Our meatbots have been missing since '98!
I'll give you the latest errata ...QuoteDo called shots in ranged combat bypass armor, like they can in melee combat?When handling called shots, for either melee or ranged combat, gamemasters should use the rules on p. 114, SR3 (ie., calling a shot is a Free Action, called shots receive a +4 target number modifier, etc) along with the following rules. The player calling the shot can choose one result from the following three options: 1. The Damage Code is increased by one Level (as stated on p. 114, SR3). The target's regular armor applies. 2. The attack bypasses the target's armor. In this case, the attack's Damage Code is not modified, but the Power is not reduced by armor bonuses. (Note that the attacker can simply choose a location on the target that is less armored, rather than bypassing the armor completely, so that only the armor in that location applies). 3. Target a smaller part of a larger target (such as the tires on a vehicle). I don't use the second option, as it really messes with the abstract armor system in Shadowrun. Instead I modify the third to allow a character to shoot 'for effect', like knocking a gun from an opponent's hand, or shooting a fleeing slob in the leg.
Do called shots in ranged combat bypass armor, like they can in melee combat?When handling called shots, for either melee or ranged combat, gamemasters should use the rules on p. 114, SR3 (ie., calling a shot is a Free Action, called shots receive a +4 target number modifier, etc) along with the following rules. The player calling the shot can choose one result from the following three options: 1. The Damage Code is increased by one Level (as stated on p. 114, SR3). The target's regular armor applies. 2. The attack bypasses the target's armor. In this case, the attack's Damage Code is not modified, but the Power is not reduced by armor bonuses. (Note that the attacker can simply choose a location on the target that is less armored, rather than bypassing the armor completely, so that only the armor in that location applies). 3. Target a smaller part of a larger target (such as the tires on a vehicle).
I still say using set hit locations in Shadowrun is a bad idea. Good hits are reflected by more successes/better staging. There's no real need to have random locations when a GM can easily adjudicate the results based on the outcome of the attack (D wound = possible head shot, M wound = leg hit, etc.).
The armor only covers certain areas, and those areas have the "in book" armor ratings. The problem comes with armored clothing and partial armor ratings for ceratin pieces of the suit. It's not a flawless system, but it is more realistic. Oh, and the helmet gets a lower rating than unless it is a piece of integrated armor suit like full body heavy military stuff.
Quote from: Gabriel on January 12, 2005, 06:29:55 AMThe armor only covers certain areas, and those areas have the "in book" armor ratings. The problem comes with armored clothing and partial armor ratings for ceratin pieces of the suit. It's not a flawless system, but it is more realistic. Oh, and the helmet gets a lower rating than unless it is a piece of integrated armor suit like full body heavy military stuff.Your game. Your house rules.My point (which is confirmed by the games designers) is the the way armor ratings were designed for shadowrun was because of the abstract system. This is also why there is no official hit location system. Armor would have to be totally redesigned to reflect the actual protection it provides to the area it covers (similar to the examples I listed above).FFBA gives 4/1 because it covers the whole body, but would really only provide 1 point of (ballistic) protection to any one specific area. A helmet, on the other hand, is listed as 2/1 because it only provides cover for a smaller area (averaged out with the abstract system), but with hit locations it should be giving damn good protection in the range of armored jackets and such to the head area.
You do understand that you are talking about the same game designers who have made so many rules for htis game that they take up as much shelf space as the entire GURPS collection, right?? One abstract system in this game is like a turd in the punch bowl. It just doesn't go.But again, it is all the taste of the players and GM. I have, however, seens systems that break it down even further than I do. We are talking systems that let you get hit in the hand, foot, groin, and so forth. I would NOT want to deal with that system.