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.