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Force Creator

Warrior Bug painted by Glenn Few


(model by Ground Zero Games Sony Pictures)

No Limits Section 3

No Limits: Force Creator

Section 3 Index
Designing Profiles.............................................. 3.3
Creating A Profile ........................................... 3.3
Action Values.............................................. 3.3
Ranged Attack Values ................................ 3.3
Close Combat Values................................. 3.4
Strength Values .......................................... 3.4
Toughness Values...................................... 3.4
Wound Values ............................................ 3.4
Command Values ....................................... 3.4
Armour Values............................................ 3.5
Riot Shield Cost.......................................... 3.5
Armoured Mount......................................... 3.5
Natural Armour Values ............................... 3.5
Armour Variations....................................... 3.5
Adding Armour Resilience .......................... 3.5
Weapon Selection ...................................... 3.6
Selecting Abilities ....................................... 3.6
Selecting Traits........................................... 3.6
Selecting Negative Abilities Or Traits ......... 3.6
Selecting Equipment................................... 3.6
Ability, Trait And Equipment Maximums..... 3.6
Focal Models .............................................. 3.6
Army Battle Standard ................................. 3.7
Standard Model Points Cost....................... 3.7
Psionics User Points Values ...................... 3.7
Standard Combination Models ................... 3.8
Special Combination Models...................... 3.8
Calculating Combination Models................ 3.9
Creating Large Vehicle Profiles ................... 3.10
Wounds/Damage...................................... 3.10
2D10 Armour Save ................................... 3.10
Allocating The Damage Tracker............... 3.10
Close Combat Weapon Creation ................. 3.11
Close Combat Rate Of Attack .................. 3.11
Close Combat Weapon Strength.............. 3.11
Basic Close Combat Strength Bonus ....... 3.11
Powered Weapon Strength ...................... 3.11
Close Combat Weapon Damage.............. 3.12
Close Combat Weapon Use Cost ............ 3.12
Extended Reach Points Cost ................... 3.12
Charge Restricted Weapons .................... 3.12
Creature Close Combat Weapons ........... 3.12
Ranged Weapon Creation ........................... 3.13
Maximum Range Points Cost................... 3.13
Range Modifier Points Cost...................... 3.13
Rate Of Attack .......................................... 3.13
Ranged Combat Strength......................... 3.13
Ranged Weapon Damage........................ 3.13
Ranged Weapon Use Cost....................... 3.13
Heavy Weapon Creation .............................. 3.14
Support Weapon Chassis Profile ............. 3.14
Heavy Weapon Range Points Cost.......... 3.14
Rate Of Attack Or Blast Effect.................. 3.14
Rate Of Attack Points Cost....................... 3.14
Blast Template Points Cost ...................... 3.14

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Page 3.2

Heavy Weapon Strength Points Cost....... 3.15


Heavy Weapon Damage .......................... 3.15
Zero Strength Weapons ........................... 3.15
Heavy Weapon Use Cost ......................... 3.15
Strength To Area Effect Ratio................... 3.16
Combination Weapons ................................. 3.16
Heavy Combination Weapon.................... 3.16
Standard Combination Weapon ............... 3.17
Self Destructing Models ............................... 3.17
Teardrop Template Creation ........................ 3.18
Teardrop Weapon Chassis Profile............ 3.18
Teardrop Weapon Strength Points Cost .. 3.18
Teardrop Template Points Cost................ 3.18
Teardrop Template Use Cost ................... 3.18
Strength To Area Effect Ratio................... 3.18
Creating Grenades ....................................... 3.19
Area Effect Points Cost ............................ 3.19
Grenade Strength Points Cost.................. 3.19
Indirect Grenades ..................................... 3.19
Grenade Use Cost .................................... 3.19
Strength To Area Effect Ratio................... 3.19
Zero Strength Grenades........................... 3.19
Weapon Special Rules ................................. 3.20
Range Modifier Points Cost...................... 3.20
Penetration Modifier Points Cost .............. 3.20
Knock Prone Points Cost.......................... 3.20
Indirect Fire Points Cost ........................... 3.20
Projectile Travel Points Cost .................... 3.20
Additional Damage / Wound..................... 3.21
Ranged Weapons Use In Close Combat . 3.21
Residual Smoke Cost ............................... 3.21
Residual Damage Cost............................. 3.21
Comments On Creating Profiles .................. 3.22
Sample Unit Profiles ........................................ 3.23
The Federation ............................................. 3.23
Space Orcs................................................... 3.24
Grymn: Space Dwarves ............................... 3.24
The Duat: Undead ........................................ 3.24
Arachnids ..................................................... 3.25
Sample Vehicle Profiles ................................... 3.26
Zeus Fire Support War Walker..................... 3.26
Leviathon Heavy Battle Tank ....................... 3.26

v1.2 October 2006

No Limits: Force Creator

Designing Profiles

Infantry Trooper

No Limits allows players to construct their own


profiles for models used in their games. This really
is the essence of the No Limits game concept,
grab any figures in your collection and create a
unique force.
To avoid the temptation to go overboard on the
profile construction and have overly powerful units,
a few rules are enforced.
The total points value of a model consists of the
following profile elements:

Profile Characteristics
Armour
Weapons
Abilities, Traits and special rules

The minimum points value for a model is 9 points.


Any completed model profile that equates to less
than 9 points are assumed to actually cost 9
points.
The process starts with the profile characteristics.
These consist of the actions (AC), ranged attack
(RA), close combat (CC), strength (ST), toughness
(T), wounds (W) command (CO) and armour (AR)
values.
A good starting point for a model profile would be
the one shown below. This profile has a starting
cost value of 9 points.

CC
3

ST
3

T
3

W
1

CO
4

Points Cost

ST
4

T
4

W
1

CO
6

AR
2

Points Cost

20

To create the above sample profile, the points


values would be calculated as follows;
8
5
5
4
4
1
6
2

AC
RA
CC
ST
T
W
CO
AR

Actions
Ranged Attack
Close Combat
Strength
Toughness
Wound
Command
Armour

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

Action Values
The number of actions a model has determines
how far it may move and the number of attacks it
may perform.
AC
Points Cost

6
-4

7
-2

8
9
+0 +3

10 11 12
+7 +11 +16

The following maximum values for model types


are recommended.
Characters
Individuals
Unit Leaders
Units

Max AC
12
12
11
8 - 10

In most cases, models in standard units should be


limited to 8 or 9 actions.

The higher the ranged attack value, the better the


model is at using its ranged weaponry.

AR
0

RA
Points Cost

To adjust a profile characteristic value, refer to the


relevant tables in the following pages adding the
points cost for each profile characteristic. Note that
the points values are not cumulative.

Creating A Profile
If we want to create a profile for a basic trooper,
we may be aiming for a profile with the following
values.

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CC
5

Ranged Attack Values

Nine Point Profile


RA
3

RA
5

TOTAL

To create a profile, points are paid for each profile


element, the total points for the model is the
cumulative total of the points paid.

AC
8

AC
8

Page 3.3

2
3
4
5
+0 +1 +2 +3

6
7
8
9
+6 +8 +11 +15

The following maximum values for model types


are recommended.
Characters
Individuals
Unit Leaders
Units

Max RA
8
8
7
7

A ranged attack value of 5 for a model would


provide a 50% chance of hitting a target.

v1.2 October 2006

No Limits: Force Creator

Close Combat Values

Wound Values

The higher the close combat value, the better the


chance of the model hitting an opponent in base to
base contact.

Most small and medium sized models can only


take one wound before they are killed and
removed from play.

CC
Points Cost

W
Points Cost

2
3
4
5
+0 +1 +2 +3

6
7
8
9
+5 +7 +10 +14

The following maximum values for model types


are recommended.
Characters
Individuals
Unit Leaders
Units

Individuals
Unit Leaders
Units

Strength Values
The base strength of a model will be used for
unarmed or improvised attacks in close combat.
2
3
4
5
+1 +2 +3 +5

6
7
8
9
+8 +12 +17 +23

The following maximum values for model types


are recommended.
Characters
Individuals
Unit Leaders
Units

The following maximum values for model types


are recommended.

Max CC
8
8
7
7

Most models should have at least a CC value of 5.


This gives them a 50% chance of hitting an enemy
in close combat before any modifiers are applied.

ST
Points Cost

1
2
3
4
5
6
7
8
+0 +10 +20 +35 +50 +65 +80 +100

Max ST
8
8
6
6

Max W
3
2
1

Some medium sized models at the larger end of


the medium scale (around 2 tall) may be better
suited to having more than one wound.
For example, mounted models, especially those
on beasts and strange alien creatures, may have
an additional wound.

Command Values
This value is used to make various command tests
for fear, morale and some other special effects.
CO
Points Cost

2
3
4
5
+1 +2 +3 +4

6
7
8
9
+6 +9 +13 +18

The following maximum values for model types


are recommended.

Remember that the strength of a model is used to


determine if an attack damages an enemy.
Strength values may be enhanced by some
weapons.

Characters
Individuals
Unit Leaders
Units

Max CO
8
8
7
7

Toughness Values
The toughness represents the model's ability to
withstand damage caused by attacks.
T
Points Cost

2
3
4
5
+1 +2 +3 +5

6
7
8
9
+8 +12 +17 +23

The following maximum values for model types


are recommended.
Characters
Individuals
Unit Leaders
Units

Max T
8
7
6
6

Infantryman painted by Gurth


(model FASA)

A toughness value of 4 is suggested for most rank


and file models.

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Page 3.4

v1.2 October 2006

No Limits: Force Creator

Armour Values
Models should be equipped with armour
appropriate to their appearance. The appearance
of a model is important and will help your
opponent to see what he is up against. Your
opponent may get upset if he charges a unit of
troopers wearing nothing but shirts only to be told
they are actually wearing heavy armour and
carrying riot shields.
The following table provides guidelines to
determine the armour values of the standard
armour types.
Standard
Armour
None
Leather Armour
Flak Armour,
Light Carapace
Powered Armour
Enclosed Powered Armour,
Medium Carapace
Heavy Flak Armour,
Heavy Carapace
Heavy Powered Armour
Large Models

Example: A model wearing powered armour (AR4)


with a riot shield (AR+1) and riding a scaly swamp
lizard (AR+1) would have a total armour value of 6
(AR6).

The following maximum values for model types


are recommended.
Unit Leaders
Units

Max AR
5
5

Maximum suggested armour values may be +1 if


the model is mounted.

Natural Armour Values

AR
Value
0
1-2

Not all models will actually wear armour, some


have it "built in" as part of their natural physical
being.

Models with natural armour will have a protective


value equivalent to a worn armour.

4
Description
None
Toughened Hide
Scaly Hide
Carapace
Large Creature

5
6
7
+1

AR Value
0
1 to 2
3 to 4
5 to 6
+1

Each point of armour has a points cost which is


added to the profile total calculated previously.

A large model may have an additional +1 armour


to reflect its sheer mass at no extra points cost.

AR
Points Cost

Armour Variations

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

4
5
6
7
+5 +8 +12 +20

Riot Shield Cost


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

Adding Armour Resilience


Armour resilience (RE) is added to the points cost
of the armour.

+1
+1

Armoured Mount
If a cavalry mount is armoured, it will add a further
+1 to the models armour value at the points cost
shown.
Armour AR +1
Points Cost +3
Remember that a cavalry model is a combined
profile of the rider and mount, so the armour value
for the whole model is calculated, rather than for
rider and mount individually.

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There will be other types of armour that do not fall


neatly into the categories specified. It is up to
players to allocate an armour value to models
appropriate with their actual appearance.

Page 3.5

Resilience (RE)
+1
+2
+3
+4
+5

Points Cost
1
3
6
10
15

Armour resilience should not be overused and


primarily allocated to individuals, characters and
models with special armour.

v1.2 October 2006

No Limits: Force Creator

Weapon Selection

Selecting Negative Abilities Or Traits

Most models will have a single weapon, but each


model may have any number of weapons.

Some models may require a negative ability or


trait of some sort to fully reflect the character of
the model. Negative abilities and traits have a
negative points value and this is deducted from
the models overall points cost.

The models primary weapon is the most


expensive weapon allocated to the model. In most
cases this will usually be the main weapon the
model is actually holding.
Second and subsequent weapons are purchased
at half the normal points cost (rounded up).

Models may have any number of negative abilities


or traits.

Selecting Equipment
Some items carried by a model do not fall into the
ability or trait categories.

Example: A model holding a sword with an assault rifle


slung over its back will pay the full points for the most
expensive of the two weapons, in this case the assault
rifle. The cheaper points cost secondary weapon will
be at half the points value (rounded up), in this case,
the sword.

Additional equipment may be added to any


models. Normally, equipment will not be used by
beasts or monsters, but there may well be cases
when a creature model is depicted using or
carrying a piece of equipment of some description.

Selecting Abilities
Models may have additional abilities and skills that
they have developed to increase and improve their
fighting prowess.

There is no real limit to the number of equipment


items a model may be outfitted with although any
equipment selected would normally be visible on
the model.

Abilities are selected from the abilities section and


are added to the points value total of the model
profile.

Ability, Trait And Equipment Maximums

The points cost of each ability is per model.

The following maximum ability, trait and equipment


values for various model types are recommended.

Selecting Traits
Some attributes of a model are more inherent to
the physical essence of a model rather than being
skills and abilities which can be learnt through
training and practice. Such attributes are called
traits.
Some traits correspond to a physical attribute of
the model, such as the tail attack. Others, like the
re-animated trait identify the type of model.
The number of traits allocated to a model does not
affect the number of abilities that may be selected.
The type of traits selected should be appropriate
to the model, for example, a flying model should
have wings.
Where shown, the points cost of each trait is per
model.

Characters
Individuals
Unit Leaders
Units

Recommended Maximum Levels


Abilities
Traits
Equipment
5
3
5
4
3
4
3
2
3
2
2
2

Where possible, the models physical appearance


should be the main guideline.

Focal Models
Units are sometimes accompanied by a
communications specialist, a scanner specialist or
a standard bearer. These models are collectively
known as focal models.
A communications specialist will be in contact with
all members of a unit via radio. He is able to relay
instructions from the unit leader and generally
keep the unit operating at peak efficiency.
Scanner specialists are able to locate enemy
positions and more accurately utilise a units
ranged attacks.

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Page 3.6

v1.2 October 2006

No Limits: Force Creator

A standard bearer will carry the regimental colours


or a totem of some sort that will inspire the unit
and give them a focal point to rally around.
To include a focal model in a unit, a model is
designated as such and must be appropriately
equipped.
The special rules and the points value of focal
models is given in the equipment section.
Unit focal models must have the same profile
characteristics as the models in the unit they are
attached to.

Army Battle Standard


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

Psionics User Points Values


Any model may be classified as a Psionic user
and may therefore use Psionic effects.
The following points are added to the profile
created for the Psionic user depending on the
level selected.
User
Neophyte
Novice
Seer
Master
Grand Master

Level
0
1
2
3
4

Points
3
8
12
20
32

There are five levels of Psionics user. Each level


allows the model to take one Psionic effect except
for Neophyte level models who collectively learn a
single effect.
If a whole unit, such as a unit of Demons, is to be
classified as psionic users, then they may never
exceed Level 0 in their mastery. That is to say,
they may only ever have one psionic effect and all
the models in the unit must have the same psionic
effect and cast it collectively.
In addition to the psionic level cost, each psionic
effect has a points value which must be added in
the same way that weapons are added to a
models total cost.

Standard Model Points Cost


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

Leviathon Heavy Tank painted by Chris Gilders


(model Ground Zero Games)

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Page 3.7

v1.2 October 2006

No Limits: Force Creator

Standard Combination Models


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

Marlin Jet Bike


AC
10

RA
6

CC
5

ST
5

T
6

W
3

CO
7

AR
4

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

elements that are separate are the ranged attack


(RA), close combat (CC) and strength (ST).
Each element of the model may be equipped
differently of have different special abilities.

Ziekee Cavalry
AC
10

RA
5

CC
6

ST
4

T
7

W
3

CO
7

AR
6

ST
6

T
-

W
-

CO
-

AR
-

Thakosaur
AC
-

RA
2

CC
5

Rapid Move (1AC=2)


Ziekee
Lance (UC5, ST+2, PM-1)
Thakosaur
Claws (UC4, ST+0, RoA 2, PM-1)
Jaws (UC4, ST+1, PM-1, DA2)

The example above details a flying jet bike


equipped with a Light Machine Gun. The model
profile has combined the jet bike profile with that of
the driver to give a single line profile.
The higher strength (ST), toughness (T), wounds
(W) and armour (AR) all reflect the benefit of riding
a vehicle made from strong materials.
The use cost (UC) of ranged weapons does not
need to be shown as any ranged weapons may be
fired once during the models activation.

Special Combination Models


Some models may be mounted on a special steed
which is a living creature in its own right. Basic
cavalry steeds have the rider and steed profile
combined into a single profile. When the rider is
mounted on a more unusual beast, such as a
prehistoric beast or a demonic creature, the steed
may have some special abilities or attacks which
can be used during gameplay.

Ziekee Thakosaur Cavalry


(model FASA)

Example: A beast with a long tail may be given the tail


attack trait. The rider cannot use this ability in close
combat.

The profile has the rider as the main element of


the model, with the steed as a secondary element.
Some of the model attributes will be common to
both of the elements of the model. These are the
number of actions (AC), toughness (T), wounds
(W), command (CO) and armour (AR) values. The

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Page 3.8

v1.2 October 2006

No Limits: Force Creator

Calculating Combination Models

Motorcycle & Driver


AC
10

RA
6

CC
5

ST
5

T
6

W
3

CO
7

AR
4

T
-

W
-

CO
-

AR
-

When calculating the points cost of a combined


model, the points cost of all the elements is added
up to find the total points cost of the model.

Sidecar Gunner
AC
-

RA
6

CC
5

ST
4

Wheeled
Rapid Move (1AC=2)
Move & Fire
Driver
Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5, CC)
Sidecar Gunner
HMG (UC9, 12/+1. 24/+0, 36/-1, RoA 4, ST7, PM-1)
In close combat, both the rider and steed may fight
at the same time, but at the higher action cost of
the two models attacks. That is to say, if the rider
has an attack that costs 4 actions (AC) to use and
the steed has an attack that costs 3 actions (AC)
to use, both occur at the same time for 4 actions
(AC).
Example : The motorcycle and sidecar outfit detailed
above is involved in a melee. The driver may fire his
pistol in close combat for 4 actions (AC). The sidecar
gunner is only equipped with a heavy machine gun
which may not be used in close combat. The sidecar
gunner may still make an improvised attack at his own
base strength (ST) for 3 actions (AC). In combat, the
driver and the sidecar gunner may make their close
combat attacks at the same time, but they are
resolved at the higher action (AC) cost, in this case, 4
actions (AC) for the pistol.

Sovereign Skimmer
AC
AC
10

CC
6

ST
4

T
7

W
5

CO
7

AR
6

ST
7

T
-

W
-

CO
-

AR
-

CC
-

ST
7

T
-

W
-

CO
-

AR
-

RA
6

CC
5

ST
4

T
7

W
4

CO
7

AR
6

ST
4

T
-

W
-

CO
-

AR
-

Gunner x 2
AC
-

RA
6

CC
5

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

Beastmaster
RA
5

RA
-

Driver

Combination model profiles can be created for


character models where the model is riding a
special or unusual mount.

AC
10

The best way to calculate a combination model is


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

Tricerosaur
AC
-

RA
0

CC
5

Beastmaster
Electro-Lance
Shock Shield
Tricerosaur
Horns
Tail Attack
Sovereign Skimmer
(model by Ground Zero Games)

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Page 3.9

v1.2 October 2006

No Limits: Force Creator

Creating Large Vehicle Profiles

2D10 Armour Save

Large vehicle models are obviously much tougher


than smaller units and can thus take a lot more
damage before they are destroyed.

Very large models with more than 8 wounds


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

Wounds/Damage
Large vehicles may have a much higher wound
(W) value than medium sized models.
W
Points Cost

1
2
3
4
5
6
7
8
+0 +10 +20 +35 +50 +65 +80 +100

Each additional wound over 8 costs 20 points.


W
9 10 11 12 13 14 15 etc
Points Cost +120 +140 +160 +180 +200 +220 +240 
There is no realistic way of producing a formula to
allocate wounds to a model based on size or
mass. Much will depend on the construction of the
model, the level of technology, or in the case of a
living model, its physical resilience.

Allocating The Damage Tracker


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

Wp Mv Wp
A 5 wound damage tracker

Example : The Zeus Fire Support Walker has a total of


five wounds yet is heavily armed with three main
weapons (chain gun, missile launcher and a power
fist). Consequently, the damage tracker has two
weapon (Wp) cells and a single movement (Mv) cell.

Damage Tracker

1
6

Mv Wp

A 7 wound damage tracker

Reaper Battle Titan


(model by Armorcast 1999,
from a Games Workshop design)

Damage Tracker

When creating a very large model profile, the only


way to produce a fair wound level is to playtest
again and again.
When you are done, play against the model to see
just how tough you made it.

1
2
3
6
7 Mv
11 Mv Wp
Mv Wp 18
Wp 22

Mv
Wp
14
19

Wp
10
15
Mv

A 23 wound damage tracker

www.WargamesUnlimited.com

Page 3.10

v1.2 October 2006

No Limits: Force Creator

Close Combat Weapon Creation


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

Sword
UC

SR

MR

LR

Close Combat

RoA

ST

+1

Points Cost

SR

Example : A close combat weapon with a rate of


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

Close Combat Weapon Strength


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

Electro Sword
UC

If the rate of attack is greater than 1, the damage


(DA) per hit may not be greater than 1.

MR

LR

Close Combat

RoA

ST

Weapon
Strength
5
6
7
8
9
10

Penetration Modifier 2
Points Cost

11

In most instances, a weapon required for a


specific model may have the same performance
characteristics as an existing weapon. If an Electro
Sword is required for a custom model profile, the
profile for a standard Energy Sword could be used
and so have the same points value.

Armour
Modifier
0
-1
-2
-3
-4
-5

Basic Close Combat Strength Bonus


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

+0 +1 +2 +3
+0 +3 +8 +14
3

The total strength (ST) of an attack may never


exceed 10. If the models strength (ST) plus the
weapon strength (ST) bonus totals 11 or more, the
strength of the attack is resolved at strength (ST)
10.

Powered Weapon Strength

NSSR Officer with Energy Sword painted by Gurth


(model FASA)

Powered energy weapons have a fixed strength


(ST) value.

Close Combat Rate Of Attack


Most close combat weapons will have a single
attack per use. Some more powerful weapons
may have an increase rate of attack.
RoA
Points Cost

ST
Points Cost
Use Cost (UC)

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

The strength (ST) of powered energy weapons is


not added to a models base strength (ST).

1
2
3
4
+0 +5 +10 +15

A rate of attack (RoA) of 3 or 4 may only be used


by individuals and characters.

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Page 3.11

v1.2 October 2006

No Limits: Force Creator

Close Combat Weapon Damage


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

The extra use cost (UC) required to use a weapon


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

A few powerful weapons may inflict an extra


wound on a successful attack.
DA
1
2
Points Cost +0 +10

Extended Reach Points Cost

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


rate of attack (RoA) may not exceed 1.

Suitable weapons may have the extended reach


special rule.
Reach
1 1
2
Points Cost +1 +2 +4

Example : A close combat weapon with a damage


(DA) value of 2 may only have a rate of attack (RoA)
of 1.

Charge Restricted Weapons


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

A close combat weapon may be created which is


only allowed to be used on a charge action. To
represent this restricted usage, the points cost of
the weapon is reduced by 2. In addition, the use
cost (UC) of the weapon is also reduced by 1
action.
Charge Only
Points Cost
Use cost (UC)

+0 +1 +2 +3
3

-2
-1

Creature Close Combat Weapons


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

Powered energy weapons have a slightly different


use cost (UC) formula. The starting point is a
strength (ST) 4 powered weapon requiring 3
actions (AC) to use. For each additional point of
strength (ST), the use cost (UC) is increased by 1.
ST
Use Cost

4
3

5
4

6
5

7
6

8
7

A special close combat attack does have to be


restricted to a weapon being carried by a model.
Some creatures may well have innate weapons or
abilities built into their bodies. These may be
optional weapons such as massive fists or rending
jaws.

9
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) for
the weapon to be used.

For each point of damage (DA) inflicted greater


than 1, increase the use cost (UC) by 1.
Example : A close combat weapon which inflicts 2
damage (DA) will require 1 extra action (AC) for the
weapon to be used..

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Page 3.12

Federation Officer painted by Steve Cunningham


(model Target Games 1998)

v1.2 October 2006

No Limits: Force Creator

Ranged Weapon Creation

Ranged Combat Strength

Standard ranged combat weapons cover items


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

The strength of a ranged weapon is determined by


the following table.
ST
Points Cost

3
-1

4
5
6
+0 +2 +5

Ranged Weapon Damage


Maximum Range Points Cost
The maximum range of the weapon must be
selected. The following range bands are available
at the points cost shown.
SR
3
4
5
6
8
10
12

MR
6
8
10
12
16
20
24

LR
9
12
15
18
24
30
36

Points Cost
-2
-1
0
1
2
3
5

Most weapons will only inflict a single damage


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

Standard ranged weapons have a maximum range


of 36.

Ranged Weapon Use Cost

Range Modifier Points Cost

The base cost for a strength (ST) 4 ranged


weapon attack is 3 actions (AC).

The range modifiers for all ranged weapons is +1


for short range (SR), +0 for medium range (MR)
and 1 for long range (LR).

For each additional point of strength (ST)


conferred by a weapon, increase the use cost
(UC) required by 1 action.

Standard ranged weapons may select alternative


range modifiers at the points shown.
SR
+0
+1
+0
-1
+2

MR
-1
+0
+1
+0
+1

LR
-2
-1
+0
+1
+0

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

For each extra rate of attack (RoA) greater than 1,


increase the use cost (UC) by 1.
Example : A ranged weapon with a rate of attack
(RoA) of 2 will require 1 extra action (AC) for the
weapon to be used.

Rate Of Attack
The rate of attack (RoA) of a ranged weapon
reflects how many times the weapon can fire a
shot when activated. Most weapons will fire only
one round, but automatic weapons such as
machine guns and assault rifles may fire additional
rounds.
RoA
Points Cost

Example : A ranged weapon with a strength (ST) of 5


will require 4 actions (AC) to be used.

For each point of damage (DA) inflicted greater


than 1, increase the use cost (UC) by 1.
The extra use cost (UC) required to use a weapon
is cumulative.

1
2
+0 +5

Example : A close combat weapon with a strength


(ST) of +1 and a rate of attack (RoA) of 2 will require 2
additional actions (AC) for the weapon to be used, 1
for the extra strength (ST) and 1 for the extra rate of
attack (RoA).

Standard ranged weapons may have a maximum


rate of attack (RoA) of 2.

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Page 3.13

v1.2 October 2006

No Limits: Force Creator

Heavy Weapon Creation

Rate Of Attack Or Blast Effect

These guidelines allow for the creation of custom


heavy weapons and support weapons.

A heavy weapon may have a rate of attack (RoA)


value greater than 1 or use a blast effect but not
both. When creating a heavy weapon, select the
method of attack best suited to the weapon.

A heavy support weapon is defined as a weapon


with a rate of attack (RoA) greater than 2, or
strength (ST) greater than 6.
A heavy weapon may be carried by a model or
mounted on a weapon chassis or gun carriage.
In addition to the heavy weapon, the model
carrying the weapon or the crew must also be
purchased at additional points cost.

Support Weapon Chassis Profile


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

Chassis
AC
-

RA
-

Rate Of Attack Points Cost


CC
-

ST
-

T
6

W
2

CO
-

AR
4

Heavy weapons such as machine guns will fire a


hail of slugs at their target.

There is no points cost for the standard chassis.


The toughness (T) of the weapon chassis may be
altered at the following points cost.
T
Points Cost

5
-5

6
7
8
9
+0 +16 +21 +35

The wounds (W) value of the weapon chassis may


be altered at the following points cost.
W
Points Cost

Spug Laser Cannon painted by Chris Gilders


(model Spriggan Miniatures)

1
-5

RoA
Points Cost

Any weapon with a rate of attack greater than 2 is


classified as a heavy weapon.
Only very large vehicles or building mounted
heavy weapons may have a rate of attack (RoA)
greater than 4.

Blast Template Points Cost

2
3
4
+0 +10 +20

Heavy weapons that fire some sort of explosive


ordnance will use a blast template.

Heavy Weapon Range Points Cost

Template
Size
1
1
2
2
3
3
4

The range cost for a heavy weapon is the same as


the range cost for a standard ranged weapon but
the maximum range may be greater.
SR
3
4
5
6
8
10
12
15
20

MR
6
8
10
12
16
20
24
30
40

LR
9
12
15
18
24
30
36
45
60

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1
2
3
4
5
6
7
8
+0 +5 +10 +15 +20 +25 +30 +35

Points Cost
-2
-1
0
1
2
3
5
8
12

Points Cost
3
4
6
9
12
16
22

All blast template measurements refer to the


diameter of the template.

Page 3.14

v1.2 October 2006

No Limits: Force Creator

Heavy Weapon Strength Points Cost

Zero Strength Weapons

Heavy weapon strength is capable of being much


higher than a hand held ranged weapon.

Heavy weapon blast templates that inflict no


damage will benefit from a reduction in the total
points cost.

ST
Points Cost

0
-4

1
-3

2
-2

3
-1

4
+0

ST
Points Cost

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

In addition to the 4 points for a strength (ST) of


zero, the cost of the area effect blast template is
halved (rounded up).

Most heavy weapons would have a minimum


strength value of 6.

Heavy Weapon Use Cost


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

For each extra rate of attack (RoA) greater than 1,


increase the use cost (UC) by 1.
Example : A heavy weapon with a rate of attack (RoA)
of 3 will require 2 extra actions (AC) for the weapon to
be used.

Hydrissian Minigun Platform


(model Alpha Forge Games)

For each point of damage (DA) inflicted greater


than 1, increase the use cost (UC) by 1.

Heavy Weapon Damage


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

The extra use cost (UC) required to use a heavy


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

A few powerful weapons may inflict an extra


wound on a successful attack.
DA
1
2
Points Cost +0 +10

Strength
(ST)

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


weapon uses a blast effect, the rate of attack
(RoA) may not exceed 1.

5
6
7
8
9

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 a


single megabolt. The weapon has a rate of attack
(RoA) of 1, but will inflict 2 damage (DA) on a
successful hit.

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Rate Of Attack (RoA)

1
3
4
5
6
7

2
4
5
6
7
8

3
5
6
7
8
9

4
6
7
8
9
10

Use cost (UC) summary table by


strength (ST) & rate of attack (RoA)

If the heavy weapon uses a blast template, the


use cost (UC) is based on the area effect and the
weapon strength (ST).

Page 3.15

v1.2 October 2006

No Limits: Force Creator

The base cost for a strength (ST) 6 heavy weapon


with an area effect of 1 is 5 actions (AC).
Strength
(ST)

1-1

Blast Area (inches)


2-2

3-3

5
6
7
8
9

4
5
6
7
8

5
6
7
8
9

6
7
8
9
10

4
7
8
9
10
11

Heavy Combination Weapon


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

Missile Launcher: Dual

Heavy weapons that inflict no damage have a


fixed use cost (UC) of 5.

Strength To Area Effect Ratio


As above, it is recommended that some
restrictions be enforced when selecting an area
effect template.
Maximum
Strength
9
8
7
6
5

45/-1

Sub-Total

Some weapons such as missile launchers are


capable of using a variety or munitions. For
example, a missile launcher may be equipped with
anti-personnel fragmentation missiles and high
explosive vehicle buster missiles.

RoA

ST

DA

See below

The second munition type must be of an equal


or lower strength value.
The range may not exceed the range specified
on the primary munition type.

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

The fragmentation element has a lower strength


(ST) than the highexplosive missile and is
calculated as follows:
Range (as above, or less)
Strength 6
3 Blast Template
Knock Prone
Indirect

To calculate the points value of a combination


weapon, the weapon is calculated as normal with
the highest strength munition.

Sub-Total

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

The secondary element of the weapon is then


reduced is points value by 50% (rounding up) and
added to the primary weapon element.

All weapon attributes (except range) for the


second munitions type are calculated as normal
and then reduced by 50% (rounded up).

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LR

30/+0

Range 15/+1, 30/+0, 45/-1


Strength 7
Penetration Modifier -1
2 Blast Template
Knock Prone
Indirect

Combination Weapons

MR

15/+1

The high explosive element of the weapon has the


higher strength (ST) value and so is calculated as
follows:

As a rule, weapon strength should decrease as


the area effect increases.

SR

Anti-Tank High Explosive


Indirect
2 Blast
Strength (ST) 7
Penetration Modifier (PM) 1
Knock Prone
Fragmentation
Indirect
3 Blast
Strength (ST) 6
Knock Prone

Use cost (UC) summary table by


strength (ST) & blast area effect

Template
Size
1
1
2
2
3+

UC

Page 3.16

High explosive points cost


Reduced frag points cost
TOTAL

+29 points
+11 points
40 points

v1.2 October 2006

No Limits: Force Creator

Standard Combination Weapon

Self Destructing Models

A standard assault rifle may be upgraded to carry


a secondary mode of fire. In this example, a
grenade launcher has been added.

Models that self destruct, such as human bombs


or drift mines, have a points value reduction to
reflect their limited use.

Bulldog Support Rifle


UC

SR

MR

LR

10/+1

20/+0

30/-1

RoA

ST

The model may not be armed with any ranged or


close combat weapon. The model is reduced to
25% of its normally calculated points value
(rounded up). There is a minimum points value of
9 points.

DA

See below

Assault Rifle
Rate Of Attack (RoA) 2
Strength (ST) 6
Underslung Grenade Launcher
Indirect
2 Blast
Strength (ST) 6

The model profile is calculated normally with


points being paid for actions through to an armour
value.
The next stage is to select the blast template size
required.

Both elements of this combination weapon have


equal strength (ST) so either can be calculated as
the primary element. The assault rifle element is
calculated as follows:
Range 10/+1, 20/+0, 30/-1
Rate of attack (RoA) 2
Strength 6
Sub-Total

+3 points
+5 points
+5 points
13 points

The grenade launcher element is calculated as


follows:
Range (as above)
Strength 6
2 Blast Template
Indirect
Sub-Total

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

TOTAL

+13 points
+7 points
20 points

Points Cost
3
4
6
9
12
16
22

Select the strength (ST) required for the blast.


ST
Points Cost

The secondary element of the weapon is then


reduced is points value by 50% (rounding up) and
added to the primary weapon element.
Assault rifle points cost
Reduced grenade
launcher points cost

Template
Size
1
1
2
2
3
3
4

4
5
6
7
8
9
+0 +2 +5 +9 +14 +22

After abilities and traits have been added, the total


cost of the model is reduced to 25% of its normally
calculated value (rounded up). There is a
minimum value of 9 points.
For example, an NSSR Rad Hound with an
explosive device would be calculated as follows:
The main profile is calculated at 24 points. Rapid
move is an additional 6 points. The 3 blast is 12
points, with the strength 5 costed at 2 points. The
knock prone cost is an extra 2 points. This
produces an initial value of 46 points. This is
reduced to 25% of the cost and rounded up to 12
points.

Rad Hound
AC
10

NSSR Trooper painted by Robert Fransgaard


(model FASA)

www.WargamesUnlimited.com

Page 3.17

RA
2

CC
6

ST
4

T
4

W
1

CO
6

AR
-

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

v1.2 October 2006

No Limits: Force Creator

Teardrop Template Creation

Teardrop Template Use Cost

The teardrop templates tend to be used by


weapons such a flame throwers or creatures with
the ability to spray an attack.

The use cost (UC) for teardrop template attacks


varies with the size of the template.

Teardrop Weapon Chassis Profile


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

Chassis
AC
-

RA
-

CC
-

ST
-

T
6

W
2

CO
-

AR
4

There is a fixed use cost (UC) associated with


each template size regardless of weapon strength
(ST).
Template
Use Cost
Size
(UC)
Small (TTS)
4
Medium (TTM)
5
Large (TTL)
6

Strength To Area Effect Ratio

As with heavy weapons, there is no points cost for


the standard chassis.

It is recommended that the following strength (ST)


restrictions be enforced when selecting the
teardrop template size.
Template
Size
Small (TTS)
Medium (TTM)
Large (TTL)

Toughness (T) may be increased at the following


points cost.
T
Points Cost

5
-5

6
7
8
9
+0 +16 +21 +35

Wounds (W) may be increased at the following


points cost.
W
Points Cost

1
-5

Maximum
Strength
8
7
6

As a rule, weapon strength (ST) should decrease


as the area effect increases.

2
3
4
+0 +10 +20

Teardrop Weapon Strength Points Cost


The strength (ST) of the teardrop attack is
calculated at the same points cost as heavy
weapons.
ST
Points Cost

3
-1

4
5
6
+0 +2 +5

7
8
9
+9 +14 +22

Teardrop Template Points Cost


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

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Points
Cost
2
6
12

Page 3.18

v1.2 October 2006

No Limits: Force Creator

Creating Grenades

Grenade Use Cost

Grenades may be created by selecting the blast


template size and the strength (ST) required.

The use cost (UC) for grenade attacks is fixed at 4


actions (AC) plus an additional action (AC) for
each inch of blast template used (rounded up).

Area Effect Points Cost


The area effect points cost of grenades is given in
the table below.
Template
Size

1
1
2
2
3
3
4

The use cost (UC) of grenades is summarised in


the table below.
Template
Size
1
1 2
2 3

Points
Cost
2
3
4
6
9
12
16
22

Strength To Area Effect Ratio


As previously mentioned, it is recommended that
some restrictions be enforced when selecting the
an area effect template.
Template
Size
1
1
2
2
3

Grenade Strength Points Cost


The strength (ST) of most grenades will not
exceed 6.
ST
Points Cost

0
-4

1
-3

2
-2

3
-1

Use
Cost
5
6
7

4
5
6
+0 +2 +5

Maximum
Strength
9
8
7
6
5

Exceptionally powerful grenades may be created


sparingly.

As a rule, weapon strength (ST) should decrease


as the area effect increases.

ST
Points Cost

Zero Strength Grenades

7
8
9
+9 +14 +22

Anti-vehicle grenades such as Nova Bombs and


Plasma grenades may have a high strength (ST)
but they generally create a very small area effect
blast.

Indirect Grenades
Grenades are by their very nature designed to be
thrown. Grenades gain the indirect special rule for
no additional points cost.

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Grenades that do not inflict damage benefit from a


reduction in the points cost.
In addition to the 4 points for a strength (ST) of
zero, the cost of the area effect blast template is
halved (rounded up).
Grenades that inflict no damage have a fixed use
cost (UC) of 5.

Page 3.19

v1.2 October 2006

No Limits: Force Creator

Weapon Special Rules


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

As a rule, a penetration modifier (PM) will only be


used for high strength weapons.
Remember that strength (ST) 6 and above have a
built in armour modifier (AM). The following table
summarises the strength (ST) of an attack with an
added penetration modifier (PM).

Range Modifier Points Cost


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

MR
-1
+0
+1
+0
+1

LR
-2
-1
+0
+1
+0

The penetration modifier (PM) may be allocated to


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

2-2

3-3

+1
+3
+6

+2
+6
+12

+3
+9
+18

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4
+4
+12
+24

0
-1
-1
-2
-2
-3

-1
-1
-2
-1
-2
-1

Total
Modifier
-1
-2
-3
-3
-4
-4

+2

Indirect Fire Points Cost


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

+3

Weapons that use the indirect special rule would


normally be capable of firing their projectile in a
high arc, such as a grenade launcher or a mortar.

Projectile Travel Points Cost


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

Heavy weapons that use blast templates may


utilise a penetration modifier at the following points
cost.

-1
-2
-3

5
6
6
7
7
8
etc

Knock Prone
Points Cost

Area Effect Penetration Modifier Points

Blast Area (inches)

PM

Some hard hitting weapons can knock an


opponent to the ground, even if a wound is not
inflicted.

Penetration Modifier Points Cost

1-1

AM

Knock Prone Points Cost

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

Heavy weapons may not have their range modifier


changed.

PM

ST

D5
+2

D10
+4

Projectile travel may not be allocated to a weapon


with a rate of attack (RoA) of greater than 1 or a
weapon which uses any blast or teardrop
template.
This ability is best suited to weapons that fire large
piercing projectiles such as harpoon guns and bolt
throwers.

Page 3.20

v1.2 October 2006

No Limits: Force Creator

Additional Damage / Wound

Residual Damage Cost

It is rare for a weapon to inflict more than one


wound when successfully damaging a target.

The cost of residual damage is equal to half the


strength points cost (rounded up).

Damage
1
2
Points Cost +0 +10

ST

ST Points Cost
Residual Cost

+0

+3

+8

Additional damage (DA) may not be allocated to a


weapon with a rate of attack (RoA) of greater than
1 or a weapon which uses any blast or teardrop
template.

+14 +21 +29

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

For example, residual damage on a weapon with


strength (ST) of 7 would cost 7 points. These
points are added to the cost of the weapon and
detailed as a special rule.

Allocating the extra wound ability to a weapon


should be restricted to special close combat
weapons and heavy weapons.

Shard Injector
UC

Ranged Weapons Use In Close Combat

Some standard ranged weapons may be used in


close combat. These will tend to be small single
handed weapons such as pistols.

SR

MR

Close Combat

LR

RoA

ST

DA

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.

CC Use
Points Cost +1

Points Cost

24

Residual Smoke Cost


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

Residual Smoke
Points Cost
2
2
3
5
6
8
11

Spug Heavy Infantry painted by Chris Gilders


(model Spriggan Miniatures)

The residual smoke points cost is added to the


weapon cost.
When used, a smoke template of equal size to the
original blast remains in play. It will subsequently
follow the rules for smoke during the compulsory
effects phase.

www.WargamesUnlimited.com

A weapon that inflicts residual damage may not


have a rate of attack (RoA) greater than 1.
Residual damage may not inflict more than a
single point of damage although the initial attack
may inflict an extra damage point if paid for in the
normal manner.

Page 3.21

v1.2 October 2006

No Limits: Force Creator

Comments On Creating Profiles


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

Dozer Chieftain painted by Gurth


(model FASA)

The final test after creating a custom army


is to not play with it, but to play against it!
There is no better way to see if an army is
unbalanced or, to use a term favoured by
some wargaming forums, cheesy or
beardy.

Just remember,
its a game,
have fun.

www.WargamesUnlimited.com

Page 3.22

v1.2 October 2006

No Limits: Force Creator

Sample Unit Profiles

Infantry

Some suggested model profiles are detailed here


to give some examples as to the values that could
be used for different races.

AC
9

The Federation

4 to 10 models
Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5)
Flak Armour
Options
One trooper in three may take a heavy weapon.
HMG for +29 points

The Federation is an amalgamation of human


forces operating under a single flag. As they call
upon a large number of worlds, their forces are
wide and varied.

RA
6

CC
5

ST
4

T
4

W
1

CO
6

AR
3

(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)

Frag Missile Launcher for +23 points


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

Points Cost

30

Commander
AC
10

RA
7

CC
7

ST
6

T
5

W
2

CO
8

AR
5

Individual
Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5, CC)
Powered Armour
Points Cost

70

Sergeant
AC
9

RA
6

CC
6

ST
4

T
5

W
2

CO
7

Unit leader
Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5)
Flak Armour
Points Cost

AR
3
Heavy Assault Marines painted by Chris Gilders
(models Target Games)

47

Heavy Assault Marine Sergeant


AC
10

RA
7

CC
6

ST
5

T
4

W
1

CO
7

AR
5

W
1

CO
6

AR
5

Heavy Assault Marine


AC
10

RA
6

CC
6

ST
5

T
4

1 Sergeant with 4 to 8 troopers


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

Powered Armour
Options
One trooper in three may take a heavy weapon.
HMG for +20 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)

Federation Sergeant painted by Gurth


(model FASA)

www.WargamesUnlimited.com

Frag Missile Launcher for +14 points


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

One model in four may be equipped with


grenades at extra points cost
Sergeant Points Cost 58
Trooper Points Cost 52

Page 3.23

v1.2 October 2006

No Limits: Force Creator

Space Orcs

The Duat: Undead

The Orcs are all over the galaxy. They are large
tough green skinned brutes who revel in combat,
even among themselves.

Even after death, the bodies of the slain are


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

Space Orc Guvnor


AC
10

RA
6

CC
6

ST
5

T
6

W
2

CO
7

AR
3

Devouress Host
AC
12

Unit Leader, 1 per unit


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

Flak Armour
Points Cost

60

RA
7

CC
7

ST
6

T
6

W
3

CO
8

AR
0

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

138

Space Orc Grunt


AC
8

RA
5

CC
5

ST
5

T
5

W
1

CO
5

AR
3

4 to 8 models per unit


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

One model may have a Heavy Machine


Gun for +29 points
(UC9, 12/+1, 24/+0, 36/-1, RoA 4, ST7)

Flak Armour
Points Cost

27

Grymn: Space Dwarves


The dwarf race is widespread across the cosmos
with settlements common on harsh mining worlds.
Dwarf engineering is renowned and the quality of
their weaponry is second to none.

Favoured Chontament painted by Gurth


(model FASA)

Favoured Chontament
AC
8

Heavy infantry Sergeant


AC
8

RA
6

CC
6

ST
5

T
5

W
1

CO
7

AR
3

W
1

CO
6

AR
3

Heavy Infantry Trooper


AC
8

RA
6

CC
6

ST
5

T
5

1 Sergeant with 2 to 5 troopers


Inspiring Leadership (Sergeant only)
Dwarven, Resilience (+2), Stout
Pulse Rifle

www.WargamesUnlimited.com

CC
6

ST
5

T
4

W
2

CO
6

AR
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 Warrior
AC
8

(UC6, 8/+1, 16/+0, 24/-1, RoA2, ST6)

Sergeant Points Cost


Trooper Points Cost

RA
5

51
39

Page 3.24

RA
4

CC
5

ST
4

T
5

W
1

CO
3

AR
0

4+ per unit
Re-animated
Blaster (UC4, 8/+1, 16/+0, 24/-1, ST5)
Points Cost

17

v1.2 October 2006

No Limits: Force Creator

Arachnids
Swarms of giant Arachnid bugs have been found
all over the galaxy. Some species have more
intelligence than others. Most exist just to feed. All
are deadly.

Queen
AC
12

RA
2

CC
8

ST
7

T
7

W
4

CO
8

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

AR
6

Slasher Bio-Bug
AC
10

RA
2

CC
6

ST
5

T
5

W
2

CO
7

AR
3

Points Cost

65

Quick Move (1AC=1)


Devour (Trait)
Bio Acid Spray

(UC6, ST6, Large Teardrop Template)


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

Skitter Bug
AC
8

146

RA
2

CC
6

ST
5

T
5

W
1

CO
6

AR
2

Points Cost

29

Quick Move (1AC=1)


Devour (Trait)
Claws (UC3, ST+0)
Jaws (UC4, ST+1, PM-1)

Warrior Bug
AC
10

RA
2

CC
6

ST
5

T
6

W
2

CO
6

Quick Move (1AC=1)


Devour (Trait)
Claws (UC4, RoA2, ST+0, PM-1)
Jaws (UC5, ST+2, PM-2)
Points Cost

AR
3

Larvae Bug
AC
9

61

Stinger Bug
AC
10

RA
2

CC
5

ST
4

T
5

W
1

CO
7

AR
-

Points Cost

38

RA
2

CC
5

ST
4

T
4

W
1

CO
5

AR
-

Points Cost

25

Quick Move (1AC=1)


Devour (Trait)
Team Work
Sacrifice
Claws (UC3, ST+0)

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

Slasher Bug
AC
10

RA
2

CC
6

ST
5

T
5

W
2

CO
7

AR
3

Quick Move (1AC=1)


Devour (Trait)
Pincer Claws (UC3, ST+0)
Jaws (UC4, ST+1, PM-1)
Points Cost

50
Warrior Bug painted by Glenn Few
(model by Ground Zero Games Sony Pictures)

www.WargamesUnlimited.com

Page 3.25

v1.2 October 2006

No Limits: Force Creator

Leviathon Heavy Battle Tank

Sample Vehicle Profiles


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

The Leviathon is a heavy battle tank used


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

Leviathon

Zeus Fire Support War Walker

AC
8

The single seater Zeus is an important addition to


the Federation forces. It will usually be deployed to
provide heavy support for infantry units as they
take strategic objectives.

RA
7

CC
6

ST
6

T
7

W
5

CO
8

AR
6

UC

SR

MR

LR

RoA

ST

DA

12/+1

24/+0

36/-1

UC

SR

MR

LR

RoA

ST

DA

12/+1

24/+0

36/-1

MR

MR

LR

RoA

ST

DA

15/+2

30/+1

45/+0

Indirect
3 Blast
Knock Prone

UC

SR

MR

LR

RoA

ST

DA

12/+1

24/+0

36/-1

UC

SR

MR

LR

RoA

ST

DA

20/+1

40/+0

60/-1

Indirect
3 Blast
Knock Prone
Minimum Range 10

Damage Tracker

1
6
11

Power Fist
SR

SR

Indirect
2 Blast
Knock Prone

LR

Close Combat

RoA

ST

DA

Penetration Modifier 2

Damage Tracker

AR
7

Missile Launcher (x2)

Missile Launcher

CO
8

Turret Machine Gun (x1)

Chain Gun

W
12

UC

Walker
1
None
Chain Gun
Shoulder Mounted Missile Launcher
Power Fist

UC

T
8

Battle Cannon (x1)

Type
Crew
Transport

ST
7

Tracked
3
None
1 x Battle Cannon
2 x Missile Launchers
Heavy Machine Gun
Unwavering

Zeus

CC
5

Type
Crew
Transport

Weapon systems on the Zeus are variable and


may be
altered
depending
on
tactical
requirements. The Missile Launcher, Rail Gun and
the Plasma Blaster are perhaps the most common
of the weapon options currently utilised.

AC
10

RA
7

2
7

3 Mv Wp
Mv 9 Wp

Total Points : 318

Wp Mv Wp

Total Points : 166

www.WargamesUnlimited.com

Page 3.26

v1.2 October 2006

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