1.7 Wounds and Injuries
Armour Saves
When an armoured warrior suffers a wound, they may annul it by passing their armour save.
_See the Armour Save chart 5.5 Combat Tables.
Critical Wounds
A natural 12 to hit on either a ranged or melee attack causes a critical wound, which is doubled to two wounds.
- Enemies take armour saves as normal but must roll separately for each wound.
- If the attacker needs 12s to hit the target after any modifiers, they cannot cause critical wounds.
- If the opponent has fewer Wounds than inflicted, roll an extra D12 for injury rolls per excess wound and pick the highest result.
(Same as with multiple normal wounds.)
Warriors with Multiple Wounds
When a warrior with multiple Wounds on their profile suffers a wound:
- Deduct 1 wound from their total per wound suffered.
- Lost wounds apply only for the remainder of the battle.
Injury Rolls
Whenever a warrior’s Wounds are reduced to 0, roll a D12 to determine the extent of their injury. If multiple wounds are taken in the same turn, roll a D12 for each, and apply the highest result:
Injury Roll Results
1–4: Knocked Down
- Warrior can do nothing.
- If wounded again while knocked down, they are automatically taken out of action.
- All close combat attacks against this unit are rolled twice with the higher result taken.
Roll armour saves as normal. - Stands up during their Recovery phase:
- May half-move,
- Cannot charge,
- Strikes last in close combat that turn.
5–8: Stunned
- Warrior can do nothing.
- If wounded again while stunned, they are automatically taken out of action.
- Close combat attacks hit and wound automatically.
- No armour saves allowed.
- Recovers to Knocked Down in the player’s Recovery phase.
9–12: Out of Action
- The warrior is removed from the battle.
- Must roll for post-game injuries after the battle ends.