Break Tackle & Strength 7
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Break Tackle & Strength 7
Hi guys just wanted to clear up something... i always thought that Break Tackle, dodge into a normal cage is a 2+ i have now seen that the ag table only goes up to AG6 which mean no matter how strong you are its always done on a 3+..
Is this the way its ruled because there is no ag7 on the table?
Is this the way its ruled because there is no ag7 on the table?
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- Regash
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Re: Break Tackle & Strength 7
CRP wrote:Break Tackle (Strength)
The player may use his Strength instead of his Agility when making a Dodge roll. For example, a player with Strength 4 and Agility 2 would count as having an Agility of 4 when making a Dodge roll. This skill may only be used once per turn.

This is the skill description for Break Tackle and the table for dodging from the rulebook.
As you can see, it says that AG of "6+" which includes AG7.
It says that you need to roll a 1 or more to succeed, but:
So if you actually roll a 1, you fail, no matter how high the AG is.CRP wrote:A roll of 1 before modification ALWAYS fails and a roll of 6 before modification ALWAYS succeeds.
But if your final result is a 1 after modification, you still succeed.
It all depends on the number of tackle zones you are dodging into.
A roll of 1 always fails, so you have to at least roll a 2.
+1 for the dodge roll = 3
- Target square has no tackle zones on it: result is 3 - Success!
- Target square has 1 tackle zone on it: result is 2 - Success!
- Target square has 2 tackle zones on it: result is 1 - Success!
- Target square has 3 or more tackle zones on it: result is 0 - Failure!
Roll a 6 and neither AG nor tackle zones are relevant any more.
Roll a 1 and not even AG 3 million can save you.
Oh, and one more thing...
That means you make normal dodges on your AG and when you actually failed a dodge roll, you can THEN choose to use Break Tackle and up the chance.CRP wrote:Many players have skills such as Catch, Pass etc. Unless stated otherwise in the skill description you never have to use a skill just because the player’s got it, and you can choose to use a skill that affects a dice roll after rolling the dice. For example, you could say you were going to use the Catch skill either before or after making a catch D6 roll.
Does that help?
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Re: Break Tackle & Strength 7
I know a 1 before or after modification is a fail just like a 6 is a success, before and after modification...Regash wrote:CRP wrote:Break Tackle (Strength)
The player may use his Strength instead of his Agility when making a Dodge roll. For example, a player with Strength 4 and Agility 2 would count as having an Agility of 4 when making a Dodge roll. This skill may only be used once per turn.
This is the skill description for Break Tackle and the table for dodging from the rulebook.
As you can see, it says that AG of "6+" which includes AG7.
It says that you need to roll a 1 or more to succeed, but:So if you actually roll a 1, you fail, no matter how high the AG is.CRP wrote:A roll of 1 before modification ALWAYS fails and a roll of 6 before modification ALWAYS succeeds.
But if your final result is a 1 after modification, you still succeed.
It all depends on the number of tackle zones you are dodging into.
A roll of 1 always fails, so you have to at least roll a 2.
+1 for the dodge roll = 3An AG7 or higher on the dodge table would make no sense as you can't roll below 1, there is no zero on a D6.
- Target square has 1 tackle zone on it: result is 2 - Success!
- Target square has 2 tackle zones on it: result is 1 - Success!
- Target square has 3 tackle zones on it: result is 0 - Failure!
Does that help?
In a Standard 4 sided cage its a -3 to dodge into tackle zone so if you are st6 with break tackle its a 3+ to dodge into the cage and hit the ball carrier... if you have strength 7 is it still a 3+ because the table only goes up to AG6 or is it a 2+ roll because hes strength 7 as if you roll any 1 on a die you fail automatically
but looking at the table it says 6+ so you cannot get a 2+ dodge into a cage with a strength 7 ogre unless hes strength 7 with 2 heads... i think i just answered my own question. or you actually did :>). that chart showed me with the 6+ which also means ag 7 using BT, doe not give you +0
thank you very much...
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- Regash
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Re: Break Tackle & Strength 7
This is your first mistake.Optimus Prime wrote:I know a 1 before or after modification is a fail just like a 6 is a success, before and after modification...
Read my post again and you'll see, a roll of 1 after modification is no fail with ST7 and Break Tackle.
On your second post, I understood your problem.
Nope, with all the guys surrounding the ball carrier, you can't get a 2+ dodge roll.
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Re: Break Tackle & Strength 7
A 2-headed BT ST6 player couldRegash wrote:Nope, with all the guys surrounding the ball carrier, you can't get a 2+ dodge roll.

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Re: Break Tackle & Strength 7
Let's see...
ST 6 needs a 1 to succeed.
You roll a 2. +1 for dodging and +1 for two heads = 4.
Three tackle zones make -3, so the result would be 1 and successful.
Yep, a two-headed player with ST6 or higher could dodge into the cage on a 2+.
ST 6 needs a 1 to succeed.
You roll a 2. +1 for dodging and +1 for two heads = 4.
Three tackle zones make -3, so the result would be 1 and successful.
Yep, a two-headed player with ST6 or higher could dodge into the cage on a 2+.

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Re: Break Tackle & Strength 7
Two-headed AG6 Gutter Runner!
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Galak 3:16 says "There is a point in time that a player really should read the rulebook."
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Re: Break Tackle & Strength 7
Which, with ST2 resulting in mostly 2-dice-against blocks, would be kind of a desperate move!
A ST6 two headed Minotaur with Break Tackle seems to be a much safer bet!

A ST6 two headed Minotaur with Break Tackle seems to be a much safer bet!

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Re: Break Tackle & Strength 7
While you're right that the mino is a safer bet, a wrestle/strip GR isn't all that desperate a move. More likely to be AG5/leap than AG6 and dodging in I suspect.
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