Wounding multiplier

Wounding multiplier (sometimes called a wounding modifier) is applied to whatever Basic Damage penetrates DR to become Penetrating Damage to calculate Injury.
For the table of wounding modifiers, click here.
== Mentions ==
References to it include:
*B161 Vulnerability says its multipliers stack with normal WMs
*B162 Wounded specifies 1.5
*B275 Silver Weapons reduce the WMs unless something has a vulnerability to them
*B379 left Flexible Armor and Blunt Trauma has no multiplier
*B379 right Wounding Modifiers and Injury specifies:
**"round fractions down" (in example. Pierre takes 7 injury from 5 penetrating cutting damage)
**"minimum injury is 1 HP" (note however Fractional Damage options from Pyramid)
*B399:
**"wounding modifier" increases listed for vitals/skull/eye/face
**"wounding multiplier" increase listed for neck, decrease limbs
**note the "as as for an arm or a leg" for extremities (hands and feet) means they would also benefit from the decrease
*MA (joints for extremities/limbs, veins+arterties for limbs/neck) increases the multiplier
==Quotes==
===PK in 2010===
http://forums.sjgames.com/showpost.php?p=1044949&postcount=12
:You missed the line on p. B379 under Wounding Modifiers and Injury:
::"Note that blunt trauma injury has no wounding modifier."
:Wounding modifiers are applied to penetrating damage, not to injury.
:Blunt trauma is the latter -- it just comes right off your HP as-is.
Category:Rules