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OneDice - Options #1 Mooks & Minions

OneDice Options #1 provides optional rules for incorporating mooks and minions into OneDice games, allowing for encounters with large numbers of lesser foes. Mooks have simplified mechanics, with only two states (unhurt and out of the fight) and no abilities, making them easy to manage in combat. The document outlines how to adjust combat dynamics when facing multiple mooks, including group attacks and damage resolution based on the adventurer's success in hitting their defense threshold.

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0% found this document useful (0 votes)
32 views2 pages

OneDice - Options #1 Mooks & Minions

OneDice Options #1 provides optional rules for incorporating mooks and minions into OneDice games, allowing for encounters with large numbers of lesser foes. Mooks have simplified mechanics, with only two states (unhurt and out of the fight) and no abilities, making them easy to manage in combat. The document outlines how to adjust combat dynamics when facing multiple mooks, including group attacks and damage resolution based on the adventurer's success in hitting their defense threshold.

Uploaded by

Garry Moss
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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OneDice Options #1

Optional rules for OneDice

by Nick Clements

OneDice system design by Peter Cakebread


Editing and Proofing: Ken Walton
Copyright: OneDice Options #1: Mooks and Minions ©2015 by Cakebread & Walton. OneDice system copyright
2015 by Peter Cakebread. All rights reserved. Reproduction of this work by any means without the permission of
the publisher is expressly forbidden. This material is protected under the copyright laws of the United Kingdom.

www.clockworkandchivalry.co.uk

OneDice Options are a series of short free rules supplements that can be
used to add new rules options to your OneDice games.
The following rules can be used to run encounters where the Adventurers
are faced with significant numbers of nameless followers – they are not
intended to be used when the Adventurers are fighting more major
villians/characters.

Mooks or minions are seldom a match against Adventurer heroes, except in


overwhelmingly large numbers. That said, by boosting the level of mooks,
they can provide stiff opposition.
To make life easy for the Gamekeeper, mooks have only 2 states - unhurt and
out of the fight. In other words, a single blow that beats their Defence
threshold takes them out. When you’re fighting a single mook, it doesn’t
really matter what weapon you have – any hit takes down the mook.
Mooks do not have Abilities or Skills. Instead they have Combat, and
Everything Else. These numbers are what you add to the 1d6 roll to resolve
tasks for them. The Combat rating is used for all types of combat, and the
Everything Else rating is used.... for everything else!
Ordinary Mooks have Combat 3, inept Mooks have Combat 2 and dangerous
Mooks have Combat 4 (or higher).
Ordinary Mooks have Everything Else 3, stoopid Mooks have Everything Else
2, and specialist Mooks have Everything Else 4 (or higher).
As Mooks have no abilities, their Move and Defence are figured differently.
Ordinary Mooks have a Move of 20, slow Mooks have a move of 10, and fast
Mooks have a Move of 30.
Ordinary Mooks have a Defence of 6, weak Mooks have a Defence of 3, and
tough Mooks have a Defence of 9.
Mooks do not use armour and weapons like ordinary characters, their effects
are simply reflected in their Abilities.
Mooks often fight in groups. If a character is fighting more than one mook,
you can speed up combat by using these rules:
The mooks attack as a single group, with only one roll. They get a +1 to their
attack for every two mooks in the group – this means that although the
individual mook might be weak, a large enough group can penetrate the
defences of a well-defended character – and even overwhelm him or her.
When an Adventurer attacks, on a successful hit, add weapon damage as
usual, but take out a mook for every 2 you beat their Defence by. So, for
example, if you beat their Defence by 1 or 2, you take out 1 mook. If you beat
their Defence by 3 or 4, you take out 2 mooks, and so on. This does not
necessarily mean they are dead – depending on the genre, the Gamekeeper
might decide that they are simply knocked out of the fight (e.g. In a Swords
& Sorcery game, the mooks might all be brutally slain, whilst in a Supers game,
they might be merely unconscious).

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