Howdy.
I've been thinking about a game system idea that has been sitting in my mind for quite a while. I took inspiration from 5e, the WH games, as well as more simplified RPG's like FATE and such. Its supposed to be used as a tool to simulate unit based combat, such as war games, and mecha battles. Please make suggestions on improving the system, notes on balance, and concept critique.
Units don't have a lot of basic stats.
Health: basic HP. It won't scale that much, with light units usually having only 3 or so points, and the superheavies maxing out at only about 10.
Armor: cuts down the damage a unit receives by its value. Can be 0.
Evasion: helps evade the enemies attacks. Unit picks an amount of numbers equal to his evasion score, when an enemy rolls that amount, he ignores any damage he receives from attacks that rolled that value. Scales extremely poorly. Units rarely have even a single point here, through it can be temporarily boosted by spending combat actions.
Shield: a depletable damage reducer, like an energy shield or a healing charge. Doesn't stack with armor, rechargeable by spending actions. Not every unit has this.
Attack dice: the dice a unit rolls when it attacks. Some units with multiple weapons may have different dice for each.
Movement: amount of space unit can cover. In squares for map users and in meters(or range types, like close, meele, medium, and long), for more "theater of the mind" combat.
Resistance: a value of resistance to a specific damage type. The only defence against some of the armor-piercing weapons, and additional protection against damage types. Cheaper than armor.
Initiative bonus: standard combat action order increase.
Weapon slots: amount of weapons a unit can equip.
Point value: The amount of resources each unit is worth, an the maximum resources it can distribute. This is the approximae total power level of the unit. A costly one with heaps of armor and armaments won't have enough points for good mobility, and an unstoppable berserker probably won't have points to spare for a lot of armor.
Units can be equipped with very different weapons, which use up a varying number of slots.
Size: the size of the weapon, the smaller the size, the less slots it takes up. Light weapons use up 1 slot, medium 2, and heavy 3, and super heavy, which demands 4 slots.
Attack: the damage value of the weapon. When attacking with a weapon, roll the dice listed on your attack score(d3, d4, d6, d8), and compare with the weapon attack values. If they match(if your weapon deals 1 damage on a 2 and 5 and 2 damage on a 6 dice result, and you roll within that number), substract the damage from the targets HP, after accounting armor and shields.
Type: anything from ballistic to heat, to really weird ones like protein incision and mental damage. Type determines the kind of damage the enemy receives. To some units may be resistant, to some, vulnerable.
Range/increment: the use distance of a weapon. Meele ones can only be used up close, but ranged can exceed their listed range. They receive a cumulative penalty to their roll for every increment their target is away beyond range, but can be used at that range.
Reload: the time in-between usage. Some may be usable only a few times per battle. Others need to reload to function again, some need actions to be spent reloading them.
Roll a d10 for initiative, then add the Init. bonus of the unit. Sometimes, someone might be surprised with the combat, and so they act immediately after the lowest unsurprised unit.
Combat consists of rounds, each having turns.
Units get 2 actions per round on their turn:
Base action: reload, attack with one weapon system, etc.
Move action: move the unit in space.
Reaction: used on another's turn to react to certain events.
There are also a special "fused" action - the full-round action, which takes both the move and Base actions. These "fused" actions can be used to use some weapon systems, all of your weapon systems at once, or evading and regenerating your shield(if any).
I think I've covered most of the broad strokes done. Feel free to volunteer to help with the details, and any constructive critique is welcome.