+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. If a shooting weapon has multiple values listed under it’s Rate of Fire, pick one to use before shooting it each time.

Firearms

To shoot a firearm first choose an enemy in line of sight to be the target. Do note that all models whether enemies, allies, or terrain can block line of sight. Then make a number of Ballistic Skill checks equal to the firearm’s Rate of Fire. Fighters get -1 to this check for every full set of the firearm’s Range yards away the target is. Each successful check hits its target and inflicts damage equal to the weapon’s Damage value.

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. If there are, assign the stray shot(s) to the fighter(s) from lowest to highest Luck value. If every fighter has been assigned a stray shot and there are more to assign, then start from the bottom up again. Then each fighter assigned a stray shot must make a Luck check for each stray shot assigned to them. If failed, they’re hit by the shot instead of the original target.

Blast

Blast weapons represent rocket launchers, cannons, and other explosives. Each blast weapon has a blast type, which determines the diameter of the explosion.

Blast TypeBlast Diameter
Small3y
Large5y
Huge7y

To shoot a blast weapon choose any point in the fighter’s line of sight to be the center of the blast for each shot. This can be an enemy fighter, a piece of terrain, or simply a point on the battlefield. The shooter then makes a Ballistic skill check for each shot the weapon makes. Fighters get -1 for every full set of the blast weapon’s Range yards away the target is. Each shot’s blast center scatters a number of yards for every point their associated check failed their test by in the direction the D10 points to. All models, both friendly and enemy, that are within the blast’s diameter are hit by the explosion and are dealt damage equal to the weapon’s Damage value.

Template

Template weapons represent shotguns, flame throwers, sonics, and similar types. Template weapon utilize the standard 8 yard template seen in many other wargames. 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, whether friendly or enemy, underneath any of these templates is hit by the attack and are dealt damage equal to the weapon’s Damage value.

Reloading

All shooting weapons test your Ballistic Skill in some way. When doing so, check the highest level of multiplicity among the D10s rolled. If this highest level multiplicity meets or exceeds the firearm’s capacity value, then the fire arm must be reloaded before you fire again. For example, a weapon with Capacity 3 would need to be reloaded if you roll triples, quadruples, pentuples, etc.

In order to reload a shooting weapon, you must spend a number of actions reloading the weapon equal to its Reload value. When reloading as an action, make a Grit check. If passed, it counts as two reloading actions instead of one.

If a weapon has a Reload value followed by “*”, then you have to wait that many activations to pass for the weapon to cool down before shooting the weapon again. This replaces the normal reloading actions and requirements. At the end of a turn in which you’re waiting for a shooting weapon to cool down, make a Luck check. If passed, it counts as two activations passing instead of one.

Weapon Classes

Weapons can not only have types, but a class as well. Basic weapons have no additional rules, pistols allow you to shoot enemies you’re engaged with, and heavy weapons require two actions to shoot. If a fighter only has a single action available to them during their activation, they can still shoot their heavy weapon but with disadvantage.

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.