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
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
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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