Notes for Existing Hit Locations

For greater consistency when using this level of detail, alter the hit locations in the Basic Set as follows. The GM may reserve extra die rolls for randomly targeted attacks.

Arms and Legs: On any arm or leg hit, roll 1d. On a 1, a cutting, impaling, piercing, or tight-beam burning attack hits a vein/artery, while a crushing attack hits a joint.

Face: On a hit from in front, roll 1d. A 1 means a skull hit if the attack was impaling, piercing, or tight-beam burning, a nose hit otherwise. When attacking from behind, the face is at -7 to hit, not -5.

Hands and Feet: On any hand or foot hit with a crushing, cutting, piercing, or tight-beam burning attack, roll 1d. On a 1, the attack hits a joint.

Neck: On any neck hit with a cutting, impaling, piercing, or tight-beam burning attack, roll 1d. On a 1, it hits a vein/artery. Also roll 1d for crushing attacks from behind; a 1 indicates a spine hit. Crippling the spine this far up - a "broken neck" -causes Quadriplegic (p. B150), not merely Lame (Paraplegic). This occurs automatically if Neck Snap (p. 77) or a throw from a Head Lock (p. 74) inflicts injury over HP to the neck!

Skull: When attacking from behind, the skull is at -5 to hit, not -7.

Torso: On a hit with a crushing, impaling, piercing, or tight-beam burning attack, roll 1d. On a 1, it hits the vitals. Also roll 1d for a cutting blow from behind; a 1 indicates a spine hit.

Vitals: Crushing attacks can target the "vitals" - e.g., the solar plexus from in front or the kidneys from behind - at -3. Wounding modifier is only x1, but shock requires a HT roll for knockdown, at -5 if a major wound.

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