Savage Worlds: Mordheim
Serious Injury Chart:
Roll 2d6 if a character is still incapacitated at the end of the battle. Treat one die as tens and the other as ones.
The warrior is dead and his body is abandoned in the dark alleys of Mordheim, never to be found again. All the weapons and equipment he carried are lost. Remove him from the warband’s roster.
16-21 MULTIPLE INJURIES
The warrior is not dead but has suffered a lot of wounds. Roll D6 times on this table. Re-roll any ‘Dead’, ‘Captured’ and further ‘Multiple Injuries’ results.
22 LEG WOUND
The warrior’s leg is broken. He suffers a -1 Movement characteristic penalty from now on.
23 ARM WOUND
1 = Severe arm wound. The arm must be amputated. The warrior may only use a single onehanded weapon from now on.
2-6 = Light wound. The warrior must miss the next game.
Roll a D6. On a 1-3 the warrior suffers from stupidity; on 4-6 the warrior suffers from frenzy from now on (see the Psychology section for details).
25 SMASHED LEG
1 = The warrior may not run any more but he may still charge.
2-6 = The warrior misses the next game.
26 CHEST WOUND
The warrior has been badly wounded in the chest. He recovers but is weakened by the injury so his Vigor die is reduced by 1 die type.
31 BLINDED IN ONE EYE
The warrior survives but loses the sight in one eye; randomly determine which. If the warrior is subsequently blinded in his remaining good eye he must retire from the warband.
32 OLD BATTLE WOUND
The warrior survives, but his wound will prevent him from fighting if you roll a 1 on a D6 at the start of any battle. Roll at the start of each battle from now on.
33 NERVOUS CONDITION
The warrior’s nervous system has been damaged. His Agility die is permanently reduced by 1 die type.
34 HAND INJURY
The warrior’s hand is badly injured. His Fighting Skill is permanently reduced by 1 die type.
35 DEEP WOUND
The warrior has suffered a serious wound and must miss the next D3 games while he is recovering. He may do nothing at all while recovering.
The warrior manages to escape, but all his weapons, armour and equipment are lost.
41-55 FULL RECOVERY
The warrior has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
56 BITTER ENMITY
The warrior makes a full physical recovery, but is psychologically scarred by his experience. From now on the warrior hates the following (roll a D6):
1-3 The individual who caused the injury. If it was a Henchman, he hates the enemy leader instead.
4 The leader of the warband that caused the injury.
5 The entire warband of the warrior responsible for the injury.
6 All warbands of that type.
The warrior regains consciousness and finds himself held captive by the other warband. He may be ransomed at a price set by the captor or exchanged for one of their warband who is being held captive.
Captives may be sold to slavers at a price of D6x5 gc.
Undead may kill their captive and gain a new Zombie.
The Possessed may sacrifice the prisoner. The leader of the warband will gain +1 Experience if they do so.
Captives who are exchanged or ransomed retain all their weapons, armour and equipment; if captives are sold, killed or turned to Zombies, their weaponry, etc, is retained by their captors.
The warrior survives and becomes inured to the horrors of Mordheim. From now on he is immune to fear.
64 HORRIBLE SCARS
The warrior causes fear from now on.
65 SOLD TO THE PITS
The warrior wakes up in the infamous fighting pits of Cutthroat’s Haven and must fight against a Pit Fighter. See the Hired Swords section for full rules for Pit Fighters. 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, he is thrown out of the fighting pits without his armour and weapons and may re-join his warband. If the warrior wins he gains 50 gc, +2 Experience and is free to rejoin his warband with all his weapons and equipment.
66 SURVIVES AGAINST THE ODDS
The warrior survives and rejoins his warband. He gains +1 Experience.