Sword and Axe

The Anarea Combat System

D. Hit Location and Damage


Index to this Section

  1. Hit Location ("HitLoc")
  2. Damage
  3. Healing

1. Hit Location ("HitLoc")

HitLoc Tables give the maximum HitLoc of a Target (the minimum HitLoc always being 01) and the maximum and minimum HitLoc of each HitLoc Area.

The individual HitLoc Tables for People by Sz are as follows:

HitLoc Area

Sz 0

Sz 1

Sz 2

Sz 3

Sz 4

Head

Physical body does not exist.

Cannot be hit.

01

01 to 03

01 to 04

01 to 06

Arms (*2)

02 to 04

04 to 09

05 to 13

07 to 18

Chest

05 to 09

10 to 18

14 to 27

19 to 36

Abdomen

10 to 12

19 to 24

28 to 36

37 to 48

Legs (*2)

13 to 15

25 to 30

37 to 45

49 to 60

HitLoc Area

Sz 5

Sz 6

Sz 7

Sz 8

Sz 9

Head

01 to 07

01 to 08

01 to 08

01 to 09

01 to 09

Arms (*2)

08 to 22

09 to 24

09 to 25

10 to 27

10 to 28

Chest

23 to 45

25 to 48

26 to 51

28 to 54

29 to 57

Abdomen

46 to 60

49 to 64

52 to 68

55 to 72

58 to 76

Legs (*2)

61 to 75

65 to 80

69 to 85

73 to 90

77 to 95

HitLoc Area

Sz 10

Sz 11

Sz 12

Sz 13

Sz 14

Head

01 to 10

01 to 10

01 to 11

01 to 11

01 to 12

Arms (*2)

11 to 30

11 to 31

12 to 33

12 to 34

13 to 36

Chest

31 to 60

32 to 63

34 to 66

35 to 69

37 to 72

Abdomen

61 to 80

64 to 84

67 to 88

70 to 92

73 to 96

Legs (*2)

81 to 100

85 to 105

89 to 110

93 to 115

97 to 120

Hit Loc Area

Sz 15

Sz 16

Sz 17

Sz 18

Sz 19

Head

01 to 12

01 to 13

01 to 13

01 to 14

01 to 14

Arms (*2)

13 to 37

14 to 39

14 to 40

15 to 42

15 to 43

Chest

38 to 75

40 to 78

41 to 81

43 to 84

44 to 87

Abdomen

76 to 100

79 to 104

82 to 108

85 to 112

88 to 116

Legs (*2)

101 to 125

105 to 130

109 to 135

113 to 140

117 to 145

Hit Loc Area

Sz 20

Sz 21

Sz 22

Sz 23

Sizes >23

Head

01 to 15

01 to 15

01 to 16

01 to 16

10% of H

Arms (*2)

16 to 45

16 to 46

17 to 48

17 to 50

30% of H

Chest

46 to 90

47 to 93

49 to 96

51 to 99

60% of H

Abdomen

91 to 120

94 to 124

97 to 128

100 to 132

80% of H

Legs (*2)

121 to 150

125 to 155

129 to 160

133 to 165

H = 5(Sz+10)

Monsters have their own individual HitLoc Tables as specified in their respective Monster Specifications by Monster and direction of attack.

Direction of attack has no effect on HitLoc Areas for People, even if they are lying down, curled up, or whatever, except as stated in Combat Procedures paras. 2.1.4 & 2.3.5.

2. Damage

2.1 General Damage

General Damage is caused by various area Spells and other effects, rather than by weapons in Melee.  General Damage taken does not count towards Specific Damage taken in any HitLoc Area, but as it reduces HP it lowers the thresholds at which the effects of Specific Damage apply.

People taking the %ages specified below of their total HP in General Damage suffer the following effects:

%age total HP

Movement Allowance

St & Dx loss

Other Effects

25% * 1 -1  
50% * 3/4 -2  
75% * 1/2 -3  
90% * 1/4 -6 Co check vs Unconscious
100% n/a n/a Death

2.2 Specific Damage

Specific Damage is allocated to HitLoc Areas.  It is usually caused by weapons in Melee, but may also result from certain Spells and other effects.  Specific Damage taken does not count towards General Damage taken, or to Specific Damage in any other HitLoc Area (each Arm and Leg being a separate HitLocArea).

People taking the %ages specified below of their total HP in Damage to specific HitLoc Areas suffer the following effects:

Hit Loc Area

%age HP Damage taken

Effects

Head

 

15% Unconscious, Co check vs Death
30% Decapitation, Death

Arms (each)

 

 

20% Co check vs Arm Crippled
40% Arm Crippled, Co check vs Arm Severed
60% Arm Severed

Chest

 

80% Incapacitated, Co check vs Death, Bleed 5%/min, Co check vs Bleed 5%/MR
160% Death

Abdomen

 

60% Co check vs Death/MR, Bleed 5%/MR
120% Death

Legs (each)

 

 

25% Co check vs Leg Crippled
50% Leg Crippled, Co check vs Leg Severed
75% Leg Severed

Bleeding results in General Damage of a %age of total HP.  As with all General Damage, this has the effect of lowering the thresholds at which the above effects apply.

Crippling results in the loss of use of the limb (bones are broken), and Bleeding of 5% immediately, then 5%/min.

Severance results in the loss of the limb (it is cut off), and Bleeding of 10% immediately, then 10%/MR.

Decapitation results in loss of the head (it is cut off), and Bleeding of 20% immediately, then 20%/MR.  Although decapitation also results in death, the Bleeding effects are relevant if the Combatant is Regenerating.

Incapacitation results in physical collapse and inability to carry on combat or other physical activity (bones are broken).  Word and thought Spells may still be cast.

2.3    Pain

2.3.1    Combat Damage effects cause Pain Levels as follows :

2.3.2    The effects of Pain Levels are as follows:

 
Pain Level Effects
1 -1 on all Chars (except Sz, Co & Bt)
2 -2 on all Chars (except Sz, Co & Bt)
3 -3 on all Chars (except Sz, Co & Bt), Co check vs Incapacitation
4 -4 on all Chars (except Sz, Co & Bt), Co check vs Incapacitation
5 -5 on all Chars (except Sz, Co & Bt), Co check vs Incapacitation
6 -6 on all Chars (except Sz, Co & Bt), Co checks vs Unconsciousness & Incapacitation
7 -7 on all Chars (except Sz, Co & Bt), Co check vs Unconsciousness & Incapacitation
8 -8 on all Chars (except Sz, Co & Bt), Co check vs Unconsciousness & Incapacitation
9 -9 on all Chars (except Sz, Co & Bt), Co check vs Unconsciousness & Incapacitation
10 -10 on all Chars (except Sz, Co & Bt), Co check vs Death, Unconsciousness & Incapacitation

2.3.3    For more details on Pain Levels see the Cause Pain Clerical Spell Specification.

3. Healing

Damage heals naturally at the rate of 1HP every other Caeriad of complete rest, starting with 1HP on Cd 2, then 1HP on Cd 4, etc.  The Quickheal Spell increases the rate of healing.  Crippling and Incapacitation effects may be healed naturally with skilled medical treatment to set the bones, failing which permanent St & Dx minuses will be suffered.  Severance cannot be healed naturally.

Cure Wounds Spells immediately restore lost HP, but not Crippling, Incapacitation or Severance effects.  Heal Spells immediately restore lost HP, and cure Crippling and Incapacitation effects on restoring the HP losses which caused them.

Set Bones Spells immediately cure Crippling and Incapacitation effects.  Regrow Limb Spells cause Severed limbs to be regrown with the restoration of the HP losses which caused them.

Regeneration Spells restore lost HP and cure all side effects (including Severance, Decapitation and Death) with the restoration of the HP losses which caused them.  Regeneration Spells only affect living bodies.


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