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"Hero System Skirmish continued" Topic

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468 hits since 22 Oct 2019
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bpmasher22 Oct 2019 12:01 a.m. PST

Came up with a conversion document. If you get to trying this out, I would love a line or two of feedback.

Hero System Rules Changes:

(For character conversions) Every 4 Body becomes a Hit

- Hits under this rules variant are the "health" of the miniatures.

(For character conversions) Every 4 STUN becomes Shock

- Since I changed the way Body damage works, I also had to change the way STUN works in this game. Shock represents the mental longevity of the troops, willingness to fight and take 5 without collapsing.

Segments/phases per turn becomes randomized via playing cards

- Each side (usually the GM and players) are assigned a color (black or red) and their action turns are determined by the draw of the card from a regular playing card deck. Speed still determines how many segments/phases in a turn a miniature can take. When a Joker is drawn, the round ends.

Damage potential by range

- Every weapon type is graded for its capacity to inflict damage at range. Some war games call this "effective range". Weapon range brackets are divided into Short/Effective/Extreme.

- Roll 3+ at Short range, 4-5 at Effective range, 6 at extreme range. The amount of D6s to be rolled is determined by the weapon (for instance, most rifles cause 2d6 Killing Damage).

The TO-HIT Procedure penalties

- Normal HERO System distance penalties are ignored when attacking targets at range

- Hitting a mostly obscured target is at -8 OCV (Squads in bocage, caves, etc.)

- 50% obscured is -4 OCV (Moderate cover, stone walls)

- 25% obscured is -2 OCV (Light cover, brushes etc.)

- Shooting at targets at Extreme range takes a -4 OCV penalty, unless equipped with a scope

Normal damage becomes Shock damage

- Every 6 rolled with a Shock damage roll becomes a Hit. Every 1 rolled reduces a Hit. Attacks always inflict Shock according to the amount of dice that are rolled. Roll to check for 6s and 1s, to determine the number of Hits inflicted.

Each segment lasts for APPROXIMATELY 5 seconds for SQUAD -level games

Each inch on the table is about 10 yards/meters for SQUAD -level games (interchangeable for the purposes of this conversion).

Morale Mechanics

- A squad is represented by average morale of the troops (8 (Gritty) or 9 (Normal/Heroic) + [EGO+INT/10], rounding rule = Morale roll).

- Morale rolls are used to determine PIN and ROUT results. After taking Hits from enemy fire the squad takes a PIN roll. After losing 50% troops a squad makes a ROUT roll.

- To remove a PIN result off a squad, a miniature with the skill Leadership needs to roll a successful skill roll to unpin the squad

STUNNING is removed from SQUAD -level games, because Morale rules are in place for getting hit.

bpmasher25 Oct 2019 1:53 a.m. PST

About ammunition usage.

One can abstract this, especially when playing a miniatures game. BUT, I find it amusing to have to find ammo in the middle of a battle. It would suit a Pacific -theater game perfectly, where the marines were mowing down banzai charges as they came in.

So, something like this:

A machine gun has 10 turns of ammunition. When it's finished, the loader, or another soldier has to "supply" the machine gun with a physical movement action (if you want realism on the table), or a 2 to 3 turn supply action.

Not much bookkeeping, but would be fun to see when it happens in game.

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