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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 2 | 10c | Laspistol | Firearm - pistol | 4y | 1/2 | 3 | 2 | 2 | 15lbs |
| 2 | 28c | Lasgun | Firearm - basic | 20y | 1/2 | 4 | 2 | 2 | 25lbs |
| 6 | 90c | Multi-laser | Firearm - heavy | 30y | 2/3/6 | 5 | 2 | 4 | 65lbs |
| 8 | 52c | Lascannon | Firearm - heavy | 40y | 1 | 12 | 1 | 4 | 75lbs |
Autoguns
Autoguns have quick internal mechanisms granting them higher RoF than their piers.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 2 | 10c | Autopistol | Firearm - pistol | 2y | 1/2 | 4 | 2 | 2 | 20lbs |
| 2 | 28c | Autogun | Firearm - basic | 10y | 2/3 | 6 | 2 | 2 | 30lbs |
| 4 | 10c | Revolver | Firearm - pistol | 3y | 1 | 6 | 1 | 1 | 15lbs |
| 4 | 12c | Stubber | Firearm - pistol | 2y | 1/2 | 5 | 2 | 2 | 15lbs |
| 6 | 45c | Heavy Stubber | Firearm - heavy | 15y | 2/3/5 | 6 | 3 | 3 | 45lbs |
| 8 | 62c | Assault Cannon | Firearm - heavy | 20y | 3/6 | 7 | 3 | 6 | 75lbs |
| 4 | 26c | Hunting Rifle | Firearm - basic | 20y | 1 | 6 | 1 | 1 | 40lbs |
| 2 | 15c | Shotgun | Template - basic | - | 1 | 5 | 1 | 1 | 30lbs |
| 4 | 12c | Sawed Off Shotgun | Template - pistol | - | 1 | 4 | 1 | 1 | 25lbs |
| 6 | 30c | Pump Action Shotgun | Template - basic | - | 1/2 | 5 | 2 | 2 | 35lbs |
| 8 | 45c | Auto Shotgun | Template - basic | - | 2/3 | 5 | 2 | 3 | 40lbs |
| 10 | 96c | Pump Gun | Template - heavy | - | 4 | 8 | 1 | 6 | 100lbs |
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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 32c | Bolter | Firearm - basic | 10y | 1/2 | 8 | 2 | 3 | 40lbs |
| 6 | 22c | Bolt Pistol | Firearm - pistol | 2y | 1/2 | 8 | 2 | 3 | 25lbs |
| 8 | 42c | Storm Bolter | Firearm - pistol | 3y | 2/4 | 8 | 3 | 4 | 55lbs |
| 8 | 46c | Bolt Carbine | Firearm - basic | 30y | 1 | 8 | 1 | 1 | 35lbs |
| 10 | 72c | Heavy Bolter | Firearm - heavy | 20y | 1/4 | 10 | 3 | 5 | 70lbs |
Meltas
Melt - melta weapons have the negative range modifier from rolling to hit applied to their damage value.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 8 | 22c | Meltagun | Firearm - basic | 5y | 1 | 16 | 1 | 4 | 45lbs |
| 10 | 14c | Inferno Pistol | Firearm - pistol | 1y | 1 | 12 | 1 | 2 | 25lbs |
| 10 | 26c | Multi-melta | Firearm - heavy | 5y | 1 | 20 | 1 | 6 | 75lbs |
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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 28c | Plasma Gun | Firearm - basic | 10y | 1 | 8 | 1 | 3* | 55lbs |
| 8 | 16c | Plasma Pistol | Firearm - pistol | 2y | 1 | 8 | 1 | 4* | 25lbs |
| 10 | 42c | Plasma Blaster | Firearm - heavy | 20y | 1 | 8 | 1 | 2* | 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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 6 | 30c | Flamer | Template - basic | - | 1/2 | 5 | 2 | 8 | 40lbs |
| 8 | 18c | Hand Flamer | Template - pistol | - | 1/2 | 3 | 2 | 6 | 20lbs |
| 8 | 54c | Heavy Flamer | Template - heavy | - | 2/3 | 6 | 3 | 8 | 60lbs |
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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt |
|---|---|---|---|---|---|---|---|---|---|
| 4 | 10c | Grenade Launcher | - | 10y | 1 | - | 1 | 1 | 25lbs |
| 6 | 30c | Rocket Launcher | - | 30y | 1 | - | 1 | 2 | 60lbs |
Explosives
When you buy an explosive below, you can use the explosive once per mission, but do not have to repurchase them between missions.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt | Effect |
|---|---|---|---|---|---|---|---|---|---|---|
| 2 | 14c | Frag | Large Blast | 1y | 1 | 4 | - | - | 5lbs | |
| 6 | 18c | Plasma | Small Blast | 1y | 1 | 8 | - | - | 8lbs | |
| 4 | 8c | Krak | Basic | 1y | 1 | 6 | - | - | 5lbs | |
| 4 | 6c | Gas | Huge Blast | 1y | 1 | 12-Gr | - | - | 5lbs | Negates armor Save value. |
| 4 | 4c | Smoke | Huge Blast | 1y | 1 | 1 | - | - | 5lbs | Acts as concealment, Negates armor Save value |
| 8 | 32c | Heywire | Huge Blast | 1y | 1 | - | - | - | 6lbs | Shuts down any electronics, force shields, bionics, etc for 2D3 rounds. |
| 6 | 6c | Flash | Large Blast | 1y | 1 | - | - | - | 4lbs | All 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.
| Rarity | Cost | Name | Type | Rng | RoF | D | Cap | Rld | Wt | Special Rule |
|---|---|---|---|---|---|---|---|---|---|---|
| 12 | 28c | Hrud Fusil | Firearm - basic | 10y | 1 | 8 | 1 | 3* | 45lbs | Fighters hit use Intelligence instead of Grit for remaining conscious. |
| 12 | 35c | Kroot Long Rifle | Firearm - pistol | 20y | 1 | 2D3 | 1 | 2 | 35lbs | Roll for the damage this weapon deals when landing hits. |
| 12 | 52c | Necrontyr Flayer | Firearm - heavy | 30y | 1 | 2 | 1 | 2* | 45lbs | Fighters 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. |
| 12 | 32c | Xenarch Deatharc | Firearm - basic | 10y | 3/6 | 2 | 3 | 6 | 35lbs | Roll once on the hit location table for this weapon, all shots hit that single location. |
| 12 | 36c | Eldar Shuriken | Template | - | 1/2/4 | 3 | 4 | 9 | 25lbs | Successful Grit checks while reloading count as D3+1 instead of 2. |
| 12 | 24c | Tau accelerator | Firearm - heavy | 10y | 1/3 | 2 | 2 | 4* | 30lbs | Each -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
| Rarity | Cost | Name | Reach | D | Rules | Wt |
|---|---|---|---|---|---|---|
| 2 | 4c | Knife | +0 | 2+S | Armor Gap | 1lbs |
| 4 | 6c | Shortsword | +1 | 3+S | Parry | 2lbs |
| 4 | 8c | Longsword | +2 | 4+S | Parry | 4lbs |
| 6 | 12c | Greatsword | +3 | 4+S | Parry, Sweep | 6lbs |
| 2 | 8c | Axe | +1 | 4+S | Cleave | 3lbs |
| 4 | 12c | Great Axe | +2 | 5+S | Cleave, Cripple | 6lbs |
| 4 | 10c | Flail | +3 | 2+S | Shred, Disarm | 3lbs |
| 4 | 10c | Spear | +4 | 3+S | Prod | 4lbs |
| 6 | 12c | Halberd | +3 | 3+S | Cleave, Cripple, Prod | 8lbs |
| 2 | 6c | Hammer | +1 | 2+S | Bash | 4lbs |
| 4 | 10c | Warhammer | +2 | 4+S | Bash, Cripple | 6lbs |
| 4 | 8c | Falchion | +1 | 3+S | Cleave, Parry | 6lbs |
| 6 | 14c | Grand Falchion | +2 | 5+S | Cleave, Cripple, Parry | 8lbs |
| 6 | 10c | Rapier | +2 | 3+S | Disarm, Prod | 4lbs |
Chain Weapons
| Rarity | Cost | Name | Reach | D | Rules | Wt |
|---|---|---|---|---|---|---|
| 6 | 10c | Chain Sword | +1 | 4+S | Shred, Parry | 4lbs |
| 4 | 10c | Chain Axe | +1 | 4+S | Shred, Cleave | 6lbs |
| 8 | 14c | Evicerator | +3 | 4+S | Shred, Parry, Sweep | 12lbs |
| 6 | 12c | Dismemberer | +2 | 4+S | Shred, Cleave, Cripple | 12lbs |
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.
| Rarity | Cost | Name | Reach | D | Rules | Wt |
|---|---|---|---|---|---|---|
| 8 | 15c | Powered Short Sword | +1 | 6+S | Parry | 4lbs |
| 8 | 18c | Powered Long Sword | +2 | 8+S | Parry | 8lbs |
| 6 | 18c | Power Fist | +0 | 8+S | Bash, Cripple | 10lbs |
| 10 | 28c | Powered Halberd | +3 | 8+S | Cleave, Cripple, Prod | 16lbs |
| 6 | 16c | Power Hammer | +1 | 6+S | Bash | 8lbs |
| 8 | 30c | Thunder Hammer | +2 | 11+S | Bash, Cripple | 12lbs |
| 6 | 12c | Power Knife | +0 | 5+S | Armor Gap | 2lbs |
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.
| Rarity | Cost | Name | Reach | D | Rules | Wt |
|---|---|---|---|---|---|---|
| 4 | 10c | Shock Mawl | +1 | 2+S | Bash | 6lbs |
| 6 | 20c | Neural Whip | +3 | 4+S | Shred | 5lbs |
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.
| Rarity | Cost | Name | Reach | D | Soul Cut | Rules | Wt |
|---|---|---|---|---|---|---|---|
| 12 | 20c | Force Sword | +1 | 3+S | (4) | Parry | 4lbs |
| 12 | 24c | Force Greatsword | +(3) | 4+S | 3 | Parry, Sweep | 12lbs |
| 12 | 20c | Force Axe | +1 | (4)+S | 3 | Cleave | 6lbs |
| 12 | 24c | Force Spear | +(4) | 3+S | 4 | Prod | 8lbs |
| 12 | 26c | Force Halberd | +3 | 3+S | (4) | Cleave, Cripple, Prod | 16lbs |
| 12 | 24c | Force Warhammer | +2 | (4)+S | 3 | Bash, Cripple | 12lbs |
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.
| Rarity | Cost | Name | Size | Ap | Wt |
|---|---|---|---|---|---|
| 4 | 8c | Flakk | Small | 6 | 6lbs |
| 2 | 10c | Flakk | Medium | 8 | 8lbs |
| 4 | 14c | Flakk | Large | 12 | 12lbs |
| 6 | 16c | Flakk | Huge | 14 | 14lbs |
Carapce
| Rarity | Cost | Name | Size | Ap | Wt |
|---|---|---|---|---|---|
| 4 | 12c | Carapce | Medium | 12 | 12lbs |
| 6 | 24c | Carapce | Large | 24 | 24lbs |
| 8 | 36c | Carapce | Huge | 36 | 36lbs |
Power Armor
Power armor increases melee damage the bearer performs by 50%.
| Rarity | Cost | Name | Size | Ap | Wt |
|---|---|---|---|---|---|
| 8 | 30c | Power Armor | Medium | 20 | 20lbs |
| 10 | 48c | Power Armor | Large | 30 | 30lbs |
Mesh Armor
Mesh armor increases how far a fighter can move during their movement by 50%.
| Rarity | Cost | Name | Size | Ap | Wt |
|---|---|---|---|---|---|
| 6 | 12c | Mesh Armor | Small | 8 | 8lbs |
| 8 | 20c | Mesh Armor | Medium | 12 | 12lbs |
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%.
| Rarity | Cost | Name | Size | Ap | Wt |
|---|---|---|---|---|---|
| 10 | 72c | Terminator Armor | Large | 48 | 48lbs |
Misc
Generally fighters can only be equipped with teh same item once. So fighters can’t be equipped with two camo cloaks for example.
| Rarity | Cost | Item | Wt | Description |
|---|---|---|---|---|
| 6 | 12c | Shoulder Mount | Wt lbs | Weights 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. |
| 8 | 10c | Combi Mod | Wt lbs | Combines 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. |
| 4 | 14c | Comms | 6lbs | Allows commands to be granted to any ally that also has a command instead of just those within line of sight. |
| 6 | 9c | Auspex Scanner | 3lbs | Negates the “Off Guard” striking rule. Allows blast weapons to target anywhere even outside of line of sight with disadvantage to the to hit roll. |
| 4 | 20c | Thermal Goggles | 2lbs | Negates all concealment that doesn’t also provide cover. |
| 2 | 10c | Gas Mask | 2lbs | Grants immunity to smoke and gas explosives. |
| 4 | 20c | Servo 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. |
| 2 | 10c | Medi-Pak | 6lbs | Grants advantage to First Aid Sagacity checks during missions. |
| 4 | 20c | Scope | +2lbs | Equip to a Shooting weapon and increase its weight by 2lbs. Aiming actions with that weapon double it’s Range value. |
| 6 | 18c | Camo Cloak | 4lbs | If the bearer didn’t move last turn, they’re considered to have their full body in concealment, but providing no cover. |
| 8 | 10c | Banner | 6lbs | Must 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. |
| 10 | 2c | Charm | 1lbs | Once per game the bearer can reroll all dice they just rolled a check. |
| 10 | 2c | Rod of Office | 2lbs | Must be held in at least one hand like a weapon, doubling the weight towards carrying capacity if so. Gain advantage on command actions. |
| 10 | 34c | Teleporter | 10lbs | Instead 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. |
| 4 | 14c | Extended Mags | 50% | Equip to a shooting weapon, increasing it’s weight by 50% rounded up. Increase it’s Capacity and Reload values by 50% rounded up. |
| 2 | 10c | Cargo Pants | -10lbs | Reduce the bearer’s current carrying weight by 10lbs while equipped. |
| 10 | 28c | Faith | - | Decrease the Damage value of all attacks that hit the bearer by 2. |
| 8 | 16c | Hackware | 4lbs | As 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. |
| 10 | 8c | Holy Sigil | 2lbs | Grants the bearer +D3 damage against all psykers, daemons, and other monsters. |
| 6 | 14c | USB Stick | 1lbs | As 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. |
| 4 | 20c | Grappling Hook | 10% | 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
| Rarity | Cost | Item | Wt | Description |
|---|---|---|---|---|
| 4 | 8c | Helmet | 10lbs | Bearer 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. |
| 8 | 10c | Relic Shield | 10lbs | Bearer can grant themselves +adv in combat contested Weapon Skill checks before rolling, but reduce all combat points earned by half rounded down. |
| 8 | 16c | Storm Shield | 15lbs | grants cover against shooting attacks. |
| 6 | 6c | Buckler | 2lbs | Grants the bearer the Parry Combat Rule when striking. |
| 10 | 24c | Iron Halo | 4lbs | When 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. |
| 8 | 12c | Refractor Field | 6lbs | Grants 5 Armor Points |
| 12 | 16c | Conversion Field | 8lbs | Grants reduces the Damage value of incoming hits by 1. |
Implants
| Rarity | Cost | Item | Wt | Description |
|---|---|---|---|---|
| 6 | 28c | Bionic 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. |
| 8 | 26c | Gas Lung | - | Negates the damage from gas and smoke explosives. |
| 10 | 24c | Brain 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. |
| 4 | 30c | Weapon 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.
| Rarity | Cost | Item | Wt | Description |
|---|---|---|---|---|
| 4 | 8c | Rusty Spoon | 1lbs | Allows 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. |
| 6 | 12c | Inhaler | 1lbs | Allows for the use of the drug before the mission or during as an action. |
| 8 | 16c | Injectors | 4lbs | Allows for the use of the drug during the mission during the fighter’s activation without costing an action. |
| 10 | 24c | Gland | - | 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.
| Rarity | Cost | Item | Dispensers | Effect |
|---|---|---|---|---|
| 6 | 18c | ‘Slaught | Inhaler, Injector | Reduce Grit, Sagacity, and Fellowship by half and increase Strength and Toughness by 50% for the rest of the mission. |
| 8 | 16c | Spice | Inhaler, Gland | The 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. |
| 6 | 18c | Relfex | Injector, Gland | Double the user’s Initiative but reduce their Luck and Sagacity by half rounded down. |
| 8 | 24c | Heroine | Inhaler, Injector, Gland | For the rest of the battle the user ignores battle shock and cannot be forced unconscious from damage. |
| 2D6 | Overdose | Description |
|---|---|---|
| 2-4 | Bugs! | The fighter drops prone if standing and peels off some of their skin trying to getting the bugs out. Roll on the injury table. |
| 5 | My Hands… | The fighter believes their hands have turned into tentacles and thus drop everything they’re holding. |
| 6 | They’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. |
| 7 | You Can’t See Me | The fighter believes they’re invisible and move their maximum distance in a random direction. |
| 8 | Wildly Coyote | The 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. |
| 9 | They Got Me | The 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. |
| 10 | Leroy Jenkins | The fighter spends this action moving into any available engagement. Otherwise, they move towards the nearest enemy they have line of sight to. |
| 11-12 | The Worms ?!?! | The fighter shoots or strikes their own leg, controller’s choice, trying to stop the worms. |