INJURIES AND RECOVERY

Hit Location

When a target is hit roll D100 and consult the Hit Location table.

In close combat, add +20% to the roll. If the defender is at a lower lever add a further +10% to the dice roll.

Damage Rolls

Roll the number of dice indicated on the weapon's profile to determine how much damage has been caused.

An additional point of damage in close combat is done for every full 10 points of Strength over 50 a character has. Thrown weapons also gain this bonus.

Unarmed attacks do D3+1 damage. Improvised attacks do D3+2 damage.

 

Hit Location Table

 

1-15

Right Leg

16-30

Left Leg

31-35

Groin

36-50

Right Arm

51-65

Left arm

66-80

Abdomen

81-95

Chest

96-100

Head

 

If the location hit is behind cover, the cover counts as another layer of armour.

Type of cover

Armour value

Wooden fence

2

Crate

3

Barrel

5

Brick/stone wall

8

Rockcrete

10

Plasteel

12

Armaplas

15

 

 
Deduct the armour value of the location hit from the Damage roll to determine how much damage has gone through any armour or force fields. Force fields cannot be used in close combat.

Armour Values

Force Field Values

 

Refractor field

D10

Conversion field

2D6

 

 

Robes, heavy coat, etc

2

Flak

3

Mesh

4

Open helmet

5

Closed helmet

6

Carapace

6

Power armour

10

Wooden/plastic shield

2

Reinforced wooden/plastic shield

3

Metal/armaplas shield

4

Effects of Injury         

Location injury: Character's base injury value is his Toughness divided by 10,

If a hit inflicts damage up to a character's base injury, it does 1 level of damage to that location.

Each level of damage has an immediate and persistent effect.

Immediate effects only apply as soon as the injury is inflicted.

Persistent effects continue to apply until the injury is recovered from.

 

Stunned: A stunned character must miss the indicated number of turns. He may only defend himself in close combat, at half normal WS, and may not counter-attack.

Stunned characters cannot be pinned.

 

Bleeding: Add D3 Damage points to a character's injury total at the end of every turn for each bleeding wound.

 

System Shock: System shock value is Toughness divided by 5. if a character suffers damage points from one hit equal to or greater than this value he must pass a Toughness test or is taken out of action.

 

Injury total: Record all Damage points suffered by the character.

 

Consciousness: If the character's Injury total is equal to half a character's Toughness, he is out of action.

 

Instant death: If injury total is greater than character's Toughness, he dies.

Out of action

This occurs if a system shock test is failed, by failing unconscious, or suffering automatic system shock from location injuries.

An out of action character is at the mercy of other players, and can be captured, executed or what ever they feel like doing. An out of action character can be dragged away. Also if attacked in combat they are hit automatically in a location chosen by the attacker and counts as a critical hit.

Recovery

At the end of every turn a character can take a toughness test. If passed D3 injury points are removed from his injury total. Add +1 for every full 10 points their toughness is over 50.

A character may spend actions attempting to recover. Specify location and make a Toughness test. The character recovers D3 Damage points as described above and the specified location is healed back by one injury level.

 

A character cannot normally reduce injury level by more than two levels from the worst injury suffered in that location.

A character may spend actions to help another character recover.

A character can always attempt to recover at the end of the turn unless noted otherwise, even if they are stunned or otherwise unable to perform any actions. Out of action characters don’t normally get to recover.