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Critical hits?
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gollummen
Lieutenant Commander
Lieutenant Commander


Joined: 18 Aug 2005
Posts: 159
Location: Denmark

PostPosted: Thu Sep 08, 2005 6:03 am    Post subject: Reply with quote

"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
Lieutenant Commander


Joined: 06 Jul 2005
Posts: 234

PostPosted: Thu Sep 08, 2005 3:35 pm    Post subject: Reply with quote

Though getting shot in the face would probably be much more detrimental than getting hit in the leg.
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Error
Captain
Captain


Joined: 01 May 2005
Posts: 680
Location: Any blackberry patch.

PostPosted: Thu Sep 08, 2005 3:48 pm    Post subject: Reply with quote

Are there "to hit" penalties for called shots?
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gollummen
Lieutenant Commander
Lieutenant Commander


Joined: 18 Aug 2005
Posts: 159
Location: Denmark

PostPosted: Thu Sep 08, 2005 5:06 pm    Post subject: Reply with quote

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
Sovereign Protector


Joined: 17 Jul 2005
Posts: 14172
Location: Reynoldsburg, Columbus, Ohio.

PostPosted: Fri Sep 09, 2005 5:48 am    Post subject: Reply with quote

Probabily my favorite use of that base book called shot rule, is to bypass armor.
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Sabre
Lieutenant
Lieutenant


Joined: 20 Jul 2005
Posts: 80

PostPosted: Fri Sep 09, 2005 10:52 am    Post subject: Reply with quote

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
Cadet


Joined: 20 Dec 2005
Posts: 12
Location: Denmark

PostPosted: Tue Dec 20, 2005 2:16 pm    Post subject: Reply with quote

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.
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