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TOPIC: Rules 101

Rules 101 2 years 5 months ago #2664

  • mojo1
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Hi all
I just discovered Wreck-age and I'm really excited to get playing. My challenge is I'm finding the quick start rules a bit vague in the starter box set. What is the basic mechanic for rolls? are you counting successes or modifying one success? How exactly do shoot actions- close combat- opposed rolls and tests resolve? Meaning how do you interpret what you roll? what is the rule about the 6's? the quick start rules and the quick reference seems to say something different.And are there any demo games up anywhere- I've watched the demo that's up on youtube but the sound is terrible and I can't figure out whats being said. Please help-
Thanks
Brian-
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Rules 101 2 years 5 months ago #2665

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Brian,
The basic roll involves achieving at least one success. So to hit a target, you will only need a single success. Opposed tests (such as determining damage) work differently.

When you ask how you interpret the roll, does that clarify things?

The rule of 6s boosts the power of the hit, when rolling Fighting or Shooting, so if you were to roll 4 dice for your attack, and got 3 6s, you would boost the power of the hit by 2 (a Power 4 would become a Power 6, etc).

We are in desperate need of a new demo on youtube. Beasts of War had videod us at Adepticon, but the sound didn't turn out for some reason.

Let me know if that helps, and if there's a way that I can write the quickstart a little more clearly, to make more sense, I'd definitely like to make it as accessible as possible, so thank you for the feedback.
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Rules 101 2 years 5 months ago #2666

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Anton wrote:
Brian,
The basic roll involves achieving at least one success. So to hit a target, you will only need a single success. Opposed tests (such as determining damage) work differently.

When you ask how you interpret the roll, does that clarify things?

The rule of 6s boosts the power of the hit, when rolling Fighting or Shooting, so if you were to roll 4 dice for your attack, and got 3 6s, you would boost the power of the hit by 2 (a Power 4 would become a Power 6, etc).

We are in desperate need of a new demo on youtube. Beasts of War had videod us at Adepticon, but the sound didn't turn out for some reason.

Let me know if that helps, and if there's a way that I can write the quickstart a little more clearly, to make more sense, I'd definitely like to make it as accessible as possible, so thank you for the feedback.

Hello,
Yes that clears things up- thanks! So in an opposed roll- will "like" results from each side cancel each other out? The side with one success being the winner (Ex: in initiative?)

Also regarding the rule of 6's- Does it just raise the power of the hit or do you also increase the result of one of the successes with each 6 after the first?

Thanks
Brian-
Last Edit: 2 years 5 months ago by mojo1.
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Rules 101 2 years 5 months ago #2673

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Brian,

You do not need "like" successes for an opposed test. The most common opposed test (initiative) was designed that way to prevent a bunch of re-rolls, but for a standard opposed test, you simply compare successes (how many times you achieve the target number).

In regards to the rule of 6's, it does also increase the result of one die, so you may be able to make highly improbable shots. If running, and shooting at a hidden target at extreme range (normally requiring a 10+ TN), you can achieve it by rolling 5 or more 6s.

Hope that makes sense! If not, please let me know.
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