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ialdabaoth
Stress and System Damage (p.124-130, M&M)
The following location-based rules may be used to better reflect implant Stress: Each time a character is wounded by a single projectile or impact, roll 1D6 twice to determine the location, and consult the following chart:
CODE

Roll   Location
1      Left Arm (1D6): 1-3 – Shoulder/Bicep, 4-6 – Wrist/Hand
2      Right Arm (1D6): 1-3 – Shoulder/Bicep, 4-6 – Wrist/Hand
3      Left Leg (1D6): 1-3 – Thigh/Hip, 4-6 – Calf/Foot
4      Right Leg (1D6): 1-3 – Thigh/Hip, 4-6 – Calf/Foot
5      Abdomen (1D6): 1 – Stomach, 2 – Intestines, 3 – Kidneys / Liver, 4 – Diaphragm / Spleen, 5 – Spine, 6 - Pelvis
6      Chest / Head (1D6): 1 – Heart, 2 – Left Lung, 3 – Right Lung, 4 – Ribcage, 5 – Spinal Column, 6 - Head

If the attacker targets a specific location (+4 TN), the first two successes go to hitting the targeted location – if less than two successes are achieved, roll on the above chart. Any further successes stage the damage up as normal. If damage is coming from a burst-fire weapon or an area explosive, make a separate location roll per wound box sustained, with each location rolled taking one potential wound box worth of Stress.
For each wound box of unresisted damage sustained to this location, each piece of cyberware or bioware attached to the organ system rolled checks for one point of Stress. Thus, if a character took a Moderate wound, and rolled a 6 and a 3 for hit location, the character would check for Moderate Stress to each lung-based cyberware or bioware –Extended Volume, Air Tanks, Gills, or the like. If the character took a Serious wound, and rolled a 3 and a 6 for the hit location, he check for Serious Stress to any cyberware or bioware in his Left Leg – a cyberlimb, muscle augmentation, enhanced articulation, bone lacing, or any other such system.
The Stress Check is performed by rolling one die per wound level sustained against a target equal to the original Power of the attack; any dice that do not come up a success are applied as a single point of Stress to that organ or system. Thus, a character hit with a 9S attack, who stages it down to 9M, would roll 3 dice against a target number of 9 for each affected system, with each success reducing the amount of Stress for that system by one point.

Sphynx
I'd dread a location-chart in this game. It goes against the whole abstract-armour concept cause then you end up with questioning if the armour of that location might have stopped it. Not a good idea at all for this system.

Sphynx
TinkerGnome
Previous attempts to expand the armor system out to handle hit locations have been murky, at best. Since the armor is the average for all hit locations, you have to work backwards from there to get the value a piece of armor applies at each location.

The best way will probably be to do a weighted average. Ie, wrist/hand = 1, arm = 2, torso front = 4, torso back = 4, head = 2, face = 1, leg = 3, foot = 1 or some such. Unfortunately, translating some pieces of armor will still be nearly impossible with such a system. With that many points of location (25), a 3/2 helmet would be 75/50 split between head and face.
Austere Emancipator
QUOTE
Previous attempts to expand the armor system out to handle hit locations have been murky, at best. Since the armor is the average for all hit locations, you have to work backwards from there to get the value a piece of armor applies at each location.

The best way will probably be to do a weighted average. Ie, wrist/hand = 1, arm = 2, torso front = 4, torso back = 4, head = 2, face = 1, leg = 3, foot = 1 or some such. Unfortunately, translating some pieces of armor will still be nearly impossible with such a system. With that many points of location (25), a 3/2 helmet would be 75/50 split between head and face.

Trash all the old values and make up new ones on your own. Do NOT start calculating any new values from the old Armors, it will not work. Make up your own values, and it might. I'm not saying Hit Locations are great, or even that they work great, but I am saying that the problem TinkerGnome mentioned isn't really a problem at all if you're willing to spend some time with it (an hour or two should do it).

More on the topic, I don't think it is a good idea to be using a Hit Location system for Ware stress without using Hit Locations and armor rules to go with it, since breakdowns of logic will follow. And if you've got a Hit Location system already, you don't really need another one to figure out Ware damage. I use HitLocs, and then apply common sense for Ware damage. Ie. if there is a possible wound effect from damage, it can only affect ware that are located where the char was hit.

If you don't plan on using HitLocs for other purposes, you're probably better off using the rules as they are; and if someone gets Stress in his/her Suprathyroid Gland as a result of getting hit by a bullet, then that's where the bullet hit.
TinkerGnome
If you want to make your own numbers out of whole cloth it'll work. I'm just pointing out that you can't use the only existing model of partial body armor to full body armor (the rules for cyberlimb plating in M&M) and get it to come out nicely.
ialdabaoth
Yeah, looking over C&C, I'll definitely have to redo a lot of armor stats. Eh well, at least it'll make stacking and Dikoting more sensible.
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