Wounds and Injuries

Whenever a fighter takes a hit, their controlling player rolls a D6 on the table below to see what gets hit. Apply +1 to this roll for each point the hit fighter’s Total toughness is greater than the Strength of the incoming hit. Inversely, apply -1 to this roll for each point the incoming hit’s Strength is greater than the Toughness of the hit fighter. You can never roll less than 0 for this. Every time a fighter takes an injury on the table below, they lose a wound.

D6Hit LocationInjury Description
0HeadBleed twice, halve Sagacity and Grit rounded down.
1GroinBleed twice and then drop prone. If already taken this, take the injury above instead.
2-4GutBleed. Apply bleeding modifier to your Strength as well. If already taken this, take the injury above instead.
5LegBleed. The fighter must pass a Grit check or drop prone. Halve the fighter’s Initiative rounded down. If taken leg injuries equal to the number of legs they have, set to 0 instead. If more leg injuries than the number of legs they have, take the groin injury instead.
6ArmBleed. Halve the fighter’s Weapon Skill and Ballistic Skill rounding down. If taken arm injuries equal to the number of arms they have, set to 0 instead. If more arm injuries than the number of arms they have, take the gut injury instead.
7-11Flesh Wound!Bleed, but take no injury.
12+Invulnerableno effect.

Bleeding

When a fighter bleeds, they take an amount of damage equal to the damage value from the hit they took. When a fighter activates they must make a number Luck check for each point of damage they’ve taken. Each failure results in the fighter continuing to bleed and taking an additional point of damage. Bleeding reduces the fighter’s Toughness, not the armor (if any) they’re wearing.

Consciousness

If a fighter bleeds/takes more damage than their Toughness value or have no wounds remaining, they drop unconscious. Unconscious fighters will not perform any actions when activating, instead they just continue to bleed out as described above. All terrain within a number of yards to an unconscious fighter equal to the amount of damage they’ve taken will become slippery from blood and puke.

Cover

If you roll a hit location result on the injury table above, and that hit location is behind cover from the hit’s source, that attack/shot hits the cover instead and has no effect instead of injuring the fighter.

Prone Fighters

If a fighter does not have line of sight to a resulting hit location due to the targetted fighter being prone and the shooting weapon is a firearm, then it misses instead and becomes a strat shot. Templates, beams, and blast weapons will still hit prone fighters though.

Off the Edge

If a fighter takes an injury while within a yard of a ledge or drop off, they must pass an Initiative check for each point of damage the hit inflicted or else fall off the side if they drop prone from the injury.

Battle Shock

When a fighter sees an ally drop unconscious they must make a Grit check immediately. If failed they become broken. Broken fighters spend their activation moving towards the nearest battlefield edge, trying to flee the battlefield. If they don’t escape the battlefield in such a way, they make another Grit check at the end of their activation. If passed, they are not longer broken. Fighters must make pass an additional Grit check to resist battle shock for each wound they’ve taken.