Gear

There are five types of Army Gear; Weapon, Armor, Ranged, Healing Potion, and Ability. Gear has an initial purchase cost in BP, and some of it increases an army's Consumption.

You can only have one each of Weapon, Armor, and Ranged gear. Most armies can only have up to 3 healing potions. Armies can have any number of Ability gear items, so long as they don't conflict (e.g. Mounts and Mechanization).

Weapon Gear

Masterwork Weapons (5 BP): The army is outfitted with masterwork weapons, increasing attack rolls and Consumption by 1.

Magic Weapons (50 BP): The army is outfitted with powerful magic weapons, increasing attack rolls and Consumption by 2. The army ignores the Significant Defense special ability on hostile armies.


Armor Gear

Masterwork Armor (3 BP): The army is outfitted with masterwork armor, increasing AC and Consumption by 1.

Magic Armor (15 BP): The army is outfitted with magical armor, increasing AC and Consumption by 2.

Battlesuits (60 BP): The army is outfitted with advanced battlesuits, increasing AC and Consumption by 3, and damage by 2.


Ranged Gear

Ranged (1) (2 BP): The army is equipped with short-ranged weapons such as shuriken, shortbows, or pistols. It can make one shot per battle at range 1. Up to 2 additional shots per battle can be bought at 1 BP each. Increase Consumption by the number of Shots.

Ranged (2) (4 BP): The army is equipped with mid-ranged weapons such as longbows or rifles. It can make one shot per battle at range 2. Up to 2 additional shots per battle can be bought at 2 BP each. Increase Consumption by 1 + 1 per Shot.

Ranged (Sniper) (6 BP): The army is equipped with scoped rifles. It can make one shot per battle at range 4. One additional shot per battle can be bought for 2 BP. Increase Consumption by 2 + 2 per Shot.

Ranged (Heavy) (8 BP): The army is equipped with heavy weapons such as autocannons or rocket launchers. It can make one shot per battle at range 2 that deals 1d4 bonus damage. Up to 2 additional shots per battle can be bought at 4 BP each. Increase Consumption by 3 + 3 per Shot.


Healing Potions

Potion (3 BP): The army's Healing Potions increase by 1. During the Melee Phase, the commander can order the unit to drink its potions. The army doesn’t attempt an attack roll that phase if it's Engaged, but heals a number of hit points equal to twice its ACR. Once used, healing potions must be re-purchased.


Ability Gear

Airship [Transport] (BP=cost to build 1 airship per 100 Medium soldiers): The army is carried aloft in an airship, capable of traveling great distances. The army's Movement rate while not Engaged is 8. An army cannot fight while carried in transports. An army in an airship has the Significant Defenses special ability against all ranged attacks except for Heavy Weapons.

It takes one mass combat round to embark or debark an airship, during which the army cannot make attack rolls. Airships may only land in clear terrain or in water. You may outfit your airborne units with hover belts for an additional 5 BP per airship; this allows the carried unit to debark without landing the airship. This otherwise acts as the Flight special ability. Consumption increases by 3.

Airship [Gunship] (BP=20+cost to build 1 airship per 50 Medium soldiers): The army is carried aloft in an airship, capable of traveling great distances. The army's Movement rate while not Engaged is 8. An army can only participate in ranged combat in a gunship. Gunships have built-in Heavy Weapons with 3 shots that may only be used while the army is embarked. An army in an airship has the Significant Defenses special ability against all ranged attacks except for Heavy Weapons.

It takes one mass combat round to embark or debark an airship, during which the army cannot make attack rolls. Airships may only land in clear terrain or in water. You may outfit your airborne units with hover belts for an additional 5 BP per airship; this allows the carried unit to debark without landing the airship. A gunship cannot fire on a turn it is loading or unloading, except while unloading hover-belt-equipped troops. This otherwise acts as the Flight special ability. Consumption increases by 9.

Combeads (15 BP): The army is outfitted with combeads, allowing for greater communication. Double the commander's Command score, but also double all morale loss the unit suffers as fear spreads more readily.

Gyro Copters (BP=20+1 per 10 soldiers): The army is converted to an air combat unit specializing in the use of gyro copters. The unit's gyro copters are equipped with either heavy weapons with one shot or ranged (1) weapons with 2 shots (chosen at time of levee). The entire unit is also equipped with Combeads (above) to enhance communications. 

When deployed in combat, the unit is split in two; one part is the air wing (10% of the actual soldiers), which gains the Flight special ability, have their Maneuver set to 10, and gain +1 to AC and ranged attacks; these bonuses apply during combat only, as they gyro copters do not have the endurance for long flights. The remainder is a ground crew (consisting of 90% of the unit's men). The ground crew is nearly defenseless, but the air wing can return to them to rearm up to twice per combat up Rearming reloads all Shots and heals 1 HP per 2 ACR. Rearming uses both the air wing's and ground crew's Ranged and Melee combat phases.

The air wing can only attack using its ranged weapons, and can only be targeted by ranged weapons. The air wing has the Significant Defenses special ability against Ranged (1) attacks. The ground crew cannot attack at range, and takes a -4 to all melee combat rolls and AC. Each group has HP equal to the unit's total HP, but if either one is destroyed or routed during the battle, then the entire unit is destroyed or routed at the end of battle (the air group being helpless without a ground crew, and the ground crew being useless without an air group). If both survived, then use the lower HP value between the two for the recombined unit's HP.

Gyro copters increase an army's Consumption by 2+1/2 ACR.

Kinetic Shields (25 BP): The army is outfitted with kinetic shielding modules, gaining the Significant Defenses special ability against ranged attacks.

Mechanization (BP=cost to build 1 ST per soldier): The army is fully outfitted with steel troopers. Pick the level of ST to build, and apply the appropriate cost. The army's ACR increases by the level of the ST (applying increases to AC, attacks, HP, Consumption, etc. as normal), the army gains the Significant Defenses special ability, and increases its Maneuver by 1. Additionally, the army gains one special ability the mech would have.

Mounts (BP=1 per 50 soldiers): The army is mounted on powerful or quick steeds. For powerful steeds, increase AC and melee attack rolls by 2, and Consumption by 1. For quick steeds, increase AC, melee attack rolls, Maneuver, and Consumption by 1.

Night-Vision Goggles (12 BP): The army is outfitted with night-vision goggles, allowing them to fight in the dark without penalty.

Pioneering Gear (5 BP): The army is outfitted with construction equipment, and can spend an entire turn in combat clearing an adjacent square of any difficult terrain, or making any impassable terrain (such as a river or ravine) into difficult terrain instead. They may instead turn clear terrain into difficult terrain. Once per battle, they can spend an entire turn to build defenses in their square that provide +2 AC to the occupying unit.

Poison (4 BP): The army's weapons are coated in a potent poison. It inflicts poison with its first successful attack in mass combat (see special abilities). Poison must be re-purchased after combat.

Riding Brooms (40 BP): The army gains +1 to ranged attack rolls and Consumption. It also gains the Flight special ability.

ST Support (BP=cost to build 1 ST per 25 soldiers): The army is supported by mighty STs. Pick the level of ST to build, and apply the appropriate cost. The army gains +1 to damage on all successful attacks, +1 per 2 levels of the ST. It also gains +1 AC. Increase Consumption by half the ST level, rounded up.

Waterbreathing Gear (10 BP): The army is equipped with rebreathers, and can move in water squares as though they were difficult terrain. When in a water tile in this way, the army can neither attack nor be attacked.