11 Wind Knocked Out No - Stunned for one turn. -

12 Disorientated No - Stunned for one turn. -

13 Sprained Wrist No - Drops held item, then -1 to RANGED COMBAT and MELEE COMBAT. D6

14 Sprained Ankle No - Falls down, then -1 to DEXTERITY and INFILTRATION. D6

15 Concussion No - Stunned for one turn, then -1 to all advanced skills. D6

16 Bruised Lower Leg No - Falls down, then -1 to DEXTERITY and INFILTRATION. 2D6

21 Broken Nose No - Stunned for one turn, then -2 to MANIPULATION. D6

22 Broken Fingers No - Drops held item, then -2 to RANGED COMBAT and MELEE COMBAT. 2D6

23 Broken Toes No - Stunned for one turn, then -2 to DEXTERITY and INFILTRATION. 2D6

24 Teeth Knocked Out No - Stunned for one turn, then -2 to MANIPULATION. 2D6

25 Groin Hit No - Stunned for two turns, then 1 point of damage per FORCE, DEXTERITY, and MELEE COMBAT test. 2D6

26 Dislocated Shoulder No - Stunned for one turn, then -3 to FORCE and MELEE COMBAT. D6

31 Broken Ribs No - Stunned for one turn, then -2 to DEXTERITY and MELEE COMBAT. 2D6

32 Broken Arm No - Stunned for one turn, then -3 to RANGED COMBAT and MELEE COMBAT. 3D6

33 Broken Leg No - Falls down, then Movement Rate halved, and -2 to DEXTERITY and INFILTRATION. 3D6

34 Shredded Ear No - Stunned for one turn, then -2 to OBSERVATION. Permanent ugly scar. 3D6

35 Gouged Eye No - Stunned for one turn, then -2 to RANGED COMBAT and OBSERVATION. 3D6

36 Punctured Lung Yes D6 days Stunned for one turn, then -3 to DEXTERITY. 2D6

41 Lacerated Kidney Yes D6 days Stunned for two turns, then 1 point of damage per FORCE, DEXTERITY, or MELEE COMBAT test. 3D6

42 Crushed Foot Yes D6 days Falls over, then Movement Rate halved, and -3 to DEXTERITY and INFILTRATION. 4D6

43 Crushed Elbow Yes D6 days Stunned for one turn, then -2 to FORCE and MELEE COMBAT. No use of two-handed weapons. 4D6

44 Crushed Knee Yes D6 hours Stunned for one turn, falls over, then Movement Rate halved, and -3 to DEXTERITY and INFILTRATION. 4D6

45 Crushed Face Yes D6 hours Unconscious D6 hours, then -2 to MANIPULATION. 4D6

46 Pierced Intestines Yes D6 hours Stunned for one turn, then 1 point of damage per hour until first aid is administered. 2D6

51 Broken Spine Yes D6 hours Unconscious D6 hours, then paralyzed from the waist down. Unless medical aid is given during the healing time, the paralysis is permanent. 4D6

52 Broken Neck Yes D6 hours Unconscious D6 hours, then paralyzed from the neck down. Unless medical aid is given during the healing time, the paralysis is permanent. 4D6

53 Bleeding Gut Yes D6 minutes 1 point of damage per turn until first aid is given. D6

54 Internal Bleeding Yes, -1 D6 minutes Unconscious D6 hours, then 1 point of damage per FORCE, DEXTERITY, or MELEE COMBAT test. 2D6

55 Severed Artery (Arm) Yes, -1 D6 minutes Unconscious D6 hours, then -1 to DEXTERITY. D6

56 Severed Artery (Leg) Yes, -1 D6 minutes Unconscious D6 hours, then -2 to DEXTERITY. D6

61 Destroyed Arm Yes, -1 D6 minutes Unconscious D6 hours, then -2 to DEXTERITY. The arm is permanently lost. No use of two-handed weapons. 3D6

62 Destroyed Leg Yes, -1 D6 minutes Unconscious D6 hours, then -2 to DEXTERITY. The leg is permanently lost. Movement Rate is halved. 3D6

63 Severed Jugular Yes, -1 D6 minutes Unconscious D6 hours, then -1 to DEXTERITY. D6

64 Severed Aorta Yes, -1 D6 minutes Unconscious D6 hours, then -2 to DEXTERITY. 2D6

65 Pierced Heart Yes - Your heart beats one final time. Create a new PC. -

66 Crushed Skull Yes - You are instantly killed. Your adventure ends here. Create a new PC. -