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 1d12** unless noted otherwise.
| 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 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 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 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. |