After attending the Front Sight four day defensive handgun course it has come to my attention that the HERO System hit location tables are grossly in error. These are the ASMRB substitute hit location tables and a bit of associated computations on hit probabilities. This table is also available as a chart/map in two forms: 720x540 pixel or 1440x1080 pixel GIF, or a more printable PDF. This entire document, map included, is also available as a PDF as well.
3D6 | Location | Stun | Body | Norm | Armor | OCV | Rmod | Area | Hit% | |
---|---|---|---|---|---|---|---|---|---|---|
3 | Head, eyes | x5 | x3 | x2 | none | -8 | x4 | 0.01 | .005 | |
4 | Head, face | x5 | x3/2 | x2 | 0 (v1) | -7 | x3.5 | 0.06 | .014 | |
5 | Head, general | x5 | x2 | x2 | 2 (v1) | -6 | x3 | 0.15 | .028 | |
6 | Hands | x1 | x1/2 | x1/2 | none | -8 | x4 | 0.1 | .046 | |
7-8 | Arms | x2 | x1/2 | x1/2 | none | -5 | x2.5 | 0.5 | .167 | |
9 | Shoulders | x3 | x1 | x1 | none | -5 | x2.5 | 0.25 | .116 | |
10 | Chest, general | x3 | x1 | x1 | 0 (v1) | -3 | x1.5 | 0.25 | .125 | |
11 | Chest, core | x4 | x3/2 | x3/2 | 0 (v1) | -4 | x2 | 0.15 | .125 | |
12 | Stomach | x3 | x1 | x3/2 | none | -5 | x2.5 | 0.25 | .116 | |
13 | Vitals | x4 | x1 | x1 | none | -6 | x3 | 0.15 | .097 | |
14 | Thighs | x2 | x1 | x1 | none | -4 | x2 | 0.8 | .069 | |
15-16 | Legs | x2 | x1/2 | x1/2 | none | -6 | x3 | 0.6 | .074 | |
17-18 | Feet | x1 | x1/2 | x1/2 | none | -8 | x4 | 0.2 | .019 | |
totals by location, new | 2.812 | 1.031 | 1.031 | 1.062* | sum over 16 locations | |||||
totals by location, old | 2.812 | 1.0 | 1.031 | none | sum over 16 locations | |||||
totals by odds, new | 2.875 | 0.954 | 1.014 | 0.944* | sum over 216 dice states | |||||
totals by odds, old | 2.866 | 0.942 | 1.0 | none | sum over 216 dice states | |||||
* vs. speed class 0 attack |
These are the resulting effectiveness for the new and old location tables. The values given are averages over the statistical and location counts for the new and old locations respectively.
Locations | Stun | Body | Norm | Armor | OCV | Rmod | Notes |
---|---|---|---|---|---|---|---|
1D6+3 Head Shot | -4 | x2 | Locations 4 through 9 | ||||
totals, new | 3.0 | 1.0 | 1.083 | 1.333 | " | " | sum over 6 locations or dice states |
totals, old | 3.0 | 1.083 | 1.083 | none | " | " | sum over 6 locations or dice states |
2D6+1 High Shot | -2 | x1.5 | Locations 3 through 13 | ||||
totals by location, new | 3.7 | 1.35 | 1.35 | 1.7 | " | " | sum over 10 locations |
totals by location, old | 3.7 | 1.3 | 1.35 | none | " | " | sum over 10 locations |
totals by odds, new | 2.917 | 1.0 | 1.028 | 1.25 | " | " | sum over 36 dice states |
totals by odds, old | 2.889 | 0.972 | 0.972 | none | " | " | sum over 36 dice states |
1D6+7 Core Shot | -2 | x1.5 | Locations 8 through 13 | ||||
totals, new | 3.167 | 1 | 1.083 | 1 | " | " | sum over 6 locations or dice states |
totals, old | 3.167 | 1 | 1.083 | none | " | " | sum over 6 locations or dice states |
2D6+4 Body Shot | -1 | x1.25 | Locations 6 through 16 | ||||
totals by location, new | 2.8 | 0.9 | 0.95 | 0.6 | " | " | sum over 10 locations |
totals by location, old | 2.8 | 0.9 | 0.95 | none | " | " | sum over 10 locations |
totals by odds, new | 2.917 | 0.958 | 1.028 | 0.917 | " | " | sum over 36 dice states |
totals by odds, old | 2.889 | 0.931 | 1.0 | none | " | " | sum over 36 dice states |
2D6+7 Low Shot | -2 | x1.5 | Locations 9 through 18 | ||||
totals by location, new | 2.6 | 0.9 | 0.95 | 0.6 | " | " | sum over 10 locations |
totals by location, old | 2.6 | 0.9 | 0.95 | none | " | " | sum over 10 locations |
totals by odds, new | 2.472 | 0.833 | 0.889 | 0.417 | " | " | sum over 36 dice states |
totals by odds, old | 2.5 | 0.861 | 0.917 | none | " | " | sum over 36 dice states |
1D6+12 Leg Shot | -4 | x2 | Locations 13 through 18 | ||||
totals, new | 2.0 | 0.667 | 0.667 | 0 | " | " | sum over 6 locations or dice states |
totals, old | 2.0 | 0.75 | 0.75 | none | " | " | sum over 6 locations or dice states |
Here are some dice rolling statistics for your convenience.
1D6 | 1 | 2 | 3 | 4 | 5 | 6 | ||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
states | 1 | 1 | 1 | 1 | 1 | 1 | ||||||||||
N- | 1 | 2 | 3 | 4 | 5 | 6 | ||||||||||
frac. | .167 | .333 | .5 | .667 | .833 | 1 | ||||||||||
2D6 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | |||||
states | 1 | 2 | 3 | 4 | 5 | 6 | 5 | 4 | 3 | 2 | 1 | |||||
N- | 1 | 3 | 6 | 10 | 15 | 21 | 26 | 30 | 33 | 35 | 36 | |||||
frac. | .028 | .083 | .167 | .278 | .417 | .583 | .722 | .833 | .917 | .972 | 1 | |||||
3D6 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 |
states | 1 | 3 | 6 | 10 | 15 | 21 | 25 | 27 | 27 | 25 | 21 | 15 | 10 | 6 | 3 | 1 |
N- | 1 | 4 | 10 | 20 | 35 | 56 | 81 | 108 | 135 | 160 | 181 | 196 | 206 | 212 | 215 | 216 |
frac. | .005 | .019 | .046 | .093 | .162 | .259 | .375 | .500 | .625 | .741 | .838 | .907 | .954 | .981 | .995 | 1 |
Here are some statistics on the average number of hits one can expect with a given burst size (or RoF) and a given "to hit" number. Note that at the higher rates of fire even low "to hit" numbers can have high average hit counts.
To Hit # | 3- | 4- | 5- | 6- | 7- | 8- | 9- | 10- | 11- | 12- | 13- | 14- | 15- | 16- | 17- | 18- | 19- | 20- | 21- | 22- |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
1 Per 4 Over | 0.005 | 0.019 | 0.046 | 0.093 | 0.167 | 0.278 | 0.421 | 0.593 | 0.792 | 1.019 | 1.259 | 1.500 | 1.745 | 2.000 | 2.255 | 2.500 | 2.745 | 3.000 | 3.255 | 3.500 |
1 Per 2 Over | 0.005 | 0.019 | 0.051 | 0.111 | 0.213 | 0.370 | 0.588 | 0.870 | 1.213 | 1.611 | 2.051 | 2.519 | 3.005 | 3.500 | 4.000 | 4.500 | 5.000 | 5.500 | 6.000 | 6.500 |
1 Per 1 Over | 0.005 | 0.023 | 0.069 | 0.162 | 0.324 | 0.583 | 0.958 | 1.458 | 2.083 | 2.824 | 3.662 | 4.569 | 5.523 | 6.505 | 7.500 | 8.500 | 9.500 | 10.50 | 11.50 | 12.50 |
2 Per 1 Over | 0.009 | 0.046 | 0.139 | 0.324 | 0.648 | 1.167 | 1.917 | 2.917 | 4.167 | 5.648 | 7.324 | 9.139 | 11.05 | 13.01 | 15.00 | 17.00 | 19.00 | 21.00 | 23.00 | 25.00 |
Aside from the hit location modifications above I have a few observations about OCV, DCV, and Setting in room-to-room combat.
If you do not have sufficient strength to use the weapon then all shots after the initial in a given phase should be resolved at OCV = 0. Yep, that's right, zero. The gun is out of control and is only pointed in the direction of the target. Hits are randomly located and can not be directed at individual target locations. It may be possible to use the limited area locations (high, body, etc.) but I'm not even sure of this.
I now do not think the high DCV values we've sometimes encountered in room-to-room combat are at all unreasonable. You just would not believe how difficult it can be to hit a stationary target at about twice arm's length after popping around a corner. ...Really embarrassing in fact. The question of the target, as Mike put it, "vibrating in place" is not such a mystery given how hard it can be to hit a stationary target when you are in a real hurry to not get shot first. If you want to hit the dodging guy you should use suppression fire at the area he's in - do not try to hit him as an individual. I'll know more after I take the submachine gun class.
Setting should increase OCV more than it does now. It should give a location OCV bonus equal to it's OCV contribution. Target locations were very much easier to hit when I set on them and took some time. My hit probability was about 50% to hit a stationary 1 inch square at 10 meters when set and braced. On the other hand I could only hit a torso sized "moving" target from the same range when forced to draw and shoot in less than three seconds.
Perhaps the solution to most of the OCV issues would be to assign Range Multipliers in addition to part of the OCV modifiers to hit locations. Suppose we assign a range multiplier of x2 (cumulative) for every -4 OCV of the original location modifier and then cut the OCV location modifier in half -- as if the target were stationary. If the target is in fact stationary (DCV 0) then its locations would have modifiers of 0 (none) but the range multipliers would still be counted. This would work much better for missile weapons than the current system which is better for hand-to-hand weapons. Consult the new location table to see what these range multipliers would look like.
Location OCV mod | 0 | -1 | -2 | -3 | -4 | -5 | -6 | -7 | -8 | -9 | -10 |
---|---|---|---|---|---|---|---|---|---|---|---|
Range Multiplier | 1 | 1.25 | 1.5 | 1.5 | 2 | 2.5 | 3 | 3.5 | 4 | 5 | 6 |
All persons entering into close combat are required to make a modified Ego roll before engagement in order to use their full OCV effectively. This is called a "Combat Cool" roll and is an indication of how a combatant retains their composure against being momentarily intimidated by an immediate threat. Without a successful roll the combatant is in "panic fire" mode -- is acting on their fight or flight instinct -- and is too rushed to attack accurately. The roll can be attempted once per phase that the attacker is engaged until it is successfully made. Once the roll is made they may use their Dex/Skill OCV levels as usual for the rest of the engagement.
The highest value of any levels in any skills or expertise that would tend to build immediate confidence in attacker effectiveness may be applied to the Ego roll:
Against the attacker's Ego roll is the defender's effective Presence modifiers. A hallway full of SWAT team is a bit more intimidating than a convenience store owner with a .38 revolver. Modifiers from defender presence are the ref's discretion.
The roll affects missile and melee combat differently. Melee combatants will only lose their skill levels but not their OCV from Dex while missile combatants will lose both.
In any case, a successful Presence Attack by the opposition will undo the effects of an established successful "Combat Cool" roll and put the combatant back into "panic fire" mode.
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Document last modified Tuesday, December 31, 2002