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gollummen Lieutenant Commander
Joined: 18 Aug 2005 Posts: 159 Location: Denmark
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Posted: Thu Sep 08, 2005 6:03 am Post subject: |
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"attackers can make a "called shot" against a small target, such as a specific part of a targetīs body or shooting a weapon out of a targets hand."
2.ed R&E page 91
There are some difficulties for hitting targets of didfferent sizes, but nothing on damage. |
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Argamoth Lieutenant Commander
Joined: 06 Jul 2005 Posts: 234
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Posted: Thu Sep 08, 2005 3:35 pm Post subject: |
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Though getting shot in the face would probably be much more detrimental than getting hit in the leg. |
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Error Captain
Joined: 01 May 2005 Posts: 680 Location: Any blackberry patch.
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Posted: Thu Sep 08, 2005 3:48 pm Post subject: |
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Are there "to hit" penalties for called shots? _________________ The only words of explanation you need for any concept in the entire Star Wars universe are the words Science Fiction and Space Opera. |
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gollummen Lieutenant Commander
Joined: 18 Aug 2005 Posts: 159 Location: Denmark
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Posted: Thu Sep 08, 2005 5:06 pm Post subject: |
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Quote: | Are there "to hit" penalties for called shots? |
Yes.
Targets length / difficulty
10-50 centimeters / +1D
1-10 centimeters / +4D
>1 centimeters / +8D
2.ed R&E page 91 |
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garhkal Sovereign Protector
Joined: 17 Jul 2005 Posts: 14172 Location: Reynoldsburg, Columbus, Ohio.
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Posted: Fri Sep 09, 2005 5:48 am Post subject: |
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Probabily my favorite use of that base book called shot rule, is to bypass armor. _________________ Confucious sayeth, don't wash cat while drunk! |
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Sabre Lieutenant
Joined: 20 Jul 2005 Posts: 80
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Posted: Fri Sep 09, 2005 10:52 am Post subject: |
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You could also just Eliminate the damage roll.
>_>
<_<
We now return you to rules about called shots.
I took that rule from the book and in order to eliminate dealing with thinking about things in terms of centimeters, modified the rule to say: When making a called shot on a small part of a large object to increase the damage, for every +1 (modifier, not pips) you wish to add to damage, add +2 (modifier, not pips) to the difficulty. You can change the balance of those scales to adjust the lethality (IE for ever +1 to damage, +5 to difficulty), and also apply caps to how much damage can be increased in this way. You might even make a list of regularly called shots and set them at a special fixed difficulty, like: To target the thermal exhaust port on a Death Star Mk 1 is a +30 to difficulty in exchange for a negation of death star scale to starfighter scale and a damage increase of +5. |
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Admiral Andersen Cadet
Joined: 20 Dec 2005 Posts: 12 Location: Denmark
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Posted: Tue Dec 20, 2005 2:16 pm Post subject: |
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In my campaign we use these rules:
- 1D ekstra dam. for hitting the head.
- + 5 (or more, master decision) to Difficulty number to hit a specific part.
- Ekstra damage if you beat your difficulty number by:
Easy 6-10 +1 dam.
Moderate 11-15 +2 dam.
Difficult 16-20 +1D dam.
Very difficult 21-30 +1D+1 dam.
Heroic 31+ +1D+2 dam. _________________ Admiral Andersen. Commander of the Imperial Star Destroyer II, Vigilant. |
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