Bauhaus

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Transcript of Bauhaus

By: Jarek Ewertowski, Rob Alderman and Mark RapsonLayout by: Michal Pawlaczyk

Introduction by: Andy HoareArtwork by: Darek Zabrocki, Paul Bonner, Small Impact Games

Additional Art Supplied by: Mutant Chronicles International Inc.Cover art by: Tomek Tworek

Prodos Games would also like to thank: Kim Rapson, Jay Zetterberg, Jim Vidlak, Tom Haswell, The 532, The Leamington Gaming Club, Warwickshire Wargamers, Our Alpha Testers,

Modiphius, Paradox Entertainment

(c) 2013 Mutant Chronicles International Inc. MUTANT CHRONICLES and related logos, characters, names, and distinctive likenesses are trademarks or

registered trademarks of Mutant Chronicles International Inc. Used with permission. All rights reserved.Produced by Prodos Games Limited.

All Rights Reserved©Prodos Games Ltd. 2013

The BAUHAUS CORPORATION 4Bauhaus general Special Rules 5 Close combat Warlord 5 Ranged Warlord 5 Tech Warlord 6Bauhaus units 7 Angelika Drachen 7 Max Steiner 8 Valerie Duval 9 Hussars 10 Etoiles Mortants 11 Armoured Hussars –“Juggernauts” 12 Venusian Rangers 13 Vulkan Battlesuit 14 Vorreiters 15 GBT-49 GRIZZLY Battletank 16

Contents

4

The BAUHAUS CORPORATION

As one of the first, great megacorporations, noble Bauhaus laid claim to Venus, her terraformed jun-gles a treasure trove of riches on a planetary scale. The megacorp was quick to stake its claim, its inves-tors funding the foundation of numerous settlements and industrial facilities. For an age, the investors were richly rewarded for Venus truly was the fount of all wealth. Inevitably, this state was not to last, for the other corporations turned covetous eyes upon Bau-haus’ hard won lands. Perhaps jealous that the worlds they themselves had claimed were far less quick to render up their own riches, first Mishima and Capitol, and then Imperial as well as several of the larger free-lancer houses, turned upon Bauhaus, adding fuel to the First Corporate War, which had been threatening

to engulf the entire Solar System for several years as each of the corporations sought a course for launch-ing all-out war. Beset upon all sides, their megacorps facing for the first time in its long history the prospect of total de-feat, the military advisers who for so long had been content to counsel the investors in matters of defence and strategy, stepped forward. In what amounted to a military coup, the investors were swept aside, corpo-rate governance replaced with military rule. Held to-gether by the iron fist of the military, Bauhaus gained new strength and when Cardinal Durand stepped from its ranks to lead the Venusian Crusade against the Dark Legion, Bauhaus was at the forefront of the army of the faithful.

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BAUHAUS GENERAL SPECIAL RULES

Doubtless Precision: Bauhaus Models never fumble on a roll of a ‘natural 20’, but a ‘natural 20’ is still al-ways considered a failure.

Combat doctrines: Depending on type of Warlord (Close Combat, Ranged or Tech), each Troop, Sup-port and Light Vehicle Squad can be given up to two Combat Doctrines for the points indicated in the de-scription. Every Model from the Squad must buy the Doctrine. Combat Doctrines are a distinct group of Special Skills

Close Combat Warlord

Any Bauhaus Troop, Support or Light Vehicle Squad in an Army lead by a Warlord (Close Combat) may take up to two of the following Combat Doctrines. All Models in the Squad must take the same Combat Doctrines. No Combat Doctrines can be taken more than once per Model.

Iron Will: A Squad with ‘Iron Will’ gains Passive: ‘Fearless’. The ‘Iron Will’ Doctrine can be taken for 5 points per Model.

Schnell! Schnell! Schnell!: A Squad with the Passive Doctrine: ‘Schnell! Schnell! Schnell!’ has a +1 Modifi-er to Movement Value. The ‘Schnell! Schnell! Schnell!’ Doctrine can be taken for 5 points per Model.

Smoke Flare: A Squad Commander may be given the Active Doctrine: ‘Smoke Flare’ for 20 points. Once per Game the Squad Commander may use 1 Action Point and Turn to Burn 1 Resource Card to use the Smoke Flare. Place a Smoke Flare 30mm Token any-where within 3” of the Squad Commander’s base. Eve-ry Model within 3” of the Smoke Flare cannot be tar-geted by Ranged attacks or Engage Actions (unless the shooter has a special skill enabling it to ignore effects or Modifiers to LOS). Models within 3” of the Smoke Flare cannot target any Models with Ranged Attack or

Engage. The Smoke Flare dissipates at the end of the Game Turn, remove the Token at the beginning of the subsequent Control Phase. This Doctrine can be used by the Acting Squad Commander if the Squad Com-mander is removed from the game before the Smoke Flare is used.

The Moment has Come!: For 15 points a Squad can be given the ‘The Moment has Come’ Passive Doc-trine. If the controlling player ‘Turns to Burn’ 1 Re-source Card the Squad gains an additional +2 Move-ment Modifier to their ‘Engage Action’ until the end of the Game Turn.

Advanced Hand to Hand Training: For 4 points per Model, a Squad can be given the ‘Advanced Hand to Hand Training’ Active Doctrine. ‘Turn to Burn’ 1 Re-source Card, the Squad gain a +1 Modifier to RoA.

Long Bayonets: For 1 point per Model, a Squad can be equipped with the Passive Doctrine: ‘Long Bayo-nets’. The Squad gains an additional +1 Modifier to its Engage Bonus.

Flank Deployment: A maximum of 1 Squad in the army can be given the ‘Flank Deployment’ Passive Doctrine for 7 points per Model. The Squad with the ‘Flank Deployment’ Doctrine can be deployed using the Rapid Deployment Rules, but ignore the effect of a roll of a natural 20 (Fumble) and use their full LD for the deployment roll. If a Squad already has the ‘Rapid Deployment’ Special Skill they can be given the ‘Flank Deployment’ Special Skill for 4 points per Model.

Ranged Warlord

Any Bauhaus Troop, Support or Light Vehicle Squad in an Army lead by a Warlord (Ranged) may take up to two of the following Ranged Doctrines. All Models in the Squad must take the same Ranged Doctrines. No Ranged Doctrines can be taken more than once per Model.

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Scout Training: For 2 points per Model, a Squad can be given the ‘Scout Training’ Passive Doctrine. Models with Scout Training have the ‘Crackshot’ Special Skill.

Special Weapon Training: For 10 points a Squad can be given the ‘Special Weapon Training’ Passive Doc-trine. Squads with Special Weapon Training can reroll failed ‘Get the Gun’ rolls.

Long Rangers: For 5 points per Model, a Squad can be given the ‘Long Rangers’ Active Doctrine. Once per Game the Controlling Player may ‘Turn to Burn’ 2 Resource Cards. Every Model in the Squad with the ‘Long Rangers’ Doctrine gains a +6 Weapon Range Modifier for their Ranged Weapons.

Fallschirm Piktogramm: For 6 points per Model, a Squad can be equipped with the Active Doctrine: ‘Fallschirm Piktogramm’. At the beginning of the Squad’s Activation and if the Controlling Player ‘Turns to Burn’ 2 Resource Cards a Fallschirm Piktogramm’ can be launched. The Squad ignores all negative LOS and Range Modifiers in play (but still needs LOS) un-til the end of the Game Turn.

Extended Clips: Only one Squad per Army may take ‘Extended Clips’. For 4 points per Model a Squad can be equipped with ‘Extended Clips’. This Squad gains the ‘Suppression Fire’ Active Special Skill.

Targeting Flare: For 12 points a Squad can be equipped with ‘Targeting Flares’. Squads with Tar-geting Flares may reroll any failed RS Tests for Blast Weapons.

Tech Warlord

Any Bauhaus Troop, Support or Light Vehicle Squad in an Army lead by a Warlord (Tech) may take up to two of the following Tech Doctrines. All Models in the Squad must take the same Tech Doctrines. No Tech Doctrines can be taken more than once per Model.

Blitzkrieg: For 10 points per Model, a Squad of Light Vehicles can be given the Active Doctrine ‘Blitzkrieg’. ‘Turn to Burn 1’ Resource Card. The Light Vehicles

with ‘Blitzkrieg’ receives an addition Modifier of +2 to Movement Value.

Auto Repair Protocol: For 20 points, a Squad of Light Vehicles can be given the Passive Doctrine ‘Auto Re-pair Protocol’. Once per Activation a Light Vehicle with ‘Auto Repair Protocol’, can attempt to reinstate a previously lost Structure Point. On a D20 roll of 1-3 a Structure Point (owning player’s choice) is reinstated. Reinforced Armour Plates: For 25 points per Mod-el, a Squad of Light Vehicles can be given the Passive Doctrine ‘Reinforced Armour Plates’. All hit locations gain +1 Modifier to AV.

Reactive Armour Plates: For 45 points per Model, a Squad of Light Vehicles can be given the Passive Doc-trine ‘Reactive Armour Plates’. Failed AV tests against weapons with an AVV value of 1-3 can be rerolled.

Reinforced Rear Plating: For 20 points per Model, a Squad of Light Vehicles can be given the Passive Doc-trine ‘Reinforced Rear Plating’. Light Vehicles with Reinforced Rear Plating have the AV value on the Rear Facing upgraded to the Front Facing AV value.

Field Medic Training: For 15 points, a Squad Com-mander can be given ‘Field Medic Training’. A Squad Commander with ‘Field Medic Training’ has the ‘Medic (2)’ Special Skill.

Sandbag Equipment: For 20 points, a Squad can be equipped with ‘Sandbag Equipment’. Each Game Turn a Squad may use the ‘Sandbag Equipment’ Ac-tive Doctrine if the entire Squad spend 1 Action Point each (following the rules of Squad Special Actions) and ‘Turn to Burn’ 1 Resource Card. Place 3x30mm ‘Sandbag’ tokens (in a straight line and in B2B con-tact with each other) 2” from the Squad Commander (or Acting Squad commander). The Sandbag tokens count as 0.75” high Heavy Terrain with AV18 and 1 SP.

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angelika drachen

Type: Warlord (Close Combat), Medium Base (40mm). UniqueEquipment: Enhanced MP-25 ‘Equaliser’ Handgun, Harstein & Becker Industries Neurolash, Bauforce Superior Light Armour.

ARMOUR: Bauforce Superior Light Armour: (No negative Weapon Type modifiers taken) RANGED WEAPONS

Passive: Unforgiving Ammunition: Models that receive hits from the ‘Enhanced MP-25 ‘Equaliser’ Handgun’ have their ‘Armour Value’ reduced by half and any successful Impenetrable Armour tests must be rerolled.

Passive: Head-Shot: If a Ranged Skill Test with the ‘Enhanced MP-25 ‘Equaliser’ Handgun’ results in a roll of a natural 1, the attack gains Critical Force (2).

CLOSE COMBAT WEAPONS

Passive: Entangled: Enemy Models which start their activation within the CCWR of Angelika Drachen must pass a Will Power Test, if the test is unsuccessful then the enemy Model’s CC Skill is reduced by half until the end of its next activation. Entangled does not affect Squads with the ‘Fearless’ Special Skill.

Active: Neurolash Re-Energiser: Once per Activa-tion ‘Turn to Burn’ 1 Resource Card to Re-Energise

the Neurolash. The Neurolash creates neurolink with a target Model (friend or foe) within Angelika’s CCWR. Place a Neurolash token next to the target Model. For each Neurolash token in play the Neurolash receives a +2 Strength (St) Modifier. The ‘Neurolash Re-En-ergiser’ Special Skill may target a different Model in subsequent Game Turns. For each token allocated to a Target Model they receive a -2 Modifier to St (to a minimum of 0). If at the end of a Game Turn, the Tar-get Model is not in Angelika’s CCWR remove the To-kens immediately.

Active: Neurolash Energy Expulsion: ‘Turn to Burn’ 1 Resource Card. Angelika Drachen can release an electrical bolt from her Neurolash. When this hap-pens, the Neurolash attacks count as ‘Neurolash En-ergy Expulsion’. This attack is considered a shooting action.

Active: House Valmonte Distortion Device: ‘Turn to Burn’ 3 Resource Cards to place a House Valmon-te Distortion Device. Angelika can place 1x 30mm round token (counts as 1 inch high and Light Cover) anywhere on the battlefield. The token has an AV 15 and 1 SP and is hit automatically in CC. Any Model within 3” of the token cannot make a shooting attack. Only 1 token may be in play during the game, but if it is destroyed, Angelika can place another one.

Special Skills: Dissention, Execution (War-lord), Fearless, Fear (2), Contempt (All), Bru-tal, Ferocity, Sister Templar of House Valmonte

Passive: Sister Templar of House Valmonte: If An-gelika Drachen is included in an army, that army may include one Squad of Bauhaus Juggernauts as ‘Troops’. Any other Squads of Bauhaus Juggernauts must be taken as ‘Support’.

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MAX STEINER

Type: Warlord (Ranged), Medium Base (40mm). Unique

Type: Lord, Medium Base (40mm). UniqueEquipment: Bauforce HMG 1000 ‘Deathlockdrum’, Duelling Sabre, Superior Quality Guardsman Mk.III Armour.

Armour: Superior Quality Guardsman Mk.III Ar-mour: (No negative Weapon Type modifiers taken).

RANGED WEAPONS

Active: Mannaufhören Shells: The Bauhaus Special Forces are entitled to all kinds of experimental equip-ment and in the case of the Max Steiner, he has been gifted with Mannaufhören Shells. ‘Turn to Burn’ 1 Resource Card. The Strength of the Bauforce HMG 1000 ‘Deathlockdrum’ used by Max Steiner receives a +2 Modifier St and +1 to AVV until the end of his activation. Active: Blessed Ammunition: The Deathlockdrum has been designed to take out the monstrous creatures of Dark Legion. ‘Turn to Burn’ 1 Resource Card to change the ‘Type’ of this weapon from ‘Piercing (A)’ to ‘Plasma (A)’.

CLOSE COMBAT WEAPONS

Special Skills: Duellist, Pathfinder, Stalk, Doomtrooper, Fearless, Crackshot, Sabo-tage, Major of the 2nd Venusian Rangers

Passive: Sabotage: Max Steiner and his 2nd Venusian Rangers, ‘The Schättenfängers’, are masters of subter-fuge. Once both forces have deployed, an army opposing Max Steiner must reveal its Corporate Agenda Target.

Passive: Major of the 2nd Venusian Rangers: If Max Steiner is included in an army, the Controlling Player may take one Squad of Venusian Rangers as ‘Troops’. If Max is the Warlord two Squads of Venusian Rang-ers can be taken as ‘Troops’.

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VALERIE DUVAL

Type: Warlord (Psychic – Counts as Close Combat for Doctrines), Medium Base (40mm) Unique

Type: Lord, Medium Base (40mm). UniqueEquipment: Silenced P60 ‘Punisher’ Handgun, EN-13 Nightsticks, Blessed Dying Stars Armour, Tear-Gas Grenades.

ARMOUR: Blessed Dying Stars Armour: (No nega-tive Weapon Type Modifiers taken).

RANGED WEAPONS

Passive: Silenced Elimination: If Valerie Duval fires the Silenced P60 ‘Punisher’ Handgun into the rear arc of her target, any successful ‘Armour’ tests made by the targeted Model must be re-rolled.

Passive: Tear Gas: Place a ‘Tear-Gas’ token next to each model touched by the Tear-Gas Grenade Tem-plate. All Models with a Tear-Gas token receive an additional Modifier to RS of -4. Remove the tokens in the subsequent Control Phase. Affect of ‘Tear-Gas’ Tokens are not cumulative.

CLOSE COMBAT WEAPONS

Passive: Assassinate: When attacking in a tar-get Model’s rear arc, Valerie Duval gains +3 St. Passive: Cardinal’s Blood: Due to their connections with the Brotherhood, the Close Combat Weapons of the Etoiles Mortants have been blessed in the holy blood of Cardinal Durand. Heal Tests cannot be made against Close Combat attacks made by Valerie Duval.

Passive: Continuous attack: For each successful hit in Close Combat with her EN-13 Nightsticks, Valerie’s RoA is increased by 1. Each subsequent attack gains an additional -1 Modifier to CC over the last.

Passive: Weapons of Finesse: The RoA of the EN-13 Nightsticks cannot be increased by any means except Continuous Attack.

Special Skills: Fearless, Contempt (Dark Legion), Camouflage (2), Doomtrooper, Hurricane of De-struction, Major of the 7th Etoiles Mortant, Refrac-tive Mirage, Distraction, Cleansing Flame of the 7th

Passive: Major of the 7th Etoiles Mortant: An army including Valerie Duval may have two Squads of Etoiles Mortant upgraded to the ‘7th Etoiles Mortant’. 7th Etoiles Mortant Squads receive an additional +1 Modifier to CC and have the Infiltrate Special Skill. This will cost 4 points per Model. If Valarie is the army Warlord these Squads can be used as Support Choices.

Passive: Hurricane of Destruction: Valerie Duval has a 360 degree LOS if Engaged and can choose to attack combatants in her Front and Rear Facing.

Active: Distraction: Turn to Burn 2 Resource Cards. One Model in range of Valerie Duval cannot use any Active Skills until the end of the Game Turn. The ‘Dis-traction’ Psychic Deboofs does not cost any Action Points to complete.

Active: Refractive Mirage: Turn to Burn 1 Resource

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Card and use 1 Action Point. Target Squad become near impossible to visually define until the end of the Game Turn. Models attempting to shoot at a Squad with ‘Refractive Mirage’ receive an additional -5 Mod-ifier to RS.

Active: Cleansing Flame of the 7th: Turn to Burn 1 Resource Card and use 1 Action Point for Valerie to use the ‘Cleansing Flame of the 7th’ Psychic Shooting Attack.

hussars

Type: Troops, Small Bases (30mm). Squad Composition: 1 Hussar Squad Commander and 4 Hussars. Squad Size: 5-12 Hussars. Equipment: AG-17 Panzerknacker Assault Rifle, GW-170 UBGL, Combat Knife, Mk.IV Hussar Ar-mour.

ARMOUR: Hussar Mk.IV Armour: (-2 Blast)

RANGED WEAPONS

Active: GW-170 UBGL: ‘Turn to Burn’ 1 Resource Card per Hussar. The resourced Hussars can fire their GW-170 UBGL instead of their AG-17 ‘Panzerknack-er’ Assault Rifle.

Passive: Incoming: Any Squad that receives a Wound Effect from the GW-170 UBGL must immediately take a Pinning Test.

CLOSE COMBAT WEAPONS

Squad Upgrades: The Squad may be increased by up to 7 Hussar Models at 16 Points per Model.The whole Squad may be equipped with Anti-Infantry Grenades for 3 Points per Model.1 in 5 Models in the Squad may replace its AG-17 ‘Panzerknacker’ Assault Rifle with an ARG-17 Rocket Launcher for 20 Points or a MG-40 Light Machine Gun for 12 Points

Passive: Crack ammo: Unsaved Structure Point Dam-age from the ARG-17 Rocket Launcher is doubled. Passive: Slow to Reload: ARG-17 RoF cannot be in-creased by any means.

Passive: Combined Fire: If a Squad contains two MG-40 Light Machine Guns the Squad can complete a ‘Suppression Fire’ Special Action.

Special Skills: The Military Backbone of Bauhaus, Trained Efficiency

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Passive: The Military Backbone of Bauhaus: Bau-haus Hussars may always reroll failed LD tests.

Passive: Trained Efficiency: The Squad successfully completes a ‘Get that Gun’ attempt on a D20 roll of 1-15.

ETOILES MORTANT

Type: Troop, Small Bases (30mm) Squad Composition: 1 Etoiles Mortant Squad Com-mander and 4 Etoiles Mortant. Squad Size: 5-12 Etoiles Mortant. Equipment: P60 Punisher Handgun, Punisher Short Sword, Dying Stars Armour.

ARMOUR: Dying Stars Armour: (-1 Blast)

RANGED WEAPONS

Passive: Headshot: If a Ranged Skill Test with the ‘En-hanced MP-25 ‘Punisher’ Handgun’ results in a roll of a natural 1, the attack gains Critical Force (2).

CLOSE COMBAT WEAPONS

Passive: Parry: Models with a Punisher Short Sword gain Impenetrable Armour (10) against Close Com-bat attacks. Active: Blessed by the Brotherhood: ‘Turn to Burn’ 1 Resource Card to increase one Model’s Punisher Short Sword RoA value by 2 until the end of the Game Turn. Passive: Cardinal’s Blood: Due to their connections with the Brotherhood, the Close Combat Weapons of the Etoiles Mortants have been blessed in the holy blood of Cardinal Durand. Heal Tests cannot be made against Close Combat attacks made by the Etoiles Mortants.

Squad Upgrades: The Squad may be increased by up to 7 Models at 15 Points per Model1 in 5 Models in the Squad can replace its P60 ‘Pun-isher’ handgun with a Gehenna Puker for 10 Points.

The whole Squad may be equipped with Fire Grenades for 4 points per Model.The whole Squad may be equipped with Anti-Tank Grenades for 4 points per Model.

Special Skills: Fearless, Camouflage (1), Contempt (Dark Legion), Strike into the Heart of Darkness, They came from Nowhere! Passive: They came from Nowhere!: Etoiles Mortant can use ‘Rapid Deployment’. If they do so they use their unmodified LD for the ‘Rapid Deployment’ Test and are not destroyed if a natural 20 is rolled.

Active: Strike into the Heart of Darkness: ‘Turn to Burn’ 1 Resource Card. The Squad gains ‘Predator Senses’ Special Skill until the end of the Game Turn.

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Armoured Hussars –“Juggernauts”

Type: Support, Medium Bases (40mm). Squad Composition: 1 Armoured Hussars Squad Commander and 2 Armoured Hussars. Squad Size: 3-6 Armoured Hussars.

Equipment: MG-70 HMG, JS66 Heavy Flamethrow-er, Hydraulic Powered Fist, XO-102 ‘Steelstrider’ Ar-mour.

ARMOUR: XO-102 ‘Steelstrider’ Armour: (Piercing – 1)

RANGED WEAPONS

CLOSE COMBAT WEAPONS

Active: Squash: ‘Turn to Burn’ 1 Resource Card. An Armoured Hussars may perform the ‘Squash’ Special Close Combat Action, as if it is mounted on a Large base.

Squad Upgrades: The Squad may be increased by up to 3 Armoured Hussars Models at 75 Points per Mod-el.

Special Skills: Heal (5), Bulldozer, Weapons Over-charge, Defensive Mode Passive: Bulldozer: Juggernauts can punch their way through walls (even bunkers). Juggernauts may En-gage through walls as long as there is space on other side of the wall to place the Juggernaut. Any Struc-ture or Wall punched through in this way receives an Automatic Structure Point of Damage. Juggernauts count Ruin Structures and Intact Structures as light terrain for Movement.

Active: Weapons Overcharge: Before making any kind of Ranged Attack action, ‘Turn to Burn’ 1 Re-source Card to fire all of a Model’s ranged weap-ons. This counts as 1 Shooting Action. Roll a D20 before firing the weapons, if the result is a natural ‘20’, the Model must pass an ‘Armour Test’, or suffer an immediate Wound Effect. ‘Turn to Burn’ 3 Re-source Cards to do the same for the entire Squad.

Active: Defensive Mode: ‘Turn to Burn’ 1 Resource Card to put the Squad into ‘Defensive Mode’. Jugger-nauts in Defensive Mode have an Armour Value of 20 and gain Impenetrable Armour (13). RoF and RoA are reduced to 0 and cannot be increased by any means.

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VENUSIAN RANGERS

Type: Support, Small Bases (30mm) Squad Composition: 1 Venusian Ranger Squad Commander and 4 Venusian Rangers. Squad Size: 5-10 Venusian Rangers Equipment: AG-17 ‘Panzerknacker’ Assault Rifle, GW-170 UBGL, Ranger Knife, Guardsman Mk.III Armour.

ARMOUR: Guardsman Mk.III Armour: (-1 Blast)

RANGED WEAPONS

Deathbolt ammunition: The Bauhaus Special Forces are entitled to all kinds of experimental equipment and in the case of the Venusian Rangers, they have been gifted with Deathbolt ammunition. ‘Turn to Burn’ 1 Resource Card, all of the AG-17 Panzerknacker As-sault rifles in a Squad of Venusian Rangers receives a +2 Modifier to Strength until the end of the Game Turn.

Active: GW-170 UBGL: ‘Turn to Burn’ 1 Resource Card per Ranger. The resourced Rangers can fire their GW-170 UBGL instead of their AG-17 ‘Panzerknack-er’ Assault Rifle.

Passive: Incoming: Any Squad that receives a Wound Effect from the GW-170 UBGL must immediately take a Pinning Test.CLOSE COMBAT WEAPONS

Squad Upgrades: The Squad may be increased by up

to 5 Venusian Ranger Models at 20 Points per Model.2 in 5 Models may replace their Assault Rifle with an ARG-17 Rocket Launcher for 20 Points.

Passive: Crack ammo: Unsaved Structure Point Dam-age from the ARG-17 Rocket Launcher is doubled. Passive: Slow to Reload: ARG-17 RoF cannot be in-creased by any means.

The Squad Commander can gain the ‘Medic (2)’ Spe-cial Skill for 15 PointsThe entire Squad may be upgraded with Camouflage Cloaks for 3 Points per Model. This gives them the ‘Stalk’ Generic Special Skill. Special Skills: Infiltrate, Camouflage (2), Fearless, Pathfinder, Expert Marksmanship, Booby-Traps

Passive: Booby-Traps: Each Squad of Venusian Rangers are equipped with a ‘Booby-Trap’. After de-ployment, but before Infiltrating Squads are deployed, place 1x30mm marker anywhere on the battlefield, (but 12” away from the Enemy), for each Venusian Ranger Squad in your Offensive Force. Any enemy Model moving within 5” of a marker must roll a D20 at the end of their Movement Action; on roll a roll of 14-20 they take a S15 Autohit (piercing). Vehicles with an AV are unaffected. If during the game any Blast or Template shot touches a Booby-Trap marker removed the marker from the game.

Active: Expert Marksmanship: The Venusian Rang-ers are expert Marksmen, a portion of their training centres on fine-tuning their ranged Skill. ’Turn to Burn’ 1 Resource Card. Up to 5 Venusian Rangers in a Squad gain the ‘Crackshot’ Special Skill until the end of the Game Turn. ‘Turn to Burn’ 2 Resource Cards, The entire Squad gains the ‘Crackshot’ Special Skill until the end of the Game Turn.

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VULKAN BATTLESUIT

1-10If SP=0 or less, the Ve-hicle is Destroyed but remains in play as a piece of Heavy Terrain.

11-14If SP=0 or less, the ve-hicle may no longer use its main weapons.

15-18If SP=0 or less, the vehicle cannot move or pivot.

19-20If SP=0 or less, the Vehicle explodes! Measuring from the hull of the ve-hicle with a range equal in inches to D20/4. Each Model within this range takes a S14 Piercing Autohit on a roll of 1-15.

Type: Light Vehicle (Light Walker), Large Base (50mm) Squad Composition: 1 Vulkan Battlesuit Squad Commander. Squad Size: 1-3 Vulkan Battlesuits. Equipment: MG-80 HMG, JS66 ‘Prometheus Vari-ant’ Heavy Flamethrower, Strang Industries Vulkan Armour.

MAIN WEAPONS

Passive: Full-Metal Jacket Ammunition: Before firing its MG-80 HMG, the controlling player may choose to fire ‘Full-Metal Jacket’ ammunition. This anti-vehicle ammunition is ‘Type: Piercing (A)’ and Modifies RoF by -2 and AVV by +3.

SECONDARY WEAPONS

Squad Upgrades: The Squad may be increased by up to 2 Vulkan Battlesuits for 115 Points per Model.A Vulcan Battlesuit may swap its MG-70 HMG and JS66 ‘Prometheus Variant’ Heavy Flamethrower for a pair of Hydraulic Powered Fists for 0 pts. Each Vulkan with Hydraulic Powered Fists have a total of 4 AP.

Active: Structurally Destructive: Unsaved Structure Point Damage from the Hydraulic Powered Fists is doubled. Active: Squash: ‘Turns to Burn’ 1 Resource Card. A Vulkan Battlesuit armed with Hydraulic Powered Fists may perform the ‘Squash’ Special Close Combat Action against targets mounted on 50mm bases. Active: Pressurised Punch: ‘Turns to Burn’ 1 Resource Card. Close Combat attacks from a Vulkan Battlesuit armed with Hydrau-lic Powered Fists gain ‘Critical Force (2)’. Passive: Main and Secondary Weapons: The Hydraulic Power Fists are the Vulkan Battlesuit’s Main and Sec-ondary weapons. If the Main Weapons are destroyed due to sufficient damage to the ‘Primary Weapons System’, the Vulkan Battlesuit receives a -2 Modifier to their RoA.

Special Skills: Life Support Systems, Bulky

Passive: Life Support Systems: For each Structure Point taken roll a D20. On a roll of 1-5 the Structure Point is restored.

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Vorreiters

Type: Light Vehicle (Bike), Large Base (50mm base). Squad Composition: 1 Vorreiter Squad Commander and 1 Vorreiter. Squad Size: 2-6 Vorreiters. Equipment: Twin-Mounted MG-40 LMG, Duelling Sabre, Hussar Mk. IV Armour.

ARMOUR: Hussar Mk. IV Armour (Blast -2)

MAIN WEAPONS

SECONDARY WEAPONS

Squad Upgrades: The Squad may be increased by up to 4 Vorreiter for 85 Points per Model

Special Skills: Earth-Grinding Assault, Dirt Cloud, Pedal to the Metal, Turbo Charge.

Passive: Earth-Grinding Assault: All Vorreiters ig-nore the negative Modifiers for moving through Light Terrain.

Passive: Dirt Cloud: The dirt and filth kicked up by a Vorreiter cause a dense cloud of muck. Any Model

1-10If SP=0 or less, the Vehicle counts as De-stroyed but remains in play as a piece of Heavy Terrain.

11-14If SP=0 or less, the ve-hicle may no long use its main weapons.

15-18If SP=0 or less, the vehicle cannot move or pivot.

19-20If SP=0 or less, the Vehicle explodes! Measuring from the hull of the ve-hicle with a range equal in inches to D20/5. Each Model within this range takes a S14 Piercing Autohit on a roll of 1-15.

trying to shoot at or through a Vorreiter receive an addition -3 Modifier to their RS. Active: Pedal to the Metal: Before making any Move-ment action, ‘Turn to Burn’ 1 Resource Card in order to increase a single Vorreiter’s Movement value by +4. ‘Turn to Burn’ 2 Resource Cards to increase the en-tire Squad’s Movement value by +4. Roll a D20 before moving each Model, if the result is a ‘20’, the Model suffers 1 SP damage to its engines with no save al-lowed and the engines count as ‘stalled’ (Movement Value reduced to 0 with no Modifiers allowed) and all the Models remaining Action Points are lost.

Active: Turbo Charge: ‘Turn to Burn’ 1 Resource Card for each Vorreiter that will complete a ‘Turbo Charge’. The resourced Vorreiters can complete a ‘Charge’ Action at St 15.

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GBT-49 GRIZZLY BATTLETANK

1-10If SP=0 or less, the Ve-hicle is Destroyed but remains in play as a piece of Heavy Terrain.

11-14If SP=0 or less,, the ve-hicle may no long use its main weapon.

15-18If SP=0 or less, the vehicle cannot move or pivot.

19-20If SP=0 or less, the Vehicle explodes! Measuring from the hull of the ve-hicle with a range equal in inches to D20/2. Each Model within this range takes a S14 Piercing Autohit on a roll of 1-15.

Type: Heavy Vehicle (Tracked Vehicle), No Base. Squad Composition: 1 GBT-49 Grizzly Battletank. Squad Size: 1 GBT-49 Grizzly Battletank.

Equipment: 230mm Mortar – Turret Weapon, Bergs-tahl Stonecleaver LMGs, Heavily Armoured Hull.

MAIN WEAPON

Passive: Slow Loading: The RoF of the ‘230mm Mor-tar – Turret Weapon’ cannot be increased by any means.

Active: Tank Killer: ‘Turn to Burn’ 2 Resource Cards to use ‘180mm ‘Tank Killer’ Anti-Tank Shells’ this Game Turn instead of the ‘230mm Mortar – Turret Weapon’. Any vehicles that are damaged by this weap-on receive 3 SP on the hit location.

SECONDARY WEAPONS

Passive: LMG Guns: For each Hull SP lost on the GBT-49 Grizzly Battletank due to Ranged Attack, roll a D20. On a 16-20 the ‘Bergstahl Stonecleaver LMG’ facing the shooter is also hit. Roll a D20 on a 1-10 the damage to the gun is superficial, the gun cannot be fired this turn but is repaired for subsequent turns. On an 11-20 the gun is destroyed. If the nearest facing ‘Bergstahl Stonecleaver LMG’ is already destroyed, or the Tank is hit in the rear, ignore this rule.* Front, Right and Left Mounted (3 in total)