"Laws are for breaking, and coin is for making."
A pirate faction, the Blacksun Traders are opportunistic anarchists who live for chaos and wealth. They are the only faction in the galaxy to use forbidden firearms and projectile weaponry. Their fleets are notorious for raiding, looting, and trading in the most dangerous and illegal goods, making them both feared and sought after in the underworld of the galaxy. For them, coin is king, and the laws of the galaxy are made to be broken.
1 Outpost
3 Drones
2 Pirates
Faction Specific Rules:
Rain Fire!: During the shooting phase the Captain from this army may spend 1 destiny point to target an enemy unit within 12". Roll 1d6 for that target. On a 6+ that unit receives a wound. Shield Saves (or any wound ignoring abilities) may be taken as normal.
Friendly Fire: This Faction will shoot even if an ally is in the way.
Faith in Pirate's Code: When victory points are scored, add 1 faith to the faith pool for every point scored.
Faction Specific Secondary Missions:
Secondaries: roll a d3 to pick one.
1. Buried treasure: Bank 100 points from mines.
2. Refuel the ship: Bank 100 points from Gas Veins.
3. Harvest the artefacts: retrieve 5 reliquaries.
The outpost serves as more of a temporary pirate's den of drinking and plotting.
Key Words: [HQ] [Starter][Temple]
1 2 R
21 R
The Galley feeds and houses the units between their pillaging.
Key Words:
1 2 R
[Locked] Sniper Rifles
1 2 R
[Locked] Exo-suits, Tower Shields, Echo-Tech.
1 2 R
[Locked] Grav-Platforms
Ballista: 12", Perception 2, Strength 3 [Fortress]
Rocket Launcher: 15", Strength 4, [Quick Shot] [Arc][Fortress][Locked Rocket Launchers]
The Forge contains all the great technology of the Citadel, ready to bring victory to the comrade.
Key Words: [Fortress]
5 R
5 R
26 R
5 R
5 R
26 R
8 R
8 R
10 R
10 R
A simply drop zone for the legendary Blacksub Warmachines.
Key Words:
5 R
[Locked Siege Cannons]
5 R
[Locked Rocket Launchers, Siege Cannons]
26 R
[Locked Rocket Launchers, Siege Cannons]
26 R
[Locked Rocket Launchers, Siege Cannons]
Mines are special facilities dedicated to harvesting minerals or gas.
Key Words: [Mine] [Harvest 20]
These simple minded ai driven machines only harvest recources and build on bahalf of the crew.
Key Words: [Build][Harvest 20][Starter]
Pirates of the Blacksun Traders are ruthless brigands who will do anything to earn more booty to barter!
Key Words: [Starter]
Guns: 3", Strength 4 [Quickshot]
Special Rules:
Captain: One of your pirate units must be nominated the captain and gain +1 Martial, +2 Perception and +2 Destiny. If that unit is ever slain, pick a First Mate unit to receive this benefit. If no Unit can be chosen, the game ends in a loss.
First Mate: One of your pirate units may be nominated the first mate if the yare not the captain. They receive +1 Martial, Perception and Destiny. If the first mate is slain, you may nominate a new unit.
Upgrades:
Exo-Suits: +1 Strength [Locked Exo-Suits]
Armor: +1 Defense [Locked Echo-Tech]
Jacker: This unit may restore 1 wound to a Siege Cannon, Ironclad, Obliterator, or Jackal instead of shooting in the shoot phase [Locked Jacker]
Sharp Shooters of the Blacksun Traders are expert scouts and elite marksmen, often disabling a few key elements before the rest of the crew arrives.
Key Words: Elite
Sniper Rifle: 24", Strength 6, Full penalty [Quick Shot]
Breachers of the Blacksun Traders are the first to blow the doors on an enemy ship, loading explosives and demolishing opposition. Breachers are specifically equipped to one hand heavy weapons, wielding Rocket Launchers and Two-Handed weapons with one hand while carrying giant tower shields in the other.
Key Words: Elite
Tower Shield: This unit has a 4+ save
Upgrades:
Rocket Launcher: 15", Strength 4, Full Penalty [Quick Shot] [Arc][Locked Rocket Launchers]
Skimmers are the fast moving, hard hitting vanguard of the Blacksun Traders, they are known to appear suddenly and leave devestation in their wake before moving on to other targets while the rest of the crew plunders the spoils.
Key Words: [Elite]
Special Rule:
Hovercraft: This model may move over enemy models, but may not end its turn on any enemy models.
Lighting Quick: If the skimmer moved this turn, it gets a 3+ save, but it suffers a -1 to all hit rolls.
Joust Maneuver: This model will always wound on a 3+ in the fight phase if it moved that round.
Too Fast to Pin: This model may retreat upto 3" and will never suffer opportunity attacks from retreating.
Upgrades:
Rocket Launcher: 15", Strength 4, Full Penalty [Quick Shot] [Arc][Locked Rocket Launchers]
Sniper Rifle: 24", Strength 6, Full penalty [Quick Shot] [Locked Sniper Rifles]
Siege Cannons are archaic and forbidden weapons from before the Black Sun agreement. Their very existence is forbidden.
Key Words: [Elite]
Siege Cannon: 36", Strength 8, Full Penalty [Quick Shot]
Special Rules:
Weapons Platform: This model can only move with Pirate units, it can only fire if adjacent to a pirate unit. This unit cannot be destroyed.
In a universe filled with Arcane and Eldritch powers, the Blacksun Traders learned that they need to make use of these peculiar devices which help to shut down all magic in their area.
Key Words: [Elite]
Special Rules:
Null Generator: This model can only move with Pirate units, any spell that would take effect within 4" of this unit fails on a 4+. This unit cannot be destroyed.
The Ironclad tanks were once considered a mediocre tank among the warmachines each faction once possessed. Now they are elite among the relics that escaped destruction.
Key Words: [Elite]
Siege Cannon: 36", Strength 8 [Quick Shot]
Rocket Launcher: 15", Strength 4 [Quick Shot] [Arc]
Guns: 3", Strength 4 [Quickshot]
Special Rule:
Armored Hull: This model ignores wounds on a 4+
Mobile Weapons Platform: This unit may fire all of its weapons during the shooting phase and always fights in the fight phase.
Ramming Speed: When this model ends its move in coherency with an enemy unit, deal a wound on a 6+
The Ironclad tanks were once considered a mediocre tank among the warmachines each faction once possessed. Now they are elite among the relics that escaped destruction.
Key Words: [Elite]
Siege Cannon: 36", Strength 8, [Quick Shot]
Siege Cannon: 36", Strength 8, [Quick Shot]
Siege Cannon: 36", Strength 8, [Quick Shot]
Rocket Launcher: 15", Strength 4 [Quick Shot] [Arc]
Rocket Launcher: 15", Strength 4 [Quick Shot] [Arc]
Guns: 3", Strength 4 [Quickshot]
Guns: 3", Strength 4 [Quickshot]
Special Rule:
Armored Hull: This model ignores wounds on a 4+
Mobile Weapons Platform: This unit may fire all of its weapons during the shooting phase and always fights in the fight phase.
Ramming Speed: When this model ends its move in coherency with an enemy unit, deal a wound on a 6+
Light, maneuverable, and deadly, often equipped with makeshift weapons stolen from discarded ships other factions claimed after the Black Sun Agreement.
Key Words: [Elite]
Blasters: 15", Strength 4 [Quick Shot]
Guns: 3", Strength 4 [Quickshot]
Special Rule:
Armored and Hard to pin: This model ignores wounds on a 3+
Straffing Run: This unit may fire all of its weapons at any point during the Movement phase instead of the shooting phase.
Aircraft: This model may move over heroes and basic units but may not stop on top of them.