So roll a hit location for the initial shot and if there is additional damage make another location roll ... possibly. I'll have to think about that one.
The combat round is so abstract (and probably for ease of play), hit location is not even considered until it comes time to patch up the wounded character. I'm pretty sure of that part of it.
Notice the medical rules are exactly like the repair rules. First you figure what's broken (hit location on characters), then you make the attempt to fix it.
Also, due to the abstract nature of combat (and, again, probably ease of play), a character is never considered to have multiple wounds. He has one wound. Whether the character took 18 points of damage from three separate 1D damage attacks during the combat, or if he took 3 points from a single attack that did 3D damage, only one hit location is established. The only way for the character to get a second hit location is for him to participate in an altogether completely separate combat.
If that doesn't sound correct to you, remember how abstract Marc has made the combat. We don't know how many bullets have been fired (as we did in previous versions of Traveller), how many times the weapon was fired (the trigger pulled), or how much ammo was spent (no ammo tracking). All we know is that one character fired and somehow damaged his target.
Keep thining that abstract nature of the game when considering hit location and healing.
Here's how this works in T5, I'm very sure. I'd bet money on it:
We play out combat. Damage is applied in the appropriate combat phase when a character is attacked and hit. Special effects (like being blinded by Flash damage or unconscious for Sound damage) is applied now. And, wounded characters carry on to the next combat round if able.
Once the combat is completed, and a Medic looks at the wounded character, the Hit Location table is consulted
one time. Notice, next to the hit location table, there is a note that says it is consulted only for Cuts and Hits.
No matter how many separate times during the combat the character was hit and damaged, his
total hits are added up. Divide by two. This gives the Medic the severity of the wound rolled on the Hit Location table.
From there, the Medic makes the throw to improve the wound and heal the character using the Medic rules (under the Medical skill)--just like the Repair rules.
Example.
Joe Traveller 777777 finds himself in combat. The enemy is using an AR-7 which does damage of
Bullet-2 Blast-1 Bang-2.
During the combat, five combat rounds are played out, and Joe's enemy rolls a successful attack throw three times: on round 1, round 3, and round 4.
Each time Joe is hit, he becomes deaf for 2D rounds because Joe is wearing no protection against Bang damage.
Because of Joe's Armor, he suffers only 3 points of damage from the attack on round 1, and his stats are lowered to 477. On round 3, he's hit again, this time for 5 points of damage, and his stats become 472. Round 4, he's hit again, this last time for 4 points of damage, making his stats 432.
The combat ceases. Joe's side won. All enemies are incapaciated.
Joe's crewman, the ship's doctor, takes a look at Joe's wounds. Joe is still deaf, but his hearing is slowing coming back (after the required rounds of deafness have expired).
Joe has suffered a total of 12 points of damage (it takes 12 points to raise Joe's stats back up to their fully healed level).
A roll on the hit location table is made, indicating that Joe has taken a wound to the Head. For color, the Ref states that Joe was blasted in the face by shattered brick shrapnel when one of his enemy's blasts tore into Joe's cover during the engagement.
Since total damage is 12, Severity is 6.
The Medic makes the roll using the medical rules to heal Joe's damage.