Damage Effects

By Damien8, in Dark Heresy Rules Questions

I missed something, somewhere, but is there a section that tells you a penalty or something for being moderately or heavily wounded? I mean I am guessing that there is something, but I haven't seen it. Can someone point me at what I am looking for? The Critical Damage charts are great, but depending on how bad you are hurt in a location shouldn't there be some detriment to your actions?

Example: Heavily Damaged Leg: half movement, push to normal move with WP test but gain a level of fatigue.

That sorta thing?

There's a generic penalty for being in heavy wounded status (-10, IIRC)

All further penalties are from specific critical effects

No penalties apply from specific location hits unless and until Current W is 0.

As far as I've been able to tell, there are no penalties for lost wounds. Only critical damage has penalties and most of those are short term. With the exception of broken limbs and death, Dark Heresy does not appear to have penalties for being injured after the fight is over. Someone correct me if I am wrong (please!).

Thank you for those replies, and if anyone else knows anything I would appreciate the input. For now I think I will start looking at making a simple House Rule to deal with it. What can I say, I have been hurt and I know how it affects me in combat and life, so I wanna translate that.

I'd be interested in seeing what you come up with.

This is just a basic idea of what I am thinking. It could be easily modified for the type of wound, especially for those of us who know what injuries do to people. Of course translating this into fair and viable statistics is always hard when you are looking at game mechanics. But I tried to keep it as simple as possible.


Head
Lightly Wounded; -5 Per for 1d10 rounds, 1 Fatigue
Heavily Wounded; -10 Per & WP for 1d10 rounds, 2 Fatigue

Body
Lightly Wounded; 1 Fatigue
Heavily Wounded; 1 Fatigue, Half Action on next turn

Arms
Lightly Wounded; -5 Str for 1d10 rnds
Heavily Wounded; -10 WS & BS until treated

Legs
Lightly Wounded; Half movement for 1d10 rounds, or until treated
Heavily Wounded; Movement halved until treated. May make WP test for full move but gains 1 Fatigue

While I like realism more than most, I think you're adding a lot more overhead to combat. It also puts the odds against the players because more often than not, they will get injured a lot more than the enemies they fight (The players usually kill them off).

You also have to remember that the Wound levels above 0 are meant to simulate wounds that hurt but don't cause major setbacks, similar to movies where the hero dusts himself off and calls it a fleshwound. When the characters go into critical damage, thats when the movie hero starts to actually look battered and bleed profusely, possibly having broken limbs.

Just my two cents, I know as a player I wouldn't enjoy the record keeping involved with light/heavily wounded penalties.