Dice Guide
No Way Out uses a 2d6 dice-based system for any dice-based scenarios that occur during roleplay. While dice are not required for all interactions that occur in the server, it is unlikely that one will be able to explore the HRZ or engage with a Server Event without encountering some form of Dice Roll or Dice Combat.
Dice Stats are reflective of a character's various skills, traits, and attributes, ensuring that the unique image of a character is accurately represented in both mechanical gameplay and dice scenarios.
Accessing the Dice Panel
The dice panel is accessible via the Skills tab in the Health menu.
Navigating the Dice Panel
Skill Rolls
All skill rolls are based on the skills available within Project Zomboid, as well as any other modded skills that may be present. For more information on skills, see the Project Zomboid wiki page on Skills.
Almost every Mechanical Skill is tied to a roll, automatically giving modifiers to it. Modifiers given by Skills are equal to Skill Level/2. So a Level 6 Skill will give a modifier of +3 to the relative roll.
Skill Name | Level 4 | Level 6 | Level 8 | Level 10 |
---|---|---|---|---|
Fitness | 3 HP | 4 HP | 5 HP | 6 HP |
Strength | -1 to Melee Attack & Def | - | +1 Melee Attack & Def | +2 Melee Attack & Def |
Nimble | +2 Nimble & Unarmed | +3 Nimble & Unarmed | +4 Nimble & Unarmed | +5 Nimble & Unarmed |
Sneaking | +2 Hiding | +3 Hiding | +4 Hiding | +5 Hiding |
Crafting Skills | +2 Crafting Skill | +3 Crafting Skill | +4 Crafting Skill | +5 Crafting Skill |
Combat Skills | +2 Weapon Skill | +3 Weapon Skill | +4 Weapon Skill | +5 Weapon Skill |
Aiming | +2 Ranged Attack | +3 Ranged Attack | +4 Ranged Attack | +5 Ranged Attack |
Reloading | +2 Reloading | +3 Reloading | +4 Reloading | +5 Reloading |
Weapon Rolls
Weapon Type | Damage | Crit Requirement | Crit Dmg |
---|---|---|---|
Assault Weapons | 4 | Double 5 or Double 6 | 6 |
Rifles & Shotguns | 4 | Double 6 | 6 |
Pistols | 3 | Double 6 | 4 |
Flamethrowers [1] [2] | 4 | Double 5 or Double 6 | 8 |
Crossbows | 4 | Double 6 | 5 |
Weapon Type | Damage | Crit Requirement | Crit Dmg |
---|---|---|---|
Two Handed | 3 | Double 5 or Double 6 | 4 |
One Handed | 2 | Double 6 | 4 |
Spears[3] | 2 | Double 6 | 3 |
Bare Hands, Improvised, Weapon Stocks | 1 | - | - |
Special Rules & Exceptions
- ↑ Flamethrower Crit Rule: If a character holding a Flamethrower is hit by a Critical Hit, there's a 50% chance (1-2-3 on a d6 roll) that the fuel canister explodes. Dealing 2 Damage to the wielder.
- ↑ Flamethrower Cover Rules: Engaged Condition and a 50% body coverage behind a tile don't offer Cover from a Flamethrower attack. If a Flamethrower attack targets a character engaged with other characters, all of them will be hit by the attack and roll Ranged Defence. Only a coverage of at least 80% behind a Tile grants the Cover modifier from a Flamethrower Attack. (ex: Only a limb/head visible)
- ↑ Spear Range Rule: A character holding a spear engages hostile characters within 2 Tiles instead of 1
Dodging & Armor
Armor Type | Bonus HP | Modifiers | |
---|---|---|---|
Assault Weapons | 4 | Double 5 or Double 6 | 6 |
Rifles & Shotguns | 4 | Double 6 | 6 |
Pistols | 3 | Double 6 | 4 |
Flamethrowers | 4 | Double 5 or Double 6 | 8 |
Crossbows | 4 | Double 6 | 5 |
Injuries
Injury Type | Modifiers |
---|---|
Healthy | No Modifiers |
Lightly Injured | -1 Modifier to All Rolls |
Injured | -2 Modifier to All Rolls |
Heavily Injured | -3 Modifier to All Rolls |