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Message no. 1
From: eryk@*********.net (Adam)
Subject: New Rules: Hitzones for longer ranges
Date: Sun, 6 Apr 2003 12:03:47 +0200
That's a good idea, but I'd use 8-sided die for a "zone table".
Like this:

1: Left Leg
2: Right leg
3: Left Arm
4: Right Arm
5,6,7: Torso
8: Head

Or, if you don't want you're players to die to easily 12-sided die would be
good:

1,2 : Left leg
3,4 : Right leg
5,6 : Left arm
7,8 : Right arm
9,10,11 : Torso
12 : Head

But the ideas on how wound affect a character are great - I'll probably use
it.
Thanx.

--Adam
Message no. 2
From: eryk@*********.net (Adam)
Subject: New Rules: Hitzones for longer ranges
Date: Sun, 6 Apr 2003 12:21:49 +0200
> What about the old 'Mech hit location tables from BattleTech? They use
> (IIRC) 2D6 and the table has been constructed around statistical
> probabilities and playtested extensively. IOW, the frequency of hits to
> specific areas reflects the RL probabilities. Seems better than shooting
in
> the dark, if you'll pardon the pun :)
> Slayer

I don;t know that table.
Could you post it?

Greets
--Adam
Message no. 3
From: cmd_jackryan@***.net (Phillip Gawlowski)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 11:22:16 +0200
Well, I was brooding over this thing for a while, and I think I just
publish it on the list.

Feel Free to critzise, comment, ignore it.

But all feedback will be held dearly and maybe incorporated in future
versions :-)

It is inteded for use with automatic weapons (i.e. burst and full auto), at
medium and longer ranges.

Be warned, it needs additional book-keeping!

And it works like this:

Roll combat as normal. For each bullet that hits (i.e. body test of target
failed), roll a dice six.

Compare with the "Zone table":

1: Left Leg
2: Right leg
3: Left Arm
4: Right Arm
5: Torso
6: Head

Then note the wound (I.e. Light, Medium etc.)

Compare to the list and apply to game, but keep in mind, that the outcome
is cumulative (that is: Tests have to be rolled with a +2 modifier for both
legs, if both are hit):

Left Leg:
Light: Running only if Willpower(4) test passed, at half normal range
Medium: No Running
Severe: Walking only if Willpoer(6) test passed
Deadly: Fall on your face. Treat it according to rules.

Right Leg:
Light: Running only if Willpower(4) test passed, at half normal range
Medium: No Running
Severe: Walking only if Willpoer(6) test passed
Deadly: Fall on your face. Treat it according to rules.

Left Arm:
Light: Lifting of equipment weighing more than 10 KG only if Willpower(4)
test passed
Medium: Lifting of equipment weighing more than 7 KG only if Willpower(5)
test passed
Severe: No lifting possible, but the arm can still support the other arm
Deadly: The arm is not usable

Right Arm:
Light: Lifting of equipment weighing more than 10 KG only if Willpower(4)
test passed
Medium: Lifting of equipment weighing more than 7 KG only if Willpower(5)
test passed
Severe: No lifting possible, but the arm can still support the other arm
Deadly: The arm is not usable

Torso:
Treat as usual.

Head:
Light: Perception tests hampered (+2 to tests)
Medium: Perception tests hampered (+4 to tests), aiming and firing if
Willpower(5) test passed
Severe: Unconsciousness, any disablilities prevented if a DocWagon team is
treating victim within 30 seconds
Deadly: Instant death. You are dead, sorry. Want some tea?

A character can only take Body# Medium wounds, before passing out.
Additional damage is done treated as deadly.
This can be overruled with a Willpower(2+wounds#) test. This could inflict
additional damage, but his is left to the GM's discretion.


Examples:
If a character has a Light wound in his left, and a Severe wound in his
right arm, it rolls two tests: for the Severe AND the Light wound. Both
tests have to be passed to walk.

A charcter with Body 4 can take upto 4 Medium hits in any region, but
passes out if the fourth wound is inflicted. A Body 2 character does that
after 2 wounds in any region.
Message no. 4
From: SteveG@***********.co.za (Steve Garrard)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 7 Apr 2003 12:04:50 +0200
Adam wrote:
> That's a good idea, but I'd use 8-sided die for a "zone
> table". Like this:
>
> 1: Left Leg
> 2: Right leg
> 3: Left Arm
> 4: Right Arm
> 5,6,7: Torso
> 8: Head
>
> Or, if you don't want you're players to die to easily
> 12-sided die would be
> good:
>
> 1,2 : Left leg
> 3,4 : Right leg
> 5,6 : Left arm
> 7,8 : Right arm
> 9,10,11 : Torso
> 12 : Head

What about the old 'Mech hit location tables from BattleTech? They use
(IIRC) 2D6 and the table has been constructed around statistical
probabilities and playtested extensively. IOW, the frequency of hits to
specific areas reflects the RL probabilities. Seems better than shooting in
the dark, if you'll pardon the pun :)


Slayer

"Beware my wrath, for you are crunchy and taste good with ketchup."
- Unknown Dragon


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Message no. 5
From: cmd_jackryan@***.net (Phillip Gawlowski)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 12:09:21 +0200
Am Sun, 6 Apr 2003 12:03:47 +0200 hat Adam <eryk@*********.net>
geschrieben:

> That's a good idea, but I'd use 8-sided die for a "zone table".

Well, I wanted it to stay wiht the D6-style of SR, but you ideas are good,
too.
But I would use a D10, with two additional target numers for the arms.

> But the ideas on how wound affect a character are great - I'll probably
> use
> it.

No problem. Glad I could help :-D

That basically comes from my experience playing Operation Flashpoint.
And a feeling that SR could use something like that, somehow.

It still needs thorough playtesting yet, but I think it will work.
Message no. 6
From: cmd_jackryan@***.net (Phillip Gawlowski)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 12:14:49 +0200
Am Mon, 7 Apr 2003 12:04:50 +0200 hat Steve Garrard <SteveG@****
systems.co.za> geschrieben:

> What about the old 'Mech hit location tables from BattleTech? They use
> (IIRC) 2D6 and the table has been constructed around statistical
> probabilities and playtested extensively. IOW, the frequency of hits to
> specific areas reflects the RL probabilities. Seems better than shooting
> in
> the dark, if you'll pardon the pun :)

Well, that would require me to bend some laws and have acopy of the 'Mech
rulebooks.

I don't like the first thing, and I don't have the latter.

No much choice for me :-)

But any ideas on that are welcomed.

--
Phillip Gawlowski
GameMaster and GeneralIdiot
Message no. 7
From: mooseshagger@*******.com (Captain Canuck)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 03:40:35 -0700
>I don;t know that table.
>Could you post it?

>From memory, it's something like:

2: Centre Torso (Critical)
3: Right Arm
4: Right Arm
5: Right Leg
6: Right Torso
7: Centre Torso
8: Left Torso
9: Left Leg
10: Left Arm
11: Left Arm
12: Head

This table changes depending on what the opponent's facing is.

I prefer D6 tables to D8 tables, since I don't like carrying around more
dice than I have to. However, I thought the 3D6 Champions table was good.
It went something like:

3-4 Head
5 Face
6 Hand
7-8 Arm
9-11 Chest
12 - Abdominal Region
13 Groin
14 Thigh
15-17 Leg
18 Foot.

There were, as you could all imagine, bonuses and penalties for hitting the
regions.

However, in an effort to use the brain muscle, I always tried to try and use
a bit of imagination when resolving damage vs location. I used to prefer
the chart method, as above, but now I prefer to be imaginative. I now
explain away any amount of damage to any hit location, without the need to
resort to charts.


CMF.


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Message no. 8
From: SteveG@***********.co.za (Steve Garrard)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 7 Apr 2003 12:23:36 +0200
Phillip Gawlowski wrote:
> Am Mon, 7 Apr 2003 12:04:50 +0200 hat Steve Garrard <SteveG@****
> systems.co.za> geschrieben:
>
> > What about the old 'Mech hit location tables from
> BattleTech? They use
> > (IIRC) 2D6 and the table has been constructed around statistical
> > probabilities and playtested extensively. IOW, the
> frequency of hits
> > to specific areas reflects the RL probabilities. Seems better than
> > shooting in the dark, if you'll pardon the pun :)
>
> Well, that would require me to bend some laws and have acopy
> of the 'Mech
> rulebooks.
>
> I don't like the first thing, and I don't have the latter.
>
> No much choice for me :-)
>
> But any ideas on that are welcomed.

Well, I could post the tables, but I think we'd need to check with the
copyright gurus to make sure we're not breaking any laws doing so. I can't
imagine it would be a problem, since it's just one table, but perhaps we
should wait for those in the know to sound off.

Anyone?


Slayer

"Beware my wrath, for you are crunchy and taste good with ketchup."
- Unknown Dragon


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This email and any files transmitted with it are confidential and
intended solely for the use of the individual or entity to whom they
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Message no. 9
From: silvercat@***********.org (Jonathan Hurley)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 06:44:13 -0400
-----Original Message-----
From: shadowrn-bounces@*****.dumpshock.com
[mailto:shadowrn-bounces@*****.dumpshock.com] On Behalf Of Steve Garrard
Sent: 2003-April-07 06:05
To: 'Shadowrun Discussion'
Subject: RE: New Rules: Hitzones for longer ranges

Adam wrote:
> That's a good idea, but I'd use 8-sided die for a "zone
> table". Like this:
>
> 1: Left Leg
> 2: Right leg
> 3: Left Arm
> 4: Right Arm
> 5,6,7: Torso
> 8: Head
>
> Or, if you don't want you're players to die to easily
> 12-sided die would be
> good:
>
> 1,2 : Left leg
> 3,4 : Right leg
> 5,6 : Left arm
> 7,8 : Right arm
> 9,10,11 : Torso
> 12 : Head

What about the old 'Mech hit location tables from BattleTech? They use
(IIRC) 2D6 and the table has been constructed around statistical
probabilities and playtested extensively. IOW, the frequency of hits to
specific areas reflects the RL probabilities. Seems better than shooting
in
the dark, if you'll pardon the pun :)

{Reply Separator - Ian Argent comments below}

I've been using the BT hit location tables as an aid for describing hits
for a number of years now. The way I do it is that the primary damage
doesn't change, but depending on the location hit, certain secondary
effects may apply (frex, a serious wound to a limb almost always renders
that limb unusable or minimally useful until treated, etc). The front
hit chart (which is what I use almost all the time, having memorized it
back in the day) is as follows:

2 Center Torso
3-4 Right Arm
5 Right Leg
6 Right Torso
7 Center Torso
8 Left Torso
9 Left Leg
10-11 Left Arm
12 Head

Basically, once I know the damage the hit does (after all staging), I
roll on the table, and use that to judge what the wound actually is.
Light wounds are usually flesh wounds or bone bruises from impacts on
armor (or in the case of head hits, barely grazing shots). Medium wounds
are usually light wounds in a particularly sensitive or important area,
or simple bone fractures (head hits are grazing hits that bleed into the
eyes). Serious wounds generally involve a badly broken bone, important
muscle groups being shot away or otherwise tramatized, etc. Deadly
wounds involve the above plus damage to an artery in the area.



"I suppose this is what I get for letting rednecks play with
anti-matter; they just don't know when to say 'Okay, that's 'nough!'
Instead, it's always 'Hey' y'all! Watch this!'"
When the Devil Dances, John Ringo

Ian Argent
silvercat@***********.org
Message no. 10
From: davidb@****.imcprint.com (Graht)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 07:56:34 -0600
At 11:22 AM 4/7/2003 +0200, Phillip Gawlowski wrote:
>Well, I was brooding over this thing for a while, and I think I just
>publish it on the list.
>
>Feel Free to critzise, comment, ignore it.
>
>But all feedback will be held dearly and maybe incorporated in future
>versions :-)
>
>It is inteded for use with automatic weapons (i.e. burst and full auto),
>at medium and longer ranges.

Out of curiosity, what do you do for burst/FA at close range, and single
shot attacks at any range?

>Then note the wound (I.e. Light, Medium etc.)
>
>Compare to the list and apply to game, but keep in mind, that the outcome
>is cumulative (that is: Tests have to be rolled with a +2 modifier for
>both legs, if both are hit):
>
>Left Leg:
>Light: Running only if Willpower(4) test passed, at half normal range

Did you mean "rate" instead of "range"?

>Medium: No Running
>Severe: Walking only if Willpower(6) test passed
>Deadly: Fall on your face. Treat it according to rules.

I'd change it to:
Light: Running only if Willpower(4) test passed, at half normal rate
Medium: No running, walking if Willpower(4) test passed.
Severe: Walking only if Willpower(4) test passed, at half normal rate.
Deadly: Fall on your face. All other effects per the rules.

>Left Arm:
>Light: Lifting of equipment weighing more than 10 KG only if Willpower(4)
>test passed
>Medium: Lifting of equipment weighing more than 7 KG only if Willpower(5)
>test passed
>Severe: No lifting possible, but the arm can still support the other arm
>Deadly: The arm is not usable

Maybe base the base weight on the characters max load instead of an
arbitrary number?

>Torso:
>Treat as usual.
>
>Head:
>Light: Perception tests hampered (+2 to tests)
>Medium: Perception tests hampered (+4 to tests), aiming and firing if
>Willpower(5) test passed

Instead of increasing perception tests, maybe increase the wound modifier
by +1 for a Moderate, and +2 for a Severe wound.

>Severe: Unconsciousness, any disablilities prevented if a DocWagon team is
>treating victim within 30 seconds

I would allow a Willpower(high TN) test to remain conscious.

>Deadly: Instant death. You are dead, sorry. Want some tea?
>
>A character can only take Body# Medium wounds, before passing out.
>Additional damage is done treated as deadly.
>This can be overruled with a Willpower(2+wounds#) test. This could inflict
>additional damage, but his is left to the GM's discretion.

My house rule on unconsciousness is that a character passes out when their
wound modifier exceeds their Willpower. It's very clean and easy :)

--
To Life,
-Graht
ShadowRN Assistant Fearless Leader II
http://www.graht.com
Message no. 11
From: anders@**********.com (Anders Swenson)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 08:41:04 -0700
On Mon, 07 Apr 2003 07:56:34 -0600
Graht <davidb@****.imcprint.com> wrote:

[Snip a lotta stuff]
>
> My house rule on unconsciousness is that a character passes out when their
> wound modifier exceeds their Willpower. It's very clean and easy :)
>
> --
> To Life,
> -Graht
> ShadowRN Assistant Fearless Leader II
> http://www.graht.com

By the time my group gets around to combat it's late and nobody wants to put
up with this extra stuff, not to mention that combat scenes take forever even
if played by the book. HOWEVER, I'd use the old RuneQuest D20 missile hit
table.
--Anders
Message no. 12
From: scott@**********.com (Scott Harrison)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 7 Apr 2003 11:53:32 -0400
On Monday, April 7, 2003, at 11:41 , Anders Swenson wrote:
> By the time my group gets around to combat it's late and nobody wants
> to put
> up with this extra stuff, not to mention that combat scenes take
> forever even
> if played by the book. HOWEVER, I'd use the old RuneQuest D20 missile
> hit
> table.
> --Anders
>
>
I'd second the use of the RQ tables. The humanoid missile table is:
Right Leg 01 - 03
Left Leg 04 - 06
Abdomen 07 - 10
Chest 11 - 15
Right Arm 16 - 17
Left Arm 18 - 19
Head 20

In RQ, each of the body types would have its own hit locations.
Therefore, e.g., equines would be different that humanoids.

--
Scott Harrison PGP Key ID: 0x0f0b5b86
Message no. 13
From: davidb@****.imcprint.com (Graht)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 07 Apr 2003 10:08:24 -0600
For anyone interested, I figured I'd toss out the method I use. Please
note that I use this for flavor, and don't actually add to the results of
damage with additional effects. It does come in handy if someone suffers a
Deadly wound, and then fails their test for special damage.

I figure out the hit location *after* damage has been determined.

Roll 1d6, modified by the wound the target suffered, on the table below.

1d6 for a Light wound.
1d6+1 for a Moderate wound.
1d6+2 for a Serious wound.
1d6+3 for a Deadly wound.

Result Location
1 Arm
2 Leg
3 Arm
4 Leg
5 Torso
6 Head
7 Torso
8 Head
9 Torso

--
To Life,
-Graht
ShadowRN Assistant Fearless Leader II
http://www.graht.com
Message no. 14
From: paul@*********.demon.co.uk (Paul Squires)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 7 Apr 2003 17:34:40 +0100
In message <5.2.0.9.0.20030407100031.00a97a58@****.imcprint.com>, Graht
<davidb@****.imcprint.com> writes
>For anyone interested, I figured I'd toss out the method I use. Please
>note that I use this for flavor, and don't actually add to the results
>of damage with additional effects. It does come in handy if someone
>suffers a Deadly wound, and then fails their test for special damage.
>
>I figure out the hit location *after* damage has been determined.
>
>Roll 1d6, modified by the wound the target suffered, on the table below.
>
>1d6 for a Light wound.
>1d6+1 for a Moderate wound.
>1d6+2 for a Serious wound.
>1d6+3 for a Deadly wound.
>
>Result Location
>1 Arm
>2 Leg
>3 Arm
>4 Leg
>5 Torso
>6 Head
>7 Torso
>8 Head
>9 Torso
>
This makes more sense in relation to the canon rules. After all, a
greater damage level indicates a more deadly shot (and a head shot is
more deadly than a leg shot) - hence the called shot rules and the
notion behind staging (a better shooter can target more critical areas
easier).
--
Paul Squires
paul@*********.demon.co.uk
Message no. 15
From: gurth@******.nl (Gurth)
Subject: New Rules: Hitzones for longer ranges
Date: Mon, 7 Apr 2003 19:10:23 +0200
According to Steve Garrard, on Monday 07 April 2003 12:04 the word on the
street was...

> What about the old 'Mech hit location tables from BattleTech? They use
> (IIRC) 2D6 and the table has been constructed around statistical
> probabilities and playtested extensively. IOW, the frequency of hits to
> specific areas reflects the RL probabilities. Seems better than shooting
> in the dark, if you'll pardon the pun :)

Or if you want to be really accurate you could get a copy of the Advanced
Damage Tables for Phoenix Command, and roll a D1000 to establish hit
location...

Phillip, I would suggest coupling your damage rules to Graht's old hit
location table (or the new one he posted in this thread), because that
incorporates the number of successes rolled as well, so that a shot that
has more successes is more likely to hit a vital area (torso or head).

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"Als Michael Jackson een auto was, had hij heel Halfords leeggekocht"
-- Ruud de Wild
-> Probably NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 16
From: robertennew@*****.com.au (Robert Ennew)
Subject: New Rules: Hitzones for longer ranges
Date: Tue, 8 Apr 2003 17:52:54 +1000 (EST)
--- Gurth <gurth@******.nl> wrote:
<snip>
> Or if you want to be really accurate you could get a
> copy of the Advanced
> Damage Tables for Phoenix Command, and roll a D1000
> to establish hit
> location...
>
I think a hit location table needs to include more
specific locations then just say left arm, e.g. If
even left lower arm or similiar was included It would
make the call for having a cyber forearm,left cyber
eye/ear or the like more valid. I think players just
go and get a full cyber arm as a replacement
otherwise.

Where could I get a look at this D1000 table?
(please:)

GZ

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Message no. 17
From: cmd_jackryan@***.net (Phillip Gawlowski)
Subject: New Rules: Hitzones for longer ranges
Date: Tue, 08 Apr 2003 10:51:10 +0200
Am Mon, 07 Apr 2003 07:56:34 -0600 hat Graht <davidb@****.imcprint.com>
geschrieben:


> Out of curiosity, what do you do for burst/FA at close range, and single
> shot attacks at any range?

Well, I think that bursts and FA at close range are targeted to the body
anyways.
And I think that there is a +4 modifier if a target zone is announced.

>> Then note the wound (I.e. Light, Medium etc.)
>>
>> Compare to the list and apply to game, but keep in mind, that the
>> outcome is cumulative (that is: Tests have to be rolled with a +2
>> modifier for both legs, if both are hit):
>>
>> Left Leg:
>> Light: Running only if Willpower(4) test passed, at half normal range
>
> Did you mean "rate" instead of "range"?

Ah, the difficulties of translations of rulesets.
I mean: If a character has a quickness of 4, and is not a dwarf, it can run
12 meters/round.
This number is halfed.

> I'd change it to:
> Light: Running only if Willpower(4) test passed, at half normal rate
> Medium: No running, walking if Willpower(4) test passed.
> Severe: Walking only if Willpower(4) test passed, at half normal rate.
> Deadly: Fall on your face. All other effects per the rules.

That's better than mine. I will use it in the enxt version, if you don't
mind.

>> Left Arm:
>> Light: Lifting of equipment weighing more than 10 KG only if
>> Willpower(4) test passed
>> Medium: Lifting of equipment weighing more than 7 KG only if
>> Willpower(5) test passed
>> Severe: No lifting possible, but the arm can still support the other arm
>> Deadly: The arm is not usable
>
> Maybe base the base weight on the characters max load instead of an
> arbitrary number?

Hm, I'll have to brood over the rules for this.

>> Head:
>> Light: Perception tests hampered (+2 to tests)
>> Medium: Perception tests hampered (+4 to tests), aiming and firing if
>> Willpower(5) test passed
>
> Instead of increasing perception tests, maybe increase the wound modifier
> by +1 for a Moderate, and +2 for a Severe wound.

Possibly both things. It is harder to spot things when dizzy, and wounds
are more severe in the head.

>> Severe: Unconsciousness, any disablilities prevented if a DocWagon team
>> is treating victim within 30 seconds
>
> I would allow a Willpower(high TN) test to remain conscious.

Well, no. But a Karma test can be allowed.
There is nothing much left to fight to stay conscious if you get hit so
badly.

>> Deadly: Instant death. You are dead, sorry. Want some tea?
>>
>> A character can only take Body# Medium wounds, before passing out.
>> Additional damage is done treated as deadly.
>> This can be overruled with a Willpower(2+wounds#) test. This could
>> inflict additional damage, but his is left to the GM's discretion.
>
> My house rule on unconsciousness is that a character passes out when
> their wound modifier exceeds their Willpower. It's very clean and easy
> :)

Uh, I'm studiying history and I am German. I dislike clean and easy things
:-)

But your idea work smoother then mine.
Realism is debateable.

Well, thanks for your reply, I will rework the stuff I originally posted.

--
Phillip Gawlowski
GameMaster and GeneralIdiot
Message no. 18
From: gurth@******.nl (Gurth)
Subject: New Rules: Hitzones for longer ranges
Date: Tue, 8 Apr 2003 11:07:23 +0200
According to Robert Ennew, on Tuesday 08 April 2003 09:52 the word on the
street was...

> I think a hit location table needs to include more
> specific locations then just say left arm, e.g. If
> even left lower arm or similiar was included It would
> make the call for having a cyber forearm,left cyber
> eye/ear or the like more valid. I think players just
> go and get a full cyber arm as a replacement
> otherwise.

This can also be solved with a second roll, only made when this kind of
thing is an issue. If the hit location table says "Left arm" and you have
a partial cyberarm there, just roll another D6: even = cyber, odd = the
real thing; for just a cyber hand, it could be 1 = hand, 5-6 = rest of
arm. This way, the basic system is easy and (fairly) quick, while things
only slow down for the cases where the extra complexity is actually
needed.

> Where could I get a look at this D1000 table?
> (please:)

A book titled "Advanced Damage Tables For Small Arms", published by the
now-out-of-business Leading Edge Games as number 10205 (ISBN
0-945571-25-9), and if you're able to locate a copy I think I know a bunch
of people over at the Phoenix Command mailing list who'd be very
interested in learning where you got it :)

--
Gurth@******.nl - http://www.xs4all.nl/~gurth/index.html
"Als Michael Jackson een auto was, had hij heel Halfords leeggekocht"
-- Ruud de Wild
-> Probably NAGEE Editor * ShadowRN GridSec * Triangle Virtuoso <-
-> The Plastic Warriors Page: http://plastic.dumpshock.com <-

GC3.12: GAT/! d- s:- !a>? C++(---) UL+ P(+) L++ E W--(++) N o? K w(--)
O V? PS+ PE@ Y PGP- t- 5++ X(+) R+++$ tv+(++) b++@ DI- D+ G+ e h! !r y?
Incubated into the First Church of the Sqooshy Ball, 21-05-1998
Message no. 19
From: davidb@****.imcprint.com (Graht)
Subject: New Rules: Hitzones for longer ranges
Date: Tue, 08 Apr 2003 07:47:29 -0600
At 10:51 AM 4/8/2003 +0200, Phillip Gawlowski wrote:
>Am Mon, 07 Apr 2003 07:56:34 -0600 hat Graht <davidb@****.imcprint.com>
>geschrieben:
>
>>I'd change it to:
>>Light: Running only if Willpower(4) test passed, at half normal rate
>>Medium: No running, walking if Willpower(4) test passed.
>>Severe: Walking only if Willpower(4) test passed, at half normal rate.
>>Deadly: Fall on your face. All other effects per the rules.
>
>That's better than mine. I will use it in the enxt version, if you don't mind.

Not at all.

>>>Head:
>>>Light: Perception tests hampered (+2 to tests)
>>>Medium: Perception tests hampered (+4 to tests), aiming and firing if
>>>Willpower(5) test passed
>>
>>Instead of increasing perception tests, maybe increase the wound modifier
>>by +1 for a Moderate, and +2 for a Severe wound.
>
>Possibly both things. It is harder to spot things when dizzy, and wounds
>are more severe in the head.

My point is, is that it is harder to do anything when your head is in
pain/you are dizzy/etc. I know that if I stub my toe, I have the where
withall to hop around and cuss like a sailor, but if I bump my head the
most I can usually manage is, "Aaarrgggh!!!" ;) That's why I suggested the
flat increase in the wound modifier.

>>>A character can only take Body# Medium wounds, before passing out.
>>>Additional damage is done treated as deadly.
>>>This can be overruled with a Willpower(2+wounds#) test. This could
>>>inflict additional damage, but his is left to the GM's discretion.
>>
>>My house rule on unconsciousness is that a character passes out when
>>their wound modifier exceeds their Willpower. It's very clean and easy :)
>
>Uh, I'm studiying history and I am German. I dislike clean and easy things :-)

LOL!

>But your idea work smoother then mine.
>Realism is debateable.

It's amazing what's debatable on this list ;)

--
To Life,
-Graht
ShadowRN Assistant Fearless Leader II
http://www.graht.com

Further Reading

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