Equipment (AHQ)

Equipment
Heroes buy equipment with Trade Points.

When the hero is created, and between expeditions, Trade Points can be exchange for equipment from the General list or the specific race list for that hero.

Heroes begin play with 7 Trade Points.

Equipment Descriptions

 * Melee Weapons.
 * "Base Melee DD" denotes the Damage Dice for melee weapons if the wielder has a Strength of 5. Each point of Strength lower than 5 this decreases DD by 1 (to a minimum of 1), and each point of Strength higher than 5 increases DD by 1.
 * Unless otherwise specified, a Hero with a Strength of 1 or 2 cannot use a melee weapon.
 * Unless otherwise specificed, a melee weapon scores a Fumble on a 1 and a Critical on a 12.


 * Ranged Weapons.
 * Pistol - A Hero can shoot the weapon even if they moved that turn. Used in one hand. Can be fired at an adjacent model.
 * Basic - A Hero can shoot the weapon even if they moved that turn. Used in two hands.
 * Heavy - A Hero needs a Strength of at least 6 to use a heavy weapon. Used in two hands.
 * Shots - The number of shots that can be made with the weapon before it needs reloading.
 * Semi (2) or (3) - The weapon attacks two or three times. Each attack must be against the same target or another model within 2 spaces, within line of sight and range. This uses 1 shot per attack.
 * Auto - The weapon attacks the target and each model within 2 spaces of it, within lie of sight and range. This uses 10 shots.
 * Reloading - A Hero can reload a weapon instead of moving.

General Equipment
General equipment includes items common to all races.

Protection
Unless otherwise speficied, you can wear one piece of armour, hold one shield, and have one force field.

Armour

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Armour Modifiers
These special armour types can be added to a piece of armour when it is purchased.


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Force Fields

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Weapons

 * Dagger - 2 TP - Base Melee DD 1. Can be used by a Hero with a Strength of 1 or 2.
 * Spear - 2 TP - Base Melee DD 2, can be used to attack diagonally; Thrown range 6, 3 DD.
 * Melee Weapon - 5 TP - Base Melee DD 3.
 * Heavy Melee Weapon - 10 TP - Base Melee DD 4. Requires two hands and a minimum 6 Strength. Fumble on 1-2, Critical on 11-12.

Other Equipment

 * Healing Agent - 10 TP - Single use. On the Hero's turn they can apply it to themselves or an adjacent Hero. If the subject has at least 1 Wound remaining, at the beginning of their next turn they are restored to their starting Wounds.

Ranged Weapons

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Ammunition

 * Bolt Pistol or Boltgun (6 shots) - 2 TP.
 * Flamer or Hand Flamer (2 shots) - 5 TP

Ranged Weapons
{{AHQEquipmentline {{AHQEquipmentline }}
 * weapon=Crossbow
 * tp=3
 * type=Basic
 * dd=4
 * range=24
 * shots=1
 * notes=You cannot move and shoot with a crossbow. -1 penalty to Wound rolls.
 * weapon=Musket
 * tp=4
 * type=Basic
 * dd=4
 * range=12
 * shots=1
 * notes=-1 penalty to Wound rolls.

Eldar

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