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Hit Locations The following are rules for using hit locations in the Alternity game system. The basic rule is simple. Whenever a successful attack is made, roll a d10 in addition to the damage dice. A d10 is used because it is not used in any other way by the Alternity system. d10 roll 1: Head hit 2-4: Torso hit 5: Right arm hit 6: Left arm hit 7-8: Right leg hit 9-10: Left leg hit Effects Head Hit: Determine secondary damage and roll for any armor as normal. After armor is accounted for, double any remaining primary damage. For instance, if a character takes 6 wound to the head, but his helmet stops 4 wounds, he would take 3 secondary stun damage and 4 wound damage ((6- 4)x2 = 4). A large number of damage done to the head (such as any mortal damage, or 1/3 of the character’s wounds) may have other effects, as determined by the GM. For instance, the GM may determine that blood has run into the character’s eyes and gives a +1 step penalty to attacks in addition to any penalties from stun, wound, mortal, or fatigue. Torso Hit: Determine damage and roll for armor as normal. Arm or Leg Hit: Determine secondary damage and roll for any armor as normal. After armor is accounted for, halve any remaining primary damage. For instance, if a character takes 6 wound to the left arm, and his armor stops 4 wounds, he would take 3 secondary stun damage, and 1 wound damage ((6-4)2 = 1). A large number of damage done to the same limb (such as any mortal damage, or more than 1/3 a character’s wounds) may have other negative effects, as determined by the GM. For instance, if the character’s left arm is hit for 2 mortals, the GM may say that the arm is rendered useless (torn muscles, broken bones, etc.). Two- handed weapons (such as rifles) must be fired with one hand, incurring penalties. If a leg is severely injured, the character becomes unable to sprint or run. Calling Hit Locations At the GM’s choice, he may either simply use the called shot rule (+4 penalty), or use a slightly modified version. A called shot to the

Hit Locations

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Hit Locations

Hit Locations

The following are rules for using hit locations in the Alternity game system.

The basic rule is simple. Whenever a successful attack is made, roll a d10 in addition to the damage dice. A d10 is used because it is not used in any other way by the Alternity system.

d10 roll1:Head hit

2-4:Torso hit

5:Right arm hit

6:Left arm hit

7-8:Right leg hit

9-10:Left leg hit

Effects

Head Hit: Determine secondary damage and roll for any armor as normal. After armor is accounted for, double any remaining primary damage. For instance, if a character takes 6 wound to the head, but his helmet stops 4 wounds, he would take 3 secondary stun damage and 4 wound damage ((6-4)x2 = 4). A large number of damage done to the head (such as any mortal damage, or 1/3 of the characters wounds) may have other effects, as determined by the GM. For instance, the GM may determine that blood has run into the characters eyes and gives a +1 step penalty to attacks in addition to any penalties from stun, wound, mortal, or fatigue.

Torso Hit: Determine damage and roll for armor as normal.

Arm or Leg Hit: Determine secondary damage and roll for any armor as normal. After armor is accounted for, halve any remaining primary damage. For instance, if a character takes 6 wound to the left arm, and his armor stops 4 wounds, he would take 3 secondary stun damage, and 1 wound damage ((6-4)(2 = 1). A large number of damage done to the same limb (such as any mortal damage, or more than 1/3 a characters wounds) may have other negative effects, as determined by the GM. For instance, if the characters left arm is hit for 2 mortals, the GM may say that the arm is rendered useless (torn muscles, broken bones, etc.). Two-handed weapons (such as rifles) must be fired with one hand, incurring penalties. If a leg is severely injured, the character becomes unable to sprint or run.

Calling Hit Locations

At the GMs choice, he may either simply use the called shot rule (+4 penalty), or use a slightly modified version. A called shot to the torso is a +2 penalty, called shot to a limb is a +3 penalty, while a called shot to the head is the full +4 penalty.

Armor and Hit Locations

Of course, if a character takes a bullet to the leg, his bulletproof vest isnt going to help! Either use common sense or judge from the armor description to see if armor covers each hit location.

As a general rule of thumb, vests cover only the torso; CF short coats cover the torso and arms; CF long coats, CF softsuits, and battle jackets (the description indicates plates hang down from the jacket to cover the upper legs, but I doubt the hood has any armor plating) cover torso, arms, and legs; most forms of attack armor and powered armor have a helmet, so they cover all hit locations. Shields add a bonus to the torso, and the arm and leg on the side it is carried, perhaps more depending on how the characters posture is behind the shield, or how big it is. In the case of wearing helmets that are not part of an existing armor (such as using a helmet with a vest), the GM should probably determine armor values for the helmet (I suggest d4/d4+1/d4-1 for a typical riot helmet, or d4+2/d6/d4 for a combat helmet with an AP of +1). Also, some kind of hat or cap made of CF is not farfetched; I suggest armor values similar to the CF short coat (d4-1/d4-1/d6-3).