+Shoot+
There are different types of shooting weapons in Flesh Wound! Each uses a fighter’s Ballistic Skill in some way. The section below describe how each type operates.
Firearms
To shoot a firearm choose a target in line of sight to be the target. Make a number of Ballistic Skill checks equal the number of shots the weapon makes. Each success lands a hit on the target and moves onto wounding them. Apply -1 to this check for every set of the weapon’s range the target is. The range of a firearm is based on it’s type, summarized on the table below.
| Type | Range | Special |
|---|---|---|
| Pistol | 2y | Can still be shot while bearer is engaged, but must shoot a fighter they’re engaged with. |
| Rifle | 5y | To hit rolls of natural 6 allows you to make an additional shot, these additional shots can generate more shots and so on. |
| Heavy | 10y | Cannot target a fighter within 10 yards of the bearer. |
Stray Shots
For each shot that misses, you must make a stray shot check. To do so, see if there’s any other fighters in the shooter’s line of sight out side of the original target. Assign a missed shot from the lowest Luck value from among them to the highest until all stray shots have been assigned or all of them have been assigned a stray shot. Each fighter assigned a stray shot then must pass a Luck check or else take the hit.
Blast
Blast weapons represent rocket launchers, cannons, and other explosives. Each blast weapon has a blast type, which determines the diameter of the explosion and range.
| Blast Type | Blast Diameter | Range |
|---|---|---|
| Small | 4y | 5y |
| Large | 6y | 10y |
| Huge | 9y | 20y |
To shoot a blast weapon choose a target point in line of sight to be the center of the blast. This target cannot be within the Range value of the weapon to the bearer. The bearer then makes a number of Ballistic Skill checks equal the number of shots the weapon makes. Additionally roll the scatter die with these checks. If you do not have a scatter die you can roll a different colored D6 and compare the result below.
| D6 | Result |
|---|---|
| 1 | Direct Hit |
| 2 | Scatter away from the shooter |
| 3 | Scatter to the right |
| 4 | Scatter towards the shooter |
| 5 | Scatter to the left |
| 6 | Direct Hit |
The center of the blast shot(s) scatter the direction rolled one yard for every point the check(s) we failed by. Then all fighters within blast(s) range/under the blast template(s) take a hit from that blast.
Template
Template weapons represent shotguns, flame throwers, sonics, and similar types. Template weapon utilize the standard template seen in many other wargames. Template weapons should be 10 yards in length.
To shoot a template weapon first gather a template for each point in the weapon’s Rate of Fire. Then, make a Ballistic Skill check for each point in the weapon’s Rate of Fire and gather an additional template for each success. Place each template gathered side by side with the thinnest point aligned to base contact to the fighter, and center of the group of templates to the center front of the fighter. All fighters take a hit for each of these templates they’re under.
Beam
Beam weapons represent anti-matterial weapons and other strange stuff. Beam weapons have to values listed in their types like “1/24”. The first value represents how many shots the weapon makes. The second value is how far the weapon is effective to in yards.
To shoot a beam weapon make a number of Ballistic Skill checks equal to the shots it fires. Then draw a line equal to how far the weapon is effective until you hit a wall or similar piece of terrain. All fighters under that line take a number of hits from the weapon equal to how many shots the weapon makes.
Beam weapons have the capacity to shoot through terrain. For every passed check, the beam can penetrate that many piece of terrain before ending.
Malfunctions
Each weapon will have one of the malfunctions on the table below. Malfunctions trigger when every Ballistic Skill check resulted in a natural 1 being rolled after any possible rerolls.
| Mlf | Description |
|---|---|
| Jams | The bearer must spend an action successfully clearing the jam. To do so make a number of Grit checks equal to the number of shots the weapon makes. If all of them are successful then the weapon clears. Otherwise, it fails and remains jammed. |
| Heat Up | The bearer cannot shoot this weapon for a number of their following activations equal to the number of shots the weapon makes. |
| Hazardous | The bearer must pass a number of Luck checks equal to the number of shots the weapon makes. The bearer takes a hit from the weapon for each check failed. The weapon becomes inoperable for the remainder of the game. |
Third Eye
Some weird abilities and equipment can grant you line of sight to additional fighters outside of a fighter’s normal vision. When this happens, fighters can only shoot these fighters if they could reasonably draw a strait line from them to their opponent. Examples include shooting around corners, over a barrier, or through smoke/mist.
Dual Wielding
If a fighter is dual wielding shooting weapons, you can shoot both weapons in a single shooting action.
Supported Shooting
If you shoot while being able to rest the weapon on something solid like a low wall, you double your Ballistic Skill value for those shots. While prone you are always considered to be resting your weapons on the ground gaining this bonus.