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5.7 Critical Wounds, Overkill, Nimble

⚔️ Critical Wounds, Overkill & Captured Rules

💀 Critical Wounds

  • If you roll a natural 12 on a melee or ranged attack, you cause a Critical Wound.
  • A Critical Wound counts as two wounds.
  • Enemies make armour saves as normal, rolling separately for each wound.
  • If the attacker needs a 12 to hit after modifiers, Critical Wounds cannot occur.
  • If the opponent has fewer wounds than inflicted, roll an extra D12 for each excess wound on the injury table and take the highest result.

🚨 Captured!

  • When a warrior is captured, the warrior and all weapons, armour, and equipment transfer to the enemy warband’s stash.
  • The capturers can:
    • Take or sell the captured warrior’s gear
    • Kill the captive to give +1 experience to a chosen hero
    • Ransom the captive back, with or without equipment as they wish

🧟‍♂️ Capturing Immortal Warriors

  1. Immortal warriors can be captured.
  2. Shackles help capture them.
  3. Immortal warriors can only be held prisoner for a single game.
  4. While imprisoned, capturers may choose to "kill" the immortal warrior, which inflicts a roll of ‘multiple injuries’ on them.
  5. Players may negotiate a ransom as normal to avoid this.