Hit Location by Body
Human and mech hit locations from all four facings, derived from presented area.
Presented area, not surface area
Hit location follows the silhouette a shot actually sees. That is not the same as surface area, and confusing the two is the standard error.
The medical rule of nines gives the head about 9%, but it measures skin over the whole body. A roughly spherical head projects far less than its surface implies, so from the front it is nearer 5%. Every figure here is presented area.
Facing is not cosmetic
Turn a target side-on and the table changes twice over:
- You present depth, not breadth. A torso is wider than it is deep, so it shrinks relative to everything else.
- The near limbs occlude the far ones. A standing body hides its far arm and far leg behind the near ones, so side-on it offers fewer distinct locations and shields its own far side.
The clearest single case is a foot. From the front you see its width and it is 1.1% of the target. From the side you see its length, and it becomes 4.1% — several times larger. Torso share falls from 34% to 39% over the same turn.
Front and back present the same silhouette, so their percentages match — but they are different facings, hitting different armour and different things underneath. The tables name locations accordingly.
Human
How facing changes the answer
| Facing | Head | Torso | Arms | Legs |
|---|---|---|---|---|
| Front | 6.9% | 34.4% | 21.1% | 37.6% |
| Back | 6.9% | 34.4% | 21.1% | 37.6% |
| Left | 13.2% | 38.7% | 14.1% | 34.1% |
| Right | 13.2% | 38.7% | 14.1% | 34.1% |
Front — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–5 | Head | 5% | 5.35% | -0.35 | 11, 12 |
| 6–7 | Neck | 2% | 1.54% | +0.46 | 13 |
| 8–26 | Chest | 19% | 18.35% | +0.65 | 14–24 |
| 27–42 | Abdomen | 16% | 16.06% | -0.06 | 25–34 |
| 43–47 | Left upper arm | 5% | 4.65% | +0.35 | 35 |
| 48–52 | Right upper arm | 5% | 4.65% | +0.35 | 36 |
| 53–55 | Left forearm | 3% | 3.32% | -0.32 | 41 |
| 56–58 | Right forearm | 3% | 3.32% | -0.32 | 42 |
| 59–61 | Left hand | 3% | 2.57% | +0.43 | 43 |
| 62–64 | Right hand | 3% | 2.57% | +0.43 | 44 |
| 65–74 | Left thigh | 10% | 10.33% | -0.33 | 45–52 |
| 75–84 | Right thigh | 10% | 10.33% | -0.33 | 53–56 |
| 85–91 | Left shank | 7% | 7.43% | -0.43 | 61, 62 |
| 92–98 | Right shank | 7% | 7.43% | -0.43 | 63, 64 |
| 99 | Left foot | 1% | 1.05% | -0.05 | 65 |
| 100 | Right foot | 1% | 1.05% | -0.05 | 66 |
Worst error 0.65 points against measured presented area.
Back — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–5 | Head | 5% | 5.35% | -0.35 | 11, 12 |
| 6–7 | Neck | 2% | 1.54% | +0.46 | 13 |
| 8–26 | Upper back | 19% | 18.35% | +0.65 | 14–24 |
| 27–42 | Lower back | 16% | 16.06% | -0.06 | 25–34 |
| 43–47 | Left upper arm | 5% | 4.65% | +0.35 | 35 |
| 48–52 | Right upper arm | 5% | 4.65% | +0.35 | 36 |
| 53–55 | Left forearm | 3% | 3.32% | -0.32 | 41 |
| 56–58 | Right forearm | 3% | 3.32% | -0.32 | 42 |
| 59–61 | Left hand | 3% | 2.57% | +0.43 | 43 |
| 62–64 | Right hand | 3% | 2.57% | +0.43 | 44 |
| 65–74 | Left thigh | 10% | 10.33% | -0.33 | 45–52 |
| 75–84 | Right thigh | 10% | 10.33% | -0.33 | 53–56 |
| 85–91 | Left shank | 7% | 7.43% | -0.43 | 61, 62 |
| 92–98 | Right shank | 7% | 7.43% | -0.43 | 63, 64 |
| 99 | Left foot | 1% | 1.05% | -0.05 | 65 |
| 100 | Right foot | 1% | 1.05% | -0.05 | 66 |
Worst error 0.65 points against measured presented area.
Left — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–11 | Head | 11% | 10.69% | +0.31 | 11–14 |
| 12–14 | Neck | 3% | 2.49% | +0.51 | 15 |
| 15–34 | Chest | 20% | 20.42% | -0.42 | 16–26 |
| 35–52 | Abdomen | 18% | 18.23% | -0.23 | 31–36 |
| 53–59 | Near upper arm | 7% | 7.21% | -0.21 | 41–43 |
| 60–64 | Near forearm | 5% | 5.14% | -0.14 | 44, 45 |
| 65–66 | Near hand | 2% | 1.77% | +0.23 | 46 |
| 67–83 | Near thigh | 17% | 16.99% | +0.01 | 51–56 |
| 84–96 | Near shank | 13% | 12.99% | +0.01 | 61–65 |
| 97–100 | Near foot | 4% | 4.07% | -0.07 | 66 |
Worst error 0.51 points against measured presented area.
Right — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–11 | Head | 11% | 10.69% | +0.31 | 11–14 |
| 12–14 | Neck | 3% | 2.49% | +0.51 | 15 |
| 15–34 | Chest | 20% | 20.42% | -0.42 | 16–26 |
| 35–52 | Abdomen | 18% | 18.23% | -0.23 | 31–36 |
| 53–59 | Near upper arm | 7% | 7.21% | -0.21 | 41–43 |
| 60–64 | Near forearm | 5% | 5.14% | -0.14 | 44, 45 |
| 65–66 | Near hand | 2% | 1.77% | +0.23 | 46 |
| 67–83 | Near thigh | 17% | 16.99% | +0.01 | 51–56 |
| 84–96 | Near shank | 13% | 12.99% | +0.01 | 61–65 |
| 97–100 | Near foot | 4% | 4.07% | -0.07 | 66 |
Worst error 0.51 points against measured presented area.
Heavy mech
How facing changes the answer
| Facing | Head | Torso | Arms | Legs |
|---|---|---|---|---|
| Front | 2.8% | 39.6% | 24.1% | 33.5% |
| Back | 2.8% | 39.6% | 24.1% | 33.5% |
| Left | 4.4% | 44.2% | 21.1% | 30.2% |
| Right | 4.4% | 44.2% | 21.1% | 30.2% |
Front — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–3 | Sensor head | 3% | 2.82% | +0.18 | 11 |
| 4–27 | Upper hull | 24% | 24.53% | -0.53 | 12–24 |
| 28–42 | Lower hull | 15% | 15.06% | -0.06 | 25–34 |
| 43–47 | Left weapon mount | 5% | 5.33% | -0.33 | 35, 36 |
| 48–52 | Right weapon mount | 5% | 5.33% | -0.33 | 41, 42 |
| 53–59 | Left arm | 7% | 6.73% | +0.27 | 43, 44 |
| 60–66 | Right arm | 7% | 6.73% | +0.27 | 45, 46 |
| 67–73 | Left upper leg | 7% | 7.49% | -0.49 | 51–53 |
| 74–80 | Right upper leg | 7% | 7.49% | -0.49 | 54–56 |
| 81–87 | Left lower leg | 7% | 6.70% | +0.30 | 61, 62 |
| 88–94 | Right lower leg | 7% | 6.70% | +0.30 | 63, 64 |
| 95–97 | Left foot | 3% | 2.54% | +0.46 | 65 |
| 98–100 | Right foot | 3% | 2.54% | +0.46 | 66 |
Worst error 0.53 points against measured presented area.
Back — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–3 | Sensor head | 3% | 2.82% | +0.18 | 11 |
| 4–27 | Rear hull | 24% | 24.53% | -0.53 | 12–24 |
| 28–42 | Engine deck | 15% | 15.06% | -0.06 | 25–34 |
| 43–47 | Left weapon mount | 5% | 5.33% | -0.33 | 35, 36 |
| 48–52 | Right weapon mount | 5% | 5.33% | -0.33 | 41, 42 |
| 53–59 | Left arm | 7% | 6.73% | +0.27 | 43, 44 |
| 60–66 | Right arm | 7% | 6.73% | +0.27 | 45, 46 |
| 67–73 | Left upper leg | 7% | 7.49% | -0.49 | 51–53 |
| 74–80 | Right upper leg | 7% | 7.49% | -0.49 | 54–56 |
| 81–87 | Left lower leg | 7% | 6.70% | +0.30 | 61, 62 |
| 88–94 | Right lower leg | 7% | 6.70% | +0.30 | 63, 64 |
| 95–97 | Left foot | 3% | 2.54% | +0.46 | 65 |
| 98–100 | Right foot | 3% | 2.54% | +0.46 | 66 |
Worst error 0.53 points against measured presented area.
Left — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–4 | Sensor head | 4% | 4.39% | -0.39 | 11, 12 |
| 5–31 | Upper hull | 27% | 26.66% | +0.34 | 13–26 |
| 32–49 | Lower hull | 18% | 17.57% | +0.43 | 31–36 |
| 50–59 | Near weapon mount | 10% | 9.93% | +0.07 | 41–44 |
| 60–70 | Near arm | 11% | 11.21% | -0.21 | 45–52 |
| 71–82 | Near upper leg | 12% | 12.48% | -0.48 | 53–56 |
| 83–93 | Near lower leg | 11% | 11.17% | -0.17 | 61–64 |
| 94–100 | Near foot | 7% | 6.59% | +0.41 | 65, 66 |
Worst error 0.48 points against measured presented area.
Right — hit location table
| d100 | Location | Share | True area | Error | d66 |
|---|---|---|---|---|---|
| 1–4 | Sensor head | 4% | 4.39% | -0.39 | 11, 12 |
| 5–31 | Upper hull | 27% | 26.66% | +0.34 | 13–26 |
| 32–49 | Lower hull | 18% | 17.57% | +0.43 | 31–36 |
| 50–59 | Near weapon mount | 10% | 9.93% | +0.07 | 41–44 |
| 60–70 | Near arm | 11% | 11.21% | -0.21 | 45–52 |
| 71–82 | Near upper leg | 12% | 12.48% | -0.48 | 53–56 |
| 83–93 | Near lower leg | 11% | 11.17% | -0.17 | 61–64 |
| 94–100 | Near foot | 7% | 6.59% | +0.41 | 65, 66 |
Worst error 0.48 points against measured presented area.
How to roll it
Roll d100. The number rolled is the percentage, so the table reads as what it is: how much of a target each part represents.
Why percentile, when the engine is d6-only
Because the assistant rolls location, not the player. The d6-only rule exists so a person at a table needs nothing but ordinary dice. Location is computed, so it is free to use whatever resolution reads best — and percentages are what a designer actually reasons in.
The d66 column is the fallback for play without an assistant: two ordinary d6
read as tens and units. It is coarser, and the error column says by how much rather than
hiding it.
A summed table cannot do this job at all. On 3d6 the centre is 27 times likelier than the tail, so a hand at 2.6% is either unreachable or it distorts everything near it. Whatever indexes a location table has to be flat.
This is the lateral axis only
| Question | Answered by | |
|---|---|---|
| Facing | Which side is exposed? | Position — it selects the table |
| Lateral | Which part? | d100, from presented area |
| Depth | How far in? | Explosions — see Hit Location |
So a hit resolves as front facing, left forearm, tier 2 — through the armour into the limb structure beneath. One roll answers the last two.