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CAN'T SMASH...WHICH WIRE TO CUT?: A character adjacent to this Time Bomb can be given a power action to make a close combat attack roll. If the attack roll is 14, this Time Bomb is defused and removed from the game. If the result is 11-13 or 15-17, turn back this Time Bomb once.
How do you roll 13 - 17 on 2d6 ?
I feel stupid asking, I'm actually laughing while typing this. But please explain this to me.
Add your attack value. So since the most common die roll is a 7 you want a 7 attack value if possible.
'The game used to be built around many fundamental rules. But there are a number of figures that fly in the face of those rules. Their powers are too all encompassing, and too cheap.' -MegaLotusMan