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