Difference between revisions of "Dice"
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<h2>DICE</h2><ref>Companion Rules v.103: P. 128</ref> | <h2>DICE</h2><ref>Companion Rules v.103: P. 128</ref> | ||
− | War is an uncertain business. We use dice to represent that uncertainty, be it the chance of landing a lethal blow or the odds of a Regiment standing and fighting even in the face of defeat. All dice rolls in Conquest use six-sided dice, sometimes called D6. | + | War is an uncertain business. We use dice to represent that uncertainty, be it the chance of landing a lethal blow or the odds of a [[Regiment]] standing and fighting even in the face of defeat. All dice rolls in Conquest use six-sided dice, sometimes called D6. |
<h3>MAKING ROLLS</h3> | <h3>MAKING ROLLS</h3> | ||
− | Most dice rolls in Conquest require the player to compare his dice roll against a Target Characteristic. This is often a Characteristic, such as Clash, Volley or Resolve but can be more esoteric such as a Model's capacity to Resist Decay. When making one of these rolls you are looking to roll <b>equal to or under</b> the desired Target Characteristic. | + | Most dice rolls in Conquest require the player to compare his dice roll against a Target [[Characteristic]]. This is often a Characteristic, such as Clash, Volley or Resolve but can be more esoteric such as a Model's capacity to Resist Decay. When making one of these rolls you are looking to roll <b>equal to or under</b> the desired Target Characteristic. |
<h3>AUTOMATIC PASS AND FAIL</h3> | <h3>AUTOMATIC PASS AND FAIL</h3> | ||
− | If a rule calls upon you to roll a die and compare it to a Characteristic, i.e. a numerical representation of the Regiments’ (or | + | If a rule calls upon you to roll a die and compare it to a Characteristic, i.e. a numerical representation of the Regiments’ (or [[Characters]]’) battlefield prowess, a result of ‘6’ is always a failure, and a result of ‘1’ is always a success – regardless of other modifiers. Even the best troops experience bad luck, and even the lowest of the low deserve a chance at victory. |
<h3>RE-ROLLS</h3> | <h3>RE-ROLLS</h3> |
Revision as of 13:22, 19 March 2021
DICE
War is an uncertain business. We use dice to represent that uncertainty, be it the chance of landing a lethal blow or the odds of a Regiment standing and fighting even in the face of defeat. All dice rolls in Conquest use six-sided dice, sometimes called D6.
MAKING ROLLS
Most dice rolls in Conquest require the player to compare his dice roll against a Target Characteristic. This is often a Characteristic, such as Clash, Volley or Resolve but can be more esoteric such as a Model's capacity to Resist Decay. When making one of these rolls you are looking to roll equal to or under the desired Target Characteristic.
AUTOMATIC PASS AND FAIL
If a rule calls upon you to roll a die and compare it to a Characteristic, i.e. a numerical representation of the Regiments’ (or Characters’) battlefield prowess, a result of ‘6’ is always a failure, and a result of ‘1’ is always a success – regardless of other modifiers. Even the best troops experience bad luck, and even the lowest of the low deserve a chance at victory.
RE-ROLLS
If a rule calls upon you to re-roll a die, simply pick it up and roll it again, abiding by the new result. Once a die has been re-rolled once, it cannot be re-rolled again – regardless of the circumstances.
ROLL OFF
Occasionally, the rules will call upon you and your opponent to roll off. When this happens, you each roll a die – the one with the higher result wins. If the result is a draw, re-roll. Keep re-rolling until there is a clear winner (this is an exception to the rule stating that you cannot re-roll a re-roll).
SOURCES
- ↑ Companion Rules v.103: P. 128