Injury and Damage LocationsAs well as having an injury total, which represents the overall health of the character, the character has an injury value for every location. Any damage taken by a character will affect a random location and add to that location's damage as well as the injury total. Every time a damage threshold is crossed for a location, that character suffers penalties depending on the location.
Damage thresholds are as follows:
No injury: Character is fine
Light injury: T'is but a flesh wound!
Heavy injury: Okay, that really, really hurt!
Serious injury: Argh. My inside bits!
Acute injury: [insert graphic imagery here]
Crippled: You're as good as dead.
Location damage effectsDifferent locations do different things when hurt. None of them are good, but here's a list of what happens.
Head(Head shots will always have a chance to stun the character for a turn, regardless of damage done. It's still going to disorient you.)
Light: Character is stunned for one turn.
Heavy: Character is stunned for one turn, adds d6 damage to their injury total and suffers -1 speed.
Acute: Character may pass out from system shock.
Crippled: Character is dead, dead, dead!
ChestLight: Character falls prone
Heavy: Character falls prone and suffers -1 speed.
Serious: Character falls prone, is stunned for a turn, adds d3 damage to their injury total and suffers -1 speed.
Acute: As above, and character starts bleeding.
Crippled: Character may pass out from system shock.
AbdomenLight: Character adds d3 damage to their injury total.
Heavy: Character adds d3 damage to their injury total, falls prone and suffers -1 speed.
Serious: As above, and character starts bleeding.
Acute: As above, and character is stunned for a turn.
Crippled: As above, and character must remain prone.
GroinLight: Character falls prone.
Heavy: Character falls prone, is stunned for a turn and suffers -1 speed.
Acute: As above, and character adds d3 damage to their injury total and starts bleeding.
Crippled: Character may pass out from system shock.
Arms (Both tracked seperately)
Light: No additional penalties.
Heavy: Character may drop their weapon.
Serious: Character may drop their weapon, adds d3 damage to their injury total, and halves their base to hit % when using that arm to attack.
Acute: Character automatically drops anything held, can no longer use that arm and starts to bleed.
Crippled: As above, and character may pass out from system shock.
Legs (Both tracked seperately)
Light: No additional penalties.
Heavy: Character suffers -1 speed.
Serious: As above, and character falls prone and adds d3 damage to their injury total.
Acute: As above, and character must remain prone and may only crawl.
Crippled: As above, and character may pass out from system shock.
No matter how many penalties are applied to speed, the character will always have at least 1 action in a turn.
If your injury total ever exceeds the given value for your character, you die immediately.
When a character is bleeding, they add d3 damage to their injury total for each bleeding wound at the end of their turn.
ArmourWhen damage is dealt to a location, the armour on that location will absorb some of the damage, possibly saving a character from an otherwise fatal shot. Any damage dealt to an armoured location has the armour value subtracted from its damage.
If the damage dealt to a location is enough to pierce the armour, it will also deal an amount of damage to that piece of armour equal to half the damage of the shot. When armour's durability is reduced to 0 it becomes useless as a protective measure.
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| Stray wrote: |
| You're like a big ball of bedroom-related accidents. |
| Noxy wrote: |
| Oh god, if extreme physical violence is wrong, I don't want to be right anymore. |

Fear my leet time-wasting skills.