SERIOUS INJURIES AND ZERO WOUNDS

By Boyinleaves

Whenever a warrior is reduced to zero wounds, he is considered to be seriously injured, and in very grave danger of dying. As soon as a warrior is reduced to zero wounds, he suffers a serious injury, roll on the Serous Injuries table below. If the warrior survives the injury, and the injury does not have any special rules that allow him to survive etc., then the warrior is considered to be Down and unconscious, and may die at the end of the turn. At the end of the turn, roll a d6 on the Downed table, to see if the warrior succumbs to his wounds and dies, or stabilizes, and remains unconscious but out of danger of dying. Monsters will not attack Downed warriors while there are upright warriors remaining on the board. If a warrior is healed while in a Downed state, there is no guarantee the cure will work. If the warrior is having bandages etc used on him, a 4+ must be rolled on a d6 to see if they are effective. If they are, then the warrior may roll on the Downed table with +1 for every healing item or spell used on him. If he does not roll a 6 and recover, he must roll on the table at the end of the turn as usual. After the warrior's condition has stabilized, he gains wounds as normal from healing items, but any wounds he has 'healed' with the intention of stabilizing his condition are not gained.
Note: Generally my group plays with the rule that warriors won't die if they roll a natural 1 when they are having healing items used on them, and roll on the Downed table. Personally, I feel that the ministrations of the warriors and their attempts to heal their comrade SHOULD be able to kill a warrior if he rolls a natural one, as their efforts have gone horribly wrong, but eventually I just gave up arguing with my group. Up to you how you want to interpret this.

DOWNED TABLE

D6 Effect
1 Dead
The warrior has succumbed to his injuries and passes on to the next life. Only Divine Intervention or a magical item can bring him back now.
2-5 Unconscious
The warrior is still in mortal danger, but at least he hasn't died yet.
6 Stabilised
The warrior's condition has stabilized. Consider him still down and prone, but on one wound. He may do nothing except drink healing potions if he has them, until he regains at least half his Starting Wounds back. Monsters will not attack the warrior unless they have no other upright targets to attack, in which case the warrior is considered prone, and thus at +2 to be hit.

SERIOUS INJURIES TABLE

D66 Effect
11-13 Decapitated
The Warrior's head has been severed from his body. He is immediately dead with no opportunity to roll on the Downed table from healing or from stabilizing at the end of the turn. He cannot be restored to life by anything short of Divine Intervention or an item such as a Soulstone.
14 Severed Leg
One of the Warrior's legs has been severed. Determine randomly. He is now permanently at -2 movement. If the warrior loses his other leg he must retire from adventuring.
15 Severed Arm
One of the Warrior's arms has been severed. He may no longer use anything in or on that arm. He can no longer use 2 handed weapons, and cannot use a shield at the same time as a weapon. Determine which arm randomly. If the warrior now has to use a weapon in his non-dominant hand, he suffers -1 WS. If the warrior loses both arms he must retire from adventuring.
16 Internal Injury
The warrior's vitals have been seriously damaged. At the end of each turn until he has had enough healing used on him to bring him up to at least half wounds, he loses -1d3 from his Starting Wounds score permanently.
21 Head Wound: Stupidity*
The warrior has something knocked loose inside his skull. He now suffers from Stupidity. At the start of each turn, roll a d6. On a 1, the warrior stands around stupidly and may do nothing at all this turn.
22 Head Wound: Insanity*
The warrior has suffered sever head trauma and occasionally just loses it. At the start of each turn, roll a d6. On a 1, the warrior will attack the closest target with all of his attacks, regardless of it being friend or foe, and may do nothing else this turn. If the warrior thus attacks a monster that causes Fear or Terror, etc. ignore any such abilities that affect the warrior's chance to hit it.
23 Head Wound: Concussion*
The warrior's brain damage causes him to be unable to react as well as he could. He suffers -1 Initiative, -1 Willpower, and -1 Intellectual Initiative. If the warrior is a spellcaster, all spells cast cost an additional point of power, as he strives to maintain focus.
24 Head Wound: Uncontrollable Cowardice*
The warrior cannot bring himself to face his fears. He suffers -1 to all Fear and Terror tests henceforth.
25 Head Wound: Hallucinations*
The warrior suffers extreme hallucinations and begins to think his visions are real. He either suffers nightmare visions or delusions of grandeur. At the start of any turn in which he is in combat, roll a d6. On a 1, he cannot tell the difference between the monsters and his hallucinations, and can only make half the normal number of attacks this turn as he strikes out at his incorporeal visions. On a 6,  he believes he is powerful enough to easily strike down his foes, and gains +1 Attack this turn, but all monsters are at +1 to hit him, as he takes less pains to defend himself.
26 Head Wound: Frenzy*
The warrior's severe head injuries make him uncontrollable in combat. Each turn that he is in combat, roll a d6. On a 6, he doubles his attacks for the turn, but suffers -1 to hit, and may do nothing except move towards the closest monster and engage it in hand to hand combat.
31 Head Wound: Fearlessness*
The warrior believes himself incapable of serious injury. He gains +1 to Fear and Terror rolls, but will never act cautiously, and will not sneak, etc.
32 Eye Loss
The warrior has been blinded in one eye. He suffers -1 to his Ballistic skill. If he rolls this result a second time he loses the other eye, and he must retire from adventuring.
33 Ear Loss
The warrior has been deafened in one ear. He suffers -1 Initiative and -1 to listening tests and similar events. If he is rolls this result a second time and is deafened in his other ear, he must retire from adventuring.
34 Severed Foot
The warrior has lost a foot. He suffers -1 movement. If the warrior loses both feet he must retire from adventuring.
35 Severed Hand
The warrior has lost a hand. Determine randomly whether it is his dominant hand. If it is, then he is at -1 WS. If not, he may obviously not use a 2 handed weapon or a second weapon in his off hand. He may still use a shield as normal. If the warrior loses both hands, he must retire from adventuring.
36 Severed Fingers
The warrior has lost d3 fingers on one of his hands. He is now at -1 WS when using a weapon in that hand. If he loses 4 or 5 fingers on the same hand, then he can no longer use that hand. This does not affect his ability to use a shield. If the warrior loses the fingers on both hands, he must retire from adventuring.
41 Weakened Arm*
The warrior's primary arm is weakened. He may no longer add his natural Strength to the damage he causes with that arm.
42 Weakened Shield Arm*
The warrior's shield arm is weakened. When using a shield, he gains one less Toughness than it normally provides.
43 Weakened Leg*
The warrior has been weakened in one leg. He suffers -1 to any tests that involve jumping or climbing.
44 Chest Wound*
The warrior has had a serious injury to his chest, and loses -1 Toughness.
45 Recurring Pains*
The warrior suffers an injury to his chest that causes him recurring pain. Roll a d6 at the start of every turn. On a 1, he suffers 1d3 wounds with no modifiers and is at -1 Toughness for the turn.
46 Partial Paralysis
The warrior has been partially paralysed. He loses one Attack. If the warrior gains this injury a second time, he becomes fully paralysed, and must retire from adventuring.
51 Deadened Nerve Endings: Legs*
The warrior loses most of the feeling in his legs. He suffers -1 to all tests that involve running, jumping and climbing, etc, but gains +1 Ignore Pain.
52 Deadened Nerve Endings: Arms*
The warrior loses feeling in his arms. He suffers -1 to his WS, but gains +1 Ignore Pain
53 Deadened Nerve Endings: Chest*
The warrior has lost a lot of sensitivity to his chest area. He suffers -1 to any balance and strength related tests, but gains +2 Ignore Pain.
54 Bone Fracture: Leg*
The warrior has suffered a bone fracture that fails to heal properly. At the start of each adventure, roll a d6. On a 1, the warrior's fracture is playing up, and he suffers -1 Movement, and -1 to all running, jumping, and climbing tests for this adventure.
55 Bone Fracture: Arm*
The warrior has suffered a bone fracture that fails to heal properly. At the start of each adventure, roll a d6. On a 1, the warrior's fracture is playing up, and he suffers -1 Strength and -1 WS for the duration of the adventure.
56 Bone Fracture: Chest*
The warrior has suffered a bone fracture that fails to heal properly. At the start of each adventure, roll a d6. On a 1, the warrior's fracture is playing up, and he suffers -1 Toughness for this adventure.
61- 63 Nothing Too Serous
The warrior is heavily injured, but nothing vital is damaged.
64 Impressive Scars*
The warrior is heavily scarred and obviously a grizzled veteran of many battles. In settlements, he gains a 10% discount wherever he goes, as shopkeepers are intimidated by his appearance.
65 Horrible Scars*
The warrior's scars are frightening and awesome to behold. Although they do not incapacitate him in any way, the warrior now causes fear equal to 150% of his battle level.
66 What Doesn't Kill Me Only Makes Me Stronger.
With a Superhuman effort the warrior shrugs off the effect of the blow that laid him out. At the end of the turn he stands straight back up on 1 wound, and permanently gains +1d3 to his Starting Wounds.

*Any injury so marked will only be obtained once. Treat any further results of the same type as Nothing Too Serious.

Monsters and Zero Wounds

Generally, consider monsters on zero wounds to be dead. However, if there is a spellcasting monster capable of healing on the board, instead, allow monsters to go Down in the same way as warriors (but without the serious injuries, ah, well, use 'em if you can really be bothered...). Then, use the same rules for stabilizing if a healing spell is cast on them (i.e. they roll on the Downed table with a +1 Modifier) and at the end of the turn. If a monster recovers, consider it prone, and on one wound, and then capable of being healed by the spellcaster. Warriors may not attack prone, Downed monsters if they themselves are pinned. If they are not pinned warriors may perform a coup de grace on a downed monster. This uses one attack and kills the monster outright, without having to roll to hit. Downed, but recovered monsters may not have a coup de grace performed on them, as they have regained their senses enough to defend themselves in the most rudimentary fashion, but they are at +2 to be hit as they are still prone.

Author's Notes

I and my group, have found these rules a lot of fun to play, even if they can be potentially unbalancing. They either make the game a bit more difficult or pathetically easy (I had a level 4 Trollslayer obtain Deadened Nerve Endings: Chest about two combats after receiving his Ignore Pain skill...) but they provide a lot of incentive for warriors to keep each other above 0 wounds. I never liked the original rules for 0 wounds, so I adapted this stuff from Necromunda, adding a whole lot of extra interesting injuries. My big beef with the original rules was that a) you could use provisions and bandages etc. on a downed warrior while your own warrior was in combat, and b) running games I had to contend with numerous attempts by warriors to break free from their combats, swing on a rope across the fire chasm and land next to the wizard and attempt to heal him with a piece of waybread simply because he'd been swatted down with a stray goblin arrow and had forgotten to lug along a healing potion or save power points to heal himself, and similar bouts of forced heroism. Naturally the warrior used up all of his points of luck in the process, and still failed to save the Wizard. I wanted some sort of rule that meant that lone warriors might still have a chance without an adjacent comrade, and they could last more than one turn. The Injuries they suffer add a lot of character to the warriors, and provide a bit of balance to the chance to not die from 0 wounds due to the Downed rule above. I also use my own rules where warriors can visit temples to have themselves healed from injuries, but at a rather high cost, usually 500 to 1000g per battle level. In later battle levels, multiple injuries can severely debilitate the warriors, so forcing them to cope with too many wounds can be a real pain. I also allow them to be resurrected at a temple for 1000g per battle level, provided by the other warriors of course. The amount of gold available in my campaigns is more limited too, we use straight experience rules for improving battle levels, as well as training costs of 1000g per level, so gold is more valuable, and it is actually a big dilemma for players to decide whether they can afford to treat their injuries, or even resurrect their companions.