Injuries

To make an Injury Roll, roll two dice and add any +INJURY DICE or -INJURY DICE to the roll. +/-INJURY DICE work in the same way as +/-DICE but modify Injury Rolls instead of Success Rolls.

Pick the two highest dice (or lowest if any -INJURY DICE were used). Any INJURY MODIFIERS that apply are then added to the roll, and the modified roll is looked up on the table below:

Injury Table

1 (or less)No Effect. The model is unharmed, and the injury has no effect.
2-6Minor Hit. Place 1 BLOOD MARKER next to the model.
7-8Down. Place 1 BLOOD MARKER next to the model and mark them as being Down. If the model is already Down, place 2 BLOOD MARKERS next to the model instead of 1.
9+Out of Action. The model has been seriously injured or killed and is removed from play.

Injury Roll and Result Modifiers

Blood Markers: Add +1 INJURY DICE for each BLOOD MARKER that is spent.

Critical Success: Add +1 INJURY DICE.

Down: Add +1 INJURY DICE for a Melee Attack if the target is Down.

Trench Shield: Add -1 INJURY MODIFIER (can be combined with Standard or Reinforced Armour).

Standard Armour: Add -1 INJURY MODIFIER.

Reinforced Armour: Add -2 INJURY MODIFIER.

Machine Armour: Add -3 INJURY MODIFIER (cannot be combined with a Trench Shield).

Tough: The first time a TOUGH model is taken Out Of Action, it is taken Down instead.

Falling
When a model Jumps, Dives, or Falls 3" or more, there is a chance it will be injured. To see if this happens, make an Injury Roll for the model, and add +1 INJURY DICE for every 3" that the model fell.

Down Results

You can show that a model is Down by placing the model on its side. The following rules apply to a model that is Down:

  • If a model is taken Down during its Activation, its Activation ends immediately.
  • Add -1 DICE to any rolls you take for a model that is Down.
  • Add +1 INJURY DICE for a Melee Attack if the target is Down.
  • A model that is Down cannot be moved for any reason until it stands back up.
  • A model that is Down stands back up when it is next Activated. However, its Movement Characteristic is halved for the rest of the Activation (including the bonus for charging).

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