WARRIOR DICE
INTRODUCTION
Dice game for 2 players.
Each player is a Warrior represented by a single die.
DICE & BITS
Each player needs one Ten-sided die.
Use spare change to keep track of Hits.
Note: This is a very portable game. (Keep Battle tables written on Index cards)
VICTORY
Reduce your opponent to zero hits.
ANATOMY OF A DIE
One Face (1) is the Adder.
If you roll the Adder, Roll again and add 10 to the Force of the roll.
One Face (2) is the Doubler.
If you roll the Doubler, Roll again twice and keep one of the rolls.
The other eight faces are a combination of Attack and Defense results.
An Attack or Defense Face has a Force value.
A Force value is always a number that is a multiple of 10.
SETUP
Choose which Warrior you want to be.
Each basic Warrior starts with 100 Hits.
Players roll high to see who goes first.
TURN SEQUENCE
Each turn is divided into 3 phases:
Attack Phase
Defend Phase
Damage Phase
ATTACK PHASE
The attacker (the current player whose turn it is) rolls his die.
If you roll the Adder, Roll again and add 10 to the Force of the roll.
If you roll the Doubler, Roll again twice and keep one of the rolls.
If you roll a Defense result the turn ends.
If you roll an Attack face proceed to the Defend phase.
DEFEND PHASE
The defender (the other player) rolls his die.
If you roll the Adder, Roll again and add 10 to the Force of the roll.
If you roll the Doubler, Roll again twice and keep one of the rolls.
DAMAGE PHASE
The Attacker does damage (in Hits) to the defender equal to the Force of his Attack result.
If the defender rolled a Defense result in Defend phase, he subtracts the Force of
The Defense result from the Damage he receives. (Treat a negative result as zero)
SPECIAL RESULTS
Neutralize: this is a type of Attack result: Your opponent skips his next 2 attack phases.
All Out: this is a type of Attack result: If ATTACKING, roll again and
double the Force of the result.
BASIC WARRIOR BATTLE TABLE LISTS
A = Attack
D = Defense
FIGHTER
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Sword A 30
4 Dagger A 20
5 Hilt Punch A 10
6 Hack & Slash A 40
7 Shield D 30
8 Dodge D 40
9 Parry D 20
0 Chain Mail D 10
KNIGHT
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Lance A 30
4 Broad Sword A 30
5 Armor D 20
6 Kite Shield D 30
7 Great Helm D 20
8 Furious Assault A 30
9 Charge A - All Out
0 Plate D 30
THIEF
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Thrown Dagger A 30
4 Dagger A 20
5 Sap A 10
6 Leather Armor D 10
7 Dexterity D 30
8 Back Stab A 40
9 Run D 30
0 Hide D 30
BARBARIAN
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Battle Axe A 30
4 Kick A 10
5 Overhead Smash A 40
6 Leap D 40
7 Throw Axe A 10
8 Berserk A - All Out
9 Reflexes D 40
0 Feel no Pain D 20
ELF
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Long Sword A 30
4 Bow A 30
5 Elven Chain D 20
6 Fleet of Foot D 20
7 Arrow A 40
8 Dodge D 20
9 Parry D 20
0 Agility D 20
DWARF
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 War Hammer A 30
4 Armor D 20
5 Shield D 20
6 Axe A 30
7 Sturdy D 20
8 Crossbow A 30
9 Shield Bash A 10
0 Grim Determination D 40
WIZARD
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Staff D 10
4 Magic Missile A 10
5 Fireball A 40
6 Lightning Bolt A 30
7 Charm A - Neutralize
8 Circle of Protection D 40
9 Magic Shield D 30
0 Blur D 20
CLERIC
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Armor D 20
4 Prayer D 20
5 Shield D 20
6 Blessing D 20
7 Mace A 20
8 Crushing Blow A 40
9 Heal - - Regain 10 Lost Hits
0 Smite A 40
ORC
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Scimitar A 30
4 Tough Hide D 20
5 Stab A 20
6 Disembowel A 40
7 Helm D 20
8 Spiky Armor A 10
9 Shield D 30
0 Piecemeal Armor D 30
TROLL
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Maul A 30
4 Great Strength A 40
5 Barrel Attack A 20
6 Rampage A - All Out
7 Regenerate - - Regain 10 Lost Hits
8 Thick Hide D 30
9 Immune to Pain D 30
0 Great Bulk D 20
GREEK HOPLITE
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Spear A 30
4 Round Shield D 30
5 Thrown Spear A 30
6 Short Sword A 30
7 Breast Plate D 30
8 Wrestle A 10
9 Greaves D 10
0 Dodge D 30
GLADIATOR
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Trident A 40
4 Net A - Neutralize
5 Dagger A 20
6 Feint A - Neutralize
7 Dodge D 40
8 Skill D 10
9 Evade D 40
0 Toughness D 10
ROMAN LEGIONAIRE
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Short Sword A 30
4 Thrust A 40
5 Pilum A 30
6 Tunic D 20
7 Helmet D 10
8 Shield D 30
9 Discipline D 10
0 Defend D 30
DUELIST
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Foil A 10
4 Disarm A - Neutralize
5 Sword Breaker A - Neutralize
6 Lunge A 20
7 Parry D 40
8 Block D 30
9 Run Through A 30
0 Guard D 30
PIRATE
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Knockdown A 10
4 Cutlass A 30
5 Sword Play D 20
6 Knife A 20
7 Jump D 30
8 Duck D 30
9 Sidestep D 20
0 Low Blow A 40
ARAB
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Tulwar A 20
4 Parry D 40
5 Slashing Steel A 20
6 Dagger A 10
7 Cut Throat A 30
8 Whirling D 20
9 Catch D 40
0 Throw Sand A - Neutralize
ASSASSIN
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Poisoned Blade A 30
4 Stiletto A 10
5 Garrote A 10
6 Stealth D 30
7 Surprise A - Neutralize
8 Retreat D 40
9 Deathblow A 30
0 Shadows D 30
SAMURAI
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Vertical Cut A 30
4 Horizontal Cut A 30
5 Katana A 30
6 Kai A - All Out
7 Armor D 10
8 Parry D 30
9 Speed D 30
0 Force of Will D 30
PAN & HOOK
PETER PAN
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Knife A 30
4 Lost Boys A 10
5 Alligator A 50
6 Indians A 10
7 Fly away D 30
8 Quick D 20
9 Nimble D 20
0 Tinkerbell D 30
CAPTAIN HOOK
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Hook A 20
4 Rapier A 20
5 Cannon A 30
6 Pirates A 20
7 Set Trap - - All Out
8 Hostages D 50
9 Parry D 20
0 Stubborness D 30
DESIGN YOUR OWN WARRIORS
Basic Warriors are 300 points:
100 Hit points
100 points distributed to Attacks
100 points distributed to Defenses
"All Out" Attacks are worth 10 points
"Regain 10 Lost Hits" Defenses are worth 20 points
"Neutralize" Attacks are worth 20 points
EXPERIENCE
XP = Experience Points
Every time you defeat a lesser warrior get 1 XP.
Every time you defeat an equal warrior get 5 XP.
Every time you defeat a greater warrior get 10 XP.
Each 10 XP allows you to do one of the following:
1. Add 10 to one of your Attacks
2. Add 10 to one of your Defenses
3. Gain 10 Hit Points
4. Create a new Attack or Defense with a Force = 10.
The new Attack or Defense shares a Die roll Indicator (1-10)
with one of your existing results and can be used instead of
the original at your discretion during combat. For Example:
The Samurai turns in 10XP to gain a new Attack he calls
Wakizashi (Short sword) with a Force = 10. He assigns this
new attack to his #7 slot which already has the Defense of
"Armor" (Force = 10). So from now on, every time he rolls a
#7 he can choose to have it mean either Armor or Wakizashi.
FAQ's
1. Situation: I roll the Adder, then the Doubler. How is that
handled? We have been using a spot ruling that only the last one
rolled is applied.
A. You get +10 (from the Adder) then roll again twice
(from the Doubler) and pick one of the results.
2. What if I roll the Doubler then an All Out Attack? Made
basically the same ruling as #1, above.
A. In this case you picked the "All Out Attack" which then allows you
to make another roll.
3. Does Neutralize automatically affect the target? We've been
reading it as 'Yes'.
A. Good point. Some defense against "Neutralize" attacks should be
allowed. I rule that a defense of 20+ Force should negate a
Neutralize Attack.
4. Can you Double a Neutralize to 4 turns? We read that as 'No'.
A. I would agree that Neutralize Attacks cannot be doubled.
LORD OF THE RINGS WARRIOR DICE
Most of the below entries were submitted by Curufea
BLACK ORC / URUK-HAI (Submitted by Zak)
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Lance Charge A 30
4 Combat Frenzy A - No damage
5 Stab A 10
6 Disembowel A 30
7 Iron Bow A 30
8 Full Armor D 40
9 Shield D 40
0 Helm D 20
CAVE TROLL / OLOG HAI
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Club A 40
4 Great Strength A 50
5 Frenzy A - No damage
6 Rampage A - All Out
7 Regenerate - - Regain 10 Lost Hits
8 Thick Hide D 30
9 Immune to Pain D 30
0 Great Bulk D 20
MORIA ORCS
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Adder Overwhelming numbers
4 Tough Hide D 20
5 Scimitar A 20
6 Disembowel A 20
7 Helm D 20
8 Shortbow A 20
9 Shield D 30
0 Piecemeal Armor D 30
Notes: I've equated the extra Adder to be equivalent to an Attack 40
LEGOLAS
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Doubler Inhuman reflexes
4 Bow A 30
5 Arrow A 20
6 Fleet of Foot D 20
7 Shortswords A 30
8 Dodge D 20
9 Parry D 20
0 Agility D 20
I've equated the extra Doubler to be equivalent to an
Attack 20 and Defense 20
GIMLI
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 War Hammer A 30
4 Armor D 30
5 Shield D 20
6 Axe A 30
7 Shrug it off D - All Out
8 Throwing Hammer A 30
9 Shield Bash A - All Out
0 Grim Determination D 40
Gimli has both an all out attack and an all out defense that
behaves similarly.
GANDALF
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Staff Parry D 10
4 Kinetic Blow A 10
5 Glamdring A 40
6 Staff Strike A 20
7 Entrance A - Neutralize
8 Sphere of Protection D 40
9 Shadowfax A - All Out
0 Experience D 20
BOROMIR
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Slash A 40
4 Kick A 20
5 Overhead Smash A 50
6 Leap D 40
7 Tempted by Ring A - Neutralize Self
8 Berserk A - All Out
9 Reflexes D 40
0 Feel no Pain D 20
Neutralize Self - as neutralize, but to Boromir (hence he gets +20 A)
ARAGORN / ELESSAR
1D10 Result Type Force Notes
1 Adder Becomes Doubler
2 Doubler
3 Narsil A 30 Can become Anduril
4 Dagger A 20
5 Hilt Punch A 10
6 Hack & Slash A 40
7 Shield D 30
8 Endurance - - Regain 10 Lost Hits
9 Parry D 40
0 Chain Mail D 10
Special rule - Once per battle, Narsil can be reforged into Anduril.
As Anduril it is worth 50, but the Adder changes to a Doubler.
Announce before rolling attack, and the changes are permanent from
then on.
SAMWISE GAMGEE
1D10 Result Type Force Notes
1 Doubler
2 Doubler Hobbit Luck
3 Thrown Pan A 30
4 Dagger A 20
5 Kick A 10
6 Short D 10
7 Agile D 30
8 Sting A 40
9 Run D 30
0 Hide D 30
PEREGRIN TOOK
1D10 Result Type Force Notes
1 Doubler
2 Doubler Hobbit Luck
3 Shortsword A 40
4 Dagger A 30
5 Kick A 20
6 Short D 10
7 Defend Gondor A - All Out
8 Ent Drought - - Regain 10 Lost Hits
9 Run D 40
0 Hide D 30
MERIADOC BRANDYBUCK
1D10 Result Type Force Notes
1 Doubler
2 Doubler Hobbit Luck
3 Shortsword A 40
4 Dagger A 30
5 Kick A 20
6 Short D 10
7 Backstab A - All Out
8 Ent Drought - - Regain 10 Lost Hits
9 Run D 40
0 Hide D 30
FRODO BAGGINS
1D10 Result Type Force Notes
1 Doubler
2 Doubler Hobbit Luck
3 Doubler Invisibility
4 Sting A 50
5 Kick A 30
6 Short D 10
7 Wear Ring A - Neutralize
8 The Old Wound A - Neutralize Self
9 Run D 30
0 Hide D 40
Neutralize Self - as neutralize, but to Frodo (hence he gets +20 A)
FARAMIR (Submitted by Ward Davenport)
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Bow & Arrow A 20
4 Stealth D 30
5 Longsword A 40
6 Agility D 40
7 Dagger A 10
8 Sharp Vision D 10
9 Endurance A 30
0 Shield D 20
WARHAMMER FANTASY DICE
Submitted by Brian Rayburn
GOTREK GURNISSON
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Rune Axe A 40
4 Punch A 20
5 Dwarven Resilience D 30
6 Berserker Rage - - All-Out
7 Dodge D 30
8 Block D 20
9 Ignore Pain D 20
0 Head Butt A 30
FELIX JAEGER
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Chain Mail D 40
4 Dagger A 20
5 Parry D 20
6 Dragon Sword A 40
7 Shoulder Bash A 20
8 Disarm - - Neutralize
9 Dodge D 10
0 Step Back D 30
SLAYER DICE
Submitted by Brian Rayburn
VAMPIRE SLAYER (350 PTS) HITS: 120
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Stake A 30
4 Acrobatics D 30
5 Slayer-Fu A 40
6 Scent of the kill A - All Out
7 Parry D 30
8 Healing Factor D - Regain 10 Hits
9 Tough D 30
0 Slayer Strength A 40
COMPANION (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Duck D 30
4 Axe A 40
5 Spirits & Charms D - Regain 10 Hits
6 Kung-Fu A 20
7 Stake A 30
8 Parry D 30
9 Incantation A 10
0 Defensive Stance D 20
LESSER VAMPIRE (350 PTS) HITS: 130
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Drop Fang A 30
4 Undead D 40
5 Vamp-Fu A 40
6 Claws A 30
7 Regenerate D - Regain 10 Hits
8 Block D 30
9 Scent of blood A - All Out
0 Resilient D 20
MASTER VAMPIRE (450 PTS) HITS: 150
1D10 Result Type Force Notes
1 Adder
2 Doubler
3a Drop Fang A 30
3b Mist Form D 30
4 Talons A 30
5a Undead D 50
5b Rending Blow A 20
6 Vamp-Fu A 40
7 Regenerate D - Regain 10 Hits
8 Block D 50
9 Mesmerize A - Neutralize
0 Scent of blood A - All Out
WEREWOLF (350 pts) HITS: 140
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Regenerate D - Regain 10 Hits
4 Claw Swipe A 30
5 Fangs A 40
6 Leap D 30
7 Battle Frenzy A - All Out
8 Dodge D 30
9 Regenerate D - Regain 10 Hits
0 Wolf-Fu A 30
MINOR DEMON (350 PTS) HITS: 120
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Spiky Bits A 30
4 Rough Hide D 30
5 Dodge D 30
6 Demon-Fu A 40
7 Bony Plates D 30
8 Fangs A 20
9 Energy Bolt A 30
0 Block D 20
DEMON LORD (500 PTS) HITS: 200
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Doubler Infernal Power
4a Rune Blade A 40
4b Parry D 20
5a Bloodstone Armor D 30
5b Spiked Gauntlets A 20
6 Mighty Punch A 40
7 Demon-Fu A 30
8 Regenerate D - Regain 10 Hits
9 Dodge D 40
0 Stunning Roar D - Neutralize
RISEN DEAD (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Claw A 20
4 Bite A 30
5 Block D 30
6 Grapple A 10
7 Dead Man Walkin' D 30
8 No Pain D 20
9 Chomp! A 40
0 Relentless D 20
WITCH (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Confusion A - Neutralize
4 Call Lightning A 30
5 Mystic Wall D 40
6 Telekinetic Daggers A 20
7 Invoke the Goddess D - Regain 10 Hits
8 Athame A 30
9 Witch-Fu D 20
0 Spirits & Charms D 20
WITCH (450 PTS) HITS: 200
1D10 Result Type Force Notes
1 Adder
2 Doubler
3a Witch-Fu A 20
3b Spell Shield D 20
4 Soul Blast A 40
5 Invoke the Goddess D - Regain 10 Hits
6a Tempus Fugit A - All Out
6b Witch-Fu D 30
7 Hex A - Neutralize
8 Athame A 40
9 Call the Elements D 30
0 Block D 20
DEMON HUNTER (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Crossbow A 30
4 Sword A 20
5 Mesh Shirt D 30
6 Charm D - Regain 10 Hits
7 Kung-Fu A 40
8 Daggers & Stakes A 10
9 Kung-Fu D 10
0 Talisman D 40
CREEP-OF-THE-WEEK (400 PTS) HITS: 150
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Claws A 40
4 Mucous Spit A - Neutralize
5 Scaly Hide D 40
6 Bite A 30
7 Energy Blast A 30
8 Dark Secrets D 40
9 Evil Magic D 30
0 Creep-Fu D 20
WARRIOR DICE
Shadow Warriors
By Brian Rayburn (scarecrowking@unclebear.com)
Shadow Warriors is a background setting for ongoing games. Each character is a being that exists beyond the boundaries of the
mortal sphere. Most can become younger or older at will, but each being of Shadow can recognize another on sight. Most have
long-reaching schemes that they wish to see to fruition. However, with immortality and power comes arrogance, and they see
each other as obstacles in their power plays. Therefore, most attack each other on sight, or at the earliest opportunity. Most
have an unseen (in normal games, at least) mentor, another creature who has been on Earth for centuries amassing power. This
simply gives a background for the character to be and have what he does.
One important difference from the warriors described in the basic rules is that Shadow beings can never truly die, at least not in
a way understandable to mortals. Truly powerful majicks would be needed to permanently banish even one from our plane of
existence, and sorcerers of that caliber are unique, if not extinct. To reflect this in game terms, each time a character is brought
to 1/10 of their starting Hits, they may yield, and no Shadow being can pass the opportunity to know, if even for only a while,
that they held the upper hand. Of course, if a blow brings a character to 0 Hits, the victim is dead.
For a while. See, Shadow creatures can reform. At a cost. Each time this happens, subtract 10 from the Force of one Attack
or Defense, or 10 Hits permanently. The point value of a character reforming this way should be adjusted down as well. The
lost points can be bought again with XP as normal, but if the character dies again, 10 more points have to be subtracted again.
If a character insists on fighting until they are reduced to below 30 points, then that character’s life force is banished back to the
Shadow Realms, to work it’s way back up the ranks of the dark masses to again wield the power to manifest in our realm.
Another difference is that a character actually inhabits a mortal body, even if that body was crafted by the creature’s force of
will. As such, a character is limited to one ‘supernatural’ attack form, such as manifesting claws or spitting a stream of venom.
Many times these traits resemble animal abilities, in a twisted way. Although characters begin with only one supernatural ability,
more can be obtained. Each time you force another Shadow being to reform, you may absorb some of his essence. After
tallying the XP for the battle, if the winner has enough XP to purchase a new Attack or Defense, she may decide to make it the
same type as the defeated character’s supernatural trait. If a defeated character has more than one already, the winner may
choose one. Here’s some examples:
Miranda Thorne and Gregor Kaprov have met in battle in the main building of her mentor’s corporate empire. Both being
beginning characters, each has one supernatural trait. Miranda designated one Attack as ‘Claws’, which she took at Force 30.
Gregor can transform his face during combat, and manifest an Attack as ‘Fanged Bite’, which he allotted 40 Attack Force to.
Miranda gains the upper hand, and rips Gregor’s throat out. Since they were of equal point value, Miranda gains 5 XP. Since
she also made Jasmine yield a few months ago, that brings her to 10XP. She decides to spend the XP immediately, and take on
Gregor’s trait. She decides to keep with the theme set by her Claws, and decides hers will manifest as a more feline
appearance. She places it as the second option of her #4 slot, as ‘Fanged Bite 10’, and is now a 310 pt character. In a few
weeks Gregor will be back. He will have lost 10 points from the Force of one Attack or Defence, or his Hits, but will still have
the trait ‘Fanged Bite 40’, assuming he didn’t subtract the 10 points from that trait. Gregor is now a 290 pt character.
Existing abilities can be improved upon, and even expanded. For example, if a character took ‘Winged Retreat Defense 20’ as
their #6 slot, she could buy ‘Wing Slap Attack 10’ as a new ability at any time she has the XP.
Before a Battle, roll on the chart below to see where your encounter takes place.
1 Beach Uneven footing gives all Attacks –10 Force
2 Alley Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.
3 Warehouse Shelves and crates give all Defenses +10 Force
4 Corporate Boardroom Desks, tables, and chairs prevent All Out attacks, treat as a lost attack
5 Place of Darkness Mystic vibes give all Attacks +10 Force
6 Unholy Site Once per Battle, each Immortal may choose to trade any single Defense roll of 40 or higher to heal up to 20 lost Hits
7 Opera House Smooth stage gives all Defenses –10 Force
8 Rocky Ground All Force scores are at –10
9 Parking Garage Roll 1d10 at the beginning of each turn. Someone stumbles upon you and the battle ends if a 1 is rolled.
0 Nexus to the Shadow Realm All Force scores doubled
Shadow Warriors
MIRANDA THORNE (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Dodge D 30
4 Tiger Stance A 20
5 Claws A 30
6 Acrobatic D 40
7 Boot Knife A 20
8 Roll With It D 10
9 Mental Discipline D - Regain 10 Hits
0 Sleeve Pistol A 30
GREGOR KAPROV (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Big Fist A 20
4 Bigger Boot A 30
5 Knock Away D 10
6 Dodge D 30
7 Fanged Bite A 40
8 Padded Overcoat D 30
9 Choke A 10
0 Block D 30
JASMINE (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Wicked Little Knife A 10
4 Leaping Kick A 30
5 Nimble Little Minx D 30
6 Winged Retreat D 20
7 Eye Rake A 20
8 Wicked Big Knife A 40
9 Parry D 30
0 Slide Roll D 20
DARIAN CROSS (300 PTS) HITS: 100
1D10 Result Type Force Notes
1 Adder
2 Doubler
3 Back Flip D 20
4 Venom Spit A 30
5 Silver-Headed Cane A 10
6 Parry D 20
7 Serpent Stance A 30
8 Custom Trench Coat D 30
9 Spinning Leap D 30
0 .45 Magnum A 30
MECHA DICE
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