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, go through the following steps. The list of warbands and fighters that can be recruited are listed out in the armory section of these rules.

  1. Choose a Warband List
  2. Recruit Fighters
  3. Determine a Leader

1. Choose a Warband List

There’s many types of warbands you might be able to pick from. The list of warbands you can pick from, what fighters can be used in them, and special rules the warband will get.

2. Recruit 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 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 the fighter’s Fortitude value. Weight in Flesh Wound! is measured in dlbs, or deca-pounds. Each dlbs is equal to 10lbs. So a fighter with a Fortitude value of 7 can carry up to 70 lbs / 7 dlbs, and a gun with a weight of 10lbs would also have the weight of 1 dlbs. 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 2dlbs would count as 4dlbs towards a fighter’s carrying capacity if one-handed.

3. Determine a Leader

The fighter with the highest Fellowship value in your warband becomes the defacto leader for the warband. Your leader gets the benefits of surviving a battle, so they get a name and a modus. Each fighter has a modus table that you roll on determine what their modus operandi is. Modus grant special abilities, and the leader’s modus will affect which missions your warband will go on. If multiple fighters in your warband are tied for the highest Fellowship value, you can pick wich one wins out. Once a leader is elected, doesn’t mean they’re safe. Leaders can be replaced if they’re killed, if another fighter with a higher Fellowship comes along, or the leader’s Fellowship drops.