The fully resolved outcome of a blow landing on a body location.

interface ResolvedInjury {
    amputationModifier: null | number;
    armorReduction: number;
    armorType: string;
    armorValue: number;
    aspect: ImpactAspect;
    bleedRisk: string;
    canAmputate: boolean;
    effectiveImpact: number;
    fumble: StumbleFumble;
    isBleeder: boolean;
    isGlancingBlow: boolean;
    level: number;
    levelCode: string;
    location: sohl.entity.body.BodyLocation;
    needsShockRoll: boolean;
    shockIndex: number;
    shockRollBonus: number;
    stumble: StumbleFumble;
}

Properties

amputationModifier: null | number

Strength-test modifier for the amputation check, or null if N/A.

armorReduction: number

Manual reduction applied to armorValue.

armorType: string

Comma-joined armor materials covering the location (from the location).

armorValue: number

Total protection at the location for this aspect (natural + worn armor).

aspect: ImpactAspect

Weapon damage aspect of the wound.

bleedRisk: string

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).

canAmputate: boolean

Whether the wound can trigger an amputation test.

effectiveImpact: number

max(0, impact - max(0, armorValue - armorReduction)).

Fumble disposition at the struck location.

isBleeder: boolean

Whether the wound is a Bleeder.

isGlancingBlow: boolean

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.

level: number

Numeric injury level 0–5 (0 = no injury).

levelCode: string

Severity code from INJURY_LEVELS ("NA", "M1", … "G5").

The body location that was struck.

needsShockRoll: boolean

Whether a Shock Roll is warranted (only meaningful once index > 4).

shockIndex: number

Shock Index = location shock value + injury level (+1 if glancing).

shockRollBonus: number

Bonus added to the Shock Roll (+10 for a glancing blow, else 0).

stumble: StumbleFumble

Stumble disposition at the struck location.