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Skirmish Rules : Core mechanicsThe Basics One roll-off, either opposed or unopposed. Most rolls will be opposed. No mechanic for multiple rolls (like to-hit, to-wound, save). A success is 5+. The active or attacking player must score more successes than the defending player. Dice range from d6 to d12. An advantage -- such as higher skill, more effective equipment, cover -- will raise the die (d6 to d8) or add more dice. A disadvantage will lower dice. Maximum: a single model will roll no more than five dice in any test. An active player must have at least one die available to make an action. A defending roll will be a single d6 at a minimum. We have: Advantages Disadvantages: If defending, add a single d6 if your pool is empty. This represents fortune and dumb luck. Some Examples Basic human skill: d6 A Trooper fires a SMG at a member of a boarding party. The trooper's ranged skill is trained (d8). The damage of an SMG is 2, so this would normally be a 2d8 roll. However, they are also within the close range of an SMG (+1) so make that 3d8. The boarder is in light armor (d6) and in cover (↑) ... so the roll is 3d8 vs d8. The Trooper rolls 2, 8, 4 and the boarder rolls a 6. That's one success vs. one success, so the attack does no damage.
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