By Patrick Harrison

Aiming is useful for increasing the chance of a shot hitting the target, but it can also be used to call hit locations.

Aiming is useful for increasing the chance of a shot hitting the target, but it can also be used to call hit locations. Rather than have a chart detailing the effects of each body part being hit, I felt it was easier to simply allow those who have aimed for a long period of time to reduce or ignore armour against the shot.

After three or more actions (turns) have been spent aiming, a character may declare that she is aiming at a certain part of the body. This means that any armour worn by the target (excluding energy shields) may be ignored if it doesn’t cover the whole body (any other than full plate and ceramsteel armour). After six actions have been spent aiming, a character may aim at weaknesses in full body armour (damage rolls of 3 or less on a d6 “leak” through the armour, and are automatically taken against the target).

I.e. A Decados sniper, the Black Mantis, has spent six actions aiming at the Emporer through a +3 scope. The Black Mantis gets +6 to hit, but the Emporer is weaing Ceramsteel armour. Since the Black Mantis has spent 6 rounds aiming at the Emporer’s back, and thinks he can get off a shot at the armour’s neck ( a weak point protected only by a relatively thin gorget) he shoots anyway. The damage is rolled: 1,2,3,4,4,5, and 6. Normally the Emporer would now roll his armour dice, but 3 of the 5 damage points were 3 or under, and thus are automatically applied to the Emporer’s vitality.