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RANDOM HIT LOCATION TABLE

1 Head Region (-3) 3 Eyes (-9/-10/-18) 4 Ears (-8/-9) 5 Nose (-7) 6-8 Skull/Brain (-8) 9-11 Face/Head (-5) 12 Jaw (-6) 13 Neck (-6) 14-15 Chest (-3) 16 Shoulder, any: 50% (-3) 17 Arm, Near, Upper (-5) 18 Arm, Far, Upper (-6)
4 Arm Region 3 Jaw 4 Face/Head 5 Neck 6-7 Shoulder, any: 50% 8-11 Arm, Near 12 Hand, Near 13 Stomach 14-15 Chest 16 Vitals 17 Hip, any: 50% 18 Kidneys (-2) (-6) (-5) (-6) (-3) (-2) (-4) (-3) (-3) (-4) (-3) (-5)

2 Body Region (-1) 3 Face(Head (-5) 4 Neck (-6) 5 Arm, Far (-4) 6 Arm, Near (-2) 7 Shoulder, any: 50% (-3) 8-10 Chest (-3) 11-12 Stomach (-3) 13-14 Hips, any: 50% (-3) 15 Vitals (-4) 16 Kidneys (-5) 17 Groin (-5) 18 Leg, Upper, any: 50% (-3)
5 Upper Body Region 3 Skull/Brain 4 Jaw 5 Face/Head 6 Neck 7 Shoulder, Far 8 Shoulder, Near 9-11 Chest 12 Arm, Near, Upper 13 Arm, far, Upper 14-16 Stomach 17 Vitals 18 Kidneys (-2) (-8) (-6) (-5) (-6) (-4) (-3) (-3) (-5) (-7) (-3) (-4) (-5)

3 Leg Region 3 Kidneys 4 Hand, Near 5 Arm, near, Lower 6 Groin 7 Stomach 8 Hip, any: 50% 9-12 Leg, Near 13-14 Leg, Far 15-16 Foot, Near 18 Vitals

(-2) (-5) (-4) (-5) (-5) (-3) (-3) (-2) (-4) (-8) (-4)

6 Lower Body region 3 Arm, Far, Lower 4 Hand, Near 5 Arm, Near, Lower 6-7 Stomach 8 Vitals 9 Kidneys 10-12 Hip, any: 50% 13 Groin 14-16 Leg, Near, Upper 17-18 Leg, Far, Upper

(-2) (-5) (-4) (-5) (-3) (-4) (-5) (-3) (-5) (-4) (-6)

DAMAGE MODIFIERS & EFFECTS


Skull/Brain Skull DR2 Roll Stun & KO Cr x2, Other x4 HT/3= Auto Stun; HT/2=Auto KO; BT=HT x3 Face/Head Roll Stun & KO; Cr x1,5, Other x2; HT/3= Auto Stun; HT/2=Auto KO; BT=HT x3 Eyes Auto Stun; 1+ hit temporarely blinds; 2+ Auto Cripple; Remaining Thrust/Bullet dam (diam<1in) goes to Brain, no DR Ears Auto Stun; 1+ hit temporarely blinds; 2+ Auto Cripple; Remaining Dam goes to Face Nose Roll Stun: 1+ hit roll Cripp; 2+ hits Auto Cripple; BT=HT/4; Remaining Dam goes to Face Jaw Roll Stun: 2+ hits, roll Cripp; 4+ hits Auto Cripple BT=HT/3 Remaining Dam goes to Face Neck Roll Stun Cr x1,5, Other x2 HT/3=Auto Stun, Roll HT or Choke. Basic Dam>Ht: Roll Cripple=Decapitating Stomach Imp x2, Cut x1,5 BT=HT, for Thrust/Bullet Dam 15% prob for Spinal damage (paralysis) Chest Imp x2, Cut x1,5 BT=HT, for Thrust/Bullet Dam 10% prob for Spinal damage (paralysis) Vitals/ (Thrust/Bullet only: Roll Stun & KO) Cr x2, Kidneys Other x4 HT/3=Auto Stun HT/2=Auto KO BT=HTx3; Internal bleeding Groin Auto Stun; Roll KO, HT/4 Roll Cripp. HT/2=Auto Cripp. BT=HT Cr x1,5 Other x3 Limb/Joint Cut x1,5 BT & Auto Cripp if HT/3 (Hand/ Foot) HT/2 (Arm/Leg) HT/2 (Shoulder/Hip)

Hit effects

Roll made by: 0-1 Nick. Marginal hit. Damage is 1 per d (a nick by a 12.7mm will still kill!) BT and cripple as normal Stun only if Damage is over HT/2. No Knock Out. Stress roll to notice its just a Nick. Possible IQ roll to notice if hyped up. Im okay!! 2-3 Flesh wound. Non-vital hit: Damage is 12 normal. Stun as normal. Crippling & Knockout only if Dam is high enough. Stress roll to take immediate action, Will roll to continue ght. First aid will be needed at some point (before too long). Walking Wounded 4+ Dead center! Normal Damage. Heavily modied Stress roll for immediate action, First aid is vital, Modied Will roll to continue. KO and Shock are real threats! Seek help immedietly! Stretcher Case

Legend Crip=Auto Stun Knockback=1 yd/8 pts Dam before DR Stun=No action, 4 on all active defences BT=Blowthrough dam

Knockdown=HT/2 Basic dam in one blow, roll DX to stand All Stun & KO rolls are -(Basic Dam)

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