Hit Locations for T4

Here are a some quick&dirty rules for hit locations in Traveller. The rules are mainly for pre-G:Traveller systems (like CT, T4, various homebrew... note the canonical 2d6 roll...). I'm looking for a simple (and fast) mechanic for use in specials cases, so hypercomplex systems are out.

2d6
roll
Area
Hit
Damage
Mod
To Hit
Mod
12+Headx2-5
10-11Vitalsx2-5
8-9Armsx1/2-4
(opt. hands:-6)
5-7Torsox1-2
4Thighsx1-3
3-Legsx1/2-5
(opt. feet:-6)

After having determined if a hit lands, roll 2d6 and consult the table. Area hit: Torso includes abdomen and shoulders. Arms include hands, and legs include feet.

Damage modifier is optional, but multipliers should be applied *after* having counted armor effects. Remember that if you apply both these rules and any other "critical" system (like the -5 for double damage rule in T4) fights could be much bloodier.

To hit mod is used when someone wants to target a specific body part.

In some instances you may apply small modifiers to this roll, for example, using short melee weapons (fists, clubs, broken bottles or knives) you should roll 2d6+1. A small animal would probably use a 2d6-1, unless it dropped from the above...


Back to main Traveller Page