02Dice and rolling
The whole game uses ordinary six-sided dice. Here is how they are rolled, how modifiers work and what exactly a “Test” is.
Kinds of roll§3.1
Roll-Off§3.2
When a rule calls for a Roll-Off, each player rolls 2D6 and the higher total wins. Ties are re-rolled until someone wins. It is used for Round 1 initiative, the draft, VP ties at the end of a round and to settle rules disputes.
Re-rolls§3.3
Some abilities let you re-roll. Pick the die up and roll it again: the new result replaces the old one even if it is worse. Unless stated otherwise, a re-roll applies to a single die.
Modifiers§3.4
Modifiers change the Target Number, not the die. Apply them all before rolling, so you always know what you need.
- +X makes the roll easier: the Target Number goes down by X. A Marine hitting on 5+ with +1 hits on 4+.
- −X makes it harder: the Target Number goes up by X. That Marine with −1 hits on 6+.
- Modifiers from differently named sources add together unless stated otherwise.
- Cap: the Target Number can never be modified below 2+ or above 6+.
- Null Value (–): if the card shows a dash, the capability does not exist and no modifier can grant that roll. For example, a Unit with Evade “–” never evades.
Fixed additions§3.5
“D3+1” means: roll a D3 and add 1. This is not a modifier to a Target Number; it generates a value (e.g. 4 Damage instead of 3).
Automatic results§3.6
Whatever the final number, a natural 6 always succeeds and a natural 1 always fails. No modifier or ability can change that.
Tests§3.7
Every time you roll against a number (hitting, armour, evading) you are taking a Test. Always the same: there is a Target Number, you roll, and if you meet or beat it you succeed.
- Characteristic Test: uses a value from the Unit's own profile (Armour, Evade). Example: Marines rolling their saves.
- Attribute Test: uses a value from a Weapon Profile or special rule (the weapon's Hit). Example: the same Marines firing their C-14 Rifles.
- Not everything is a Test: a Charge roll or D3 Damage only generate a number; there is nothing to beat.
Your weapon hits on 4+. You have +1 from one ability and −1 from another: the final number stays 4+. You roll 4, 6, 1 and 3 → two successes (the 4 and the 6).
5+ → 5+ A natural 6 always succeeds and a natural 1 always fails.
Cocked dice§3.8
If a die does not land flat (against terrain, tilted on a base or off the table), the roll is invalid and is re-rolled. Agree on this before the game; the easy rule is: if the result is not obvious at a glance, re-roll it.
