Rules18

= WARNING: OBSOLETE. Use the Revised Rules Files instead =

Contents of file: rulebk1.rules
This can be left in NEWS. We don't need it in RULES.

These files are DRAFT files containing proposed house rules for change to 5th edition

& rulebook

- [CM 2.0 Rules] ---

Combat and adventuring topics:

BEFORE COMBAT		Difference between combat and non-combat time

PERCEPTION		Noticing things that happen

MOVEMENT		Accelerating, decelerating, and moving

COMBAT SEQUENCE      When you get to do something in combat

ACTION PHASES        How much you can do at once

FIGHTING		What happens when you do something

RECOVERING		Recovering from the effects of doing things

EXPERIENCE           How you can gain Experience Points

POWERUPS             How to spend the Experience Points you gain

To view the topic listed, type RULES

See also RULES HOUSE RULES for special House Rules that take

precedence over standard Hero 5th edition rules.

& before combat

- [CM 2.0 Rules] ---

Combat time is very precise, measured by the second, with a lot of specific

terms and rules and actions and results. Much can happen in only a very few

seconds of combat time, and therefore we have extensive rules for playing

it out. It can often take several hours of real time to play out a couple

of minutes of (combat) game time.

Non-combat time (for example, if you are roleplaying socializing with other

characters, or figuring out how to solve a puzzle, or flying from New York

to Las Vegas on an airplane) is less precise and goes by much faster.

Unless it looks like there's going to be some sort of fight, we don't

usually worry too much about exact times or distances. GMs and players

can feel free to "fast-forward" through such scenes if desired.

& perception

- [CM 2.0 Rules] ---

Sometimes a character must make a Perception (PER) Roll to notice something

For example, if the thing is inobvious, or hidden, or the situation is

distracting. (This is particularly true in combat.)

To make a successful PER roll, the character must roll less than or equal

to their PER on 3D6. Base PER is 9 + (INT / 5).

The PER roll may suffer modifiers if the target is far away (see RULES

CHART RANGEMOD), concealed, or otherwise difficult to notice. For some

examples of such modifiers, see RULES SIGHT MOD, RULES HEARING MOD, and

RULES SMELL MOD.

You can purchase bonuses to PER (see RULES POWER ENHANCED PERCEPTION).

For more information see RULES PERCEPTION 2.

& perception 2

- [CM 2.0 Rules] ---

Example: BrainStorm has an INT of 18. Her PER roll is therefore 9 +

(18 / 5) = 9 + 3.6 = 9 + 4 = 13. She buys +2 to all senses (costing 6

points), making her PER roll 15.

There's a ninja assassin hidden 11" from her. BrainStorm gets a -4

penalty for range.

The GM secretly rolls Stealth for the assassin, succeeding by 2.

BrainsStorm gets a -2 penalty for opponent's stealth.

The GM tells Brain Storm to make a PER roll (without telling her why

yet). This roll takes a -6 modifier, so BrainStorm needs 15 - 6 = 9

or less to notice the ninja assassin.

She rolls a 7, and the GM then tells her that she sees a dark-cloaked man

hiding behind a tree. Had she rolled a 10 or higher, she would have seen

nothing.

For more information see RULES PERCEPTION 3.

& perception 3

- [CM 2.0 Rules] ---

Not all senses are equally useful. For example, a normal human can learn

a lot more about someone by looking at him than by smelling him. To reflect

this, senses are divided into categories.

Ranged and Non-Ranged

A Ranged sense can detect something at a distance.

A Non-Ranged can only detect something right next to you.

For a normal human, Sight, Hearing and Smell are Ranged senses.

Targeting and Non-Targeting

A Targeting sense can determine the exact position of a target.

A Non-Targeting sense can give you the general position of a target

(e.g. "behind you"), but not the specific location.

For normal humans, Sight is the only Targeting sense.

If you perceive a target with a Targeting sense, you are at full OCV/DCV.

If you perceive with a non-Targeting sense, you are at -1 DCV and 1/2 OCV.

If you perceive with NO senses, you are at:

1/2 OCV and 1/2 DCV in hand-to-hand combat

0 OCV and 1/2 DCV at range

& sight mod

- [CM 2.0 Rules] ---

SIGHT PERCEPTION MODIFIERS

Long Look (Full Phase, 1/2 DCV)     +2

Careful Look (Half Phase)           +1

High Contrast (Black on White)      +1

Moving Object                       +1

Object Fills: 1 Hex                 +2

2 Hexes               +4

4 Hexes               +6

... each 2x size beyond four     +2 per size increment

Low Contrast                        -1

Moonlit Night                       -2

Very Dark Night                     -4

Object is only: 1/4 Hex in size     -2

1/8 Hex in size     -4

... each x1/2 size below 1/8     -2 per size increment

& hearing mod

- [CM 2.0 Rules] ---

HEARING PERCEPTION MODIFIERS

Listen (Half Phase)                 +1

Listen (Full Phase, 1/2 DCV         +2

Loud Explosion                      +6

Weapon Report (rifle, pistol)       +4

Shouting/Screaming                  +2

Loud talking                        +1

Downwind                            +1

Combat blow (punch/kick)            +0

Fast Movement (run, 6" +)           +1

Fast Walk (3" - 6" in a Phase)      +0

Normal Walk (2" in a Phase)         -1

Careful Walk (1" in a Phase)        -2

Whisper                             -3

Slowly Open a Door (Full Phase)     -2

Foggy Conditions                    -1

Upwind                              -1

& smell mod

- [CM 2.0 Rules] ---

SMELL PERCEPTION MODIFIERS

Smelly Person (unbathed, perfumed)  +2

Extremely smelly person             +4

Downwind, light breeze              +1

Downwind, strong breeze             -1

Upwind, light breeze                -2

Downwind, strong breeze             -4

& combat sequence

- [CM 2.0 Rules] ---

HERO divides combat into small fragments:

1 Turn is 12 seconds long.

1 Segment is 1 second long. (12 Segments to a Turn)

After Segment 12, a zero-second interval occurs and a new Turn starts.

Each character has one Phase per Turn per point of SPD.

So if your SPD is 5, you get 5 Phases per Turn.

Each Phase begins on a specific Segment in that Turn. For example,

if you get 3 Phases per Turn, they begin on Segments 4, 8, and

12. (See RULES CHART SPD for a list.)

Combat is resolved one Segment at a time, starting with Segment 12.

Only characters with a Phase in that Segment get to act then.

Surprised characters don't get to act on their Phases.

In the post-Segment-12 interval, everyone gets a Recovery.

See RULES COMBAT SEQUENCE 2 for more information.

See RULES COMBAT SEQUENCE 3 for an example.

& combat sequence 2

- [CM 2.0 Rules] ---

When two characters act in the same segment, the character with the

highest DEX goes first, and then other characters go in descending

order of DEX.

If two or more characters have an action on the same Segment and have

equal DEXes, they roll 3D6, and go in order from low roll to high

roll (ties should re-roll).

Characters may voluntarily lower their SPD or DEX to any value below

theirs (to a minimum of 1) for purposes of combat sequence.

Characters may normally only do this during post-Segment 12.

See RULES ACTION PHASE TABLE for a list of typical actions performed on

a Phase. Every possible action will use up either No Time, 0 Phase, Half

Phase, or Full Phase.

No-Time Actions may be performed out-of-order, on any Segment. For example,

it does not have to be Dr. Destroyer's Phase for him to shout, "You'll

never take me alive, Fools!" He can do that at any time.

For an example, see RULES PHASES EXAMPLE.

For more information see RULES PHASES 2.

& phases example

- [CM 2.0 Rules] ---

Brick has  DEX = 20, SPD = 3, REC = 10.

Speedy has DEX = 30, SPD = 6, REC = 15.

Blaster has DEX = 25, SPD = 4, REC = 5.

Speedy attempts a surprise attack on Blaster and Brick. Blaster notices

Speedy (is not surprised) but Brick does not. Actions occur one Segment

at a time, as follows:

Seg 12: Speedy acts, then Blaster acts. (Brick, surprised, does not).

Suppose Speedy takes 20 STUN and Brick takes 10 STUN.

Post-12: Everyone gets a Recovery.

Speedy recovers 15 STUN, Brick recovers 10 STUN.

Seg 1:  Nobody acts.

Seg 2:  Speedy acts.

Seg 3:  Blaster acts.

Seg 4:  Speedy acts, then Brick acts.

Seg 5:  Nobody acts.

Seg 6:  Speedy acts, then Blaster acts, then Brick acts.

Seg 7:  Nobody acts.

Seg 8:  Speedy acts, then Brick acts.

Seg 9:  Blaster acts.

Seg 10: Speedy acts.

Seg 11: Nobody acts.

Seg 12: Speedy acts, then Blaster acts, then Brick acts.

& phases 2

- [CM 2.0 Rules] ---

0 Phase Actions: An action that requires 0 Phase (such as turning on a

Power) can be performed at any time before the Phase comes to an end, and

the character may take as many of them as he wishes (note, since by

definition making an attack roll is the culmination of your Phase, no 0

Phase actions may be taken once you make an attack). Since these Actions

take 0 Phase, the character still has an entire Phase left to use after

taking any of these actions. You can take 1,000 0-Phase actions and you

will still be able to perform a Full Phase afterwards.

Half Phase Actions: A character may take up to (but not more than) two

Half Phase actions in a single Phase (1/2 Phase + 1/2 Phase = Full Phase).

These Half-Phase actions may occur in any order, and 0 Phase actions may

occur in between each Half-Phase. However, ANY TIME A CHARACTER MAKES AN

ATTACK ROLL AGAINST A TARGET, HIS PHASE ENDS. Making an attack is only a

half-Phase action. You may take another half-Phase action BEFORE making

an attack, but never after. Attacks always happen at the end of your

Phase, even if that is the only thing you do. 0-Phase actions may never

be taken after an attack. Therefore, you may half-move (a Half-Phase

action) and then attack, or Half-Move, take 18 0-Phase actions, and then

attack, but if you attack first, your Phase ends, even though you only

took a single Half-Phase action.

For more information see RULES PHASES 3

& phases 3

- [CM 2.0 Rules] ---

Full Phase Actions: An action that is a Full Phase action requires an

entire Phase to perform. 0 Phase actions may be taken BEFORE a Full Phase

action is made, but not after. Examples of Full Phase actions are Full

Moves, Taking a Recovery, and Changing Clothes (e.g. from Clark Kent into

Superman).

Please note that while you can never take actions that require 0 or more

Phases after performing one full, two half phase, attack actions, you may

still perform No Time actions at any time. Therefore, while you can't

attack and then turn on your Force Field (a 0 Phase action may not be

taken after an attack), you CAN make an attack and follow it with an insult

or other commentary to your opponent, a PRE attack, etc.

The Half Move: One of the most common Half-Phase actions (other than an

attack) is the Half Move. Characters may move up to 1/2 of the total

distance (rounded in their favor) that they could move on a full Phase.

This is normally listed in your movement Power. For instance, 20" of Flight

means you can make a full move of 20" (20 hexes or 40 meters) in a single

Phase. Half of that is 10", so you may move 1-10" for 1/2 Phase and still

have 1/2 Phase left to attack or take some other action, or you may move

11-20", which is considered a Full Move, takes a Full Phase, and allows

no other actions afterwards. (Obviously, the exact numbers will depend on

your movement Power.)

For more information see RULES PHASES 4

& phases 4

- [CM 2.0 Rules] ---

Saving a Phase: Characters may choose NOT to act when it is their turn

during a Segment (i.e. when their Phase comes up). Characters may "save"

their Phase until a lower DEX on the same Segment, until some action

occurs ("I wait until he turns around"), or even until another Segment.

Note: Characters may NEVER take more than one Action Phase on any single

Segment. Any Saved Phases are lost when your next Phase comes up. A

character may even perform a half-Phase action and then save his remaining

half-Phase for later. Characters doing this are considered "ready" and may

perform the held half-Phase at any time later (they still lose it if they

haven't used it by the time their next Phase comes up). "Ready" characters

may interrupt the actions of those who go after them with the completion

of their final Half-Phase if they wish. (requires a DEX versus DEX roll)

Example: In battle with Ultranium Man, Assaulter gets to take a Phase on

Segment 2 (he has a 6 SPD). Ultranium man is pretty far away, and since

Assaulter is a martial artist, he can't really get to him. Assaulter has

15" of Running. He runs toward U-man 8" (a half-move), which takes 1/2 of

his Phase. He then announces he will save his remaining Half-Phase for

later. On Segment 3, U-man gets to go. Normally, he'd be able to fly up

to Assaulter and attack. However, when he tries this, after he completes

his own half-move up to Assaulter, Assaulter then announces he will use

his saved half-Phase to kick U-man in the gut. The maneuver works, and

U-man is sent sprawling backward. U-man now has to waste his remaining

half-Phase getting up, since Assaulter knocked U-man down in the middle

of his Action Phase.

For more information see RULES PHASES 5

& phases 5

- [CM 2.0 Rules] ---

Characters may perform "held" Phases (or half-Phases) at any time. They

may interrupt other characters' actions to perform them. If two characters

with saved actions wish to perform them simultaneously, each one should

make a DEX roll. The character who makes his roll by the largest amount

will go first.

Example: Ultranium Man and Nucleon both have a saved Phase. They both

decide to attack each other simultaneously. To see who gets to go first,

the GM has them make DEX rolls. Nucleon has a 26 DEX, giving him a 9 +

(26/5) = 14 or less. He rolls an 11, making his roll by 3. U-man has a

24 DEX, which also gives him a 14 or Less. He rolls a 12, making his roll

by 2. Since Nucleon made his roll by 3 and U-man only made his by 2,

Nucleon gets to take his saved action first.

Characters using EGO Powers may, at their option, use an EGO roll instead

of DEX (this is never mandatory and the player may alternate between these

on different Phases). Regardless of the roll, defensive actions always go

first. DEX rolls only apply to attacks or movement actions.

For more information see RULES PHASES 6

& phases 6

- [CM 2.0 Rules] ---

Aborting your Phase: Characters may abort their next-Phase action and

perform a defensive combat maneuver or any other defensive action (such as

turning on their Force Field) on any Segment on which they have not already

completed a Phase. This can occur on the Segments when the character would

normally have a Phase but hasn't gone yet, or on Segments in between the

character's Phases. The next Full Phase action is used to do this. Usable

abort actions are Dodge, Block, turning on a defensive Power, and Dive for

Cover.

Example: Ultranium Man has already used his wicked energy blast to flatten

two of Astron's team-mates, Equinox and Nucleon. Astron has a 5 SPD, so he

goes on Segment 5. During his Phase, he puts all of his points in his

Multipower into Energy Blast and shoots Ultranium Man. U-man goes after

Astron, and he shoots Astron back. Astron is really hurt by this, and is

almost unconscious. Astron's next Phase is on Segment 8. However, on

Segment 6, in between Astron's Phases, the villain Tangler runs up to

him and attempts to tangle him up in a web. Astron sees this attack coming,

so he decides to abort his upcoming next-Phase action for segment 8, and

turns on his Invisibility (a defensive Power). Because he's turned

Invisible, Tangler can't see him, and his webbing misses the target.

Astron is safe for now, but he will not go on Segment 8, since he aborted

that action already. He will have to wait until Segment 10, which would be

the next Phase he'd get after Segment 8.

& action phase table

- [CM 2.0 Rules] ---

ACTION PHASE TABLE

Time                                   Time

Action             Required              Action            Required

Move By            1 Phase               Half Move         1/2 Phase

Move Through       1 Phase               Skill roll        varies

Haymaker           1/2 Phase             Turn on Power     0 Phase

Grab               1/2 Phase             Turn off Power    0 Phase

Brace              1 Phase               Change MP         0 Phase

Set                1 Phase               Open a Door       1/2 Phase

Set & Brace        1 Phase               Start Car         1/2 Phase

Missile Deflect    1 Phase               Change Clothes    1 Phase

Find Weakness      1 Phase               Take Recovery     1 Phase

Attack Roll        1/2 Phase             Recover from      1 Phase

Full Move          1 Phase               being STUNNED

Draw Weapon        1/2 Phase             Speaking          No Time

PRE Attack         No Time               GM asks you       No Time

to make a roll

& fighting

- [CM 2.0 Rules] ---

Fighting is an important part of Champions, and we've divided the files

up into sub-sections to make it a little more digestible. The following

topics are available:

COMBAT        The sequence of combat in a Phase of Champions

MODIFIERS     Things that give bonuses and penalties to attack rolls

MANEUVERS     Explanations of the various combat maneuvers

COMBAT SE     Combat Special Effects

DOING DAMAGE  How Damage is dealt and what affect is has on characters

DYING         When are you dying, and when does final death occur?

KNOCKBACK     Getting kicked around

RECOVERY      Healing, getting better.

END USE       Getting tired.

PRE ATTACKS   Scaring/influencing others (or being frightened of others)

For more information on any topic type RULES

& combat

- [CM 2.0 Rules] ---

Combat in the Hero System consists of a series of actions taken by each

character in the battle. Each time a character's turn comes on a Segment,

he takes his Action Phase. If that Phase does not include an attack, he

performs his action, subtracts any END for the action, apportions his

levels as he sees fit, and that's it. If he decides to attack, he must

attempt first to hit the target, and then must determine what damage (if

any) the target takes. An attack therefore has two parts, 1) determining

if you hit, and 2) determining damage.

In detail, the sequence is as follows:

1. Determine the attackers Offensive Combat Value (OCV).

2. Determine the target's Defensive Combat Value (DCV).

3. Calculate the roll required to hit: 11 + attacker's OCV - target's DCV

4. Roll 3D6. If the roll is less than or equal to the number calculated in

step (3), the attack hits. If the roll is higher than the number

calculated in step (3), the attack misses.

5. Pay the END for the attack (whether you hit or not).

6. If the attack misses, the character's Phase is over. If the attack hits,

go to step 7.

7. Determine the effects of damage.

For more information see RULES COMBAT 2

& combat 2

- [CM 2.0 Rules] ---

The "to hit" roll in Champions is determined (as with most things) by a

roll of 3D6 (the +3D6 command will do this for you). The "to hit" roll is

determined using the following formula:

Attack Roll = 11 + Attacker's OCV - Target's DCV

OCV is the Offensive combat value of the attacker (DEX / 3), and DCV is

the defensive combat value of the target (DEX / 3).

Example: Emendator has a 23 DEX. He attacks Brick, who has a 20 DEX.

Emendator's OCV is therefor 23 / 3 = 7.67 = 8. Brick's DCV = 20 / 3 =

6.67 = 7. Therefore, Emendator's attack roll is 11 + 8 - 7 = 12 or Less.

He must roll 12 or lower on 3D6 to hit Brick with his attack.

For more information see RULES COMBAT 3

& combat 3

- [CM 2.0 Rules] ---

On 3D6, in Champions, a 3 is ALWAYS an automatic success. No matter what

the calculated attack roll is (even if it's -1000), a 3 will still hit.

For example, if your character has a 5 OCV and the target has a 20 DCV,

you would have a 11 + 5 - 20 = -4 to hit. You still would hit if you

rolled a 3. Similarly, a roll of 18 will ALWAYS miss, no matter how good

your OCV is. 3 is considered an incredibly lucky shot, and 18 is considered

an incredibly poor shot.

OCV and DCV can be modified by skill levels, range modifiers, combat

maneuvers, and various other things. However, all characters have a

"normal" or base OCV and DCV. This is calculated by dividing DEX by 3.

Base OCV = Attacker's DEX / 3

Base DCV = Target's DEX / 3

For more information see RULES COMBAT 4

& combat 4

- [CM 2.0 Rules] ---

Determining final OCV is easy if you use the following list:

1. Determine the character's base OCV (DEX / 3)

2. Add any Skill Levels that have been used on OCV this Phase.

3. Subtract 1 if the character made a Half-Move.

4. Apply any modifiers for the combat maneuver being used.

5. Apply any other combat modifiers

6. Subtract any range modifiers.

Determining final DCV is also easy using the following list:

1. Determine base DCV (DEX / 3)

2. Add any applicable skill levels (HTH levels or general combat levels)

3. Apply modifiers for the combat maneuver used on character's last Phase.

4. Apply combat modifiers -- halving or doubling occurs here.

For more information see RULES COMBAT 5

& combat 5

- [CM 2.0 Rules] ---

Combat Levels can be used to modify OCV, DCV, or both. Combat levels are

bought with Character points and are listed in the RULES SKILLS files.

Combat Levels may increase OCV or DCV. Combat Levels do not apply to DCV

in all cases. Combat levels with ranged attacks CANNOT be used for DCV

bonuses, and may only be used for OCV bonuses. Combat Levels with a

hand-to-hand attack, or general (8 point levels) or Overall Skill Levels

(10 point levels) may be applied to DCV. Once Levels are used on your

Phase, they STAY LIKE THAT until your next Phase.

Example: Nightshade has a 30 DEX (base 10 OCV and 10 DCV). He is battling

Ox, who has a 20 DEX (Base 7 OCV and 7 DCV). Nightshade has 2 Levels with

Martial Arts. On Segment 2, Nightshade (who has a 6 SPD), gets to go. He

attacks Ox, and puts 1 Level into OCV and 1 into DCV. He punches Ox, so

he is using a HTH attack. Therefore his levels may be used on DCV. His

final OCV is 11, as is his final DCV. Next segment (3), Nightshade does

not go (his next Phase occurs on 4). Ox goes, however, and he tries to

pummel Nightshade. Nightshade's DCV is still 11, because he placed 1 level

into his DCV last Phase, and it will remain there as a DCV bonus until at

least Segment 4, when he gets another Phase and may change how he has his

levels arranged.

For more information see RULES COMBAT 6

& combat 6

- [CM 2.0 Rules] ---

Range Modifiers: When a character attacks a target at a distance (i.e. not

in HTH combat), the attack may have a Range Modifier. This reflects the

fact that it is harder to hit a target that is far away than one that is

up close. Up to a distance of 4" there is no range modifier. After that,

there is a -2 OCV penalty for each doubling of distance (-2 at 5-8"

distance, -4 at 9-16" distance, etc). Range Modifiers may be offset by

skill levels. Ranged Skill Penalty Levels may only be used to offset these

modifiers and may never increase OCV above the base level.

Example: Refractor has an energy blast and is attempting to hit Barbarian.

Refractor is 11" from Barbarian. His base OCV is 8, but he also has a -4

to hit due to the range. His final OCV is therefore 4. Barbarian's DCV is

11. This gives an attack roll of 11 + 4 - 11 = 4 or Less.

For more information see RULES COMBAT 7

& combat 7

- [CM 2.0 Rules] ---

Mental attacks are slightly different, in that they use EGO instead of

DEX to determine hits-and-misses. They work basically the same way, but

use the EGO Combat Value (ECV) instead. EGO combat value is determined as

follows:

ECV = EGO / 3

There is no "offensive" or "defensive" EGO combat value.. it is all one and

the same (putting a level into ECV means it works both for attacks and

for defense during that Phase). The attack roll is determined by:

Attack roll = 11 + Attacker's ECV - Target's ECV

A 3D6 roll is made, and if the attack roll or less is rolled, the attack

hits its target.

Example: Psiana has a 21 EGO. This gives her an ECV of 7. She makes an EGO

Attack against Feline. Feline has a 15 EGO, giving an ECV of 5. This means

Psiana will hit if she rolls 11 + 7 - 5 = 13 or Less on 3D6.

& modifiers

- [CM 2.0 Rules] ---

There are a large number of set Combat Modifiers that will have an effect

on the OCV or DCV (or both) of a character under certain conditions. Many

situations are covered, but of course, not all possible ones are. Any that

are not will be determined "on the spot" by the GM (usually by comparison

to the modifiers already in existence).

Area Effect: Any attack directed at the ground (at a hex) rather than a

person or an upright target works like an Area Effect attack (this includes

Explosions). Hexes have a DCV of 3 at range, and hexes immediately adjacent

to the hex of the character have a DCV of 0. Attacks against a hex suffer

the normal range modifiers (see RULES COMBAT 6). If the attack misses the

hex, the center of the area effect will "bounce". It will move in a random

direction (selected by making a 1D6 die roll), and will end up landing 1"

away from the intended target hex in that direction for each 1 the roll

missed by.

For more information see RULES MODIFIERS 2

& modifiers 2

- [CM 2.0 Rules] ---

Autofire: Powers bought with the advantage Autofire can fire a stream of

attacks with a single attack roll. They can hit one target several times

or several targets with one attack. The character making the autofire

attack chooses how many "shots" he will use, up to his maximum (see RULES

ADV AUTOFIRE). The attacker makes a normal attack roll. For every 2 points

the attack roll is made by, the attacker hits the target 1 extra time.

Targets may never take a total number of hits more than the number of

shots used.

Example: Gunslinger has a gatling gun that can fire up to 5 shots. He has

an OCV of 8, and fires his gun at Titanos, who has a DCV of 5. His attack

roll is 11 + 8 - 5 = 14 or Less. He rolls a 9. He hits once for the 14,

once for 12, and once for 10 (i.e. with 3 shots).

Characters may spray their Autofire at multiple targets. This gives a

-1 OCV penalty for each HEX into which the character fires. Used this way,

an autofire attack can hit each target ONCE only. Target hexes must be

contiguous and each hex MUST receive one shot (even if there are no

targets in some of the hexes). Characters can fire a minimum of 1 shot

into each hex, and a total maximum number of shots equal to their autofire

maximum. Note, new skills in 5th edition rules allow these restrictions

on autofire to be overcome to some degree.

For more information see RULES MODIFIERS 3

& modifiers 3

- [CM 2.0 Rules] ---

Bouncing an Attack: Characters with appropriate ranged attacks and special

effects may bounce their attack off of an appropriate surface (such as a

laser beam being bounced off of a mirror). It is up to the GM to decide

what attack forms and surfaces are appropriate. Each "bounce" performed

requires 1 combat level (with the power being used). Range modifiers are

counted along the entire path of the attack. +1 to +3 is given as a

surprise maneuver, since the target is not usually expecting a bounced

attack.

Braced: A character can Brace himself to steady his aim. Braced characters

can take a 0 Phase action to ready themselves, which gives a +2 OCV that

can ONLY be used to offset range modifiers. Because the character is braced,

his DCV is 1/2 of what it normally is. Characters can Set at the same time

they Brace. This takes a Full Phase and gives another +1 OCV. DCV is still

halved.

Concealment: Targets that are partly hidden behind objects are more

difficult to hit by a distant attacker. Attackers get an OCV penalty for

how concealed the target is. 1/2 to 3/4 concealment (e.g. leaning around

a corner) gives -2 OCV. 3/4 to 99% concealment (only head is showing, for

instance) gives -4 to the attacker's OCV.

For more information see RULES MODIFIERS 4

& modifiers 4

- [CM 2.0 Rules] ---

Coordination: Two or more characters may "coordinate" their attacks; that

is, they may attempt to attack a single opponent at EXACTLY the same

instant. Coordination must occur on the same DEX and segment for all

characters. Therefore, faster characters must slow down to the slowest

character's DEX, and may even have to hold their action Phase for one

or two Segments until everyone has a Phase coming up. Coordination

does not affect how much DAMAGE is done to the target, but it does

affect whether the target is Stunned. After damage is rolled and

applied normally to the target's DCV, all of the Coordinated attacks'

damage is added together for purposes of determining if the target is

Stunned. Knockback is determined normally, and then any resulting KB

is added together (if the attacks all came from the same side as the

attacker). All characters initially have an 8 or Less to successfully

coordinate their attacks (those that blow the roll have their attack

hit an instant too late). The skill Teamwork increases the chance for

a character to coordinate with others.

For more information see RULES MODIFIERS 5

& modifiers 5

- [CM 2.0 Rules] ---

Example of Coordination: Starfire and Nightshade are battling Ox. Ox

has a 30 PD and ED, and a 30 CON. Normally, neither Starfire nor Nightshade

could Stun Ox normally. Nightshade calls out the secret code that

means they will try to coordinate on Ox ("Pillowcase!!"). Since he has

a Phase on segment 4, and Starfire does not, Nightshade holds his

Phase. On Segment 5, they both go. Nightshade waits to act until

Starfire's DEX (24) comes up. Then they make their attacks. Starfire

fires his Energy Blast, and Nightshade uses his Martial Kick. They

both have an 8 or Less to Coordinate. Nightshade rolls a 7; Starfire

rolls a 5 (lucky heroes!). Nightshade's kick does 48 STUN, 13 BODY,

and 5" KB. Because of his Defenses, OX takes 48 - 30 = 18 STUN damage,

no body, and 5" KB. Starfire's attack does 46 STUN, 12 BODY, and 4"

KB. Ox takes 46 - 30 = 16 STUN from Starfire's attack (no BODY), and

another 4" KB. Ox takes a total of 16 + 18 = 34 STUN, which is higher

than his CON, so he is Stunned. He goes back 9" total.

For more information see RULES MODIFIERS 6

& modifiers 6

- [CM 2.0 Rules] ---

Explosions: Explosion attacks are targeted on a Hex, just as Area Effect

attacks are. They are handled the same way as Area Effect, except that

Explosions lose 1 Damage Class (DC) per hex distant from the center

(target) hex. The largest die values are always subtracted FIRST. Anyone

standing in the blast radius with a saved Phase or who is able to Abort

his action may Dive for Cover.

Spreading: Energy Blasts may be "spread" across a wide area for an improved

chance to hit. This results in widening the beam (which decreases the

amount of damage it will do). A spread EB gets +1 OCV for each -1D6 damage

(called 1D6 of "spread"). The EB in this case is spread only across the

hex in which the target character is standing. Energy Blast may also be

spread to hit more than one target. For each -1D6 of "spread" the EB can

fill a single hex (all hexes must be adjacent and side-by-side -- you

can't hit hexes behind other hexes you are also hitting). Attack rolls

must be made individually against each target in each hex. Note: Energy

Blast is the ONLY Power which may be spread.

For more information see RULES MODIFIERS 7

& modifiers 7

- [CM 2.0 Rules] ---

Set: A character can Set himself to receive an OCV bonus. A character

who Sets must select a specific target to aim at. An attacker who

wants to Set must spend his ENTIRE PHASE tracking the target. A

character who has set on a target then receives a +1 OCV to any attack

made against the target until the Set is lost. A character who has set

can attack the target on his next Phase, then track the target without

losing the Set bonus. However, the character will lose the Set if at

any point he ceases to either attack or track his target. Set is also

lost if the target moves out of sight. Characters may Set and Brace on

the same Phase. They get the bonus of both modifiers (+2 total), but

they also receive both penalties (full Phase and half DCV).

Surprise: Surprise attacks occur when a character is attacked without

knowing the attacker is there (he is invisible, hiding and undetected,

etc). A character attacked by surprise takes 2x STUN from the attack

and is at 1/2 DCV. Attackers only receive this bonus if the target is

not expecting ANY attack -- that is, the character is not in combat. A

character who is in combat cannot be hit with full Surprise (though he

can be the victim of a Surprise Maneuver).

For more information see RULES MODIFIERS 8

& modifiers 8

- [CM 2.0 Rules] ---

Surprise Maneuver: A Surprise Maneuver is any maneuver a character makes

which startles his target (such as bouncing your Energy Blast off of a

mirror rather than hitting him directly). The GM will award bonuses to

OCV based on how surprising the maneuver is. This bonus can range from +1

for mildly surprising maneuvers to +3 for very surprising maneuvers.

Target Size: The size of a target may make it easier to hit. For each

2x human size (1 hex high), the attacker has +2 OCV to hit the target.

For more information see RULES MODIFIERS 9

& modifiers 9

& throwing modifiers

- [CM 2.0 Rules] ---

Thrown Objects: Throwing an object may be much more difficult than firing

a weapon, depending on how aerodynamic and balanced it is. Penalties are

to the RANGE MODIFIER only, not directly to OCV (and therefore may be

offset by Range Skill Levels [see RULES SKILL LEVELS]). The following

modifiers apply:

Object is:			Modifier     	Examples

Unbalanced, not aerodynamic	 -4		Unwilling person, building

Balanced OR aerodynamic		 -2		Willing person, rock

Balanced AND Aerodynamic	 -0		Throwing axe, football

Objects that are fill a full Hex or more (like a truck) are treated like

Area Effect attacks. In this case, the hex, rather than a specific

character, is targeted, and anyone inside the appropriate area of effect

will take damage.

Unfamiliar Weapons: In Heroic campaigns ONLY, characters using an

unfamiliar weapon have -3 to their OCV. This does not apply to Superheros

unless the GM wants to apply it to vehicle weapons or heavy weapons. This

NEVER applies to weapons the character has paid points for.

& maneuvers

- [CM 2.0 Rules] ---

The +HTH command lists all of the regular maneuvers available to any

character in combat. The +MA command lists all of the Martial Arts

maneuvers which may be individually purchased under the auspices of

the Martial Arts skill (see RULES SKILL MARTIAL ARTS). Theses are the

maneuvers available in the Champions MUSH game, and any of them may be

viewed in detail by typing RULES MANEUVER. Example:

RULES MANEUVER BLOCK. What follows in the next few news files is a general

explanation suitable to all combat maneuvers. Martial maneuvers may be

viewed under the Martial Arts files (RULES SKILL MARTIAL ARTS)

How to read the table: Both +HTH and +MA are set up the same

way. The maneuver is listed to the left, followed by the Phase (how

long it takes to perform the maneuver), the OCV and DCV bonus or

penalty for the maneuver (if applicable), and then the Effect: Abort

means this maneuver can be aborted to (any that do not say Abort

CANNOT be Aborted to), and Damage is how much Damage is done by the

attack.

Fore more information see RULES MANEUVERS 2

& maneuvers 2

- [CM 2.0 Rules] ---

The number of ways to attack someone in combat, even with your bare

hands, is practically infinite. However, most such maneuvers can be

described in game terms by selecting one of a simple set of maneuvers

(see +MANEUVER and +MA for lists). There are several types of

(non-super-powered) maneuvers that can be made, and they usually fall

into one of four categories:

1. Hand to Hand (HTH) attacks: This includes bare-handed fighting, or

fighting with handheld weapons that cannot be fired, thrown, etc.

Examples include sword fights, fisticuffs,wrestling, etc.

2. Missile attacks: Handheld weapons used at a distance that must be

thrown, or fired with human-powered energy (arrows, throwing axes,

etc.).

3. Small Arms: Powered ranged attacks -- rifles, laser guns, etc.

4. Other Weapons: Anything that does not fit the other three

categories (hand grenades, howitzers).

For more information see RULES MANEUVERS 3

& maneuvers 3

- [CM 2.0 Rules] ---

Combat maneuvers can modify the character's OCV, DCV, amount of damage

done, or other things. Any modifiers from the maneuver are in effect

from the instant they are performed until the beginning of the character's

next Action Phase. Any character may use any of the maneuvers listed in

+HTH. However, such maneuvers must be stated BEFORE the attack is being

made ("I am going to attempt to Disarm Baron Montrose"). Combat Maneuvers

generally end the character's turn, and count as an attack even if no

actual attack is made (for instance, you can half-move and then Dodge,

but you cannot Dodge and then half-move).

Characters should NOT just use the maneuver table when in combat. They

should decide what they want to do IN WORDS first, and describe it

with a pose command (: or 'pose' ). THEN the player and

the GM can figure out which maneuver most closely describes the effect

the character has just posed. Many times this will be the standard

Strike maneuver, but often Disarm, Grab, Haymaker, or other maneuvers

will be more appropriate.

& maneuver block

- [CM 2.0 Rules] ---

Block maneuvers block hand-to-hand attacks by a specific opponent. A

character who wants to block must declare his intention BEFORE the

attacker makes his Attack Roll (before the attack hits, in other

words). To attempt a block, the character must compare his OCV to his

attacker's OCV (NOT DCV). The chance to block is 11 + Blocker's OCV -

Attacker's OCV. If the character makes the roll, he is hit, but takes

no damage and no Knockback. Furthermore, if these two characters have

their next Phases on the same segment, then the Blocker gets to go

first, regardless of DEX (the attacker is delayed until the blocker's

DEX). Blocks have no effect on ranged attacks.

Example: Ox attempts to punch Emendator. Ox has a 20 DEX, which gives

him a 7 OCV. Emendator knows Ox is strong enough to pick up buildings

and toss them around, so he doesn't feel like taking damage. Emendator

announces that he will abort his next action Phase and

block. Emendator has a 23 DEX, which gives him an 8 OCV. His chance to

block successfully is 11 + 8 - 7 = 12 or Less. Emendator rolls a 9. He

blocks successfully (Whew!).

& maneuver disarm

- [CM 2.0 Rules] ---

Character's may chose to attack their target's weapon (e.g. his OAF

Gun) rather than his target's person. If this maneuver is attempted,

the attacker suffers a -2 OCV (since it is harder to do than simply

hitting someone). If successful, Disarm functions as a Grab against

the weapon. Both characters then roll 1D6 for each 5 STR they have,

and count the total BODY done on the dice. If the defender's total is

higher, then he retains his grip on the weapon. If the attacker's

total is higher, then the disarmed character's weapon goes flying. It

lands 1/2D6 hexes away in the direction of the attacker's choice

(within reason). To attempt to grab the weapon and keep it, see the

Grab maneuver (RULES MANEUVER GRAB).

& maneuver dodge

- [CM 2.0 Rules] ---

A character who Dodges cannot attack, but is much more difficult to hit.

Dodging characters have +3 to their DCV against all attacks (HTH and

Ranged attacks). Characters may Abort to a Dodge.

& maneuver grab

- [CM 2.0 Rules] ---

The Grab maneuver allows a character to grab hold of an opponent. To

Grab an opponent, the character must make a successful attack roll

using the Grab maneuver's modifiers. If successful, the target is

grabbed. The attacker can now crush his opponent (doing his normal STR

damage), or throw him (as an unbalanced, non-aerodynamic object). When

the Grab is made, both characters are then considered to occupy the

attacker's hex (although the target may subsequently be thrown).

Characters who have been Grabbed may attempt to escape. They roll 1D6

for each 5 points of STR (on their Phase only). The Grabber also rolls

1D6 per 5 points of STR. If the Grabber rolls more BODY on the dice,

the target is still held. If the target rolls more, he has

escaped. Ties got the attacker.

Grabbed targets have 1/2 DCV against further attacks, and most

handheld weapons and just about all Accessible Foci (see RULES LIM

FOCUS) are considered unusable. Two of the target's limbs are immobilized.

For more information on Grab, see RULES MANEUVER GRAB 2

& maneuver grab 2

- [CM 2.0 Rules] ---

Characters may choose to attempt to Grab a target's weapon or other

possession instead of the target himself. Such attacks are performed

with a -2 OCV penalty IN ADDITION to the normal OCV penalty for Grab

(i.e. -3 total). If the Grab is successful, then he has his hands on

the target's weapon. He can attempt to break it away by rolling

against the target's STR. Both characters roll 1D6 per 5 points of STR

and count BODY. If the attacker's roll results in a higher BODY total,

then he has taken possession of the item. Until one character has sole

possession of the item, neither can use it.

& maneuver haymaker

- [CM 2.0 Rules] ---

A Haymaker is an all-out attack, where the character puts every ounce of

power into the attack. Haymaker's take an extra Segment to land. Therefore,

if a character states on Segment 6 that he wants to do a Haymaker, the

attack doesn't land until the very end of Segment 7 (as an aside, this

makes the Haymaker one of the least-used maneuvers in Champions, since

unless the target is in some way immobilized, he can abort to a Dodge or

a Block, or may even have time to just step aside (into another hex),

making the attack much less likely (or impossible) to be successful).

Haymaker's do an extra 4 DC's of damage. In 5th edition rules Haymakers

can be performed with every type of attack, HTH, Ranged, and Mental.