Wound Conditions

Various attack actions, weapons, and environmental effects can inflict conditions on a character. Conditions impose a negative effect or vulnerability onto the character, and can
last for second, minutes, hours, or even be permanent.

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Blinded

The character loses all vision. Blinded characters suffer the following penalties:

  • Cannot see anything.
  • Cannot target opponents with attacks (see the Spray and
    Pray sidebar).
  • Automatically fail any tests that rely on sight.

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Blood Loss (X)

The character bleeds uncontrollably. The severity of the Blood Loss affecting the character is determined by a number (X).

  • Start of Turn: At the start of his turn, a character affected by Blood Loss suffers one fatigue. He then reduces X by one. If X is ever zero, the character loses the Blood Loss condition.
  • Passing Out: If a character becomes Unconscious while suffering from Blood Loss, he no longer reduces X by one at the start of each turn. He still suffers one fatigue at the start of each turn.
  • Stacking Blood Loss: A character can only be suffering from one instance of Blood Loss at a time. If a second instance of Blood Loss is inflicted on a character already suffering from Blood Loss, the two values X are added together to determine the single Blood Loss X value.
  • Removing Blood Loss: A character suffering from Blood Loss, or any other character next to him, can spend a half-action to perform a Medicae test to reduce the Blood Loss. If the test succeeds, the character reduces the Blood Loss value of X by one for each degree of success he scores.

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Burning (X)

The target becomes engulfed in flames, with the intensity of the fire on the character determined by a number (X).

  • Start of Turn: At the start of his turn, a Burning character suffers a single hit of X energy damage to a random hit location, rolling 1d100 and comparing the result to the Hit Locations to determine the location. He then increases X by one.
  • Stacking Burning: A character can only be suffering from one instance of Burning at a time. If a second instance of Burning is inflicted on a character already suffering from
    Burning, the two values X are added together to determine the single Burning X value.
  • Putting It Out: A burning character or an ally can attempt to extinguish the flames by spending a full action and making an Agility test. The burning character becomes Prone and, if the test succeeds, loses the burning condition.

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Characteristic Decay (X)

The character’s natural characteristics are reduced due to poison, disease, Warp energy, or some other hazard. The severity of the characteristic decay is determined by a number (X). A character can have multiple instances of this condition simultaneously, each instance affecting a different characteristic.

  • Characteristic Loss: Each instance of Characteristic Decay affects a different characteristic. The specified characteristic has its score reduced by X. This cannot reduce a characteristic below zero.
  • Recovery: Characteristic Decay is never permanent. Each instance of Characteristic Decay reduces the value of X by one every hour. If X is ever zero, the character loses that instance of the Characteristic Decay condition.
  • Stacking Characteristic Decay: A character can only be suffering from one instance of Characteristic Decay per individual characteristic. If a second instance of Characteristic Decay is inflicted on a characteristic already suffering from decay, the two values X are added together to determine the single Characteristic Decay X value for that specific characteristic.
  • Zero Characteristics: Characteristic Decay can reduce a characteristic to zero. If a characteristic is ever zero, all tests using that characteristic automatically fail, regardless of other modifiers.

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Crippled Body Part

A piece of the character’s body has been so damaged that it has been rendered temporarily useless. A character can have multiple instances of this condition simultaneously, each instance affecting a different hit location—as well as the part of his body associated with that hit location. Any body part that has been Crippled suffers all of the same penalties as if it had been lost (see the Lost Body Part condition)—using lost eye if the head location has been Crippled, and Lost Internal Organ if the body location has been Crippled.

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Dazed

The character is staggered and confused, unable to operate at his normal efficiency. Dazed characters may only take a half-action during their Turn.

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Deafened

The character loses the ability to hear. Deafened characters suffer the following penalties:

  • Cannot hear anything.
  • Automatically fail any tests that rely on hearing.

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Frenzied

The character is flung into an uncontrollable rage. Frenzied characters abide by the following rules:

  • Must perform an attack action on the nearest enemy each turn, if able.
  • If not engaged with the nearest enemy, must move towards that enemy and engage if possible.
  • May not perform reactions or the Disengage action.
  • Gains a +20 bonus to Strength, Toughness, and Willpower.
  • Suffers a –20 penalty to Ballistic Skill, Fellowship, and Intelligence.
  • Gains the Fearless Talent for the remainder of the Frenzy Condition, but may not retreat.
  • Does not suffer the effects of fatigue, though still gains fatigue as normal.
  • Immune to the effects of the Dazed and Stunned conditions.

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Helpless

The character is rendered unable to defend himself; this is usually due to being Unconscious. Attacks made against a Helpless character gain a +30 bonus.

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Immobilised

The character is unable to move. Immobilised characters are unable to perform any actions with the movement type.

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Lost Body Part

The character loses a piece of his body. A character can have multiple instances of this condition simultaneously, each instance affecting a different body part. When rolling to determine the hit location of an attack or effect, if the attack would hit body part that has been Lost, the attack hits the body location instead. This condition applies additional penalties that vary based on the body part, and can be removed by acquiring cybernetic replacements.

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Lost Eye

The character has his eye removed or destroyed, and suffers the following penalties:

  • Suffer a –20 penalty to all tests that rely on sight (this includes Ballistic Skill tests).
  • If both eyes are lost, he becomes permanently blinded.

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Lost Foot or Leg

The character has had his leg severed somewhere between the ankle and the hip. Characters with a lost foot or leg suffer the following penalties:

  • Become Slowed permanently.
  • Suffer a –20 penalty to all tests that rely on the use of two legs (such as Stealth).
  • If both legs are lost, the character becomes Immobilised permanently, and he automatically fails all tests that rely on the use of legs.

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Lost Hand or Arm

The character has had his arm severed somewhere between the wrist and the shoulder, and suffers the following penalties:

  • Can no longer use two-handed weapons or dual-wield.
  • Suffer a –20 penalty to all tests that rely on the use of two hands.
  • If both hands are lost, no weapons can be wielded, and
    the character automatically fails all tests that rely on the use of hands.

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Lost Internal Organ

The character has one of his internal organs destroyed, removed, or irreparably damaged. This could be anything from his spleen, one of his lungs, or even his heart. Characters with this condition can no longer recover fatigue by resting.

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Prone

The character is lying on the ground.

  • Entering and Leaving Prone: A character can use the Drop Prone action to enter Prone or the Stand action leave Prone.
  • No Reactions: A Prone character cannot perform any actions with the reaction type.
  • Small Target: A Prone character reduces the X value of his Size trait by 1 for the purposes of shooting attacks. For average humans, this applies a –10 modifier to the attacks.
  • Slowed: A Prone character has the Slowed condition.

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Slowed

The character’s movement speed is reduced. A Slowed character’s Agility bonus counts as half of its normal value (rounded up) for the purposes of determining distances moved in structured time and narrative time.

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Stunned

The character is overcome by a mental or physical trauma, and is unable to act. A Stunned character immediately loses all actions for the following Turn upon becoming Stunned. This condition can persist for multiple consecutive Rounds.

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Unconscious

The character is knocked out and loses consciousness. An Unconscious character suffers the following penalties:

  • Become helpless until consciousness is regained.
  • Become Prone if possible.
  • Become Stunned until consciousness is regained.

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Weakened (X)

The character is drained, both mentally and physically. How severely a character is Weakened is determined by a value (X).

  • Test Penalty: Suffers a penalty to all tests equal to –10 multiplied by X.
  • Stacking Weakened: A character can only be suffering from one instance of Weakened. If a second instance of Weakened is inflicted, the two values X are added together to determine the single Weakened X value.

Wound Conditions

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