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    WargamesUnlimted.com presents

     A D10 Miniatures Games System from WargamesUnlimited.com 

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    No Limits: Science Fiction Wargames

    www.WargamesUnlimited.com Page 1.3 v1.3 September 2007

    Section 1 Index

    Introduction ........................................................ 1.5  Alternate Unit Activation ................................. 1.5 No Limits Force Designer............................... 1.5 Internet Support ............................................. 1.5 The No Limits Universe.................................. 1.5 

    Getting Started................................................... 1.6 

    Miniatures....................................................... 1.6 Dice ................................................................ 1.6 Ruler............................................................... 1.6 Templates ...................................................... 1.7 Terrain............................................................ 1.7 Counters......................................................... 1.7 Model Sizes.................................................... 1.8 

    The Army ........................................................... 1.9 Units ............................................................... 1.9 Unit Leaders................................................... 1.9 Specialists ...................................................... 1.9 Individuals ...................................................... 1.9 Characters...................................................... 1.9 

     Army General ................................................. 1.9 Support Units / Support Weapons ................. 1.9 Very Large Models......................................... 1.9 Model Profile ................................................ 1.10 

     Actions (AC) ............................................. 1.10 Ranged Attack (RA).................................. 1.10 Close Combat (CC) .................................. 1.10 Strength (ST) ............................................ 1.10 Toughness (T) .......................................... 1.10 Wounds (W).............................................. 1.10 Command (CO) ........................................ 1.10  Armour (AR) ............................................. 1.10 

    Weapon Profile............................................. 1.11 

    Use Cost (UC) .......................................... 1.11 Short Range (SR) ..................................... 1.11 Medium Range (MR) ................................ 1.11 Long Range (LR)...................................... 1.11 Rate Of Attack (RoA)................................ 1.11 Strength (ST) ............................................ 1.11 Damage (DA)............................................ 1.12 Special Rules............................................ 1.12 

    Improvised Attack......................................... 1.12 Profile Values............................................... 1.12 Vehicles........................................................ 1.13 

    Vehicle Type............................................. 1.13 Vehicle Profile........................................... 1.13 

    Vehicle Weapons...................................... 1.13 Vehicle Damage....................................... 1.14 Damage Effects........................................ 1.14 Vehicle Activation ..................................... 1.14 Very Large Vehicles ................................. 1.14  Additional Vehicle Attributes..................... 1.14 

    Buildings....................................................... 1.15 Building Toughness.................................. 1.15 Building Entrances.................................... 1.15 Weapon Emplacements ........................... 1.15 

    Models Inside Buildings............................ 1.15 Cover ........................................................ 1.15 

    Getting Started................................................. 1.16 Problem Resolution...................................... 1.16 Setup............................................................ 1.16 

     Agreed Layout Of Terrain............................. 1.16 

     Alternate Placing Of Terrain......................... 1.16 Terrain.......................................................... 1.16 

    Wooded Area............................................ 1.16 Individual Trees ........................................ 1.16 

    Deployment Zones ....................................... 1.16 Positioning Models ....................................... 1.17 Reserve Units...............................................1.17 Infiltrating Units............................................. 1.17 

    Turn Sequence ................................................ 1.17 Initiative, The Tide Of Battle ......................... 1.17 Unit and Model Activation ............................ 1.17 

    Unactivated............................................... 1.18 Simultaneous Activations............................. 1.18 

    Uneven Number Of Units ............................. 1.18 Defer Unit Activation.................................1.18 

    Compulsory Effects ...................................... 1.18 Remove Counters ........................................ 1.18 

    Victory Conditions............................................ 1.19 Casualty Count............................................. 1.19 Scenario ....................................................... 1.19  Additional Battle Points ................................ 1.19 Number Of Game Turns............................... 1.19 

    Unit Coherency ................................................ 1.19 Urban Engagement Coherency.................... 1.19  Attack Zone .................................................. 1.20 

    Rolling To Hit ................................................... 1.20 

    Critical Hit ................................................. 1.20 Fumbles.................................................... 1.20 Fumbles And The Unerring Ability............ 1.20 

     Actions ............................................................. 1.21 Move.............................................................1.21 

    Terrain Types............................................ 1.21 Enemy Attack Zones ................................ 1.21 Movement Ability Summary...................... 1.21 Standing Up .............................................. 1.21 Charges .................................................... 1.21 

    Vehicle Movement........................................ 1.22 Wheeled.................................................... 1.22 Tracked..................................................... 1.22 

    Hover, Anti-Grav And Skimmers .............. 1.22 Walkers.....................................................1.22 Jump Jets And Jet Packs ......................... 1.22 Flying ........................................................ 1.23 

     Avoiding A Vehicle ....................................... 1.23 Vehicles In Motion ....................................1.24 Vehicle Collisions ..................................... 1.24 Vehicle Mass ............................................ 1.24 

    Ranged Combat ........................................... 1.24 Line Of Sight............................................. 1.25 

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    Cover........................................................ 1.25 Small Models............................................ 1.25 Elevated Ground....................................... 1.25 Lower Ground........................................... 1.25 Measuring Range ..................................... 1.26 Ranged Attack Modifier Summary............ 1.26 Rolling To Hit ............................................ 1.26 Rate Of Attack .......................................... 1.26 

    Reduced Rate Of Attack........................... 1.26  Aiming....................................................... 1.26 Very Large Target..................................... 1.27 Run & Shoot ............................................. 1.27 Target Selection And Priority.................... 1.28 Rate Of Attack Overkill ............................. 1.28 Multiple Ranged Attacks........................... 1.28 Dividing Shots........................................... 1.29 Shooting Into Close Combat .................... 1.29 Suppressing Fire / Covering Fire.............. 1.30 Shooting With Vehicle Weapons.............. 1.31 Move & Fire .............................................. 1.31 

    Heavy Support Weapons............................. 1.32 

    Support Weapon Crew............................. 1.32  Automated Support Weapons .................. 1.32 Support Weapon Movement..................... 1.32 Support Weapon Uses Per Turn .............. 1.32 Projectile Travel (Distance In Inches)....... 1.32 

    Blast Templates ........................................... 1.32 Blast Template Deviation ......................... 1.33 Indirect Fire............................................... 1.33 Loss Of Crew............................................ 1.33  Area Effect Maximum Strength ................ 1.33  Area Effect Against Normal Targets......... 1.34  Area Effect vs Large Targets.................... 1.34  Activating Self Destruct ............................ 1.34 

    Shooting at Support Weapons ..................... 1.35 Smoke Templates ........................................ 1.35 Shooting Into Smoke.................................... 1.35 Teardrop Templates..................................... 1.36 

    Use Cost For Teardrop Templates........... 1.36 Teardrop Effects vs. Large Targets.......... 1.36 Destroying Teardrop Effect Weapons ...... 1.36 

     Activating Buildings ...................................... 1.37 Integral Weapons ..................................... 1.37 Models Inside Buildings............................ 1.37 Ranged Attacks Against Buildings ........... 1.37 

    Throwing Grenades...................................... 1.38 Deviating Grenades.................................. 1.38 Grenade Fumbles..................................... 1.38 Dropping Grenades.................................. 1.38 

    Close Combat .............................................. 1.39 Basic Close Combat Weapons................. 1.39 Powered Energy Weapons....................... 1.39 Selecting Weapons During Combat ......... 1.39 Momentum Attack..................................... 1.39 Who Can Fight Who ................................. 1.40 Striking The Enemy.................................. 1.40 Close Combat Modifiers........................... 1.40 

    Close Combat vs. Very Large Targets ..... 1.40 Combat Assistance................................... 1.40 Parry Ability...............................................1.41 Voluntarily Retreating From Combat ........ 1.41 Extended Reach Weapons.......................1.41 

    Multiple Attacks............................................ 1.42 Follow Up Movement ................................... 1.43 Push Attacks ................................................ 1.43 

    Pushing Back ............................................... 1.44 Falling Models .............................................. 1.44  Assaulting Buildings ..................................... 1.44 

     Attacking Buildings ................................... 1.44 Entering Buildings..................................... 1.45 Using Ladders........................................... 1.45 Using Grappling Hooks............................. 1.45 

    Infantry Versus Vehicles .............................. 1.46  Attacking Vehicles With Grenades ........... 1.46 Simultaneous Attacks............................... 1.46 Desperate Measures ................................ 1.47 

     Armour Saves............................................... 1.48  Armour Values .......................................... 1.48 

     Armour Modifier ........................................ 1.48 Penetration Modifier ................................. 1.48  Armour Resilience .................................... 1.48 

    Damage........................................................ 1.49 Wounding The Target............................... 1.49 Removing Casualties................................ 1.49 Residual Damage..................................... 1.49 

    Being Knocked Prone .................................. 1.49 Hold.............................................................. 1.50 

    Response Shooting .................................. 1.50 Receive A Charge ....................................1.50 Flee From A Charge................................. 1.50 

    Psionics ........................................................ 1.51 

    Casting A Psionic Effect ...........................1.51 Concentrating ........................................... 1.51 Neophytes................................................. 1.51 Psionic Chants (Rituals And Rites) .......... 1.51 Resisting A Psionic Effect......................... 1.51 Upkeep ..................................................... 1.52 Cancelling An Effect In Play ..................... 1.52 Killing A Psionics User.............................. 1.52 Casting A Psionic Ability Summary .......... 1.52 

    Psionics List ................................................. 1.53 Morale .......................................................... 1.54 

    Command Test Modifiers ......................... 1.54 Rally.......................................................... 1.54 Heroic Rally .............................................. 1.54 Failing To Rally.........................................1.54 Unwavering Ability ....................................1.54 Lone Survivors.......................................... 1.54 

    Fear Causing Models................................... 1.55 Charging Fear Causing Models................1.55 Being Charged By Fear Causing Models . 1.55 

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    IntroductionNo Limits is a generic science fiction miniaturesgame system for use with miniatures from any25mm to 30mm manufacturer.

    These rules cover everything you need to startplaying No Limits.

    Wild Boar Machine Gunner © Brian Smith

    Why another game system? There have beenmany great games systems over the years. Somehave fallen by the way never to return. Like manyother gamers, miniatures collected and paintedfrom now defunct manufacturers end up sitting inthe attic gathering dust or being sold on ebay for afraction of their worth. These forces were collectedusually because the miniatures sparked someenthusiasm or desire to collect a particular force.No Limits has been created to allow theseminiatures to be used again. In fact, the intentionis more to allow players to pick and mix modelsfrom various forces and create their own unique

    army. It is still best to keep to a flavour or style andtry to use models that look as if they fight on thesame side. Mixing some lightly armoured infantryand giant hulking slavering alien beasts on thesame side may not necessarily work, unless thelightly armoured infantry were riding the hulkingslavering alien beasts…

     Alternate Unit ActivationNo Limits uses an alternate unit activation systemrather than the “I go, you go” turn sequence. Eachmodel has a number of actions dependant on itstraining, experience and species. A model canperform actions in any sequence as long as themodel has the action point allowance.

    Example : Player one activates a unit and performs allof their movement and combat actions. Once he hasfinished with that unit, player two activates a unit and

     performs the same. Once all of the units on each sidehave been activated, the game turn ends and a newgame turn begins with a player activating a unit.

    No Limits Force Designer A force creation formula is available to allowplayers to design model profiles to suite themodels.

    Where possible, the profile and weapons shouldtry to match the models physical appearance.

    In some cases, you may be looking for a skill orability to assign a model that is not listed in theforce designer. There is nothing to prevent youfrom creating a new skill to achieve what you areafter. As long as your opponent agrees to theability and the points cost you have calculated,then feel free to add it to your army list.

    Internet SupportNew force lists will be posted on the No Limits website and players are encouraged to publish theirown forces on the forum.

    The No Limits UniversePlayers are encouraged to create their own forcesbased on models in their collection or by collectingmodels from different ranges to make the sci-fiarmy you have always wanted.

    There are countless races and species to choosefrom: human, orc, dwarf, arachnid, lizard, chaos to

    name but a few. Within each species there can bemany variants such as human Marines, SpaceRangers, the New Soviet Star Republic and so on.

    The are a number of No Limits force lists availablefor use either as guidelines on creating a force listor as ready to play armies.

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    Getting StartedThe main objective of No Limits Wargames is tohave fun. All day gaming sessions really shouldinclude a good supply of drinks and pizza.

    If you are an experienced gamer, you will probablyalready have found that you spend more timecollecting and painting miniatures than you doactually playing the games.

    Collecting and painting models makes up a largeportion of the hobby. The ability to create your ownarmy using favourite models from a variety ofsources can be a very satisfying experience.Generating a background for your army units, witha detailed history of famous exploits, will help inbringing a force together and giving it a uniqueidentity.

    To help get you started, a few standard model

    profiles are provided in these rules as guidelines.New army lists will be published in supplements,including some unusual army concepts.

    To play a game of No Limits, you will need thefollowing items ;

    •  Miniatures

    •  Dice

    •  Ruler

    •  Templates

    •  Playing surface and terrain

    Finally, you will need an opponent and some time. A small scale skirmish will take about two hours,whilst a full scale battle consisting of a fewhundred figures could take the best part of a day.

    MiniaturesYou will need an army of miniatures to fight yourbattles. There are a huge number ofmanufacturers producing many and varied figures.Different races have different strengths andweaknesses, it is up to you, as the army General,to find your army's strongest feature and use it to

    its best advantage.

    The number of models that you will have in eacharmy will also vary a great deal. Each model has apoints value. A game is set at a particular pointstotal, 1000 points for example, each player thenselects the models to be used in their selectedarmy up to the chosen points total.

    Small scale battles may be fought with as few as20 miniatures, larger scale games could havemore than 100 models on each side.

    DiceNo Limits uses a 10 sided dice to resolve allmanner of events during a game. A 10 sided dice

    is referred to as D10.

     A dice roll may also be affected by skills andconditions. This is referred to as a modifier, forexample, a CC+1 modifier would mean you add+1 to the models close combat value for thepurposes of making a D10 roll. Conversely, a CC-1 modifier would mean you subtract 1 from themodels close combat value when making the D10roll.

    In some instances, a “natural roll” is referred to,usually a 1 or 10. This is the dice result without

    any modifiers being applied. It is literally thenumber shown on the dice when it is rolled!

    D10 Dice

    It is also useful to have a dice that can be used asa scatter dice. This requires an arrow of some sortto be shown on each side of it. A standard D10can also be used, the number showing whenrolled effectively points in a direction and so can

    be used as a direction pointer.

    Ruler A measuring device of some sort is essential.Retractable tape measures are available from DIYstores and should be marked in inches.

    Hydrissian Heavy Infantry(model © Alpha Forge Games)

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    TemplatesSome weapons and psionic abilities affect an areaof the battlefield. These are represented bytemplates and positioned as required during abattle.

    Templates vary in size and generally are circular

    card with a diameter of 1", 1½”, 2", 2½”, 3”, 3½” or4".

    1” Blast Template

    In addition to the circular templates, three teardropshaped templates are used to represent flameeffects.

    Colour representations of these templates can befound at the end of these rules. They may beprinted out, glued on to card and cut out for use ingames of No Limits.

    TerrainGames may be played out over any table size.Most games tend to be played on a 4' by 4' area.Large games may be played on a 6' by 4' area.

     A green cloth can be spread over the table orwooden boards can be painted to represent thebattlefield.

    Having some scenery on the table also adds to thegaming experience. Hills, forests, rivers andbuildings would give your warriors something tofight over and something to use as cover when thebattle heats up.

    There are quite simply loads of after marketaccessories available from a host ofmanufacturers. Many commercially manufacturedterrain items are made from lightweight resin.These are often highly detailed and can enhance abattlefield when painted. Another advantage ofresin terrain is that being lightweight, it is easy tostore and transport to games.

    Terrain feature © Snapdragon Studio

    Part of the fun of the hobby is to make your ownterrain, hills can be made from thick card orpolystyrene and buildings can be made from foamboard or thick card. When painted, these can beevery bit as effective as those purchased fromstores.

    Terrain feature © Snapdragon Studio

    CountersSometimes a good selection of counters are veryhandy just to remind you of the status of a modelor unit.

    Eldritch Gems Counters © EM4

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    Model SizesThe models used in tabletop wargames will vary insize, from the smallest creature through to thelargest super heavy battle tanks.

    The size of the model is sometimes referred towhen targeting with ranged attacks, or for

    determining the results of a collision.

    SmallSmall models are generally under ¾” (19mm) inheight.

    Dozer Pup painted by Gurth

    (model © FASA)

    Such models will usually be used as swarmingminions of some description, unless of course youhave an army of Hobbits (or Kindred).

    MediumMedium sized models will be the most commonsize used in a force. Medium sized models willvary in height between ¾” (19mm) and 2” (50mm).

    Sergeant painted by Gurth(model © FASA)

    The majority of models most commonly used willrange between 1” (25mm) and 1¼” (30mm). Thereis some variation between manufacturers, so ifyou are building a new custom force, mixing25mm and 30mm figures in the same army canlook a little out of place.

    Large Any models larger than 2” (50mm) in height aregenerally considered to be large models. These

    tend to be easier to hit with ranged attacks as theypresent a larger target area.

    Spug Exo-suit(model © Spriggan Miniatures)

    Some creatures will also be classified as large

    targets.

     Very LargeModels larger than 4” (100mm) and/or 4” (100mm)in length or width are usually classified as verylarge targets (VLT).

    Scarab APC All Terrain Walker (AT-W)(model © i-Kore)

    These very large models are very easy to spotfrom almost anywhere on the battlefield. This alsomakes them very easy to target with ranged

    attacks.

    Very large Mech models(models © FASA)

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    The Army A collection of miniatures form the army for thebattles ahead. Each model has a points value. Themakeup of the model, including all of its weaponsand abilities, determine the total points cost. Thepoints cost of the whole army is then determinedby adding up the points cost of the models.

    The models are divided into several differentclassifications.

    Units A majority of the army is made up of rank and filewarriors. These form into groups of warriors calledUnits. Units may vary in size, but normally consistof between 4 and 20 models. All models in a unitare normally armed and equipped in the samemanner. For game purposes, it is simpler to keepa unit equipped the same way. However, there is

    nothing to stop you from mixing models in a unitas long as the physical appearance of the modelmatches the weapons and equipment they aremeant to be carrying.

    NSSR Infantry painted by Robert Fransgaard(models © FASA)

    Unit Leaders A unit leader is a warrior who has been given aposition of command and responsibility for a unitof warriors. A unit leader will accompany a unitand the unit will usually benefit from additionalskills and abilities.

    Unit leaders may be known by several names,Sergeants, Captains, Lieutenants, Boss, or justabout anything you care to make up.

    SpecialistsSome units may have a number of specialistmodels such as those carrying heavy weapons orunit banners. The main model profile for a unitspecialist is always the same as the other modelsin the unit, although weapons and special rulesmay vary.

    IndividualsIndividual models are powerful models in their ownright. They can operate as a single model or beadded to a unit of warriors. In many cases,individuals may be used as unit leaders.

    CharactersThe most powerful models in the army are thenamed characters. These models usually have acolourful background and famous exploits.

    Characters will usually have special abilitiesmaking them formidable foes in battle.

     Army GeneralOne model in an army will be designated theoverall commander. This may be an Individual or aCharacter.

    Support Units / Support Weapons A support unit is a rare and powerful asset to anarmy. Support units are usually war machines ofsome type such as a large vehicle or large heavyweapon manned by multiple soldiers.

    Some large creatures are also classed as supportunits.

     Very Large ModelsIn some games, very large models may be used.These could be huge vehicles such as massive

    Mechanoids, Titan walkers or huge tanks. Thesemodels are also classed as support units.

    Such models are very large targets and willdominate the battlefield. However, you will not findmany vehicles of such a size on the battlefield, theresources required to produce them are massive.

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    Model ProfileEach model has a profile which determines itsproficiency in various tasks.

    The model is presented in a simple table with all ofthe characteristic values and special rules.

    Sergeant AC RA CC ST T W CO AR

    9 6 6 4 5 2 7 2

    •  0 to 1 leader

    •  Assault Rifle

    Infantry AC RA CC ST T W CO AR

    9 5 5 4 5 1 5 2

    •  4 to 8 models per unit

    •  Assault Rifle

     Actions (AC)This value refers to the number of actions (AC) amodel may take during its activation. Most mediumsized models will have between eight and tenactions. A model may choose what to do with itsspecified number of actions. Actions may beperformed in any order, a model may move, shootand fight or it may move, move and fight. Eachtype of action may require differing numbers ofaction (AC) points to be used. To move 1” will cost1 action (AC). To make a basic close combat

    attack will cost 3 actions (AC).

    Ranged Attack (RA)This value refers to the models ability to use aranged combat attack. The higher the value, thebetter the model is at using its ranged weaponry.To successfully hit a target, the firing model mustroll equal to, or under, its own ranged attack (RA)value subject to modifiers.

    Close Combat (CC)The model’s ability in close combat is measured

    by the CC value. The higher the value, the betterthe chance of the model hitting an opponent inbase to base contact. To strike a target in closecombat, the attacking model must roll equal to, orunder, its own close combat (CC) value subject tomodifiers.

    Strength (ST)This value represents the model’s strength and isused to determine damage that may be inflicted onan opponent in close combat. The strength of amodel may be enhanced by a weapon.

    Toughness (T)The ability of a model to withstand damageinflicted by an opponent is measured by themodels toughness.

    Wounds (W)When a model is damaged by an attack, it will takea wound. Most small and medium sized modelscan only take one wound before they are killedand removed from play as a casualty. Largecreatures and heroic models, such as unit leadersand characters, may often have two or morewounds.

    Command (CO)The command value of a model determines how itis able to withstand the effect of being beaten backin combat.

    Each model has a command (CO) range equal toits command (CO) value in inches. The commandrange is also referred to as the area of influence.

     Armour (AR)The armour value represents any physicalprotection the model is wearing. This may be

    powered armour or a heavy carapace on an aliencreature. The higher the armour value, the morechance the model has to shrug off attacks.

    Powered Armour © Mike Wikan

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    Damage (DA)Each hit that results in damage usually results in asingle wound on the target model. Some powerfulweapons may inflict more wounds for eachsuccessful damage roll. A weapon with a Damage(DA) value of 2 will inflict 2 wounds on the targetmodel.

    The amount of damage sustained by a targetmodel may be more than enough to eliminate themodel.

    Excess or unused damage may not be carriedover to another model.

    Special RulesSome weapons may have special rules that arefollowed whenever the weapon is used. Someweapons may use an area effect blast template todetermine how many models are hit by the attack.

    Power GloveUC SR MR LR RoA ST DA

    6 Close Combat 1 +3 2

    •  Penetration Modifier –2

    Example : A model with a Power Glove and 10 actions(AC) is 3 ½ ” from an enemy. He may charge into handto hand combat by moving 3 ½ ” at a cost of 4 actions(AC). This leaves 6 actions (AC) for the model toattack with in hand to hand combat. The model maymake two attacks using his 3 use cost (UC)improvised weapon or one attack with the much more

     powerful 6 use cost (UC) Power Glove.

    Monark painted by Chris Gilders(model © FASA)

    Improvised AttackEven models that are not equipped with specificclose combat weapons may still make closecombat attacks.

     An improvised attack represents the model usingfists, kicking and generally any basic physical

    attributes to defend itself.

    Improvised AttackUC SR MR LR RoA ST DA

    3 Close Combat 1 +0 1

    Profile ValuesThe diversity of the universe means that there willbe a great deal of variation between species thatoriginate on different planets.

    The profile creation rules allow any combination of

    characteristic values to be used, but there shouldbe some general framework from which to buildon.

    The following list suggests some starting values:

    •  Most human sized models have a strength(ST) of 4 and a toughness (T) of 4.

    •  Close combat weapons will give a bonus to amodels base strength and/or a higher rate ofattack (RoA).

      A pistol tends to have a strength (ST) of 5.

    •  A rifle tends to have strength (ST) of 5 or 6 butwith a greater range than that of a pistol.

    •  Rate of attack (RoA) and damage (DA) maynot be greater than 1 (only one of the valuesmay be greater than 1).

    •  Machine guns generally have a high rate ofattack (RoA).

    Some specific races will perhaps have highervalues for certain profile characteristics. Forexample, dwarves will generally have a higherbase toughness (T) than elves.

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     VehiclesThere are many vehicles in the sci-fi universe ofNo Limits. From troop transports to heavy battletanks to colossal Titanic Walkers.

    Mechaniod © Mike Wikan

     Vehicle TypeVehicles are divided into different types dependingon their mode of locomotion.

    The vehicle type determines the terrain a modelmay cross. This is covered in the movementsection.

    WheeledWheeled vehicles are the most common form oftransport across the universe. Wheeled armouredpersonnel carriers and light tanks are used tosupport infantry and move them around thebattlefield.

    Tracked

    Most tanks will be tracked to allow them totraverse most terrain.

    Hover, Anti-Grav And SkimmersThe more advanced races have developed hovervehicles or even those capable of anti-gravlocomotion.

    WalkerGiant biped walkers are used by many races.These can vary in size from around 10 feet tall toover 80 feet. Most are crewed by one or morepilots and gunners, but totally robotic walkers arenot unheard of.

    FlyingThere are many types of flying vehicle; dropshiptransports, ground attack craft and recon aircraft toname but a few.

     Vehicle ProfileThe vehicle profile is similar to a normal sizedmodel profile except that more information isrequired to track weapons and damage.

    Devout Titan AC RA CC ST T W CO AR

    9 7 6 8 8 15 8 7

    Type WalkerCrew 2 (Pilot & Gunner)Transport None

    •  2 Turbo Lasers (Left & Right Arms)

    •  Nose Mounted Machine Cannon

    •  Anti-Personnel Grenades

    •  Smoke Grenades

    •  Jump Jets

    •  Very Large Target

    Damage Tracker

    1 2 3 Mv Wp6 7 Mv 9 Wp

    11 Mv 13 14

     Vehicle WeaponsVehicle weapons are usually heavy weapons ofsome description.

    Vehicle weapons do not have a specific use cost

    (UC). When a vehicle is activated, it may fire anyor all of its weapons once at any time during itsmovement. This is covered in greater detail in theactivation section.

    Light Machine GunUC SR MR LR RoA ST DA

    - 10/+1 20/+0 30/-1 3 6 1

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    Heavy Machine GunUC SR MR LR RoA ST DA

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

     Vehicle DamageMost vehicles will have multiple wounds and in

    some cases, the really large vehicles could have10 or more wounds.

     Any vehicle with more than 5 wounds will utilise aDamage Tracker.

     As a vehicle takes damage, some weapons couldbe disabled before the vehicle is totally destroyed.

    Damage Tracker

    1 2 3 Mv Wp

    6 7 Mv 9 Wp11 Mv 13 1415 wound tracker

    Damage EffectsWhen a “Mv” damage tracker cell is crossed off,the vehicles actions (AC) are reduced by 1(cumulative). When a vehicles actions (AC) arereduced, this only affects the maximum movementof the vehicle. The vehicle may still fire any or allfunctioning weapons once during its activation.

    When a “Wp” damage tracker cell is crossed off,one functioning weapon is destroyed. This can beselected as the closest functioning weapon to thefiring model or randomly determined if twoweapons are eligible.

     Vehicle Activation

    When a vehicle is activated, it may move up to itsfull movement and fire its weapons at any timeduring its movement.

    Example : A battle tank with 10 actions (AC) can moveup to 10” and fire its weapons at any time during themovement. It could fire its machine gun before it startsto move, move 7” and fire its main cannon and move3” and fire its sponson guns. Alternatively, it could fireall of its weapons before it starts moving or all when ithas completed its move.

     Very Large VehiclesVery large models are much easier to hit withranged attacks. Any very large model is classifiedas a very large target (VLT).

    The ranged combat rules detail the targeting ofsuch models.

     Additional Vehicle AttributesVehicles may have specific abilities restricted tonon-living models. For example, large walkers willbe able to make stomp attacks on much smallerunits.

    The vehicle attributes section provides suchdetails and points costs.

    Battleblade Main Battle Tank(model © Armorcast from a © Games Workshop design)

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    BuildingsPlayers have the option of using buildings as partof their force or simply as terrain features to befought over.

    Concrete Bunker © Snapdragon Studio

    Building ToughnessBuildings may be composed of many materials,some are more resilient to damage than others

     Allocating wounds to a building will depend on themodel being used. The height of the model willalso affect the amount of damage it can withstandbefore it is destroyed.

     As a guideline, the following table sets out thesome standard materials, the toughness (T) ofthose materials and the number of wounds perinch of the building.

    MaterialToughness

    (T) Armour

    (AR)Wounds

    (W)

    Wood 5 - 1 per 2”Brick 6 4 1 per 1”Stone 7 5 1 per 1”Concrete 8 6 2 per 1”Plascrete 8 7 3 per 1”

    Building Entrances All buildings will have an entrance of one type or

    another, from simple doors to massive gates.

    Models must normally enter and exit a buildingusing a clearly defined entrance.

    In the case of ruined or “open” layout buildings,models may treat walls as obstacles and simplyclimb over them (see movement section).

    Weapon EmplacementsSome buildings may be fitted with integral weaponsystems. If such buildings are used, they areactivated like a unit or vehicle during a playersturn.

    In most cases, personnel are allocated to a

    building to fire weapons during the buildingsactivation. Automated systems may be utilised inwhich case no personnel are used.

    Models Inside BuildingsSmall and medium sized models may occupy theinterior of buildings. Depending on the modelrepresenting the building, units may be positionedinside buildings either by physically placing themodels inside the building or by removing themodels from the tabletop and recording theirposition.

    Large models may enter structures where themodel may physically fit inside the building.

    CoverModels will benefit from cover when positionedinside buildings or behind other terrain features.

    For game purposes, models will gain 25%, 50% or75% cover depending on how much of the modelis visible to the attacker.

    Duat Chontament painted by Gurth(model © FASA)

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    When a model or unit has completed all its actions(AC), it is the turn of the opposing player toactivate one of his own units and complete itsactions (AC).

    When a unit has been activated, place a counternext to the unit to signify its activated status.

    Play alternates between players until there are nomore units to activate on either side. When thisoccurs, the game turn has completed.

     A model or unit on the battlefield will be in one ofthe following states:

    Unactivated The model or unit has not yetused its actions (AC) in thecurrent game turn.

     Active The model or unit is currently inthe middle of using its actions(AC) to take its game turn.

    Holding The model or unit is on hold,waiting for an enemy unit topresent itself as a target.

    Responding  A holding model or unit hasinterrupted the active units turnand is responding with its holdaction.

     Activated The model or unit has alreadyperformed its actions (AC) in thecurrent game turn.

    Panicked The model or unit has failed amorale test.

    Simultaneous Activations Although models are generally activatedindividually, it is sometimes necessary to activateone or more models at the same time. In suchcases, the models all move, shoot and performany other actions at the same time.

    Example : A unit of seven infantrymen intend toadvance and fire on an enemy unit. To speed game

     play, the controlling player may first move all of themodels in the unit and then make seven rangedattacks at the same time.

    Uneven Number Of UnitsWhen there are an uneven number of units perside, one player may run out of units to activatewhilst his opponent still has unactivated units. Inthis case, the player with no more units to activatesimply passes on unit activation whilst hisopponent activates all remaining units.

    Defer Unit ActivationWhen there is a difference in the number ofunactivated units on each side, the player with thefewer number of unactivated units may defer orpass an activation to his opponent. A defer optionmay only be taken if the difference in the numberof unactivated units on each side is three or more.

    Example : It is John’s turn to activate a unit. John hasfour units remaining to be activated. His opponent,Paul has seven unactivated units remaining. Johndecides to defer a unit activation and let Paul activateanother unit.

    Neither side may defer on the first turn.

     A player may not defer an activation two turns in arow (unless of course he has no more units toactivate).

    Spug Leader painted by Chris Gilders

    (model © Spriggan Miniatures)

    Compulsory EffectsSome effects will remain in play. At the end ofeach turn, these effects must be processedaccording to the specific rules of the effect in play.This will often involve the random movement of atemplate effect or similar event. More detail isprovided later in these rules.

    Remove Counters At the end of the turn, all counters used to denoteactivated units are removed ready for the nextgame turn.

    •  Panic and hold counters remain in play.

    The players then return to the initiative phase,unless of course the battle is over...

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     Attack Zone A models ranged combat firing arc is 90°  to thefront.

    Line of sight (LOS) is 180°  to the front half of themodel.

    180º field of vision, 90º fire arc to the front

    Each model has an attack zone extending out 1"

    around the model to the front 180°  vision arc. Noenemy model may pass through the attack zoneunless it is charging into combat. A model ceases to have an attack zone whenengaged in close combat.

    Rolling To Hit All close combat attacks and ranged attacks areresolved by rolling a D10. An unmodified roll of 1is deemed a critical hit and an unmodified roll of10 is deemed a fumble.

    Only push attacks are resolved by adding amodels strength (ST) value to a D10 roll.

    Critical HitWhen required to roll a D10 to hit for a rangedattack or a close combat attack, a natural roll of 1is known as a critical hit. A critical hit finds aweakness in the enemy armour or strikes anexposed area.

    The target model has one armour save attemptnegated for each critical hit.

    Example : A model with powered armour is hit on anatural roll of a 1. Powered armour normally allows a2D10 save, but the critical hit negates one the armoursave dice and the model must attempt a save using asingle D10.

    Some special armour may allow for save attemptsagainst critical hits.

    Fumbles A natural D10 roll of 10 when rolling a ranged orclose combat attack is a fumble. The attackingmodel has made a complete mess of its attackand loses any remaining actions for that turn.

    Fumbles And The Unerring Ability A model with the unerring ability is able to treatdice rolls of 10 as misses instead of fumbles.

    Tripod painted by Chris Gilders(model © Black Hat Miniatures)

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     ActionsThe actions available to a model are (in noparticular sequence);

    •  Move

    •  Close combat

    •  Ranged attack

    •  Rally

    •  Hold

    •  Psionics

    •  Special actions

    Move A model may spend any or all of its actions (AC) tomove. Standard movement is 1” for each action(AC) expended.

    Terrain TypesThe nature of the terrain may effect the speed at

    which the model may move.

    OpenOpen terrain refers to plains, fields and generallyeasy to traverse ground. A model may move at 1”per action (AC) expended.

    Most terrain would normally be of an open nature.

    RoughRocky outcrops, steep slopes and heavily woodedarea are counted as rough terrain.

     A model moving through rough or wooded terrainis required to expend double the actions (AC) tomove 1”.

    ImpassableCliffs, chasms and other similar obstructions areclassed as impassable terrain.

    Only flying models or models with special abilitiesmay cross impassable terrain.

    ObstaclesThere are many obstacles on the battlefield,

    hedges, walls and other smaller obstructions. Amodel may spend 1 action (AC) to cross anybarrier up to the height of the active model.

    Enemy Attack Zones An activated model may not move into or throughan enemy attack zone unless the activated modelis charging into close combat with that model.If the enemy model is already engaged in closecombat, it no longer exerts an attack zone as it isconcentrating on its immediate combat.

    Movement Ability SummaryThere are a number of movement abilitiesavailable to models. These allow some models tomove at greater speed.

    The following table summarises the movementabilities.

    Actions(AC)

    QuickMove

    RapidMove

    GiantStrides

    Flying

    1 1½” 2“ 2½” 3”2 3” 4” 5” 6”3 5½” 6” 7½” 9”4 6” 8” 10” 12”5 7½” 10” 12½” 15”

    6 9” 12” 15” 18”7 11½” 14” 17½” 21”8 12” 16” 20” 24”9 13½” 18” 22½  27”

    10 15” 20” 25” 30”11 16½” 22” 27½” 33”12 18” 24” 30” 36”

    Standing Up A model that has been knocked prone for anyreason must spend 3 actions (AC) to stand up.

    Charges A model wishing to engage in close combat willmake a charge move towards an enemy model. Ifthe model has insufficient actions (AC) to makecontact with the target model, the charging modelwill end its move short of its intended target andwill take no further actions.

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     Vehicle MovementVehicles have a number of methods of locomotionavailable.

    Vehicles expend 1 action (AC) per 1” moved.Movement abilities can increase the distancemoved.

    The mode of movement will affect the way inwhich a vehicle may perform a turn during itsactivation.

    Wheeled A wheeled vehicle may turn up to 45° for every 3”of movement. A wheeled vehicle turns in an “arc”from its starting point and may not turn on thespot.

    Wheeled vehicle turning

    TrackedTanks, APC’s and other tracked vehicles are able

    to operate the tracks in different directions at thesame time. This enables them to effectively turnon the spot.

     A vehicle turning on the spot expends 2 actions

    (AC) for every 90° or part thereof turned.

     A tracked vehicle may also turn in the same wayas a wheeled vehicle.

    Hover, Anti-Grav And Skimmers All skimmers are able to turn on the spot in thesame way that tracked vehicles may turn, but withgreater ease.

     A skimmer turning on the spot expends 1 action

    (AC) for every 90° or part thereof turned.

    Skimmers may also turn in the same way as awheeled vehicle.

    Skimmers may freely move over obstacles that areno more than 2” in height.

    WalkersMay step over objects no more than one third(33%) the total height of the model.

     A walker turning on the spot expends 1 action

    (AC) of movement for every 90°  or part thereof

    turned.

     A walker may also turn 45°  for every 1” ofmovement.

    Jump Jets And Jet PacksSome assault units and walkers are fitted with jump jets. These allow such units to makepowered jumps over obstacles.

     A model fitted with jump jets may expend 5 actions(AC) to move up to 15” reaching a height of halfthe distance actually travelled.

     A model will always expend 5 actions (AC)regardless of the distance moved.

    When the model lands, roll a D10, on a roll of 10,the model has landed badly and will go prone. Themodel does not take damage from a failed landing. A prone model must spend 3 actions (AC) to standup.

     A model with jump jets may use them to chargeinto combat. The model may still benefit from amomentum attack (see close combat) if no other

    actions were performed prior to the initiation of thecharge.

     A model equipped with jump jets may even directlytarget an enemy model and land on top of theenemy. If the jump jet model is of equal size orlarger, the target model is automatically knockedprone. The jump jet model must still make asuccessful landing by rolling 9 or less on a D10.

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    FlyingModels capable of flight suffer no movementrestrictions. There are many and varied methodsof flight in a science fiction environment

    Making turns in flight will depend on the method offlight and it is up to players to agree if a particular

    flying vehicle can turn on the spot or turn using awheeled vehicle turn radius.

    It is suggested that flying models capable ofvertical take off and landing (VTOL) may turn onthe spot expending 1 action (AC) of movement for

    every 90° or part thereof turned.

     Aircraft type vehicles (fixed wing, with jet orpropeller propulsion) should follow wheeled

    vehicle turning method but turn 45° for every 6” ofmovement.

    Weird and strange alien creatures capable of flightshould follow either the VTOL or aircraft turningmethod depending on which turn method wouldbest suit the model.

    Infantry model 1 is in the center ofthe path of the oncoming vehicle,the model may be moved to eitherside of the vehicle.

     Avoiding A VehicleModels attempting to leap out of the way of anoncoming vehicle must make a command (CO)test to avoid a collision. Each model must rollunder their own command (CO) value to succeed.

    Models on hold benefit from a CO+1 bonus.

    If the test is successful, the model is automaticallymoved to the side of the vehicles path.

    Models will be moved the shortest distance to theside of the vehicle.

    If a model fails to leap out of the way, it will take asingle hit with a strength (ST) equal to strength ofthe vehicle in motion.

    Only small and medium sized models (usuallyunder 2” in height) are eligible to attempt to avoid

    an oncoming vehicle. Other vehicles, walkers andlarge models (except those with the side stepability) may not attempt to leap out of the way.

    Infantry models 2 and 3 both hadshortest escape routes to either sideof the vehicle.

     As the vehicle moves forward, eachinfantry model makes a command

    (CO) test to avoid taking a collision.

     A model failing the command (CO)test will take a single automatic hit.

    Models hit but not killed are knocked prone andmoved to the side of the vehicle in motion.

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    Line Of SightIn most cases, a model must have line of sight(LOS) to its target in order to be able to use aranged attack. Some weapons have the indirectspecial rule allowing them to fire over interveningmodels.

    CoverModels may attempt to gain protection againstranged combat attacks by partly concealingthemselves behind trees, walls or hedges.

    •  A model which is 25% concealed isconsidered to be in soft cover and has a -1 tohit modifier.

    •  A model which is 50% concealed isconsidered to be in hard cover and has a -2 tohit modifier.

    •  A model which is 75% concealed isconsidered to be in extreme hard cover and

    has a –3 to hit modifier.

    Models located in areas defined as wooded willbenefit from cover.

    •  A model on the edge of a wood can claim softcover and a –1 to hit modifier. The edge of thewood is defined as up to 1” into the woodedarea.

    •  A model between 1” and 2” into a woodedarea can claim hard cover and a –2 to hitmodifier.

    Models more than 2” into a wooded area may notbe targeted.

    Models in hard cover or extreme hard cover maynot be subject to a critical hit. The more difficult itis to hit a target due to cover, the lower thenumber required to be rolled. Models will oftenneed to roll a 1 or 2 to hit their intended targetafter cover modifiers have been applied. In suchcases, the ranged attack will not cause a criticalhit.

    Small Models

    Small models are more difficult to hit with bothranged attacks and close combat attacks. Anyattack against a small model is resolved with anadditional RA –1 or CC –1 penalty on top of allother modifiers.

    Elevated GroundModels on top of a building or similar terrainfeature and positioned within 1” of the edge haveline of sight straight down to potential targets.

    Lower GroundModels making ranged attacks from a lower

    position in relation to the intended target have thedifficulty of the attack modified by the angle fromthe firing model to the target model.

     An elevated position counts as a difference in floorheight between the firing and target model of 2” ormore.

    In addition, models firing from a lower position willsuffer an additional penalty:

    •  RA –1 shooting from lower ground.

    There are four bands of difficulty for models firingat targets in elevated positions. The angle ofattack automatically provides the target model withcover.

    Angle OfAttack

    LowerGround Cover

    CumulativeModifier

    Less than 22½°  -1 -3 -4

    22½° to 45°  -1 -2 -3

    45° to 67½°  -1 -1 -2

    More than 67½°  -1 0 -1

     All other modifiers such as range and target size

    are also applied.

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    Measuring RangeBefore the shot is made, the range is checkedfrom the front of the models base. If the target isbeyond long range (LR), the shot counts as a missand the actions are still spent by the active model.

    Ranged Attack Modifier SummaryMost ranged weapons will have varying modifiersbased upon the distance to the target. Generally,the closer a target is, the easier it will be to hit.

    Once the distance to the target has beenmeasured, the weapon range modifier is applied tothe “to hit” roll based on the short range (SR),medium range (MR) and long range (LR) profilevalues.

    In addition to the range modifier, the followingmodifiers already discussed may be applied to the“to hit” roll;

    •  RA +1 for large target.

    •  RA +1 for aiming.

    •  RA –1 for small target.

    •  RA –1 for soft cover (25%).

    •  RA –2 for hard cover (50%).

    •  RA –3 for extreme hard cover (75%).

    •  RA –1 for indirect fire.

    •  RA –1 shooting from a lower position.

    Rolling To HitTo hit the target, you must roll equal to or under

    the firing models modified ranged attack (RA)value after adding and / or subtracting modifiers.

    Example: An infantryman armed with a ranged attack(RA) value of 5 (armed with an Assault Rifle 10/+1,20/+0, 30/-1) is firing at an alien bug unit. The bugsare within 7 inches (+1 to hit) so the soldier needs 5+1giving a 6 or less to hit.

    If the shot hits the target, there is a chance thatthe target will be damaged. Most models only takeone wound and so they will be removed from playif a wound is inflicted. Heroes and large modelswill often take multiple wounds and so they can

    withstand greater damage.

    Rate Of AttackIf the weapon has a rate of attack (RoA) valuegreater than 1, the firing model may roll multipledice when making a ranged attack.

    Assault RifleUC SR MR LR RoA ST DA

    6 10/+1 20/+0 30/-1 2 6 1

    Example: An infantryman is about to fire his AssaultRifle that has a UC6 and RoA of 2. The soldierexpends 6 actions (AC) and rolls 2D10 to hit.

     Any modifiers to the “to hit” roll are applied to alldice rolls.

    Reduced Rate Of Attack A model may opt to make a reduced attack with aranged weapon with a rate of attack (RoA) of 2.

    When firing, the model may make a single rangedattack (with a rate of attack (RoA) of 1) with a –1use cost (UC) modifier.

    The rate of attack (RoA) is effectively themaximum attack rate of a weapon.

    Example: An infantryman with 5 actions (AC)remaining is about to fire his RoA 2 Assault Rifle thathas a use cost (UC) of 6. He may opt to make areduced attack and only roll 1D10 for a use cost (UC)of 5 actions (AC).

    This facility is mostly utilised by holding modelsmaking a response shooting action. See the “hold”rules for more details.

    This option only applies to ranged weapons with arate of attack (RoA) of 2.

     Aiming A model may attempt to improve its chances ofhitting the target by aiming. The firing modelpauses to check the target and ensure anaccurate shot. A model may spend 2 additionalactions (AC) to aim at a target. The firing modelgains +1 to its ranged attack (RA) value for thatshot.

    •  Heavy weapons may not be aimed.

    Standard weapons with a rate of attack (RoA) of 2may be aimed, but all of the attacks must betargeted at a single model.

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     Very Large Target Any model deemed to be a very large target (VLT)will be hit on a roll of 9 or less. Only a fumble willmiss.

    The target model must still be within maximumrange and line of sight of the weapon being used.

    In addition, any concealment of the very largetarget will affect the ease with which it can bestruck by ranged attacks.

    If 25% or more of the very large target isconcealed by cover, the to hit roll will be modified.

    Cover Modifer To Hit

    No Cover 0 925% -1 850% -2 775% -3 6

    Range modifiers of weapons targeting very largetargets are ignored.

     As long as any part of a very large target is visible,the to hit roll will not drop below a 6 or less.

    Example : A very large ultra-mech is targeted by aNSSR missile launcher. The ultra-mech is behind abuilding which obscures more than half of the ultra-mech. The NSSR missile launcher will therefore treatthe ranged attack with a –2 cover modifier off thenormal 9 or less roll (9-2) giving a 7 or less to hit.

    BIASI Madcat(model by Armorcast © Wizkids)

    If any part of a teardrop template from an attacktouches a very large target (VLT) then the modelis automatically hit (there is no need to roll a D10to see if the model is hit). The target model is onlyrequired to attempt any saving throws.

    Run & Shoot

    Infantry models armed with standard rangedweapons may run and shoot. This represents themodel firing from the hip as it moves. Obviouslythis is not very accurate and the model suffers aRA –4 penalty on top of all other modifiers. Insome cases this may mean a model may simplynot make a ranged attack as it moves.

    To run and shoot, a model must expend at leastthe number of actions (AC) required to fire theweapon normally. If a model has a ranged weaponwith a use cost (UC) of 6, the model must move,or count as having moved, using 6 actions (AC) inorder to fire the weapon.

    •  The attack may not cause a critical hit.

    •  The firing model may not aim.

    •  The firing model may not use a movementability such as quick move or rapid move.

    •  The firing model may not charge into closecombat.

    Example : An infantryman with 8 actions (AC) andarmed with an Assault Rifle (UC6) decides to run andshoot. The model uses 8 actions (AC) to move 8” andfires his weapon at the end of the move. The distanceto the target model is within short range at the end of

    his move and so is at +1 to hit. The ranged attack istaken at –4 for the run and shoot and +1 for shortrange, giving a total to hit modifier of –3.

    Example : A Special Forces Trooper with 9 actions(AC) and armed with an Assault Rifle (UC6) decides torun and shoot. The model uses 5 actions (AC) tomove 5” and fires his weapon at an enemy model. The

     Assault Rifle requires 6 actions (AC) to fire and so themodel is deemed to have actually expended 6 actions(AC) when the shot is attempted. The ranged attack isresolved with an RA –4 modifier on top of all othermodifiers. After the ranged attack, the model may usethe remaining 3 actions (AC) to move 3” into cover.

    Models with jump pack equipment may make a jump move and fire ranged weapons at the RA –4run and shoot penalty.

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    Target Selection And PriorityModels with ranged weapons will often have achoice of targets.

    Models attempting ranged attacks may normallyonly target those models which are in their line ofsight (LOS) and within their firing arc.

    Ranged attacks will generally target the closestenemy model or unit.

    If an enemy model is within 8" and line of sight ofthe firing model, the firing model must target thatenemy model as is represents a close andimmediate threat.

    On occasion, the closest target model may be wellconcealed behind cover. In this instance, the firingmodel may elect to take an “easier” target modelalthough it is further away.

    Example: The Alien above may choose to shoot at thefurthest enemy model “C” as the closer two targets “A”and “B” are in hard cover and will benefit from a –2 tohit modifier.

    Models with heavy weapons may ignore theclosest target and choose to fire at any model.Heavy weapons are often used to target vehicles

    or large creatures and may choose to ignorecloser and less powerful threats.

    Example: An NSSR unit with a single RocketLauncher specialist is confronted with a unit ofStarjackers 7” away. Behind the Starjackers is aMegastomp War Walker a further 9” away. The RocketLauncher specialist can elect to fire at the War Walker

    and hope his comrades deal with the unit ofStarjackers.

    Rate Of Attack OverkillWeapons with a rate of attack (RoA) of 2 or moremay be targeted against more than one enemymodel. Target models must be no more than 2”apart from each other. The range is measured tothe first target model for range band calculationpurposes. 

    Multiple Ranged AttacksModels armed with two pistols or equivalent singlehanded ranged weapons can use both to make“gunfighter” ranged attacks against eligible targets.

     Attacks may be targeted against more than oneeligible target. Target models must be no morethan 2” apart from each other.

    The attacking model may make both attacks at ause cost (UC) one higher than the highest usecost (UC) of the weapons being utilised.

    Example: An Grymn close combat trooper armed withtwo Pistols (UC4, ST5) is attacking a warrior bug. The

    Grymn trooper may attack with both Pistols at the sametime for UC5 (one UC higher than the normal UC4 forfiring one pistol). The Grymn trooper rolls a total of2D10 when making the attack as both Pistols have arate of attack (RoA) of 1.

    The two weapons do not have to be the same,however they must be weapons capable of beingoperated in a single hand.

    Range modifiers are applied to each ranged attackas normal. If the weapons are different, it ispossible for the two attacks to have different rangemodifiers applied for attacks against the same

    target. Different coloured dice should be used ifthe attacks are to be made at the same time.

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    Example: A Grymn Sergeant armed with a Pistol (UC4,ST5) and a Machine Pistol (UC5, RoA2, ST5) attacksan enemy Elven unit. The Sergeant may attack withboth weapons at the same time for UC6 (one UC higherthan the normal UC5 for firing a Machine Pistol) rollinga total of 3D10. In this example, a different coloureddice should be used for the single Pistol attack as it hasa different strength (ST) value.

    Dividing Shots A model or unit may normally divide its shotsbetween any number of targets.

     A unit will often make ranged attacks one at a timeso that if the primary target is eliminated,remaining shots may be directed at another target.

    Shooting Into Close CombatShooting into close combat is a risky business, asthere is a chance of hitting friendly models.

    Firing models must normally make a command(CO) test before they may fire into close combat. Ifthe test is successful, roll to hit as normal applying

    the usual modifiers.

    If the shot hits, the actual model struck must thenbe determined. Roll a dice for each model in thecombat, the model with the lowest result was hit.

    •  Subtract 1 for large models in the combat asthey are easier to hit.

    If there are several combatants involved, all thedice can be rolled at the same time with differentcoloured dice being used to represent differentmodels.

    Example: An Federation Special Forces trooper firesat a melee between a fellow trooper and a SovereignTrencher. The shot against the enemy model issuccessful. A dice is rolled for each model in themelee. The Trencher scores a 3 and the SpecialForces trooper scores a 6, the Trencher is hit by theattack.

    If the firing weapon has a rate of attack (RoA)greater than 1, then each successful attack mustbe randomised between eligible targets. It is verypossible that two or more models in a meleecombat could be struck.

    Example: An Federation Machine Gunner decides hemust fire on a Dozer Bull engaged in close combatwith three Federation Special Forces troopers. He

     passes his command (CO) test and fires his RoA 4Heavy Machine Gun at the melee. Four attack diceare rolled at the primary target, the Dozer Bull, adding+1 as the Dozer Bull is a large target. Three of theattacks hit the target but some of the shots mayactually hit other participants in the melee. For eachattack that was successful, a dice is rolled for eachmodel in the melee with the hit going to the model withthe lowest result. The Special Forces models score 8,6 and 5. The Dozer Bull scores a 5 but has onesubtracted as it is a large target. The Dozer Bull is

    therefore hit by the first attack. This process isrepeated for the remaining two successful hits. Onceall of the hits have been allocated, saves and damageare worked out as normal.

    If using a template weapon, either teardrop orblast, then all the models covered by the templateare struck and partially covered models are struckon a D10 roll of 5 or less.

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    Suppressing Fire / Covering Fire A unit may lay down suppressing fire against asingle enemy infantry unit. A suppressed unit maynot make ranged attacks or charge into hand tohand combat the next time it is activated.

    The target unit must be in range and line of sight

    (LOS) of the active firing unit. The entire firing unitmust be able to roll a number of attack dice equalto or greater than half the number of models in thetarget unit (rounded up). The target unit does notsuffer any damage whatsoever from the rangedattacks as they are not directly aimed at the targetunit. Place a suppressed counter next to the targetunit to denote that it has been suppressed.

    When the suppressed unit is next activated, it maynot fire any ranged weapons or charge. The unitmay perform any other type of action such as amove or going on hold. When the unit hascompleted its activation, remove all suppressedcounters.

    Example: A unit of close assault aliens is advancing

    on a unit of three Federation infantry. A nearby unit offour alien Cybrid infantry declare a suppressing fireattack against the Federation infantry. A unit of three

    models must be attacked by at least 2 (3÷ 2 roundedup) ranged attack dice to become suppressed. Thealien Cybrids are armed with Blasters with a rate ofattack (RoA) of 1 each. Each alien Cybrid can roll asingle attack dice making a total of 4 attack dice. Thisis more than half the number required and so theFederation infantry unit becomes suppressed. TheFederation unit is not actually hit by the ranged attacksand so suffers no damage whatsoever. The alienclose combat unit “B” may now safely advance withoutsuffering ranged attacks from that Federation unit.

    Example: The Alien Cybrid unit “A” providessuppressing fire for close combat unit “B”.

    No rolls to hit are made. The firing unit mustsimply be able to unload a sufficient number ofranged attacks in the direction of the target unit.The required number of actions (AC) to fire theweapons must still be expended.

    If a firing unit is armed with weapons with a rate ofattack (RoA) greater than 1, their available attackdice are increased up to the rate of attack (RoA) oftheir weapons.

    Example: A unit of close assault Grymn is advancingon a unit of eight Spug infantry. A nearby unit of threeGrymn light infantry declare a suppressing fire attackagainst the Spugs. A unit of eight models must be

    attacked by at least 4 (8 ÷ 2) ranged attack dice tobecome suppressed. The light infantry are armed withPulse Rifles with a rate of attack (RoA) of 2. EachGrymn can roll two attack dice making a total of 6(3x2) attack dice. This is more than half the numberrequired and so the Spug unit becomes suppressed.

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    Shooting With Vehicle WeaponsVehicles may be armed with several weaponsystems. Each functioning weapon may fire onceduring a vehicles activation.

    When a vehicle is activated, it may move up to itsfull movement at a rate of 1” per action (AC) used.

    In addition, it may fire any or all of its weapons atany time during its movement.

    Example : A battle tank with 10 actions (AC) can moveup to 10” and fire its weapons at any time during themovement. It could fire its machine gun before it startsto move, move 7” and fire its main cannon and move3” and fire its sponson guns.

    Each weapon on a vehicle may have a differentfire arc. The fire arcs will vary from model to modeldepending on the location of the weapons.

    Rotating turret mounted weapons may fire 360° 

    around the vehicle

    Fixed weapon points may fire through a 90° arc inthe direction of the weapon facing.

    Other movable weapons on a vehicle are allowedto fire in any direction they can physically turn toface.

    Battleblade sponson turrets(model © Armorcast, from a © Games Workshop design)

    Vehicles may not fumble a close combat or rangedattack. Any roll of a natural 10 is considered amiss. A missed ranged attack that uses a blasttemplate is deemed a misfire and the templateeffect will not deviate.

     A vehicle may divide its fire between any numberof eligible enemy units.

    Move & Fire

     All vehicles and models with superior locomotionmay move and fire at any time during theirmovement. This includes armoured vehicles, warwalkers, dreadnought battlesuits, ridden beasts,motorbikes, sidecar outfits and “two element”models, where there is a rider or driver and aseparate method of locomotion.

     Any model that moves and fires does so with a RA –1 penalty on top of all other modifiers.

    •  The model may not aim.

    Sample vehicle fire arcs

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    Heavy Support WeaponsSupport weapons are large powerful weapons thatmay not be wielded by a normal man sized model.Normally, a support weapon will take the form of alarge cannon or machine gun. These weapons arecapable of delivering a devastating attack that maystrike more than one target model.

    Support Weapon Crew A non-automated support weapon must begin abattle with a minimum of two crew and a maximumof four. A battery of support weapons (two or moresupport weapons positioned together) may have aunit leader assigned to the battery to provide extracommand and leadership. Models in a supportbattery must be no more than 4” apart but theymay be activated individually.

     Automated Support Weapons

    Some forces may use automated weaponsystems. As the name suggests, they require nocrew, but rather use motion detectors andrecognition software to select targets.

     Automated Support Weapons painted by Gurth(model © FASA)

     Automated systems may be fixed locationemplacements or mobile systems. Effectively, anautomated system may move and operate like aliving model.

    Support Weapon Movement As long as a support weapon has two or morecrew, the weapon may be moved at half thenormal speed of the crew.

     A support weapon may be turned in place for noaction cost as long as at least one crew memberremains.

    Support Weapon Uses Per Turn A support weapon may only be fired once peractivation.

    Projectile Travel (Distance In Inches)The power of some missile weapons is such thatthe missile will continue to inflict additional hitsafter the first target has been damaged. This isdetermined by the projectile travel (Dn") abilitywhere n  is the maximum number of inches themissile will continue to travel after the first target.

    Harpoon CannonUC SR MR LR RoA ST DA

    7 12/+1 24/+0 36/-1 1 7 2

    •  Penetration Modifier (PM) -2

    •  Projectile Travel (D10”)

    If a successful hit results in damage, the projectilewill continue in a straight line and may strike oneor more additional targets. It is not necessary toroll to hit any additional targets after the first, onlythe armour save and the roll to wound are made. Ifany of the hits do not inflict damage, the projectileis halted and will not proceed to strike anyadditional targets.

    Example : A Harpoon Cannon fires at a unit of nearbyBugs. The Harpoon Cannon strikes the enemy unitand inflicts a wound on the first model. A D10 is thenrolled to calculate the distance the harpoon will travelafter the first hit. A 6 is scored so the harpoon willcontinue on for 6" through the enemy unit striking anymodel in its path.

    Blast TemplatesHeavy weapons and support weapons, such as

    missile launchers, use a blast template todetermine which models are struck. The size ofthe template used is described in the special rulesof the weapon. Standard blast templates have 1”,

    1½", 2”, 2½", 3”, 3½” and 4” diameters.

    When firing a weapon with the blast feature, thecentre of the blast template is centred on thedesired target.

    The ground may be targeted but any modifiersassociated with the nearest enemy model will beapplied to the attack roll required.

    Example : Two models are in hard cover, an attackingmodel decides to target the ground between themodels to ensure both models are hit by the templateblast. A -2 cover modifier is applied once to the attackroll for the nearest model to intended target point.

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     All models directly under the template areautomatically hit. Models partially covered are hiton a D10 roll of 5 or less.

    Models taking hits from blast template

    Example : In the above image, two models are

    automatically hit by the blast effect. Model “A” is partially covered and will be hit on a D10 roll of 5 orless. Model “B” is safely out of the blast effect.

    Blast Template DeviationIf a ranged blast template misses the originaltarget, it will deviate from the intended target andpossibly still hit the original target or other nearbytargets. To determine the deviation of a missedattack, roll a D10 so the dice roll is near theoriginal target. The shot will deviate the number ofinches shown on the dice face in the direction ofthe point of the D10. Move the blast template the

    number of inches shown and determine anymodels struck by the templates new position.

    If a natural 10 "to hit" is rolled, the shot isconsidered to be misfire or “airburst” and will notdeviate.

    Indirect FireSome heavy support weapons such as mortars,fire their projectiles in a high arc. Such weaponsmay fire over intervening units and terrain as longas another friendly model can act as a spotter.The spotter must have line of sight (LOS) to theintended target and be within its own command

    (CO) range to the firing weapon.

    Command range is the model command (CO)value in inches.

     Attacks made in this way suffer an RA-1 penalty tothe dice roll required to hit.

    Grymn painted by Will Denham(model © Hasslefree Miniatures)

    Loss Of CrewWhen a large support weapon is reduced to onecrew, it may no longer be moved but it may beturned in place. When there are no crew

    remaining, the support weapon may no longer fire.

     Area Effect Maximum StrengthThe following table details the suggestedmaximum strength for each blast template.

    AreaEffect

    MaximumStrength

    1” 81½” 82” 8

    2½” 73” 6

    3½” 54” 4

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     Area Effect Against Normal TargetsSmall and medium models struck by a blasttemplate or a teardrop template will take a singlehit at the strength (ST) of the weapon.

     Area Effect vs Large TargetsIf a template attack successfully strikes a large

    target or a very large target without deviating, thetarget model takes several hits based on thetemplate size.

    Number Of Hits

    AreaEffect

    LargeTargets

    Very LargeTargets

    1” 1 21½” 1 32” 2 4

    2½” 2 53” 3 6

    3½” 3 7

    4” 3 8

    Each hit must be saved individually and damage isinflicted in the normal way.

    If a large target is only partially struck by a blasttemplate, the model will only take a single hit.

    Example : The light tank in above image has beenstruck by a 2” blast weapon effect. The tank must

    make 4 saves and will take damage from all unsavedattacks.

    If an attack deviates and a very large target ispartially covered by the template, the number ofhits will be determined by the percentage of thetemplate covering the very large model (round up).

    Example : The 2” blast attack in the image abovedeviated 2” in the direction of the dice but only about25% of the template still covers the vehicle. Thevehicle would still take a single hit from the blast.

     Activating Self DestructTo activate a self destructive charge, the modelmust announce when it is to explode. This may beat any point in the models move and costs zeroactions (AC). The model must detonate the chargeby rolling a 9 or less. On a 10, the charge fails toexplode. The model may attempt to redetonate thecharge during a following activation. If the chargedoes explode, centre the template on theexploding model. Normal blast template rulesapply. The exploding model is killed and removedfrom play.

    If a self destructing model is slain by any meansbefore it has chance to self destruct, there is achance that the explosives will detonate. On a rollof 5 or less, the model explodes at its specifiedblast area and strength.

    The points value of self destructing models arecounted towards victory conditions for theopponent.

    Rad Hound painted by Robert Fransgaard(model © FASA)

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    Shooting at Support WeaponsHeavy support weapons with integrated crew(where the crew is either inside the weapon orfixed to it) are usually treated as a combinedmodel with a single profile. Therefore, any rangedattacks are performed against the armour (AR)and toughness (T) of the profile as a whole.

    NSSR Mobile Mortar AC RA CC ST T W CO AR

    8 6 4 5 6 2 6 4

    •  Tracked

    •  Move & FireDriver

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

    •  (12/+1, 24/+0, 36/-1, ST6, Indirect, 3” Blast,Knock Prone)

    NSSR Mobile Mortar painted by Robert Fransgaard(scratch built model, various sources)

    Where the support weapon crew are separatemodels from the actual weapon and they have aseparate profile, they may be hit by rangedattacks. In such a case, when shooting at supportweapons from medium or long range, roll a D10 todetermine which model element of the target is hit,the support weapon or the crew.

    D10 Roll Model Hit

    1-4 Crew5-10 Support Weapon

    If firing at short range (SR), the firing model canselect the target (crew or weapon) as long as it isin line of sight (LOS). In this instance, it is possiblefor the crew to gain some hard or soft cover fromthe support weapon itself.

    If the support weapon is destroyed, then anysubsequent ranged attacks against the unit willstrike the remaining crew.

    Smoke TemplatesSome models may use smoke grenades either bythrowing or by firing with grenade launchers.

    Grenades are targeted using the standard rangedattack rules with deviation rules applied as normal.

    Smoke blocks line of sight for the full width of thesmoke template and also to a height of 2”.

    During the compulsory effects phase, roll a D10for each smoke template in play.

    D10 Result1-4 The smoke remains in place5-8 Smoke moves D10” in a random direction

    9-10 The smoke clears, remove it from play

    To determine the deviation of a smoke template,use the standard deviation rules for inaccurateblast template attacks.

    Roll a D10 so the dice roll is near the smoketemplate. The smoke will move the number ofinches shown on the dice face in the direction ofthe point of the D10. Move the smoke template thenumber of inches shown.

    Shooting Into SmokeSmoke does not stop players attempting to shootinto or through a smoke template, it simplyprovides extra cover and concealment as modelsblindly shoot into it.

    If shooting at targets within a smoke template,ranged attacks are made at an additional RA –2penalty on top of all other modifiers.

    If targeting models beyond a smoke template,ranged attacks suffer an RA –3 penalty on top ofall other modifiers.

    In addition, any ranged attacks into or through asmoke template may not cause a critical hit, targetmodels will always get an armour save attempt.

    It is not normally possible to target a specificmodel without line of sight. Any hits should berandomly determined between all eligible modelsconcealed by the smoke template.

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    Teardrop TemplatesSome weapons such as flame throwers can blasta large area. These effects are represented by theuse of a teardrop template.

    There are three sizes of teardrop template thatmay be used;

    •  Small (TTS)

    •  Medium (TTM)

    •  Large (TTL)

    Teardrop templates are positioned with thepointed end touching the base of the firing modelor the end of the weapon barrel.

     All models directly under the template areautomatically hit. Models partially covered are hiton a D10 roll of 5 or less.

    One target model is completely covered by thetemplate and is automatically hit. One targetmodel is partially covered and is hit by thetemplate effect on a D10 roll of 5 or less.

    The template may be positioned in any way aslong as the pointed end is touching the base of thefiring model and within its fire arc.

    Use Cost For Teardrop TemplatesThe teardrop templates can potentially cover manytargets, friend or foe. The use cost (UC) to fire a

    teardrop template weapon is fixed regardless ofthe weapon strength (ST).

    TemplateSize

    Use Cost(UC)

    Small (TTS) 4Medium (TTM) 5

    Large (TTL) 6

    Teardrop Effects vs. Large TargetsTeardrop templates will automatically inflictmultiple hits on large targets and very largetargets.

    Number Of Hits

    TemplateSize

    LargeTargets

    Very LargeTargets

    Small (TTS) 1 2Medium (TTM) 2 3

    Large (TTL) 3 4

    Each hit must be saved individually and damage isinflicted in the normal way.

    Large targets and very large targets always takethe full number of hits from a teardrop effect.

    Destroying Teardrop Effect WeaponsWhen teardrop template weapons are destroyed,there is a chance that the weapon will explode.

    When a model using a teardrop template weaponis reduced to zero wounds, roll a D10, on a roll of5 or less, the tank containing the fuel explodes.Center a 2” blast template on the eliminatedmodel. All models completely covered by thetemplate and are automatically hit. Any modelspartially covered are hit on a D10 roll of 5 or less.

     All models take a strength (ST) hit equal to thestrength (ST) of the original teardrop templateweapon.

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     Activating BuildingsWeapon equipped buildings controlled by playersare activated in the same way a unit is activated.Effectively, the building becomes a unit foractivation purposes.

    Integral WeaponsOperational weap