N18 Stinger Mould Question

May 18, 2023
39
9
18
Ok, this is more of a timing question than anything.

Situation: In my previous game, my leader went OOA and rolled a 46 to get Hobbled. During my post game, I rolled enough credits and high enough on the rarity roll to afford a dose of Stinger Mould. If I buy one, does the first part of SM apply where he isn't injured and isn't In Recovery or does it fall under the 2nd part where I have to roll a 5 or 6?
 
A dose of Stinger Mould can be used after a fighter has rolled on the Lasting Injury table. If the result of the rollwas anything other than a 66 – Memorable Death, the result is ignored (including positive results such as 11– Lesson Learned) and the fighter is instead Out Cold. Alternatively, a fighter can attempt to use a dose of Stinger Mould to remove an existing Lasting Injury. During Step 6 of the post-battle sequence, after distributing equipment but before updating the gang roster, roll a D6 for any fighter attempting to use Stinger Mould in this way. On a 5 or 6, the effects of one Lasting Injury the fighter has suffered are immediately negated.
So if you have Stinger Mould already in your gang's stash when you roll the Lasting Injury during the game, you can use it immediately to negate the injury and turn it into Out Cold [rules as written, the lasting injury roll happens during the game, not during the post battle sequence]. If you do not have it in your Stash until step 6 (visit the trading post), then you are trying to remove an already existing injury, and have a one in three chance of success.

So in your example situation, that's an existing Lasting Injury from the immediately previous game, and rules as written, uses the second part where you have to roll a 5 or 6.

[Edit: I prefer Stinger Mould to a Rogue Doc, personally - it has become an as-soon-as-possible trading post buy.]
 
Gotcha. That's how we were leaning but I wanted to double check since the timing is kinda both categories.