TEXT: INJURIES�
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  WOUNDS AND DAMAGE: 
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  The way you record wounds. Each wound you get on a 
  particular area you write down the number of points of 
  damage you took in that that area in the spave provided. Then 
  for each point of damage you take you also cross of a box on 
  the wound track and apply saves and effects as before.  
  For Example: Ripperjack is hit by three 9mm rounds in the 
  torso. The first one gets 3 points of damage through his 'vest'. 
  The second does 1 and the third 6. This means that in the 
  section under TORSO he must now write:  
  3/1/6  
  and cross off 10 boxes on the wound track, (taking him to 
  Critical where he makes stun saves etc. as normal).  
  This means that the player now has a record of each 
  individual wound suffered and this has a few effects that 
  need attention.  
  NATURAL HEALING  
  One point of damage is removed from each individual wound 
  per day. Thus Ripperjack from above would recover 3 points 
  in the first day and go to:  
  2/0/5  
  Which brings him down to a serious wound by knocking out 
  3 boxes on the wound track.  
  So on the second day he would get back 2 points and go to:  
  1/4  
  Still a serious wound.  
  The upshot of this is that characters with many small wounds 
  get better faster that those with less large wounds. The other 
  thing to note is that drugs or Nanoids which accelerate 
  natural healing will speed up this process proportionatly. i.e. 
  speed heal will raise it to two points per day off each wound.  
  Certain medical or first aid treatments will remove a portion 
  of wounds but usually only one wound can be treated at a 
  time. These will be detailed below....  
  CRITICAL WOUNDS  
  These still occur. Any character amassing 12 points in one 
  area will have it rendered useless.  
  12 points in the heador torso means the character goes into a 
  coma for 1D10 days and must pass a mortal 1 death save 
  every day.  
  12 points in an arm or leg means it cannot be used until 
  medical attention is sought.  
  Single wounds causing 10 or 11 points of damage to one area 
  cause critical effects as follows below......  
  10 points in the head requires an instant Mortal 4 save and in 
  any case renders the victim into a coma lasting 2D10 days. A 
  mortal 3 deathsave must be passed every day for the first half 
  of this time. There is a 50% chance of brain damage. This is 
  permanent and reduces INT by D4.  
  10 points in the torso, (note: for decentralised heart this goes 
  up to 12), requires a single mortal 1 save, (death and stun) 
  and needs a save each minute after the wound at one mortal 
  level greater, (i.e.2 then 3 then 4 then 5 etc...). This continues 
  till the patient is stabilised, healed or dies....  
  10 points to any arm or leg will break it, this immobilises it 
  so it cannot be used until it has been re-set, (this means it 
  cannot be used for 1D10 weeks from when it is set).  
  Single wounds causing 12 or more points of damage will 
  cause a mortal effect as described below...  
  12 points to the head, (after doubling), will kill the character 
  outright. They automatically drop to death state 10 as their 
  head is literally blown off!!!!  
  12 points to the torso, (14 for decentralised heart), will 
  automatically put the victin at deathstate 1 regardless of 
  wounds, this increases as per normal. This represents major 
  internal organ damage.  
  12 points to any arm or leg will either mangle it or sever it 
  completely. This means the victim must make a mortal 0 stun 
  and death save, with another save one level more each turn, 
  (i.e. mortal 1, then 2 then 3 etc...). The limb must also be 
  replaced by meat or cybernetics.  
  
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  MEDICAL STUFF: 
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  DERMAL STAPLER: 1000eb and 10eb per 1 use of 
  staples.  
  This tool uses staples made of compressed organic material 
  to seal together the sides of a wound. The staples close the 
  wound and allow it to heal then dissolve in about a week. It 
  can only be used on on wound at a time, (it takes about 90 
  seconds to do one wound), and will restore D4+1 points of 
  damage to that wound. It cannot restore a wound to below 
  one point of damage. Can be loaded with up to 10 uses of 
  staples.  
  SPRAY SKIN: 50eb per can.  
  This is a can of putty-like spray gel for treating severe 
  abrasions. It is sterile, medicated, air permeable and flakes 
  off in about a week. Each can is good for only one use and 
  will take 1 point of damage off all the wounds in one area, 
  (arm, leg, torso etc..).  
  FIRST AID KIT: 20eb  
  This is a kit containing dressings, bandages, some antiseptic 
  and a few painkillers. It's good enough if you need to 
  stabilize someone who's dying, (two uses), and can take 1 
  point off 1 wound, (one use). It cannot be used on the same 
  wound twice nor in conjunction with anything else, (spray 
  skin etc..). Enough for 5 uses. May be used to splint a break 
  too.  
  MEDKIT: 50eb.  
  This is an upgraded first aid kit. It can do all the things a first 
  aid kit can but better, (1 use takes 2 points off one wound). It 
  also contains some slap patches, one of 'stim', one of 
  'Syncomp 15' and one of 'dorph' as three of an antibiotic. 
  Also contains 5 uses.  
  SLAP PATCH: 10eb + cost of drug. This is a small plastic 
  patch which contains a measured dose of any drug. Simple 
  put it on bare skin and it does the rest...  
  AIRHYPO: 100eb  
  Known as the "Bones McCoy" it delivers drugs using a burst 
  of compressed air. One air canister costing 3 eb will give 
  about 50 shots....  
  MEDSCANNER: 300 eb  
  Weighing about 1+ kG this small device gives a patients bio 
  readout when the probes are hooked up. A small chipped 
  database adds +2 to Diagnose skill.....  
  NANODOCTORS: 9000 eb per use.  
  These tiny machines are introduces into the wound from two 
  cannisters. Once in place they begin to heal the wounds. The 
  medium they are in will provide some of the nutrients they 
  need but they draw a lot from the body. As these work the 
  patient slips into a deep sleep and cannot be awoken until the 
  nanoids are finished. The patient is hooked up to three special 
  I.V. drips included in the package. Without these drips or if 
  more than one area is treated like this at the same time the 
  patient will slip into a coma and die in 1D10 hours unless 
  helped. The nanoids will heal all the wounds in one area, 
  (arm etc..), at one point per hour up to a maximum of 10 
  points. They can restructure organs, rebuild shattered bones 
  and close tissue wounds provided the patient is not subjected 
  to rough treatment. There is one drawback though. As they 
  draw so much from the body they tend to move from 
  undamaged areas to fix damaged areas. This means each time 
  the treatment is used one point of BOD is lost permanently....  
  �
  By the way, if you feel you only want to use part of this then 
  please feel free.  
  (Most of this stuff comes from CP2020 rule book as I have 
  not had time to scavenge through the chrome yet, I will do 
  later so look out for updates)......  
  �
  
SOURCE: textdata/thevault/Cyberpunk/Unofficial/Datafortress 2020 Archives/Cyberpunk 2020 - Net - Rules - Injuries by Paul Minor.pdf