Profiles + WYSIWYG
Profile Guidelines and WYSIWYG
This area is to help players build profiles for their Units and Weapons. Specifically, to provide suggestions for a profile’s stat values. Here we will also discuss WYSIWYG, where the profiles of Units and Weapons should reasonably resemble their appearance.
​PROFILE GUIDELINES
The following is our recommended guideline for profile statistics when creating your Units in the WARSURGE App, which can also be found in Section 3 of the WARSURGE Rulebook. These Stats should vary for each profile depending on equipment, physique, training and technology.
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UNITS
Move
Represents steady movement of a Unit, represented in inches (").
0": Fortifications and immobile turrets.
3-9": Humanoids on foot.
6-18": Ground vehicles, beasts, horseback, bikes.
18+": Normally for faster war machines or aircraft. It also suits troops with teleport technology or flight.
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Dash
Dash represents a sprint or hasty movement, represented in inches ("). As a Stat, Dash is similar to Move, but may have some variance based on equipment or tactics.
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Defence
Describes how physically resilient or sturdy a Unit is compared to a Weapon’s Power.
0-2: Children, swarms, halflings or weak humanoid creatures.
3: The recommended value for humans and beasts.
4: Robots, augmented humanoids or savage creatures.
5: Military grade machines, heavily enhanced lifeforms.
6-8: Monsters, militant vehicles, giants.
9-10: Powerful creatures and war machines.
11+: Extreme damage resistance or mythological vitality.
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Hit Points (HP)
The amount of damage a model can take before being unable to fight, becoming a casualty.
1-2: Most standard soldiers or beasts fit this value.
3-5: Veteran soldiers or bulky creatures.
5-10: Heroes, machines, swarms and light vehicles.
10-15: Powerful lifeforms, hulking monstrosities and heavily durable war engines.
15+: Legendary characters and monsters, or titanic machines.
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Armour
Physical protection that blocks or deflects damage, represented by a dice roll.
-: Little or no protection, civilian clothing or exposed flesh.
6+: Reinforced clothing, combat uniforms or a soft hide.
5+: Kevlar, leather armour or the shell of an animal.
4+: Chain mail or thick body armour. Creatures may have a hard carapace, resilient hide or bone plating.
3+: Very strong armour, such as full plate mail, power suits or dragon scale. Creatures made of stone or metal.
2+: Magically or technologically enhanced armour, the hide of mythical beasts or monsters. A creature with a hide or shell akin to diamond or adamantium.
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AEGIS
This is a Unit’s ability to avoid harm, such as dodging or magic, and is unaffected by AP. Like Armour, this is also represented with a dice roll.
-: The Unit has no special means of avoiding damage.
6+: Environmental awareness, good luck charm or bionic parts.
5+: Weak force fields, unnatural biology or acute reflexes.
4+: Excellent dodging or arcane barriers.
3+: Powerful force fields or distorted time perception.
2+: Immortal or a deity, foresight or psychic premonitions.
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Transport
This allows the Unit to carry other Units across the Battlefield. The Stat indicates the Point Cost that a model can carry.
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Fire Points
If a Transport has a way for allowing its passengers to Attack while embarked inside of it, then it has Fire Points and should select ‘Yes’ in the WARSURGE App. For all other Units, this should be set to ‘No’.
​WEAPONS
Range
How far a Weapon can reach when Attacking, measured in inches (").
0-3": Melee weapons or unarmed attacks.
3-9": Thrown projectiles, flails and spears.
10-19": Shotguns and handguns.
20-29": Rifles, bows and mid-range magic.
30-79": Snipers and heavy weaponry.
80+": Artillery, warheads, bombardments and gigantic guns.
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Attacks
The number of times a Weapon strikes when Attacking. Each Attack is a dice to be rolled.
1-2: Concentrated, heavy attacks or slow firing weapon.
3-5: Rifles, shotguns or a flurry of close combat attacks.
6-10: Machine guns, melee swings that strike multiple foes.
11+: Gatling weapons, large scale destructive attacks.
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Power
The strength or sheer force produced by an attack. This is compared to a Unit’s Defence. Skilful handling of a Weapon can be represented with more Power.
0: A weapon that does not use direct force to harm.
1-2: Stun guns, halfling punches, toy slingshots and utensils.
3-4: Attacks of human or beast-like strength, standard firearms and close combat weapons.
5-6: Heavy machine guns, snipers or magical fireballs.
7-8: Cannons, explosives or attacks from monstrous creatures.
9-10: High-powered lasers or anti-tank weaponry.
11+: Weapons of mass destruction and colossal impacts.
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AP
How effective an attack is at piercing physical armour. This is compared to a Unit’s Armour Stat.
-: Weak lasers, rubber bullets or training weapons.
6+: Knives, claws and light firearms.
5+: Swords, spears, spiked clubs, rifles and laser guns.
4+: Armour piercing bullets and two-handed melee weapons.
3+: Magical weapons and concentrated energy weapons.
2+: Highly advanced or mythical weapons.
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Type
How easy the Weapon is to use or carry while moving. There are three options: Heavy, Battle and Assault.
Heavy: The wielder must remain stationary to reload or attack with the weapon.
Battle: Able to move at a steady pace but cannot run or go at top speed.
Assault: Intended for close combat or can be used while moving very quickly.
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Deflect, Ward and Parry
These Weapon Stats directly improve a Unit’s Saves. They are not Dice Modifiers.
Deflect: This Stat improves the wielder’s Armour Saves, making it good to represent physical shields.
Ward: This Stat improves the wielder’s AEGIS Saves. This can represent shields, but also Weapons that can guard against a variety of attacks, including those that ignore armour.
Parry: This Stat improves the wielder’s AEGIS Saves, but only in a Melee. This is good for Weapons that can be used to guard.
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PERKS
Perks provide an additional effect or ability to Units. Unit Perks are equipped using the WARSURGE App, browsed from several families that provide a variety of utilities and abilities. Units can equip any number of Perks. All Perks have names to suggest their function, but reading their descriptions will provide details for their use. Equipped Perks should seem to be believably usable or thematically appropriate for a Unit or Weapon.​​​​​​​​​​​​
​WYSIWYG
WYSIWYG means: ‘What You See Is What You Get’. The idea is to represent a model and its profile with how they appear. For example, a model using a bazooka should have a profile of a powerful long-range weapon, not that of a kitchen knife.
WARSURGE encourages freedom for designing Units and Weapons. WYSIWYG is a way of encouraging players to take this approach with their profiles. That said, there are some players who may misdirect and push the ‘imagination’ on the appearances of Units/Weapons and their profiles to confuse players or manipulate a game (whether deliberately or not).
It is difficult to put into strict terms what passes or fails WYSIWYG, as many characters may possess concealed weaponry, conjure armaments/projectiles, or could possess extraordinary abilities with which to attack. In other cases, Units such as rock monsters may be difficult distinguish from each other even with good intentions. WYSIWYG should focus more on general guidelines, such as stopping players from placing all of a Unit’s Weapons onto one model.
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​1) Weapon Quantities and Model Representation
Units must match quantities of their Weapons on the model(s) as they appear on the Unit. For example, a Unit cannot stack all of their Weapons onto one particular model if they aren't visibly carrying them. Similarly, a Unit which only has one or two visible Weapons but has ten different Weapon profiles will require explanation; for example, some armaments may have a variety of firing modes.​​​​​​​​​​​​​
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2) Relevance of Unit and Weapon Names
Units and their Weapons must be named appropriately and fittingly for what they are. For example, calling a sword a ‘hammer’ is misleading. As a practical example of the issues that may be presented: if a player cannot identify the target they wish to attack based on appearance, the models may be visually misleading.
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3) Don't Overthink the Fun
Sometimes players will come up with whacky or hilarious ideas. Assuming it’s all in good fun and the intentions of these Units and Weapons are clear (and without obvious exploitations in mind), then discussing the guidelines of WYSIWYG shouldn’t be necessary. For example, a small clown car Transport contains a Unit of clowns that clearly exceed the believable expectations of the vehicle’s size.​​​​​​​​​​