Dice roll types
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Re: Dice roll types
The pro-elf catchers come with NoS out of the box so those games are most likely to have it come up.
I was thinking of Extra Arms which gives a +1 to catch, intercept and pick up rolls.
Two Heads, titchy and stunty affect dodge rolls (TH and titchy both give a +1).
I was thinking of Extra Arms which gives a +1 to catch, intercept and pick up rolls.
Two Heads, titchy and stunty affect dodge rolls (TH and titchy both give a +1).
Re: Dice roll types
That's cool. Man, this is going to be a lot of work to do completely, albeit there's diminishing returns on some things (I'll waffle more about the reasons at some point).
I'm especially looking at block rolls / armour rolls at the moment... have I covered everything in my initial post?
Re: wrestled, I'm thinking to call such a block a success if the player doing the block has wrestle, but a failure if it's the other person who has wrestle.
I'm especially looking at block rolls / armour rolls at the moment... have I covered everything in my initial post?
Re: wrestled, I'm thinking to call such a block a success if the player doing the block has wrestle, but a failure if it's the other person who has wrestle.
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Re: Dice roll types
NoS for catches, passes and Intercepts then.
And, I agree about the workload; I don't envy your task!!
Would it make things easier just to identify the 'easier' dice first and just do a few 'categories' as opposed to the whole caboodle?
And yes, ~I'll try keep and eye out for what it says when NoS is used.
And, I agree about the workload; I don't envy your task!!
Would it make things easier just to identify the 'easier' dice first and just do a few 'categories' as opposed to the whole caboodle?
And yes, ~I'll try keep and eye out for what it says when NoS is used.
Re: Dice roll types
Skills that can alter the outcome of a block - where "outcome" means one of the things in the previous list
Block
Dodge
Juggernaut
Stand Firm
Tackle (has an impact if and only if opponent has Dodge)
Wrestle
Frenzy - allows a second block if opponent is still standing and adjacent to blocker (so if pushed back or both players have block).
Take Root - Rooted players cannot be pushed back (as these players come with Stand Firm it's unlikely to be an issue but remember that SF is optional).
Sidestep and Grab affect where the blocked player ends up.
Fend.
Multiple Block
Strip Ball (if and only if the defender is holding the ball).
Affecting Armour rolls:
Mighty Blow.
Claw.
Piling On.
Stunty.
Thick Skull.
A special case all over is the Ball and Chain which doesn't block so much as move. I'd leave those players for another day before worrying about them.
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Re: Dice roll types
Chainsaw affects armour rolls too
Fouling?
Fouling?
Re: Dice roll types
so in terms of
I'll make sure to implement SF as optional as there are some times you don't want to use it... and will add take root.
Good point about strip ball - I think that needs an extra outcome just for it - "pushed but ball stripped" which counts as a success (unlike normal pushes which count as failures, unless crowd-surfing results).
You can't follow up after using multiple blocks... so maybe yet another outcome for it & fend - "defender down but unable to follow up"
Just to double check, MB + Claw stack yes? So a 7+ will break any armour? (always remembering that MB can be applied to armour or casualty, not both)
Re: piling on, I'm planning on implementing that as a re-roll skill in a similar vein to Dodge, Pass, Sure Hands etc.
No I should do this now, as I am currently coding for casualty rolls that don't have preceding armour rolls. I thought the only time this could happen was crowd-surfing but this is another one. I don't think there is a 3rd? Ball & Chain will be implemented as another "block type" as you still use the block dice for it.
Thanks a lot for the help
It's on the original list as a type of armour roll.
Wow, somehow this is NOT on the original list. Thanks. I'm clearly too much of an elf player to think about such tactics.
Skills that can alter the outcome of a block - where "outcome" means one of the things in the previous list
I'll make sure to implement SF as optional as there are some times you don't want to use it... and will add take root.
Good point about strip ball - I think that needs an extra outcome just for it - "pushed but ball stripped" which counts as a success (unlike normal pushes which count as failures, unless crowd-surfing results).
You can't follow up after using multiple blocks... so maybe yet another outcome for it & fend - "defender down but unable to follow up"
Just to double check, MB + Claw stack yes? So a 7+ will break any armour? (always remembering that MB can be applied to armour or casualty, not both)
Re: piling on, I'm planning on implementing that as a re-roll skill in a similar vein to Dodge, Pass, Sure Hands etc.
A special case all over is the Ball and Chain which doesn't block so much as move. I'd leave those players for another day before worrying about them.
No I should do this now, as I am currently coding for casualty rolls that don't have preceding armour rolls. I thought the only time this could happen was crowd-surfing but this is another one. I don't think there is a 3rd? Ball & Chain will be implemented as another "block type" as you still use the block dice for it.
Thanks a lot for the help

Chainsaw affects armour rolls too
It's on the original list as a type of armour roll.
Fouling?
Wow, somehow this is NOT on the original list. Thanks. I'm clearly too much of an elf player to think about such tactics.
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Re: Dice roll types
Yes, MB & Claw stack, with PO too...
It's almost akin to cheating like AG4.
Happy to help, especially with the fouling, how could I NOT remember that?
It's almost akin to cheating like AG4.
Happy to help, especially with the fouling, how could I NOT remember that?

Re: Dice roll types
The list including all armour roll affecting skills (for any reason)
Stab (unmodified armour roll in place of blocking).
Stakes (+1 to stab roll against Undead, Khemri, Vampire and Necromantic teams).
Chainsaw (+3 to armour roll instead of blocking. Requires 2+ roll to avoid kickback).
Dirty Player (+1 on fouls).
Sneaky Git (doesn't affect the armour roll but prevents the fouler being sent off on a double that fails to break armour).
Mighty Blow (+1 to armour roll or injury roll).
Piling On (allows reroll of armour roll or injury roll if and only if attacker is adjacent to defender).
Claw (breaks any armour on 8+ -can be further modified).
Decay (second casualty roll)
Another couple for the Block list:
Dauntless.
Dump-off (defender may quick pass when blocked).
I think I'm starting to understand why Cyanide didn't manage to get all the skills working perfectly
Stab (unmodified armour roll in place of blocking).
Stakes (+1 to stab roll against Undead, Khemri, Vampire and Necromantic teams).
Chainsaw (+3 to armour roll instead of blocking. Requires 2+ roll to avoid kickback).
Dirty Player (+1 on fouls).
Sneaky Git (doesn't affect the armour roll but prevents the fouler being sent off on a double that fails to break armour).
Mighty Blow (+1 to armour roll or injury roll).
Piling On (allows reroll of armour roll or injury roll if and only if attacker is adjacent to defender).
Claw (breaks any armour on 8+ -can be further modified).
Decay (second casualty roll)
Another couple for the Block list:
Dauntless.
Dump-off (defender may quick pass when blocked).
I think I'm starting to understand why Cyanide didn't manage to get all the skills working perfectly

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Re: Dice roll types
Which of those stack Rav? All of them right?
If you use MB on the first Decay roll; do you still get to use it on the 2nd?
If you use MB on the first Decay roll; do you still get to use it on the 2nd?
Re: Dice roll types
All skills stack unless they are specifically stated not to. But most either apply to blocking or fouls, not both. Also they don't apply to tackles (so it's good to dodge away from the ClawPOMB monster rather than take the block).
Re: Decay and MB - there are 3 rolls at play.
1: roll the armour roll (2D6 to beat the target's Av)
2: roll the injury roll (2-7=stunned, 8-9=KO, 10+=casualty)
3: if you rolled a casualty, make a casualty roll (D68 - Badly hurt, MNG, Dead etc.)
MB and PO can apply to rolls 1 and 2. Claw applies only to 1. Decay applies only to 3.
Re: Decay and MB - there are 3 rolls at play.
1: roll the armour roll (2D6 to beat the target's Av)
2: roll the injury roll (2-7=stunned, 8-9=KO, 10+=casualty)
3: if you rolled a casualty, make a casualty roll (D68 - Badly hurt, MNG, Dead etc.)
MB and PO can apply to rolls 1 and 2. Claw applies only to 1. Decay applies only to 3.
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Re: Dice roll types
Ah. Cheers Rav.
Re: Dice roll types
With thanks to the Goblin's game recently...
Bomb Blast Radius (4+) if you are adjacent to the square where the bomb is, roll to see if you are Knocked Down or not.
This is a slightly weird one as you really want to roll 3 or less.... it's a rare roll that you WANT to fail.
Bomb Blast Radius (4+) if you are adjacent to the square where the bomb is, roll to see if you are Knocked Down or not.
This is a slightly weird one as you really want to roll 3 or less.... it's a rare roll that you WANT to fail.
Re: Dice roll types
Are the only things that can be thrown....
- the ball
- a bombardier's bomb
- players with Right Stuff by players with Throw Team-Mate?
- the ball
- a bombardier's bomb
- players with Right Stuff by players with Throw Team-Mate?
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Re: Dice roll types
Toys out of the pram?
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