Roll to miss

The roll to miss is a rule in Fantasy Trip Melee for firing ranged weapons through occupied hexes.
Pg 14 describes this as a usual roll except where a successful roll misses and a failed roll hits - the outcomes are reversed.
This can only be used to miss allies, it can't be used against enemies.
GURPS replaced this with Firing Through An Occupied Hex rules at -4 per interdicting target, without separate rules for allies and enemies.
category:rules