Multiple Attacker's Charts
These charts are meant to speed up combat, by allowing multiple attackers to "pool" their chances of a hit, in cases where rolling for everybody would be too time consuming. Although the table uses a percentage dice roll, chances to hit were calculated using the standard Hero system, so the outcome should be roughly comparable to rolling all those dice.
Scoring hits on targets
The Combat Table below shows the percentage chance of multiple attackers scoring a hit on a single target.
Calculate OCV and DCV as normal - if the targets final DCV (including range mod.s cover etc) is lower than the the attacker's final OCV, then use the -DCV half of the table. If the target's final DCV is higher than the attacker's final OCV, then use the +DCV column. In each case the number is the difference between the two CVs. A percentage chance to hit of 100 or greater means one certain hit. Thus a score of 225 means two hits and a 25% chance of a third hit. If a group of attackers is firing at multiple targets, you can either aportion the hits randomly among the targets if all they all have the same DCV, or simply assign subgroups to attack targets with the same DCV. If there are more than 10 attackers simply use multiples of the table (ie 34 attackers use 3X the 10 attackers row plus the 4 attackers row. Remember that only a limited number of attackers can normally see or reach a given target!
To Hit DCV |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
1 |
even |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
Number of attackers |
|
|||||||||||||||
1 |
100 |
99 |
99 |
96 |
90 |
83 |
75 |
62 |
50 |
37 |
25 |
16 |
9 |
4 |
1 |
0 |
2 |
200 |
199 |
198 |
196 |
180 |
166 |
150 |
129 |
100 |
75 |
50 |
32 |
18 |
8 |
2 |
1 |
3 |
300 |
298 |
297 |
288 |
270 |
249 |
225 |
190 |
150 |
112 |
75 |
48 |
27 |
12 |
3 |
1 |
4 |
400 |
398 |
396 |
384 |
360 |
332 |
300 |
250 |
200 |
150 |
100 |
64 |
36 |
16 |
4 |
2 |
5 |
500 |
497 |
495 |
480 |
450 |
415 |
375 |
312 |
250 |
187 |
125 |
80 |
45 |
20 |
5 |
2 |
6 |
600 |
597 |
594 |
576 |
540 |
498 |
450 |
375 |
300 |
225 |
150 |
96 |
54 |
24 |
6 |
3 |
7 |
700 |
696 |
693 |
672 |
630 |
581 |
525 |
437 |
350 |
262 |
175 |
112 |
63 |
28 |
7 |
3 |
8 |
800 |
796 |
792 |
768 |
720 |
664 |
600 |
500 |
400 |
300 |
200 |
128 |
72 |
32 |
8 |
4 |
9 |
900 |
895 |
891 |
864 |
810 |
747 |
675 |
562 |
450 |
337 |
225 |
142 |
81 |
36 |
9 |
4 |
10 |
1000 |
995 |
990 |
960 |
900 |
830 |
750 |
625 |
500 |
375 |
250 |
160 |
90 |
40 |
10 |
5 |
Examples.
Given below are several examples, showing how to use the table in different situations.
20 archers (OCV 6, including levels and weapon bonuses) are shooting at an approaching group composed of 15 footmen (DCV 6) and 5 knights (DCV 7). The attacker waits until the targets are in close range (-1 range mod) and then shoots. He decides to fire half the archers at the footmen, half at the knights. So, 10 archers at OCV 6 vs DCV 6, -1 for range is a total of minus 1, so using the +1 DCV column, 10 attackers score 500%, or 5 hits. Against the Knights, the archers use the +2 DCV column, since the Knights are DCV 7, and thus score 375%, or 3 hits and a 75% chance of 1 more.
Here's the table, with the 10 archers shooting at the footmen as described above, and the appropriate column and row marked with red text:
To Hit DCV |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
1 |
even |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
Number of attackers |
|
|||||||||||||||
1 |
100 |
99 |
99 |
96 |
90 |
83 |
75 |
62 |
50 |
37 |
25 |
16 |
9 |
4 |
1 |
0 |
2 |
200 |
199 |
198 |
196 |
180 |
166 |
150 |
129 |
100 |
75 |
50 |
32 |
18 |
8 |
2 |
1 |
3 |
300 |
298 |
297 |
288 |
270 |
249 |
225 |
190 |
150 |
112 |
75 |
48 |
27 |
12 |
3 |
1 |
4 |
400 |
398 |
396 |
384 |
360 |
332 |
300 |
250 |
200 |
150 |
100 |
64 |
36 |
16 |
4 |
2 |
5 |
500 |
497 |
495 |
480 |
450 |
415 |
375 |
312 |
250 |
187 |
125 |
80 |
45 |
20 |
5 |
2 |
6 |
600 |
597 |
594 |
576 |
540 |
498 |
450 |
375 |
300 |
225 |
150 |
96 |
54 |
24 |
6 |
3 |
7 |
700 |
696 |
693 |
672 |
630 |
581 |
525 |
437 |
350 |
262 |
175 |
112 |
63 |
28 |
7 |
3 |
8 |
800 |
796 |
792 |
768 |
720 |
664 |
600 |
500 |
400 |
300 |
200 |
128 |
72 |
32 |
8 |
4 |
9 |
900 |
895 |
891 |
864 |
810 |
747 |
675 |
562 |
450 |
337 |
225 |
142 |
81 |
36 |
9 |
4 |
10 |
1000 |
995 |
990 |
960 |
900 |
830 |
750 |
625 |
500 |
375 |
250 |
160 |
90 |
40 |
10 |
5 |
For autofire attacks, use a single check on the table and a single die roll, but check for multiple hits by moving 2 columns up the table for each extra hit.
5 mobsters are holding off the encroaching G-men with tommy guns (autofire 5). They are OCV 5 (including weapon bonuses) and the range mod is -2 for a total of OCV 3, their targets are DCV 4, so the attackers are at a total of -1, and use the +1 DCV column. 5 attackers would normally score 250%, or 2 hits and a 50% chance of 1 more, but since they are using autofire weapons, they have a chance of scoring more hits for every +2 they make their roll by. Moving to the +3 DCV column gives a 125% score, so at least one mobster hits his target twice, and there is a 25% chance that a second does so. Finally, there is a 45% chance that one mobster hits his target 3 times (using the +5 DCV column) and a 5% chance that he hits 4 times. You don't want to roll mass of dice, so you can speed things up by apportioning the hits using the following rationale - a target that is hit four times is obviously also hit 3 times and two times - so this must be the same target. Thus you can roll a single percentile dice roll if the total is under 100%. If the roll is under 5% then one target got hit 4 times (you don't need to roll the 45% chance for 3 hits, because obviously the target took 3 hits). If the roll is 06 to 45% then the target took 3 hits. If you roll 46 to 70% then this is the extra 25% chance for 2 hits. So the attack goes like this:
5 gangsters shoot and the GM rolls percentiles twice. On a roll of 50 or less, 3 G-men get hit once, on a roll of 51 or more, two get hit once. One of these G-man is actually hit twice. A second roll is made. On a 5 or less a second of the G-men who has been hit once is hit 4 times, if the roll is 06-45 he is hit three times, 46-70 he is hit twice and higher than 70 he is only hit once.
It sounds more complicated than it is....
Here's the table with the appropriate columns marked in red again:
To Hit DCV |
-7 |
-6 |
-5 |
-4 |
-3 |
-2 |
1 |
even |
+1 |
+2 |
+3 |
+4 |
+5 |
+6 |
+7 |
+8 |
Number of attackers |
|
|||||||||||||||
1 |
100 |
99 |
99 |
96 |
90 |
83 |
75 |
62 |
50 |
37 |
25 |
16 |
9 |
4 |
1 |
0 |
2 |
200 |
199 |
198 |
196 |
180 |
166 |
150 |
129 |
100 |
75 |
50 |
32 |
18 |
8 |
2 |
1 |
3 |
300 |
298 |
297 |
288 |
270 |
249 |
225 |
190 |
150 |
112 |
75 |
48 |
27 |
12 |
3 |
1 |
4 |
400 |
398 |
396 |
384 |
360 |
332 |
300 |
250 |
200 |
150 |
100 |
64 |
36 |
16 |
4 |
2 |
5 |
500 |
497 |
495 |
480 |
450 |
415 |
375 |
312 |
250 |
187 |
125 |
80 |
45 |
20 |
5 |
2 |
6 |
600 |
597 |
594 |
576 |
540 |
498 |
450 |
375 |
300 |
225 |
150 |
96 |
54 |
24 |
6 |
3 |
7 |
700 |
696 |
693 |
672 |
630 |
581 |
525 |
437 |
350 |
262 |
175 |
112 |
63 |
28 |
7 |
3 |
8 |
800 |
796 |
792 |
768 |
720 |
664 |
600 |
500 |
400 |
300 |
200 |
128 |
72 |
32 |
8 |
4 |
9 |
900 |
895 |
891 |
864 |
810 |
747 |
675 |
562 |
450 |
337 |
225 |
142 |
81 |
36 |
9 |
4 |
10 |
1000 |
995 |
990 |
960 |
900 |
830 |
750 |
625 |
500 |
375 |
250 |
160 |
90 |
40 |
10 |
5 |
Alternatively, the mobsters can decide to spray-fire at multiple targets. In this case they take a -1 for each hex fired into, but resolve combat using the number of potential attacks as the number of attackers.
In the example above, the G-Men are spread out with one hex between each man. The mobsters decide instead to fire into three hexes so they have a chance of hitting 2 G-Men each (and one empty hex). Now they attack using the +4 DCV column, since they gain a -3 OCV penalty for spreading their fire into three hexes. However, they are each attacking 2 targets at this OCV, so they count as 10 attackers, not five. However, they only score 160% using this approach, getting one hit and a 60% chance of a second. Better leave spray-fire attacks to the heroes!
Estimating damage for multiple hits
Once the number of hits are established, you still need to roll damage. You could use the average damage, but this leads to a problem. Since the average damage is normally about half the maximum, armour becomes much more effective, since there is no chance of a high damage hit sneaking through the defences. Thus it is better to roll damage individually, if there are not too many hits. If there are too many for this to be practical, then group the hits and roll for groups. In other words, if there are 15 hits on a number of targets, then you could assign 5 hits to a roll and simply make 3 rolls, with all the hits assigned to that roll taking the damage rolled. This approximates the actual outcome of rolling 15 hits, but saves time. The fewer the number of rolls, the poorer the approximation.