RCS:Hit Locations

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People are subject to being struck in one of several bodily locations. Injury to those locations causes various debilitating effects.

Contents

Personal Hit Locations

1 2 3 4 5 6
6 Head Head
5 Upper Left
Arm
Chest Chest Chest Chest Upper Right
Arm
4 Upper Left
Arm
Chest Chest Chest Chest Upper Right
Arm
3 Lower Left
Arm
Abdomen Abdomen Abdomen Abdomen Lower Right
Arm
2 Upper Left
Leg
Upper Left
Leg
Upper Right
Leg
Upper Right
Leg
1 Lower Left
Leg
Lower Left
Leg
Lower Right
Leg
Lower Right
Leg

Head

Any hit which impacts a person in the head location causes additional damage. First, determine the damage of the attack and then apply the same amount of damage as non-lethal damage. This additional damage does not count towards limb damage under the "Limb Damage" rules (near the end of this article), but is otherwise applied directly.

Blows to the head can result in a concussion. Throw 1D6+2 and apply the Damage Dice of the blow as a DM. If the result of the die roll is greater than the person's base Endurance, the person suffers a concussion and experiences a temporary reduction in both Int and End. The number of Damage Dice is used to determine how many points of Int and End should be subtracted (victim's choice for distribution of lost points). These points will recover at a rate of one each per day. If either attribute is reduced to zero, the person permanently loses one point of that attribute and is knocked unconscious. If both attributes are reduced to zero, the person permanently loses one point of both and is rendered comatose for a number of days equal to the Damage Dice + 1D6.

Dexterity is first the characteristic damaged by a head hit.

Chest

Impacts which strike a person in the chest cause normal damage and no other particularly adverse effects aside from pain and the need for medical recovery. Endurance is the first characteristic damaged by a chest hit.

Abdomen

Blows that impact the abdomen are particularly painful, as they cause the diaphragm to contract and wind the victim. Throw 1D6+2 and add the Damage Dice; if the number is greater than the person's base Endurance, they are stunned regardless of the actual amount of damage inflicted, and must spend their next turn recovering (see Suffering Non-Lethal Damage for stunning and recovery).

The first characteristic damaged by a blow to the abdomen is Endurance.

Upper Arm

The upper arm includes the clavicle, the shoulder blade, the trapezius, and the shoulder itself, as well as all matter between the person's elbow and shoulder. If the upper arm applied only to the bicep region, it would not be quite as large a target on the Personal Hit Locations table.

A blow that impacts the upper arm causes the person to let go of anything held in that arm if a roll of 1D6+2 + Damage Dice exceeds the person's base Endurance. For two-handed objects, failure means the person loses grip on the object with that arm and must spend a Short Action to grip it again, but does not cause the person to drop the object. For a single-handed object, failure means the person has dropped the object.

The first characteristic damaged by a blow to the upper arm is Strength.

Upper Leg

A blow that impacts the upper leg causes instantaneous loss of strength to the leg, forcing the person to fall to the ground if a roll on 2D6+2 + Damage Dice exceeds the person's base Dexterity. If the leg was not incapacitated, they may spend a Short Action getting up in the next turn.

Characteristic damage to the upper leg causes loss of Strength before any other characteristic is damaged.

Lower Arm

A blow that impacts the lower arm causes the person to drop anything held in that arm if a roll on 2D6+2 + Damage Dice exceeds the person's Endurance. For two-handed objects, throw 1D6+2 + Damage Dice; if the roll exceeds the person's Endurance, they will drop the object entirely. If not, they will only let go of the object with that arm, and may spend a Short Action next turn to grab it again. A single-handed object is always dropped.

Injuries to the lower arm cause damage to the Dexterity characteristic first.

Lower Leg

Impacts that hit the lower leg partially cause a person to lose balance. If a roll of 1D6+2 + Damage Dice exceeds the person's base Dexterity, they will fall.

Injuries to the lower leg cause damage to the Dexterity characteristic before damaging any other characteristic.

Near Miss

Results on the table that are marked as "--" do not cause damage to the character unless the weapon has a Danger Space. Instead, the attack is assumed to whiz by the character's face or kick up dust by the character's feet. When such a "hit" is suffered, the character is intimidated and must duck for cover or drop prone, spending one Short Action to do so.

The victim immediately spends the Short Action to duck back -- the action spent applies proactively towards the character's next turn.

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