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D6 RPG Rules

This document summarizes the rules for a D6 RPG system. It outlines character creation including ability scores, hit points, skills, and carrying capacity. Combat mechanics are described for melee, ranged, skills, and damage. Starting equipment and costs are listed for weapons, armor, medical supplies, and other gear. Modifiers for ranged attacks and cover are also provided.

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0% found this document useful (0 votes)
97 views2 pages

D6 RPG Rules

This document summarizes the rules for a D6 RPG system. It outlines character creation including ability scores, hit points, skills, and carrying capacity. Combat mechanics are described for melee, ranged, skills, and damage. Starting equipment and costs are listed for weapons, armor, medical supplies, and other gear. Modifiers for ranged attacks and cover are also provided.

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© © All Rights Reserved
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D6 RPG:

Strength, Dexterity, Body, Mind: 1D8+4.


Body equals Hit Points (HP).
Mind + 6 equals skill points. Carry Capacity: STR x 2 + 20. Throw: STR x 2 + 4.
Strength 10 or 11 equals +1 damage. Strength 12 equals +2 damage (melee).

Combat skills: A maximum of level 4 when starting a character.


Pistol, Rifle, Melee, Unarmed, Demolitions.
General skills: Climb, Jump, Swim, Sneak, Hide, Drive (car), Ride (Bike), Throw

Mechanics:
Melee combat: Attacker Rolls 2D6 to hit (add or subtract any modifiers, skill), target also rolls 2D6
plus modifiers.
If attacker beats target, damage is scored.
Ranged combat: Attacker Rolls 2D6 to hit (add or subtract any modifiers, skill).
If attacker beats target number (TN), damage is scored.

USING SKILLS: (Climb, Sneak, etc)


Roll 1D6, add skill level and beat Target Number (TN):
Easy: 4, Normal: 6, Challenging: 8, Very Challenging: 10.

WEAPONS: Starting money: $2000


Damage (DAM), Range (RNG metres – short, medium, long), Rate of Fire (ROF), Mag:
Magazine. A burst adds +1 to attack roll, and uses 3 rounds.
Attacker rolls for each burst fired.

Pistol: DAM: 2, RNG: 7/14/21, ROF: 3, MAG: 15. COST: $250. $15/mag.
Heavy Pistol: DAM: 3, RNG: 7/14/21, ROF: 2, MAG: 7. COST: $400. $20/mag
Machine Pistol: DAM: 2, RNG: 7/14/21, ROF: 2 (Bursts), MAG: 18. COST: $450
$20 per mag (machine pistol).

SMGs:
SMG#1: DAM: 2, RNG: 10/20/30, ROF: 2 (bursts), MAG: 30. COST: $550. $30/mag
SMG#2: DAM: 3, RNG: 10/20/30, ROF: 2 (bursts), MAG: 24. COST: $650. $30/mag

Assault Rifle#1: DAM: 2, RNG: 15/25/35, ROF: 2 (bursts), MAG: 30. COST: $1000
Assault Rifle#2: DAM: 3, RNG: 15/25/35, ROF: 2 (bursts), MAG: 21. COST: $2000
SMG & Assault rifle magazines cost $30 each

Any target hit within the close range of any weapon: -1 armour.
Also if double six is rolled, this is a critical, which equals +1 damage.

GRENADES:
Grenades weight 0.4Kg each.
Frag: Has a blast area of 6 metres. DAM: 3 (0-3 metres), DAM: 2 (3-6 metres).
Smoke: 6-metre area.
Flashbang: affects anyone within 6 metres. Blinds them for 2 turns.
Frag: $20, Smoke: $10, Flashbang: $10

C4 CHARGES: Each 1Kg block, has a blast area of 6 metres, DAM: 3.

ARMOUR:
Armour stops a certain amount of damage depending upon its level.
Level 1 stops 1 point of damage. COST: $500
Level 2 stops 2 points of damage. COST: $850
After each battle, the armour needs to be changed if it has been breached (damage is greater than
armour level).
HEALING: A doctor’s med-kit can heal a person by 1D3 points with each use.
The med-kit has 5 uses, and weights 2Kg, and costs $250 if money is used.
EQUIPMENT:
Night vision goggles: $850, 1Kg.
Infrared goggles: $850,
1Kg. Rope (50m), $100,
Grappling hook: $20, 3Kg.
Binoculars: $75, 0.5Kg.
C4 block: $200/block, 1Kg.
Fatigues: $80, Flashlight: £10,
1 Litre canteen: $10,
MRE: $10, Backpack: $15,
Tent (4-man): $120.

Knife: $40, 0.5Kg, DAM: 1.

MELEE DAMAGE: A successful Melee or Unarmed attack inflicts 1 damage point.

RANGED MODIFIERS:
Light cover: -1
Medium cover: -2
Heavy cover: -3
Long range: -1

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