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 |
At the end of each battle round check to see if one or more player’s armies are shattered. An army is shattered if all their units are slain, fled the battlefield, or have battle shock. If one or more armies are shattered, then the game ends.
Objectives
Each mission will have a primary objective typically worth around 4VP per round. Players typically will have two secondaries granted to them by their armies worth around 2VP per round each. At the end of the game if a player’s army isn’t shattered while their opponent’s army is, they get 20VP.
4. Mission Conditions
Before battle, after deployment, roll on the condition table below and apply the affect. n
| D6 | Condition |
|---|---|
| 1-3 | Clear Skies |
| 4 | Night Time Fighting - half the range of all shooting weapons. At the end of every round roll a D6. If you roll equal to or under the round count the day breaks and night time fighting. |
| 5 | Warp Surge - all psykers roll an additional D6 when manifesting psychic powers adding the result to the total. both double and triple sixes/ones cause perils of the warp. |
| 6 | Acid Rain - At the end of every round, models in open ground take a Strength 1 Damage 1 hit. |
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.