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By: Jarek Ewertowski, Rob Alderman and Mark Rapson

Layout by: Michal Pawlaczyk


Introduction by: Andy Hoare
Artwork 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, Te 532,
Te 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
Te BAUHAUS CORPORATION 4
Bauhaus general Special Rules 5
Close combat Warlord 5
Ranged Warlord 5
Tech Warlord 6
Bauhaus 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 frst, great megacorporations, noble
Bauhaus laid claim to Venus, her terraformed jun-
gles a treasure trove of riches on a planetary scale.
Te 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, frst 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
frst 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 fst 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.
5
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. Te 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 Modif-
er to Movement Value. Te 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 Commanders 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 efects
or Modifers to LOS). Models within 3 of the Smoke
Flare cannot target any Models with Ranged Attack or
Engage. Te Smoke Flare dissipates at the end of the
Game Turn, remove the Token at the beginning of the
subsequent Control Phase. Tis 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.
Te Moment has Come!: For 15 points a Squad can
be given the Te 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 Modifer 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 Modifer to RoA.
Long Bayonets: For 1 point per Model, a Squad can
be equipped with the Passive Doctrine: Long Bayo-
nets. Te Squad gains an additional +1 Modifer 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. Te Squad with the
Flank Deployment Doctrine can be deployed using
the Rapid Deployment Rules, but ignore the efect 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.
6
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
Modifer 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
Squads Activation and if the Controlling Player Turns
to Burn 2 Resource Cards a Fallschirm Piktogramm
can be launched. Te Squad ignores all negative LOS
and Range Modifers 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. Tis 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. Te Light Vehicles
with Blitzkrieg receives an addition Modifer 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 players 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 Modifer 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). Te Sandbag tokens
count as 0.75 high Heavy Terrain with AV18 and 1
SP.
7
angelika drachen
Type: Warlord (Close Combat), Medium Base
(40mm). Unique
Equipment: Enhanced MP-25 Equaliser Handgun,
Harstein & Becker Industries Neurolash, Bauforce
Superior Light Armour.
ARMOUR: Bauforce Superior Light Armour: (No
negative Weapon Type modifers 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 Models CC Skill is reduced by half
until the end of its next activation. Entangled does not
afect 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. Te Neurolash creates neurolink with a
target Model (friend or foe) within Angelikas CCWR.
Place a Neurolash token next to the target Model. For
each Neurolash token in play the Neurolash receives
a +2 Strength (St) Modifer. Te Neurolash Re-En-
ergiser Special Skill may target a diferent Model in
subsequent Game Turns. For each token allocated to
a Target Model they receive a -2 Modifer to St (to a
minimum of 0). If at the end of a Game Turn, the Tar-
get Model is not in Angelikas 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. Tis 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 battlefeld. Te 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.
8
MAX STEINER
Type: Warlord (Ranged), Medium Base (40mm).
Unique
Type: Lord, Medium Base (40mm). Unique
Equipment: Bauforce HMG 1000 Deathlockdrum,
Duelling Sabre, Superior Quality Guardsman Mk.III
Armour.
Armour: Superior Quality Guardsman Mk.III Ar-
mour: (No negative Weapon Type modifers taken).
RANGED WEAPONS
Active: Mannaufren Shells: Te Bauhaus Special
Forces are entitled to all kinds of experimental equip-
ment and in the case of the Max Steiner, he has been
gifed with Mannaufren Shells. Turn to Burn 1
Resource Card. Te Strength of the Bauforce HMG
1000 Deathlockdrum used by Max Steiner receives
a +2 Modifer St and +1 to AVV until the end of his
activation.

Active: Blessed Ammunition: Te 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, Pathfnder, Stalk,
Doomtrooper, Fearless, Crackshot, Sabo-
tage, Major of the 2nd Venusian Rangers
Passive: Sabotage: Max Steiner and his 2nd Venusian
Rangers, Te Schttenfngers, 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.
9
VALERIE DUVAL
Type: Warlord (Psychic Counts as Close Combat for
Doctrines), Medium Base (40mm) Unique
Type: Lord, Medium Base (40mm). Unique
Equipment: Silenced P60 Punisher Handgun, EN-
13 Nightsticks, Blessed Dying Stars Armour, Tear-Gas
Grenades.
ARMOUR: Blessed Dying Stars Armour: (No nega-
tive Weapon Type Modifers taken).
RANGED WEAPONS
Passive: Silenced Elimination: If Valerie Duval fres
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 Modifer to RS of -4. Remove the tokens
in the subsequent Control Phase. Afect of Tear-Gas
Tokens are not cumulative.
CLOSE COMBAT WEAPONS
Passive: Assassinate: When attacking in a tar-
get Models rear arc, Valerie Duval gains +3 St.
Passive: Cardinals 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, Valeries
RoA is increased by 1. Each subsequent attack gains
an additional -1 Modifer to CC over the last.
Passive: Weapons of Finesse: Te RoA of the EN-13
Nightsticks cannot be increased by any means except
Continuous Attack.
Special Skills: Fearless, Contempt (Dark Legion),
Camoufage (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
Modifer to CC and have the Infltrate Special Skill.
Tis 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. Te Dis-
traction Psychic Deboofs does not cost any Action
Points to complete.
Active: Refractive Mirage: Turn to Burn 1 Resource
10
Card and use 1 Action Point. Target Squad become
near impossible to visually defne until the end of the
Game Turn. Models attempting to shoot at a Squad
with Refractive Mirage receive an additional -5 Mod-
ifer 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 Rife,
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. Te resourced Hussars can fre their
GW-170 UBGL instead of their AG-17 Panzerknack-
er Assault Rife.
Passive: Incoming: Any Squad that receives a Wound
Efect from the GW-170 UBGL must immediately
take a Pinning Test.
CLOSE COMBAT WEAPONS
Squad Upgrades: Te Squad may be increased by up
to 7 Hussar Models at 16 Points per Model.
Te 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 Rife 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: Te Military Backbone of Bauhaus,
Trained Efciency

11
Passive: Te Military Backbone of Bauhaus: Bau-
haus Hussars may always reroll failed LD tests.

Passive: Trained Efciency: Te 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 Models Punisher Short
Sword RoA value by 2 until the end of the Game Turn.

Passive: Cardinals 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: Te Squad may be increased by up
to 7 Models at 15 Points per Model
1 in 5 Models in the Squad can replace its P60 Pun-
isher handgun with a Gehenna Puker for 10 Points.
Te whole Squad may be equipped with Fire Grenades
for 4 points per Model.
Te whole Squad may be equipped with Anti-Tank
Grenades for 4 points per Model.
Special Skills: Fearless, Camoufage (1), Contempt
(Dark Legion), Strike into the Heart of Darkness,
Tey came from Nowhere!

Passive: Tey came from Nowhere!: Etoiles Mortant
can use Rapid Deployment. If they do so they use
their unmodifed 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. Te Squad gains Predator
Senses Special Skill until the end of the Game Turn.
12
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: Te 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 fre all of a Models ranged weap-
ons. Tis counts as 1 Shooting Action. Roll a D20
before fring the weapons, if the result is a natural
20, the Model must pass an Armour Test, or sufer
an immediate Wound Efect. 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.
13
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 Rife,
GW-170 UBGL, Ranger Knife, Guardsman Mk.III
Armour.
ARMOUR: Guardsman Mk.III Armour: (-1 Blast)
RANGED WEAPONS
Deathbolt ammunition: Te Bauhaus Special Forces
are entitled to all kinds of experimental equipment and
in the case of the Venusian Rangers, they have been
gifed with Deathbolt ammunition. Turn to Burn 1
Resource Card, all of the AG-17 Panzerknacker As-
sault rifes in a Squad of Venusian Rangers receives
a +2 Modifer to Strength until the end of the Game
Turn.
Active: GW-170 UBGL: Turn to Burn 1 Resource
Card per Ranger. Te resourced Rangers can fre their
GW-170 UBGL instead of their AG-17 Panzerknack-
er Assault Rife.
Passive: Incoming: Any Squad that receives a Wound
Efect from the GW-170 UBGL must immediately
take a Pinning Test.
CLOSE COMBAT WEAPONS
Squad Upgrades: Te Squad may be increased by up
to 5 Venusian Ranger Models at 20 Points per Model.
2 in 5 Models may replace their Assault Rife 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.
Te Squad Commander can gain the Medic (2) Spe-
cial Skill for 15 Points
Te entire Squad may be upgraded with Camoufage
Cloaks for 3 Points per Model. Tis gives them the
Stalk Generic Special Skill.

Special Skills: Infltrate, Camoufage (2), Fearless,
Pathfnder, Expert Marksmanship, Booby-Traps
Passive: Booby-Traps: Each Squad of Venusian
Rangers are equipped with a Booby-Trap. Afer de-
ployment, but before Infltrating Squads are deployed,
place 1x30mm marker anywhere on the battlefeld,
(but 12 away from the Enemy), for each Venusian
Ranger Squad in your Ofensive 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 unafected. If during the game any Blast or
Template shot touches a Booby-Trap marker removed
the marker from the game.
Active: Expert Marksmanship: Te Venusian Rang-
ers are expert Marksmen, a portion of their training
centres on fne-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,
Te entire Squad gains the Crackshot Special Skill
until the end of the Game Turn.
14
VULKAN BATTLESUIT
1-10
If SP=0 or less, the Ve-
hicle is Destroyed but
remains in play as a
piece of Heavy Terrain.
11-14
If SP=0 or less, the ve-
hicle may no longer use
its main weapons.
15-18
If SP=0 or less,
the vehicle
cannot move
or pivot.
19-20
If 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
fring its MG-80 HMG, the controlling player may
choose to fre Full-Metal Jacket ammunition. Tis
anti-vehicle ammunition is Type: Piercing (A) and
Modifes RoF by -2 and AVV by +3.
SECONDARY WEAPONS
Squad Upgrades: Te 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: Te Hydraulic
Power Fists are the Vulkan Battlesuits Main and Sec-
ondary weapons. If the Main Weapons are destroyed
due to sufcient damage to the Primary Weapons
System, the Vulkan Battlesuit receives a -2 Modifer
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.
15
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: Te 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 Modifers for moving through Light
Terrain.
Passive: Dirt Cloud: Te dirt and flth kicked up by
a Vorreiter cause a dense cloud of muck. Any Model
1-10
If SP=0 or less, the
Vehicle counts as De-
stroyed but remains in
play as a piece of Heavy
Terrain.
11-14
If SP=0 or less, the ve-
hicle may no long use
its main weapons.
15-18
If SP=0 or less,
the vehicle
cannot move
or pivot.
19-20
If 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 Modifer 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 Vorreiters Movement value by +4.
Turn to Burn 2 Resource Cards to increase the en-
tire Squads Movement value by +4. Roll a D20 before
moving each Model, if the result is a 20, the Model
sufers 1 SP damage to its engines with no save al-
lowed and the engines count as stalled (Movement
Value reduced to 0 with no Modifers 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. Te resourced Vorreiters can complete a
Charge Action at St 15.
16
GBT-49 GRIZZLY
BATTLETANK
1-10
If SP=0 or less, the Ve-
hicle is Destroyed but
remains in play as a
piece of Heavy Terrain.
11-14
If SP=0 or less,, the ve-
hicle may no long use
its main weapon.
15-18
If SP=0 or less,
the vehicle
cannot move
or pivot.
19-20
If 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: Te 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 superfcial, the gun cannot be
fred 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 Lef Mounted (3 in total)