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)