From: | Xyron-II <markus.meisen@****.UNI-MUENCHEN.DE> |
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Subject: | Hit Location System |
Date: | Tue, 11 Nov 1997 13:05:42 +0100 |
For all who are intersted, here's a hit location system We've made up:
1. resolve the attack normally
2. roll 2d6 on the following table to determine hit location:
dice result: hit location:
2: torso critical (+1 Damage)
3-4: left arm (additional TN# modifier)
5: left leg (quickness reduced)
6-8: torso (normal damage)
9: right leg (quickness reduced)
10-11: right arm (additional TN# modifier)
12: head (+1 Damage)
(if anyone recognizes it, it's "inspired" by the Battletech rules :-)
3: resist damage with armor applying to the appropriate hit location
4: apply special effects:
Arms: apply an additional wound modifier for actions with that arm. Pain
resistance does not reduce this additional modifier.
Example: moderate wound in right arm ==> +2 TN# on everything else , +4
TN# for firing a gun in the right hand
Legs: reduce quickness (for movement purposes only) by the appropriate
initiative reduction for that wound. Again, pain resistance doesn't
help.
Example: severe wound in left leg ==> quickness -3 for movement
5: there is no No. 5 :-)
notes:
-Armor protects with its normal value but only parts of the body:
Coats, form-fit and heavy armor protect arms, legs and torso
jackets protect torso and arms
vests protect only the torso
helmets protect the head
-cover protects as well(with its barrier rating), but only the parts
that are covered
-in melee, the table has to be changed (due to too much leg hits)
dice result: hit location:
2: left leg
3: torso critical
4-5: left arm
6-8: torso
9-10 right arm
11: head
12: right leg
-called shots: one must call a shot to target a specific hit location:
intended hit location: unaided mod: with Smart II:
torso (not critical) +3 +1
arms or legs +4 +2
head +6 +4
O.K. that's it for now; I'm sure I forgot something, but you'll point it
out to me, I'm sure... :-)
See ya,
Xyron-II