Hero Game Combat Basics

The Basic Attack Roll

Whether an attack actually hits a target is determined by a 3d6 Attack Roll. All Attack Rolls, regardless of the form of the attack, are determined as follows:

Attack Roll = (11 + Attacker’s OCV – Target’s DCV) or less

If the GM does not want to reveal the target’s DCV to the player, another, mathematically identical, way to determine whether an Attack Roll is successful is this:

11 + Attacker’s OCV – 3d6 roll) = the DCV the attack hit

Figuring OCV and DCV

Final OCV = Base OCV + adjustments from OCV Checklist
Final DCV = Base DCV + adjustments from DCV Checklist
OCV Checklist
1) Determine base OCV
2) Add any applicable Combat Skill Levels which the character wishes to use to increase his OCV.
3) Apply any modifiers for the particular weapon or armor being used.
4) Apply any modifiers for the particular Combat Maneuver or Martial Maneuver being used.
5) Apply any Combat Modifiers.
6) Apply the Range Modifier (if applicable).
7) Apply any other modifiers.
8) Apply any modifiers which halve OCV (or otherwise reduce it by a fraction or percentage).
DCV Checklist
1) Determine base DCV
2) Add any applicable Skill Levels.
3) Apply any modifiers for the particular weapon, armor, or shield being used.
4) Apply any modifiers for the particular Combat Maneuver or Martial Maneuver being used.
5) Apply any Combat Modifiers.
6) Apply any other modifiers.
7) Apply any modifiers which halve DCV (or otherwise reduce it by a fraction or percentage).

Normal Damage Attacks

Punches, weapons like clubs, Energy Blasts, and concussion explosions are Normal Damage attacks. This type of damage tends to knock an opponent out (by causing STUN damage) rather than kill him (by causing BODY damage). For Normal Damage, the total on the dice is the amount of STUN damage the attack does. To determine how much BODY damage it does, look at the numbers rolled on the dice: a 1 is 0 BODY; a 2-5 is 1 BODY, and a 6 is 2 BODY. Thus, a 6d6 Normal Damage attack which rolls 6, 5, 4, 4, 2, and 1 does 22 STUN and 6 BODY. The number of BODY done is usually close to the number of dice rolled.

Killing Damage Attacks

Claws, knives, bullets, and similar attacks do Killing Damage. Damage for Killing Damage attacks (which includes most weapons, Killing Strikes, and the like) is determined differently from Normal Damage attacks. The total of the dice is the number of BODY applied to the target. To determine the STUN done, the character rolls a STUN Multiplier — 1d6-1 (minimum of 1) — and multiplies the result by the amount of BODY done.

Adding Damage

There are five ways you can add damage to an attack: Combat Skill Levels, STR, Haymaker, Martial Maneuvers, and movement (velocity). All of these methods suffer from one significant restriction: no matter what you do, you cannot do more than double the damage of the weapon or base attack. That means, for example, that if you’re using a dagger (HKA 1d6-1, or two Damage Classes), you can’t more than double that damage (1d6+1, or four Damage Classes), no matter how you add damage.

Damage Classes

DC Killing Normal 10-point* Points
1 1 1d6 d6 5
2 d6 or 1d6-1 2d6 1d6 10
3 1d6 3d6 1½d6 15
4 1d6+1 4d6 2d6 20
5 1½d6 or 2d6-1 5d6 2½d6 25
6 2d6 6d6 3d6 30
7 2d6+1 7d6 3½d6 35
8 2½d6 or 3d6-1 8d6 4d6 40
9 3d6 9d6 4½d6 45
10 3d6+1 10d6 5d6 50
11 3½d6 or 4d6-1 11d6 5½d6 55
12 4d6 12d6 6d6 60
13 4d6+1 13d6 6½d6 65
14 4½d6 or 5d6-1 14d6 7d6 70
15 5d6 15d6 7½d6 75
16 5d6+1 16d6 8d6 80
17 5½d6 or 6d6-1 17d6 8½d6 85
18 6d6 18d6 9d6 90
19 6d6+1 19d6 9½d6 95
20 6½d6 or 7d6-1 20d6 10d6 100
  • This column is included for the sake of convenience; it shows the DCs of Powers such as Drain or many NNDs, which cost 10 Active Points per 1d6.

Combat Skill Levels: In Heroic campaigns, a character can use two CSLs to increase the damage done by a HTH attack (whether Killing Damage or Normal Damage) by one Damage Class. In Superheroic campaigns, a character can use two CSLs to add +1 BODY to the damage done by a Killing Attack or +3 STUN to the damage done a Normal Damage attack.

STR: In Heroic campaigns, when weapons are involved, the character’s STR does not add to a weapon’s damage automatically — it only adds damage if it exceeds the weapon’s STR Minimum. For every 5 points of STR the character has above the weapon’s STR Minimum, he may add +1 DC of damage (Normal or Killing, as appropriate).

Taking Damage

1. If the attack does Normal Damage (fists, clubs, Energy Blasts):
a) Add all applicable forms of Defense — both Normal and Resistant — together to determine the character’s total Defense.
b) Subtract the character’s total Defense from the STUN damage done by the attack. The remainder is how much STUN damage he suffers.
c) Subtract the character’s total Defense from the BODY damage done by the attack. The remainder is how much BODY damage he suffers.
2. If the attack does Killing Damage (claws, blades, guns):
a) Determine how much of the character’s Defense is Resistant (meaning it protects against Killing Damage). Armor, Damage Resistance, Force Field, and Force Wall, among others, provide Resistant Defense; so does armor the character wears (chainmail or plate armor, for example).
b) Subtract the character’s Resistant Defense from the BODY damage done by the attack. The remainder is how much BODY damage he suffers.
i) The character’s Normal Defenses, including his PD and ED (unless modified by Damage Resistance), do not reduce the BODY from Killing Damage, even if he has Resistant Defenses.
c) If the character has no Resistant Defenses, he takes all the STUN damage done by the attack.
d) If the character has any Resistant Defenses, add all applicable forms of Defense — both Normal and Resistant — together to determine his total Defense. Subtract his total Defense from the STUN damage done by the attack. The remainder is how much STUN damage he suffers.
3. If the attack does No Normal Defense (NND) damage (see page 171):
a) If the character has the applicable defense, he takes no damage at all.
b) If the character does not have the applicable defense, he takes all the damage.
4. If the attack does Attack Versus Limited Defense (AVLD) damage (see page 161):
a) If the character has the applicable defense, he subtracts it from the damage, as he would for Normal Damage.
b) If the character does not have the applicable defense, he takes all the damage.

Effects of Damage

Stunning
If the amount of STUN damage a character suffers from a single attack (after subtracting your defenses) is less than your CON, he suffers no additional effect other than loss of the STUN. If the amount of STUN damage a character suffers from a single attack (after subtracting your defenses) is greater than your CON, he is Stunned). A Stunned character’s DCV instantly drops to ½ (as do the modifiers for making Placed Shots against him). At the end of the Segment, any of his Powers which are not Persistent, and any Skill Levels of any type, turn off.yes’>  The character remains Stunned and can take no Action until his next Phase (he cannot even Abort to a defensive Action). A character who is Stunned or recovering from being Stunned can take no Actions, take no Recoveries (except his free Post-Segment 12 Recovery), and cannot move.

Knockout
If the amount of STUN damage a character suffers, from a single attack or multiple attacks, is greater than your STUN, he is Knocked Out. When a character is Knocked Out, his OCV, DCV, and ECV are instantly reduced to zero (Placed Shot modifiers against him are halved), and any attack which hits him will do 2x STUN, just as if he were Surprised while out of combat. At the end of the Segment, any of his Powers which are not Persistent turn off.

Recovery Time

STUN Total How Often Character Recovers
-0 to -10 Every Phase and Post-Segment 12
-11 to -20 Post-Segment 12 only
-21 to -30 Once a minute only
-31 or more GM’s option (a long time)

Death
A character at or below 0 BODY is dying. He loses 1 BODY each Turn (at the end of Segment 12). Death occurs when, either due to attacks or to loss of BODY per Turn, the character has lost twice his original BODY (i.e., when he reaches a negative BODY score equal to his starting positive BODY).

Knockback

To determine how much Knockback a character suffers from being hit, the attacker rolls 2d6 (see the Knockback Modifiers Table for modifiers to the number of dice). He subtracts the total rolled from the amount of BODY done by the attack. If the result is negative, no Knockback occurs; the defender remains where he was standing before the attack. If the result is 0, the defender is Knocked Down. A character who is Knocked Down must spend a Half Phase in his next Phase getting to his feet (or reorient himself if he were in mid-air). If the result is positive, the target is Knocked Back that many inches. He ends up lying on the ground (or imbedded in a wall or other object), and must spend a Half Phase to get up (or getting out of whatever he hit).

Endurance and Pushing

Heroic Campaigns: Using 5 Points of STR costs 1 END per Phase; using 10 Active Points of a Power costs 1 END per Phase. A character in a Heroic campaign may push his STR or Powers up to 5 Character Points with a successful EGO Roll, +1 Character Point for every 1 point by which he makes the EGO Roll.

Hero Game Combat Basics

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