Urban Mammoth

Urban Mammoth produced a range of 28mm Sci-Fi miniatures and games Urban War VOID1.1 and Warheads: Medieval Tales games.

Urban War, Urban Mammoth

UW its a fast paced sci-fi skirmish game set in a brutal far-distant universe. Players build small teams of soldiers to fight in the war-torn city planet of Iskandria. The scene of countless vicious conflicts between competing factions, now also threatened by aggressive alien incursions.

UW is a tabletop game for two 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-style and strategies.

On Iskandria there are seven distinct factions vying for dominance. The Junkers, the Gladiators, the Triads, VASA, the Viridians, the Syntha, and the Koralon.

Junkers, The Legions of Ironglass

From Ironglass, the Junker home planet, the Senate rules the militaristic Junker Empire with brutal authority. In Junker politics and society power is everything, all else is a means to this end. Though political alliances within the Senate may shift, and individual Senators rise and fall. The Junker Empire presents an aggressive and united face to the other major powers.

The Convict Legions make up the vast bulk of the powerful, if unsophisticated, Junker armies. Recruiting is never a problem. As the sentence for virtually any civil crime, no matter how petty, is a period of service in the Legions.

Gladiators, Strength and Honour

At the heart of the grim militaristic Junker empire is the Senate of Ironglass. And here power is the only currency of value. In Junker politics, as in the rest of their society, those without power are of no consequence.

The gladiatorial arenas in every Junker city provide the ruling classes a means of keeping the mass of the downtrodden populace quiet, if not precisely happy. The gladiators that provide this brutal and bloody entertainment are usually convicted criminals or the property of privately owned stables. Distinct as they are from the rest of society. Gladiators respect only their fellows, holding to their own code of ‘Strength and Honour’.

Triads, The Way of the Warrior

The Triads are steeped in the ancient traditions of their ancestors. Clan loyalty, respect for ones superiors, selfless disregard for personal danger. And dedication to the martial arts are some of the defining qualities of Triad life. That and the pursuit of profit by criminal means.

Effectively existing outside mainstream society. The Triad’s criminal underworld operates almost in parallel with the rest of the population. Only impinging on it when in the process of some illegal activity.
There are many Triad gangs or ‘families’, and their rivalry is bitter. The resulting feuds can last for years or decades, some have even spanned generations. In truth, the Triad clans are united only by their distrust and contempt of outsiders.

VASA, Justice for All

From its icy home planet Vacillus, orbiting the dead sun Leviathan. VASA’s power reaches to the furthest extent of known space. In the distant past VASA was a purely scientific body. But now it commands the mightiest of star fleets, far surpassing those of any of its rivals.

VASA controls the vital Grav-wells through which all inter-stellar traffic must pass. And through taxes and levies it funds its policing, customs and peacekeeping activities. Though viewed by most as a benign power. A hardcore of dissidents throughout the galaxy believe VASA to be overbearing and oppressive.

Viridians, Corporate Power

The Viridian home planet Viridia lies at the core of a mighty commercial empire. Proclaiming its dedication to free trade, democracy and pan-humanic capitalism. The Viridian government is not above using its powerful armed forces to ensure that its policies are enforced. These forces rely on overwhelming superior firepower, and prefer not to engage in wars of attrition. High levels of troop losses are frowned on back home, and can lose votes with the electorate.

Syntha, Faith in the Machine

No longer fully human, the Syntha see themselves as the next step in the evolution of man. Their society is dedicated to the advance of science and technology. And all facets of their life are guided by a massive artificial intelligence called Prime. The Syntha home planet is also called Prime, and in fact the AI and the planet are inextricably linked.

The Syntha look forward to a future in which the lines between man and machine have disappeared. And vat grown humans, biomechanoids, cyborgs and robotic androsynths all play a part in the ongoing experiment that is life. To the Syntha, superiority in technology, design and functionality will inevitably lead to dominance.

Koralon, Agents of the Apocalypse

The Koralon are perhaps the greatest threat that man has ever had to face. Driven by a powerful alien intellect. They wield dark and terrifying technologies that are capable of warping conquered worlds and their inhabitants into foul parodies of their former selves. Humanity is faltering under their unending onslaught.

The ‘true’ Koralon are indeed a mighty and terrible foe, with mastery of alien sciences fully the equal of anything yet developed by man. However they are also accompanied by ever swelling numbers of ‘hybrid’ Koralon, mutated creatures from the worlds they have conquered.

Metropolis: Battle-Force Conflicts

Metropolis its a fast paced sci-fi battle. However the war in Iskandria is escalating and the initial skirmishing is developing into full-blown military conflict. In response, all the warring factions are throwing in ever-increasing numbers of fresh troops, including heavier armoured elements.

Metropolis moves the action up a level from the small-scale skirmishes played out in UW It shifts the focus from the individual to the squad, and players take command of armies, or ‘battle-forces’, containing several squads.

As in UW, the same seven factions are vying for dominance. The Junkers, the Gladiators, the Triads, VASA, the Viridians, the Syntha, and the Koralon.

VOID1.1, Urban Mammoth

VOID1.1 is an exciting miniature tabletop battle system for 2 or more players. A fourth power, VASA, is the policing body of panhumanic space. It protects the interstellar space lanes and attempts to arbitrate between the ambitious and imperialistic home worlds.

Currently there are five different armies to choose from. The Viridian Eco-Warriors whose armies comprise of commandoes. Power armoured troopers and platform-mounted guns carried on the backs of gargantuan lizards. The Junker convict Legions from Ironglass’ harsh militaristic society where life’s cheap and invariably short. The Syntha collective society whose enhanced human and cyborg armies have Faith in the Machine. VASA the Pan-Humanic Protectorate and guardians of the grav-wells and the alien Koralon, man’s nemesis the Agents of Apocalypse.

Fast paced skirmish game

VOID1.1 its a fast paced skirmish game. It uses a unit-by-unit activation system that encourages strategic use of supporting troops,
and prevents the game from becoming mired in hour-long turns.

The game mechanics are clear and concise. Allowing you to fight games ranging from very small skirmishes with only a few miniatures. To massive battles using hundreds of miniatures. Simple enough for beginners, the game system also has subtle depths that will provide a satisfying challenge for the experienced player. The game mechanics are clear and concise. Allowing you to fight games ranging from very small skirmishes with only a few miniatures, to massive battles using hundreds of miniatures. Simple enough for beginners. The game system also has subtle depths that will provide a satisfying challenge for the experienced player.

Urban Mammoth sold the Void 1.1, Urban War and Warheads: Medieval Tales range to Scotia Grendel in 2006, the Void 1.1.

Website Address: https://www.scotiagrendel.com/
Phone Number: 01561 362861
Fax:
Address: Urban Mammoth, Scotia Grendel Productions, Hallgreen Castle, Inverbervie, DD10 0PE, UK

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