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Force Creator

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

No Limits Section 3

No Limits: Force Creator

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

+0 points +2 points +2 points +1 points +1 points +0 points +3 points +2 points 20 points

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

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max AC 12 12 11 8 - 10

In most cases, models in standard units should be limited to 8 or 9 actions.

Nine Point Profile


AC 8 RA 3 CC 3 ST 3 T 3 W 1 CO 4 AR 0 9

Ranged Attack Values


The higher the ranged attack value, the better the model is at using its ranged weaponry. RA Points Cost 2 3 4 5 +0 +1 +2 +3 6 7 8 9 +6 +8 +11 +15

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.

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max RA 8 8 7 7

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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Close Combat Values


The higher the close combat value, the better the chance of the model hitting an opponent in base to base contact. CC Points Cost 2 3 4 5 +0 +1 +2 +3 6 7 8 9 +5 +7 +10 +14

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

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max CC 8 8 7 7

The following maximum values for model types are recommended.


Individuals Unit Leaders Units Max W 3 2 1

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

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max ST 8 8 6 6

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max CO 8 8 7 7

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

The following maximum values for model types are recommended.


Characters Individuals Unit Leaders Units Max T 8 7 6 6

Infantryman painted by Gurth (model FASA)

A toughness value of 4 is suggested for most rank and file models.

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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).

The following maximum values for model types are recommended.


Unit Leaders Units Max AR 5 5

Maximum suggested armour values may be +1 if the model is mounted.

Natural Armour Values


Not all models will actually wear armour, some have it "built in" as part of their natural physical being. Models with natural armour will have a protective value equivalent to a worn armour. Description None Toughened Hide Scaly Hide Carapace Large Creature AR Value 0 1 to 2 3 to 4 5 to 6 +1

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.

Riot Shield Cost


If a model is equipped with a riot shield, it will increase the models AR value by +1 at the points cost shown. Shield AR Points Cost +1 +1

Adding Armour Resilience


Armour resilience (RE) is added to the points cost of the armour. Resilience (RE) +1 +2 +3 +4 +5 Points Cost 1 3 6 10 15

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 Negative Abilities Or Traits


Some models may require a negative ability or trait of some sort to fully reflect the character of the model. Negative abilities and traits have a negative points value and this is deducted from the models overall points cost. Models may have any number of negative abilities or traits.

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.

Ability, Trait And Equipment Maximums


The following maximum ability, trait and equipment values for various model types are recommended.
Recommended Maximum Levels Abilities Traits Equipment 5 3 5 4 3 4 3 2 3 2 2 2

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.

Psionics User Points Values


Any model may be classified as a Psionic user and may therefore use Psionic effects. The following points are added to the profile created for the Psionic user depending on the level selected. User Neophyte Novice Seer Master Grand Master Level 0 1 2 3 4 Points 3 8 12 20 32

Army Battle Standard


A single model in the army may be designated as the army battle standard bearer. This is a special standard carried by a particularly favoured or heroic individual. The army battle standard bearer is created as an individual model and will normally have a profile superior to the regular rank and file troopers. The special rules and the points value of the army battle standard is given in the equipment section. The army battle standard bearer may join any unit, and must be the only standard bearer in the unit.

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.

Standard Model Points Cost


Due to the endless variety of models available for use in the No Limits science fiction universe, there is no hard rule as to a maximum points cost for any models. However, when creating a force, it is up to each player to try to balance out the points costs of all models used in the army. Most forces will have plenty of rank and file models along with fewer better equipped and well trained elite models.

Leviathon Heavy Tank painted by Chris Gilders (model Ground Zero Games)

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Standard Combination Models


When a model is riding a motorcycle, jet bike or other such techno transport, the means of transport does not require its own profile. Instead, the model profile of the trooper and his mode of transport are combined into a single line profile. Effectively, the trooper may have additional strength (ST), toughness (T) and wounds (W) to reflect the sturdiness of the vehicle he is using. The vehicle cannot attack of its own accord, and so does not require separate ranged attack (RA), close combat (CC) or strength (ST).

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

Marlin Jet Bike


AC 10 RA 6 CC 5 ST 5 T 6 W 3 CO 7 AR 4

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.

Special Combination Models


Some models may be mounted on a special steed which is a living creature in its own right. Basic cavalry steeds have the rider and steed profile combined into a single profile. When the rider is mounted on a more unusual beast, such as a prehistoric beast or a demonic creature, the steed may have some special abilities or attacks which can be used during gameplay.
Example: A beast with a long tail may be given the tail attack trait. The rider cannot use this ability in close combat.

Ziekee Thakosaur Cavalry (model FASA)

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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Motorcycle & Driver


AC 10 AC RA 6 RA 6 CC 5 CC 5 ST 5 ST 4 T 6 T W 3 W CO 7 CO AR 4 AR -

Calculating Combination Models


When calculating the points cost of a combined model, the points cost of all the elements is added up to find the total points cost of the model. The best way to calculate a combination model is to first create the profile for the main element or model. This will consist of all the profile characteristics starting with the number of actions to the command value. The second and (if required) the third elements are then costed. These will only consist of the ranged attack, close combat and strength values. In the case of inanimate objects such as chariots, the ranged attack and close combat values may not be required. Once the profile has been created, the armour value may be selected. The armour applies to the model as a whole and individual model elements do not have their own armour value. Weapons and abilities are selected in the normal way. Different model elements of the combination model may have different weapons or abilities although they will all usually get used at the same time. It is just more convenient and somewhat easier to understand if weapons are "assigned" to a model element.

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 -

Anti-Grav Skimmer Rapid Move (1AC=2) Driver & Gunner x 2 LMG

Tricerosaur

Beastmaster Electro-Lance Shock Shield Tricerosaur Horns Tail Attack


Sovereign Skimmer (model by Ground Zero Games)

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Creating Large Vehicle Profiles


Large vehicle models are obviously much tougher than smaller units and can thus take a lot more damage before they are destroyed.

2D10 Armour Save


Very large models with more than 8 wounds should not have the 2D10 armour save feature. In addition, a high toughness (T) value in conjunction with the 2D10 armour save should be avoided as models will become very difficult to damage.

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

Allocating The Damage Tracker


The damage tracker will have a number of cells equal to the total number of wounds (damage) a model can take before it is destroyed. When designing a custom damage tracker, at least one movement (Mv) cell and one weapon (Wp) cell should be present on each row of 5 complete wounds. The suggested ratio is one movement (Mv) cell every four cells and one weapon (Wp) cell every five cells. Ideally, the number of weapon (Wp) cells should be one less than the total number of weapons on the model. This may require that two weapon (Wp) cells are present on low wound total models. Damage Tracker

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

A 7 wound damage tracker

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

A 23 wound damage tracker

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Close Combat Weapon Creation


A wide selection of close combat and ranged weapons are available in the armoury section. You may however feel the need to create a particular weapon profile not listed in the selection available. Weapons are either basic close combat weapons or powered energy weapons.

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.

Close Combat Weapon Strength


The strength (ST) for the close combat weapon must be defined as either a strength (ST) bonus which is added to the models base strength (ST) or a powered energy weapon which has a fixed strength (ST). Remember that the total strength of an attack will still automatically have an armour modifier (AM).

Sword
UC SR MR LR RoA ST

Close Combat

1
Points Cost

+1
3

Electro Sword
UC SR MR LR RoA ST

Close Combat Penetration Modifier 2

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

Basic Close Combat Strength Bonus


The basic close combat strength bonus is added to the models standard strength value. ST Points Cost
Use Cost (UC)

+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)

Powered Weapon Strength


Powered energy weapons have a fixed strength (ST) value. ST Points Cost
Use Cost (UC)

Close Combat Rate Of Attack


Most close combat weapons will have a single attack per use. Some more powerful weapons may have an increase rate of attack. RoA Points Cost 1 2 3 4 +0 +5 +10 +15

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


3 4 5 6 7 8

The strength (ST) of powered energy weapons is not added to a models base strength (ST).

A rate of attack (RoA) of 3 or 4 may only be used by individuals and characters.

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Close Combat Weapon Damage


Most weapons will only inflict a single damage (DA) point for each successful wound. A few powerful weapons may inflict an extra wound on a successful attack. DA 1 2 Points Cost +0 +10 If the damage (DA) value is greater than 1, the rate of attack (RoA) may not exceed 1.
Example : A close combat weapon with a damage (DA) value of 2 may only have a rate of attack (RoA) of 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).

Extended Reach Points Cost


Suitable weapons may have the extended reach special rule. Reach 1 1 2 Points Cost +1 +2 +4

Charge Restricted Weapons Close Combat Weapon Use Cost


The base cost for an improvised close combat attack is 3 actions (AC). This is resolved at the models normal unmodified strength (ST). For each additional point of strength (ST) conferred by a non-powered weapon, increase the use cost (UC) required by 1 action (AC). ST Use Cost +0 +1 +2 +3
3 4 5 6

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

Creature Close Combat Weapons


Example : A close combat weapon with a strength (ST) of +2 will require 2 additional actions (AC) to be used on top of the base attack cost of 3 actions (AC) giving a total of 5 actions (AC) required.

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..

Federation Officer painted by Steve Cunningham (model Target Games 1998)

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Ranged Weapon Creation


Standard ranged combat weapons cover items such as pistols and rifles. Profiles for standard weapons are provided in the armoury section. If an alternative weapon is required, these rules provide the guidelines for creating a unique weapon profile.

Ranged Combat Strength


The strength of a ranged weapon is determined by the following table. ST Points Cost 3 -1 4 5 6 +0 +2 +5

Ranged Weapon Damage Maximum Range Points Cost


The maximum range of the weapon must be selected. The following range bands are available at the points cost shown. SR 3 4 5 6 8 10 12 MR 6 8 10 12 16 20 24 LR 9 12 15 18 24 30 36 Points Cost -2 -1 0 1 2 3 5 Most weapons will only inflict a single damage (DA) point for each successful wound. A few powerful weapons may inflict an extra wound on a successful attack. DA 1 2 Points Cost +0 +10 If the damage (DA) value is greater than 1, the rate of attack (RoA) may not exceed 1.
Example : A ranged weapon with a damage (DA) value of 2 may only have a rate of attack (RoA) of 1.

Standard ranged weapons have a maximum range of 36.

Ranged Weapon Use Cost


The base cost for a strength (ST) 4 ranged weapon attack is 3 actions (AC). For each additional point of strength (ST) conferred by a weapon, increase the use cost (UC) required by 1 action.
Example : A ranged weapon with a strength (ST) of 5 will require 4 actions (AC) to be used.

Range Modifier Points Cost


The range modifiers for all ranged weapons is +1 for short range (SR), +0 for medium range (MR) and 1 for long range (LR). Standard ranged weapons may select alternative range modifiers at the points shown. SR +0 +1 +0 -1 +2 MR -1 +0 +1 +0 +1 LR -2 -1 +0 +1 +0 Points Cost -2 +0 +1 +2 +3

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).

Standard ranged weapons may have a maximum rate of attack (RoA) of 2.

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Heavy Weapon Creation


These guidelines allow for the creation of custom heavy weapons and support weapons. A heavy support weapon is defined as a weapon with a rate of attack (RoA) greater than 2, or strength (ST) greater than 6. A heavy weapon may be carried by a model or mounted on a weapon chassis or gun carriage. In addition to the heavy weapon, the model carrying the weapon or the crew must also be purchased at additional points cost.

Rate Of Attack Or Blast Effect


A heavy weapon may have a rate of attack (RoA) value greater than 1 or use a blast effect but not both. When creating a heavy weapon, select the method of attack best suited to the weapon.

Support Weapon Chassis Profile


In the event that the heavy support weapon is to be mounted on a chassis or gun carriage, it will have the following toughness (T), wounds (W) and armour (AR) profile.
Spug Laser Cannon painted by Chris Gilders (model Spriggan Miniatures)

Chassis
AC RA CC ST T 6 W 2 CO AR 4

Rate Of Attack Points Cost


Heavy weapons such as machine guns will fire a hail of slugs at their target. RoA Points Cost 1 2 3 4 5 6 7 8 +0 +5 +10 +15 +20 +25 +30 +35

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

Blast Template Points Cost


Heavy weapons that fire some sort of explosive ordnance will use a blast template. Template Size 1 1 2 2 3 3 4 Points Cost 3 4 6 9 12 16 22

Heavy Weapon Range Points Cost


The range cost for a heavy weapon is the same as the range cost for a standard ranged weapon but the maximum range may be greater. SR 3 4 5 6 8 10 12 15 20 MR 6 8 10 12 16 20 24 30 40 LR 9 12 15 18 24 30 36 45 60 Points Cost -2 -1 0 1 2 3 5 8 12

All blast template measurements refer to the diameter of the template.

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Heavy Weapon Strength Points Cost


Heavy weapon strength is capable of being much higher than a hand held ranged weapon. ST Points Cost ST Points Cost 0 -4 1 -3 2 -2 3 -1 4 +0

Zero Strength Weapons


Heavy weapon blast templates that inflict no damage will benefit from a reduction in the total points cost. In addition to the 4 points for a strength (ST) of zero, the cost of the area effect blast template is halved (rounded up).

5 6 7 8 9 +2 +5 +9 +14 +22

Most heavy weapons would have a minimum strength value of 6.

Heavy Weapon Use Cost


The base use cost (UC) for a strength (ST) 6 heavy weapon with a rate of attack (RoA) of 1 is 4 actions (AC). For each additional point of strength (ST) conferred by a heavy weapon, increase the use cost (UC) required by 1 action.
Example : A heavy weapon with a strength (ST) of 8 and a rate of attack (RoA) of 1 will require 6 actions (AC) to be used.

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.

Hydrissian Minigun Platform (model Alpha Forge Games)

For each point of damage (DA) inflicted greater than 1, increase the use cost (UC) by 1.

Heavy Weapon Damage


Most weapons will only inflict a single damage (DA) point for each successful wound. A few powerful weapons may inflict an extra wound on a successful attack. DA 1 2 Points Cost +0 +10 If the damage (DA) value is greater than 1 or the weapon uses a blast effect, the rate of attack (RoA) may not exceed 1.
Example : A heavy machine gun with a rate of attack (RoA) of 4 may inflict 1 damage (DA) per attack.

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)

Rate Of Attack (RoA)

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

Heavy Combination Weapon


The following sample weapon details a missile launcher capable of firing both high explosive strength (ST) 7 missiles as well as strength (ST) 6 anti-personnel fragmentation missiles.

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

Missile Launcher: Dual


UC SR MR LR RoA ST DA

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.

Strength To Area Effect Ratio


As above, it is recommended that some restrictions be enforced when selecting an area effect template. Template Size 1 1 2 2 3+ Maximum Strength 9 8 7 6 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

As a rule, weapon strength should decrease as the area effect increases.

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.

+8 points +9 points +1 point +6 points +2 points +3 points 29 points

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

+0 points +5 points +12 points +2 points +3 points 22 points

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).

+29 points +11 points 40 points

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Standard Combination Weapon


A standard assault rifle may be upgraded to carry a secondary mode of fire. In this example, a grenade launcher has been added.

Self Destructing Models


Models that self destruct, such as human bombs or drift mines, have a points value reduction to reflect their limited use. The model may not be armed with any ranged or close combat weapon. The model is reduced to 25% of its normally calculated points value (rounded up). There is a minimum points value of 9 points. The model profile is calculated normally with points being paid for actions through to an armour value. The next stage is to select the blast template size required. Template Size 1 1 2 2 3 3 4 Points Cost 3 4 6 9 12 16 22

Bulldog Support Rifle


UC SR MR LR RoA ST DA

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

+3 points +5 points +5 points 13 points

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

+0 points +5 points +6 points +3 points 14 points

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.

+13 points +7 points 20 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 -

Rapid Move Self Destruct 3 Blast, ST 5, Knock Prone Points Cost 12

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Teardrop Template Creation


The teardrop templates tend to be used by weapons such a flame throwers or creatures with the ability to spray an attack.

Teardrop Template Use Cost


The use cost (UC) for teardrop template attacks varies with the size of the template. There is a fixed use cost (UC) associated with each template size regardless of weapon strength (ST). Template Use Cost Size (UC) Small (TTS) 4 Medium (TTM) 5 Large (TTL) 6

Teardrop Weapon Chassis Profile


In the event that the teardrop weapon is to be mounted on a chassis or gun carriage, it will have the following toughness (T), wounds (W) and armour (AR) profile.

Chassis
AC RA CC ST T 6 W 2 CO AR 4

Strength To Area Effect Ratio


It is recommended that the following strength (ST) restrictions be enforced when selecting the teardrop template size. Template Size Small (TTS) Medium (TTM) Large (TTL) Maximum Strength 8 7 6

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.

Teardrop Weapon Strength Points Cost


The strength (ST) of the teardrop attack is calculated at the same points cost as heavy weapons. ST Points Cost 3 -1 4 5 6 +0 +2 +5 7 8 9 +9 +14 +22

Teardrop Template Points Cost


The teardrop template can potentially cover many targets. The following table provides the points cost of the three template sizes available. Template Size Small (TTS) Medium (TTM) Large (TTL) Points Cost 2 6 12

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Creating Grenades
Grenades may be created by selecting the blast template size and the strength (ST) required.

Grenade Use Cost


The use cost (UC) for grenade attacks is fixed at 4 actions (AC) plus an additional action (AC) for each inch of blast template used (rounded up). The use cost (UC) of grenades is summarised in the table below. Template Size 1 1 2 2 3 Use Cost 5 6 7

Area Effect Points Cost


The area effect points cost of grenades is given in the table below. Template Size 1 1 2 2 3 3 4 Points Cost 2 3 4 6 9 12 16 22

Strength To Area Effect Ratio


As previously mentioned, it is recommended that some restrictions be enforced when selecting the an area effect template. Template Size 1 1 2 2 3 Maximum Strength 9 8 7 6 5

Grenade Strength Points Cost


The strength (ST) of most grenades will not exceed 6. ST Points Cost 0 -4 1 -3 2 -2 3 -1 4 5 6 +0 +2 +5

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.

Zero Strength Grenades


Grenades that do not inflict damage benefit from a reduction in the points cost. In addition to the 4 points for a strength (ST) of zero, the cost of the area effect blast template is halved (rounded up). Grenades that inflict no damage have a fixed use cost (UC) of 5.

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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Weapon Special Rules


Some weapons can have special rules which enhance their performance and make the weapon a bit different from standard weapons. The majority of these special rules are really intended for heavy weapons, but the penetration modifier and knock prone are also suitable for some close combat and standard ranged combat weapons.

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

Range Modifier Points Cost


The standard range modifiers for all ranged weapons is +1 for short range (SR), +0 for medium range (MR) and 1 for long range (LR). Standard ranged weapons may select alternative range modifiers at the points shown. SR +0 +1 +0 -1 +2 MR -1 +0 +1 +0 +1 LR -2 -1 +0 +1 +0 Points Cost -2 +0 +1 +2 +3

Knock Prone Points Cost


Some hard hitting weapons can knock an opponent to the ground, even if a wound is not inflicted. Knock Prone Points Cost

Heavy weapons may not have their range modifier changed.

+2

Indirect Fire Points Cost


The indirect special rule allows a heavy weapon that utilises a blast template to fire over intervening models. Indirect Points Cost

Penetration Modifier Points Cost


The penetration modifier (PM) may be allocated to any close combat or ranged combat weapon. It is usually used for special weapons that would punch through armour with ease. PM +0 -1 -2 -3 Points Cost +0 +1 +3 +6 The Penetration modifier (PM) cost is per rate of attack (RoA).
Example : A weapon with a rate of attack (RoA) value of 2 and a required penetration modifier (PM) of 1 will cost 2 x +1 points for a penetration modifier cost of +2 points in total.

+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 Points Cost


The power of some heavy weapons means that the projectile will continue to travel after striking the first target. Travel Points Cost D5 +2 D10 +4

Area Effect Penetration Modifier Points


Heavy weapons that use blast templates may utilise a penetration modifier at the following points cost.
PM Blast Area (inches)
1-1 2-2 3-3

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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Additional Damage / Wound


It is rare for a weapon to inflict more than one wound when successfully damaging a target. Damage 1 2 Points Cost +0 +10 Additional damage (DA) 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. Allocating the extra wound ability to a weapon should be restricted to special close combat weapons and heavy weapons.

Residual Damage Cost


The cost of residual damage is equal to half the strength points cost (rounded up). ST
ST Points Cost Residual Cost

4
+0

5
+3

6
+8

+14 +21 +29

+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

Ranged Weapons Use In Close Combat


Some standard ranged weapons may be used in close combat. These will tend to be small single handed weapons such as pistols. CC Use Points Cost +1

Penetration Modifier 2 Residual Damage: When a target model is


damaged by a Shard Injector, place a single residual damage counter next to the model. Each time the model is subsequently activated, it will suffer another immediate strength (ST) 7 damage roll. There is no need to roll to hit and the target does not get an armour save, just the damage roll is made.

Points Cost

24

Residual Smoke Cost


Weapons that use a blast template may leave residual smoke after the initial blast. The points cost of such a template is half the points cost of the original area effect (rounded up). Template Size 1 1 2 2 3 3 4 Residual Smoke Points Cost 2 2 3 5 6 8 11

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

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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Comments On Creating Profiles


As has been stressed before, the profile should as much as possible match the physical appearance of the model in question. This is the central golden rule when creating a model profile. Sometimes you may feel it is necessary to bend the model creation guidelines to create the model profile you are after. The points for the profile characteristics however, should not be adjusted. The abilities section has some restrictions on the allocation of certain abilities to units, you may however feel it is necessary to use an ability usually restricted to an individual or character for a unit. A particular model may need a special rule or ability created for it to accurately reflect the models characteristics or how it would behave in our science fiction reality. When creating a standard model that uses a large 40mm base for example, you may feel the model profile requires more than one wound (W) or an extra special skill, or indeed the allocation of three abilities instead of the normal two. It is important to remember that these pages on creating a profile offer some hard and fast rules and some guidelines. The objective is to make a balanced army with strengths as well as weaknesses.

Dozer Chieftain painted by Gurth (model FASA)

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.

Just remember, its a game, have fun.

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Sample Unit Profiles


Some suggested model profiles are detailed here to give some examples as to the values that could be used for different races.

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)

Frag Missile Launcher for +23 points


(UC7, 15/+1, 30/+0, 45/-1, 3 Blast, ST6)

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

Heavy Assault Marine Sergeant


AC 10 AC 10 RA 7 RA 6 CC 6 CC 6 ST 5 ST 5 T 4 T 4 W 1 W 1 CO 7 CO 6 AR 5 AR 5

Heavy Assault Marine

1 Sergeant with 4 to 8 troopers Assault Rifle


(UC6, 10/+1, 20/+0, 30/-1, RoA 2, ST6)

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)

Federation Sergeant painted by Gurth (model FASA)

Frag Missile Launcher for +14 points


(UC7, 15/+1, 30/+0, 45/-1, 3 Blast, ST6)

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.

The Duat: Undead


Even after death, the bodies of the slain are reanimated to become servants of the Duat. The great undead demon Ahmitt is the Devourer of Souls and will take a temporary form to lead an army in conquest of the living world.

Space Orc Guvnor


AC 10 RA 6 CC 6 ST 5 T 6 W 2 CO 7 AR 3

Devouress Host
AC 12 RA 7 CC 7 ST 6 T 6 W 3 CO 8 AR 0

Unit Leader, 1 per unit Heavy Blaster


(UC6, 10/+1, 20/+0, 30/-1, ST6)

Flak Armour Points Cost 60

Re-animated, Incorporeal Evade Psionic User (Level 3), Adept Staff (UC4, ST+1, Reach 2) Points Cost

138

Space Orc Grunt


AC 8 RA 5 CC 5 ST 5 T 5 W 1 CO 5 AR 3

4 to 8 models per unit Blaster


(UC4, 8/+1, 16/+0, 24/-1, ST5)

One model may have a Heavy Machine Gun for +29 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)

Flak Armour Points Cost 27

Grymn: Space Dwarves


The dwarf race is widespread across the cosmos with settlements common on harsh mining worlds. Dwarf engineering is renowned and the quality of their weaponry is second to none.
Favoured Chontament painted by Gurth (model FASA)

Favoured Chontament Heavy infantry Sergeant


AC 8 AC 8 RA 6 RA 6 CC 6 CC 6 ST 5 ST 5 T 5 T 5 W 1 W 1 CO 7 CO 6 AR 3 AR 3 AC 8 RA 5 CC 6 ST 5 T 4 W 2 CO 6 AR 4

Heavy Infantry Trooper

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

Sergeant Points Cost Trooper Points Cost

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

Quick Move (1AC=1) Devour (Trait) Bio Acid Spray


(UC6, ST6, Large Teardrop Template) Jaws (UC4, ST+1, PM-1)

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 -

Devour (Trait) Flying (1AC=3) Stingers (UC4, ST+1) Points Cost 38

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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Sample Vehicle Profiles


With the wide range of vehicles available and the endless possibilities when scratch building a model, a model profile will vary greatly from one vehicle to another.

Leviathon Heavy Battle Tank


The Leviathon is a heavy battle tank used primarily by the Sovereigns. With its powerful turret mounted battle cannon and supporting weapon systems, the Leviathon is a dominating factor on the battlefield.

Zeus Fire Support War Walker


The single seater Zeus is an important addition to the Federation forces. It will usually be deployed to provide heavy support for infantry units as they take strategic objectives. Weapon systems on the Zeus are variable and may be altered depending on tactical requirements. The Missile Launcher, Rail Gun and the Plasma Blaster are perhaps the most common of the weapon options currently utilised.

Leviathon
AC 8 RA 7 CC 5 ST 7 T 8 W 12 CO 8 AR 7

Type Crew Transport

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

Battle Cannon (x1)


UC SR MR LR RoA ST DA

15/+2

30/+1

45/+0

Type Crew Transport

Walker 1 None Chain Gun Shoulder Mounted Missile Launcher Power Fist

Indirect 3 Blast Knock Prone

Turret Machine Gun (x1)


UC SR MR LR RoA ST DA

12/+1

24/+0

36/-1

Chain Gun
UC SR MR LR RoA ST DA

Missile Launcher (x2)


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

Indirect 2 Blast Knock Prone

Indirect 3 Blast Knock Prone Minimum Range 10

Damage Tracker

Power Fist
UC SR MR LR RoA ST DA

Close Combat Penetration Modifier 2

1 6 11

2 7

3 Mv Wp Mv 9 Wp

Damage Tracker

Total Points : 318

Wp Mv Wp

Total Points : 166

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