This wording has 130 words, so it is longer than original rule, but we can shave something off
4. Check Injury Effects
If the target has lost its last wound place one Injury Marker on it. Roll one die and compare it to the number of Injury Markers on the model to see what happens to it:
• Lower or equal to the amount of Injury Markers: Knocked Out
• Higher than the number of Injury Markers: Stunned
Hm, also makes sense. It would need some rewording, as other rules do not mention markers at all, they are an optional accessory, and it does not state who takes the roll, but yeah, it does distill the essence of our discussion. IMHO we do not need to introduce an additional term of 'injury' and additional markers. But I understand the intention of that addition and don't have a better idea as of yet.
Wound markers are mentioned in step 3. Roll to Block of the GFF v2.16 rules under Melee and Shooting, I just moved them to step 4 and renamed them.
Word count is an interesting metric for rules I'd never considered before.
I mentioned word count mostly to ensure that we don't put more strain on first word of 'One Page Rules' game logic
So we have another example of two different count methods. One is wound counting, keeping 'tough' as a separate number that we do not use as a counter, but as a modifier to a roll. Other is using it as a counter as in your wording.
Adding term 'injury' to 'wound' suggests that we would have to track two separate things.
Maybe we could instead of counting up wounds, use a separate 'armor' token, and reword Tough to instead use these armor tokens, like hit points? And instead of adding a wound token, remove an armor token from a model, and after that, add wounds like in any other model without 'tough'. Then we can use the logic of 'roll and compare roll to number of wounds taken' without any modifiers for Tough.
> Maybe we could instead of counting up wounds ...
I really like the idea of streamlining the wound mechanic for models with Tough. Every time I roll for wound effects for models with Tough it takes a mental effort to figure out what I need to roll.
But "wounds" and "injuries" are also confusing. How about we keep the "Wounds/ Wound Markers" and introduce "Hit Points" as a term? Something like this:
* Each model has 1 HP by default, models with Tough(3) are 3 HP * When a model receives a wound (e.g. in melee), it looses 1 HP * When the last HP is lost, add a Wound Marker
The wound effects would then work as the last proposal from darkcyde1980, but without the confusion between wounds and injuries: --- <...>Roll one die and compare it to the number of Wound Markers<...> ---