Work continues. Sort of. My visions of airborne mecha-musume girls (it's what happens when you mix Strike Witches, Armored Core, and Kill la Kill) requires systems, though, and I'm not good at getting something satisfying.
I really like 4d3-8 but that's really difficult to use for combat. I don't have any idea how to wrangle what I want into these rolls, and will probably need help. I like systems and all, but armor -always- fucks things up for me.
All the potential parts have, at the very least, a Weight, Weight Tolerance, AP, and three Armor values.
Weight is how heavy a part is. If this exceeds Weight Tolerance, you cannot take off and landing has a 50% chance of causing a stage of crash-land damage.
AP boosts Health of a unit, but mostly serves as armor. A Witch has exceptional ability to take punishment, however, once the armor is breached it's easier just to flee rather than risk more permanent injury.
The three different armor values should be resistances to the three types of damage. KE (Kinetic), CE (Chemical), and TE (Thermal).
They may have other devices and the like attached as well.
Theoretically, let's say I had a witch with the FC-01 Harpy leg unit. It has a set of Flash rockets (low chance to hit, heavy reduction to accuracy for a turn if they do) as well as cargo space for an extra weapon or item. It's fairly large, weighing in at 4 and able to land with up to 9 points in weight. It's armor is good against Kinetic weapons, average against CE, and weak to the extreme vs. TE weapons.
On a 4d3-8 system, Flash Rockets hit at 2 and above (the actual result is anywhere from -4 to 4). For accuracy, this system is a bit limiting... I can just use a d20 and have evasion chances on the legs, or maybe duelling d20s where legs can add or subtract and weapons can too (a very accurate rifle might have +12, so that dodging is only possible for the very lucky or very quick)
But then, there's damage... Damage isn't going to be fun, at all. I can't wrap my head around how other systems do it, at all. The breakdown:
Damage will almost always be fixed, and magic can increase damage. For every point of magic used, the highest natural damage gets +3 and the lowest gets -1, so a weapon doing 16 damage now does 15-19.
Shots fired is also important. Most of the time, this is done with two damage rates, one being very high (as if all bullets hit).
Resistance should be able to help very heavily. Say the average human has like 6HP. Witches get 10HP. Light armor shouldn't really be below 6, but it might happen...
I just don't know how to keep this working. Accuracy is the only roll made right now. Maybe that will work? We'll see.
We might also see a combat test surface soon.