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.

![Image result for gurps hit location](/img/user/1. Attachment Files/Exported image 20240516084025-1.jpeg)

Striking at Weapons
Defending Your Weapon

Knocking a Weapon Away (Disarming)

Breaking a Weapon

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.