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.
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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.
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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 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.
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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

[1]

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

Source Materials

  1. Companion Rules v.103: P. 128