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:
CRP wrote:A roll of 1 before modification ALWAYS fails and a roll of 6 before modification ALWAYS succeeds.
So if you actually roll a 1, you fail, no matter how high the AG is.
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!
So, if you roll a 5 + 1 for dodging = 6 means that the target square needs at least 6 tackles zones on it to fail this dodge roll.
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...
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.
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.
Does that help?