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Abilities & Hardware

Dozer Bull painted by Gurth (model FASA)

No Limits Section 2

No Limits: Abilities & Hardware

Section 2 Index
Abilities ........................................................... 2.3 Acceptable Losses ..................................... 2.3 Adept .......................................................... 2.3 Agile............................................................ 2.3 Bloodlust..................................................... 2.3 Determined ................................................. 2.3 Dexterity ..................................................... 2.3 Dodge ......................................................... 2.3 Evade ......................................................... 2.3 Execution.................................................... 2.3 Expert Landing ........................................... 2.4 Find Weakness........................................... 2.4 Great Leader .............................................. 2.4 Hurl (Area Effect, ST) ................................. 2.4 Infiltrate ....................................................... 2.5 Inspiring Leadership ................................... 2.5 Jump Up ..................................................... 2.5 Leap............................................................ 2.5 Mobility ....................................................... 2.5 Parry ........................................................... 2.5 Poisonous Attack........................................ 2.6 Precise Strike ............................................. 2.6 Quick Move................................................. 2.6 Rapid Move ................................................ 2.6 Sacrifice...................................................... 2.6 Side Step .................................................... 2.6 Stability ....................................................... 2.6 Sure Shot.................................................... 2.6 Team Work ................................................. 2.7 Tech............................................................ 2.7 Unerring...................................................... 2.7 Unshakeable............................................... 2.7 Unwavering................................................. 2.7 Traits .............................................................. 2.8 Aquatic........................................................ 2.8 Climb .......................................................... 2.8 Confused .................................................... 2.8 Devour ........................................................ 2.8 Fear (0) ....................................................... 2.8 Fear (1) ....................................................... 2.8 Fear (2) ....................................................... 2.8 Flying .......................................................... 2.8 Giant Strides............................................... 2.9 Hesitate ...................................................... 2.9 Incorporeal.................................................. 2.9 Immunity (n)................................................ 2.9 Large Model................................................ 2.9 Mutation...................................................... 2.9 Psionic Users............................................ 2.10 Small......................................................... 2.10 Stomp Attack ............................................ 2.10 Tail Attack................................................. 2.10 Thick Skinned ........................................... 2.10 Unstable ................................................... 2.10 Racial Traits ................................................. 2.11 Brute ......................................................... 2.11 Dwarven.................................................... 2.11 Elven......................................................... 2.11 Hive Mind.................................................. 2.11 Reanimated / Undead............................... 2.11 Swarming.................................................. 2.11 Equipment........................................................ 2.12 Accelerant................................................. 2.12 Actuators................................................... 2.12 Army Battle Standard ............................... 2.12 Bayonet..................................................... 2.12 Communications Specialist ...................... 2.12 Distortion Field.......................................... 2.12 Enhanced Armour Save ........................... 2.13 Grappling Line .......................................... 2.13 Holographic Suit ....................................... 2.13 Jump Jets / Jet Packs............................... 2.13 Ladder....................................................... 2.14 Laser Sights.............................................. 2.14 Make Smoke............................................. 2.14 Remote Detonator .................................... 2.14 Remote Weapon....................................... 2.14 Scanner .................................................... 2.15 Shield Generator ...................................... 2.15 Sniper Camouflage................................... 2.16 Stasis Field Generator .............................. 2.16 Unit Standard............................................ 2.16 Vehicle Smoke Launcher.......................... 2.16 Weapon Traits .............................................. 2.17 Backfire..................................................... 2.17 Bulky ........................................................ .2.17 Electro Magnetic Pulse............................. 2.17 One Shot Weapon .................................... 2.17 Residual Damage ..................................... 2.17 Shock Effect.............................................. 2.18 Snare ........................................................ 2.18 Sniper Advanced Scope ........................... 2.19 Twin-Linked .............................................. 2.19 Weapon Profiles............................................... 2.20 Standard Ranged Weapons......................... 2.20 Standard Ranged Weapon Summary ...... 2.21 Teardrop Template Weapons ...................... 2.22 Teardrop Template Weapon Summary .... 2.22 Heavy Ranged Weapons ............................. 2.23 Heavy Ranged Weapon Summary........... 2.24 Area Effect Heavy Weapon Summary...... 2.25 Grenades...................................................... 2.26 Grenade Summary ................................... 2.26 Close Combat Weapons .............................. 2.27 Close Combat Weapon Summary............ 2.27 Powered Weapon Summary..................... 2.27

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Abilities
Some models may have additional abilities or skills to aid them in vanquishing their opponents. All points values listed are per model.

Dexterity

6 points

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

Acceptable Losses

6 points

Dodge

3 points

A model with the acceptable losses ability may allow all friendly models within command (CO) range to fire on friendly units engaged in melee without making a command (CO) test.
Unit Leaders, individuals and characters only.

This unit has such quick reflexes so that they can quite often get out of the way of impending danger. Any unit that attacks a unit with the dodge ability will be at RA 1 and CC 1 to hit penalty on top of all other modifiers. This ability has no effect against any attack that uses a template.

Adept

14 points

Psionics with this ability may roll two dice when casting a psionic effect and choose one of the results to determine the success of the effect.
Psionic users only.

Evade

12 points

Agile

2 points

Models with this ability may move across terrain obstacles such as walls and hedges without any movement penalty. The terrain obstacle must be no higher than 1.

A model with this ability can exhibit extreme luck during combat. There is a 50% chance that a model with the evade ability can negate a successful attack. Only models without any armour whatsoever may use this ability. This is due to the agility required to evade an attack. If the model is hit by a ranged or close combat attack, roll a D10, on a roll of 5 or less the model will not take any damage and can ignore the hit. This ability may not be used if the model is hit by any weapon or psionic effect that uses a template to determine targets. In addition, a model with the evade ability will automatically avoid a collision with a vehicle and will be moved to one side of the vehicles path.
Individuals and characters only.

Bloodlust

1 point

A model with this ability may make one additional 2 follow up move during close combat. This means the model may make up to two follow up moves instead of the normal one.

Determined

2 points

Special attack mode: A model with this ability may re-roll any missed attacks in close combat. The second result will stand and may not be re-rolled again. Fumbles (a natural roll of 10) may not be re-rolled and still end any possible further attacks. However, if the model also has the unerring ability, a fumble is actually treated as a miss and so may be re-rolled using this ability. This ability may not be combined with a weapon with a rate of attack (RoA) greater than 1 or with any other special attack mode.
Individuals and characters only.

Execution

7 points

A model with this ability may execute a friendly model within command (CO) range to automatically rally a panicked or terrified unit. The executed model must be a member of the target panicked or terrified unit. The execution ability requires the model to expend 4 actions (AC). No roll to hit or to damage is required. The target model is automatically removed as a casualty.

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Expert Landing

3 points

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

Only large and very large living models may use the hurl ability. The strength (ST) of the attack is resolved at the base strength (ST) of the model. This may be increased by customising the hurl ability to provide an additional ST+1 or ST+2 (see below). The model may make a ranged attack with the following profile.

Find Weakness

2 points per RoA

A model with the find weakness ability is expert at finding the soft spot in armour. Any close combat attacks that hit on a 1 or a 2 count as critical hits.
Example : A Soul Stealer with a rate of attack (RoA) of 2 must pay 2 points per rate of attack for the find weakness ability. This will add an additional 4 points to the model cost.

Hurl (1, ST+0)


UC SR MR LR RoA ST DA

6/+1

12/+0

18/-1

+0

1 6

Knock Prone Points Cost

Great Leader

6 points

This character is an inspiration to his men, a born leader and a great tactician; he will inspire his men to do great things. Any unit with line of sight (LOS) to a model with this ability, can re-roll a failed morale test.
Army General only.

The hurl ability may be enhanced in both area effect and strength (ST). 2 Blast (+3 points) +1 strength (ST) and increase the use cost (UC) by 1 point (+3 points) +2 strength (ST) and increase use cost (UC) by 1 point (+8 points) The points cost to enhance the hurl ability are cumulative but may be enhanced by area effect or strength if required. For example:

Hurl (1, ST+1)


UC SR MR LR RoA ST DA

6/+1

12/+0

18/-1

+1

1 9

Knock Prone Points Cost

Hurl (2, ST+2)


UC SR MR LR RoA ST DA

6
Dozer Chieftain painted by Glenn Few (model FASA)

6/+1

12/+0

18/-1

+2

1 17

Knock Prone Points Cost

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

Hurl (Area Effect, ST)

6 points

A model with the hurl ability is capable making objects around it become deadly projectiles. By ripping up tree stumps, throwing rocks or anything else at hand, the creature can make savage and devastating attacks.

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Infiltrate

5 points

Leap

7 points

Some models are expert at advance deployment. Models with the infiltrate ability are deployed after all other units have been positioned. An infiltrating unit may not exceed six models. An infiltrating unit may not be positioned within 10 of an enemy unit or in line of sight (LOS).

A model with this ability may launch into the air using it's great strength. Models must have a base strength (ST) value of at least 6 to use the leap ability. Before rolling for the distance travelled, a direction must be selected. The distance travelled is D10+5 and requires that 5 actions (AC) be used. The full distance must be travelled. The leap may cross any intervening obstacles as long as they are no more than half the distance travelled in height ((D10+5) 2). The leaping model may charge into close combat. If the leaping model lands on another model, the victim will take a hit at the leaping models basic strength (ST) value. If the victim survives, place the model at the edge of the leaping models base.
Example : A Dozer Bull has moved using 7 actions and has 5 actions remaining. It elects to leap directly ahead towards an enemy unit. The Dozer Bull rolls a 4 on a D10. This is added to 5 to give a total distance of 9. The Dozer Bull may leap over any intervening model that is no more than 4 tall. Strength 6+ models only.

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

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

Mobility

4 points

Inspiring Leadership

9 points

Heroic leaders inspire their troops and can get exceptional deeds from the lowliest of soldiers. Any unit that is lead by a model with this ability may roll 2D10 when making a command (CO) test, and choose one dice as the result. In addition, should the unit fail a command (CO) test, the unit may roll 2D10 on the panic table and choose a single dice result.

Models with the mobility ability may move through rough terrain and obstacles at no movement penalty. This includes wooded areas and climbing over walls no higher then the height of the model. Models may still not cross impassable terrain.

Parry

2 points

A model with this ability may attempt to deflect an incoming close combat attack. The model attempting to parry does so immediately after the attacking model has successfully hit and before any armour save is attempted. The parrying model must roll under the attackers dice roll to parry the blow. If the parry fails, the model is struck as normal. If the parry is successful, the attack is deflected and has no effect.

Jump Up

2 points

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

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Only models with a CC value of 6 or more are able to take the parry ability. Models with the parry ability may attempt to parry an attack regardless of their weaponry, it is simply the models ability to deflect an incoming blow.

Sacrifice

3 points

A model with the sacrifice ability may take all damage originally intended for another model. When damage is assigned to a target model, all damage may be redirected directly on a model with the sacrifice ability within 2. The model to be sacrificed immediately takes the damage which may not be saved in any way. The originally targeted model takes no damage or effects of any damage whatsoever. Blast weapons and teardrop template weapon damage may not be redirected onto a sacrificial model.
Example : An Arachnid Warrior bug is advancing on enemy positions accompanied by several Larvae bugs with the sacrifice ability. The Warrior bug is hit by a ranged attack. The Warrior fails its armour save and takes damage from the attack. A Larvae bug within 2 may take all of the damage originally intended for the Warrior bug. The Larvae bug may not save the damage and immediately takes the wound or wounds.

Poisonous Attack

4 points

Special attack mode: A roll to hit of a natural 1, will automatically cause one wound without having to make a strength (ST) versus toughness (T) roll. Not only is the roll to hit a critical hit and thus negates any armour test, the target model automatically suffers one wound. The use cost (UC) of a weapon or attack with the added poisonous ability is increased by 1 action (AC). Poisonous attack has no effect against vehicles or machinery. This ability may not be combined with any other special attack mode.

Side Step Precise Strike


5 points A precise strike allows a model to re-roll a single damage dice. This ability may be used for close combat and ranged combat attacks. If the original attack has a rate of attack (RoA) greater than 1, only a single failed damage attempt may be re-rolled. This ability may not be used with the sure shot ability.

1 points

Large living creatures have quicker reflexes than large vehicles and are thus able to attempt to avoid a collision with a vehicle. A large non-vehicle model with the side step ability may attempt to avoid a vehicle by passing a command (CO) test.

Stability

9 points

Quick Move

4 points

Models with the stability ability may never be knocked prone. Models with jump packs and the stability ability do not have to make a landing roll when using jump packs.

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

Sure Shot

4 points

Special attack mode: This unit has been trained from infants to use ranged weaponry. A unit with this ability may re-roll any missed ranged attacks once per activation. A natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any other special attack mode and it may not be used by weapons with a rate of attack (RoA) greater than one (1) or any heavy weapons.

Rapid Move

6 points

The rapid move ability permits a model to spend 1 action (AC) to move 2. Restrictions for crossing terrain features still apply. This ability is restricted to appropriate models such as models on horseback, motorcycles or other such appropriate models.

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Team Work

4 points

Unshakeable

2 points

Models with this ability are expert at swarming over the enemy to bring them down. There is no limit to the combat assistance bonus in close combat. An attacking model gains CC+1 to hit and ST+1 for each other friendly model with the team work ability involved in the same combat.

An unshakeable model or unit will not suffer the effects of suppressing fire. All models in the unit must have the unshakeable ability for it to be effective.

Unwavering Tech
9 points A model with the tech ability is able to use technological training and skill to open secure doors or achieve specific scenario objectives. To succeed in a task requiring the tech (or technician) ability, the model must expend 6 actions (AC) and pass a tech test by making an unmodified command (CO) test. The model may only attempt a single tech test per activation.
One specialist model per unit or an individual.

14 points

A model with this ability does not care about injuries to itself or others in it's unit. Any model with the unwavering ability is immune to any morale tests. If a model with the unwavering ability is required to take a morale test for any reason, it is assumed to automatically pass. A unit lead by a model with the unwavering ability benefits from effects of the ability. This ability should only be used for models which would show no fear, such as heroic individuals or beasts of varying descriptions.

Unerring

17 points

A model with this ability rarely makes mistakes. Treat any close combat or ranged combat fumbles as misses. The model does not lose any remaining actions and may continue to attack assuming the model has remaining actions.
Individuals and characters only.

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Traits
In most cases, traits cannot be taught or learnt through training. Indeed, some are negative traits which can adversely affect a models performance during a game. All points shown are per model. Where possible, traits should correspond to the models physical appearance.

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

Aquatic

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

Models with this trait are at home in water and as such they may move through any water terrain features without a movement penalty.

Climb

2 points

Models with the climb ability may move straight up vertical surfaces. The distance travelled up still requires that 1 action be used for every inch or part thereof. Only spider-like multi-limbed models may have this ability.

Fear (0) Fear (1) Fear (2)

7 points 11 points 18 points

Some creatures are so terrifying that they cause fear in their enemies. A model or unit wishing to charge a fear causing model must pass a command (CO) test before making a charge, or in response to being charged. The command test is made with a penalty denoted by the number in parenthesis. Fear causing models are not affected by fear causing models with a fear value equal to or lower than their own.
Example : An infantryman wishing to charge a Warrior Bug with fear (1) must make a command (CO) test with a 1 penalty.

Confused

-10% of points cost

This is a negative trait. A model with this trait is easily confused during combat. At the start of the models activation, roll a D10 - on a roll of 10, the model forgets what it should be doing and will not take any actions. This condition only applies if the model is not in close combat. If the model is in close combat, it does not have to make a confusion roll.
Example : An ogre with a total cost of 100 points may have 10 points deducted if the confused trait was added to the model.

Flying

10 points

Devour

-2 points

This is a negative trait. Models with this negative ability will not use the follow up rule after killing an enemy in close combat. The model is too busy feeding on its victim. When the model is activated in a following turn, it may move normally.

Models with the flying trait may spend 1 action (AC) to move 3. No restrictions for crossing terrain features will apply to models using the flying ability. Models in flight are assumed to have an altitude equal to half the distance of the move for the purposes of a holding unit acquiring line of sight (LOS).
Example : A model with the flying trait uses 6 actions (AC) to move 18. The model reaches a height of half the movement distance, in this case 9, and any holding units with ranged weapons can elect to shoot if the flying model presents itself in line of sight.

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Giant Strides

Free

followed by a number in parenthesis with denotes the strength (ST) of the immunity. Immunity (5) costs 7 points per wound. Immunity (6) costs 12 points per wound. Any attack with a strength (ST) equal to or less than the immunity (n) value has no effect against the model possessing the trait. Models may not have an immunity value of 7 or more. Immunity does not provide protection from simultaneous attacks or desperate measures. This trait is to be used on very large and tough models. Large models should be limited to a immunity value of 5.

Very large biped models will take giant strides across the battlefield. A model with this ability may expend 1 action (AC) to move 2. The model may step over terrain that is knee height. Generally, knee height for a model may be calculated as one third (33%) the total height of the model.

Large Model

Free for large models

Large models by their very nature tend to be tougher than smaller models. Any large model gains a +1 bonus to its armour (AR) value for no additional points.
Devout Titan painted by Chris Gilders (model Armorcast from a Games Workshop design)

Large models are immune to fear caused by smaller models.

Hesitate

-1 points

Mutation

Points vary

This is a negative trait. Models with this negative ability must pass a command (CO) test before they may use the follow up rule after killing an enemy in close combat. If the model does not pass the command test, it will not benefit from the 2 follow up rule.

Some creatures will be subject to varying degrees of physical mutations. Models may purchase mutations at the points value specified for each mutation. Points values are detailed on each mutation card. Models in the same unit do not all have to be afflicted with the same mutation. It is recommended that mutations are applied in direct relation to the model's physical appearance. Mutations will affect the model in a variety of ways and will be described in the mutation text along with any associated points cost.

Incorporeal

4 points

Incorporeal creatures can pass through solid objects as if they were not there. Incorporeal models may move through any models or terrain features, but may not end a move inside another model, unit or terrain feature.
Ghost-like models only.

Immunity (n)

Points vary

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

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Psionic Users

Points vary

Masters of psionics are rare in some races and common in others. A psionics user is able to cast psionic effects which can be beneficial to friendly units and devastating to enemies. There are five levels of psionic user, from novice Neophytes to Grand Masters. User Neophyte Novice Seer Master Grand Master Level 0 1 2 3 4 Points 3 8 12 20 32
BIASI Madcat Ultra-titan (model Armorcast from a Wizkids design)

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

Small

Free

Tail Attack

4 points

A small model is more difficult to hit with ranged attacks and close combat attacks. Any model targeting a small model has an additional 1 penalty on its RA and CC values. Small models are generally under (19mm) in height or very slim.

Large creatures with tails may use them as a weapon in a melee. A tail attack requires 5 actions (AC) to be used. A tail attack starts directly to the center rear of the model and sweeps around in a 180 arc to the front of the model. When the tail attack is declared, the path of the tail (either to one side or the other of the model) is announced. The tail attack automatically strikes all models within 1 of the base of the model at a normal strength (ST). Armour saves may be taken as normal.

Hydrissian Sentry Gun (model Alpha Forge Games)

Stomp Attack

20 points

Thick Skinned

5 points

Very large models with legs may make stomp attacks against small and medium sized models within 1 of the stomping models feet. If a model declares a stomp attack, all models, friend or foe, within 1 of the stomping models feet take a single hit at the stomping models basic strength. The stomp attack has a use cost (UC) of 6 actions (AC) and is treated as a close combat attack. There should be a minimum model height of 7 (178mm) to use this ability. However, this may vary with model configuration and the length of the models legs. Models with legs of 4 (102mm) in length can utilise the stomp trait.

Creatures with a naturally tough skin have an innate armour allowing them a save against attacks. Models with the thick skinned trait may attempt saving throws by rolling 2D10 against each attack and select one result.

Unstable

-15% of points cost

This is a negative trait. A model with this trait has a tenuous link to the corporeal world. There is a chance that the model will be summoned back to the void from where it came. At the start of the models activation, roll a D10 - on a roll of 10, the model vanishes and is removed from play. No battle points are awarded for models that are removed from play in this manner.

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Racial Traits
A racial trait is specific to particular races. Racial traits do not cost any additional points. A racial trait does not affect the maximum number of abilities or other traits a model may possess. These are optional rules. When creating a force using any of the races listed here, you may choose not to use the racial trait characteristics.

Hive Mind
Some species have a central controlling consciousness often referred to as a hive mind. Hive mind forces are immune to all morale tests. If a model with the hive mind trait is required to make a morale test, it is assumed to automatically pass the test. Hive mind models may never aim ranged attacks.

Brute
Large and brutish creatures such as Ogres and Dozers are not known for their subtlety. When charging into combat, a model with the Brute trait can make a single push attack for zero actions (AC) on top of all other actions (including the momentum attack). Actions (AC) gained for a free push attack may not be used for any other purpose.

Reanimated / Undead
The galactic undead have a number of special rules. Rank and file models may have a maximum of 8 actions (AC). Re-animated models may never aim ranged attacks. Re-animated models are immune to the results of normal morale tests. If a model or unit suffers sufficient damage to require a command (CO) test, the test is still made as normal. If the command (CO) test is failed, do not roll on the morale table. Instead, the model or unit suffers one additional wound which cannot be saved in any way. Individual and character models can sacrifice two other re-animated or undead models within command (CO) range from their own force to recover 1 wound. The sacrifice of friendly models does not require any action points to be expended.

Dwarven
The Dwarf race is famous for its resilience and toughness. Dwarf models wearing any armour protection always have Resilience 2 for no additional points. Dwarf models gain +1 toughness (T) for no extra points cost. Due to their low center of gravity, Dwarf models are more resilient to being knocked prone. If a Dwarf model would normally be knocked prone by a weapon or weapon effect, roll a D10. On a roll of 5 or less, the Dwarf model is not knocked prone. Rank and file Dwarf models have a maximum of 8 actions. Unit leaders and individuals may have a maximum of 9 actions and characters may have a maximum of 11 actions.

Swarming
Creatures of a primitive or swarming nature operate on an instinctive level. Their basic intelligence is usually limited with the swarming masses often controlled by a hive queen. Models gain the team work ability for no extra points cost. All swarming models with a points cost of under 100 points each must also use the devour trait.

Elven
The Elven race are famed for their mastery of ranged weapons. All Elven models may reduce the use cost (UC) on all ranged attacks by 1 action (AC). Rank and file Elven models have a maximum toughness (T) of 4.

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Equipment
Additional equipment may be purchased for models to complement existing armour, close combat weapons, ranged weapons or support weapons. All points values listed are per model.

Bayonet

2 points

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

Bayonet
UC SR MR LR RoA ST DA

Close Combat

+1

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

May only be used if charging, does not require extra action (AC) Penetration Modifier 1

Accelerant

3 points

A vehicle model with the accelerant equipment may make an additional D5 of movement once per activation. This equipment may not be combined with any other movement ability.

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

Communications Specialist

8 points

Actuators

10 points

Focal model. A communications specialist is responsible for keeping in touch with the force commander, be he on the battlefield or further away in a support location. A single communications specialist may be added to a unit. When a unit with a communications specialist declares a charge, the unit gains an additional 2 actions (AC) which must be used for movement. This ability may be used in conjunction with the quick move and rapid move abilities.

Models with advanced weapon targeting systems built into their armour may fire heavy weapons with the use cost (UC) reduced by 2. Only models with advanced armour and an armour (AR) value of 5 or more may employ actuators.

Army Battle Standard

12 points

One model, usually an individual of some description, may carry the army battle standard. These are the army colours and great courage and pride is felt by its presence. Any unit which has just failed a command (CO) test and also has a least one model within 20 and line of sight to the army battle standard, may reroll the command (CO) test with a CO+1 modifier. In addition, a model with a standard may add +1 to a units command (CO) value when taking a morale test.

Distortion Field

7 points

Zone effect. A model with the tech ability may operate a distortion field generator to provide protection to a friendly unit within the tech models command (CO). The model with the distortion field generator may enable the field when he is activated. Activation of the field generator costs zero actions (AC). All models subsequently making ranged attacks at targets within a distortion field suffer an RA 2 penalty on top of all other modifiers whilst the field is active. No enemy ranged attacks may be made which would pass completely through the area affected by the distortion field. Enemy attacks must be targeted at models inside the distortion field zone and not beyond it.

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When the model controlling the distortion field is next activated, he may either deactivate the field or attempt to keep it operating. If he attempts to keep it operating, he must roll a 5 or less on a D10. If successful, the field remains active. If unsuccessful, the distortion field burns out and may not be used again. If the tech model is removed from play as a casualty, the distortion field effect is immediately lost. A zone effect may not overlap another friendly zone effect. If two zone effects should overlap, the controlling player must decide which is to be deactivated.

Note : If sufficient coloured dice are available, multiple enhanced armour saves may be performed at the same time by rolling two pairs of similarly coloured dice.

Grappling Line

1 point

Grappling lines may be used by models to assault buildings. A single model may carry a grappling line. Models do not suffer a movement penalty for carrying a grappling line. Not all of the models in a unit need be allocated a grappling line. A number of grappling lines may be assigned to a unit. The actual models do not need to be designated. Regardless of casualties, the grappling lines are assumed to be carried by the last surviving members of a unit.

Enhanced Armour Save

Points vary

Models with an enhanced armour save (EAS) may attempt saving throws by rolling 2D10 against each attack and select one result. Only one of the dice results is required to successfully save against the attack An enhanced armour save (EAS) has a points cost related to the armour value selected for the model. AR
AR Points Cost

Holographic Suit

5 points

Models may utilise a holographic suit, the effect of which is to make the wearers appearance shimmer. Models targeting uses of such equipment suffer an RA 2 and a CC 2 penalty on top of all other modifiers when attempting ranged or close combat attacks. If the wearer of the holographic suit is on hold (i.e. the models did not move during its previous activation), the target blends into its background even more and the ranged attack penalty is increased to RA 3. Models with a holographic suit may not have an armour (AR) value exceeding 3.

0
+0

1
+1

2
+2

3
+3

4
+5

5
+8

+12 +20

EAS Cost

+0 +1 +2 +3

+4 +5 +6 +7

Jump Jets / Jet Packs


Enclosed Armour Mike Wikan

8 points

Some assault units and walkers are fitted with jump jets. These allow such units to make powered jumps over obstacles and even charge into close combat. A model fitted with jump jets may expend 5 actions (AC) to move up to 15 reaching a height of half the distance actually travelled. A model will always expend 5 actions (AC) regardless of the distance moved. See the movement section for full rules on the use of jump jets and jet packs.

Example : An assault warrior wearing armour (AR5) with an enhanced armour save (EAS) has been hit by two ranged attacks. The enhanced armour save (EAS) allows the warrior to attempt a save against both attacks by rolling 2D10 against each attack. On the first roll, the warrior gets a 4 and a 7. One of the dice rolls has saved against the attack and so no damage is inflicted. The second 2D10 are then rolled to attempt to save against the second attack.

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Ladder

2 points

Ladders may be used by models to assault buildings. Two models are required to carry a single ladder. Models do not suffer a movement penalty for carrying a ladder.

A model with a remote detonator may attempt to detonate any number of models in line of sight as a hold action response.

Remote Weapon

6 points (+ weapon)

A remote weapon is usually a heavy weapon mounted on a tripod or platform and capable of being controlled by an operator a short distance away. The operator must be within command (CO) distance of weapon being fired. The operator does not require line of sight (LOS) to the remote weapon but the weapon must have normal line of sight (LOS) to any target models. A remote weapon may be moved by the operator if the operator is in base to base contact with the weapon. The weapon is moved at half speed, being 2 actions (AC) to move the weapon 1. If attacked in close combat, the weapon is automatically hit on a D10 roll of 9 or less, only a fumble will miss striking the weapon. The weapon cost is calculated as normal or a standard weapon can be taken from the heavy ranged weapons list.

Laser Sights

2 points

Laser sights may be fitted to any standard ranged weapon to provide greater accuracy. The range modifiers are added to the standard weapons short range (SR), medium range (MR) and long range (LR) values.
Name Laser Sights UC SR +1 MR +1 LR +1 ST -

The maximum range of the weapon is not increased or decreased by the use of laser sights.

Make Smoke

3 points

A vehicle with the make smoke equipment upgrade may deposit two 3 smoke templates to the rear or sides of the vehicle anywhere during its movement. The edges of the smoke templates must be touching the sides or rear of the vehicle when they are deployed. Once in play, the smoke follows the normal rules for movement and dispersal during the compulsory effects phase.

HMG / Shard Cannon


UC SR MR LR RoA ST DA

12/+1

24/+0

36/-1

1 33

Penetration Modifier -1 Points Cost

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

Remote Detonator

11 points

A model may be equipped with a remote detonator to activate explosives attached to a model with the self destruction explosive capability. The model may announce it is to remote detonate any models within line of sight during its activation or during a hold activation. For each model to be detonated, the model must roll a 9 or less. On a 10, the charge fails to explode. The model may attempt to remote detonate the charge during a following activation.

Remote Weapon
AC RA CC ST T 6 W 2 CO AR 4

There is no points cost for the standard chassis but the points value for toughness (T) and wounds (W) may be adjusted as detailed in the support weapon section.
Example : A Spug remote heavy shard cannon is calculated at 33 points for the heavy weapon, +6 points for the remote weapon trait, -5 points reduction for the wounds (W) being reduced from 2 to 1. This gives a total of 34 points (33 + 6 - 5).

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The complete profile for a remote weapon may be displayed as follows:

Remote Heavy Shard Cannon


UC SR MR LR RoA ST DA

its activation, all other models in the same unit within unit coherency restrictions will benefit from an RA +1 to hit modifier after all other modifiers have been applied.

12/+1

24/+0

36/-1

Penetration Modifier (PM) 1 Remote Weapon T6, W1, AR4 Points Cost

34

The points for the remote weapon operator must still be added.

Spug Drone
AC 8 RA 5 CC 5 ST 4 T 4 W 1 CO 5 AR 16

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

Hive Mind Points Cost

Shield Generator

9 points

Zone effect. A model with the tech ability may operate a shield generator to provide additional protection to a friendly unit. The model with the shield generator may enable the shield when he is activated. Activation of the shield generator costs zero actions (AC). All models within the tech models command (CO) range gain +3 to their armour (AR) value whilst the shield is active. No enemy ranged attacks may be made which would pass completely through the area affected by the shield generator. Enemy attacks must be targeted at models inside the shield generator zone. When the model controlling the shield generator is next activated, he may either deactivate the shield or attempt to keep it operating. If he attempts to keep it operating, he must roll a 5 or less on a D10. If successful, the shield remains active. If unsuccessful, the shield generator burns out and may not be used again. If the tech model is removed from play as a casualty, the shield generator effect is lost at the end of the active models activation. A zone effect may not overlap another friendly zone effect. If two zone effects should overlap, the controlling player must decide which is to be deactivated.

Remote Spug Weapon by Chris Gilders (model Spriggan Miniatures)

Example : A Spug drone is remotely controlling a shard cannon. The Spugs command (CO) value is 5 so the model must be no further than 5 from the remote weapon. The Spug can safely remain behind cover and operate the weapon. When the Spug operator is activated, he may fire the remote shard cannon using his own ranged attack (RA) value but checking line of sight (LOS) and distance from the remote weapon.

Scanner

4 points

Focal model. A single model in a unit may be equipped with a quantum resonance scanner. A scanner will allow enemy positions to be accurately determined. If a model equipped with the scanner expends 3 actions (AC) and makes no ranged attacks during

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Sniper Camouflage

7 points

Sniper upgrade. A sniper may utilise superior camouflage to avoid taking incoming fire. Models attempting to fire upon a target with sniper camouflage suffer from an additional RA 1 penalty on top of all other modifiers. A model may only have one Sniper upgrade.

When the model controlling the stasis field generator is next activated, the stasis field will automatically deactivate. The stasis field may not be activated again until the tech models following activation as it must recharge. Once the stasis field has been deactivated, models released from its effect may be activated normally. No enemy ranged attacks may be made which would pass through the area affected by the zone effect, it is an impenetrable barrier.

Stasis Field Generator

15 points

A model with the tech ability may use a stasis field generator to suspend time for a short while in a limited area. The model with a stasis field generator may enable the field when he is activated. Activation of the stasis field generator costs zero actions (AC). Once activated, all models within the tech models command (CO) range are frozen in place and may take no actions whatsoever. Whilst the stasis field is operating, models inside the field may not be targeted by ranged attacks, the deviation of ranged attacks, close combat attacks or psionic effects. All models, friend or foe, within the field are effectively removed from the passage of time and anything that may effect them. All models inside the stasis field may not be activated until after the tech model has been activated and the field has been deactivated. Any other effects within or partially within the stasis field, such a smoke, residual damage or any other effect are also suspended for the duration of the stasis field.

Unit Standard

8 points

Focal model. Although not usually necessary in technologically advanced combat units, some units still carry a standard or icon round which the soldiers may rally. A single unit standard or icon may be added to a unit. A model with a unit standard may add +1 to a units command (CO) value when taking a morale test. If the army battle standard is present in a unit, then it replaces the unit standard. In other words, a unit may only ever have a single model with a standard.

Vehicle Smoke Launcher

5 points

Vehicles, usually armoured personnel carriers (APCs), may be fitted with smoke grenade launchers, often used to lay down cover for disembarking units. Vehicle mounted smoke grenade launchers are short range compared to portable grenade launchers.

Vehicle Smoke Grenade Launcher


UC SR MR LR RoA ST DA

5/+1

10/+0

15/-1

Indirect 3 Smoke Template

Hydrissian with Stasis Field Generator (model Alpha Forge Games)

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Weapon Traits
A weapon may select a single weapon trait. The weapon trait adjusts the weapon cost after the normal points cost calculation has been made.

Backfire

Points 25%

A weapon with the backfire trait suffers from poor construction and perhaps the desire to make a very loud noise when the weapon is fired. This may result in the firing model being knocked prone. On a fumbled ranged attack, the firing model is knocked prone but takes no damage.

Example : A Leviathon heavy tank armed with a battle cannon, a heavy machine gun and two missile launchers is hit by an EMP weapon. The tanks succeeds in its armour save but has its available actions (AC) reduced from 10 to 5. In addition, half of the weapon systems may not fire the next time the model is activated. The player controlling the Leviathon may choose which two weapons may be fired when the model is activated, he could for example fire the battle cannon and one missile launcher array.

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

One Shot Weapon

Points 50%

A one shot weapon is generally a large missile type munition. The weapon may be fired once per battle. The one shot weapon trait only applies to heavy support weapons. When fired, a fumbled attack results in a malfunction and the weapon being lost. The points cost for the weapon is reduced by 50% (rounded up). All weapon profile points are calculated as normal before the 50% reduction is applied.

Bulky

Points 25%

This weapon is crudely designed, bulky and difficult to manage for the user, or requires a long reload time. Because of this, its UC is increased by 1 action (AC) but the points cost is reduced by 25% (rounded up).

Electro Magnetic Pulse

25 points

Residual Damage

Points vary

A weapon that fires a special electro magnetic pulse (EMP) inflicts no damage against the target model. However, the nature of the attack may disrupt electrical and control systems and reduce the number of actions (AC) the model has available for its next activation. Only vehicle type models are affected by a electro magnetic pulse (EMP). Living models are not affected. If the target is hit by the attack, the model will lose half of its actions (AC) rounded down. The model may then attempt an armour save, if the save is failed, the remaining actions (AC) are lost. Vehicle models struck by an electro magnetic pulse (EMP) will also have their ranged attacks reduced by half (rounded down) if half their actions were reduced, and reduced to none if all of their actions were lost.

Some weapon effects are able to continue to damage their target after the first hit. For example, the weapon may be of a corrosive nature and so subsequently continue to eat into the target. When a target model is damaged by a weapon with the residual damage trait, 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. Residual damage is a cumulative effect and several damage counters may be placed against a target model. The cost of residual damage is equal to half the strength points cost (rounded up).

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ST
ST Points Cost Residual Cost

4
+0

5
+3

6
+8

+14 +21 +29

The loss of actions (AC) occurs if the target model is hit by the attack regardless of whether any damage is inflicted.
Example : A Hydrissian warrior armed with a dissembler gun shoots at a marine with 9 actions (AC). The marine is hit and has a counter placed next to it to signify that its actions (AC) are reduced to 4 the next time it is activated. The marine now gets to make an armour save to avoid taking any damage from the dissembler gun. The armour save is successful and the marine takes no additional damage.

+0 +2 +4 +7 +11 +15

Example : residual damage on a weapon with strength (ST) of 7 would cost 7 points. These points are added to the cost of the weapon and detailed as a special rule.

A target model can only lose half of its original actions (AC) regardless of how many times it is hit by a weapon with the shock effect. A shock effect may be added to a close combat or a ranged combat weapon but is limited to weapons with a rate of attack (RoA) of 1.

Snare

4 points

A ranged or close combat weapon capable of delivering a net-like or web-like effect may ensnare enemy models. Such an attack can be very effective against small and medium sized models.
Spug Light Infantry with Shard Injector (model Spriggan Miniatures)

A snare attack has no strength (ST) and will not inflict any damage against a targeted model. The snare trait may only be used with a rate of attack (RoA) of 1. If used as a ranged attack weapon trait, the range of the weapon is limited to 24. The use cost (UC) for snare attack as a ranged attack or a close combat attack is 4 actions (AC). A model hit by a snare attack must roll equal to or under its base strength (ST) value to avoid the effect of being ensnared. No armour save is allowed and no damage roll is made. If the target model fails its strength (ST) roll, the model goes prone and is unable to make any ranged or close combat attacks until it is free of the snare effect. The ensnared model may attempt to break free the next time it is activated by rolling equal to or under its base strength (ST). An escape attempt requires the model to expend 3 actions (AC). Friendly models may give a +1 strength (ST) bonus if in base to base contact with the ensnared

Shard Injector
UC SR MR LR RoA ST DA

Close Combat

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

Shock Effect

3 points

A weapon with the shock effect delivers a debilitating blow against living models. Models hit by a weapon with shock effect lose half of their actions (AC) rounded down. Only living models of a small or medium size are affected by a shock effect. Large living models and vehicles are more resilient to its effects and are not affected.

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model although they do not have to directly expend any actions (AC) to assist. A model released from a snare must still expend 3 actions (AC) to stand up.

Sniper Advanced Scope

8 points

Web Gun
UC SR MR LR RoA ST DA

Sniper upgrade. The advanced scope allows a skilled sniper to locate a critical area on a target. Any rolls to hit of a 1 or a 2 are treated as critical hits and negate any armour. A model may only have one Sniper upgrade.

8/+1 Snare

16/+0

24/-1

Points Cost

In the above example, the snare points cost is added to the range cost to give the total points cost for the weapon.
Example : A Nid Termagast armed with a web gun targets an enemy scout 18 away. The ranged attack hits the scout, but inflicts no damage. The scout must roll equal to or under its own strength (ST) to break free of the web. The scout fails the strength (ST) test and goes prone tangled in the web. When the scout is next activated, it may attempt to break free again by rolling under its own strength (ST). If successful, the scout may stand up for 3 actions (AC).
Grymn Sniper painted by Will Denham (model Hasslefree Miniatures)

Twin-Linked

4 points per RoA

Heavy weapons and support weapons with the twin-linked trait may re-roll any missed ranged attacks. All modifiers that applied to the first roll are applied to the re-roll.

Net
UC SR MR LR RoA ST DA

Close Combat Reach 1 Snare

Weapons that use templates may not use the twin-linked trait. Only weapons with a rate of attack (RoA) of 2 or more may use the twin linked weapon trait.

Points Cost

Example : A harvester armed with a close combat net attempts to snare an enemy model within 1. The close combat attack hits the target model and the target must roll equal to or under its own strength (ST) to break free of the net. The target model succeeds the strength (ST) test and so the attack has no effect. The harvester has enough actions (AC) to make another net attack and hits the target again. This time, the target fails the strength (ST) test and is snared and goes prone. A basher armed with a massive club now moves in to combat with the prone target gaining an additional +1 to hit for a prone model.

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


Example : A Light Machine Gun with a rate of attack of 3 could have the twin-linked trait added for an additional 12 points.

Arachnid with Heavy Machine Gun (model Alpha Forge Models)

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

Light Laser Rifle


UC SR MR LR RoA ST DA

10/+1

20/+0

30/-1

5 5

Points Cost

Standard Ranged Weapons


The majority of troopers in a unit will be armed with standard ranged weapons. Such weapons have a maximum rate of attack (RoA) of 2, a maximum damage (DA) of 1 and a maximum strength (ST) of 6.

Assault Rifle
UC SR MR LR RoA ST DA

10/+1

20/+0

30/-1

1 13

Points Cost

Pistol
UC SR MR LR RoA ST DA

Plasma Carbine
UC SR MR LR RoA ST DA

6/+1

12/+0

18/-1

1 11

6/+1

12/+0

18/-1

5 4

Points Cost

May be used in close combat Points Cost

Shotgun
UC SR MR LR RoA ST DA

Machine Pistol
UC SR MR LR RoA ST DA

5 15/-1 2 5 7 1

4/+1

8/+0

12/-1

5 6

5/+1

10/+0

Points Cost

Points Cost

Bolt Pistol
UC SR MR LR RoA ST DA

Blaster
UC SR MR LR RoA ST DA

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

5/+1

10/+0

15/-1

8/+1

Points Cost

May be used in close combat Penetration Modifier -1 Points Cost

10

Heavy Blaster
UC SR MR LR RoA ST DA

Bolt Gun
UC SR MR LR RoA ST DA

10/+1

20/+0

30/-1

6 8

8/+1

16/+0

24/-1

1 14

Points Cost

Penetration Modifier -1 Points Cost

Stub Rifle
UC SR MR LR RoA ST DA

8/+1

16/+0

24/-1

6 7

Sniper Rifle
UC SR MR LR RoA ST DA

Points Cost

20/+1

40/+0

60/-1

1 24

Penetration Modifier -2 Points Cost

Pulse Rifle
UC SR MR LR RoA ST DA

8/+1

16/+0

24/-1

1 12

Points Cost

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Standard Ranged Weapon Summary


UC SR MR LR RoA ST DA PM Area Special Points

3 3 3 3 3 3 3 3 3 4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5

3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1 3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1 3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1

6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0 6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0 6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0

9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1 9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1 9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

4 4 4 4 4 4 4 4 4 5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

-2 -1 0 1 2 3 5 8 12 0 1 2 3 4 5 7 10 14 3 4 5 6 7 8 10 13 17

Ranged Weapon Customisation


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

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

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Teardrop Template Weapons


Hand Flamer
UC SR MR LR RoA ST DA

Scattergun
UC SR MR LR RoA ST DA

Medium (TTM) Knock Prone

M Points Cost

1 13

Small (TTS)

S Points Cost

5 4

Flamer
UC SR MR LR RoA ST DA

Medium (TTM)

M Points Cost

5 8

Heavy Flamer
UC SR MR LR RoA ST DA

Large (TTL)

L Points Cost

1 17
NSSR Toxic Flamer painted by Robert Fransgaard (model FASA)

Teardrop Template Weapon Summary


UC SR MR LR RoA ST DA PM Area Special Points

4 4 4 4 4 5 5 5 5 5 6 6 6 6 6

Small (TTS) Small (TTS) Small (TTS) Small (TTS) Small (TTS) Medium Medium Medium Medium Medium (TTM) (TTM) (TTM) (TTM) (TTM)

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

4 5 6 7 8 4 5 6 7 8 4 5 6 7 8

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

TTS TTS TTS TTS TTS TTM TTM TTM TTM TTM TTL TTL TTL TTL TTL

2 4 7 11 16 6 8 11 15 20 12 14 17 21 26

Large (TTL) Large (TTL) Large (TTL) Large (TTL) Large (TTL)

Teardrop Template Weapon Customisation


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

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Heavy Ranged Weapons


Limited numbers of troopers may be armed with heavy ranged weapons. Vehicles will utilise the heaviest of these weapons. A weapon is classified as a heavy ranged weapon if it has a rate of attack (RoA) greater than 2, or a damage (DA) value greater than 1, or it uses any area effect blast.

Smoke Grenade Launcher


UC SR MR LR RoA ST DA

10/+1

20/+0

30/-1

Indirect 3 Smoke Template Enhanced 4 Smoke Template (+5 points) Points Cost 8

Light Machine Gun


UC SR MR LR RoA ST DA

Missile Launcher (Frag)


UC SR MR LR RoA ST DA

10/+1

20/+0

30/-1

1 18

15/+1

30/+0

45/-1

Points Cost

Indirect 3 Blast Knock Prone Points Cost 30

Heavy Machine Gun


UC SR MR LR RoA ST DA

12/+1

24/+0

36/-1

1 33

Missile Launcher (High Explosive)


UC SR MR LR RoA ST DA

Penetration Modifier -1 Points Cost

15/+1

30/+0

45/-1

Indirect 2 Blast Penetration Modifier 1 Knock Prone Points Cost 29

Mortar
UC SR MR LR RoA ST DA

6
HMG painted by Robert Fransgaard (model FASA)

12/+1

24/+0

36/-1


ST DA

3 Blast Indirect Knock Prone Points Cost 27

Grudgebearer Machine Gun


UC SR MR LR RoA

10/+1

20/+0

30/-1

1 25

Field Cannon
UC SR MR LR RoA ST DA

Penetration Modifier -1 Points Cost

20/+1

40/+0

60/-1

Frag Grenade Launcher


UC SR MR LR RoA ST DA

Indirect 2 Blast Penetration Modifier -1 Knock Prone Points Cost 33

10/+1

20/+0

30/-1

Indirect 2 Blast Knock Prone Points Cost 19

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Heavy Ranged Weapon Summary


UC SR MR LR RoA ST DA PM Area Special Points

5 5 5 5 5 5 5 5 5 6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8

3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1 3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1 3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1 3/+1 4/+1 5/+1 6/+1 8/+1 10/+1 12/+1 15/+1 20/+1

6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0 6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0 6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0 6/+0 8/+0 10/+0 12/+0 16/+0 20/+0 24/+0 30/+0 40/+0

9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1 9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1 9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1 9/-1 12/-1 15/-1 18/-1 24/-1 30/-1 36/-1 45/-1 60/-1

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

6 6 6 6 6 6 6 6 6 7 7 7 7 7 7 7 7 7 8 8 8 8 8 8 8 8 8 9 9 9 9 9 9 9 9 9

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

8 9 10 11 12 13 15 18 22 12 13 14 15 16 17 19 22 26 17 18 19 20 21 22 24 27 31 25 26 27 28 29 30 32 35 39

Ranged Weapon Customisation


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

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Area Effect Heavy Weapon Summary


UC SR MR LR RoA ST DA PM Area Special Points

4 4 5 5 6 6 7 5 5 6 6 7 7 8 6 6 7 7 8 8 9 7 7 8 8 9 9 10

Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost Add range cost

5 5 5 5 5 5 5 6 6 6 6 6 6 6 7 7 7 7 7 7 7 8 8 8 8 8 8 8

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1 2 2 3 3 4 1 1 2 2 3 3 4 1 1 2 2 3 3 4 1 1 2 2 3 3 4

5 + Range Cost 6 + Range Cost 8 + Range Cost 11 + Range Cost 14 + Range Cost 18 + Range Cost 24 + Range Cost 8 + Range Cost 9 + Range Cost 11 + Range Cost 14 + Range Cost 17 + Range Cost 21 + Range Cost 27 + Range Cost 12 + Range Cost 13 + Range Cost 15 + Range Cost 18 + Range Cost 21 + Range Cost 25 + Range Cost 31 + Range Cost 17 + Range Cost 18 + Range Cost 20 + Range Cost 23 + Range Cost 26 + Range Cost 30 + Range Cost 36 + Range Cost

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

Ranged Weapon Customisation


Refer to the weapon special rules section for points costs for: Penetration modifier (PM) Knock prone Indirect

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No Limits: Abilities & Hardware

Grenades
The following specific grenade types are available to infantry models.

Nova Bomb
UC

SR MR LR 2 + model ST in inches

RoA

ST

DA

Fragmentation Grenade
UC

Indirect Blast Points Cost 11

SR MR LR 2 + model ST in inches

RoA

ST

DA

Indirect 2 Blast Points Cost 8

Smoke Grenade
UC

SR MR LR 2 + model ST in inches

RoA

ST

DA

Thermal Grenade
UC

SR MR LR 2 + model ST in inches

RoA

ST

DA

Indirect 3 Smoke Template Enhanced 4 Smoke Template (+5 points) Points Cost 2

Indirect 1 Blast Points Cost 9

The table below details various grenade types with strength (ST) from 4 to 7 and with a blast area from to 3.

Grenade Summary
UC

5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5 5

SR MR LR 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches 2 + model ST in inches

RoA

ST

DA

PM

Area

Special

Points

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

4 4 4 4 4 4 5 5 5 5 5 5 6 6 6 6 6 6 7 7 7 7 7 7

1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1

1 1 2 2 3 1 1 2 2 3 1 1 2 2 3 1 1 2 2 3

Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect Indirect

2 3 4 6 9 12 4 5 6 8 11 14 7 8 9 11 14 17 11 12 13 15 18 21

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No Limits: Abilities & Hardware

Close Combat Weapons


Ceremonial Sword
UC SR MR LR RoA ST DA

Chain Fist
UC SR MR LR RoA ST DA

Close Combat Penetration Modifier 1

1 Points Cost

2 19

Close Combat

+1 3

Points Cost

Chain Sword
UC SR MR LR RoA ST DA

Power Glove
UC SR MR LR RoA ST DA

Close Combat Penetration Modifier -1

1 Points Cost

1 15

Close Combat Penetration Modifier 2

1 Points Cost

1 17

Melee Quarter Staff Energy Sword


UC SR MR LR RoA ST DA UC SR MR LR RoA ST DA

Close Combat 2 Reach

+1

1 12

Close Combat

2 Points Cost

1 13

Points Cost

Close Combat Weapon Summary


UC SR

3 4 5 6

MR LR Close Combat Close Combat Close Combat Close Combat

RoA

ST

DA

PM

Area

Special

Points

1 1 1 1

+0 +1 +2 +3

1 1 1 1

(Improvised attack)

0 3 8 14

Powered Weapon Summary


UC SR

4 5 6 7

MR LR Close Combat Close Combat Close Combat Close Combat

RoA

ST

DA

PM

Area

Special

Points

1 1 1 1

5 6 7 8

1 1 1 1

3 8 14 21

Close Combat Weapon Customisation


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

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