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(+1)

There seems to be a bit of inconsistency in terminology among what I've dubbed "Dice-granting" edges. Either they state that you gain +1d6 on that roll, such as Celerity or Retaliation, or they state you can roll 1 extra die, like bloody rage, or they state the model makes that roll with an additional 1d6, like in node guardian or node shot. I get the wider benefit all of these Edges bring (Giving you another die to roll so you have a greater chance of getting a success, possibly even two successes), but I fear the first terminology, gain +1d6 on [type] roll, will seem counterintuitive to players, as you want -N bonuses, not +N bonuses, and they may think they have to roll a die and then add its value to whatever else they rolled, making it look like (+1 to 6 to this roll), which is a massive downside in this game.

Tightening up the terminology can help immensely, and both "Roll 1 extra die in [type] rolls" and "Make [type] rolls with an additional d6" could work for that. I would also ask for clarification when, in the cases of Node guardian, retaliation, and bloody rage, you get to roll additional dice for battle rolls. Do these additional dice stack up potential hits, meaning if you rolled 2d6 for a battle roll, your opponent would have to roll two defense rolls, one against each of those hits, and suffer a wound for each failed defense? Or would the 2d6 battle roll with two successes just mean you got a singular hit, and the attacked model will only have to roll a single defense, only suffering a single wound if failed regardless of the two successes on the battle roll?

I ask all this because only with activation rolls have we previously had multiple dice to roll, with variance on successes and failures, while with any kind of "combat" roll, we've only had to roll one die, so it's not clear whether these additional dice lead to additional hits, or only granter a higher chance of dealing one hit.

Well observed, GGFreak.

As you mentioned, these different expressions mean the same thing: the player rolls additional dice in search of successes. Standardizing this text is a really good suggestion and I will do this in future updates.

Each die rolled in an attack can generate a hit and each hit is defended separately. This is explained in the section about Defense rolls:

Defense Roll: For each hit suffered, the enemy makes a Defense roll (1d6). Each success absorbs 1 hit, each failure causes 1 wound token.
(+1)

Fair enough, I was more focused on the Melee and shooting roll sections that defense is sandwiched between, which simply states "Success scores a hit" instead of "each success scores a hit". I assumed it was as you said, but my nitpicky nature is always looking for what could be misinterpreted, and I could see someone mistakenly thinking that no matter how many dice they rolled for a battle or fire roll, it's a collective Success/failure into a single hit, rather than each die having the potential for a hit. It's another case of needing to standardize text into something more similar to the defense section, in the format of "Each success [pos. Result], each failure [neg. Result]."