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REVISED HIT LOCATIONS

This is a set of expanded optional hit locations. The detail is at what I feel is gruesome enough for hack-n-slashers while being fleshed out enough for realism. To use these tables, roll 4D6 together, making sure that one die is distinguishable from the rest. Take the like 3D6 to find what general area is hit, and the distinct 1D6 to find the specific area. Either that or roll 3d6 followed by 1d6. Of course for aimed shots, the usual penalties and restrictions apply.

MAIN HIT TABLE

DIE ROLL (3D6)

HIT LOCATION

HIT PENALTY

NOTES

3-4
HEAD
-5
4
5-10
TORSO
0
-
11-12
ARM*
-4
3
13-16
ABDOMEN
-1
-
17-18
LEG*
-2
3
*If Die Roll to hit an Arm or Leg is Even, the Right Limb is hit, if Odd is Rolled Left Limb is hit

HEAD HIT TABLE

DIE ROLL(1D6)

HIT LOCATION

HIT PENALTY

NOTES

1
CRANIUM
-7
1,4
2
EYE
-9
2
3
NOSE
-8
5
4
EAR
-7
6
5
JAW
-6
7
6
NECK
-5
8

TORSO HIT TABLE

DIE ROLL(1D6)

HIT LOCATION

HIT PENALTY

NOTES

1
SHOULDER
-6
9
2
RIB
0
10
3
SPINE/SOLAR PLEXUS
-7
4,11
4
HEART
-7
4,12
5
LUNG
-3
4,12
6
FLESH
0
-

ARM HIT TABLE

DIE ROLL(1D6)

HIT LOCATION

HIT PENALTY

NOTES

1
UPPER ARM
-5
3
2
ELBOW
-6
9
3
FOREARM
-5
3
4
WRIST
-6
9
5
HAND
-6
13
6
FINGERS/THUMB
-8
14

ABDOMEN HIT TABLE

DIE ROLL(1D6)

HIT LOCATION

HIT PENALTY

NOTES

1
STOMACH
-4
4,12
2
BLADDER
-4
4,12
3
INTESTINES
-4
4,12
4
HIP
-6
9
5
GENITALS
-4
4,15
6
FLESH
0
-

LEG HIT TABLE

DIE ROLL(1D6)

HIT LOCATION

HIT PENALTY

NOTES

1
UPPER LEG
-4
3
2
KNEE
-5
9
3
LOWER LEG
-4
3
4
ANKLE
-6
9
5
FOOT
-6
13
6
TOES
-8
14

NOTES

1. Natural DR of 2, any damage beyond this plus normal armor is x4, Stun results on a damage total of HT/3, Unconsciousness results from damage over HT/2
2. More than 2 points of damage results in blindness, impaling or missile attacks do damage as per NOTE 1. without the natural DR of 2
3. If more than HT/2 damage is done, limb is crippled, also roll vs. HT to avoid amputaion on a cutting or other appropriate attack, any damage done above this amount is excessive mutilation and has no game effect (except perhaps a fright check or reaction modifier)
4. An attack that hits the head or cranium, or a crushing attack to the vitals forces an immediate roll vs. HT to avoid unconsciousness
5. Roll vs. HT-1 or be stunned due to the extremely painful nature of this injury (HT+4 for High Pain Threshold, -1 per damage point for Low Pain Threshold)
6. Crippling injury (deafness) results if damage is more than 1/3 HT
7. Roll vs. HT-2 or HT minus amount of damage done (whichever is less) to avoid being stunned
8. Crushing attacks do 1.5x damage, cutting and impaling do 2x damage, damage over 1/3 HT results in a stun, if this 1/3 is from crushing damage roll vs. HT, failure results in a crushed throat, in case of a crushed throat roll vs. HT once per turn to avoid 1 point of damage, this continues until medical assitance is obtained, if 1/3 HT is done in cutting damage, roll vs. HT or be decapitated
9. If HT/3 damage is done, roll vs. HT in order to perform any actions with the affected joint or limb, if more than HT/2 damage is done, joint is crippled
10. If HT/2 or greater damage is done, roll vs. health or suffer -1 to all physical skills
11. If HT/2 or greater damage is done, roll vs. HT or be immobilized for 1D6 minutes
12. Impaling weapons do triple damage, cutting weapons do double instead of 1.5x damage
13. Damage of HT/3 or greater results in the hand or foot being crippled, also roll vs. HT to avoid amputation on a cutting or other appropriate attack, excess damage should has no real game effect, but should serve to embellish the narrative
14. Damage of HT/4 or greater results in th fingers/thumb or toes being crippled, hands are effectively crippled, but walking (maximum move is 3)is still possible, though very painful, roll vs. HT-4 each round or fall
15. A very painful injury to most male species, roll vs. HT-1 per point of damage to avoid being stunned (High Pain Threshold gives +5, Low Pain Threshold doubles the damage modifier)