Académique Documents
Professionnel Documents
Culture Documents
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
CLAU-team actions
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
CLAU-team actions
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
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
Gladiators
008
CLAU-team actions
Alternative Rules
Short
10"
Short
Medium
20"
Medium
16"
8"
Long
30"
Long
24"
Extreme
40"
Extreme
30"
Syntha
009
CLAU-team actions
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
CLAU-team actions
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
VASA
012
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.
CLAU-team actions
Shunt
013
CLAU-team actions
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
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.
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.
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
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
N/A
22
28
N/A
N/A
N/A
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
10
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
N/A
22
27
N/A
N/A
N/A
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
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
N/A
N/A
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
12
16
N/A
N/A
017
CLAU-team actions
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
N/A
18
23
N/A
N/A
N/A
N/A
-9
-12
N/A
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
Cost Modifier
10
N/A
18
23
N/A
N/A
N/A
N/A
-10
-12
N/A
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
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.
N/A
N/A
N/A
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
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
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
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
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
10
CLAU-team actions
Talon Cyclosynth
021
CLAU-team actions
triads
Options
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
N/A
13
16
N/A
Dragon Blade
N/A
N/A
N/A
-7
-8
N/A
N/A
-13
-17
N/A
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
N/A
137
171
N/A
None
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
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.
N/A
15
19
N/A
N/A
N/A
AS
SH
ST
CD
SZ
MV
CAL
N/A
-8
-10
N/A
1-2
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
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
10
12
N/A
N/A
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
18
24
N/A
N/A
Hatamoto
Options
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
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
None
10
Cost
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
N/A
N/A
N/A
-8
-10
N/A
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
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
10
12
N/A
N/A
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
N/A
N/A
N/A
-12
-15
N/A
N/A
-23
-29
N/A
Suppressor Sniper
Options
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
N/A
N/A
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
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
N/A
N/A
Sabre
N/A
-7
-9
N/A
N/A
-15
-18
N/A
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
N/A
168
210
N/A
rules)
None
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
N/A
N/A
N/A
-10
-12
N/A
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
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
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
N/A
N/A
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
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.
None
AS
SH
ST
CD
SZ
MV
CAL
0-1
Equipment
Cost
by 1 point.
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
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
team upgrade
Phazon
Options
Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
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
Venom Drake
029
CLAU-team actions
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)
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
030
CC
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
CLAU-team actions
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)
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.
Short
Medium
Long
Extreme
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
0
5(x2)
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
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
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
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)
032
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
-
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
033
CLAU-team actions
034
CLAU-team actions
035
CLAU-team actions
036
CLAU-team actions
037
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.
CODE: 23920
www.urbanmammoth.com