No Limits uses an alternate unit activation system. That is to say, the first player activates a single unit and performs all the moving and combat for that unit. The second player then activates a unit and performs the same. Play alternates until all units have been activated.
Options, so many options
When a model is activated, there are a number of actions available to each model which will determine what it may do. A model may perform any or all of the following actions in no particular order…as long as the model has sufficient actions remaining:
> Move or charge
> Make a ranged attack
> Make a close combat attack
> Perform a Psionic action
> Go on Hold
So a model may move, shoot and move, or shoot and then move, or move (charge) into combat and attack. The options are numerous.
The model profile consists of various attributes detailing the models proficiency at combat, its strength, bravery and resiliance.
Profile characteristics for models are as follows:
AC Each model has a number of actions (AC) which may be expended in a number of ways as listed above.
RA The ranged attack value details how good the model is at using ranged weaponry.
CC The close combat value determines how good the model is at fighting against other models in base to base contact.
ST When resolving close combat attacks, the models strength is used (unless the model has a powered close combat weapon).
T When the model takes a hit from a ranged weapon or a close combat weapon, the models toughness value will determine its ability to withstand the damaging effect of the weapon.
W Most models will only be able to suffer a single wound before they are removed as a casualty.
CO In the thick of the fighting, a models command value reflects its ability to stay calm and in control in the face of devastating losses.
AR Some models may wear protective armour or have a natural inate carapace shell to help withstand the effects of attacks.
The performance of weapons also vary a great deal, from close combat weapons to short range flame throwers and shotguns to long range heavy support weapons. Standard weapon profiles are supplied in the rules, but the option is available to the player to create their own weapon to suit models available.
Profile characteristics for ranged weapons are as follows:
UC The use cost of the weapon denotes how many actions (AC) are required for the weapon to be used once.
SR Targets at short range (SR) are usually easier to hit than those further away. There is usually a to hit bonus for targets at short range (SR).
MR Medium range (MR) denotes the maximun middle distance a weapon may be usd at.
LR The furthest range a weapon may reach is denoted by its long range (MR) characteristic.
RoA Some weapons are able to unleash several rounds when fired, this is denoted by the weapons rate of attack (RoA). For each point of rate of attack (RoA), a single dice is rolled.
ST Ranged weapons have a strength (ST) value which represents how effective the weapon is at damaging a target.
DA The majority of weapons will inflict a single point of damage (DA) if they successfully wound a target. More powerful support weapons may inflict more than one point of damage (DA).
Profile characteristics for close combat weapons are the same as ranged weapons with the exception that there is no range characteristic.
Some weapons may have special rules associated with them. These may be the weapons ability to knock a model down regardless if it takes damage, or the ability to reduce the effectiveness of a models armour. Full details of weapon special rules are provided in the No Limits rule book.
Abilities, Traits, Equipment
Models also have access to special rules allowing them special skills or abilities. Abilities are available to all models, traits are specific specialist abilities and racial traits are restricted to a specific race or species type. For example, dwarves have access to extra physical toughness whereas some insectoid based species may be immune to any morale checks.
The rules are riddled with plenty of diagrams and examples. Tabletop wargames always come with plenty of rules. It is one of the aspects of the hobby that we all enjoy. Finding new ways to inflict the ultimate strike on your opponent or being able to resolve an unusual situation is critical. Having clear rules with plenty of diagrams really helps bring a situation to life.