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WOUNDS & INJURIES

This section details how damage can result in wounds that cause injuries to foot-units. Damage done to mechs, vehicles and robots is handled similarly but with some differences, as described in other sections of the rules.

WOUNDS
Whenever a foot-unit takes an amount of damage from an attack that is greater than their DE, they suffer a number of wounds.
  • Damage greater than DE but less than or equal to DEx2 causes 1 wound.
  • Damage greater than DEx2 but less than or equal to DEx3 causes 2 wounds.
  • Damage greater than DEx3 but less than or equal to DEx4 causes 3 wounds.
  • And so on...

DAMAGE TYPES
Different attacks may cause different damage types. The standard, or default damage type is called lethal damage and wounds from lethal damage cause (potentially) lethal injuries.

If no other damage type is indicated for a weapon or attack, assume it is lethal damage.


INJURIES
Roll 1D6 for each wound that a foot-unit takes. Roll all the D6s together before taking the highest roll and looking up the result on the appropriate table below, dependent on damage type.

Lethal Injuries
D6 RollInjury Type
1Flesh wound.
2Stunned.
3Knocked out.
4-5Seriously injured.
6Incapacitated.

Stun Injuries
D6 RollInjury Type
1-2Flesh wound.
3-5Stunned.
6Knocked out.


Flesh Wound
  • Nothing to worry about. The unit just shrugs it off.

Stunned
  • The unit is knocked prone and may not do anything in this turn or the next.
  • Place a stunned marker next to the unit. In the end phase of the turn, flip the marker over. In the end phase of the next turn, remove the marker.
  • If a stunned unit is stunned again, they are knocked out.

Knocked Out
  • The unit falls prone.
  • The unit can do nothing whilst unconscious.
  • The unit requires medical attention to be brought round.
  • An unconscious unit ignores any further stunned or knocked out injuries.
  • Place a KO marker next to the unconscious unit.

Seriously Injured
  • The unit falls prone and is also stunned.
  • All the unit's stats are halved (round up fractions).
  • Place an injured marker next to the unit.
  • In the end phase of every turn, the unit must make a shock test - roll equal to or less than CO with 2D6 or become incapacitated.
  • The unit requires medical attention to be stabilised - this eliminates the need for the shock test in the end phase but does not eliminate the stat reduction. Flip the Injured marker over to stable if a unit is stabilised.
  • If a unit takes a second serious injury whilst seriously injured, they are incapacitated.

Incapacitated
  • The unit is knocked prone and may very well be dead. The unit's fate is not determined until the end of the game.
  • Remove the unit from the table, unless you are using certain advanced rules that require the unit to remain on the table.
  • The unit may not do anything more this game.


MEDICAL ATTENTION
Medical attention is a special action that can be carried out by a unit with the Medic tag.

The unit must have a move assignment and already be in base-to-base contact with the unit they wish to attend to when they act.

No other action can be taken in the turn that medical attention is being given.


Stunned
If the unit being attended to is stunned, the attending unit makes a CO test: roll 2D6 and compare the result to the attending unit's CO.

If the total is less than or equal to the attending unit's CO, the attended unit's stunned marker is immediately removed.


Knocked Out
If the unit being attended to is unconscious, the unconscious unit makes a CO test: roll 2D6 and compare the result to the unconscious unit's CO.

If the total is less than or equal to the unconscious unit's CO, the  unit is brought round but is still stunned. Replace their KO marker with a stunned marker.

The unit remains prone and may not do anything in that turn or the next.

In the end phase of the turn, flip the stunned marker over. In the end phase of the next turn, remove the marker.


Seriously Injured
If the unit being attended to is seriously injured and suffering shock, the attending unit can attempt to stabilise the injured unit.

The attending unit makes a CO test: roll 2D6 and compare the result to the attending unit's CO.

If the total is less than or equal to the attending unit's CO, the injured unit is stabilised and no longer makes shock tests in the end phase of a turn.



Stunned MarkerStunned MarkerStunned Marker
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