A slightly drunk chat at 3am in the morning has awoken in me a desire to actually "have a go". It's not about creating a new game; I like the Fantasy World, and love the background, but the rules just no longer excite me more than "yeah, this shit's broken, lets abuse it".
Anyway, been putting down a few new ideas - starting with 2 of the very basics - Stats, and Game/Turn Sequence. As this is effectively, a total conversion, it's not got that much similar other than setting with the Fantasy Game, or in particular, 8th Edition; so for Comments and criticism; please don't let that affect you.
So - First of all.
Movement - MoGAME SEQUENCEAs not everything moves at the same speed in Fantasy, ranging from 6-7 foot tall Elves to 4-5 foot tall Dwarfs, this is important.Weapon Skill - WSA staple of the game, I'm not going to be getting rid of this stat.Ballistic Skill - BSAs above.Strength - SAs above.Toughness - TAs above.Wounds - WAs above.Speed - SpThis is just a rename of Initiative; you'll see why a little bit later on. Otherwise, as above.Attacks - AAs above.Leadership - LdAs above.Magic Attack - MAThis is a new stat, designed for quick at a glance checks on magic users capabilities. All models will have this stat - and the plans I have in mind for the Magic Phase will show how this value comes about. It currently is used for the generation of Power Dice.Magic Defence - MDSee above; but for Dispel Dice.Unit Mass - UMThis a reference for one thing currently; Killing Blow. I'm currently thinking of removing the Heroic Killing Blow, and instead granting a Killing Blow value; so a Bloodthirster could kill an Ogre in one strike, but maybe not another Bloodthirster. This unit mass value is the reference for that.
1. - Turn Up
2. - Deploy Terrain
3. - Choose/Roll for Mission Type
3.1 - Deploy mission specifics
4. - Choose/Roll for Deployment Zones
4.1 - Choose/Roll for Deployment Method
5 - Begin the game.
1. - Initiative Phase
Both players roll a D6 and add to your general's leadership in this phase. Whichever scores higher will win Initiative for that turn. If the general is dead and there are no other Initiative capable models alive, then each army will have an Initiative value assigned to it which is used in the meanwhile. There are also several modifiers to the Initiative value - both from General only Magic Items, but also innate bonuses, such as the High Elves, if playing in the first turn and you managed to finish deploying before your opponent, and whether the opponent went first the turn before for example. Naturally, the winner may choose to hand over Initiative to the opponent.2. - Reserves Phase
This is when Ambushers, pursuit moves, and, pretty much, any off-table unit may choose to come on. Primarily of use to Skirmishers, Fast Cavalry etc, but also allows certain units to be deployed as a "Second Line", perhaps Ambushes. Rules will be written to allow for Aerial, Portal and Subterranean Deep Strikes, Ambushes from units hidden in terrain (think Merwyrms from Deep Water; or Waywatchers from Tree's, to even Undead from Burial Mounds), as well as basic moving back onto the table as if overrun etc. Both players move simultaneously, with the player with Initiative placing their units first, followed by the player without.3. - Movement Phase
Like above, is done simultaneously. Charge reactions updated to allow Counter Charges and the like; or to brace.4. - Magic Phase
The biggest overhaul. Done Simultaneously in accordance with Initiative.5. - Shooting Phase
As above.6. - Close Combat Phase
Only one phase of close combat is fought, but it's done in the manner that fits the combat rules; I've not yet decided, aside from always strike in Initiative order is gone.MAGIC PHASE
Power Dice GenerationAnd that's where we're at so far. I'm thinking of keeping Lord Magic Levels to 7 or 8 depending on ability, 6-7 for Hero casters, while special characters, such as Teclis or powerful casters such as the Greater Daemon of Tzeentch can crack out maybe 9 or even 10 Magic Attack and/or Defence. Warrior Priests, Runesmiths and Khorne Combat could have Magic Defences equivalent to Heroes, while Hybrid Characters can become much more available, but require investment to become powerful warrior mages through item upgrades - such as Blood Dragon Vampires or Tzeentch Lords (as opposed to Tzeentch Mages).Both Players; For every friendly model/unit with a Magic Attack value, make a Magic Attack Test (2D6). If passed, the difference is given to the pool. If failed and a double is rolled, opponent gets +D3 Dispel Dice.Dispel Dice GenerationBoth Players; For every friendly model/unit with a Magic Defence value, make a Magic Defence Test. If passed, difference added to the Pool. If failed and a double is rolled, opponent gets +D3 Power Dice.Player with Initiative Casts SpellsIf a Double 6 is rolled, uses the Empowered ability, and no attempt to Dispel may be made. If a double 1 is rolled, spell is not cast, and rolls on Miscast Table.Player without attempts to DispelIf a Double 6 is rolled, user Counter Spells, turning it back on the caster; the nearest friendly Dispel Capable model to a model affected by the spell may now choose to automatically and immediately cast the spell as if it was their own, no dice required. If a double 1 is rolled, the dispel utterly fails, even if the prerequisite value was achieved.Player without Casts SpellsSee for Player with.Player with attempts to DispelSee for Player without.Magic ResistanceMagic Resistance is a new type of save available to certain models. It works against all Spell Effects, unless it specifically says there is none.
Sphere: Affects the model and models inside the Area of Effect; usually listed as unit, or units within a certain distance. Listed as Magic Resistance: Sphere (4+).
Personal: Affects purely the model itself. Listed as Magic Resistance: Personal (4+).
I'd really appreciate some comments, and perhaps even criticism at this early stage.