Damage

Unlike most other games, Cross of Iron does not have an 'Health Point' system wherein a player can take a certain amount of set damage before they die. Rather, Cross of Iron models damage based off different 'sectors' of the body. Each 'sector' will affect the body in different ways when it is struck. For example, being hit by a bullet in the foot will not affect the body significantly, except for causing a limp. However, being struck in a vital organ is a different matter. In this way, Cross of Iron requires players to usually be struck somewhere in the upper body in order for them to be killed quickly; otherwise, it is possible for them to heal their wounds or to bleed to death.

Bleeding
Bleeding is a damage effect that is possible from all weapons. If the player is unlucky enough for bleeding affect them, the condition of all sectors affected will dissipate until they either die or are healed enough for the bleeding to stop.

Bleeding can happen because of any weapon, including firearms, melee weapons and fragmentation weapons. Bleeding is possible whenever a bullet, melee weapon or other projectile strikes the player. If the weapon behaves in a certain pattern (which is based off myriad factors including how the bullet struck the body, the ballistics of bullet, et cetera) then the bleeding will begin. Bleeding can also be of varying degrees; being hit in a relatively unimportant spot will not cause major bleeding, while being hit in an artery will cause large amounts of blood to issue forth. Certain kinds of weapons will cause more bleed damage than others; for example, a fragmentation grenade will cause a lot of bleeding from the fragments that strike the player as opposed to a bullet that stays intact through the enemy.

When a player is bleeding, the player will alert nearby friendlies of his peril and start to suffer suppression effects until the bleeding is cured. Minor bleeding will only cause minor suppression, and major bleeding causes major suppression, et cetera.