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No Limits: Cards & Templates
Psionic Effects Mind Shock A psionic blast is sent out from the caster which impairs an enemy psionic user from casting any effects. Target model must be within 30” of the psionic user. If successfully cast, the target psionic user may not use any psionic effects during its next activation. Upkeep effects may still be maintained.
UC
Level
30 Points
Temporal Iteration
Misdirect The psionics user attempts to mislead an enemy unit. Target unit must be either small or medium sized models and within 30” of the psionic user. Target models may not be engaged in close combat. If successfully cast, roll a D10 when the unit is next activated and move the unit the number of inches shown on the dice in the direction specified by the dice.
UC
Level
Armour
15 Points
The target small or medium sized model or unit may make another ranged attack or another close combat attack immediately. The target unit must be within 20” of the psionic user. This special activation may be performed regardless of the units activation status this turn.
UC
Level
Might
14 Points
Blast
The psionic user enhances the armour of a friendly unit with the essence of carbon.
The psionic user attempts to enhance the strength (ST) of a single friendly model within 20”.
The target model or unit must be within 20" and line of sight of the psionic user.
The psionic user may place a 2” If successfully cast, the target blast template anywhere within 20” model gains ST+2 until the end of ignoring line of sight (LOS) and any its next activation. cover.
Increase target model or unit's armour (AR) by +2. This effect remains until the psionic user is next activated and has upkeep .
UC
Level
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22 Points
This effect remains in play until the psionics user is next activated and has upkeep .
UC
Level
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7 Points
The psionic user hurls a blast of kinetic energy at an enemy unit.
Models hit by the template take a strength (ST) 6 hit.
UC
Level
20 Points
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Hindrance The psionic user attempts to impede an enemy model or unit within 30” and line of sight (LOS). When the target model or unit is next activated its actions (AC) are reduced by 4.
Haste The psionic user attempts to imbue a friendly model or unit within 20” and line of sight (LOS). When the target model or unit is next activated its actions (AC) are increased by 4. Only small and medium sized models
Guidance The psionic user assists a friendly unit in combat that is within 30” of the psionics user. When the target model or unit is next activated its ranged attack (RA) and close combat (CC) values are both increased by +1.
Only small and medium sized may be the target of Haste. This effect models may be the target of remains in play until the psionics user is next activated and has upkeep . Hindrance.
UC
Level
5 Points
UC
Level
Heal
8 Points
UC
Shield
Level
12 Points
Rescind
The psionic user may attempt A psionic shield may be created to protect a A psionic user may attempt to restore a wound on a friendly model model or unit from being targeted by ranged cancel a psionic effect already in attacks. The target model must be within 20” within 20” and line of sight (LOS). play. of the psionic user. A model may not have its total number of wounds (W) increased beyond its original starting value.
If successfully cast, the target model or unit may not be fired upon by any ranged attacks. The effect remains in play until the psionic user is next activated. The psionic user may upkeep the effect.
If rescind is successfully cast, the psionic user may remove any effect currently in play within 20” of the caster.
A shield will be cancelled when the target model or unit is attacked in close combat or the caster ceases to upkeep the effect.
UC
Level
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7 Points
UC
Level
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8 Points
UC
Level
6 Points
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Call Of The Homeworld
Disruption The psionic user attempts to shock a target model or unit within 30” and line of sight (LOS).
The psionic user attempts to rally a panicked or terrified unit.
Living models hit by Disruption lose half of their actions (AC) rounded down.
The target unit must be within 30” and line of sight (LOS) of the psionic user attempting the ability.
Only living models of a small or medium size are affected by this effect. Large living models and vehicles are more resilient to its effects and are not affected. Target models take no damage from the effect.
UC
Level
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13 Points
If the ability is successfully implemented, the target unit immediately rallies and may use its full actions the next time it is activated.
UC
Level
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9 Points
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Psionic
Psionic
Psionic
Psionic
Psionic
Psionic
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Chaotic Mutations Extra Head
Horns
Corrosive Blood
A model with this mutation has an e xtra A model with this mutation has A model with this mutation head. Apart from the constant bickering grown some extra horns which developed a very nasty defensive between the heads, this mutation does provide an advantage when mechanism. allow the model to keep an extra pair of charging into close combat. eyes open for approaching danger. The model counts as always being on hold for the purposes of it being charged by an enemy model. In other words the model may always choose to respond to a charge by shooting (if it has ranged weapons), receiving the charge or flee.
The model gains and additional CC+1 and ST+1 for the round it charges into combat. This is in addition to any other modifiers normally applied.
3 Points
2 Points
Rotting Flesh
Scaly Skin
The creature has rotting flesh that A model with the scaly skin gives off a putrid stink. mutation is very resistant to damage. In each round of close combat all opponents in base to base contact The model has an armour (AR) forfeit one action (AC) as they gag value of 6. In addition, the armour is on the foul stench. not modified by the strength or penetration modifier of an attack.
Fixed Armour Save AR 6
2 Points
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14 Points
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For each wound inflicted on a model with this mutation, any other model in base to base contact will be splattered by the mutants blood and take an immediate ST 5 hit.
1 Point
Whip Tongue The creature has a long whip like tongue which may temporarily blind opponents. The model with this mutation may make a UC3 blind attack. No damage is inflicted, but if the attack strikes the enemy model, the enemy model forfeits half of its actions (rounded down) the next time it is activated. Target model may not attempt to parry a Whip Tongue attack.
2 Points
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Tactics
Flank
A single unit held in reserve may enter the battlefield on or after the third turn from either side of the battlefield. At the start of the turn in which the unit is to be activated, the controlling player must declare which side the unit is to enter from. When the flanking unit is activated, it may move onto the battlefield from a 5” wide entrance area. The flank tactic may only be used if both players start from opposed deployment zones.
+10% Of Unit Points Value
Airdrop
Teleport
A single unit held in reserve may perform an airdrop on any turn. Select an intended landing point.
A single unit held in reserve may teleport on to the battlefield on the second or subsequent turns. Select an intended deployment point. Each model deviates D10” from intended landing point.
Any models deviating off the playing area are lost. Models in an airdropped unit do not suffer from being out of coherency for two turns after deployment.
The whole unit deviates D10” from the intended point. Any models deviating playing area are lost.
off
Enemy models on hold may not fire on airdropped models until they are on the ground. +20% Of Unit Points Value
+25% Of Unit Points Value
3” Tunnel Exit
Tunnel
A single unit has been tunnelling in preparation of the coming battle. The unit is held in reserve until it required to be activated. Select the initial location for the 3” tunnel exit template. The exit will always deviate from its intended point. On the first game turn, the exit will deviate 3D10”, on the second turn it will deviate 2D10” and on third and subsequent turns, it will deviate D10”. If the tunnel exit deviates to coincide with a terrain feature (such as a building or hill), move the tunnel exit template back towards the original point until it may be easily positioned. Any small terrain features such as trees are destroyed if they are within the tunnel entrance area. If the tunnel opening is created outside the playing area, place the tunnel exit at the battlefield edge.
+10% Of Unit Points Value
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the
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Tactic
Tactic
Tactic
Tactic
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Equipment
Distortion Field
Zone effect .
May enable the field when activated. Activation of the field generator costs zero actions (AC). Range is equal to the tech models command (CO) value in inches. All models subsequently making ranged attacks at targets within a distortion field suffer a RA –2 penalty on top of all other modifiers whilst the field is active. When the controlling model is next activated, he may deactivate the field or attempt to keep it operating. To sustain the field, he must roll a 5 or less on a D10. If successful, the field remains active. If unsuccessful, the distortion field burns out and may not be used again.
Shield Generator
Zone effect .
May enable the field when activated. Activation of the field generator costs zero actions (AC). Range is equal to the tech models command (CO) value in inches. All models within the field area gain +3 to their armour (AR) value whilst the shield is active.
Stasis Field Generator
May enable the field when activated. Activation of the field generator costs zero actions (AC). Range is equal to the tech models command (CO) value in inches. Once activated, all models within the tech models command (CO) range are frozen in place and may take no actions whatsoever.
When the controlling model is next activated, he may deactivate the field or attempt to keep it operating. To sustain the field, he must roll a 5 or less on a D10. If successful, the field remains active. If unsuccessful, the distortion field burns out and may not be used again.
Whilst the stasis field is operating, models inside the field may not be targeted by ranged attacks, the deviation of ranged attacks, close combat attacks or psionic effects. All models, friend or foe, within the field are effectively removed from the passage of time and anything that may effect them. Next
9 Points
15 Points
7 Points
Stasis Field Generator
Equipment
Equipment
Previous
All models inside the stasis field may not be activated until after the tech model has been activated and the field has been deactivated. Any other effects within or partially within the stasis field, such a smoke, residual damage or any other effect are also suspended for the duration of the stasis field. When the model controlling the stasis field generator is next activated, the stasis field will automatically deactivate. The stasis field may not be activated again until the tech models following activation as it must recharge. Once the stasis field has been deactivated, models released from its effect may be activated normally.
Note that the Stasis Field Generator card is a double-sided text card.
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Counters These counters are provided as optional game aids. It is not essential that they be used, but in larger games they may well help you remember which units have been activated in a game turn, especially if play on the battlefield switches from one side to the other.
Activated
Hold
Flee
Panicked
Terrified
Suppressed
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Templates Large Teardrop (TTL) Template
Medium Teardrop (TTM) Template
Small Teardrop (TTS) Template
Shield Generator, Distortion Field, and Stasis Field
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1” Blast
1½” Blast
2” Blast
2½” Blast
3” Blast
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3½” Blast
4” Blast
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2” Smoke Template
2½” Smoke Template
3” Smoke Template
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3½” Smoke Template
4” Smoke Template
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