C.A.T.S.Crunchy Automated Tactical System

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Hit Location by Depth

Likely rule. Not yet locked, but the leading design and the one everything else should be tested against.

Hit location is rolled on an exploding d6. You cannot reach a critical location without exploding. Each explosion drives the hit one layer deeper into the machine.


The structure falls out of the die

A single exploding d6 partitions itself into exact tiers of five, separated by the unreachable multiples of 6. No table design is required — the die does it.

TierResultsExplosions neededEach resultTier total
11-5016.667%83.333%
27-1112.778%13.889%
313-1720.463%2.315%
419-2330.077%0.386%

Tier totals form an exact geometric series summing to 1: 5/6, 5/36, 5/216, 5/1296.

The unreachable multiples of 6 are not a defect here — they are the boundaries between layers. What looked like an oddity in the raw distribution becomes the load-bearing feature.

Generated: analysis/exploding-d6.md.

Why this is the right mechanic for this game

It is not merely convenient. It is the same idea as the game's central metaphor, expressed in dice instead of prose.

Design goalHow depth tiers serve it
Layered protectionThe brief's whole premise is armor, then structure, then components. The die now models that: outer hits are common, deep hits require punching through
Localized degradationDamage naturally concentrates on the outside and only occasionally reaches something vital, which is how machines actually fail
Playable damageA unit takes many tier-1 hits before anything critical is touched, so it degrades progressively instead of dying to one unlucky roll
Critical = criticalAn explosion is already the critical mechanic. Now a critical result literally means the shot found something critical. The mechanic and the fiction are the same sentence
Bounded bookkeepingFive entries per tier, and most hits never leave tier 1

It also resolves OQ-05 — that a 2d10 bell curve concentrated 44% of hits on a torso and only 5% on weapon-bearing arms, undercutting localized degradation. Depth tiers replace a lateral distribution problem with a depth structure, which is what the game actually wanted.

Template shape

Five entries per tier is a natural template size.

TierContainsExample for a mech
1External structure — the parts that exist to be shotLeft arm, right arm, left leg, right leg, torso
2Internal systemsWeapon mount, engine, cooling, sensors, ammunition feed
3Critical systemsCockpit, reactor, magazine, gyro, neural link
4CatastrophicReserved for the genuinely rare

Each unit type gets its own tier contents. Infantry, tanks, aerospace craft, and capital ships share the structure while differing in what fills it — which serves the unified-resolution goal without forcing a rifleman and a frigate onto the same anatomy.

The open implementation question

Under one-roll resolution, location cannot be a second independent roll. Two ways to honour that:

Option A — the attack roll's own explosions set the depth

The attack roll is the location roll. Explode zero times, hit tier 1; once, tier 2; twice, tier 3.

ForPerfect one-roll compliance. Ties depth to attack quality: a better hit finds deeper systems, which is both realistic and satisfying. Critical result and critical location become the same event
AgainstDepth frequency becomes hostage to dice count (OQ-25). At 1d6 a deep hit is 16.7%; at 3d6 at least one die explodes 42% of the time, so deep hits would triple in frequency purely from pool size
NeedsA rule for multi-die rolls — longest chain on a single die, or total explosions across the pool. These give very different rates

Option B — a dedicated location die thrown alongside

A location d6 is thrown with the attack dice and read separately.

ForCrisp, stable tier probabilities independent of pool size. Depth stays at exactly 83.3 / 13.9 / 2.3 regardless of how OQ-25 resolves
AgainstDepends on OQ-22 reading "one roll" permissively as one throw rather than one result
NeedsOQ-22 resolved

Leaning: Option A, because coupling depth to attack quality is a feature rather than a compromise, and because it needs no exemption from the one-roll rule.

But the advertised tier shares do not survive Option A. The 83.3 / 13.9 / 2.3 figures are the partition of a single exploding d6. With three dice, the chance at least one explodes is 1 − (5/6)³ = 42.1%, so under Option A deep hits are three times more common than the table above shows, and a "critical" location would be found on roughly two hits in five.

That is almost certainly too often for something described as critical. Three ways out: use a dedicated location die (Option B, keeping the clean shares); require the same die to explode repeatedly rather than counting explosions across the pool; or accept the higher rate and redefine what lives in each tier. This must be settled before any armour or component values are set, since it drives how often components are hit at all.

Consequences to watch

RiskNote
Tier 1 saturationIf 83% of hits land on five external locations, those locations absorb nearly everything. Their Armor Capacity must be sized for that, not for an even spread
Deep hits may be too rare2.3% for tier 3 means a cockpit hit roughly once every 43 hits. Dramatic, possibly too scarce to shape tactics
Called shotsSpending Edges or Margin to buy depth is the obvious lever, and it gives gunnery skill something to purchase. It also risks making the random tier structure irrelevant if priced too cheaply
Armor should gate depthA natural interaction: heavier Threshold could suppress a tier, so a shot that would reach tier 2 is stopped at tier 1. This is the layered-protection metaphor completing itself, and it is worth prototyping early

Source: docs/07-hit-location-depth.md — this page is generated from it.