Dice Reference (Custom Dice System)
Version 1.0 • 3 Custom Dice Types: Attack (2d6) • Defense (Xd6) • Suffering (1d6)
Overview
Penance uses 3 types of custom d6 dice to add brutal randomness to combat:
- Attack Dice (2d6) - Roll to-hit, determines if attack lands
- Defense Dice (Xd6) - Roll per damage point, chance to block/mitigate
- Suffering Dice (1d6) - Church faction & event self-harm mechanics
Design Philosophy:
- tactical mech-style to-hit rolls (2d6 target numbers)
- Modifier stacking (range, movement, terrain)
- Save dice (block damage, critical effects)
1. Attack Dice (2d6)
Die Face Symbols
| Face | Symbol | Value | Name |
|---|---|---|---|
| 1 | [GLANCE] | 1 | GLANCE |
| 2 | [BLOOD] | 2 | BLOOD |
| 3 | [STRIKE] | 3 | STRIKE |
| 4 | [DOUBLE STRIKE] | 4 | DOUBLE STRIKE |
| 5 | [DEATH BLOW] | 5 | DEATH BLOW |
| 6 | [JAM] | 0 | JAM (critical fail) |
Note: Face 6 ([JAM]) = 0 value for tactical unpredictability
How to Roll Attack Dice
- Calculate To-Hit Target Number
- Roll 2 Attack Dice
- Add both values together
- Compare total to target number
Hit Result Table
| Total | Result | Effect |
|---|---|---|
| 2 (double [JAM]) | CATASTROPHIC FAILURE | Weapon jams: discard all Primary Weapon cards from hand, +2 Heat, next attack -2 damage |
| 3-4 | Miss | No damage, attack wasted (if target 5+) |
| 5-6 | Hit | Standard damage from attack card |
| 7-8 | Strong Hit | Standard damage +1 |
| 9 | Critical Hit | Standard damage +2, bypass 1 Defense |
| 10 (double [DEATH BLOW]) | EXECUTION | Auto-destroy 1 Component, bypass ALL Defense |
Special Roll Outcomes
EXECUTION (Double [DEATH BLOW], total 10):
- Automatically destroy 1 targeted component (even if <3 Component Damage)
- Bypass ALL Defense (shields, armor, reactive cards don't work)
- Still deal standard damage from attack card
- Defender cannot choose to discard from hand (must discard from deck)
- Brutality: Even a 1-damage attack with EXECUTION destroys a component
CATASTROPHIC FAILURE (Double [JAM], total 2):
- Your weapon critically malfunctions
- Discard all Primary Weapon cards from hand immediately
- Gain +2 Heat (weapon overheats from malfunction)
- Next attack this turn or next turn: -2 damage
- Does NOT end your turn (can still move, use Universal cards)
2. Defense Dice (Variable, 1d6 per damage)
Die Face Symbols
| Face | Symbol | Effect |
|---|---|---|
| 1 | [SHIELD] | SHIELD - Block 1 damage |
| 2 | [SHIELD] | SHIELD - Block 1 damage |
| 3 | [BLOOD] | FLESH WOUND - Take damage (discard 1 card) |
| 4 | [PIERCE] | PIERCE - Take damage, cannot use reactive cards |
| 5 | [HEAT] | HEAT - Take damage + 1 Heat |
| 6 | [CRITICAL] | CRITICAL HIT - Take damage + 1 Component Damage to attacked location |
How to Roll Defense Dice
- Attacker's attack hits → Determine damage amount
- Defender rolls 1 Defense Die per damage point
- Example: 6 damage = roll 6 Defense Dice
- Count [SHIELD] and [ABSORB] symbols
- Each blocks 1 damage
- Apply special effects from other symbols
- Final damage = Original damage - Total blocks
Block Probability: 3/6 faces block ([SHIELD] ×2, [ABSORB]) = 50% chance per die
Defense Dice Example
Setup: Dwarven Heavy takes 8 damage from Church attack
Step 1: Roll 8 Defense Dice
Result: [SHIELD] [SHIELD] [SHIELD] [ABSORB] [BLOOD] [HEAT] [PIERCE] [BLOOD]
Step 2: Count Blocks
- 4 block symbols ([SHIELD][SHIELD][SHIELD][ABSORB]) = Block 4 damage
- Reduced from 8 → 4 damage
Step 3: Apply Special Effects
- 2 Blood symbols ([BLOOD][BLOOD]) = Standard damage (already counted)
- 1 Heat symbol ([HEAT]) = +1 Heat
- 1 Pierce symbol ([PIERCE]) = Cannot use reactive defense cards
Step 4: Defender Chooses Discard
- Must discard 4 cards (chooses 2 from hand, 2 from deck)
- If any Primary Weapon cards discarded → Add to Component Damage
Step 5: Final Component Damage
- Defender discarded 1 Primary Weapon card → +1 Component Damage
- Component now at 1 Component Damage (needs 8 total to destroy with new HP thresholds)
3. To-Hit Modifier System
Base To-Hit Number
Default: 5+ (roll 2d6 Attack Dice, total must equal or exceed 5)
Complete Modifier Table
| Situation | Modifier |
|---|---|
| RANGE | |
| Short range (0-3 hexes) | +0 |
| Medium range (4-6 hexes) | +1 |
| Long range (7-10 hexes) | +2 |
| Extreme range (11+ hexes) | +3 |
| ATTACKER MOVEMENT | |
| Stationary (0 hexes) | +0 |
| Moved 1-3 hexes | +1 |
| Moved 4-6 hexes | +2 |
| Sprinted (7+ hexes) | +3 |
| DEFENDER MOVEMENT | |
| Stationary (0 hexes) | +0 |
| Moved 1-3 hexes | +1 |
| Moved 4-6 hexes | +2 |
| Sprinted (7+ hexes) | +3 |
| FACING | |
| Front arc (hex 1) | +0 |
| Weapon-side (hex 2) | +0 |
| Flanks (hex 3, 5) | -1 (easier) |
| Rear (hex 4) | -2 (easier) |
| Shield-side (hex 6) | +1 (harder) |
| TERRAIN | |
| Open ground | +0 |
| Light cover | +1 |
| Heavy cover | +2 |
| Obscured | +2 |
| Elevated (attacker higher) | -1 (easier) |
Complete To-Hit Calculation Example
Scenario:
- Church Scout (attacker) shoots Dwarven Heavy (defender) with pistol
- Range: 5 hexes (Medium)
- Scout moved 4 hexes this turn (aggressive advance)
- Dwarf moved 2 hexes last turn (repositioning)
- Attacking Dwarf's shield-side (hex 6)
- Dwarf is behind light cover (rubble)
Calculation:
- Base: 5+
- Range (Medium, 5 hexes): +1 → 6+
- Attacker moved 4 hexes: +1 → 7+
- Defender moved 2 hexes: +1 → 8+
- Shield-side facing: +1 → 9+
- Light cover: +1 → 10+
Final To-Hit: 10+ (only possible with double [DEATH BLOW] EXECUTION roll)
Attack Roll: [DEATH BLOW] (5) + [STRIKE] (3) = 8 total
Result: MISS (needed 10+, got 8)
4. Suffering Dice (1d6, Church & Events)
Used for: Church of Absolution self-harm mechanics and campaign events
Die Face Symbols
| Face | Symbol | Effect |
|---|---|---|
| 1 | [SHIELD] | DIVINE MERCY - No self-harm |
| 2 | [BLOOD] | BLOOD PRICE - Discard 2 cards (self-harm) |
| 3 | [STRIKE] | ZEALOT'S FURY - Discard 1 card, +1 damage to all attacks this turn |
| 4 | [HEAT] | PENANCE - Discard 1 card, +1 Heat, +2 damage next attack |
| 5 | [CRITICAL] | MARTYRDOM - Discard 3 cards, +3 damage to next attack |
| 6 | [ABSORB] | ABSOLUTION - Discard 1 card, recover 1 card from discard |
When to Roll Suffering Dice
Church Faction Cards:
- BLOOD OFFERING: Roll 1 Suffering Die instead of auto-discarding 2 cards
- Flagellant's Zeal: Roll 2 Suffering Dice, apply both effects
- Martyrdom Protocol: When redirecting damage, roll 1 Suffering Die per 3 damage redirected
Campaign Events:
- Penance Rituals (settlement event)
- Taint Purging (when Taint reaches 8+)
- Soul Bargains (desperate deals with Bonelord Karath)
- Flesh Bargain (voluntary body modification)
5. Dice Probability Tables
Attack Dice (2d6) Probability
| Total | Probability | Cumulative | Result |
|---|---|---|---|
| 2 ([JAM][JAM]) | 2.78% | 2.78% | Catastrophic Failure |
| 3 | 5.56% | 8.33% | Likely miss |
| 4 | 8.33% | 16.67% | Likely miss |
| 5 | 11.11% | 27.78% | Hit (if target 5+) |
| 6 | 13.89% | 41.67% | Hit |
| 7 | 16.67% | 58.33% | Strong Hit |
| 8 | 13.89% | 72.22% | Strong Hit |
| 9 | 11.11% | 83.33% | Critical Hit |
| 10 ([DEATH BLOW][DEATH BLOW]) | 2.78% | 86.11% | EXECUTION |
Hit Chances by Target Number:
- 5+: 72.22% (accounting for JAM face)
- 6+: 58.33%
- 7+: 41.67%
- 8+: 27.78%
- 9+: 13.89%
- 10+: 2.78% (EXECUTION only)
Defense Dice Block Probability
Single Die:
- Block: 50.0% ([SHIELD] ×2 or [ABSORB])
- Standard damage: 16.7% ([BLOOD])
- Pierce: 16.7% ([PIERCE])
- Heat: 16.7% ([HEAT])
Expected Blocks (50% block rate):
| Damage | Expected Blocks | Expected Damage | Old (33% rate) |
|---|---|---|---|
| 3 | 1.5 | 1.5 | 2 dmg |
| 6 | 3 | 3 | 4 dmg |
| 9 | 4.5 | 4.5 | 6 dmg |
| 12 | 6 | 6 | 8 dmg |
Impact:
- 50% block rate reduces variance (more predictable outcomes)
- Removed CRITICAL symbol eliminates random Component Damage spikes
- Component Damage now only from discarding Primary Weapon cards (player choice)
- Expected damage reduced by ~25-33% across all attack values
Quick Reference: What Dice to Roll When
During Attack
- Declare attack → Calculate To-Hit target number
- Roll 2 Attack Dice → Add values, compare to target
- If hit → Defender rolls Defense Dice (1 per damage)
- Apply damage → Defender discards cards
During Defense
- Attack hits → Determine damage amount
- Roll X Defense Dice (X = damage)
- Count blocks ([SHIELD] and [ABSORB])
- Apply special effects ([CRITICAL] [PIERCE] [HEAT])
- Discard final damage (original - blocks)
Church Self-Harm
- Play BLOOD OFFERING card
- Roll 1 Suffering Die
- Apply effect (discard cards, gain damage bonus)
- Make next attack (with bonus if applicable)
See Also
Dice mechanics integrate with these systems: