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Heroes Serious Injury Table (Roll D66)

11-13 - DEAD
The warrior is dead, lost to the shadowy underworld of the nether realm. With fortune, he shall be allowed to rest in peace. However, in Mousillon, not even death is certain!
All the weapons and equipment he carried are lost. Remove him from the warband's roster.

14 - 21 PLAGUE
The warrior has contracted the deadly plague! His body succumbs to the disease as he desparately clings to his life!
Roll a further 2D6 and consult the Plague Effects Table.

22 - LEG BROKEN
The warrior's leg lies limp and broken. With little medical knowledge available, a broken leg will usually heal crooked, forever limiting the mobility of the warrior.
He suffers a -1 Movement penalty from now on.

23 - ARM WOUND
The warrior's arm is badly injured. If not treated quickly, it runs serious risk of being infected!
Roll a D6. On a 1 the arm is infected and must be amputated. The warrior may only use a single one-handed weapon from now on. On a 2-5, the warrior misses the next game while recovering. On a 6, the warrior has contracted the plague, and must roll again on the Plague Effects Table! Consult the chart below.

24 - MADNESS
Horrors stalk the streets of Mousillon under the shadowy pall of night, preying on those weak or foolish enough to leave themselves exposed. Their eerie calls echo throughout the city, chilling the blood of even the most hardened veteran. It is enough to break the minds of many would be adventurers, pushing the psyche into regions of unimaginable horror.
Roll a D6. On a roll of 1-3, the warrior suffers from stupidity. On a 4-6, the warrior is now subject to frenzy.

25 - SMASHED LEG
The warrior's leg is beaten and crushed, in serious danger of becoming infected.
Roll a D6. On a 1 the warrior may not run anymore, but may still charge. On a 2-5 the warrior must miss the next game. On a 6 the warrior has contracted the plague, and must roll on the Plague Effects Table! Consult the chart below.

26 - CHEST WOUND
The warrior has taken a serious blow to the chest. He will forever be weakened by the ordeal as the wound slowly heals.
His Toughness is forever reduced by -1.

31 - BLINDED IN ONE EYE
The warrior has been struck in the eye, disabling its use. While lucky to survive the encounter, the warrior is unlikely to ever regain full vision.
Randomly determine which eye is struck. A character that loses an eye has his BS skill reduced by -1. Make a note of which eye. If the warrior is subsequently wounded in his other eye (ie randomly determined), then he must retire from the warband.

32 - OLD BATTLE WOUND
The recent fight has upset an old wound long thought healed. Every now and again, the pain flares up, incapacitating the warrior.
The warrior survives, but from now on must roll a D6 at the beginning of each battle. On the roll of a 1, the warrior misses the game as the wound plays up.

33 - NERVOUS CONDITION
The wound has damaged the warrior's nervous system, ruining his ability to concentrate and hold a steady focus.
The warrior now suffers -1 to his I value.

34 - HAND INJURY
The warrior has taken a nasty strike to the hand. While the wound may heal, he will never have full control of it again.
Roll a D6: on a 1-5 the warrior suffers -1 to his WS value. On a 6, the warrior has contracted the plague, and must roll on the Plague Effects Table!

35 - BADLY BEATEN
The warrior has been savagely beaten while he lay prone on the ground. The attackers have long since fled the scene.
The warrior must miss the next game as he recovers.

36 - ROBBED
The warrior has been robbed by someone that stumbled across his unconscious body. When the warrior comes to, he is left only with the clothes he was wearing.
All equipment, weapons and armour the warrior was wearing are lost.

41 - 55 - FULL RECOVERY
After a rest, the warrior is lucky enough to escape the encounter relatively unscathed, ready to fight again.
The warrior is relatively unaffected by his wound.

56 - BITTER ENMITY
The warrior will never forgive himself or his enemies for getting taken out in the fight. He is psychologically scarred by the experience.
Roll a D6. The warrior now suffers hatred against:
1 - 3: The individual who caused the injury. If it was a henchman, then the warrior hates that henchman's leader instead.
4: The leader of the warband that caused the injury.
5: The entire warband of the warrior who took him out.
6: All warbands of that type.

61 - CAPTURED
The warrior has been taken captive by the enemy, a fate often worse than death! If he's ever released, it will be at a hefty price.
He may be ransomed at a price set by the captor or exchanged for one of the captor's warband who's being held hostage.
Captives may instead be sold to slavers for D6 x 5 gc.
Undead may kill their captive and gain a new zombie/skeleton.
The Possessed may sacrifice their prisoner, in which case the leader gains +1 experience.
Warriors who are ransomed or exchanged retain all equipment. If the captors sell or kill their prisoner, then the captors retain their equipment.

62 - HARDENED
The warrior has pulled themself through the encounter, strengthening their resolve and force of will. They shrug off many of the horrors that plague the streets of Mousillon.
The warrior is now immune to fear.

63 - HORRIBLE SCARS
Many injuries leave a warrior physically scarred by the experience. More commonly, plague survivors will be forever marred by the ordeal, hideous deformations marking them out as those who fell victim to the disease.
From now on, the warrior causes fear.

64 - DUEL
Th warrior has run afoul of a knight who bears a hefty grudge against him, for an insult, most probably imagined. As a matter of honour, the Knight challenges him to a duel, leaving matters to the sacred joust...

Profile
M
WS
BS
S
T
W
I
A
Ld
Knight
4
4
4
4
4
1
4
3
8

The Knight is equipped with a lance, full armour, shield and Barded Warhorse (2+ save). He is capable of all four Knight's Feats.
If your warrior fights on foot, the knight will leave his horse tethered and fight on foot too.
Roll to see which side charges, and fight the battle as normal. If the warrior loses, roll to see whether he is dead or injured (ie a D66 roll of 11-35). If he is not dead, the knight leaves, honour upheld, and the warrior may rejoin his warband.
If the warrior wins, he gains 50 gc the knight had on him, +2 Experience, and is free to rejoin his warband.

65 - SURVIVES AGAINST THE ODDS
The warrior not only recovers from his injury, but learns from his mistakes as he vows never to let that happen again!
The warrior survives and gains +1 experience.

66 - IMMUNITY!
For an extreme minority, the plague holds no power over. The warrior may have previously recovered from the plague, or be immune to it from the outset. Whatever the reason, the warrior is unaffected by the plague!
From now on, any results in the serious injury table that require the warrior to consult the Plague Effects Table are ignored. Treat these results instead as a full recovery.

Plague Effects Table (Roll 2D6)

2 - 3 - DEAD
The warrior has succumbed to the deadly effects of the plague, dying a gruesome death. His body and possessions must be burned so as to stop the spread of the disease.
All the weapons and equipment the warrior carried are lost. Remove him from the warband's roster.

4 - INFECTIOUS
The plague causes so much damage because of its ability to spread! The warrior is not only incredibly sick, he has infected one of his comrades!
The warrior must roll again on this table. In addition, one other hero, randomly determined, must roll on this table. It is possible for a warrior to infect more than one person at a time, so further results of Infectious apply.

5 - WEAKENED
While the warrior recovers from the ordeal, his energy is sapped. He lives as a hollow shell of himself, forever weakened by the disease.
Roll a D6 - on a 1-3 the warrior suffers -1 to S. On a 4-6, his T value is reduced by -1.

6 - 7 - RECOVERING
The warrior is in incredible agony, but it looks as if he will pull through from the ordeal.
The warrior must miss the next game as he recovers, but other than that, he will have no long term side effects.

8 - FIGHT ON
Though sick, the warrior does his best to continue living his life, though this sort of pressure often leads to disaster.
The warrior may either miss the next battle, in which case he is fully recovered by the game after, or he may participate as normal. If he joins in the game, the warrior must roll a D6 at the start of each of his turns. On the result of a 1, the warrior succumbs to the plague and immediately goes O.O.A. After the game, treat the roll as 'Plague', and roll again on this table.

9 - FULL RECOVERY
Despite the odds, the warrior has pulled through, suffering no long term effects of the plague! Though physically he may be recovered, he will probably never be the same.
Consult Full Recovery on the Heroes Serious Injury Table for the result.

10 - HARDENED
The warrior has recovered from the plague through sheer force of will. He has come close to the nether realms of death and clawed his way back. The terrors of Mousillon are nothing compared to the horrors he's faced within himself.
Consult Hardened on the Heroes Serious Injury Table for the result.

11 - HORRIBLE SCARS
Though the warrior has recovered, he is physically marred by his disease. Pustules and sores now leave horrible mars on his pock-marked face, leaving him a terror to behold. He will be shunned by people everywhere, forced to etch out a living as a warrior or a beggar.
Consult Horrible Scars on the Heroes Serious Injury Table for the result.

12 - IMMUNITY
After intense struggle, the warrior has beaten off the plague, and is now immune to its effects!
Consult Immunity on the Heroes Serious Injury Table for the result.