Hey, chummers.
I've GMed one session already and was a real good time, but I found interesting the Call a Shot thing.
So the guy Call a Shot to the Head. He gets -4 and rolls. He normaly has 14 dices, 10 now. 10 dice pool is a good pool of dices. He usually hits. An Ares Predator V has 8P damage and AP-1. The Dwarf who got shot in the head has only Body 4 and no helmet (despite his riot armor that goes for 14 (18 total armor). So he's getting 9P mininum damage against a Body of 3 (AP -1). The minimum is almost lethal.
Is that correct? Is it so easy to get a headshot?
I'm not asking for the bad guys' sake. I'm actually worry about the players when I'm doing it the other way around, since they've being jumping from the bushes over the baddies, when the baddies do the same, a player will be sad as his character drops with a roomsweeper shot in the face.
I've being researching and found some rules... like, there is no such thing as a head shot. You just can add +1 to +4 DV for an equally loss in the dice pool, I've also seen (can't remember where) you may forgo 2 from the dice pool for an AP -1, and you can do this as many time as needed.
So... what is it?
-4 Attack to the head?
+4 DV, -4 Attack? (it kinda sounds OP, but it has a limit, so, go figure. I say OP, because you can garantee damage instead of rolling to add the net hits to the damage)
AP -1, -2 Attack? (this sounds more realistic to me, since aiming for a soft spot only negates armor, the "hit on a critical place" thing can be interpreted by the number of success).
I'm atcually liking the idea of using the last two. What do you guys have in mind about this?
For example: I have dice pool 14 and I'm shooting at a spirit, and to overcome its Hardened Armor (is that the name?) I need AP -3. With my Ares Predator V, I already have AP -1, So, I'm losing 4 from the dice pool to get AP -3, and plus I want to get more damage on it, so I choose to lose 2 more from the dice pool. So, I'm rolling 8 dices, for a 10P (from the 8P of the Ares) with AP -3. Does it sound real to you guys?
And, again. Can a dual gun wielder call the shots like that, since it is a free action to call a shot? He doesn't need an Aim Action, right? And, for the dual part, he could only Call a Shot for one of the guns, right?
Edit: I'm trying to understand grenades as well. Pretty harsh. Frags say 18P, AP+5 and -1/m.
What I understood from those numbers (and reading the rules). The people in the blast role +5 for Armor to resist the damage, and I assume for every meter away from the blast, you reduce 1 from the 18P, right? So the blast 18m radius, right? I'm not considering the scatter factor yet, just want to know the blast area. I didn't find a number anywhere in the book.
And, for the scatter. It states a threshold of 3 to get the grenade where you want to be, but later on, in the scatter part, it says you roll 1d6 - hits as meters to success the dead center of the blast, as I get 2 from the 1d6 (scattering 2 meters away in any directiong the 2d6 determines) and hits for 2 (less then 3, so the scatter rolls), since it is 2 - 2, I got it dead center anyways. So, what's up with the 3 threshold. And how the fuck can a chummer miss a rocket for 5d6 meters? like, at maximum, he could miss for a 30 meters? What if he's shooting from 25 meters. Missing for a 30 meters is like shooting to the side and not even straight.
So, I believe I'm missing the point for the grenade thing rules.