Tasks

All tasks and combat actions in End of Days use a base 2d6 roll. The basic rule is that at roll of 8+ on 2d6 indicates a success. The base roll can be modified by a number of factors (DM) that either increase or decrease the base success roll or modify the number rolled on 2d6. Skills also effect the required roll, with skill levels representing a direct DM to the base 2d6 roll.

Aside from the base 8+ success roll, there are special effects for high or low rolls. Rolling 2 on 2d6 is a critical failure, and regardless of other DMs, a roll of two indicated the attempted task fails. It may also indicate a special effect occurs - a detrimental one. In contrast, a roll of 12 on 2d6 indicates a crtical sccess. This generally indicates a positive outcome beyond the norm. In addition, the GM may allow for a critical success roll (12 on 2d6) to indicate a succes even though it would not normally be possible given operant DMs.

In the event that no skill applies, or in certain situations, rolls may be made using STAT DMs, reathjer than skills at the GM's discretion.

Normally, DMs are determined from a number of factors particular to the skill and equipment used. In the absence of specific DMs, the following table may be used to determine required success rolls based on 'difficulty' as determined by the GM. All DMs apply.

Difficulty DM Success Roll
Easy -4 4+
Average -2 6+
Difficult 0 8+
Formidible +2 10+
Staggering +4 12+
Impossible +6 14+
Hopeless +8 16+

Combat actions such as hitting with a weapon generally have DMs based on range, situation or weapon. These should be used in lieu of the generic difficulty role. The generic DMs are convienient for the resolution of simple actions.

Combat

Combat, whether ranged or melee, is broken down into two parts. Determine initialtive, resolve actions in order of initiative. repeat as necessay.

Since there is not speed or movement value for EoD characters, initiative - that is order of action - is determined by a 1d6 roll with the highest number proceeding first, and then onto the next highest, etc. In regular combat, characters may add +1 to their initiative role if they have Leader and/or Tactics, or in the case of an urban situation like a brawl or barfight, +1 may be added if the character has the skill Leader and/or Streetwise.

If one side's initiative exceeds the others by 3 or more, they have achieved surprise. The suprised characters may not act this turn. Surprise is automatically lost on subsequent turns unless the attacker is using silent weapons/attacks, or is attacking from a hidden position.

Any character with leader can roll initiative for any characters under their command, at the option of the player.

Once initiative has been determined, the character has several options. He can attack with whatever weapon. He may move a short distance an attack, but attacks made by a moving character are considered 'snap shots' with a -3 DM, he made evade, with a -3 DM applied to any attacks directed at said character, and the character having no attacks iof his own, he may move double snap shot distance without attackingf, or he may break off during which his is considered evading.

The attack sequences is as follows:

Determine initiative
Roll to hit, applying any DMs
In successful attacks, determine damage
Subtract and damage absorbed/blocked by armor
Apply damage immediately

Any damage is immediate recorded before action passes to the next highest initiative, unless two characters have identical initiative rolls, in which case damage is applied after both characters determine their combat actions, if any.

Aimed Fire and Hit Locations

Since End of Days allows for specific locations to be hit, the GM may elect to use aiming rules. When aiming, the attacker specifies the general location they are aiming for and adds the aiming penalty to their to hit roll. In the event of a hit, the attacker randomly rolls only the specific location for the area hit. Aimed misses are misses.

Locations

Head, Arms Legs: Self explanatory Upper Torso: The area from the top of the shoulder to the waist. Lower Torso: The area below the waist, including the hips, but not the legs.

Aiming Penalty
Head -4
Torso -2
Arms and Legs -3

Determining General and Specific Hit Locations

General Location (2d6)
2 Head
3-4 Right Leg
5 Right Arm
6 Upper Torso
7 Lower Torso
8 Upper Torso
9 Left Arm
10-11 Left Leg
12 Head
Specific Location Table (1d6)
Head Arms Upper Torso Lower Torso Legs
1 Eye Hand Heart Backbone Foot
2 Mouth Wrist Lungs Groin Ankle
3 Neck Forearm Backbone Left Hip Lower Leg
4 Ear Elbow Organs* Right Hip Knee
5 Nose Upper Arm General General Upper Leg
6 General Shoulder General General Upper Leg

General location means an area not listed as a specific location. In the case of all areas except the head, this typically means a flesh wound.

*Specific Organ (1d6)
1 Kidney
2 Liver
3 Stomach
4 GI Tract
5 Artery
6 Spleen

Location Probability Distribution

This table is include for those interested in the distribution of wounds over the body that results from the General Location table above.
Head 5.6% 5.6%
Right Arm 11.1% 22.2%
Left Arm 11.1%
Upper Torso 27.8% 44.4%
Lower Torso 16.7%
Right Leg 13.9% 25.6%
Left Leg 13.9%