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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