Opposed Tests
  • These require two models to roll a number of dice equal to their Statistic values values being used or the "X" value of a Ki Feat.
  • They are resolved in the following order:
    1. The models calculate their dice pools, deciding if they will use any Effect, Ki Feats or increase the Statistic being used through a Ki Boost (the Active Player declares the use of Effect and Ki Boost second).
    2. Both players then roll their dice and conduct any re-rolls.
    3. Both players remove any dice with a value of 1.
    4. The models apply any modifiers to their highest die result rolled; each player then collects up to two other dice rolled which were not removed, each of these Supporting Dice will add +1 to the highest dice rolled.
    5. The final results are then compared, the successful model being the one with the highest final result.
    6. If one model is successful, the other is not.
    7. The difference between the final results is the Success Level of the test.
  • In the case of the same final results tiebreakers are used in the following order:
    1. Player who rolled the highest number of dice (Excluding 1’s) wins.
    2. Active Player wins.


Q. When checking for tiebreakers in Step 10 of a Melee Exchange, do dice allocated to Attack and Defence get counted separately when calculating the total number of dice rolled?
A. No. All dice are rolled simultaneously and all dice in each players pool (which are not a 1 result) count towards the total dice rolled.

Example: Player A has a total Melee Pool of 4 dice, while Player B's pool is 3 dice. If Player A does not roll any results which are 1 (die removed), then that player has rolled more dice than their opponent and would win the tiebreak to achieve a Success Level 0 on their attack and/or defence. If Player A has a die removed due to a result of 1 and Player B does not, then both players will count as having rolled 3 dice each, and Player A will win the tiebreak as they are the Active Player.

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