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Serious Injuries Chart |
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D66 |
Result |
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11-16 |
Dead - The fighter is killed in action. All the weapons and equipment he carried are lost. |
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21 |
Multiple Injuries - The fighter is not dead but he has suffered many serious wounds. Roll a further D6 times on this chart. Re-roll any Dead and Full Recovery results. |
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22 |
Chest Wound - The fighter has been badly wounded in the chest. His Toughness is reduced by -1. |
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23 |
Leg Wound - The fighter's Movement characteristic is reduced by -1. Randomly determine which leg has been hurt. |
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24 |
Arm Wound - The fighter has smashed one arm. Although he recovers, his Strength characteristic is reduced by -1 when using that arm. Randomly determine which arm has been hit. |
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25 |
Head Wound - A serious head injury leaves the fighter somewhat unhinged. At the start of each game roll a D6 to determine how he is affected. On a 1-3 the fighter is affected by Stupidity. On a 4-6 the fighter is affected by Frenzy. |
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26 |
Blinded in One Eye - The fighter survives but loses the sight of one eye. A character with only one eye has his Ballistic Skill reduced by -1. If the fighter is subsequently blinded in his remaining good eye then he must retire from the gang. Randomly determine which eye has been lost. |
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31 |
Partially Deafened - The fighter survives but is partially deafened as a result of his injuries. An individual suffers no penalty if he is partially deafened, but if he is deafened for a second time he suffers a -1 penalty to his Leadership characteristic. |
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32 |
Shell Shock - The fighter's Initiative characteristic is reduced by -1. |
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33 |
Hand Injury - Wounds to a hand result in the loss of D3 fingers. Randomly determine which hand is affected. The fighter's Weapon Skill is reduced by -1. If a fighter loses all five fingers on a hand then he may no longer use that hand, and is unable to use weapons that require two hands. |
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34-36 |
Old Battle Wound - The fighter recovers but his old wound sometimes affects his health. Roll a D6 before the start of each game. On a roll of 1 the fighter's old wound is acting up and he is unable to take part in the forthcoming battle. |
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41-55 |
Full Recovery - The fighter makes a full recovery. |
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56 |
Bitter Enmity - The fighter recovers from his physical injuries, but is psychologically damaged. From now on he Hates the following (roll a D6):
If the result is a 6 and the enemy is of the same House as the injured fighter, re-roll the D6. |
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61-63 |
Captured - The fighter is captured by the opposing gang. Captives may be exchanged, ransomed back, or sold into slavery. If both gangs hold captived then they must be exchanged on a one-for-one basis, starting with models of the highest value. Any remaining captives must be ransomed back to their own gang if the player is willing to pay the captor's asking price. There is no fixed value for ransom - It is a matter for the players to decide for themselves. Fighters who are neither exchanged not ransomed may be sold to the Guilders as slaves earning the captor D6x5 credits. Captives who are exchanged or ransomed retain all of their weapons and equipment. If captives are sold their weaponry and equipment may be kept by the captors. |
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64 |
Horrible Scars - The fighter recovers but his scarred and distorted features inspire Fear from now on. |
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65 |
Impressive Scars - The fighter recovers and is left with impressive scars. Add +1 to the fighters's Leadership characteristic. This bonus applies only once; further impressive scars have no additional effect. |
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66 |
Survives Against the Odds - The fighter regains consciousness alone in the darkness, given up for dead. Despite his injuries he makes his way back home, overcoming the endless dangers of the Underhive. He recovers fully and his uncanny survival earns him an additional D6 experience points. |
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