Post by Adam Selene on Dec 27, 2013 6:09:20 GMT -5
When I was rocking around with Sigmar's sons in a campaign we came up against a problem: units and leaders didn't survive as long as we had envisaged, so we dabbled. Use this if you want.
If a Officer (Platoon commander, company commander, commissar) is reduced to zero wounds on the table top roll on the table below (roll a D6 for the tens and another for the ones. Example : a 2 and a 5 = 25), if he dies then another must be purchased in his place.
11-16
Dead or Captured - The character makes a Toughness test, if he fails he dies on the battlefield, if he passes he is held in Captivity by the enemy (part of the enemy baggage) but takes further wounds (roll again, if you roll 11-16 or 45-46 he dies in captivity), if he survives the enemy player may decide to keep him in captivity, Ransom him or Execute him.
21-22
Leg wound - The characters leg is shattered and he becomes lame, -1 Movement when on foot, if he suffers this again he may only be mounted, if he cannot be mounted he must retire.
23-24
Head wound - Sever head trauma, the character's skull is shattered and he suffers constant, excruciating head aches, -2 Leadership, -1 to all set up/first turn rolls (further rolls of 22 are rerolled).
25-26
Blind - The character has an eyes gouged out, a character with only one eye suffers -2 Ballistic skill and -1 Weapon skill, if a character is blind in both eyes he must retire.
31-32
Weakened - The characters bones are broken and his muscles torn, -1 Strength (if the characters strength is reduced to 0 he must retire).
33-34
Old battle scars - The character lives but his injury flares up at the worst moments, at the start of every battle roll a D6, on a 1 he suffers 1 Wound for that battle (further rolls of 25 are rerolled).
35-36
Nervous system - The character's reactions are slowed, in battle this can mean the difference between life and death, he suffers - 2 Initiative (further rolls of 26 are rerolled).
41
Minor arm wound - The arm is broken but will eventually heal, -1 Weapon skill (if the characters WS is reduced to 0 he must retire).
42
Major arm wound - The arm is amputated, the character may only use one hand weapon, may not carry a shield, and suffers -1 Attack , if the character suffers another major arm wound he must retire.
43-44
Chest wound - The character has been badly wounded in the chest, -1 Toughness (if the characters toughness is reduced to 0 he must retire).
45-46
Major wound - The character has suffered a major wound (punctured lung, dislocated shoulder, gangrenous limb, dysentry) and must miss D3 campaign turns while he recovers (he is considered to be part of the baggage and if the baggage is lost he is considered dead).
51-56
Full recovery - The character has been knocked unconscious, or suffered a light wound from which he makes a full recovery, he rejoins his banner and retains all his items.
61
Madness - The characters mind has been scarred by the horrors of war, every battle roll a D6, on a 1-3 he suffers from Stupidity , on a 4-6 he is griped by Frenzy .(further rolls of 61 are rerolled)
62
Fear - The character becomes overwhelmed with fear when confronting the enemy which struck him down, he now Fears all models of that race. (further rolls of 62 for the same race are rerolled)
63
Bitter enemies - The characters mind is full of hatred and loathing, he Hates all models of that race, and will never lose his hatred. (further rolls of 63 for the same enemy are rerolled)
64
Hardened - The character becomes used to the horrors of war, he is Immune to Psychology and is Unbreakable (he grants this to the unit he is with) (further rolls of 64 are rerolled)
65
Horrible scars - The character is so scared and twisted by war he causes Fear in all enemies (Terror if he already caused fear) (further rolls of 65 are rerolled)
66
Against all odds - The character survives and rejoins his army after a long adventure, he gains 1 Free Skill, if rolled after being captured the character Escapes captivity completely unharmed, he rejoins his banner and retains all his items.
RANK AND FILE TROOPS INJURY TABLE
After the battle roll a D6 for the survival of troopers and sergeants in each squad
- 1 or less No casualties from the unit are recovered.
- 2 1 in 4 casualties from the unit are recovered.
- 3-4 1 in 3 casualties from the unit are recovered.
- 5-6 or more 1 in 2 casualties from the unit are recovered.
Rank and file casualty recovery will be affected by the result of the battle as a victory will allow the wounded to limp to the field hospital or be discovered by brothers in arms before they bleed to death.
-1 If force defeated.
-2 If force defeated and scattered.
-3 If force defeated, scattered and pursued.
+1 If force victorious.
+2 If force victorious and enemy force scattered.
I have Ctrl+C Ctrl+Ved this so some bits may not be for you.
If a Officer (Platoon commander, company commander, commissar) is reduced to zero wounds on the table top roll on the table below (roll a D6 for the tens and another for the ones. Example : a 2 and a 5 = 25), if he dies then another must be purchased in his place.
11-16
Dead or Captured - The character makes a Toughness test, if he fails he dies on the battlefield, if he passes he is held in Captivity by the enemy (part of the enemy baggage) but takes further wounds (roll again, if you roll 11-16 or 45-46 he dies in captivity), if he survives the enemy player may decide to keep him in captivity, Ransom him or Execute him.
21-22
Leg wound - The characters leg is shattered and he becomes lame, -1 Movement when on foot, if he suffers this again he may only be mounted, if he cannot be mounted he must retire.
23-24
Head wound - Sever head trauma, the character's skull is shattered and he suffers constant, excruciating head aches, -2 Leadership, -1 to all set up/first turn rolls (further rolls of 22 are rerolled).
25-26
Blind - The character has an eyes gouged out, a character with only one eye suffers -2 Ballistic skill and -1 Weapon skill, if a character is blind in both eyes he must retire.
31-32
Weakened - The characters bones are broken and his muscles torn, -1 Strength (if the characters strength is reduced to 0 he must retire).
33-34
Old battle scars - The character lives but his injury flares up at the worst moments, at the start of every battle roll a D6, on a 1 he suffers 1 Wound for that battle (further rolls of 25 are rerolled).
35-36
Nervous system - The character's reactions are slowed, in battle this can mean the difference between life and death, he suffers - 2 Initiative (further rolls of 26 are rerolled).
41
Minor arm wound - The arm is broken but will eventually heal, -1 Weapon skill (if the characters WS is reduced to 0 he must retire).
42
Major arm wound - The arm is amputated, the character may only use one hand weapon, may not carry a shield, and suffers -1 Attack , if the character suffers another major arm wound he must retire.
43-44
Chest wound - The character has been badly wounded in the chest, -1 Toughness (if the characters toughness is reduced to 0 he must retire).
45-46
Major wound - The character has suffered a major wound (punctured lung, dislocated shoulder, gangrenous limb, dysentry) and must miss D3 campaign turns while he recovers (he is considered to be part of the baggage and if the baggage is lost he is considered dead).
51-56
Full recovery - The character has been knocked unconscious, or suffered a light wound from which he makes a full recovery, he rejoins his banner and retains all his items.
61
Madness - The characters mind has been scarred by the horrors of war, every battle roll a D6, on a 1-3 he suffers from Stupidity , on a 4-6 he is griped by Frenzy .(further rolls of 61 are rerolled)
62
Fear - The character becomes overwhelmed with fear when confronting the enemy which struck him down, he now Fears all models of that race. (further rolls of 62 for the same race are rerolled)
63
Bitter enemies - The characters mind is full of hatred and loathing, he Hates all models of that race, and will never lose his hatred. (further rolls of 63 for the same enemy are rerolled)
64
Hardened - The character becomes used to the horrors of war, he is Immune to Psychology and is Unbreakable (he grants this to the unit he is with) (further rolls of 64 are rerolled)
65
Horrible scars - The character is so scared and twisted by war he causes Fear in all enemies (Terror if he already caused fear) (further rolls of 65 are rerolled)
66
Against all odds - The character survives and rejoins his army after a long adventure, he gains 1 Free Skill, if rolled after being captured the character Escapes captivity completely unharmed, he rejoins his banner and retains all his items.
RANK AND FILE TROOPS INJURY TABLE
After the battle roll a D6 for the survival of troopers and sergeants in each squad
- 1 or less No casualties from the unit are recovered.
- 2 1 in 4 casualties from the unit are recovered.
- 3-4 1 in 3 casualties from the unit are recovered.
- 5-6 or more 1 in 2 casualties from the unit are recovered.
Rank and file casualty recovery will be affected by the result of the battle as a victory will allow the wounded to limp to the field hospital or be discovered by brothers in arms before they bleed to death.
-1 If force defeated.
-2 If force defeated and scattered.
-3 If force defeated, scattered and pursued.
+1 If force victorious.
+2 If force victorious and enemy force scattered.
I have Ctrl+C Ctrl+Ved this so some bits may not be for you.