2d6 Core System

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2d6 core system > Basic Rules < 2d6 is designed to be a simple core mechanic for the resolution of combat and actions in table top gaming. The basic method of resolving actions is to assign a number between 1 (feeble) and 10 (godlike) to a statistic, determine any additional modifiers, and add these figures to a roll of 2d6. The final result is then compared to either a static target number such as a discipline rating or to an opposed roll such as in a combat situation. If you exceed the target number of your opponents roll you have succeeded! The Turn Initiative Phase – All units roll a 2d6 and add their Reflex value. The highest acts first and in the event of tie players roll off with an unmodified 2d6. All units also replenish their pool of action tokens every round of combat in the initiative phase. Action Phase – The active player may spend action tokens to carry out tasks such as moving, attacking, using skills and casting spells. Play then passes to the next highest initiative value. Once all units have acted out their turn return to the initiative phase and continue another round of combat. Action Tokens – The actions a unit can take are determined by the action tokens in its possession. Most basic units have ssfwhich they may spend during their turn or keep in reserve for response actions such as attacks of opportunity when an opponent acts. Basic actions are as follows: Action Cost Move action up to the units M value s Move action up to 2x the units M value ss Run up to 4x the units M value ssf Basic attack f Power attack +1 Strength ssf Defensive retreat +1 evade and leave combat sf Immediately attack a unit fleeing or leaving combat or a foe that passes adjacent. s Ranged attack f Aimed Shot – 1 to targets reflex ssf Reload Ranged Weapon As Weapon Cast Spell As Spell

description

Homebrew dungeon crawl RPG

Transcript of 2d6 Core System

Page 1: 2d6 Core System

2d6 core system

> Basic Rules < 2d6 is designed to be a simple core mechanic for the resolution of combat and actions in table top gaming. The basic method of resolving actions is to assign a number between 1 (feeble) and 10 (godlike) to a statistic, determine any additional modifiers, and add these figures to a roll of 2d6. The final result is then compared to either a static target number such as a discipline rating or to an opposed roll such as in a combat situation. If you exceed the target number of your opponents roll you have succeeded!

The Turn Initiative Phase – All units roll a 2d6 and add their Reflex value. The highest acts first and in the event of tie players roll off with an unmodified 2d6. All units also replenish their pool of action tokens every round of combat in the initiative phase. Action Phase – The active player may spend action tokens to carry out tasks such as moving, attacking, using skills and casting spells. Play then passes to the next highest initiative value. Once all units have acted out their turn return to the initiative phase and continue another round of combat. Action Tokens – The actions a unit can take are determined by the action tokens in its possession.

Most basic units have ssfwhich they may spend during their turn or keep in reserve for

response actions such as attacks of opportunity when an opponent acts. Basic actions are as follows:

Action Cost

Move action up to the units M value s

Move action up to 2x the units M value ss

Run up to 4x the units M value ssf

Basic attack f

Power attack +1 Strength ssf

Defensive retreat +1 evade and leave combat sf

Immediately attack a unit fleeing or leaving combat or a foe that passes adjacent. s Ranged attack

f Aimed Shot – 1 to targets reflex

ssf Reload Ranged Weapon As Weapon

Cast Spell As Spell

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Situational modifiers

Condition Effect

Ganging up +1 to Weapon Skill roll per additional attacker (max 4)

Light cover -1 to Ballistic Skill

Heavy cover -2 to Ballistic Skill

Long range -1 to Ballistic Skill

Sample profiles

Race: Human Class: Warrior Swordsman

Equipment: Sword, Light Armour Special Rules: None

Move Ballistic Skill

Weapon Skill

Strength Toughness Wounds Attacks Reflex Discipline

2 3 4 3 3 10 1 4 7

Weapon Weapon Armour

0 2 1

Action Tokens

Attack Ranged

Attack Defence Fear Factor

Magic Level

Magic Resist

ssf 0 +5 +4 0 0 0

Race: Dwarf Class: Warrior

Equipment: Great Hammer, Heavy Armour Special Rules: None

Move Ballistic Skill

Weapon Skill

Strength Toughness Wounds Attacks Reflex Discipline

2 3 4 3 4 10 1 2 9

Weapon Weapon Armour

0 4 3

Action Tokens

Attack Ranged

Attack Defence Fear Factor

Magic Level

Magic Resist

ssf 0 +7 +7 0 0 1

Race: Elf Class: Ranger Archer

Equipment: Longbow, Sword Special Rules: none

Move Ballistic Skill

Weapon Skill

Strength Toughness Wounds Attacks Reflex Discipline

3 4 4 3 3 10 1 5 8

Weapon Weapon Armour

5 2 0

Action Tokens

Attack Ranged

Attack Melee

Defence Rating

Fear Factor

Magic Level

Magic Resist

ssf 5 +5 3 0 0 0

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Weapons

Weapon Melee Strength Special Rules

Dagger +1 Piercing

Sword +2 Piercing

Axe +3 Slashing

Flail +2 Crushing, +4 on charge only

Great Hammer +4 Crushing, Two handed, Reduces Reflex to 1 for determining Initiative

Weapon Ranged Strength Special Rules

Shortbow +4 Piercing, Does not use wielders strength

Longbow +5 Piercing, Does not use wielders strength

Throwing Axe User +1 Slashing

Crossbow +6 Piercing, Reload ss

Armour

Armour Type Armour Value Special Rules

Shield +1 Uses off hand

Light Armour +1

Medium Armour +2

Heavy Armour +3

Magic

Units with magical abilities may cast spells by spending the appropriate number of action tokens on

their turn and rolling 2d6 plus their magic level and subtracting the targets magic resistance against

the target number of the spell.

Sample Spells

Ice Arrow

Actions Target Number An Icy shard streaks forth from your fingertips and strikes your target causing a 2d6+5 strength hit. This attack requires direct line of sight.

f 7

Range Type

12” Missile Spell

Blind

Actions Target Number A globe of darkness surrounds your target reducing its Weapon Skill and Ballistic Skill to 1 until your next turn. This attack requires direct line of sight. sf

8

Range Type

4” Hex Spell

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