Wargear Limits: A unit’s profile may include values such as “Melee 1” or “Ranged 2.” These indicate the highest level of wargear the unit may select from each category. A unit may only choose wargear options at or below its listed level.
[Quick Shot][QS] These weapons fire faster than arrows and other standard projectiles and when they hit, they kill instantly. All Quick Shot Models must shoot first, starting with the player who has priority. After all Quick Shots are fired, casualties are removed and then the shoot phase continues as normal.
[Arc][A] Some weapons can lob their projectiles further by sacrificing accuracy. Weapons with the Arc key word can triple their range, they no longer require line of sight on the target. However the Perception for these shots is always treated as 0.
[Radius #][R#] Some weapons deal damage over a large spread of area, the owner of such a weapon will pick a point on the map, then measure the numbered distance from that point, they attacker will make 1 dice roll and that roll will be compared to every unit within range. Each unit within range is considered a separate target for any instances of saves or other special rules.
[Blast #][B#] Some weapons cause explosive damage. When a Blast weapon hits a target, roll one wound for each model touching the base of the target, extending outward in rows up to the number specified. If the defending player has any shields within the affected unit, they may roll saves for all the wounds, as the affected models huddle behind their shielded ally for cover!
The target chosen by the attacker is the center of the explosion, and this target does not change. However, the defender may assign saves to any affected models within Range 2 (models touching the target, or touching those who are).
Example: A Blast 1 weapon rolls wounds against each model touching the base of the target. A Blast 2 weapon rolls wounds against those models as well as any models touching their bases.
[Light][L] Light weapons can be shot in the shooting phase and still allow units to fight in the subsequent fight phase. Light weapons can also be fired while their bearers are engaged in combat.
[Sunder #][S#] Some weapons are so destructive they can blow straight through any protective or obscuring terrain. These weapons will reduce Defense and Cover up to the number listed on the tag.
A unit with a [Sunder 1] weapon fires at a target in cover 3 with defense 5, the target is now considered to have Defense 4 in cover 2.
[Wound #][W#] Some weapons cause more than one wound, these weapons will be marked with the wound tag following a number, The number listed is how many wounds the weapon causes. Every Weapon is assumed to have [Wound 1] and thus it will never be listed.
The Grenade has [Wound 2] thus it causes 2 wounds if the attack roll is successful or unavoided.
[Two Handed][2H]: Some wargear is unwieldy but powerful, such items cannot be taken with Off-Hand or Shield wargear items: Buckler, Shield, Tower Shield unless a special rule allows otherwise (Such as breacher special rule). However these units can still receive any benefits from wargear that provides [shield #] bonuses such as Void Armor.
[Shield #][SH#] Some wargear adds Shield Value. This is treated as a simple bonus to all defense of the unit from ranged attacks outside of 3".
If a unit has multiple instances of Shield, add all of the shield values together.
[Multi-Shot X][M #] Some ranged wargear allows for multiple dice to be rolled, each as a new attack.
A Blacksun Captain has upgraded his pistol to have [M5] this means he makes 5 attack rolls with his weapon potentially wounding 5 times.
[Off-Hand][OH] Off hand weapons may be used in addition to a unit's main ranged or melee weapon, providing an extra attack profile.
An Empire of Sol Hunter may attack with his sword in one hand, and then perform a second attack with his Throwing Weapon.
Units may also create custom wargear, check out the link for more information:
MELEE LEVEL 1:
Hand Weapon: Range 1. Free
Two-Hand Weapon: +3 Strength [2H]. 1 point
Spear: Range 2. 1 point
MELEE LEVEL 2:
Pike: Range 3 [2H]. Free
Off Hand Weapon: +1 Aggression [OH]. 2 points
ARMOR LEVEL 1:
Armor: +1 Defense. 1 point
Buckler: [Shield 1]. 1 point
Shield: [Shield 2]. 2 points
ARMOR LEVEL 2:
Heavy Armor: +2 Defense. 2 points
Void Armor: +2 Defense, [SH 1]. 3 points
Tower Shield: [Shield 3], -1 Martial. 2 points
ARMOR LEVEL 3
Heavy Void Armor: +4 Defense, [SH 2]. 6 points
Bubble Shield: Once per game, When any unit within range 3 of the bearer is targeted by an ability that deals damage outside of 3" they receive [SH 10]: 5 points
STEALTH LEVEL 1
Camo Cloak: When targeted by ranged attacks outside of 18" this unit has cover 2. 1 points
STEALTH LEVEL 2
Invisibility Cloak: When targeted by ranged attacks outside of 6" this unit has cover 4. 3 points
RANGED LEVEL 1
Throwing Weapon: 6", Strength 2, No Penalty [L][OH]. 5 points
Short Bow: 18", Strength 2, No penalty. 5 points
Bow: 24", Strength 2, No penalty [A]. 7 points
RANGED LEVEL 2
Composite Bow: 24", Strength 3, Half penalty. 6 points
Cross Bow: 24", Strength 4, Full penalty [2H]. 4 points
Longbow: 32", Strength 2, Half penalty [A]. 7 points
RANGED LEVEL 3
Targeting AI X: Increase Perception by X. X points
AFFINITY LEVEL 1
Staff: 12" Strength 2, Half Penalty [QS][B1]. 5 points
AFFINITY LEVEL 2
Spells: Add 1 Universal or Faction Spell to your Spell List. 5 points
Talisman: Once per game, the user may restore their Affinity back to full. X Points.
Talismans costs points equal to user's affinity stat.
BLACKSUN LEVEL 1
Pistol: 12", Strength 4, No penalty [L][QS]. 12 points
BLACKSUN LEVEL 2
Rifle: 24", Strength 4, Half penalty [2H],[QS]. 10 points
Grenade: 6", Strength 8, No penalty, One use per game [L], [A], [B1], [W2],[QS]. 17 points
BLACKSUN LEVEL 3
Sniper Rifle: 48", Strength 6, Full penalty, [2H][QS]. 15 points
Rocket Launcher: 30", Strength 8, Full penalty, [2H], [QS], [A], [B1], [W2]. 21 points
Fuel Thrower: 12", Strength 5, No Penalty, [L], [B1], [QS][2H]. 12 points
Repeater Cannon: 24" Strength 6, Half Penalty, [QS] [R3][2H]. 15 points
BLACKSUN LEVEL 4
Seige Cannon: 72", Strength 10, Full Penalty [QS],[B2][W3]. 37 points
This weapon may not be taken by Heroes and Basic Units
Extra Armor
Blast Armor
Breaching Tools
Deflectors
Energy Shielding
Blast Shields
Radar Jamming
Cloaking
Focus Shields
+1 Defense
+2 Defense
+1 Strength
6+ Save, (shield)
5+ Save, (shield)
4+ Save, -1 Martial (shield)
When targeted by ranged attacks outside of 18" this unit has cover 2 (see cover terrain rules).
When targeted by ranged attacks outside of 6" this unit has cover 4 (see cover terrain rules).
Activate once per game, When the bearer is targeted by an ability that deals damage roll a d6, on a 2+ the attack misses. This ability remains active until the end of the round.
POINTS
10 point
20 points
10 point
10 point
20 points
20 point
50 points
100 points
50 points
Crossbow
Ballista
Trebuchet
The Ram
18", Strength 3, No penalty
24", Strength 3, No penalty
30", Strength 3, Half penalty
24", Strength 4, Full penalty, cannot be taken with a shield
POINTS
60 points
70 points
60 points
50 points
Repeaters
Blasters
Bombs
Torpedoes
Warheads
12", Strength 4, No penalty [Light]
24", Strength 4, Half penalty
6", Strength 8, No penalty, Causes 2 Wounds, One use per game [Light]
48", Strength 6, Full penalty [Quick Shot]
30", Strength 8, Full penalty, Causes 2 Wounds [Quick Shot]
POINTS
70 points
70 points
80 points
130 points
170 points