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
| D66 | Result |
|---|---|
| 11 | Dead: The fighter is killed instantly. |
| 12-13 | Deep 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. |
| 14-16 | Infection: 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 |
| 41-56 | Flesh wound: The fighter suffers no lasting effects |
| 61 | Robbed: All equipment carried by this fighter are lost |
| 62 | Captured: 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. |
| 64 | Hardened: Increase the Bravery characteristic of this fighter by 1 |
| 63 | Hatred: 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 |
| 66 | Against all odds: This fighter earns a level of Renown |