Tactician’s Guide to Armor Breaks

Tactician’s Guide to Armor Breaks

by Horthien “Tactician”

 

Hello Kids!  Now that I am an official member of Dignity’s coaching staff, I have decided to write this simple guide to understanding armor break percentages and how they can affect a game.  This should help you to understand the chance Physique has of harming anyone he knocks down.

To start with, there are 6 sides to a die, and since we roll 2 dice to break armor, that leaves 36 possible outcomes.  6 times 6 is 36.

If a player knocks down an opponent with armor 9, he needs to roll a 10 or better to break armor.  That’s a total of only 6 ways the dice can fall. 1 for 12 (6-6), 2 for 11 (5-6, 6-5), 3 for 10 (4-6, 6-4, 5-5).  This gives only a 16.6% to break armor, or the equivalent chance to succeed at any single 6+ roll.  Wow, that’s hard.

When that player has armor 8, the chance to break is much easier.  There are 10 possible ways to roll a 9 or better on 2 dice.  1 for 12, 2 for 11, 3 for 10, and 4 for 9.  This gives a 27.7% to break armor, that’s a full 11% higher than against armor 9.  Which is the difference in trying to hurt a human lineman over a dwarf longbeard.

When that player has armor 7, the chance to break armor skyrockets.  There are 15 possible ways to roll an 8 or better on 2 dice.  1 for 12, 2 for 11, 3 for 10, 4 for 9, and 5 for 8.  This gives a 41.6% to break armor against most skaven and wood elves.  That’s a very significant difference, and it’s the reason why lightly armored teams try to avoid up close and personal encounters as much as possible.

The mighty blow skill adds 1 to either the armor or injury roll.  Treat any armor rating as if it was one point less.  So a player with armor 7, is actually treated as if he had armor 6.  This makes it so that 21 of the 36 possibilities are successful.  1 for 12, 2 for 11, 3 for 10, 4 for 9, 5 for 8, and 6 for 11.  That gives a whopping chance of 58.3% for Physique to break a wood elf’s armor!  Wow!

But what happens when you add the piling on skill to that block?

The piling on skill allows a reroll to either the armor break check, or the injury roll that follows.  In this guide, we will not worry about the percentage to cause lasting injury.

When the piling on skill is added to a block against armor 9, the chance to break is increased from 16.6% to 30.4%.  Wow, that’s a lot better!

When the piling on skill is added to a block against armor 8, the chance to break is increased from 27.7% to 47.7%.

When the piling on skill is added to a block against armor 7, the chance to break is increased from 41.6% to 65.9%.  That’s already about 2 out of 3 tries!  Wow!

But when you combine the Might Blow and Piling On skills, as Physique does, and try to break armor 7, the chance to break is increased from 58.3% to 82.6%.  Wow Physique, that’s fantastic!

That’s it for today Kiddies!  And remember, when you Play with Dignity, you win!

3 comments

  1. That is actually pretty informative Ses, thanks! And in an entertaining manner… 🙂 Love the examples!

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