Wounds and Injuries

Whenever a fighter takes a hit and or damage, they must see what hit location they take this damage on.

D10Hit LocationInjury Description
1-2LegThe fighter must make a Toughness check. If failed they drop prone. Half the fighter’s Initiative for the rest of the mission. If it’s the second time, the fighter automatically drops prone, their Initiative is set to 1, and they cannot stand up for the rest of the game.
3GroinThe fighter automatically drops unconscious.
4-5Gut ShotThe fighter starts bleeding out. At the beginning of each of their activation they take one point of damage for every time this result has been rolled for them. This additional damage doesn’t cause them to roll on the injury table, but can lead to unconsciousness and death.
6-7Lung ShotThe fighter can only perform one action per activation for the rest of the game. If this is the second time you get this injury, then the fighter immediately drops unconscious.
8-9ArmThe fighter loses the ability to use one of their arms properly. If equipped with two weapons/items, drop one at random. If equipped with one item that is being used by both hand, half your Ws and Bs for the rest of the game rounded down. Second time, lose ability to hold anything. Third time drop unconscious.
10HeadThe Fighter automatically drops unconscious.

Cover

Cover is anything that can actually stop a bullet. Examples could be brick walls, concrete barricade, other fighters. Mist, tarps, or car doors wouldn’t be an example.
If the hit location of the hit model is covered from the source of the damage, then it damages/hits the cover instead of the target.

Consciousness and Death!

If a fighter takes damage, inflict damage to the bearer and the injury associated with the rolled hit location. If a fighter takes multiple hits at once, the controller of the hit fighter choose the order the hits inflict damage. If a fighter takes damage greater than or equal to their Toughness value, they drop unconsious and drop prone. If a fighter takes damage double or more than their Toughness value, they instantly die!

System Shock

If a fighter takes an injury, they must pass a Grit check or else drop unconscious. Fighters get -1 to this system shock check for each injury they’ve taken already past the first. If they don’t pass by half needed from a shooting attack, rounded down, they must spend at least one action next round moving into/towards the nearest piece of cover. For example if your Grit is 8 and you take an injury for a total of 3 injuries; then you’d drop unconscious on a 7-10, must run for cover on 4-6, and be completely fine on a 1-3.

Armor

If a model is equipped with armor, deal damage to the armor first before harming the bearer. Armor can stop the first amount of damage a fighter takes up to their Armor Points value. Once armor has no armor points left, damage is pushed onto its bearer.

For example, Skald is equipped with the following set of armor and has Toughness 7, Grit 7.

NameSizeApWt
Flakkmedium66lbs

He takes 3 shots from a heavy rifle that has damage 4. The hit locations he gets are 2(Leg), 4(Gut Shot), 5(Gut Shot). The Skald only has hit arms and head covered, so all the shots land.

Skald’s controller orders to resolve these hits in 5, 4, 2. The first hit reduced his Armor Points to 2 remaining, and doesn’t inflict an injury. The second hit reduces his Armor Points to 0 remaining, and inflicts 2 damage to Skald, and resolves the Gut Shot injury. The third hit inflicts 4 damage to Skald, resolves a leg injury, and inflicts a total of 6 damage.

Skald has now taken a total of 6 damage, and 2 injuries. Skald makes a system shock check, with a -1 modifier. He gets a result of 4, passing, but still needing to move into cover with at least one of his actions in his next activation. If he takes any more damage though, he’ll automatically drop unconscious.

Off the Edge

If a fighter takes an injury while within a yard of a ledge or drop off, they fall off the side if they drop prone from the injury. If they don’t drop prone, make a Initiative check. If failed, they still fall of the edge. Falling damage and all of it’s issues still apply.

Bleeding Out

Instead of activating as normal, unconscious fighters will begin to bleed out and or throw up their lunch. Give them a bleeding out token instead of activating to help keep track of this. All terrain within a number of yards equal to the number of bleeding out tokens they have is considered slippery terrain from the blood, vomit, piss, and excrement.

Battle Shock

When a fighter sees an ally drop unconscious they must make a Grit check immediately. If failed they become broken. Broken fighters spend their activation performing two movement actions towards the nearest battlefield edge, trying to flee the battlefield. If they don’t escape the battlefield in such a way, they make another Grit check at the end of their double move. If passed, they are not longer broken. If the fighter saw an ally die, they get disadvantage on the Grit check. The fighter gets -1 to this grit check for every other ally that’s dead, unconscious, broken, or fled the battlefield.

Carpet Bombing

Unlike in other wargames, every single piece of terrain in Flesh Wound! is destructible. However, this doesn’t mean it’s easy. You can intentionally shoot terrain if desired, but they can also be hit when cover stops a fighter from getting injured. Terrain can take a point of damage for every hard in it’s volume before it’s destroyed. (roughly length x width x height, rounding up). If a piece of terrain is destroyed, have it fall over on its side if able/appropriate. If it can’t fall over, instead remove it from the battlefield and mark out the foot print it took up. That area now becomes difficult terrain for the rest of the battle. If the destroyed piece of terrain had any piece of terrain supporting it that can’t stand without it, destroy it too. Models that are in terrain that’s destroyed fall and or become prone as normal, however taking twice as much damage as normal.

Though you can use any type of terrain when playing Flesh Wound!, there are some recommendations. Try to keep terrain comprised of individual pieces. So instead of just one huge wall, try to make into different sections. Additionally, because Flesh Wound! takes place in a city, don’t just use ruins! Though there are many destroyed houses, roads, and shop, much more of the city is actively lived in so reflect it!