Strength-test modifier for the amputation check, or null if N/A.
Manual reduction applied to armorValue.
Comma-joined armor materials covering the location (from the location).
Total protection at the location for this aspect (natural + worn armor).
Weapon damage aspect of the wound.
The struck location's bleeding-susceptibility tier
(none/low/medium/high). A none tier means the location cannot
bleed from the table; consulted by the amputation-outcome rule (a
marginal-failure severance bleeds only at a non-none location).
Whether the wound can trigger an amputation test.
max(0, impact - max(0, armorValue - armorReduction)).
Fumble disposition at the struck location.
Whether the wound is a Bleeder.
A glancing blow: an edged/piercing strike of effective impact 1–4 against a rigid location, which produces no Minor injury (level 0) but adds an Injury Shock point and a +10 Shock Roll bonus.
Numeric injury level 0–5 (0 = no injury).
Severity code from INJURY_LEVELS ("NA", "M1", … "G5").
The body location that was struck.
Whether a Shock Roll is warranted (only meaningful once index > 4).
Shock Index = location shock value + injury level (+1 if glancing).
Bonus added to the Shock Roll (+10 for a glancing blow, else 0).
Stumble disposition at the struck location.
The fully resolved outcome of a blow landing on a body location.