Missile injuries and related setbacks are caused by arrows, bolts, sling stones, thrown daggers, and so on. Very large missiles use other tables (e.g., for boulders use the *Blunt Trauma* table, for explosive catapult ammunition use *Blast Trauma*, etc). **Roll `dice: 1d12`** unless noted otherwise. | `dice: 1d12` | Trauma | |------|--------| | 1 | **Duck for Cover.** The target abandons their next action to hunker down behind cover and regain their composure. | | 2 | **Damaged Gear.** A random piece of Battle Gear is damaged. The item is non-functional or suffers some other penalty until repaired (GM’s call). | | 3 | **Disarmed.** The target is disarmed, and the weapon skitters away several yards in a random direction. If the weapon is fragile, the attacker may choose to destroy the weapon instead. | | 4 | **Stray Shot.** The target is spun about and accidentally shoots or stabs a nearby ally (apply standard damage). | | 5 | **Hasty Retreat.** The target decides discretion is the better part of valor and makes a hasty exit. PCs, elite guards, and other combat veterans may make a *Luck* (Will) save to resist. | | 6 | **Rapid Shot.** The target is struck by two missiles instead of one; roll damage twice. | | 7 | **Skull Tap.** The target falls Prone and loses their next turn. Standing up requires a successful Str, Will, or *Luck* (Con) check. If wearing a helmet, PCs may make a *Luck* (Con) save to fall Prone only. | | 8 | **Explosion.** An explosive item (fire pot, powder bomb, etc.) on or nearby the target is detonated by the attack (if applicable). The object explodes in the usual way. If inapplicable, reroll. | | 9 | **Stomach Wound.** A life-threatening stomach wound causes the target to lose `dice: 1d8` hp at the start of their turn each round. An Int (Apothecary) check prevents further damage (if failed, may try again next round). | | 10 | **Wounded Arm or Hand.** Roll `dice: 1d6`: 1-3 hand, 4-5 below elbow, 6 arm. The affected limb is non-functional. Target makes a *Luck* (Con) save; on a success, the limb is damaged but will self-heal with four weeks of rest. Otherwise, treatment by an apothecary is required. | | 11 | **Wounded Leg or Foot.** Roll `dice: 1d6`: 1-3 foot, 4-5 below knee, 6 leg. Move speed is halved, and apply disadvantage on mobility-related checks. Target makes a *Luck* (Con) save; on a success, the limb is damaged but will self-heal with four weeks of rest. Otherwise, treatment by an apothecary is required. | | 12 | **Head Shot.** Target makes a *Luck* (Con) save. On a fail, they die instantly. On a success, they are reduced to zero hit points instead. |