>>96054077Not that I've ever heard of. I just took inspiration from the rules and slapped my own homebrew on top. But I can give a basic example of the rules. D6 system.
An untrained human might look like this:
Melee Skill: 5+
Ranged Skill: 5+
Strength: 3
Toughness: 3
Attacks: 1
HP: 1
Armor Save: -
An ogre might look like:
Melee Skill: 4+
Ranged Skill: 5+
Strength: 4
Toughness: 4
Attacks: 3
HP: 3
Armor Save: -
Attacks involve a roll to hit, roll to wound and an armor save.
- Rolling to hit, requires you to roll above the melee/ranged skill.
- Rolls to wound are Strength vs Toughness. Equal values wound on a 4+. Each point of either increases or decreases the roll required by 1 so if you have 1 more strength than their toughness you need a 3+ to wound. Most soldier have 1 HP.
- Armor saves might be a 6+ save from light armor or 4+ for heavy armor. Maybe more. A successful save prevents damage.
You don't roll attacks individually, you mass roll all hit rolls at once, pick up the successful dice and roll to wound, then armor.
Everyone in a squad gets to attack. The squad leaders and special characters can't be singled out from their squad except during duels.
As for homebrew:
Swords: 6+ parry save
Axes: +1 strength
Spears: +1 melee skill (so it's more useful to low skill soldiers)
Mace: -2 armor
Plus 2 handed variants (halberds, etc) with +1 strength.
Shields grant +1 Toughness
Casualties recover on a 4+. Winning the battle and having healers improves odds. Multi-HP characters don't die, they only lose 1 HP temporarily.
Leveling is fast because death is frequent.
Ended up simplifying a lot of rules like movement and distance with range listed in how many turns it takes for melee to begin.
Sieges are a normal battle but the defenders get cover against ranged attacks and only half the melee attackers get to fight in the first melee round. Improved walls/siege equipment can affect these values.
Also I switched to D12 for more granularity.