Get ready to throw lots of dice around.
The game simulates two opposing fantasy warriors locked in deadly combat.
NEW COMPUTER GAME VERSION OF COMBAT DICE
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Lots of Dice of different colors.
Some way to keep track of Hit Points.
1. Combat Phase
2. Initiative Phase
3. Maneuver Phase
4. Attack Phase
5. Damage Phase
COMBAT ROLL PHASE
Both players roll their combat dice into separate boxes.
This is known as the combat roll.
Add up scores as described in the example.
The player with the highest Initiative score attacks first.
If initiative scores are tied, the attacks are simultaneous.
If the winner of the initiative phase also has a higher maneuver score,
than that player may rethrow his dice.
The new scores will only affect the attack & damage phases.
Conduct this phase in order of initiative.
Compare your Attack score to your opponents Dodge score.
If your Attack score is higher you have 'hit' your opponent.
If your Attack score is equal or lower, your attack misses.
Conduct this phase in order of initiative.
You can only do damage if you hit your opponent in Attack phase.
Compare your Damage score to your opponents Armor score.
If your Damage score is equal or lower, your attack does no damage.
If your Damage score is higher you have 'damaged' your opponent.
Your attack does damage equal to the difference.
Damage is subtracted from your opponents Hit point total.
A combatant reduced to 0 Hit points is unconscious.
A combatant reduced to -2 Hit points is dead.
The basic combatant uses 6 Basic Combat Dice and has 10 Hit points.
A combatant starts the combat with 3 items from the equipment list below.
Weapon, Shield, Armor, Bow & Arrows, Spell Charm
The basic combatant is a warrior with sword, medium shield, and light armor.
A spell charm contains one spell.
BASIC COMBAT DICE
The basic combat die is the common six sider.
SAMPLE COMBAT TURN
A warrior rolls 6 basic combat dice.
He rolls: 2, 3, 1, 3, 5, 3
His scores: Attack = 1; Dodge = 1; Damage = 3; Armor = 0; Initiative = 1; Maneuver = 0
His opponent, the myrmidon, also rolls 6 basic combat dice.
He rolls: 6, 4, 1, 4, 5, 3
His scores: Attack = 1; Dodge = 0; Damage = 1; Armor = 2; Initiative = 1; Maneuver = 1
They tie in initiative, so attacks are simultaneous.
The myrmidon attacks but the warrior dodges.
The warrior hits. The myrmidon fails to dodge.
The warrior does 3 damage, but the myrmidons armor blocks 2 damage.
The myrmidon loses 1 hit point.
Along with the basic dice roll two more six-sided dice of a different color.
If the fighter inflicts no damage than ignore the damage dice.
Add the two dice to see what additional affects are incurred by the damage.
3 Hurt Arm
4 Double Crit
7 No effect
10 Break Armor
11 Hurt Leg
Stunned- Opponent uses 1 less basic combat die next turn.
Disarm- Opponents attack and damage scores are at -2 until the player rolls a maneuver
score = 2+ to retrieve the weapon.
Knockdown- Opponents attack and damage scores are -1 until player rolls a maneuver
score = 2+ to get back up.
Hurt Arm- Opponents attack and damage scores are -1 permanently.
Hurt Leg- Opponents dodge and maneuver scores are -2 permanently.
Double Critical- Roll twice more on this table.
Break Armor- Opponents armor score is -1 permanently.
Bleeding- Opponent suffers 1 additional hit in Damage phase for 1D6 more turns.
Blinded- Opponent uses 3 less basic combat dice permanently.
SPECIALTY COMBAT DICE & ADVANCED COMBATANTS
More powerful fighters will have 1D6 more hit points and 1D6 specialty dice.
Specialty dice are the result of natural ability and years of training.
Specialty dice are picked according to character concept.
Specialty dice are thrown in addition to the basic dice during the combat roll.
Specialty must be colored different from the basic dice, the damage dice, and each other.
Below are examples of specialty dice.
WEAPONS & ARMOR MODIFIERS
These modifiers affect the scores of the combat roll.
Unarmed: Damage -2, Attack -2
Short Sword: Damage -1, Initiative +1
Large Sword: Damage +1, Initiative -1
Dagger only: Damage -1, Attack -1, Initiative +1 (speed)
Thrown Dagger: Damage -1, Attack -1, Initiative +2 (ranged only)
Club: Damage -1
Spear: Initiative +1 (reach), Maneuver -1
Trident: Initiative +1 (reach), Maneuver -1
Thrown Spear: Initiative +3 (range), Attack -1 (ranged only)
Bow & Arrow: Initiative +4 (ranged only)
2-H Battle Axe: Damage +3, Initiative -1, Dodge -1, Maneuver -1
Flail: Damage +2, Initiative -1, Attack -1
2-H Sword: Damage +2, Initiative -1, Maneuver -1
Net: If opponent is hit, he takes no damage, but he may not
hit or dodge this, or next turn.
No Armor: Armor -2, Maneuver +1, Initiative +1
2-H Staff: Damage -1, Armor +1 (Parry)
Light Armor: Standard
Medium Armor: Armor +1, Maneuver -1
Heavy Armor: Armor +2, Maneuver -1, Initiative -1
No Shield: Armor -2, Maneuver +1, Initiative +1
Small Shield: Armor -1, Maneuver +1
Medium Shield: Standard
Large Shield: Armor +1, Maneuver -1
These are in addition to the specialty dice.
Two Weapon Style: Treat one attack roll as a dodge roll, or
one dodge roll as an attack roll.
Riding Horse: Maneuver +1, Initiative +1. Take 1D3 Damage if you are knocked off.
Martial Artist: No penalty for being unarmed
Blind Fighting: Immune to Blind damage results
Berserker: Dodge -1, Attack +1
Adrenaline Rush: Take 1 Hit point of Damage to roll 1 extra basic combat die.
SPECIAL COMBAT ACTIONS
Player must have a maneuver score = 2+ to use one of these.
Shield Bash: Treat one Armor roll as an attack roll.
Parry: Treat one Attack roll as an armor roll.
Pommel Strike: Treat one Damage roll as an attack roll.
Retreat: Treat one Attack roll as a dodge roll.
Feint: Your Attack score = 0. Gain one extra basic combat die next turn
if you are not hit this turn.
Sand in the Eyes: Treat two Damage rolls as a Blinded damage result.
Blindness lasts 1D3 turns.
Grapple: Wrestling maneuver. If attack hits, all of opponents non-maneuver
scores are at -1 until the player rolls a maneuver score = 2+ to break free.
Both combatants are disarmed.
Spellcasters may forgo 1 or more combat dice to gain spells on a 1 to 1 basis.
A unit must keep at least 3 combat dice.
Additional Spells may be learned instead of Specialty dice.
A spell may be used only once per combat.
One spell may be cast per turn.
Before players make their combat roll, the spellcaster declares which spell he is
casting, if any.
For a spell to 'hit' an opponent, the attack roll must be greater than the dodge roll.
1. Fireball: Initiative +3, Damage +4, Attack +1 (ranged only)
2. Lightning Bolt: Initiative +4, Damage +6 (ranged only)
3. Paralysis: If opponent is hit, he takes no damage, but he may not hit or dodge
this, or next turn.
4. Aid: Caster or target gains 1D6 specialty dice of any 1 type for 1D6 turns.
5. Heal: Caster or target heals 1D6 lost hits
6. Curse: If hit, opponent loses 1D3 basic combat dice for 1D6 turns.
7. Finger of Death: Initiative -2, Damage +9, Attack -1
8. Shocking Grasp: Initiative +2, Damage +2, Attack +1
9. Shield: Armor +2 for 1D6 turns
The first 1D6-2 rounds are ranged combat rounds.
Only Ranged spells, Bows, and thrown weapons may be used to attack.
Ranged weapons and ranged spells cannot be used during normal melee rounds.
If both combatants want to continue ranged combat roll for another 1D6-2 rounds.
Secutor: Short sword, Medium shield, Light Armor
Retiarius: Net, Trident, Dagger, No armor
Thracian: Short sword, Small shield, Light armor
Murmillo: Large sword, Medium shield, Medium armor
Dimachaeri: 2 Short swords, No armor (Has Two-weapon Style skill)
Samnites: Short sword, Large shield, Medium Armor
COMPUTER GAME VERSION OF COMBAT DICE
Microsoft Visual Basic
Programmed by Dragyn Rain
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