Thread: MGT2e Hit Location
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July 17th, 2020, 22:51 #1
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MGT2e Hit Location
We've been using https://www.cyborgprime.com/sci-fi-r...tion-generator successfully to determine if partially armoured targets are protected by armour when hit (and for narrative effect). Is there an easy way to turn of armour for a single damage roll to an unprotected location? Better still, is there perhaps a hit location module which can integrate with the system? Thanks!
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I realise it will be quite easy to make a table which will act as a random location generator. Now just need to figure out how to switch on and off the protection of the armour if damage is taken to an un-protected location. So much to learn!Last edited by rcruk; July 18th, 2020 at 01:20.
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July 18th, 2020, 01:48 #2
In the Traveller Companion there's a Hit Location table, I'll be adding that as an option - but it requires me to adjust data, ie armour to also state which areas it covers. I want to use it for my own game so I may develop it soonish, but Traveller Companion is a few months off, gotta get High Guard up and running first.
Cheers,
MBMRuleset and much more content built for FGU.
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July 18th, 2020, 17:44 #3
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Exactly what I'm looking for MBM! I've made a table for hit locations in the meanwhile and just need to think about how to go about subtracting protection if the damage is to an unprotected area.
R.
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July 19th, 2020, 02:06 #4Ruleset and much more content built for FGU.
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