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4-5 – Cheek (-6): No special effect. Limbs and Extremities contain vulnerable joints that
an attacker can target with a crushing, cutting,
6 – Eye (-9): Impaling, piercing, and tight-beam piercing, or tight-beam burning attack. The roll to hit
burning attacks can specifically target the eye. Injury has an extra -3: -5 for an Arm or a Leg, -7 for a and or
over HP/10 blinds the Eye. Injury over 2xHP/10 a Foot. This allows crippling with injury over HP/3
destroy the eye. In any case, treat as a Skull hit (not HP/2) for a Limb, or injury over HP/4 (not HP/3)
without the extra DR 2! (As with Skull hits, toxic for an Extremity. Excess injury is lost.
damage has no special effect). Any armor surrounding
the Eye (e.g. full helm or spectacles) applies to the Dismemberment still requires twice the injury needed
attack. In order to bypass the armor, the Eye has to be to cripple the whole body part – not just the Joint. HT
targeted at -10 (see Harsh Realism – Armor Gaps, p. rolls to recover from crippling Joint injuries are at -2.
LT101).
A miss by 1 hits the limb or Extremity, but not the
Joint.
Foot (-4)
Leg (-2)
Against a living target, reduce the wounding multiplier
of large piercing, huge piercing, and impaling Against a living target, reduce the wounding multiplier
damage to x1. Any major wound (injury over HP/3) of large piercing, huge piercing, and impaling
cripples the Foot – but damage beyond the minimum damage to x1. Any major wound (injury over HP/2)
required to inflict a crippling injury is lost. See cripples the Leg – but damage beyond the minimum
“Accumulated Damage” below. On any Foot hit with required to inflict a crippling injury is lost. See
a crushing, cutting, piercing, or tight-beam burning “Accumulated Damage” below. Roll 1d:
attack, roll 1d. On a 1, the attack hits a Joint.
1-2 – Thigh (if cutting, impaling, tight-beam burning possible to angle a cutting attack to lop off the Nose,
attack, roll 1: on a 1 hit the Vein/Artery. Otherwise hit in which case crippling injury counts as an ordinary
the Leg). major wound (no -5 to knockdown for the face) and
injury in excess of this is lost. However, twice this
3 – Knee (if crushing attack, roll 1d: on a 1 hit the amount takes off the Nose, which reduces Appearance
Joint, otherwise hit the Leg). by two levels permanently.
4-6 – Shin (Leg) (if cutting, impaling, tight-beam In all cases, a miss by 1 hits the Chest.
burning attack, roll 1: on a 1 hit the Vein/Artery.
Otherwise hit the Leg).
Spine (-8)
Neck (-6) The Spine (in the Chest) is a hard target – narrow,
bony, and buried in meat – but injury there can end a
The neck and throat. Increase the wounding multiplier fight. Crushing, cutting, impaling, piercing, and
of crushing and corrosion attacks to x1.5, and that of tight-beam burning attacks from behind can target the
cutting damage to x2. Spine. The vertebrae provide an additional DR 3. Use
the wounding modifiers for the Chest, but any hit for
Roll 1d for cutting, impaling, piercing, or tight-beam enough injury to inflict a shock penalty requires a
burning attacks, roll 1d; a 1indicates a Vein/Artery hit. knockdown roll, at -5 if a major wound. Injury in
excess of HP cripples the Spine. This causes automatic
Roll 1d for crushing attacks from behind; a 1 indicates knockdown and stunning, plus all the effects of Bad
a Spine hit. Injury in excess of HP cripples the Spine. Back (Severe) (p. B123) and Lame (Paraplegic) (p.
Crippling the Spine this far up - a broken bone - causes B141). Roll twice after the fight to recover, once to
Quadriplegic (p. B150), not merely Lame avoid gaining each of these disadvantages on a lasting
(Paraplegic). This occurs automatically if Neck Snap or permanent basis!
(p. MA77) or a throw from a Head Lock (p. MA74)
inflicts injury over HP to the Neck. A miss by 1 hits the Chest.
Vitals
A fighter with a impaling, piercing, or tight-beam
burning weapon can target the Vitals in the Chest and
in the Abdomen for increased damage:
1/6 -1
Effects of Crippling Injury 2/6 -1
3/6 -2
Any crippling injury is also a major wound, and 4/6 -3
requires a HT roll for knockdown and stunning; see 5/6 -4
Knockdown and Stunning (p. 420). Below are some
additional effects specific to particular body parts; all
these effects apply to dismemberment as well. These Knockdown and Stunning
last until the fight is over, and possibly longer – see
Duration of Crippling Injuries (p. 422). Whenever you suffer a major wound, and whenever
you are struck in the Head (Skull, Face, or Eye) or
Hand: You drop anything you were carrying in that Vitals for enough injury to cause a shock penalty (see
hand. If you were using two or more hands to hold an Shock, p. 419), you must make an immediate HT roll
object, roll vs. DX to avoid dropping it. You cannot to avoid knockdown and stunning.
hold anything (e.g., a weapon) in that hand. You can
wear a shield on that arm and use it to block, but you Modifiers: -5 for a major wound to the face or vitals
cannot attack with it. Until healed, you have the One (or to the groin, on a humanoid male); -10 for a major
Hand disadvantage (p. 147). wound to the skull or eye; +3 for High Pain Threshold,
or -4 for Low Pain Threshold.
Arm: As for a crippled hand . . . but while someone
with a crippled hand could at least carry something in On a success, you suffer no penalty beyond ordinary
the crook of the arm, you cannot use a crippled arm to shock. On a failure, you’re stunned; see Effects of Stun,
carry anything! You do not drop a shield on that arm below. You fall prone (if you weren’t already), and if
(unless the arm is severed), but you cannot use it to you were holding anything, you drop it. This effect is
block – and since it’s just hanging in front of you, called “knockdown,” and isn’t the same as
reduce its usual Defense Bonus by one. Until healed, “knockback” (see p. 378). On a failure by 5 or more,
you have the One Arm disadvantage (p. 147). or any critical failure, you fall unconscious! See
Recovering from Unconsciousness (p. 423).
Effects of Stun: A failed knockdown roll can cause beyond lost HP. If there is, make a HT roll to
“stun,” as can certain critical hit results and some determine whether the condition is temporary, lasting,
afflictions. If you are stunned, you must Do Nothing or permanent, just as per Duration of Crippling
on your next turn. You may perform any active Injuries (p. B422). Rapid Healing (p. B79) has its
defense while stunned, but your defense rolls are at -4 usual effects.
and you cannot retreat. At the end of your turn, you
may roll against HT. On a success, you recover from
stun and can act normally on subsequent turns. On a
failure, you remain stunned; your next maneuver must
also be Do Nothing, but you get another roll at the end
of that turn . . . and so on, until you recover from stun.
Major Wounds
A “major wound” is any single injury of greater than
1/2 your HP. A lesser injury that cripples a body part
also counts as a major wound – see Crippling Injury
(below). Any major wound requires a HT roll to avoid
knockdown and stunning.
Mortal Wounds
If you fail a HT roll to avoid death by 1 or 2, you don’t
drop dead, but suffer a “mortal wound.” This is a
wound so severe that your internal injuries might kill
you even after you stop bleeding. If you are mortally
wounded, you are instantly incapacitated. You may or
may not be conscious (GM’s decision). If you suffer
further injury and must make another HT roll to avoid
death, any failure kills you. While mortally wounded,
you must make a HT roll every half-hour to avoid
death. On any failure, you die. On a success, you linger
for another half-hour – then roll again. On a critical
success, you pull through miraculously: you are no
longer mortally wounded (but you are still
incapacitated). If you’re alive but mortally wounded,
surgery may be able to stabilize your condition – see
Stabilizing a Mortal Wound (p. 424). At TL6+,
“trauma maintenance” can keep you alive while
waiting for surgery. This involves CPR, oxygen,
transfusions, etc. Instead of rolling vs. HT every half-
hour, roll against the higher of your HT or your
caregiver’s Physician skill every hour – or every day,
if you are on a heart-lung machine or similar life
support. You do not need to roll at all if you’re put into
magical or ultra-tech suspended animation!
9 – Damage to the occipital lobes, giving Bad Sight (p. 18 – A blood clot travels to the brain and causes a
B123). Critical failure on the recovery roll means stroke. Roll on the Skull Wounds Table for effects.
Blindness (p. B124)!