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Force Creator
Warrior Bug painted by Glenn Few (model by Ground Zero Games Sony Pictures)
No Limits Section 3
Section 3 Index
Designing Profiles.............................................. 3.3 Creating A Profile ........................................... 3.3 Action Values.............................................. 3.3 Ranged Attack Values ................................ 3.3 Close Combat Values................................. 3.4 Strength Values .......................................... 3.4 Toughness Values...................................... 3.4 Wound Values ............................................ 3.4 Command Values ....................................... 3.4 Armour Values............................................ 3.5 Riot Shield Cost.......................................... 3.5 Armoured Mount......................................... 3.5 Natural Armour Values ............................... 3.5 Armour Variations....................................... 3.5 Adding Armour Resilience .......................... 3.5 Weapon Selection ...................................... 3.6 Selecting Abilities ....................................... 3.6 Selecting Traits........................................... 3.6 Selecting Negative Abilities Or Traits ......... 3.6 Selecting Equipment................................... 3.6 Ability, Trait And Equipment Maximums..... 3.6 Focal Models .............................................. 3.6 Army Battle Standard ................................. 3.7 Standard Model Points Cost....................... 3.7 Psionics User Points Values ...................... 3.7 Standard Combination Models ................... 3.8 Special Combination Models...................... 3.8 Calculating Combination Models................ 3.9 Creating Large Vehicle Profiles ................... 3.10 Wounds/Damage...................................... 3.10 2D10 Armour Save ................................... 3.10 Allocating The Damage Tracker............... 3.10 Close Combat Weapon Creation ................. 3.11 Close Combat Rate Of Attack .................. 3.11 Close Combat Weapon Strength.............. 3.11 Basic Close Combat Strength Bonus ....... 3.11 Powered Weapon Strength ...................... 3.11 Close Combat Weapon Damage.............. 3.12 Close Combat Weapon Use Cost ............ 3.12 Extended Reach Points Cost ................... 3.12 Charge Restricted Weapons .................... 3.12 Creature Close Combat Weapons ........... 3.12 Ranged Weapon Creation ........................... 3.13 Maximum Range Points Cost................... 3.13 Range Modifier Points Cost...................... 3.13 Rate Of Attack .......................................... 3.13 Ranged Combat Strength......................... 3.13 Ranged Weapon Damage........................ 3.13 Ranged Weapon Use Cost....................... 3.13 Heavy Weapon Creation .............................. 3.14 Support Weapon Chassis Profile ............. 3.14 Heavy Weapon Range Points Cost.......... 3.14 Rate Of Attack Or Blast Effect.................. 3.14 Rate Of Attack Points Cost....................... 3.14 Blast Template Points Cost ...................... 3.14 Heavy Weapon Strength Points Cost....... 3.15 Heavy Weapon Damage .......................... 3.15 Zero Strength Weapons ........................... 3.15 Heavy Weapon Use Cost ......................... 3.15 Strength To Area Effect Ratio................... 3.16 Combination Weapons ................................. 3.16 Heavy Combination Weapon.................... 3.16 Standard Combination Weapon ............... 3.17 Self Destructing Models ............................... 3.17 Teardrop Template Creation ........................ 3.18 Teardrop Weapon Chassis Profile............ 3.18 Teardrop Weapon Strength Points Cost .. 3.18 Teardrop Template Points Cost................ 3.18 Teardrop Template Use Cost ................... 3.18 Strength To Area Effect Ratio................... 3.18 Creating Grenades ....................................... 3.19 Area Effect Points Cost ............................ 3.19 Grenade Strength Points Cost.................. 3.19 Indirect Grenades ..................................... 3.19 Grenade Use Cost .................................... 3.19 Strength To Area Effect Ratio................... 3.19 Zero Strength Grenades........................... 3.19 Weapon Special Rules ................................. 3.20 Range Modifier Points Cost...................... 3.20 Penetration Modifier Points Cost .............. 3.20 Knock Prone Points Cost.......................... 3.20 Indirect Fire Points Cost ........................... 3.20 Projectile Travel Points Cost .................... 3.20 Additional Damage / Wound..................... 3.21 Ranged Weapons Use In Close Combat . 3.21 Residual Smoke Cost ............................... 3.21 Residual Damage Cost............................. 3.21 Comments On Creating Profiles .................. 3.22 Sample Unit Profiles ........................................ 3.23 The Federation ............................................. 3.23 Space Orcs................................................... 3.24 Grymn: Space Dwarves ............................... 3.24 The Duat: Undead ........................................ 3.24 Arachnids ..................................................... 3.25 Sample Vehicle Profiles ................................... 3.26 Zeus Fire Support War Walker..................... 3.26 Leviathon Heavy Battle Tank ....................... 3.26
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Designing Profiles
No Limits allows players to construct their own profiles for models used in their games. This really is the essence of the No Limits game concept, grab any figures in your collection and create a unique force. To avoid the temptation to go overboard on the profile construction and have overly powerful units, a few rules are enforced. The total points value of a model consists of the following profile elements: Profile Characteristics Armour Weapons Abilities, Traits and special rules
Infantry Trooper
AC 8 RA 5 CC 5 ST 4 T 4 W 1 CO 6 AR 2 20
Points Cost
To create the above sample profile, the points values would be calculated as follows; 8 5 5 4 4 1 6 2 AC RA CC ST T W CO AR Actions Ranged Attack Close Combat Strength Toughness Wound Command Armour
TOTAL
To create a profile, points are paid for each profile element, the total points for the model is the cumulative total of the points paid. The minimum points value for a model is 9 points. Any completed model profile that equates to less than 9 points are assumed to actually cost 9 points. The process starts with the profile characteristics. These consist of the actions (AC), ranged attack (RA), close combat (CC), strength (ST), toughness (T), wounds (W) command (CO) and armour (AR) values. A good starting point for a model profile would be the one shown below. This profile has a starting cost value of 9 points.
Action Values
The number of actions a model has determines how far it may move and the number of attacks it may perform. AC Points Cost 6 -4 7 -2 8 9 +0 +3 10 11 12 +7 +11 +16
Points Cost
To adjust a profile characteristic value, refer to the relevant tables in the following pages adding the points cost for each profile characteristic. Note that the points values are not cumulative.
Creating A Profile
If we want to create a profile for a basic trooper, we may be aiming for a profile with the following values.
A ranged attack value of 5 for a model would provide a 50% chance of hitting a target.
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Wound Values
Most small and medium sized models can only take one wound before they are killed and removed from play. W Points Cost 1 2 3 4 5 6 7 8 +0 +10 +20 +35 +50 +65 +80 +100
Most models should have at least a CC value of 5. This gives them a 50% chance of hitting an enemy in close combat before any modifiers are applied.
Some medium sized models at the larger end of the medium scale (around 2 tall) may be better suited to having more than one wound. For example, mounted models, especially those on beasts and strange alien creatures, may have an additional wound.
Strength Values
The base strength of a model will be used for unarmed or improvised attacks in close combat. ST Points Cost 2 3 4 5 +1 +2 +3 +5 6 7 8 9 +8 +12 +17 +23
Command Values
This value is used to make various command tests for fear, morale and some other special effects. CO Points Cost 2 3 4 5 +1 +2 +3 +4 6 7 8 9 +6 +9 +13 +18
Remember that the strength of a model is used to determine if an attack damages an enemy. Strength values may be enhanced by some weapons.
Toughness Values
The toughness represents the model's ability to withstand damage caused by attacks. T Points Cost 2 3 4 5 +1 +2 +3 +5 6 7 8 9 +8 +12 +17 +23
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Armour Values
Models should be equipped with armour appropriate to their appearance. The appearance of a model is important and will help your opponent to see what he is up against. Your opponent may get upset if he charges a unit of troopers wearing nothing but shirts only to be told they are actually wearing heavy armour and carrying riot shields. The following table provides guidelines to determine the armour values of the standard armour types. Standard Armour None Leather Armour Flak Armour, Light Carapace Powered Armour Enclosed Powered Armour, Medium Carapace Heavy Flak Armour, Heavy Carapace Heavy Powered Armour Large Models AR Value 0 1-2 3 4 5 6 7 +1
Example: A model wearing powered armour (AR4) with a riot shield (AR+1) and riding a scaly swamp lizard (AR+1) would have a total armour value of 6 (AR6).
Each point of armour has a points cost which is added to the profile total calculated previously. AR Points Cost 0 1 2 3 +0 +1 +2 +3 4 5 6 7 +5 +8 +12 +20
A large model may have an additional +1 armour to reflect its sheer mass at no extra points cost.
Armour Variations
There will be other types of armour that do not fall neatly into the categories specified. It is up to players to allocate an armour value to models appropriate with their actual appearance.
Armoured Mount
If a cavalry mount is armoured, it will add a further +1 to the models armour value at the points cost shown. Armour AR +1 Points Cost +3 Remember that a cavalry model is a combined profile of the rider and mount, so the armour value for the whole model is calculated, rather than for rider and mount individually.
Armour resilience should not be overused and primarily allocated to individuals, characters and models with special armour.
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Weapon Selection
Most models will have a single weapon, but each model may have any number of weapons. The models primary weapon is the most expensive weapon allocated to the model. In most cases this will usually be the main weapon the model is actually holding. Second and subsequent weapons are purchased at half the normal points cost (rounded up).
Example: A model holding a sword with an assault rifle slung over its back will pay the full points for the most expensive of the two weapons, in this case the assault rifle. The cheaper points cost secondary weapon will be at half the points value (rounded up), in this case, the sword.
Selecting Equipment
Some items carried by a model do not fall into the ability or trait categories. Additional equipment may be added to any models. Normally, equipment will not be used by beasts or monsters, but there may well be cases when a creature model is depicted using or carrying a piece of equipment of some description. There is no real limit to the number of equipment items a model may be outfitted with although any equipment selected would normally be visible on the model.
Selecting Abilities
Models may have additional abilities and skills that they have developed to increase and improve their fighting prowess. Abilities are selected from the abilities section and are added to the points value total of the model profile. The points cost of each ability is per model.
Selecting Traits
Some attributes of a model are more inherent to the physical essence of a model rather than being skills and abilities which can be learnt through training and practice. Such attributes are called traits. Some traits correspond to a physical attribute of the model, such as the tail attack. Others, like the re-animated trait identify the type of model. The number of traits allocated to a model does not affect the number of abilities that may be selected. The type of traits selected should be appropriate to the model, for example, a flying model should have wings. Where shown, the points cost of each trait is per model.
Characters Individuals Unit Leaders Units
Where possible, the models physical appearance should be the main guideline.
Focal Models
Units are sometimes accompanied by a communications specialist, a scanner specialist or a standard bearer. These models are collectively known as focal models. A communications specialist will be in contact with all members of a unit via radio. He is able to relay instructions from the unit leader and generally keep the unit operating at peak efficiency. Scanner specialists are able to locate enemy positions and more accurately utilise a units ranged attacks.
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A standard bearer will carry the regimental colours or a totem of some sort that will inspire the unit and give them a focal point to rally around. To include a focal model in a unit, a model is designated as such and must be appropriately equipped. The special rules and the points value of focal models is given in the equipment section. Unit focal models must have the same profile characteristics as the models in the unit they are attached to.
There are five levels of Psionics user. Each level allows the model to take one Psionic effect except for Neophyte level models who collectively learn a single effect. If a whole unit, such as a unit of Demons, is to be classified as psionic users, then they may never exceed Level 0 in their mastery. That is to say, they may only ever have one psionic effect and all the models in the unit must have the same psionic effect and cast it collectively. In addition to the psionic level cost, each psionic effect has a points value which must be added in the same way that weapons are added to a models total cost.
Leviathon Heavy Tank painted by Chris Gilders (model Ground Zero Games)
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elements that are separate are the ranged attack (RA), close combat (CC) and strength (ST). Each element of the model may be equipped differently of have different special abilities.
Ziekee Cavalry
AC 10 AC RA 5 RA 2 CC 6 CC 5 ST 4 ST 6 T 7 T W 3 W CO 7 CO AR 6 AR -
Thakosaur
Flying (1AC=3) Move & Fire LMG (10/+1, 20/+0, 30/-1, RoA 3, ST6)
Rapid Move (1AC=2) Ziekee Lance (UC5, ST+2, PM-1) Thakosaur Claws (UC4, ST+0, RoA 2, PM-1) Jaws (UC4, ST+1, PM-1, DA2)
The example above details a flying jet bike equipped with a Light Machine Gun. The model profile has combined the jet bike profile with that of the driver to give a single line profile. The higher strength (ST), toughness (T), wounds (W) and armour (AR) all reflect the benefit of riding a vehicle made from strong materials. The use cost (UC) of ranged weapons does not need to be shown as any ranged weapons may be fired once during the models activation.
The profile has the rider as the main element of the model, with the steed as a secondary element. Some of the model attributes will be common to both of the elements of the model. These are the number of actions (AC), toughness (T), wounds (W), command (CO) and armour (AR) values. The
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Sidecar Gunner
Wheeled Rapid Move (1AC=2) Move & Fire Driver Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5, CC) Sidecar Gunner HMG (UC9, 12/+1. 24/+0, 36/-1, RoA 4, ST7, PM-1) In close combat, both the rider and steed may fight at the same time, but at the higher action cost of the two models attacks. That is to say, if the rider has an attack that costs 4 actions (AC) to use and the steed has an attack that costs 3 actions (AC) to use, both occur at the same time for 4 actions (AC).
Example : The motorcycle and sidecar outfit detailed above is involved in a melee. The driver may fire his pistol in close combat for 4 actions (AC). The sidecar gunner is only equipped with a heavy machine gun which may not be used in close combat. The sidecar gunner may still make an improvised attack at his own base strength (ST) for 3 actions (AC). In combat, the driver and the sidecar gunner may make their close combat attacks at the same time, but they are resolved at the higher action (AC) cost, in this case, 4 actions (AC) for the pistol.
Sovereign Skimmer
AC AC 10 AC RA RA 6 RA 6 CC CC 5 CC 5 ST 7 ST 4 ST 4 T T 7 T W W 4 W CO CO 7 CO AR AR 6 AR -
Driver
Combination model profiles can be created for character models where the model is riding a special or unusual mount.
Gunner x 2
Beastmaster
AC 10 AC RA 5 RA 0 CC 6 CC 5 ST 4 ST 7 T 7 T W 5 W CO 7 CO AR 6 AR -
Tricerosaur
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Wounds/Damage
Large vehicles may have a much higher wound (W) value than medium sized models. W Points Cost 1 2 3 4 5 6 7 8 +0 +10 +20 +35 +50 +65 +80 +100
Each additional wound over 8 costs 20 points. W 9 10 11 12 13 14 15 etc Points Cost +120 +140 +160 +180 +200 +220 +240 There is no realistic way of producing a formula to allocate wounds to a model based on size or mass. Much will depend on the construction of the model, the level of technology, or in the case of a living model, its physical resilience.
Wp Mv Wp
A 5 wound damage tracker
Example : The Zeus Fire Support Walker has a total of five wounds yet is heavily armed with three main weapons (chain gun, missile launcher and a power fist). Consequently, the damage tracker has two weapon (Wp) cells and a single movement (Mv) cell.
Damage Tracker
1 6
Reaper Battle Titan (model by Armorcast 1999, from a Games Workshop design)
Mv Wp
Damage Tracker
When creating a very large model profile, the only way to produce a fair wound level is to playtest again and again. When you are done, play against the model to see just how tough you made it.
1 2 3 6 7 Mv 11 Mv Wp Mv Wp 18 Wp 22
Mv Wp 14 19
Wp 10 15 Mv
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If the rate of attack is greater than 1, the damage (DA) per hit may not be greater than 1.
Example : A close combat weapon with a rate of attack (RoA) of 2 or more may only inflict 1 damage (DA) per hit.
Sword
UC SR MR LR RoA ST
Close Combat
1
Points Cost
+1
3
Electro Sword
UC SR MR LR RoA ST
1
Points Cost
6
11
In most instances, a weapon required for a specific model may have the same performance characteristics as an existing weapon. If an Electro Sword is required for a custom model profile, the profile for a standard Energy Sword could be used and so have the same points value.
Weapon Strength 5 6 7 8 9 10
Armour Modifier 0 -1 -2 -3 -4 -5
+0 +1 +2 +3 +0 +3 +8 +14
3 4 5 6
The total strength (ST) of an attack may never exceed 10. If the models strength (ST) plus the weapon strength (ST) bonus totals 11 or more, the strength of the attack is resolved at strength (ST) 10.
NSSR Officer with Energy Sword painted by Gurth (model FASA)
The strength (ST) of powered energy weapons is not added to a models base strength (ST).
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A close combat weapon may be created which is only allowed to be used on a charge action. To represent this restricted usage, the points cost of the weapon is reduced by 2. In addition, the use cost (UC) of the weapon is also reduced by 1 action. Charge Only Points Cost Use cost (UC)
-2 -1
Powered energy weapons have a slightly different use cost (UC) formula. The starting point is a strength (ST) 4 powered weapon requiring 3 actions (AC) to use. For each additional point of strength (ST), the use cost (UC) is increased by 1. ST Use Cost 4 3 5 4 6 5 7 6 8 7 9 8
A special close combat attack does have to be restricted to a weapon being carried by a model. Some creatures may well have innate weapons or abilities built into their bodies. These may be optional weapons such as massive fists or rending jaws.
For each extra rate of attack (RoA) greater than 1, increase the use cost (UC) by 1.
Example : A close combat weapon with a rate of attack (RoA) of 2 will require 1 extra action (AC) for the weapon to be used.
For each point of damage (DA) inflicted greater than 1, increase the use cost (UC) by 1.
Example : A close combat weapon which inflicts 2 damage (DA) will require 1 extra action (AC) for the weapon to be used..
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For each extra rate of attack (RoA) greater than 1, increase the use cost (UC) by 1.
Example : A ranged weapon with a rate of attack (RoA) of 2 will require 1 extra action (AC) for the weapon to be used.
Rate Of Attack
The rate of attack (RoA) of a ranged weapon reflects how many times the weapon can fire a shot when activated. Most weapons will fire only one round, but automatic weapons such as machine guns and assault rifles may fire additional rounds. RoA Points Cost 1 2 +0 +5
For each point of damage (DA) inflicted greater than 1, increase the use cost (UC) by 1. The extra use cost (UC) required to use a weapon is cumulative.
Example : A close combat weapon with a strength (ST) of +1 and a rate of attack (RoA) of 2 will require 2 additional actions (AC) for the weapon to be used, 1 for the extra strength (ST) and 1 for the extra rate of attack (RoA).
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Chassis
AC RA CC ST T 6 W 2 CO AR 4
There is no points cost for the standard chassis. The toughness (T) of the weapon chassis may be altered at the following points cost. T Points Cost 5 -5 6 7 8 9 +0 +16 +21 +35
Any weapon with a rate of attack greater than 2 is classified as a heavy weapon. Only very large vehicles or building mounted heavy weapons may have a rate of attack (RoA) greater than 4.
The wounds (W) value of the weapon chassis may be altered at the following points cost. W Points Cost 1 -5 2 3 4 +0 +10 +20
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5 6 7 8 9 +2 +5 +9 +14 +22
For each extra rate of attack (RoA) greater than 1, increase the use cost (UC) by 1.
Example : A heavy weapon with a rate of attack (RoA) of 3 will require 2 extra actions (AC) for the weapon to be used.
For each point of damage (DA) inflicted greater than 1, increase the use cost (UC) by 1.
The extra use cost (UC) required to use a heavy weapon is cumulative.
Example : A heavy machine gun with a strength (ST) of 7 and a rate of attack (RoA) of 4 will require 8 actions (AC) for the weapon to be fired, 1 for the extra strength (ST) and 3 for the extra rate of attack (RoA).
Strength (ST)
5 6 7 8 9
1 3 4 5 6 7
2 4 5 6 7 8
3 5 6 7 8 9
4 6 7 8 9 10
Example : A high explosive needle launcher fires a single megabolt. The weapon has a rate of attack (RoA) of 1, but will inflict 2 damage (DA) on a successful hit.
Use cost (UC) summary table by strength (ST) & rate of attack (RoA)
If the heavy weapon uses a blast template, the use cost (UC) is based on the area effect and the weapon strength (ST).
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The base cost for a strength (ST) 6 heavy weapon with an area effect of 1 is 5 actions (AC).
Strength (ST) Blast Area (inches)
1-1 2-2 3-3
5 6 7 8 9
4 5 6 7 8
5 6 7 8 9
6 7 8 9 10
4 7 8 9 10 11
15/+1
30/+0
45/-1
See below
Use cost (UC) summary table by strength (ST) & blast area effect
Heavy weapons that inflict no damage have a fixed use cost (UC) of 5.
Anti-Tank High Explosive Indirect 2 Blast Strength (ST) 7 Penetration Modifier (PM) 1 Knock Prone Fragmentation Indirect 3 Blast Strength (ST) 6 Knock Prone The high explosive element of the weapon has the higher strength (ST) value and so is calculated as follows: Range 15/+1, 30/+0, 45/-1 Strength 7 Penetration Modifier -1 2 Blast Template Knock Prone Indirect
Sub-Total
Combination Weapons
Some weapons such as missile launchers are capable of using a variety or munitions. For example, a missile launcher may be equipped with anti-personnel fragmentation missiles and high explosive vehicle buster missiles. To calculate the points value of a combination weapon, the weapon is calculated as normal with the highest strength munition. The second munition type must be of an equal or lower strength value. The range may not exceed the range specified on the primary munition type.
The fragmentation element has a lower strength (ST) than the highexplosive missile and is calculated as follows: Range (as above, or less) Strength 6 3 Blast Template Knock Prone Indirect
Sub-Total
The secondary element of the weapon is then reduced is points value by 50% (rounding up) and added to the primary weapon element. High explosive points cost Reduced frag points cost
TOTAL
All weapon attributes (except range) for the second munitions type are calculated as normal and then reduced by 50% (rounded up).
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10/+1
20/+0
30/-1
See below
Assault Rifle Rate Of Attack (RoA) 2 Strength (ST) 6 Underslung Grenade Launcher Indirect 2 Blast Strength (ST) 6 Both elements of this combination weapon have equal strength (ST) so either can be calculated as the primary element. The assault rifle element is calculated as follows: Range 10/+1, 20/+0, 30/-1 Rate of attack (RoA) 2 Strength 6
Sub-Total
The grenade launcher element is calculated as follows: Range (as above) Strength 6 2 Blast Template Indirect
Sub-Total
Select the strength (ST) required for the blast. ST Points Cost 4 5 6 7 8 9 +0 +2 +5 +9 +14 +22
The secondary element of the weapon is then reduced is points value by 50% (rounding up) and added to the primary weapon element. Assault rifle points cost Reduced grenade launcher points cost
TOTAL
After abilities and traits have been added, the total cost of the model is reduced to 25% of its normally calculated value (rounded up). There is a minimum value of 9 points. For example, an NSSR Rad Hound with an explosive device would be calculated as follows: The main profile is calculated at 24 points. Rapid move is an additional 6 points. The 3 blast is 12 points, with the strength 5 costed at 2 points. The knock prone cost is an extra 2 points. This produces an initial value of 46 points. This is reduced to 25% of the cost and rounded up to 12 points.
Rad Hound
AC 10
NSSR Trooper painted by Robert Fransgaard (model FASA)
RA 2
CC 6
ST 4
T 4
W 1
CO 6
AR -
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Chassis
AC RA CC ST T 6 W 2 CO AR 4
As with heavy weapons, there is no points cost for the standard chassis. Toughness (T) may be increased at the following points cost. T Points Cost 5 -5 6 7 8 9 +0 +16 +21 +35
Wounds (W) may be increased at the following points cost. W Points Cost 1 -5 2 3 4 +0 +10 +20
As a rule, weapon strength (ST) should decrease as the area effect increases.
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Creating Grenades
Grenades may be created by selecting the blast template size and the strength (ST) required.
Exceptionally powerful grenades may be created sparingly. ST Points Cost 7 8 9 +9 +14 +22
As a rule, weapon strength (ST) should decrease as the area effect increases.
Anti-vehicle grenades such as Nova Bombs and Plasma grenades may have a high strength (ST) but they generally create a very small area effect blast.
Indirect Grenades
Grenades are by their very nature designed to be thrown. Grenades gain the indirect special rule for no additional points cost.
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As a rule, a penetration modifier (PM) will only be used for high strength weapons. Remember that strength (ST) 6 and above have a built in armour modifier (AM). The following table summarises the strength (ST) of an attack with an added penetration modifier (PM). ST 5 6 6 7 7 8 etc AM 0 -1 -1 -2 -2 -3 PM -1 -1 -2 -1 -2 -1 Total Modifier -1 -2 -3 -3 -4 -4
+2
+3
Weapons that use the indirect special rule would normally be capable of firing their projectile in a high arc, such as a grenade launcher or a mortar.
Projectile travel may not be allocated to a weapon with a rate of attack (RoA) of greater than 1 or a weapon which uses any blast or teardrop template. This ability is best suited to weapons that fire large piercing projectiles such as harpoon guns and bolt throwers.
-1 -2 -3
+1 +3 +6
+2 +6 +12
+3 +9 +18
4 +4 +12 +24
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4
+0
5
+3
6
+8
+0 +2 +4 +7 +11 +15
For 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 special rule.
Shard Injector
UC SR MR LR RoA ST DA
Close Combat
Points Cost
24
The residual smoke points cost is added to the weapon cost. When used, a smoke template of equal size to the original blast remains in play. It will subsequently follow the rules for smoke during the compulsory effects phase.
A weapon that inflicts residual damage may not have a rate of attack (RoA) greater than 1. Residual damage may not inflict more than a single point of damage although the initial attack may inflict an extra damage point if paid for in the normal manner.
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The final test after creating a custom army is to not play with it, but to play against it! There is no better way to see if an army is unbalanced or, to use a term favoured by some wargaming forums, cheesy or beardy.
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Infantry
AC 9 RA 6 CC 5 ST 4 T 4 W 1 CO 6 AR 3
The Federation
The Federation is an amalgamation of human forces operating under a single flag. As they call upon a large number of worlds, their forces are wide and varied.
4 to 10 models Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5) Flak Armour Options One trooper in three may take a heavy weapon. HMG for +29 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)
Points Cost
30
Commander
AC 10 RA 7 CC 7 ST 6 T 5 W 2 CO 8 AR 5
Individual Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5, CC) Powered Armour Points Cost
70
Sergeant
AC 9 RA 6 CC 6 ST 4 T 5 W 2 CO 7 AR 3
Heavy Assault Marines painted by Chris Gilders (models Target Games)
Unit leader Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5) Flak Armour Points Cost
47
Powered Armour Options One trooper in three may take a heavy weapon. HMG for +20 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)
One model in four may be equipped with grenades at extra points cost Sergeant Points Cost 58 Trooper Points Cost 52
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Space Orcs
The Orcs are all over the galaxy. They are large tough green skinned brutes who revel in combat, even among themselves.
Devouress Host
AC 12 RA 7 CC 7 ST 6 T 6 W 3 CO 8 AR 0
Re-animated, Incorporeal Evade Psionic User (Level 3), Adept Staff (UC4, ST+1, Reach 2) Points Cost
138
One model may have a Heavy Machine Gun for +29 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)
1 per unit, Undead Warrior unit leader Re-animated Heavy Blaster (UC6, 10/+1, 20/+0, 30/-1, ST6) Heavy Armour Points Cost 45
1 Sergeant with 2 to 5 troopers Inspiring Leadership (Sergeant only) Dwarven, Resilience (+2), Stout Pulse Rifle
(UC6, 8/+1, 16/+0, 24/-1, RoA2, ST6)
Undead Warrior
51 39 AC 8 RA 4 CC 5 ST 4 T 5 W 1 CO 3 AR 0
4+ per unit Re-animated Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5) Points Cost
17
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Arachnids
Swarms of giant Arachnid bugs have been found all over the galaxy. Some species have more intelligence than others. Most exist just to feed. All are deadly.
Slasher Bio-Bug
AC 10 RA 2 CC 6 ST 5 T 5 W 2 CO 7 AR 3
Queen
AC 12 RA 2 CC 8 ST 7 T 7 W 4 CO 8 AR 6
Points Cost
65
Large Model Thick Skinned Quick Move (1AC=1) Bloodlust (extra follow up move) Claws (UC4, RoA2, ST+0, PM-1) Talons (UC5, RoA2 , ST+1, PM-1) Jaws (UC6, ST+2, PM-2, DA 2) Points Cost
Skitter Bug
AC 8 RA 2 CC 6 ST 5 T 5 W 1 CO 6 AR 2
146
Quick Move (1AC=1) Devour (Trait) Claws (UC3, ST+0) Jaws (UC4, ST+1, PM-1) Points Cost 29
Warrior Bug
AC 10 RA 2 CC 6 ST 5 T 6 W 2 CO 6 AR 3
Larvae Bug
AC 9 RA 2 CC 5 ST 4 T 4 W 1 CO 5 AR -
Quick Move (1AC=1) Devour (Trait) Claws (UC4, RoA2, ST+0, PM-1) Jaws (UC5, ST+2, PM-2) Points Cost
61
Quick Move (1AC=1) Devour (Trait) Team Work Sacrifice Claws (UC3, ST+0) Points Cost 25
Stinger Bug
AC 10 RA 2 CC 5 ST 4 T 5 W 1 CO 7 AR -
Slasher Bug
AC 10 RA 2 CC 6 ST 5 T 5 W 2 CO 7 AR 3
Quick Move (1AC=1) Devour (Trait) Pincer Claws (UC3, ST+0) Jaws (UC4, ST+1, PM-1) Points Cost
50
Warrior Bug painted by Glenn Few (model by Ground Zero Games Sony Pictures)
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Page 3.25
Leviathon
AC 8 RA 7 CC 5 ST 7 T 8 W 12 CO 8 AR 7
Tracked 3 None 1 x Battle Cannon 2 x Missile Launchers Heavy Machine Gun Unwavering
Zeus
AC 10 RA 7 CC 6 ST 6 T 7 W 5 CO 8 AR 6
15/+2
30/+1
45/+0
Walker 1 None Chain Gun Shoulder Mounted Missile Launcher Power Fist
12/+1
24/+0
36/-1
Chain Gun
UC SR MR LR RoA ST DA
12/+1
24/+0
36/-1
20/+1
40/+0
60/-1
Missile Launcher
UC SR MR LR RoA ST DA
12/+1
24/+0
36/-1
Damage Tracker
Power Fist
UC SR MR LR RoA ST DA
1 6 11
2 7
3 Mv Wp Mv 9 Wp
Damage Tracker
Wp Mv Wp
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Page 3.26