[MiniSix] Test of Lost
Fast Static Combat
Attacking a Target
The Target Number, or TN, is the number needed to successfully hit the target. The base target number on na attack is based on the target’s static defense score.
Range: Add the range modifier to the Dodge score in all cases (Point Blank/Hand-to-Hand -5, Medium +5, Long +10). See the sample gear list for ranges.
Cover: If the target is behind at least 50% cover, add +5 to the Target Number. Add +10 for 75% cover. It’s impossible to hit a target behind 100% cover. Darkness can also be considered as cover at the GM’s whim.
In the simplified combat system characters precalculate their Dodge, Block, and Parry prior to the game. This static number becomes the attacker’s TN modified as noted above. To calculate each simply multiply the number of dice a character has in the relevant skill by 3 and add any pips to the total. Then note it down on the character sheet. For example, Sir Baelen has a Sword skill of 5D+1. His static Parry score would become 16 ((5 × 3)+1).
Block = (Unarmed Fighting skill dice x 3) + pips.
Dodge = (Dodge skill dice x 3) + pips.
Parry = (Weapon skill dice x 3) + pips.
Soak = (Vigour attribute dice x 3) + pips plus armor value + any magical, super-tech, or other AV bonus.
Full Dodge: If the character does nothing except dodge until his next turn they will add 10 to their Dodge score, and apply range and cover as usual. Th is result is useful against any number of attacks.
When a target has been hit, the attacker rolls damage and the target’s Soak score is subtracted from the damage.
Body/Hit Points (alternative to Wound Levels)
In place of using Wound Levels this game will elect to use Body Points (BP). Under this variant, players roll their character’s Vigour and add this to 20. This is the amount of damage they can take before death. If less variability is desired the GM may give 4 BP per die in Vigour instead.
Damage Resistance Under Fast Static Combat: Under this combat system, the Static Soak is replaced with Static Damage Resistance (DR). Static Damage Resistance is equal to the Armor Value of the target. As a rule of thumb any creature or stock character with no number in parenthesis next to their Soak has a Damage Resistance of 0; those that do subtract their Soak from the number in parenthesis and use the difference. The GM might define special abilities that also grant a bonus to this total. Hero points can be spent to gain a +6 bonus to DR.
Actual rule: HP = [(Vigour * 6) + pips] + (Scale * 5)
Player Characters always start with Scale 1D.