Rolling
Generally, this system is based on 10-sided dice (d10). Other than for example D&D, that means that all checks are done with either one or a specified number of d10s. You won’t need any other type of die.
Ability Checks
Whenever the MM calls for a check, they specify which player has to use which ability/abilities for the rolling. These abilities can be found on the player tank’s character sheet. The values shown in the ability fields determine the player’s dice pool for that check. Every check has a TN (target number). This is the roll result required to pass it. Every d10 from the dice pool that rolls a higher or equal result counts as a pass. The MM doesn’t have to state the TN, but they may give you hints about how difficult the check is. Checks may require more than one success to pass. When written out, the number of needed successes is stated after a slash. TN8/3 would mean at least 3 roll results of 8 are needed to pass the check. You can always decide to roll less dice than you are allowed to.Sometimes, the MM may allow you to substitute the ability needed for a check with a different ability, if both are suitable for the task. In this handbook, such tasks show the substitute ability in parentheses.FIELD MANUAL
The player wants their tank to cross a muddy field. The MM calls for an ability check to determine if the tank gets stuck. The ability needed for this check is the player tank’s Mobility. The tank’s Mobility score is 3. Therefore, the player may roll 3d10. The player rolls three d10s with results of 5, 9, 4. The MM decided beforehand that a TN8/1 is necessary to pass the check. Since 1 of the results is higher than 8, the check is passed successfully and the tank can cross the field without trouble.
Rolling 10 and Rolling 1
Nothing particular happens when you roll either a 10 or a 1. However, if a check requires you to roll more than one die and you decide to use more than one from your dice pool, a special rule applies:- If you roll two or more 1s, you automatically fail the check. It means that you failed terribly, and the MM can decide what that means.
- If you roll two or more 10s, you automatically pass the check. It means that you did exceptionally well, and the MM can decide what that entails.
- Multiple 10s and multiple 1s in the same roll cancel each other out.
REPEATING ROLLS AND ASSISTING ROLLS
In some cases, your MM may allow you to repeat a failed check. Penalties may apply to the re-rolled result. There are also situations where the MM may allow multiple characters to participate in a check – this means that they assist each other in a task. In this case, any successful roll by any of the involved tanks results in a passed check.FIELD MANUAL
Examples of common ability checks include: Catching a falling object:
Perception + Reflexes
Navigating without a map:
RealityCom
Rallying a scared ally:
Mentality + Insight
Moving a large object:
Strength + Size
Moving a small object:
Dexterity
Salvaging from a wreck:
Dexterity + MechaniCon
Focusing in a busy environment:
Buffer These are recommendations. Your MM can decide to create new, omit, or alter checks and their required TN. TNs can be as low as 2 or higher than 10, making it either very easy (but still with a chance of failure) or very hard to the point of only being doable with bonuses. Generally, the average TN for tasks that are neither hard nor easy is 6.
test
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