Nlac Redblok

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No Limits Stat Cards - Red Blok

Krasny Soldati Krasny Soldati Krasny Soldati Sergeant Krasny Soldati Sergeant
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 3 4 5 1 4 2 8 5 3 4 5 1 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Structure Unit Medium Structure Attached Squad Ldr


Unit Size 4-10 Unit Size 1
Points Points
31 43
Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Assault Rifle 10" +1 15" +0 30" -1 Assault Rifle 10" +1 15" +0 30" -1
UC RoA ST DA PM UC RoA ST DA PM
6 2 6 1 -1 6 2 6 1 -1
Special Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Krasny Soldati with Krasny Soldati with Krasny Soldati with Krasny Soldati with
Grenade Launcher Grenade Launcher Rocket Launcher Rocket Launcher
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities

8 5 3 4 5 1 4 2 8 5 3 4 5 1 4 2
Structure Unit Specialist Structure Unit Specialist
Unit Size 0-1/Squad Unit Size 0-1/Squad
Points Points
36 57

Weapon CR MR LR Weapon CR MR LR Weapon CR MR LR


Grenade 10" +1 20" +0 30" -1 Rocket 15" +0 30" -1 45" -2 Combat Knife Close Combat
Launcher Launcher (HE)
UC RoA ST DA UC RoA ST DA UC RoA ST DA
6 2" 6 1 6 1 5 1 4 1 ST+1 1
Special 2" Blast, Knock Prone, Indirect Special 3" Blast, Knock Prone Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Rocket 15" +0 30" -1 45" -2
Launcher
UC RoA ST DA Options
(HEAT)
UC RoA ST DA AP Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
6 1 7 2 -2 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Krasny Soldati Medic Krasny Soldati Medic Krasny Soldaty Officer Krasny Soldaty Officer
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Medic - A model with this ability may attempt to heal wounded models near it. Do not remove Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 3 4 5 1 4 2 any models within it's move range until this model has completed it's activation. The model
must move to base to base contact and spend 4 AC and pass an unmodified CO test. If
8 5 3 4 5 2 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
successful, the wounded model regains a wound and may activate as normal. If it fails the
Structure Unit Specialist wound remains and the model is removed if necessary.
Structure Individual
Unit Size 0-1/Squad Unit Size 1
Points Points
36 43
Medic Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Assault Rifle 10" +1 15" +0 30" -1 Assault Rifle 10" +1 15" +0 30" -1
UC RoA ST DA PM UC RoA ST DA PM
6 2 6 1 -1 6 2 6 1 -1
Special Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Krasny Soldati Field Krasny Soldati Field Commando Spetznatz Commando Spetznatz
Mechanic Mechanic Field engineer Field engineer
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Repair - A model with this ability may attempt to repair damaged vehicles. The model must Tech - A model with this ability is able to use technological training and skill to open secure
8 5 3 4 5 1 4 2 move to base to base contact and spend 4 AC and pass an unmodified CO test. If successful,
the damaged vehicle regains a wound and may activate as normal. If it fails the vehicle
8 5 4 4 5 1 5 2 doors or achieve specific scenario objectives. To succeed in a task requiring the tech ability,
the model must expend 6 AC and pass a tech test by making an unmodified command test.
remains damaged. No more than 1 point of damage on a vehicle may be repaired in a turn. A The model may only attempt a single tech test per activation.
Structure Unit Specialist vehicle that has recieved more damage than it has wound points prior to being repaired, cannot
Structure Unit Specialist
Unit Size 0-1/Squad be repaired. No vehicle may be fully repaired, as in it's first damaged wound box must remain. Unit Size 0-1/Squad
However, an effect such as Wp or Mv may be repaired.
Points Points
36 60
Repair Tech

Weapon CR MR LR Weapon CR MR LR Weapon SR MR LR


Assault Rifle 10" +1 15" +0 30" -1 Guass Rifle 12" +2 24" +1 36" +0 Stachel Charge Placed Explosive, 4" Blast Radius
UC RoA ST DA PM UC RoA ST DA PM UC RoA ST DA PM
6 2 6 1 -1 5 1 6 1 -2 1 7 1 2
Special Special Special Remote Detonator, One Shot
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok
Commando Spetsnatz Commando Spetsnatz
Commando Spetsnatz Commando Spetsnatz
Sergeant Sergeant
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Infiltrate - Models with the infiltrate ability are deployed after all other units have been Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 4 4 5 1 5 2 positioned.
• An infiltrating unit may not exceed six models.
8 5 4 4 5 1 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
• An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).
Structure Unit Medium If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
Structure Attached Squad Ldr
Unit Size 4-10 a unit first. Unit Size 1 Infiltrate - Models with the infiltrate ability are deployed after all other units have been
positioned.
Points Points • An infiltrating unit may not exceed six models.
• An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).

42 53 If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
a unit first.

Infiltrate Inspiring Leadership, Infiltrate

Weapon CR MR LR Weapon CR MR LR
Guass Rifle 12" +2 24" +1 36" +0 Guass Rifle 12" +2 24" +1 36" +0
UC RoA ST DA PM UC RoA ST DA PM
5 1 6 1 -2 5 1 6 1 -2
Special Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Commando Spetznatz with Commando Spetznatz with Commando Spetznatz with Commando Spetznatz with
Flame Thrower Flame Thrower Rocket Launcher Rocket Launcher
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Infiltrate - Models with the infiltrate ability are deployed after all other units have been Infiltrate - Models with the infiltrate ability are deployed after all other units have been
8 5 4 4 5 1 5 2 positioned.
• An infiltrating unit may not exceed six models.
8 5 4 4 5 1 5 2 positioned.
• An infiltrating unit may not exceed six models.
• An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS). • An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).
Structure Unit Specialist If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
Structure Unit Specialist If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
Unit Size 0-1/Squad a unit first. Unit Size 0-1/Squad a unit first.

Points Points
Residual Damage - When a target model is damaged by a weapon with this trait, place a

45 single residual damage counter next to the model. Each time the model is subsequently
activated, it will suffer another immediate damage roll of the original strength. There is no need
66
to roll to hit and the target does not get an armour save, just the damage roll is made.

Weapon CR MR LR Weapon CR MR LR Weapon CR MR LR


Flamer Large Teardrop Template Rocket 15" +0 30" -1 45" -2 Combat Knife Close Combat
Launcher (HE)
UC RoA ST DA UC RoA ST DA UC RoA ST DA
6 1 6 1 6 1 5 1 4 1 ST+1 1
Special Residual Damage Special 3" Blast, Knock Prone Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Rocket 15" +0 30" -1 45" -2
Launcher
UC RoA ST DA Options
(HEAT)
UC RoA ST DA AP Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
6 1 7 2 -2 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok
Commando Spetznatz Commando Spetznatz
Commando Spetznatz Medic Commando Spetznatz Medic
Officer Officer
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when Medic - A model with this ability may attempt to heal wounded models near it. Do not remove
8 5 4 4 5 2 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
8 5 4 4 5 1 5 2 any models within it's move range until this model has completed it's activation. The model
must move to base to base contact and spend 4 AC and pass an unmodified CO test. If
successful, the wounded model regains a wound and may activate as normal. If it fails the
Structure Individual Structure Unit Specialist wound remains and the model is removed if necessary.
Unit Size 1 Infiltrate - Models with the infiltrate ability are deployed after all other units have been Unit Size 0-1/Squad
positioned.
Points • An infiltrating unit may not exceed six models. Points
• An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS). Infiltrate - Models with the infiltrate ability are deployed after all other units have been

63 If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
a unit first. 47 positioned.
• An infiltrating unit may not exceed six models.
Inspiring Leadership Medic • An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).
If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
a unit first.

Weapon CR MR LR Weapon CR MR LR
Guass Rifle 12" +2 24" +1 36" +0 Guass Rifle 12" +2 24" +1 36" +0
UC RoA ST DA PM UC RoA ST DA PM
5 1 6 1 -2 5 1 6 1 -2
Special Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Dragonov Kommando Dragonov Kommando


Dragonov Kommandos Dragonov Kommandos
Sergeant Sergeant
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 4 4 5 1 5 2 natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
8 5 4 4 5 1 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
support weapons.
Structure Unit Medium Structure Attached Squad Ldr
Unit Size 4-10 Unit Size 1 Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A
natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
Points Points other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
support weapons.

41 50
Sure Shot Sure Shot, Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Guass Rifle 12" +2 24" +1 36" +0 Guass Rifle 12" +2 24" +1 36" +0
UC RoA ST DA PM UC RoA ST DA PM
5 1 6 1 -2 5 1 6 1 -2
Special Options Special Options
Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the
standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR) standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR)
UC RoA ST DA values. UC RoA ST DA values.
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Dragonov Kommando Sniper Dragonov Kommando Sniper Dragonov Kommando Medic Dragonov Kommando Medic
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A
8 5 4 4 5 1 5 2 natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
8 5 4 4 5 1 5 2 natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
support weapons. support weapons.
Structure Unit Specialist Structure Unit Specialist
Unit Size 0-2/Squad Unit Size 0-1/Squad Medic - A model with this ability may attempt to heal wounded models near it. Do not remove
any models within it's move range until this model has completed it's activation. The model
Points Points must move to base to base contact and spend 4 AC and pass an unmodified CO test. If
successful, the wounded model regains a wound and may activate as normal. If it fails the

52 46 wound remains and the model is removed if necessary.

Sure Shot Sure Shot, Medic

Weapon CR MR LR Weapon CR MR LR
Sniper Gun 15" +1 30" +0 45" -1 Guass Rifle 12" +2 24" +1 36" +0
UC RoA ST DA PM UC RoA ST DA PM
6 1 6 2 -2 5 1 6 1 -2
Special Options Special Options
Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the
standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR) standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR)
UC RoA ST DA values. UC RoA ST DA values.
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Dragonov Kommando Dragonov Kommando


RPG Soldaty Officer RPG Soldaty Officer
Officer Officer
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 4 4 5 2 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
8 5 3 4 5 2 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Structure Individual Structure Individual


Unit Size 1 Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A Unit Size 1
natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
Points other special attack mode and it may not be used by weapons with a RoA greater than 1 or any Points
support weapons.

60 64
Sure Shot, Inspiring Leadership Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Guass Rifle 12" +2 24" +1 36" +0 SMGuass Rifle 8" +2 16" +1 24" +0
UC RoA ST DA PM UC RoA ST DA PM
5 1 6 1 -2 7 3 6 1 -2
Special Options Special
Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Weapon CR MR LR
Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the Combat Knife Close Combat
standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR)
UC RoA ST DA values. UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok
Dragonov Kommando with AT Dragonov Kommando with AT Dragonov Kommando Dragonov Kommando
Guass Gun Guass Gun Electronic Warfare Electronic Warfare
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A Sure Shot - A unit with this ability may re-roll any missed ranged attacks once per activation. A
8 5 4 4 5 1 5 2 natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
8 5 4 4 5 1 5 2 natural roll of 10 (a fumble) may not be re-rolled. This ability may not be combined with any
other special attack mode and it may not be used by weapons with a RoA greater than 1 or any
support weapons. support weapons.
Structure Unit Specialist Structure Unit Specialist
Unit Size 0-1/Squad Unit Size 0-1/Squad Tech - A model with this ability is able to use technological training and skill to open secure
doors or achieve specific scenario objectives. To succeed in a task requiring the tech ability,
Points Points the model must expend 6 AC and pass a tech test by making an unmodified command test.
The model may only attempt a single tech test per activation.

58 74
Sure Shot Sure Shot, Tech Electro Magnetic Pulse - A weapon that fires a special electro magnetic pulse (EMP) inflicts
no damage against the target model. However, the nature of the attack may disrupt electrical
and control systems and reduce the number of actions (AC) the model has available for its next
activation. Only vehicle type models are affected by a electro magnetic pulse (EMP). Living
models are not affected. If the target is hit by the attack, the model will lose half of its actions
(AC) rounded down. The model may then attempt an armour save, if the save is failed, the
remaining actions (AC) are lost. Vehicle models struck by an electro magnetic pulse (EMP)
Weapon CR MR LR Weapon CR MR LR will also have their ranged attacks reduced by half (rounded down) if half their actions were
AT Guass Gun Guass Rifle reduced, and reduced to none if all of their actions were lost.
12" +0 24" +1 36" +0 12" +2 24" +1 36" +0
UC RoA ST DA PM UC RoA ST DA PM
7 1 8 2 -2 5 1 6 1 -2 Weapon CR MR LR
Special Options Special EMP Grenade STR+2"
Triple Lense Helmets (+4 points) The squad may be equipped with Triple Lense Helmets for
Weapon CR MR LR 4 points each. All models of this type in the squad must be equipped. Triple Lense Helmets
Weapon CR MR LR UC RoA ST DA PM
Combat Knife Close Combat provide greater accuracy with any ranged weapon. The range modifiers are added to the Combat Knife Close Combat 5 1 5 1 1
standard weapons +1 short range (SR), +1 medium range (MR) and +1 long range (LR)
UC RoA ST DA values.
UC RoA ST DA Special 2" Blast Template, EMP
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

RPG Soldaty RPG Soldaty RPG Soldaty Sergeant RPG Soldaty Sergeant
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 3 4 5 1 4 2 8 5 3 4 5 1 6 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Structure Unit Medium Structure Attached Squad Ldr


Unit Size 4-10 Unit Size 1
Points Points
42 54
Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
SMGuass Rifle 8" +2 16" +1 24" +0 SMGuass Rifle 8" +2 16" +1 24" +0
UC RoA ST DA PM UC RoA ST DA PM
7 3 6 1 -2 7 3 6 1 -2
Special Special
Weapon CR MR LR Weapon CR MR LR
Combat Knife Close Combat Combat Knife Close Combat
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok
RPG Soldaty with Rocket RPG Soldaty with Rocket
RPG Soldaty Medic RPG Soldaty Medic
Launcher Launcher
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Medic - A model with this ability may attempt to heal wounded models near it. Do not remove
8 5 3 4 5 1 4 2 8 5 3 4 5 1 4 2 any models within it's move range until this model has completed it's activation. The model
must move to base to base contact and spend 4 AC and pass an unmodified CO test. If
successful, the wounded model regains a wound and may activate as normal. If it fails the
Structure Unit Specialist Structure Unit Specialist wound remains and the model is removed if necessary.
Unit Size 0-1/Squad Unit Size 0-1/Squad
Points Points
66 47

Weapon CR MR LR Weapon CR MR LR Weapon CR MR LR


Rocket 15" +0 30" -1 45" -2 Combat Knife Close Combat SMGuass Rifle 8" +2 16" +1 24" +0
Launcher (HE)
UC RoA ST DA UC RoA ST DA UC RoA ST DA PM
6 1 5 1 4 1 ST+1 1 7 3 6 1 -2
Special 3" Blast, Knock Prone Special Special
Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Combat Knife Close Combat
Launcher
(HEAT)
UC RoA ST DA AP Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
6 1 7 2 -2 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

RPG Soldaty with MGuass RPG Soldaty with MGuass RPG Soldaty Field RPG Soldaty Field
Gun Gun Engineer Engineer
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Tech - A model with this ability is able to use technological training and skill to open secure
8 5 3 4 5 1 4 2 8 5 3 4 5 1 4 2 doors or achieve specific scenario objectives. To succeed in a task requiring the tech ability,
the model must expend 6 AC and pass a tech test by making an unmodified command test.
The model may only attempt a single tech test per activation.
Structure Unit Specialist Structure Unit Specialist
Unit Size 0-1/Squad Unit Size 0-1/Squad
Remote Detonator - The model may announce it is to remote detonate any models within line
Points Points of sight during its activation or during a hold activation. For each model to be detonated, the
model must roll a 9 or less. On a 10, the charge fails to explode. The model may attempt to
53 61 remote detonate the charge during a following activation. A model with a remote detonator may
attempt to detonate any number of models in line of sight as a hold action response.
Tech

Weapon CR MR LR Weapon CR MR LR
MGuass Rifle 10" 0 20" +1 30" +0 SMGuass Rifle 8" +2 16" +1 24" +0
UC RoA ST DA PM UC RoA ST DA PM Weapon SR MR LR
5 2 6 2 -2 7 3 6 1 -2 Stachel Charge Placed Explosive, 4" Blast Radius
Special Special UC RoA ST DA PM
Weapon CR MR LR Weapon CR MR LR 1 7 1 2
Combat Knife Close Combat Combat Knife Close Combat Special Remote Detonator, One Shot
UC RoA ST DA Options UC RoA ST DA Options
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
4 1 ST+1 1 each. All models of this type in the squad must be equipped.
Special Special
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Hand Grenades 2"+ST in Inches

SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI UC
5
RoA
2"
ST
5
DA
1
WARGAMES Special 2" Blast, Indirect WARGAMES Special 2" Blast, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Captain Vrachov Captain Vrachov Sergeant Tymofiyeva Sergeant Tymofiyeva


AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
8 5 3 4 5 3 7 2 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
9 6 5 4 5 2 7 1 making a command (CO) test, and choose one dice as the result. In addition, should the unit
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Structure Individual Structure Unit Medium


Unit Size 1 Remote Detonator - The model may announce it is to remote detonate any models within line Unit Size 4-10 Determined - A model with this ability may re-roll any missed attacks in close combat. The
of sight during its activation or during a hold activation. For each model to be detonated, the second result will stand and may not be re-rolled again. Fumbles (a natural roll of 10) may not
May be attached to any May be attached to any Soldati
Soldati squad. You may only
Points model must roll a 9 or less. On a 10, the charge fails to explode. The model may attempt to
squad in place of a Sergeant. Points be re-rolled and still end any possible further attacks. However, if the model also has the
remote detonate the charge during a following activation. A model with a remote detonator may You may only have 1 Sgt. unerring ability, a fumble is actually treated as a misss and so may be re-rolled using this
have 1 Captain Vrachov in
your army. 91 attempt to detonate any number of models in line of sight as a hold action response. Tymofiyeva in your army.
76 ability. This ability may not be combined with any weapon with a rate of attack greater than 1 or
with any other special attack mode.

Inspiring Leadership, Unwaivering Unwaivering - Any model with the Unwaivering ability is immune to any morale tests. If a Inspiring Leadership, Determined,
model with the unwaivering ability is required to take a morale test for any reason, it is assumed Execution
to automatically pass. A unit lead by a model with the Unwaivering ability benefits from effects
of the ability. Execute - A model with this ability may execute a friendly model within command (CO) range
to automatically rally a panicked or terrified unit. The executed model must be a member of the
target panicked or terrified unit. The execution ability requires the model to expend 4 actions
(AC). No roll to hit or to damage is required. The target model is automatically removed as a
Weapon CR MR LR Weapon CR MR LR casualty.
Heavy Pistol 6" +1 12" +0 18" -1 Assault Rifle 10" +1 15" +0 30" -1
4 RoA ST DA PM UC RoA ST DA PM
4 1 5 1 -1 6 2 6 1 -1
Special May be used in CC Special
Weapon SR MR LR Weapon CR MR LR
Stachel Charge Placed Explosive, 4" Blast Radius Combat Knife Close Combat
UC RoA ST DA PM Options UC RoA ST DA
Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
1 7 1 2 4 1 ST+1 1 Options
each. All models of this type in the squad must be equipped.
Special Remote Detonator, One Shot Special Hand Grenades (+8 points) The squad may be equipped with Hand Grenades for 8 points
each. All models of this type in the squad must be equipped.
Red Blok Weapon CR MR LR Red Blok
NO LIMITS Hand Grenades 2"+ST in Inches NO LIMITS Weapon CR MR LR
SCI FI UC
5
RoA
2"
ST
5
DA
1
SCI FI Hand Grenades
UC RoA
2"+ST in Inches
ST DA
WARGAMES Special 2" Blast, Indirect WARGAMES 5 2" 5 1
Special 2" Blast, Indirect

Spetznatz Kolossus Spetznatz Kolossus


Spetznatz Kolossus Spetznatz Kolossus
Leader Leader
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Actuators - Models with advanced weapon targeting systems built into their armour may fire Actuators - Models with advanced weapon targeting systems built into their armour may fire
8 4 4 7 6 2 5 6 heavy weapons with the use cost (UC) reduced by 2.
8 4 4 7 6 2 6 6 heavy weapons with the use cost (UC) reduced by 2.

Structure Unit Medium Infiltrate - Models with the infiltrate ability are deployed after all other units have been Structure Attached Squad Ldr Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
positioned. making a command (CO) test, and choose one dice as the result. In addition, should the unit
Unit Size 2-4 • An infiltrating unit may not exceed six models. Unit Size 0-1 fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
• An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).
Points If more than one player has infiltrating units, each player rolls a D10, the lowest result positions Points
a unit first. Infiltrate - Models with the infiltrate ability are deployed after all other units have been

92 103 positioned.
• An infiltrating unit may not exceed six models.
Actuators, Infiltrate Residual Damage - When a target model is damaged by a weapon with this trait, place a Actuators, Inspiring Leadership • An infiltrating unit may not be positioned within 10” of an enemy unit or in line of sight (LOS).
single residual damage counter next to the model. Each time the model is subsequently If more than one player has infiltrating units, each player rolls a D10, the lowest result positions
activated, it will suffer another immediate damage roll of the original strength. There is no need a unit first.
to roll to hit and the target does not get an armour save, just the damage roll is made.

Residual Damage - When a target model is damaged by a weapon with this trait, place a
single residual damage counter next to the model. Each time the model is subsequently
Weapon CR MR LR Weapon CR MR LR activated, it will suffer another immediate damage roll of the original strength. There is no need
to roll to hit and the target does not get an armour save, just the damage roll is made.
Dual Flamer Large Teardrop Template x2 Dual Flamer Large Teardrop Template x2
UC RoA ST DA UC RoA ST DA
10 1 6 1 10 1 6 1
Special Residual Damage, Uses 2 temp simulataneously Special Residual Damage, Uses 2 temp simulataneously
Weapon CR MR LR Weapon CR MR LR

UC RoA ST DA UC RoA ST DA

Special Special
Red Blok Red Blok Options
NO LIMITS NO LIMITS Smoke Launchers (+3 Points) - A unit with the make smoke launchers upgrade may deposit
two 3” smoke templates to the rear or sides of the unit anywhere during its movement. The

SCI FI SCI FI edges of the smoke templates must be touching the sides or rear of the vehicle when they are
deployed. Once in play, the smoke follows the normal rules for movement and dispersal during

WARGAMES WARGAMES the compulsory effects phase.

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok
Dragomirov Kolossus Dragomirov Kolossus
Dragomirov Kolossus Dragomirov Kolossus
Leader Leader
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Actuators - Models with advanced weapon targeting systems built into their armour may fire Actuators - Models with advanced weapon targeting systems built into their armour may fire
8 4 4 7 6 2 5 6 heavy weapons with the use cost (UC) reduced by 2.
8 4 4 7 6 2 6 6 heavy weapons with the use cost (UC) reduced by 2.

Structure Unit Medium Structure Attached Squad Ldr Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
making a command (CO) test, and choose one dice as the result. In addition, should the unit
Unit Size 2-4 Unit Size 0-1 fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Points Points
115 126
Actuators Actuators, Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Rocket 15" +0 30" -1 45" -2
Launcher (HE) Launcher (HE)
UC RoA ST DA UC RoA ST DA
6 1 5 1 6 1 5 1
Special 3" Blast, Knock Prone Special 3" Blast, Knock Prone
Weapon CR MR LR Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Rocket 15" +0 30" -1 45" -2 Heavy Grenade 10" +0 20" +1 30" +0
Launcher Launcher Launcher
(HEAT)
UC RoA ST DA AP (HEAT)
UC RoA ST DA AP UC RoA ST DA PM
6 1 7 2 -2 6 1 7 2 -2 6 2" 6 1 -1
Special Special Special 3" Blast, Knock Prone, Indirect
Red Blok Weapon CR MR LR Red Blok Options
NO LIMITS Heavy Grenade 10" +0 20" +1 30" +0 NO LIMITS Smoke Launchers (+3 Points) - A unit with the make smoke launchers upgrade may deposit
two 3” smoke templates to the rear or sides of the unit anywhere during its movement. The
Launcher
SCI FI UC
6
RoA
2" 6
ST
1
DA PM
-1
SCI FI edges of the smoke templates must be touching the sides or rear of the vehicle when they are
deployed. Once in play, the smoke follows the normal rules for movement and dispersal during

WARGAMES Special 3" Blast, Knock Prone, Indirect WARGAMES the compulsory effects phase.

RPG Kolossus RPG Kolossus RPG Kolossus Leader RPG Kolossus Leader
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Actuators - Models with advanced weapon targeting systems built into their armour may fire Actuators - Models with advanced weapon targeting systems built into their armour may fire
8 4 4 7 6 2 5 6 heavy weapons with the use cost (UC) reduced by 2.
8 4 4 7 6 2 6 6 heavy weapons with the use cost (UC) reduced by 2.

Structure Unit Medium Structure Attached Squad Ldr Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
making a command (CO) test, and choose one dice as the result. In addition, should the unit
Unit Size 2-4 Unit Size 0-1 fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Points Points
86 95
Actuators Actuators, Inspiring Leadership

Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Rocket 15" +0 30" -1 45" -2
Launcher (HE) Launcher (HE)
UC RoA ST DA UC RoA ST DA
6 1 5 1 6 1 5 1
Special 3" Blast, Knock Prone Special 3" Blast, Knock Prone
Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Rocket 15" +0 30" -1 45" -2
Launcher Launcher
(HEAT)
UC RoA ST DA AP (HEAT)
UC RoA ST DA AP
6 1 7 2 -2 6 1 7 2 -2
Special Special
Red Blok Red Blok Options
NO LIMITS NO LIMITS Smoke Launchers (+3 Points) - A unit with the make smoke launchers upgrade may deposit
two 3” smoke templates to the rear or sides of the unit anywhere during its movement. The

SCI FI SCI FI edges of the smoke templates must be touching the sides or rear of the vehicle when they are
deployed. Once in play, the smoke follows the normal rules for movement and dispersal during

WARGAMES WARGAMES the compulsory effects phase.

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Strielitz Kolossus Strielitz Kolossus Strielitz Kolossus Leader Strielitz Kolossus Leader
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Actuators - Models with advanced weapon targeting systems built into their armour may fire Actuators - Models with advanced weapon targeting systems built into their armour may fire
8 4 4 7 6 2 5 6 heavy weapons with the use cost (UC) reduced by 2.
8 4 4 7 6 2 6 6 heavy weapons with the use cost (UC) reduced by 2.

Structure Unit Medium Structure Attached Squad Ldr Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when
making a command (CO) test, and choose one dice as the result. In addition, should the unit
Unit Size 2-4 Unit Size 0-1 fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.

Points Points
Residual Damage - When a target model is damaged by a weapon with this trait, place a

99 119 single residual damage counter next to the model. Each time the model is subsequently
activated, it will suffer another immediate damage roll of the original strength. There is no need
Actuators to roll to hit and the target does not get an armour save, just the damage roll is made.

Weapon CR MR LR Weapon CR MR LR
Grenade 10" +1 20" +0 30" -1 Grenade 10" +1 20" +0 30" -1
Launcher Launcher
UC RoA ST DA UC RoA ST DA
6 2" 6 1 6 2" 6 1
Special 2" Blast, Knock Prone, Indirect Special 2" Blast, Knock Prone, Indirect
Weapon CR MR LR Weapon CR MR LR
Flamer Large Teardrop Template Flamer Large Teardrop Template
UC RoA ST DA UC RoA ST DA
6 1 6 1 6 1 6 1
Special Residual Damage Special Residual Damage
Red Blok Red Blok Options
NO LIMITS NO LIMITS Smoke Launchers (+3 Points) - A unit with the make smoke launchers upgrade may deposit
two 3” smoke templates to the rear or sides of the unit anywhere during its movement. The

SCI FI SCI FI edges of the smoke templates must be touching the sides or rear of the vehicle when they are
deployed. Once in play, the smoke follows the normal rules for movement and dispersal during

WARGAMES WARGAMES the compulsory effects phase.

Colonels Colonels
Lt Dragomira Lt Dragomira
Odin and Mannon Odin and Mannon
AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Actuators - Models with advanced weapon targeting systems built into their armour may fire Mobility - Models with Mobility move through rough terrain and obstacles at no movement
8 5 5 7 6 3 7 6 heavy weapons with the use cost (UC) reduced by 2.
8 5 3 6 6 6 7 5 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.

Structure Individual Inspiring Leadership - Any unit that is lead by a model with this ability may roll 2D10 when Vehicle Type
making a command (CO) test, and choose one dice as the result. In addition, should the unit
Unit Size 1 Walker Great Leader - Any unit with line of sight to a model with this ability, can re-roll a failed morale
fail a CO test, the unit may roll 2D10 on the panic table and choose a single dice result.
test.
May be attached to any Crew 2 Points
Kolossus Squad. You man
Points
Great Leader - Any unit with line of sight to a model with this ability, can re-roll a failed morale Transport 0 Large Model - Large models are immune to fear caused by smaller models. Model grants a
only have 1 Lt. Dragomira in
your army. 147 test.
182 +1 RC to models performing ranged attacks against it.

Actuators, Great Leader Large Model, Mobility, Great Walker - May step over objects no more than one third (33%) the total height of the model. A
Leader 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” of movement.

Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Anti-Tank 12" +1 24" +0 36" -1
Launcher (HE) Cannon
UC RoA ST DA UC RoA ST DA PM
6 1 5 1 2" 7 2 -3
Special 3" Blast, Knock Prone Special Blast 2"
Weapon CR MR LR Weapon CR MR LR Damage Tracker Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Grenade 10" +1 20" +0 30" -1 Rocket 15" +0 30" -1 45" -2
Launcher
UC RoA ST DA AP Launcher
UC RoA ST DA 1 2 Mv 4 Wp 6 Wp 8 Launcher
UC RoA ST DA AP
(HEAT) (HEAT)
6 1 7 2 -2 6 2" 6 1 6 1 7 2 -2
Special Special 2" Blast, Knock Prone, Indirect
9 10 11 12 13 14 15 16 Special
Red Blok Options Red Blok Weapon CR MR LR
NO LIMITS Smoke Launchers (+3 Points) - A unit with the make smoke launchers upgrade may deposit
two 3” smoke templates to the rear or sides of the unit anywhere during its movement. The
NO LIMITS Rocket 15" +0 30" -1 45" -2
Launcher (HE)
SCI FI edges of the smoke templates must be touching the sides or rear of the vehicle when they are
deployed. Once in play, the smoke follows the normal rules for movement and dispersal during
SCI FI UC
6 1
RoA
5
ST DA
1
WARGAMES the compulsory effects phase.
WARGAMES Special 3" Blast, Knock Prone

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Nakovalny Nakovalny Nakovalny Sierp Nakovalny Sierp


AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Mobility - Models with Mobility move through rough terrain and obstacles at no movement Mobility - Models with Mobility move through rough terrain and obstacles at no movement
8 5 3 6 6 3 4 4 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.
8 5 3 6 6 3 4 4 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.

Vehicle Type Vehicle Type


Large Model - Large models are immune to fear caused by smaller models. Model grants a Large Model - Large models are immune to fear caused by smaller models. Model grants a
Walker +1 RC to models performing ranged attacks against it.
Walker +1 RC to models performing ranged attacks against it.
Crew 1 Points Crew 1 Points
Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A

100 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” of movement.
134 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” of movement.
Large Model, Mobility Large Model, Mobility

Weapon CR MR LR Weapon CR MR LR
MGuass Rifle x2 10" 0 20" +1 30" +0 Mortar x2 15" +0 30" +1 45" +0
UC RoA ST DA PM UC RoA ST DA
5 2 6 2 -2 6 3" 6 1
Special Special 3" Blast, Knock Prone, Indirect
Damage Tracker Damage Tracker

1 Mv Wp 4 5 6 Wp 8 1 Mv Wp 4 5 6 Wp 8
9 10 11 12 13 14 15 16 9 10 11 12 13 14 15 16
Red Blok Red Blok
NO LIMITS NO LIMITS
SCI FI SCI FI
WARGAMES WARGAMES

Nakovalny Molot Nakovalny Molot Nakovalny Zviezda Nakovalny Zviezda


AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Mobility - Models with Mobility move through rough terrain and obstacles at no movement Mobility - Models with Mobility move through rough terrain and obstacles at no movement
8 5 3 6 6 3 4 4 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.
8 5 3 6 6 3 4 4 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.

Vehicle Type Vehicle Type


Large Model - Large models are immune to fear caused by smaller models. Model grants a Large Model - Large models are immune to fear caused by smaller models. Model grants a
Walker +1 RC to models performing ranged attacks against it.
Walker +1 RC to models performing ranged attacks against it.
Crew 1 Points Crew 1 Points
Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A

84 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” of movement.
114 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” of movement.
Large Model, Mobility Large Model, Mobility
Residual Damage - When a target model is damaged by a weapon with this trait, place a
single residual damage counter next to the model. Each time the model is subsequently
activated, it will suffer another immediate damage roll of the original strength. There is no need
to roll to hit and the target does not get an armour save, just the damage roll is made.

Weapon CR MR LR Weapon CR MR LR
Flamer x2 Large Teardrop Template MGuass Rifle 10" 0 20" +1 30" +0
UC RoA ST DA UC RoA ST DA PM
6 1 6 1 5 2 6 2 -2
Special Residual Damage Special
Damage Tracker Damage Tracker

1 Mv Wp 4 5 6 Wp 8 1 Mv Wp 4 5 6 Wp 8
9 10 11 12 13 14 15 16 9 10 11 12 13 14 15 16
Red Blok Red Blok Weapon CR MR LR
NO LIMITS NO LIMITS Mortar 15" +0 30" +1 45" +0

SCI FI SCI FI UC
6
RoA
3" 6
ST
1
DA

WARGAMES WARGAMES Special 3" Blast, Knock Prone, Indirect

Created by Tom Kiley


No Limits Record Cards (AT-43).xls v1.01a
No Limits Stat Cards - Red Blok

Kossaks Kossaks Kossak Leader Kossak Leader


AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Mobility - Models with Mobility move through rough terrain and obstacles at no movement Mobility - Models with Mobility move through rough terrain and obstacles at no movement
8 5 3 6 6 4 4 5 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.
8 5 3 6 6 4 5 5 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.

Vehicle Type Vehicle Type


Large Model - Large models are immune to fear caused by smaller models. Model grants a Large Model - Large models are immune to fear caused by smaller models. Model grants a
Walker +1 RC to models performing ranged attacks against it.
Walker +1 RC to models performing ranged attacks against it.
Crew 1 Points Crew 1 Points
Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A

103 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” of movement.
113 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” of movement.
Large Model, Mobility Large Model, Mobility, Inspring
Leadership

Weapon CR MR LR Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2 Rocket 15" +0 30" -1 45" -2
Launcher (HE) Launcher (HE)
UC RoA ST DA UC RoA ST DA
6 1 5 1 6 1 5 1
Special 3" Blast, Knock Prone Special 3" Blast, Knock Prone
Damage Tracker Damage Tracker

1 2 Wp Mv 5 6 Wp 8 1 2 Wp Mv 5 6 Wp 8
9 10 11 12 13 14 15 16 9 10 11 12 13 14 15 16
Red Blok Weapon CR MR LR Red Blok Weapon CR MR LR
NO LIMITS Rocket 15" +0 30" -1 45" -2 NO LIMITS Rocket 15" +0 30" -1 45" -2
Launcher Launcher
SCI FI (HEAT)
UC
6
RoA
1
ST
7
DA
2
AP
-2
SCI FI (HEAT)
UC
6
RoA
1
ST
7
DA
2
AP
-2
WARGAMES Special WARGAMES Special

Hussar Hussar Hussar Hetman Hussar Hetman


AC RA CC ST T W CO AR Traits & Special Abilities AC RA CC ST T W CO AR Traits & Special Abilities
Mobility - Models with Mobility move through rough terrain and obstacles at no movement Mobility - Models with Mobility move through rough terrain and obstacles at no movement
8 5 4 7 7 5 4 6 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.
8 5 4 7 7 5 4 6 penalty. This includes wooded areas and climbing over walls no higher than the height of the
model. Models may still not cross impassible terrain.

Vehicle Type Vehicle Type


Large Model - Large models are immune to fear caused by smaller models. Model grants a Large Model - Large models are immune to fear caused by smaller models. Model grants a
Walker +1 RC to models performing ranged attacks against it.
Walker +1 RC to models performing ranged attacks against it.
Crew 1 Points Crew 1 Points
Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A Transport 0 Walker - May step over objects no more than one third (33%) the total height of the model. A

170 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” of movement.
163 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” of movement.
Large Model Large Model

Weapon CR MR LR Weapon CR MR LR
MGuass Rifle 10" 0 20" +1 30" +0 Anti-Tank 12" +1 24" +0 36" -1
Cannon
UC RoA ST DA PM UC RoA ST DA PM
6 2 6 2 -2 2" 7 2 -3
Special Special Blast 2"
Damage Tracker Damage Tracker Weapon CR MR LR
Rocket 15" +0 30" -1 45" -2
1 2 Wp Mv 5 6 7 8 1 2 Wp Mv 5 6 7 8 Launcher (HE)
UC RoA ST DA
6 1 5 1
9 10 11 12 13 14 15 16 9 10 11 12 13 14 15 16 Special 3" Blast, Knock Prone
Red Blok Red Blok Weapon CR MR LR
NO LIMITS NO LIMITS Rocket 15" +0 30" -1 45" -2
Launcher
SCI FI SCI FI (HEAT)
UC
6
RoA
1
ST
7
DA
2
AP
-2
WARGAMES WARGAMES Special
Created by Tom Kiley
No Limits Record Cards (AT-43).xls v1.01a

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