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    WargamesUnlimted.com presents

    Abilities & Hardware

    Dozer Bull painted by Gurth(model FASA)

    No Limits Section 2

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    No Limits: Abilities & Hardware

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    Section 2 Index

    Abilities ........................................................... 2.3Acceptable Losses ..................................... 2.3Adept .......................................................... 2.3Agile............................................................ 2.3Bloodlust..................................................... 2.3

    Determined ................................................. 2.3

    Dexterity ..................................................... 2.3Dodge......................................................... 2.3Evade ......................................................... 2.3Execution.................................................... 2.3Expert Landing ........................................... 2.4Find Weakness........................................... 2.4Great Leader .............................................. 2.4Hurl (Area Effect, ST) ................................. 2.4Infiltrate....................................................... 2.5Inspiring Leadership ................................... 2.5Jump Up ..................................................... 2.5Leap............................................................ 2.5Mobility ....................................................... 2.5

    Parry ........................................................... 2.5Poisonous Attack........................................ 2.6Precise Strike ............................................. 2.6Quick Move................................................. 2.6Rapid Move ................................................ 2.6Sacrifice...................................................... 2.6Side Step.................................................... 2.6Stability ....................................................... 2.6Sure Shot.................................................... 2.6Team Work ................................................. 2.7Tech............................................................ 2.7Unerring...................................................... 2.7Unshakeable............................................... 2.7

    Unwavering................................................. 2.7Traits .............................................................. 2.8

    Aquatic........................................................ 2.8Climb .......................................................... 2.8Confused .................................................... 2.8Devour ........................................................ 2.8Fear (0)....................................................... 2.8Fear (1)....................................................... 2.8Fear (2)....................................................... 2.8Flying.......................................................... 2.8Giant Strides............................................... 2.9Hesitate ...................................................... 2.9Incorporeal.................................................. 2.9

    Immunity (n)................................................ 2.9Large Model................................................ 2.9Mutation...................................................... 2.9Psionic Users............................................ 2.10Small......................................................... 2.10Stomp Attack ............................................ 2.10Tail Attack................................................. 2.10Thick Skinned ........................................... 2.10Unstable ................................................... 2.10

    Racial Traits ................................................. 2.11

    Brute ......................................................... 2.11Dwarven.................................................... 2.11Elven......................................................... 2.11Hive Mind.................................................. 2.11Reanimated / Undead...............................2.11

    Swarming.................................................. 2.11

    Equipment........................................................ 2.12Accelerant................................................. 2.12Actuators................................................... 2.12Army Battle Standard ............................... 2.12Bayonet..................................................... 2.12Communications Specialist ...................... 2.12Distortion Field.......................................... 2.12Enhanced Armour Save ...........................2.13Grappling Line .......................................... 2.13Holographic Suit ....................................... 2.13Jump Jets / Jet Packs............................... 2.13Ladder....................................................... 2.14Laser Sights.............................................. 2.14

    Make Smoke............................................. 2.14Remote Detonator ....................................2.14Remote Weapon....................................... 2.14Scanner .................................................... 2.15Shield Generator ...................................... 2.15Sniper Camouflage...................................2.16Stasis Field Generator .............................. 2.16Unit Standard............................................ 2.16Vehicle Smoke Launcher.......................... 2.16

    Weapon Traits.............................................. 2.17Backfire..................................................... 2.17Bulky........................................................ .2.17Electro Magnetic Pulse............................. 2.17

    One Shot Weapon....................................2.17Residual Damage..................................... 2.17Shock Effect.............................................. 2.18Snare ........................................................ 2.18Sniper Advanced Scope........................... 2.19Twin-Linked .............................................. 2.19

    Weapon Profiles............................................... 2.20Standard Ranged Weapons......................... 2.20

    Standard Ranged Weapon Summary ...... 2.21Teardrop Template Weapons ...................... 2.22

    Teardrop Template Weapon Summary.... 2.22Heavy Ranged Weapons ............................. 2.23

    Heavy Ranged Weapon Summary........... 2.24

    Area Effect Heavy Weapon Summary...... 2.25Grenades...................................................... 2.26Grenade Summary ................................... 2.26

    Close Combat Weapons .............................. 2.27Close Combat Weapon Summary............ 2.27Powered Weapon Summary..................... 2.27

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    No Limits: Abilities & Hardware

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    AbilitiesSome models may have additional abilities orskills to aid them in vanquishing their opponents.

    All points values listed are per model.

    Acceptable Losses 6 pointsA model with the acceptable losses ability mayallow all friendly models within command (CO)range to fire on friendly units engaged in meleewithout making a command (CO) test.

    Unit Leaders, individuals and characters only.

    Adept 14 points

    Psionics with this ability may roll two dice whencasting a psionic effect and choose one of theresults to determine the success of the effect.

    Psionic users only.

    Agile 2 points

    Models with this ability may move across terrainobstacles such as walls and hedges without anymovement penalty. The terrain obstacle must beno higher than 1.

    Bloodlust 1 point

    A model with this ability may make one additional2 follow up move during close combat. This

    means the model may make up to two follow upmoves instead of the normal one.

    Determined 2 points

    Special attack mode: A model with this ability mayre-roll any missed attacks in close combat. Thesecond result will stand and may not be re-rolledagain.

    Fumbles (a natural roll of 10) may not be re-rolledand still end any possible further attacks.However, if the model also has the unerring ability,a fumble is actually treated as a miss and so maybe re-rolled using this ability.

    This ability may not be combined with a weaponwith a rate of attack (RoA) greater than 1 or withany otherspecial attack mode.

    Individuals and characters only.

    Dexterity 6 points

    A model with dexterity is a master of close combatand may reduce the use cost (UC) of all closecombat weapons by 1 action (AC).

    Dodge 3 pointsThis unit has such quick reflexes so that they canquite often get out of the way of impendingdanger.

    Any unit that attacks a unit with the dodge abilitywill be at RA 1 and CC 1 to hit penalty on top ofall other modifiers.

    This ability has no effect against any attack thatuses a template.

    Evade 12 pointsA model with this ability can exhibit extreme luckduring combat. There is a 50% chance that amodel with the evade ability can negate asuccessful attack.

    Only models without any armour whatsoever mayuse this ability. This is due to the agility required toevade an attack.

    If the model is hit by a ranged or close combatattack, roll a D10, on a roll of 5 or less the modelwill not take any damage and can ignore the hit.

    This ability may not be used if the model is hit byany weapon or psionic effect that uses a templateto determine targets.

    In addition, a model with the evade ability willautomatically avoid a collision with a vehicle andwill be moved to one side of the vehicles path.

    Individuals and characters only.

    Execution 7 points

    A model with this ability may execute a friendly

    model within command (CO) range toautomatically rally a panicked or terrified unit. Theexecuted model must be a member of the targetpanicked or terrified unit. The execution abilityrequires the model to expend 4 actions (AC). Noroll to hit or to damage is required. The targetmodel is automatically removed as a casualty.

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    Expert Landing 3 points

    Models with jump packs and the expert landingability may re-roll a failed landing. If the re-roll isfailed, the model will go prone as normal.

    Find Weakness 2 points per RoAA model with the find weakness ability is expert atfinding the soft spot in armour. Any close combatattacks that hit on a 1 or a 2 count as critical hits.

    Example : A Soul Stealer with a rate of attack (RoA) of2 must pay 2 points per rate of attack for the findweakness ability. This will add an additional 4 points tothe model cost.

    Great Leader 6 points

    This character is an inspiration to his men, a born

    leader and a great tactician; he will inspire his mento do great things.

    Any unit with line of sight (LOS) to a model withthis ability, can re-roll a failed morale test.

    Army General only.

    Dozer Chieftain painted by Glenn Few(model FASA)

    Hurl (Area Effect, ST) 6 points

    A model with the hurl ability is capable makingobjects around it become deadly projectiles. Byripping up tree stumps, throwing rocks or anythingelse at hand, the creature can make savage anddevastating attacks.

    Only large and very large living models may usethe hurl ability.

    The strength (ST) of the attack is resolved at thebase strength (ST) of the model. This may beincreased by customising the hurl ability to providean additional ST+1 or ST+2 (see below).

    The model may make a ranged attack with thefollowing profile.

    Hurl (1, ST+0)UC SR MR LR RoA ST DA

    4 6/+1 12/+0 18/-1 1 +0 1

    Knock Prone

    Points Cost 6

    The hurl ability may be enhanced in both areaeffect and strength (ST).

    2 Blast (+3 points) +1 strength (ST) and increase the use cost

    (UC) by 1 point (+3 points)

    +2 strength (ST) and increase use cost (UC)by 1 point (+8 points)

    The points cost to enhance the hurl ability arecumulative but may be enhanced by area effect orstrength if required.

    For example:

    Hurl (1, ST+1)UC SR MR LR RoA ST DA6 6/+1 12/+0 18/-1 2 +1 1

    Knock Prone

    Points Cost 9

    Hurl (2, ST+2)UC SR MR LR RoA ST DA

    6 6/+1 12/+0 18/-1 2 +2 1

    Knock Prone

    Points Cost 17

    This counts as a ranged attack and so the modelmay use the run and shoot rules.

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    Infiltrate 5 points

    Some models are expert at advance deployment.Models with the infiltrate ability are deployed afterall other units have been positioned.

    An infiltrating unit may not exceed six models.

    An infiltrating unit may not be positioned within10 of an enemy unit or in line of sight (LOS).

    If more than one player has infiltrating units, eachplayer rolls a D10, the lowest result positions aunit first.

    Deaths Device painted by Chris Gilders(model Dark Age Games)

    Inspiring Leadership 9 points

    Heroic leaders inspire their troops and can getexceptional deeds from the lowliest of soldiers.Any unit that is lead by a model with this abilitymay roll 2D10 when making a command (CO) test,and choose one dice as the result.

    In addition, should the unit fail a command (CO)test, the unit may roll 2D10 on the panic table and

    choose a single dice result.

    Jump Up 2 points

    Models with the jump up ability only use no actions(AC) when standing up from prone instead of theusual 3 actions (AC).

    Leap 7 points

    A model with this ability may launch into the airusing it's great strength.

    Models must have a base strength (ST) value of atleast 6 to use the leap ability.

    Before rolling for the distance travelled, a directionmust be selected. The distance travelled isD10+5 and requires that 5 actions (AC) be used.The full distance must be travelled.

    The leap may cross any intervening obstacles aslong as they are no more than half the distance

    travelled in height ((D10+5) 2).

    The leaping model may charge into close combat.

    If the leaping model lands on another model, the

    victim will take a hit at the leaping models basicstrength (ST) value. If the victim survives, placethe model at the edge of the leaping models base.

    Example : A Dozer Bull has moved using 7 actionsand has 5 actions remaining. It elects to leap directlyahead towards an enemy unit. The Dozer Bull rolls a 4on a D10. This is added to 5 to give a total distance of9. The Dozer Bull may leap over any intervening

    model that is no more than 4 tall.

    Strength 6+ models only.

    Mobility 4 pointsModels with the mobility ability may move throughrough terrain and obstacles at no movementpenalty. This includes wooded areas and climbingover walls no higher then the height of the model.Models may still not cross impassable terrain.

    Parry 2 points

    A model with this ability may attempt to deflect anincoming close combat attack.

    The model attempting to parry does soimmediately after the attacking model hassuccessfully hit and before any armour save isattempted.

    The parrying model must roll under the attackersdice roll to parry the blow. If the parry fails, themodel is struck as normal. If the parry issuccessful, the attack is deflected and has noeffect.

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    Only models with a CC value of 6 or more are ableto take the parry ability.

    Models with the parry ability may attempt to parryan attack regardless of their weaponry, it is simplythe models ability to deflect an incoming blow.

    Poisonous Attack 4 points

    Special attack mode: A roll to hit of a natural 1, willautomatically cause one wound without having tomake a strength (ST) versus toughness (T) roll.Not only is the roll to hit a critical hit and thusnegates any armour test, the target modelautomatically suffers one wound.

    The use cost (UC) of a weapon or attack with theadded poisonous ability is increased by 1 action(AC).

    Poisonous attack has no effect against vehicles ormachinery.

    This ability may not be combined with any otherspecial attack mode.

    Precise Strike 5 points

    A precise strike allows a model to re-roll a singledamage dice. This ability may be used for closecombat and ranged combat attacks.

    If the original attack has a rate of attack (RoA)greater than 1, only a single failed damageattempt may be re-rolled.

    This ability may not be used with the sure shotability.

    Quick Move 4 points

    Models with the quick move may spend 1 action(AC) to move 1. Restrictions for crossing terrainfeatures will still apply.

    Rapid Move 6 points

    The rapid move ability permits a model to spend 1action (AC) to move 2. Restrictions for crossingterrain features still apply.

    This ability is restricted to appropriate modelssuch as models on horseback, motorcycles orother such appropriate models.

    Sacrifice 3 points

    A model with the sacrifice ability may take alldamage originally intended for another model.

    When damage is assigned to a target model, alldamage may be redirected directly on a model

    with the sacrifice ability within 2. The model to besacrificed immediately takes the damage whichmay not be saved in any way. The originallytargeted model takes no damage or effects of anydamage whatsoever.

    Blast weapons and teardrop template weapondamage may not be redirected onto a sacrificialmodel.

    Example : An Arachnid Warrior bug is advancing onenemy positions accompanied by several Larvae bugswith the sacrifice ability. The Warrior bug is hit by aranged attack. The Warrior fails its armour save and

    takes damage from the attack. A Larvae bug within 2may take all of the damage originally intended for theWarrior bug. The Larvae bug may not save thedamage and immediately takes the wound or wounds.

    Side Step 1 points

    Large living creatures have quicker reflexes thanlarge vehicles and are thus able to attempt toavoid a collision with a vehicle.

    A large non-vehicle model with the side step abilitymay attempt to avoid a vehicle by passing a

    command (CO) test.

    Stability 9 points

    Models with the stability ability may never beknocked prone. Models with jump packs and thestability ability do not have to make a landing rollwhen using jump packs.

    Sure Shot 4 points

    Special attack mode: This unit has been trained

    from infants to use ranged weaponry.

    A unit with this ability may re-roll any missedranged attacks once per activation. A natural rollof 10 (a fumble) may not be re-rolled.

    This ability may not be combined with any otherspecial attack mode and it may not be used byweapons with a rate of attack (RoA) greater thanone (1) or any heavy weapons.

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    Team Work 4 points

    Models with this ability are expert at swarmingover the enemy to bring them down. There is nolimit to the combat assistance bonus in closecombat. An attacking model gains CC+1 to hit andST+1 for each other friendly model with the team

    work ability involved in the same combat.

    Tech 9 points

    A model with the tech ability is able to usetechnological training and skill to open securedoors or achieve specific scenario objectives.

    To succeed in a task requiring the tech (ortechnician) ability, the model must expend 6actions (AC) and pass a tech test by making anunmodified command (CO) test. The model mayonly attempt a single tech test per activation.

    One specialist model per unit or an individual.

    Unerring 17 points

    A model with this ability rarely makes mistakes.Treat any close combat or ranged combat fumblesas misses. The model does not lose anyremaining actions and may continue to attackassuming the model has remaining actions.

    Individuals and characters only.

    Unshakeable 2 points

    An unshakeable model or unit will not suffer theeffects of suppressing fire. All models in the unitmust have the unshakeable ability for it to beeffective.

    Unwavering 14 points

    A model with this ability does not care aboutinjuries to itself or others in it's unit. Any modelwith the unwavering ability is immune to anymorale tests. If a model with the unwavering abilityis required to take a morale test for any reason, itis assumed to automatically pass.

    A unit lead by a model with the unwavering abilitybenefits from effects of the ability.

    This ability should only be used for models which

    would show no fear, such as heroic individuals orbeasts of varying descriptions.

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    TraitsIn most cases, traits cannot be taught or learntthrough training. Indeed, some are negative traitswhich can adversely affect a models performanceduring a game.

    All points shown are per model.

    Where possible, traits should correspond tothe models physical appearance.

    A trait does not affect the maximum number ofabilities a model can possess.

    Aquatic 1 points

    Models with this trait are at home in water and assuch they may move through any water terrainfeatures without a movement penalty.

    Climb 2 points

    Models with the climb ability may move straight upvertical surfaces. The distance travelled up stillrequires that 1 action be used for every inch orpart thereof.

    Only spider-like multi-limbed models may havethis ability.

    Confused -10% of points cost

    This is a negative trait. A model with this trait is

    easily confused during combat. At the start of themodels activation, roll a D10 - on a roll of 10, themodel forgets what it should be doing and will nottake any actions. This condition only applies if themodel is not in close combat. If the model is inclose combat, it does not have to make aconfusion roll.

    Example : An ogre with a total cost of 100 points mayhave 10 points deducted if the confused trait wasadded to the model.

    Devour-2 points

    This is a negative trait. Models with this negativeability will not use the follow up rule after killing anenemy in close combat. The model is too busyfeeding on its victim.

    When the model is activated in a following turn, itmay move normally.

    Warrior Bug painted by Glenn Few(model Ground Zero Games)

    Fear (0) 7 points

    Fear (1) 11 points

    Fear (2) 18 points

    Some creatures are so terrifying that they causefear in their enemies. A model or unit wishing tocharge a fear causing model must pass acommand (CO) test before making a charge, or inresponse to being charged.

    The command test is made with a penalty denotedby the number in parenthesis.

    Fear causing models are not affected by fear

    causing models with a fear value equal to or lowerthan their own.

    Example : An infantryman wishing to charge a WarriorBug with fear (1) must make a command (CO) testwith a 1 penalty.

    Flying 10 points

    Models with the flying trait may spend 1 action(AC) to move 3. No restrictions for crossingterrain features will apply to models using theflying ability. Models in flight are assumed to have

    an altitude equal to half the distance of the movefor the purposes of a holding unit acquiring line ofsight (LOS).

    Example : A model with the flying trait uses 6 actions(AC) to move 18. The model reaches a height of halfthe movement distance, in this case 9, and anyholding units with ranged weapons can elect to shootif the flying model presents itself in line of sight.

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    Giant Strides Free

    Very large biped models will take giant stridesacross the battlefield. A model with this ability mayexpend 1 action (AC) to move 2.

    The model may step over terrain that is knee

    height. Generally, knee height for a model may becalculated as one third (33%) the total height ofthe model.

    Devout Titan painted by Chris Gilders(model Armorcast from a Games Workshop design)

    Hesitate -1 points

    This is a negative trait. Models with this negativeability must pass a command (CO) test beforethey may use the follow up rule after killing anenemy in close combat. If the model does notpass the command test, it will not benefit from the2 follow up rule.

    Incorporeal 4 points

    Incorporeal creatures can pass through solidobjects as if they were not there.

    Incorporeal models may move through any models

    or terrain features, but may not end a moveinside another model, unit or terrain feature.

    Ghost-like models only.

    Immunity (n) Points vary

    Some large models may simply not be affected bylow powered attacks. The immunity trait is

    followed by a number in parenthesis with denotesthe strength (ST) of the immunity.

    Immunity (5) costs 7 points per wound.Immunity (6) costs 12 points per wound.

    Any attack with a strength (ST) equal to or lessthan the immunity (n) value has no effect against

    the model possessing the trait.

    Models may not have an immunity value of 7 ormore.

    Immunity does not provide protection fromsimultaneous attacks or desperate measures.

    This trait is to be used on very large and toughmodels. Large models should be limited to aimmunity value of 5.

    Large Model Free for large modelsLarge models by their very nature tend to betougher than smaller models.

    Any large model gains a +1 bonus to its armour(AR) value for no additional points.

    Large models are immune to fear caused bysmaller models.

    Mutation Points vary

    Some creatures will be subject to varying degreesof physical mutations. Models may purchasemutations at the points value specified for eachmutation.

    Points values are detailed on each mutation card.

    Models in the same unit do not all have to beafflicted with the same mutation. It isrecommended that mutations are applied in directrelation to the model's physical appearance.

    Mutations will affect the model in a variety of waysand will be described in the mutation text alongwith any associated points cost.

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    Psionic Users Points vary

    Masters of psionics are rare in some races andcommon in others. A psionics user is able to castpsionic effects which can be beneficial to friendlyunits and devastating to enemies.

    There are five levels of psionic user, from noviceNeophytes to Grand Masters.

    User Level Points

    Neophyte 0 3Novice 1 8Seer 2 12Master 3 20Grand Master 4 32

    A level 4 psionic user is very rare and only one willbe present in an army at any one time.

    Small Free

    A small model is more difficult to hit with rangedattacks and close combat attacks. Any modeltargeting a small model has an additional 1penalty on its RA and CC values.

    Small models are generally under (19mm) inheight or very slim.

    Hydrissian Sentry Gun(model Alpha Forge Games)

    Stomp Attack 20 points

    Very large models with legs may make stompattacks against small and medium sized modelswithin 1 of the stomping models feet. If a modeldeclares a stomp attack, all models, friend or foe,within 1 of the stomping models feet take a singlehit at the stomping models basic strength.

    The stomp attack has a use cost (UC) of 6 actions(AC) and is treated as a close combat attack.

    There should be a minimum model height of 7(178mm) to use this ability. However, this mayvary with model configuration and the length of themodels legs. Models with legs of 4 (102mm) inlength can utilise the stomp trait.

    BIASI Madcat Ultra-titan(model Armorcast from a Wizkids design)

    Tail Attack 4 points

    Large creatures with tails may use them as aweapon in a melee.

    A tail attack requires 5 actions (AC) to be used.

    A tail attack starts directly to the center rear of the

    model and sweeps around in a 180 arc to thefront of the model. When the tail attack isdeclared, the path of the tail (either to one side orthe other of the model) is announced. The tailattack automatically strikes all models within 1 of

    the base of the model at a normal strength (ST).Armour saves may be taken as normal.

    Thick Skinned 5 points

    Creatures with a naturally tough skin have aninnate armour allowing them a save againstattacks. Models with the thick skinned trait mayattempt saving throws by rolling 2D10 againsteach attack and select one result.

    Unstable

    -15% of points cost

    This is a negative trait. A model with this trait hasa tenuous link to the corporeal world. There is achance that the model will be summoned back tothe void from where it came. At the start of themodels activation, roll a D10 - on a roll of 10, themodel vanishes and is removed from play. Nobattle points are awarded for models that areremoved from play in this manner.

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    Racial TraitsA racial trait is specific to particular races.

    Racial traits do not cost any additional points.

    A racial trait does not affect the maximum numberof abilities or other traits a model may possess.

    These are optional rules. When creating a forceusing any of the races listed here, you maychoose not to use the racial trait characteristics.

    BruteLarge and brutish creatures such as Ogres andDozers are not known for their subtlety. Whencharging into combat, a model with the Brute traitcan make a single push attack for zero actions(AC) on top of all other actions (including themomentum attack).

    Actions (AC) gained for a free push attack may notbe used for any other purpose.

    DwarvenThe Dwarf race is famous for its resilience andtoughness.

    Dwarf models wearing any armour protectionalways have Resilience 2 for no additional points.

    Dwarf models gain +1 toughness (T) for no extrapoints cost.

    Due to their low center of gravity, Dwarf modelsare more resilient to being knocked prone. If aDwarf model would normally be knocked prone bya weapon or weapon effect, roll a D10. On a roll of5 or less, the Dwarf model is not knocked prone.

    Rank and file Dwarf models have a maximum of 8actions. Unit leaders and individuals may have amaximum of 9 actions and characters may have amaximum of 11 actions.

    ElvenThe Elven race are famed for their mastery ofranged weapons. All Elven models may reducethe use cost (UC) on all ranged attacks by 1action (AC).

    Rank and file Elven models have a maximumtoughness (T) of 4.

    Hive MindSome species have a central controllingconsciousness often referred to as a hive mind.

    Hive mind forces are immune to all morale tests. Ifa model with the hive mind trait is required to

    make a morale test, it is assumed to automaticallypass the test.

    Hive mind models may never aim ranged attacks.

    Reanimated / UndeadThe galactic undead have a number of specialrules.

    Rank and file models may have a maximum of 8actions (AC).

    Re-animated models may never aim rangedattacks.

    Re-animated models are immune to the results ofnormal morale tests. If a model or unit sufferssufficient damage to require a command (CO) test,the test is still made as normal. If the command(CO) test is failed, do not roll on the morale table.Instead, the model or unit suffers one additionalwound which cannot be saved in any way.

    Individual and character models can sacrifice twoother re-animated or undead models within

    command (CO) range from their own force torecover 1 wound. The sacrifice of friendly modelsdoes not require any action points to be expended.

    SwarmingCreatures of a primitive or swarming natureoperate on an instinctive level. Their basicintelligence is usually limited with the swarmingmasses often controlled by a hive queen.

    Models gain the team work ability for no extrapoints cost.

    All swarming models with a points cost of under100 points each must also use the devour trait.

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    EquipmentAdditional equipment may be purchased formodels to complement existing armour, closecombat weapons, ranged weapons or supportweapons.

    All points values listed are per model.

    Equipment issued to models does not effect themaximum number of abilities a model may take.

    Accelerant 3 points

    A vehicle model with the accelerant equipmentmay make an additional D5 of movement onceper activation.

    This equipment may not be combined with anyother movement ability.

    Actuators 10 points

    Models with advanced weapon targeting systemsbuilt into their armour may fire heavy weaponswith the use cost (UC) reduced by 2.

    Only models with advanced armour and an armour(AR) value of 5 or more may employ actuators.

    Army Battle Standard 12 points

    One model, usually an individual of somedescription, may carry the army battle standard.These are the army colours and great courageand pride is felt by its presence.

    Any unit which has just failed a command (CO)test and also has a least one model within 20 andline of sight to the army battle standard, may re-roll the command (CO) test with a CO+1 modifier.

    In addition, a model with a standard may add +1 toa units command (CO) value when taking amorale test.

    Bayonet 2 points

    Rifle type weapons may be fitted with a bayonetfor use when charging into close combat.

    BayonetUC SR MR LR RoA ST DA

    3 Close Combat 1 +1 1

    May only be used if charging, does notrequire extra action (AC)

    Penetration Modifier 1

    A bayonet counts as equipment when adding thepoints to a models profile.

    Communications Specialist 8 points

    Focal model. A communications specialist isresponsible for keeping in touch with the force

    commander, be he on the battlefield or furtheraway in a support location.

    A single communications specialist may be addedto a unit.

    When a unit with a communications specialistdeclares a charge, the unit gains an additional 2actions (AC) which must be used for movement.

    This ability may be used in conjunction with thequick move and rapid move abilities.

    Distortion Field 7 points

    Zone effect. A model with the tech ability mayoperate a distortion field generator to provideprotection to a friendly unit within the tech modelscommand (CO).

    The model with the distortion field generator mayenable the field when he is activated. Activation ofthe field generator costs zero actions (AC).

    All models subsequently making ranged attacks attargets within a distortion field suffer an RA 2

    penalty on top of all other modifiers whilst the fieldis active.

    No enemy ranged attacks may be made whichwould pass completely through the area affectedby the distortion field. Enemy attacks must betargeted at models inside the distortion field zoneand not beyond it.

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    When the model controlling the distortion field isnext activated, he may either deactivate the fieldor attempt to keep it operating. If he attempts tokeep it operating, he must roll a 5 or less on aD10. If successful, the field remains active. Ifunsuccessful, the distortion field burns out andmay not be used again.

    If the tech model is removed from play as acasualty, the distortion field effect is immediatelylost.

    A zone effect may not overlap another friendlyzone effect. If two zone effects should overlap, thecontrolling player must decide which is to bedeactivated.

    Enhanced Armour Save Points vary

    Models with an enhanced armour save (EAS) mayattempt saving throws by rolling 2D10 againsteach attack and select one result. Only one of thedice results is required to successfully saveagainst the attack

    An enhanced armour save (EAS) has a points costrelated to the armour value selected for the model.

    AR 0 1 2 3 4 5 6 7AR Points Cost +0 +1 +2 +3 +5 +8 +12 +20

    EAS Cost +0 +1 +2 +3 +4 +5 +6 +7

    Enclosed Armour Mike Wikan

    Example : An assault warrior wearing armour (AR5)with an enhanced armour save (EAS) has been hit bytwo ranged attacks. The enhanced armour save (EAS)allows the warrior to attempt a save against bothattacks by rolling 2D10 against each attack. On thefirst roll, the warrior gets a 4 and a 7. One of the dicerolls has saved against the attack and so no damageis inflicted. The second 2D10 are then rolled toattempt to save against the second attack.

    Note : If sufficient coloured dice are available, multipleenhanced armour saves may be performed at thesame time by rolling two pairs of similarly coloureddice.

    Grappling Line 1 point

    Grappling lines may be used by models to assaultbuildings. A single model may carry a grapplingline.

    Models do not suffer a movement penalty forcarrying a grappling line.

    Not all of the models in a unit need be allocated agrappling line. A number of grappling lines may beassigned to a unit. The actual models do not needto be designated. Regardless of casualties, thegrappling lines are assumed to be carried by thelast surviving members of a unit.

    Holographic Suit 5 points

    Models may utilise a holographic suit, the effect ofwhich is to make the wearers appearanceshimmer.

    Models targeting uses of such equipment suffer anRA 2 and a CC 2 penalty on top of all othermodifiers when attempting ranged or close combatattacks. If the wearer of the holographic suit is onhold (i.e. the models did not move during itsprevious activation), the target blends into itsbackground even more and the ranged attackpenalty is increased to RA 3.

    Models with a holographic suit may not have anarmour (AR) value exceeding 3.

    Jump Jets / Jet Packs 8 points

    Some assault units and walkers are fitted withjump jets. These allow such units to makepowered jumps over obstacles and even chargeinto close combat.

    A model fitted with jump jets may expend 5 actions(AC) to move up to 15 reaching a height of halfthe distance actually travelled. A model will alwaysexpend 5 actions (AC) regardless of the distancemoved.

    See the movement section for full rules on the useof jump jets and jet packs.

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    Ladder 2 points

    Ladders may be used by models to assaultbuildings. Two models are required to carry asingle ladder.

    Models do not suffer a movement penalty for

    carrying a ladder.

    Laser Sights 2 points

    Laser sights may be fitted to any standard rangedweapon to provide greater accuracy.

    The range modifiers are added to the standardweapons short range (SR), medium range (MR)and long range (LR) values.

    Name UC SR MR LR ST

    Laser Sights - +1 +1 +1 -

    The maximum range of the weapon is notincreased or decreased by the use of laser sights.

    Make Smoke 3 points

    A vehicle with the make smoke equipmentupgrade may deposit two 3 smoke templates tothe rear or sides of the vehicle anywhere during itsmovement.

    The edges of the smoke templates must betouching the sides or rear of the vehicle when they

    are deployed.

    Once in play, the smoke follows the normal rulesfor movement and dispersal during the compulsoryeffects phase.

    Remote Detonator 11 points

    A model may be equipped with a remote detonatorto activate explosives attached to a model with theself destruction explosive capability.

    The model may announce it is to remote detonate

    any models within line of sight during its activationor during a hold activation. For each model to bedetonated, the model must roll a 9 or less. On a10, the charge fails to explode. The model mayattempt to remote detonate the charge during afollowing activation.

    A model with a remote detonator may attempt todetonate any number of models in line of sight asa hold action response.

    Remote Weapon 6 points (+ weapon)

    A remote weapon is usually a heavy weapon

    mounted on a tripod or platform and capable ofbeing controlled by an operator a short distanceaway.

    The operator must be within command (CO)distance of weapon being fired. The operator doesnot require line of sight (LOS) to the remoteweapon but the weapon must have normal line ofsight (LOS) to any target models.

    A remote weapon may be moved by the operator ifthe operator is in base to base contact with theweapon. The weapon is moved at half speed,being 2 actions (AC) to move the weapon 1.

    If attacked in close combat, the weapon isautomatically hit on a D10 roll of 9 or less, only afumble will miss striking the weapon.

    The weapon cost is calculated as normal or astandard weapon can be taken from the heavyranged weapons list.

    HMG / Shard CannonUC SR MR LR RoA ST DA

    8 12/+1 24/+0 36/-1 4 7 1

    Penetration Modifier -1Points Cost 33

    The toughness (T), wounds (W) and armour (AR)profile of the remote weapon is the same asdetailed in the support weapon chassis profilesection.

    Remote WeaponAC RA CC ST T W CO AR

    - - - - 6 2 - 4

    There is no points cost for the standard chassis

    but the points value for toughness (T) and wounds(W) may be adjusted as detailed in the supportweapon section.

    Example : A Spug remote heavy shard cannon iscalculated at 33 points for the heavy weapon, +6

    points for the remote weapon trait, -5 points reductionfor the wounds (W) being reduced from 2 to 1. Thisgives a total of 34 points (33 + 6 - 5).

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    The complete profile for a remote weapon may bedisplayed as follows:

    Remote Heavy Shard CannonUC SR MR LR RoA ST DA

    8 12/+1 24/+0 36/-1 4 7 1

    Penetration Modifier (PM) 1

    Remote Weapon T6, W1, AR4

    Points Cost 34

    The points for the remote weapon operator muststill be added.

    Spug DroneAC RA CC ST T W CO AR

    8 5 5 4 4 1 5 -

    Hive Mind

    Points Cost 16

    Remote Spug Weapon by Chris Gilders(model Spriggan Miniatures)

    Example : A Spug drone is remotely controlling ashard cannon. The Spugs command (CO) value is 5so the model must be no further than 5 from theremote weapon. The Spug can safely remain behindcover and operate the weapon. When the Spugoperator is activated, he may fire the remote shardcannon using his own ranged attack (RA) value butchecking line of sight (LOS) and distance from theremote weapon.

    Scanner 4 points

    Focal model. A single model in a unit may beequipped with a quantum resonance scanner. Ascanner will allow enemy positions to beaccurately determined.

    If a model equipped with the scanner expends 3actions (AC) and makes no ranged attacks during

    its activation, all other models in the same unitwithin unit coherency restrictions will benefit froman RA +1 to hit modifier after all other modifiershave been applied.

    Spug Heavy Infantry with Scanner painted by Chris Gilders(model Spriggan Miniatures)

    Shield Generator 9 points

    Zone effect. A model with the tech ability mayoperate a shield generator to provide additionalprotection to a friendly unit.

    The model with the shield generator may enablethe shield when he is activated. Activation of theshield generator costs zero actions (AC).

    All models within the tech models command (CO)range gain +3 to their armour (AR) value whilst theshield is active.

    No enemy ranged attacks may be made whichwould pass completely through the area affected

    by the shield generator. Enemy attacks must betargeted at models inside the shield generatorzone.

    When the model controlling the shield generator isnext activated, he may either deactivate the shieldor attempt to keep it operating. If he attempts tokeep it operating, he must roll a 5 or less on aD10. If successful, the shield remains active. Ifunsuccessful, the shield generator burns out andmay not be used again.

    If the tech model is removed from play as a

    casualty, the shield generator effect is lost at theend of the active models activation.

    A zone effect may not overlap another friendlyzone effect. If two zone effects should overlap, thecontrolling player must decide which is to bedeactivated.

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    Sniper Camouflage 7 points

    Sniper upgrade. A sniper may utilise superiorcamouflage to avoid taking incoming fire.

    Models attempting to fire upon a target with snipercamouflage suffer from an additional RA 1

    penalty on top of all other modifiers.

    A model may only have one Sniper upgrade.

    Stasis Field Generator 15 points

    A model with the tech ability may use a stasis fieldgenerator to suspend time for a short while in alimited area.

    The model with a stasis field generator mayenable the field when he is activated. Activation ofthe stasis field generator costs zero actions (AC).

    Once activated, all models within the tech modelscommand (CO) range are frozen in place and maytake no actions whatsoever.

    Whilst the stasis field is operating, models insidethe field may not be targeted by ranged attacks,the deviation of ranged attacks, close combatattacks or psionic effects. All models, friend or foe,within the field are effectively removed from thepassage of time and anything that may effectthem.

    All models inside the stasis field may not beactivated until after the tech model has beenactivated and the field has been deactivated.

    Any other effects within or partially within thestasis field, such a smoke, residual damage or anyother effect are also suspended for the duration ofthe stasis field.

    Hydrissian with Stasis Field Generator(model Alpha Forge Games)

    When the model controlling the stasis fieldgenerator is next activated, the stasis field willautomatically deactivate. The stasis field may notbe activated again until the tech models followingactivation as it must recharge.

    Once the stasis field has been deactivated,

    models released from its effect may be activatednormally.

    No enemy ranged attacks may be made whichwould pass through the area affected by the zoneeffect, it is an impenetrable barrier.

    Unit Standard 8 points

    Focal model. Although not usually necessary intechnologically advanced combat units, someunits still carry a standard or icon round which thesoldiers may rally.

    A single unit standard or icon may be added to aunit.

    A model with a unit standard may add +1 to aunits command (CO) value when taking a moraletest.

    If the army battle standard is present in a unit,then it replaces the unit standard. In other words,a unit may only ever have a single model with astandard.

    Vehicle Smoke Launcher 5 points

    Vehicles, usually armoured personnel carriers(APCs), may be fitted with smoke grenadelaunchers, often used to lay down cover fordisembarking units.

    Vehicle mounted smoke grenade launchers areshort range compared to portable grenadelaunchers.

    Vehicle Smoke Grenade Launcher

    UC SR MR LR RoA ST DA- 5/+1 10/+0 15/-1 3 - -

    Indirect

    3 Smoke Template

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    Weapon TraitsA weapon may select a single weapon trait. Theweapon trait adjusts the weapon cost after thenormal points cost calculation has been made.

    Backfire Points 25%

    A weapon with the backfire trait suffers from poorconstruction and perhaps the desire to make avery loud noise when the weapon is fired. Thismay result in the firing model being knockedprone.

    On a fumbled ranged attack, the firing model isknocked prone but takes no damage.

    Bulky Points 25%

    This weapon is crudely designed, bulky anddifficult to manage for the user, or requires a longreload time. Because of this, its UC is increasedby 1 action (AC) but the points cost is reduced by25% (rounded up).

    Electro Magnetic Pulse 25 pointsA weapon that fires a special electro magneticpulse (EMP) inflicts no damage against the targetmodel. However, the nature of the attack maydisrupt electrical and control systems and reducethe number of actions (AC) the model hasavailable for its next activation.

    Only vehicle type models are affected by a electromagnetic pulse (EMP). Living models are notaffected.

    If the target is hit by the attack, the model will losehalf of its actions (AC) rounded down. The modelmay then attempt an armour save, if the save isfailed, the remaining actions (AC) are lost.

    Vehicle models struck by an electro magneticpulse (EMP) will also have their ranged attacksreduced by half (rounded down) if half their actionswere reduced, and reduced to none if all of theiractions were lost.

    Example : A Leviathon heavy tank armed with a battlecannon, a heavy machine gun and two missilelaunchers is hit by an EMP weapon. The tankssucceeds in its armour save but has its availableactions (AC) reduced from 10 to 5. In addition, half ofthe weapon systems may not fire the next time themodel is activated. The player controlling theLeviathon may choose which two weapons may befired when the model is activated, he could forexample fire the battle cannon and one missilelauncher array.

    When generating a profile for an electro magneticpulse (EMP) weapon, the points value detailedabove is used in place of the weapons strength(ST). The weapon counts as having a strength(ST) of 0 (zero).

    One Shot Weapon Points 50%

    A one shot weapon is generally a large missiletype munition. The weapon may be fired once perbattle. The one shot weapon trait only applies toheavy support weapons.

    When fired, a fumbled attack results in amalfunction and the weapon being lost.

    The points cost for the weapon is reduced by 50%(rounded up). All weapon profile points arecalculated as normal before the 50% reduction isapplied.

    Residual Damage

    Points vary

    Some weapon effects are able to continue todamage their target after the first hit. For example,the weapon may be of a corrosive nature and sosubsequently continue to eat into the target.

    When a target model is damaged by a weaponwith the residual damage trait, place a singleresidual damage counter next to the model. Eachtime the model is subsequently activated, it willsuffer another immediate strength (ST) 7 damageroll. There is no need to roll to hit and the targetdoes not get an armour save, just the damage rollis made.

    Residual damage is a cumulative effect andseveral damage counters may be placed against atarget model.

    The cost of residual damage is equal to half thestrength points cost (rounded up).

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    ST 4 5 6 7 8 9ST Points Cost +0 +3 +8 +14 +21 +29

    Residual Cost +0 +2 +4 +7 +11 +15

    Example : residual damage on a weapon with strength(ST) of 7 would cost 7 points. These points are added

    to the cost of the weapon and detailed as a specialrule.

    Spug Light Infantry with Shard Injector(model Spriggan Miniatures)

    Shard InjectorUC SR MR LR RoA ST DA

    6 Close Combat 1 7 1

    Penetration Modifier 2

    Residual Damage: When a target model isdamaged by a Shard Injector, place a single residualdamage counter next to the model. Each time themodel is subsequently activated, it will suffer anotherimmediate strength (ST) 7 damage roll. There is noneed to roll to hit and the target does not get an armoursave, just the damage roll is made.

    Points Cost 24

    Shock Effect 3 points

    A weapon with the shock effect delivers adebilitating blow against living models. Models hitby a weapon with shock effect lose half of theiractions (AC) rounded down.

    Only living models of a small or medium size areaffected by a shock effect. Large living models andvehicles are more resilient to its effects and arenot affected.

    The loss of actions (AC) occurs if the target modelis hit by the attack regardless of whether anydamage is inflicted.

    Example : A Hydrissian warrior armed with adissembler gun shoots at a marine with 9 actions(AC). The marine is hit and has a counter placed nextto it to signify that its actions (AC) are reduced to 4 the

    next time it is activated. The marine now gets to makean armour save to avoid taking any damage from thedissembler gun. The armour save is successful andthe marine takes no additional damage.

    A target model can only lose half of its originalactions (AC) regardless of how many times it is hitby a weapon with the shock effect.

    A shock effect may be added to a close combat ora ranged combat weapon but is limited toweapons with a rate of attack (RoA) of 1.

    Snare 4 points

    A ranged or close combat weapon capable ofdelivering a net-like or web-like effect mayensnare enemy models. Such an attack can bevery effective against small and medium sizedmodels.

    A snare attack has no strength (ST) and will notinflict any damage against a targeted model.

    The snare trait may only be used with a rate ofattack (RoA) of 1.

    If used as a ranged attack weapon trait, the rangeof the weapon is limited to 24.

    The use cost (UC) for snare attack as a rangedattack or a close combat attack is 4 actions (AC).

    A model hit by a snare attack must roll equal to orunder its base strength (ST) value to avoid theeffect of being ensnared. No armour save isallowed and no damage roll is made.

    If the target model fails its strength (ST) roll, themodel goes prone and is unable to make any

    ranged or close combat attacks until it is free ofthe snare effect.

    The ensnared model may attempt to break freethe next time it is activated by rolling equal to orunder its base strength (ST). An escape attemptrequires the model to expend 3 actions (AC).Friendly models may give a +1 strength (ST)bonus if in base to base contact with the ensnared

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    model although they do not have to directlyexpend any actions (AC) to assist.

    A model released from a snare must still expend 3actions (AC) to stand up.

    Web GunUC SR MR LR RoA ST DA

    4 8/+1 16/+0 24/-1 1 - -

    Snare

    Points Cost 6

    In the above example, the snare points cost isadded to the range cost to give the total pointscost for the weapon.

    Example : A Nid Termagast armed with a web guntargets an enemy scout 18 away. The ranged attackhits the scout, but inflicts no damage. The scout mustroll equal to or under its own strength (ST) to break

    free of the web. The scout fails the strength (ST) testand goes prone tangled in the web. When the scout isnext activated, it may attempt to break free again byrolling under its own strength (ST). If successful, thescout may stand up for 3 actions (AC).

    NetUC SR MR LR RoA ST DA

    4 Close Combat 1 - -

    Reach 1

    Snare

    Points Cost 5

    Example : A harvester armed with a close combat netattempts to snare an enemy model within 1. Theclose combat attack hits the target model and thetarget must roll equal to or under its own strength (ST)to break free of the net. The target model succeedsthe strength (ST) test and so the attack has no effect.The harvester has enough actions (AC) to makeanother net attack and hits the target again. This time,the target fails the strength (ST) test and is snared andgoes prone. A basher armed with a massive club nowmoves in to combat with the prone target gaining anadditional +1 to hit for a prone model.

    Sniper Advanced Scope 8 points

    Sniper upgrade. The advanced scope allows askilled sniper to locate a critical area on a target.Any rolls to hit of a 1 or a 2 are treated as criticalhits and negate any armour.

    A model may only have one Sniper upgrade.

    Grymn Sniper painted by Will Denham(model Hasslefree Miniatures)

    Twin-Linked4 points per RoA

    Heavy weapons and support weapons with thetwin-linked trait may re-roll any missed rangedattacks.

    All modifiers that applied to the first roll are appliedto the re-roll.

    Weapons that use templates may not use thetwin-linked trait.

    Only weapons with a rate of attack (RoA) of 2or more may use the twin linked weapon trait.

    The twin-linked trait costs 4 points per rate ofattack (RoA).

    Example : A Light Machine Gun with a rate of attack of3 could have the twin-linked trait added for anadditional 12 points.

    Arachnid with Heavy Machine Gun(model Alpha Forge Models)

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    Weapon ProfilesSome suggested model profiles are detailed hereto give some examples as to the values that couldbe used for different races.

    Standard Ranged WeaponsThe majority of troopers in a unit will be armedwith standard ranged weapons. Such weaponshave a maximum rate of attack (RoA) of 2, amaximum damage (DA) of 1 and a maximumstrength (ST) of 6.

    PistolUC SR MR LR RoA ST DA

    4 6/+1 12/+0 18/-1 1 5 1

    May be used in close combat

    Points Cost 4

    Machine PistolUC SR MR LR RoA ST DA

    5 5/+1 10/+0 15/-1 2 5 1

    Points Cost 7

    BlasterUC SR MR LR RoA ST DA

    4 8/+1 16/+0 24/-1 1 5 1

    Points Cost 4

    Heavy BlasterUC SR MR LR RoA ST DA

    5 10/+1 20/+0 30/-1 1 6 1

    Points Cost 8

    Stub RifleUC SR MR LR RoA ST DA

    5 8/+1 16/+0 24/-1 1 6 1

    Points Cost 7

    Pulse RifleUC SR MR LR RoA ST DA

    6 8/+1 16/+0 24/-1 2 6 1

    Points Cost 12

    Light Laser RifleUC SR MR LR RoA ST DA

    4 10/+1 20/+0 30/-1 1 5 1

    Points Cost 5

    Assault RifleUC SR MR LR RoA ST DA

    6 10/+1 20/+0 30/-1 2 6 1

    Points Cost 13

    Plasma CarbineUC SR MR LR RoA ST DA

    6 6/+1 12/+0 18/-1 2 6 1

    Points Cost 11

    ShotgunUC SR MR LR RoA ST DA

    5 4/+1 8/+0 12/-1 2 5 1

    Points Cost 6

    Bolt PistolUC SR MR LR RoA ST DA

    5 5/+1 10/+0 15/-1 2 5 1

    May be used in close combat

    Penetration Modifier -1 Points Cost 10

    Bolt GunUC SR MR LR RoA ST DA

    6 8/+1 16/+0 24/-1 2 6 1

    Penetration Modifier -1

    Points Cost 14

    Sniper Rifle

    UC SR MR LR RoA ST DA6 20/+1 40/+0 60/-1 1 7 1

    Penetration Modifier -2

    Points Cost 24

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    Standard Ranged Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    3 3/+1 6/+0 9/-1 1 4 1 - - -2

    3 4/+1 8/+0 12/-1 1 4 1 - - -1

    3 5/+1 10/+0 15/-1 1 4 1 - - 0

    3 6/+1 12/+0 18/-1 1 4 1 - - 1

    3 8/+1 16/+0 24/-1 1 4 1 - - 23 10/+1 20/+0 30/-1 1 4 1 - - 3

    3 12/+1 24/+0 36/-1 1 4 1 - - 5

    3 15/+1 30/+0 45/-1 1 4 1 - - 8

    3 20/+1 40/+0 60/-1 1 4 1 - - 12

    4 3/+1 6/+0 9/-1 1 5 1 - - 0

    4 4/+1 8/+0 12/-1 1 5 1 - - 1

    4 5/+1 10/+0 15/-1 1 5 1 - - 2

    4 6/+1 12/+0 18/-1 1 5 1 - - 3

    4 8/+1 16/+0 24/-1 1 5 1 - - 4

    4 10/+1 20/+0 30/-1 1 5 1 - - 5

    4 12/+1 24/+0 36/-1 1 5 1 - - 7

    4 15/+1 30/+0 45/-1 1 5 1 - - 104 20/+1 40/+0 60/-1 1 5 1 - - 14

    5 3/+1 6/+0 9/-1 1 6 1 - - 3

    5 4/+1 8/+0 12/-1 1 6 1 - - 4

    5 5/+1 10/+0 15/-1 1 6 1 - - 5

    5 6/+1 12/+0 18/-1 1 6 1 - - 6

    5 8/+1 16/+0 24/-1 1 6 1 - - 7

    5 10/+1 20/+0 30/-1 1 6 1 - - 8

    5 12/+1 24/+0 36/-1 1 6 1 - - 10

    5 15/+1 30/+0 45/-1 1 6 1 - - 13

    5 20/+1 40/+0 60/-1 1 6 1 - - 17

    Ranged Weapon CustomisationTo increase rate of attack (RoA) from 1 to 2, add 5 points and increase use cost (UC) by +1.To add a Penetration modifier (PM) of 1, add +1 point per rate of attack (RoA).To add a Penetration modifier (PM) of 2, add +3 points per rate of attack (RoA).

    NSSR Trooper with Assault Rifle painted by Robert Fransgaard(model FASA)

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    Teardrop Template Weapons

    Hand FlamerUC SR MR LR RoA ST DA

    4 Small (TTS) S 5 1

    Points Cost 4

    FlamerUC SR MR LR RoA ST DA

    5 Medium (TTM) M 5 1

    Points Cost 8

    Heavy FlamerUC SR MR LR RoA ST DA

    6 Large (TTL) L 6 1

    Points Cost 17

    ScattergunUC SR MR LR RoA ST DA

    5 Medium (TTM) M 6 1

    Knock Prone

    Points Cost 13

    NSSR Toxic Flamer painted by Robert Fransgaard

    (model FASA)

    Teardrop Template Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    4 Small (TTS) 1 4 1 - TTS 2

    4 Small (TTS) 1 5 1 - TTS 4

    4 Small (TTS) 1 6 1 - TTS 7

    4 Small (TTS) 1 7 1 - TTS 11

    4 Small (TTS) 1 8 1 - TTS 16

    5 Medium (TTM) 1 4 1 - TTM 6

    5 Medium (TTM) 1 5 1 - TTM 8

    5 Medium (TTM) 1 6 1 - TTM 11

    5 Medium (TTM) 1 7 1 - TTM 15

    5 Medium (TTM) 1 8 1 - TTM 20

    6 Large (TTL) 1 4 1 - TTL 12

    6 Large (TTL) 1 5 1 - TTL 14

    6 Large (TTL) 1 6 1 - TTL 17

    6 Large (TTL) 1 7 1 - TTL 21

    6 Large (TTL) 1 8 1 - TTL 26

    Teardrop Template Weapon CustomisationTo add a Penetration modifier (PM) of 1, add +1 point.To add a Penetration modifier (PM) of 2, add +3 points.

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    Heavy Ranged WeaponsLimited numbers of troopers may be armed withheavy ranged weapons. Vehicles will utilise theheaviest of these weapons.

    A weapon is classified as a heavy ranged weaponif it has a rate of attack (RoA) greater than 2, or a

    damage (DA) value greater than 1, or it uses anyarea effect blast.

    Light Machine GunUC SR MR LR RoA ST DA

    6 10/+1 20/+0 30/-1 3 6 1

    Points Cost 18

    Heavy Machine GunUC SR MR LR RoA ST DA

    8 12/+1 24/+0 36/-1 4 7 1

    Penetration Modifier -1

    Points Cost 33

    HMG painted by Robert Fransgaard(model FASA)

    Grudgebearer Machine GunUC SR MR LR RoA ST DA

    7 10/+1 20/+0 30/-1 3 7 1

    Penetration Modifier -1

    Points Cost 25

    Frag Grenade LauncherUC SR MR LR RoA ST DA

    6 10/+1 20/+0 30/-1 2 6 1

    Indirect

    2 Blast

    Knock Prone

    Points Cost 19

    Smoke Grenade LauncherUC SR MR LR RoA ST DA

    5 10/+1 20/+0 30/-1 3 - -

    Indirect

    3 Smoke Template

    Enhanced 4 Smoke Template (+5 points)

    Points Cost 8

    Missile Launcher (Frag)UC SR MR LR RoA ST DA

    6 15/+1 30/+0 45/-1 3 6 1

    Indirect

    3 Blast

    Knock Prone

    Points Cost 30

    Missile Launcher (High Explosive)UC SR MR LR RoA ST DA

    6 15/+1 30/+0 45/-1 2 7 1

    Indirect

    2 Blast

    Penetration Modifier 1

    Knock Prone

    Points Cost 29

    MortarUC SR MR LR RoA ST DA

    6 12/+1 24/+0 36/-1 3 6 1

    3 Blast

    Indirect

    Knock Prone

    Points Cost 27

    Field CannonUC SR MR LR RoA ST DA

    6 20/+1 40/+0 60/-1 2 7 1

    Indirect

    2 Blast Penetration Modifier -1

    Knock Prone

    Points Cost 33

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    Heavy Ranged Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    5 3/+1 6/+0 9/-1 2 6 1 - - 8

    5 4/+1 8/+0 12/-1 2 6 1 - - 9

    5 5/+1 10/+0 15/-1 2 6 1 - - 10

    5 6/+1 12/+0 18/-1 2 6 1 - - 115 8/+1 16/+0 24/-1 2 6 1 - - 12

    5 10/+1 20/+0 30/-1 2 6 1 - - 13

    5 12/+1 24/+0 36/-1 2 6 1 - - 15

    5 15/+1 30/+0 45/-1 2 6 1 - - 18

    5 20/+1 40/+0 60/-1 2 6 1 - - 22

    6 3/+1 6/+0 9/-1 2 7 1 - - 12

    6 4/+1 8/+0 12/-1 2 7 1 - - 13

    6 5/+1 10/+0 15/-1 2 7 1 - - 14

    6 6/+1 12/+0 18/-1 2 7 1 - - 15

    6 8/+1 16/+0 24/-1 2 7 1 - - 16

    6 10/+1 20/+0 30/-1 2 7 1 - - 17

    6 12/+1 24/+0 36/-1 2 7 1 - - 196 15/+1 30/+0 45/-1 2 7 1 - - 22

    6 20/+1 40/+0 60/-1 2 7 1 - - 26

    7 3/+1 6/+0 9/-1 2 8 1 - - 17

    7 4/+1 8/+0 12/-1 2 8 1 - - 18

    7 5/+1 10/+0 15/-1 2 8 1 - - 19

    7 6/+1 12/+0 18/-1 2 8 1 - - 20

    7 8/+1 16/+0 24/-1 2 8 1 - - 21

    7 10/+1 20/+0 30/-1 2 8 1 - - 22

    7 12/+1 24/+0 36/-1 2 8 1 - - 24

    7 15/+1 30/+0 45/-1 2 8 1 - - 27

    7 20/+1 40/+0 60/-1 2 8 1 - - 31

    8 3/+1 6/+0 9/-1 2 9 1 - - 25

    8 4/+1 8/+0 12/-1 2 9 1 - - 26

    8 5/+1 10/+0 15/-1 2 9 1 - - 27

    8 6/+1 12/+0 18/-1 2 9 1 - - 28

    8 8/+1 16/+0 24/-1 2 9 1 - - 29

    8 10/+1 20/+0 30/-1 2 9 1 - - 30

    8 12/+1 24/+0 36/-1 2 9 1 - - 32

    8 15/+1 30/+0 45/-1 2 9 1 - - 35

    8 20/+1 40/+0 60/-1 2 9 1 - - 39

    Ranged Weapon CustomisationTo reduce the rate of attack (RoA) from 2 to 1, deduct 5 points and decrease the use cost (UC) by 1.To increase rate of attack (RoA) from 2 to 3, add 5 points and increase use cost (UC) by +1.To increase rate of attack (RoA) from 2 to 4, add 10 points and increase use cost (UC) by +2.To add a Penetration modifier (PM) of 1, add +1 point per rate of attack (RoA).To add a Penetration modifier (PM) of 2, add +3 points per rate of attack (RoA).To increase damage (DA) from 1 to 2, add 10 points (rate of attack (RoA) may not be greater than 1).

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    Area Effect Heavy Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    4 Add range cost - 5 1 - 1 5 + Range Cost

    4 Add range cost - 5 1 - 1 6 + Range Cost

    5 Add range cost - 5 1 - 2 8 + Range Cost

    5 Add range cost - 5 1 - 2 11 + Range Cost6 Add range cost - 5 1 - 3 14 + Range Cost

    6 Add range cost - 5 1 - 3 18 + Range Cost

    7 Add range cost - 5 1 - 4 24 + Range Cost

    5 Add range cost - 6 1 - 1 8 + Range Cost

    5 Add range cost - 6 1 - 1 9 + Range Cost

    6 Add range cost - 6 1 - 2 11 + Range Cost

    6 Add range cost - 6 1 - 2 14 + Range Cost

    7 Add range cost - 6 1 - 3 17 + Range Cost

    7 Add range cost - 6 1 - 3 21 + Range Cost

    8 Add range cost - 6 1 - 4 27 + Range Cost

    6 Add range cost - 7 1 - 1 12 + Range Cost6 Add range cost - 7 1 - 1 13 + Range Cost

    7 Add range cost - 7 1 - 2 15 + Range Cost

    7 Add range cost - 7 1 - 2 18 + Range Cost

    8 Add range cost - 7 1 - 3 21 + Range Cost

    8 Add range cost - 7 1 - 3 25 + Range Cost

    9 Add range cost - 7 1 - 4 31 + Range Cost

    7 Add range cost - 8 1 - 1 17 + Range Cost

    7 Add range cost - 8 1 - 1 18 + Range Cost

    8 Add range cost - 8 1 - 2 20 + Range Cost

    8 Add range cost - 8 1 - 2 23 + Range Cost

    9 Add range cost - 8 1 - 3 26 + Range Cost

    9 Add range cost - 8 1 - 3 30 + Range Cost

    10 Add range cost - 8 1 - 4 36 + Range Cost

    The range cost must be added to all weapon profiles detailed above.

    Ranged Weapon CustomisationRefer to the weapon special rules section for points costs for:

    Penetration modifier (PM)

    Knock prone

    Indirect

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    GrenadesThe following specific grenade types are availableto infantry models.

    Fragmentation GrenadeUC SR MR LR RoA ST DA

    5 2 + model ST in inches 2 5 1

    Indirect

    2 Blast

    Points Cost 8

    Thermal GrenadeUC SR MR LR RoA ST DA

    5 2 + model ST in inches 1 6 1

    Indirect

    1 Blast

    Points Cost 9

    Nova BombUC SR MR LR RoA ST DA

    5 2 + model ST in inches 7 1

    Indirect

    Blast

    Points Cost 11

    Smoke GrenadeUC SR MR LR RoA ST DA

    5 2 + model ST in inches 3 - -

    Indirect

    3 Smoke Template

    Enhanced 4 Smoke Template (+5 points)

    Points Cost 2

    The table below details various grenade types withstrength (ST) from 4 to 7 and with a blast area

    from to 3.

    Grenade Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    5 2 + model ST in inches 1 4 1 - Indirect 2

    5 2 + model ST in inches 1 4 1 - 1 Indirect 3

    5 2 + model ST in inches 1 4 1 - 1 Indirect 4

    5 2 + model ST in inches 1 4 1 - 2 Indirect 6

    5 2 + model ST in inches 1 4 1 - 2 Indirect 9

    5 2 + model ST in inches 1 4 1 - 3 Indirect 12

    5 2 + model ST in inches 1 5 1 - Indirect 45 2 + model ST in inches 1 5 1 - 1 Indirect 5

    5 2 + model ST in inches 1 5 1 - 1 Indirect 6

    5 2 + model ST in inches 1 5 1 - 2 Indirect 8

    5 2 + model ST in inches 1 5 1 - 2 Indirect 11

    5 2 + model ST in inches 1 5 1 - 3 Indirect 14

    5 2 + model ST in inches 1 6 1 - Indirect 7

    5 2 + model ST in inches 1 6 1 - 1 Indirect 8

    5 2 + model ST in inches 1 6 1 - 1 Indirect 9

    5 2 + model ST in inches 1 6 1 - 2 Indirect 11

    5 2 + model ST in inches 1 6 1 - 2 Indirect 14

    5 2 + model ST in inches 1 6 1 - 3 Indirect 17

    5 2 + model ST in inches 1 7 1 - Indirect 11

    5 2 + model ST in inches 1 7 1 - 1 Indirect 12

    5 2 + model ST in inches 1 7 1 - 1 Indirect 13

    5 2 + model ST in inches 1 7 1 - 2 Indirect 15

    5 2 + model ST in inches 1 7 1 - 2 Indirect 18

    5 2 + model ST in inches 1 7 1 - 3 Indirect 21

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    Close Combat Weapons

    Ceremonial SwordUC SR MR LR RoA ST DA

    4 Close Combat 1 +1 1

    Points Cost 3

    Chain SwordUC SR MR LR RoA ST DA

    6 Close Combat 1 7 1

    Penetration Modifier -1

    Points Cost 15

    Energy SwordUC SR MR LR RoA ST DA

    6 Close Combat 2 6 1

    Points Cost 13

    Chain FistUC SR MR LR RoA ST DA

    6 Close Combat 1 6 2

    Penetration Modifier 1

    Points Cost 19

    Power GloveUC SR MR LR RoA ST DA

    6 Close Combat 1 7 1

    Penetration Modifier 2

    Points Cost 17

    Melee Quarter StaffUC SR MR LR RoA ST DA

    5 Close Combat 2 +1 1

    2 ReachPoints Cost 12

    Close Combat Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    3 Close Combat 1 +0 1 - - (Improvised attack) 0

    4 Close Combat 1 +1 1 - - 3

    5 Close Combat 1 +2 1 - - 8

    6 Close Combat 1 +3 1 - - 14

    Powered Weapon Summary

    UC SR MR LR RoA ST DA PM Area Special Points

    4 Close Combat 1 5 1 - - 3

    5 Close Combat 1 6 1 - - 8

    6 Close Combat 1 7 1 - - 14

    7 Close Combat 1 8 1 - - 21

    Close Combat Weapon Customisation

    To increase rate of attack (RoA) from 1 to 2, add 5 points and increase use cost (UC) by +1.To increase rate of attack (RoA) from 1 to 3, add 11 points and increase use cost (UC) by +2.To increase rate of attack (RoA) from 1 to 4, add 20 points and increase use cost (UC) by +3.To add a Penetration modifier (PM) of 1, add +1 point per rate of attack (RoA).To add a Penetration modifier (PM) of 2, add +3 points per rate of attack (RoA).To increase damage (DA) from 1 to 2, add 10 points (rate of attack (RoA) may not be greater than 1).