You can also use the chart to examine the effect of the Lethal trait, which improves the probability of a critical hit. Using a Guardian Spear that same Custodian Guard’s 5 attacks with a 2+ to hit translate to a 40% chance that every attack will hit at 5 damage each. For example, a Custodian Guard with a 2+ save and a Defence value of 3 has an 87% chance of getting 3 successes, and there’s a 42% chance that at least one of those rolls will be a critical. Then go across the row to find the probability that you’ll get at least that many successes and critical successes. To use these charts, start with the target value chart that applies to your success number (WS, BS, or Save) and then look at how many rolls you’ll get on the left. The tables below provide the distribution of probability for the different combinations of dice and targets available. For the purpose of Kill Team we’re interested in the probability of at least a given number of successes more is always better. We covered this previously in the Expedited Martyrdom article, but fundamentally the binomial probability is the probability that a given number of successes will occur in a given number of trials. There are a lot of things to balance and investigate here, but we can look at the core probabilities as a binomial probability. Melee combat is also a contested roll, but instead of applying attacks versus defense both players roll attack dice and then alternate between use one dice to attack (deal damage to the opponent) or parry (cancel an opponent’s die). Some critical hits will do mortal wounds outside of this whole sequence, but we’re ignoring those for now.
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