no limits part 3

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    WargamesUnlimted.com presents

    Force Creator

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

    No Limits Section 3

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    Section 3 Index

    Designing Profiles.............................................. 3.3Creating A Profile........................................... 3.3

    Action Values.............................................. 3.3Ranged Attack Values................................ 3.3Close Combat Values................................. 3.4

    Strength Values .......................................... 3.4Toughness Values...................................... 3.4Wound Values ............................................ 3.4Command Values ....................................... 3.4Armour Values............................................ 3.5Riot Shield Cost .......................................... 3.5Armoured Mount......................................... 3.5Natural Armour Values............................... 3.5Armour Variations....................................... 3.5Adding Armour Resilience .......................... 3.5Weapon Selection ...................................... 3.6Selecting Abilities ....................................... 3.6Selecting Traits........................................... 3.6Selecting Negative Abilities Or Traits......... 3.6

    Selecting Equipment................................... 3.6Ability, Trait And Equipment Maximums..... 3.6Focal Models .............................................. 3.6Army Battle Standard ................................. 3.7Standard Model Points Cost....................... 3.7Psionics User Points Values ...................... 3.7Standard Combination Models................... 3.8Special Combination Models...................... 3.8Calculating Combination Models................ 3.9

    Creating Large Vehicle Profiles ................... 3.10Wounds/Damage...................................... 3.102D10 Armour Save................................... 3.10Allocating The Damage Tracker ............... 3.10

    Close Combat Weapon Creation ................. 3.11Close Combat Rate Of Attack .................. 3.11Close Combat Weapon Strength.............. 3.11Basic Close Combat Strength Bonus....... 3.11Powered Weapon Strength ...................... 3.11Close Combat Weapon Damage.............. 3.12Close Combat Weapon Use Cost ............ 3.12Extended Reach Points Cost ................... 3.12Charge Restricted Weapons .................... 3.12Creature Close Combat Weapons ........... 3.12

    Ranged Weapon Creation ........................... 3.13Maximum Range Points Cost................... 3.13Range Modifier Points Cost...................... 3.13

    Rate Of Attack .......................................... 3.13Ranged Combat Strength......................... 3.13Ranged Weapon Damage........................ 3.13Ranged Weapon Use Cost....................... 3.13

    Heavy Weapon Creation.............................. 3.14Support Weapon Chassis Profile ............. 3.14Heavy Weapon Range Points Cost.......... 3.14Rate Of Attack Or Blast Effect.................. 3.14Rate Of Attack Points Cost....................... 3.14Blast Template Points Cost ...................... 3.14

    Heavy Weapon Strength Points Cost....... 3.15Heavy Weapon Damage .......................... 3.15Zero Strength Weapons ...........................3.15Heavy Weapon Use Cost ......................... 3.15Strength To Area Effect Ratio................... 3.16

    Combination Weapons................................. 3.16Heavy Combination Weapon.................... 3.16Standard Combination Weapon ............... 3.17

    Self Destructing Models ............................... 3.17Teardrop Template Creation........................3.18

    Teardrop Weapon Chassis Profile............ 3.18Teardrop Weapon Strength Points Cost .. 3.18Teardrop Template Points Cost................ 3.18Teardrop Template Use Cost ................... 3.18Strength To Area Effect Ratio................... 3.18

    Creating Grenades....................................... 3.19Area Effect Points Cost ............................ 3.19Grenade Strength Points Cost.................. 3.19Indirect Grenades ..................................... 3.19

    Grenade Use Cost.................................... 3.19Strength To Area Effect Ratio................... 3.19Zero Strength Grenades........................... 3.19

    Weapon Special Rules................................. 3.20Range Modifier Points Cost...................... 3.20Penetration Modifier Points Cost.............. 3.20Knock Prone Points Cost.......................... 3.20Indirect Fire Points Cost ...........................3.20Projectile Travel Points Cost .................... 3.20Additional Damage / Wound..................... 3.21Ranged Weapons Use In Close Combat . 3.21Residual Smoke Cost ............................... 3.21Residual Damage Cost............................. 3.21

    Comments On Creating Profiles ..................3.22Sample Unit Profiles ........................................ 3.23

    The Federation.............................................3.23Space Orcs................................................... 3.24Grymn: Space Dwarves ............................... 3.24The Duat: Undead........................................3.24Arachnids ..................................................... 3.25

    Sample Vehicle Profiles ................................... 3.26Zeus Fire Support War Walker..................... 3.26Leviathon Heavy Battle Tank ....................... 3.26

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    Designing ProfilesNo Limits allows players to construct their ownprofiles for models used in their games. This reallyis the essence of the No Limits game concept,grab any figures in your collection and create aunique force.

    To avoid the temptation to go overboard on theprofile construction and have overly powerful units,a few rules are enforced.

    The total points value of a model consists of thefollowing profile elements:

    Profile Characteristics

    Armour

    Weapons

    Abilities, Traits and special rules

    To create a profile, points are paid for each profileelement, the total points for the model is thecumulative total of the points paid.

    The minimum points value for a model is 9 points.Any completed model profile that equates to lessthan 9 points are assumed to actually cost 9points.

    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 bethe one shown below. This profile has a startingcost value of 9 points.

    Nine Point ProfileAC RA CC ST T W CO AR

    8 3 3 3 3 1 4 0

    Points Cost 9

    To adjust a profile characteristic value, refer to therelevant tables in the following pages adding the

    points cost for each profile characteristic. Note thatthe points values are not cumulative.

    Creating A ProfileIf we want to create a profile for a basic trooper,we may be aiming for a profile with the followingvalues.

    Infantry TrooperAC RA CC ST T W CO AR

    8 5 5 4 4 1 6 2

    Points Cost 20

    To create the above sample profile, the pointsvalues would be calculated as follows;

    8 AC Actions +0 points5 RA Ranged Attack +2 points5 CC Close Combat +2 points4 ST Strength +1 points4 T Toughness +1 points1 W Wound +0 points6 CO Command +3 points2 AR Armour +2 points

    TOTAL 20 points

    Action ValuesThe number of actions a model has determineshow far it may move and the number of attacks itmay perform.

    AC 6 7 8 9 10 11 12

    Points Cost -4 -2 +0 +3 +7 +11 +16

    The following maximum values for model typesare recommended.

    Max AC

    Characters 12Individuals 12Unit Leaders 11Units 8 - 10

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

    Ranged Attack ValuesThe higher the ranged attack value, the better themodel is at using its ranged weaponry.

    RA 2 3 4 5 6 7 8 9

    Points Cost +0 +1 +2 +3 +6 +8 +11 +15

    The following maximum values for model types

    are recommended. Max RACharacters 8Individuals 8Unit Leaders 7Units 7

    A ranged attack value of 5 for a model wouldprovide a 50% chance of hitting a target.

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    Close Combat ValuesThe higher the close combat value, the better thechance of the model hitting an opponent in base tobase contact.

    CC 2 3 4 5 6 7 8 9

    Points Cost +0 +1 +2 +3 +5 +7 +10 +14

    The following maximum values for model typesare recommended.

    Max CC

    Characters 8Individuals 8Unit Leaders 7Units 7

    Most models should have at least a CC value of 5.This gives them a 50% chance of hitting an enemyin close combat before any modifiers are applied.

    Strength ValuesThe base strength of a model will be used forunarmed or improvised attacks in close combat.

    ST 2 3 4 5 6 7 8 9

    Points Cost +1 +2 +3 +5 +8 +12 +17 +23

    The following maximum values for model typesare recommended.

    Max ST

    Characters 8Individuals 8Unit Leaders 6Units 6

    Remember that the strength of a model is used todetermine if an attack damages an enemy.Strength values may be enhanced by someweapons.

    Toughness ValuesThe toughness represents the model's ability towithstand damage caused by attacks.

    T 2 3 4 5 6 7 8 9

    Points Cost +1 +2 +3 +5 +8 +12 +17 +23

    The following maximum values for model types

    are recommended.Max T

    Characters 8Individuals 7Unit Leaders 6Units 6

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

    Wound ValuesMost small and medium sized models can onlytake one wound before they are killed andremoved from play.

    W 1 2 3 4 5 6 7 8

    Points Cost +0 +10 +20 +35 +50 +65 +80 +100

    The following maximum values for model typesare recommended.

    Max W

    Individuals 3Unit Leaders 2Units 1

    Some medium sized models at the larger end ofthe medium scale (around 2 tall) may be bettersuited to having more than one wound.

    For example, mounted models, especially thoseon beasts and strange alien creatures, may have

    an additional wound.

    Command ValuesThis value is used to make various command testsfor fear, morale and some other special effects.

    CO 2 3 4 5 6 7 8 9

    Points Cost +1 +2 +3 +4 +6 +9 +13 +18

    The following maximum values for model typesare recommended.

    Max CO

    Characters 8Individuals 8Unit Leaders 7Units 7

    Infantryman painted by Gurth(model FASA)

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    Armour ValuesModels should be equipped with armourappropriate to their appearance. The appearanceof a model is important and will help youropponent to see what he is up against. Youropponent may get upset if he charges a unit oftroopers wearing nothing but shirts only to be told

    they are actually wearing heavy armour andcarrying riot shields.

    The following table provides guidelines todetermine the armour values of the standardarmour types.

    StandardArmour

    ARValue

    None 0Leather Armour 1 - 2Flak Armour,Light Carapace

    3

    Powered Armour 4Enclosed Powered Armour,Medium Carapace

    5

    Heavy Flak Armour,Heavy Carapace

    6

    Heavy Powered Armour 7Large Models +1

    Each point of armour has a points cost which isadded to the profile total calculated previously.

    AR 0 1 2 3 4 5 6 7

    Points Cost +0 +1 +2 +3 +5 +8 +12 +20

    Riot Shield CostIf a model is equipped with a riot shield, it willincrease the models AR value by +1 at the pointscost shown.

    Shield AR +1

    Points Cost +1

    Armoured MountIf a cavalry mount is armoured, it will add a further+1 to the models armour value at the points costshown.

    Armour AR +1

    Points Cost +3

    Remember that a cavalry model is a combinedprofile of the rider and mount, so the armour valuefor the whole model is calculated, rather than forrider and mount individually.

    Example: A model wearing powered armour (AR4)with a riot shield (AR+1) and riding a scaly swamplizard (AR+1) would have a total armour value of 6(AR6).

    The following maximum values for model typesare recommended.

    Max AR

    Unit Leaders 5Units 5

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

    Natural Armour ValuesNot all models will actually wear armour, somehave it "built in" as part of their natural physicalbeing.

    Models with natural armour will have a protectivevalue equivalent to a worn armour.

    Description AR Value

    None 0Toughened Hide 1 to 2Scaly Hide 3 to 4Carapace 5 to 6Large Creature +1

    A large model may have an additional +1 armourto reflect its sheer mass at no extra points cost.

    Armour VariationsThere will be other types of armour that do not fall

    neatly into the categories specified. It is up toplayers to allocate an armour value to modelsappropriate with their actual appearance.

    Adding Armour ResilienceArmour resilience (RE) is added to the points costof the armour.

    Resilience (RE) Points Cost

    +1 1+2 3+3 6+4 10

    +5 15

    Armour resilience should not be overused andprimarily allocated to individuals, characters andmodels with special armour.

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    Weapon SelectionMost models will have a single weapon, but eachmodel may have any number of weapons.

    The models primary weapon is the mostexpensive weapon allocated to the model. In mostcases this will usually be the main weapon the

    model is actually holding.

    Second and subsequent weapons are purchasedat half the normal points cost (rounded up).

    Example: A model holding a sword with an assault rifleslung over its back will pay the full points for the mostexpensive of the two weapons, in this case the assaultrifle. The cheaper points cost secondary weapon willbe at half the points value (rounded up), in this case,the sword.

    Selecting AbilitiesModels may have additional abilities and skills thatthey have developed to increase and improve theirfighting prowess.

    Abilities are selected from the abilit ies section andare added to the points value total of the modelprofile.

    The points cost of each ability is per model.

    Selecting TraitsSome attributes of a model are more inherent tothe physical essence of a model rather than being

    skills and abilities which can be learnt throughtraining and practice. Such attributes are calledtraits.

    Some traits correspond to a physical attribute ofthe model, such as the tail attack. Others, like there-animated trait identify the type of model.

    The number of traits allocated to a model does notaffect the number of abilities that may be selected.

    The type of traits selected should be appropriateto the model, for example, a flying model shouldhave wings.

    Where shown, the points cost of each trait is permodel.

    Selecting Negative Abilities Or TraitsSome models may require a negative ability ortrait of some sort to fully reflect the character ofthe model. Negative abilities and traits have anegative points value and this is deducted fromthe models overall points cost.

    Models may have any number of negative abilitiesor traits.

    Selecting EquipmentSome items carried by a model do not fall into theability or trait categories.

    Additional equipment may be added to anymodels. Normally, equipment will not be used bybeasts or monsters, but there may well be caseswhen a creature model is depicted using orcarrying a piece of equipment of some description.

    There is no real limit to the number of equipmentitems a model may be outfitted with although anyequipment selected would normally be visible onthe model.

    Ability, Trait And Equipment MaximumsThe following maximum ability, trait and equipmentvalues for various model types are recommended.

    Recommended Maximum LevelsAbilities Traits Equipment

    Characters 5 3 5Individuals 4 3 4Unit Leaders 3 2 3

    Units 2 2 2

    Where possible, the models physical appearanceshould be the main guideline.

    Focal ModelsUnits are sometimes accompanied by acommunications specialist, a scanner specialist ora standard bearer. These models are collectivelyknown as focal models.

    A communications specialist will be in contact withall members of a unit via radio. He is able to relay

    instructions from the unit leader and generallykeep the unit operating at peak efficiency.

    Scanner specialists are able to locate enemypositions and more accurately utilise a unitsranged attacks.

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    A standard bearer will carry the regimental coloursor a totem of some sort that will inspire the unitand give them a focal point to rally around.

    To include a focal model in a unit, a model isdesignated as such and must be appropriatelyequipped.

    The special rules and the points value of focalmodels is given in the equipment section.

    Unit focal models must have the same profilecharacteristics as the models in the unit they areattached to.

    Army Battle StandardA single model in the army may be designated asthe army battle standard bearer. This is a specialstandard carried by a particularly favoured orheroic individual.

    The army battle standard bearer is created as anindividual model and will normally have a profilesuperior to the regular rank and file troopers.

    The special rules and the points value of the armybattle 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.

    Standard Model Points CostDue to the endless variety of models available for

    use in the No Limits science fiction universe, thereis no hard rule as to a maximum points cost forany models. However, when creating a force, it isup to each player to try to balance out the pointscosts of all models used in the army. Most forceswill have plenty of rank and file models along withfewer better equipped and well trained elitemodels.

    Psionics User Points ValuesAny model may be classified as a Psionic userand may therefore use Psionic effects.

    The following points are added to the profilecreated for the Psionic user depending on thelevel selected.

    User Level Points

    Neophyte 0 3Novice 1 8Seer 2 12Master 3 20Grand Master 4 32

    There are five levels of Psionics user. Each levelallows the model to take one Psionic effect exceptfor Neophyte level models who collectively learn asingle effect.

    If a whole unit, such as a unit of Demons, is to beclassified as psionic users, then they may neverexceed Level 0 in their mastery. That is to say,they may only ever have one psionic effect and allthe models in the unit must have the same psioniceffect and cast it collectively.

    In addition to the psionic level cost, each psioniceffect has a points value which must be added inthe same way that weapons are added to amodels total cost.

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

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    Standard Combination ModelsWhen a model is riding a motorcycle, jet bike orother such techno transport, the means oftransport does not require its own profile. Instead,the model profile of the trooper and his mode oftransport are combined into a single line profile.

    Effectively, the trooper may have additionalstrength (ST), toughness (T) and wounds (W) toreflect the sturdiness of the vehicle he is using.

    The vehicle cannot attack of its own accord, andso does not require separate ranged attack (RA),close combat (CC) or strength (ST).

    Marlin Jet BikeAC RA CC ST T W CO AR

    10 6 5 5 6 3 7 4

    Flying (1AC=3)

    Move & Fire LMG (10/+1, 20/+0, 30/-1, RoA 3, ST6)

    The example above details a flying jet bikeequipped with a Light Machine Gun. The modelprofile has combined the jet bike profile with that ofthe driver to give a single line profile.

    The higher strength (ST), toughness (T), wounds(W) and armour (AR) all reflect the benefit of ridinga vehicle made from strong materials.

    The use cost (UC) of ranged weapons does notneed to be shown as any ranged weapons may befired once during the models activation.

    Special Combination ModelsSome models may be mounted on a special steedwhich is a living creature in its own right. Basiccavalry steeds have the rider and steed profilecombined into a single profile. When the rider ismounted on a more unusual beast, such as aprehistoric beast or a demonic creature, the steedmay have some special abilities or attacks whichcan be used during gameplay.

    Example: A beast with a long tail may be given the tailattack trait. The rider cannot use this ability in closecombat.

    The profile has the rider as the main element ofthe model, with the steed as a secondary element.Some of the model attributes will be common toboth of the elements of the model. These are thenumber of actions (AC), toughness (T), wounds(W), command (CO) and armour (AR) values. The

    elements that are separate are the ranged attack(RA), close combat (CC) and strength (ST).

    Each element of the model may be equippeddifferently of have different special abilities.

    Ziekee Cavalry

    AC RA CC ST T W CO AR10 5 6 4 7 3 7 6

    ThakosaurAC RA CC ST T W CO AR

    - 2 5 6 - - - -

    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)

    Ziekee Thakosaur Cavalry(model FASA)

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    Motorcycle & DriverAC RA CC ST T W CO AR

    10 6 5 5 6 3 7 4

    Sidecar GunnerAC RA CC ST T W CO AR

    - 6 5 4 - - - - Wheeled

    Rapid Move (1AC=2)

    Move & FireDriver

    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 fightat the same time, but at the higher action cost ofthe two models attacks. That is to say, if the riderhas 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 detailedabove is involved in a melee. The driver may fire his

    pistol in close combat for 4 actions (AC). The sidecargunner is only equipped with a heavy machine gunwhich may not be used in close combat. The sidecargunner may still make an improvised attack at his ownbase strength (ST) for 3 actions (AC). In combat, thedriver and the sidecar gunner may make their closecombat attacks at the same time, but they areresolved at the higher action (AC) cost, in this case, 4

    actions (AC) for the pistol.

    Combination model profiles can be created forcharacter models where the model is riding aspecial or unusual mount.

    BeastmasterAC RA CC ST T W CO AR

    10 5 6 4 7 5 7 6

    TricerosaurAC RA CC ST T W CO AR

    - 0 5 7 - - - -

    Beastmaster

    Electro-Lance

    Shock ShieldTricerosaur

    Horns

    Tail Attack

    Calculating Combination ModelsWhen calculating the points cost of a combinedmodel, the points cost of all the elements is addedup to find the total points cost of the model.

    The best way to calculate a combination model isto first create the profile for the main element or

    model. This will consist of all the profilecharacteristics starting with the number of actionsto the command value. The second and (ifrequired) the third elements are then costed.These will only consist of the ranged attack, closecombat and strength values. In the case ofinanimate objects such as chariots, the rangedattack and close combat values may not berequired. Once the profile has been created, thearmour value may be selected. The armourapplies to the model as a whole and individualmodel elements do not have their own armourvalue. Weapons and abilities are selected in thenormal way. Different model elements of thecombination model may have different weapons orabilities although they will all usually get used atthe same time. It is just more convenient andsomewhat easier to understand if weapons are"assigned" to a model element.

    Sovereign SkimmerAC RA CC ST T W CO AR

    - - - 7 - - - -

    DriverAC RA CC ST T W CO AR

    10 6 5 4 7 4 7 6

    Gunner x 2AC RA CC ST T W CO AR

    - 6 5 4 - - - -

    Anti-Grav Skimmer

    Rapid Move (1AC=2)Driver & Gunner x 2

    LMG

    Sovereign Skimmer(model by Ground Zero Games)

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    Creating Large Vehicle ProfilesLarge vehicle models are obviously much tougherthan smaller units and can thus take a lot moredamage before they are destroyed.

    Wounds/DamageLarge vehicles may have a much higher wound(W) value than medium sized models.

    W 1 2 3 4 5 6 7 8

    Points Cost +0 +10 +20 +35 +50 +65 +80 +100

    Each additional wound over 8 costs 20 points.

    W 9 10 11 12 13 14 15 etc

    Points Cost +120 +140 +160 +180 +200 +220 +240

    There is no realistic way of producing a formula toallocate wounds to a model based on size ormass. Much will depend on the construction of the

    model, the level of technology, or in the case of aliving model, its physical resilience.

    Reaper Battle Titan(model by Armorcast 1999,

    from a Games Workshop design)

    When creating a very large model profile, the onlyway to produce a fair wound level is to playtestagain and again.

    When you are done, play against the model to seejust how tough you made it.

    2D10 Armour SaveVery large models with more than 8 woundsshould not have the 2D10 armour save feature. Inaddition, a high toughness (T) value in conjunctionwith the 2D10 armour save should be avoided asmodels will become very difficult to damage.

    Allocating The Damage TrackerThe damage tracker will have a number of cellsequal to the total number of wounds (damage) amodel can take before it is destroyed.

    When designing a custom damage tracker, atleast one movement (Mv) cell and one weapon(Wp) cell should be present on each row of 5complete wounds. The suggested ratio is onemovement (Mv) cell every four cells and oneweapon (Wp) cell every five cells. Ideally, thenumber of weapon (Wp) cells should be one lessthan the total number of weapons on the model.

    This may require that two weapon (Wp) cells arepresent on low wound total models.

    Damage Tracker

    1 Wp Mv WpA 5 wound damage tracker

    Example : The Zeus Fire Support Walker has a total offive wounds yet is heavily armed with three mainweapons (chain gun, missile launcher and a powerfist). Consequently, the damage tracker has twoweapon (Wp) cells and a single movement (Mv) cell.

    Damage Tracker

    1 2 3 Mv Wp

    6A 7 wound damage tracker

    Damage Tracker

    1 2 3 Mv Wp

    6 7 Mv Wp 1011 Mv Wp 14 15Mv Wp 18 19 Mv

    Wp 22A 23 wound damage tracker

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    Close Combat Weapon CreationA wide selection of close combat and rangedweapons are available in the armoury section. Youmay however feel the need to create a particularweapon profile not listed in the selection available.

    Weapons are either basic close combat weapons

    or powered energy weapons.

    SwordUC SR MR LR RoA ST

    4 Close Combat 1 +1Points Cost 3

    Electro SwordUC SR MR LR RoA ST

    5 Close Combat 1 6

    Penetration Modifier 2

    Points Cost 11

    In most instances, a weapon required for aspecific model may have the same performancecharacteristics as an existing weapon. If an ElectroSword is required for a custom model profile, theprofile for a standard Energy Sword could be usedand so have the same points value.

    NSSR Officer with Energy Sword painted by Gurth(model FASA)

    Close Combat Rate Of Attack

    Most close combat weapons will have a singleattack per use. Some more powerful weaponsmay have an increase rate of attack.

    RoA 1 2 3 4

    Points Cost +0 +5 +10 +15

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

    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 ofattack (RoA) of 2 or more may only inflict 1 damage(DA) per hit.

    Close Combat Weapon StrengthThe strength (ST) for the close combat weaponmust be defined as either a strength (ST) bonuswhich is added to the models base strength (ST)or a powered energy weapon which has a fixedstrength (ST).

    Remember that the total strength of an attack willstill automatically have an armour modifier (AM).

    WeaponStrength

    ArmourModifier

    5 06 -17 -28 -39 -410 -5

    Basic Close Combat Strength BonusThe basic close combat strength bonus is addedto the models standard strength value.

    ST +0 +1 +2 +3

    Points Cost +0 +3 +8 +14

    Use Cost (UC) 3 4 5 6

    The total strength (ST) of an attack may neverexceed 10. If the models strength (ST) plus theweapon strength (ST) bonus totals 11 or more, thestrength of the attack is resolved at strength (ST)10.

    Powered Weapon StrengthPowered energy weapons have a fixed strength(ST) value.

    ST 4 5 6 7 8 9

    Points Cost +0 +3 +8 +14 +21 +29Use Cost (UC) 3 4 5 6 7 8

    The strength (ST) of powered energy weapons isnot added to a models base strength (ST).

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    Close Combat Weapon DamageMost weapons will only inflict a single damage(DA) point for each successful wound.

    A few powerful weapons may inflict an extrawound on a successful attack.

    DA 1 2Points Cost +0 +10

    If the damage (DA) value is greater than 1, therate 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.

    Close Combat Weapon Use CostThe base cost for an improvised close combatattack 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 theuse cost (UC) required by 1 action (AC).

    ST +0 +1 +2 +3

    Use Cost 3 4 5 6

    Example : A close combat weapon with a strength(ST) of +2 will require 2 additional actions (AC) to beused 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 differentuse cost (UC) formula. The starting point is astrength (ST) 4 powered weapon requiring 3actions (AC) to use. For each additional point ofstrength (ST), the use cost (UC) is increased by 1.

    ST 4 5 6 7 8 9

    Use Cost 3 4 5 6 7 8

    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) forthe weapon to be used.

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

    Example : A close combat weapon which inflicts 2damage (DA) will require 1 extra action (AC) for theweapon to be used..

    The extra use cost (UC) required to use a weaponis cumulative.

    Example : A close combat weapon with a strength(ST) of +1 and a rate of attack (RoA) of 2 will require 2additional actions (AC) for the weapon to be used, 1for the extra strength (ST) and 1 for the extra rate ofattack (RoA).

    Extended Reach Points CostSuitable weapons may have the extended reachspecial rule.

    Reach 1 1 2

    Points Cost +1 +2 +4

    Charge Restricted WeaponsA close combat weapon may be created which isonly allowed to be used on a charge action. Torepresent this restricted usage, the points cost of

    the weapon is reduced by 2. In addition, the usecost (UC) of the weapon is also reduced by 1action.

    Charge Only

    Points Cost -2Use cost (UC) -1

    Creature Close Combat WeaponsA special close combat attack does have to berestricted to a weapon being carried by a model.Some creatures may well have innate weapons orabilities built into their bodies. These may be

    optional weapons such as massive fists or rendingjaws.

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

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    Ranged Weapon CreationStandard ranged combat weapons cover itemssuch as pistols and rifles. Profiles for standardweapons are provided in the armoury section. If analternative weapon is required, these rules providethe guidelines for creating a unique weaponprofile.

    Maximum Range Points CostThe maximum range of the weapon must beselected. The following range bands are availableat the points cost shown.

    SR MR LR Points Cost

    3 6 9 -24 8 12 -15 10 15 06 12 18 18 16 24 2

    10 20 30 3

    12 24 36 5

    Standard ranged weapons have a maximum rangeof 36.

    Range Modifier Points CostThe range modifiers for all ranged weapons is +1for short range (SR), +0 for medium range (MR)and 1 for long range (LR).

    Standard ranged weapons may select alternativerange modifiers at the points shown.

    SR MR LR Points Cost

    +0 -1 -2 -2+1 +0 -1 +0+0 +1 +0 +1-1 +0 +1 +2+2 +1 +0 +3

    Rate Of AttackThe rate of attack (RoA) of a ranged weaponreflects how many times the weapon can fire ashot when activated. Most weapons will fire onlyone round, but automatic weapons such as

    machine guns and assault rifles may fire additionalrounds.

    RoA 1 2

    Points Cost +0 +5

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

    Ranged Combat StrengthThe strength of a ranged weapon is determined bythe following table.

    ST 3 4 5 6

    Points Cost -1 +0 +2 +5

    Ranged Weapon DamageMost weapons will only inflict a single damage(DA) point for each successful wound.

    A few powerful weapons may inflict an extrawound on a successful attack.

    DA 1 2

    Points Cost +0 +10

    If the damage (DA) value is greater than 1, therate 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.

    Ranged Weapon Use CostThe base cost for a strength (ST) 4 rangedweapon 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 5will require 4 actions (AC) to be used.

    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 theweapon to be used.

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

    The extra use cost (UC) required to use a weaponis cumulative.

    Example : A close combat weapon with a strength(ST) of +1 and a rate of attack (RoA) of 2 will require 2additional actions (AC) for the weapon to be used, 1for the extra strength (ST) and 1 for the extra rate ofattack (RoA).

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    Heavy Weapon CreationThese guidelines allow for the creation of customheavy weapons and support weapons.

    A heavy support weapon is defined as a weaponwith a rate of attack (RoA) greater than 2, orstrength (ST) greater than 6.

    A heavy weapon may be carried by a model ormounted on a weapon chassis or gun carriage.

    In addition to the heavy weapon, the modelcarrying the weapon or the crew must also bepurchased at additional points cost.

    Support Weapon Chassis ProfileIn the event that the heavy support weapon is tobe mounted on a chassis or gun carriage, it willhave the following toughness (T), wounds (W) andarmour (AR) profile.

    ChassisAC RA CC ST T W CO AR

    - - - - 6 2 - 4

    There is no points cost for the standard chassis.

    The toughness (T) of the weapon chassis may bealtered at the following points cost.

    T 5 6 7 8 9

    Points Cost -5 +0 +16 +21 +35

    The wounds (W) value of the weapon chassis maybe altered at the following points cost.

    W 1 2 3 4

    Points Cost -5 +0 +10 +20

    Heavy Weapon Range Points CostThe range cost for a heavy weapon is the same asthe range cost for a standard ranged weapon butthe maximum range may be greater.

    SR MR LR Points Cost

    3 6 9 -24 8 12 -15 10 15 06 12 18 18 16 24 2

    10 20 30 312 24 36 515 30 45 820 40 60 12

    Rate Of Attack Or Blast EffectA heavy weapon may have a rate of attack (RoA)value greater than 1 or use a blast effect but notboth. When creating a heavy weapon, select themethod of attack best suited to the weapon.

    Spug Laser Cannon painted by Chris Gilders(model Spriggan Miniatures)

    Rate Of Attack Points CostHeavy weapons such as machine guns will fire ahail of slugs at their target.

    RoA 1 2 3 4 5 6 7 8

    Points Cost +0 +5 +10 +15 +20 +25 +30 +35

    Any weapon with a rate of attack greater than 2 isclassified as a heavy weapon.

    Only very large vehicles or building mountedheavy weapons may have a rate of attack (RoA)greater than 4.

    Blast Template Points CostHeavy weapons that fire some sort of explosiveordnance will use a blast template.

    TemplateSize

    Points Cost

    1 3

    1 4

    2 6

    2 9

    3 123 164 22

    All blast template measurements refer to thediameter of the template.

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    Heavy Weapon Strength Points CostHeavy weapon strength is capable of being muchhigher than a hand held ranged weapon.

    ST 0 1 2 3 4

    Points Cost -4 -3 -2 -1 +0

    ST 5 6 7 8 9Points Cost +2 +5 +9 +14 +22

    Most heavy weapons would have a minimumstrength value of 6.

    Hydrissian Minigun Platform(model Alpha Forge Games)

    Heavy Weapon DamageMost weapons will only inflict a single damage

    (DA) point for each successful wound.

    A few powerful weapons may inflict an extrawound on a successful attack.

    DA 1 2

    Points Cost +0 +10

    If the damage (DA) value is greater than 1 or theweapon 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.

    Example : A high explosive needle launcher fires asingle megabolt. The weapon has a rate of attack(RoA) of 1, but will inflict 2 damage (DA) on asuccessful hit.

    Zero Strength WeaponsHeavy weapon blast templates that inflict nodamage will benefit from a reduction in the totalpoints cost.

    In addition to the 4 points for a strength (ST) ofzero, the cost of the area effect blast template is

    halved (rounded up).

    Heavy Weapon Use CostThe base use cost (UC) for a strength (ST) 6heavy weapon with a rate of attack (RoA) of 1 is 4actions (AC).

    For each additional point of strength (ST)conferred by a heavy weapon, increase the usecost (UC) required by 1 action.

    Example : A heavy weapon with a strength (ST) of 8and 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 tobe used.

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

    The extra use cost (UC) required to use a heavyweapon is cumulative.

    Example : A heavy machine gun with a strength (ST)of 7 and a rate of attack (RoA) of 4 will require 8actions (AC) for the weapon to be fired, 1 for the extrastrength (ST) and 3 for the extra rate of attack (RoA).

    Rate Of Attack (RoA)Strength(ST) 1 2 3 4

    5 3 4 5 66 4 5 6 77 5 6 7 88 6 7 8 9

    9 7 8 9 10Use cost (UC) summary table by

    strength (ST) & rate of attack (RoA)

    If the heavy weapon uses a blast template, theuse cost (UC) is based on the area effect and theweapon strength (ST).

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    The base cost for a strength (ST) 6 heavy weaponwith an area effect of 1 is 5 actions (AC).

    Blast Area (inches)Strength(ST) 1-1 2-2 3-3 4

    5 4 5 6 76 5 6 7 87 6 7 8 9

    8 7 8 9 109 8 9 10 11

    Use cost (UC) summary table bystrength (ST) & blast area effect

    Heavy weapons that inflict no damage have afixed use cost (UC) of 5.

    Strength To Area Effect RatioAs above, it is recommended that somerestrictions be enforced when selecting an areaeffect template.

    TemplateSize

    MaximumStrength

    1 9

    1 8

    2 7

    2 6

    3+ 5

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

    Combination WeaponsSome weapons such as missile launchers arecapable of using a variety or munitions. Forexample, a missile launcher may be equipped withanti-personnel fragmentation missiles and highexplosive vehicle buster missiles.

    To calculate the points value of a combinationweapon, the weapon is calculated as normal withthe highest strength munition.

    The second munition type must be of an equalor lower strength value.

    The range may not exceed the range specified

    on the primary munition type.

    All weapon attributes (except range) for thesecond munitions type are calculated as normaland then reduced by 50% (rounded up).

    Heavy Combination WeaponThe following sample weapon details a missilelauncher capable of firing both high explosivestrength (ST) 7 missiles as well as strength (ST) 6anti-personnel fragmentation missiles.

    Missile Launcher: Dual

    UC SR MR LR RoA ST DA6 15/+1 30/+0 45/-1 See below

    Anti-Tank High Explosive

    Indirect

    2 Blast

    Strength (ST) 7

    Penetration Modifier (PM) 1

    Knock ProneFragmentation

    Indirect

    3 Blast

    Strength (ST) 6

    Knock Prone

    The high explosive element of the weapon has thehigher strength (ST) value and so is calculated asfollows:

    Range 15/+1, 30/+0, 45/-1 +8 pointsStrength 7 +9 pointsPenetration Modifier -1 +1 point2 Blast Template +6 pointsKnock Prone +2 pointsIndirect +3 pointsSub-Total 29 points

    The fragmentation element has a lower strength(ST) than the highexplosive missile and iscalculated as follows:

    Range (as above, or less) +0 pointsStrength 6 +5 points3 Blast Template +12 pointsKnock Prone +2 pointsIndirect +3 pointsSub-Total 22 points

    The secondary element of the weapon is thenreduced is points value by 50% (rounding up) andadded to the primary weapon element.

    High explosive points cost +29 pointsReduced frag points cost +11 pointsTOTAL 40 points

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    Standard Combination WeaponA standard assault rifle may be upgraded to carrya secondary mode of fire. In this example, agrenade launcher has been added.

    Bulldog Support RifleUC SR MR LR RoA ST DA

    6 10/+1 20/+0 30/-1 See below

    Assault Rifle

    Rate Of Attack (RoA) 2

    Strength (ST) 6Underslung Grenade Launcher

    Indirect

    2 Blast

    Strength (ST) 6

    Both elements of this combination weapon haveequal strength (ST) so either can be calculated asthe primary element. The assault rifle element is

    calculated as follows:

    Range 10/+1, 20/+0, 30/-1 +3 pointsRate of attack (RoA) 2 +5 pointsStrength 6 +5 points

    Sub-Total 13 points

    The grenade launcher element is calculated asfollows:

    Range (as above) +0 pointsStrength 6 +5 points2 Blast Template +6 pointsIndirect +3 points

    Sub-Total 14 points

    The secondary element of the weapon is thenreduced is points value by 50% (rounding up) andadded to the primary weapon element.

    Assault rifle points cost +13 pointsReduced grenadelauncher points cost

    +7 points

    TOTAL 20 points

    NSSR Trooper painted by Robert Fransgaard(model FASA)

    Self Destructing ModelsModels that self destruct, such as human bombsor drift mines, have a points value reduction toreflect their limited use.

    The model may not be armed with any ranged orclose combat weapon. The model is reduced to

    25% of its normally calculated points value(rounded up). There is a minimum points value of9 points.

    The model profile is calculated normally withpoints being paid for actions through to an armourvalue.

    The next stage is to select the blast template sizerequired.

    TemplateSize

    Points Cost

    1 31 42 6

    2 93 12

    3 164 22

    Select the strength (ST) required for the blast.

    ST 4 5 6 7 8 9

    Points Cost +0 +2 +5 +9 +14 +22

    After abilities and traits have been added, the totalcost of the model is reduced to 25% of its normallycalculated value (rounded up). There is aminimum value of 9 points.

    For example, an NSSR Rad Hound with anexplosive device would be calculated as follows:The main profile is calculated at 24 points. Rapidmove is an additional 6 points. The 3 blast is 12points, with the strength 5 costed at 2 points. Theknock prone cost is an extra 2 points. Thisproduces an initial value of 46 points. This isreduced to 25% of the cost and rounded up to 12points.

    Rad HoundAC RA CC ST T W CO AR

    10 2 6 4 4 1 6 -

    Rapid Move

    Self Destruct 3 Blast, ST 5, Knock Prone

    Points Cost 12

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    Teardrop Template CreationThe teardrop templates tend to be used byweapons such a flame throwers or creatures withthe ability to spray an attack.

    Teardrop Weapon Chassis ProfileIn the event that the teardrop weapon is to bemounted on a chassis or gun carriage, it will havethe following toughness (T), wounds (W) andarmour (AR) profile.

    ChassisAC RA CC ST T W CO AR

    - - - - 6 2 - 4

    As with heavy weapons, there is no points cost forthe standard chassis.

    Toughness (T) may be increased at the following

    points cost.

    T 5 6 7 8 9

    Points Cost -5 +0 +16 +21 +35

    Wounds (W) may be increased at the followingpoints cost.

    W 1 2 3 4

    Points Cost -5 +0 +10 +20

    Teardrop Weapon Strength Points CostThe strength (ST) of the teardrop attack is

    calculated at the same points cost as heavyweapons.

    ST 3 4 5 6 7 8 9

    Points Cost -1 +0 +2 +5 +9 +14 +22

    Teardrop Template Points CostThe teardrop template can potentially cover manytargets. The following table provides the pointscost of the three template sizes available.

    TemplateSize

    PointsCost

    Small (TTS) 2Medium (TTM) 6

    Large (TTL) 12

    Teardrop Template Use CostThe use cost (UC) for teardrop template attacksvaries with the size of the template.

    There is a fixed use cost (UC) associated witheach template size regardless of weapon strength(ST).

    TemplateSize

    Use Cost(UC)

    Small (TTS) 4Medium (TTM) 5

    Large (TTL) 6

    Strength To Area Effect RatioIt is recommended that the following strength (ST)restrictions be enforced when selecting theteardrop template size.

    TemplateSize

    MaximumStrength

    Small (TTS) 8Medium (TTM) 7

    Large (TTL) 6

    As a rule, weapon strength (ST) should decreaseas the area effect increases.

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    Creating GrenadesGrenades may be created by selecting the blasttemplate size and the strength (ST) required.

    Area Effect Points CostThe area effect points cost of grenades is given inthe table below.

    TemplateSize

    PointsCost

    21 3

    1 42 62 93 12

    3 164 22

    Grenade Strength Points CostThe strength (ST) of most grenades will notexceed 6.

    ST 0 1 2 3 4 5 6

    Points Cost -4 -3 -2 -1 +0 +2 +5

    Exceptionally powerful grenades may be createdsparingly.

    ST 7 8 9

    Points Cost +9 +14 +22

    Anti-vehicle grenades such as Nova Bombs andPlasma grenades may have a high strength (ST)but they generally create a very small area effectblast.

    Indirect GrenadesGrenades are by their very nature designed to bethrown. Grenades gain the indirect special rule forno additional points cost.

    Grenade Use CostThe use cost (UC) for grenade attacks is fixed at 4actions (AC) plus an additional action (AC) foreach inch of blast template used (rounded up).

    The use cost (UC) of grenades is summarised inthe table below.

    TemplateSize

    UseCost

    1 51 2 62 3 7

    Strength To Area Effect RatioAs previously mentioned, it is recommended thatsome restrictions be enforced when selecting thean area effect template.

    Template

    Size

    Maximum

    Strength1 9

    1 8

    2 7

    2 6

    3 5

    As a rule, weapon strength (ST) should decreaseas the area effect increases.

    Zero Strength GrenadesGrenades that do not inflict damage benefit from areduction in the points cost.

    In addition to the 4 points for a strength (ST) ofzero, the cost of the area effect blast template ishalved (rounded up).

    Grenades that inflict no damage have a fixed usecost (UC) of 5.

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    Weapon Special RulesSome weapons can have special rules whichenhance their performance and make the weapona bit different from standard weapons. Themajority of these special rules are really intendedfor heavy weapons, but the penetration modifierand knock prone are also suitable for some close

    combat and standard ranged combat weapons.

    Range Modifier Points CostThe standard range modifiers for all rangedweapons is +1 for short range (SR), +0 formedium range (MR) and 1 for long range (LR).

    Standard ranged weapons may select alternativerange modifiers at the points shown.

    SR MR LR Points Cost

    +0 -1 -2 -2+1 +0 -1 +0

    +0 +1 +0 +1-1 +0 +1 +2+2 +1 +0 +3

    Heavy weapons may not have their range modifierchanged.

    Penetration Modifier Points CostThe penetration modifier (PM) may be allocated toany close combat or ranged combat weapon. It isusually used for special weapons that wouldpunch through armour with ease.

    PM +0 -1 -2 -3

    Points Cost +0 +1 +3 +6

    The Penetration modifier (PM) cost is per rate ofattack (RoA).

    Example : A weapon with a rate of attack (RoA) valueof 2 and a required penetration modifier (PM) of 1 willcost 2 x +1 points for a penetration modifier cost of +2

    points in total.

    Area Effect Penetration Modifier PointsHeavy weapons that use blast templates may

    utilise a penetration modifier at the following pointscost.

    Blast Area (inches)PM

    1-1 2-2 3-3 4

    -1 +1 +2 +3 +4-2 +3 +6 +9 +12-3 +6 +12 +18 +24

    As a rule, a penetration modifier (PM) will only beused for high strength weapons.

    Remember that strength (ST) 6 and above have abuilt in armour modifier (AM). The following tablesummarises the strength (ST) of an attack with anadded penetration modifier (PM).

    ST AM PMTotal

    Modifier

    5 0 -1 -16 -1 -1 -26 -1 -2 -37 -2 -1 -37 -2 -2 -48 -3 -1 -4

    etc

    Knock Prone Points CostSome hard hitting weapons can knock anopponent to the ground, even if a wound is notinflicted.

    Knock Prone

    Points Cost +2

    Indirect Fire Points CostThe indirect special rule allows a heavy weaponthat utilises a blast template to fire overintervening models.

    Indirect

    Points Cost +3

    Weapons that use the indirect special rule wouldnormally be capable of firing their projectile in ahigh arc, such as a grenade launcher or a mortar.

    Projectile Travel Points CostThe power of some heavy weapons means thatthe projectile will continue to travel after strikingthe first target.

    Travel D5 D10

    Points Cost +2 +4

    Projectile travel may not be allocated to a weaponwith a rate of attack (RoA) of greater than 1 or aweapon which uses any blast or teardroptemplate.

    This ability is best suited to weapons that fire largepiercing projectiles such as harpoon guns and boltthrowers.

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    Additional Damage / WoundIt is rare for a weapon to inflict more than onewound when successfully damaging a target.

    Damage 1 2

    Points Cost +0 +10

    Additional damage (DA) may not be allocated to aweapon with a rate of attack (RoA) of greater than1 or a weapon which uses any blast or teardroptemplate.

    Allocating the extra wound ability to a weaponshould be restricted to special close combatweapons and heavy weapons.

    Ranged Weapons Use In Close CombatSome standard ranged weapons may be used inclose combat. These will tend to be small singlehanded weapons such as pistols.

    CC Use

    Points Cost +1

    Residual Smoke CostWeapons that use a blast template may leaveresidual smoke after the initial blast.

    The points cost of such a template is half thepoints cost of the original area effect (rounded up).

    Template

    Size

    Residual Smoke

    Points Cost1 2

    1 2

    2 3

    2 5

    3 63 84 11

    The residual smoke points cost is added to theweapon cost.

    When used, a smoke template of equal size to the

    original blast remains in play. It will subsequentlyfollow the rules for smoke during the compulsoryeffects phase.

    Residual Damage CostThe cost of residual damage is equal to half thestrength points cost (rounded up).

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

    Residual Cost +0 +2 +4 +7 +11 +15

    For example, residual damage on a weapon withstrength (ST) of 7 would cost 7 points. Thesepoints are added to the cost of the weapon anddetailed as a special rule.

    Shard InjectorUC SR MR LR RoA ST DA

    6 Close Combat 1 7 1

    Penetration Modifier 2

    Residual Damage: When a target model isdamaged by a Shard Injector, place a single residualdamage counter next to the model. Each time the

    model is subsequently activated, it will suffer anotherimmediate strength (ST) 7 damage roll. There is noneed to roll to hit and the target does not get an armoursave, just the damage roll is made.

    Points Cost 24

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

    A weapon that inflicts residual damage may nothave a rate of attack (RoA) greater than 1.

    Residual damage may not inflict more than asingle point of damage although the initial attackmay inflict an extra damage point if paid for in thenormal manner.

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    Dozer Chieftain painted by Gurth(model FASA)

    Comments On Creating ProfilesAs has been stressed before, the profile should asmuch as possible match the physical appearanceof the model in question. This is the central goldenrule when creating a model profile.

    Sometimes you may feel it is necessary to bend

    the model creation guidelines to create the modelprofile you are after. The points for the profilecharacteristics however, should not be adjusted.

    The abilities section has some restrictions on theallocation of certain abilities to units, you mayhowever feel it is necessary to use an abilityusually restricted to an individual or character for aunit.

    A particular model may need a special rule orability created for it to accurately reflect themodels characteristics or how it would behave in

    our science fiction reality.

    When creating a standard model that uses a large40mm base for example, you may feel the modelprofile requires more than one wound (W) or anextra special skill, or indeed the allocation of threeabilities instead of the normal two.

    It is important to remember that these pages oncreating a profile offer some hard and fast rulesand some guidelines. The objective is to make abalanced army with strengths as well asweaknesses.

    The final test after creating a custom armyis to not play with it, but to play against it!There is no better way to see if an army isunbalanced or, to use a term favoured bysome wargaming forums, cheesy orbeardy.

    Just remember,its a game,

    have fun.

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    Sample Unit ProfilesSome suggested model profiles are detailed hereto give some examples as to the values that couldbe used for different races.

    The FederationThe Federation is an amalgamation of humanforces operating under a single flag. As they callupon a large number of worlds, their forces arewide and varied.

    CommanderAC RA CC ST T W CO AR

    10 7 7 6 5 2 8 5

    Individual

    Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5, CC)

    Powered ArmourPoints Cost 70

    SergeantAC RA CC ST T W CO AR

    9 6 6 4 5 2 7 3

    Unit leader

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

    Flak Armour

    Points Cost 47

    Federation Sergeant painted by Gurth(model FASA)

    InfantryAC RA CC ST T W CO AR

    9 6 5 4 4 1 6 3

    4 to 10 models

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

    Flak Armour

    OptionsOne 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

    Heavy Assault Marines painted by Chris Gilders(models Target Games)

    Heavy Assault Marine SergeantAC RA CC ST T W CO AR

    10 7 6 5 4 1 7 5

    Heavy Assault MarineAC RA CC ST T W CO AR

    10 6 6 5 4 1 6 5

    1 Sergeant with 4 to 8 troopers

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

    Powered Armour

    OptionsOne trooper in three may take a heavy weapon.

    HMG for +20 points(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)

    Frag Missile Launcher for +14 points(UC7, 15/+1, 30/+0, 45/-1, 3 Blast, ST6)

    One model in four may be equipped withgrenades at extra points cost

    Sergeant Points Cost 58

    Trooper Points Cost 52

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    Space OrcsThe Orcs are all over the galaxy. They are largetough green skinned brutes who revel in combat,even among themselves.

    Space Orc GuvnorAC RA CC ST T W CO AR

    10 6 6 5 6 2 7 3

    Unit Leader, 1 per unit

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

    Flak Armour

    Points Cost 60

    Space Orc GruntAC RA CC ST T W CO AR

    8 5 5 5 5 1 5 3

    4 to 8 models per unit Blaster

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

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

    Flak Armour

    Points Cost 27

    Grymn: Space DwarvesThe dwarf race is widespread across the cosmoswith settlements common on harsh mining worlds.

    Dwarf engineering is renowned and the quality oftheir weaponry is second to none.

    Heavy infantry SergeantAC RA CC ST T W CO AR

    8 6 6 5 5 1 7 3

    Heavy Infantry TrooperAC RA CC ST T W CO AR

    8 6 6 5 5 1 6 3

    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)

    Sergeant Points Cost 51

    Trooper Points Cost 39

    The Duat: UndeadEven after death, the bodies of the slain arereanimated to become servants of the Duat. Thegreat undead demon Ahmitt is the Devourer ofSouls and will take a temporary form to lead anarmy in conquest of the living world.

    Devouress HostAC RA CC ST T W CO AR

    12 7 7 6 6 3 8 0

    Re-animated, Incorporeal

    Evade

    Psionic User (Level 3), Adept

    Staff(UC4, ST+1, Reach 2)

    Points Cost 138

    Favoured Chontament painted by Gurth(model FASA)

    Favoured ChontamentAC RA CC ST T W CO AR

    8 5 6 5 4 2 6 4

    1 per unit, Undead Warrior unit leader

    Re-animated

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

    Heavy Armour

    Points Cost 45

    Undead WarriorAC RA CC ST T W CO AR

    8 4 5 4 5 1 3 0

    4+ per unit

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

    Points Cost 17

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    No Limits: Force Creator

    www.WargamesUnlimited.com Page 3.25 v1.2 October 2006

    ArachnidsSwarms of giant Arachnid bugs have been foundall over the galaxy. Some species have moreintelligence than others. Most exist just to feed. Allare deadly.

    QueenAC RA CC ST T W CO AR

    12 2 8 7 7 4 8 6

    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 146

    Warrior BugAC RA CC ST T W CO AR

    10 2 6 5 6 2 6 3

    Quick Move (1AC=1)

    Devour (Trait)

    Claws (UC4, RoA2, ST+0, PM-1)

    Jaws (UC5, ST+2, PM-2)

    Points Cost 61

    Stinger BugAC RA CC ST T W CO AR

    10 2 5 4 5 1 7 -

    Devour (Trait)

    Flying (1AC=3)

    Stingers (UC4, ST+1)

    Points Cost 38

    Slasher BugAC RA CC ST T W CO AR

    10 2 6 5 5 2 7 3

    Quick Move (1AC=1) Devour (Trait)

    Pincer Claws (UC3, ST+0)

    Jaws (UC4, ST+1, PM-1)

    Points Cost 50

    Slasher Bio-BugAC RA CC ST T W CO AR

    10 2 6 5 5 2 7 3

    Quick Move (1AC=1)

    Devour (Trait)

    Bio Acid Spray(UC6, ST6, Large Teardrop Template)

    Jaws (UC4, ST+1, PM-1)

    Points Cost 65

    Skitter BugAC RA CC ST T W CO AR

    8 2 6 5 5 1 6 2

    Quick Move (1AC=1)

    Devour (Trait)

    Claws (UC3, ST+0)

    Jaws (UC4, ST+1, PM-1)

    Points Cost 29

    Larvae BugAC RA CC ST T W CO AR

    9 2 5 4 4 1 5 -

    Quick Move (1AC=1)

    Devour (Trait)

    Team Work

    Sacrifice

    Claws (UC3, ST+0)

    Points Cost 25

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

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    Sample Vehicle ProfilesWith the wide range of vehicles available and theendless possibilities when scratch building amodel, a model profile will vary greatly from onevehicle to another.

    Zeus Fire Support War WalkerThe single seater Zeus is an important addition tothe Federation forces. It will usually be deployed toprovide heavy support for infantry units as theytake strategic objectives.

    Weapon systems on the Zeus are variable andmay be altered depending on tacticalrequirements. The Missile Launcher, Rail Gun andthe Plasma Blaster are perhaps the most commonof the weapon options currently utilised.

    ZeusAC RA CC ST T W CO AR

    10 7 6 6 7 5 8 6

    Type WalkerCrew 1Transport None

    Chain Gun

    Shoulder Mounted Missile Launcher

    Power Fist

    Chain GunUC SR MR LR RoA ST DA

    - 12/+1 24/+0 36/-1 4 7 1

    Missile LauncherUC SR MR LR RoA ST DA

    - 12/+1 24/+0 36/-1 1 6 1

    Indirect

    2 Blast

    Knock Prone

    Power FistUC SR MR LR RoA ST DA

    7 Close Combat 2 7 1

    Penetration Modifier 2

    Damage Tracker

    1 Wp Mv Wp

    Total Points : 166

    Leviathon Heavy Battle TankThe Leviathon is a heavy battle tank usedprimarily by the Sovereigns. With its powerfulturret mounted battle cannon and supportingweapon systems, the Leviathon is a dominatingfactor on the battlefield.

    LeviathonAC RA CC ST T W CO AR

    8 7 5 7 8 12 8 7

    Type TrackedCrew 3Transport None

    1 x Battle Cannon

    2 x Missile Launchers

    Heavy Machine Gun

    Unwavering

    Battle Cannon (x1)UC SR MR LR RoA ST DA

    - 15/+2 30/+1 45/+0 1 7 2

    Indirect

    3 Blast

    Knock Prone

    Turret Machine Gun (x1)UC SR MR LR RoA ST DA

    - 12/+1 24/+0 36/-1 4 6 1

    Missile Launcher (x2)UC SR MR LR RoA ST DA

    - 20/+1 40/+0 60/-1 1 6 1

    Indirect

    3 Blast

    Knock Prone

    Minimum Range 10

    Damage Tracker

    1 2 3 Mv Wp

    6 7 Mv 9 Wp

    11Total Points : 318