Assorted Questions

locarno24

Cosmic Mongoose
If you are called upon to roll a D5, simply roll a D10 and halve the result.

Whenever fractions arise in the game, always round downwards (and yes, this applies to rolling a D5 as well!).

If I'm reading this right - it's possible to roll a 'zero' on a D5?
(1, halved to 0.5, rounded to 0)

Is this right?
 
lol makes little sense that as it screws the odd up should be "round up" in theory when calculating the odds, other wise you only got a 1 in 10 chance of getting a 5 rather than a 2 in 10 chance.
 
You know, this is one of those things that I haven't made my mind up on yet :)

On the one hand, yes, you should always round up from .5.

However, the game (on the same page!) has a global rule of always rounding down.

I am actually not too fussed which way to go on this, as this kind of D5 can provide some interesting results.

So, up to you chaps. Which should it be?
 
manufacture a D5? ;-)
roll a D6 instead and just re-roll 6's?

I think if the rule is always round down, then on a D5 it should be round down, to a minimum of 1. though as said, the probabilities are all skewed that way
 
Just change the global rule to round up .. simple,, and its more positive and manly, would give it some balls.
 
Rounding up is better for devastation and stopping points thieves messing a game up to much... in my opinion any way... solves allot of problems for example a D3 roll as well, while rounding down causes more statistical oddness with numbers. again I wouldn't say it was fact just how I feel after years of rolling dice and measuring distances.
 
Why not setting it up this way : 1-2 is 1, 3-4 is 2, 5-6 is 3, 7-8 is 4 and 9-10 is 5 ? This way it is evenly distributed.
 
that's rounding up ! I cant see any issues with the global rule of rounding up instead of rounding down.. can anyone see any issues of rounding up as a standard rule ?
 
With rounding down we have

10 % chance for 0 and 5
20 % chance for 1 ... 4

Personally it all depends on whether you want to get results between 0 and 5 or 1 and 5. If you want them between 0 and 5 then I would use simply d6-1 as the distribution is even for all values. If the desired range is 1 ... 5, then I would use just round up or let players to decide how to generate it. I have seen this done even using d10 and reading results of 1 to 5 as is and above that as if they had -5 (so 6 = 1, 7 = 2, etc.). Or roll d6 and re-roll 6.
 
It doesn't really matter. There can't be many occasions when you actually roll a d5.

I only ask because it's different to the description I've seen for a d5, which is normally done like a d3 in my experience.

Three quick notes in the rules:


Basic Rules - Armour and Armour-piercing

When the model has been hit by a shooting attack, roll a dice. If the result is equal to or higher than the model’s Armour score, then no Hits will be lost.

Equal to or higher than follows the logic of equipment: Pad armour (worse) has a higher armour score than the better-protecting shell jacket.

It equally follows the logic of armour piercing weapons - reduce the dice, reduce the chances of making your armour roll.

However:

Advanced Rules - Weapon Special Rules

Weak: This weapon is decidedly blunt or delivered with little force, making it easily foiled by armour, or even thick clothing. Models struck by this weapon gain a +2 bonus to their Armour score during its attacks

A +2 bonus to your armour score (rather than the roll) makes it more likely to fail your armour check, rather than pass it.




Basic Rules - Special Actions

A model within cover may claim that it is hiding by taking two consecutive Special actions in the same Phase.

When an enemy model tries to draw Line of Sight to it, the model may then claim it is hiding and thus negate that Line of Sight, so long as at least half of it is obscured by the terrain giving the cover.

Having successfully hidden, what makes me stop hiding? Presumably firing or moving would, but is it 'any action' (since some special actions could do unpleasant things)


Advanced Rules - Will To Fight

Throughout these rules, there are times when a Will check must be made. However, models must always make a Will check under the following circumstances......

.......If there are three or more enemy models within 6” and no friendly models within 12”.

When does this apply? I can see several possibilities

1) The moment this occurs (i.e. when the third enemy moves up or the last nearby friendly goes down or flees).

2) At the start of each player turn when this is the case.

3) At the start of each action when this is the case.





Loving the idea of a Klegg mercenary force. Grampus and his boys were always awesome (don't forget the klegg-hounds! I suppose a sewer-gator or small dinosaur would work from the current list) and are just the perfect antagonists for...well, anything, really.

Millitaristic, brutal, and largely incompetent at key moments. Everything you could want in a goon squad. Klegg-hai!

(Plus the fact that we have a Klegg as our head of government's chief henchman is moderately amusing. I can't see an actual Klegg ever being especially liberal or democratic, though)
 
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