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Damage and Dying

When an attack hits, follow these steps to resolve damage and its consequences. Rules sourced from Chapter 9: Combat (pp. 182–196) and Chapter 2: Character.

Resilience

Resilience is your character's damage threshold — how much punishment an attack must deal before it hurts you.

  • Base Resilience = Toughness rating + 1
  • Total Resilience = Base Resilience + Armour bonus
  • Armour Penetration (AP): Before applying damage, reduce the target's Resilience by the weapon's AP value

Resolving Damage

After a successful hit, calculate total damage (weapon Damage value + Extra Damage Dice icons + Strength for melee), then:

  1. Subtract the weapon's AP from the target's Resilience.
  2. Subtract the remaining Resilience from total damage.
  3. Apply the result:
Result Effect
Damage exceeds Resilience Suffer Wounds equal to the difference
Damage equals Resilience Suffer 1 Shock
Damage below Resilience No effect

Mortal Wounds bypass Resilience entirely and inflict Wounds directly. Determination cannot negate Mortal Wounds (unless a Talent or Wargear states otherwise).

Wounds

Wounds represent physical damage to your body.

  • Maximum Wounds = (Tier × 2) + Toughness; you start each session at 0 Wounds
  • Wounded: having any Wounds imposes +1 DN to all Tests
  • Determination: when you suffer Wounds, you may roll a number of dice equal to your Toughness; each Icon converts 1 Wound into 1 Shock instead

Shock

Shock represents mental and psychological strain.

  • Maximum Shock = Willpower + Tier; you start at 0 Shock
  • Exceeding Maximum Shock = Exhausted condition
  • Restore Shock in combat: spend your Combat Action and 1 Wrath → recover Shock equal to Rank + Tier
  • A full Respite (~6 hours uninterrupted) resets Shock and Wounds to 0

Dying

You become Dying when your current Wounds exceed your Maximum Wounds.

When you become Dying:

  • Immediately suffer a Memorable Injury (roll d6 on the Memorable Injuries table)
  • Fall Prone and cannot stand while Dying

Actions While Dying

A Dying character may only take one of the following on their Turn:

  • Crawl
  • A basic Combat Action (no options such as Aim or Multi-Attack)
  • Fall Back

When Dying, replace additional dice in your pool with Wrath Dice equal to your current Traumatic Injuries. A Complication on any Wrath Die while Dying inflicts another Traumatic Injury.

Traumatic Injuries

Any damage that would cause a Wound while you are already Dying inflicts a Traumatic Injury instead (roll d6 on the Traumatic Injuries table for location).

Traumatic Injuries suffered Consequence
More than Tier + 1 Dead

You may roll Determination while Dying; reducing damage to 0 via Determination prevents the Traumatic Injury.

Annihilation

If a single attack inflicts damage greater than double your Maximum Wounds, you die immediately — no Dying phase, no Traumatic Injuries.

Recovery from Dying

Recovering any number of Wounds removes the Dying condition.

Critical Hits

If you roll a 6 on the Wrath Die on a successful attack, you score a Critical Hit. If total damage does not exceed the target's Resilience, still inflict 1 Wound and trigger a Critical Effect (roll d66 on the Critical Hit Table). You may spend Glory to improve Critical Hit effects.

Healing

Method Wounds Restored
Regroup (~1 hour) Medicae (Int) dice pool, by a character with Medicae Rating
Respite (~6 hours) All Wounds and Shock reset to 0; Wrath resets to 2

You cannot benefit from a Respite while Dying.