Creating Warbands
All players get 600 credits to build their starting warband. This is starting value is just a baseline. Play groups that have a campaign under their belt could set this value to be higher or lower as their desire. To build a warband choose a warband list to build from. Then recruit fighters and equip them.
Recruiting Fighters
Pick out fighters you want to included in your warband that’re in the warband’s fighter list. To recruit a fighter you pay their hiring fee, roll for their characteristic values, and purchase their equipment. When adding fighters to your warband, be careful not to spend all of your credits! Fighters that go on a mission and survive must have their battle fee paid or consequences will be incurred. Warbands should typically have somewhere between six and ten twelve models.
Carrying Capacity
Each piece of equipment, weapon, and/or armor will have have a weight value associated with it. A fighter can have any amount of equipment as long as their total weight does not exceed ten times the fighter’s Strength and Toughness characteristic values added together. Weight in Flesh Wound! is measured in pounds.
So a fighter with a Toughness value of 3 and Strength 3 would be able to carry up to 60lbs of equipment on each mission. The list of equipment can be found in the armory sections of the rules.
Rite of two bear arms - As a base line all fighters start with two arms. Fighters can hold a weapon in each hand, however if a fighter is holding a weapon in only one hand, you double its weight. For example, a great sword that weights 8lbs would count as 16lbs towards a fighter’s carrying capacity if one-handed.