The head is represented by the hit locations 01-10. 01-06 represent the dome of the head (protected by a helmet) while 07-10 represent the face (protected by a visor). Odd-numbered hit locations in the head are Vital, representing the brain. Any damage which penetrates the armor to these locations is doubled before applying the body type modifier. This is the reason why it is a good idea to wear a helmet, and an even better idea to wear a full-face helmet.
If an attack deals 8 or more damage to the head the victim must immediately make a death save at the current wound state modifier. Failure means death with no chance of resuscitation since no-one has so far invented a prosthetic brain. If an attack deals 16 or more damage to the head no save is allowed.
A helmet that does not possess a method for transmitting the kinetic energy of a hit beyond the head itself can not offer more than SP 20 protection. If used as a cover it is capable of offering its rated stopping power.
A helmet which is connected to the shoulders of the armor does not have this limitation, but does impose 1 EV. The term for such a helmet is a Great Helm.
The torso is represented by the hit locations 11-40, of which hit locations 11-15 are considered vital. The vitals represent those of your internal organs that you will miss very quickly. Damage to them is doubled before applying the body type modifier.
If an attack deals 8 or more damage to the vitals the victim must immediately make a death save at the current wound state modifier. Success means they are unable to heal until they have had surgery. Failure means one (or more) internal organs must be replaced or they will be dead within the next 24 hours.
Arms and Legs
The limbs of the body are represented by the following hit locations:
If an attack deals 8 or more damage to a limb the victim must immediately make a death save at the current wound state modifier. Success means the limb is still usable. Failure means the limb is fit for hamburgers. If 16 or more points of damage is dealt to a limb no save is allowed, but any damage in excess of 16 is discarded.
If more detail is required or needed you can enjoy the following sub-tables:
|41-46||right upper arm & shoulder|
|47-53||right forearm & elbow|
|54-55||right hand & wrist|
|56-61||left upper arm & shoulder|
|62-68||left forearm & elbow|
|69-70||left hand & wrist|
|71-76||right thigh (& hip?)|
|77-83||right shin & knee|
|84-85||right foot & ankle|
|86-91||left thigh (& hip?)|
|92-98||left shin & knee|
|99-00||left foot & ankle|