Ludvik:
My apologies ... trying to catch up now. But I'm not sure about combat still, so uncertain what I need to do to proceed.
Combat in the Hero System works like any other system. There is an order to things.
In particular, combat relies on the "Speed Chart".
Basic combat breaks down into Turns. Each turn has 12 segments, each one being one second long (ergo, turns are 12 seconds each).
A character will have a speed value, which for normal humans is 2. A character's speed determines how many times that character gets to act in one turn. A Speed 2 characters acts twice, a Speed 3 character 3 times, and so forth. A character's actions are evenly divided into the 12 segments of a turn, where that is mathematically easy.
A segment in which a character acts is called a phase. Actions in a phase can be 0 phase, 1/2 phase, or full phase actions. Some actions may take more than one phase: maybe an extra segment past the phase, or two phases.
When a character's phase comes up, they get regular combat choices: move, attack, do something else.
Attacking is a special 1/2 phase action because your phase always ends after an attack, even if it is the only thing you do in a phase and you still have a 1/2 phase left.
If you choose to attack (you've already seen the protocol) you roll:
1. To Hit
2. Location (where you hit)
3. Damage Dice (modified by the location's multipliers)
If two or more characters act in the same phase, the fastest character goes first. The faster character is:
1. The one with the highest DEX (regardless of speed)
2. If tied, break with Speed (higher speed goes first)
3. (optional) if still tied, break with INT (speed of perception and decision making)
4. If still tied, have the players step into the backyard and duke it out. (j/k)
So, in short, in any one turn, you know your character's DEX and you know your character's SPD. This means that on a speed chart you'll be able to see when (in which segment) and who goes before and after (DEX order) your character.
After all 12 segments are completed, all characters get a Post-Segment 12 "recovery". This is important. If your character has taken damage (Stun) or expended energy to do things (Endurance), they get to restore some of the damage done to them and replenish some of their endurance. Use your Recovery stat to add its value to your character's STN and END totals. As is to be expected, you only recover up to the character's normal max. Therefore, REC means how quickly a character can recover from battle trauma and pain, and from normal exertion and exhaustion from battle activities. Needless to say, REC is very important for a combat oriented character.
Side Note: in any one phase, a character can take an additional recovery. However, doing so precludes taking any other action and drops one's combat values to zero (effectively becoming defenseless). If you feel your character needs to do so (because their STN is almost at zero and they are about to fall unconscious) make sure they run to a safe place before you do it. If your character takes damage while taking a recovery the recovery is cancelled.
That's it for basic combat structure.
There are, of course, maneuvers you can do instead of the same old boring strike, strike, strike. You can disarm, haymaker, grab, move-through, trip, etc, etc, etc. like in any standard RPG. (If you have the rulebook, look those up.) Hero System also has a special set of attack maneuvers called Martial Arts, which give combat modifiers (to hit, defense, and damage), representing unique and specialized battle training.
In this setting we don't use magic to start but other settings would include the Hero System powers. Since we are not using them right now, I won't comment any further on them.
And... as previously mentioned, ask questions on anything, no matter simple or innocuous it might seem. =)
The Hero System is involved and can be remarkably technical. It would be called "super crunchy" in normal RPG parlance. :p
But the basic rules are easy. Once you have that down, all else builds on it. And it has an internal consistency. Once you learn that, all else is easy to derive and understand from that basis.
If things still don't make sense at the moment, just play with character actions. Tell the GM what you wish your character to do, and he'll help you translate that into allowed actions, movements, and maneuvers.