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Dice - Attack 1.4.0

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Dice - Attack 0.04

Changed STRENGTH to AIM.

AIM roll of 1 is always a MISS.

AIM roll of 6, allow that DIE to be rolled anew to find improved AIM (if needed).

2nd roll pass through PROTECTION  (Armour/Barding/Shield) value as:

ROLL: 3   4   5   6

PASS: 6   7   8   9

 

Dice - Attack 0.0.5

UNMODIFIED AIM roll of 1 is always a MISS.

MODIFIED AIM roll of 6+, allow that DIE to be rolled anew to find improved AIM (if needed).

2nd MODIFIED roll pass through PROTECTION  (Armour/Barding/Shield) value as:

6+3 inflict wound against amour 6

6+4 inflict wound against amour 7

6+5 inflict wound against amour 8

6+6 inflict wound against amour 9

example: strength 3, rolls aim 4, giving a combined roll of 6+. Second roll is 4, ending at a total of 11, which can wound against Armour 8.

Dice - Attack 1.0.0

Each weapon has its own missile range and the closer the more deadly and the farther the more inaccurate. So for each missile weapon there are these AIM modifiers:

  • 0-25%: No penalty
  • 26-50%: -1 to hit
  • 50-75%: -2 to hit
  • 75%+: -3 to hit

Dice - Attack 1.1.0

Removed the UNMODIFIED AIM roll of 1 is always a MISS.

 

Lowered the bonus roll values by 1

6+2 inflict wound against amour 6

6+3 inflict wound against amour 7

6+4 inflict wound against amour 8

6+5 inflict wound against amour 9

6+6 inflict wound against amour 9+

Attack 1.2.0

  • Each die pips/number and any bonuses such as race/weapon strength, charge, etc. constitutes the Attack Impact Modifier (AIM)
  • The targets Armour, Barding & Shield (ABS), and any appliable bonuses for range, cover, etc. constitutes its Protection.

The combined (AIM) must exceed the targets Protection value to deliver a Wound.

A MODIFIED AIM roll of 6+ allow that DIE to be rolled anew to find its improved AIM.

  • AIM 2 inflict wound against Protection 1
  • AIM 3 inflict wound against Protection 2
  • AIM 4 inflict wound against Protection 3
  • AIM 5 inflict wound against Protection 4
  • AIM 6  inflict wound against Protection 5
  • AIM6+2 inflict wound against Protection 6
  • AIM6+3 inflict wound against Protection 7
  • AIM 6+4 inflict wound against Protection 8
  • AIM 6+5 inflict wound against Protection 9
  • AIM 6+6 inflict wound against Protection 10+

Example: model with strength 3, rolls AIM 4, giving a MODIFIED roll of 6+. Second roll is 4, ending at a total of 6+4, which can wound against Protection 8.

 

A Charging/Countercharging Unit gains +1 AIM in the 1. Round of Melee.

A Unit fighting an opponent who is considered on lower ground is benefitted  with +1 AIM.

If Attacking Models sharing a single Base, the Attacks hit randomly amongst the models. Consult each Army List Unit entry for specific details.

Attack 1.2.1

Transferred the cover information to this thread.

[SOFT COVER] adds +1 to a model's protection value.

[HARD COVER] adds +2 to a model's protection value.

Attack 1.3.0

A fellow game developer once told me to view randomness as stacked dice; the more random, the higher the stack. I have also played a lot of Warhammer, chess, and some massively multiplayer online games. The first often wins or loses due to randoms; the latter wins or loses due to tactics or being undergeared or not. These factors made me consider avoiding randomness, yet I implemented random damage from charges and rushing impacts into IoM. This has now been remedied, as the randomness is now changed into strictly defined numbers, as seen below, with actual values displayed in each army list:

Impact hits (x, y); x = amount, y = AIM bonus.

Stomp attacks (x,y), where x = amount and y = AIM bonus

Grind attacks (x,y), where x = amount and y = AIM bonus

Sweeping attacks (x,y), where x = amount and y = AIM bonus

Charge bonus (x,y), x = amount, y = AIM bonus

Multiple hits (x)

Multiple wounds (x)

Attack 1.4.0

Rolling a 1 is automatic faliure.

Excess AIM gives additional wounds.

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