Roll damage, reducing dice if location is armored.
If no stats are reduced to zero by the hit, see "Superficial" for secondary effects of wound.
If 1 stat reduced to 0, see "Minor" wound effect. Minor Wound effects such as fractures (Frac) and impaired organs (Impd) are temporary and will heal completely with proper medical attention.
If 2 stats reduced to 0, see "Major" wound effect. Even with proper medical attention, Major Wounds effects can result in character being permanently impaired, depending on Tech Level of medical facility.
When rolling damage, any roll of two sixes is a Critical Hit, which is counted as a Major Wound, even if no stats reduced to 0.
Generally, effects are cumulative: if a Major Wound is received, Superficial and Minor effects are also applied.
Generally, hit is received on side nearest the attacker. When needed, roll 1D for Right (1-3) or Left (3-6).
Hit Location Table Location Superficial Minor Major 11 hand Drop items Frac Impd/Amp 12 wrist Drop items Frac Impd/Amp 13 lower arm Drop items Frac Impd/Amp 14 elbow Drop items Frac Impd/Amp 15 upper arm Drop items Frac Impd/Amp 16 upper arm Drop items Frac Impd/Amp 21 shoulder Drop Items Frac Impd/Amp 22 shoulder Drop items Frac Impd/Amp 23 cranium/ear Stuns 1 rd Frac/Conc Brain 24 cranium/crown Stuns 1 rd Frac/Conc Brain 25 face/eye Stuns 1 rd Fract/Impd Brain 26 face/jaw Stuns 1 rd Frac/Impd Throat 1p/r 31 neck Throat 1p/r Spine 32 top of torso Frac Spine 33 top of torso Frac Artery 2p/r 34 upper torso Frac Artery 2p/r 35 upper torso Lung 1p/r Heart 2p/r 36 mid-torso Lung 1p/r Spine 41 mid-torso Lung 1p/r Artery 1p/r 42 upper abdomen Intl 1p/r Intl 2p/r 43 upper abdomen Intl 1p/r Intl 2p/r 44 lower abdomen Intl 1p/r Intl 2p/r 45 lower abdomen Intl 1p/r Intl 2p/r 46 pelvis Frac Spine 51 groin Impd Intl 1p/r 52 hip/buttocks Frac Impd hip 53 hip/buttocks Frac Impd hip 54 upper leg Fall Frac Artery 2p/r 55 upper leg Fall Frac Impd leg/Amp 56 above knee Fall Frac Impd leg/Amp 61 above knee Fall Frac Impd leg/Amp 62 knee Fall Frac Impd knee/Amp 63 shin/calf Fall Frac Impd leg/Amp 64 shin/calf Fall Frac Impd leg/Amp 65 ankle/heel Fall Frac Impd ankle/Amp 66 foot Fall Frac Impd foot/Amp
Referee should use judgement at all times to determine specific location/effects. For instance, a Superficial Wound to "cranium/ear" is clearly a head hit close to the ear, whereas a Minor or Major Wound could mean skull fracture, impaired hearing, or concussion, perhaps all three, depending on the amount of damage received.
If "Stopping Power" house rule is being used, head and leg hits incur a negative DM when charcter rolls to remain standing. Any roll of two ones is a Spectacular "Success" - in which case the character not only remains standing, but is not immediately aware that he or she has been hit, regardless of the amount of injury sustained!
For hits from automatic fire, shotguns, or explosives, it is generally assumed that the rolled hit location is for the most serious of a group of wounds (which are not rolled).
Separate Hit Location tables should be prepared for each non-humanoid sophont species.
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