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No Limits Science Fiction Wargames Shard Army List

All Carbons Must Die!


An Army List For No Limits Sci-Fi Wargames

Coverted Army List by:


Joseph B. Prozinski

No Limits Science Fiction Wargames Shard Army List

Acknowledgments
Thanks to Chris Gilders of Wargames Unlimited
for creating No Limits. With out his hard work this
conversion list wouldnt be possible.

The No Limits rules and more are available at:


http://www.WargamesUnlimited.com

Thanks to Mike Skuzzy Nielson for creating the


Shard, they are one the coolest sci-fi races Ive
seen in a long time.

Also thanks to Iron Wind Metals for the miniatures.


They are keeping the VOR races alive with
continued production of the miniatures.

http://www.ironwindmetals.com

Also thanks to Reaper miniatures. They produce


some fine miniatures and I used their Crystal
Golem as the Shard special character Calisax.
http://www.reapermini.com

Also thanks to Wizards of the Coast. I used their


Ice Para-elemental from their Chainmail line of
metal miniatures as a Jagged AMP Suit.
http://www.wizards.com

Introduction To The Shard


The shard are one of the oldest races in the
galaxy. They were once flesh and blood beings
before they long ago discovered how to separate
their essence from their bodies that bound them to
theie physical form and became beings of pure
energy.
After millennia of existence as virtual immortals,
the Veil encroached on their world. The violence of
the encroaching Veil was disastrous to their home
world. Their planet was destroyed. The Veil was
hungry for energy and their soul matrices are the
most concentrated form of energy in existence.
The Veil began devouring them; the strongest
watched as millions of shard were consumed.
They were forced to create bodies for themselves
from the crystal that once formed their home
world; the crystal shielded them from the hunger of
the Veil. They view this as a personal attack by the
universe itself. They have two goals, to escape the
Veil and to destroy all organic life. They are
arrogant and hateful, viewing all other races as
universal viruses needing to be destroyed, their
existence a harsh reminder of the shards once
exalted lives.
Once artists and scholars, almost all shard are
now warriors, instinctively drawn toward battle by
their overpowering emotions, even in their earliest
stages of life. The most expendable units on the
front lines are the fledglings, who attack in
massive swarms. They are closely followed by the
jagged, with their bristling protrusions making their
bodies living weapons. Behind them, giving
support are the concussors, who use their own
living energy matrices to power deadly weapons,
and the awesome primes who are nearly insane
from living so long with unending hatred that they
are nearly consumed by it. The most destructive
weapons in their arsenal are the massive
eradicator war walkers and the mind-blowing
powers of the ancient axions, whose weapons are
gravity and time itself. Their hatred is so
overwhelming, they do not fight to gain territory or
slavesthey do it for revenge.

No Limits Science Fiction Wargames Shard Army List

Shard Elders

Primes

The eldest and most experienced of their race,


they guide and lead the rest of the shard.

Filled with rage and hate, the primes have one


motivationthe total annihilation of those who
oppose their race. With their bloodlust, few beings
in the galaxy can equal their ability to destroy.
Their self destructive behaviour leads most primes
to destroying themselves.

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

Individual, Force Leader, 1 per force.


Shard
Flight
Psionics Grand Master Level 4
Resilience +1
Options
An axion may have 2 fields and 2 lenses.
An axion may have up to 4 shard powers
Axion Points Cost 114

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

After merging their consciousness with their


physical forms, shard are considered to be
trueform. The vast majority of shard forces are of
trueform units.

Using a number of different lenses, concussors


form their arms into ranged weapons. The bodies
of concussors are smoother than those of other
trueforms and have various vents on their backs
that channel the excess energy from their attacks.
These vents emit a pneumatic thumping sound
after firing their weapons, giving them their name.

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)

(UC3, RoA1, ST4, PM-1)

Blast Orbs (+5 points)


(UC6, 6, RoA2, ST4, PM-1, Indirect)

Any concussor may replace their beam


laser with a splinter lance.
Splinter Lance (+9 points)
(UC6, Large Teardrop Template, RoA L, ST5, PM -2)

Shatter Orbs (+8 points)


Up to half (round down) of the models may
replace their battle spurs with impaler spurs.
Impaler Spurs (+16 points)

Up to half (round down) of the models may


replace their beam laser with one of the
following.
Heavy Pulsar Cannon (+1 points)

(UC5, RoA1, ST6, DA2, PM-3)

(UC5, 12/+1, 24/+0, 36/-1, RoA2, ST5, PM-1, Indirect)

(UC6, 6, RoA2, ST3, PM-2, Indirect)

CC
4

Options
Any concussor may incorporate defence
spurs or blast orbs in their form.
Defence Spurs (+1 points)

(UC3, RoA1, ST5, PM-2)

RA
5

Fracture Cannon (+11 points)

One model in the squad may be given an


AMP suit.
AMP Suit (+34 points)
Jagged Points Cost 49

(UC6, D10 +5, RoA1, ST5, PM-1, 2 wide path)

Orb Launcher (+8 points)


(UC4, 12/+1 ,24/+0 ,36/-1)
> Shatter Orb: RoA 2, ST3, PM-2, Indirect
> Blast Orb: RoA2, ST4, PM-1, Indirect

One model in the squad may replace its


beam laser with a matrix cannon.
Matrix Cannon (+26 points)
(UC3-10, 15/+1 ,30/+0, 45/-1, Matrix Rules)

One model in the squad may be given an


AMP suit.
AMP Suit (+34 points)
Concussor Points Cost 55

Jagged Jump Kicking

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No Limits Science Fiction Wargames Shard Army List

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)

Scrye Points Cost

(UC5, Large Teardrop Template, RoA L, T-1 Test


or knocked prone)

Shatter Orbs (+8 points)


(UC6, 6, RoA2, ST3, PM-2, Indirect)

Ambient Points Cost

48

Scrye Using Distort Field

Ambient Using Hard Field

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Lesser Shard Units

Crawlers

The secondary units of the shard are the lesser


expendable units. They have little importance in
the preservation of the shard race. They
overwhelm their enemies with large numbers,
allowing more capable shard units to deal with
serious problems.

Some Fledglings are born with fragile matrices,


unable to make the difficult transformation to
trueform. Because of their fragile matrices, they
are short lived and are only able to maintain their
forms for a few years. During their short existence
they are used as small roving weapons batteries,
a dedicated addition to the shard cause.

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

Crawler Points Cost

34

Nanite Swarms

5-10 models
Shard
Small Model
Speed Burst
Piercing Limbs
Fledgling Points Cost

23

Composed of the nanites that inhabit the shard


crystal, these ravenous mounds consume matter
and create the crystal of the shard home world.
They appear as large blobs that constantly flow
across the battlefield as they devour.

Nanite Swarms
AC
10

RA
-

CC
3

ST
3

T
6

W
3

CO
-

AR
3

1-3 models per force


Encasing
Large Model
Matter Consumption
Close Combat Handicap
Unwavering
Nanite Swarm Points Cost

67

Fledgling

Nanite Swarm Reaching out to Encase an Enemy

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No Limits Science Fiction Wargames Shard Army List

Husks

Striders

Occasionally when a shard dies, the nanites


inhabiting the crystalline husk continue to function.
However they are only able to mimic the duties
they performed most frequently while the shard
was alive. Axions use these shambling hulks as
heavy shock troops.

These small and fast deadly war machines are


fielded in reckless and suicidal ways, making them
even more dangerous in battle. Their superior
speed and heavy weapons make it easy for them
to punch holes in enemy lines.

Striders

Husks
AC
9

RA
2

CC
4

ST
4

T
6

W
2

CO
8

AR
6

2-4 models, 1 squad per force


Shard
Ablative Chunks
Hyper-Regrowth
Resilience +1
Unwavering
Defense Spurs (UC3, RoA1, ST4, PM-1)
Options
Any shard husk may incorporate shatter
orbs and or blast orbs into their form.
Shatter Orbs (+8 points)
(UC6, 6, RoA2, ST3, PM-2, Indirect)

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)

Strider Points Cost

Blast Orbs (+5 points)


(UC6, 6, RoA2, ST4, PM-1, Indirect)

Any model may replace their defense spurs


with battle spurs.
Battle Spur (+3 points)
(UC4, RoA1, ST5, PM-1)

Up to half (round down) of the models may


replace their defense spurs with impaler
spurs.
Impaler Spurs (+15 points)
(UC5, RoA1, ST5, DA2, PM-2)

Husk Points Cost

87

Strider Ready to Fire

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Shard War Machines


The shard have taken numerous rogue and
criminal shard and as punishment have siphoned
their matrices off into massive holding tanks. This
pool of matrices is used to power their massive
war machines.

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

Turning on the spot expends 1 action


(AC) for every 90 or part thereof turned.
May turn up to 45 for every 1 of
movement.
Step over objects no more than 1/3 the
total height of model.

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

Eradicator in Battle Mode

Heavy Beam Laser


UC

SR

MR

LR

RoA

ST

DA

15/+1

30/+0

45/-1

Penetration Modifier -2
Penetration Modifier -4 against vehicles

Jagged AMP Suit

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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)

Calisax Points Cost

120

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No Limits Science Fiction Wargames Shard Army List

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

Heavy Beam Laser


UC

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

Close combat Weapons


UC

Blast Orbs

Penetration Modifier -2
Penetration Modifier -4 against vehicles
Points Cost
33

Heavy Pulsar Cannon

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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No Limits Science Fiction Wargames Shard Army List

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

The matrix cannon is a deadly weapon that


requires the shard to use its own energy
matrices to fuel an attack. If not done
carefully the shard can kill it self in a brilliant
display of destruction. The number of
actions the shard uses to power the attack
determines the matrix cannons power. You
can spend between 3 and 10 actions to fuel
the cannon. After declaring the number of
actions to be spent, roll a D10 and add the
result to the number of actions spent. See
the accompanying table to determine the
strength of the attack. After the power is
determined, proceed as normal to
determine if the attack hits as per normal
ranged combat rules.

Matrix Cannon UC Table


Effect
No Effect
ST6, PM-1, DA1
ST7, PM-2, DA2
ST8, PM-2, DA2, 1 Blast,
Core Syphon
Core Syphon: If a fumble is rolled when
using the matrix cannon at the highest
level (18-20) the shard model is instantly
destroyed, and its matrix is drained of all
power in mere seconds. In these rare
situations, treat the attack as a 1-inch
wide, 20-inch long beam that hits
everything it touches. The original
direction of attack is still used.

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

Models touched by the template must make


a T-1 Test. If the test is failed the model is
knocked prone. Except for the T-1 test,
follow normal rules for knock prone.
Points Cost
12

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No Limits Science Fiction Wargames Shard Army List

Armor

Fields

Shard Amplification Suits

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

This field wraps the shard in a case of sonic


vibrations that blunts the piercing energy of
incoming attacks.
A shard with a sonic field receives an increase to
their Resilience by +1.

Static Field

6 points

A simple field designed to discourage enemies


from making attacks against the shard using it.
An enemy making a close combat attack against
the shard model with this field takes a hit a ST4
after each attack.

Syphon Field

10 points

A syphon field drains the energy from incoming


ranged attacks.
Ranged attacks directed at a shard with this field
are at ST -1.

Lenses
Amplifying Lens

4 points

This lens increases the power of close combat


attacks.
Any close combat attacks made by a shard with
this lens are made at ST+1.

Focusing Lens

4 points

This lens allows a shard to focus better on ranged


attacks.
A shard with this lens increases its RA by +1.

Shielding Lens

3 points

This lens amplifies shielding ability of shard armor.


A shard with a shielding lens receives an increase
to their Resilience by +1.
Concussor AMP Suit

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Racial Traits
Shard

Shard Abilities
Free

Because of the unique nature of the shards


physical form, certain weapons and attacks have
different effects on them. Nanite swarms do not
benefit from the Shard trait.
All flame and heat based weapons. The
reflective nature of the shards crystalline armor
reduces the effectiveness of flame and heat based
attacks. When a shard is hit by a flame or heat
based attack it ST and PM ratings are decreased
by 1.
All laser based weapons. Laser attacks have a
difficult time damaging the crystalline armor of the
shard due do its highly reflective nature. All laser
based attacks have their Penetration Modifier
reduced to 0.
Chemical and Poison based weapons. The
organic properties of the shards crystalline armor
makes them very susceptible to chemical and
poison based toxins. Shard do not receive an
Armor Save when hit by these weapons.
Veil Terror. Some races call it the Warp, some
call it the Ether, some call it the Maw, and some
call it the Maelstrom, but the shard call it the Veil.
To the shard the Veil and what lies beyond are
terrifying. Its ability to dilute and consume energy
with blinding speed makes it a dimension of
utmost horror to the shard.
Before the start of any game involving the shard,
roll a d10. On a 1 or 10, the battle is taking place
near the Veil, and all CO tests made during the
game by the shard are at CO-1. If a scenario
should put them in close proximity to the Veil, they
will automatically experience Veil Terror.

Page 13

Ablative Chunks

10 points

The nanites in the crystal work overtime and


create random chunks of crystal growth on the
outside of the shards body.
Against blast template weapons, the shard have
AR8. In addition, once per round the shard can
ignore one successful hit scored against it. If an
attack does not allow an armor save or is a critical
the shard takes the hit as normal.

Battle Modes

3 points

Eradicators have two different modes for battle, an


encased mode for fast movement and
deployment, and an attack mode for fighting.
An Eradicator will always start a battle in its
encased mode. While in this mode, the eradicator
is treated as a hover vehicle and receives -2
actions, T+1, AR +1, and has the rapid move
ability. While in the encased mode, the eradicator
cannot attack. For 3 actions, the eradicator can
unfold and assume its attack mode. In attack
mode the eradicator uses its normal stat line and
is capable of attacking. For 6 actions the
eradicator can reassume its encased mode.

Burning Hatred

6 points

A primes mind is clouded by extreme hatred for all


carbon based life forms when in battle. They
constantly struggle to maintain control of their
hatred and sustain rational thought.
Every time a prime is activated, roll d10. On a
result of 1 or 10, the prime succumbs to its burning
hatred for the round. The prime gains +2 actions,
and T+1 for the round. The model must charge the
nearest enemy model within 12 inches. If the
prime doesnt have enough MP to make a close
combat attack following the charge, it receives one
free standard close combat attack against the
enemy model. While under the effects of this
ability, the prime automatically succeeds on all CO
tests.

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No Limits Science Fiction Wargames Shard Army List

Close Combat Handicap

-5% points

Hard Field

12 points

Nanite swarms are hard pressed to defend


themselves in close combat.

A hard field is a rigid barrier of energy that is


capable of repelling projectiles.

Nanites never receive charge bonuses in close


combat and can never score a critical hit in close
combat.

When any ranged attacks are made against a


model within 2 of an ambient with the hard field,
roll D10. On a 5 or less the attack is deflected. If
the attack uses a blast template the attack is only
deflected if the center of the template is within the
area protected. Teardrop template weapons are
not affected.

Dispersed Formation

3 points

The Scrye have adopted a looser squad formation,


which allows them to maximize their abilities.

Heavy Piercing Limbs


Scrye have a coherency distance of 4. When
being used as spotters they do so from a range of
CO x 2 inches.

Disruption Field

6 points

The Scrye have the ability to disrupt the area


between themselves and fellow Scrye in their
squad.
Any ranged shots that pass between two Scrye
models are at RA-2. For purposes of vastly
different terrain heights the field extends to a
height of 3.

Encasing

10 points

One of the Nanites most deadly functions is to


encase enemies in crystal.

3 points

The massive limbs of the Eradicator are easily


capable of penetrating armor.
All standard close combat attacks from eradicators
have PM-2.

Hyper Regrowth

10 points

The abundant numbers of nanites in the shards


crystal have nothing to do other than moving so
they continuously build and rebuild the shards
form.
Once per turn a shard can spend 3 actions to
restore 1 wound it lost during the game. Hyper
Regrowth cannot be used if a shard falls to 0
wounds and cannot be used on other shard.

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

When scrye are afraid of being attacked they warp


the light around themselves making them invisible
to their enemies.
When a scrye unit is activated you can declare
they are cloaking themselves. All models must
cloak at the same time and spend 2 actions to do
so. A scrye squad may not cloak 2 rounds in a
row. While cloaked, the unit cannot be attacked
by any ranged attacks or close combat attacks.
This requires intense focus, therefore the scrye
cannot make any attacks while cloaked, but can
still move. Scrye that cloak while in base-to-base
contact with enemies can move away freely and
not suffer a free hit. Scrye that are cloaked can still
be used as spotters. The effect lasts until they are
next activated.

Version 1.0

No Limits Science Fiction Wargames Shard Army List

Matter Consumption

5 points

Nanites primary functions are to break down


matter, converting the resultant energy into the
crystal that is vital to the shard way of life. They
are capable of scouring an acre of land in minutes.
Any time a nanite is in base-to-base contact with a
small terrain piece (tree, a low wall, crates,
barrels, statues, and so on), the swarm can spend
4 actions and roll a D10. On a result of 6 or less,
the terrain piece is consumed and removed from
the table.

Piercing Limbs

Spiked Form

7 points

Due to their irregular forms, jagged are very


dangerous in close combat. Their attacks are
stronger and able to penetrate armor easily.
All close combat attacks made by a jagged have
an additional ST+1 and PM-1.

1 point

The hard limbs of fledglings and striders are easily


capable of piercing armor.
All standard close combat attacks from fledglings
and striders have PM-1.

Repair Orbs

15 points

Orbs within the eradicators body hold extra


nanites. When released they flood the body of the
eradicator repairing damage.
Useable once per game. Announce the use of the
repair orbs at the start of any activation of the
eradicator. Roll D10. On a result of 1, 2, or 3, up to
three boxes of damage are repaired. On a result of
4-7, one box of damage is repaired. On a result of
8-10 the nanites fail to repair any damage. It costs
6 actions to activate the repair orbs.

Soft Field

12 points

Soft fields saturate the area around an ambient


with complex vibration patterns, which increase
the effectiveness of other shards armor within the
field.
Any shard within 3 inches of an ambient producing
a soft field receives AR +2 while in the field. The
AR bonus provided by soft fields is not cumulative
with other soft fields, and the ambient producing
the field does not receive the AR bonus.

Speed Burst

2 points

Fledglings are capable of crossing terrain rapidly.


In any turn in which a fledgling squad only moves
(the squad may not attack, hold their action and so
on), they move as though they had the quick move
ability (1AC = 1).

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Version 1.0

No Limits Science Fiction Wargames Shard Army List

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

A shard can release a blast of energy that


shuts down any electrical devices in its
wake.
When successfully cast all vehicles, power
armor, and drones within 6 of the model,
loose their next activation. At the beginning
of each turn after the blast, models affected
roll D10. On a 3 or less, the model can be
activated again as normal. While affected,
models continue to loose their activation.
This power can only be used once a game.
Primes only affect models within 3. Models
that end the game still affected are
considered casualties.

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

This attack lobs a condensed ball of


energy at a region dense with
enemy units. When it strikes it fills
the area with a crackling ball of
energy.
Place a 3 blast template anywhere
within 30. Line of Site is not
required.
Models hit by the template take a
ST5 hit with PM-1.

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

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