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Version: 0.9 (draft)

Step 1: Roll for Injuries


In this step, you must roll a d6 for each fighter that was taken out action during the battle and that doesn't have the Hero keyword:

  • On a roll of 1: the fighter dies from their injuries, or leaves the warband as a cripple.
  • On a 2-6: the fighter fully recovers.

Heroes and Injuries​

When a Hero is taken out of action, they risk suffering a lasting [injury] that affects them throughout the campaign. Roll a d66 and apply the corresponding result from the Lasting Injury Table.

A Hero can never have more than three injuries. If they suffer a fourth, they die. If they suffer an [injury] they already have, treat that result as a Flesh Wound instead.

Death​

Whenever a fighter dies, you must remove them from your warband roster. Roll a D6 for their equipment; on a 3+, it is recovered and added to your warband stash.

Death of a leader​

If your Leader dies or is removed from the warband for any other reason, you must select a Hero and give them the Leader keyword. If you do not have any Heroes left, your warband dissolves into infighting and desertion. You must create a new warband to continue the campaign.

Lasting Injury Table​

D66Result
11Dead: The fighter is killed instantly.
12-13Deep Wound: The fighter will die unless you take them to a surgeon. You may remove 15gc from the warband stash to roll a d6:
On a 1-2, the fighter dies (but you retain their equipment!).
On a 3+, the fighter survives.
14-16Infection: The fighter survives but will miss the next battle
21[Injury] Wyrdlung Rot: This fighter can only make one Move action per battle round.
22[Injury] Crippled leg: Decrease the fighter’s Move characteristic by 1
23[Injury] Fractured arm: Decrease the fighter’s Fight and Shoot characteristics by 1
24[Injury] Devastated eye: Reduce the range of any weapons equipped by this fighter by half (to a minimum of 1”)
25[Injury] Festering wound: decrease the fighter’s Health characteristic by 4
26[Injury] Nervous tick: decrease the fighter’s Bravery characteristic by 1
31[Injury] Stupidity: Unless activated within 3" of a visible friendly Hero or enemy fighter, roll a die. On a 1-4, this fighter makes a Wait action. On a 5+, this fighter may activate as normal
32[Injury] Hallucinations: This fighter must pass a Bravery test whenever they are activated within 1” of an enemy fighter, or become panicked
33[Injury] Claustrophobia: Whenever this fighter ends a move action or is activated underneath a platform, it must pass a Bravery test or become panicked
34[Injury] Alcoholic: This fighter cannot make reactions
35[Injury] Kleptomania: Reduce all income by 10gc
36[Injury] Paranoia: This fighter counts as panicked while within 1” of friendly fighters
41-56Flesh wound: The fighter suffers no lasting effects
61Robbed: All equipment carried by this fighter are lost
62Captured: The fighter is captured by your opponent's warband. You must offer your opponent half of the fighter's recruitment cost, or concede 1 favour to get them back.
64Hardened: Increase the Bravery characteristic of this fighter by 1
63Hatred: This fighter hates the enemy fighter that took them out of action, and may turn a hit into a critical hit when making attack actions against that enemy fighter
65[Trait] Terrible scars: This fighter gains the Terrifying keyword
66Against all odds: This fighter earns a level of Renown