- When a Hero reaches 0 BP they are not dead, but bleeding. Place their figure lying down on the board with 3 counters next to it. They have 3 turns of bleeding, represented by the three counters, before they are dead. One counter is removed at the start of each Hero turn apart from the first. The Hero is dead when the last counter is removed.
- A Hero can stop another Hero from bleeding out by using their action in an adjacent square as long as they are not in combat; the stop bleeding action. It's assumed Heroes carry bandages etc.
- A Hero who is on 0BP and has stopped bleeding is down. They cannot move or defend. They can however be carried, or be given other potions/spells to restore BP. If they are attacked whilst down they they are dead. A monster who is adjacent to a downed Hero or a fighting Hero must attack the fighting Hero. (Unless they have a special "super evil" trait, maybe something Chaos Monsters may have..)
- A Hero can carry another Hero who is down, but their movement is reduced to a minimum of 1D6, and they attack and defend using only 1 Dice (or for the coloured die system, their base die)
This can suddenly turn the Quest from a failure into a dramatic rescue! Do the Heroes leave a downed colleague or guard them? Or do they leave one Hero as a guardian? How much of the Quest is left; are they near the stairway? One of the most memorable moments in a recent quest was how the Heroes reacted when one of them was bleeding out. Suddenly some routine dungeon crawling turned into an emergency situation

Inspired by Blood Bowl / WFB 3d ed:
- If a Hero was reduced to 0BP during the quest and didn't subsequently die, they suffered a casualty. They must roll on the casualty table to determine the effects of their casualty:
Roll a D20:
1 Damaged Elbow Monsters attacking this Hero hit on the roll of


2 Mangled Spine The Hero cannot carry any weapons into the dungeon in addition to those they are equipped with, ie no bows/shields slung around their back
3 Psychological Trauma The Hero loses a Mind Point permanently.
4 Damaged Organs The Hero loses a Body Point permanently.
5 Shattered Collarbone If the Hero attacks before moving, they attack with one combat die fewer
6 Broken Ankle The Hero receives a -1 modifier on the 2D6 roll for moving
7 Fractured Skull The Hero gains the Bonehead trait. Before activating the Hero at the start of their turn, roll 1D6. On the roll of a 1 the Hero has a blank moment and forgets what they should be doing. They lose their turn as they stand in a moment of utter confusion. If the Hero already has suffered Bonehead in the past, this becomes the Really Stupid trait. A Really Stupid roll is the same as a Bonehead roll, but only works on a 4+ unless the Hero began their turn adjacent to another Hero. (This represents the Really Stupid Hero having instructions yelled at them by his compatriots!). If the Hero is a spellcaster, they forget one spell of their choice permanently.
8 Smashed Knee The Hero now rolls 3D6 for moving and chooses the two lowest scores. They cannot jump onto tables or chairs
9 Sceptic Infection The Hero has a wound that is harbouring an infection and can be reopened. If a Monster rolls all Black Shields in attack against this Hero, the Hero automatically loses one Body Point and they are Infected. At the start of the Hero turn roll a


10 Fear The Hero now has the fear trait against the race that caused them to go down. Every time they encounter a Monster of that race, they attack with one

11 Ruptured Intestines When the Hero drinks a Potion, roll 1D6. On the roll of a 1-3 the Potion has no effect, as it isn't absorbed by the Hero's body.
12 Gouged Eye When the Hero declares they are to carry out a Search action, roll 1D6. On the roll of a 1, a Wandering Monster appears that they were unable to see. On the roll of a 2-4 they find nothing, but activate any Traps. On the roll of a 5-6 they carry out the search as normal
13 Fractured Orbit When shooting, if the Hero rolls one

14 Mangled Hand When attacking, if the Hero rolls one

15 Lost toe Monsters may move, attack, and move again away from the Hero (as they cannot leap and chase after them!)
16 Crushed Ribs A Hero defends on

17 Hatred The Hero now hates the race that nearly killed them. If they see a Monster of that race and they are not in combat, they must move their full movement towards that Monster, and may not carry out any actions other than to Attack (ie no searching etc)
18 Rage! If the Hero rolls doubles for movement (or if their movement is 1D6, on the roll of a 6) they must move their full movement allowance towards the nearest Monster and attack them. When attacking,



19 Spirituality In the moments before death, the Hero saw what was on the other side. They now have the Deathsong special ability; the first damage that would reduce their Body Points to 0 is ignored; they stand, singing about their life, their past, and what it all means.
20 Impressive Scars The Hero made it, and boy do they look tough now! Each time a Monster wishes to attack the Hero, roll 1D6 first. On the roll of a 1 they hesitate, intimidated by the sheer ferocity of the Hero's scarred, no-nonsense appearance, and they fail to make their attack that turn.
I imagine this might add some flavour to the game, and some tactical options. It might also work well in conjuction with Hero advancement, as any abilities picked up by Heroes are tempered by the Casualties above.
Thoughts?