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.

D6AbilitiesDescription
-COMBAT
1Oh 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.
2Throw WeaponAs 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.
3Groin SpecialistOnce per game you can change the result of an injury roll result this fighter inflicted by combat to a ‘2’ / Groin Shot result.
4HatredThe 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.
5TerrifierEnemies must pass a Grit check to engage/charge this fighter.
6Master ParryThis 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
1It’s High NoonIf 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.
2Quick LoadSuccessful reload check count as an additional reload action.
3Demo ManThis fighter deals double damage to terrain when shooting them. Grenades and bombs count as shooting.
4Gun ModifyingThis 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.
5Friendly BulletsBullets this fighter shoots ignores allies when going through the Stray Shots process.
6Steady AimGain advantage on Initiative checks when attempting to perform overwatch during an enemy’s activation.
-KNOWLEDGE
1CookingBetween 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.
2SurgeonThis fighter gets +adv when performing surgeries on other fighters in the injury post battle sequence step.
3Computer NerdThis fighter gets +adv when interacting with computer consoles or machinery.
4ScavengerThis fighter grants their warband an additional scavenge die in the scavenging post battle sequence step.
5Old LoreWhenever 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.
6ResourcefulThis fighter increases the number of scavenge die their warband can keep by 1 in the scavenging post battle sequence step.
-LEADERSHIP
1BannermanAllies with line of sight to this fighter get advantage on any battle shock checks.
2HagglerThis fighter reduces the cost of all items in the market by 10%, rounded down. This cannot be stack past a 30% discount.
3Trade RoutesThis fighter grants their warband an additional D6 to roll for market rarity. Still only keep two dice for teh result.
4BrainwashThis 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.
5ResellerThis fighter can resell used equipment at 75% their normal rate rounded down instead of 50%.
6TyrantEnemies get disadvantage when making break check with line of sight to this fighter.
-WILLPOWER
1Poison ImmunityThis fighter cannot be harmed by poisons, smokes, gas, etc.
2Deny the WitchThis 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.
3Internal AlarmWhen 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.
4Escape ArtistThis fighter can escape captivity if kidnapped. When doing so make a Luck check. If failed they lose all their equipment during the escape.
5My Turn!If this fighter is tied in Initiative to activate with another fighter without this ability, this fighter activates first.
6True GritThis fighter gets advantage on reload checks.
-FOOLISHNESS
1Jump Park CoreThis fighter can wall run, jump up to double their height, and can leap from one wall to another while wall running.
2Cat FallThis fighter takes no damage from falling.
3Bullet SnatchEvery time this fighter passes a stray shots check, their next reload requires one less reload action before firing again, to a minimum of 1.
4Scouting
5Hulked OutThis fighter doubles the maximum amount of weight they can carry into battle.
6InvulnerableOnce per battle this fighter can negate all damage they take from a single attack or instance.