Market

need to add xenos rarirt 12 weapons to table with wierd effects

When purchasing equipment when building your starting warband, you can only purchase items that have a rarity of 8 or less. Later on when purchasing equipment between battles, roll 2D6. You can only purchase equipment with rarity equal to or the result rolled.

Shooting Weapons

Shooting weapons will typically have different patterns or version associated with them.

Laser Guns

Laser weapons have no recoil, as such they have strangely high Range compared to their piers.

RarityCostNameTypeRngRoFDCapRldWt
210cLaspistolFirearm - pistol4y1/232215lbs
228cLasgunFirearm - basic20y1/242225lbs
690cMulti-laserFirearm - heavy30y2/3/652465lbs
852cLascannonFirearm - heavy40y1121475lbs

Autoguns

Autoguns have quick internal mechanisms granting them higher RoF than their piers.

RarityCostNameTypeRngRoFDCapRldWt
210cAutopistolFirearm - pistol2y1/242220lbs
228cAutogunFirearm - basic10y2/362230lbs
410cRevolverFirearm - pistol3y161115lbs
412cStubberFirearm - pistol2y1/252215lbs
645cHeavy StubberFirearm - heavy15y2/3/563345lbs
862cAssault CannonFirearm - heavy20y3/673675lbs
426cHunting RifleFirearm - basic20y161140lbs
215cShotgunTemplate - basic-151130lbs
412cSawed Off ShotgunTemplate - pistol-141125lbs
630cPump Action ShotgunTemplate - basic-1/252235lbs
845cAuto ShotgunTemplate - basic-2/352340lbs
1096cPump GunTemplate - heavy-4816100lbs

Bolters

Explosive Rounds - if the to hit roll results in a 1 or 2 being rolled, the shot will cause those they injury to roll twice on the injury table instead of just once.

RarityCostNameTypeRngRoFDCapRldWt
632cBolterFirearm - basic10y1/282340lbs
622cBolt PistolFirearm - pistol2y1/282325lbs
842cStorm BolterFirearm - pistol3y2/483455lbs
846cBolt CarbineFirearm - basic30y181135lbs
1072cHeavy BolterFirearm - heavy20y1/4103570lbs

Meltas

Melt - melta weapons have the negative range modifier from rolling to hit applied to their damage value.

RarityCostNameTypeRngRoFDCapRldWt
822cMeltagunFirearm - basic5y1161445lbs
1014cInferno PistolFirearm - pistol1y1121225lbs
1026cMulti-meltaFirearm - heavy5y1201675lbs

Plasma Guns

Charged Shots - as an action bearers can charge a plasma shot. When doing so it deals double damage. When shooting a charged shot, any to hit roll of a 1 or 10 hits the bearer instead. Additionally they must pass a Luck check or else the weapon is destroyed.

RarityCostNameTypeRngRoFDCapRldWt
628cPlasma GunFirearm - basic10y1813*55lbs
816cPlasma PistolFirearm - pistol2y1814*25lbs
1042cPlasma BlasterFirearm - heavy20y1812*60lbs

Flamers

Burn - fighters hit with this weapon must make a Luck check after resolving damage and injuries. If failed, the fighter catches on fire. When a fighter that’s on fire starts their activation, they take 3 damage, which can cause injuries, and make another Luck check. If they fail this check they stay on fire. Fighters that are on fire can spend their activation dropping prone and rolling on the ground to put out the fire.

RarityCostNameTypeRngRoFDCapRldWt
630cFlamerTemplate - basic-1/252840lbs
818cHand FlamerTemplate - pistol-1/232620lbs
854cHeavy FlamerTemplate - heavy-2/363860lbs

Launchers

Launchers utilize explosive to fire instead of having their own dedicated munitions. When purchasing a launcher, pay for the launcher, then purchase any explosive and record what explosives you bought for the launcher. During missions fighters can spend an action to swap out which explosive is being fired. Fighters start our with no explosive loaded into their launcher, and thus must spend an action first to choose which explosive to load. Fighters can automatically swap out what explosive they’re loading/using during the normal reloading action.

RarityCostNameTypeRngRoFDCapRldWt
410cGrenade Launcher-10y1-1125lbs
630cRocket Launcher-30y1-1260lbs

Explosives

When you buy an explosive below, you can use the explosive once per mission, but do not have to repurchase them between missions.

RarityCostNameTypeRngRoFDCapRldWtEffect
214cFragLarge Blast1y14--5lbs
618cPlasmaSmall Blast1y18--8lbs
48cKrakBasic1y16--5lbs
46cGasHuge Blast1y112-Gr--5lbsNegates armor Save value.
44cSmokeHuge Blast1y11--5lbsActs as concealment, Negates armor Save value
832cHeywireHuge Blast1y1---6lbsShuts down any electronics, force shields, bionics, etc for 2D3 rounds.
66cFlashLarge Blast1y1---4lbsAll caught in blast must make an Initiative check. Those who fail are stunned for their next activation.

Xenos Weapons

Xenos weapons come from alien species and are thus illedgal across the entire empire.

RarityCostNameTypeRngRoFDCapRldWtSpecial Rule
1228cHrud FusilFirearm - basic10y1813*45lbsFighters hit use Intelligence instead of Grit for remaining conscious.
1235cKroot Long RifleFirearm - pistol20y12D31235lbsRoll for the damage this weapon deals when landing hits.
1252cNecrontyr FlayerFirearm - heavy30y1212*45lbsFighters hit by a shot from this weapon take 2 damage at the end of their activations for each shot they’ve taken. Armor can use it’s armor points for this damage.
1232cXenarch DeatharcFirearm - basic10y3/623635lbsRoll once on the hit location table for this weapon, all shots hit that single location.
1236cEldar ShurikenTemplate-1/2/434925lbsSuccessful Grit checks while reloading count as D3+1 instead of 2.
1224cTau acceleratorFirearm - heavy10y1/3224*30lbsEach -1 modifier to the hit roll from range grants +2 damage to shots landed.

Combat Weapons

This section describes all the melee weapons in Flesh Wound! markets. Melee weapons deal an amount of damage plus half the fighter’s Strength value rounded down.

Basic Combat Weapons

RarityCostNameReachDRulesWt
24cKnife+02+SArmor Gap1lbs
46cShortsword+13+SParry2lbs
48cLongsword+24+SParry4lbs
612cGreatsword+34+SParry, Sweep6lbs
28cAxe+14+SCleave3lbs
412cGreat Axe+25+SCleave, Cripple6lbs
410cFlail+32+SShred, Disarm3lbs
410cSpear+43+SProd4lbs
612cHalberd+33+SCleave, Cripple, Prod8lbs
26cHammer+12+SBash4lbs
410cWarhammer+24+SBash, Cripple6lbs
48cFalchion+13+SCleave, Parry6lbs
614cGrand Falchion+25+SCleave, Cripple, Parry8lbs
610cRapier+23+SDisarm, Prod4lbs

Chain Weapons

RarityCostNameReachDRulesWt
610cChain Sword+14+SShred, Parry4lbs
410cChain Axe+14+SShred, Cleave6lbs
814cEvicerator+34+SShred, Parry, Sweep12lbs
612cDismemberer+24+SShred, Cleave, Cripple12lbs

Power Weapons

Power On - as an action fighters can power their power weapons on and off. While powered on, power weapons ignore the Save value of the armor they hit and enemies wielding an unpowered weapon that best the bearer must pass a Luck check or else have their weapon destroyed. Additionally, while powered on any contested weapon skill checks made by the bearer that result in a 1 cause the weapon to over heat and the bearer to drop the weapon after the combat is resolved.

RarityCostNameReachDRulesWt
815cPowered Short Sword+16+SParry4lbs
818cPowered Long Sword+28+SParry8lbs
618cPower Fist+08+SBash, Cripple10lbs
1028cPowered Halberd+38+SCleave, Cripple, Prod16lbs
616cPower Hammer+16+SBash8lbs
830cThunder Hammer+211+SBash, Cripple12lbs
612cPower Knife+05+SArmor Gap2lbs

Shock Weapons

Stun - fighters dealt damage by these weapons and injured must make a Grit check if they remain conscious. If this is failed, they perform one less action in their following activation. This cannot stack to have a fighter loose multiple actions.

RarityCostNameReachDRulesWt
410cShock Mawl+12+SBash6lbs
620cNeural Whip+34+SShred5lbs

Force Weapons

Force weapons can have psykers increase their () characteristics increased as described in the manifest action. Force weapons have a Soul Cut value. Whenever a fighter takes a hit from a force weapon, they must pass a Grit check or else take the Soul Cut damage listed. Soul Cut damage bypasses armor and is doubled against daemonic entities.

RarityCostNameReachDSoul CutRulesWt
1220cForce Sword+13+S(4)Parry4lbs
1224cForce Greatsword+(3)4+S3Parry, Sweep12lbs
1220cForce Axe+1(4)+S3Cleave6lbs
1224cForce Spear+(4)3+S4Prod8lbs
1226cForce Halberd+33+S(4)Cleave, Cripple, Prod16lbs
1224cForce Warhammer+2(4)+S3Bash, Cripple12lbs

Armor

This section contains all armor fighters can be equipped with based on their size.

Flakk

Flakk armor halves damage from blast weapons rounded down, even with no Armor Points remaining.

RarityCostNameSizeApWt
48cFlakkSmall66lbs
210cFlakkMedium88lbs
414cFlakkLarge1212lbs
616cFlakkHuge1414lbs

Carapce

RarityCostNameSizeApWt
412cCarapceMedium1212lbs
624cCarapceLarge2424lbs
836cCarapceHuge3636lbs

Power Armor

Power armor increases melee damage the bearer performs by 50%.

RarityCostNameSizeApWt
830cPower ArmorMedium2020lbs
1048cPower ArmorLarge3030lbs

Mesh Armor

Mesh armor increases how far a fighter can move during their movement by 50%.

RarityCostNameSizeApWt
612cMesh ArmorSmall88lbs
820cMesh ArmorMedium1212lbs

Terminator Armor

Fighters in terminator armor activate last regardless of their Initiative value. If multiple fighters are wearing terminator armor, they resolve Initiative as normal amongst themselves after all other fighters not wearing terminator armor. Terminator armor increases melee damage the bearer performs by 50%.

RarityCostNameSizeApWt
1072cTerminator ArmorLarge4848lbs

Misc

Generally fighters can only be equipped with teh same item once. So fighters can’t be equipped with two camo cloaks for example.

RarityCostItemWtDescription
612cShoulder MountWt lbsWeights the weight of the weapon it’s being bought for. Allows the bearer to have a weapon shoulder mounted and fire while having their hands free.
810cCombi ModWt lbsCombines two weapons into one, weighing equal to both their combine weights. Wielding a combi weapon one handed can make it quadruple the combined weapon’s weight.
414cComms6lbsAllows commands to be granted to any ally that also has a command instead of just those within line of sight.
69cAuspex Scanner3lbsNegates the “Off Guard” striking rule. Allows blast weapons to target anywhere even outside of line of sight with disadvantage to the to hit roll.
420cThermal Goggles2lbsNegates all concealment that doesn’t also provide cover.
210cGas Mask2lbsGrants immunity to smoke and gas explosives.
420cServo Skull/familiar-When a fighter activates they make a Sagacity check for each of their servo skulls / familiars. Each one you pass with allows you to move them, help you reload if within one yard, or interact with a mission objective within one yard.
210cMedi-Pak6lbsGrants advantage to First Aid Sagacity checks during missions.
420cScope+2lbsEquip to a Shooting weapon and increase its weight by 2lbs. Aiming actions with that weapon double it’s Range value.
618cCamo Cloak4lbsIf the bearer didn’t move last turn, they’re considered to have their full body in concealment, but providing no cover.
810cBanner6lbsMust be held in at least one hand like a weapon, doubling the weight towards carrying capacity if so. Allies with line of sight to the bearer get advantage on battle shock test and Grit checks for remaining conscious.
102cCharm1lbsOnce per game the bearer can reroll all dice they just rolled a check.
102cRod of Office2lbsMust be held in at least one hand like a weapon, doubling the weight towards carrying capacity if so. Gain advantage on command actions.
1034cTeleporter10lbsInstead of setting up as normal, you can deep strike. To do so at the start of every round, roll a D6. If you roll under the current battle round count place the fighter anywhere on the battlefield and a luck check, scattering in the direction the D10 points a number of yards for every point you failed by. Get a number of -1 to this check equal to the current battle round count. If this would scatter the fighter off the battlefield, they don’t participate in this mission but still must be paid. If it scatters them into one or more other fighters, all fighters roll on the injury table twice.
414cExtended Mags50%Equip to a shooting weapon, increasing it’s weight by 50% rounded up. Increase it’s Capacity and Reload values by 50% rounded up.
210cCargo Pants-10lbsReduce the bearer’s current carrying weight by 10lbs while equipped.
1028cFaith-Decrease the Damage value of all attacks that hit the bearer by 2.
816cHackware4lbsAs an action choose an enemy piece of equipment or something electronic on the battlefield in line of Sight and make a Sagacity check. If passed you can operate the target, turn it off/on, or apply the heywire explosive effect to it.
108cHoly Sigil2lbsGrants the bearer +D3 damage against all psykers, daemons, and other monsters.
614cUSB Stick1lbsAs an action the bearer can choose to place the USB into a console or terminal and select what it will automate. During the fighter’s activation any deployed USBs can perform the declared action for free. Leaving them behind on the battlefield will be a loss of the item.
420cGrappling Hook10%Grappling hooks will always weigh 10% of the bearer’s maximum carrying capacity, rounded up. Allows user to climb without needing a ladder. Can climb areas above head.

Shields

RarityCostItemWtDescription
48cHelmet10lbsBearer ignores head shot injuries while equipped. Make a Luck check when shot in the head. If failed the helmet is destroyed after the injury is prevented.
810cRelic Shield10lbsBearer can grant themselves +adv in combat contested Weapon Skill checks before rolling, but reduce all combat points earned by half rounded down.
816cStorm Shield15lbsgrants cover against shooting attacks.
66cBuckler2lbsGrants the bearer the Parry Combat Rule when striking.
1024cIron Halo4lbsWhen hit by an attack roll a D10. If roll equal to or over the number of rounds completed, negate the hit. Can be shutdown from heywire.
812cRefractor Field6lbsGrants 5 Armor Points
1216cConversion Field8lbsGrants reduces the Damage value of incoming hits by 1.

Implants

RarityCostItemWtDescription
628cBionic Limbs-Can only be equipped to a fighter who has lost an arm or leg. Negates any injuries, scars, or prolonged effects of its loss. Can be shutdown from heywire explosives.
826cGas Lung-Negates the damage from gas and smoke explosives.
1024cBrain Chip-Can be purchase to keep a fighter from dying from a lost of their head. Getting hit by heywire will result in immediate death.
430cWeapon Socket-Allows for a shooting weapon to replace the bearer’s lost arm. When doing so, negates the Weight of the weapon towards the fighter’s carrying capacity.

Drugs!

To take a drug, you must choose have a dispenser.

RarityCostItemWtDescription
48cRusty Spoon1lbsAllows for the use of the drog before the mission. Must pass a Luck check when doing so or start the mission with a roll on the injury table.
612cInhaler1lbsAllows for the use of the drug before the mission or during as an action.
816cInjectors4lbsAllows for the use of the drug during the mission during the fighter’s activation without costing an action.
1024cGland-Forces the fighter to always be under the effect of the drug after one use. Must buy new gland for using a different drug.

When a fighter takes a drug through injections or inhalers they must make a Sagacity check. If passed they becomes under the drug’s effect. If failed they overdoes instead, applying both the drugs effect and rolling on the overdose table. Fighters that are overdosing perform their rolled result instead of their first action each activation. After doing so, they make a Luck check. If passed, the overdose effects end. Otherwise, they continue and will repeat the overdose effect their next activation.

After every mission in which a fighter took a drug, they must make a Grit check against each drug they took. If you fail a Grit check against a drug used, the fighter becomes addicted to the drug. Addicted fighters will refuse to go on missions sober.

RarityCostItemDispensersEffect
618c‘SlaughtInhaler, InjectorReduce Grit, Sagacity, and Fellowship by half and increase Strength and Toughness by 50% for the rest of the mission.
816cSpiceInhaler, GlandThe user becomes a psyker for the remainder of the mission, if the first time roll on the psychic power table for what power they learn.
618cRelfexInjector, GlandDouble the user’s Initiative but reduce their Luck and Sagacity by half rounded down.
824cHeroineInhaler, Injector, GlandFor the rest of the battle the user ignores battle shock and cannot be forced unconscious from damage.
2D6OverdoseDescription
2-4Bugs!The fighter drops prone if standing and peels off some of their skin trying to getting the bugs out. Roll on the injury table.
5My Hands…The fighter believes their hands have turned into tentacles and thus drop everything they’re holding.
6They’re in the Walls!!!!If the fighter is equipped with a Firearm, they shoot randomly all of the place. Make a number of stray shots equal to the firearm’s maximum Rate of Fire. If the fighter doesn’t have a firearm, they make a battle shock test instead.
7You Can’t See MeThe fighter believes they’re invisible and move their maximum distance in a random direction.
8Wildly CoyoteThe fighter jumps off the nearest ledge, drop off, or whatever. If there is nothing to jump off of, they being climbing the nearest possible piece of terrain.
9They Got MeThe fighter drops prone and loses any other actions for the rest of their activation. All allies with Line of Sight to the dropped fighter must make a Battle Shock test as if they died.
10Leroy JenkinsThe fighter spends this action moving into any available engagement. Otherwise, they move towards the nearest enemy they have line of sight to.
11-12The Worms ?!?!The fighter shoots or strikes their own leg, controller’s choice, trying to stop the worms.