Some minor variations I'd like some opinion on:
The stock rules have two modes of damage for the different locations. It makes sense for unarmored damage, but some of it doesn't line up well with matching up to stock BattleTech and damage to Mechs. (
I'll explain why I'm okay with the randomized location damage below under Head Cannon - Random Hit Locations)
I'm partly wanting the damage effects to scale a bit. So, I'm looking at 'leg damage' and wanting to apply the motive damage one sees for Tanks to leg hits. The way a Mech takes arm actuator damage, it slowly stacks up. I would like to see a scale of injury like that from light to disabled, instead of the two step injury system no matter how simple it is in execution.
And, I believe it can be done via hits on armor. (
See Head Cannon - Armor, below.)
So, one of the things I'm looking at is two-fold:
A) Hits on 'armored locations' still take bruise damage to the Condition Monitor.
B) The armor on a hit location provides a 'damage threshold' against which damage would force an effect.
- The severity of the hit could be tracked by MOS with a scale of damage to follow or it could be a crit check like
against a Mech (possibly with a modifier based on excess damage).
C)Different weapon types might have additional effects.
- Example: a leg hit by a ballistic weapon with a solid projectile will force a balance check if the target is standing. Or
impart a modifier for any actions by the target if that person has yet to act that round.
(Sorry, Victor_Shaw, I haven't been on the boards for a while, and I haven't kept up with your optional rules, so if you tackled this, just say so, and I'll go looking.)So, thoughts on this?
Head Cannon - Random Hit LocationsI am actually okay with the idea of randomized 'location damage' because the enemy is going to be active and the may shift at the moment you pull the trigger. They may zig when they should have zagged, so to speak. Arms in a firefight are generally going to be held close to the body when a trooper is holding and firing a weapon. And, a lot can be attributed to the major joints (shoulders and hips) that can get a disabling effect without hitting down below the thigh. The human body is a rather integrated machine, and shoulder an hip damage can be pretty light but still effect the associated limb.
So, these random shots don't have to stray very far to get the 'random' critical effect.
Head Cannon - ArmorPoint One: I've long since come to conclude that front line infantry that is meant to be out among the laser beams and missiles lobbed between armored combat units are kitted out with full-body protection. But, I don't see it hampering their movement as is indicated by the MechWarrior Full Body Suit used by the Otomo. And, we're not just talking flame resistant ballistic cloth, either. Maybe a mix of that and some solid plates capable of Mech/grade protection, sort-of. It's micro thin, like what you get with DropShip Hull armor.

But, this is extremely expensive, and only given to troops in a front line brigade, and sometimes rare even then. Everyone else not so equipped shouldn't be out in the open. Most of these troops are nothing more than government-funded security guards, base technicians, and artillery and transport crews. They might be armed for the rare moment to hurt an armored unit, but more often than not are meant to face off against other infantry similarly equipped. To be out on a field against armored units is almost certain suicide. Or, at least, a sure ticket back home with crippling injuries.
Point Two: I've watch a lot of Demolition Ranch and a few other videos where they test bullet protective vests. While the armor will generally work up to its failure rating, and maybe beyond, the person behind it will still be getting hurt, if only in the form of bruising. Even futuristic stuff rated for laser weaponry would get hot and burn the wearer if the beam is powerful enough.