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Skree

An Army List for No Limits Sci-Fi Wargames


Version 2.0

Army list by Tony Gryskiewicz


Special thanks to Joe Prozinski & Will Denham for editing and creative input.
The No Limits rules and more are available at:
http://www.WargamesUnlimited.com

Models by Gamesworkshop

No Limits Science Fiction Wargames Skree Army List

Background

any of the food that is being produced or using any


of the raw materials being harvested...)

Eons ago the Vishti inhabited a binary star


system near the edge of the galaxy. Here their
civilization flourished, allowing them to create,
adapt and become incredibly technologically
advanced. In spite of their advanced technology,
as a race the Vishti suffered from a strange quirk.
They hated to leave their home world. Exploration
of the nearby space took place from the surface
and this led to the development of advanced
equipment platforms manned by crews of
genetically engineered beings in orbit around their
home world to move their progress forwards. The
Vishti also excelled at bio engineering,
terraforming and devoted their time to evolving
their home world into an Eden. They created
beautiful mountain ranges, glimmering plains and
inland seas. They bioengineered a series of life
forms to serve as the caretakers and servants of
their home world; taking a predatory reptile from
the plains, they bioengineered three distinct sub
species to be manual labourers and technicians.
Some of their modifications were unique,
integrating into the DNA of the larger species an
aversion to use any advanced weapons, in to all
their subjects they placed a fierce loyalty to their
makers and home world into their genetic makers.

The three different species of workers the Vishti


created are as follows:
The Alphas
Known as The Wild Ones in the Skree tongue,
Alphas were created for general labour where
technical skill was not needed or wanted and so
was left out of their genetic programming. The
Wild Ones are strong, fast, and quick. But they
lack imagination and innovation. They are good at
their job and think of themselves as the protectors
of their "little brothers" the Gammas (or Bright
Ones in Skree).
Wild Ones Xenobiology/XenoPsychology
On the plains of the largest continent of the
home world roam a species of carnivorous
reptiles. These meter tall creatures live in family
packs ruled by an alpha male and female. Order
in the pack is maintained by the alpha pair by
tooth and claw and each member of the pack has
a well defined role of caretaker, hunter, or scout.
In spite of their propensity for violence, however,
these reptiles work amazingly well together for the
good of the pack and bloodshed among the clan is
rare.

One day the Vishti just vanished. They left their


world for some unknown reason for the stars
never to be seen again. Rumour and legend has it
that some great evil was heading for their world.
Even with all their technology the Vishti were
afraid of something and fled. Some say they left
for other worlds, while others claimed it was for
other dimensions. No one knows for sure. For the
last three thousand years the Skree were left
behind, maintaining and tending their world,
preserving the machinery that keeps the cities
going. Occasionally, other races land on this world
trying to colonize or harvest the massive natural
resources left behind, but when they are
discovered the Skree band together to drive the
invaders off. It should also be noted that none of
the Skree would ever intentionally harm another.

The Wild Ones were developed from the


genome of this reptile. They were created by the
Vishti to labor in the wild to be the caretakers of
nature, to harvest crops, to care for stock animals
and to roam the wilds to keep any dangerous
predators away from Vishti settlements. Wild One
scouts would often be called upon to find a
wayward hunter or a child lost in the wilderness.
Unlike their gene donors, the Wild Ones now base
dominance on age, for with age comes experience
and wisdom. As a curious side effect of the
tinkering of the Vishti, Wild Ones now grow horns
as they age.
After reaching adulthood and
breeding for the first time both males and females
begin to grow horns that grow and whiten as they
age. Very old Wild Ones will sometimes be called
White Horns by the other Skree and their wisdom
about the wilds is held in high regard by all.

Recently the Cetti have visited the world and


their Ghost leaders, recognising another potential
ally, were eventually able to communicate with the
Skree. They found the loyalty and commitment of
the caretakers as a very noble trait. Instead of
trying to assimilate the world, the Ghost leaders
decided to leave the Skree alone and even
opened a sort of primitive trade with the
Caretakers. (After all, the Creators aren't eating

Wild Ones take a somewhat serious outlook


on life, and they take their role as guardians of the
wild quite seriously. They will be the first in to
battle and the last to leave when the defence of
the home world is in question. They view the Slow
Ones with a bit of pity, for all they want to do is eat
and sleep. They view the Bright Ones as just plain

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No Limits Science Fiction Wargames Skree Army List

silly. Yes, they are quite bright when it comes to


technical things, but their fondness for gadgets is
just beyond comprehension to the Wild Ones.

advanced equipment in defence of the home


world, and the technology of the creators to
attempt to protect the Alphas and Betas. In their
recent dealings with the Cetti the Gammas have
acquired ranged weapons that they have become
somewhat skilled in using.

The Betas
Called The Slow Ones by their cousins, the
Betas were created for dangerous duties such as
mining, moving hazardous material or working in
environments that would kill others. They are
slow, both in speed and thought, but very strong
and tough. They tend to do what they are told by
either the Wild Ones or the Bright Ones. They live
by the simple philosophy To serve. They view the
other two species as smart and skilled; listening,
then following their orders.

Bright Ones Xenobiology / XenoPsychology


The Bright Ones genome is derived from a
small (2 to 5 cm) omnivorous reptile that is still
found in the southern hemisphere of the planet. In
the wild they are gregarious and group together in
small family groups. They work together for
protection, caring for the young and finding food
that usually consists of small insects and various
types of vegetation. The dominate male acquires
and maintains his position by non combative
physical feats such as running up and down a
particular branch more often than his competitor
and by "singing" (a series of chirps, whistles and
hisses) longer and louder than his opponents. This
has the added benefit of attracting available
females of the species.

Slow Ones Xenobiology/XenoPsychology


Of all the Skree the Slow Ones are more like
their ancestors than any other. Their genome is
taken from a large reptile that lives along the
equator on coast of the worlds oceans. In their
natural state they are three meters long and live
on fish and plant life that lives in the ocean. They
have no natural enemies and live to eat, sleep in
the sun, and when they remember, breed.
Naturally friendly and always looking for a scratch
on the back of the head, these gentile giants were
often made into pets by the Vishiti who lived by the
sea.

Several of these traits have "carried over" to


the Bright Ones. They are still omnivores and they
remain gregarious and clustered together in family
groups. All the member of a Scout Team, for
example, would be of the same family or tribe.
Dominance is still somewhat determined by
physical feats and "singing". Older Bright Ones
who wish to lead a team must prove that have the
physical skills and engage other Team Leaders
and clan elders in spirited debate over the issue.
One odd carry over is that in the heat of combat
many Bright Ones will begin "singing" at the
enemy to establish dominance over them. This is
usually in the form of some type of insult. A Tech
Team member for instance may shout "Whistle!
Click, click, chirp, bark, whistle!!" Which, roughly
translated, is "Your mother is ugly and doesn't
know the difference in the phase variance of an
Omni-directional plasma inverter and a Nul-pulse
quantum regulator!" (Skree is a highly efficient
tongue.)

In the hands of the Vishiti scientists the physical


and mental states of the Slow Ones changed
dramatically, but psychologically they are still
much the same. While now they have greater
strength and endurance, and the ability to survive
harsh environments that would kill other creatures,
they still only think of three things. Eat, sleep, and
when they are not too hungry or sleepy, breed. If
left to their own devices they would just eat all day
with frequent naps in the warm sun. There are
usually Wild Ones or Bright Ones nearby to scold
the Slow Ones into action and to finish the tasks
that they are currently engaged in.

The Gammas
Also known as The Bright Ones by the other
Skree, the Gammas were created to maintain
machinery and other technical equipment, as well
as serve as caregivers for the very young or very
old Vishti. As such they are very bright and
technical, having a built in capacity to want to care
for their creators and the Alphas and Betas. They
view the other Skree as not so bright brethren that
need to be cared for and guided. The gammas will
try and avoid direct melee combat, using

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No Limits Science Fiction Wargames Skree Army List

Building a Skree Army


When building a Skree army please keep in
mind that Betas can never be deployed on their
own, they must accompany an Alpha or Gamma
squad.

Bull Gamma Tech Team


AC
9

Bull Alpha Champion


RA
0

CC
5

ST
5

T
5

W
1

CO
9

CC
3

ST
4

T
3

W
1

CO
8

AR
3

Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)


Repair
Mobility
Team Work
Options
Tech Team Leader may be armed with a
scanner
May take the Tech skill. +9 Points
Points Cost 69

Any Number of Alpha Assault Groups


Any Number of Gamma Fire Teams
0-2 Gamma Sniper Teams
0-1 Gamma Tech Teams

Individuals
AC
9

RA
4

Bull Gamma Sniper Team

AR
4

AC
9

Inspiring Leadership
Sword (UC 4 RoA:1 ST+1 DA:1)
Shield (AR +1)
Mobility
Team Work
Options
May take an additional sword instead of a
shield & gain Parry skill (+4 Points)
Points Cost 63

RA
4

CC
3

ST
4

T
3

W
1

CO
8

AR
3

Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)


Laser Designator (UC4, 12/+1, 24/+0, 36/-1)
Mobility
Team Work
Infiltrate
Options
May take the Tech Skill. +9 Points
Points Cost 73

Bull Gamma Fire Team


AC
9

Bull Alpha
AC
9

RA
0

CC
4

ST
4

T
5

W
1

CO
8

AR
4

RA
4

CC
3

ST
4

T
3

W
1

CO
8

AR
3

Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)


Mobility
Team Work
Options
May take the Tech Skill +9 Points
Fire Team Leader may be armed with a
power sword (UC 5 RoA:1 ST:6 DA:1) +9 points
Points Cost 54

Sword (UC 4 RoA:1 ST+1 DA:1)


Shield (AR +1)
Mobility
Team Work
May take an additional sword instead of a
shield.
Options
May take an additional sword instead of a
shield & gain Parry skill (+4 Points)
Points Cost 46

Wild Ones and Slow Ones

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No Limits Science Fiction Wargames Skree Army List

Units
Gamma (Bright Ones) Sniper Team

Wild Ones (Alpha) Assault Group


AC
9

RA
0

CC
4

ST
4

T
5

W
1

CO
5

AC
9

AR
4

RA
4

CC
2

ST
3

T
3

W
1

CO
7

AR
3

Six Gammas Three with Carbines, 3 with Rifles


Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)
Rifle (UC6, 12/+1, 24/+0, 36/-1, RoA2, ST6 PM -1)
Laser Designator Guidance Unit
Mobility
Team Work
Infiltrate
Options
One model may be upgraded to Bull
Gamma.
Trooper Points Cost (Carbine) 59
Trooper Points Cost (Rifle) 60

6-12 Wild Ones


Melee Weapon (UC 4 RoA:1 ST+1 DA:1)
Shield (AR +1)
Mobility
Team Work
Options
One model may be upgraded to Bull Alpha
or Champion
One model may be upgraded to Bull Alpha
and given Unit Standard (CO +1 for the unit)
+8 points for the standard
Trooper Points Cost 37

Slow Ones (Beta) Assault Group


AC
8

RA
0

CC
4

ST
6

T
6

W
2

CO
3

AR
5

Maximum of one Beta for each Alpha or


Gamma in the same squad.
Melee Weapon (UC 4 RoA:1 ST+1 DA:1)
Shield (AR +1)
Mobility
Rage
Team Work
Must accompany an Alpha or Gamma
Squad
Trooper Points Cost 51

Bright Ones Sniper Team

Gamma (Bright Ones) Fire Team


AC
9

RA
4

CC
2

ST
3

T
3

W
1

CO
7

CC
2

ST
3

T
3

W
1

CO
7

AR
3

Six Gammas
Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)
Mobility
Team Work
Options
One model may be upgraded to Bull
Gamma.
Trooper Points Cost 48

Bright Ones (Gamma) Tech Team


AC
9

RA
4

AR
3

Six Gammas
Carbine (UC6, 6/+2, 12/+1, 18/+0, RoA2, ST6 PM -1)
Repair
Mobility
Team Work
Options
One model may be upgraded to Bull
Gamma.
One model may take the Tech skill +9 Points
Trooper Points Cost 47

Bright Ones Tech Team

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No Limits Science Fiction Wargames Skree Army List

Abilities

enemy model. They have to be activated before


anyone else in their unit. They must spend all their
available actions to make close combat attacks. If
this does not eliminate the enemy model and they
still have enough actions, they must make
improvised attacks. If they eliminate their
opponent, they have to spend any remaining
actions to move closer or get into close combat
with the next closest enemy model. If they pass
the CO test at the start of their activation, they can
be activated as normal.

Infiltrate

5 points
Some models are expert at advance deployment.
Models with the infiltrate ability are deployed after
all other units have been 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).
If more than one player has infiltrating units,
each player rolls a D10, the lowest result
positions a unit first.

Repair

(Gammas only)15 points


By expending 8 AC a unit with the repair skill may
attempt to fix one broken item. The unit must be
within base to base contact with the item to be
repaired. If the unit rolls a 1 on a D10 they may
consult the table below for the final results of the
repair. Multiple units with the Repair skill may
work together. Each additional model adds -1 to
the die roll. If a die roll is successful roll on the
chart when firing or moving the vehicle to see what
happens. This roll takes place when the vehicle is
first activated after the repair.
Vehicles or weapons can only be repaired
once per game, but multiple attempts can
be made per game until successful.
Vehicles that are repaired gain back one
wound but do not gain back any MV or
WP boxes
Weapons are repaired separately
Repairing a weapon does not give the
vehicle the corresponding wound point
back.

Inspiring Leadership

9 points
Heroic leaders inspire their troops and can get
exceptional deeds from the lowliest of soldiers.
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 fail a command (CO) test, the unit
may roll 2D10 on the panic table and choose a
single dice result.

Mobility

4 points
Models with the mobility ability may move through
rough terrain and obstacles at no movement
penalty. This includes wooded areas and climbing
over walls no higher than the height of the model.
Models may still not cross impassable terrain.

Parry

2 points
A model with this ability may attempt to deflect an
incoming close combat attack.

Team Work

4 points
Models with this ability are expert at swarming
over the enemy to bring them down. There is no
limit to the combat assistance bonus in close
combat. An attacking model gains CC+1 to hit and
ST+1 for each other friendly model with the team
work ability involved in the same combat.

The model attempting to parry does so


immediately after the attacking model has
successfully hit and before any armor save is
attempted.
The parrying model must roll under the attackers
dice roll to parry the blow. If the parry fails, the
model is struck as normal. If the parry is
successful, the attack is deflected and has no
effect.

Tech

9 points
A model with the tech 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 (or technician)
ability, the model must expend 6 actions (AC) and
pass a tech test by making an unmodified
command (CO) test. The model may only attempt
a single tech test per activation.

Rage

- 5% of total point cost


If an Alpha or Gamma is slain while in close
combat with an enemy unit and a Beta is in close
combat with the same enemy unit, the Beta must
make an immediate CO check. If the Beta fails
the roll it goes into a Rage!
Betas in a Rage state must spend their actions to
get into close combat and attack the closest

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No Limits Science Fiction Wargames Skree Army List

Armory

Weapon Repair Result Chart


1

2
3
4
5
6
7
8
9

10

The points cost for weapons are already included


in the model profiles shown in the previous
sections unless otherwise stated. Where
appropriate, custom models may be upgraded to
include the weapon the model is actually carrying.

Weapon emits a high pitched whine concluding


in a loud explosion and puff of black smoke. All
models attempting the repair are knocked prone
by the explosion. The weapon is destroyed and
cannot be repaired again.
Weapon powers up... then shorts out. Another
repair attempt may be made next turn.
Weapon works at range
Weapon works at strength
Weapon appears to work... roll again on the
chart next time weapon is fired.
Weapon my fire as normal but turret is stuck in
its current position and may not move.
Weapon fires at twice normal range one time
then shorts out. The weapon is destroyed and
cannot be repaired again.
Weapon works as normal
Weapon works as normal
Weapon begins to emit a high pitched whine...
now may be a good time to run for cover. Next
turn weapon blows up in an impressive display of
pyrotechnics. All models with a 4 blast template
centred on the weapon (including those
transported in the vehicle) are hit with ST and
PM of the weapon. The weapon is destroyed and
cannot be repaired again.

Close Combat Weapons


Skree Sword
UC
4

2
3

7
8
9
10

RoA
1

ST
+1

Points

DA
1
3

Bright One Power Sword


UC
5

SR
MR
LR
Close Combat

RoA
1

ST
6

Points

DA
1
9

Standard Ranged Weapons


Pulse Carbine
UC
6

Vehicle Repair Result


1

SR
MR
LR
Close Combat

Vehicle repaired! But has current AP for the


remainder of the game and may only move in
reverse.
Vehicle starts up! But experiences an electrical
short... roll again next turn.
Vehicle repaired! But has current AP for the
remainder of the game.
Vehicle lurches forward at max speed for 2D10
inches. Work out any collisions as normal. At the
end of this ride the engine emits a belch of black
smoke and is broken for the rest of the game.
Vehicle repaired! But has current AP for the
remainder of the game.
Did you know this vehicle had ejection seats?
Place one random model attempting repairs 2D10
inches in a random direction from the vehicle.
That model takes a hit at a ST equal to half the
distance thrown.
Vehicle repaired! But has current AP for the
first turn then its total AP for the next turn and
breaks down completely on the third turn.
Repair units were distracted by the fuzzy dice and
the bobble head. Roll again next turn.
Vehicle repaired! But has current AP for the
remainder of the game.
The cup holder has been repaired and the air
freshener salvaged (minty!). Other than that the
vehicle is a complete loss.

SR
6/+2

MR
12/+1

LR
18/0

RoA
2

ST
6

DA
1

Penetration Modifier -1

Points

16

Pulse Rifle
UC
6

SR
12/+1

MR
24/0

LR
36/-1

RoA
2

ST
6

DA
1

Penetration Modifier -1

Points

17

Laser Designator
UC
4

SR
12/+1

MR
24/0

LR
36/-1

RoA
1

ST
0

A successful hit marks the target and does no


damage. All models equipped with a Laser
Designator Guidance Unit firing at the marked
target gain a +1 to hit.
Unit may not move while painting a target.
Target must remain in LOS of the Laser
Designator.
If at any time the Target is no longer in
LOS of all Laser Designators which are
painting it, the laser painting is lost. The
target will have to be repainted on
another round.

Points

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DA
0

13

No Limits Science Fiction Wargames Skree Army List

Equipment
Laser Designator Guidance Unit

5 Points
Weapons equipped with the LDGU gain a +1 to hit
if the target has been marked with a Laser
Designator.

Scanner

4 points
Focal model. A single model in a unit may be
equipped with a quantum resonance scanner. A
scanner will allow enemy positions to be
accurately determined.
If a model equipped with the scanner expends 3
actions (AC) and makes no ranged attacks during
its activation, all other models in the same unit
within unit coherency restrictions will benefit from
an RA +1 to hit modifier after all other modifiers
have been applied.

Unit Standard

8 points
Focal model. Although not usually necessary in
technologically advanced combat units, some
units still carry a standard or icon round which the
soldiers may rally.
A single unit standard or icon may be added to a
unit. A model with a unit standard may add +1 to
a units command (CO) value when taking a
morale test.
If the army battle standard is present in a unit,
then it replaces the unit standard. In other words,
a unit may only ever have a single model with a
standard.

Vehicles
Bright Ones (Gammas) are very resourceful
scavengers and love new and unusual technology.
It is not uncommon for them to liberate enemies
captured and damaged vehicles.
The player is free to use any vehicle (within
reason) that the Bright Ones may have salvaged.
Common sense rules apply. While they may have
captured Rhinos, Gobsmashas, and possibly
small Stompas it is unlikely they would have super
heavies and titans (They would have a hard time
fitting it in the cargo transport to get it back to the
shop).

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