Basic Principles

Flesh Wound! sees typically two players each fielding a single warband comprised of fighters armed to the teeth with knives, guns, bombs, and plenty of drugs. The rules for this game laid out so two players wanting to learn can go top to bottom, step by step, together in an easy and orderly fashion. Warbands can be used for only a single game, and created/destroyed at will. However, the intended way to play to play is to stay with the same warband as both the warband as a whole and the individual fighters in it will develop over many games. Play groups can be two or more people wanting to play a series of games of Flesh Wound!

To start playing Flesh Wound! players will need to…

  1. find a play group
  2. create a warband
  3. determine a mission
  4. play a game
  5. go through the post battle sequence.

Campaign Play

Play groups can run their games of Flesh Wound! in many ways. They can schedule a weekly meet up to all play a game, they could play games with out restriction as they get the opportunity, or anything else. It doesn’t matter how the play group sets up their campaigns, just as long as everyone agrees on it. Flesh Wound! is designed so that a warband that’s been through three to five games is roughly as strong as a warband that’s brand new. Warbands get slightly stronger the more games they play, but more so they become far more complex and unique.

What You’ll Need

In order to play Flesh Wound! you’ll need models of course, a handle full of D6s (preferably in a couple of different colors), blast and flamer templates (you know the ones), a measuring tape, either a scatter die(you know) or a D10, fighter sheets, and some writing implements.

Dice

In the rules for Flesh Wound you may find terms like D6 or D3. These represent rolling a die of that many sides. So 2D3 means “two three sided dice.” You can get the results of a D3 and D2 by rolling a D6 and comparing it on the table below

D6D3D2
111
211
321
422
532
632

Advanced Rules

There is a section at the end of all of this that goes over some additional rules that your play group could add in to make things even more interesting. This could be things like vehicles, monsters, mechs, 3+ player games, and many other things. If your play group hasn’t gone through a campaign before, it is advised to not play with these rules. However, every time you start up a new campaign or you get a good number of games under your belt, feel free to add a new advanced rule into the game!