House Rules

Combat Amendments

Rule
D6 DAMAGE, SOAK, & FLANKING RULES DAMAGE ROLL Any attack has a Damage Rating in dice (e.g., 3D, 5D+2). Roll listed dice and sum the result. This is the Damage Total. SOAK ROLL Targets resist with Strength (D) + Armor (D). Roll all Soak dice and sum the result as the Soak Total. DAMAGE VS. SOAK If Damage Total < Soak Total </= No Damage. If Damage Total > Soak Total , subtract Soak from Damage. This remainder is the Damage Result. DAMAGE LEVELS - 1–4: Stunned - 5–8: Wounded (minor injury: sprained ankle, pulled hamstring, etc.) (being wounded a second time moves you into Heavily Wounded, and results in a major injury, which requires time spent to heal) - 9–12: Heavily Wounded (results in a major injury that requires time spent to heal) - 13–15: Incapacitated (unconscious for d6 rounds) (Damage taken while incapacitated cannot be soaked, automatically places you in Mortally Wounded) - 16+: Mortally Wounded (roll 2D, if the roll is below the number of rounds you've been Mortally wounded, you die) FLANKING & SURROUNDING RULES - (DM's choice) OPTION A — Initiative Disruption Flanked = 2 enemies. Surrounded = 3+ enemies. - Flanked by 2: Roll 1D and subtract that from Initiative each round. - Surrounded by 3+: Roll 2D and subtract result from Initiative each round. Stops when no longer flanked. OPTION B — Static Action Penalties - Flanked by 2 enemies: –1D to all actions. - Surrounded by 3–4 enemies: –2D. - Surrounded by 5+ enemies: –3D. Stacks with injury penalties. SUMMARY TABLE 2 enemies: –1D Initiative or –1D actions. 3–4 enemies: –2D Initiative or –2D actions. 5+: GM may apply –3D or use static –3D action penalty.