There are no hit points in this game. Each bullet is traced through a layered body: skin, muscle, bone, organs and vessels. It can slow down, tumble, deflect off bone or fragment, and what it damages decides what happens next.
When a bullet breaks a bone, the bone fragments don’t just “add damage”. Each splinter becomes its own projectile, with its own speed and direction, slowing down through tissue and cutting its own wound channel. Some stop in the muscle, some reach a nearby vessel or another bone. A hit on the femur can kill through the artery next to it, not because the game decided so, but because a splinter got there.
A hit artery bleeds at a rate set by its size. Blood loss, pain and shock then play out second by second, so a soldier may keep fighting, collapse a minute later, or die without help. Nothing is scripted or rolled from a damage table.
The simulation is a pure C# library, separate from rendering. It is deterministic, so every combat can be replayed exactly, and an X-ray view shows the path of each shot and what it hit.
Combat is simultaneous turns (WEGO): both sides plan, then a few seconds resolve at once.
Anatomy meshes: BodyParts3D, © The Database Center for Life Science, CC BY-SA 2.1 JP.