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.
|