Parrying
- Cost
- Automatic, on a tied roll.
- Effect
- The defender wins the tie by default.
- Note
- Both sides may agree to re-roll instead.

No Way Out uses a 2d6 dice system for skill checks, crafting, and combat. Reformed edition.
Dice aren’t required for every interaction on the server, but you are unlikely to explore the High Risk Zone or take part in a server event without meeting some form of dice roll or dice combat. Your dice stats reflect your character’s skills, traits, and attributes, so the character you wrote is represented in both gameplay and dice scenes.
If you attend a major event without knowing the basics of the dice system, you may be asked to leave the event.
Storyteller-run scenes may adjust these rules to fit specific NPCs or hazards. Otherwise, players follow them directly.
A critical success will sometimes have special additional effects, which the system indicates when one is rolled.
Initiative rolls set turn order at the start of dice combat, in the dice panel. Characters generally start with their weapons already in hand, unless ambushed or robbed.
Ties go to the higher initiative bonus. If that also ties, re-roll. Save the initiative order to a text file or OOC chat: closing the dice panel wipes it.
A round is every character taking one turn. A turn is one action plus movement. Reactions, such as attacks of opportunity, can happen outside your turn in specific cases.
Movement is tile-based; toggle the movement button to see your range. Base movement is 6 tiles per turn.
To attempt an ambush, you must already be crouched (in-game sneak active) before you spot the other character. Crouching after you’ve spotted them doesn’t count; there is no retroactive ambush.
Storyteller noteIf crouch timing is disputed, a screen recording from either player’s perspective is valid evidence. Otherwise, the Storyteller’s read of when each character was crouched is final.
Your full set of options in a fight. Passive and triggered options happen automatically or cost only a reaction or your movement; actions cost your one action for the turn. Whoever applies a status effect (area effects, damage over time, Suppressive Fire, and so on) is responsible for tracking it.
No combat options match that search.
Melee’s counter to kiting
Soft counter to ranged
Alternative win condition
One action per turn, unless noted otherwise under Passive & triggered above.
Melee only
Breaks movement lockdown
Universal skill boost
Universal, forces unarmed
Soft counter to melee
Ranged lockdown
Ranged counter to closing distance
Displacement
Hard counter to ranged
Movement boost
Cover (+6) is the main source of bonus ranged defense. Prone’s advantage is the only other one, and the two don’t stack (see Prone). Cover is a toggle you check yourself; it isn’t calculated for you. Anything solid covering roughly half your character model counts: a car, a tree, a wall. Anything that wouldn’t realistically stop a bullet doesn’t, even if it blocks sight, like a bush or a thin fence. Use common sense.
You can’t shoot through someone or something solid. If a character who is neither prone nor in cover stands between you and your target, they block line of sight and give the target the cover bonus (+6 ranged defense). Exception: someone sharing your tile doesn’t block your shot.
Being prone puts you lower to the ground, so more things may realistically block your shot or sightline than usual. Use common sense.
The dice panel applies these automatically. Armor gives Armor Hitpoints (AHP), used up before regular HP when you’re hit. Only gear with real ballistic protection counts; “bulletproof” jackets, kevlar gloves, and boots do not.
| Type | AHP | Drawbacks | Example |
|---|---|---|---|
| Light | 2 | — | Arm and leg pads, or a vest |
| Medium | 4 | -1 Initiative, -1 Movement, -2 Sprinting | Arm and leg pads plus a helmet or vest; or a helmet and vest |
| Heavy | 8 | -2 Initiative, -2 Movement, -4 Sprinting | Arm and leg pads plus a visored helmet and vest |
The panel handles damage, crit requirement, and crit damage. The two columns worth knowing are crit effect and passive: they describe what actually happens in the fight.
Ranged defense: 0, or 6 in cover. Ranged attack: Aiming + Perception bonus, both listed under Skill rolls, where the -1 ranged penalty is already worked into the Aiming values. Bows use Archery instead of Aiming; crossbows still use Aiming.
| Weapon | Hand | Dmg | Crit req. | Crit dmg | Crit effect | Passive |
|---|---|---|---|---|---|---|
| Handgun | 1H | 3 | Double 6 | 4 | Extra attack on the same target (can also crit). | — |
| Revolver | 1H | 3 | Double 6 | 4 | Extra attack on another target (can also crit). | Never jams on a critical failure. |
| Shotgun | 2H | 3 | Double 6 | 6 | Target is forced prone. | +1 to hit. |
| Bolt-action rifle | 2H | 4 | Double 6 | 5 | Damage ignores armor, applied directly to HP. | — |
| Lever-action | 2H | 4 | Double 6 | 6 | Move up to your full movement immediately, even if you already moved this turn. | — |
| Bow | 2H | 3 | Double 5/6 | 6 | Target loses their next turn: no movement, no action (see Disengage). | No Reload roll needed. |
| Crossbow | 2H | 4 | Double 6 | 5 | Target can’t move on their next turn. | Holds 1 bolt; needs a Reload roll after every shot. |
| Submachine gun | 2H | 3 | Double 6 | 4 | — | No disadvantage when moving and shooting. |
| Assault rifle | 2H | 4 | Double 5/6 | 6 | Extra attack (can also crit). | — |
| Machine gun | 2H | 5 | Double 6 | 6 | — | Move or shoot, never both. |
| Flamethrower | 2H | 3 | Double 5/6 | 4 | A 3×9 tile area must roll defense or take 4 (including allies). | Ignores cover: only a full wall or barricade blocking line of sight helps. Range 15 tiles. Allies in the path of fire must also roll defense. |
Storyteller noteBows and crossbows are treated as silent and stealthy for roleplay, the same as melee weapons, unlike firearms, which are loud even with a suppressor. This isn’t a formal mechanic, but Storytellers may apply it where relevant.
The panel handles damage, crit requirement, and crit damage; the crit effect and passive columns describe what actually happens.
Melee attack and defense: ½ weapon skill (or ½ Nimble if unarmed) + Strength bonus (+1 at level 8, +2 at level 10).
| Weapon | Hand | Dmg | Crit req. | Crit dmg | Crit effect | Passive |
|---|---|---|---|---|---|---|
| Long blunt | 2H | 4 | Double 6 | 5 | Damage ignores armor, applied directly to HP. | — |
| Short blunt | 1H | 2 | Double 5/6 | 3 | Extra attack (can also crit). | — |
| Spears | 2H | 2 | Double 6 | 4 | Target loses their next turn: no movement, no action (see Disengage). | Reach 2 tiles. Sentinel (see Attacks of opportunity). |
| 2H axe | 2H | 4 | Double 6 | 8 | — | -1 melee defense. |
| 1H axe | 1H | 3 | Double 6 | 6 | — | -1 melee defense. |
| 2H long blade | 2H | 4 | Double 6 | 6 | — | — |
| 1H long blade | 1H | 3 | Double 6 | 4 | — | — |
| Short blade | 1H | 2 | Double 5/6 | 4 | Extra attack (can also crit). | — |
| Unarmed | — | 1 | Double 6 | 2 | Extra attack (can also crit). | — |
| Improvised / stocks | — | 1 | — | — | — | — |
Roll the matching defense type against an attack: melee against melee, ranged against ranged. Ranged defense has no bonus unless the character is in cover. A critical defense roll succeeds automatically and negates crit effects. If attacker and defender both crit, parry rules apply.
A short skirmish showing the core pieces of combat in action.
| Beat | What happens |
|---|---|
| Setup | Mara: Aiming 6, Nimble 4, Strength 4, handgun, behind a car. Dale: melee skills 8, Strength 8, Fitness 8 (5 HP), medium armor (4 AHP), 1H long blade. Dale approaches in the open. |
| Initiative | Mara rolls 8, Dale rolls 6. Mara goes first. |
| R1, Mara | Shoots from cover (Dale would need to beat +6 defense to hit her with a ranged attack). Ranged attack +2. Rolls 9 against Dale’s 0: hit. 3 damage, fully absorbed by armor (4 → 1 AHP). |
| R1, Dale | Closes in and engages for free (no action spent). Melee attack +5. Rolls 9 against Mara’s unarmed defense +1 (rolls 7): hit. 3 damage. |
| R2, Mara | A one-handed handgun still works while engaged. Rolls 11 against 0: hit. The last 1 AHP absorbs; 2 damage carries to HP. Dale’s armor is gone. |
| R2, Dale | Grapples instead of attacking; his 1H weapon leaves a hand free. Contested Strength: 9 against Mara’s 4. Dale wins. Her movement drops to 0, and she can’t swap weapons or make a ranged attack. |
| R3, Mara | Still grappled, she throws a punch. Natural 12: an automatic crit, and unarmed’s extra attack lets her swing again. Both punches hit HP directly. Dale is at 1 of 5 HP. |
| R3, Dale | Holds the grapple (free to maintain, no re-roll). 1 of the 4 points needed to restrain her. |
| Resolution | Another punch finishes Dale (5 of 5 HP). No medic is present for immediate medical assistance. Normal Risk DIS: he rolls 7, Heavily Injured. He survives, at -3 to all rolls until he recovers. |
What happens after a fight is covered in the Death and Injury System.
Numbers the dice panel applies for you. Read your own rows once and you’re done; none of this needs memorizing.
Skill rolls use the skills in Project Zomboid, plus any modded skills present. Most modifiers equal skill level ÷ 2, rounded down, with the exceptions below.
| Skill | Level 4 | Level 6 | Level 8 | Level 10 |
|---|---|---|---|---|
| Fitness | 3 HP | 4 HP | 5 HP | 6 HP |
| Strength | -1 melee atk & def | — | +1 melee atk & def | +2 melee atk & 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 | +3 | +4 | +5 |
| Melee skills | +2 weapon skill | +3 weapon skill | +4 weapon skill | +5 weapon skill |
| Aiming | +1 + PER | +2 + PER | +3 + PER | +4 + PER |
| Archery | +1 + PER | +2 + PER | +3 + PER | +4 + PER |
| Reloading | +2 | +3 | +4 | +5 |
| Sprinting | +2 dash distance | +4 dash distance | +6 dash distance | +8 dash distance |
Archery is used for bows, not crossbows. PER is your Perception bonus:
| Total Perception | Ranged attack bonus (PER) |
|---|---|
| 2 or less (baseline only, no traits) | — |
| 3–4 (one Perception trait taken) | +1 |
| 5 (Cats Eyes + Eagle Eyed + Keen Hearing) | +2 |
Decide these once, when you make your character. The character planner adds everything up and shows the numbers the dice panel will use, and the application form checks the same rules.
Every character is a Survivor with 12 points to spend, and starts with no skills and no gear. Raising Strength or Fitness, training a discipline and taking positive traits cost points. Lowering Strength or Fitness and taking negative traits give points back. Your background is free.
Every character picks one build at creation (Average, Tall, Short, Broad-Framed or Narrow-Framed), and can add one temperament (Steady or Jumpy) on top. These are fixed facts and never change over a character’s life. Each gives one bonus and one matching drawback; Average gives neither.
| Background | Kind | Bonus | Drawback |
|---|---|---|---|
| Average | Build | — | — |
| Tall | Build | Initiative +1 | Hiding −1 |
| Short | Build | Hiding +1 | Initiative −1 |
| Broad-Framed | Build | Robustness +1 | Initiative −1 |
| Narrow-Framed | Build | Initiative +1 | Robustness −1 |
| Steady | Temperament (optional) | Resolve +2 | Initiative −1 |
| Jumpy | Temperament (optional) | Initiative +1 | Resolve −2 |
Both are fixed for life and start at 6. Strength adds to melee attack and defense: −1 at 4 or lower, +1 at 8, +2 at 10. Fitness adds to Health the same way, and half your Fitness adds to Fitness and Robustness rolls.
| Strength | Level | Points |
|---|---|---|
| Very Strong | 10 | costs 4 |
| Strong | 8 | costs 2 |
| No trait | 6 | — |
| Weak | 4 | refunds 2 |
| Very Weak | 2 | refunds 4 |
| Fitness | Level | Points |
|---|---|---|
| Very Fit | 10 | costs 4 |
| Fit | 8 | costs 2 |
| No trait | 6 | — |
| Unfit | 4 | refunds 2 |
| Very Unfit | 2 | refunds 4 |
A discipline sets its skills at a fixed level for the character’s whole life. Skills without a discipline start at 0 and can be raised in play to 4. The three Fighter disciplines share Maintenance; the highest tier sets it.
| Tier | Cost | Skill level | Limit |
|---|---|---|---|
| Amateur | 1 | 6 | None |
| Experienced | 2 | 8 | 2 per character |
| Expert | 3 | 10 | 1 per character |
| No discipline | — | 0, can be raised to 4 | — |
| Discipline | Skills |
|---|---|
| Tailor | Tailoring |
| Doctor | First Aid |
| Mechanic | Mechanics |
| Electrician | Electrical |
| Welder | Metalworking |
| Blacksmith | Blacksmithing |
| Chef | Cooking, Butchering |
| Woodworker | Carpentry, Carving, Knapping |
| Builder | Masonry, Glassmaking, Pottery |
| Rancher | Farming, Animal Care |
| Gunner | Aiming, Reloading |
| Tracker | Tracking, Foraging |
| Trapper | Fishing, Trapping |
| Athlete | Nimble, Sprinting |
| Rogue | Sneaking, Lightfooted |
| Fighter (Survival) | Axe, Spear, Maintenance |
| Fighter (Blunt) | Maintenance, Long Blunt, Short Blunt |
| Fighter (Blade) | Maintenance, Long Blade, Short Blade |
Costs and dice effects as used on the server. Traits in the last column can’t be taken together; the planner and the application form enforce this.
| Trait | Cost | Dice effect | Can’t combine with |
|---|---|---|---|
| Adrenaline Junkie | 3 | Initiative +1, Resolve +1 | Agoraphobic, Claustrophobic, Cowardly, Desensitized |
| Brave | 2 | Resolve +2 | Cowardly, Agoraphobic, Claustrophobic, Desensitized |
| Cat’s Eyes | 1 | Perception +1 | — |
| Crafty | 2 | — | Fast Learner, Slow Learner |
| Desensitized | 3 | Resolve +3 | Adrenaline Junkie, Agoraphobic, Brave, Claustrophobic, Cowardly, Fear of Blood |
| Dextrous | 3 | Initiative +1 | All Thumbs |
| Eagle Eyed | 2 | Perception +1 | Short Sighted |
| Fast Healer | 2 | Robustness +2 | Slow Healer |
| Fast Learner | 2 | Resolve +1 | Crafty, Slow Learner |
| Fast Reader | 1 | — | Slow Reader, Illiterate |
| Graceful | 1 | Hiding +1 | Clumsy |
| Herbalist | 1 | — | — |
| Inconspicuous | 1 | Hiding +1 | Conspicuous |
| Inventive | 2 | Resolve +1 | — |
| Iron Gut | 1 | Robustness +1 | Weak Stomach |
| Keen Hearing | 1 | Perception +1 | Hard of Hearing |
| Light Eater | 2 | — | Hearty Appetite |
| Low Thirst | 2 | — | High Thirst |
| Nutritionist | 1 | — | — |
| Organized | 2 | — | Disorganized |
| Outdoorsman | 2 | Robustness +1 | — |
| Resilient | 1 | Robustness +1 | Prone to Illness |
| Speed Demon | 1 | Resolve +1 | Sunday Driver |
| Thick Skinned | 2 | Robustness +1 | Thin Skinned |
| Trait | Refund | Dice effect | Can’t combine with |
|---|---|---|---|
| Agoraphobic | 1 | Resolve −1 | Adrenaline Junkie, Brave, Desensitized, Claustrophobic |
| All Thumbs | 2 | Initiative −1 | Dextrous |
| Claustrophobic | 1 | Resolve −1 | Adrenaline Junkie, Agoraphobic, Brave, Desensitized |
| Clumsy | 1 | Hiding −1 | Graceful |
| Conspicuous | 1 | Hiding −1 | Inconspicuous |
| Cowardly | 2 | Resolve −2 | Adrenaline Junkie, Brave, Desensitized |
| Disorganized | 1 | — | Organized |
| Fear of Blood | 1 | Resolve −1 | Desensitized |
| Hard of Hearing | 2 | Perception −2 | Keen Hearing |
| Hearty Appetite | 1 | — | Light Eater |
| High Thirst | 2 | — | Low Thirst |
| Illiterate | 2 | — | Fast Reader, Slow Reader |
| Pacifist | 3 | Initiative −2 | — |
| Prone to Illness | 1 | Robustness −1 | Resilient |
| Short Sighted | 2 | Perception −1 | Eagle Eyed |
| Slow Healer | 1 | Robustness −1 | Fast Healer |
| Slow Learner | 1 | Resolve −1 | Crafty, Fast Learner |
| Slow Reader | 1 | — | Fast Reader, Illiterate |
| Smoker | 1 | Robustness −1 | — |
| Sunday Driver | 1 | — | Speed Demon |
| Thin Skinned | 2 | Robustness −2 | Thick Skinned |
| Weak Stomach | 1 | Robustness −1 | Iron Gut |
From the NoWayOut Dice mod, version 2026.10.15.1.
Robustness is your body’s raw durability. It always applies to the Permanent Injury roll (a high-Robustness character simply can’t roll the worst results), and it grants tiered benefits that never change mid-fight.
| Robustness | Effect |
|---|---|
| +6 | Ignore your armor’s movement penalty (cumulative with the tiers below). |
| +4 | Ignore your armor’s initiative penalty (cumulative with the tier below). |
| +2 | Injury penalties reduced by 1. Lightly Injured stops penalizing you at all. |
| 0 | — |
| -2 | Injury penalties increased by 1. |
| -4 | Injury penalties increased by 2. |
| -6 | Injury penalties increased by 3. |
Armor’s sprinting penalty always applies, at every tier. Outrunning a threat is meant to cost you protection.
Handled through a ticket; nothing here comes up mid-scene.
Players roll to earn points toward a threshold equal to 2 × the minimum days requested (0.5–4 days, so 1–8 points). Staff set the required materials, usually from an equivalent recipe; if none exists, it’s worked out together.
DC reflects complexity, not time: a project can be slow but simple, or quick in expert hands.
| Difficulty | DC |
|---|---|
| Trivial | 6 |
| Easy | 8 |
| Medium | 10 |
| Hard | 12 |
| Near-impossible | 15 |
Up to four projects can run at once. Staff may deny a crafting ticket at their discretion.
Skill rolls can be personal roleplay, or done with staff toward a specific goal. To roll toward a goal (for example Foraging to track a group, Trapping for food, or hunting an animal), open a ticket to discuss it. Other ideas go through a crafting ticket.
The dice panel is in the Skills tab of the Health menu.