COMBAT and INJURY

Injury
All humans and some monsters have an injury bar on their profile that looks like this:

For each point of damage they take, move a marker from right to left one slot on the bar.
So, for, example, if this character were to take 3 wounds the marker would go through the Okay section, leaving her Impaired.
OKAY characters suffer no negative side effects and can function normally.
IMPAIRED characters may only walk and have -1 Dice for actions.
Characters at DEVIL’S DOOR may not make any actions apart from crawling 2” per turn.
Recovery
At the end of every turn (not counting the turn they were injured), the wounded character rolls the Recovery die.
To make a recovery die, take a black d6 and black out the 4,5 & 6. That way, when you roll the Recovery die you get either nothing or a number between one and three.
Move the wound marker the number of slots right that you roll on the die.
Combat
Shooting
For each shoot action:
Check you are in range. You may premeasure.
Reduce your ammo by 1.
Roll the batch of dice listed under the weapon
For example: a pistol has 3 Lethal Dice; a machinegun has 4 Lethal Dice.
Check the result on the damage chart:
Humans & Monsters
Die Roll
Lethal Effect
1-5
Miss
6-7
Pushed Back
8
2
9
3
10
4
A Push Back result moves the target model back 2”. A model can only be affected by one Push Back result in each batch, even if more are rolled.
Add up the damage rolled and move the wound marker of the target that many slots along.
Shooting at Clusters of Targets
If there are other targets within 2” of the target model then they are attacked as part of the same shoot action following the following principles:
If multiple Push Backs are rolled, one is applied to each target model, starting with the closest model to the firer.
If multiple damage dice are rolled, apply the effects of the highest die to the nearest target model, the next highest die to the next nearest model, and so on.
Shooting into Combat
If friends and foes are in base to base contact and you wish a third character to shoot into the combat then the rules for shooting into Clusters of Targets are used.
You may, however, allocate the damage dice such that the unfriendly models take the higher damage first.
Shooting When in Base to Base Contact
Characters in Base to Base contact may use their guns as normal. They may affect multiple enemy targets but don’t risk hitting other friends in the same combat.
Close Combat
Close Combat works almost identically to shooting except no ammo is used.
There are two ways to initiate combat.
You can Charge into base to base contact. This takes 2 actions. It constitutes a run followed by a single attack.
If you don’t have 2 actions spare you can walk into base contact but won’t be able to attack until your next turn.
NOTE: Unlike certain Wargames I could mention, characters only get to make attacks in their own turn.
Bash Dice
Some weapons attack using bash dice rather than lethal dice. When using Bash Dice, roll instead on the following chart 
Humans & Monsters
Die Roll
Bash Effect
1-5
Miss
6-7
Pushed Back
8
1
9
2
10
KO
Damage is applied as normal. A KO result means the target is knocked out.
The target is laid on its side and may not take any actions until a positive result is rolled on the Recovery die.
Making your own Lethal Dice
To remove the need to keep referring to the damage charts, take some black ten sided dice and black out every number apart from 2, 3 & 4. On two of the blacked out sides make some kind of marking to mean Push Back.
Combat with Unusual Enemies
Many of the Antagonists in Necropolis take damage differently. The reason for this generally is because there are too many of them to keep track of individual Damage Tracks.  Zombies, for example, are numerous and relatively easy to kill. A special Damage Chart is provided in the rules for each type of Antagonist where this is the case.
Here, for example, is the zombie damage chart:
Humans & Monsters
Die Roll
Bash Effect
Lethal Effect
1-5
Miss
Miss
6-7
Pushed Back
Pushed Back
8-9
Knocked Down
Killed
10
KO