Subsystem Damage: Difference between revisions

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* ''[[Cortex Command]]'': Since all of your units are machines, the game allows your characters to be almost fully dismembered and keep on ticking. Lose an arm? No more two-handed weapons. Lose a leg? Hop. Lose both arms? Ram into the enemy. Lose both legs? Use your rocket pack to get around. Being dismembered even makes you lighter (good for flying) and smaller (good for mining.)
* ''[[Dwarf Fortress]]'' does this for every living organism except vermin, tracking damage on down to individual fingers, toes, organs, and even nervous tissue. In certain earlier editions, without taking into account surrounding tissue. It was at one point perfectly possible to take both of someone's ears off with a single arrow without hurting the head in-between.
** Which is why sponges are practically impossible to kill in combat - they don't have vital organs. A single Giant Sponge can flypaper a whole invasion of zombies just by sitting in a pond near their way - they could claw at it forever.
* ''[[Homeworld]] 2'' both uses and subverts this. Capital ships have subsystems like engines and guns, but they also have a [[Hit Points]] meter, depleting which causes [[Critical Existence Failure]] regardless of the status of their subsystems.
* ''Spellforce'': Critically injured characters have reduced speed, making it easier to catch up with them when they [[Screw This, I'm Outta Here|try to flee]].
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* ''[[Deadlands]]'' has this, with five health levels per region. Five levels of damage will potentially destroy any region of your body, which in the case of head or torso is deadly. In addition, most armour is very specific about which regions it protects.
* In the advance set of ''Formula D'' rules, rather than having a set of 18 wear-points (acting as standard [[Hit Points|HP]]), cars (if not playing customized cars or characters) have 6 tire WP, 3 brakes, gearbox, body and engine WP as well as 2 road-handling/suspension WP, should a player lose the engine, suspension, gearbox, body points, they're out of the race, if they overshoot a curve by one space and have 1 tire WP left, they spin out, start in first gear and spend a turn for turning around (if they had overshot a curve by an amount of spaces that would put tire WP in negative, they would be eliminated).
* ''[[Dungeons & Dragons]]'', of all places. When some developers tired of [[Padded Sumo Gameplay]], they introduced in ''Player's Option: Combat & Tactics'' and ''Player's Option: Spells & Magic'' a variant combat resolution system where critical hits caused non-[[Hit Points|generic]] injuries appropriate for [[Damage Typing|damage type]] with random severity adjusted by relative sizes of the weapon and hit creature, from bleeding to broken bones to having body parts severed/crushed/incinerated/dissolved/etc.