Hit Locations
Targeting specific locations is tougher, but can be much more rewarding. Damage that is 2x what is needed to cripple destroys the body part.
Hit Locations
| To Hit Modifier | Random | Location | Effect |
|---|---|---|---|
| -5 (-7 from behind) | 3-4 | Skull* | Wounding modifier is x4, Knockdown rolls at -10, +2 DR. Tox Damage gets no bonuses. |
| -5 (-7 from behind) | 5 | Face* | Knockdown rolls at -5. Cor damage gets a x1.5 wounding modifier, and if it inflicts a major wound, it also blinds one eye (both eyes on damage over full HP). |
| -2 | 6-7 | Right Leg | Injury > HP/2 cripples limb (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| -2 | 8 | Right Arm | Injury > HP/2 cripples limb (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| 0 | 9-10 | Torso | Default location, no modifiers. |
| -3 | 11 | Groin* | Crush Damage on Males causes Knockdown rolls at -5, double shock penalty (-8 maximum). |
| -2 | 12 | Left Arm | Injury > HP/2 cripples limb (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| -2 | 13-14 | Left Leg | Injury > HP/2 cripples limb (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| -4 | 15 | Hand | Injury > HP/3 cripples (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| -4 | 16 | Foot | Injury > HP/3 cripples (excess damage lost). Wounding multiplier of Pi+, Pi++, and Imp damage = x1. |
| -5 | 17-18 | Neck* | Crushing and Corrosion x1.5, Cutting x2. |
| -9 | - | Eye* | Wounding modifier is x4, Knockdown rolls at -10. Injury > HP/10 blinds the eye. Only impaling, piercing, and tight-beam burning attacks can target the eye. |
| -3 | - | Vitals* | Impaling and any Piercing x3. Tight-Beam Burning x2. No other attacks can target Vitals. |
| -8 | - | Torso Armor Chinks | Impaling, on a successful hit, halves DR at location. |
| -5(C), -4(1), -3(2), -2(3) | - | Weapon | Disarm, additional -2**. (Hit Modifiers are adjusted to reach of weapon). |
| -10 | - | Non-Torso Armor Chinks | Impaling, on a successful hit, halves DR at location. |
- A miss by 1 hits the torso
**see Knocking a Weapon Away (Disarming) below.
If holding a shield, double the penalty to hit: -4 for shield arm, -8 for shield hand.

Striking at Weapons
Defending Your Weapon
- Dodge, works as usual. Blocking a weapon does not work.
- Parry, only with the weapon being attacked.
Knocking a Weapon Away (Disarming)
- Only a weapon that can parry can disarm.
- Fencing weapons do not gain an additional -2 to disarm.
- On a hit, roll a Quick Contest between weapon skills (opponent gets +2 if a two-handed weapon).
- On a success target is disarmed, on a failure the target's weapon is unready unless they won by 3 or more.
Breaking a Weapon
- On a hit roll damage against the weapon. See Damage to Objects (B483) to find DR and HP, or Breaking Weapons for breaking rules.
Martial Arts (Bonus) Hit Locations
| To Hit Modifier | Location | Effect |
|---|---|---|
| -7 | Ear | Excess of HP/4 is lost, but 2x that removes the ear. This is a Major Wound. |
| -6 | Jaw | Crushing gives the victim -1 to knockdown. A miss by 1 hits the torso. |
| -5 or -7 | Joints | * To hit an arm or leg is -5, and hand or foot is -7. This allows crippling with injury over HP/3 for arm or leg, and HP/4 for an extremity, with excess being lost. Dismemberment remains the same as above. HT rolls to recover from crippling joint injuries are at a -2. A miss by 1 hits the limb or extremity. |
| -7 | Nose | Treat as a face hit, but injury over HP/4 breaks the nose, counting as a Major Wound to the face and mangling the nose. The victim has No Sense of Smell/Taste until the injury heals. 2x this amount takes off the nose. A miss by 1 hits the torso. |
| -8 | Spine | ** The vertebrae add an extra DR 3. Use wounding modifiers for the torso. But any hit that would inflict shock requires a Knockdown roll, and if a Major Wound, roll at -5. Injury in excess of HP cripples the spine causing auto knockdown and stunning, plus see below. A miss by 1 hits the torso. |
| -5 or -8 | Veins & Arteries | *** Targetable in the neck (-8), or a limb (-5). The sudden blood loss increases the wounding modifier by 0.5 (e.g., Cutting at x2 on a limb, or x2.5 for the neck). Ignore crippling effects and damage limits for the limbs. A miss by 1 hits the neck, arm, or leg. |
| '* Crushing, cutting, piercing, or tight-beam burning only. | ||
| ** Crushing, cutting, impaling, piercing, or tight-beam burning only. | ||
| *** Cutting, impaling, piercing, or tight-beam burning only. | ||
| Loss of one or more ears reduces appearance by one level. | ||
| Loss of Nose reduces appearance by two levels. | ||
| Crippling the Spine adds the effects of Bad Back (Severe), and Lame (Paraplegic). Roll 2x after the fight to recover, once to avoid gaining each advantage on a lasting or permanent basis. |