Hit Location Determination

The primary body part impacted by a successful hit is determined by rolling percentile dice and comparing the result to the table below. Any such roll ending in x0 or x5 indicates a Critical Hit (other digits may be indicated as well).
Roll Location Damage Assessment
1-15 Head against Body as 5X damage after Fatigue Absorption and Helm Absorption.
16-60 Torso directly against Body after Fatigue Absorption.
61-00 Limb Roll 1d6 or as directed by GM
1-2 Right Arm against Body as 1/5X damage after Fatigue Absorption.
3-4 Left Arm
5 Right Leg
6 Left Leg
x0 or x5 Critical Hit

Damage Control

Fatigue Absorption

Some, or all, of the damage accrued on any non-critical hit may be assessed against the Fatigue (Stamina) Levels of the character rather than Body. Fatigue Absorption occurs prior to any damage modifiers due to hit location so is five time more effective on head hits and one-fifth as effective on limb hits.

Helm Absorption

The Helm will absorb an amount of damage equal to its Helm Class on all damage assessments against the Head, whereupon it will cease to function as protection. The Helm absorbs unmodified damage, not the 5X damage assessed against the Head. The recipient of the blow must be wearing the helm on the head to receive its advantage.

  


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updated on:   11 Feb 1999