GOTCHA!
The Effects Of Injury
 

If you hit your mark your victim will probably be going down: getting shot is not a pleasant experience at all.
Because the chance of a gunshot wound doing nothing is so desperately slim, Necro ME does away with the old roll to wound system and proceeds straight to the next part, which is the roll to see how bad the injury is. However, a hit from a lascannon is far more likely to hurt real bad than an arrow from a Ratskin's bow and to represent these varying degrees of lethality there are six different charts rather than just the one.

A weapon's strength under this system simply tells you what chart to roll on, which the eagle eyed amongst you may have noticed makes no provision for strength higher than 6. This is because I have altered the stat line of weapons to rate strength from 1 to 6 rather than 10 (see "Kiss My Arsenal!" for more details).
When you hit your target, roll one D6 and consult the appropriate chart. This will tell you what your attack has done to the poor guy.
There are four possible results on the wound charts, representing four different levels of damage. To keep in with the spirit, I have given these results "Authentic" names, which are Iced, Dropped, Clipped and Close, But No Cigar.

 

D6/Strength 1 2 3 4 5 6
1  Close Close Close Clipped Clipped Clipped
2  Close Close Clipped Clipped Clipped Dropped
3  Close Clipped Clipped Clipped Dropped Dropped
4  Clipped Clipped Clipped Dropped Dropped Iced
5  Clipped Clipped Dropped Dropped Iced Iced
6  Clipped Dropped Dropped Iced Iced Iced

  • Iced (Dead):
    Iced. Whacked. Bought the Farm. Call it what you will, the guy is not getting up again. Ever.
    Remove the model from the board and the controlling player's gang roster. Only the more powerful weapons like boltguns and rocket launchers are likely to do this to a guy. You may want to use my alternative recruitment system* as well if you use this, or simply treat it as Dropped (see below).
  • Dropped (Out of Action):
    You hit him good and he drops to the floor. He's not dead, yet, but he's out of the game for now.
    Remove the model from the board and generate a serious injury after the game. This is the same as it is in the rulebook, just given a fancy name.
  • Clipped (Down):
    Down but not out, the guy was only winged by your shot and might still be able to fight on.
    The victim goes Down and a Wound counter is placed next to the model. For more on Wound Counters and going down, see below.
  • Close (But No Cigar) (Flesh Wound):
    You could have sworn you hit the scum sucker, but he's still moving. Must have ricoched off of an armour plate or something.
    Your shot has no effect other than to pin the target. Some weapons are too powerful to inflict mere flesh wounds or ricochet harmlessly, at least not without divine intervention and so cannot get this result.

 

Wound Counters

When a model suffers a Clipped result, they take a wound counter and go Down.
Wound counters represent debilitating and painful, though not immediately life threatening injuries and they will reduce a gangster's ability to fight. They can also turn out to be worse than they seemed and the guy may go out after all.
A model with one or more wound counters suffers -1 Weapon Skill, Ballistic Skill and Initiative for each one, so a model with two counters would be at -2 WS, -2 BS and -2 I.

You're Goin' Down

Models who suffer a Clipped injury result will go Down. A Downed model is placed face down on the table and can do nothing at all until it recovers. Strangely enough, this is done in the recovery phase.
To see if your brave gangsters recover, roll 1D6 for each Wound counter that the poor soul has sustained. If no dice score is greater than the model's Body rating then your guy manages to get to his feet and fight on. The model is turned over, face up and is treated like any other Pinned model from the beginning of your next turn.
If even one of the dice scores higher than the model's Body, however, the fighter remains Down.
A model with as many Wound counters as it has Body goes Out of Action immediately due to shock and blood loss.

Multiple Wounds

My system does not use Wounds. If you are going to use these rules you should disallow multiple wounds for humans and use the following rule for big nasty creatures.
Monstrous (n):
Subtract n from the strength of all attacks made against the model, where n is equal to half the number of extra wounds (i.e., above 1) the creature possessed, rounding up. If this reduces the strength of the attack to nothing or less, the creature is merely pinned.
Alternatively, you could just allow models with multiple wounds to ignore wound counters up to its Wounds rating (though I prefer the above system).

 

This is an alternative table I've been considering recently. I'ts more lethal than the last one in that all strength valuse can kill, but that was the point: I was just thinking about the fact that some weapons simply wouldnt kill you straight off and how silly this seemed. Even a thrown rock can kill you if it hits you right, after all!

D6/Strength 1 2 3 4 5 6
1  Close Close Clipped Clipped Dropped Dropped
2  Close Clipped Clipped Clipped Dropped Iced
3  Clipped Clipped Clipped Dropped Dropped Iced
4  Clipped Clipped Dropped Dropped Iced Iced
5  Clipped Dropped Dropped Iced Iced Iced
6  Dropped Iced Iced Iced Iced Iced

Which one do you all prefer? Let me know what you think (that is the point of this site!)

 
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