I emerge again from my rulesmithery, with a big lumpy block of Action rules! First, the final stat list.
Action - How many actions a Unit can perform in a turn.
Movement - How many hexes a Unit can travel in a Move action.
Fighting Skill - Base To Hit score, which HtH Weapons add die rolls to.
Ranged Skill - Base To Shoot score, which Ranged Weapons add die rolls to.
Size - Governs how many models can fit in a hex, and some Weapon effects.
Wounds - How many times a model can be wounded before being removed.
Strength - Base To Wound score, which (mostly) HtH Weapons add die rolls to.
Agility - Base To Dodge score, which enemy attacks must beat to hit, and HtH hit rotation.
Toughness - Base To Resist score, which attack Strengths must beat to wound.
Initiative - Governs Unit action order, acting without orders, first round HtH attacks.
Bravery - Base for Morale, which leaders add die rolls to, for Panicing and making Charges.
Logic - Governs Unit ability to follow orders, attack chosen targets, and make decisions.
Most of my calculation theory assumes checks from a median model; "Normal" stats for a competent warrior-
#-2 M-3 F-5 R-5 Z-5 W-1 S-5 A-5 T-5 I-5 B-5 L-5
I'm sure you can figure out the notation. This next part is all the rules and situations I can think of for Unit Order interactions, charging and breakoff rules (but not the rules for close combat itself), and Initiative/Bravery/Logic uses (though not Panic rules). I haven't proofread any of this, and there's probably lots of situations left unaccounted for. Follow the system logic as best you can, and fire away with any points of concern or contention you have.
All Units act by Initiative Rolls
Bravery Rolls reduced by -1 per 25% of largest squad size reached, to a minimum of 1.
When regarding close combat, Bravery is reduced depending on the Unit sizes.
If outnumbered, bravery reduced by -1
If outnumbered twice over, bravery reduced by -2
If outnumbered thrice or more over, bravery reduced by -3
This does apply to the Bravery Roll made to initiate a charge, and to staying in the fight.
Logic Roll is Base Logic + Leadership Bonus
Normal Leadership Bonus is +1D6, barring special rules.
Die size purchased up for particular Models (Leaders), but independent of Model Stats.
Highest Leadership Bonus in the unit applies to everyone, depending on who's alive.
Normal Orders - default up if roll fails
Charge Nearest Hex - basic HtH attack, clear Bravery Roll 8
Charge Nearest Target - spread charge over enemy hexes, clear Bravery Roll 8, Logic 3
Charge Chosen Hex - does that, clear Bravery Roll 8, clear Logic Roll 6
Charge Chosen Target - spread charge over enemy hexes, clear Braver Roll 8, Logic 6
Charge Chosen Model - allocates blah blah, clear Bravery Roll 8 and Logic Roll 11
Shoot At Nearest Hex - basic ranged attack, clear Logic Roll 3 or unit Charges Nearest
Shoot At Nearest Target - spread fire over enemy hexes, clear Logic Roll 6
Shoot At Nearest Open Hex - does that, clear Logic Roll 5
Shoot At Nearest Open Target - ditto, clear Logic Roll 6
Shoot At Chosen Hex - does that, clear Logic Roll 8
Shoot At Chosen Target - spread fire over enemy hexes, clear Logic Roll
Shoot At Chosen Model - allocates hits to chosen model first, clear Logic Roll 11
If Chosen Hex/Target/Model is not available to attack-
clear Initiative Roll 10 to attempt Charge/Shoot order on highest value target available
clear Initiative Roll 7 to attempt Charge/Shoot Nearest (Open) Target order
clear Initiative Roll 3 to attempt Charge/Shoot Nearest Hex order
Taking Fire Reactions - compare models lost against current unit size
>25% Models Lost - clear Bravery Roll 6 or lose turn, clear Bravery Roll 3 or Panic
25% Models Lost - clear Bravery Roll 7 or lose turn, clear Bravery Roll 5 or Panic
50% Models Lost - clear Bravery Roll 8 or lose turn, clear Bravery Roll 6 or Panic
75% Models Lost - clear Bravery Roll 9 or lose turn, clear Bravery Roll 7 or Panic
Being Charged Reactions - compare Unit sizes
Target >2> Charger - No Bravery Check by Target
Target > Charger to Charger > Target - clear Bravery Roll 5 or Panic
Charger >2> Target - clear Bravery Roll 6 or Panic
Charger >3+> Target - clear Bravery Roll 7 or Panic
Staying in Close Combat - Both sides act in Initiative order
clear Bravery Roll 5 or Panic, do not proceed to breakoff, until all Initiatives rolled
If any units Panic, only units that don't breakoff make Break Attacks
Breakoff Attacks - compare Agility Rolls to cause attacks, not Initiative, then proceed
Things To Do -
panicking Units
To Hit tables over hexes for ranged weapons
rules governing close combat
rules to combine Units together into larger units
interact that with close combat
unit types and armors, weapon types, how they compare and interact