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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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