bpmasher Posted January 9, 2022 Report Share Posted January 9, 2022 Basics of conversion ==================== 1. Skill rolls get modified to x5% per point, so a skill roll of 11- becomes a skill roll of 55%. Maximum skills are 100% in very rare cases. Average starting characters have skill rolls of 11- (55%) or above. 2. Combat rolls: OCV Becomes a combat bonus of 5% per point of OCV. DCV creates a penalty to attackers Total Combat Value. Total Combat Value equals 55% plus OCV (OCV x5%) bonus. Combat Roll equals Total Combat Value minus opponents Defense Bonus and modifiers. - Cover modifiers of -2 (10%) to -8 (40%) are added to combat roll procedure. - Range modifiers: 4 to 8 metres = 0 9 to 16 metres = -10% 17 to 32 metres = -20% 33 to 64 metres = -30% 65 to 128 metres = -40% 129 to 256 metres = -50% double max range and add 10% to penalty. 3. Powers - Power skills are converted to %. - Power costs stay the same. Martial arts ============ Maneuver modifiers converted into 5% per OCV or DCV modifier. Damage in wargaming hacks ========================= Roll 1 plus degree of success (5% per shot) amount of Potential Kill Dice. - The Hero System damage value of 1d6 causes kills on a roll of 6. - Hero System damage value of 2d6 causes kills on rolls of 5 and 6. - 3d6 Hero damage equals kills on rolls of 4, 5 and 6. - (4d6 does 1 Kill plus rolled Potential Kill Dice, 5d6 does 2 Kills plus Potential Kill Dice etc.) Armor in wargaming hacks ======================== - Divide DEF values by 4, result is Armor Points. Each Armor Point potentially negates a Kill Result. Roll Armor dice, on results of 4, 5 and 6 you negate one Kill Result. - (alternate Armor rules) Armor has Activation Rolls of 40% to 70%. Each Armor point turns a Kill Result into a Wound Result. Makes most sense when thinking in wargaming terms, where ease of use and intuitive dice rolls make the difference in a tasty game and not that fun game. Quote Link to comment Share on other sites More sharing options...
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