</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">TO HIT
By task system.
HIT LOCATION
2d6 LOCATION
----------------------
2 hand
3 lower arm
4 upper arm
5 head/neck
6 shoulder height
7 upper torso
8 lower torso
9 hip height
10 upper leg
11 lower leg
12 foot
Use and additional d6 to generate odd/even to determine left/right.
Implementing this allows the use of cover. If part of the body is
hit that is under cover then the hit has no effect. It also allows
the use of aspect. A prone person showing only his head, shoulders,
arms and hands must be hit in those locations or the hit has no
effect.
Weapon skill supplies a modifier. The shooter may add or subtract
his (weapon skill level-1) or less to adjust the final location roll
as he wishes.
DAMAGE
Weapon Local Damage Blood Loss
small pistol d6 d6
large pistol 2d6-1 2d6-1
small rifle 2d6-1 2d6-1
large rifle 3d6-2 3d6-2
shotgun 3d6-2 3d6-2
laser 4d6-3 0
plasma rifle 5d6-4 0
fusion rifle 6d6-5 0
Hit points are assumed to be the Endurance stat, with seven being
the average and most characters in the range of eight to ten. Each
body part on the Hit Location Chart is assumed to have hit points
equal to the Endurance stat. Blood hit points are a single number,
the Endurance stat, and are affected by any hit to the body anywhere.
Local Damage is rolled immediately and takes effect immediately.
When a body part location has taken Local Damage equal to its hit
points it is incapacitated and no longer functional. When it has
taken Local Damage equal to double to its hit points it is destroyed.
Blood Loss is rolled and then applied the succeeding turn after the
hit takes place, one hit point per turn until the total is reached or
someone takes action to stop the bleeding. A human that drops to
zero on Blood Loss becomes incapacitated, and if he drops to negative
Endurance or lower on Blood Loss he dies.
Location of the hit supplies modifiers. Hits to Head/Neck, Shoulder
Height, and Upper Torso do double Local Damage and Blood Loss. Hits
to Hand, Lower Arm, Lower Leg, and Foot do one-half Blood Loss.</pre>[/QUOTE]or a different approach to damage
</font><blockquote>code:</font><hr /><pre style="font-size:x-small; font-family: monospace;">DAMAGE
Damage has two portions, immediate damage and bleeding/shock. Both
are rolled for, and the damage points for both are applied to a
character's endurance characteristic.
IMMEDIATE DAMAGE is rolled once, using all applicable modifiers, and
is applied immediately. The meaning of the descriptors is left to the
referee. A critical hit in the hand is not the same as a critical hit
in the neck, but both may have a great effect on the character's
performance.
BLEEDING/SHOCK is rolled immediately, using all applicable modifiers
except those of time and treatment, and is applied at once.
BLEEDING/SHOCK then continues each following round, with all
applicable previous modifiers plus all applicable time and treatment
modifiers. Each modified roll except the first cannot result in
bleeding greater than that which ocurred in the previous round. If
greater bleeding is indicated, use the previous lesser value.
BLEEDING/SHOCK continues until a modfied result of 2- is obtained, at
which point it stops progressing.
Characters who are reduced to zero endurance points become
incapacitated. Characters which are reduced to the negative value of
their endurance are dead.
This system does not require a to-hit method, though modifiers for
such are included. Also, the referee may choose to ignore damage
points and run strictly with the verbal descriptions of the injuries,
and also to adjust the descriptors and modifiers as he sees fit.
IMMEDIATE DAMAGE BLEEDING/SHOCK
DIE ROLL DAMAGE POINTS DIE ROLL DAMAGE POINTS
------------------------------------------------------------
12+ critical 8 12+ massive 4
11 serious 4 11 serious 3
10 serious 4 10 moderate 2
9 serious 4 9 moderate 2
8 moderate 2 8 light 1
7 moderate 2 7 light 1
6 moderate 2 6 light 1
5 light 1 5 light 1
4 light 1 4 light 1
3 light 1 3 light 1
2- light 1 2- zero 0
DIE ROLL MODIFIERS
IMMEDIATE DAMAGE BLEEDING/SHOCK
MODIFIER TYPE MODIFIERS MODIFIERS
-----------------------------------------------------
AMMUNITION TYPE
.22 -2 -2
9mm -1 -1
shrapnel -1 -1
edged weapon -1 +1
.357 0 0
shotgun +1 +1
.50 +1 +1
larger +2 +2
energy weapon +2 0
HIT LOCATION
critical area +1 +1
extremity -1 -1
TIME AND TREATMENT MODIFIERS
per round passed -1
PC continues actions +2
PC halts actions, treats self -2
third party assists -1
each level of medical skill -1
DESIGN INTENT
The results of injuries often vary greatly. In any single assault a
man may die immediately, or slowly bleed to death, or may continue on
with only light wounds. Serious damage may not incapacitate, while a
seemingly minor wound may prove fatal over time. This system attempts
to span this wide range of possibilities using only 2d6 and CT stats.</pre>[/QUOTE]