The GM may allow players to create custom wargear. If so, here is the point breakdown for wargear.
Melee Range: all melee weapons have a minimum range of 1. It may go up to 3 for 1 point per increase.
Range 2: 1 Point
Range 3: 2 Points
Ranged Distance: the minimum distance for a ranged weapon is 6" at 1 point, for every 6" increase in range it is +1 point.
Ranged Penalty: Some ranged weapons inflict a movement penalty. By adding a movement penatly to wargear, players may make the weapon cheaper.
No Penalty: 0 points.
Half Penalty: -1 point.
Full Penalty: -2 points.
Ranged Strength: The Strength of a Ranged weapon can be set to any number and equals the same amount of points. A strength 5 Ranged Weapon is 5 points.
Wound #: Some wargear can cause multiple wounds, player must pay 5 points for every wound a weapon would cause beyond the first.
Usable once per game: Some wargear is limited, as such it cannot be used round after round. This wargear receives -5 points.
Key Words: Some weapons have special keywords, these are all 1 point per keyword.
These keywords may be: Arc, Light, Blast X, etc. (See wargear Glossary for the full list).
Key Word Point Exceptions: These keywords do not cost one point:
[Blast/Radius/Sunder X]: The Blast/Sunder X keywords costs equals X points.
[Quick Shot]: This keyword costs 5 points.
[Two-Handed]: This keyword reduces costs -2 points.
[Multi-Shot X]: This keyword multiplies the cost of the weapon by X.
A 7 point Pistol with [M3] would cost 21 points.
"All units in Coherency": Special rules such as these cost 3 points.
Stat Modification: Wargear may alter a stat such as +X or -X, this increase will cost equal to the stat point costs listed in Character Creation.
Spells: If wargear would grant any spell, all spells cost 5 points each.
Regaining Wounds/Destiny/Faith/Affinity: Some wargear can restore lost stat resources such as wounds, destiny, faith, or affinity. Such items will cost points equal to what they restore.
Restore a fixed amount: an item that can restore 3 wounds would cost 15 points.
Restore per round: some items, such as talismans, can restore 1 resource per round. The average game of dwethia is 5 rounds so player will pay for 5 of the chosen resource.
Example: A Talisman restores 1 affinity per round, as such it costs 25 points, that is 5 points for each point of affinity for all 5 rounds. As item that restores 1 destiny per round would cost only 5 points as destiny is only 1 point per destiny.
Cover: Some wargear items provide a cover bonus, these items have the following options:
Cover X: This item provides a Cover Bonus that can be any number from 1 to 4, costing X points.
Range: 6" for 6 points or 18" for 3 points. This determines the range at which the cover bonus is lost, the smaller the range the more effective the wargear.
Examples:
Camo Cloak costs 5 points. This provides Cover 2 when targeted outside 18". That is 2 points for cover 2 and 3 points for range 18"
Invisibility Cloak costs 10 points. this provides cover 4 outside of 6". That is 4 points for cover 4, and 6 points for range 6"
Example: Captain Davey Jones has a custom pistol called "Screamer" it has the following profile: 12" Range , Strength 8, No penalty [Quick Shot][Light]. As such it costs 12 points.
Range 12": this is 2 6" range increments for 2 points.
Strength 8: this costs 8 points
No Penalty: this is free and refunds no points.
Keywords: Quick Shot and Light both cost 1 point each for 2 points total.
Total cost: 2+8+0+2=12