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A quick guide to the Dystopian Wars Core Seven Nations

Dystopian Wars
Core Nation Quick Guides
We asked the rules guys to provide a breakdown of our Core Nation play styles so to help give
people an idea of what to expect on the table top. Youll the acronym MAR used, which stands for
Model Assigned Rule and this is a an important mechanic in Dystopian Wars for making models
operate differently on the table top. So here goes with our snapshot guide to our seven Core Nations:

Kingdom of Britannia (KoB) Prussians engineers are masters of the lightning


Key Words: Redoubtable Stalwarts Tesla weapon - a relatively short range weapon that
is used it to cripple targets prior to boarding them!
One of the underlying principles of the Britan- A lot of Prussian models tend to be faster than
nians in Dystopian Wars is survivability. Capital their enemy counterparts, allowing them to get close
models tend to have the Redoubtable MAR which and then fight dirty. This means that players who
makes them very good at taking damage and still have an aggressive mindset in gaming and want to
being able to fire at the enemy. get stuck in should consider looking at the Prussian
It is fair to say they like torpedoes! Although you Empire as their nation of choice... they take the notion
are limited to firing over 8 (due to the targeting of Blitzkrieg quite literally!
safety protocols on their munitions) these are hihgly
effective weapons for the Britannian forces. They are Federated States of America (FSA):
a very good gunnery fleet too, specialising at medium Key Words: Flexible Firepower
range engagements where both their torpedoes and
gunnery can work in concert. Most KoB crew tend Many vessels in an FSA force can be adapted from
to be Stoic in nature meaning that whist not focused battle to battle using a simple drop-in system that
on boarding offensively, they are tough nuts to crack allows players to swap out such things as Generators
when boarded themselves. and Weapon systems to ensure they have the right
The Kingdom of Britannia also has some of the tool for the job.
most effective Aerial elements in the game, making FSA Capital models tend to have the Sharp-
them a strong multi-theatre force. Players who wish shooters MAR, making them highly efficient at short
to game a style that encourages good range manage- range, shooting assault marines on the decks of
ment supported by defensive capabilities should opt enemy ships. This is a useful ability when fighting
for a Britannian force.. .expect stiff upper lips, pugna- a nation such as the Prussian Empire which likes to
cious stubbornness and huge mustaches! board its enemies!
FSA Fleets also make good use of Kinetic Gener-
Prussian Empire (PE): ators which provides aggressive acceleration for
Key Words: Lords of Electricity vessels which have been outfitted to board the enemy.
This nations models, especially naval, are often
In most cases Capital models have the what fitted with long range rapid firing cannons that allow
is known as the Rugged Construction MAR (to a commanders to pound on the enemy at range - this
varying degree) to show the expert construction of makes the FSA a good choice for the player who are
their vessels. This acts to reduce the effectives of more long range focused in their battle style... their
enemy ranged attacks made against them. big guns never tire.

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A quick guide to the Dystopian Wars Core Seven Nations

Empire of the Blazing Sun (EotBS): target with a mixture of incendiary and armour
Key Words: The Firestarters piercing effects.
Capital models have the Retardant Armour MAR
EoBS models tend to have a tougher outer shell which negates most munitions upgrades on enemy
meaning that doing heavy damage to their vessels is weaponry. This can cause consternation in foes
far more difficult for their enemies. as their exciting and esoteric weapons lose their
You will see that Capital models in the EOBS tend potency! This nullification extends to enemy genera-
to have a high degree of Incendiary weaponry. Obvi- tors as most RoF Capital models will also have access
ously being on fire is very bad news for an enemy to (the imaginatively named) Nullification Gener-
ship at sea not that it is much better being on fire ator... Which can short out Generators within range.
in the air either! This is most useful during a battle!
A key weapon system of the EOBS are Rocket Gunnery and Mortar weapons for this nation will
Batteries that can devastate unsuspecting enemies often make use of corrosive munitions to bring even
from extreme range. And guess what? These rockets the most rugged of vessels down to size, literally
often have incendiary warheads too! decaying the vessel from within!
Players who wish a force that can do a bit of Players who seek to thwart and confound their
everything, with no pronounced weaknesses should foes with clouding effects, corrosive and microwave
opt for the EOBS.... Pyromaniacs should also opt for weaponry will love the RoF... nobody stops you in your
this force. tracks like the French.

Covenant of Antarctica (CoA): Russian Coalition:


Key Words: Masters of Technology Key Words: The Hammers

The COA have access to some of the most weird The Russian Coalitions machines of war deliver
and wonderful Dystopian technologies, such as tele- the largest amount of direct firepower at short range
portation, energy weapons, drone aircraft and even of any of the factions - most of which will concuss
Time flow Generators! Yes, the Covenant can stop the enemy, making them quite literally shake apart as
the flow of time! rivets pop loose under the percussive impacts.
Capital models in the force have the Inventive Capital models have the Ablative Armour MAR,
Scientists MAR, meaning the plethora of Generators meaning they can shrug off all but the most focused
available to the nation (...they have as about 8!) run of enemy gunnery as they close to within range.
far more efficiently during combat. Russian forces have access to many unique Gener-
COA Aerial forces are unique and have the ators designed to confuse and befuddle the enemy.
distinction of being the most agile of all the factions. These range from Jammer Generators that affect the
Players who enjoy playing with lots of technology guidance systems of rockets and torpedoes, to Mimic
should opt for the Covenant... They are finding more Generators that can steal technology from the enemy,
and more all the time as they delve deeper into the and even Ice Generators that can cripple targets
mysterious Vault in Antarctica! under the grip of winter... oh, and did we mention they
can drop iceberg-mines?!
Republique of France (RoF): On the surface the Russian Coalition might seem
Key Words: The Levellers simple to use, but it will take a strategic thinker to
bring their full strength to bear in combat (...no pun
French forces make extensive use of a micro- intended)... the Russians are the strategic masters of
wave-based weapon called a Heat Lance. Whilst the game board.
short ranged, this weapon quite literally cooks a

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A quick guide to the Dystopian Wars Core Seven Nations

KoB sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

PE sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

CoA sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

RoF sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

Russian Coalition sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

FSA Sample model images - top to bottom Naval, Aerial and Armoured

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A quick guide to the Dystopian Wars Core Seven Nations

Blaziing Sun Sample model images - top to bottom Naval, Aerial and Armoured

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