OK, ok, I'll give you two examples of Hellbie Dice. And hopefully you'll understand a little better.
Mind you, these are only two of many.
1) Clan Trials, in Spokane, WA- summer 2005. I'm acting as the opposing force while a player takes part in a Trial. He's in a Thor. I'm in a Kraken, with ten light autocannons. For those not familiar, these guns jam permanently on a roll of 2. I fire all ten at long range, hoping to sandblast his already-damaged armor and hurt him before he can even respond.
Jamming one or two is to be expected. Three or four, a bit hard to imagine, but plausible.
Well, I jammed SEVEN. Including ALL FIVE in the right arm. On the FIRST SHOTS FIRED.
With only three cannons remaining, the Thor had an easy round. The dice were melted via pocket-torch in the parking lot outside of Merlyns Games, and to my knowledge are still a small brown puddle on the asphalt to this very day.
2) An online Trial via Megamek, winter 2004.. My opponent, a Clan Wolf player, is in a Mad Cat E. I, however, roll the old MFUK Black Knight IIC, for some amusement. One map only- the old Citytech map, with the big concrete pad in the middle. I move first- and run out onto the concrete, turn, and head up towards him to bring my short-range battery into play. I need a 3 to not fall down and skid on pavement- and biff it. Crash to the ground on my rear, taking a pilot hit in the process. Skid destroys the right rear torso armor, critical hit, AMS ammo. Two more pilot hits, torso destroyed (fortunately, standard engine!). Ow, right? Well, the rest of the skid destroyed the LEFT rear torso armor, critical hit, SRM ammo. Two more pilot hits, torso destroyed.
I'm now unconscious, need an 11 to wake up, on my rear, with both arms and side torsos destroyed.
And now the Mad Cat takes it's first steps of the game. FML.
Hellbie Dice: Needing a 3 and rolling a 2, needing an 11 and rolling a 10.