Kilodie Mechanic

The kilo-die is a thousand sided die, or 1d1000. The 1d1000 generates a random number between 1 and 1000. 1d1000 rolls are the die rolls made in combat attack rolls. Hence the nickname kill-o-die.

The kilodie allows the referee to assign tiny adjustments for minutiae. For example, a player wants an attack roll bonus for making a ferocious face during combat. The referee rewards the role-playing aspect of this by giving the player +10 on her attack roll. If the player scores a hit because of the +10, there will be much rejoicing and merriment. The kilodie allows for more detail and fun in the tactical combat system.

The kilo die is not a golf ball with tiny writing on it. Three ten-sided dice simulate the 1d1000 die roll. For example, roll a green, a yellow and a red ten sider dice all at once.

  • The green die is assigned the hundreds place.

    • 900, 800, 700, 600, 500, 400, 300, 200, 100 and 0

  • The yellow die is assigned to the tens place.

    • 90, 80, 70, 60, 50, 40, 30, 20, 10 and 0

  • The red die is assigned to the digits place.

    • 9, 8, 7, 6, 5, 4, 3, 2, 1 and 0

Three dice. Green ten sider, yellow ten sider, and red ten sider.

664

Rolling six on the green ten sider, six on the yellow ten sider, and four on the red ten sider results in a kilodie roll of 664. One can also roll a 1d10 three times to get the same result. However, users of the Roll Playing System usually prefer to roll lots of dice.

Rolling the Kilo Die

Use 3 different coloured 1d10s to generate 1 to 1000

1d10 Color

Unit

1d10 Rolls

1d10 Rolls

1d10 Rolls

1d10 Rolls

1d10 Rolls

Green

100s

0

0

0

4

8

Yellow

10s

4

0

0

2

6

Red

1s

2

0

1

6

4

1d1000

Roll

042

000

001

426

864

000 represents 1000 on a kilodie.

If your group prefers to use a simpler die, 1d1000 is easily divisible to accommodate simpler dice shapes.

Theatrical Combat Dice Options

Don’t like kilodie. Scale it down using the factors and caveats provided below.

Die Type

Factor

Comments

1d1000

None

Use data as is.

1d100

10

An AR of 700 becomes 70. A To hit bonus of 115 becomes +12.

1d20

50

An AR of 700 becomes 14. A to hit bonus of 115 becomes +2

1d10

100

An AR of 700 becomes 7. A to hit bonus of 115 becomes +1

1d6

None

AR and to hit bonuses are ignored. Higher roll wins.
Give bonuses for descriptions of action.

Die Type

Factor

Comments

This table is included for historical purposes.