Wounds and Injuries

Whenever a fighter is hit by an attack, falls, etc.; they take damage. When a fighter takes damage, they reduce their Fortitude value by that much for the remainder of the battle. Whenever this occurs roll on the table below to see what type of injury may occur.

2D6Area HitEffect
2Head
3Chest
4Leg
5Arm
6Flesh Wound!-
7Gut
8Flesh Wound!-
9Arm
10Leg
11Chest
12Groin

Armor

Fighters can be equipped with armor from the equipment section. Each piece of armor has the following characteristics.

CharacteristicAbv.Description
Armor ValueAvHow much extra damage the fighter can take.
WeightWtHow many dlbs the armor weighs, contributing towards carrying capacity.
Rules-Any extra rules or effects the armor grants.

If a fighter wearing armor takes damage, they reduce their remaining armor value first instead of their Fortitude. For example, a fighter with Fortitude 6 wearing armor with Armor Value 4 takes 3 damage. They would then have Fortitude 6 and Armor Value 1 left. If this happens again they would be left with Fortitude 4, Armor Value 0, and have to roll on the injury table. Between missions you’ll have the change to repair broken armor and other equipment.

Consciousness

If a fighter drops to 0 Fortitude, then they drop unconscious immediately where they stand. Be careful with unconscious fighters, as in the heat of battle they may be left behind. Unconscious models act as terrain and can be attacked still.

Bleeding Out

Instead of activating, unconscious fighters receive a bleed out token/marker. The more of these a fighter gains, the more likely their death becomes.

Battle Shock

If a fighter sees a friendly drop unconscious, then they must make a Grit check. If failed, they become broken. Broken fighters spend their activation sprinting to the closest escapable battlefield edge to try and flee. They can perform a drag while doing this. If they haven’t fled after this move, they make another Grit check. If they pass, they are no longer broken and may act as normal in the following round.