Bauaus was one of the first corporations to recognize the huge potential of space exploration and they invested heavly in the fields of space travel and the new science of terraforming. They worked in close cooperation with... other fiscal giants... and together they crushed all opposition from smaller rival companies. Bauhaus became the first corporation to complete a manned landing on Venus1."
Earth's Induction into the Maelstrom shattered the Bauhaus dreams of colonizing and exploiting the other planets. While the Neo-Soviets had recently presented a threat to the western european countries, national military forces had always been able to adequately defend their home territories. After the nuclear exchnge between the Neo-Soviets and the Union, however, it became clear that the stakes had been raised.
Bauhaus immediately turned their immense industrial capacity to churning out weapons of war. While previously arms and munitions had been a small part of their business, now it was to become their dominant product. As well, intense recruitment and training programs were begun to build a compact yet versatile military force, an army committed not to territorial defense, but rather to the defense of the interests of the Bauhaus Corporation. Within four years of the Induction, Bauhaus had become a world class military power. With their business holdings on Earth secured, the Corporation turned their eyes to the swirling Maelstrom around them. As the premier experts in space travel on Earth, Bauhaus quickly established outposts throughout near-Earth space.
Now, ten years after the Induction, Bauhaus has established itself as a power in the Maelstrom. Numerous skirmishes with the Zykhee and the Shard honed their skills against non-human adversaries. These skills came into determined use when the colony outpost of Kievel was attacked by a large Pahron force. Bauhaus repelled the undead invaders, but only with heavy losses of their own.
MP:10 CC:6 RC:6 POW:3 BOD:5 BRN:4 GUT:8 LIF:2 AR:4 S:M
Point Value: 53
Availability: 1 per Force
Structure: Individual
Equipment: Pistol
Options: A Kapitan may be equipped with an Assault rifle (+17 PV), or a Submachine gun (+11 PV), or a LMG (+19 PV), or a Shotgun (+9 PV), or a Rotary shotgun (+9 PV), or Twin rotary shotgun (+15 PV), or a Grenade launcher (+19 PV). The Kapitan may be equipped with Hand grenades (+12 PV) and/or Explosive charges (+20 PV).
Abilities: In addition to the Leader Among Men ability, Kapitans may have one of the following abilities at the PV indicated:
Leader Among Men: Any squad or team with at least member within 12" may use the GUT statistic of the Kapitan for any Guts test they are required to make.
"Sieze the Moment!" (+10 PV): Once per game, the Bauhaus force may autoatically gain Initiative for the turn. Use of this ability must be announced before Initiative dice are rolled.
"Cut the Losses" (+20 PV): Once the Bauhaus force has lost 50% of its total point value, any remaining infantry unit may use the Union Fall Back rule as long as the Kapitan remains on the table.
Skirmish Warfare Specialist (+5 PV): The Bauhaus force amy add +1 to all initiative rolls as long as the Kapitan remains on the table. If the Kapitan leaves the table for any reason, the Bauhaus force recieves -1 to all subsequent Initiative rolls.
MP:10 CC:6 RC:6 POW:3 BOD:4 BRN:4 GUT:7 LIF:1 AR:4 S:M
Point Value: 41
Availability: special (see below)
Structure: Sergeants must be part of a squad and must adhere to squad coherency.
Equipment: Assault Rifle
Options: A Sergeant may replace his Assault rifle with a weapon more appropriate to the unit being led. Hussar, Venusian Ranger, Jaeger, and Dragoon Sergeants may replace their Assault rifle with a Shotgun at no additional PV cost. Jungle Kommando Sergeants may replace their Assault rifle with a Rotary shotgun at no additional PV cost. Etoiles Mortant Sergeants may replace their Assault rifle with a Pistol and Sword at no additional PV cost.
Abilities: In addition to the Leader ability, Sergeants may have one of the following abilities at the PV indicated:
Leader: For any squad with a Sergeant present, use the Sergeants Guts statistic for Morale and Guts Tests made by any member of the squad.
"Damn the Torpedoes!" (+10 PV): The Sergeant can inspire his men to great acts of bravery. Once per game, the squad may re-roll a failed Gut Test.
"Get your Heads down!" (+5 PV): The Sergeant can command his men to maximize available cover. Once per game, every member of this unit may go voluntarily prone at a cost of 3 MP. Until any squad member uses any MP, they are considered to be in cover one level greater than they actually are. Thus, models in the open are considered to be in soft cover and models alrready in soft cover are considered to be in hard cover. This ability has no effect on models in hard cover.
Special Rules:
Availability: Sergeants may be added to any of the following squads: Ducal Militia, Hussars, Jungle Kommandoes, Venusian Rangers, Blitzers, Jaegers, Dragoons, and Etoiles Mortant. Sergeants replace one other member of the squad they are attached to.
Squad Upgrades: Sergeants are allowed upgrades spcific to the squad they are leading at the indicated PV, provided the upgrade is specified as "any model" or "all models." Sergeants may not have any Heavy Weapon upgrades.
Squad Abilities: Sergeants follow all special rules and abilities of the squad they are leading.
MP:9 CC:4 RC:4 POW:3 BOD:4 BRN:4 GUT:5 LIF:1 AR:3 S:M
Point Value: 27
Availability: Unlimited
Structure: 5-10 Ducal Militiamen
Equipment: Assault rifle
Options: Up to one model may replace their Assault rifle with a HMG (+14 PV). Up to one model may replace their Assault rifle with a Grenade launcher at no additional cost.
MP:9 CC:4 RC:4 POW:3 BOD:4 BRN:4 GUT:5 LIF:1 AR:3 S:M
Point Value: 22
Availability: 1 per Ducal Militia squad
Structure: 2 Ducal Militiamen
Equipment: Pistol
Options: The team MUST be equipped with one MG70 HMG at +24 PV.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:1 AR:4 S:M
Point Value: 37
Availability: Unlimited
Structure: 5-10 Hussars
Equipment: Assault rifle
Options: Any model may replace its Assault Rfle with a Shotgun at no additional cost. Up to one model may replace their Assault rifle with a HMG (+14 PV). Up to one model may replace their Assault rifle with a Grenade Launcher at no additional PV. Up to one model may replace their Assault rifle with a Rocket Launcher (+25 PV).
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:1 AR:4 S:M
Point Value: 32
Availability: 1 per Hussar squad
Structure: 2 Hussars
Equipment: Pistol
Options: The team MUST be equipped with ONE Mortar (+37 PV).
MP:12 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:2 AR:5 S:M
Point Value: 65
Availability: Unlimited
Structure: 3-6 Mounted Hussars
Equipment: Explosive Lance, Machine Pistol
Options: None.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:1 AR:3 S:M
Point Value: 26
Availability: One per Militia or Hussar squad
Structure: 5-10 Jungle Kommandoes
Equipment: Rotary Shotgun
Options: Up to one model may replace their Rotary Shotgun with a Twin Rotary Shotgun (+5 PV). Up to one model may replace their Rotary Shotgun with a Light Flamethrower (+3 PV). Any model may be equipped with Hand grenades (+12 PV).
Abilities:
Infiltration: Jungle Kommandoes scan potential battlefields in advance of a Bauhaus force. To represent this, Kommando squads deploy last (after all players have placed their models) and may be deployed anywhere on the battlefield. They must be deploy at least 12" away from enemy models.
MP:10 CC:5 RC:6 POW:3 BOD:4 BRN:4 GUT:7 LIF:1 AR:4 S:M
Point Value: 40
Availability: One squad for every 2 Militia, Hussar, or Kommando squads
Structure: 5-10 Venusian Rangers
Equipment: Assault Rifle
Options: Up to one model may replace their Assault rifle with a HMG (+14 PV). Up to one model may replace their Assault rifle with a Flamethrower (+1 PV.) Up to one model may replace their Assault rifle with a Rocket Launcher (+25 PV).
Abilities:
Jungle Fighters: Venusian Rangers are masters of moving through difficult terrain. In game terms, any modifiers applied to Venusian Rangers due to terrain are reduced by -1 MP.
MP:11 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:1 AR:4 S:M
Point Value: 42
Availability: One per force
Structure: 5-10 Blitzers
Equipment: Machine pistol
Options: Any model may replace their Machine pistol with an Assault rifle at no additional PV cost. Any model may have hand grenades (=12 PV). Any model may have Explosive charges (+20 PV). Up to ne model may replace their Machine pistol with a PLR at no additional PV cost. Up to one model may replace their Machine pistol with a Flamethrower (+4 PV).
Abilities:
Drop Troops: Blitzers regularly deploy into combat zones via parachutes or similar devices. To represent this, the squad is not deployed with the rest of the army. Instead, on any turn after the first the squad may be deployed anywhere on the table. After models have been placed, scatter EACH model d10". This uses the entire unit's activation. During their deployment turn, the Blitzers do not need to make a GUTS test for being out of coherency.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:6 LIF:1 AR:4 S:M
Point Value: 37
Availability: One squad for every 2 Militia, Hussar, or Kommando squads
Structure: 5-10 Jaegers
Equipment: Assault rifle
Options: Any model may have Hand grenades (+12 PV). Up to two models may replace their Assault rifles with HMG's (+14 PV).
Abilities:
Moutaineers: Jaegers have trained extensively in some of the most difficult to travel places on Earth. They may move through Impassable terrain at a cost of 4 MP per inch travelled.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:7 LIF:1 AR:4 S:M
Point Value: 38
Availability: One per Militia, Hussar, or Kommando squad
Structure: 5-10 Dragoons
Equipment: Assault Rifle
Options: Up to three models may replace their Assault rifles with Rocket launchers (+26 PV). Up to one model may replace their Assault rifle with a Grenade launcher at no additional PV cost.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:7 LIF:1 AR:4 S:M
Point Value: 32
Availability: One per Dragoon squad
Structure: 2 Dragoons
Equipment: Pistol
Options: The team MUST be equipped with a MG70 (+24 PV).
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:7 LIF:1 AR:4 S:M
Point Value: 32
Availability: One per Dragoon squad
Structure: 4 Dragoons
Equipment: Pistol
Options: The team MUST be equipped with a RK-v36 Hellfire (+54 PV).
MP:10 CC:6 RC:5 POW:4 BOD:4 BRN:4 GUT:6 LIF:1 AR:4 S:M
Point Value: 35
Availability: One squad for every 2 Militia, Hussar, or Kommando squads
Structure: 5-10 Etoiles Mortant
Equipment: Pistol, Sword
Options: Any model may be equipped with Hand grenades (+12 PV). Up to one model may be equipped with a Light Flamethrower (+13 PV).
Abilities:Camoflage: The Etoiles Mortant are specialists in using terrain and cover to their advantage. They count as being in soft cover when in the open, and as being in hard cover when in either soft or hard cover.
MP:12 CC:5 RC:6 POW:6 BOD:6 BRN:4 GUT:6 LIF:3 AR:6 S:L
Point Value: 122
Availability: One per Militia, Hussar, or Kommando squad
Structure: 1-3 Vulkan battlesuits
Equipment: HMG, Powerfist
Options: Up to one Vulkan battlesuit may replace its HMG with a Heavy Flamethrower at no additional points cost. Up to one Vulkan battlesuit may replace its HMG with a Rocket Pod (+11 PV).
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:5 LIF:1 AR:4 S:M
Point Value: 66
Availability: One squad for every 2 Militia, Hussar, or Kommando squads
Structure: Individual
Equipment: Pistol, HMG85/T
Options: None.
MP:10 CC:5 RC:5 POW:3 BOD:4 BRN:4 GUT:5 LIF:1 AR:4 S:M
Point Value: 31
Availability: One per Strike Skimmer
Structure: 1-2 Strike Kommandoes
Equipment: SMG
Options: None.
Special Rules:
Strike Skimmer: Strike Kommandoes MUST be deployed as passengers of a Strike Skimmer at the beginning of the game.
MP:20 TC:1 RC:5 POW:5 BOD:6 LIF:3 AR:4(2)
Point Value: 82
Vehicle Type: Light GEV (wheeled)
Availabilty: One per 500 points of force
Weapons: MG70
Options: None.
Abilities:
Transport: The Strike Skimmer is designed to carry up to two passengers. In practical terms, Strike Kommandoes are the only troops ever carried.
Power Fist
"The massive hydraulic glove comonly mounted on Vulkan Battlesuits is equipped with pistons in which steam or hydraulic pressure can be built up by closing release valves. By re-opening the valves at the optimum moment the Power Fist can deliver a devastating punch or crushing grip capable of tearing through even heavy vehicle armor."19 [MPC:6 POW:POW+4 AM:-2 DAM:2 Mode:none ] PV:25
Explosive Lance
"...Steiner Industries have come up with long lances; the tip of which houses an explosive charge that detonates on impact. Armed with this weapon the [Mounted Hussars] can attack their targets in close combat without having to dismount."20 [MPC:7 POW:POW+3 AM:-2 DAM: Mode: may only be used during the first attack after making a charge] PV:5
RANGED WEAPONS
P38 Pistol
"The standard issue sidearm for support weapon teams, officers, and close assault specialists such as the Etoiles Mortant is he Lubeck Munitions 9mm automatic. This weapon has an eight round clip and iron sights."21 [MPC:3 UPT:2 Range S:6/+1 M:12/- L:-/- POW:3 AM:-1 DAM:1 Mode: point blank] PV:12
MP105 Machine Pistol
"Machine pistols are devastatingly effective at close range and compact enough to use in hand to hand fighting. These weapons unleash a hail of 9mm rounds with each squeeze of the trigger making them a close combat favorite."22 [MPC:3 UPT:2 Range S:6/+1 M:12/- L:-/- POW:3 AM:-1 DAM:1 Mode: full auto, point blank] PV:18
MP103 SMG
"Impractical beyond medium range, the submachine gun is designed for shooting from the hip at close range and can clear enclosed speaces in bunkers and trenches with ease, spraying the area with 9mm rounds."23 [MPC:4 UPT:1 Range S:5/+1 M:10/- L:20/-1 POW:4 AM:-1 DAM:1 Mode: full auto] PV:11
AG17 Assault Rifle
"This 7.92mm magazine-fed rifle, with a folding stock design, is the standard armament of most Bauhaus infantry.... The body of the gun is constructed from corrosion resistant alloys making it durable and easily field stripped therefore idealfor the abrasive [Maelsrom} environment."24 [MPC:4 UPT:2 Range S:10/+1 M:20/- L:30/-1 POW:4 AM:-1 DAM:1 Mode: none] PV:17
MG40 LMG
"MG40s are little more than assault rifles with belt feed mechanisms and a high rate of fire. ...They are clumsy and awkward to use, but lethal at laying down down close range suppressive fire."25 [MPC:6 UPT:1 Range S:15/- M:30/+1 L:45/- POW:5 AM:-2 DAM:1 Mode: full auto] PV:19
MG80 HMG
"This is a stripped down, portableversion of the mounted HMGs often found on vehicles and tripods. There are a number of variants in common usage; single barrelled, multi-barrelled, drum fed, and belt fed. Lke their lighter cousin the MG40 they are clumsy an awkward to use, but are truly awesome when used at close range."26 [MPC:7 UPT:1 Range S:20/- M:40/+1 L:60/- POW:6 AM:-2 DAM:1 Mode: full auto] PV:32
AZ44 Shotgun
"Lacking the range and penetration of the AG17 assault rifle, shotguns are nevertheless popular amongst some infantry as a close range anti-personnel weapon. Most weapons used on the battlefield are of the semi-automatic variety, firing 12 bore XXX cartridges which can fill areas... with a dense pattern of shot."27 [MPC:4 UPT:1 Range S:-/- M:-/- L:-/- POW:4 AM:0 DAM:1 Mode: splash] PV:9
AZ60 Rotary Shotgun
"These belt fed multi-barrelled shotguns are truly formidable short-range weapons and the AZ60 is the finest model available. With a cyclic rate of fire of two hundred rounds per minute the suppressive capabilities of this weapon are impressive to say the least."28
[MPC:4 UPT:1 Range S:6/+1 M:12/- L:-/- POW:4 AM:0 DAM:1 Mode: full auto] PV:9
AZ61 Twin Rotary Shotgun
"The Steiner Industries AZ61 is a larger bore twin-linked version of the AZ60. ...they provide Squad support for Jungle Troopers and fire heavier impact 8 bore shells at a lower rate of fire."29
[MPC:5 UPT:1 Range S:6/+1 M:12/- L:-/- POW:5 AM:0 DAM:1 Mode: full auto +1 hit] PV:15
J88 Light Flamethrower
"Flame-Throwers work by spraying a highly combustible liquid compound over either a hot metal element or a small ignition flame, allowing the user to engulf their target in fearsome flames. The J88 uses a hot element configuration for reliability in its compact design."30
[MPC:5 UPT:1 Range S:-/- M:-/- L:-/- POW:5 AM:-1 DAM:1 Mode: splash] PV:13
J19 Flamethrower
The original model from which the heavy and light versions were developed traditionally has a butane ignition flame, the more modern hot element versions only came about following the development of the Light Flame Thrower....'31
[MPC:5 UPT:1 Range S:-/- M:-/- L:-/- POW:5 AM:-1 DAM:1 Mode: splash, flambe] PV:18
JS66 Heavy Flamethrower
"Not in widespread use by Bauhaus infantry, due to its cumbersome size, the Heavy Flame-Thrower is fed by pipes from a tank usually worn on the back."32
[MPC:6 UPT:1 Range S:-/- M:-/- L:-/- POW:6 AM:-1 DAM:1 Mode: splash, flambe] PV:22
Explosive Charges
"These are very simple devices in principle, incorporating a bundle of plastic explosives attached to a timer, which can be set to provide the equired delay. There is a range of upgrades available to the field demolitins unit, such as suction cups, controlled detonation (with a wire andluner) and magnetic plates."33 When a model equipped with explosive charges is in base contact with a vehicle or building, it may spend 7MP to set the charge. Charges may not be set against vehicles with a CC value. Place a counter next to the target to show the charge has been placed. Before rolling for Initiative for the following turn, the target must make an AR test at -2. If the test is failed, roll a die on the Explosive Charge Table and add the BOD of the target to the roll.
[MPC:7 UPT:1 AM:-2 DAM:3 Mode: special] PV:20
Die Roll | Effect |
---|---|
2-9 | BOOM!: the target is destroyed regardless of remaining LIF or structure conditon level. |
10-15 | Damaged: The vehicle or structure takes 1 point of damage. This may destroy a previously hit vehicle or structure. |
17+ | No Effect: The charge was improperly placed or misfired. It does no damage to the target. |
Hand Grenades
"The standard issue model carried by Bauhaus grenadiers... has a fragmentation cap encasing assorted shrapnel, which is packed around an explosive core and primed by pulling a pin on the cap. The user can set the timer for a limited delay and the device is weighted for throwing, with a wooden handle leading up to the heavy fragmentation cap."34
[MPC:4 UPT:1 Range S:6/+2 M:12/-1 L:-/- POW:4 AM:0 DAM:1 Mode: indirect, 1" blast] PV:12
GL405 Grenade Launcher
"Hand held grenade launchers resemble very basic shotguns, and operate on the same principles for loading and firing. In general the low muzzle velocity and heavy shells fired by these weapons require the use of leaf sights for high trajectory shots."35
[MPC:4 UPT:1 Range S:15/+1 M:30/- L:45/-1 POW:4 AM:0 DAM:1 Mode: indirect, 1" blast] PV:17
RK111 Personal Light Rocket Launcher
" ...this neat piece of engineering is a development of flare pistol technology in which a battery is used to ignite the self-propelled charge. The warhead is a modified flare designed to spread out on impact, setting fire to the target."36
[MPC:4 UPT:1 Range S:10/+1 M:20/- L:30/-1 POW:4 AM:-1 DAM:1 Mode: flambe] PV:12
AT9 Rocket Launcher
"120mm is a very large caliber warhead, but where shaped charges are concerned the bigger the better, and the AT9, consisting of no more than a disposable tube, sights, and firing mechanism can deliver missile capable of knocking out the heaviest vehicle."37
[MPC:7 UPT:1 Range S:20/- M:40/+1 L:60/- POW:6 AM:-1 DAM:2 Mode: 1" blast] PV:45
MG70 Mounted HMG
"MG70s are often mounted on vehicle hard points or tripods carried by weapons teams and tend to be larger caliber than the MG80s. Their main advantage lies in the stable firing platform provided by a mount, allowing effective use at far greater ranges."38
[MPC:6 UPT:1 Range S:15/- M:30/+1 L:45/- POW:6 AM:-1 DAM:1 Mode: full auto, crew served 2] PV:24
HMG-85/T
"This heavy machine gun comes in light, easily assembled modular sections which allows one soldier to manuever it into battle in parts, then quickly set it up when they find suitable firing position."39
[MPC:7 UPT:1 Range S:20/- M:40/+1 L:60/- POW:6 AM:-2 DAM:1 Mode: full auto, crew served 1] PV:32
ML5 Mortar
"Mortar systems consist of hollow tubes whose firing angle can be adjusted using the rack and pinion mechanism. Dropping the mortar round on to the firing plate triggers the percussion cap in the round's base, whereupon the explosive round is fired into the air with a high angle trajectory."40
[MPC:5 UPT:2 Range S:20/- M:40/+1 L:60/- POW:5 AM:-1 DAM:1 Mode: indirect, 2" blast, crew served 2] PV:37
RK-v36 Hellfire
"The RK-v36 consists of a MLRS (Multi-Launch Rocket System) on a wheeled chassis, which is often towed into its deployment position by a ... pack beast. Capable of deliverig a tight pattern of up to eight fragmentation rockets the Hellfire can affect a much larger area than the average mortar or grenade launcher."41
[MPC:7 UPT:1 Range S:20/+1 M:40/- L:60/-1 POW:6 AM:-2 DAM:2 Mode: indirect, 2" blast, crew served 4] PV:54
AT-v28 Rocket Pods
"...which is currently being used on the Vulkan Battlesuit. AT-v28 Rocket Pods give th Battlesuits a much better chance against armor at range, which is particularly useful...."42
[MPC:8 UPT:1 Range S:10/-2 M:20/+1 L:30/+1 POW:7 AM:-2 DAM:2 Mode: 1" blast] PV:48
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VOR: the Maelstrom, the logo and all of the other names and minis thereof are trademarks of the FASA corporation, used without permission. Any use of these names and the names of other companies and copywrited material should not be construed as a challenge in any way to those trademarks
Bauhaus, Warzone, the logo and all of the other names and minis thereof are trademarks of the Target Games corporation, used without permission. Any use of these names and the names of other companies and copywrited material should not be construed as a challenge in any way to those trademarks.