swim/move.
- CLA (Clash): Melee combat skill. Target number to hit in close quarters.
- SON (Sonar/Shot): Ranged accuracy and ability to use "Song" powers.
- RES (Resilience): Armor and toughness combined. The target number an enemy needs to wound you.
- VIT (Vitality): Hit points. Once this hits 0, the model is removed.
- II. The "Hero Builder" Engine
- This is the core request: a point-buy system to homebrew a Commander. The Budget: Agree on a limit (e.g., 50 Points for a standard Hero, 75 for a Legend).
- Step 1: The Chassis (Cost: 10 pts)
- Every Hero starts with this "Average" stat line.
- MOV: 6"
- CLA: 4+ (Roll 4 or higher to hit)
- SON: 4+
- RES: 4+ (Enemy needs 4+ to wound)
- VIT: 3
- Step 2: Stat Upgrades
- You spend points to improve stats.
- Improve MOV (+1"): 2 pts (Max 12")
- Improve CLA (to 3+): 5 pts | (to 2+): 15 pts
- Improve SON (to 3+): 5 pts | (to 2+): 15 pts
- Improve RES (Make harder to wound):
- To RES 5+ (Enemy needs 5s): 8 pts
- To RES 6+ (Enemy needs 6s): 15 pts
- Improve VIT (+1 Wound): 5 pts (Max 6)
- Step 3: Archetype Traits (Pick One - Cost: 10 pts)
- Give the hero a role on the battlefield.
- Pack Leader: Passive. Friendly units within 6" add +1 to their Charge rolls.
- Bio-Scholar: Action. Make a SON test. If passed, one enemy within 12" loses -1 RES until end of turn (Simulating analyzing weak points).
- Apex Predator: Passive. Re-roll 1s to Hit in Melee against wounded targets.
- Song-Weaver: Passive. You know 1 extra Power.
- III. Gear & Powers (The "Flavor")
- Relics and Powers are bought with the same point budget.
- Relics (Equipment)
- Razor-Fin Augment (3 pts): Melee hits differ; on a roll of 6 to hit, it ignores the enemy's Save.
- Kelp-Weave Armor (5 pts): You gain a 5+ "Ward" save (a secondary save after armor fails).
- Prismatic Gem (5 pts): Once per game, auto-pass a SON test.
- Powers (Song/Psionics)
- Requires a SON action to use.
- Confusion Song (5 pts): Range 12". Target must pass a Leadership check or lose their next Move action.
- Mending Current (8 pts): Range 6". Heal D3 VIT to self or ally.
- Sonar Pulse (5 pts): All enemies within 8" lose "Stealth" and cannot benefit from Cover.
- IV. Sample Build: "The Reef-Breaker"
- Context: A brawler hero meant to smash lines.
- Base Cost: 10 pts
- Stats:
- MOV 8" (Upgraded 2 times): 4 pts
- CLA 2+ (Upgraded 2 steps): 15 pts
- SON 5+ (Downgraded for points back? Optional rule, let's say no for balance): 0 pts
- RES 5+ (Upgraded 1 step): 8 pts
- VIT 5 (Upgraded 2 times): 10 pts
- Trait: Apex Predator (10 pts)
- Relic: Razor-Fin Augment (3 pts)
- Total Cost: 60 Points. Result: A fast, tanky hitter that rarely misses, but has no ranged utility.
- V. Basic Gameplay Loop (Simplified)
- To keep it fast, try this resolution mechanic:
- Attacker Rolls to Hit: Roll D6s equal to your Attacks characteristic. Any die meeting your CLA (or SON) is a Hit.
- Defender Rolls to Save: For every Hit, the Defender rolls a D6.
- If the roll is equal to or higher than their Armor Value, the damage is pinged away.
- (Note: This separates the RES stat from Armor. If you prefer the Warhammer "To Wound" chart, we can swap RES back to a To-Wound roll).
- Alternative (Faster) System:
- Attacker Rolls: Roll D6 vs Target's RES.
- Example: Target has RES 4+. Attacker rolls a 5. That's a wound.
- Defender Rolls Save: Roll D6 vs Armor (e.g., 4+ Save).
- Success: Damage ignored.
- 1. The Atlanteans
- The Baseline / The Mario / The Space Marine Reliable, durable enough to make mistakes, and good at everything but master of nothing.
- Base Unit Profile:
- MOV: 6"
- CLA: 4+
- SON: 4+
- RES: 4+
- VIT: 3
- Faction Trait: Echo Memory Once per round per unit, an Atlantean can re-roll a failed SON or CLA test. This makes them mathematically more consistent than anyone else.
- 2. The Castes
- The Synergy Specialists This faction is "Hard" difficulty if you don't mix your unit types, but "God Tier" if you position them right. You build your squad by buying these specific sub-types.
- Sub-Type A: Crimson (The Buffer)
- Stats: Average (4+s), but high VIT (4).
- Passive: Allies within 6" gain +1 to Morale/Bravery checks.
- Sub-Type B: Mover (The Glass Cannon)
- Stats: High CLA (3+), Med MOV (6"), Low RES (5+), Low VIT (2).
- Passive: Momentum. If they moved their full distance, they get +1 damage die in melee.
- Sub-Type C: Circle (The Tech-Mage)
- Stats: Low physical stats, High INT/SON.
- Passive: Machine Whisper. They can disable enemy Relics within 12" on a 4+ roll, or buff a friendly Relic to work twice in a turn.
- Faction Trait: Triad Bond If a unit is within 6" of a different Caste type, they gain +1 to their Defense rolls (RES).
- 3. Skyfins
- The Elves / The Snipers Don't get hit. If they get into a fair fight, they lose. They need to kite.
- Base Unit Profile:
- MOV: 9" (Very fast)
- CLA: 5+ (Poor melee)
- SON: 3+ (Excellent ranged/magic)
- RES: 5+ (Flimsy armor)
- VIT: 2 (Fragile)
- Faction Trait: Hydro-Dynamics Skyfins can move through enemy models (flying over them) and do not suffer penalties for shooting/singing while moving.
- 4. The Clan
- The Dwarves / The Brawlers They shout loud, but they can't shout far. If they get their hands on you, you're paste.
- Base Unit Profile:
- MOV: 4" (Slow)
- CLA: 3+ (Great melee)
- SON: 3+ (High accuracy...)
- RES: 3+ (Walking tanks)
- VIT: 4
- Faction Trait: Concussive Blast Their Sonar Range is capped at 6" (standard is usually 12"-18"), BUT their Sonar attacks count as Impact (knock targets back D3 inches). They are walking shotguns.
- 5. The Vortex
- The Swarm / The Zerg The "easier" Tyranid. You win by drowning the enemy in bodies. Your units are cheap, so you bring 12 when the opponent brings 6.
- Base Unit Profile:
- MOV: 7"
- CLA: 4+
- SON: 6+ (Mindless, barely magical)
- RES: 6+ (No armor, just flesh)
- VIT: 1 (Pop one, another takes its place)
- Faction Trait: Gestalt Consciousness Vortex units never take Morale checks. Additionally, they ignore the "Heavy Terrain" movement penalty. They just flow through it.
- 6. The Foe
- The High-Stakes Parasite The "Snowball" faction. They start weak or average, but they feed on success. If you play passively, you lose. If you play aggressively, you become unstoppable.
- Base Unit Profile:
- MOV: 6"
- CLA: 4+
- SON: 5+
- RES: 4+
- VIT: 3
- Faction Trait: Bio-Assimilation Every time a Foe unit kills an enemy model, they gain a Biomass Token.
- Spend 1 Token: Heal 1 VIT.
- Spend 3 Tokens: Evolve mid-battle (permanently increase CLA or RES by +1 for the rest of the game).
- 5. Outcast (The Rogues)
- Hit and run. The "Dark Eldar" or "Assassin" archetype.
- Base Unit: Shadow-Fin
- MOV: 7"
- CLA: 3+
- SON: 5+
- RES: 4+
- VIT: 3
- Faction Trait 1: Ambush. If an Outcast attacks an enemy that has already been engaged by another ally (flanking), they add +1 Damage.
- Faction Trait 2: Scavenger's Respite. If an Outcast ends their turn outside of line-of-sight of any enemy, they heal 1 VIT.
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