Injury Chart

If your attack hits the enemy, it is time to determine the amount of damage the attack has caused. Roll 2D6 (plus any -/+DICE from the model’s profile or other sources), pick the two highest (or lowest if any -DICE were applied) and consult the following table:

1 (or less)No Effect
2-6Minor Hit
7-8Down
9+Out of Action

On occasion, a rule will ask you to total more (or less) than 2D6 to determine the outcome of a roll. If the dice roll is modified by +/- DICE, modify the dice pool as normal and keep the highest or lowest number of dice equal to the number of dice in the starting dice pool. For example, if the rule asked you to roll a total of 3D6 with +1 DICE, you would roll four dice and keep and total the highest three dice.

Modifiers to Injury Chart rolls (cumulative):

  • Trench Shield: -1 to injury rolls (can be combined with any Armour)
  • Standard Armour: -1 to injury rolls
  • Reinforced Armour: -2 to injury rolls
  • Machine Armour: -3 to injury rolls (not cumulative with a shield)
  • Tough: If a TOUGH model would be taken Out Of Action, it is knocked Down instead. After a TOUGH model has been knocked Down in this way once, it can be taken Out of Action as normal.
  • Target is Down: Add +1 DICE to the dice pool when determining injuries for a model that is Down.
  • Bloodbath: Roll an additional D6 and add it to the injury roll total. Costs six BLOOD MARKERS (three if the target is Down).

No Effect

The armour of the target withstands the hit. There is no effect.

Minor Hit

Add +1 BLOOD MARKER next to the model to represent a wound. Use the dice pips to count the hits inflicted (maximum six per model).

Whenever the wounded model takes an ACTION, the opponent can decide to spend one or more of the BLOOD MARKERS to add -1 DICE to the roll for each of them (i.e. roll 3D6 and pick the two lowest results if you use one marker).

When rolling on the Injury Chart against this model, the opponent can spend one or more of the BLOOD MARKERS to add +1 DICE to the roll for each pip. This makes a severe injury more likely. When you attack a wounded model, you can spend one or more of the markers to add +1 DICE to the attack roll for each marker.

Warrior Down!

Place +1 BLOOD MARKER next to the model and the model goes Down. If the model is already Down, it instead suffers +2 BLOOD MARKERS and remains Down. A model that is Down suffers a -1 DICE penalty to all of its ACTIONS. Also it cannot move during its Activation through its own ACTIONS.

The Down condition can either be represented by placing an indicator next to the model (such as a scrap of paper) or by physically turning the model face-down on its side. A model turned on its side will present a different profile for Line-of-Sight targeting, but these two methods of indication are otherwise identical and the model’s controller may decide which to use.

At the start of its own Activation, a Downed warrior can Stand, but any movement (Move, Dash, Charge, Jump, Climb etc.) it can take is halved. If a model is Downed during its own Activation, it may attempt a RISKY ACTION in order to Stand. Otherwise, it remains Down for the remainder of its Activation.

Out of Action

The warrior suffers a major wound and is out of the game for the rest of the battle – remove the model from the table. Resolve what has happened to the model after the battle as explained in the Serious Injuries section of the rules.