OK this will only happen if the few i have invited and whoever wish to says thinks we can't save the guild if we can than this will be placed in my Journal for later use in another guild of it's own also something will be different like you will not have to pick someone you get to make your own person for this idea
If anyone has played Warhammer Fantasy (tabletop this video will so what I'm talking about(sorry video will be put in later)
this world has many races to pick from here is a link to wiki and all the races
Wiki Linkmost of the races in warhammer are in this guild already some are not
the fighting style will be a lot different as to see if you hit someone or if you miss or if they get hit and brush it off and keep on going this system will be taken from warhammer I'll post the chart and some examples to go along with it the first chart will so you if you hit or if you miss (it goes from 1-10(X) 1 being the lowest and x being the highest)( in the Example i'll be using 2 of my real warhammer pieces a dwarf thane and dwarf slayer also their will be a chart later on to so you what each of the stats means also i'll be doing the rolls here at home due to all the post it might take for me to do them on gaia for this Example and one last thing both dwarfs have runes so they both has some special things like the thane has a Ward save(WDS) and the Slayer gets two more attacks and always attacks first from his runes)
(stats)Thane
WS:6
BS:3
S:5
T:5
W:2
I:3
A:3
LD:9
AS:1+
WDS:5+
Dragon Slayer
WS:6
BS:3
S:4
T:5
W:2
I:4
A:5
LD:10
AS:0
(note on the to hit chart use your WS and the person your attack's WS and find it one the chart if you match it or are higher then it you hit if your lower that you miss)
To Hit Chart
Attacker's Weapon Skill (left)
Defender's Weapon Skill(top)
(((1 2 3 4 5 6 7 8 9 X)))
1] 4 4 5 5 5 5 5 5 5 5
2] 3 4 4 4 5 5 5 5 5 5
3] 3 3 4 4 4 4 5 5 5 5
4] 3 3 3 4 4 4 4 4 5 5
5] 3 3 3 3 4 4 4 4 4 4
6] 3 3 3 3 3 4 4 4 4 4
7] 3 3 3 3 3 3 4 4 4 4
8] 3 3 3 3 3 3 3 4 4 4
9] 3 3 3 3 3 3 3 3 4 4
X] 3 3 3 3 3 3 3 3 3 4
round one(in this cast you have to roll 4's and up to hit)
Slayer's Roll:2,1,1,4,6
3 miss 2 hit
(now it would go to the next would be a to wound roll to see if the two hits hurt the thane or just brush by him not doing any damage)
(notes on the to wound chart a - means it's hopeless your not going to get it so don't try)
TO WOUND CHART
Attacker's Strenght (left)
Target's Toughness(top)
(((1 2 3 4 5 6 7 8 9 X)))
1] 4 5 6 6 – – – – – –
2] 3 4 5 6 6 – – – – –
3] 2 3 4 5 6 6 – – – –
4] 2 2 3 4 5 6 6 – – –
5] 2 2 2 3 4 5 6 6 – –
6] 2 2 2 2 3 4 5 6 6 –
7] 2 2 2 2 2 3 4 5 6 6
8] 2 2 2 2 2 2 3 4 5 6
9] 2 2 2 2 2 2 2 3 4 5
X] 2 2 2 2 2 2 2 2 3 4
to wound roll(have to roll 5's to wound)
Slayer rolls:5,2
1 wound one miss
(last part of combat is the Armor save this happens if you make it passed the to hit and the to wound)
this is the armor save chart and the one under it is the Armour save modifiers that happen only if you have a 4+ strenght
Armor Save Chart
Armour types
None== No Save
Light == 6+
Heavy == 5+
Shield == +1
Armour save
modifiers
(note on anything higher then a 8 is a auto hit)
Strength of hit and what it does to the Save modifier
4====-1
5====-2
6====-3
7====-4
8====-5
9====-6
X====-7
Thane's save roll:4
After the Mod i need to roll a 3+ but a great thing about the having a Shield is when in face to face combat you get a +1 to your AS so i have to roll on a 2+
Now it would be the thanes turn and I'll show you that now
Thanes to hit:4,2,6
needed to hit on a 4 or better to hit
Thane's to wound:2,6
need to hit on a 3 or better to wound and with the slayer having no armor it would be a auto hit
After this round we would see who's alive and who's dead good new both parties are alive one just to a wound but is still standing (Slayer:it's only a flesh wound) from here we would have another go but I'll show you the shooting side of combat next and last the magic step
Range
this is the chart you will need (side note if you have a score of 6 your at he best shooting score 7 8 9 and 10 have a side that is hard to get you have to roll a 6 and then another 6 5 or 4 to hit
Shooting
Firer’s BS:_1 2 3 4 5 6 7_8_9_X
D6 Score:_6 5 4 3 2 1 0 -1 -2 -3
then it goes to the to wound chart from here so the example will be a group of 5 dwarf thunderer's (rifleman) shooting single Ogre
Thunderer
WS:3
BS:3
S:3
T:4
W:1
I:2
A:1
LD:9
AS:6+
Ogre Bull
WS:3
BS:2
S:4
T:4
W:3
I:2
A:3
LD:7
AS:6+
Some rules full in to this Example like dwarf Handguns always get a +1 to BS and lets have this Target at long range over 12 feet away (Dwarf Handguns have a max of 24 feet range and have armor piercing which does a -1 to armor saves) so nothign changes in this Example
Thunderer's Roll:1,2,4,5,6
3 hit 2 miss
had to roll a 4 or better to hit with their guns
now we go to the to wound chart now each range weapon has it's own strenght and so it could have a higher strenght then the one shooting it in this case it has strenght 4 where the thunderer's have strenght 3 so it works better
thunderer's wound roll:2,2,5
have to roll on a 4 or better to wound
not the greatest roll but now i did a single wound to the Ogre but he is still standing tall ready to charge over at my thunders and in close combat the ogre would kill them
other notes on shooting you can't aim for someone in combat it's a rule
Magic
Now magic is something i don't know alot about as Dwarf's are not the magic type this have a form of magic it's part of the lore of metal and then only one person uses it the Runesmith's and the master Runesmith's i don't use one i like the idea of raining cannons down onto people and then taking them out with melee or Handguns but I'm getting off topic yes Magic their is 8 lore's of magic but also some of the race's have their own like Ogre's have Gut Magic which is both good and bad i think I'll make a topic one the spells if this works because it would take me along time to do it all
Lore of Magic
Fire
Metal
Shadow
Beast
Heaven
Light
Life
Death
But i'll do a Example with what i do know well I'll being using a Vampire count Necromancer how is using the spell Wind of death cast on a roll of 8+ but if it hits it deals 2d6 strenght 4 hits so any number from 2-12 hits at strenght 4 so lets say he cast it and it works then he rolls a 7 from the 2D6 and it hits a dwarf thane wow he rolls a :3,3,2,2,1,4,5 and he need a 6 to wound so as you see alot of hit not alot of luck but their is a way to spot the casting of a spell it's call a dispel say the caster rolls 3d6 to cast off Winds of Death when he needs a 8 and he feels unlucky he rolls and gets a 8 now the other person roll to see if he dispels it by rolling 3 dice as well he rolls a 13 so the spell doesn't get cast off now you have to be a wizard to cast but you don't have to be a wizard to dispel something
their is also a miscast chart which has a lot of back fire's but also somethings that help out like it fails and not damage is done and some of the bad things are you cast it but then you forget it and have to relearn it some other time so yeah I'll post the chart up if this pass for it's a lot of typing