ArmaDB

Characters can sustain greater damage without dying, removes one-shot kills. Death only happens when a character's blood hits 0 (brain death)

Players now

82

Servers

3

Rating

100%

1 votes

Subscribers

-

331 downloads

Get it on the Workshop reforger.armaplatform.com/workshop/6982C54F288FB280

Busiest servers running it 3 in total

All servers

Players on servers with it

daily, last 30 days

0 40 80 120 160 17 Sep 24 Sep 1 Oct 8 Oct 15 Oct peak 118
Average players Low to peak in each bucket

Details

Author
Doggo5852
Version
1.3.5
Size
12 KB
Licence
APL
Game version
1.8.0.13
Likes
0 / 0 dislikes
Published
1 Jun 2026
Updated
1 week ago
Workshop ID
6982C54F288FB280

Recent adoption

30 days: +6 −6 ↑10

Version history

12
  1. v1.3.5 12 KB 7 Oct 2026
  2. v1.3.4 12 KB 7 Oct 2026
  3. v1.3.3 12 KB 17 Sep 2026
  4. v1.3.2 12 KB 1 Sep 2026
  5. v1.3.1 12 KB 27 Aug 2026
  6. v1.3.0 12 KB 2 Jul 2026
Description from the Workshop

Shifts the idea of death from "do enough damage" to something different while still maintaining some sort of realism. Death occurs when a character doesn't have enough blood instead of just dying the moment you get shot in the foot 4 times. Bleeding is capped at a fairly low level so bleeding out doesn't occur as fast. Headshot kills are disabled for the sake of this being a true "no instant deaths" mod. - Shooting the same limb over and over does not cause a character to die - - Bleeding is alot slower (capped per limb) - Bleeding is alot more consistent between body parts - Regaining consciousness takes 45 seconds instead of 20 - Tourniquets are even better at stopping bloodloss - Resupply kits/medkits can supply others alot faster - Bandages and tourniquets are faster - Saline bags regenerate more blood overall but does it much slower - Bleedings are far more often - Fragmentation damage is significantly stronger I might make a version where head/torso shots can still be a potential one-shot kill. *headshots can actually kill now*