© Valve Corporation. All rights reserved. All trademarks are property of their respective owners in the US and other countries.
Privacy Policy
| Legal
| Steam Subscriber Agreement
| Refunds

Heroes of Steel RPG

Heroes of Steel Combat Guide

By Trese Brothers

The combat guide details the different statistics and dice rolls that are used in the tactic's RPG.

Rate

Favorite

Favorited

Unfavorite

Attack or Defense Roll

When attempting to hit an opponent, the attacker rolls a number of dice depending on his combination of skills, abilities, buffs, equipment, and talent used. The defender does the same.

To actually hit, an attacker's total of successful "hit" dice rolls has to be higher than the defenders successful "defense" dice rolls. Each die rolls against a specific number depending on the type of die to determine whether it is successful. The aggressor win ties in this contest.

A**Strong die** must roll 6 or more on a D10. A **Standard die** must roll an 8 or more on a D10. What determines whether a die is Strong or Standard depends on what contributed it to the the attackers or defenders dice pool.

**Strong Dice for Attacker**

- Accuracy from Empowered Attacks (Savage Sweep) or Attack Spells (Firebolt)

- Accuracy from their weapon

**Standard Dice for Attacker**

- Attribute

- Skill

- All accuracy bonuses from gear/buffs (note that +Accuracy bonuses affect both Ranged & Melee accuracy, where +Melee Accuracy bonuses, for example, only affect melee)

**Strong Dice for Defender**

- (Melee) Parry from Weapon & Shield

- (Melee) Any Parry bonuses from gear/buffs

- (Ranged/Magic) Evasion from Armor

- (Ranged/Magic) Any Dodge bonuses from gear /buffs

**Standard Dice for Defender**

- (Melee) Dodge including any Dodge bonuses from gear / buffs

- (Melee) Skill with primary melee weapon

- (Ranged/Magic) Dodge (unmodified combat stat)

- (Ranged) Dexterity

- (Magic) Knowledge

*An example. An attacker with 5 strength, using a 3 accuracy strength-based weapon that he has 4 skill with attacks someone. The defender has a 5 parry weapon, that they have 3 skill with along with 5 dodge.*

The attacker rolls 9 standard dice, and 3 strong dice.

The defender rolls 8 standard dice, and 5 strong dice.

The attacker's dice rolls come up as 1, 2, 2, 4, 5, 7, 8, 9, and 10 for the standard. The strong come up as 6, 8 and 9. The total amount of successful rolls are therefore 3 from the standard, and 3 from the strong.

The defender's dice rolls come up as 1, 3, 4, 5, 5, 8, 9, 10 for the standard. The strong come up as 1, 2, 2, 6, and 7. The total amount of successful rolls are therefore 3 from the standard, and 2 from the strong.

Totaling the pools, comes up with 6 successes for the attacker and only 5 for the defender. Therefore in this instance, the attacker successfully hits the defender. Note that if the defender had scored 6 successes, the attacker win ties.

To actually hit, an attacker's total of successful "hit" dice rolls has to be higher than the defenders successful "defense" dice rolls. Each die rolls against a specific number depending on the type of die to determine whether it is successful. The aggressor win ties in this contest.

A

- Accuracy from Empowered Attacks (Savage Sweep) or Attack Spells (Firebolt)

- Accuracy from their weapon

- Attribute

- Skill

- All accuracy bonuses from gear/buffs (note that +Accuracy bonuses affect both Ranged & Melee accuracy, where +Melee Accuracy bonuses, for example, only affect melee)

- (Melee) Parry from Weapon & Shield

- (Melee) Any Parry bonuses from gear/buffs

- (Ranged/Magic) Evasion from Armor

- (Ranged/Magic) Any Dodge bonuses from gear /buffs

- (Melee) Dodge including any Dodge bonuses from gear / buffs

- (Melee) Skill with primary melee weapon

- (Ranged/Magic) Dodge (unmodified combat stat)

- (Ranged) Dexterity

- (Magic) Knowledge

The attacker rolls 9 standard dice, and 3 strong dice.

The defender rolls 8 standard dice, and 5 strong dice.

The attacker's dice rolls come up as 1, 2, 2, 4, 5, 7, 8, 9, and 10 for the standard. The strong come up as 6, 8 and 9. The total amount of successful rolls are therefore 3 from the standard, and 3 from the strong.

The defender's dice rolls come up as 1, 3, 4, 5, 5, 8, 9, 10 for the standard. The strong come up as 1, 2, 2, 6, and 7. The total amount of successful rolls are therefore 3 from the standard, and 2 from the strong.

Totaling the pools, comes up with 6 successes for the attacker and only 5 for the defender. Therefore in this instance, the attacker successfully hits the defender. Note that if the defender had scored 6 successes, the attacker win ties.

Damage Roll

If a target is hit, damage and soak is then worked out. Damage is calculated from the weapon and/or attack talent used, before adding in bonuses from buffs/talents/gear. There are seven types of damage - Physical, Fire, Lightning, Ice, Earth, Holy, and Death. Each type of damage is rolled individually and then reduced by the appropriate soak per the defender's stats.

A weapon/attack talent's damage is easiest explained using an example. A sword that does 10-21 damage would cause 9+D12 damage. The weapon has a**base damage** of 9 and a **damage die** of 12. The damage dice (having sides of 1 to 12) is rolled and added to the weapon's base damage, meaning the minimum damage it could cause is is 10, while it could do a maximum of 21 damage. It is important to note, in regards to Attack Spell Talents (For example, Karjtan's Firebolt) that the base damage is always Physical, and it is only the damage die of the Talent that caused magical damage (such as Fire Damage).

*For example, Karjtan has a Firebolt at rank 6. Whenever he hits his opponent, he will cause 50 Physical Damage before soak and an additional D50 Fire Damage.*

**Strength-Based Weapons**

Weapons that rely on Strength gain additional bonuses to Damage. When using a Strength-based weapon, when your damage dice is rolled the minimum roll is dictated by your Strength attribute. For 1-H Strength-based weapons (1-H Swords, Hammers, Spears) the minimum roll is 100% of your Strength. For 2-H weapons (Swords, Hammers, Spears) the minimum roll is 150% of your Strength. The bonuses for Strength-based weapons are not applied you are dual wielding, regardless of what weapon is in your primary hand.

*As an example, you are wielding a 1-H Spear that does 20-40 Damage. This weapon actually does 19+D21 Damage. You have 10 Strength. When the D21 is rolled, if it rolls less than a 10, the roll is modified to be a 10. If it rolls a 15, the roll stays a 15.*

**Bonuses to Damage**

Additional damage can be caused by different buffs, Empowered Attacks, and gear. Damage buffs of any sort do NOT increase the base damage of an attack, instead they are summed and added to the damage die of the attack. This increases the dice size, so a D11 damage die that gains +8 Dmg becomes a D19.

Following on from the equation supplied in the Damage section, adding a Bonus of the same type can therefore be expressed as X+(Y-X+C)D where C is the total value of all the Bonuses to Damage of the same damage type.

An example, as the Attacker has managed to hit with his sword it comes time to roll for damage. He is using a Baronblade that does 35-71 damage, has Berserk Rage 4 active on him for an extra +11 Damage, along with Burning Blades 7 for +22 Fire Damage.

The damage from the Baronblade is worked out as 36+D35, but with the +11 Damage from Berserk Rage becomes 36+D46. Due to Burning Blades causing Fire Damage, the attacker also gains a separate D22 Fire damage. The different damage pools may not seem relevant yet, but will be when looking at soak.

*In our example, the final result before soak from the attack ended up being 35+32 from the Baronblade for 68 physical damage, which includes the bonus from Berserk Rage. Burning Blades rolls its D22 for Fire damage and causes 20 Fire Damage.*

A weapon/attack talent's damage is easiest explained using an example. A sword that does 10-21 damage would cause 9+D12 damage. The weapon has a

Weapons that rely on Strength gain additional bonuses to Damage. When using a Strength-based weapon, when your damage dice is rolled the minimum roll is dictated by your Strength attribute. For 1-H Strength-based weapons (1-H Swords, Hammers, Spears) the minimum roll is 100% of your Strength. For 2-H weapons (Swords, Hammers, Spears) the minimum roll is 150% of your Strength. The bonuses for Strength-based weapons are not applied you are dual wielding, regardless of what weapon is in your primary hand.

Additional damage can be caused by different buffs, Empowered Attacks, and gear. Damage buffs of any sort do NOT increase the base damage of an attack, instead they are summed and added to the damage die of the attack. This increases the dice size, so a D11 damage die that gains +8 Dmg becomes a D19.

Following on from the equation supplied in the Damage section, adding a Bonus of the same type can therefore be expressed as X+(Y-X+C)D where C is the total value of all the Bonuses to Damage of the same damage type.

An example, as the Attacker has managed to hit with his sword it comes time to roll for damage. He is using a Baronblade that does 35-71 damage, has Berserk Rage 4 active on him for an extra +11 Damage, along with Burning Blades 7 for +22 Fire Damage.

The damage from the Baronblade is worked out as 36+D35, but with the +11 Damage from Berserk Rage becomes 36+D46. Due to Burning Blades causing Fire Damage, the attacker also gains a separate D22 Fire damage. The different damage pools may not seem relevant yet, but will be when looking at soak.

Soak

If an attacker successfully hits, the defender is then given a chance to reduce the actual damage caused. Each type of damage that the attack causes is given an individual **soak roll**.

If the attack is physical in nature, it is reduced by both Armor and Toughness.

If the attack is Magical or Elemental in nature, it is reduced by both Resistance and the specific Magical or Elemental Resistance (Fire, Lightning, Ice, Earth, Holy, Death).

For each soak stat, the amount of damage "soaked" is equal to (Stat/2) + D(Stat/2). Fractions in this case, are rounded up to a whole number.

*To follow the example from earlier, with the Attacker managing to cause 68 Physical damage and 20 Fire damage. The Defender has 20 Armor, 10 Toughness, 5 Resistance, and +4 Fire Resistance. The Physical damage is first reduced by (20/2)+D(20/2) for the Armor. It is then reduced by (10/2)+D(10/2) for the Toughness. In this example, the results of the two die end up being 5 for Armor and 2 for Toughness meaning a total of 15+7=22 Physical damage is stopped leaving 48 to get through.*

The Fire damage is then reduced by (5/2)+D(5/2) from Resistance. The target also has +4 Fire Res, so an additional (4/2)+D(4/2) is soaked. In this case, the numbers round up meaning (3+D3)+(2+D2) damage is soaked, with the die coming up 1 and 2. Therefore, a total of 8 Fire damage is stopped leaving 12 to get through.

*In the end, the Attacker causes a total of 50 Physical damage and 12 Fire damage for a total of 62 HP loss.*

**Weak vs. Magic**

If a target is "Weak vs (Magical Damage)" this effectively indicates that they have negative magical resistance against this element or form of magic (Fire, Ice, Holy, etc). Being Weak vs (Magical Damage) is a natural occurring effect on many enemies who have an elemental or magical vulnerability, and can be caused by curses like Fyona's Holy Strickening. When a creature is Weak vs. (Magical Damage), any damage of that type is doubled in value, up to the amount by which the enemy has negative resistance.

*As an example, a Skeletal Warrior is "Weak vs Holy". In this case, the weakness is a total of -22 Holy Resistance. If the Skeletal Warrior is dealt 10 Holy Dmg, that damage will be doubled to 20 and then soaked by the creature's Resistance. If the creature was dealt 22 Holy Dmg, it would double to 44 Holy Dmg and then be soaked by the creature's Resistance. If the creature was dealt 30 Holy Damage, only 22 points would be doubled, for a total of 52 Holy Dmg before the creature's resistance soaks.*

If the attack is physical in nature, it is reduced by both Armor and Toughness.

If the attack is Magical or Elemental in nature, it is reduced by both Resistance and the specific Magical or Elemental Resistance (Fire, Lightning, Ice, Earth, Holy, Death).

For each soak stat, the amount of damage "soaked" is equal to (Stat/2) + D(Stat/2). Fractions in this case, are rounded up to a whole number.

The Fire damage is then reduced by (5/2)+D(5/2) from Resistance. The target also has +4 Fire Res, so an additional (4/2)+D(4/2) is soaked. In this case, the numbers round up meaning (3+D3)+(2+D2) damage is soaked, with the die coming up 1 and 2. Therefore, a total of 8 Fire damage is stopped leaving 12 to get through.

If a target is "Weak vs (Magical Damage)" this effectively indicates that they have negative magical resistance against this element or form of magic (Fire, Ice, Holy, etc). Being Weak vs (Magical Damage) is a natural occurring effect on many enemies who have an elemental or magical vulnerability, and can be caused by curses like Fyona's Holy Strickening. When a creature is Weak vs. (Magical Damage), any damage of that type is doubled in value, up to the amount by which the enemy has negative resistance.

Extra Notes

Area of Attack spells are targeted on a single enemy (the "initial target") and may hit nearby targets as well. The Area of Effect is displayed in a Talent's list, shown as a "cross", a "9 box", a "flower" or a "lance" as seen in Vincent and Selen's AoE attacks. These patterns are overlaid on the tile map with the center being the initial target. Any additional enemy who is in the overlay will be targeted by the attack, spell or curse.

All AoE Curses and Attacks must be targeted on a real enemy, the floor is not a valid target.

In the case of an

In the case of an

Some characters can wield two blades at a time (Vraes, Selen, Kincaid). When you equip two blades the following combat rules are used:

- The AP cost of attacking is the sum of the two weapons. For example, Dual Wielding a 1 AP and a 2 AP blade = 3 AP cost to attack.
- The damage of the attack is the sum of the two weapons. Foe example, Dual Wielding a 10-30 damage blade and a 20-30 damage blade results in a 30-60 damage roll if the attack hits.
- Only one attack roll is made for the dual attack. The weapon accuracy which is used as the strong dice for the attack is taken from the higher of the two blades. The attribute that is used (Strength or Dexterity) for the attack is the attribute used by the weapon in the primary equipment slot. Therefore, either the entire attack hits or the entire attack misses.
- When defending, the weapon parry - which is used for strong melee defense - is taken from the higher of the two blades.
- If an attack is made with only enough AP to use the primary weapon, then this attack is resolved as if the character was wielding only the primary weapon. In this case, all Dual Wielding rules are ignored, but the attacko only costs the AP of the primary weapon.

All dice pools are individual and unlinked. Cursing a pool, such as Parry, until it has a negative number of dice always results in zero successes, but has no effect on other dice pools. Therefore, it is possible to "over Curse" an enemy, where you are expending spirit points on Cursing and gaining no benefit - for example, if you stacked -Dodge curses on a Ratkin until it had -5 Dodge, you'd see as much benefit as you would if you'd left it at 0 Dodge.

In summary, a Dice and a Dice Pool can never roll negative. If you have a -5 Dice Pool, you get 0 successes. If you have a -10 sided die, you get 0.

Armor and Resistance, can be over-Cursed and driven below 0 as an effective tactic. If Armor and Resistance are cursed below 0, then corresponding types of Damage will cause more than their possible Base + Dice Damage. However, the both negative Armor and negative Resistance values are fed into the standard soaking equation, which takes half the value of the Armor / Resistance and allocates it as a dice, and half the value of the Armor / Resistance and applies it as a base reduction to the Damage. In the case of negative Armor / Resistance, this creates a negative dice (where -4 Armor becomes a -2 die) which rolls 0 and a negative base reduction (where -4 Armor becomes -2 reduction) which causes more Damage.

Therefore, a final Curse of -4 Armor, if you rolled 12 Damage, your target would take 14 in total (-2 + -2D which rolls 0). The game simplifies this math by displaying -2 Armor in this case, which basically means +2 Damage.

Dodge is best against ranged attacks but has some value against melee.

Parry is only for melee.

Original:

An example. An attacker with 3 strength, using a 3 accuracy strength-based weapon that he has 3 skill with attacks someone. The defender has a 5 parry weapon, that they have 3 skill with along with 5 dodge.

The attacker rolls 6 standard dice, and 3 strong dice.

The defender rolls 8 standard dice, and 5 strong dice.

New Version - easier to see there the numbers come from when they are not the same:

An example. An attacker with 5 strength, using a 3 accuracy strength-based weapon that he has 4 skill with attacks someone. The defender has a 5 parry weapon, that they have 3 skill with along with 5 dodge.

The attacker rolls 9 standard dice, and 3 strong dice.

The defender rolls 8 standard dice, and 5 strong dice.

- clearly show that the Attack 9 Std is from Str + Skill, while the 3 Strong if from Wpn Accuracy.

If Evasion is negative you get 0 Strong Dice from your armor, and that negative number is applied against your hero's Dodge (unmodified combat stat) which is Standard Dice against ranged. Note that Evasion is only used in ranged combat. So, you're trading potential strong dice (+Evasion) for less standard dice (-Evasion is equal to -Dodge).

You are correct about 10 Res and -10 Fire Res. You get double fire Dmg, but then 10 Res soaks off that.