Professional Documents
Culture Documents
nature, he was given tasks in the main Sleiti laboratory working under the technicians who were creating more of the new race. The placidity was a deception for experiment #14 had more cunning than was given him credit. Lack of security in the Sleiti laboratory allowed experiment #14 to steal the new Grymn embryos and escape into the uncharted depths of the cosmos.
New Beginnings
In the centuries that have passed, the Grymn have developed their own culture and their own technology. They started by simply hiring their muscle to anyone who could pay. As time passed, the Grymn accrued enough resources to start to run their own operations. Their exceptional intelligence has allowed them to manufacture many advance weapons and vehicles. Although they have settled on some worlds, many spend their entire lives on the Generational Ships that traverse the stars. The Sleiti remain their sworn enemies with the Grymn taking any opportunity to attack outposts controlled by their former masters.
Genesis
The Grymn are a race originally bred for servitude. Many centuries ago, they were genetically created by the Sleiti, a powerful Elven race with expertise in bio-engineering and controlled mutation. The Sleiti have created numerous genetically enhanced species over the millennia. One of the first were the Zoads, a large and powerful multilimbed creature with the dexterity belying its size to allow it to use semi-organic technology. The Zoads were used as heavy infantry by the Sleiti, but they were unsuitable for use as a day to day workforce. Rather than dabble in the re-engineering the Zoads, the Sleiti decided to create a new smaller race based on the humanoid DNA pattern. The Sleiti wanted a stout and durable race capable of working in the confined spaces or the Torillium Mines After several failed attempts, experiment #14 was the first subject embryo to be taken full term in the cyro accelerant vat. In a mere 160 days, a fully mature subject was birthed in a moment of terror and pain. The Sleiti dubbed their newest creation a Grymn. The Sleiti used their advanced teaching techniques to quickly progress experiment #14 to a stage where he could be evaluated for future use. Experiment #14 proved quick to learn and tireless in his work. Deemed harmless, due to his placid
A New Enemy
Following the failure of the Grymn experiment, the Sleiti turned their hand to creating another humanoid race, the Bohkin. These were genetically engineered hunters and bred specifically to hunt down and eradicate the Grymn.
The Bohkin, like the Grymn, use conventional technology. Both ballistic and energy weapons are utilised although the Bohkin prefer to use the loudest of weapons.
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Acknowledgments
Thanks to Kev White of Hasslefree Miniatures for creating the Grymn. Thanks also to Sally White of Hasslefree for helping No Limits realise the Grymn vision.
www.HasslefreeMiniatures.co.uk
Thanks to Tom Kiley (CmdrKiley) for proof reading the army list and creating the Grymn Data Cards, which are available from the Wargames Unlimited web site.
www.OldCrowModels.co.uk
Operating as mercenaries, or fighting for their own fledgling race, the Grymn must never be underestimated by assuming their height reflects on their ability. The Grymn are well trained and well disciplined soldiers. Their reliable weaponry and communications allow them to lay down suppressing fire to enable close combat specialists to quickly advance on enemy positions. More often than not, heavy weapons teams and snipers will operate as individuals, positioning themselves in the best location to command a strong view across the battlefield.
Thanks also to Will Denham, Sonny Bundgaard, Mahon and Ian Haynes for painting the miniatures shown. Unless otherwise stated, all the Grymn models have been painted by Will Denham.
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Grymn background story based on musings by those at the Forum Of Doom including, but not limited to: Kev White (the creator himself), Chairman Aeon, Tom Kiley (CmdrKiley) and Ink The Troll. www.heresyminiatures.com/phpbb/index.php
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Characters
Over the years, a number of Grymn have become legends. Party due to their short history, many of the most famous Grymn are living legends and inspire their comrades onto greater feats of heroics.
Individuals
There are a number of specialists available to the Grymn commander. Although the Sniper is the most deadly in combat, the Field Engineer and the Combat Medic also have their uses.
Torsten
AC 9 RA 7 CC 7 ST 6 T 6 W 2 CO 8 AR 5
Sniper
AC 8 RA 7 CC 6 ST 5 T 5 W 1 CO 6 AR 3
Individual Vanquisher Powered Armour (Re-roll) Dwarven, Resilience (+2), Stout Unerring Cobra Combi Blaster
(UC6, 6/+1, 12/+0, 18/-1, RoA2, ST6)
Sure Shot Dwarven, Resilience (+2), Stout Sniper Rifle With Laser Sights
(UC6, 20/+2, 40/+1, 60/+0, ST7, PM-2)
Pistol
(UC4, 6/+1, 12/+0, 18/-1, ST5)
Points Cost 99
62
Power Axe
(UC6, ST7, PM-1)
Points Cost
Sniper
Torsten
Kristian
AC 10 RA 7 CC 8 ST 6 T 6 W 3 CO 8 AR 4
Runesword
(UC6, RoA2, ST+2, PM-2)
Points Cost
117
Kristian (conversion)
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Infantry Units
The ground forces provide several tactical options with fast attack troopers equipped with jump packs, light infantry, heavy infantry and powered armour specialists.
Light Infantry
1 Sergeant with 2 to 5 troopers Inspiring Leadership (Sergeant only) Dwarven, Resilience (+2), Stout 2 x Pistols (UC4, 6/+1, 12/+0, 18/-1, ST5) Options Jump Packs (+8 Points per model) Sergeant Points Cost Trooper Points Cost
46 34
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)
52 40
Vanquisher Sergeant
AC 9 AC 9 RA 6 RA 6 CC 7 CC 7 ST 5 ST 5 T 6 T 6 W 2 W 2 CO 7 CO 7 AR 5 AR 5
1 Sergeant with 2 to 5 troopers Inspiring Leadership (Sergeant only) Dwarven, Resilience (+2), Stout Equaliser Light Rifle
(UC5, 8/+1, 16/+0, 24/-1, ST6)
Vanquisher Trooper
47 35
1 Sergeant with 2 to 5 troopers Inspiring Leadership (Sergeant only) Vanquisher Powered Armour (Re-roll) Dwarven, Resilience (+2), Stout Cobra Combi Blaster
(UC6, 5/+1, 10/+0, 15/-1, RoA2, ST6)
Power Axe
(UC6, ST7, PM-1)
87 78
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O-Grymn
AC 9 RA 5 CC 6 ST 6 T 6 W 2 CO 7 AR 4
Infantry Specialist
AC 8 RA 6 CC 6 ST 5 T 5 W 1 CO 6 AR 3
Dwarven, Resilience (+2), Stout Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5) Options Chaingun (+25 points) 84
(UC7, 10/+1, 20/+0, 30/-1,RoA3, ST7, PM-1)
Points Cost
Points Cost
28
Where two models are represented on a single base, the combined model may be represented with the following profile.
Support
Heavy weapon support specialists may be added to units at the ratio of one support specialist out of four troopers. Alternatively, fire support teams may be created consisting of two support models. A fire support team operates as a two man unit and is activated in the normal way.
Points Cost
73
The special dual model profile has an increased wound (W) profile to reflect the presence of two troopers. In addition, an extra point of armour (AR) has been added.
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Armoury
The points cost for weapons are already included in model profiles shown in previous sections unless otherwise stated. Where appropriate, custom models may be upgraded to include the weapon the model is actually carrying.
8/+1
16/+0
24/-1
6 7
Points Cost
6/+1
12/+0
18/-1
5 4
1
Grymn with Equaliser Light Rifle
Pulse Rifle
UC SR MR LR RoA ST DA
8/+1
16/+0
24/-1
1 12
Points Cost
5/+1
10/+0
15/-1
1 10
Grymn with Pulse Rifle
Points Cost
Shotgun
UC SR MR LR RoA ST DA
4/+1
8/+0
12/-1
6 9
Points Cost
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Heavy Weapons
Frag Grenade Launcher
UC SR MR LR RoA ST DA
12/+1
24/+0
36/-1
1 27
10/+1
20/+0
30/-1
Indirect Frag Grenades 2 Blast, ST6 Knock Prone Smoke Grenades 3 Smoke Template, No Strength Points Cost
18
8
Grymn with Grenade Launcher
12/+1
24/+0
36/-1
1 33
Chaingun
UC SR MR LR RoA ST DA
10/+1
20/+0
30/-1
1 25
Specialist Weapons
Sniper Rifle
UC
Grymn with Chaingun
SR
MR
LR
RoA
ST
DA
20/+2
40/+1
60/+0
Railgun
UC SR MR LR RoA ST DA
15/+1
30/+0
45/-1
2 38
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O-Grymn Weaponry
Some weaponry is simply too large for even a Grymn to carry. Such very large weapons are usually vehicle mounted. However, the O-Grymn have adapted some for use as hand held support weapons.
Power Axe
UC SR MR LR RoA ST DA
1 Points Cost
1 15
Ultra Chaingun
UC SR MR LR RoA ST DA
10/+1
20/+0
30/-1
O-Grymn and vehicles only Penetration Modifier -1 Knock Prone Points Cost
33
Axe
UC SR MR LR RoA ST DA
+1 4
Points Cost
Runesword
UC SR MR LR RoA ST DA
+2
1 19
Shredder Gun
UC SR MR LR RoA ST DA
6 Points Cost
6/+1
12/+0
18/-1
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Vehicles
Ferret Light Hover Tank
AC 9
Type
RA 7
CC 5 Hover
ST 6
T 6
W 6
CO 7
AR 6
Lancer Heavy Assault Carrier (model by Old Crow)
Turning on the spot expends 1 action (AC) for every 90 or part thereof turned. May freely move over obstacles that are no more than 2 in height.
Crew
Transport
2 (Driver & Gunner) None Large Model Rapid Move (1AC = 2) Turret Cannon Heavy Machine Gun Points Cost
RA 7
CC 5
ST 6
T 6
W 9
CO 7
AR 6
Anti-Grav
Turning on the spot expends 1 action (AC) for every 90 or part thereof turned. May freely move over obstacles that are no more than 2 in height.
164
Crew
Turret Cannon
UC SR MR LR RoA ST DA
Transport
15/+1
30/+0
45/-1
2 (Driver & Gunner) 10 Troopers Large Model Rapid Move (1AC = 2) Twin Autocannon Points Cost
173
Twin Autocannon
UC SR MR LR RoA ST DA
4 7 1
10/+1
20/+0
30/-1
12/+1
24/+0
36/-1
Damage Tracker
Penetration Modifier -1
Damage Tracker
1 6 4 Wp
2 Mv Mv 8
Wp
Mv
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Trait
In addition to the Dwarven Trait detailed in the main rules, the following trait is specific to the Grymn race.
Sniper Equipment
The following equipment is restricted to snipers only. A Sniper model may only take a single sniper weapon upgrade. 8 points Sniper Advanced Scope Sniper weapon 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.
Stout
Grymn Trait Due to their low center of gravity, the Grymn are more resilient to being knocked prone. If a Grymn would normally be knocked prone by a weapon or weapon effect, roll a D10. On a roll of 5 or less, the Grymn model is not knocked prone. All Grymn possess the Stout trait at no additional points cost.
Equipment
The Grymn manufacture some of the best hardware known. Equipment detailed here is readily available to Grymn units specified. 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.
Sniper
2 points Laser Sights Sniper weapon upgrade. Laser sights may be fitted to any standard ranged weapon to provide greater accuracy. The range modifiers are added to the standard weapons close range (CR), medium range (MR) and long range (LR) values.
Name Laser Sights UC CR +1 MR +1 LR +1 ST -
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.
The maximum range of the weapon is not increased or decreased by the use of laser sights. 2 points Sniper weapon upgrade. Grymn weaponsmiths are adept at creating armour piercing munitions. A sniper equipped with AP Ammunition confers an additional Penetration Modifier (PM) -1 modifier after all other modifiers have been applied.
AP Ammunition
7 points A sniper may utilise superior camouflage to avoid taking incoming fire.
Sniper Camo
Miniatures from
Models attempting to fire upon a target with Sniper Camouflage suffer from an additional 1 RC penalty.
www.HasslefreeMiniatures.co.uk
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