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No Limits Shard
No Limits Shard
Acknowledgments
Thanks to Chris Gilders of Wargames Unlimited
for creating No Limits. With out his hard work this
conversion list wouldnt be possible.
http://www.ironwindmetals.com
Shard Elders
Primes
Axion
The oldest and most powerful of the shard race,
axions have managed to survive the violent and
self-destructive prime phase. They now have a
firm grip on their emotions. Capable of controlling
energy, gravity, and even time, they lead their
forces with focused determination.
Axion
AC
10
RA
6
CC
5
ST
5
T
5
W
3
CO
8
AR
6
Primes
AC
10
RA
6
CC
6
ST
5
T
5
W
2
CO
7
Individual
Shard
Burning Hatred
Flight
Psionics Novice Level 1
Resilience +1
Options
A prime may have 1 field and 1 lens.
A prime may have 1 shard power.
A prime may have up to 2 ranged weapons,
close combat weapons, or one of each type.
Only one of the following weapons can be
present on a prime at any one time: matrix
cannon, heavy pulsar cannon, heavy beam
laser, fracture cannon, and orb launcher.
Prime Points Cost 78
Axion in Flight
Prime with Matrix Cannon
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Trueform Units
Concussors
Jagged
With their spiked and sharp forms, the jagged
shred their opponents in close combat. Their only
weapons are the vicious spurs formed from their
limbs.
Jagged
AC
10
RA
4
CC
5
ST
4
T
5
W
1
CO
7
AR
5
4-8 models
Shard
Resilience +1
Spiked Form
Battle Spurs (UC4, RoA1, ST6, PM-2)
Options
Any jagged may incorporate defence spurs
or shatter orbs in their form.
Defence Spurs (+1 points)
Concussors
AC
10
ST
4
T
5
W
1
CO
7
AR
5
4-8 models
Shard
Resilience +1
Beam Laser (UC5, 15/+1, 30/+0, 45/-1, RoA2, ST5,
PM-1)
CC
4
Options
Any concussor may incorporate defence
spurs or blast orbs in their form.
Defence Spurs (+1 points)
RA
5
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Scrye
The transformation from a fledgling to trueform is
not always handled so well. The scrye are often
the result of this inability to adjust to the new form.
They have rejected the transformation and
become fragile physical beings. They skulk around
the battlefield observing and avoiding conflict at all
costs. Wise axions use them as scouts and
spotters.
Scrye
Concussor Firing
AC
12
Ambients
Their smooth bodies are dotted with energy
absorbing nodes that collect the ambient energy of
the battle field and channel it into field projectors,
which they use to create defensive shields and
waves of paralyzing energy.
Ambients
AC
10
RA
4
CC
4
ST
4
T
5
W
1
CO
7
AR
5
1-3 models
Shard
Resilience +1
Options
An ambient must incorporate either a soft or
hard field generator into their form at no
extra cost. The choice can be made before
each battle.
An ambient may incorporate a neuro wave
and/or shatter orbs into its form.
Neuro Wave (+12 points)
RA
3
CC
3
ST
2
T
3
W
1
CO
6
2-4 models
Shard
Dispersed Formation
Disruption Field
Infiltrate
Light Benders
Small Model
Options
A Scrye unit can choose to incorporate
shatter orbs into their forms.
Shatter Orbs (+8 points)
(UC6, 6, RoA2, ST3, PM-2, Indirect)
48
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Crawlers
Crawlers
Fledglings
Fledglings are the newborns of the shard, having a
quadruped form and lacking offensive weaponry,
they are plentiful in number. Used to overwhelm
the enemy, dieing quickly, the elders view this
early combat duty as valuable experience.
Fledglings
AC
10
RA
1
CC
3
AC
10
RA
4
CC
3
ST
3
T
4
W
1
CO
5
AR
3
5-10 models
Shard
Resilience +1
Pulsar Cannon (UC3, 12/+1, 24/+0, 36/-1, RoA1,
ST4, Indirect)
ST
3
T
4
W
1
CO
5
AR
3
34
Nanite Swarms
5-10 models
Shard
Small Model
Speed Burst
Piercing Limbs
Fledgling Points Cost
23
Nanite Swarms
AC
10
RA
-
CC
3
ST
3
T
6
W
3
CO
-
AR
3
67
Fledgling
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Husks
Striders
Striders
Husks
AC
9
RA
2
CC
4
ST
4
T
6
W
2
CO
8
AR
6
AC
12
RA
5
CC
7
ST
5
T
5
W
3
CO
8
Individual
Shard
Piercing Limbs
Mobility
Resilience +1
Fracture Cannon (UC6, D10+5, RoA1, ST5, PM1, 2 wide path)
Options
A strider may replace its fracture cannon
with a heavy beam laser.
Heavy Beam Laser (+5 points)
(UC5, 15/+1, 30/+0, 45/-1, RoA2, ST6, PM-2, PM-4
against vehicles)
87
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Eradicators
The eradicator is one of the most feared weapons
in the shards arsenal. With its dual modes of
locomotion it is deployable on almost any world.
Its deadly weaponry is able to destroy enemies
with a single volley of power.
Fracture Cannon
UC
SR
MR
LR
D10 + 5
RoA
ST
DA
Penetration Modifier -1
2 wide path out to distance rolled.
Damage Tracker
1
6
2
7
Mv Wp
Eradicators
AC
12
RA
5
CC
5
ST
6
T
6
W
8
CO
7
AR
7
Walker
Type
1
None
Crew
Transport
Shard
Battle Modes
Heavy Piercing Limbs
Large Model
Mobility
Resilience +2
Unwavering
Walker
Heavy Beam Laser (Arm)
Fracture Cannon (Arm)
Options
An eradicator can choose to incorporate
repair orbs into its form.
Repair Orbs (+15 points)
An eradicator may have 1 of the following
fields.
Sonic Field (+3 points)
Static Field (+6 points)
Syphon Field (+10 points)
Eradicator Points Cost 233
SR
MR
LR
RoA
ST
DA
15/+1
30/+0
45/-1
Penetration Modifier -2
Penetration Modifier -4 against vehicles
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Characters
Calisax
Encountering the Growler race provided the
necessary inspiration for the being named Calisax
to be formed. Calisax came to admire the
Growlers blood thirst and ferocity, even though
they were an inferior race. He had never seen a
race more perfectly fit for combat. He particularly
admired their great physical structure.
Easily as old as most primes, Calisax never truly
left the ranks of the jagged. As he grew in age, he
added more mass to his body instead of adding
more fighting techniques. Forsaking ranged
combat; he devoted himself to his first love, melee
combat.
The brutish shard stands nearly three meters high
with broad shoulders and massive lethal arms. His
body is covered in massive plates of crystal that
grant him more protection than even the
considerable armor of the average shard fighter.
Calisax
AC
10
RA
4
CC
7
ST
6
T
6
W
3
CO
7
AR
6
Unique Individual
Shard
Ablative Chunks
Burning Hatred
Resilience +3
Crushing Fists x2 (UC5, RoA1, ST7, DA2, PM-2,
Calisax
Extended Reach 1)
120
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Ranged Weapons
Shard Arsenal
The concept of weapons is alien to the shard
because their bodies are living weapons. Their
weaponry is an extension of their crystal bodies
combined with their living matrices.
MR
LR
Close Combat
RoA
ST
DA
+1
Penetration Modifier -1
Points Cost
Defense Spur
UC
SR
MR
LR
Close Combat
RoA
ST
DA
ST
Penetration Modifier -1
Points Cost
SR
MR
LR
Close Combat
RoA
ST
DA
+1
Penetration Modifier -2
Points Cost
SR
MR
LR
Close Combat
LR
RoA
ST
DA
RoA
ST
DA
+1
Beam Laser
UC
SR
MR
LR
RoA
ST
DA
15/+1
30/+0
45/-1
Pentration Modifier -1
Points Cost
17
Fracture Cannon
UC
SR
MR
LR
D10 + 5
RoA
ST
DA
Penetration Modifier -1
Hits all models is a 2 wide path out to
distance rolled
Points Cost
28
SR
MR
LR
RoA
ST
DA
15/+1
30/+0
45/-1
16
Sonic Spur
UC
MR
ST + 2
2 Blast
Indirect
Penetration Modifier -1
Impaler Spur
UC
SR
Points Cost
Battle Spur
SR
UC
Blast Orbs
Penetration Modifier -2
Penetration Modifier -4 against vehicles
Points Cost
33
Penetration Modifier -3
Points Cost
UC
SR
MR
LR
RoA
ST
DA
12/+1
24/+0
36/-1
2 Blast
Indirect
Penetration Modifier -1
Points Cost
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Matrix Cannon
Orb Launcher
UC
SR
MR
LR
RoA
ST
DA
UC
SR
MR
LR
RoA
ST
DA
3-10
15/+1
30/+0
45/-1
12/+1
24/+0
36/-1
Points Cost
25
Pulsar Cannon
UC
SR
MR
LR
RoA
ST
DA
12/+1
24/+0
36/-1
Indirect
Points Cost
UC
SR
MR
LR
ST + 2
RoA
ST
DA
Indirect
Penetration Modifier -2
Points Cost
SR
MR
LR
Large Teardrop
Splinter Lance
UC
SR
MR
LR
Large Teardrop
RoA
ST
DA
Penetration Modifier -2
Points Cost
43
Neuro Wave
UC
11
Shatter Orbs
UC
1-6
7-13
14-17
18-20
Points Cost
Blast Orbs
Indirect
2 blast, ST4
Penetration Modifier -1
Shatter Orbs
Indirect
2 blast, ST3
Penetration Modifier -2
RoA
ST
DA
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26
Armor
Fields
Sonic Field
34 points
Exceptional members of shard squads are
permitted to make use of special amplification
suits, or AMP suits. These suits greatly enhance
the power of the shards matrices. There is a
danger in using the suit however, so the suits are
only worn for a short period time due to the danger
of having the suit absorb the shards matrices.
While wearing the suit the shards profile is
improved according to the following chart.
AMP Suit
AC
+2
RA
-
CC
-
ST
+1
T
+1
W
+1
CO
+1
AR
+1
Improve Resilience +1
Large Model
Options
A shard in an AMP suit can choose to
incorporate 2 ranged weapons or 2 close
combat weapons or one of each type into
the AMP suit. These are taken at the points
costs listed in the shard arsenal section.
Only one of the following weapons can be
present on an AMP suit at any one time:
matrix cannon, heavy pulsar cannon, heavy
beam laser, fracture cannon, and orb
launcher.
Only 1 AMP suit can be taken for every 2
squads of a particular type present in your
force.
3 points
Static Field
6 points
Syphon Field
10 points
Lenses
Amplifying Lens
4 points
Focusing Lens
4 points
Shielding Lens
3 points
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Racial Traits
Shard
Shard Abilities
Free
Page 13
Ablative Chunks
10 points
Battle Modes
3 points
Burning Hatred
6 points
Version 1.0
-5% points
Hard Field
12 points
Dispersed Formation
3 points
Disruption Field
6 points
Encasing
10 points
3 points
Hyper Regrowth
10 points
Light Benders
When in base-to-base contact with an enemy a
nanite swarm can attempt to encase the model.
The attack has UC5. To resolve the attack, both
models roll a D10 and add their respect ST score.
Nanites have a ST5 for purposes of encasing. If
the swarm wins the test the enemy is encased in
crystal and can take no actions until it is freed. On
its activation a model can attempt to break free by
making a ST-2 test. The attempt is the only action
the model can make during its activation. The only
attack that can shatter the crystal is from a blast
template. When hit by a blast template roll a d10,
on a 5 or less the model is freed and placed
prone. If a model ends the game encased it is
considered destroyed for VP purposes.
Page 14
3 points
Version 1.0
Matter Consumption
5 points
Piercing Limbs
Spiked Form
7 points
1 point
Repair Orbs
15 points
Soft Field
12 points
Speed Burst
2 points
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Shard Powers
Axions and primes make use of powers that are far beyond anything humans can imagine.
Devolve
Through great force of will, an axion
can cause an organic life form to
devolve back into a pool of primordial
goo. The process only takes a few
seconds and is excruciatingly painful for
the victim.
Only Axions can use this power. The
target model must be within 12 and
LOS. If successfully cast, both players
roll D10. The axion adds CO to the roll
and target adds T to the roll. If the axion
has the higher total, the target model is
reduced to a puddle of organic goo and
is removed as a casualty.
UC
Level
25 Points
UC
Energy
Focus
Axions are able to harness the
energy present in the area and
focus it into a single beam to strike
enemies.
Only axions can use this power.
The effect varies in strength. Pick a
target within 20 and LOS. Roll
D10-1 to determine the strength
(minimum ST2).
The target takes a hit at the
determined ST with PM-2.
UC
Level
11 Points
Energy
Burst
EMP Blast
Level
15 Points
UC
Freeze Time
Axions are able to freeze time on small
portions of the battle field, but it heavily
drains their matrices and can only be
used for short periods of time.
Only axions can use this power. Pick a
spot anywhere on the battlefield within
15. LOS is not required. If successfully
cast, any models within 2 of that spot
automatically loose their next activation.
Freeze time cannot be used 2 rounds in
a row.
UC
Level
Page 16
9 Points
Level
30 Points
Gravity Well
Axions can increase the gravity in an area to
a point where enemies are immobilized.
Only axions can use this power. When
successfully cast, any models within 3 of
the axion creating the effect must make a ST
test at the start of their activation. If they
pass, they are reduced to half actions (round
up) for the round. If they fail they are
reduced to 0 actions for the round. Models
moving into the area must immediately test
when entering the area. Axions are
unaffected by the gravity well.
The gravity well remains in effect until the
start of the axions next activation.
UC
Level
Version 1.0
5 Points
Ion Wave
The ion wave is a simple but deadly
attack used by both axions and
primes. The attack is a short range
blast of concentrated ions which
inflicts brutal damage to organic
targets.
The ion wave has no effect on
vehicles or drones.
The effect is a medium teardrop
template with ST5. Models hit
receive no armor save.
UC
Level
15 Points
Kinetic Blast
A minor power axions some times use
is manipulating the air currents to push
enemies around on the battle field.
Only axions can use this power. A
successful activation allows the axion to
push a single small or medium sized
model within 24 and LOS up to 3 in
any direction. Large models can only be
pushed up to 2. If the target has ST5
or higher, both players roll D10. The
axion adds its CO and the target adds
its ST. If the axions total is higher, he
can push the model.
UC
Power Drain
An axion can drain electrically powered
targets (vehicles, drones, power
armoured units) of their energy.
Only axions can use this power. The target
model must be within 12 and LOS. It the
power is successfully activated, the target is
unable to be activated until it recovers. At
the start of each round after the power drain,
the player controlling the affected model rolls
D10. On a 3 or less the model can be
activated as normal this round. Models that
end the game affected are considered
casualties. Once a model has been
successfully activated, the player no longer
has to test for it each round.
UC
Level
15 Points
Level
10 Points
Light Warp
Some axions have learned to warp
light around themselves, rendering
them invisible.
Only axions can use this power.
When this power is successfully
activated, an axion cannot be
targeted by any attacks until the
axions next activation. This power
cannot be used two rounds in a
row.
UC
Slow Cook
This horrific ability fills the area around
the axion or prime with deadly levels of
radiation. Life forms literally cook
when exposed to this lethal attack,
dropping to the ground in burning piles.
When slow cook is successfully activated,
any enemy models within 5 inches of an
axion or prime suffer a STR 3 hit with no
armor save. The area of effect lasts until the
shards next activation, so models that
remain within the area at the end of their
own activation suffer the effects of slow cook
as well.
UC
Level
15 Points
Level
11 Points
Time Scrye
Axions with the ability to time scrye can
see into the future and predict what
their enemy is going to do.
Only axions can use this power. When
successfully activated, choose a target
model within 28 and LOS. The controlling
player must tell you how many actions will
be spent for movement, attacks, and other
abilities during its next activation. The
specifics of the actions dont have to be
given, only the number of actions to be
spent. When the player next activates the
model, he must use the actions in the
manner stated if possible.
UC
Level
8 Points