Fighter Abilities
This page contains a list of all equipment that can be used in Flesh Wound! When rolling for a random ability from an ability group; if you get a result of an ability your fighter already has, you get to pick one skill from ANY group.
| D6 | Abilities | Description |
|---|---|---|
| - | COMBAT | |
| 1 | Oh Yeah! | If the fighter destroys a piece of terrain by a melee attack, they can immediately perform a move action through the destroyed terrain. This move ignored difficult terrain and doesn’t count towards the number of actions a fighter can perform during their activation. |
| 2 | Throw Weapon | As an action the fighter can throw a melee weapon they’re equipped with at an enemy in line of sight. Both the thrower and the target make a contested Luck check. If the thrower wins, then they hit their target a deal damage to them equal to the weapon’s damage value. Then either way they lose the weapon and it’s placed at the target’s feet. |
| 3 | Groin Specialist | Once per game you can change the result of an injury roll result this fighter inflicted by combat to a ‘2’ / Groin Shot result. |
| 4 | Hatred | The fighter get +X in contested Weapon Skill checks, where X is equal to the amount of damage dealt to them by fighters they’re combating. |
| 5 | Terrifier | Enemies must pass a Grit check to engage/charge this fighter. |
| 6 | Master Parry | This fighter always has access to the parry combat rule. Any parry combat rules granted by equipped weapons grant the “you’re already dead” combat rule. This costs 1 combat point and allows you to teleport behind the loser. |
| - | GUN PLAY | |
| 1 | It’s High Noon | If this fighter is equipped with a pistol firearm, and an enemy with a pistol fire arm enters within 20 yards of this fighter: both fighters make a contested Ballistic Skill check. The loser is hit by a single shot from the winner and drops prone. |
| 2 | Quick Load | Successful reload check count as an additional reload action. |
| 3 | Demo Man | This fighter deals double damage to terrain when shooting them. Grenades and bombs count as shooting. |
| 4 | Gun Modifying | This fighter can choose up to one unmodified shooting weapon they’re equipped with during the market post battle sequence step to modify. When doing so either increase it’s Range value by 10% rounded up, get +2 Damage, or half the weapon’s Weight rounded down. |
| 5 | Friendly Bullets | Bullets this fighter shoots ignores allies when going through the Stray Shots process. |
| 6 | Steady Aim | Gain advantage on Initiative checks when attempting to perform overwatch during an enemy’s activation. |
| - | KNOWLEDGE | |
| 1 | Cooking | Between rounds, if this fighter is conscious, they can make a healing stew. To make the stew target any number of allies that have damage remaining, and pay 10 credits for each of them. Then each of those fighters go through the damage recovery step a second time. |
| 2 | Surgeon | This fighter gets +adv when performing surgeries on other fighters in the injury post battle sequence step. |
| 3 | Computer Nerd | This fighter gets +adv when interacting with computer consoles or machinery. |
| 4 | Scavenger | This fighter grants their warband an additional scavenge die in the scavenging post battle sequence step. |
| 5 | Old Lore | Whenever your warband gains a force weapon, daemonic weapon, psyker scrolls, psycho hoods, treasure maps, or wyrd stones; gain an additional one. This can stack with multiple instances of the same ability in the same warband. |
| 6 | Resourceful | This fighter increases the number of scavenge die their warband can keep by 1 in the scavenging post battle sequence step. |
| - | LEADERSHIP | |
| 1 | Bannerman | Allies with line of sight to this fighter get advantage on any battle shock checks. |
| 2 | Haggler | This fighter reduces the cost of all items in the market by 10%, rounded down. This cannot be stack past a 30% discount. |
| 3 | Trade Routes | This fighter grants their warband an additional D6 to roll for market rarity. Still only keep two dice for teh result. |
| 4 | Brainwash | This fighter can attempt to gain control of fighters their warband captures. To do so make a contested Fellowship, with this fighter getting disadvantage. If this fighter wins, the captured enemy fighter will fight for your warband. If they are fielded against their original warband, this fighter must pass this same check, or else the fighter reverts back to the control of thier original group. |
| 5 | Reseller | This fighter can resell used equipment at 75% their normal rate rounded down instead of 50%. |
| 6 | Tyrant | Enemies get disadvantage when making break check with line of sight to this fighter. |
| - | WILLPOWER | |
| 1 | Poison Immunity | This fighter cannot be harmed by poisons, smokes, gas, etc. |
| 2 | Deny the Witch | This fighter can attempt to pass a Grit check to negate being targeted by a psychic power. Apply -1 to this check by how much the psykic power was successfully manifest by. |
| 3 | Internal Alarm | When this fighter starts their activation unconscious, make a Grit check. If passed, they wake up and take a normal activation. If failed, they bleed/puke out as normal. |
| 4 | Escape Artist | This fighter can escape captivity if kidnapped. When doing so make a Luck check. If failed they lose all their equipment during the escape. |
| 5 | My Turn! | If this fighter is tied in Initiative to activate with another fighter without this ability, this fighter activates first. |
| 6 | True Grit | This fighter gets advantage on reload checks. |
| - | FOOLISHNESS | |
| 1 | Jump Park Core | This fighter can wall run, jump up to double their height, and can leap from one wall to another while wall running. |
| 2 | Cat Fall | This fighter takes no damage from falling. |
| 3 | Bullet Snatch | Every time this fighter passes a stray shots check, their next reload requires one less reload action before firing again, to a minimum of 1. |
| 4 | Scouting | … |
| 5 | Hulked Out | This fighter doubles the maximum amount of weight they can carry into battle. |
| 6 | Invulnerable | Once per battle this fighter can negate all damage they take from a single attack or instance. |