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Wargames Unlimited Presents Dwarven Space Marines An Army List For No Limits Sci-Fi Wargames Models by Hasslefree Miniatures

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Wargames Unlimited Presents

Dwarven Space MarinesAn Army List For No Limits Sci-Fi Wargames

Models by Hasslefree Miniatures

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No Limits Science Fiction Wargames – The Grymn

www.WargamesUnlimited.com Page 2 Version 1.3

Introduction To The GrymnNot all species in the cosmos have developedthrough natural evolution. Some are created bythose wishing to play the part of a deity. Othersare created by those requiring a subservient racethat can be used as slave labour.

Light Infantry Grymn Sergeant

GenesisThe Grymn are a race originally bred for servitude.Many centuries ago, they were genetically createdby the Sleiti, a powerful Elven race with expertisein bio-engineering and controlled mutation.

The Sleiti have created numerous geneticallyenhanced species over the millennia. One of thefirst were the Zoads, a large and powerful multi-limbed creature with the dexterity belying its sizeto allow it to use semi-organic technology. TheZoads were used as heavy infantry by the Sleiti,but they were unsuitable for use as a day to dayworkforce.

Rather than dabble in the re-engineering theZoads, the Sleiti decided to create a new smallerrace based on the humanoid DNA pattern. TheSleiti wanted a stout and durable race capable ofworking in the confined spaces or the TorilliumMines

After several failed attempts, experiment #14 wasthe first subject embryo to be taken full term in thecyro accelerant vat. In a mere 160 days, a fullymature subject was birthed in a moment of terrorand pain. The Sleiti dubbed their newest creationa “Grymn”.

The Sleiti used their advanced teachingtechniques to quickly progress experiment #14 toa stage where he could be evaluated for futureuse.

Experiment #14 proved quick to learn and tirelessin his work. Deemed harmless, due to his placid

nature, he was given tasks in the main Sleitilaboratory working under the technicians whowere creating more of the new race. The placiditywas a deception for experiment #14 had morecunning than was given him credit.

Lack of security in the Sleiti laboratory allowedexperiment #14 to steal the new Grymn embryo’sand escape into the uncharted depths of thecosmos.

New BeginningsIn the centuries that have passed, the Grymn havedeveloped their own culture and their owntechnology. They started by simply hiring theirmuscle to anyone who could pay. As time passed,the Grymn accrued enough resources to start torun their own operations. Their exceptionalintelligence has allowed them to manufacturemany advance weapons and vehicles.

Although they have settled on some worlds, manyspend their entire lives on the Generational Shipsthat traverse the stars.

The Sleiti remain their sworn enemies with theGrymn taking any opportunity to attack outpostscontrolled by their former masters.

A New EnemyFollowing the failure of the Grymn experiment, theSleiti turned their hand to creating anotherhumanoid race, the Bohkin. These weregenetically engineered hunters and bredspecifically to hunt down and eradicate the Grymn.

Bohkin(painted by Mahon)

The Bohkin, like the Grymn, use conventionaltechnology. Both ballistic and energy weapons areutilised although the Bohkin prefer to use theloudest of weapons.

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No Limits Science Fiction Wargames – The Grymn

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Weapons And TechnologyThe Grymn have proved themselves to be mastersof developing new technologies. Their engineershave become renowned as weaponsmiths andarmourers.

Grymn armour is a perfect blend of strength anddurability. All Grymn models wearing armour witha value of 3 or higher, automatically gain resilience(+2) for no additional points cost.

The array of weaponry and vehicles available tothe Grymn have made them a powerful force inonly a few centuries.

Grymn with Heavy Pulse Gun

Operating as mercenaries, or fighting for their ownfledgling race, the Grymn must never beunderestimated by assuming their height reflectson their ability.

The Grymn are well trained and well disciplinedsoldiers. Their reliable weaponry andcommunications allow them to lay downsuppressing fire to enable close combatspecialists to quickly advance on enemy positions.

More often than not, heavy weapons teams andsnipers will operate as individuals, positioningthemselves in the best location to command astrong view across the battlefield.

Torsten(painted by Sonny Bundgaard)

AcknowledgmentsThanks to Kev White of Hasslefree Miniatures forcreating the Grymn. Thanks also to Sally White ofHasslefree for helping No Limits realise the Grymnvision.

www.HasslefreeMiniatures.co.uk

Thanks to Tom Kiley (CmdrKiley) for proof readingthe army list and creating the Grymn Data Cards,which are available from the Wargames Unlimitedweb site.

The Lancer Heavy Assault Carrier is produced byOld Crow Models.

www.OldCrowModels.co.uk

Thanks also to Will Denham, Sonny Bundgaard,“Mahon” and Ian Haynes for painting theminiatures shown.

Unless otherwise stated, all the Grymn modelshave been painted by Will Denham.

www.WargamesUnlimited.com/NoLimits

Grymn background story based on musings bythose at the Forum Of Doom including, but notlimited to: Kev White (the creator himself),Chairman Aeon, Tom Kiley (CmdrKiley) and InkThe Troll.

www.heresyminiatures.com/phpbb/index.php

There is available for more No Limits at:www.WargamesUnlimited.com

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CharactersOver the years, a number of Grymn have becomelegends. Party due to their short history, many ofthe most famous Grymn are living legends andinspire their comrades onto greater feats ofheroics.

TorstenAC RA CC ST T W CO AR9 7 7 6 6 2 8 5

• Individual• Vanquisher Powered Armour (Re-roll)• Dwarven, Resilience (+2), Stout• Unerring• Cobra Combi Blaster

(UC6, 6/+1, 12/+0, 18/-1, RoA2, ST6)• Power Axe

(UC6, ST7, PM-1)Points Cost 99

Torsten

KristianAC RA CC ST T W CO AR10 7 8 6 6 3 8 4

• Individual• Unerring• Dwarven, Resilience (+2), Stout• Cobra Combi Blaster

(UC6, 6/+1, 12/+0, 18/-1, RoA2, ST6)• Runesword

(UC6, RoA2, ST+2, PM-2)Points Cost 117

Kristian (conversion)

IndividualsThere are a number of specialists available to theGrymn commander. Although the Sniper is themost deadly in combat, the Field Engineer and theCombat Medic also have their uses.

SniperAC RA CC ST T W CO AR8 7 6 5 5 1 6 3

• Sure Shot• Dwarven, Resilience (+2), Stout• Sniper Rifle With Laser Sights

(UC6, 20/+2, 40/+1, 60/+0, ST7, PM-2)• Pistol

(UC4, 6/+1, 12/+0, 18/-1, ST5)Points Cost 62

Sniper

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Infantry UnitsThe ground forces provide several tactical optionswith fast attack troopers equipped with jumppacks, light infantry, heavy infantry and poweredarmour specialists.

Close Assault SergeantAC RA CC ST T W CO AR8 6 6 5 5 1 7 3

Close Assault TrooperAC RA CC ST T W CO AR8 6 6 5 5 1 6 3

• 1 Sergeant with 2 to 5 troopers• Inspiring Leadership (Sergeant only)• Dwarven, Resilience (+2), Stout• 2 x Pistols (UC4, 6/+1, 12/+0, 18/-1, ST5)Options• Jump Packs (+8 Points per model)

Sergeant Points Cost 46Trooper Points Cost 34

Close Assault Grymn

Light Infantry SergeantAC RA CC ST T W CO AR8 6 6 5 5 1 7 3

Light Infantry TrooperAC RA CC ST T W CO AR8 6 6 5 5 1 6 3

• 1 Sergeant with 2 to 5 troopers• Inspiring Leadership (Sergeant only)• Dwarven, Resilience (+2), Stout• Equaliser Light Rifle

(UC5, 8/+1, 16/+0, 24/-1, ST6)Sergeant Points Cost 47

Trooper Points Cost 35

Light Infantry

Heavy infantry SergeantAC RA CC ST T W CO AR8 6 6 5 5 1 7 3

Heavy Infantry TrooperAC RA CC ST T W CO AR8 6 6 5 5 1 6 3

• 1 Sergeant with 2 to 5 troopers• Inspiring Leadership (Sergeant only)• Dwarven, Resilience (+2), Stout• Pulse Rifle

(UC6, 8/+1, 16/+0, 24/-1, RoA2, ST6)Sergeant Points Cost 52

Trooper Points Cost 40

Heavy Infantry with Pulse Gun

Vanquisher SergeantAC RA CC ST T W CO AR9 6 7 5 6 2 7 5

Vanquisher TrooperAC RA CC ST T W CO AR9 6 7 5 6 2 7 5

• 1 Sergeant with 2 to 5 troopers• Inspiring Leadership (Sergeant only)• Vanquisher Powered Armour (Re-roll)• Dwarven, Resilience (+2), Stout• Cobra Combi Blaster

(UC6, 5/+1, 10/+0, 15/-1, RoA2, ST6)• Power Axe

(UC6, ST7, PM-1)Sergeant Points Cost 87

Trooper Points Cost 78

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O-GrymnAC RA CC ST T W CO AR9 5 6 6 6 2 7 4

• O-Grymn Body Armour• Shredder Gun

(UC6, 6/+1,12/+0, 18/-1, RoA2, ST6, Knock Prone)Options• Ultra Chaingun (+20 points)

(UC8, 10/+1,20/+0, 30/-1, RoA4, ST7, PM-1, Knock Prone)Points Cost 84

O-Grymn with Ultra Chaingun(painted by Ian Haynes)

SupportHeavy weapon support specialists may be addedto units at the ratio of one support specialist out offour troopers.

Alternatively, fire support teams may be createdconsisting of two support models. A fire supportteam operates as a two man unit and is activatedin the normal way.

Grymn with Chaingun

Infantry SpecialistAC RA CC ST T W CO AR8 6 6 5 5 1 6 3

• Dwarven, Resilience (+2), Stout• Pistol (UC4, 6/+1, 12/+0, 18/-1, ST5)Options• Chaingun (+25 points)

(UC7, 10/+1, 20/+0, 30/-1,RoA3, ST7, PM-1)• Heavy Pulse Gun (+27 points)

(UC7, 12/+1, 24/+0, 36/-1, RoA3, ST7, PM-1)• Tripod Mounted HMG (+33 points)

(UC8, 12/+1,24/+0, 36/-1, RoA4, ST7, PM-1)• Railgun (+38 points)

(UC7, 15/+1, 30/+0, 45/-1, ST8 PM-3, DA2)• Grenade Launcher (+18 points)

(UC6, 10/+1, 20/+0, 30/-1, Indirect)>Frag 2”, ST6, Knock Prone>Smoke 3”, ST0

• Heavy Flamer (+17 points)(UC6, Large Teardrop Template, ST6)

Points Cost 28

Where two models are represented on a singlebase, the combined model may be representedwith the following profile.

HMG Tripod TeamAC RA CC ST T W CO AR8 6 6 5 5 2 6 4

• Dwarven, Resilience (+2), Stout• Heavy Machine Gun

(UC8, 12/+1,24/+0, 36/-1, RoA4, ST7, PM-1)Points Cost 73

The special dual model profile has an increased wound(W) profile to reflect the presence of two troopers. Inaddition, an extra point of armour (AR) has been added.

Heavy Machine Gun Team

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ArmouryThe points cost for weapons are already includedin model profiles shown in previous sectionsunless otherwise stated. Where appropriate,custom models may be upgraded to include theweapon the model is actually carrying.

Standard Ranged Weapons

PistolUC SR MR LR RoA ST DA4 6/+1 12/+0 18/-1 1 5 1

• May be used in close combatPoints Cost 4

Close Combat Grymn with Pistols

Cobra Combi BlasterUC SR MR LR RoA ST DA6 5/+1 10/+0 15/-1 2 6 1

Points Cost 10

Torsten with Cobra Combi Blaster

“Equaliser” Light RifleUC SR MR LR RoA ST DA5 8/+1 16/+0 24/-1 1 6 1

Points Cost 7

Grymn with “Equaliser” Light Rifle

Pulse RifleUC SR MR LR RoA ST DA6 8/+1 16/+0 24/-1 2 6 1

Points Cost 12

Grymn with Pulse Rifle

ShotgunUC SR MR LR RoA ST DA6 4/+1 8/+0 12/-1 2 6 1

Points Cost 9

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Heavy Weapons

Frag Grenade LauncherUC SR MR LR RoA ST DA6 10/+1 20/+0 30/-1 2” 6 1

• IndirectFrag Grenades• 2” Blast, ST6• Knock ProneSmoke Grenades• 3” Smoke Template, No Strength

Points Cost 18

Grymn with Grenade Launcher

ChaingunUC SR MR LR RoA ST DA7 10/+1 20/+0 30/-1 3 7 1

• Penetration Modifier -1Points Cost 25

Grymn with Chaingun

RailgunUC SR MR LR RoA ST DA7 15/+1 30/+0 45/-1 1 8 2

• Penetration Modifier –3Points Cost 38

Heavy Pulse GunUC SR MR LR RoA ST DA7 12/+1 24/+0 36/-1 3 7 1

• Penetration Modifier -1Points Cost 27

Grymn with Heavy Pulse Gun

Tripod Mounted Heavy Machine GunUC SR MR LR RoA ST DA8 12/+1 24/+0 36/-1 4 7 1

• Penetration Modifier -1Points Cost 33

Heavy Machine Gun Team

Specialist Weapons

Sniper RifleUC SR MR LR RoA ST DA6 20/+2 40/+1 60/+0 1 7 1

• Laser Sights• Penetration Modifier -2

Points Cost 26

Grymn with Sniper Rifle

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Close Combat WeaponsThe axe is the archetypal Grymn close combatweapon and is favoured by the hard hittingVanquisher units.

Power AxeUC SR MR LR RoA ST DA6 Close Combat 1 7 1

• Penetration Modifier -1Points Cost 15

Torsten with Power Axe

AxeUC SR MR LR RoA ST DA4 Close Combat 1 +1 1

• Penetration Modifier -1Points Cost 4

RuneswordUC SR MR LR RoA ST DA6 Close Combat 2 +2 1

• Penetration Modifier -2Points Cost 19

Kristian with Runesword

O-Grymn WeaponrySome weaponry is simply too large for even aGrymn to carry. Such very large weapons areusually vehicle mounted.

However, the O-Grymn have adapted some foruse as hand held support weapons.

Ultra ChaingunUC SR MR LR RoA ST DA8 10/+1 20/+0 30/-1 4 7 1

• O-Grymn and vehicles only• Penetration Modifier -1• Knock Prone

Points Cost 33

O-Grymn with Ultra Chaingun(painted by Ian Haynes)

“Shredder” GunUC SR MR LR RoA ST DA6 6/+1 12/+0 18/-1 2 6 1

• O-Grymn only• Knock Prone

Points Cost 13

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Vehicles

Ferret Light Hover TankAC RA CC ST T W CO AR9 7 5 6 6 6 7 6

Type Hover• Turning on the spot expends 1 action

(AC) for every 90° or part thereof turned.• May freely move over obstacles that are

no more than 2” in height.Crew 2 (Driver & Gunner)Transport None• Large Model• Rapid Move (1AC = 2”)• Turret Cannon• Heavy Machine Gun

Points Cost 164

Turret CannonUC SR MR LR RoA ST DA- 15/+1 30/+0 45/-1 2” 7 1

• Indirect• 2” Blast• Penetration Modifier -1• Knock Prone

Heavy Machine GunUC SR MR LR RoA ST DA- 12/+1 24/+0 36/-1 4 7 1

• Penetration Modifier -1

Damage Tracker

1 2 Mv 4 Wp

Lancer Heavy Assault Carrier(model by Old Crow)

Lancer Heavy Assault CarrierAC RA CC ST T W CO AR8 7 5 6 6 9 7 6

Type Anti-Grav• Turning on the spot expends 1 action

(AC) for every 90° or part thereof turned.• May freely move over obstacles that are

no more than 2” in height.Crew 2 (Driver & Gunner)Transport 10 Troopers• Large Model• Rapid Move (1AC = 2”)• Twin Autocannon

Points Cost 173

Twin AutocannonUC SR MR LR RoA ST DA- 10/+1 20/+0 30/-1 4 6 1

Damage Tracker

1 2 Mv 4 Wp6 Mv 8

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TraitIn addition to the Dwarven Trait detailed in themain rules, the following trait is specific to theGrymn race.

Stout Grymn TraitDue to their low center of gravity, the Grymn aremore resilient to being knocked prone.

If a Grymn would normally be knocked prone by aweapon or weapon effect, roll a D10. On a roll of 5or less, the Grymn model is not knocked prone.

All Grymn possess the Stout trait at no additionalpoints cost.

EquipmentThe Grymn manufacture some of the besthardware known. Equipment detailed here isreadily available to Grymn units specified.

Jump Jets / Jet Packs 8 pointsSome assault units and walkers are fitted withjump jets. These allow such units to makepowered jumps over obstacles and even chargeinto close combat.

A model fitted with jump jets may expend 5 actions(AC) to move up to 15” reaching a height of halfthe distance actually travelled. A model will alwaysexpend 5 actions (AC) regardless of the distancemoved.

See the movement section for full rules on the useof jump jets and jet packs.

Grymn with Jump Pack

Sniper Camo 7 pointsA sniper may utilise superior camouflage to avoidtaking incoming fire.

Models attempting to fire upon a target with SniperCamouflage suffer from an additional –1 RCpenalty.

Sniper EquipmentThe following equipment is restricted to snipersonly.

A Sniper model may only take a single sniperweapon upgrade.

Sniper Advanced Scope 8 pointsSniper weapon upgrade. The advanced scopeallows a skilled sniper to locate a critical area on atarget. Any rolls to hit of a 1 or a 2 are treated ascritical hits and negate any armour.

Sniper

Laser Sights 2 pointsSniper weapon upgrade. Laser sights may befitted to any standard ranged weapon to providegreater accuracy.

The range modifiers are added to the standardweapons close range (CR), medium range (MR)and long range (LR) values.

Name UC CR MR LR STLaser Sights - +1 +1 +1 -

The maximum range of the weapon is notincreased or decreased by the use of laser sights.

AP Ammunition 2 pointsSniper weapon upgrade. Grymn weaponsmithsare adept at creating armour piercing munitions. Asniper equipped with AP Ammunition confers anadditional Penetration Modifier (PM) -1 modifierafter all other modifiers have been applied.

Miniatures from

www.HasslefreeMiniatures.co.uk