Every fighter that went out of action in the last battle must roll on this chart. Your fighters can accumulate many injuries, and you may retire a fighter at any time if they are too badly injured. If a fighter leaves the gang or is forced to retire their equipment is added to the gang's stash.
| D66 Roll | Result |
| 11-15 | DEAD The fighter is killed in action and his body abandoned to the mutant rats of the Underhive. All the weapons and equipment carried by the fighter are lost. |
| 16 | MULTIPLE INJURIES The fighter is not dead but has suffered many serious wounds. Roll a further D6 times on this chart. Re-roll any ‘Dead’ and ‘Full Recovery’ results. |
| 21 | CHEST WOUND The fighter has been badly wounded in the chest. He recovers but is weakened by the injury and his Toughness characteristic is reduced by -1. |
| 22 | LEG WOUND The fighter has smashed a leg. He recovers from his injuries but he can no longer move quickly. The fighter’s Movement characteristic is reduced by -1. Randomly determine which leg has been hurt. |
| 23 | ARM WOUND The fighter has smashed one arm. Although he recovers from his injury his strength is permanently reduced as a result. The fighter’s Strength characteristic is reduced by -1 when using that arm. Randomly determine which arm has been hit. Bear in mind that some hand-to-hand weapons use the fighter’s own Strength, eg swords. |
| 24 | HEAD WOUND A serious head injury leaves the fighter somewhat unhinged. At the start of each game roll a D6 to determine how he is affected. On a 1-3 the fighter is dazed and confused – he is affected by the rules for stupidity. On a roll of 4-6 the fighter is enraged and uncontrollable – he is affected by the rules for frenzy. |
| 25 | BLINDED IN ONE EYE The fighter survives but loses the sight of one eye. Randomly determine which eye. A character with only one eye has his Ballistic Skill reduced by -1. If the fighter is subsequently blinded in his remaining good eye then he must retire from the gang. |
| 26 | PARTIALLY DEAFENED The fighter survives but is partially deafened as a result of his injuries. An individual suffers no penalty if he is partially deafened, but if he is deafened for a second time he becomes mostly deaf and suffers -1 from his Leadership characteristic. |
| 31 | SHELL SHOCK The fighter survives but is extremely nervous and jumpy as a result of the traumatic injuries he has suffered. His Initiative characteristic is reduced by -1. |
| 32 | HAND INJURY Wounds to a hand result in the loss of D3 fingers. Randomly determine which hand is affected. The fighter’s Weapon Skill is reduced by -1. If a fighter loses all five fingers on a hand then he may no longer use that hand: he may not carry anything in it, and is unable to use weapons that require two hands. |
| 33-35 | OLD BATTLE WOUND The fighter recovers but his old wound that affects his health. The first old battle wound has no effect, but the second old battle wound reduces the fighter's initiative by 1.If a fighter suffers three old battle wounds he will be forced to retire from the gang due to his failing health. |
| 36 | ITEM DESTROYED The fighter recovers but he loses a piece of equipment, this is either destroyed in combat or lost on the way back to his hideout. Remove the cheapest item of equipment from his inventory. This cannot be a free item, like a knife or a club. If the fighter has several cheap items of the same price, choose randomly between them. |
| 41-55 | FULL RECOVERY The fighter has been knocked unconscious or suffers a mildly incapacitating wound from which he makes a full recovery. |
| 56 | BITTER ENMITY Although he makes a full physical recovery, the fighter has been psychologically scarred by his experiences. He develops a bitter enmity for the gang that was responsible for his injury. From now on, the fighter hates the following (roll a D6).
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| 61-62 | CAPTURED The fighter is captured. Captives may be exchanged, ransomed back or sold into slavery. If both gangs hold captives then they must be exchanged on a one-for-one basis, starting with models of the highest value. Any remaining captives must be ransomed back to their own gang if the player is willing to pay the captor’s asking price. There is no fixed value for ransom – it is a matter for the players to decide for themselves. Finally, fighters who are neither exchanged or ransomed may be sold to the Guilders as slaves earning the captor D6 x 5 Guilder credits. Captives who are exchanged or ransomed retain all of their weapons and equipment; if captives are sold their weaponry and equipment is also sold, at half price. |
| 63 | MEMORY LOSS The fighter recovers from his injuries but he has no recollection of the battle or how he got injured. He does not earn any experience for this battle, but is otherwise unharmed. |
| 64 | HORRIBLE SCARS The fighter recovers from his injuries but is left horribly disfigured. His scarred and distorted features inspire fear as described in the Advanced Rules section of the rulebook. |
| 65 | IMPRESSIVE SCARS The fighter recovers and is left with impressive scars as testament to his bravery. Add +1 to the fighter’s Leadership characteristic. This bonus applies only once, further impressive scars have no additional effect. |
| 66 | SURVIVES AGAINST THE ODDS The fighter regains consciousness alone in the darkness, given up for dead by his companions and overlooked by his enemies. Despite his injuries he makes his way back home. He recovers fully and his uncanny survival earns him an additional D6 Experience points. |