Shooting

There are four types of shooting weapons in Flesh Wound! Each use a fighter’s Ballistic Skill but operate slightly differently from type to type. Regardless, shooting weapons will have the following general stats.

StatAbv.Description
Type-what type of shoot weapon it is, determines what method of firing it follows below, followed by a number indicated it’s rate of fire.
DamageDhow much damage the weapon does.
CapacityCaphow likely the fire arm is to run out and need to be reloaded.
MalfunctionMlfwhat happens when the weapon malfunction.
Rules-any extra rules or abilities the weapon may have.
WeightWthow many dlbs the weapon weighs towards a fighter’s maximum carrying capacity.

Firearms

To shoot a firearm first pick an fighter in Line of Sight to be your target. Make a number of Ballistic Skill checks equal to the weapon’s Rate of Fire. For each success you land a hit on your target and they take an amount of damage equal to the weapon’s Damage. For example, a heavy 3 weapon fires 3 shots every time it shoots. If a weapon has / like 1/3 that means it can fire 1 or 3 shots every time it shoots. Finally, if a weapon as - like 1-3 it mean it can fire 1, 2, or 3 shots every time it shoots.

Range Modifier

There are a couple of different types of firearms in Flesh Wound!. Each of these types have a Range value associated with them. These types and their ranges are summarized on the table below.

TypeRange
Pistol5y
Rifle10y
Heavy20y

Fighters get -1 to hit their target for every full set of Range yards away their target is. For example, if a fighter with Bs.8 is shooting an enemy that’s 16 yards away with a pistol; they’d need a 5 or less to hit their target.

Split Fire

If the firearm you’re shooting fires more than one shot at a time, you can split the shots between multiple targets. Each target must inflict the same range modifier, and the shooter gets -1 to hit for every target past the first. For example, if a fighter with Bs.9 is shooting a rifle that fires 3 shots can see close enemies 12 yards away and far enemy 36 yards away. The shooter can only target either the far enemy or the close enemy. The shooter targets the two close enemies, assigning one shot a one and two shots at the other. They get -1 to hit because of the distance, and -1 for the additional target. So shots would land on any rolls of 7 or less.

Stray Shots

For every shot you miss when shooting a firearm you must check to see if anyone gets hit by it! To do so, check to see if there’s any other fighters in the shooter’s line of sight, ignoring original targets. If there are, assign each shot to one of those fighters from the worse Luck value to the highest. Do this until all other fighters in line of sight have a stray shot assigned to them, or all stray shots have been assigned. Each fighter assigned a stray shot must then pass a Luck check or else be hit and take damage from that shot.

In the Way

If a model, weather friendly or otherwise, is partially covering your shot’s target, then you must make a “In the Way” check. Simply make your to hit rolls as normal. If the shot lands, check to see if the result is even or odd. If the result is even, then you hit your original target. If the result is odd, then you hit the fighter that’s in the way.

Cover

If roughly half a target is covered by terrain, like a wall, sheet, or car door, then all range modifiers to the Ballistic Skill checks are doubled. For example, a fighter with Bs.7 is shooting a rifle targeting an enemy 25 yards away that’s in concealment would need to roll a 3 or less to hit they’re target. Fighters partially blocking line of sight to your target do not incur concealment.

Template

Template weapons utilize the classic 8" flamer template. To fire a template weapon gather a template and make a Ballistic Skill check for every shot the weapon makes when fired. For each check passed, gather an additional template. Assemble these templates so that the skinny point is touching the shooting fighter’s base and at least one other template. Templates can be placed on top of each other and to eachother’s sides. Then, every every fighter takes a hit and damage from the weapon for each template they’re under. Template weapons can hurt both friendly and enemy fighters. Template weapons ignore cover.

Blast

Blast weapon utilize blast template that are of different sizes. Each of these blast templates have an associated range value as well. These details are summarized on the table below.

Blast SizeDiameterRange
Small3y12y
Large5y18y
Huge7y24y

To fire a blast weapon, choose a point in line of sight to be your target and place some sort of marker there. Then make a Ballistic Skill check and roll a scatter die. For every point of the skill check you failed by, move the marker that many yards in the direction indicated on the scatter die. All fighters, weather friendly or enemy, withing the blast diameter of the marker take a hit and damage from the weapon. Fighters in cover halve the number of hits they receive from blast weapons, rounding down. Check cover from the point of view from the center of the blast, rather than the shooting fighter.

Multiple Shots

If the weapon fires multiple shots, then place a target marker as normal but roll a scatter die for each shot being fired. Then for each result among the scatter die, place a hit marker down in that direction a number of yards away equal to how much you failed the Ballistic Skill check by. Then each target marker hits all enemies within its diameter. This can cause the same fighter to take multiple hits.

Range Modifier

The Ballistic Skill check becomes one point harder to pass for every full set of range yards away the target of your weapon’s attack is.

Reloading

If a fighter rolls equal to or over their weapon’s Capacity value amongst any of the shots fired when shooting, the weapon must be reloaded before being fired again. Fighters must spend an action and a piece of munition equipment on their person to reload a weapon.

For example, a fighter shoots a firearm with a rate of fire of 3 and has the Capacity value of 9+. The fighter gets the results of 5, 10, 7. Causing the weapon to run out an need a reload.

Malfunctioning

If a fighter rolls doubles on any of the Ballistic Skill checks they make when shooting their firearm the weapon malfunctions. There are different types of malfunctions. The details of which are described on the table below.

MalfunctionDescription
JamsWhen this weapon jams, the bearer must spend actions attempting to unjam the weapon by passing a Grit check before it can be fired again.
HazardousThe bearer must make a Luck check. If failed the weapon explodes, is destroyed, and lands one hit on the bearer.
ClutchWhen this weapon malfunctions, you perform a second shooting action with the same targets and shots as last time. After this second shooting action is completed, the weapon becomes inoperable for the remainder of the battle. During the following post battle sequence a member of the warband can attempt to fix it by passing a Sagacity check. If passed it works again. If failed the weapon is destroyed.
DudThe weapon fails to fire its payload and the shot is loss. The weapon still works as normal and no munitions are lost, you just feel a list emasculated.