Wargame Mechanics Index

Advantage / disadvantage dice

Situational benefit or penalty adds a die and keeps the best or worst results instead of a numeric modifier.

Open in the index

How games do it 3 games

2engine

Favourable or unfavourable rolls use 3d6 keeping the best or worst two.

How it works

Advantage rolls 3d6 and keeps the higher two; Disadvantage keeps the lower two. They cancel each other and do not stack. Used for back-to-the-wall defence, Shield Lunge, Thracian sword ties and spending an opponent's Apathy Token on the wound roll.

A gladiator rolling at Advantage rolls 3d6 instead of the normal 2d6, taking the higher two dice results. A gladiator rolling at Disadvantage rolls 3d6 instead of the normal 2d6, taking the lower two dice results.
Download · p. 25 Quote verified
1engine
Front/rear vehicle damage rollFUBAR

A vehicle hit on the front rolls two dice on the damage table and keeps the better; a hit on the rear rolls two and keeps the worse; a side hit rolls one.

How it works

Each unsaved hit on a vehicle is rolled on the Vehicle Damage table (1-2 crew stunned, 3-4 weapon destroyed, 5 immobilised, 6 destroyed). Facing replaces a numeric modifier. Front hit: roll 2 dice and choose the better result. Side hit: roll 1 die. Rear hit (or top, in the other quick reference): roll 2 dice and choose the worse result. If the same effect comes up a second time in one turn, take the next highest effect instead.

If a vehicle is hit on the front roll 2 dice & choose the better result. On the side roll 1 die. On the rear roll 2 dice & choose the worst result.
Download · p. 1 Quote verified
1engine
Fall back distance (two dice, pick by role)Longstreet Lite

A unit that must fall back rolls two dice and keeps the lower if it is the active unit or the higher if it is the passive unit. The same two-dice trick resolves limbered artillery.

How it works

A unit forced to fall back rolls two dice. An active unit, such as an attacker in combat, picks the lower die. A passive unit picks the higher. The result is the minimum fall-back distance in BW, and the unit must also end at least 1BW from any enemy. A limbered artillery unit in combat rolls two dice and keeps the higher as its defence score, or the lower if attacked by any mounted unit (quick reference).

A unit that must fall back rolls two dice. An active unit (such as an attacker in combat) picks the lower of the two. A passive unit picks the higher of the two.
Download · p. 23 Quote verified