Urban War CLAU-Team Actions (1st Edition)

Download as pdf or txt
Download as pdf or txt
You are on page 1of 40
At a glance
Powered by AI
This supplement introduces massive battlesuits, robots, and warbeasts known as CLAUs (Capital Light Armored Units) to the Urban War game. It provides details on how to incorporate CLAUs into strike teams and customize teams to take advantage of their strengths and weaknesses.

CLAUs are huge engines of destruction that open up new strategies but still benefit from infantry support. The turn sequence is modified to represent their size and pilots can continue fighting if their CLAU is destroyed. Teams must include a mix of CLAUs and normal troopers with a focus on CLAUs.

New rules mentioned include how CLAUs activate, priorities for targeting, shooting into close combat, using skull swarms, and alternative rules for range bands and strike rank.

Frank Magaw Jr.

(order #2255404)
CLAU-team actions

Credits

Game Design: Layout:


John Grant Rod Grant

Game Support: Art Direction:


John Robertson & Thorsten Stein John Robertson

Written by: Artwork:


John Grant Christophe Madura & Stuart Beel

Fiction: Cover Art:


Bill Ward Clint Langley

Book Design: Photograhpy:


John Robertson & Rod Grant Anthony Gorzkowski

Graphics:
Rod Grant

„ VASA

Frank Magaw Jr. (order #2255404)


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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

002
Frank Magaw Jr. (order #2255404)
CLAU-team actions

003
Frank Magaw Jr. (order #2255404)
CLAU-team actions

CLAws of steel der of the Triad attackers broke and ran - the surviving
few marines gunning them down from behind.
Nissa gritted her teeth as the proximity tell-tales The exultant shouts of the marines sputtered
screeched warning in her ear, and the cool ocean across her comm's channel, and Nissa grinned
green of her cockpit flashed a crimson warning. She despite herself. It was a far cry from the days when
skewed left, the massive polysteel and durolon frame she'd first been assigned as a Land-Pilot, plucked from
of the CLAU mimicking her instinctual reaction with Welther's Reach Naval Academy along with ninety
cumbrous exactitude, and crashed completely through percent of her graduating class. The girl she had been
the display windows of a shop front. The sounds of had loved nothing more than to fly, and it had always
shattering 'plaz filled the night. Behind her a rocket been her dream to see the stars, to pilot Wildcats for
corkscrewed past to slither down the street, leaving a the VAF Navy out in the cold deep. She'd been damn
hissing smoke trail like a grey serpent in its wake. good at it, too, but not the best. The VAF had need of
The damn Triads must be on to their flanking pilots for a new program, and most of her peers grew
move. Cursing, Nissa signalled a warning to nervous when they noticed that it wasn't the very best
Lieutenant Hines - a tight data-burst of her team's pre- that were selected, but everyone else.
assigned three-digit code for hostile contact - and She'd hated them at first - Capital Light
kicked-up the speed of her CLAU. She waded through Armoured Units - massive, clumsy, land-locked. Hated
the orderly aisles and digi-kiosks and colourful holo- the idea of being just another grunt like the millions of
displays that comprised the shop's interior, shattering rifle-jocks already wearing a VAF uniform. Hated being
or crunching underfoot anything that stood in her way. denied the stars. But all that changed - the apparently
It was a thrilling sensation of power, one that Nissa still clumsy suits that gained in grace as their pilots gained
enjoyed despite the racing of her heart and present in skill, the esprit de corps that developed amongst this
combat alertness. new elite of the VAF and, there was no denying it, the
The Sabre stomped through the building, utter sense of power and strength that came in the
Nissa electing to cut across into a side street and con- wearing of several dozen tonnes of animate polysteel.
tinue her advance along a route where her Strike Team Nissa had come to love the CLAUs, from the simula-
could more easily support her. They were a mixed tors and trainer models to the fearsome Tomahawk,
team of specialists, each hand-selected for a mission but it was with the Sabre that she found her true apti-
against a troupe of Gladiators raiding in the vicinity of tude.
Actraec's Stair. But the scum hadn't been where the For it turned out Nissa was a natural killer.
sat scans indicated, and Hines had ordered a recon of "Sabre-One to Sceptre, grid eight encounter
the area out to three klicks. Talcor's Interdicts were the with HMG team repulsed, repeat, repulsed small gang
first to encounter the Triads, and only one survived the Triad foot soldiers. Am in pursuit. Your orders, over?"
attack at the hands of their winged ambushers. Nissa lumbered down the street with all the speed she
The hard recce had turned into a pitched could muster, the crunch of her Sabre's heavy feet on
battle. the road surface and the soft whine of its hydraulics
Nissa's Sabre lumbered through the wreck of the only sounds coming in on her external pick-ups.
the shop, the sounds of a million kinds of breaking sur- Then, with a burst of static, Sergeant
rounding her like a concert of destruction. She hardly Willoughby broke through on her feed. "Abort. Nissa,
paused when she came to the far end of the shop and you hear me? Sabre-One? Sceptre . . . Hines KIA.
its solid block wall. Raising one massive, vibro-scythed Abort and return immediately grid twelve. Repeat
arm, she sliced a perfect gash through the wall and abort, Sabre-One. Position overrun." Above the
then threw the bulk of her machine against it, emerg- sergeant's voice Nissa could hear heavy gunfire and
ing on the other side in a burst of dust and crumbling the shouts of men and women. "Enemy has a battle-
plastiment. suit, type unknown. Tomahawk-One destroyed, Pilot
And in the middle of a desperate hand-to- Bindahar KIA. Repeat - "
hand combat. "Willoughby, this is Sabre-One aborting.
The marines were outnumbered three to one, Confirm, contact Oni battlesuits? How many - "
their heavy machine gun position overrun by blade "Negative, Sabre-One. Battlesuit type
armed gangers. They must have been sent up here to unknown," Nissa thought she could hear fear in the
establish a field of fire, and Nissa almost felt sick at the voice of the normally stoic sergeant, "It would seem
thought that Lieutenant Hines' careful plans had come the Triads now have a CLAU of their own, pilot. Sabre-
undone so thoroughly that the elements of his Strike One return immediately to grid twelve."
Team were now completely unaware of each other's "On my way Willoughby, Sabre-One out."
positions. Nissa turned the metal beast back along the way she
She waded into the Triads, kicking the first had come, and relayed her orders to the marines she
across the street to land thudding against a groundcar, had just saved. As they hurried back along the street,
slashing low through a cluster of three or four in an they were met with unexpected gunfire from buildings
explosion of blood, and crouching to flash her great, on both sides of the lane.
blade-arms again and again through the melee, sever- More Triads poured into the street as small
ing torso from hip, hip from leg, arm from body. Heads arms fire pattered off her Sabre's polysteel skin. Nissa
rolled in the street and red mist danced off the knife- snarled and swiped at the nearest gangers, cursing
edges of her rapidly vibrating scythes as the remain- the world-be-drowned Triads and their network of

004
Frank Magaw Jr. (order #2255404)
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 con-
cussion, 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 sud-
denly 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 fin-
gers 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 feed-
back 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-to-
face. 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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

CLAU-Team Actions

This supplement introduces massive battlesuits, In the following pages you'll find:
robots and warbeasts to your games of Urban War.
Known collectively as 'CLAUs', or Capital Light • Profiles of the CLAUs and their weaponry, and
Armoured Units, these huge engines of destruction details on how to recruit your CLAU-Team.
open up a whole new range of strategies to you in • CLAU Pilots: If a battlesuit is wrecked the pilot can
your quest for battlefield domination. jump free and carry on the fight.
CLAUs fight as part of CLAU-Teams, and these are
• Team Upgrades: Some factions gain new weapons
the next step up from a basic strike-team, supplying to help them take on enemy CLAUs.
you with heavy hitting firepower in a flexible and • New rules, including a tweak to the turn sequence
resilient package. Your aim is to build a balanced fight- to simulate the heavy lumbering nature of CLAUs.
ing force containing a mix of CLAUs and regular troop- • New special rules, updates to existing rules, and a
ers. The CLAUs provide its punch, but the importance couple of alternative rules for you to try out.
of the rest of the team shouldn't be overlooked. • Stat cards for each new troop type, and damage
Though extremely powerful, CLAUs are also very counters for the CLAUs.
inviting targets, and your skill in providing them with
support will be core to your success.

„ VASA

006
Frank Magaw Jr. (order #2255404)
CLAU-team actions

New Rules & Updates In effect this extends the standard Urban War activa-
tion sequence by adding orders for the heavies to the
bottom of the list. As usual, all models with orders of
Activating 'Heavies' (SZ 6+ models) higher priority must activate and complete their
This is an addition to the Activation and Activation action(s) before any models with the next lower prior-
Sequence rules on pages 15 and 16 of the Urban War ity order can be activated. See below.
rulebook (English language version).
Priority 1: Over-watch
Very large vehicles and creatures (like CLAUs for Priority 2: Snap-fire
example) are more cumbersome than their smaller Priority 3: Lock-fire
counterparts. Their sheer bulk means that they are Priority 4: Snap-fire (Heavies)
likely to be slower to react, slower to change direction, Priority 5: Lock-fire (Heavies)
and slower to bring their weapons to bear. We class
As usual, in each part of the sequence (i.e. Over-
such models as 'Heavies', and unless otherwise stat-
watch, Snap-fire, Lock-fire etc) the 'first player', as
ed in their profiles all models with a size stat of 6 (SZ
decided by the initiative roll, is the first to do something
6) or more fall into this bracket.
with his or her models.
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. Summary of Game Turn Sequence
This tends to delay their activities till the latter part of Marker Phase
a game turn, and the following rules apply. - Remove remaining over-watch counters

• Unless given over-watch orders, heavies become - Remove shock counters (one per model)
eligible for activation only after all other smaller - Remove miscellaneous effect markers
models (i.e. SZ 5 or less) have been activated and
completed their turns. Orders Phase
To each model (unless shocked):
• If given snap-fire orders, they become eligible for
- Issue over-watch order, or
activation after all the smaller models with lock-fire
orders have completed their turns. - 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 Activation Phase
have completed their turns. - Roll for initiative
- Reveal over-watch
- Activate snap-fire
- Activate lock-fire
- Activate snap-fire (Heavies)
- Activate lock-fire (Heavies)
„ Viridians

007
Frank Magaw Jr. (order #2255404)
CLAU-team actions

‘Heavies’ as Priority Targets If the close combat you intend to shoot into involves
This is an addition to the Target Selection rules on any of your own models, then the model you intend to
page 23 of the Urban War rulebook (English language shoot with must first pass a command check, your
version). troops being naturally reluctant to endanger their com-
rades. If the check is failed it hesitates and doesn't
Because of their sheer size and powerful aspect, shoot, and its action is wasted. Otherwise follow the
'Heavies' (SZ 6+ models) are a particularly threatening procedure below to determine which model will be the
presence on the battlefield. Accordingly, enemy mod- target of your shot.
els tend to afford them a higher priority when it comes
to selecting a target, and the following rule applies. 1. Nominate one of the enemy models as your pre-
ferred target; it must be in LOS, but does not have
• If faced with a mix of both heavies and smaller to be the nearest one.
models within the same range band, then even if
the smaller models are closer, the nearest heavy
2. For each model involved that's in range and LOS of
can be selected as the priority target. No command
the shooting model roll 1d10, and the one with the
check is required.
highest score will be the target for your shot. Apply
a modifier of +1 per point of its SZ stat to each
Shooting into a Close Combat models roll, and in addition apply a modifier of +1
This updates and replaces the rules for shooting into per point of the shooting models CAL to that of the
a close combat on page 28 of the Urban War rulebook preferred target.
(English language version).
3. Having decided the eventual target, roll to hit and
Shooting into a close combat can have unintended damage it just as you would normally. If shooting
consequences. They're confused affairs, with combat- with a directly placed template weapon, then as
ants lunging and ducking in all directions, so there's a usual, the template must be placed so that the tar-
chance that shots fired into them will miss their intend- get model is at least partially within the intended
ed target and hit one of the other combatants instead. target area.
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 combat-
ants, and the training and experience of the shooter,
all have a bearing on determining which of the models
will be your eventual target.

„ Gladiators

008
Frank Magaw Jr. (order #2255404)
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 As we develop the Urban War game system we're
(English language version). constantly bouncing around ideas, and we also get
loads of suggestions from players that we meet on our
When you purchase a Breeder for your force you get visits to retailers, clubs, and shows. Much of it is very
the creature itself, and an initial three Skull Swarms. specific to a particular scenario or faction, so isn't real-
As the game progresses the Breeder will be able to ly appropriate here, but we do have a couple of gen-
generate new swarms to replace any that are eral gameplay tweaks that we thought you'd like to try
destroyed. Of the four models, only the Breeder itself out. Remember though, that these are alternative
counts towards your team's total model count, and rules; the ones in the main Urban War rulebook are
likewise it alone counts when totalling up losses. The still the standard, so be sure to get your opponents
Skull Swarms are essentially 'disposable', so count agreement before incorporating them in a game.
toward neither.
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 8"
Medium 20" Medium 16"
Long 30" Long 24"
Extreme 40" Extreme 30"

„ Syntha

009
Frank Magaw Jr. (order #2255404)
CLAU-team actions

Strike Rank: Who strikes first It's more than likely that sometimes opposing models
This removes the 'Roll for First Strike' rule from the will have the same strike rank, in which case they
close combat sequence, and replaces it with the 'strike make their attacks simultaneously. For simplicity, it's
rank' comparison used in Metropolis. It removes a die usually best for one player to roll their attack dice, and
roll, so speeds things up a little and reduces the ele- determine the damage caused, before their opponent
ment of chance. does so. We usually let the player whose model initi-
ated the combat go first, but it's entirely up to you. Any
The order in which models get to make their close models that are killed or destroyed, but that were eli-
combat attacks is decided by their 'strike rank'. Models gible to fight, are still allowed to roll attack dice before
with a higher strike rank than their opponent have a being removed from play.
distinct advantage in close combat, they attack before
them, and so have a chance of destroying them before First strike bonuses
they can respond. As you know, first strike bonuses in Urban War: Strike-
Experienced and battle-hardened troops are Team Actions are always stated as applying to the d10
more likely to strike the first blow than less competent roll for first strike, and converting these over to the
opponents, and this is reflected in their strike rank. A strike rank system is a breeze. Simply read any bonus
models basic strike rank is equal to its CAL stat, so a to the 'd10 roll' as a direct bonus to the 'strike rank'.
model with CAL 0 has a basic strike rank of 0, and a See the following examples.
model with CAL 1 has a basic strike rank of 1, and so
on. A models basic strike rank can be modified by Charging: It's stated that this gives a model 'a +3
variety of things, for example by its weapon or if it bonus to its d10 roll for first strike'. Simply read this as
charged. This is all covered shortly, however the fol- 'a +3 bonus to its strike rank'.
lowing rules always apply.
Melee Weapons: It's stated that they 'confer a +3
• Models close combat attacks, and any resulting bonus to their users d10 roll for first strike'. Simply
damage, are made in descending strike rank order. read this as 'confer a +3 bonus to their users strike
So for example, models with a strike rank of 4 roll rank'.
to hit and cause damage, before those with a strike
rank of 3. And so on down. 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'.
• Models that are killed or destroyed become casual-
ties immediately. If destroyed by an opponent with
Naginata Polearm: Its special rules state that it 'con-
a higher strike rank, such a model loses its oppor-
fers an additional +3 bonus to d10 roll for first strike'.
tunity to make an attack.
Simply read this as 'confers an additional +3 bonus to
the users strike rank'.
„ Viridians

010
Frank Magaw Jr. (order #2255404)
CLAU-team actions

Special Rule Updates Stealth


This updates and replaces the Stealth special rule on
Camouflage page 39 of the Urban War rulebook (English language
This updates and replaces the Camouflage special rule version).
on page 36 of the Urban War rulebook (English lan-
guage version). Models with this special rule are expert at remaining
unseen. Highly trained and equipped with the best in
Models with this special rule usually have a combination camouflage technologies they are incredibly difficult to
of training and camo gear, some of which can be incred- detect. Such models are considered to be out of LOS
ibly high tech. Such models are considered to be out of to enemy models beyond short range, and because
LOS to enemy models beyond medium range, and they make particularly difficult targets, also receive a
because they make particularly difficult targets, also +2 bonus to cover saves.
receive a +2 bonus to cover saves. A model that charges or engages in close
A model that charges or engages in close com- combat loses the LOS benefit for the remainder of the
bat loses the LOS benefit for the remainder of the game game turn, and the cover save bonus until it's free of
turn, and the cover save bonus until it's free of close close combat. Similarly if a model shoots it gives its
combat. Similarly if a model shoots it gives its position position away, so it loses the LOS benefit for the
away, so it loses the LOS benefit for the remainder of the remainder of the turn, though it retains the bonus to
turn, though it retains the bonus to cover saves. 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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

New Special Rules Long Reach


In close combat models with this special rule are par-
ticularly dangerous to smaller opponents. Their height
Impervious
and the length of their reach can enable them to strike
Because of their sheer physical power, models with
at enemies in the supposed safety of the rear ranks,
this special rule can easily extricate themselves from
over the heads of those in front. It can also enable
close combat with smaller opponents. They simply
them to land the first blow, before their opponents can
brush them aside like flies and continue on their way.
get within striking distance.
Providing an Impervious model is at least 2 SZ points
Long reach gives no benefits unless the
larger than its close combat opponents the following
attacking model is at least 2 SZ points larger than its
rules apply.
close combat opponents. For example a model of SZ6
only gains the benefits when in base contact with
• The model does not need to make a break off models of SZ4 or less. Providing this is the case, the
action in order to get clear of the combat, instead it following rules apply.
can do so by making a move, move & snap shot, or
'disengage' action (see below). Unlike a break off, • In addition to enemy models that are in base con-
success in these is automatic; no command check
tact, the model can allocate attacks to models that
is required in order to make them.
are in base contact with those models. If the model
has multiple attacks, the destruction of a model in
• If need be when moving clear, the model can shove base contact does not prevent an unused attack
aside its opponents by the minimum distance nec- being spread over to a model that was in contact
essary for it to move in its chosen direction. Before with the destroyed model: such models are valid
moving it away, enemy models in base contact get targets. The same goes for sweep attacks.
their normal number of close combat attacks
against it. • The model gains a +3 bonus to its d10 roll for first
strike versus enemy models in base contact, and
Disengage: This is a snap-fire action available to
models that are in base contact with those models
models with the Impervious special rule when in com-
as described above.
bat 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.
„ VASA

012
Frank Magaw Jr. (order #2255404)
CLAU-team actions

Shunt
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 mod-
els 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.
„ Long Reach Diagram
CLAU model A can allocate its close combat attack to models B • After charging to contact, the shunting model can
or C, as it is in base contact with model B, and model C is also
move any remaining unused charge distance, plus
in contact with it.
an additional distance equal to half its MV stat in
If CLAU model A has more than one attack, and its first one inches, in order to try to contact one or more addi-
destroys model B, it can still allocate any further attacks to
model C, because model C was in contact with the destroyed
tional enemy models. The model initially contacted,
model at the start of the combat. 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 subse-
quent 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 mov-
ing. 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 shunt-
ed or shoved aside cannot move into contact with
them. They must maintain a distance of at least half
an inch from such models.

013
Frank Magaw Jr. (order #2255404)
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 the blow is assumed to have cut or smashed right
1. CLAU model A charges into contact with model B. through it, barely decelerating in the process. It
2. CLAU model A then pivots 45 degrees to the left, and moves then sweeps on and hits the next model in base
into contact with model C, shunting model B along with it. It
contact. Roll to hit and damage this model, and if it
ends its movement in contact with both enemy models.
is destroyed move on to the next one, then the
next, and so on.
Sweep Attack
In the right circumstances, models with this special
• Providing that it keeps on hitting and destroying
rule can be tremendously effective close combat
enemy models, a sweep attack can continue until
killing machines. Such is their mass and physical
there are no more left in contact. Otherwise it stops
power, that a single sweeping blow can kill or destroy
when it fails to hit, fails to destroy one outright, or
several smaller opponents at once, cutting or smash-
hits one that is not at least 2 SZ points smaller than
ing through them one after the other.
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.
„ Viridians

014
Frank Magaw Jr. (order #2255404)
CLAU-team actions

CLAU -Teams CLAU Upgrades & Downgrades


You'll notice that, aside from pilots, some CLAUs have
Recruiting your CLAU-Team other optional upgrades and downgrades available.
CLAU-Teams are balanced fighting forces. The Upgrades like Heavy Armour are pretty self explanato-
CLAUs provide the heavy hitting power, but being ry, and represent additional plating etc, whether it be
large and cumbersome they also make very inviting factory fitted or custom fitted by the pilot. Downgrades
targets, so they need support from the rest of the however require a little further explanation.
team. For this reason not all your available points can CLAU-Teams often fight as independent for-
be spent on CLAUs, some must be spent on normal mations, and as such are likely to operate for quite
troops, and the following rules apply. prolonged periods without re-supply or returning to
base. Additionally, in war replacements in both per-
• The optimum size for a CLAU-Team is 750 points, sonnel and hardware may not quite be up to scratch.
and this is your spending target. You can spend no Downgrades therefore represent the effects of previ-
more than this, but must otherwise attempt to hit it ous battle damage, temporary battlefield repairs, sub
as closely as possible. 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 Team Upgrades
Urban War: Strike-Team Actions, following all the Along with their CLAUs and pilots, some forces also
usual criteria. The remaining balance can then be gain additional 'team upgrades'. In the main these
spent on CLAUs. consist of extra weapons and equipment for some of
the troops in Urban War: Strike-Team Actions. These
• All the usual team recruitment rules as stated in aren't just for use with this supplement, they're perma-
Urban War: Strike-Team Actions, concerning troop nent upgrade options for those troop types, so can be
minimums, the proportion of high CAL models, used in any game of Urban War regardless of whether
choice of commander, and recruitment of allies etc CLAUs are involved. Just like with any other option,
apply to the team as a whole, CLAUs included. 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 combat-
„ Koralon
trained '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.

• When the CLAU is destroyed the pilot automatical-


ly 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 complet-
ed 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 unwill-
ing to engage in personal combat, so if the CLAU is
destroyed they play no further part in the battle.

015
Frank Magaw Jr. (order #2255404)
CLAU-team actions

Gladiators Special Rules


Heavy Armour (+1), High Morale (+2), Immune to
CLAUs: Razorback, Crusher Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Sweep Attack.
Razorback
Crushers cannot evade.
As Gladiator forces started encountering heavier oppo-
In close combat the Crusher wields two massive
sition in the form of CLAUs (Capital Light Armoured
power hammers: To Hit 0, DAM ST+0, 1 handed,
Units) and Koralon Drakes, they had to develop a
Armour Piercing 2, Melee.
response. Lacking the technological capabilities of their
Options Cost Modifier
enemies they fell back on their expertise in the breed-
CAL 0 CAL 1 CAL 2 CAL 3
ing and training of huge beasts to fight in the arenas.
Upgrade to Heavy Armour (+2) N/A 22 28 N/A
Their answer came in the form of immense pit
Add combat trained Beastmaster N/A 5 7 N/A
beasts, controlled by expert bestiarii, or beastmasters,
Downgrade to Heavy Armour (0) N/A -11 -14 N/A
mounted atop their shoulders. Though not as heavily
Downgrade to Toughness: 5 N/A -20 -25 N/A
armoured as the huge battlesuits of the other human
Downgrade to Wounds: 4 N/A -21 -27 N/A
factions, the beasts more than make up for it with their
Downgrade to Move: 4 N/A -14 -18 N/A
quicker speed and ability to soak up incredible punish-
ment. Critical Hits
Razorbacks are one of the most commonly When a Razorback or Crusher takes wounds there's a
seen types; armed with two huge blades they are lethal chance that something critical was hit. To check for
against smaller or lightly armoured opponents. this roll 1d10 and refer to the table below. Don't roll for
AS SH ST T W CD SZ MV CAL each wound it suffers, just roll once for all the damage
5 4 7 6 5 4 6 5 1-2 it sustains from any single model in a round of shoot-
Equipment Cost ing or combat. The effects of each critical hit are per-
CAL 0 CAL 1 CAL 2 CAL 3 manent, but are not cumulative. Further hits in the
2 Gigantic Blades (see special rules) N/A 197 246 N/A same location have no additional effect.

Special Rules D10 Score Critical Hit Effect


Heavy Armour (+1), High Morale (+2), Immune to 1-5 None
Shock, Impervious, Lethal Strike (x2), Long Reach, 6 Armour damaged: Heavy Armour reduced by 2 points.
Multiple attacks (x2), Shunt, Sweep Attack. 7 Severe wound: T stat reduced by 1 point.
Razorbacks cannot evade. 8 Weapon(s) damaged: -1 DAM penalty on all attacks.
In close combat the Razorback cuts and slashes with 9 Partially blinded: AS and SH stats reduced by 1 point.
two gigantic blades: To Hit 0, DAM ST+0, 1 handed, 10 Irritant wound: Immune to Shock lost and now subject
Melee. to Rampage.
Options Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3 Beastmaster
Upgrade to Heavy Armour (+2) N/A 22 27 N/A
In their early training, before a decision has been
Add combat trained Beastmaster N/A 5 7 N/A
made on their future role in the arena, gladiators that
Downgrade to Heavy Armour (0) N/A -11 -14 N/A
show an aptitude for it are selected to become 'bes-
Downgrade to Toughness: 5 N/A -20 -25 N/A
tiarii', or beastmasters. Barracked separately from the
Downgrade to Wounds: 4 N/A -21 -26 N/A
run of the mill gladiator population, they are schooled
Downgrade to Move: 4 N/A -14 -18 N/A
extensively in the care and control of their ferocious
charges, the gigantic pit beasts that are the terror of
Crusher the arena and battlefield alike. Though primarily val-
Crushers are huge pit beasts controlled by a bestiarius, ued for their skills as beast handlers, many are also
or beastmaster, mounted on their shoulders. They are capable warriors in their own right.
trained and equipped specifically to counter large heav-
ily armoured opponents, like CLAUs and Koralon AS SH ST T W CD SZ MV CAL

Drakes. They are as swift and quick to strike as their 4 3 4 4 1 4 2 4 1-2

stablemates the Razorbacks, and the massive power Equipment


hammers with which they are armed can smash Riot Shotgun, Goad (treat as Combat Blade),
through the thickest armour plating. Battleshield
Like all pit beasts, their only real drawback is
their natural aggression. If wounded they can some- Special Rules
times run amok, the pain making them revert to type None
and become liable to attack the first thing that comes
into sight, regardless of whether it is friend or foe. Options
AS SH ST T W CD SZ MV CAL None
5 4 7 6 5 4 6 5 1-2
Equipment Cost
CAL 0 CAL 1 CAL 2 CAL 3
2 Power Hammers (see special N/A 201 251 N/A
rules)

016
Frank Magaw Jr. (order #2255404)
CLAU-team actions

team upgrades
Vulcan Gladiator
Options Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
Add Thermite Darts 4 6 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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

junkers Neros cannot evade.


In close combat the Nero attacks with two gigantic
CLAUs: Scorpio, Nero chain saws: To Hit 0, DAM ST+0, 1 handed, Armour
Piercing 2, Melee.
Titus IV Scorpio
The Scorpio CLAU (Capital Light Armoured Unit) was Options Cost Modifier
the first of this class of battlesuit to be issued to the CAL 0 CAL 1 CAL 2 CAL 3
Legions in large numbers. They are heavily armoured Upgrade to Heavy Armour (+4) N/A 18 23 N/A
and equipped with a powerful rotary cannon, and few Add combat trained Loricatus N/A 5 6 N/A
can match the sheer volume of fire that they can deliv- Downgrade to Heavy Armour (+2) N/A -9 -12 N/A

er. Downgrade to Heavy Armour (+1) N/A -19 -23 N/A


Downgrade to Toughness: 6 N/A -16 -21 N/A
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 citi- Critical Hits
zens, many of whom are ex legionaries who have When a Scorpio or Nero takes wounds there's a
served out their time with distinction. chance that something critical was hit. To check for
AS SH ST T W CD SZ MV CAL this roll 1d10 and refer to the table below. Don't roll for
5 4 7 7 4 4 6 4 1-2 each wound it suffers, just roll once for all the damage
Equipment Cost it sustains from any single model in a round of shoot-
CAL 0 CAL 1 CAL 2 CAL 3 ing or combat. The effects of each critical hit are per-
Rotary Cannon N/A 168 210 N/A manent, but are not cumulative. Further hits in the
same location have no additional effect.
Special Rules
D10 Score Critical Hit Effect
Heavy Armour (+3), High Morale (+2), Immune to
1-5 None
Shock, Impervious, Lethal Strike (x2), Long Reach,
6 Armour damaged: Heavy Armour reduced by 2 points.
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack.
7 Structural damage: T stat reduced by 1 point.
Scorpios cannot evade.
8 Weapon(s) damaged: -1 DAM penalty on all attacks.
In close combat the Scorpio attacks with its powerful
9 Sensory systems damaged: AS and SH stats reduced
manipulator arm: To Hit 0, DAM ST+0.
by 1 point.
Options 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 5 6 N/A Loricatus
Downgrade to Heavy Armour (+2) N/A -10 -12 N/A The Loricati are professional soldiers. Some are ex
Downgrade to Heavy Armour (+1) N/A -19 -24 N/A legionaries who opted to reenlist in the Legions at the
Downgrade to Toughness: 6 N/A -17 -21 N/A 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 per-
Titus IV Nero sonal glory. Encased in their gigantic battlesuits they
The Nero CLAU was developed in response to reports are a formidable foe indeed, and many are just as
from frontline legions equipped with Scorpio battlesuits. keen to engage in personal combat should the need
More and more often they were encountering heavily arise.
armoured enemy formations, and needed a specific AS SH ST T W CD SZ MV CAL
counter to these threats. 4 3 4 4 1 4 2 4 1-2
The Nero is a typical example of simple but
brutally effective Junkers design. Its basic chassis is Equipment
identical to that of the Scorpio, and it is manufactured Erg Equalizer, Combat Blade
on the same production lines, but a set of huge chain
saws replace the Scorpios cannon and manipulator Special Rules
arms. The result is a very powerful close combat None
weapons platform; the diamond hard teeth of the chain
saws can rip through the thickest armour as if it was Options
paper. None

AS SH ST T W CD SZ MV CAL team upgrades


5 4 7 7 4 4 6 4 1-2
Equipment Cost Thermite Bomber
CAL 0 CAL 1 CAL 2 CAL 3 Options Cost Modifier
2 Chain Saws (see special rules) N/A 164 205 N/A CAL 0 CAL 1 CAL 2 CAL 3
Add Thermite Wrecker Harness 3 N/A N/A N/A
Special Rules
Heavy Armour (+3), High Morale (+2), Immune to Praetorian Hellfire Trooper
Shock, Impervious, Lethal Strike (x2), Long Reach, Options Cost Modifier
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack. CAL 0 CAL 1 CAL 2 CAL 3
Add Grenade Launcher GL-AP N/A 12 14 N/A
Rockets

018
Frank Magaw Jr. (order #2255404)
CLAU-team actions

„ Loricatus

019
Frank Magaw Jr. (order #2255404)
CLAU-team actions

syntha Options Cost Modifier


CAL 0 CAL 1 CAL 2 CAL 3
CLAUs: Talon, Pyro Upgrade to Heavy Armour (+5) 10 N/A N/A N/A

Talon Cyclosynth
Critical Hits
Cyclosynths, or C-Synths, are massive robotic
When a Talon or Pyro takes wounds there's a chance
weapons platforms. In essence they are the Syntha
that something critical was hit. To check for this roll
version of the CLAU (Capital Light Armoured Unit).
1d10 and refer to the table below. Don't roll for each
Larger even than Macrosynths, they boast powerful
wound it suffers, just roll once for all the damage it
weaponry and very heavy armour, and are more than
sustains from any single unit in a round of shooting or
capable of going toe to toe with Koralon Drakes or
combat. The effects of each critical hit are permanent,
enemy CLAU battlesuits.
but are not cumulative. Further hits in the same loca-
The Talon Cyclosynth is configured for close
tion have no additional effect.
combat and is deadly to opponents of all sizes. It's
armed with a pair of large three fingered claws that D10 Score Critical Hit Effect
deliver a powerful crushing grip. As if this wasn't 1-5 None
enough the Talon carries a huge generator on its back, 6 Armour damaged: Heavy Armour reduced by 2 points.
and the claws also administer a massive electric 7 Structural damage: T stat reduced by 1 point.
shock with every blow. 8 Weapon(s) damaged: -1 DAM penalty on all attacks.
9 Sensory systems damaged: AS and SH stats reduced
AS SH ST T W CD SZ MV CAL
by 1 point.
5 5 7 7 4 5 6 4 0
10 Minor SPOMM damage: Immune to Shock lost.
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 oppo-
nents 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 T W CD SZ MV CAL
5 5 7 7 4 5 6 4 0
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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

„ Talon Cyclosynth

021
Frank Magaw Jr. (order #2255404)
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
Add combat trained Saburai N/A 5 6 N/A
Dragon Blade
Downgrade to Heavy Armour (+2) N/A -7 -8 N/A
The Dragon Blade CLAU (Capital Light Armoured Unit)
Downgrade to Heavy Armour (+1) N/A -13 -17 N/A
was the prototype of all other types of Triad CLAU, and
it was the result of development work between several Critical Hits
of the richest and most powerful Triad clans. When a Dragon Blade or Typhoon takes wounds
Cooperation of this type would previously have been there's a chance that something critical was hit. To
anathema to the proud and independent clan leaders, check for this roll 1d10 and refer to the table below.
however they had no real alternative, as no single clan Don't roll for each wound it suffers, just roll once for all
had the wealth or expertise to do it alone. the damage it sustains from any single model in a
True to their warrior tradition, the Triads round of shooting or combat. The effects of each criti-
designed the Dragon Blade to take on and defeat cal hit are permanent, but are not cumulative. Further
enemy balttlesuits in one to one combat. It is armed hits in the same location have no additional effect.
with a massive traditionally styled blade, that wielded in
two hands can penetrate the heaviest of armours. D10 Score Critical Hit Effect
1-5 None
AS SH ST T W CD SZ MV CAL
6 Armour damaged: Heavy Armour reduced by 2 points.
6 4 7 7 4 4 6 4 1-2
7 Structural damage: T stat reduced by 1 point.
Equipment Cost
8 Weapon(s) damaged: -1 DAM penalty on all attacks.
CAL 0 CAL 1 CAL 2 CAL 3
9 Sensory systems damaged: AS and SH stats reduced
Massive Blade (see special rules) N/A 137 171 N/A
by 1 point.
Special Rules 10 Pilot compartment breached: Immune to Shock lost.
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach, Saburai
Multiple attacks (x2), Shunt, Slow Strike, Sweep Attack. Retainers with some mechanical expertise, and those
Dragon Blades cannot evade. with previous experience in Oni Battlesuits, are often
In close combat the Dragon Blade attacks with its mas- called upon to join the ranks of the Saburai. Piloting
sive two-handed blade: To Hit 0, DAM ST+1, Armour powerful CLAUs, like the Dragon Blade or Typhoon,
Piercing 4, Melee. they are an impressive addition to any crime lord's
Options Cost Modifier armed capability. And in the unlikely event of their bat-
CAL 0 CAL 1 CAL 2 CAL 3 tlesuit being destroyed, most are only too willing to get
Upgrade to Heavy Armour (+4) N/A 15 19 N/A more personally involved.
Add combat trained Saburai N/A 5 6 N/A AS SH ST T W CD SZ MV CAL
Downgrade to Heavy Armour (+2) N/A -8 -10 N/A 4 4 4 4 1 4 2 4 1-2
Downgrade to Heavy Armour (+1) N/A -16 -19 N/A
Equipment
Typhoon Hattori Longsight, Combat Blade
Though capable enough in close combat, the real Special Rules
strength of the Typhoon CLAU lies in its ranged firepow- None
er. Its main armament is a quick firing Cobra Rocket
Launcher that fires high explosive antipersonnel rock- Options
ets. Though valued for their battlefield effectiveness, None
traditionalists tend to look askance at Typhoon pilots,
because of their tendency to hold back from close com- team upgrades
bat in order to maximise the effectiveness of their Retainer
weapon. Options Cost Modifier
AS SH ST T W CD SZ MV CAL CAL 0 CAL 1 CAL 2 CAL 3
6 4 7 7 4 4 6 4 1-2 Add Naginata Flame Blade 10 12 N/A N/A
Equipment Cost
CAL 0 CAL 1 CAL 2 CAL 3 Dragon Rocket Launcher
Cobra Rocket Launcher N/A 118 148 N/A Options Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
Special Rules Add Dragon Spitfire Warheads 18 24 N/A N/A
Heavy Armour (+3), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach, Hatamoto
Shunt, Slow Strike, Sweep Attack. Options Cost Modifier
Typhoons cannot evade. CAL 0 CAL 1 CAL 2 CAL 3
In close combat the Typhoon gets a single attack with Add Naginata Flame Blade N/A 13 17 N/A
its heavily armoured fist: To Hit 0, DAM ST+0.

022
Frank Magaw Jr. (order #2255404)
CLAU-team actions

„ Saburai

023
Frank Magaw Jr. (order #2255404)
CLAU-team actions

vasa Critical Hits


When an Executioner or Pacifier takes wounds there's
CLAUs: Executioner, Pacifier a chance that something critical was hit. To check for
Executioner this roll 1d10 and refer to the table below. Don't roll for
VASA military forces are known for their fast strike each wound it suffers, just roll once for all the damage
capabilities, getting in quickly, hitting hard, and then it sustains from any single model in a round of shoot-
getting out before the enemy can respond. In this ing or combat. The effects of each critical hit are per-
respect the Executioner CLAU (Capital Light manent, but are not cumulative. Further hits in the
Armoured Unit) is something of a departure. It is an same location have no additional effect.
out and out close combat battlesuit, with the emphasis D10 Score Critical Hit Effect
on engaging and destroying enemy battlesuits and 1-5 None
similar heavily armoured targets. Armament is a mas- 6 Armour damaged: Heavy Armour reduced by 2 points.
sive two-handed blade that can severely damage 7 Structural damage: T stat reduced by 1 point.
even the most heavily armoured of foes. 8 Weapon(s) damaged: -1 DAM penalty on all attacks.
9 Sensory systems damaged: AS and SH stats reduced
AS SH ST T W CD SZ MV CAL
by 1 point.
5 5 7 7 4 4 6 4 1-2
10 Pilot compartment breached: Immune to Shock lost.
Equipment Cost
CAL 0 CAL 1 CAL 2 CAL 3
Massive Blade (see special rules) N/A 142 178 N/A
Mechsoldat
Special Rules Mechsoldats pilot VASA CLAUs. They are recruited
Heavy Armour (+4), High Morale (+3), Immune to from Suppressor units, and after undergoing further
Shock, Impervious, Lethal Strike (x2), Long Reach, training they serve for a set tour of duty, before being
Multiple attacks (x2), Shunt, Slow Strike, Sweep given the option of returning to their original unit, or
Attack. signing up for another tour. On the battlefield their
Executioners cannot evade. powerful CLAUs are a force to be reckoned with, and
In close combat the Executioner attacks with its mas- in a peacekeeping role they're a deterrent that cannot
sive two-handed blade: To Hit 0, DAM ST+1, Armour be ignored.
Piercing 4, Melee. AS SH ST T W CD SZ MV CAL
Options Cost Modifier 3 4 4 4 1 4 2 4 1-2
CAL 0 CAL 1 CAL 2 CAL 3
Add combat trained Mechsoldat N/A 5 7 N/A Equipment
Downgrade to Heavy Armour (+3) N/A -8 -10 N/A Autopistol, Force Baton
Downgrade to Heavy Armour (+2) N/A -16 -20 N/A
Special Rules
High Morale (+1)
Pacifier
Enemy battlesuit pilots fear the Pacifier CLAU perhaps Options
more than any other. As heavily armoured as the None
Executioners it supports, it is armed with a powerful
Invictor anti-tank rifle. These massive weapons have team upgrades
one purpose only, the long-ranged destruction of Suppressor Grenade Launcher
enemy armour, and it is a task at which they excel.
Options Cost Modifier
AS SH ST T W CD SZ MV CAL CAL 0 CAL 1 CAL 2 CAL 3
5 5 7 7 4 4 6 4 1-2 Add Grenade Launcher GL-AP 10 12 N/A N/A
Equipment Cost Rockets
CAL 0 CAL 1 CAL 2 CAL 3
Invictor Anti Tank Rifle N/A 205 257 N/A Suppressor Sniper
Options Cost Modifier
Special Rules
CAL 0 CAL 1 CAL 2 CAL 3
Heavy Armour (+4), High Morale (+3), Immune to
Add Sniper Rifle SR-AP Grenades 4 8 N/A N/A
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack. KV72 MKIV Starfire
Pacifiers cannot evade.
Options Cost Modifier
In close combat the Pacifier attacks with one of its
CAL 0 CAL 1 CAL 2 CAL 3
heavily armoured fists: To Hit 0, DAM ST+0.
Add Mini-MLRS AP Missiles N/A 30 38 N/A
Options Cost Modifier
CAL 0 CAL 1 CAL 2 CAL 3
Add combat trained Mechsoldat N/A 5 7 N/A
Downgrade to Heavy Armour (+3) N/A -12 -15 N/A
Downgrade to Heavy Armour (+2) N/A -23 -29 N/A

024
Frank Magaw Jr. (order #2255404)
CLAU-team actions

„ Mechsoldats

025
Frank Magaw Jr. (order #2255404)
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 5 6 N/A
Downgrade to Heavy Armour (+3) N/A -7 -9 N/A
Sabre
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 Critical Hits
can field close combat units that rival the best there is. When a Sabre or Tomahawk takes wounds there's a
The Sabre CLAU (Capital Light Armoured Unit) is an chance that something critical was hit. To check for
example of this. These battlesuits massively armoured this roll 1d10 and refer to the table below. Don't roll for
forms resemble nothing so much as that of a gigantic each wound it suffers, just roll once for all the damage
Shock Marine, and even their armament is similar. As it sustains from any single model in a round of shoot-
standard they are fitted with a pair of huge vibro ing or combat. The effects of each critical hit are per-
blades that can carve up most opponents regardless manent, but are not cumulative. Further hits in the
of their armour. same location have no additional effect.
D10 Score Critical Hit Effect
AS SH ST T W CD SZ MV CAL
1-5 None
5 5 7 7 4 4 6 4 1-2
6 Armour damaged: Heavy Armour reduced by 2 points.
Equipment Cost
7 Structural damage: T stat reduced by 1 point.
CAL 0 CAL 1 CAL 2 CAL 3
8 Weapon(s) damaged: -1 DAM penalty on all attacks.
2 Huge Vibro Blades (see special N/A 168 210 N/A
9 Sensory systems damaged: AS and SH stats reduced
rules)
by 1 point.
Special Rules 10 Pilot compartment breached: Immune to Shock lost.
Heavy Armour (+4), High Morale (+2), Immune to
Shock, Impervious, Lethal Strike (x2), Long Reach,
Multiple attacks (x2), Shunt, Slow Strike, Sweep Land-Pilot
Attack. Land-Pilot is the official title under which Viridian
Sabres cannot evade. CLAU crews operate, and this goes for all the various
In close combat the Sabre attacks with two huge military units that currently field them, including
vibro blades: To Hit 0, DAM ST+0, 1 handed, Armour armoured regiments, marine regiments, and even the
Piercing 2, Melee. occasional combat engineer company. Recruitment
methods vary from service to service, some recruiting
Options Cost Modifier
direct from the citizenry, and others, like the Navy and
CAL 0 CAL 1 CAL 2 CAL 3
Marines, recruiting internally from their pools of serv-
Add combat trained Land-pilot N/A 5 6 N/A
ing personnel. Regardless of method though, Land-
Downgrade to Heavy Armour (+3) N/A -10 -12 N/A
Pilots are all well trained professional soldiers, capa-
Downgrade to Heavy Armour (+2) N/A -19 -24 N/A
ble of giving a good account of themselves both in and
out of their battlesuits.
Tomahawk AS SH ST T W CD SZ MV CAL
The Tomahawk CLAU is exactly what you'd expect 3 4 4 4 1 4 2 4 1-2
from a Viridian battlesuit. Built around the same heav-
ily armoured chassis as the Sabre, its focus is on pro- Equipment
viding long ranged antipersonnel firepower. Main Autopistol, Combat Blade
armament is a Howitzer TMT (short for Task Modified
Type), in essence a converted field howitzer, modified Special Rules
for increased portability and enhanced antipersonnel None
capability.
Options
AS SH ST T W CD SZ MV CAL None
5 5 7 7 4 4 6 4 1-2
Equipment Cost team upgrades
CAL 0 CAL 1 CAL 2 CAL 3
Howitzer TMT N/A 162 160 N/A Special Forces
Options Cost Modifier
Special Rules
CAL 0 CAL 1 CAL 2 CAL 3
Heavy Armour (+4), High Morale (+2), Immune to
Add Sticky Bombs N/A 7 9 N/A
Shock, Impervious, Lethal Strike (x2), Long Reach,
Shunt, Slow Strike, Sweep Attack. Special Forces Sergeant
Tomahawks cannot evade. Options Cost Modifier
In close combat the Tomahawk attacks with one of its CAL 0 CAL 1 CAL 2 CAL 3
heavily armoured fists: To Hit 0, DAM ST+0. Add Sticky Bombs N/A 7 9 11

026
Frank Magaw Jr. (order #2255404)
CLAU-team actions

„ Land-Pilots

027
Frank Magaw Jr. (order #2255404)
CLAU-team actions

koralon Options
None
CLAUs: Venom Drake, Spore Drake
Critical Hits
Venom Drake When a Drake takes wounds there's a chance that
Koralon Drakes are massive heavily armoured crea- something critical was hit. To check for this roll 1d10
tures that outsize even the mighty Broodmasters. and refer to the table below. Don't roll for each wound
They are implacable in their purpose and can shrug off it suffers, just roll once for all the damage it sustains
vast amounts of small arms fire, so are best tackled at from any single model in a round of shooting or com-
range with dedicated anti-tank weaponry. bat. The effects of each critical hit are permanent, but
The Venom Drake is a truly fearsome close are not cumulative. Further hits in the same location
combat opponent, armed as it is with gigantic razor have no additional effect.
sharp coraline mandibles. In addition it can spray
extremely corrosive venom from its mouth, so even D10 Score Critical Hit Effect

opponents that manage to stay out of physical reach 1-5 None

are still at serious risk, especially if lightly armoured. 6 Armour damaged: Heavy Armour reduced by 2 points.
7 Severe wound: T stat reduced by 1 point.
AS SH ST T W CD SZ MV CAL 8 Weapon(s) damaged: -1 DAM penalty on all attacks.
6 4 7 7 4 3 6 4 0-1 9 Sensory organs injured: AS and SH stats reduced by
Equipment Cost by 1 point.
CAL 0 CAL 1 CAL 2 CAL 3 10 Minor 'brain' injury: Immune to Shock lost.
Venom Spray 121 161 N/A N/A

Special Rules team upgrade


Heavy Armour (+4), Immune to Panic, Immune to
Phazon
Shock, Impervious, Lethal Strike (x2), Long Reach,
Options Cost Modifier
Multiple Attacks (x2), Shunt, Sweep Attack.
CAL 0 CAL 1 CAL 2 CAL 3
Venom Drakes cannot evade.
Add Warp Strike N/A N/A 38 46
In close combat the Drake attacks with its gigantic
coraline mandibles: To Hit 0, DAM ST+0, Armour Warp Strike
Piercing 4, Melee. All Phazons are able to sense the presence of other
Koralon in the vicinity, even when separated by solid
Options rock or thick walls. And it's by using these kin as a
None focussing point, combined with their seeming ability to
warp space itself, that they are able to create warp
Spore Drake portals. Some Phazons however also have other pow-
Spore Drakes are just as heavily armoured and diffi- ers, one of which is the Warp Strike.
cult to kill as Venom Drakes, however they're some- This power is similar to the warp portal power
what less dangerous in close combat. That said they in its use of kin as a focussing point, or 'focus', howev-
should still only be tackled by heavily armoured spe- er the effect is very different. Targeted via the focus
cialists, or taken out at range, as they're more than onto a nearby enemy, the warp strike creates a tiny
capable of massacring an entire squad of marines or short-lived gravwell. Though it exists only for an
such like. instant, the microscopic well appears directly inside
The real threat that a Spore Drake poses the target, and the powerful gravitational forces
though is in its Spore Launchers, gun like appendages released cause it to implode in on itself, inflicting seri-
that sprout from its arms. These operate much like a ous damage. Because it essentially turns a targets
mortar, firing a large hard-shelled spore in an arcing own mass against itself, warp strike is very effective
trajectory. On impact they explode, scattering a mix- versus large solid targets, but is of little use against
ture of razor sharp shards and corrosive liquid over a smaller less substantial ones.
wide area.
AS SH ST T W CD SZ MV CAL Performing a Warp Strike
6 4 7 7 4 3 6 4 0-1 In many ways performing a warp strike is much like
Equipment Cost taking a shot with an autopistol or gauss rifle. Just as
CAL 0 CAL 1 CAL 2 CAL 3 with normal shooting, the Phazon must roll to hit using
Spore Launcher 99 132 N/A N/A it's shooting (SH) stat, and its dice roll is subject to all
the usual shooting modifiers. The big difference
Special Rules though, is that when a Phazon performs a warp strike
Heavy Armour (+4), Immune to Panic, Immune to it can do so via another model, so it can target ene-
Shock, Impervious, Lethal Strike (x2), Long Reach, mies that it cannot itself see.
Shunt, Sweep Attack. A Phazon can perform a warp strike by mak-
Spore Drakes cannot evade. ing a snap shot, move and snap shot, or aimed shot
In close combat the Drake attacks with its barbed action. To do it, first pick a model to use as the focus,
mandibles or the jaws of one its pod launchers: To Hit this can be the Phazon itself or any other Koralon
0, DAM ST+0, Armour Piercing 1. model in the Phazons force, so long as it's in LOS and

028
Frank Magaw Jr. (order #2255404)
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
Frank Magaw Jr. (order #2255404)
CLAU-team actions

armoury tive shooting both the shooting model and the target
model must be at least twice as far from the interven-
Cobra Rocket Launcher ing object as the object is high.
Cobra Rocket Launchers are heavy multi-barrelled
weapons that are carried by large Triad battlesuits. Grenade Launcher GL-AP Rocket
Their purpose is anti-personnel, and when fired they AP (armour piercing) rockets are bulky fin stabilised
launch three high explosive rockets in rapid succes- rounds designed for use with standard issue grenade
sion, in order to saturate the target area. The rockets launchers. Though less accurate than normal antiper-
are fin stabilised and have a very flat trajectory, so are sonnel rounds, and with a shorter effective range, they
remarkably accurate up to quite long ranges. provide infantry with a lightweight anti-tank solution.
CC Short Medium Long Extreme The warheads are shaped charges that maximise for-
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam ward punch and eliminate wasted radial blast.
- - 0(x3) 5 -1(x3) 5 -2(x3) 5 - -
Type: Armour Piercing 3
Type: 1 handed, Ranged Template. Special Rules: DAM 6. -1 Penalty to hit. Cannot fire
Special Rules: Circular Template. beyond medium range. Low trajectory projectile - if
All three shots do not have to be fired at the same tar- used for speculative shooting both the shooting model
get model; you can spread the second and third shots and the target model must be at least twice as far from
on to different models. To be valid as a target for such the intervening object as the object is high.
a spread over shot, a model must be within 4 inches
of the preceding target model, and also within range Hattori Longsight
and LOS of the shooting model. The Hattori Longsight is a type of autopistol that's
increasingly popular among Triad hit men and
Dragon Spitfire Warhead
enforcers. It sports a very long barrel and a removable
Spitfire Warheads are armour piercing rocket muni-
clip-on butt, so can outrange most other handguns
tions for use in Dragon Rocket Launchers. Whereas
while remaining fairly easy to conceal. Initially pro-
standard antipersonnel rockets are fired in volleys in
duced by the Hattori family, a notorious manufacturer
order to saturate an area, spitfire warheads are fired
of black market weapons, the design has been widely
singly at an individual target. As is usual with armour
copied by competing underworld weaponsmiths.
piercing rounds, on detonation the warhead's destruc-
tive power is focussed forward, with a minimum of CC Short Medium* Long Extreme
wastage through radial blast. To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
0 4 0 4 -1 3 - - - -
Type: Indirect Fire, Armour Piercing 3
Special Rules: DAM 5 (x2). Cannot fire beyond long Type: 1 handed
range. Low trajectory projectile - if used for specula- Special Rules: * Only available with lock-fire orders.
tive shooting both the shooting model and the target
model must be at least twice as far from the interven- Howitzer TMT
ing object as the object is high. The Howitzer TMT (short for Task Modified Type) was
developed specifically for use by the largest type of
Erg Equalizer battlesuit, the Capital Light Armoured Unit. Taking a
Known affectionately as Erg Equalizers, shotgun pis- standard field howitzer as a starting point, its design-
tols are heavy revolvers that fire standard riot shotgun ers modified it heavily, both for improved portability
ammunition. Robust and easy to maintain, they're and increased antipersonnel effectiveness. Like all
often issued to Junkers officers, military police, and howitzers, it fires high explosive shells in a high arc,
front line armoured vehicle crews. dropping them down on the target from above. Though
CC Short Medium Long Extreme it can be used against close range targets, it's not real-
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam ly calibrated for this kind of work so tends to be some-
+1 4 +1 4 - - - - - - what inaccurate.
CC Short Medium Long Extreme
Type: 1 handed
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
Special Rules: None
- - -2 7 -1 7 -1 7 -2 7

Field Howitzer FH-AP Shell Type: 2 handed, Indirect Fire, Ranged Template,
AP (armour piercing) shells allow howitzers to double Armour Piercing 1
up as anti-tank guns. Fired in a relatively low trajecto- Special Rules: Large Circular Template.
ry, on detonation AP rounds generate almost no radial
blast. Instead their destructive power is focussed for- Invictor Anti Tank Rifle
ward, punching through armour plate as though it The 'Invictor' anti tank rifle gains its name from the
were paper. company that originally developed it, the Invictor Arms
Type: Indirect Fire, Armour Piercing 4 Company. The VASA design brief required a light anti-
Special Rules: DAM 6 (x2). Cannot fire beyond long tank gun that could be carried by CLAU class battle-
range. Low trajectory projectile - if used for specula- suits, and though the gun design was eventually

030
Frank Magaw Jr. (order #2255404)
CLAU-team actions

approved, the Invictor Arms Company did not manage CC Short Medium Long Extreme
to gain sole production rights, and many different com- To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
panies now also manufacture them. As highly mobile - - 0 6 0 6 -1 6 - -
anti-tank weapons go, these are among the most pow-
Type: Mounted, Ranged Template, Armour Piercing 2.
erful available, only being outclassed by much heavier
Special Rules: Large Circular Template.
vehicle mounted guns.
CC Short Medium Long Extreme Rotary Cannon
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam Rotary Cannons are huge multi barrelled guns with an
- - 0 7(x4) 0 7(x4) -1 7(x4) - - extremely high rate of fire. The vast weight of these
Type: 2 handed, Armour Piercing 4 weapons and the sheer volume of ammunition they
Special Rules: None require means that they are usually mounted on vehi-
cles or very large battlesuits. They operate much like
gigantic chain guns and are primarily anti-personnel
Mini-MLRS AP Missile
weapons, however their power and volume of fire can
Though the Mini-MLRS is essentially an anti-person-
enable them to take down quite heavily armoured tar-
nel weapon, if need be it can also be used to launch
gets.
AP (armour piercing) missiles. Launched singly, rather
than in the area saturation volleys that are usual with CC Short Medium Long Extreme
the standard anti-personnel munitions, they widen this To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
weapon system's battlefield role. - - 0(x6) 6 -1(x6) 5 - - - -

Type: Mounted
Type: Indirect Fire, Armour Piercing 3
Special Rules: None
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
Sniper Rifle SR-AP Grenade
model and the target model must be at least twice as A rifle grenade clips over the muzzle of a standard rifle
far from the intervening object as the object is high. 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
Naginata Flame Blade
round that passes through its centre, they add to a sol-
A 'Flame Blade' is a thermite charge attachment that
diers mid-range capability.
can be fitted to the business end of a naginata, effec-
One of the most commonly issued types is the AP
tively converting it into a makeshift thermite lance.
(armour piercing) variety, which uses a shaped charge
Rammed into contact with an opponent the explosive
to punch through armour plating.
tip detonates automatically, and can cause grievous
damage to even the most heavily armoured of targets. Type: Armour Piercing 3
The detonation causes no damage to the weapon Special Rules: DAM 5. -2 Penalty to hit. Cannot fire
itself, the charge being shaped to focus the blast for- beyond medium range.
ward into the target. The only real downside is that
when fitted, the weight of the charge makes the nagi- Spore Launcher
nata somewhat unwieldy. Spore Launchers are large gun-like appendages that
CC Short Medium Long Extreme sprout from the 'arms' of Koralon Spore Drakes.
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam Operating much like a mortar or howitzer, they fire a
0 5(x2) - - - - - - - - large hard-shelled spore in an arcing trajectory. On
impact the spore explodes scattering a mixture of
Type: 2 handed, Armour Piercing 4 razor sharp shards and corrosive liquid over a wide
Special Rules: At the start of a close combat, before area.
rolling for first strike, you must choose either to attach On examination of the recovered remains of
the Flame Blade or not. If you choose to attach it use a Spore Drake, scientists have discovered that they
this profile, if not use the standard naginata profile. have special sacs at the rear of their body that enable
them to 'grow' a constant supply of fresh ammunition.
Plasma Cannon From battlefield observations it appears that fresh
Plasma Cannons fire a searing hot ball of plasma that spores are generated very quickly, indicating a mas-
expands rapidly on impact, with an effect very much tery of biological processes far beyond our own capa-
like a powerful high explosive. Unlike conventional bility.
anti-personnel weapons though, the nature of their
CC Short Medium Long Extreme
payload also gives them a good degree of armour
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
piercing capability. Like all plasma weapons they
- - -1 6 0 6 -1 6 - -
require a large power pack and heavy shielding, mak-
ing them extremely bulky. For this reason they're usu- Type: N/A, Indirect Fire, Ranged Template, Armour
ally vehicle mounted, or carried by huge Cyclosynths. Piercing 1, Corrosive (treat as Incendiary)
Special Rules: Large Circular Template.

031
Frank Magaw Jr. (order #2255404)
CLAU-team actions

Sticky Bomb model itself, or a friendly model in contact can


Sticky Bombs are powerful armour piercing charges attempt removal instead of making a normal action.
for use against large heavily armoured targets. In addition as above, a friendly model that moves
Incorporating potent micro-magnets and coated with into and ends in contact, can attempt to remove it
advanced quick setting adhesives they are equally as it completes its movement. A successful attempt
useful for demolition and as anti-tank weapons. Most removes a single bomb, and models can make
often issued to combat engineers and special forces, further attempts at bomb removal with follow-on
they can be thrown much like a grenade, and on actions.
impact adhere to the target. Once attached a preset
time-delay fuse detonates the charge. Though poten- Thermite Dart
tially devastating to large lumbering targets, they're of Thermite darts are weighty hand thrown bomblets for
little use against smaller more nimble ones. use against large heavily armoured targets. A finned
CC Short Medium Long Extreme tail helps stabilize them in flight, and a nose-mounted
To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
firing pin triggers them on impact. Though powerful,
- - -1 6(x2) - - - - - -
their size, low velocity, and method of triggering mean
that they're only really effective versus big solid tar-
Type: Indirect Fire, Armour Piercing 5 gets. Easily avoided by smaller ones, detonation is
Special Rules: Only useable versus 'heavies' (SZ 6+), also entirely dependant on hitting a hard unyielding
smaller models cannot be targeted or damaged. Sticky surface.
bombs do not detonate immediately on impact; CC Short Medium Long Extreme
instead they detonate at the end of the game turn, To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
after all models have been activated. If more than one - - 0 6 - - - - - -
player has succeeded in attaching sticky bombs, then
all those attached by the first player detonate first, fol- Type: Indirect Fire, Armour Piercing 4
lowed by all those attached by the next player, and so Special Rules: Only useable versus 'heavies' (SZ 6+),
on. smaller models cannot be targeted or damaged. Low
trajectory projectile - if used for speculative shooting
Bomb Removal both the shooting model and the target model must be
So long as they're not in base contact or close combat at least twice as far from the intervening object as the
with the enemy, previously inactivated models, or object is high.
those on over-watch, can attempt to remove sticky
bombs prior to detonation. This can be attempted by Thermite Wrecker Harness
the model they're attached to, or by a friendly model Wrecker Harnesses are an improvement on the origi-
that's in contact or that moves into contact. When nal Thermite Harness design. Incorporating advanced
attempting bomb removal a models orders affect its compounds that give a more intense detonation, they
chance of success; with over-watch and lock-fire guar- retain all of the original's ant-personnel capabilities,
anteeing it, while snap-fire depends on the result of a but are far more effective versus heavily armoured
dice roll. The following rules apply. opponents.

• Over-watch: A model to which a sticky bomb has Type: N/A


Special Rules: In operation it is identical to a standard
been attached can remove it instead of attempting
Thermite Harness, however in addition to the usual
a disruption shot or evade. Success is automatic, a
effects it also has Armour Piercing 3 capability versus
single bomb is removed, and the model counts as
any models that are in contact.
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 Venom Spray
orders, and it can be activated as such in order to Koralon Venom Drakes can spit great gouts of slimy
remove it (see below). 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
• Lock-fire: The model itself, or a friendly model in
even the best of personal body armours.
contact, can remove the bomb instead of making a
To date, the gigantic Drakes have been the
normal action. In addition, a friendly model that
only Koralon encountered that have this capability, but
moves into and ends in contact, can remove it as it
it's more than likely that there are other Koralon out
completes its movement. For example a model
there that have it.
could make a rush move into contact and remove
the bomb at the end of its move. As above, success CC Short Medium Long Extreme
is automatic, a single bomb is removed, and the To Hit Dam To Hit Dam To Hit Dam To Hit Dam To Hit Dam
model counts as having been activated and - - +1 6 - - - - - -
completed its turn.
Type: N/A, Directly Placed Template, Armour Piercing
1, Corrosive (treat as Incendiary)
• Snap-fire: Bomb removal is not automatic; instead Special Rules: Large Teardrop Template
a score of 6+ on 1d10 is required to succeed. The

032
Frank Magaw Jr. (order #2255404)
033
Frank Magaw Jr. (order #2255404)
CLAU-team actions

034
Frank Magaw Jr. (order #2255404)
CLAU-team actions

035
Frank Magaw Jr. (order #2255404)
CLAU-team actions

036
Frank Magaw Jr. (order #2255404)
CLAU-team actions

037
Frank Magaw Jr. (order #2255404)
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

z 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

z 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

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

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

z 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 "Battle-
Forces" 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,
CODE: 23920
Dalkeith, Midlothian, Scotland,
United Kingdom EH22 4AD

Copyright 2004-2008 Urban Mammoth Ltd.


All Rights Reserved.
www.urbanmammoth.com
Frank Magaw Jr. (order #2255404)

You might also like