Frequently Asked Questions - Auto Fire

FAQs - Auto Fire

The core combat rules found in HERO System 5th Edition and HERO System 6th Edition provide role playing gamers a wide variety of options.  The 6th Edition is a rule book that is over 700 pages long, with over 100 pages devoted exclusively to combat.  The goal of the initial release of Hero Combat Manager is to provide tool which assists the GM in managing the combat for most circumstances.

The following combat rules are not modeled directly in Hero Combat Manager.  
Abort:  If a character decides to abort their next action, it is necessary for the GM and/or player (as applicable) to track that information outside of Hero Combat Manager.  

  • Minimum Damage from Injuries:  The GM can do this manually by using the GM Adjust button to adjust the Stun of the target character.  (This is an identified bug in the software which may be corrected in subsequent releases.)
  • Optional Effects of Damage:  The only optional effects of damage which has been implemented is bleeding.  Future releases of Hero Combat Manager will implement the Optional Effects of Damage rules
  • Other Damage Effects – Hero Combat Manager does not implement any of the Other Damage Effects rules.  The GM can use the GM Adjust button to simulate the “STUNNED – DEAD” and “ONE-HIT WONDERS”
  • Penalty Skill Levels – Due to the way Hero Designer stores this information and the lack of support in the export capabilities, it is not possible to export the Penalty Skill Levels into the Combat Record File.  A work around for this is to convert Penalty Skill Levels into regular combat skill levels with the appropriate modifiers and names.

The following combat rules, which are described in the 6th Edition Rule Book, are not currently modeled in Hero Combat Manager

  • Being Attacked While Taking A Recovery, 6th Edition Rule Book, volume 2, page 130, is not implemented.  As a work around the GM Adjust can be used to adjust the results if this situation occurs.
  • Multiple Attacks are modeled using the same mechanism as Area of Effect for purposes of applying damage.  After the attacking character has determined which target character(s) have been hit, either the player or GM will roll the appropriate damage dice.  The damage will be then applied to all of the targets the GM selects.  Individual target(s) will have their individual defenses applied against the damage.  A GM who needs to follow the 6th Edition rules more accurately can use the GM Attack dialog to handle each individual damage roll.
  • Auto Fire is modeled using the same mechanism as Area of Effect for purposes of applying damage.  After the attacking character has determined which target character(s) have been hit, either the player or GM will roll the appropriate damage dice.  The damage will be then applied to all of the targets the GM selects.  Individual target(s) will have their individual defenses applied against the damage.  A GM who needs to follow the 6th Edition rules more accurately can use the GM Attack dialog to handle each individual damage roll.