Wargame Mechanics Index

Individual wounds & injury

Figures suffer graded wounds.

Open in the index

Watch it played 4 moments

  • 6:38–7:46
    High Plains Drifter Tabletop Game
    Little Wars TV · Ruthless
    Rule in play Summoning the Stranger and wound location

    Players roll to see who controls the Stranger. Zach wins control, deploys him within range, fires at Lewis Belding, and rolls on the wound location table.

  • 11:58–12:45
    5-Table Tombstone Wargame
    Little Wars TV · Ruthless
    Rule in play Morgan Earp Suffers Severe Wound

    Tom McLaury rolls a critical kill result against Morgan Earp, rolling 3 plus 3d12 to determine the severity of the damage. Morgan takes 20 hits to his femoral artery, dropping to the ground with wound markers beside him.

  • 18:00–19:01
    Deadly Fallujah Wargame
    Little Wars TV
    Rule in play Syrian Veteran Ambush Inflicts Casualties

    Wyatt moves veteran Syrian fighters through the market plaza to ambush Dieter's Marines, rolling high-quality d10 dice against the Marine defense pool.

  • 19:15–19:48
    Capturing Alfred the Great Wargame
    Little Wars TV · Ravenfeast: Viking Age Rules
    Rule in play King Alfred takes a wound

    King Alfred clashes in close combat near the beachhead and rolls a 6 on his shield wall save, suffering a wound but remaining in the fight due to multi-wound leader rules.

Moments picked automatically, by AI watching the video or reading its captions, and linked at the timestamp on YouTube. Quotes are from the captions.

How games do it 8 games

2dmg

Graded wounds from glancing blow to killed are recorded per body location.

How it works

Roll 2d6 + modifiers (Strong +1, Torso/Vitals +2, minus location armour value): 2- glancing, 3-4 harried (1 Fatigue), 5-7 flesh wound, 8-10 deep wound (+Bleed), 11-12 slow kill (2 wounds, Bleed, location effect), 13+ killed. Filling all boxes in one location Disables the gladiator; overflowing them in one attack kills.

If a gladiator has marked all of the Wound Boxes in a single location, he is considered Disabled and immediately concedes the match
Download · p. 17, 27 Quote verified
2dmg
Wounds boxesRuthless

Characters die when any single location's wound boxes are filled.

How it works

The character card has wound boxes per location (Leg, Arm, Chest, Severe). A character is killed when he crosses off his last box in any one location. Horses die after three hits. Unconscious models are tipped over and recover when their player uses an Ace or 4 for initiative.

A character is killed when he crosses off his last hit against any single wound location. Horses are killed when they suffer any combination of three total hits.
Download · p. 2 Quote verified
1dmg
Crew WoundsCanvas Eagles

Pilots and observers have three wound boxes; light and serious wounds degrade flying and shooting.

How it works

On a crew-wound marker roll 1d6: 1-3 no effect, 4-5 light wound (one box), 6 serious (two boxes); three boxes kills. Light: no restricted manoeuvres, -1 combat; serious: -3 combat, no long range, only simple turns, no reloading. A killed pilot sends the aircraft into a spin unless dual controls allow the observer to fly as a novice.

a roll of a 4 or 5 means a Light Wound has resulted (cross off one pilot/observer box); a roll of a 6 means a Serious Wound has resulted (cross off two pilot/observer boxes).
Download · p. 24 Quote verified
1dmg

Graded wounds impose specific penalties on movement, firing and combat.

How it works

Wounded characters must spend a turn recovering; knocked-down characters must get up; knocked-out characters need a 6 each turn to come round. Each serious wound and each leg flesh wound removes a movement die, serious leg/belly wounds stop movement, arm wounds prevent firing or reloading. Melee blows use a weapon-by-die effect table, with serious wounds possibly severing limbs.

Movement is reduced by one dice for each serious wound and each flesh wound on a leg. No movement is permitted with a serious leg or belly wound.
Download · p. 15, 16, 20 Words verified
1dmg
Stun, wound, dismountJoust the Black Knight!

Knights can be stunned, wounded, dismounted or disarmed and must roll to recover each state.

How it works

States such as stunned, fallen, disarmed and wounded each require a matching recovery result (unstun, stand up, rearm, bind wound) before the knight can fight on; recovery rolls risk foolish or cowardly results.

Once down one could roll to rally, but risk running away.
Download · p. 191 Quote verified
1dmg

Most figures have one wound; Tough figures can sustain several.

How it works

Extra wounds cost 50% of a figure's base points each; the Jarl is Tough (3), Huskarls Tough (2). A Heal spell in Myth & Magic can restore a wound.

Vikings are assumed to only have one wound, unless otherwise noted with the “Tough” ability.
Download · p. 17, 20 Quote verified
1dmg
Grazes, flesh and serious wounds, knockdownsThe Rules With No Name

Characters accumulate graded wounds that reduce their dice and actions.

How it works

A wounded character must spend an action recovering before acting, and a knocked-down one must Get up. A knocked-out character must roll a 6 each turn to come round. Each serious wound costs a movement die and -2 firing dice. Wounds are recorded by sticking chits onto the character card.

Knocked out characters must attempt to throw a 6 each time they have a turn, until they succeed they may make no actions.
Download · p. 6, 7 Quote verified
1dmg

Ninja and some heroes need two failed saves to be removed.

How it works

The first failed save only wounds the Ninja and can be cured with a healing potion; the second removes it.

Resilience. It takes two failed ‘Saves’ to remove a Ninja from play.
Download · p. 3 Quote verified