First post, so bear with me
I've cooked up some changes to the DH damage system that I thought I might share. The grounds for the rewrite are that my players generally like really deadly games and most are veterans of the Mech-warrior RPG system. So after playing the "vanilla" version of DH we came up with this...
Everything follows the standard rules except for...
1: Your total wounds equal TB x 3 (Sound constitution still adds to these)
Any damage taken is substracted from total wounds (of course) =)
2: Each location now has a Wound Threshold as follows: Head TB x 1, Body TB x 2, Arms and legs TB x 1,5 (round up)
If damage to a location exceeds the treshold, you take critical damage in that location.
3: If your Total wounds are reduced to 0 any excess damage goes directly to Fatigue. Each level of fatigue is followed by a -10% penalty.
If fatigue exceeded you must take a Toughness test (with penalties) or fall unconscious.
(unnatural Toughness simply multiplies the values by the rating of the trait)
Example: Garulf, a rather foulmouthed feral guardsman has a Toughness of 42. His total wounds is 12
His wound thresholds are
Head: 4
Body: 8
Arms/legs: 6
After shooting of his mouth (again) he takes a 12 point hit to the right arm. Reducing damage by TB (4) 8 points gets through, causing 2 critical on his arm-location and reduce his total wounds by 8.
Simple and deadly for the gorejunkies and i makes headshots more effective. (did change the mod for shooting head(and hands/feet) to -30)
This has proved to be very deadly indeed (though no PC has died from it yet) and one-shot take-downs do happen without RF.
Well.. there you have it