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Force Creator
No Limits Section 3
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
Designing Profiles
Infantry Trooper
Profile Characteristics
Armour
Weapons
Abilities, Traits and special rules
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
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
Max AC
12
12
11
8 - 10
AR
0
RA
Points Cost
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
RA
5
TOTAL
AC
8
AC
8
Page 3.3
2
3
4
5
+0 +1 +2 +3
6
7
8
9
+6 +8 +11 +15
Max RA
8
8
7
7
Wound Values
CC
Points Cost
W
Points Cost
2
3
4
5
+0 +1 +2 +3
6
7
8
9
+5 +7 +10 +14
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
Max CC
8
8
7
7
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
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
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
Max T
8
7
6
6
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Page 3.4
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
Max AR
5
5
AR
Value
0
1-2
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
AR
Points Cost
Armour Variations
0
1
2
3
+0 +1 +2 +3
4
5
6
7
+5 +8 +12 +20
+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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Page 3.5
Resilience (RE)
+1
+2
+3
+4
+5
Points Cost
1
3
6
10
15
Weapon Selection
Selecting Equipment
Some items carried by a model do not fall into the
ability or trait categories.
Selecting Abilities
Models may have additional abilities and skills that
they have developed to increase and improve their
fighting prowess.
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
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
Level
0
1
2
3
4
Points
3
8
12
20
32
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Page 3.7
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)
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
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Page 3.8
RA
6
CC
5
ST
5
T
6
W
3
CO
7
AR
4
T
-
W
-
CO
-
AR
-
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
AC
10
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
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
Wp Mv Wp
A 5 wound damage tracker
Damage Tracker
1
6
Mv Wp
Damage Tracker
1
2
3
6
7 Mv
11 Mv Wp
Mv Wp 18
Wp 22
Mv
Wp
14
19
Wp
10
15
Mv
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Page 3.10
Sword
UC
SR
MR
LR
Close Combat
RoA
ST
+1
Points Cost
SR
Electro Sword
UC
MR
LR
Close Combat
RoA
ST
Weapon
Strength
5
6
7
8
9
10
Penetration Modifier 2
Points Cost
11
Armour
Modifier
0
-1
-2
-3
-4
-5
+0 +1 +2 +3
+0 +3 +8 +14
3
ST
Points Cost
Use Cost (UC)
4
5
6
7
8
9
+0 +3 +8 +14 +21 +29
3
1
2
3
4
+0 +5 +10 +15
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Page 3.11
+0 +1 +2 +3
3
-2
-1
4
3
5
4
6
5
7
6
8
7
9
8
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Page 3.12
3
-1
4
5
6
+0 +2 +5
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
MR
-1
+0
+1
+0
+1
LR
-2
-1
+0
+1
+0
Points Cost
-2
+0
+1
+2
+3
Rate Of Attack
The rate of attack (RoA) of a ranged weapon
reflects how many times the weapon can fire a
shot when activated. Most weapons will fire only
one round, but automatic weapons such as
machine guns and assault rifles may fire additional
rounds.
RoA
Points Cost
1
2
+0 +5
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Page 3.13
Chassis
AC
-
RA
-
ST
-
T
6
W
2
CO
-
AR
4
5
-5
6
7
8
9
+0 +16 +21 +35
1
-5
RoA
Points Cost
2
3
4
+0 +10 +20
Template
Size
1
1
2
2
3
3
4
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
Page 3.14
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
Strength
(ST)
5
6
7
8
9
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1
3
4
5
6
7
2
4
5
6
7
8
3
5
6
7
8
9
4
6
7
8
9
10
Page 3.15
1-1
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
45/-1
Sub-Total
RoA
ST
DA
See below
+8 points
+9 points
+1 point
+6 points
+2 points
+3 points
29 points
Sub-Total
+0 points
+5 points
+12 points
+2 points
+3 points
22 points
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LR
30/+0
Combination Weapons
MR
15/+1
SR
Template
Size
1
1
2
2
3+
UC
Page 3.16
+29 points
+11 points
40 points
SR
MR
LR
10/+1
20/+0
30/-1
RoA
ST
DA
See below
Assault Rifle
Rate Of Attack (RoA) 2
Strength (ST) 6
Underslung Grenade Launcher
Indirect
2 Blast
Strength (ST) 6
+3 points
+5 points
+5 points
13 points
+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
Template
Size
1
1
2
2
3
3
4
4
5
6
7
8
9
+0 +2 +5 +9 +14 +22
Rad Hound
AC
10
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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
Chassis
AC
-
RA
-
CC
-
ST
-
T
6
W
2
CO
-
AR
4
5
-5
6
7
8
9
+0 +16 +21 +35
1
-5
Maximum
Strength
8
7
6
2
3
4
+0 +10 +20
3
-1
4
5
6
+0 +2 +5
7
8
9
+9 +14 +22
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Points
Cost
2
6
12
Page 3.18
Creating Grenades
1
1
2
2
3
3
4
Points
Cost
2
3
4
6
9
12
16
22
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
ST
Points Cost
7
8
9
+9 +14 +22
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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Page 3.19
MR
-1
+0
+1
+0
+1
LR
-2
-1
+0
+1
+0
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
+3
-1
-2
-3
5
6
6
7
7
8
etc
Knock Prone
Points Cost
PM
1-1
AM
Points Cost
-2
+0
+1
+2
+3
PM
ST
D5
+2
D10
+4
Page 3.20
Damage
1
2
Points Cost +0 +10
ST
ST Points Cost
Residual Cost
+0
+3
+8
+0 +2 +4 +7 +11 +15
Shard Injector
UC
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
Points Cost
2
2
3
5
6
8
11
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Page 3.21
Just remember,
its a game,
have fun.
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Page 3.22
Infantry
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
RA
6
CC
5
ST
4
T
4
W
1
CO
6
AR
3
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
RA
7
CC
6
ST
5
T
4
W
1
CO
7
AR
5
W
1
CO
6
AR
5
RA
6
CC
6
ST
5
T
4
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)
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Page 3.23
Space Orcs
The Orcs are all over the galaxy. They are large
tough green skinned brutes who revel in combat,
even among themselves.
RA
6
CC
6
ST
5
T
6
W
2
CO
7
AR
3
Devouress Host
AC
12
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
RA
5
CC
5
ST
5
T
5
W
1
CO
5
AR
3
Flak Armour
Points Cost
27
Favoured Chontament
AC
8
RA
6
CC
6
ST
5
T
5
W
1
CO
7
AR
3
W
1
CO
6
AR
3
RA
6
CC
6
ST
5
T
5
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CC
6
ST
5
T
4
W
2
CO
6
AR
4
Undead Warrior
AC
8
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
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
Skitter Bug
AC
8
146
RA
2
CC
6
ST
5
T
5
W
1
CO
6
AR
2
Points Cost
29
Warrior Bug
AC
10
RA
2
CC
6
ST
5
T
6
W
2
CO
6
AR
3
Larvae Bug
AC
9
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
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
50
Warrior Bug painted by Glenn Few
(model by Ground Zero Games Sony Pictures)
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Page 3.25
Leviathon
AC
8
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
CO
8
Chain Gun
W
12
UC
Walker
1
None
Chain Gun
Shoulder Mounted Missile Launcher
Power Fist
UC
T
8
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
AC
10
RA
7
2
7
3 Mv Wp
Mv 9 Wp
Wp Mv Wp
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