"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.
Blacksun Traders must bring 1 Captain.
Faction Specific Rules:
Rain Fire!: During the shooting phase the Captain from this army (or any new captain) may spend 1 destiny point to target an enemy unit. Roll 1d6 for that target and every unit in coherency with that target. Every 6+ causes a wound on a unit of the opponent's choice. Shield Saves (or any wound ignoring abilities) may be taken as normal. If the target is in coherency with any Blacksun models, the Blacksun player must roll for his own units and allocate any wounds on his own units accordingly.
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:
The Blacksun Traders score secondary points for raiding and pillaging. The following secondary objectives are always active:
Assassination: Score 2 Victory points for every enemy hero killed.
Whittle them down: Score 1 Victory point for every enemy unit killed this turn.
Looking for treasure: Once per round 1 unit per table quarter may skip their shooting phase and roll a d6, on a 6 this army receives 2 victory points.
Blacksun Heroes are ruthless opportunists—captains, mercenaries, and killers who lead through fear, profit, and reputation. Every decision is calculated, and every alliance is temporary.
Captains run the frigates and haulers of the Pirate crews. They are cut throat leaders with access to the best gear.
Wargear options: Captains are equipped with a hand weapon and may add the following options:
Armor (1 pts) or Heavy Armor (2 pts)
Camo Cloak (5 pts) or Invisibility Cloak (10 pts)
Exo-suite (1 pts)
Bubble Shield (5 pts, may be taken multiple times )
Synthetic Organs (1 pts)
Targeting AI 2 (1 pt)
Throwing weapon (4 pts)
1-3 Grenades (10 pts each)
Talisman (25 pts)
Spell Book (5 Pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow or Longbow (7 pts), Composite Bow or Crossbow (6 pts)
Pistol or Rifle (7 Pts), or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Special Rules:
Only One Captain: Blacksun Traders can only bring 1 captain.
First Mates manage the crew on behalf of the Captain. They receive special access to plunder and wargear.
Wargear options: First mates are equipped with a hand weapon and may add the following options:
Armor (1 pts) or Heavy Armor (2 pts)
Camo Cloak (5 pts) or Invisibility Cloak (10 pts)
Exo-suite (1 pt)
Bubble Shield (5 pts, may be taken multiple times )
Synthetic Organs (1 pt)
Targeting AI 2 (2 pts) or Targeting AI 3 (1 Pt)
Throwing weapon (4 pts)
1-3 Grenades (10 pts each)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow or Longbow (7pts), Composite Bow or Crossbow (6pts)
Pistol or Rifle (10 pts) or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Special Rule:
Part of the Crew: First Mates count as "Pirate models" and must be chosen before Basic Units for purposes of "I Am The Captain Now!".
I Am The Captain Now!: If the Captain is ever slain, choose a Pirate model on the battlefield to become the new Captain. This model immediately gains 1 point of Destiny. If the new Captain is slain, this rule activates again, allowing you to nominate another Pirate model to take the Captain’s place and gain 1 point of Destiny.
Captain Davy Jones has modelled himself after the ancient Terran legends of the ghost pirate. His crew is filled with the undead.
Wargear options: Davy Jones is equipped with a Talisman, spellbook, hand weapon and his legendary pistol Screamer.
Special Rules:
Only One Captain: Blacksun Traders can only bring 1 captain.
Ghost Captain: Davy Jones already has the wraith profile applied.
Ghost Crew: If Davy Jones is the captain, pirates must be zombies or wraiths, and this force may take Unnamed Heroes from the Champions of the Void Faction.
Screamer: Screamer is a legendary pistol with the following profile: 12", Strength 8, No penalty [Quick Shot][Light]
Pirates, sharpshooters, and specialists make up the chaotic crews of the Blacksun Traders. They fight dirty, hit hard, and vanish before retaliation—always chasing the next score.
Pirates of the Blacksun Traders are ruthless brigands who will do anything to earn more booty to barter!
Wargear options: Pirates are equipped with hand weapons and may add the following options:
Armor (1 pt)
Throwing weapon (4 pt)
1-3 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow orLongbow (7pts), Composite Bow or Crossbow (6 pt)
Pistol or Rifle (7 pts) or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Special Rule:
I Am The Captain Now!: If the Captain is ever slain, choose a Pirate model on the battlefield to become the new Captain. This model immediately gains 1 point of Destiny. If the new Captain is slain, this rule activates again, allowing you to nominate another Pirate model to take the Captain’s place and gain 1 point of Destiny.
Jackers of the Blacksun Traders are tech specialists who can cause technology to outperform or even make enemies malfunction.
Wargear options: Jackers are equipped with hand weapons and may add the following options:
Armor (1 pt)
Throwing weapon (4 pt)
1-3 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow, Longbow (7 pts) Composite Bow, or Crossbow (6 pts)
Pistol, Rifl (7pts), or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Special Rule:
Hacker: Any opposing model within 24" of this Jacker model will lose any benefits of Targeting AI, Invisibility Cloaks and Exo-Suits.
Engineer: All allied monstrous and Titanic units of this faction within 6" of this model will regain 1 lost wound after this model finishes it's movement.
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.
Wargear options: Sharp Shooters are equipped with hand weapons and Sniper Rifles and Targeting AI 3 and may add the following options:
Armor (1 pt)
Throwing weapon (4 pta)
1-3 Grenades (10 pts each)
Exchange Targeting AI 3 for Targeting AI 2 (1pt)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Camo Cloak (5pts) or Invisibility Cloak (10 Pts)
Special Rule:
Eagle Eye: This unit may reroll misses on Ranged Attack Rolls.
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.
Wargear options: Breachers are equipped with hand weapons, Two-Hand Weapon, Tower Shield and Armor and may add the following options:
Heavy Armor (1pt)
Exo-Suite (1pt)
Throwing weapon (4 pt)
1-10 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Replace Two-Hand Weapon with Rocket Launcher (18 Pts)
Special Rule:
Blast and Bulwark: Breachers are equipped with Rocket Launchers/Two Handed Weapons and Tower Shields despite the rules saying this is not possible.
The Blacksun Traders field forbidden weapons and outlawed machines, turning relics of war into tools of profit. Their “monsters” are less creatures and more crimes against every law in the galaxy.
Siege Cannons are archaic and forbidden weapons from before the Black Sun agreement. Their very existence is forbidden.
Wargear options: Siege Cannons are modelled on 50mm bases are equipped with a Pirate crew member that is equipped with hand weapons and may add the following options:
Armor (1 pt)
Throwing weapon (4 pt)
1-3 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow orLongbow (7pts), Composite Bow or Crossbow (6 pt)
Pistol or Rifle (7 pts) or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Pirate Crew Member:
Special Rule:
Siege Cannon: The Siege Cannon can be fired once per turn by the pirate crew in lieu of their normal ranged weapons with the following profile: 72", Strength 10, Full Penalty [Quick Shot], [Blast 2] Causes 3 Wounds,.
Armored Bulk: Siege Cannons have Defense 10, 10 Wounds, and a Movement of 4". They do not participate in the Fight Phase and have a 4+ save.
Crew: If the Pirate Crew is ever slain, any other Black Sun unit may move within coherency of this model and become the new crew.
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.
Wargear options: Null Generators are not counted as units, cannot have a racial profile, do not score points and do not count towards coherency. They are modelled on 50mm bases are equipped with a Pirate crew member that is equipped with hand weapons and may add the following options:
Armor (1 pt)
Throwing weapon (4 pt)
1-3 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
May Pick one of the following options:
Bow orLongbow (7pts), Composite Bow or Crossbow (6 pt)
Pistol or Rifle (7 pts) or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
Special Rules:
Armored Bulk: Null Generators have Defense 10, 10 Wounds, and a Movement of 4". They do not participate in the Fight Phase and have a 4+ save.
Crew: If the Pirate Crew is ever slain, any other Black Sun unit may move within coherency of this model and become the new crew.
Null Generator: Faith is spent from this unit first, if this model is ever slain, remove any unused faith from the faith pool that this model added the that pool.
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.
Wargear options: Pirates are equipped with hand weapons and may add the following options:
Armor (1 pt)
Throwing weapon (4 pt)
1-3 Grenades (10 pts each)
Targeting AI 4 (1pt), Targeting AI 3 (2pts), or Targeting AI 2 (3pts)
May Pick one of the following options:
Spear, Off Hand Weapon, Two Handed Weapon, or Buckler (1 pt)
Spear & Buckler (2 pts)
Pike (2 pts)
May Pick one or more of the following options:
Bow, Longbow (7 pts) Composite Bow, or Crossbow (6 pts)
Pistol, Rifle (7 pts) or Sniper Rifle (13 pts)
Rocket Launcher (19 pts)
(Note: only one weapon may be fired in the shooting phase).
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: If this model is equipped with a Pike, it will always wound on a 3+ in the fight phase if it moved that round.
Too Fast to Pin: This model may retreat upto 6" and will never suffer opportunity attacks from retreating.
Oblong: This unit is modeled on a 90mm x 52 mm Oval Base
Massive war engines and black-market relics define Blacksun Titans. These machines are rare, illegal, and overwhelmingly destructive—brought to battle only when the payoff is worth the risk.
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.
Wargear options: Ironclads are equipped with a Siege Cannon, A Rocket Launcher, and two Rifles.
Special Rule:
Armored Hull: This model ignores wounds on a 4+
Siege Cannon: The Siege Cannon can be fired once per turn with the following profile: 72", Strength 10, [Quick Shot], [Blast 2] Causes 3 Wounds.
Mobile Weapons Platform: This unit may fire all of its weapons during the shooting phase, ignoring any movement penalties and always fight in the fight phase.
Ramming Speed: This model may move over heroes and basic units but may not stop on top of them. Deal d6 wounds to every model affected this way.
Transport: This unit may have up to 10 models stored inside it. Move any embarking models within 1" then remove them from the game. Models may also start the game already inside this transport. Models may be removed from this unit during any point of the movement phase. If this unit is slain, each model inside it placed on the map nearest to the location of this model and each model suffers 1 wound.
Warmachine: This model is placed on a 115mm x 75mm custom base.
Obliterator tanks were always legendary and now they are more rare than ever. Few Blacksun Captains can claim to ever have such a prized possession in their armada.
Wargear options: Obliterators are equipped with 3 Siege Cannons, Two Rocket Launcher, and four Rifles.
Special Rule:
Armored Hull: This model ignores wounds on a 4+
Siege Cannon: The Siege Cannon can be fired once per turn with the following profile: 72", Strength 10, [Quick Shot], [Blast 2] Causes 3 Wounds.
Mobile Weapons Platform: This unit may fire all of its weapons during the shooting phase, ignoring any movement penalties and always fight in the fight phase.
Ramming Speed: This model may move over heroes and basic units but may not stop on top of them. Deal d6 wounds to every model affected this way.
Transport: This unit may have up to 20 models stored inside it. Move any embarking models within 1" then remove them from the game. Models may also start the game already inside this transport. Models may be removed from this unit during any point of the movement phase. If this unit is slain, each model inside it placed on the map nearest to the location of this model and each model suffers 1 wound.
Warmachine: This model is placed on a 150mm x 250mm custom base.