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[Mord] Injury chart without warband "death spiral"?  [RSS] Share on facebook Share on Twitter Submit to Reddit
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Made in ca
Dakka Veteran






Canada

This is more a general skirmish game question, but I figured I'd categorize it under Mordheim since they have a good existing post-game sequence around Injury Tables.

Currently the existing Injury Table can put a warband into a "death spiral" where their main Heroes suffer enough debilitating stat reducing injuries that they basically are guaranteed to be taken out of action in every subsequent game, which of course compounds the problem by forcing further injury rolls. Of course there is a small chance that they come out ahead ("Hardened", "Horrible Scars" results, etc.).

In general what would be a better way for handling post-game injuries without dooming a gang to the death spiral? Already losing territory and missing out on XP that the winner receives is a bit of blow, so a bad injury roll can really kick a band while they're down.

Some kind of temporary penalty for the next game, maybe? Something that is a bit easier to heal or mend? Do away with the injury table entirely?

This message was edited 1 time. Last update was at 2012/05/23 01:49:06


Author of the Dinosaur Cowboys skirmish game. 
   
Made in us
Fresh-Faced New User




Kansas

Our summer campaign has a modified serious injury table, little more variety, may help you.

Heroes’ Serious Injury Table (D100)
01-14- Dead!
15-20- Multiple Injuries- Roll another D6 times on this table ignoring Dead, Multiple Injuries, and Captured results.
21-23- Smashed Leg- The hero suffers -1 Movement.
23-24- Arm Wound- Roll a D6. On a 1, arm must be amputated. On a 2+, the warrior misses the next game.
25-26- Madness- Roll a D6. On a 1-3 the warrior is now Stupid, on a 4+ he is Frenzied.
27-28- Smashed Leg- Roll a D6. On a 1, the warrior may no longer run. On a 2+ he misses the next game.
29-31- Chest Wound- The warrior suffers -1 Toughness.
32-34- Big City Shakes- The warrior suffers -1 Leadership.
35-37- Blind in One Eye- The warrior suffers -1 Ballistic Skill. 2 of these results mean the warrior must retire (he’s blind).
38-39- Old Battle Wound- The warrior rolls a D6 before each subsequent game, and on a 1 they miss that game.
40-42- Nervous Condition- The warrior suffers -1 Initiative.
43-45- Hand Injury- The warrior suffers -1 Weapon Skill
46-49- Deep Wound- The warrior misses D3 games.
50-74- Full Recovery- The warrior suffers no adverse effects and may rejoin the warband.
75-77- Robbed- The warrior is robbed of all his equipment carried during the game. Yes, this means you have to spend 2gc on a new Dagger.
78-80- Bitter Enmity- Roll a D6-
• 1-3- The warrior hates the individual who caused the injury. If it was a henchman, the warrior hates the leader of that warband instead.
• 4- The warrior hates the leader of the opposing warband.
• 5- The warrior hates the entire warband that caused the injury.
• 6- The warrior hates all warbands of that type.
81-85- Captured- The warband that took the hero out has him captive. Captives may be sold for D6x5 gold. They may be ransomed back at a price set by the captor. Undead may kill the prisoner and gain a new zombie, and Possessed may sacrifice him to gain +1 experience for their leader. Ransomed captives retain all their equipment, but the captors retain the equipment if the hero is sold to slavers.
86-88- Hardened- The warrior is now immune to Fear.
89-91- Horrible Scars- The warrior now causes Fear.
92-94- Sold to the Pits- The warrior must fight a Pit Fighter (see rulebook) for his freedom. Roll to see which side charges, and proceed as normal with their battle. If the warrior loses, roll for Injury again, and he may rejoin the warband minus his equipment. If he wins he gains 50 gold and +2 Experience.
95-97- Survives Against the Odds- The warrior gains +1 Experience.
98-99- Really Survives Against the Odds- The warrior gains +2 Experience.
100- Mutation- Roll on the Mutation Table! You’re not that lucky!
   
 
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