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CLAU-team actions

Credits
Game Design:
John Grant

Layout:
Rod Grant

Game Support:
John Robertson & Thorsten Stein

Art Direction:
John Robertson

Written by:
John Grant

Artwork:
Christophe Madura & Stuart Beel

Fiction:
Bill Ward

Cover Art:
Clint Langley

Book Design:
John Robertson & Rod Grant

Photograhpy:
Anthony Gorzkowski

Graphics:
Rod Grant

VASA

CLAU-team actions

Contents
Claws of Steel . . . . . . . . . . . . . . . . . . . . .004
CLAU-Team Actions . . . . . . . . . . . . . . . .006
New Rules & Updates . . . . . . . . . . . . . . .007
Activating 'Heavies' (SZ 6+ models) . . .007
Summary of Game Turn Sequence . . . .007
'Heavies' as Priority Targets . . . . . . . . .008
Shooting into a Close Combat . . . . . . . .008
Using Skull Swarms . . . . . . . . . . . . . . . .009
Alternative Rules . . . . . . . . . . . . . . . . . .009
10" or 8" Range Bands . . . . . . . . . . . . .009
Strike Rank: Who strikes first . . . . . . . .010
First strike bonuses . . . . . . . . . . . . .010
Special Rule Updates . . . . . . . . . . . . . . .011
Camouflage . . . . . . . . . . . . . . . . . . . . . .011
Drop Trooper . . . . . . . . . . . . . . . . . . . . .011
Stealth . . . . . . . . . . . . . . . . . . . . . . . . . .011
New Special Rules . . . . . . . . . . . . . . . . . .012
Impervious . . . . . . . . . . . . . . . . . . . . . . .012
Long Reach . . . . . . . . . . . . . . . . . . . . . .012
Shunt . . . . . . . . . . . . . . . . . . . . . . . . . . .013
Sweep Attack . . . . . . . . . . . . . . . . . . . . .014
CLAU-Teams . . . . . . . . . . . . . . . . . . . . . . .015
Recruiting your CLAU-Team . . . . . .015
CLAU 'Pilots' . . . . . . . . . . . . . . . . . .015
CLAU Upgrades & Downgrades . . .015
Team Upgrades . . . . . . . . . . . . . . . .015
Gladiators . . . . . . . . . . . . . . . . . . . . . . .016
Junkers . . . . . . . . . . . . . . . . . . . . . . . . .018
Syntha . . . . . . . . . . . . . . . . . . . . . . . . . .020
Triads . . . . . . . . . . . . . . . . . . . . . . . . . . .022
VASA . . . . . . . . . . . . . . . . . . . . . . . . . . .024
Viridian . . . . . . . . . . . . . . . . . . . . . . . . . .026
Koralon . . . . . . . . . . . . . . . . . . . . . . . . .028
Warp Strike . . . . . . . . . . . . . . . . . . .028
Armoury . . . . . . . . . . . . . . . . . . . . . . . . . .030
Stat Cards & Counters . . . . . . . . . . . . .033

001

CLAU-team actions

002

CLAU-team actions

003

CLAU-team actions

CLAws of steel
Nissa gritted her teeth as the proximity tell-tales
screeched warning in her ear, and the cool ocean
green of her cockpit flashed a crimson warning. She
skewed left, the massive polysteel and durolon frame
of the CLAU mimicking her instinctual reaction with
cumbrous exactitude, and crashed completely through
the display windows of a shop front. The sounds of
shattering 'plaz filled the night. Behind her a rocket
corkscrewed past to slither down the street, leaving a
hissing smoke trail like a grey serpent in its wake.
The damn Triads must be on to their flanking
move. Cursing, Nissa signalled a warning to
Lieutenant Hines - a tight data-burst of her team's preassigned three-digit code for hostile contact - and
kicked-up the speed of her CLAU. She waded through
the orderly aisles and digi-kiosks and colourful holodisplays that comprised the shop's interior, shattering
or crunching underfoot anything that stood in her way.
It was a thrilling sensation of power, one that Nissa still
enjoyed despite the racing of her heart and present
combat alertness.
The Sabre stomped through the building,
Nissa electing to cut across into a side street and continue her advance along a route where her Strike Team
could more easily support her. They were a mixed
team of specialists, each hand-selected for a mission
against a troupe of Gladiators raiding in the vicinity of
Actraec's Stair. But the scum hadn't been where the
sat scans indicated, and Hines had ordered a recon of
the area out to three klicks. Talcor's Interdicts were the
first to encounter the Triads, and only one survived the
attack at the hands of their winged ambushers.
The hard recce had turned into a pitched
battle.
Nissa's Sabre lumbered through the wreck of
the shop, the sounds of a million kinds of breaking surrounding her like a concert of destruction. She hardly
paused when she came to the far end of the shop and
its solid block wall. Raising one massive, vibro-scythed
arm, she sliced a perfect gash through the wall and
then threw the bulk of her machine against it, emerging on the other side in a burst of dust and crumbling
plastiment.
And in the middle of a desperate hand-tohand combat.
The marines were outnumbered three to one,
their heavy machine gun position overrun by blade
armed gangers. They must have been sent up here to
establish a field of fire, and Nissa almost felt sick at the
thought that Lieutenant Hines' careful plans had come
undone so thoroughly that the elements of his Strike
Team were now completely unaware of each other's
positions.
She waded into the Triads, kicking the first
across the street to land thudding against a groundcar,
slashing low through a cluster of three or four in an
explosion of blood, and crouching to flash her great,
blade-arms again and again through the melee, severing torso from hip, hip from leg, arm from body. Heads
rolled in the street and red mist danced off the knifeedges of her rapidly vibrating scythes as the remain-

004

der of the Triad attackers broke and ran - the surviving


few marines gunning them down from behind.
The exultant shouts of the marines sputtered
across her comm's channel, and Nissa grinned
despite herself. It was a far cry from the days when
she'd first been assigned as a Land-Pilot, plucked from
Welther's Reach Naval Academy along with ninety
percent of her graduating class. The girl she had been
had loved nothing more than to fly, and it had always
been her dream to see the stars, to pilot Wildcats for
the VAF Navy out in the cold deep. She'd been damn
good at it, too, but not the best. The VAF had need of
pilots for a new program, and most of her peers grew
nervous when they noticed that it wasn't the very best
that were selected, but everyone else.
She'd hated them at first - Capital Light
Armoured Units - massive, clumsy, land-locked. Hated
the idea of being just another grunt like the millions of
rifle-jocks already wearing a VAF uniform. Hated being
denied the stars. But all that changed - the apparently
clumsy suits that gained in grace as their pilots gained
in skill, the esprit de corps that developed amongst this
new elite of the VAF and, there was no denying it, the
utter sense of power and strength that came in the
wearing of several dozen tonnes of animate polysteel.
Nissa had come to love the CLAUs, from the simulators and trainer models to the fearsome Tomahawk,
but it was with the Sabre that she found her true aptitude.
For it turned out Nissa was a natural killer.
"Sabre-One to Sceptre, grid eight encounter
with HMG team repulsed, repeat, repulsed small gang
Triad foot soldiers. Am in pursuit. Your orders, over?"
Nissa lumbered down the street with all the speed she
could muster, the crunch of her Sabre's heavy feet on
the road surface and the soft whine of its hydraulics
the only sounds coming in on her external pick-ups.
Then, with a burst of static, Sergeant
Willoughby broke through on her feed. "Abort. Nissa,
you hear me? Sabre-One? Sceptre . . . Hines KIA.
Abort and return immediately grid twelve. Repeat
abort, Sabre-One. Position overrun." Above the
sergeant's voice Nissa could hear heavy gunfire and
the shouts of men and women. "Enemy has a battlesuit, type unknown. Tomahawk-One destroyed, Pilot
Bindahar KIA. Repeat - "
"Willoughby, this is Sabre-One aborting.
Confirm, contact Oni battlesuits? How many - "
"Negative, Sabre-One. Battlesuit type
unknown," Nissa thought she could hear fear in the
voice of the normally stoic sergeant, "It would seem
the Triads now have a CLAU of their own, pilot. SabreOne return immediately to grid twelve."
"On my way Willoughby, Sabre-One out."
Nissa turned the metal beast back along the way she
had come, and relayed her orders to the marines she
had just saved. As they hurried back along the street,
they were met with unexpected gunfire from buildings
on both sides of the lane.
More Triads poured into the street as small
arms fire pattered off her Sabre's polysteel skin. Nissa
snarled and swiped at the nearest gangers, cursing
the world-be-drowned Triads and their network of

CLAU-team actions

underground tunnels that had let them out manoeuvre


her at every turn. An explosion to her right rocked her
CLAU, sending plumes of atomised plastiment and
rock-powder into the air in a thick black cloud. Nissa
scowled, it seemed they had bigger weapons than
blades and gauss rifles this time.
A naginata-armed Triad, eyes madly staring
through the goggles of his gas mask, charged her with
his ancient weapon. She batted him contemptuously
aside and continued on her way, hoping to interpose
herself between the attacking mob and the handful of
marines hunkered down in the cover of a groundcar.
She moved toward them, slashing left and right.
More naginata-armed retainers charged her
and, for a fleeting instant Nissa remembered a rumour
Bindahar had told her a few days ago, just as one of
the suicidal Triads landed a blow with his weapon
against the carapace of her Sabre and knocked her off
her feet. Sirens shrieked their warning in her ear, her
cockpit flooded with blood red light, and Nissa's ears
rang with the aftermath of an explosion. There had
been a tremendous detonation, more remembered
than felt, and Nissa, trapped in a sea of her own concussion, lost all sense of time or place. The readings
on her screens made no sense, and for a strange
moment she thought she was back at pilot school,
panicking over a particularly devious simulation. But it
wasn't a simulation - and with that realization she suddenly felt sharp pain, and noticed that her Sabre was
on fire.
What was it Bindahar had said? That the
Triads were using shaped-explosives on the ends of
their polearms, and running up to armoured units as if
challenging them to a duel. She remembered now that
they had both laughed at the idea as being too crazy
for anyone but a Junker.
Nissa, shouting comms and sirens pounding her brain
with a confusing melange of demands, curled her fingers around the eject handle and pulled.
She had been hammered downward by the
explosion, and now she was punched back up - up
and through the burning shell of her dead CLAU and
out upon the street. All around her soldiers fought, and
seemed so small even though she looked up at them,
small because that is how she remembered them from
her titan's vantage point. A ganger was quick to notice
her lying there, vulnerable and strapped into her feedback harness, and ran toward her with drawn sword.
When he was close enough that she was
confident of her aim, Nissa shot him through the head.
She who had flown in the blackness of space
had never thought of this as her element, this messy
war in the streets, land-locked and brutal and face-toface. But she had been trained well, and she had
adapted. She had found her niche and not looked
back. Nissa shrugged out of her harness and left the
bulky thing in the street and ran limping for cover,
checking the ammo counter on her pistol and running
fingers over her equipment. She did not look back,
and never noticed that the stars were out above the
streets of Iskandria, clear and distant and
unknowable.

005

CLAU-team actions

CLAU-Team Actions
This supplement introduces massive battlesuits,
robots and warbeasts to your games of Urban War.
Known collectively as 'CLAUs', or Capital Light
Armoured Units, these huge engines of destruction
open up a whole new range of strategies to you in
your quest for battlefield domination.
CLAUs fight as part of CLAU-Teams, and these are
the next step up from a basic strike-team, supplying
you with heavy hitting firepower in a flexible and
resilient package. Your aim is to build a balanced fighting force containing a mix of CLAUs and regular troopers. The CLAUs provide its punch, but the importance
of the rest of the team shouldn't be overlooked.
Though extremely powerful, CLAUs are also very
inviting targets, and your skill in providing them with
support will be core to your success.

VASA

006

In the following pages you'll find:

Profiles of the CLAUs and their weaponry, and


details on how to recruit your CLAU-Team.

CLAU Pilots: If a battlesuit is wrecked the pilot can


jump free and carry on the fight.

Team Upgrades: Some factions gain new weapons


to help them take on enemy CLAUs.

New rules, including a tweak to the turn sequence


to simulate the heavy lumbering nature of CLAUs.

New special rules, updates to existing rules, and a


couple of alternative rules for you to try out.

Stat cards for each new troop type, and damage


counters for the CLAUs.

CLAU-team actions

New Rules & Updates


Activating 'Heavies' (SZ 6+ models)
This is an addition to the Activation and Activation
Sequence rules on pages 15 and 16 of the Urban War
rulebook (English language version).
Very large vehicles and creatures (like CLAUs for
example) are more cumbersome than their smaller
counterparts. Their sheer bulk means that they are
likely to be slower to react, slower to change direction,
and slower to bring their weapons to bear. We class
such models as 'Heavies', and unless otherwise stated in their profiles all models with a size stat of 6 (SZ
6) or more fall into this bracket.
Though unwieldy, heavies in general have
just as wide a choice of orders and actions as smaller
models do; they just take a little longer to initiate them.
This tends to delay their activities till the latter part of
a game turn, and the following rules apply.

Unless given over-watch orders, heavies become


eligible for activation only after all other smaller
models (i.e. SZ 5 or less) have been activated and
completed their turns.

If given snap-fire orders, they become eligible for


activation after all the smaller models with lock-fire
orders have completed their turns.

In effect this extends the standard Urban War activation sequence by adding orders for the heavies to the
bottom of the list. As usual, all models with orders of
higher priority must activate and complete their
action(s) before any models with the next lower priority order can be activated. See below.
Priority
Priority
Priority
Priority
Priority

1:
2:
3:
4:
5:

Over-watch
Snap-fire
Lock-fire
Snap-fire (Heavies)
Lock-fire (Heavies)

As usual, in each part of the sequence (i.e. Overwatch, Snap-fire, Lock-fire etc) the 'first player', as
decided by the initiative roll, is the first to do something
with his or her models.
Summary of Game Turn Sequence
Marker Phase
- Remove remaining over-watch counters
- Remove shock counters (one per model)
- Remove miscellaneous effect markers

Orders Phase
To each model (unless shocked):
- Issue over-watch order, or
- Issue snap-fire order, or
- Issue lock-fire order

If given lock-fire orders, they become eligible for


activation after all the heavies with snap-fire orders
have completed their turns.

Activation Phase
- Roll for initiative
- Reveal over-watch
- Activate snap-fire
- Activate lock-fire
- Activate snap-fire (Heavies)
- Activate lock-fire (Heavies)

Viridians

007

CLAU-team actions

Heavies as Priority Targets


This is an addition to the Target Selection rules on
page 23 of the Urban War rulebook (English language
version).
Because of their sheer size and powerful aspect,
'Heavies' (SZ 6+ models) are a particularly threatening
presence on the battlefield. Accordingly, enemy models tend to afford them a higher priority when it comes
to selecting a target, and the following rule applies.

If faced with a mix of both heavies and smaller


models within the same range band, then even if
the smaller models are closer, the nearest heavy
can be selected as the priority target. No command
check is required.

Shooting into a Close Combat


This updates and replaces the rules for shooting into
a close combat on page 28 of the Urban War rulebook
(English language version).
Shooting into a close combat can have unintended
consequences. They're confused affairs, with combatants lunging and ducking in all directions, so there's a
chance that shots fired into them will miss their intended target and hit one of the other combatants instead.
If the combat doesn't involve any of your own models
this isn't much cause for concern, but if some of yours
are involved, you could end up gunning them down
instead of the enemy. Whether there are any friendly
models involved, the size and number of the combatants, and the training and experience of the shooter,
all have a bearing on determining which of the models
will be your eventual target.

If the close combat you intend to shoot into involves


any of your own models, then the model you intend to
shoot with must first pass a command check, your
troops being naturally reluctant to endanger their comrades. If the check is failed it hesitates and doesn't
shoot, and its action is wasted. Otherwise follow the
procedure below to determine which model will be the
target of your shot.
1. Nominate one of the enemy models as your preferred target; it must be in LOS, but does not have
to be the nearest one.
2. For each model involved that's in range and LOS of
the shooting model roll 1d10, and the one with the
highest score will be the target for your shot. Apply
a modifier of +1 per point of its SZ stat to each
models roll, and in addition apply a modifier of +1
per point of the shooting models CAL to that of the
preferred target.
3. Having decided the eventual target, roll to hit and
damage it just as you would normally. If shooting
with a directly placed template weapon, then as
usual, the template must be placed so that the target model is at least partially within the intended
target area.

Gladiators

008

CLAU-team actions

Using Skull Swarms

Alternative Rules

This updates and replaces the first paragraph of this


section on page 86 of the Urban War rulebook
(English language version).
When you purchase a Breeder for your force you get
the creature itself, and an initial three Skull Swarms.
As the game progresses the Breeder will be able to
generate new swarms to replace any that are
destroyed. Of the four models, only the Breeder itself
counts towards your team's total model count, and
likewise it alone counts when totalling up losses. The
Skull Swarms are essentially 'disposable', so count
toward neither.

As we develop the Urban War game system we're


constantly bouncing around ideas, and we also get
loads of suggestions from players that we meet on our
visits to retailers, clubs, and shows. Much of it is very
specific to a particular scenario or faction, so isn't really appropriate here, but we do have a couple of general gameplay tweaks that we thought you'd like to try
out. Remember though, that these are alternative
rules; the ones in the main Urban War rulebook are
still the standard, so be sure to get your opponents
agreement before incorporating them in a game.

10" or 8" Range Bands


This little tweak can radically alter the way your game
plays. By shortening the range bands to 10", or even
8", we bring all the action that much closer in. You may
prefer this anyway, but another reason you might want
to try this is if you're a little short on terrain; on open
battlefields 'shooty' forces tend to have an advantage,
and this can redress the balance.
10" Range Bands

8" Range Bands

Short

10"

Short

Medium

20"

Medium

16"

8"

Long

30"

Long

24"

Extreme

40"

Extreme

30"

Syntha

009

CLAU-team actions

Strike Rank: Who strikes first


This removes the 'Roll for First Strike' rule from the
close combat sequence, and replaces it with the 'strike
rank' comparison used in Metropolis. It removes a die
roll, so speeds things up a little and reduces the element of chance.
The order in which models get to make their close
combat attacks is decided by their 'strike rank'. Models
with a higher strike rank than their opponent have a
distinct advantage in close combat, they attack before
them, and so have a chance of destroying them before
they can respond.
Experienced and battle-hardened troops are
more likely to strike the first blow than less competent
opponents, and this is reflected in their strike rank. A
models basic strike rank is equal to its CAL stat, so a
model with CAL 0 has a basic strike rank of 0, and a
model with CAL 1 has a basic strike rank of 1, and so
on. A models basic strike rank can be modified by
variety of things, for example by its weapon or if it
charged. This is all covered shortly, however the following rules always apply.

Models close combat attacks, and any resulting


damage, are made in descending strike rank order.
So for example, models with a strike rank of 4 roll
to hit and cause damage, before those with a strike
rank of 3. And so on down.

Models that are killed or destroyed become casualties immediately. If destroyed by an opponent with
a higher strike rank, such a model loses its opportunity to make an attack.

Viridians

010

It's more than likely that sometimes opposing models


will have the same strike rank, in which case they
make their attacks simultaneously. For simplicity, it's
usually best for one player to roll their attack dice, and
determine the damage caused, before their opponent
does so. We usually let the player whose model initiated the combat go first, but it's entirely up to you. Any
models that are killed or destroyed, but that were eligible to fight, are still allowed to roll attack dice before
being removed from play.

First strike bonuses


As you know, first strike bonuses in Urban War: StrikeTeam Actions are always stated as applying to the d10
roll for first strike, and converting these over to the
strike rank system is a breeze. Simply read any bonus
to the 'd10 roll' as a direct bonus to the 'strike rank'.
See the following examples.
Charging: It's stated that this gives a model 'a +3
bonus to its d10 roll for first strike'. Simply read this as
'a +3 bonus to its strike rank'.
Melee Weapons: It's stated that they 'confer a +3
bonus to their users d10 roll for first strike'. Simply
read this as 'confer a +3 bonus to their users strike
rank'.
Strike First Special Rule: It states that 'a model gains
a +3 bonus to its d10 roll for first strike'. Simply read
this as 'a model gains a +3 bonus to its strike rank'.
Naginata Polearm: Its special rules state that it 'confers an additional +3 bonus to d10 roll for first strike'.
Simply read this as 'confers an additional +3 bonus to
the users strike rank'.

CLAU-team actions

Special Rule Updates


Camouflage
This updates and replaces the Camouflage special rule
on page 36 of the Urban War rulebook (English language version).
Models with this special rule usually have a combination
of training and camo gear, some of which can be incredibly high tech. Such models are considered to be out of
LOS to enemy models beyond medium range, and
because they make particularly difficult targets, also
receive a +2 bonus to cover saves.
A model that charges or engages in close combat loses the LOS benefit for the remainder of the game
turn, and the cover save bonus until it's free of close
combat. Similarly if a model shoots it gives its position
away, so it loses the LOS benefit for the remainder of the
turn, though it retains the bonus to cover saves.

Stealth
This updates and replaces the Stealth special rule on
page 39 of the Urban War rulebook (English language
version).
Models with this special rule are expert at remaining
unseen. Highly trained and equipped with the best in
camouflage technologies they are incredibly difficult to
detect. Such models are considered to be out of LOS
to enemy models beyond short range, and because
they make particularly difficult targets, also receive a
+2 bonus to cover saves.
A model that charges or engages in close
combat loses the LOS benefit for the remainder of the
game turn, and the cover save bonus until it's free of
close combat. Similarly if a model shoots it gives its
position away, so it loses the LOS benefit for the
remainder of the turn, though it retains the bonus to
cover saves.

Drop Trooper
This updates and replaces the Drop Trooper special
rule on page 36 of the Urban War rulebook (English
language version).
Models with this special rule are not deployed in the
usual way. Instead the Drop Trooper can be deployed,
have orders issued, and be activated during one of the
controlling players turns, in place of activating one of
his or her other models.
The model can be deployed anywhere on the
tabletop, so long as it is not within short range of any
enemy models. Once the model has been deployed it
must be issued over-watch orders and be activated
immediately. The controlling players turn is then
ended.

Junkers

011

CLAU-team actions

New Special Rules


Impervious
Because of their sheer physical power, models with
this special rule can easily extricate themselves from
close combat with smaller opponents. They simply
brush them aside like flies and continue on their way.
Providing an Impervious model is at least 2 SZ points
larger than its close combat opponents the following
rules apply.

The model does not need to make a break off


action in order to get clear of the combat, instead it
can do so by making a move, move & snap shot, or
'disengage' action (see below). Unlike a break off,
success in these is automatic; no command check
is required in order to make them.

If need be when moving clear, the model can shove


aside its opponents by the minimum distance necessary for it to move in its chosen direction. Before
moving it away, enemy models in base contact get
their normal number of close combat attacks
against it.

VASA

012

Disengage: This is a snap-fire action available to


models with the Impervious special rule when in combat with smaller opponents. Such a model can move
up to double its MV stat in inches, and it is eligible for
the same bonuses to the distance moved as it would
be if it were making a lock-fire rush action. Making a
disengage action ends a models move, it cannot
check for additional follow-on actions.

Long Reach
In close combat models with this special rule are particularly dangerous to smaller opponents. Their height
and the length of their reach can enable them to strike
at enemies in the supposed safety of the rear ranks,
over the heads of those in front. It can also enable
them to land the first blow, before their opponents can
get within striking distance.
Long reach gives no benefits unless the
attacking model is at least 2 SZ points larger than its
close combat opponents. For example a model of SZ6
only gains the benefits when in base contact with
models of SZ4 or less. Providing this is the case, the
following rules apply.

In addition to enemy models that are in base contact, the model can allocate attacks to models that
are in base contact with those models. If the model
has multiple attacks, the destruction of a model in
base contact does not prevent an unused attack
being spread over to a model that was in contact
with the destroyed model: such models are valid
targets. The same goes for sweep attacks.

The model gains a +3 bonus to its d10 roll for first


strike versus enemy models in base contact, and
models that are in base contact with those models
as described above.

CLAU-team actions

Shunt

Long Reach Diagram


CLAU model A can allocate its close combat attack to models B
or C, as it is in base contact with model B, and model C is also
in contact with it.
If CLAU model A has more than one attack, and its first one
destroys model B, it can still allocate any further attacks to
model C, because model C was in contact with the destroyed
model at the start of the combat.

Models with this special rule build up a lot of impetus


when they charge, so can 'shunt' or stagger smaller
enemy models if they contact them. This allows the
charging model to force its way deep into a group of
the enemy in an attempt to contact as many of them
as possible. As it moves through the group, any models it contacts along the way are carried, or 'shunted',
along with it.
Shunting is only possible if the charging
model is also at least 2 SZ points larger than its target,
for example a model of SZ6 can shunt enemy models
of SZ4 or smaller. Assuming this is so, make the initial
charge to contact just as you would normally, moving
the charging model into contact with an enemy model,
and the following rules apply.

After charging to contact, the shunting model can


move any remaining unused charge distance, plus
an additional distance equal to half its MV stat in
inches, in order to try to contact one or more additional enemy models. The model initially contacted,
and any others contacted along the way, remain in
contact and move along with it.

Movement between one enemy model and the next


must be in a straight line, however after contacting
the first model and before contacting any subsequent ones, the shunting model can make a single
turn by rotating up to 45 degrees on the spot.
Enemy models already in contact do not rotate with
the shunting model; they remain in place and in
contact.

If the position of a previously contacted model


obstructs the shunting models path to another
model, then providing contact is maintained, you
can shift it the minimum distance required to enable
the shunting model to carry on moving.

If a subsequent enemy model obstructs the


progress of the shunting model and those being
shunted, it can be shoved aside by the minimum
distance required to enable them to carry on moving. If terrain or the position of a friendly model
prevents this, then as above, you can shift one or
more of the previously contacted models.

Under no circumstances can friendly models be


shunted, and enemy models that are being shunted or shoved aside cannot move into contact with
them. They must maintain a distance of at least half
an inch from such models.

013

CLAU-team actions

Only weapons that inflict close combat damage based


on their wielders strength (ST) stat can be used to
make a sweep attack, for example combat blades,
pole arms and improvised weapons. Weapons that
inflict damage based on their own power, like rifles
and cannons etc. cannot be used. In addition the
attacking model must be in base contact with two or
more enemy models, and must also be at least 2 SZ
points larger than them. For example a model of SZ6
can make a sweep attack against enemy models of
SZ4 or smaller. Assuming these criteria are met,
choose one of the enemy models and roll to hit and
damage in the usual way, and the following rules
apply.

If the enemy model is killed or destroyed outright,


Shunt Diagram
1. CLAU model A charges into contact with model B.
2. CLAU model A then pivots 45 degrees to the left, and moves
into contact with model C, shunting model B along with it. It
ends its movement in contact with both enemy models.

Sweep Attack
In the right circumstances, models with this special
rule can be tremendously effective close combat
killing machines. Such is their mass and physical
power, that a single sweeping blow can kill or destroy
several smaller opponents at once, cutting or smashing through them one after the other.

Viridians

014

the blow is assumed to have cut or smashed right


through it, barely decelerating in the process. It
then sweeps on and hits the next model in base
contact. Roll to hit and damage this model, and if it
is destroyed move on to the next one, then the
next, and so on.

Providing that it keeps on hitting and destroying


enemy models, a sweep attack can continue until
there are no more left in contact. Otherwise it stops
when it fails to hit, fails to destroy one outright, or
hits one that is not at least 2 SZ points smaller than
the attacker. In this case roll to hit and damage as
usual, but even if the target is destroyed the sweep
stops at that point.

CLAU-team actions

CLAU -Teams
Recruiting your CLAU-Team
CLAU-Teams are balanced fighting forces. The
CLAUs provide the heavy hitting power, but being
large and cumbersome they also make very inviting
targets, so they need support from the rest of the
team. For this reason not all your available points can
be spent on CLAUs, some must be spent on normal
troops, and the following rules apply.

The optimum size for a CLAU-Team is 750 points,


and this is your spending target. You can spend no
more than this, but must otherwise attempt to hit it
as closely as possible.

CLAU Upgrades & Downgrades


You'll notice that, aside from pilots, some CLAUs have
other optional upgrades and downgrades available.
Upgrades like Heavy Armour are pretty self explanatory, and represent additional plating etc, whether it be
factory fitted or custom fitted by the pilot. Downgrades
however require a little further explanation.
CLAU-Teams often fight as independent formations, and as such are likely to operate for quite
prolonged periods without re-supply or returning to
base. Additionally, in war replacements in both personnel and hardware may not quite be up to scratch.
Downgrades therefore represent the effects of previous battle damage, temporary battlefield repairs, sub
standard replacements, and various makeshift and
scavenged 'bodges'.

350-500 of your available 750 points must be


spent on troops selected from the force lists in
Urban War: Strike-Team Actions, following all the
usual criteria. The remaining balance can then be
spent on CLAUs.

All the usual team recruitment rules as stated in


Urban War: Strike-Team Actions, concerning troop
minimums, the proportion of high CAL models,
choice of commander, and recruitment of allies etc
apply to the team as a whole, CLAUs included.

Team Upgrades
Along with their CLAUs and pilots, some forces also
gain additional 'team upgrades'. In the main these
consist of extra weapons and equipment for some of
the troops in Urban War: Strike-Team Actions. These
aren't just for use with this supplement, they're permanent upgrade options for those troop types, so can be
used in any game of Urban War regardless of whether
CLAUs are involved. Just like with any other option,
simply pay the point cost to add them to your troops.

CLAU Pilots
If you take a look at their profiles you'll notice that
many CLAUs can be upgraded by adding a combattrained 'pilot', or operator, examples being the
Gladiator Beastmaster and the VASA Mechsoldat. If
you decide add such an upgrade, then if the CLAU is
destroyed the pilot will survive to carry on the fight*. As
you'd expect, the pilots CAL stat is identical to that of
their CLAU, and the following rules apply.

Koralon

When the CLAU is destroyed the pilot automatically ejects, jumps, or is thrown free. Place the pilot up
to 4" away and clear of enemy models, add +1" per
point of its CAL to this distance. Once placed, the
pilot counts as having been activated and completed its turn. From then on treat it just as you would
any other member of your team.

As far as model count and victory conditions are


concerned, the CLAU and pilot are considered to
be a single model. The CLAU does not count as
being lost until both it and the pilot have been
destroyed.
* Note that opting not to buy a combat trained pilot
doesn't mean that a pilot isn't present; it just means
that the one that is there is either incapable or unwilling to engage in personal combat, so if the CLAU is
destroyed they play no further part in the battle.

015

CLAU-team actions

Gladiators
CLAUs: Razorback, Crusher

Razorback
As Gladiator forces started encountering heavier opposition in the form of CLAUs (Capital Light Armoured
Units) and Koralon Drakes, they had to develop a
response. Lacking the technological capabilities of their
enemies they fell back on their expertise in the breeding and training of huge beasts to fight in the arenas.
Their answer came in the form of immense pit
beasts, controlled by expert bestiarii, or beastmasters,
mounted atop their shoulders. Though not as heavily
armoured as the huge battlesuits of the other human
factions, the beasts more than make up for it with their
quicker speed and ability to soak up incredible punishment.
Razorbacks are one of the most commonly
seen types; armed with two huge blades they are lethal
against smaller or lightly armoured opponents.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

2 Gigantic Blades (see special rules)

N/A

197

246

N/A

Special Rules
Heavy Armour (+1), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Sweep Attack.
Razorbacks cannot evade.
In close combat the Razorback cuts and slashes with
two gigantic blades: To Hit 0, DAM ST+0, 1 handed,
Melee.
Options

Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Upgrade to Heavy Armour (+2)

N/A

22

28

N/A

Add combat trained Beastmaster

N/A

N/A

Downgrade to Heavy Armour (0)

N/A

-11

-14

N/A

Downgrade to Toughness: 5

N/A

-20

-25

N/A

Downgrade to Wounds: 4

N/A

-21

-27

N/A

Downgrade to Move: 4

N/A

-14

-18

N/A

Critical Hits
When a Razorback or Crusher takes wounds there's a
chance that something critical was hit. To check for
this roll 1d10 and refer to the table below. Don't roll for
each wound it suffers, just roll once for all the damage
it sustains from any single model in a round of shooting or combat. The effects of each critical hit are permanent, but are not cumulative. Further hits in the
same location have no additional effect.
D10 Score Critical Hit Effect
1-5

None

Armour damaged: Heavy Armour reduced by 2 points.

Severe wound: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Partially blinded: AS and SH stats reduced by 1 point.

10

Irritant wound: Immune to Shock lost and now subject


to Rampage.

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Upgrade to Heavy Armour (+2)

N/A

22

27

N/A

Add combat trained Beastmaster

N/A

N/A

Downgrade to Heavy Armour (0)

N/A

-11

-14

N/A

Downgrade to Toughness: 5

N/A

-20

-25

N/A

Downgrade to Wounds: 4

N/A

-21

-26

N/A

Downgrade to Move: 4

N/A

-14

-18

N/A

Crusher
Crushers are huge pit beasts controlled by a bestiarius,
or beastmaster, mounted on their shoulders. They are
trained and equipped specifically to counter large heavily armoured opponents, like CLAUs and Koralon
Drakes. They are as swift and quick to strike as their
stablemates the Razorbacks, and the massive power
hammers with which they are armed can smash
through the thickest armour plating.
Like all pit beasts, their only real drawback is
their natural aggression. If wounded they can sometimes run amok, the pain making them revert to type
and become liable to attack the first thing that comes
into sight, regardless of whether it is friend or foe.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

2 Power Hammers (see special


rules)

016

Special Rules
Heavy Armour (+1), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Sweep Attack.
Crushers cannot evade.
In close combat the Crusher wields two massive
power hammers: To Hit 0, DAM ST+0, 1 handed,
Armour Piercing 2, Melee.

N/A

201

251

N/A

Beastmaster
In their early training, before a decision has been
made on their future role in the arena, gladiators that
show an aptitude for it are selected to become 'bestiarii', or beastmasters. Barracked separately from the
run of the mill gladiator population, they are schooled
extensively in the care and control of their ferocious
charges, the gigantic pit beasts that are the terror of
the arena and battlefield alike. Though primarily valued for their skills as beast handlers, many are also
capable warriors in their own right.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment
Riot Shotgun, Goad (treat as Combat Blade),
Battleshield
Special Rules
None
Options
None

CLAU-team actions

team upgrades

Vulcan Gladiator
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Thermite Darts

N/A

N/A

Taurian Howitzer Team


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Field Howitzer FH-AP Shells

12

16

N/A

N/A

Razorback & Beastmaster

017

CLAU-team actions

Neros cannot evade.


In close combat the Nero attacks with two gigantic
chain saws: To Hit 0, DAM ST+0, 1 handed, Armour
Piercing 2, Melee.

junkers
CLAUs: Scorpio, Nero

Titus IV Scorpio
The Scorpio CLAU (Capital Light Armoured Unit) was
the first of this class of battlesuit to be issued to the
Legions in large numbers. They are heavily armoured
and equipped with a powerful rotary cannon, and few
can match the sheer volume of fire that they can deliver.
The Senate would never entrust equipment of
such value to a lowly convict, so as with all battlesuits
of this class, they are piloted exclusively by free citizens, many of whom are ex legionaries who have
served out their time with distinction.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

Rotary Cannon

N/A

168

210

N/A

Special Rules
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack.
Scorpios cannot evade.
In close combat the Scorpio attacks with its powerful
manipulator arm: To Hit 0, DAM ST+0.
Options

Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Upgrade to Heavy Armour (+4)

N/A

18

23

N/A

Add combat trained Loricatus

N/A

N/A

Downgrade to Heavy Armour (+2)

N/A

-9

-12

N/A

Downgrade to Heavy Armour (+1)

N/A

-19

-23

N/A

Downgrade to Toughness: 6

N/A

-16

-21

N/A

Critical Hits
When a Scorpio or Nero takes wounds there's a
chance that something critical was hit. To check for
this roll 1d10 and refer to the table below. Don't roll for
each wound it suffers, just roll once for all the damage
it sustains from any single model in a round of shooting or combat. The effects of each critical hit are permanent, but are not cumulative. Further hits in the
same location have no additional effect.
D10 Score Critical Hit Effect
1-5

None

Armour damaged: Heavy Armour reduced by 2 points.

Structural damage: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Sensory systems damaged: AS and SH stats reduced


by 1 point.

Cost Modifier

10

Pilot compartment breached: Immune to Shock lost.

CAL 0 CAL 1 CAL 2 CAL 3


Upgrade to Heavy Armour (+4)

N/A

18

23

N/A

Add combat trained Loricatus

N/A

N/A

Downgrade to Heavy Armour (+2)

N/A

-10

-12

N/A

Downgrade to Heavy Armour (+1)

N/A

-19

-24

N/A

Downgrade to Toughness: 6

N/A

-17

-21

N/A

Titus IV Nero
The Nero CLAU was developed in response to reports
from frontline legions equipped with Scorpio battlesuits.
More and more often they were encountering heavily
armoured enemy formations, and needed a specific
counter to these threats.
The Nero is a typical example of simple but
brutally effective Junkers design. Its basic chassis is
identical to that of the Scorpio, and it is manufactured
on the same production lines, but a set of huge chain
saws replace the Scorpios cannon and manipulator
arms. The result is a very powerful close combat
weapons platform; the diamond hard teeth of the chain
saws can rip through the thickest armour as if it was
paper.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

2 Chain Saws (see special rules)

N/A

164

205

Loricatus
The Loricati are professional soldiers. Some are ex
legionaries who opted to reenlist in the Legions at the
end of their sentences, while others are volunteers
from the mass of free citizenry, drawn by the twin lures
of lucrative 'kill bounties', and the opportunity for personal glory. Encased in their gigantic battlesuits they
are a formidable foe indeed, and many are just as
keen to engage in personal combat should the need
arise.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment
Erg Equalizer, Combat Blade
Special Rules
None
Options
None
team upgrades

Thermite Bomber
Options

N/A

Special Rules
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack.

Add Thermite Wrecker Harness

N/A

N/A

N/A

Praetorian Hellfire Trooper


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Grenade Launcher GL-AP


Rockets

018

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

N/A

12

14

N/A

CLAU-team actions

Loricatus

019

CLAU-team actions

syntha

Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

CLAUs: Talon, Pyro

Upgrade to Heavy Armour (+5)

Talon Cyclosynth
Cyclosynths, or C-Synths, are massive robotic
weapons platforms. In essence they are the Syntha
version of the CLAU (Capital Light Armoured Unit).
Larger even than Macrosynths, they boast powerful
weaponry and very heavy armour, and are more than
capable of going toe to toe with Koralon Drakes or
enemy CLAU battlesuits.
The Talon Cyclosynth is configured for close
combat and is deadly to opponents of all sizes. It's
armed with a pair of large three fingered claws that
deliver a powerful crushing grip. As if this wasn't
enough the Talon carries a huge generator on its back,
and the claws also administer a massive electric
shock with every blow.
AS

SH

ST

CD

SZ

MV

CAL

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

2 Electro Claws (see special rules)

128

N/A

N/A

N/A

Special Rules
Heavy Armour (+4), Immune to Panic, Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple Attacks (x2), Shunt, Slow Strike, Sweep
Attack.
Talons cannot evade.
In close combat the Talon attacks with two electro
claws: To Hit 0, DAM ST+0, 1 handed, Armour
Piercing 3, Melee.
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Upgrade to Heavy Armour (+5)

14

N/A

N/A

N/A

Pyro Cyclosynth
Pyro Cyclosynths play a supporting role in Syntha
assaults. They are armed with Plasma Cannons that
are accurate, have a respectably long range, and
boast good armour piercing qualities alongside their
devastating antipersonnel capability.
Unlike the Talon Cyclosynth, the Pyro is not
ideally suited to close combat, especially against large
heavily armoured opponents. Against smaller opponents though, its sheer size and strength, coupled with
its long reach and tough armour, enable it to more
than hold its own.
AS

SH

ST

CD

SZ

MV

CAL

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

Plasma Cannon

90

N/A

N/A

N/A

Special Rules
Heavy Armour (+4), Immune to Panic, Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack.
Pyro Cyclosynths cannot evade.
In close combat the Pyro Cyclosynth attacks with its
powerful manipulator arm: To Hit 0, DAM ST+0.

020

10

N/A

N/A

N/A

Critical Hits
When a Talon or Pyro takes wounds there's a chance
that something critical was hit. To check for this roll
1d10 and refer to the table below. Don't roll for each
wound it suffers, just roll once for all the damage it
sustains from any single unit in a round of shooting or
combat. The effects of each critical hit are permanent,
but are not cumulative. Further hits in the same location have no additional effect.
D10 Score Critical Hit Effect
1-5

None

Armour damaged: Heavy Armour reduced by 2 points.

Structural damage: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Sensory systems damaged: AS and SH stats reduced


by 1 point.

10

Minor SPOMM damage: Immune to Shock lost.

CLAU-team actions

Talon Cyclosynth

021

CLAU-team actions

triads

Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

CLAUs: Dragon Blade, Typhoon

Upgrade to Heavy Armour (+4)

N/A

13

16

N/A

Dragon Blade

Add combat trained Saburai

N/A

N/A

Downgrade to Heavy Armour (+2)

N/A

-7

-8

N/A

Downgrade to Heavy Armour (+1)

N/A

-13

-17

N/A

The Dragon Blade CLAU (Capital Light Armoured Unit)


was the prototype of all other types of Triad CLAU, and
it was the result of development work between several
of the richest and most powerful Triad clans.
Cooperation of this type would previously have been
anathema to the proud and independent clan leaders,
however they had no real alternative, as no single clan
had the wealth or expertise to do it alone.
True to their warrior tradition, the Triads
designed the Dragon Blade to take on and defeat
enemy balttlesuits in one to one combat. It is armed
with a massive traditionally styled blade, that wielded in
two hands can penetrate the heaviest of armours.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Critical Hits
When a Dragon Blade or Typhoon takes wounds
there's a chance that something critical was hit. To
check for this roll 1d10 and refer to the table below.
Don't roll for each wound it suffers, just roll once for all
the damage it sustains from any single model in a
round of shooting or combat. The effects of each critical hit are permanent, but are not cumulative. Further
hits in the same location have no additional effect.
D10 Score Critical Hit Effect
1-5

Cost
CAL 0 CAL 1 CAL 2 CAL 3

Massive Blade (see special rules)

N/A

137

171

N/A

None

Armour damaged: Heavy Armour reduced by 2 points.

Structural damage: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Sensory systems damaged: AS and SH stats reduced


by 1 point.

Special Rules
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack.
Dragon Blades cannot evade.
In close combat the Dragon Blade attacks with its massive two-handed blade: To Hit 0, DAM ST+1, Armour
Piercing 4, Melee.
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Pilot compartment breached: Immune to Shock lost.

Saburai
Retainers with some mechanical expertise, and those
with previous experience in Oni Battlesuits, are often
called upon to join the ranks of the Saburai. Piloting
powerful CLAUs, like the Dragon Blade or Typhoon,
they are an impressive addition to any crime lord's
armed capability. And in the unlikely event of their battlesuit being destroyed, most are only too willing to get
more personally involved.

Upgrade to Heavy Armour (+4)

N/A

15

19

N/A

Add combat trained Saburai

N/A

N/A

AS

SH

ST

CD

SZ

MV

CAL

Downgrade to Heavy Armour (+2)

N/A

-8

-10

N/A

1-2

Downgrade to Heavy Armour (+1)

N/A

-16

-19

N/A

Equipment
Hattori Longsight, Combat Blade

Typhoon
Though capable enough in close combat, the real
strength of the Typhoon CLAU lies in its ranged firepower. Its main armament is a quick firing Cobra Rocket
Launcher that fires high explosive antipersonnel rockets. Though valued for their battlefield effectiveness,
traditionalists tend to look askance at Typhoon pilots,
because of their tendency to hold back from close combat in order to maximise the effectiveness of their
weapon.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

Cobra Rocket Launcher

N/A

118

148

N/A

Special Rules
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack.
Typhoons cannot evade.
In close combat the Typhoon gets a single attack with
its heavily armoured fist: To Hit 0, DAM ST+0.

022

10

Special Rules
None
Options
None
team upgrades

Retainer
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Naginata Flame Blade

10

12

N/A

N/A

Dragon Rocket Launcher


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Dragon Spitfire Warheads

18

24

N/A

N/A

Hatamoto
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Naginata Flame Blade

N/A

13

17

N/A

CLAU-team actions

Saburai

023

CLAU-team actions

Critical Hits

vasa
CLAUs: Executioner, Pacifier

Executioner
VASA military forces are known for their fast strike
capabilities, getting in quickly, hitting hard, and then
getting out before the enemy can respond. In this
respect the Executioner CLAU (Capital Light
Armoured Unit) is something of a departure. It is an
out and out close combat battlesuit, with the emphasis
on engaging and destroying enemy battlesuits and
similar heavily armoured targets. Armament is a massive two-handed blade that can severely damage
even the most heavily armoured of foes.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

When an Executioner or Pacifier takes wounds there's


a chance that something critical was hit. To check for
this roll 1d10 and refer to the table below. Don't roll for
each wound it suffers, just roll once for all the damage
it sustains from any single model in a round of shooting or combat. The effects of each critical hit are permanent, but are not cumulative. Further hits in the
same location have no additional effect.
D10 Score Critical Hit Effect
1-5

None

Armour damaged: Heavy Armour reduced by 2 points.

Structural damage: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Sensory systems damaged: AS and SH stats reduced


by 1 point.

10

Cost

Pilot compartment breached: Immune to Shock lost.

CAL 0 CAL 1 CAL 2 CAL 3


Massive Blade (see special rules)

N/A

142

178

N/A

Special Rules
Heavy Armour (+4), High Morale (+3), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep
Attack.
Executioners cannot evade.
In close combat the Executioner attacks with its massive two-handed blade: To Hit 0, DAM ST+1, Armour
Piercing 4, Melee.
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add combat trained Mechsoldat

N/A

N/A

Downgrade to Heavy Armour (+3)

N/A

-8

-10

N/A

Downgrade to Heavy Armour (+2)

N/A

-16

-20

N/A

Mechsoldat
Mechsoldats pilot VASA CLAUs. They are recruited
from Suppressor units, and after undergoing further
training they serve for a set tour of duty, before being
given the option of returning to their original unit, or
signing up for another tour. On the battlefield their
powerful CLAUs are a force to be reckoned with, and
in a peacekeeping role they're a deterrent that cannot
be ignored.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment
Autopistol, Force Baton
Special Rules
High Morale (+1)

Pacifier
Enemy battlesuit pilots fear the Pacifier CLAU perhaps
more than any other. As heavily armoured as the
Executioners it supports, it is armed with a powerful
Invictor anti-tank rifle. These massive weapons have
one purpose only, the long-ranged destruction of
enemy armour, and it is a task at which they excel.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost

Options
None
team upgrades

Suppressor Grenade Launcher


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Grenade Launcher GL-AP


Rockets

10

12

N/A

N/A

CAL 0 CAL 1 CAL 2 CAL 3


Invictor Anti Tank Rifle

N/A

205

257

N/A

Special Rules
Heavy Armour (+4), High Morale (+3), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack.
Pacifiers cannot evade.
In close combat the Pacifier attacks with one of its
heavily armoured fists: To Hit 0, DAM ST+0.
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

024

Add combat trained Mechsoldat

N/A

N/A

Downgrade to Heavy Armour (+3)

N/A

-12

-15

N/A

Downgrade to Heavy Armour (+2)

N/A

-23

-29

N/A

Suppressor Sniper
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Sniper Rifle SR-AP Grenades

N/A

N/A

KV72 MKIV Starfire


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Mini-MLRS AP Missiles

N/A

30

38

N/A

CLAU-team actions

Mechsoldats

025

CLAU-team actions

viridian

Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

CLAUs: Sabre, Tomahawk

Add combat trained Land-pilot

N/A

N/A

Sabre

Downgrade to Heavy Armour (+3)

N/A

-7

-9

N/A

Downgrade to Heavy Armour (+2)

N/A

-15

-18

N/A

Though the prevailing Viridian military doctrine is to


keep their enemy at arms length, and pound them into
dust with superior firepower, when they have to they
can field close combat units that rival the best there is.
The Sabre CLAU (Capital Light Armoured Unit) is an
example of this. These battlesuits massively armoured
forms resemble nothing so much as that of a gigantic
Shock Marine, and even their armament is similar. As
standard they are fitted with a pair of huge vibro
blades that can carve up most opponents regardless
of their armour.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Critical Hits
When a Sabre or Tomahawk takes wounds there's a
chance that something critical was hit. To check for
this roll 1d10 and refer to the table below. Don't roll for
each wound it suffers, just roll once for all the damage
it sustains from any single model in a round of shooting or combat. The effects of each critical hit are permanent, but are not cumulative. Further hits in the
same location have no additional effect.
D10 Score Critical Hit Effect
1-5

Cost
CAL 0 CAL 1 CAL 2 CAL 3

2 Huge Vibro Blades (see special

N/A

168

210

N/A

rules)

None

Armour damaged: Heavy Armour reduced by 2 points.

Structural damage: T stat reduced by 1 point.

Weapon(s) damaged: -1 DAM penalty on all attacks.

Sensory systems damaged: AS and SH stats reduced


by 1 point.

Special Rules
Heavy Armour (+4), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep
Attack.
Sabres cannot evade.
In close combat the Sabre attacks with two huge
vibro blades: To Hit 0, DAM ST+0, 1 handed, Armour
Piercing 2, Melee.
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add combat trained Land-pilot

N/A

N/A

Downgrade to Heavy Armour (+3)

N/A

-10

-12

N/A

Downgrade to Heavy Armour (+2)

N/A

-19

-24

N/A

Tomahawk
The Tomahawk CLAU is exactly what you'd expect
from a Viridian battlesuit. Built around the same heavily armoured chassis as the Sabre, its focus is on providing long ranged antipersonnel firepower. Main
armament is a Howitzer TMT (short for Task Modified
Type), in essence a converted field howitzer, modified
for increased portability and enhanced antipersonnel
capability.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment

Cost

10

Pilot compartment breached: Immune to Shock lost.

Land-Pilot
Land-Pilot is the official title under which Viridian
CLAU crews operate, and this goes for all the various
military units that currently field them, including
armoured regiments, marine regiments, and even the
occasional combat engineer company. Recruitment
methods vary from service to service, some recruiting
direct from the citizenry, and others, like the Navy and
Marines, recruiting internally from their pools of serving personnel. Regardless of method though, LandPilots are all well trained professional soldiers, capable of giving a good account of themselves both in and
out of their battlesuits.
AS

SH

ST

CD

SZ

MV

CAL

1-2

Equipment
Autopistol, Combat Blade
Special Rules
None
Options
None
team upgrades

CAL 0 CAL 1 CAL 2 CAL 3


Howitzer TMT

N/A

162

160

N/A

Special Rules
Heavy Armour (+4), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack.
Tomahawks cannot evade.
In close combat the Tomahawk attacks with one of its
heavily armoured fists: To Hit 0, DAM ST+0.

026

Special Forces
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Sticky Bombs

N/A

N/A

Special Forces Sergeant


Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Sticky Bombs

N/A

11

CLAU-team actions

Land-Pilots

027

CLAU-team actions

Options
None

koralon
CLAUs: Venom Drake, Spore Drake

Critical Hits

Venom Drake
Koralon Drakes are massive heavily armoured creatures that outsize even the mighty Broodmasters.
They are implacable in their purpose and can shrug off
vast amounts of small arms fire, so are best tackled at
range with dedicated anti-tank weaponry.
The Venom Drake is a truly fearsome close
combat opponent, armed as it is with gigantic razor
sharp coraline mandibles. In addition it can spray
extremely corrosive venom from its mouth, so even
opponents that manage to stay out of physical reach
are still at serious risk, especially if lightly armoured.

D10 Score Critical Hit Effect


1-5

None

Armour damaged: Heavy Armour reduced by 2 points.

Severe wound: T stat reduced by 1 point.

AS

SH

ST

CD

SZ

MV

CAL

Weapon(s) damaged: -1 DAM penalty on all attacks.

0-1

Sensory organs injured: AS and SH stats reduced by

Equipment

Cost

by 1 point.

CAL 0 CAL 1 CAL 2 CAL 3


Venom Spray

121

161

N/A

Options
None

Spore Drake
Spore Drakes are just as heavily armoured and difficult to kill as Venom Drakes, however they're somewhat less dangerous in close combat. That said they
should still only be tackled by heavily armoured specialists, or taken out at range, as they're more than
capable of massacring an entire squad of marines or
such like.
The real threat that a Spore Drake poses
though is in its Spore Launchers, gun like appendages
that sprout from its arms. These operate much like a
mortar, firing a large hard-shelled spore in an arcing
trajectory. On impact they explode, scattering a mixture of razor sharp shards and corrosive liquid over a
wide area.
AS

SH

ST

CD

SZ

MV

CAL

0-1

Equipment

Cost
CAL 0 CAL 1 CAL 2 CAL 3

Spore Launcher

99

132

N/A

10

Minor 'brain' injury: Immune to Shock lost.

N/A

Special Rules
Heavy Armour (+4), Immune to Panic, Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple Attacks (x2), Shunt, Sweep Attack.
Venom Drakes cannot evade.
In close combat the Drake attacks with its gigantic
coraline mandibles: To Hit 0, DAM ST+0, Armour
Piercing 4, Melee.

N/A

Special Rules
Heavy Armour (+4), Immune to Panic, Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Sweep Attack.
Spore Drakes cannot evade.
In close combat the Drake attacks with its barbed
mandibles or the jaws of one its pod launchers: To Hit
0, DAM ST+0, Armour Piercing 1.

028

When a Drake takes wounds there's a chance that


something critical was hit. To check for this roll 1d10
and refer to the table below. Don't roll for each wound
it suffers, just roll once for all the damage it sustains
from any single model in a round of shooting or combat. The effects of each critical hit are permanent, but
are not cumulative. Further hits in the same location
have no additional effect.

team upgrade

Phazon
Options

Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3

Add Warp Strike

N/A

N/A

38

46

Warp Strike
All Phazons are able to sense the presence of other
Koralon in the vicinity, even when separated by solid
rock or thick walls. And it's by using these kin as a
focussing point, combined with their seeming ability to
warp space itself, that they are able to create warp
portals. Some Phazons however also have other powers, one of which is the Warp Strike.
This power is similar to the warp portal power
in its use of kin as a focussing point, or 'focus', however the effect is very different. Targeted via the focus
onto a nearby enemy, the warp strike creates a tiny
short-lived gravwell. Though it exists only for an
instant, the microscopic well appears directly inside
the target, and the powerful gravitational forces
released cause it to implode in on itself, inflicting serious damage. Because it essentially turns a targets
own mass against itself, warp strike is very effective
versus large solid targets, but is of little use against
smaller less substantial ones.
Performing a Warp Strike
In many ways performing a warp strike is much like
taking a shot with an autopistol or gauss rifle. Just as
with normal shooting, the Phazon must roll to hit using
it's shooting (SH) stat, and its dice roll is subject to all
the usual shooting modifiers. The big difference
though, is that when a Phazon performs a warp strike
it can do so via another model, so it can target enemies that it cannot itself see.
A Phazon can perform a warp strike by making a snap shot, move and snap shot, or aimed shot
action. To do it, first pick a model to use as the focus,
this can be the Phazon itself or any other Koralon
model in the Phazons force, so long as it's in LOS and

CLAU-team actions

warp strike range of the target. Once that's done roll to


hit and damage in the usual way, just as you would
with a normal ranged weapon. The following rules
apply.

Warp Strike Profile: Short Range, DAM 7(x2).


Because they are created directly inside the target
warp strikes completely bypass any external
physical shielding, so disallow heavy armour
saves and cover saves. Warp strikes are only
effective versus 'heavies' (SZ 6+); smaller models
cannot be targeted or damaged.

Only true Koralon can be used as a focus, models


with the Hybrid special rule cannot. Being used as
a focus is entirely passive and does not activate a
model, nor does it matter if it has previously been
activated, or been used as a focus, during the
current game turn.

Warp Strike Diagram


Phazon A is behind an obstruction and out of LOS and Warp
Strike range of Pacifier C.
However Brood B is within LOS and Warp Strike range of Pacifier C.
Phazon A opts to use Brood B as a focus in order to perform a
Warp Strike on Pacifier C, while remaining safely out of sight.

Venom Drake

029

CLAU-team actions

tive shooting both the shooting model and the target


model must be at least twice as far from the intervening object as the object is high.

armoury
Cobra Rocket Launcher
Cobra Rocket Launchers are heavy multi-barrelled
weapons that are carried by large Triad battlesuits.
Their purpose is anti-personnel, and when fired they
launch three high explosive rockets in rapid succession, in order to saturate the target area. The rockets
are fin stabilised and have a very flat trajectory, so are
remarkably accurate up to quite long ranges.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

0(x3)

-1(x3)

-2(x3)

Dragon Spitfire Warhead


Spitfire Warheads are armour piercing rocket munitions for use in Dragon Rocket Launchers. Whereas
standard antipersonnel rockets are fired in volleys in
order to saturate an area, spitfire warheads are fired
singly at an individual target. As is usual with armour
piercing rounds, on detonation the warhead's destructive power is focussed forward, with a minimum of
wastage through radial blast.
Type: Indirect Fire, Armour Piercing 3
Special Rules: DAM 5 (x2). Cannot fire beyond long
range. Low trajectory projectile - if used for speculative shooting both the shooting model and the target
model must be at least twice as far from the intervening object as the object is high.

Erg Equalizer
Known affectionately as Erg Equalizers, shotgun pistols are heavy revolvers that fire standard riot shotgun
ammunition. Robust and easy to maintain, they're
often issued to Junkers officers, military police, and
front line armoured vehicle crews.
Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
+1

+1

Type: 1 handed
Special Rules: None

Field Howitzer FH-AP Shell


AP (armour piercing) shells allow howitzers to double
up as anti-tank guns. Fired in a relatively low trajectory, on detonation AP rounds generate almost no radial
blast. Instead their destructive power is focussed forward, punching through armour plate as though it
were paper.
Type: Indirect Fire, Armour Piercing 4
Special Rules: DAM 6 (x2). Cannot fire beyond long
range. Low trajectory projectile - if used for specula-

030

AP (armour piercing) rockets are bulky fin stabilised


rounds designed for use with standard issue grenade
launchers. Though less accurate than normal antipersonnel rounds, and with a shorter effective range, they
provide infantry with a lightweight anti-tank solution.
The warheads are shaped charges that maximise forward punch and eliminate wasted radial blast.

Type: 1 handed, Ranged Template.


Special Rules: Circular Template.
All three shots do not have to be fired at the same target model; you can spread the second and third shots
on to different models. To be valid as a target for such
a spread over shot, a model must be within 4 inches
of the preceding target model, and also within range
and LOS of the shooting model.

CC

Grenade Launcher GL-AP Rocket

Type: Armour Piercing 3


Special Rules: DAM 6. -1 Penalty to hit. Cannot fire
beyond medium range. Low trajectory projectile - if
used for speculative shooting both the shooting model
and the target model must be at least twice as far from
the intervening object as the object is high.

Hattori Longsight
The Hattori Longsight is a type of autopistol that's
increasingly popular among Triad hit men and
enforcers. It sports a very long barrel and a removable
clip-on butt, so can outrange most other handguns
while remaining fairly easy to conceal. Initially produced by the Hattori family, a notorious manufacturer
of black market weapons, the design has been widely
copied by competing underworld weaponsmiths.
CC

Short

Medium*

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
0

-1

Type: 1 handed
Special Rules: * Only available with lock-fire orders.

Howitzer TMT
The Howitzer TMT (short for Task Modified Type) was
developed specifically for use by the largest type of
battlesuit, the Capital Light Armoured Unit. Taking a
standard field howitzer as a starting point, its designers modified it heavily, both for improved portability
and increased antipersonnel effectiveness. Like all
howitzers, it fires high explosive shells in a high arc,
dropping them down on the target from above. Though
it can be used against close range targets, it's not really calibrated for this kind of work so tends to be somewhat inaccurate.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

-2

-1

-1

-2

Type: 2 handed, Indirect Fire, Ranged Template,


Armour Piercing 1
Special Rules: Large Circular Template.

Invictor Anti Tank Rifle


The 'Invictor' anti tank rifle gains its name from the
company that originally developed it, the Invictor Arms
Company. The VASA design brief required a light antitank gun that could be carried by CLAU class battlesuits, and though the gun design was eventually

CLAU-team actions

approved, the Invictor Arms Company did not manage


to gain sole production rights, and many different companies now also manufacture them. As highly mobile
anti-tank weapons go, these are among the most powerful available, only being outclassed by much heavier
vehicle mounted guns.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

7(x4)

7(x4)

-1

7(x4)

Type: 2 handed, Armour Piercing 4


Special Rules: None

Mini-MLRS AP Missile
Though the Mini-MLRS is essentially an anti-personnel weapon, if need be it can also be used to launch
AP (armour piercing) missiles. Launched singly, rather
than in the area saturation volleys that are usual with
the standard anti-personnel munitions, they widen this
weapon system's battlefield role.
Type: Indirect Fire, Armour Piercing 3
Special Rules: DAM 6 (x2). -1 penalty to hit. Cannot
fire beyond medium range. Low trajectory projectile if used for speculative shooting both the shooting
model and the target model must be at least twice as
far from the intervening object as the object is high.

Naginata Flame Blade


A 'Flame Blade' is a thermite charge attachment that
can be fitted to the business end of a naginata, effectively converting it into a makeshift thermite lance.
Rammed into contact with an opponent the explosive
tip detonates automatically, and can cause grievous
damage to even the most heavily armoured of targets.
The detonation causes no damage to the weapon
itself, the charge being shaped to focus the blast forward into the target. The only real downside is that
when fitted, the weight of the charge makes the naginata somewhat unwieldy.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
0

5(x2)

Type: 2 handed, Armour Piercing 4


Special Rules: At the start of a close combat, before
rolling for first strike, you must choose either to attach
the Flame Blade or not. If you choose to attach it use
this profile, if not use the standard naginata profile.

Plasma Cannon
Plasma Cannons fire a searing hot ball of plasma that
expands rapidly on impact, with an effect very much
like a powerful high explosive. Unlike conventional
anti-personnel weapons though, the nature of their
payload also gives them a good degree of armour
piercing capability. Like all plasma weapons they
require a large power pack and heavy shielding, making them extremely bulky. For this reason they're usually vehicle mounted, or carried by huge Cyclosynths.

CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

-1

Type: Mounted, Ranged Template, Armour Piercing 2.


Special Rules: Large Circular Template.

Rotary Cannon
Rotary Cannons are huge multi barrelled guns with an
extremely high rate of fire. The vast weight of these
weapons and the sheer volume of ammunition they
require means that they are usually mounted on vehicles or very large battlesuits. They operate much like
gigantic chain guns and are primarily anti-personnel
weapons, however their power and volume of fire can
enable them to take down quite heavily armoured targets.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

0(x6)

-1(x6)

Type: Mounted
Special Rules: None

Sniper Rifle SR-AP Grenade


A rifle grenade clips over the muzzle of a standard rifle
and converts it into a makeshift grenade launcher.
Utilising a 'bullet thru' design, which means that the
grenades launch is triggered by firing a standard
round that passes through its centre, they add to a soldiers mid-range capability.
One of the most commonly issued types is the AP
(armour piercing) variety, which uses a shaped charge
to punch through armour plating.
Type: Armour Piercing 3
Special Rules: DAM 5. -2 Penalty to hit. Cannot fire
beyond medium range.

Spore Launcher
Spore Launchers are large gun-like appendages that
sprout from the 'arms' of Koralon Spore Drakes.
Operating much like a mortar or howitzer, they fire a
large hard-shelled spore in an arcing trajectory. On
impact the spore explodes scattering a mixture of
razor sharp shards and corrosive liquid over a wide
area.
On examination of the recovered remains of
a Spore Drake, scientists have discovered that they
have special sacs at the rear of their body that enable
them to 'grow' a constant supply of fresh ammunition.
From battlefield observations it appears that fresh
spores are generated very quickly, indicating a mastery of biological processes far beyond our own capability.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

-1

-1

Type: N/A, Indirect Fire, Ranged Template, Armour


Piercing 1, Corrosive (treat as Incendiary)
Special Rules: Large Circular Template.

031

CLAU-team actions

Sticky Bomb
Sticky Bombs are powerful armour piercing charges
for use against large heavily armoured targets.
Incorporating potent micro-magnets and coated with
advanced quick setting adhesives they are equally
useful for demolition and as anti-tank weapons. Most
often issued to combat engineers and special forces,
they can be thrown much like a grenade, and on
impact adhere to the target. Once attached a preset
time-delay fuse detonates the charge. Though potentially devastating to large lumbering targets, they're of
little use against smaller more nimble ones.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

-1

6(x2)

Type: Indirect Fire, Armour Piercing 5


Special Rules: Only useable versus 'heavies' (SZ 6+),
smaller models cannot be targeted or damaged. Sticky
bombs do not detonate immediately on impact;
instead they detonate at the end of the game turn,
after all models have been activated. If more than one
player has succeeded in attaching sticky bombs, then
all those attached by the first player detonate first, followed by all those attached by the next player, and so
on.
Bomb Removal
So long as they're not in base contact or close combat
with the enemy, previously inactivated models, or
those on over-watch, can attempt to remove sticky
bombs prior to detonation. This can be attempted by
the model they're attached to, or by a friendly model
that's in contact or that moves into contact. When
attempting bomb removal a models orders affect its
chance of success; with over-watch and lock-fire guaranteeing it, while snap-fire depends on the result of a
dice roll. The following rules apply.

Over-watch: A model to which a sticky bomb has


been attached can remove it instead of attempting
a disruption shot or evade. Success is automatic, a
single bomb is removed, and the model counts as
having been activated and completed its turn.
Alternatively, for the sole purpose of removing the
bomb, the model can be treated as if it had lock-fire
orders, and it can be activated as such in order to
remove it (see below).

Lock-fire: The model itself, or a friendly model in


contact, can remove the bomb instead of making a
normal action. In addition, a friendly model that
moves into and ends in contact, can remove it as it
completes its movement. For example a model
could make a rush move into contact and remove
the bomb at the end of its move. As above, success
is automatic, a single bomb is removed, and the
model counts as having been activated and
completed its turn.

Snap-fire: Bomb removal is not automatic; instead


a score of 6+ on 1d10 is required to succeed. The

032

model itself, or a friendly model in contact can


attempt removal instead of making a normal action.
In addition as above, a friendly model that moves
into and ends in contact, can attempt to remove it
as it completes its movement. A successful attempt
removes a single bomb, and models can make
further attempts at bomb removal with follow-on
actions.

Thermite Dart
Thermite darts are weighty hand thrown bomblets for
use against large heavily armoured targets. A finned
tail helps stabilize them in flight, and a nose-mounted
firing pin triggers them on impact. Though powerful,
their size, low velocity, and method of triggering mean
that they're only really effective versus big solid targets. Easily avoided by smaller ones, detonation is
also entirely dependant on hitting a hard unyielding
surface.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

Type: Indirect Fire, Armour Piercing 4


Special Rules: Only useable versus 'heavies' (SZ 6+),
smaller models cannot be targeted or damaged. Low
trajectory projectile - if used for speculative shooting
both the shooting model and the target model must be
at least twice as far from the intervening object as the
object is high.

Thermite Wrecker Harness


Wrecker Harnesses are an improvement on the original Thermite Harness design. Incorporating advanced
compounds that give a more intense detonation, they
retain all of the original's ant-personnel capabilities,
but are far more effective versus heavily armoured
opponents.
Type: N/A
Special Rules: In operation it is identical to a standard
Thermite Harness, however in addition to the usual
effects it also has Armour Piercing 3 capability versus
any models that are in contact.

Venom Spray
Koralon Venom Drakes can spit great gouts of slimy
corrosive venom, drenching everything in front of
them in the foul sticky liquid. It can cause terrible
injuries and is powerful enough to burn right through
even the best of personal body armours.
To date, the gigantic Drakes have been the
only Koralon encountered that have this capability, but
it's more than likely that there are other Koralon out
there that have it.
CC

Short

Medium

Long

Extreme

To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
-

+1

Type: N/A, Directly Placed Template, Armour Piercing


1, Corrosive (treat as Incendiary)
Special Rules: Large Teardrop Template

033

CLAU-team actions

034

CLAU-team actions

035

CLAU-team actions

036

CLAU-team actions

037

The Claws Are Out!


CLAU-Teams in Urban War
This supplement introduces massive battlesuits, robots and warbeasts to the Urban
War game.
Known collectively as 'CLAUs', or Capital Light Armoured Units, these huge engines of
destruction are guaranteed to play a decisive role upon the battlefield. They open up a
whole new range of strategies to you, and demand attention from your
opponent.
Though they're the focus, CLAUs don't make the rest of your team obsolete, their roles
might have changed, but each individual still has an important part to play
Highlights of this supplement include:
z

Profiles of the CLAUs themselves

Details on how to build your team, which must include a mix of CLAUs and normal
troopers. 750 points is the standard game size, and the total model count is no
more than a standard Urban War strike-team

A simple tweak to the standard Urban War turn sequence to simulate the heavy
lumbering nature of CLAUs. Though powerful, they benefit from infantry support

CLAU 'pilots'. Battlesuit wrecked? Warbeast given up the ghost? No problem, the
pilot can carry on the fight!

An array of powerful new CLAU weapons, and to help them cope with this new
threat, new weapons for the rest of your team. Examples include the Koralon Warp
Strike, the Sticky Bomb, and the Thermite Dart

New Special Rules, updates to existing rules, and a couple of alternative rules for
you to try out

Stat cards for each new troop type, and damage counters for the CLAUs

To use this supplement you will need Urban War: Strike-Team Actions.
Urban War: Strike-Team Actions is a fast paced skirmish game
designed for 2 or more players. The individual model and experience
based system enables a unique variety of tactical choices, as you
develop your teams to suit your own personal play-styles and
strategies.

Metropolis: Battle-Force Conflicts moves the action up a level from


the small-scale skirmishes played out in Urban War. It shifts the
focus from the individual to the squad where players build "BattleForces" of units to fight on the war torn city of Iskandria.

Iskandria: Planetary Data is the essential companion to the Urban


War & Metropolis game systems. This sourcebook contains a wealth
of information on the protagonists and their conflicts within the
Draconis Alba galaxy.

Urban Mammoth Ltd,


57 Mayfield Industrial Estate,
Dalkeith, Midlothian, Scotland,
United Kingdom EH22 4AD
Copyright 2004-2008 Urban Mammoth Ltd.
All Rights Reserved.

CODE: 23920

www.urbanmammoth.com

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