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Hit Locations & House Rules
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Guardian_A
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PostPosted: Mon Nov 19, 2012 3:14 pm    Post subject: Hit Locations & House Rules Reply with quote

Does anyone have any interesting House Rules for handling Hit Locations? If so, what are they?

As for our group. We use just wing it in most situations, not bothering to use the Hit Lcation table in the R&E Rulebook.

However, we do allow "called shots." If you want to hit a specific limb/appendage/tenticle/etc, the difficuly of the shot is +5. In addition, if you want to make a VERY specific shot (Hit the target's trigger finger, hamstring a target, etc.) its +10 to hit.
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Raven Redstar
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PostPosted: Mon Nov 19, 2012 7:01 pm    Post subject: Reply with quote

My old group always used 1d12.

1 = Head
2 = Chest
3 = Left shoulder/Upper Arm
4 = Right Shoulder/Upper Arm
5 = Left Lower Arm/Hand
6 = Right Lower Arm/Hand
7 = Stomach
8 = Groin
9 = Left Upper Leg
10 = Right Upper Leg
11 = Left Lower Leg/Foot
12 = Right Lower Leg/Foot

I haven't used a body die in my games for some time. Lately I've been having hit location based more on amount of damage dealt rather than rolling randomly.
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Guardian_A
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PostPosted: Mon Nov 19, 2012 7:05 pm    Post subject: Reply with quote

Raven Redstar wrote:
I haven't used a body die in my games for some time. Lately I've been having hit location based more on amount of damage dealt rather than rolling randomly.


LOL, now that you mention it, really high damage rolls do tend to result in exploding heads in our games, . . . Shocked

A hit location die is a pretty good idea, . . .
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lurker
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PostPosted: Mon Nov 19, 2012 10:06 pm    Post subject: Reply with quote

Well this doesn’t come from SW, but I think it would work. The higher the to hit roll the more accurate the shot/attack, but the lower the hit roll (as long as it hits) the further away from the point of aim the hit was. We used a d12 for the drift of aim with the o’clock location being where the hit drifted to.

With that a shot at center mass (the default aim point unless called otherwise) that was 3 points above the to hit ( a fair shot but not perfect) drifted a bit. A roll of 3 on the hit location meant the hit landed in the left shoulder area, a 6 made it a groin etc. IF the hit was a minimal 1 above the to hit then the same 3 equaled a hit in the left arm, the 6 was a hit in the leg.
For SW, it should translate fairly the only issues would be making the hit location a d6 or 2d6 and adjusting it accordingly

However, unless the damage was significant (taking the character into dangerous close to the dreaded 0 HP) the location roll was superfluous … A hit to the head, that left the character with 20+ hp is insignificant so was a grazing hit at best. With that there was no need to roll the hit location. However, if the combat goes on for a bit and the HPs are down to danger close, the location becomes more critical. Where the earlier hit was in the head, but did little damage, a hit in the arm that leaves the character with a single hp means the hit was nasty solid and blood is splattered everywhere … If the DM wants to have fun with it, then the hit location (with significant damage) equals in game effects, a head hit is blinded or stunned, an arm loses the use and drops whatever it was holding, leg is limited movement etc ...


Quote:


Raven Redstar wrote:
I haven't used a body die in my games for some time. Lately I've been having hit location based more on amount of damage dealt rather than rolling randomly.


LOL, now that you mention it, really high damage rolls do tend to result in exploding heads in our games, . . .




Rgr on that regardless of the setting, a critical hit and max damage always seems to be a good ole head shot with gratuitous splatter Wink
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Darth Ginzain
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PostPosted: Tue Nov 20, 2012 1:09 am    Post subject: Reply with quote

Page 96 of R&E.

Roll 1d6

1: Head
2-3: Torso
4: Arms (Roll again: 1-3 Left Arm 4-6 Right Arm)
5: Left Leg
6: Right Leg

I seem to recall, but can't find atm so maybe it was house, that a hit to the head rolled 1d of additional damage and hits to the torso rolled 1d of additional Str to resist damage.
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ZzaphodD
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PostPosted: Tue Nov 20, 2012 4:26 pm    Post subject: Reply with quote

Darth Ginzain wrote:
Page 96 of R&E.

Roll 1d6

1: Head
2-3: Torso
4: Arms (Roll again: 1-3 Left Arm 4-6 Right Arm)
5: Left Leg
6: Right Leg

I seem to recall, but can't find atm so maybe it was house, that a hit to the head rolled 1d of additional damage and hits to the torso rolled 1d of additional Str to resist damage.


This is us..

1: Head
2-3: Torso
4: Left Arm
5: Right Arm
6: Legs

Rules: Wounded to head = Stamina/Willpower check to stay consious.
Incapacitated to limbs = counts as twice wounded overall, except for limb use.
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garhkal
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PostPosted: Tue Nov 20, 2012 5:46 pm    Post subject: Reply with quote

I like using the Battle tech 2d6 chart.. 2 crit on the torso, 3-4 left arm, 5 left leg, 6-8 torso, 9 right leg, 10-11 right arm, 12 head.
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Venlyss_Pnorr
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PostPosted: Sat Dec 01, 2012 6:28 am    Post subject: Reply with quote

In increased the base chance of hitting the torso area.

Something like -

1 - Head
2-4 - Torso
5 - an arm (1-3 left, 4-6 right)
6 - a leg (1-3 left, 4-6 right)

I preferred it this way due to the amount of armour that protects the torso.
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garhkal
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PostPosted: Sat Dec 01, 2012 4:54 pm    Post subject: Reply with quote

Which does bring up a related q.. Say someone is wearing mostly torso (shoulder) protecting armor.. and gets hit by a grenade (or area effect weapon such as flamers). Do you still give them their armor to soak?
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Darth Ginzain
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PostPosted: Sat Dec 01, 2012 5:04 pm    Post subject: Reply with quote

garhkal wrote:
Which does bring up a related q.. Say someone is wearing mostly torso (shoulder) protecting armor.. and gets hit by a grenade (or area effect weapon such as flamers). Do you still give them their armor to soak?


Yes. Head and torso armour is designed to protect the critical systems of the body. Shrapnel in your arms and legs sucks, but in your brain, heart, or lungs sucks more.
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ZzaphodD
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PostPosted: Sat Dec 01, 2012 5:44 pm    Post subject: Reply with quote

garhkal wrote:
Which does bring up a related q.. Say someone is wearing mostly torso (shoulder) protecting armor.. and gets hit by a grenade (or area effect weapon such as flamers). Do you still give them their armor to soak?


Id like to see a good rule for this.

I had a rule for this that essentially boiled down to that you rolled a certain number of hit locations and then used your worst soak roll depending on what areas were hit.

A 5D grenade would result in 1D 'hits' for which you rolled a hit location. Then you used the worst armor rating among those areas that were hit.

Less D in damage = Less hits.
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Fallon Kell
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PostPosted: Sat Dec 01, 2012 10:59 pm    Post subject: Reply with quote

Raven Redstar wrote:
I haven't used a body die in my games for some time. Lately I've been having hit location based more on amount of damage dealt rather than rolling randomly.
Same here. It works better than saying, "you take a light repeater blast to the head, but luckily are able to shrug it off without injury."
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jmanski
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PostPosted: Sun Dec 02, 2012 11:35 am    Post subject: Reply with quote

I've only used hit location for the PCs. I figure a low damage total on a headshot or the like is a grazing wound or a burn.

And how do you explain the high to hit roll and low damage roll? Just one of the little oddities of the D6 system. Laughing
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garhkal
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PostPosted: Sun Dec 02, 2012 2:26 pm    Post subject: Reply with quote

Darth Ginzain wrote:
garhkal wrote:
Which does bring up a related q.. Say someone is wearing mostly torso (shoulder) protecting armor.. and gets hit by a grenade (or area effect weapon such as flamers). Do you still give them their armor to soak?


Yes. Head and torso armour is designed to protect the critical systems of the body. Shrapnel in your arms and legs sucks, but in your brain, heart, or lungs sucks more.


True, but you can bleed out just as easily from leg/arm wounds as you can from head/torso ones.
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jmanski
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PostPosted: Sun Dec 02, 2012 3:18 pm    Post subject: Reply with quote

Good point
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