| ## 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+ | Head | x2 | -5
10-11 | Vitals | x2 | -5
8-9 | Arms | x1/2 | -4 (opt. hands:-6)
5-7 | Torso | x1 | -2
4 | Thighs | x1 | -3
3- | Legs | x1/2 | -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...

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