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Scatter only allows you to roll D6 wound rolls, but step 2 (Opponent Makes a Save Roll), simply states that you roll a save if the opponent caused a wound. If you have caused 3 wounds, that criteria is fulfilled, so one save roll it is. Now, I don't think that is the intent, but you are certainly right in that is ambiguous.
The gang earns D6x10 credits from this Territory when collecting income. Whilst it controls this Territory, the gang adds +1 to its Reputation. The gang may choose to roll two D6 after every battle. on a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free.
The gang earns D6x10 credits from this Territory when collecting income. Whilst it controls this Territory, the gang adds +1 to its Reputation. The gang may choose to roll two D6 after every battle. on a roll of 6 on either dice, the gang may recruit a single Juve from their House List for free.
2 or less - Defender wins - defender must roll injury for d3 fighters, attacker must roll for d6+2 injuries and retreats one square. 3-5 = Defender wins = defender rolls injury for d3 fighters, attacker rolls d6+1 and returns to original square. 6-8= draw = both gangs roll injuries for d6 fighters And remain in contested square.
1: Roll a D6: 1-3: Exotic Furs, 4-6: Opulent Jewellery 2: Gold-Plated Gun – pick either a Common weapon or roll a D26 on this chart – you may purchase a Gold-Plated version of the determined weapon, costing 25% more credits more than normal.
Same vein is rolling D6, getting a 1 and missing even though you may have gained +1 on the roll. The modifier doesn’t count if the Natural Roll is a 1. So in that vein, yeah a “natural 1” on a D12 is still the face with the 1 on it, even if they have made some chart where the D12 converts to a D6 for some reason.
2. Roll d6: on a 6 gain d3 random single trait chems at no cost. The player may choose the category and randomly generate the trait. These chems are cheaply made and will expire after the player’s next game. Having a Chymist or Chem Pits territory both add +1 to the initial roll. Multiple Chem Pits will provide no further benefit. House of Iron:
Equipment: Roll a D6 for each figther in the gang. On a 6, the player can choose to have one of the fighter’s Meleeweapons gain the Toxin trait for the duration of the Campaign week. Weapons with the Toxin trait have a Strengthcharacteristic of “ “. Starvation: Roll a D6 and add this many portions of Meat to the gang’s Stash.
8 Roll D6: 1-2 – improve Leadership by 1; 3-4 – improve Cool by 1; 5 – improve Willpower by 1; 6 – improve Intelligence by 1 9 Roll D6: 1-3 - +1 Toughness; 4-6 - +1 Wound 10 Generate a random skill from the fighter’s Primary skill sets
If you ram, roll d6 and add attack value. If defending, roll d6. The difference is the amount of hits. Allocate the hits as above, the. Calculate wounds. Slow speed collisions use ramming vehicles strength, fast collisions are s+d3. A roll of 1 to wound results in damage to the rammer if moving slow, 1/2 if fast. Roll against the relevant ...