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         USES FOR HERO DICE pg 20 
      
  Automatically succeed on any skill check, or 
  automatically get a 20 on an untrained skill.  On 
  extended check, treat as if you rolled a “20” on 2d6!   
  Instantly “snap out of” any status effects and be 
  instantly restored back to 20 Hits (if they were below 
  20).  
  Reactively use a power even when it is not your 
  panel, counter the use of a power. 
  Enter a scene you were previously not in or to bring in 
  your Sidekick or Super Vehicle into the scene. 
  Roll another die and add it to your regular 2d6 roll.  
  Explodes if it matches either dice. 
  “Power Stunt” to temporarily gain a new power for the 
  scene by using an existing power creatively.   
  Trade it in for 5 Hero Points.    
  SPECIAL COMBAT RULES pg 21 
  CALLED SHOT: Hit by 10 
  ALLEY-OOP: Throws ally as if they were an improvised weapon 
  DISARM: Called Shot, target rolls Brawn vs. Damage or item is lost; or damage is applied to the item directly (choose). 
  IMPROVISE COVER: Cover has half original soak, and Hits = Brawn roll – original soak.  See pg. 21 for more details. 
  STAPLE : Called shot with sharp weapon.  Target must make a 10 Brawn check to escape, 20 to avoid losing a panel.  
  TAKE THE HIT: Spend Hero die, or Hold Action to interrupt and make self new target.  Provides cover in a burst to ally.  Treat your 
  defense as a 0 for this.   
  WRESTLING pg 22 
  GRAB: Brawn or Agility vs. Brawn or Agility (each chooses).  Success = grabbed, success by 10  immediately attempt maneuver.  
  Grabbed victim can attack, or use actions with limited motion.   
  ESCAPE GRAB: Brawn vs. Brawn.  Success = escape, panel over.  Success by 10 = escape and take panel. Success by 20 = Reverse 
  hold (opponent is now grabbed) 
  BODY SLAM: Opponent must hold ground or dodge.  Hold ground = automatically hit.  DM = Brawn + Momentum bonus.  Target may use 
  Deflect instead of Armor as Soak bonus.  If Soak is greater, attacker takes difference or attacker’s own damage roll (whichever less) in 
  damage (not soaked).  If opponent dodges, they roll defense (Deflect is ineffective) or Athletics/Acrobatics vs. attacker’s damage.  If 
  target wins, they avoid damage, attacker keeps moving in straight line an equal distance or until runs into something else.  If target is 
  fails, they take the difference in damage, which cannot be soaked.   
  MANEUVERS VS. GRABBED OPPONENT 
  CARRY: Brawn contest.  Success = move at full speed.  Fail by <11 = move half speed. 
  THROW THEM: Roll Brawn+2.  Target takes this as knock-back and is flung that distance. 
  CRUSH THEM/JOINT LOCK: Brawn Contest. Target takes difference as damage, no soak.   
  HIT THEM: +2 Dice bonus to Hit & Damage grabbed target.  
  WIELD THEM: Roll regular attack vs. target.  “Weapon” and target both take Brawn+1 DM.   
  DISARM THEM: Brawn Contest to take.  If breakable roll Brawn as damage. 
  RESTRAIN THEM: Brawn Contest.  Victim cannot take an action you specify.  Cannot prevent attempts to escape grab, or to stop use of 
  things that aren’t physically restrainable. 
  BLOCK WITH THEM: Use victim as human shield by winning Brawn contest.  Counts as cover. If you defend successfully and roll 
  Doubles, the “shield” is hit! 
  MANEUVERS VS. MINIONS 
  READY TO RUMBLE: Perform maneuvers immediately after grabbing Miinion.  Domino effects apply.   
  PUT HEADS TOGETHER: Grab 2 minions and slam them together.  Brawn vs. Defense or Brawn of best of the two Minions.  Success by 
  10 = they both take damage equal to your Brawn roll.  
  BOWLING FOR HENCHMEN: Body slam an entire group of Minions. Make a Body slam attack at full momentum vs. each minion in your 
  path.  Stop if Minion holds ground and wins.  Minions roll defense rather than use static values.  Attack is rolled only once.   
   
   
   
  HAZARDS AND HEALING pg 26 
  HEALING: Brawn + Agility per Hour.  Medicine/First Aid doubles 
  the rate.  Difficulty = half the damage victim has.    If below 0 Hits, 
  Heal Brawn+Agility per Day.  Consciousness regained at 50 Hits. 
  30 Medicine/Surgery will triple the rate of recovery till 
  consciousness is restored. 
  UNDERWATER: Minor Hindrance without Super Swimming.  
  Automatically hold breath 5 pages.  Next page, Difficulty 5 Brawn 
  check or begin Drowning.  Each page, redo Brawn check with +5 
  Difficulty.  Drowning take x3 damage (no soak).  An entire page 
  breathing restores Hits lost to drowning.  A character below 0 Hits 
  can be resuscitated with a 20 Medicine/Paramedic check within a 
  couple minutes. 
  FALLING: Take x1 Dmg per story (10 feet) fallen. Terminal 
  Velocity = x10 dmg.  Fall 3 stories 1
  st page, 6 stories 2
  nd page, and 
  10 stories / page after that.  Falling “movement” happens at start of 
  character’s panel (after initial fall).  Soak vs. falling is increased by 
  +1 DM/+2/+3/etc with 20/40/60/etc Athletics/Acrobatics roll.  
  FIRE: Move through fire = x2 Dmg.  Standing in burning room = x4 
  Dmg + Smoke (treat as holding breath to avoid drowning).  
  Standing in fire = x6 Dmg.  If you lost any Hits, you are ON FIRE.  
  ON FIRE = x1 DM first page, doubling each page until flames are 
  somehow extinguished.    
  SITUATIONAL MODIFIERS pg 16 
  MAJOR HINDERANCE: -4 Dice Penalty 
  MODERATE HINDERANCE:  -2 Dice Penalty 
  MODERATE BENEFIT: +2 Dice Bonus 
  MAJOR BENEFIT:  +1 Multiplier bonus or +3 Dice Bonus [player’s 
  choice]:  
  COLLATERAL DAMAGE 
  10 HITS, 0 SOAK: Glass, Rope   
  20 HITS, 5 SOAK: Windshield, Wooden Door, 
  Drywall.  
  40 HITS, 10 SOAK: Concrete, 1”+ Plexiglass, 
  Thick Wood, Thin Steel  
  80 HITS, 20 SOAK: Solid Metal, an I-Beam 
  160 HITS, 40 SOAK: “Unobtainium”   
   
  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  WEAPONS NOTES pg 24 
  SNIPER RIFLE RANGE: Beyond 40 sq must make Vision check = half distance in 
  sq. (scope gives +5 result bonus).  Every 10 sq. beyond 40 is -5 result penalty to hit.   
  FULL AUTO: Spend 5 Ammo, Increase Burst Area, All targets get +1 Agility 
  Multiplier to defend.   
  ENERGY WEAPONS: +1 DM, double ammo, +5 sq. Range.  Requires Resources, 
  Security Clearance, Contacts, or Gadgeteer, if not from advanced society. 
  RESTRICTED WEAPONS: Marked with * are usually only used by military, special 
  agents, or criminals. 
  SPECIAL EQUIPMENT: It is possible to have “special” equipment that has an 
  enhancement on it.  The character pays the cost of the enhancement.  
  HAND WEAPONS: If wielder has a Brawn of 1, 2, or 3+ they get a +5, +10, +15 
  result bonus to damage with any hand weapon.  Knife has a thrown range of 
  3xBrawn 
  SUPER VEHICLES pg 30 
  DRIVING / PILOTING: Use Pilot or Drive skill or Vehicle’s Agility (Whichever is lower).  Add the difference 
  as a Dice bonus. 
  VEHICLE ADVANTAGES: Ejector Seat, Extra Room, Remote Control, Secure, Self-Destruct 
  VEHICLE DISADVANTAGES: Cramped, Crew, No Seat-Belts, Open, Sea-Bound, Space-Bound, Street 
  Only,  
  KNOCK-BACK: Pilot or Drive / Control check = 10+Knock-Back taken.  Success = vehicle moves but is 
  undamaged.  Fail = CRASH at mph = Knock-Back or Vehicle’s speed, whichever is greater. 
  CRASH: Vehicle takes 1DM / 10 mph impact velocity.  Passengers take 1DM / 20 mph.  Max damage is 
  x10 to either.  Crashed vehicles stop moving.  
  DAMAGE: 0 Hits or less = Totaled, cannot move or act.  50 Hits or less = Crippled, moves half speed.   
  REPAIRS: Technology/Repair.  Result = Hits of damage repaired in a week.  1 roll / week allowed, with 
  assistants.   
  RAMMING: If target cannot avoid, do damage as if vehicle crashed.  If target avoids, roll Drive/Acceleration 
  or Pilot/Pursuit vs. defense or Drive/Steering or Pilot/Evasion.  Success = roll damage as crash.  Your 
  vehicle is crashed if target has Brawn or Size = or > your vehicle.  Otherwise, target is run over.   
   
  HEADQUARTERS pg 34 
  STATS: Consider 3 in all Stats 
  POWERS: Half character point value 
  HQ ADVANTAGES: Battle Gym, Garage / Hangar Bay, Heavily 
  Defended, Laboratory, Library, Mental Amplifier, Sickbay, Staff, 
  Super Computer, Workshop 
  HQ DISADVANTAGES: Fixer-Upper, No Quarters, Publicly Known, 
  Remote Location 
  HQ POWER IDEAS: Auto-Doc, Holograms, Propulsion, Protection, 
  Psionic Defenses, Sensors, Stealth System, Super Holding Cells, 
  Teleporter, Traps, View Screen, Weapons System, Shrink Ray  
  Weapon 
  Damage 
  Ammo 
  Notes 
  Pistol 
  x2 
  6 
  Range 10 
  Shotgun 
  x3 
  2 
  Range 5, Small Burst 
  Assault Rifle, SMG* 
  x4 
  10 
  Range  20, Full Auto 
  Tripod Machinegun* 
  x5 
  10 
  Range 40, Small Burst, Full Auto 
  Rifle 
  x4 
  1 
  Range 40 
  Sniper Rifle* 
  x5 
  1 
  Range 40+ 
  Bow or Crossbow 
  x3 
  N/A 
  Range 20 
  Grenade or Dynamite 
  Stick* 
  x5 
  N/A 
  Range 5/10/40 for Brawn 1/2/3+, 
  Medium Burst 
  Molotov Cocktail 
  x4 
  N/A 
  Range 5/10/40 for Brawn 1/2/3+, 
  Small Burst 
  Bazooka* 
  x6 
  1 
  Range 20, Medium Burst 
  C4, TNT Bundle* 
  x10 
  N/A 
  Medium Burst 
  Energy Weapon 
  +1DM 
  Double 
  +5 Range 
  Hand Weapons 
  Damage 
  Knife, Brass Knuckles, Chain 
  x1 
  Pipe, Sword, Bat, Monkey Wrench, Fire Poker 
  x2 
  Two-Handed Sword, Axe, Sledge-Hammer 
  x3 
   
  Improvised 
  Weapons 
  Light 
  Heavy 
  Damage 
  +0DM 
  +1DM 
  Range Brawn 1 
  5 sq 
  1 sq 
  Range Brawn 2 
  10 sq 
  2 sq 
  Range Brawn 3 
  50 sq 
  5 sq 
  Range Brawn 4 
  200 sq 
  20 sq 
  Range Brawn 5 
  2,000 sq 
  200 sq 
  Area of x4 DM 
  Improvised Atk. 
  Small Burst 
  Small Burst 
  Area x5 DM 
  Med. Burst 
  Med. Burst 
  Area x6 DM 
  N/A 
  Large Burst 
  Light = 1 handed, Heavy = 2 handed.   
  Max Dmg = Hits + Soak on Collateral Dmg Table 
  If they do max damage, they break.   
   
  POWER RANGE 
  0pts 
  Touch 
   
  N/A 
  1pt 
  Close 
   
  5 Squares 
  2pts 
  Mid 
   
  x5 Squares 
  3pts 
  Long 
   
  x10 Squares 
  4pts 
  Extreme    
  x20 Squares 
  AREAS OF EFFECT 
  BURST 
  1pt  
  Small Burst 
  2x2 squares 
  2pts  
  Medium Burst  
  5x5 squares 
  3pts  
  Large Burst 
  10x10 squares 
  4pts  
  Huge Burst 
  15x15 squares 
  LINE 
  1pt 
  Short Line 
  4x1 squares 
  2pts 
  Medium Line 
  8x2 squares 
  3pts 
  Long Line 
  16x4 squares 
  4pts 
  Extreme Line 
  32x8 squares 
  ARC 
  1pt 
  Small Arc 
  4x1 squares 
  2pts 
  Medium Arc 
  8x1 squares 
  3pts 
  Large Arc 
  15x1 squares 
  4pts 
  Huge Arc 
  30x1 squares 
  RICOCHET 
  Each target after first has -1 cumulative 
  Dice Penalty.  Each must be within 5 
  squares of last.   
   
  POWER DESCRIPTORS 
  PERSONAL: Cannot affect anyone other than yourself 
  CONCENTRATION: Move half Speed. Cannot attack or 
  activate any other powers.  Panel delayed till end of the 
  page. 
  SUSTAINED: Requires no focus.  Remains on if user is 
  damaged, usually turns off if user is unconscious.   
  MAINTAINED: Requires focus.  Turns off if user is 
  damaged. 
   
  MOMENTUM 
  10 squares = +1DM 
  20 Squares = +2DM 
  40 Squares = +3DM 
  80+ Squares = +4DM 
  
SOURCE: textdata/thevault/Basic Action Super Heroes (BASH)/Basic Action Super Heroes Ultimate Edition Narrator's Screen.pdf