What, did you guys coordinate on Question Time? Okay, here I go-
Base size is 1? Oops, that'll change things. Does this correspond to a human? And if so, will there be a size 0, for things smaller than a human?
Yeah, size 1 is anything within, say, 1 to 2 meters tall, and fitting within that kind of box. There could be a provision for extra small, half-sized creatures. I'll nail down model forms and types next, moving into the weapon system.
I tried to keep what you said about logic, initiative, and bravery in mind when making the decisions about those units. If you could hash out some combat rules, I can try to incorporate them more into my designs. If not, then giving me an idea about how the scale works would work fine. (i.e., 10 means this, 5 means this, 1 means this.)
Scale moves up or down from a baseline of 5 for all the mental stats, with most actions rolling a D6 or similar a beating (not equaling or less) the numbers in that list. That means there serious curves of diminishing real effect after about +/- 3 to any stat. I know that's a pretty arbitrary and limited system, but it's what I'm going with for now for simplicity's sake.
Also, how are #, M, and W scaled-- from 1 to 10? Or something different?
# (Action) is probably the most powerful stat, since it's the number of orders a unit can execute in one turn. As I said in the OP (or somewhere), two is normal - run+run, run+shoot, shoot+run, shoot+shoot. Really slow creatures like zombies could have one action. Anything over three is mind-bendingly capable.
M (Move) is governed more by practical reality than anything else. I say M-3 is a "human" normal, because a 1-inch model only crossing two 4-inch hexes feels too slow, and crossing four feels too fast. While there is no real tabletop involved, try to picture one when thinking of how much distance a model can cover in the roughly equivalent time it takes to crack off some shots or beat each other up.
W (Wounds, name open to change) is how many times a model can be injured before being removed. I can't imagine this being any more than 2 for most non-heroic humanoids, and even then a 1/2 wounded humanoid should have an injury penalty or something.
Aqizzar:What about having two H2H weapons?
Like, in my army, knives/daggers deal d3+S, while Swords/Maces/Axes deal d6+S, and 2Handed weapons deal d8+S. Would having two swords(giving a guy 2d6+S)make 2 Handed Weapons Obsolete?
All those times I said "weapon" before? Replace that with "attack", because the name is obviously misleading. "Attack"s are purchased based on effect, not explanation. It doesn't matter if it's a one-armed guy with a claymore or a spider sexta-wielding morning stars.
To answer your concern though, yes, there should be a difference between hitting more and hitting harder. "Attack"s will be rated both on their damage roll, and their number of chances to hit (among other factors). To use the examples - a "two-handed sword" attack would have one hit chance and roll S+1D8, while a "dual wielded swords" attack would have two hit chances and roll S+1D6 for each of them. Hypothetically anyway.
Today is my Birthday.
That's great.
Edit:Not sure about the Leaders thing. Kind of unfair when you think about it.
Do you mean Heroes, or like Sergeants?
I don't know what you mean by unfair. A "Leader" is just any model with a given mental stat bought up (can be any combination of them), and/or designated within a multi-model unit and bought with a higher roll for mental stat checks (still any combination). What they're called is entirely your choice.
I guess as examples, a "hero" type leader would buy higher Bravery or Initiative as an inspiring commander, while a "sergeant" type would buy higher Logic to better direct his squad's activity. I see no good reason to allow or prohibit more than one "Leader" per squad, so I guess you could spread the abilities around if you wanted to.
And you haven't answered a question. Are Vehicle Rules and Magic Rules up to the player, or what?
I'm trying to get the most conceivably fundamental type of units, infantry, hammered into shape so the rest of the rules can then be built around them. I want the game to actually be playable first, then I'll go back and figure out wacky extra stuff like vehicles and special effects. First thing's first.
But hey, if you've got any ideas, don't be afraid to pitch 'em.