Hit Location
Location is rolled on an exploding d6. Critical systems are unreachable without an explosion.
You have to explode to hit something vital
A single exploding d6 partitions itself into exact tiers of five, separated by the unreachable multiples of six. Reaching tier n requires n−1 explosions. No table design was involved — the die does this on its own.
A shot that never explodes stops at the outer structure. Each explosion punches through one more layer. Depth is not something a gunner aims for — it is something the dice grant, which is why armour and depth are the same idea.
Share of hits by tier
| Tier | Results | Explosions needed | Share of hits |
|---|---|---|---|
| 1 | 1–5 | 0 | 83.333% |
| 2 | 7–11 | 1 | 13.889% |
| 3 | 13–17 | 2 | 2.315% |
| 4 | 19–23 | 3 | 0.386% |
| 5 | 25–29 | 4 | 0.064% |
Tier shares form an exact geometric series summing to 1: 5/6, 5/36, 5/216, 5/1296.
Why this is the right mechanic
| Design goal | How depth tiers serve it |
|---|---|
| Layered protection | Armour, then structure, then components. The die now models that directly |
| Playable damage | A unit takes many outer hits before anything vital is touched, so it degrades progressively |
| Critical means critical | An explosion is already the critical mechanic. Now a critical result literally finds something critical |
| Bounded bookkeeping | Five entries per tier, and most hits never leave tier 1 |
Known risk
Tier 1 absorbs 83.3% of all hits across just five locations, so those locations must be armoured for saturation rather than an even spread. And at 2.31%, a critical hit lands roughly once every 43 hits — dramatic, but possibly too scarce to shape tactics. Buying depth with Margin is the obvious lever.