Thursday, April 7, 2011

Min-Six Lethality.

I really love the set defenses in Mini-Six. It really speeds up play and keeps the fun rolling. Some people like a bit more detail in combat. The difference between a punch doing 4D of damage and a gun doing 4D really needs to be extremely different in some settings. Especially in a gritty setting.

My Idea is to separate Soak from armor. A weapon like a bat does what I'll call stun damage. And a gun does what we'll call deadly damage. Soak is now only used against stun damage. To show stun damage on wound levels just put a slash [ \ ] in the box. Keep track of it just like any other wounds. If you reach incapacitated, your character is knocked out. If the characters have every box on the wound track has a stun slash in it start back at the top and make the slash into an X in the box [X]. An X in the box is how you track deadly damage from guns of other lethal weapons.

Since armor is now separate from soak. Armor needs to have new values assigned to it. Armor value is used to calculate wounds from deadly damage like soak is used with stun damage.

Some Armor value examples.
Leather jacket   3
Leather armor   6
Chain, Scale     8
Plate armor     12

Bullet proof
Vest                10
Battle armor    12

trooper
recon armor    12
trooper
heavy armor    14
trooper
power armor   16

I have not tested these values yet for armor. I just took weapons damage into account. And what a good soak value would have added to each armor with an average value.

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