Hit Location Rules
This is a rule that gives a bonus to the Damage Rating based on where the target is hit. Apply the bonus for hit locations like the bonus received to the Damage rating for strength if any. To determine hit location roll d6 and consult the table below. Or used the aimed shot rules on page 30.
|1) ||Head ||+3 DR|
|2) ||Neck ||+4 DR|
|3) ||Chest ||+2 DR|
|4) ||Abdomen ||+1 DR|
|5) ||Arms ||+0 DR|
|6) ||Legs ||+0 DR|
Thus, if a target was hit in the head with a long sword which has a DR of 8 and the Attacker had a +3 strength he New Damage Rating would be 14 (8 for Long sword + 3 for the strength bonus + 3 for the blow to the head equal 14/ 8+3+3=14). As normal, this damage rating can be adjusted based on the results of the action table.
When a critical success occurs (from an attack) on the action table double the bonus to the Damage Rating for hit location. Thus, if the attacker scored a critical success on the action table and hit the opponent in the head the new Damage Rating would be+6 DR ( plus 3 for the damage rating for being struck in the head + 3/doubled for the critical success result on the action table= +6 DR). A critical on the action table would result in a +8 DR for a blow to the neck (4+4=8DR).
There are two ways to apply this rule. The first more realistic is to apply the bonus right away and have the defender/target roll on the action table against the new adjusted damage rating. For example if a critical hit was scored to the head with a long sword and strength bonus of +3. The damage rating would be 17 (+8 for the long swors+3 for strength+3 for the head+3 for the critical to the head =17). This is a realistic, but very grim way to do this.
The second way to apply the doubling effect to the defenders/targets action table roll is to apply the doubling effect to the damage rating after the defender/target has rolled. Using the same example as above the damage Rating would be 14 (+8 for the long sword +3 for strength +3 for hit location/head=14 damage rating). Then after the defender has rolled on the action table add the additional +3 DR for a critical to the head for a new damage rating of 17.
For the arms and legs which are +0 to the DR adjust the total to +1 DR for a critical success on the action table from an attack.
Reach. To consider if it is possible for the target to be hit in a certain location take the attackers height and weapon length. This must equal the height on the location trying to be hit on the target.
Head and Neck of the target = Weapon length and attacker height
Chest and Abdomen = 1/2 Weapon length and attacker height
Arms and legs = 1/4 Weapon and attacker height
Thus, if an attacker was trying to hit a target in the head who was 12 feet height the total of their height and weapon length must be 12 feet.
Some other things to consider are the position of the target and attacker whether they have higher ground, Knelling, are prone ect.
This reach rule does not apply to ranged attacks.
Half Hit point rule
This is a rule modification for when a target/defender takes half of their hit points from a series of blows or 1 blow. The target/defender receives a -2 to all die rolls. This penalty stacks with the penalty for the target's roll of partial success on the action table which is -5 on all die rolls until the critical damage is healed. Thus, the new penalty total is -7 to all die rolls (-5 for the partial success -2 for being reduced to half hit point total is -7 to all die rolls.
How to determine what the half hit point level is, is to divide the hit point total by 2. So if someone had 30 hit points the half hit point total would be 15 (30/2=15) Once this target/defender took 15 point of damage from 1 blow or a series of blow they would receive a minus - 2 to all die rolls.
Death from massive damage. Once someone is reduced to -5 hit points they are dead, gone ect.
Hope you enjoy these House rules. One note these rules should be used with caution they make a deadly combat system that much more deadly. These rules are also not intended to be used with the Grim Fantasy rules variant where hit pint totals are halved.