Clint Staples has provided the following as a test for humanoid hit locations and effects. Give it a spin and let me know what you think!
Hit Locations - Humanoids
| Melee [D66] | Hit Location |
| 60 - 66 | Head |
| 51 – 59 | Left Arm |
| 41 - 50 | Right Arm |
| 28 - 40 | Torso |
| 20 - 28 | Left Leg |
| 11 - 19 | Right Leg |
| ARmor Value | Hit Location |
| Head | |
| Left Arm | |
| Right Arm | |
| Torso | |
| Left leg | |
| Right Leg |
| Ranged [D66] | Hit Location |
| 64 - 66 | Head |
| 58 - 63 | Left Arm |
| 52 - 57 | Right Arm |
| 25 - 51 | Torso |
| 18 - 24 | Left Leg |
| 11 - 17 | Right Leg |
Minor Hit - Effects: Location hit but less that ½ ST – Next turn only.
- Head – dizzy and confused, -2 DX and Move, 3/ Alertness or
IQ to notice or act.
- Arm – Lose the use of that arm, item carried [Weapon,
torch, etc] is retained.
- Torso – sickened and winded, -2 ST.
- Leg – stumble, 1/2 Move.
Major Hit - Effects: Location hit for ½ ST or more – Effect continues until Healed or Physicked.
- Head – as above; roll 3/ EN to remain conscious.
- Arm – Lose use of that arm, drop anything carried.
- Torso – as above; roll 3/ ST to stay standing.
- Leg – drop to knees, fight from there, Move = 2.
If a location, previously wounded, is damaged again, the effect automatically becomes a Major Hit.

So, as was demonstrated in the session I ran tonight - I totally screwed up the d66 hit locations. Obvious to all but me was things like there being no number 17 in a d66 progression. I worked a quick fix, but I am going to redo it further. Probably losing the d66 though.
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