Idea:
When a unit would be killed, there is a small chance it instead will take a wound and maybe fall unconscious. This check is made after the withdraw/flee check. The wound can be self-healed or be treated by a doctor. The unit will have health like a withdraw/flee.
Type:
State:
Invisible when unconscious, 25% chance to become visible each turn.
Wound:
Healing: (normal, expert, master)
More explanation needs to be added, and this is just an early example on how wounds could work. Must be balanced and modified.
When a unit would be killed, there is a small chance it instead will take a wound and maybe fall unconscious. This check is made after the withdraw/flee check. The wound can be self-healed or be treated by a doctor. The unit will have health like a withdraw/flee.
Type:
Code:
Normal : 10% death save.
Special : 15% death save.
Hero : 20% death save.
State:
Code:
40% Conscious: 100% flee.
30% Fainted: immobile 1 turn.
20% Unconscious: immobile 2-3 turns.
10% Coma: immobile 4-6 turns.
Invisible when unconscious, 25% chance to become visible each turn.
Wound:
Code:
15% torso, light : -15% strength, -10% healrate.
12% legg, light : -1 movement, -5% withdraw, -5% healrate.
12% arm, light : -30% strength, -20% firststrike, -2% healrate.
9% head, light : -10% strength, -25% firststrike, -20% healrate.
10% torso : -20% strength, -1 movement, -15% healrate.
8% legg : +1 movement cost, -15% withdraw, -5% strength, -10% healrate.
8% arm : -40% strength, -35% firststrike, -5% healrate.
6% head : -15% strength, -1 sight, -50% firststrike, -30% healrate.
5% torso, serious : -25% strength, -1 movement, -25% healrate.
4% legg, serious : -1 movement, +1 movement cost, -25% withdraw, -10% strength, -15% healrate.
4% arm, serious : -50% strength, -50% firststrike, -8% healrate.
3% head, serious : -20% strength, -1 sight, no firststrike, -40% healrate.
4% multiple wound.
Healing: (normal, expert, master)
Code:
Light 8%/16%/32% remove chance per turn, 8%/3%/1% chance to become permanent per turn.
Medium 4%/8%/16% change to light chance per turn, 8%/3%/1% chance to become permanent per turn.
Serious 2%/4%/8% change to medium chance per turn, 8%/3%/1% chance to become permanent per turn.
Immobile: 0%/30%/60% chance to -1 per turn.
More explanation needs to be added, and this is just an early example on how wounds could work. Must be balanced and modified.