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Registered: 04-2006
Location: USA, Western hemisphere, earth
Posts: 5730
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Conversion to 1D12


All to hit dice rolls will be done using a 1D12. Weapon Skill and Ballistic Skill conversions will be shown in the Melee and Missile To Hit Charts in the Tables forum.

Initiative tests used for the Initiative Order in each combat will also be done with a 1D12. 1D12 + Initiative to be rolled for all combatants at the beginning of the first turn of each combat.

Most other dice rolls will be according to the original rules.

Here is an important rule based upon the original Rule of 1 and 6


quote:

The Rule of 1 and 12

A natural roll of 1 is always a failure for any success roll, and a natural roll of 12 is always a success.




Other Rules Affected by the 1D12 to Hit

1. Skills and Weapons which are normally triggered by a natural 6 to hit will now usually require a natural 12 to hit. For example, the Martial Artist's Killing Blow and the Trollslayer's Trollslayer skill, both are Warrior special skills, will now require a natural 12 to hit.

2. Generic Extra Damage Dice on 5+ or 6+ -- This one is a compromise between a strict conversion and the concept of making special things more special by happening less often. The Friendly Giant (+2D6 damage on 5+ to hit) and Ogre Warriors (+1D6 damage on 5+ to hit) will be affected by this and sever monsters, like the Ogres (2D6 on 5+ to hit) and Chaos Dwarfs (+1D6 on 6+ to hit).

For now, we will test this as a natural 10+ to hit. IF the dice is modified to 10 or higher but is NOT the actual dice result, then the extra damage dice will NOT be used.

3. Warrior Area Hit & Special Damage Tables --

The Pit Fighter and Pit Fighter Revised will now have their normal armour protection for the area hit corresponding to the NEW To Hit Result Tables. Thus we will ignore the original ones related to the use of 1D6.

The Martial Artist and the Gunfighter will still use their respective Damage Result tables, rolling 2D6 as normal. They will use these in addition to or in place of any results on the advanced tables. The general rule will be that repeat benefits will NOT stack or have any additional effects on the targets. However, the whichever results are the better will be taken instead of the other.

Examples:

For instance, if a Gunfigher shoots his target 'in the eye' (according to his special damage table) AND rolls an instant kill on the following 1D6 dice roll (on 5+), then he will have no need to roll anything on the advanced tables, because you cannot do better than instantly kill your target.

If a Martial Artist rolls an Extremely Critical (natural 12 on his to hit dice, and then rolls a Lesser Blow on his special damage table, then rolls an 'ignore Armour and Toughness' result on the Extremely Critical Hit Table, then (in a simplified version, since those tables were not completed at the time of this post)... He would roll his normal damage dice without adding his normal Strength (based on his special table) and also this amount of damage would NOT be modified by the Armour or Toughness of his target (according to the Extremely Critical Hit Table).

Last edited by OldWarrior, 2/Oct/2011, 1:10 pm


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