Critical Success/Failure
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sirchristopher2
- Nice Dubs
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Critical Success/Failure
Do I have this right?
Skill/Attack roll of 1 is bad, potentially harmful miss, jam, etc...
Sprint roll of 1 = trip
Damage roll of 1 = broken/dropped weapon
Exploding 6’s = what happens if you get a 1 after a 6?
Automatic fire = stop/jam on first 1?
Thanks!
Skill/Attack roll of 1 is bad, potentially harmful miss, jam, etc...
Sprint roll of 1 = trip
Damage roll of 1 = broken/dropped weapon
Exploding 6’s = what happens if you get a 1 after a 6?
Automatic fire = stop/jam on first 1?
Thanks!
- RunsWithLegos
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- RunsWithLegos
- Official Duck

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- RunsWithLegos
- Official Duck

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- muffinman42
- Dimmy
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I apply it too skill rolls only. A Critical is achieved when it's all 6 or all 1, then another die is rolled too determine effect.
If you have a mega weapon which needs a total skill of 12 too operate, then if all of the dice assigned too the roll (for example if i have 3 figs with 1 D6 of skill each) fail on a 1 then a roll would be taken too find the extent of damage, same for aiming.
If you have a mega weapon which needs a total skill of 12 too operate, then if all of the dice assigned too the roll (for example if i have 3 figs with 1 D6 of skill each) fail on a 1 then a roll would be taken too find the extent of damage, same for aiming.
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Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
Muffinman aka. second account of Tahthing. Not technically troll account, as it was made out of shame.
Like muffinman, I too only apply critical failure to Skill but don't be fooled into coming up with a table of the varying degree off ailure, use your initiative to decide how critical the failure sould be, why should your cun jam when it could unrealistic amounts of recoil, knocking the firer into a very flimsy tree?
- RunsWithLegos
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