QUOTE (Yerameyahu @ Jan 22 2011, 12:43 AM)

Your suggestion is (correct me, of course), to make a normal Called Shot using a GM-fudged penalty (not the standard -4), and then… do 'Body+1' boxes of damage?
Sort of. I'm looking to go through the grapple (arm-lock) rules as normal to the point where I can choose to do (STR)S Damage (with only a soak test) because the opponent is totally immobilized. Instead of doing the auto damage, I'd want to get GM approval to do a called shot using Smashing Blow (on the locked arm). So lets say (4 (punch w/ str boost) + 4 dv (called shot) + 2dv from Wildcat Martial Arts) * 2 Dv (smashing blow) = 20s offset by armor and regular soak. Now that I write it, it does seem high doesn't it.
If I get approval (big 'if'), then I'd push for the Broken Bone + Crippling Break rules (Usually for a Glitch during Healing) or Implant Destruction (for cyberlimbs) on Pg 121 in Augmentation (thanks for that Yerameyahu and everyone else.) Bone lacing notwithstanding. If the victim has bone lacing then the joke's on me.
I've included my interpretation of the subduing combat rules below [Pg 162 SR4A]. This might explain my thought process a little better. Please let me know if I'm out to lunch.
[ Spoiler ]
Subduing Combat [Pg 162 SR4A]
Step 1: Opposed Grapple Test - As a regular melee attack.
Attacker: unarmed skill + agility vs. Defender: unarmed + reaction + reach
Step 2: Imobilization Check - If attackers rating is higher, defender immobilized but not damaged. -2 Against attacks from others.
Attacker: STR + Grapple Test Net Hits vs. Defender: Body
Step 3: Defender Breakout Attempt - If immobilized, defener must use a complex action to attempt to break free and cannot move in any way.
Attacker: Grapple Test Net Hits vs. Defender: STR + Unarmed, threshold = grapple test net hits
Step 4: If defender unsuccessful in breakout attempt, attacker gets to choose from the following:
A - Maintain Grapple without test.
B - Inflict Stun Damage with only soak test.
Attacker: (STR)S Damage vs. Defender: body + impact armor
C - Try to get a better Grip. (Perform Opposed Grapple Test (step 1) again.)
Attacker: unarmed skill + agility vs. Defender: unarmed + reaction + reach
If attacker wins, net hits are added to the threshold number for breakout attempts. If defender wins, net hits are used to reduce the threshold.
D - Attempt knockdown.
Attacker: unarmed skill + agility vs. Defender: unarmed + reaction
Attacker: STR + net hits vs. Defender: body
If attackers STR + net hits is higher, defender knocked to the ground. Attacker get superior position bonus. The sweep maneuver has nice synergy with this as it inflicts damage during the knockdown also.