If you’ve been following along, this should make sense. The game so far should let you pitch any group of historical figures against any other. The points costs are listed at the end, and I usually play around 150 points.
From here I’m going to need to figure out my lore, and think about possible factions and allowing you to diverse your figures further.
TURNS
Players take turns activating a number of figures each. During a player’s turn they activate a figure, and then another if they can roll higher than the number of figures they have activated so far in their turn on 2D6. Each figure can only be activated once per turn, so a players turn will continue until they fail the roll to activate a figure or they run out of figures to activate.

ACTIVATIONS
When a figure is activated they can perform D6 actions. You must declare which figure you are going to activate before rolling for their number of actions.
MOVEMENT
For 1 action a figure can run 2”. For 1 action a figure can sprint 3”, however if a figure sprints they cannot shoot during the same activation. A figure can never sprint if they have a save of 2+ (that’s a figure with a 3+ save that is equipped with a shield).

SHOOTING
Weapons have a range and rate of fire.
Ranges…
Pistols and thrown weapons = 6”
SMGs, Shotguns, Muskets and bows = 12”
Assault Rifles, Black Powder Rifles = 18”
Rifles, LMGs = 24”
A weapon can shoot up to double its listed range, but no further.
Rates of fire…
Slow to reload weaponry, Black Powder, Crossbows and thrown weapons have a rate of fire of 1.
Single shot weapons such as Bolt Action Rifles and Bows have a rate of fire of 2.
Semi-Auto Weapons have a rate of fire of 3.
Full Auto Weapons have a rate of fire of 4.
When shooting, multiply the number of actions spent on shooting by the rate of fire of the weapon being used to determine the number of dice you roll.
The score needed for a success on each die is a 3+, however the dice are modified as follows:
+1 if the target is within half range.
+1 if the target is in the open.
-1 if the target is within double range.
-1 if the target is in soft cover.
-2 if the target is in hard cover.
A natural 6 always hits and a natural 1 always misses.
Each failed die is discarded, each success causes an armour save:
Light Armour 5+
Medium Armour 4+
Heavy Armour 3+
Shields give a +1 modifier.
Each failed save causes a hit to the target. Mark the number of hits scored on the target with a die. When that figure next activates and they get their D6 actions, the number of actions they get is reduced by the number of hits that they have on them. If they are reduced to less than zero actions then they are killed. A roll of 6 to activate however, will always remove all of their hits regardless of how many they have taken.

MELEE
You put together a dice pool for each fighter, they begin with 1 die by default and then:
+1 for an additional melee weapon. So two single handed melee weapons get you two dice.
+1 per ‘hit’ on your opponent.
+1 for charging. Basically whoever initiates the fight. Unless the defender has a ‘long’ weapon (spear, halberd etc) and the attacker does not.
A two handed melee weapon instead of adding a die makes the target’s save 1 worse.
The pools are rolled, with each fighter trying to roll fails for their opponent’s save… so lower is better in melee. Whoever scores the most failed saves wins and their opponent is killed.

SCENARIO
The two forces deploy within 12” of opposite ends, of a 4’x4’ table, you score 1 point for a kill and two for moving a guy off of the board at your opponent’s end, first to 10 points wins.
POINTS COSTS
The following points costs feel somewhat balanced but probably still need some tweaking. First assign a figure an armour save, then if they have a ranged weapon calculate and add the cost of it, and finally add on any additional equipment.
Armour Save 5+ = 8pts
4+ = 12pts
3+ = 16pts
Ranged Weapon’s Range…
6” = 1pt
12” = 2pts
18” = 4pts
24” = 8pts
Multiply the range points cost by the weapon’s RoF (1-4) to get the weapon’s total points cost.
Additional equipment…
Shield (+1 save, +1 die in melee) = 8pts
Extra melee weapon (+1 die in melee) = 4pts
Two handed melee weapon (-1 enemy save in melee) = 4pts
Long melee weapon (no charge bonus if defender is armed with a long weapon and attacker is not) = 2pts
Mounted (+1” move, +1 die in melee) = 8pts