Dice Reference (Custom Dice System)

Version 1.0 • 3 Custom Dice Types: Attack (2d6) • Defense (Xd6) • Suffering (1d6)

"The dice are the will of the Harmony. You cannot control fate...only face it. Every roll is a prayer. Every result, divine judgment."

Overview

Penance uses 3 types of custom d6 dice to add brutal randomness to combat:

  1. Attack Dice (2d6) - Roll to-hit, determines if attack lands
  2. Defense Dice (Xd6) - Roll per damage point, chance to block/mitigate
  3. Suffering Dice (1d6) - Church faction & event self-harm mechanics

Design Philosophy:

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

  1. Calculate To-Hit Target Number
  2. Roll 2 Attack Dice
  3. Add both values together
  4. 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):

CATASTROPHIC FAILURE (Double [JAM], total 2):

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

  1. Attacker's attack hits → Determine damage amount
  2. Defender rolls 1 Defense Die per damage point
    • Example: 6 damage = roll 6 Defense Dice
  3. Count [SHIELD] and [ABSORB] symbols
    • Each blocks 1 damage
  4. Apply special effects from other symbols
  5. 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

Step 3: Apply Special Effects

Step 4: Defender Chooses Discard

Step 5: Final Component Damage

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:

Calculation:

  1. Base: 5+
  2. Range (Medium, 5 hexes): +1 → 6+
  3. Attacker moved 4 hexes: +1 → 7+
  4. Defender moved 2 hexes: +1 → 8+
  5. Shield-side facing: +1 → 9+
  6. 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:

Campaign Events:

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:

Defense Dice Block Probability

Single Die:

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:

Quick Reference: What Dice to Roll When

During Attack

  1. Declare attack → Calculate To-Hit target number
  2. Roll 2 Attack Dice → Add values, compare to target
  3. If hit → Defender rolls Defense Dice (1 per damage)
  4. Apply damage → Defender discards cards

During Defense

  1. Attack hits → Determine damage amount
  2. Roll X Defense Dice (X = damage)
  3. Count blocks ([SHIELD] and [ABSORB])
  4. Apply special effects ([CRITICAL] [PIERCE] [HEAT])
  5. Discard final damage (original - blocks)

Church Self-Harm

  1. Play BLOOD OFFERING card
  2. Roll 1 Suffering Die
  3. Apply effect (discard cards, gain damage bonus)
  4. Make next attack (with bonus if applicable)
"The dice are the will of the Harmony. You cannot control fate...only face it. Every roll is a prayer. Every result, divine judgment."

See Also

Dice mechanics integrate with these systems:

Combat System

How to use Attack and Defense Dice in combat resolution

→ Read Combat Rules

Dice Pool Advantage

Roll 3 dice, take 2 highest for tactical advantage

→ Read Dice Pool Rules

Component Damage

How dice results trigger component destruction

→ Read Component Rules

Quick Reference

Dice symbol quick lookup table

→ Read Quick Reference

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