pancakejoe: I was considering a number set. This means that your unit would have 60 steps and actions until the enemy makes their turn. When moving around the map, there would be a number of moves that you can commit to. For example: Member 1 moves 14 steps, covers, and uses fire (fires 4 bullets). This would remove 19 out of 60 moves. The less people you bring on a team mission, the larger the set that you can share between each other, however, the more capable enemies can overwhelm you. I want this game game to be as unforgiving, but generous when needed.
Give me some feedback. I would love to hear from you.
I favor a system that implements return fire and interrupts. Let's imagine a 4-person squad vs 4-person just for ease. ABCD vs 1234.
Order of turns determined by a stat check - say, Initiative. Results: A 2 3 D C B 1 4
A has 60 action points. He uses 15 to run to cover in a position flanking 1. He uses another 5 points to fire his shotgun at 1. 1 returns fire with one shot from his pistol at a cost of 3 AP to be deducted from his turn later on.
Then, A uses 10 AC to rush 1, but his path crosses an open space and 2 interrupts the rush with a pistol shot.
Et Cetera