TEXT: Combat Modifiers
  Notes
  OCV
  DCV
  Area Effect Attack
  Must hit DCV 3 hex.  Miss by 1” for
  ––
  ––
  each point attack roll is missed by.
  Autofire
  One target: choose # of shots; one
  ––
  ––
  extra hit per 2 pts. attack roll made by.
  Multiple Targets: must fire at least
  -1 per hex
  ––
  one shot per hex including the first;
  each target can be hit only once.
  Bouncing an Attack
  Requires one Cbt Level per bounce
  +1 to +3
  ––
  Braced
  0 phase action; can use with Set
  +2 vs RM
  x1/2
  Concealment
  Half hidden/head & shoulders
  -2/-4
  ––
  Coordinated Attacks
  Combine dmg after def for purpose of
  +1 per extra
  ––
  Stunning.  Combine Knkbk after calc.
  attacker
  Off Hand
  Using off hand
  -3
  ––
  Target Prone
  May have concealment
  ––
  x1/2
  Set
  Takes one full phase
  +1
  ––
  Spreading EB
  One target:
  +1/d6 lost
  ––
  Multiple Targets: -1d6/hex incl. first
  ––
  ––
  Surprising Move
  GM decides
  +1 to +3
  ––
  Target Surprised
  (If not in combat, also take 2x Stun)
  ––
  x1/2
  Target Immobilized
  Stunned or Grabbed:
  ––
  x1/2
  Knocked Out or Entangled:
  ––
  0
  Target Size
  Fills 1 hex/2 hexes/4 hexes
  +2/+4/+6
  ––
  1/2 human sized/etc.
  -2/-4/etc.
  ––
  Throwing
  Unbalanced, unaerodynamic
  -4
  ––
  Balanced or aerodynamic / Both
  -2/-0
  ––
  Targeting a Hex
  Hex is DCV 3 (0 if adjacent)
  ––
  ––
  Unfamiliar Weapon
  -3
  ––
  Combat Maneuvers
  Maneuver
  Effects
  Phase
  OCV
  DCV
  Block
  Defender rolls attack vs. opponent’s
  1/2
  ––
  ––
  OCV.  Success means no damage & get
  to attack 1st if next act on same segment.
  May abort.  Additional blocks at -2/-4/etc.
  Brace
  Can use with Set and/or attack.
  0
  +2 vs RM
  x1/2
  Break Out
  Grab: STR vs STR - higher body wins.
  1
  ––
  ––
  Entangle: if dmg is 2x remaining Body
  0
  ––
  ––
  Entangle: if dmg is remaining Body
  1/2
  ––
  ––
  Disarm
  STR vs. STR roll - higher body wins.
  1/2
  -2
  ––
  Goes 1-3 hexes in strike direction.
  Dodge
  DCV vs. all attacks.One may abort.
  1/2
  ––
  +3
  Grab
  May squeeze or throw doing STR dmg.
  1/2
  -1
  -2
  STR vs. STR roll to escape - higher body
  wins.  Ties go to att.  Casual (1/2) STR
  can try to break out before affected.
  Grabbed character at 1/2 DCV.  Can
  Grab weapon at additional -2 OCV.
  Haymaker
  x1.5 STR before pushing.  Lands at
  1/2
  ––
  -5
  very end of next segment.
  Move By
  STR/2 + v/5; attacker takes 1/3
  1
  -2
  -2
  Multiple attacks at -2 cumulative,
  applied to all attacks; ends w/miss.
  Accelerate/decelerate at 5”/1”.
  Move Through
  STR + v/3; attacker takes 1/2 dmg
  1
  -v/5
  -3
  if target knocked back, full damage
  otherwise.  Acc/decelerate at 5”/1”.
  Set
  Can use with Brace.
  1
  +1
  ––
  Strike/Other
  STR or by weapon or power.
  1/2
  ––
  ––
  Cover Someone Can inflict damage at will.  Limited to
  1/2
  -2
  ––
  ranged attacks/sharp weapons.  PRE
  or higher on PRE attack can distract.
  Covered person at -3d6 for PRE attack.
  Dive for Cover
  Choose hex; make DEX roll at -1/1”.
  1/2
  ––
  ––
  Max dive is 1/2 move.  Can dive in
  front of an attack; must take damage if
  successful.  May abort to dive.
  Pulling a Punch
  Does 1/2 Body (full dmg if hit exactly)
  1/2
  -1/3d6
  ––
  Roll with Punch
  Use after hit but before dmg rolled.
  1/2
  -2
  -2
  Roll att at -2 vs. OCV.  If successful, 1/2
  dmg after def and -1d6 Kbk.  May abort.
  Snap Shot
  Must start concealed.  Can shoot at
  1
  -1
  ––
  pre-identified targets.  Return to cover
  at same DEX of next segment.
  Suppression
  Autofire required - determine OCV in
  1/2
  -2
  ––
  affected hex(es) including autofire
  multiple hex penalies & -2 OCV.  Can
  last until next phase; ammo used each
  segment.  Any entering hex attacked.
  Sweep
  Targets must be in hex(es) adjacent to
  1
  -2/each
  x1/2
  attacker.  OCV penalty applies to all
  after first
  attacks; ends with any miss.
  Strength / Throwing / Object Body Table
  STR
  Lift
  Damage
  Jump Throw Body
  Example
  -35
  200g
  –
  –
  –
  1
  Pudding Cup
  -30
  400g
  –
  –
  –
  2
  -25
  800g
  –
  –
  –
  3
  Grenade, Football
  -23
  1.0kg
  –
  –
  –
  3
  -20
  1.6kg
  –
  –
  –
  4
  Pineapple
  -18
  2.0kg
  –
  –
  –
  4
  -15
  3.2kg
  –
  –
  –
  5
  One-handed Sword
  -13
  4.0kg
  –
  –
  –
  5
  Rifle
  -10
  6.4kg
  –
  –
  –
  6
  Shotput
  -8
  8.0kg
  –
  –
  –
  6
  -5
  12.5kg
  –
  –
  –
  7
  -3
  16kg
  –
  –
  –
  7
  0
  25kg
  –
  –
  –
  8
  TV Set, Full Suitcase
  3
  37kg
  0.5d6
  0.5”
  1”
  8
  5
  50kg
  1d6
  1”
  2”
  9
  8
  75kg
  1.5d6
  1.5”
  3”
  9
  10
  100kg
  2d6
  2”
  4”
  10
  Man
  13
  150kg
  2.5d6
  2.5”
  5”
  10
  15
  200kg
  3d6
  3”
  6”
  11
  Piano
  18
  300kg
  3.5d6
  3.5”
  7”
  11
  20
  400kg
  4d6
  4”
  8”
  12
  Motorcycle
  23
  600kg
  4.5d6
  4.5”
  9”
  12
  25
  800kg
  5d6
  5”
  10”
  13
  Small Trailer
  28
  1.2t
  5.5d6
  5.5”
  11”
  13
  Small Car
  30
  1.6t
  6d6
  6”
  12”
  14
  Van
  35
  3.2t
  7d6
  7”
  14”
  15
  Garbage Truck
  40
  6.4t
  8d6
  8”
  16”
  16
  Small Jet
  45
  12.5t
  9d6
  9”
  18”
  17
  Subway Car
  50
  25t
  10d6
  10”
  20“
  18
  Small Rocket
  55
  50t
  11d6
  11”
  22”
  19
  Tank
  60
  100t
  12d6
  12”
  24”
  20
  Space Shuttle
  65
  200t
  13d6
  13”
  26”
  21
  Cargo Plane: C-5A
  70
  400t
  14d6
  14”
  28”
  22
  Trawler
  75
  800t
  15d6
  15”
  30”
  23
  Drilling Rig
  80
  1.6kt
  16d6
  16”
  32”
  24
  Small Bridge
  85
  3.2kt
  17d6
  17”
  34”
  25
  Destroyer
  90
  6.4kt
  18d6
  18”
  36”
  26
  Large Submarine
  95
  12.5kt
  19d6
  19”
  38”
  27
  Unloaded Freighter
  100
  25kt
  20d6
  20”
  40”
  28
  Loaded Freighter
  105
  50kt
  21d6
  21”
  42”
  29
  Battleship
  110
  100kt
  22d6
  22”
  44”
  30
  Large Bridge
  Jump
  Running broad jump in hexes.  Add 1/2" for each +1” of Running
  Speed.  1/2 distance upward or if can’t get running start.
  Throw
  Standing throw in hexes for given “extra strength.“  2x distance if
  run 1/2 move & throw.  1/2x dist. if throwing from prone position.
  Body
  Base body for living organisms & vehicles of given mass.
   -3 body if unliving other than vehicle.  -2 more body if complex.
  Condition
  When
  Effects
  Stunned
  STUN dmg > CON
  x1/2 DCV; powers off at end of
  seg; no recovery except post-12,
  takes 1 phase to recover from being
  stunned; full DCV back at DEX rank,
  but no action that phase.
  Knockout
  DCV 0, take 2x Stun.
  -10 ≤ STUN -≤ 0
  Recover every phase & post-12
  -20 ≤ STUN -≤ 11
  Recover post-12 only
  -30 ≤ STUN -≤ 21
  Recover every minute only
  STUN -≤ 31
  Recover at GM’s option
  someone helps
  Full phase - rec one level better
  when recovered
  End total = current Stun
  Death
  Body ≤ 0
  Lose 1 body each post-12 until at
   - normal body, then dead.  Paramedic
  roll at -1/2 neg. body can stabilize.
  Presence Attack
  Effect
  PRE/EGO
  Target impressed.  Will hesitate so attacker may act first.
  PRE/EGO + 10
  Target very impressed.  Will hesitate as above,
  and only perform 1/2 phase action.  Will
  consider very deeply what the attacker says.
  PRE/EGO + 20
  Target awed.  Will hesitate 1 full phase at 1/2 DCV.
  Will possibly do as attacker commands.
  PRE/EGO + 30
  Target cowed.  May surrender, run away, or faint.
  Has DCV 0, and will nearly always follow commands.
  Note: PRE Attacks Affect ALL observers, though at -1 lvl for non-targets.
  Find Weakness Modifiers
  Circumstance
  Preparing a Phase
  +1
  Unusual or Alien Physique/Structure
  -1 to -3
  Second Try Same Target
  -2
  Third Try Same Target
  -4
  Range
  Modifier
  5-8”
  -2
  9-16”
  -4
  16-32”
  -6
  33-64”
  -8
  
  Knockback
  KB = Body - 2d6 in inches.  If total
  is zero, target is knocked down.
  Damage is 1d6/1” if knocked into
  structure or character, 1d6/2” if
  along ground.  If HTH or above,
  can knock down into earth - target
  takes 1d6/2”.  Breakfall roll at -1/2”
  prevents damage & loss of 1/2
  phase to get up.  Size modifiers
  affect distance but not damage.
  Circumstance
  Modifier
  Target in air
  -1d6
  Target rolled w/punch
  -1d6
  Underwater
  +1d6
  Killing attack
  +1d6
  Martial attack
  +1d6
  Target has clinging
  +1d6
  Material or Object
  Def Bdy
  Bushes
  2
  3
  Rock
  5
  3
  Boulder
  5
  13
  Dirt (per hex)
  0
  16
  Telephone pole (wood)
  5
  4
  Flagpole (breakaway)
  5
  3
  Lamp post (breakaway)
  5
  3
  Spacesuit
  2
  3
  Control Console (hex)
  4
  4
  Doors:
  Interior wood door
  2
  3
  Exterior wood door
  4
  3
  Interior spaceship door
  6
  4
  Metal fire door
  7
  5
  Airlock door
  8
  7
  Safe door
  10
  9
  Large vault door
  16
  9
  Furniture:
  Glass
  1
  1
  Plastic furniture
  2
  3
  Light wood furniture
  3
  3
  Heavy wood furniture
  4
  5
  Steel reinforced furniture 5
  5
  Locks:
  House door lock
  3
  2
  Padlock
  4
  3
  Magnetic lock
  5
  3
  Machinery:
  Light machinery
  5
  4
  Medium machinery
  7
  6
  Heavy machinery
  9
  8
  Trees:
  Small tree (less than 1”)
  4
  5
  Med. tree (less than 5”)
  5
  8
  Large tree (5” or more)
  5
  11
  Vehicles:
  Armored car
  10
  15
  Truck or bus
  4
  17
  Automobile
  3
  14
  Motorcycle
  3
  11
  Bicycle
  3
  2
  Helicopter
  4
  15
  Hovercraft
  5
  14
  Jetpack
  4
  4
  Light plane
  3
  13
  Twin-engine plane
  3
  15
  Multi-engine plane
  3
  19
  Submarine
  10
  20
  Tank (20 front Def)
  16
  19
  Walls:
  Home inside wall
  3
  3
  Home outside wall
  4
  3
  Brick wall
  5
  3
  Concrete wall
  6
  5
  Reinforced concrete wall 8
  5
  Spaceship interior wall
  8
  6
  Armored wall
  13
  7
  Weapons:
  Pistol
  4
  3
  Rifle
  4
  6
  Heavy weapon
  6
  9
  Very large hvy weapon
  6
  12
  Skill Circumstance
  Modifier
  Routine
  +3 to +5
  Easy
  +1 to +3
  Difficult
  -1 to -3
  Extremely Difficult
  -3 to -5
  Sheer Folly
  -5 or more
  Extra Time
  +1/level
  Knows Object Very Well
  +1 to +3
  Roleplays Skill Well
  +1 to +3
  Using Good Equipment
  +1 to +3
  Excellent Conditions
  +1 to +3
  Poor Conditions
  -1 to -5
  Strange or Weird Object
  -1 to -5
  Lack of Equip (if app)
  -1 to -5
  Noncombat Skill in Combat -1 to -3
  PRE Attack Modifiers
  Situation
  -1d6 Repeated attack (cumulative)
  -1d6
  Inappropriate setting
  -2d6
  Very inappropriate setting
  -1d6
  In combat
  -1d6
  At a disadvantage
  -1d6
  Reputation weak
  -1d6 to -3d6
  PRE attack runs
  against existing moods
  +1d6
  Reputation strong
  +1d6
  Surprise
  +1d6
  Exhibiting power or
  superior technology
  +1d6
  Violent action
  +2d6
  Extremely violent action
  +3d6
  Incredibly violent action
  +1d6
  Good soliloquy
  +2d6
  Excellent soliloquy
  +3d6
  Incredible soliloquy
  +1d6
  Appropriate setting
  +2d6
  Very appropriate setting
  +2d6
  Targets in partial retreat
  +4d6
  Targets in full retreat
  +1d6
  Appropriate skill roll
  Substance
  Def
  Wood:
  Thin board
  2
  Plywood
  3
  Heavy wood
  4
  Very heavy wood
  5
  Metal:
  Sheet metal
  4
  Chain or heavy tube
  5
  Heavy bar
  6
  Plate
  7
  Casting
  8
  Hardened casting
  9
  Light armor
  10
  Medium armor
  13
  Vault doors
  16
  Heavy armor
  19
  Stone:
  Brick
  5
  Concrete
  6
  Reinforced brick
  7
  Reinforced concrete
  8
  Plastic:
  Light plastic
  1
  Plastic castings
  2
  Light fiberglass
  4
  Heavy fiberglass
  6
  Armored plastics
  8
  Broken Machinery
  Damage
  Activation
  < 1/4 Body dmg
  14-
  1/4 - 1/2 Body
  11-
  > 1/2 Body
  8-
  All Body gone
  broken
  Wall Body
  Thickness in millimeters
  Material
  4
  8 16 32 64 125 250 500 1m 2m
  Wood
  –
  1
  2
  3
  4
  5
  6
  7
  8
  9
  Stone
  –
  –
  –
  1
  3
  5
  7
  9
  11
  13
  Metal
  1
  3
  5
  7
  9
  11
  13
  15
  17
  19
  Plastic
  1
  3
  4
  6
  7
  9
  10
  12
  13
  15
  Martial Arts:    OCV  DCV
  Notes
  Basic Strike
  +1
  +0
  STR +2d6
  Choke Hold
  -2
  +0
  Grab, 2d6 NND
  Crush
  +0
  +0 STR + 4d6 Crush aft Grb
  Defensive Block
  +1
  +3
  Block, Abort
  Defensive Strike
  +1
  +3
  STR
  Fast Strike
  +2
  +0
  STR +2d6
  Flying Tackle
  +0
  -1
  STR +V/5, you fall
  target falls, full move
  Grappling Throw +0
  +2
  STR +2d6, target falls
  must follow Grab
  Killing Strike
  -2
  +0
  1/2d6 HKA (2 DC)
  Killing Throw
  -2
  +0 1/2d6 HKA (2 DC)tgt falls
  Legsweep
  +2
  -1
  STR +1d6, target falls
  Martial Block
  +2
  +2
  Block, Abort
  Martial Disarm
  -1
  +1
  +10 STR to Disarm
  Martial Dodge
  ––
  +5
  Dodge, vs. all, Abort
  Martial Escape
  +0
  +0
  +15 STR vs. Grabs
  Martial Grab
  -1
  -1
  +10 STR for holding
  Martial Strike
  +0
  +2
  STR +2d6
  Martial Throw
  +0
  +1
  STR +V/5, target falls
  Nerve Strike
  -1
  +1
  2d6 NND
  Offensive Strike
  -2
  +1
  STR +4d6
  Passing Strike
  +1
  +0
  STR + V/5, full move
  Reversal
  -1
  -2
  STR +15 to Esc & Grab
  Root
  +0
  +0
  +15 STR to resist
  Shove; Block, Abort
  Sacrifice Disarm
  +2
  -2
  +10 STR to Disarm
  Sacrifice Lunge
  +2
  -2
  STR + V/5, full move
  Sacrifice Strike
  +1
  -2
  STR +4d6
  Sacrifice Throw
  +2
  +1
  STR, you fall, tgt falls
  Shove
  +0
  +0
  +15 STR to Shove
  Shove Takeaway +0
  +0
  Grab Wpn @ +10 STR
  Takedown
  +1
  +1
  STR, target falls
  Weapon Bind
  +1
  +0
  STR +10, Bind
  Teleporting Into Object
  2d6 Roll
  Effect
  2-7
  3-18 d6 STUN Dmg
  8-11 2-12 d6 Normal Dmg
  12
  1-6 d6 Killing Dmg
  +2 if safe hex out of range
  Luck Points
  Possible Effects
  1
  Find a clue, gain info, opponent
  distracted, momentary advantage
  2
  Find important clue or contact,
  opponent’s equipment malfunctions
  3
  Miraculous - find Mr. Big, enemy a
  friend, death avoided by coincidence
  4
  As with 3, but can affect allies.
  Unluck Points
  Possible Effects
  1
  Momentary combat disadvantage,
  computer malfunctions, lose a vital
  clue, stranger picks a fight
  2
  Bystanders in the way, friends
  unwilling or unable to help, weapon
  breaks, fumble injures friend
  3
  Stunned by falling debris, another
  enemy arrives, downed enemy
  revived by coincidence, jetpack fails
  in flight, airlock opens accidentally.
  Incredibly bad coincidence possible.
  4
  As with 3, but can affect allies.
  Fire Damage
  Attack Type
  Heat Damage
  Other Damage
  Wood or house fire
  0-2d6k
  0-2d6nnd smoke
  Oil or chemical fire
  0-3d6k
  0-3d6nnd smoke
  Superheated steam
  2-3d6k
  10d6 physical in blast
  Molten metal
  4d6k
  14d6 physical
  Blast furnace
  6d6k
  12d6 physical in furnace
  Rocket exhaust
  6-8d6k
  18d6 physical
  Acetylene torch
  2d6k AP
  Thermite blob
  2d6k AP
  sticky, -1 DC/seg, no H2O
  White phosphorus
  1.5d6k AP
  sticky, -1 DC/seg, no H2O
  Napalm
  1d6k
  sticky, -1 DC per segment
  Time Chart
  1 Segment
  1 Phase
  1 Turn
  1 Minute
  5 Minutes
  1 Hour
  5 Hours
  1 Day
  Electrical Damage
  Poor
  Good
  Attack Type
  Insulated
  Gnd
  Gnd
  Household plug
  1d6s
  2d6
  1d6k
  Heavy household
  3d6s
  5d6
  2d6k
  Light industrial
  5d6s
  8d6
  3d6k
  Heavy industrial
  7d6
  11d6
  4d6k
  High tension line
  9d6
  14d6
  5d6k
  Auto sparkplug
  2d6s
  5d6
  2d6k
  Lightning bolt
  5d6s
  10d6
  4d6k
  Roll
  %
  18
  100
  17
  99.5
  16
  98.2
  15
  95.4
  14
  90.7
  13
  83.8
  12
  74.1
  11
  62.5
  10
  50.0
  9
  37.5
  8
  25.9
  7
  16.2
  6
  9.3
  5
  4.6
  4
  1.9
  3
  0.5
  Chemical Damage
  Damage is NND Stun & Body per segment.
  Chemical Type
  Damage
  Weak, dilute substance
  1/2 d6
  Weak, concentrated substance
  1d6
  Strong, dilute substance
  2d6
  Strong, concentrated substance
  4d6
  Other Attack Type
  Possible Use
  Stun only
  Small shocks
  Stun AP
  Hits to pressure points
  Stun NND
  Gasses
  Normal
  Attacks spread over an area
  Normal  AP
  Attacks concentrated at a point
  Normal NND
  Corrosive or deadly gasses
  Killing
  Sharp objects
  Killing AP
  Ultrasharp Hypervelocity objects
  Killing NND
  Intense Radiation
  Falling Table
  For falls of less than
  10”, take 1d6 damage
  per 1” fallen.
  For longer falls, take
  1d6 damage per 1” of
  velocity.
  Seg
  Vel.
  Dist.
  1
  5”
  5”
  2
  10”
  15”
  3
  15”
  30”
  4
  20”
  50”
  5
  25”
  75”
  6
  30”
  105”
  7
  30”
  135“
  8
  30”
  165”
  9
  30"
  195”
  10
  30"
  225"
  Damage Class
  Killing Nml Act.
  DC
  dmg
  dmg pts.
  1
  1 pip
  1d6
  5
  2
  1/2d6
  2d6
  10
  3
  1d6
  3d6
  15
  4
  1d6+1
  4d6
  20
  5
  1.5d6
  5d6
  25
  6
  2d6
  6d6
  30
  7
  2d6+1
  7d6
  35
  8
  2.5d6
  8d6
  40
  9
  3d6
  9d6
  45
  10
  3d6+1 10d6
  50
  11
  3.5d6 11d6
  55
  12
  4d6
  12d6
  60
  13
  4d6+1 13d6
  65
  14
  4.5d6 14d6
  70
  15
  5d6
  15d6
  75
  16
  5d6+1 16d6
  80
  17
  5.5d6 17d6
  85
  18
  6d6
  18d6
  90
  Character’s Speed
  Seg 1 2 3 4 5 6 7 8 9 10 11 12
  1
  – – – – – – – – –
  –
  –
  X
  2
  – – – – – X X X X X X X
  3
  – – – X X – – X X X X X
  4
  – – X – – X X – X X X X
  5
  – – – – X – – X –
  X X X
  6
  – X – X – X X X X X X X
  7
  X – – – – – X – X
  – X X
  8
  – – X – X X – X X X X X
  9
  – – – X – – X X –
  X X X
  10
  – – – – X X – – X X X X
  11
  – – – – – – X X X X X X
  12
  – X X X X X X X X X X X
  Velocity Conversion Formulas
  Velocity = ”/seg ”/turn
  KPH
  MPH
  1”/seg
  ––
  12
  7.2
  4.5
  1”/turn
  0.083
  ––
  0.6
  0.37
  1 kph
  0.139
  1.67
  ––
  0.62
  1 mph
  0.22
  2.7
  1.61
  ––
  Ex: 65mph = (65)(0.22) = 14.3”/segment
  
SOURCE: textdata/thevault/Hero System/Hero System Quick Reference Sheet 2.pdf