No Limits Part 4
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Transcript of No Limits Part 4
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Cards & Templates
No Limits Section 4
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Psionic Effects
Mind
Shock
MisdirectTemporal
IterationA psionic blast is sent out from thecaster which impairs an enemypsionic user from casting anyeffects. Target model must bewithin 30 of the psionic user.
If successfully cast, the targetpsionic user may not use anypsionic effects during its nextactivation. Upkeep effects may stillbe maintained.
The psionics user attempts to misleadan enemy unit. Target unit must beeither small or medium sized modelsand within 30 of the psionic user.
Target models may not be engaged inclose combat.
If successfully cast, roll a D10 when theunit is next activated and move the unitthe number of inches shown on the dicein the direction specified by the dice.
The target small or medium sizedmodel or unit may make anotherranged attack or another closecombat attack immediately.
The target unit must be within 20of the psionic user.
This special activation may beperformed regardless of the unitsactivation status this turn.
UC Level 30 Points UC Level 15 Points UC Level 14 Points
Armour Might Blast
The psionic user enhances thearmour of a friendly unit with theessence of carbon.
The target model or unit must bewithin 20" and line of sight of thepsionic user.
Increase target model or unit'sarmour (AR) by +2. This effectremains until the psionic user isnext activated and has upkeep .
The psionic user attempts toenhance the strength (ST) of asingle friendly model within 20.
If successfully cast, the targetmodel gains ST+2 until the end ofits next activation.
This effect remains in play until thepsionics user is next activated and hasupkeep .
The psionic user hurls a blast ofkinetic energy at an enemy unit.
The psionic user may place a 2blast template anywhere within 20ignoring line of sight (LOS) and anycover.
Models hit by the template take astrength (ST) 6 hit.
UC Level 22 Points UC Level 7 Points UC Level 20 Points
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Hindrance Haste Guidance
The psionic user attempts toimpede an enemy model or unitwithin 30 and line of sight (LOS).
When the target model or unit isnext activated its actions (AC) arereduced by 4.
Only small and medium sizedmodels may be the target ofHindrance.
The psionic user attempts to imbue afriendly model or unit within 20 and lineof sight (LOS).
When the target model or unit is nextactivated its actions (AC) are increasedby 4.
Only small and medium sized modelsmay be the target of Haste. This effectremains in play until the psionics user isnext activated and has upkeep .
The psionic user assists a friendlyunit in combat that is within 30 ofthe psionics user.
When the target model or unit isnext activated its ranged attack(RA) and close combat (CC) valuesare both increased by +1.
UC Level 5 Points UC Level 8 Points UC Level 12 Points
Heal Shield Rescind
The psionic user may attemptrestore a wound on a friendly modelwithin 20 and line of sight (LOS).
A model may not have its totalnumber of wounds (W) increasedbeyond its original starting value.
A psionic shield may be created to protect amodel or unit from being targeted by rangedattacks. The target model must be within 20of the psionic user.
If successfully cast, the target model or unitmay not be fired upon by any rangedattacks.
The effect remains in play until the psionicuser is next activated. The psionic user mayupkeep the effect.
A shield will be cancelled when the targetmodel or unit is attacked in close combat orthe caster ceases to upkeep the effect.
A psionic user may attempt tocancel a psionic effect already inplay.
If rescind is successfully cast, thepsionic user may remove any effectcurrently in play within 20 of thecaster.
UC Level 7 Points UC Level 8 Points UC Level 6 Points
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DisruptionCall Of TheHomeworld
The psionic user attempts to shock a targetmodel or unit within 30 and line of sight(LOS).
Living models hit by Disruption lose half oftheir actions (AC) rounded down.
Only living models of a small or medium sizeare affected by this effect. Large livingmodels and vehicles are more resilient to itseffects and are not affected.
Target models take no damage from theeffect.
The psionic user attempts to rally apanicked or terrified unit.
The target unit must be within 30and line of sight (LOS) of thepsionic user attempting the ability.
If the ability is successfullyimplemented, the target unitimmediately rallies and may use itsfull actions the next time it isactivated.
UC Level 13 Points UC Level 9 Points
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Psionic Psionic Psionic
Psionic Psionic Psionic
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Chaotic Mutations
Extra
Head
HornsCorrosive
BloodA model with this mutation has an extrahead. Apart from the constant bickeringbetween the heads, this mutation doesallow the model to keep an extra pair ofeyes open for approaching danger.
The model counts as always being onhold for the purposes of it beingcharged by an enemy model. In otherwords the model may always choose torespond to a charge by shooting (if ithas ranged weapons), receiving thecharge or flee.
A model with this mutation hasgrown some extra horns whichprovide an advantage whencharging into close combat.
The model gains and additionalCC+1 and ST+1 for the round itcharges into combat. This is inaddition to any other modifiersnormally applied.
A model with this mutationdeveloped a very nasty defensivemechanism.
For each wound inflicted on amodel with this mutation, any othermodel in base to base contact willbe splattered by the mutants bloodand take an immediate ST 5 hit.
3 Points 2 Points 1 Point
RottingFlesh
ScalySkin
WhipTongue
The creature has rotting flesh thatgives off a putrid stink.
In each round of close combat allopponents in base to base contactforfeit one action (AC) as they gagon the foul stench.
A model with the scaly skinmutation is very resistant todamage.
The model has an armour (AR)value of 6. In addition, the armour isnot modified by the strength orpenetration modifier of an attack.
Fixed Armour SaveAR 6
The creature has a long whip liketongue which may temporarily blindopponents.
The model with this mutation may makea UC3 blind attack. No damage isinflicted, but if the attack strikes theenemy model, the enemy model forfeitshalf of its actions (rounded down) thenext time it is activated.
Target model may not attempt to parrya Whip Tongue attack.
2 Points 14 Points 2 Points
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Tactics
Flank
Airdrop
Teleport
A single unit held in reserve may enter thebattlefield on or after the third turn fromeither side of the battlefield.
At the start of the turn in which the unit is tobe activated, the controlling player mustdeclare which side the unit is to enter from.
When the flanking unit is activated, it maymove onto the battlefield from a 5 wideentrance area.
The flank tactic may only be used if bothplayers start from opposed deploymentzones.
A single unit held in reserve may perform anairdrop on any turn. Select an intendedlanding point.
Each model deviates D10 from intendedlanding point.
Any models deviating off the playing areaare lost.
Models in an airdropped unit do not sufferfrom being out of coherency for two turnsafter deployment.
Enemy models on hold may not fire on
airdropped models until they are on theground.
A single unit held in reserve mayteleport on to the battlefield on thesecond or subsequent turns. Selectan intended deployment point.
The whole unit deviates D10 fromthe intended point.
Any models deviating off theplaying area are lost.
+10% Of Unit Points Value +20% Of Unit Points Value +25% Of Unit Points Value
TunnelA single unit has been tunnelling in preparation ofthe coming battle. The unit is held in reserve until itrequired to be activated.
Select the initial location for the 3 tunnel exittemplate. The exit will always deviate from itsintended point.
On the first game turn, the exit will deviate 3D10,on the second turn it will deviate 2D10 and onthird and subsequent turns, it will deviate D10.
If the tunnel exit deviates to coincide with a terrainfeature (such as a building or hill), move the tunnelexit template back towards the original point until itmay be easily positioned. Any small terrainfeatures such as trees are destroyed if they arewithin the tunnel entrance area.
If the tunnel opening is created outside the playingarea, place the tunnel exit at the battlefield edge.
+10% Of Unit Points Value
3 Tunnel Exit
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Tactic
Tactic
Tactic
Tactic
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Equipment
DistortionField ShieldGenerator Stasis FieldGeneratorZone effect. May enable the field whenactivated. Activation of the field generatorcosts zero actions (AC). Range is equal tothe tech models command (CO) value ininches.
All models subsequently making rangedattacks at targets within a distortion fieldsuffer a RA 2 penalty on top of all othermodifiers whilst the field is active.
When the controlling model is next activated,he may deactivate the field or attempt tokeep it operating. To sustain the field, hemust roll a 5 or less on a D10. If successful,the field remains active. If unsuccessful, the
distortion field burns out and may not beused again.
Zone effect. May enable the field whenactivated. Activation of the field generatorcosts zero actions (AC). Range is equal tothe tech models command (CO) value ininches.
All models within the field area gain +3 totheir armour (AR) value whilst the shield isactive.
When the controlling model is next activated,he may deactivate the field or attempt tokeep it operating. To sustain the field, hemust roll a 5 or less on a D10. If successful,the field remains active. If unsuccessful, thedistortion field burns out and may not be
used again.
May enable the field when activated.Activation of the field generator costs zeroactions (AC). Range is equal to the techmodels command (CO) value in inches.
Once activated, all models within the techmodels command (CO) range are frozen inplace and may take no actions whatsoever.
Whilst the stasis field is operating, modelsinside the field may not be targeted byranged attacks, the deviation of rangedattacks, close combat attacks or psioniceffects. All models, friend or foe, within thefield are effectively removed from thepassage of time and anything that may effect
them.Next
7 Points 9 Points 15 Points
Equipment Equipment
Stasis Field Generator
Previous
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 damageor any other effect are also suspended forthe duration of the stasis field.
When the model controlling the stasis fieldgenerator is next activated, the stasis fieldwill automatically deactivate. The stasis fieldmay not be activated again until the techmodels following activation as it mustrecharge.
Once the stasis field has been deactivated,models released from its effect may beactivated normally.
Note that the Stasis Field Generator card isa double-sided text card.
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CountersThese counters are provided as optional game aids. It is not essential that they be used, but in larger gamesthey may well help you remember which units have been activated in a game turn, especially if play on thebattlefield switches from one side to the other.
Activated
Hold
Flee
Panicked
Terrified
Suppressed
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Templates
Large Teardrop(TTL) Template
Medium Teardrop(TTM) Template
Small Teardrop(TTS) Template
Shield Generator,Distortion Field,and Stasis Field
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1 Blast 1 Blast
2 Blast 2 Blast
3 Blast
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3 Blast
4 Blast
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2 Smoke Template
2 Smoke Template
3 Smoke Template
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3 Smoke Template
4 Smoke Template