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Wargames Unlimited Presents

An Army List For No Limits Sci-Fi Wargames

Models by Alpha Forge Games


No Limits Science Fiction Wargames The Hydrissians

Introduction To The Hydrissians There are many tensions between rival clans and
these have escalated into conflict on occasion.
By Rod Tyson of www.AlphaForgeGames.com
The role of the Hydrissian Senate is to give the
nobles of each clan a plan in which to discuss
The Hydrissians are a highly advanced alien
disputes.
species that have been encountered on the fringes
of known space. Their home world is Hydris
The nobles of the hydrissian senate are
Prime, a blue-green planet that is a little larger
privileged individuals that are engaged in
than Earth. This greater mass gives it a gravity of
managing the political and economic welfare of the
1.3 times that of Earths. The Hydrissians have
hydrissian race on Hydris Prime, and among the
kept themselves cut off from other civilisations for
stars. The senate consists of several hundred
many years partly down to their ability to mask
members drawn from the clans as representatives
communication channels using particle resonance
of the wider clan interests. Some clans are small
technology.
and can only send one representative to the
senate. Others are large and send several nobles
The Hydrissian phenotype resembles to some
forward to represent their larger share of the
extent an upright reptilian form with a long neck
populace. The clans usually have a defining role
and raptor like legs. They have a vestigial shell
that gives them a niche and a purpose.
surrounding their torso, similar to that of a tortoise,
which allows their necks to be retracted somewhat
during adverse circumstances. The shell is usually
covered with tough synthetic fabric or leather,
embellished with muted colours and patterns,
giving the alien a clothed appearance. Commonly
they also wear a long sash wrapped around each
thigh and left dangling between the legs. These
cloth scarves, or Tusla, are of varying colours
and represent which of the many clans the alien
belongs to.

There are many hundreds of clans across the


planet and indeed spread further in surrounding
star systems. Each clan is controlled by a
noble. Clans specialise is different
roles making up the
whole of Hydrissian
society. Some
concentrate on
agriculture, others
on manufacturing
or education. There
are more migratory
clans which explore
the stars with
specialist military
clans.

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No Limits Science Fiction Wargames The Hydrissians

Building The Hydrissian Army Acknowledgments


Selecting the models from the army list to be used Thanks to Rod Tyson of Alpha Forge Games for
in a force is a very flexible process. There is no his help in getting the Hydrissian army off the
rigid army composition structure that must be ground.
adhered to, it is more a case of selecting the
models you already have in your collection, or
simply selecting the models that you want to use.

It is entirely up to the player to organise his


models into almost any structure. There are
numerous unit composition options; you could
have a Minor Noble accompanied by two
www.AlphaForgeGames.com
Retainers as a unit. Alternatively, a Minor Noble
could join a unit of Retainers.

There follows some suggestions on unit


configurations, just remember there are no limits.

Minor Noble with Bodyguard


Minor Noble www.WargamesUnlimited.com/NoLimits
2 Retainers with Machine Guns

Retainer Unit
Diplomat Unit Leader
3 Retainers with Disassembler Guns There is more available for No Limits at:
1 Retainer with Singularity Cannon www.WargamesUnlimited.com

Retainer Assault Unit


Diplomat Unit Leader
4 Retainers with Disassembler Guns
Scanner Drone

Scanner Drone
Alpha Forge Models 2006-2007

Retainer Support Unit


Diplomat Unit Leader
2 Retainers with Singularity Cannons

Sentinel Unit
3 Sentinels with Jump Packs & Fire Lances

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No Limits Science Fiction Wargames The Hydrissians

Individuals Arganth Engineer with Generator


Individual models may operate by themselves or
as a part of another unit. AC RA CC ST T W CO AR
9 6 5 5 5 1 6 3
Individual
Premier Noble Tech
AC RA CC ST T W CO AR Disassembler Gun
11 6 7 5 5 3 7 5 Options
Distortion Field (+7 points)
Individual
Shield Generator (+9 points)
Psionics User (Level 2)
Stasis Field Generator (+15 points)
Adept
Points Cost 53
Unerring
Determined
Enhanced Armour Save
Resilience (+2)
Power Axe
Bonesaw Glove
Points Cost 144

Minor Noble
AC RA CC ST T W CO AR
10 6 6 5 5 2 7 3
Individual
Psionics User (Level 2)
Adept Engineer with Mortar and SMG Pods
Unerring Alpha Forge Models 2006-2007
Determined
Parry
Staff Of The Forefathers Arganth Support Engineer
Options AC RA CC ST T W CO AR
May take a Shock Pistol (+3 points) 9 6 5 5 5 1 6 3
Points Cost 118
Individual
Tech
Disassembler Gun
Remote Mortar with SMG Pods
Points Cost 69

SMG Pod
AC RA CC ST T W CO AR
6 5 2 1 4 1 1 0
Small Model
May not move once deployed
Sub-Machine Gun (SMG)
Engineer with generator Points Cost (14)
Alpha Forge Models 2006-2007

Note: SMG Pods do not deviate if they miss their


intended target. They are not blast effect
weapons.

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No Limits Science Fiction Wargames The Hydrissians

Seloi Engineer
AC RA CC ST T W CO AR
Units
There is no fixed unit size for the rank and file
9 5 4 4 4 1 6 2 models, but units of 3 to 6 models are
Individual recommended.
Tech
Points Cost 31
Retainer Diplomat
AC RA CC ST T W CO AR
9 6 6 5 5 1 6 2
Inspiring Leadership
Parry
Disassembler Gun
Diplomat Staff
Points Cost 62

Engineer with generator


Alpha Forge Models 2006-2007

Bodyguard Drone
AC RA CC ST T W CO AR
8 5 2 4 5 1 4 3
Small Model
Retainer Diplomat
Sacrifice Alpha Forge Models 2006-2007
Light Machine Gun
(UC6, 10/+1, 20/+0, 30/-1, RoA3, ST6)
Move and Fire Retainer
Points Cost 38
AC RA CC ST T W CO AR
9 5 6 5 5 1 5 2
Disassembler Gun
Points Cost 40

Bodyguard Drone
Alpha Forge Models 2006-2007

Scanner Drone
AC RA CC ST T W CO AR
8 2 2 4 5 1 4 3
Small Model
Sacrifice Retainer with Disassembler Gun
Alpha Forge Models 2006-2007
Scanner
Points Cost 21

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No Limits Science Fiction Wargames The Hydrissians

Retainer Bodyguard Cyclone with Thump Gun


AC RA CC ST T W CO AR AC RA CC ST T W CO AR
9 5 6 5 5 1 5 2 9 6 6 6 5 2 7 5
Sub-Machine Gun (SMG) Resilience (+2)
Points Cost 39 Enhance Armour Save
Thump Gun
Points Cost 85

Retainer Heavy Weapon Specialist


AC RA CC ST T W CO AR
9 5 6 5 5 1 5 2
Singularity Cannon
Points Cost 55

Sentinel
AC RA CC ST T W CO AR
10 6 6 5 5 1 6 5
Jump Pack
Expert Landing Cyclone with Thump Gun
Alpha Forge Models 2006-2007
Impact Shield
Battle Spurs
Ballistic Fire Lance
Options Cyclone with Skywhale Harpoon
Medium Flamer Fire Lance (+1 point) AC RA CC ST T W CO AR
Large Flamer Fire Lance (+7 points) 9 6 6 6 5 2 7 5
Points Cost 71 Resilience (+2)
Enhance Armour Save
Parry
Skywhale Harpoon
Points Cost 78

Sentinel Cyclone with Skywhale Harpoon


Alpha Forge Models 2006-2007 Alpha Forge Models 2006-2007

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No Limits Science Fiction Wargames The Hydrissians

Arachnid Weapons Platform


AC RA CC ST T W CO AR
9 6 4 5 6 3 7 5
Resilience (+2)
Jump Jets
Expert Landing
Move and Fire
Weapons Systems
Heavy Machine Gun (+33 points)
Singularity Cannon (+28 points) Retainer with Disassembler Gun
AC5 Autocannon (+31 points) Alpha Forge Models 2006-2007
Points Cost 75
Example: A Hydrissian warrior armed with a
dissembler gun shoots at a marine with 9 actions
(AC). The marine is hit and has a counter placed next
to it to signify that its actions (AC) are reduced to 4 the
next time it is activated. The marine now gets to make
an armour save to avoid taking any damage from the
dissembler gun. The armour save is successful and
the marine takes no additional damage.

A target model can only lose half of its original


actions (AC) regardless of how many times it is hit
by a weapon with the shock effect.

A shock effect may be added to a close combat or


a ranged combat weapon but is limited to
weapons with a rate of attack (RoA) of 1.

Arachnid with Heavy Machine Gun


Alpha Forge Models 2006-2007 Standard Ranged Weapons
Sub-Machine Gun (SMG)
Armoury UC SR MR LR RoA ST DA
The points cost for weapons are already included 6 8/+1 16/+0 24/-1 2 6 1
in model profiles shown in previous sections
unless otherwise stated. Points Cost 12

The Hydrissian infantry favour the Disassembler


Gun with its Shock Effect special rule.

Shock Effect
A weapon with the shock effect delivers a
debilitating blow against living models. Models hit
by a weapon with shock effect lose half of their
actions (AC) rounded down.

Only living models of a small or medium size are


affected by a shock effect. Large living models and
vehicles are more resilient to its effects and are
not affected.
Retainer with Sub-Machine Gun
Alpha Forge Models 2006-2007
The loss of actions (AC) occurs if the target model
is hit by the attack regardless of whether any
damage is inflicted.

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No Limits Science Fiction Wargames The Hydrissians

Disassembler Gun Flamer Fire Lance (Type 2)


UC SR MR LR RoA ST DA UC SR MR LR RoA ST DA
5 8/+1 16/+0 24/-1 1 6 1 5 Medium Template M 5 1
Penetration Modifier (-2) UC SR MR LR RoA ST DA
Shock Effect 5 Close Combat 2 +1 1
Points Cost 13
Medium Teardrop Template (flamer)
2 Reach (spear in close combat)
Points Cost 16
Shock Pistol
UC SR MR LR RoA ST DA
4 4/+1 8/+0 12/-1 1 5 1
Enhanced Flamer Fire Lance (Type 3)
May be used in close combat UC SR MR LR RoA ST DA
Penetration Modifier (-1) 6 Large Template L 5 1
Shock Effect UC SR MR LR RoA ST DA
Points Cost 6 5 Close Combat 2 +1 1
Large Teardrop Template (flamer)
Power Axe 2 Reach (spear in close combat)
UC SR MR LR RoA ST DA Points Cost 20
6 Close Combat 2 7 1
Penetration Modifier (-1)
Points Cost 21

Bonesaw Glove
UC SR MR LR RoA ST DA
7 Close Combat 1 8 1
Penetration Modifier (-2)
Points Cost 24

Skywhale Harpoon
UC SR MR LR RoA ST DA Sentinel with generator
5 Close Combat 2 +1 1 Alpha Forge Models 2006-2007

2 Reach
Penetration Modifier (-1) Battle Spurs
Points Cost 16 UC SR MR LR RoA ST DA
4 Close Combat 2 +2 1

Ballistic Fire Lance (Type 1) Penetration Modifier (-1)


UC SR MR LR RoA ST DA Only be used if charging
5 5/+1 10/+0 15/-1 2 5 1 Points Cost 8
UC SR MR LR RoA ST DA
5 Close Combat 2 +1 1
Singularity Bomb
2 Reach (spear in close combat) UC SR MR LR RoA ST DA
Points Cost 16 5 2 + Model ST 2 6 1
Indirect
Knock Prone
Points Cost 13

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No Limits Science Fiction Wargames The Hydrissians

Staff Of The Forefathers


UC SR MR LR RoA ST DA
6 Large Teardrop L 5 1

UC SR MR LR RoA ST DA
6 Close Combat 2 +2 1
Large Teardrop Template (flamer)
1 Reach (spear in close combat)
Points Cost 21

Diplomat Staff
UC SR MR LR RoA ST DA
5 Close Combat 2 +1 1 Arachnid Weapons Platform
Alpha Forge Models 2006-2007
1 Reach
Points Cost 9
Singularity Cannon
UC SR MR LR RoA ST DA
Engineers Mortar 8 12/+1 24/+0 36/-1 3 7 1
UC SR MR LR RoA ST DA
5 12/+1 24/+0 36/-1 1 - - 3 Blast
Knock Prone
Indirect Points Cost 28
Fires SMG Pods
Points Cost 4

Heavy Weapons
Thump Gun
UC SR MR LR RoA ST DA
7 8/+1 16/+0 24/-1 3 7 1
Knock Prone
Points Cost 23
Retainer with Singularity Cannon
Alpha Forge Models 2006-2007
Light Machine Gun
UC SR MR LR RoA ST DA
6 10/+1 20/+0 30/-1 3 6 1
Points Cost 18

Heavy Machine Gun


UC SR MR LR RoA ST DA
8 12/+1 24/+0 36/-1 4 7 1
Penetration Modifier 1
Twin-Linked (+16 points)
Points Cost 33

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No Limits Science Fiction Wargames The Hydrissians

Equipment Shield Generator (9 points)


Although present in the standard rules, the Zone effect. A model with the tech ability may
specifics of the various field generators has been operate a shield generator to provide additional
repeated here for convenience. protection to a friendly unit.

The model with the shield generator may enable


Distortion Field (7 points) the shield when he is activated. Activation of the
Zone effect. A model with the tech ability may shield generator costs zero actions (AC).
operate a distortion field generator to provide
protection to a friendly unit within the tech models All models within the tech models command (CO)
command (CO). range gain +3 to their armour (AR) value whilst the
shield is active.
The model with the distortion field generator may
enable the field when he is activated. Activation of No enemy ranged attacks may be made which
the field generator costs zero actions (AC). would pass completely through the area affected
by the shield generator. Enemy attacks must be
All models subsequently making ranged attacks at targeted at models inside the shield generator
targets within a distortion field suffer a RA 2 zone.
penalty on top of all other modifiers whilst the field
is active. When the model controlling the shield generator is
next activated, he may either deactivate the shield
No enemy ranged attacks may be made which or attempt to keep it operating. If he attempts to
would pass completely through the area affected keep it operating, he must roll a 5 or less on a
by the distortion field. Enemy attacks must be D10. If successful, the shield remains active. If
targeted at models inside the distortion field zone unsuccessful, the shield generator burns out and
and not beyond it. may not be used again.
When the model controlling the distortion field is If the tech model is removed from play as a
next activated, he may either deactivate the field casualty, the shield generator effect is lost at the
or attempt to keep it operating. If he attempts to end of the active models activation.
keep it operating, he must roll a 5 or less on a
D10. If successful, the field remains active. If A zone effect may not overlap another friendly
unsuccessful, the distortion field burns out and zone effect. If two zone effects should overlap, the
may not be used again. controlling player must decide which is to be
deactivated.
If the tech model is removed from play as a
casualty, the distortion field effect is immediately
lost. Stasis Field Generator (15 points)
A model with the tech ability may use a stasis field
A zone effect may not overlap another friendly generator to suspend time for a short while in a
zone effect. If two zone effects should overlap, the limited area.
controlling player must decide which is to be
deactivated. The model with a stasis field generator may
enable the field when he is activated. Activation of
the stasis field generator costs zero actions (AC).

Once activated, all models within the tech models


command (CO) range are frozen in place and may
take no actions whatsoever.

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
Engineer with generator
Alpha Forge Models 2006-2007

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No Limits Science Fiction Wargames The Hydrissians

passage of time and anything that may effect


them.
Chameleon Skin (+5 points)
Uses the same rules as the Holographic Suit.
Hydrissian Chameleon Skin be used by models
All models inside the stasis field may not be
with an armour (AR) value of 3 or less and makes
activated until after the tech model has been
them more difficult to target with ranged attacks
activated and the field has been deactivated.
and close combat attacks.
Any other effects within or partially within the
stasis field, such a smoke, residual damage or any Dexterity (+6 points)
other effect are also suspended for the duration of Additional training can be selected for models
the stasis field. allowing them to reduce the use cost (UC) of close
combat weapons by 1 action (AC).
When the model controlling the stasis field
generator is next activated, the stasis field will
automatically deactivate. The stasis field may not
Dodge (+3 points)
Additional reflexes can be allocated to models
be activated again until the tech models following
making them more difficult to target.
activation as it must recharge.

Once the stasis field has been deactivated, Precise Strike (+5 points)
models released from its effect may be activated The Cyclone troopers armed with the Skywhale
normally. Harpoon would benefit from the Precise Strike
ability allowing them to re-roll a single failed
No enemy ranged attacks may be made which damage attempt.
would pass through the area affected by the zone
effect; it is an impenetrable barrier. Stability (+9 points)
Cyclone troopers could take the Stability special
rule preventing them from ever being knocked
prone.

Parry (+2 points)


The Parry ability could be taken as additional
close combat training for models with a close
combat (CC) value of 6 or more.

Extra Attack (+5 points)


Models could have their close combat rate of
attack increased by +1; this would be particularly
useful for the Cyclones with the Skywhale
Harpoon.

Sessu-Mir (+2 points)


The art of Hydrissian close combat is called
Sessu-Mir. Models may use the Determined ability
to allow missed close combat attacks to be re-
rolled.
Optional Extras
The following items are suggested as optional Cyganic Implants (+5 points)
extras for Hydrissian models. Cyganic Implants are a Hydrissian method of
enhancing a troopers movement and durability.
Actuators (+10 points) Models with Cyganic Implants gain the Quick
Move ability and Resilience (+1).
For use with the Cyclone troopers armed with
Thump Guns. This will reduce the use cost (UC) or
the weapons by 2 actions (AC).

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No Limits Science Fiction Wargames The Hydrissians

New Rules Sacrifice Ability (3 points)


The following new rules will be incorporated into A model with the sacrifice ability may take all
the next update to No Limits. damage originally intended for another model.

When damage is assigned to a target model, all


Dropping Grenades damage may be redirected directly on a model
A model executing a jump pack move may drop a with the sacrifice ability within 2. The model to be
single grenade anywhere directly underneath and sacrificed immediately takes the damage that may
along the path of the jump move. This special not be saved in any way. The originally targeted
action does not require any additional actions (AC) model takes no damage or effects of any damage
to be expended by the model. whatsoever.
The moving model then makes a normal to hit Blast weapons and teardrop template weapon
ranged attack roll. If the attack is a miss, the damage may not be redirected onto a sacrificial
grenade will deviate as normal. model.
Deviation takes place after the jump pack model
has landed. Small Trait (zero points)
A small model is more difficult to hit with ranged
On a natural roll of 10, the grenade fails to explode attacks and close combat attacks. Any model
and is considered to be defective. targeting a small model has an additional 1
penalty on its RA and CC values.
Twin Linked (Weapon Trait) Small models are generally under (19mm) in
Heavy weapons and support weapons with the height or very slim.
twin-linked trait may re-roll any missed ranged
attacks.

All modifiers that applied to the first roll are applied


to the re-roll.

Weapons that use templates may not use the


twin-linked trait.
Only weapons with a rate of attack
(RoA) of 2 or more may use the twin
linked weapon trait.

The twin-linked trait costs 4


points per rate of attack (RoA).

Example: A Light Machine


Gun with a rate of attack of
3 could have the twin-linked
trait added for an additional
12 points.

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No Limits Science Fiction Wargames The Hydrissians

Equipment

# Distortion
Field
Zone effect. May enable the field when
# Shield
Generator
Zone effect. May enable the field when
# Stasis Field
Generator
May enable the field when activated.
activated. Activation of the field generator activated. Activation of the field generator Activation of the field generator costs zero
costs zero actions (AC). Range is equal to costs zero actions (AC). Range is equal to actions (AC). Range is equal to the tech
the tech models command (CO) value in the tech models command (CO) value in models command (CO) value in inches.
inches. inches.
Once activated, all models within the tech
All models subsequently making ranged All models within the field area gain +3 to models command (CO) range are frozen in
attacks at targets within a distortion field their armour (AR) value whilst the shield is place and may take no actions whatsoever.
suffer a RA 2 penalty on top of all other active.
modifiers whilst the field is active. Whilst the stasis field is operating, models
When the controlling model is next activated, inside the field may not be targeted by
When the controlling model is next activated, he may deactivate the field or attempt to ranged attacks, the deviation of ranged
he may deactivate the field or attempt to keep it operating. To sustain the field, he attacks, close combat attacks or psionic
keep it operating. To sustain the field, he must roll a 5 or less on a D10. If successful, effects. All models, friend or foe, within the
must roll a 5 or less on a D10. If successful, the field remains active. If unsuccessful, the field are effectively removed from the
the field remains active. If unsuccessful, the distortion field burns out and may not be passage of time and anything that may effect
distortion field burns out and may not be used again. them.
used again. Next

7 Points 9 Points 15 Points

Stasis Field Generator


Previous

Equipment Equipment 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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No Limits Science Fiction Wargames The Hydrissians

Psionic Effects

Call Of The Spirit Of


Disruption
Homeworld Sessu-Mir
The psionic user attempts to shock a target The psionic user attempts to rally a Hydrissian Only
model or unit within 30 and line of sight
panicked or terrified unit. If successfully implemented, a target model
(LOS).
or unit within 20 of the psionic user is filled
with the mastery of melee.
Living models hit by Disruption lose half of The target unit must be within 30
their actions (AC) rounded down. and line of sight (LOS) of the The model or unit gains +2 to its close
psionic user attempting the ability. combat (CC) value the next time it is
Only living models of a small or medium size
activated.
are affected by this effect. Large living
models and vehicles are more resilient to its If the ability is successfully
The psionics user does not have to be in line
effects and are not affected. implemented, the target unit of sight (LOS) to the target unit.
Target models take no damage from the
immediately rallies and may use its
full actions the next time it is This effect remains in play until the psionics
effect.
user is next activated and has upkeep Y.
activated.

UC r Level q 13 Points
UC q Level r 9 Points
UC q Level ^ 23 Points

Psionic Psionic Psionic

Creating Cards
Print the Equipment and Psionic Effect pages then cut the individual cards out. The cards may be inserted into card protector sleeves
with the graphical image backing each effect card.

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