Hero System 6th Edition Quick Reference
Hero System 6th Edition Quick Reference
Hero System 6th Edition Quick Reference
Killing Attack
Roll damage dice for BODY Apply rPD and rED against BODY Apply damage to BODY and STUN
Multiply by 1d6-1 for STUN Apply rPD, rED, PD and ED against STUN
Killing Attack
Determine hit location Apply rPD and rED against BODY Multiply remaining BODY by location
Roll damage for BODY Apply rPD, rED, PD and ED against STUN Apply damage to BODY and STUN
Multiply to get STUN by location
Damage Effects
CON Stun: DCV = 1/2; non-persistent powers and skills turn off, no actions or aborts until next phase; recovery is full phase action, not post-segment 12.
Knockback (Superheroic): Subtract 2d6 from BODY of attack; positive value = hexes (2m) knocked back and normal damage dice taken if character hits
solid object (half damage if not). Add 1d6 for martial arts, killing attack, armor piercing or clinging target; subtract 1d6 for zero-gee or airborne target.
Knockout: OCV, DCV, ECV = 0; called shot penalties halved; attacks to 2x STUN damage; non-persistent powers turn off, held objects are dropped; From 0
to -10 STUN character is semi-conscious and can make PER rolls to be aware of important surrounding events.
Unconscious Recovery: to -10 = Each turn and post-segment 12; -11 to -20 = Post-segment 12 only; -21 to -30 = once/min only; more = GM’s option (long)
Wounding (Optional): Roll EGO at -1 per 2 BODY taken. Failure restricts character to neutral and defensive actions while clutching wound in next phase.
Stabilizing with Paramedics Skill: Roll Paramedics at -1 per 2 negative BODY plus relevant situational modifiers.
Death: At or below 0 BODY, character loses 1 BODY per turn and dies at negative equivalent BODY score.
Optional Impairment and Disabling Rules
Impairment Disabling
Damage Taken Half character’s BODY score Character’s BODY score
Head The character may become unconscious (GM’s discretion), Roll 1d6
suffer from temporary amnesia, dizziness, double vision, or 1. Lose 1d6 EGO
impaired speech. The GM could apply a -1 to -3 penalty on the 2. Lose 1d6 INT (amnesia, impaired speech)
character’s CV, Perception, and Skill Rolls to reflect this. NPC’s 3. Lose 1d6 COM
can be dispatched this way at GM’s option. 4. -1/2d6 to PER rolls (hearing or vision loss)
5. -1/2d6 to all skill rolls
6. Limb paralyzed (see below)
Hands, Arms, Shoulders Character cannot perform delicate actions with hands, -3 to Limb severed or -1d6 to STR or DEX. CON roll can determine
OCV or skill rolls with arm or shoulder, and character takes 2d6 whether injury is permanent or can be healed with long-term
STUN (no defense) if striking something with the affected arm. therapy.
Chest, Stomach, Vitals Character no longer receives Post-Segment 12 recoveries. Roll 1d6
Impairing shots to the vitals may dispatch NPC’s at GM’s option. 1. Lose 1d6 STR
2. Lose 1d6 CON
3. Lose 1/2d6 BODY
4. Lose 1/2d6 REC
5. Lose 2d6 STUN
6. Lose 1d6 STUN
Thighs, Legs, Feet Character loses ½ movement and -2 DCV to impaired mobility. Limb severed or gain distinctive limp and lose movement to
disability. CON roll to avoid permanent injury as above.
Knockdown (Heroic) Retreat 2m and make DEX roll to avoid knockdown. Knockdown plus 1 hex (2m) fallback per 2 BODY taken.