Mission Generation
To set up a game of Flesh Wound! Battles between two armies, decide on how many points each army will have to build their forces, and then go through the following steps.
- Determine Battle Size
- Set Up Terrain
- Determine Mission Objectives
- Roll for Mission Conditions
1. Determine Battle Size
Compare how many points that were decided on to the table below to determine the size of the battlefield.
| Points | Battlefield Size (28/32mm) | Battlefield Size (8/9mm) |
|---|---|---|
| 500-1,000pts | 4’ x 4' | 2’ x 4' |
| 1,000pts-1,500pts | 4’ x 6' | 3’ x 4' |
| 1,500pts-2,000pts | 6’ x 6' | 4’ x 4' |
| 2,000pts-2,500pts | 6’ x 8' | 4’ x 6' |
| 2,500pts-3,000pts | 6’ x 10' | 5’ x 6' |
| 3,000pts+ | 6’ x 12' | 6’ x 6' |
2. Set Up Terrain
Fill up the table with terrain. Have fun with this step and try to make things interesting and fair! Before going further it’s best to talk with your opponent about which pieces of terrain grant cover (4+ to be shot) or fortification (5+ to be shot).
3. Determine Mission
Compare the Modus of each army on the table below to figure out which mission to play. If you and your opponent have already played against each other, then the player that lost last battle chooses an mission to play that you haven’t played yet and is adjacent to the last missions played.
| Shock Assault | Purgation | Tac Ops | Guardian | Siege Force | |
|---|---|---|---|---|---|
| Shock Assault | Mission 1 | Mission 2 | Mission 3 | Mission 4 | Mission 5 |
| Purgation | Mission 2 | Mission 6 | Mission 7 | Mission 8 | Mission 9 |
| Tac Ops | Mission 3 | Mission 7 | Mission 10 | Mission 11 | Mission 12 |
| Guardian | Mission 4 | Mission 8 | Mission 11 | Mission 13 | Mission 14 |
| Siege Force | Mission 5 | Mission 9 | Mission 12 | Mission 14 | Mission 15 |
Each mission describes Deployments, End Conditions, and Primary Objectives. The army that you bring will give you two secondary objectives. Generally, every time you score a primary objective, it grants you 5VP. While secondaries only grant 2VP each time.
4. Mission Conditions
Roll on the table below to see if there are any complications in the mission.
| 2D6 | Result |
|---|---|
| 2-4 | Night Time Fighting |
| 5-9 | Clear Skies |
| 10-12 | Waste Land |
Ending the Mission
At the end of each battle round see if one or more armies have taken 50% or more unit casualties. If this is so, roll a D6 on the table below. Casualties include units that have wholly been destroyed/slain, have fled the battlefield, under battle shock, or are broken.
| Greatest Casualty Army Percent | D6 Result Ends Mission On |
|---|---|
| 50%+ | 1-2 |
| 75%+ | 3-4 |
| 100% | 1-6 |
Objective Control
Many mission require models to control different objectives. Objectives often are building or pieces of terrain, but can also other things as the mission describes. To determine who controls an objective, each player counts up how many control points they have inside the terrain or declared control zone. Each model can contribute a number of control points based on how they deployed in the game.
| Deployment Method | Control Points |
|---|---|
| Scout/Infiltrate | 1 |
| Deep Strike | 2 |
| Standard Deployment | 3 |
| Reserves | 4 |
For example: player A has 8 models inside an objective building, while player B has 14. Player A’s models deployed as the mission described, while player B’s models deployed by using the Scout special rule. | Player A would have 24 control points and player B would have 14.