1. Fighter Recovery
There are two major sections to fighter recovery. The first is dealing with the injuries fighters receive. The second is dealing with the damage they took. Go through the recovery steps described below for each of your fighters one at a time.
Injury Recovery
Injuries can become better or worse post battle. To figure this out, go through each injury your fighter took one at a time and make a Luck check. If this luck check is passed, they recover from the injury and it becomes a scar. If this luck check is failed, the injury becomes infected and the limb is loss. The table below includes the details of this along with the general order from top to bottom it’s best to go in. If the fighter was forced unconscious from taking an amount of damage equal to or greater than the fighter’s Toughness value, then they get disadvantage on all of these injury recovery checks. Flesh Wound! injuries automatically heal and cause no lasting effects.
| Injury | Scar | Loss Result |
|---|---|---|
| Head | Roll on the Head Scar table below. | Death! |
| Lung | Get -2 Luck | If loss one lung, permanently lose an action when activating until a lung implant is given. If loss both, Death! |
| Groin | Get -1 Fellowship. | The fighter reduces their fellowship to 0. |
| Gut | Get -1 Toughness. | Get -2 Toughness. |
| Arm | Get -1 Strength. | Lose the arm and all its functionality. |
| Leg | Get -1 Initiative | Lose the leg, will need to be given a replacement leg or anti-grav bionic before participating in another mission. |
| 2D6 | Head Scar | Effect |
|---|---|---|
| 2-3 | Bravery | The fighter believes they are unkillable. They will automatically pass all battleshock tests. |
| 4-5 | Cowardice | The fighter will only end their move behind a piece of cover. |
| 6-8 | Lobotomized | The fighter’s Sagacity value is set to 1 and cannot be changed. |
| 9-10 | Psychic Awakening | The fighter becomes a psyker. Roll on the psychic powers table to see what power they learn in addition to smite. |
| 11-12 | Bravery | The fighter believes they are unkillable. They will automatically pass all battleshock tests. |
If a fighter rolls on the same Head Scar result that they’ve already rolled, then they die.
Surgeries
Fighters can have another ally that’s already gone through the injury process or didn’t participate in the last mission attempt to have a bionic/implant attached to them by passing a Sagacity check. Fighters that die to the loss of their lungs or head can have a Brain or Lung implant attempted to be surgeried onto them to try and save their life if the bionic was already purchased/on hand before the last mission.
Damage Recovery
After going through the Injury recovery steps, each fighter that has any amount of damage, both fighters that received damage in the mission just completed or any other previous missions, make a Toughness check for each point of damage they have. Each Toughness check passed removes a point of damage the fighter has taken. If a fighter is unconscious and is still left with an amount of damage equal to or greater than their Toughness value, they remain unconscious. It should be obvious, that unconscious fighters cannot participate in missions. But they do stop bleeding out and soiling themselves.
Left Behind
If a fighter is left behind while their warband flees or an enemy drags your fighter off the battlefield, then they’re kidnapped! Go through the recovery as normal, however the enemy warband can kill them, take their loot, or whatever they want. Players can attempt to ransom off captured fighters. For this to happen the players can agree on an amount of credits to exchange in return for the capture fighter(s). Ransoming fighters can include or exclude their equipment. Once this has been agreed on, the next mission those two players play is automatically “Ransom!” If both warbands flee, roll on the table below to see what happens to them.
| D6 | Result | Description |
|---|---|---|
| 1-3 | Succumb | The fighter succumbs to their wounds and dies, their equipment is loss. |
| 4-5 | Wander Back | The fighter returns back to their warband and go through the normal post battle sequence. |
| 6 | Vengeance | The fighter removes all their damage and injuries, and gain no improvement as hate boils through their blood. This fighter leaves the warband, keeping their equipment. At the beginning of each mission the warband plays, the leader must make a Luck check after deploying. If failed, all fighters that are seeking vengeance arrive from a neutral battle field edge. These fighters are controlled by a third party preferably, or your opponent if you cannot find some sort of sap to wrangle into playing with you. |
Grudges
If a fighter is knocked unconscious from an enemies attack and survive, they must make a Sagacity check. If failed, they gain a grudge against the fighter that nearly killed them. Fighters must always attack or move towards fighters they have grudges against if able. When making moves towards grudged enemies, they get to move 2 more yards for free. When making attacks against grudged enemies, they get +1 to any Weapon Skill or Ballistic Skill checks.