When a warrior is taken out of action during a game, the outcome may be more serious than a simple knock to the head. After the battle, both players work through the post-battle sequence — and the first step is always injuries.

Henchmen with Serious Injuries

Henchmen who are out of action at the end of the battle are removed permanently from the roster sheet on a D6 roll of 1–2. They have either suffered severe injuries, died of their wounds, or decided to quit the warband. On a roll of 3–6 they can fight in the next battle as normal.

Heroes with Serious Injuries

Only Heroes who are taken out of action are required to roll on the Serious Injuries chart. To use the chart, roll two D6. The first die represents ‘tens’ and the second ‘units’ — a roll of 1 and 5 is read as 15, a roll of 3 and 6 as 36, and so on. This is called a D66 roll.

Heroes’ Serious Injuries Chart

D66ResultEffect
11–15DeadThe warrior is dead. His body is abandoned in the dark alleys of Mordheim, never to be found again. All the weapons and equipment he carried are lost. Remove him from the warband’s roster.
16–21Multiple InjuriesThe warrior is not dead but has suffered many wounds. Roll D6 times on this table. Re-roll any Dead, Captured, and further Multiple Injuries results.
22Leg WoundThe warrior’s leg is broken. He suffers a –1 Movement penalty permanently.
23Arm WoundRoll again: 1 = Severe arm wound — the arm must be amputated; the warrior may only use a single one-handed weapon from now on. 2–6 = Light wound — the warrior must miss the next game.
24MadnessRoll again: 1–3 = The warrior suffers from Stupidity. 4–6 = The warrior suffers from Frenzy from now on.
25Smashed LegRoll again: 1 = The warrior may not run any more, though he may still charge. 2–6 = The warrior misses the next game.
26Chest WoundThe warrior has been badly wounded in the chest. He recovers but is permanently weakened — his Toughness is reduced by –1.
31Blinded in One EyeThe warrior survives but loses sight in one eye (determine randomly which). His Ballistic Skill is reduced by –1. If subsequently blinded in the other eye, he must retire from the warband.
32Old Battle WoundThe warrior survives, but his wound will prevent him from fighting if a 1 is rolled on a D6 at the start of any battle. Roll at the start of each battle from now on.
33Nervous ConditionThe warrior’s nervous system has been damaged. His Initiative is permanently reduced by –1.
34Hand InjuryThe warrior’s hand is badly injured. His Weapon Skill is permanently reduced by –1.
35Deep WoundThe warrior has suffered a serious wound and must miss the next D3 games while recovering. He may do nothing at all while recovering.
36RobbedThe warrior manages to escape, but all his weapons, armour and equipment are lost.
41–55Full RecoveryThe warrior has been knocked unconscious, or suffers a light wound from which he makes a full recovery.
56Bitter EnmityThe warrior makes a full physical recovery but is psychologically scarred. He now hates the following — roll a D6: 1–3 = The individual who caused the injury (if a Henchman, he hates the enemy leader instead). 4 = The leader of the warband that caused the injury. 5 = The entire warband responsible. 6 = All warbands of that type.
61CapturedThe warrior regains consciousness held captive by the opposing warband. He may be ransomed at a price set by the captor, or exchanged for one of their warband members being held. Captives may be sold to slavers for D6×5 gc. Undead warbands may kill a captive and gain a new Zombie. The Possessed may sacrifice the prisoner — the warband leader gains +1 Experience. Warriors ransomed or exchanged retain all their equipment; warriors sold, killed, or turned to Zombies have their equipment retained by the captors.
62–63HardenedThe warrior survives and becomes inured to the horrors of Mordheim. From now on he is immune to Fear.
64Horrible ScarsThe warrior causes Fear from now on.
65Sold to the PitsThe warrior wakes up in the infamous fighting pits of Cutthroat’s Haven and must fight a Pit Fighter. Roll to see which side charges and fight as normal. If the warrior loses, roll to see whether he is dead or injured (D66 result of 11–35); if not dead, he is thrown out without his armour or weapons and may re-join his warband. If the warrior wins, he gains 50 gc and +2 Experience and is free to rejoin with all his weapons and equipment.
66Survives Against the OddsThe warrior survives and rejoins his warband. He gains +1 Experience.

Source: Mordheim Rulebook. Table text based on mordheimer.net.