Medical
& Healing Rules
At the end of the mission any
characters that have lost body hits (armour is considered to
take damage first) can have one character attempt to heal one or
more wounds. Healing is not
without danger however particularly when performed by someone with
little experience.
The character performing the healing
attempt draws from the top of the deck the number of cards equal to
their medical skill role.
If a first aid kit is used, one extra card is drawn.
If a medical kit is used, 2 extra cards are drawn.
A first aid kit or a medical kit is a one-use item, after it
has been used, it is discarded.
The effective card is the card with
the highest value.
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Result
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Ace
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King
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Add 3 body
hit up to character maximum
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Queen
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Add 2 body
hit up to character maximum
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Jack
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Add 1 body
Hit
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3 to 10
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No Result
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2
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Character is
killed
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Each character (except those currently on 0 hit
points), can attempt one healing on each other character at the end
of each mission.
Characters with zero hit points left
If a character is
reduced to 0 hit points during a mission, the character is
considered to be bleeding to death. If the character takes another hit while down to
0 hit points, the character immediately dies.
While on 0 hit
points, the character cannot shoot, move or speak except to cry out
“Medic”. Sensor
must remain on and the wounded character must listen for any
additional sensor hits. If
the character dies, the player must remove his/her sensor and return
immediately and directly to the base camp area and is not to speak
to any player.
The character needs
first aid before the mission is completed else the character is
considered to die by missions end.
First Aid can be performed by any character with skill level
1 or greater. The
First aider must spent at least 2 minutes at the wounded characters
side and not do anything.
If the referee is not available, the first aider can use a
watch or count to 120 slowly to determine 2 minutes.
After first aid, the wounded character is still on 0 hit
points, can walk and
talk (and die if he/she takes another hit) but cannot
shoot or use any skills.
At
the end of the mission the character that has had first aid can be
healed as normal by another
character.
Repair
If a weapon is disabled, one attempt
can be made to repair the weapon.
If the repair fails, then the weapon is considered
permanently destroyed.
If a gun repair kit is available, the
weapon smith can draw one additional card.
Unlike a medical kit, the gun repair kit is not discarded
after a repair attempt.
The highest card drawn is the
effective card. An 8 or
higher repairs the weapon otherwise it is destroyed.
Armour
Repair
If an item of armour is damaged
during the mission, a repair attempt can be made.
If the repair fails, the armour is considered permanently
destroyed.
If an armour repair kit is available,
the armourer can draw one additional card. The armour repair kit is
discarded after a repair attempt.
The highest card drawn is the
effective card. An 8 or
higher repairs the armour otherwise it is destroyed.
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