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Dystopian Wars 2.5
CONTENTS A1 - Game Basics
THE BOARDING SEGMENT 74 MODEL CLASSIFICATIONS 122 WHAT YOU NEED TO PLAY Pre-Measuring is allowed at any time, and for any
Prizing, Salvaging, Derelicts 77 Model Function 124 reason you like. This is a game of tactical skill, not a
Robot Boarding 80 When playing Dystopian Wars you will require: game of who can estimate distances by eye the best!
Boarding against Robots 82 USING ALLIES 128
Robot vs Robot Boarding 82 1/1200th scale Models to represent the forces of The Battlefield
COMPETITIVE PLAY 130 the Dystopian World! Dystopian Wars is played on a Battlefield and the
THE END PHASE 85 A Tape Measure. easiest way to make a battlefield is to place a blue
FLASHPOINT CAMPAIGN RULES 141 A Battlefield or other suitable gaming area no or green cloth on the table, for sea or land battles
MODEL ASSIGNED RULES (MARS) 88 smaller than 3 feet by 3 feet.. respectively. A stiff board painted blue on one side
FLEET ACTION FAST PLAY RULES 163 Game Markers to identify the various effects and and green on the other is perfect for both.
GENERATORS 94 Anatomy of a Statistic Card 170 conditions that can apply in the game. You can use Terrain to make your Battlefield look
How to build your Force 172 Activation Markers to show players which more realistic. See Page 173 for descriptions of the
BASIC TERRAIN 102 How to use Terrain 174 Squadrons have activated and which have not. different Terrain types used in the game.
Sequence of Play 176 Templates such as the Large Explosion Template,
ADVANCED TERRAIN 108 MOVEMENT 178 Random Determination Template etc. Game Markers
Attacking 180 A good number of 6-sided Dice. In the turmoil of combat anything is liable to happen
SUPPORT AIRCRAFT, CARRIERS & Boarding 184 A Force List that shows the Squadrons and to your models: from crippling engine damage and
DRONE LAUNCHERS 111 Support Aircraft Wings 186 formations you are taking into battle. shredded defences to wild-fires or even simply losing
Carrier Actions 117 The End Phase 188 A deck of Tactical Action Cards that allow crew. To keep track of this damage, Game Markers
MARs and Generators 190 players to represent the important choices and and Tokens are supplied within certain force boxes.
INFANTRY 119 risks that many commanders face during their
campaigns.
. . . and a sense of Imagination and Wonder!
Models
Dystopian Wars uses a massive range of high quality
1/1200 scale Models, produced by Warcradle Studios.
Some Models, mainly Flying and Armoured, come
with bases. These are either separate or sometimes
an integral part of the Model.
GENERAL DICE PRINCIPLES without modifiers, any dice roll would be commonly
Players who really want to improve their gaming classed to as causing a successful Hit on a 4, 5, or 6.
experience can also choose to buy the deluxe In Dystopian Wars we refer to two types of dice: D6
Dystopian Wars Acrylic Tokens set! and D3. A D6 is a standard six-sided die, as seen in Modifiers
many board-games or games of chance. To roll a D3, There are effects in Dystopian Wars that modify the
Game Templates roll a D6, as normal, but read the result of a 1 OR 2 To Hit numbers of a dice roll. These will be listed as
Templates allow players to execute in-game effects on the die as if it had come up as a 1, a result of 3 a positive or negative modifier, such as +1 or -1.
that affect multiple Models within an area, or allow OR 4 as a 2, and a result of 5 OR 6 as a 3. See below: All modifiers are cumulative and are applied to
complex gaming mechanics to be visually explained the To Hit Number required on each die in the roll.
for ease of play. The following Templates are used in Dice Roll Result For example, you may have a +1 and -2 modifier
the game: 1 or 2 1 on the same shot, resulting in a final modifier of -1,
ensuring that a situation whereby a Model required
3 or 4 2
Large Effect Template a To Hit Number of 4+ would instead require a To
5 or 6 3
This 4 diameter Template is most commonly used Hit Number of 5+.
when Mines detonate, or when certain Generators It is possible in some situations to have a single
affect parts of the Battlefield. Rolling a Natural 1 roll using multiple dice that include different target
Regardless of any modifiers, a roll of a 1 never hits. To Hit Numbers for different dice. These should
Energy Template be rolled separately so that each target number can
This 3 diameter Template is most commonly used Rolling a Natural 6 be easily tracked, although the eventual number of
when Energy Blast Weapons fire, or when a Portal Regardless of any modifiers, a roll of a natural 6 successful Hits generated will be the combination of
is created. always results in a Hit being registered, however the results that are created by the separate rolls.
power of the Hit may be mitigated by other factors.
Small Effect Template Important Note: The physical number on the
This 1.5 diameter Template is most commonly used Important Note: A Natural 6 is when the dies face face of a die (1, 4, 6 etc.) NEVER changes through
with Area Bombardment attacks. shows a 6 - rolling a 5 when you have a +1 modifier modification, only the To Hit Number required.
does not make it into a Natural 6.
Random Determination Template Needing 7s or More to Hit
This strange Template is used to allow players to Initial Dice If modifiers take the required To Hit Number to 7 or
randomly determine in-game effects. Its use is There are numerous effects during a game that more, a result of a 6 is still considered a Hit but all
explained in the diagram opposite. determine the number of dice that are to be rolled. dice used in the roll change from using the Exploding
Whenever we mention Initial Dice in this book, we Dice mechanic to the Heavy Dice mechanic. See the
The use of Templates is fully explained in the specific are referring to your total number of dice before following important text for more details on the
sections of the Rulebook that concern their use. adding any extra dice from other sources or effects, difference between these two types of key dice.
such as the Exploding Dice mechanic.
Pen and Paper RANDOM DETERMINATION TEMPLATE
Players will need a pen and some paper so that they There are times during a game of Dystopian Wars when To Hit Numbers and Dice Modifiers
you need to move a Model completely randomly. Using
may record their Victory Points scored during the the Random Determination Template and a trusty D6 you Often in the rules a situation will occur where
Activations of the game. This is important as it will can randomly determine where it lands on a gaming table! the player needs a certain number To Hit. This
allow them to track how close they are to winning a will commonly be described as X+, where X is the
Simply place the Template over the centre of the model
game. See Page 156 for more details. minimum Hit Number required on the dice roll.
you want to randomise, with the 1 pointing forwards, and
roll a D6. The number rolled will indicate the randomised Unless otherwise stated, To Hit Numbers begin
direction. It really is that simple. You may then also be by needing a 4+ rolled on a die To Hit using the
asked to use one or more D6 to determine a distance to Exploding Dice Mechanic. To Hit Numbers can also
move the model.
be referred to as a target number, especially when it
is referring to a roll not related directly to combat.
So, for example if a player is firing at a target
surface
Models capable of lurking just beneath the waves or Massive Naval Capital Model
Minimum Move: 2
by burrowing beneath the ground. Turning Template: Large
Turn Limit: 0
Squadron Size: 1
Deep Diving This Height Level is as deep in the
RB 1 2 3 4 DR CR MV HP
ocean as it is possible to get! Models may never
Main Turret (P) 15 13 6 - 7 12 5 12
deploy at this Height Level unless otherwise stated land Raised Turret (P) 15 13 6 - AP AA CC IR
(Armoured models)
in their Profile. In addition, no Small or Tiny Models Beam Turret (S) 10 8 4 - 10 5 4 9
may ever occupy this Height Level as they would P/S Broadsides (S) 10 10 8 -
be crushed under the extreme pressures that such MAR: Ablative Armour (+2), Security Posts (3) Strategic Value (100), Sturginium Boost
Model has an Internal Mimic (12) Generator for no additional cost.
depths create! Options: Model has the Concussive (All Turret) Munitions Type
Model may be fitted with ONE additional Internal Generator chosen from the following
list:
A Target Jammer (Rockets & Torpedoes, 5) Generator for an additional +30 points
The Height Band/Level diagram on the right Water An Ice (16, 3) Generator for an additional +20 points
illustrates the Height Levels that exist within the (Naval models) ONE Main Turret (P) has a 270-degree Fore Fire Arc
game. As a rule of thumb, Aerial Models inhabit TWO Raised Turrets (P) have an Off-Set 180-degree Fire Arc
Weaponry Arcs: ONE Port Beam Turret (S) has a 180-degree Port Fire Arc
the Aerial Height Band, and all Naval or Armoured ONE Starboard Beam Turret (S) has a 180-degree Starboard Fire Arc
The P/S Broadsides (S) have a Broadside Fire Arc
submerged
Models inhabit the Surface Height Band. Diving or
Drilling Models can inhabit the Surface Height Band
or the Diving Height Bands as desired; see Changing
Height Levels on Page 107 for more details.
The Height Band and Height Levels a Model MODEL FUNDAMENTALS Model Title
occupies are especially relevant to other Models, The type of Model, in this case a the Model is a
submerged mighty Russian Coalition Dreadnought.
can be very important when determining To Hit (Diving And burrowing models) Flag
numbers and any modifiers. These tell you which nation a Model belongs to.
Some nations may also be able to lend some of their
Points
The initial points cost of the Model, before you
Important Note: All ranges in Dystopian Wars Squadrons to particularly close Allies.
add any upgrades to it.
are measured horizontally between each Models
base (or footprint), regardless of any Height Band Model Name
Crew Type
or Height Level differences between the Models. Deep diving The name of the Model, in this example a Russian
The quality of the crew on board the vessel. These
(Diving models) Coalition Moskva Class Dreadnought.
have a major impact when the ship is involved in
such things as a Boarding Action.
Fielding Squadrons The common rules which cover Mixed Squadron are
as follows:
1. The basic Squadron, before any Attachments are
added, is known as the Parent Squadron, and
THE ATTACHMENT MAR
Combat Patrols
SQUADRONS OF MODELS Where possible, any upgrade taken for a Model Combat Patrols consist of a Support Aircraft
must be clearly identified on the Model. This will Squadron of Fighter Planes, and are also referred to
E very Force in Dystopian Wars will be composed be most commonly achieved by replacing a Turret
of several Squadrons which come together under or drop-on Generator for the chosen upgrade. From
the overall command of a Commodore. this information, the number of points required to
as a Combat Air Patrol (or CAP).
A CAP can be attached to any Large or Massive
Squadron in the Force provided it does not already
A standard Squadron normally contains only one field a Squadron of Models can be calculated. have an Attachment.
type of Model as designated by its Model Name. Any CAP must be taken from the Local Air
Additionally, Models will sometimes be referred to MIXED SQUADRONS Support Allowance, which is determined by the size
by a Mark (often denoted as Mk I, or Mk II, or by a of game being played.
letter such as A or B, etc...) in its Model Name. A Mixed Squadron is a Squadron containing Models CAPs function as a standard Attachment Group in
It is often possible for players to build Squadrons with different Model Names, such as Escorts that most ways, except that a Mixed Squadron does NOT
with Models that are identified as having different have been atatched to a bigger Model to protect take a Disorder Test if the CAP is Lost.
Marks provided the Squadron contents are of the it. These can often be specialised support models
same overall Model Name. Any Squadron with that directly enhance the combat effectiveness of
mixed Marks must be clearly identified in their the parent Models. There is more than one way of
Force List and on the Models themselves. building a Mixed Squadron, but all of them follow
The minimum and maximum number of Models the same rules.
per Squadron and the Points Cost of the Model,
Propaganda posters for the Covenant of
including any upgrades will be detailed on a Models A Mixed Squadron can be created via: Antarctica have sprung up all over the
Profile. Through the use of the Attachment MAR. world.This nation may be small, but it is
The creation of a Specialised Group Squadrons. intent on having its technological might felt
A Scenario that dictates the creation of custom around the entire globe!
Squadrons in your Force List.
Play
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f the t h e en fr get t In this Chapter players will be expected to agree upon their preferred Engagement Level of their game
sam o o
e ch tokens a m the B
it! s yo ag if and to then design their Forces. It is often best if the Force creation aspect is done in isolation to ensure
ur A t
ctiva hey players can spring traps on their opponents with unusual compositions. The key thing is that all players
tion
understand the upcoming battle and prepare their Forces accordingly!
The complexity of this section for players will be determined by their choice of Engagement Level.
Choosing this will ensure that players turn up to a game with the right models that will ensure a balanced
game. It will also mean that the players turn up with Forces which can sensibly fight against each other -
namely a Naval Force versus a Naval Force, Armoured against Armoured. The rules are designed to cater
for combined arms combat, this is one of the most compelling and powerful aspects of the rules, but being
able to fight on Battlefield which accommodates such warfare is essential...
LEVELS OF ENGAGEMENT 1. The Maximum Force Value (MFV) 5. Minimum Force Requirements 8. Main Forces and Strategic Forces
A Force must be chosen with its individual Models ALL Forces must purchase at least one Large or The term Main Force refers to the bulk of the troops
Not all players who come to Dystopian Wars will organised into appropriate Squadrons, so that the Massive Squadron, one Medium Squadron and one arrayed against the enemy. These will include the
be expert commanders with an entire grasp of the total amount of points spent in the creation of the Small Squadron of the Core Force Type. Although critical assets in the Force and MUST always contain
strategy and tactics needed to battle against their Force does not exceed the pre-agreed Maximum Models taken as Attachments are paid for from the Commodores Model. This force MUST contain
foes across the multitude of theatres and warzones Force Value (MFV). Players may not spend more their own Size Class, they do not count towards the at least 60% of the Maximum Force Value (MFV)
of the world at war. To ensure players develop their than their MFV unless their opponent agrees. ONE Minimum Squadron Requirement if they are available to the Force. The term Strategic Force refers
skills together, we suggest three levels of engagement Attached to a Squadron of a different Size (see Page to the creation of strike elements within the Force
that players might wish to participate in Ensign, Important Note: Players do not always need to agree 80 for more information on Attachments). that are tasked with specific engagement orders:
Captain and Commodore. upon the same MFV for both sides. Scenarios will This agreement allows players to predict, with a Advance, Flank, and Reserve.
often have one side outnumbering the other! certain amount of surety, the kind of Force they are This will affect their Deployment and arrival on
Ensign Level games have few force building rules expecting to play against. Although it is possible to the Battlefield and are governed by the following
and allow players to get to the action quickly. If 2. Theatre of Engagement play an Aerial Force against an Armoured or Naval rules for composition:
this is your first time playing Dystopian Wars, or Both players must agree on the dominant Theatre Force, it is unlikely to be as good a game as if two
you want to simply bash each other, choose this Type, either Land or Water, over which the battle Forces of the same Core Force Type were playing No more than 40% of the total MFV may be
method of Force Building! will be fought. See Page 173 for further details. This against each other. allocated to Models that are part of the Strategic
should prevent a player turning up with a Naval fleet Forces.
Captain Level games add a few additional rules to face an opponent with just Armoured Models! 6. Maximum Percentages for Size Local Support may only ever be allocated to the
to Ensign Level games and have a small number within the Force Main Force, never to the Strategic Forces.
of limitations in force building but are good for 3. All Forces need a Commodore To represent the Force as a whole and to encourage Unless otherwise stated, Strategic Forces may
players who have a little more experience. They The Commodore must be placed on a Large or overall Game Balance, Forces must be organised into never contain Large or Massive Models as they
set limits on the number of Large, Medium and Massive Capital Class Model in your Force. The percentages to allow players to play with Forces that are far too cumbersome to react to specialised
Small Models you can have. They also require Model used as the Commodores base of operations are both balanced and fun. These percentages pertain orders.
players to state if they are using Allies. must be clearly noted in a players Force List. to the Maximum Force Value (MFV) of the Force.
So, an Armoured Core Force totalling 1000 points 9. Local Air Support
Commodore Level games are where the gloves CAPTAIN LEVEL GAME may not spend more than 600 points on Large or Few battles are isolated events with no local air
really come off, with all rules for force building Massive Models, or 600 points on Medium Models, elements present to assist in the assault or defence
and Common Agreements in play. Players will When setting up a Captain Level Game it is or 400 points on Small or Tiny Models. All points of vital assets located within it. The concept of Local
also be expected to make use of Tactical Action important to agree with your opponent the following paid for a Model, including, any optional upgrades, Air Support is intended to represent the availability
Cards (which in turn can be played in several parameters in addition to the rules stated above in come from the percentages for Model Size. of these small aerial elements and their presence in
Rule Styles: Tactical or Fog of War). Ensign Level: engagements.
MODEL TYPE % MAXIMUM The number of Local Air Support Elements
Below you will see the rules for Engagement 4. The Core Force Type Large and Massive Models 60% Maximum present at a battle is determined by the size of game
laid out in numerical order. Each rule combines A Force MUST be Armoured, Naval or Aerial in Core Medium Models 60% Maximum being played. These are free Models but may not
with its predecessors as you move down the levels Force Type (often referred to as simply Core Force Small and Tiny Models 40% Maximum receive any costed upgrades of any type (such as
of complexity from a lowly Ensign to a high and or Core Type). This refers to the main body of the Aces).
mighty Commodore. Players might also choose to use Force and its likely constituents. This Core Force 7. The Use of Allies All Forces gain free Wings of Support Aircraft
selected force building parameters, such as using rules must make up at least 60% of the overall MFV agreed A Force may contain Allies using the rules found on which are organised into Squadrons of 5 Wings each
1-4, ignoring 5-7 and then using rules 8-10. upon by the players. Page 199. as per the Local Air Support rules (see Page 86). To
For example, a Naval Core Force with an MFV represent their defensive role in most Forces only
ENSIGN LEVEL GAME of 2000 points may not have more than 800 points COMMODORE LEVEL GAME Fighters may be taken as Local Air Support.
of Non-Naval Models included. Certain Models are
When setting up an Ensign Level Game it is always treated as Non-Core: Infantry (of any type), When setting up a Commodore Level Game it is
important to agree with your opponent the following Fortifications and Allied Squadrons (see later). important to agree with your opponent the following
parameters: parameters in addition to the rules stated above in
Ensign Level and Captain Level.
3. Board Edges should be a 16 No Mans Land Area, two 8 Advance 4.2: MAIN DEPLOYMENT A good
ru
Firstly, the player with the Strategic Advantage picks Deployment Zone Areas and two 8 Deployment The player with Operational Advantage dictates rememberi le of thumb w
ng the o hen
players sh rd
a Main Deployment Zone (green-shaded in our Zone Areas. who deploys a Squadron from their Main Force first. ould deplo er in which
diagram below) and their opponent must take the Players then alternate the deployment of Squadrons to think fro y their forc
m es is
opposite Main Deployment Zone. 4. Deployment of Models until all Squadrons are deployed from their Main opponents the point of view of
re c onnaissa th eir
would hav
Secondly, the player with Operational Advantage The Deployment of Models in Dystopian wars is Forces. Models allocated to the Main Force must e scouted nce, which
before the the battle
fi
first Mode battle was joined. eld
chooses a Flanking Zone (red-shaded), and their executed by imagining the different elements in each deploy in their Main Deployment Zone. The
ls they wo
opponent must take the opposite Flanking Edge. Force that would be most likely to be spotted first by Commodore MUST deploy as part of the Main Force, would ha uld have sp The
ve been o
The Centre Line of the table (denoted in the the enemy reconnaissance units probably because with the Commodore Game Marker clearly visible. structures the perm tted
diagram as the dotted line) is the starting point from they are so large and intimidating that they would be su c h as Fortifi nent a
next would cations,
which the other Areas and Zones are measured. impossible to miss! 4.3: FLANKING FORCES Models as h a v e b een
they take the Massive
The No Mans Land is an area of the table 8 from Deployment is divided in order into 4 Key Steps, These Flanking Forces are not deployed at the start to manoeu th
vre into po e most time
the Centre Line in both directions. with each Step being completed according to the of the game and are instead nominated to come on Large Mod sition, the
els n
The Advance Deployment Zone is an area of the Order of Deployment before moving on: to the table from turn 2 onwards. Use a dice or some reasonable and so on....So its the
in the abst only
of alterna
table that is between 8 and 16 from the Centre Line other marker to show each squadrons preferred entry ting deplo racted nature
would be ym
in both directions. 4.1: ADVANCE DEPLOYMENT Turn number. All Squadrons deploying onto the radioing b ent that they
of such ass a ck the loca
The Main Deployment Zone is the remainder The player with Strategic Advantage dictates who Battlefield in this way do so following the rules for ets in that tion
of the Battlefield: in some cases, where players are deploys a Squadron from their Advance Force first. Moving Onto the Battlefield found in the Movement
order!
playing on oddly shaped boards or even lengthways, Players then alternate the deployment of Squadrons Section on Page 107.
this area may be larger or smaller. until all Squadrons are deployed from their Advance Deployment is done in an alternating fashion
This means that on a standard gaming space Forces. Models allocated to the Advance Force may 4.4: RESERVE FORCES using the order above. In the case of Flanking and
with 48 between each players Board Edges, there choose to deploy in their Advance Deployment Zone These Reserve Forces are not deployed at the start of Reserve Forces, the entire Force is Deployed during
or in the Main Deployment Zone. the game and instead become available from turn 2 the Late Arrivals Step of the Game Turn they enter,
onwards. Use a dice or some other marker to show using the rules for Moving Onto the Battlefield
each squadrons preferred entry Turn number. All found in the Movement Section on Page 109. Any
Reserve Edge Squadrons deploying onto the Battlefield in this attached Models or Support Aircraft Squadrons
way do so following the rules for Moving Onto the deployed with a Parent Squadron as part of a Model
Main Deployment Zone Battlefield found in the Movement Section on Page Assigned Rule (MAR) deploy at the same time as the
109. Parent Squadron.
Fortifications must always be allocated to the
Advance Deployment Zone 8 4.5: ORDER OF DEPLOYMENT Advance Force, and may choose if they deploy in the
Each player must deploy Squadrons within a Force in Advanced or Main Deployment Zones as normal.
the following order: Aerial Models may elect to deploy in either
Flanking Edge
Flanking Edge
Reserve Edge
TAC HAND SIZE Players should also be aware that once they choose Victory Points To Cancel a TAC played by an opponent, a player
their preferred TACs for the upcoming engagement, Using the tactical power of a Nations best and must sacrifice a Card or a combination of Cards of
Unless otherwise stated by a scenario, the number of they may NOT re-draw cards from the remainder of brightest isnt free, and Commodores must be careful HIGHER Victory Points cost than the TAC that is
TACs available to players from which to form their their TAC Deck unless a specific scenario or gaming not to fritter away their resources too cheaply. In being played.
TAC Hand is dictated by the size of MFV that was condition applies. Essentially, the Cards that make game terms, this is represented by a cost that is If a player manages to Cancel the Card played by
agreed upon during the Call to Arms Segment of the up the TAC Hand are a final set of tactical options always found at the bottom of the Card. This cost an opponent, the Cancelled card is Discarded and
Pre-Game Set Up. available to a commander, designed to assist in the is added to your opponents running Victory Points the Cancelling player must place the card(s) used
The TAC Hand Size is determined by dividing the prosecution of their Field Orders. Total when the Card is resolved and the used TAC is face-up in their own Scrapyard, adding their total
MFV being played by 250 (rounding Down). placed in your Scrapyard face-up for ease of totalling cost to the opponents running VP total.
So, for example, in an 1250pts Game, each player PLAYING YOUR TACS during the End Phase. For example, if a player uses a 40 VP TAC card
would choose 5 TACs to form their TAC Hand, with and their opponent wants the TAC to be Cancelled,
the other cards in the Deck unusable and so are then The conditions surrounding a TACs use is always CANCELLING TACS the opponent must forsake TACs of their own which
discarded. noted on the Card itself; there are, however, a number combine to create a VP total greater than 40.
The maximum number of TACs that any one of persistent rules always in effect when using TACs: The effects of TACs can often be catastrophic if
player may hold as part of their TAC Hand is 10 A Force that has Lost its Commodore may played at just the right time. So much so that it is
(up to the 2500pt MFV level). Should players play not play TACs, but may use them to cancel essential that players have a means at their disposal
Games with larger MFVs the limit is still 10, unless opponents TACs as normal. whereby they can Cancel particularly devastating
otherwise decided upon by both sides. A TAC that has been played cannot be retracted Cards played against them.
unless it was played incorrectly. GE...
A C H ALLEN
CHOOSING A TAC DECK A TAC may not be played on a Squadron that E F WAR
HO LIK ays numout
ber
began its Activation Out of Coherency. O R T H OSE W THE FOG O o u ld a lw
F AYING layers sh swapped
The use of TACs is NOT random. Players are free A player may not play more than one TAC TRY PL v a il able to pCards are oftenuld be shuffled
k a
to choose which TACs they would like in their TAC card during any single Squadron Activation or rds Dec mbered ck sho inarily
c t ic a l A ction Ca in Generic Nu Types. This Dethat would ord ent and
Hand for use in a game, taking their preferred Cards Pre-Turn TAC Segment. Once a TAC has been t a d
The Ta although cer the other Car mber of card t of the oppo . s n
s, u n e
from their master TAC Deck, created during the List played, it should remain face up nearby until 16 Card rred Cards fromn deal out the n the table in frotion of the Gam
e fe h e o n r a
Building Segment of the Pre-Game Set-up. the end of the Activation/Pre-Turn Segment as a fo r p r
ers shou
ld t
d face d
o w n
nt for th
e d u ir Hand
and playir starting Han ndom assortme t g u a r a ntee the nsidered
o
rs canno uld be c
There are no limitations to the amount of Victory visual reminder. e
Points (VPs) a player may hold in their TAC-Hand, If a situation specifies you must Discard a be in th lays with this ra g in g as playe g this way sho of even the mosrds
t
p c h a ll e n p la y in p la n s h a t C a
r e d id t
beyond the substitution requirement of initial Deck TAC Card, the card is removed from the game uch mo bove, an e best la s to note now
without being played and is placed face-down in
This is min the method aar, clouding th rtant for player nent will not k
Building and the required Hand size based upon the c a n o f W im p o o p p o
MFV being played. The amount of VP in the TAC the Scrapyard without amending Victory Points as they esent the Fog der. It is also , and so your -versa!).
to repr shed comman r are SECRET awn (and vice
li e r
Hand only becomes important when cards are used. totals. accomp ed in this mannards you have d
The TACs in a players TAC Hand should always The playing of TACs on Allied Squadrons ge n e r a t wh ic h c
be kept secret to their opponent and are chosen is limited and may only be done if certain
from the TAC Decks once players have reached the conditions apply - see Allies Rules on Page 199.
FOR
Tabletop, their Force Lists are exchanged, Models A Played TAC is always placed in the players THO
have been deployed and after Field Orders have been Scrapyard face-up, as are cards used to Cancel Using LONGE E WHO
S
the a TA Cs ag R GAM LIKE
drawn. cards played by your opponent. Only cards that rr gr E
An opponent should never know the TACs a are face up can ever amend Victory Points totals. total ival of eit essively m S...
a
nd her ay
player has taken. Equally neither player knows their antic thus end players V speed up
ipate
alter d! If t h e gam ictory Po
opponents Field Order at the point of choosing take nate meth both play e sooner t int
away od of ers ag han
TACs either, so players should be mindful of taking own t
Victo he cost of scoring TA ree, an
the c ry TA C
the TACs that complement their Force and preferred ards Point tot Cs from s is to
strategies based upon the situations they might find to the al, in a playe
ir opp ste
onen ad of add rs
themselves confronted with on the Battlefield. ts Sc
rapya ing
rd.
TITLE All Cards In the first part of this example we have Mike attempting
have a Title that to play a Tactical Action Card called Devastating
should be read aloud Barrage a pretty scary 40 Point Card!
when it is played.
He announces he intends to play the card and places it
FLAVOUR TEXT on the Battlefield next to the Squadron that will gain the
Each Card will have most benefit from it.
a small amount of
flavour text in Italics After this is done John has the option to cancel it if he
that sets the scene for wishes (or is able to!).
its use.
In this example he allows the card to activate and gains
+40 Victory Points for the card - which is added to his
RULES The VP total
Card will show
its rules of play
and tell you Mikes VP Johns VP
when it can be
utilised. +0 +40
TYPE Each Card has an
identifying label showing
which Type of Card it is.
Mikes VP Johns VP
+60 +0
Order Of Play
3. Determine Initiative Segment
Using an Opposed 2D6 test, players determine the ACTIVATION PHASE TABLE
Initiative Order. The Player who rolls highest is first
Segment Step
in the Initiative Order, the second highest is second
Command Coherency
in the Initiative Order, and so on.
Command Command and Control
As you might expect, in a game as rich and as granular as Dystopian Wars, there must be a structure in Command Consolidation
4. First Activation Segment
place through which a game should be played. This allows for the game to flow, and provides suitable sign- The player who is first in the Initiative Order Movement Declarations
posts for players to understand when relevant Actions or Steps must take place. Therefore, a Game Turn Activates their first Squadron. Other players activate Movement Movement and Manoeuvre
breaks down as follows. Squadrons in Initiative Order. Once all players have Movement Consolidation
activated one Squadron, refer back to the Initiative
Tabletop edge
Move on to the Next Turn Return to Pre-Turn Phase
Types Of Attack
1. Determine Volume Of Damage 1.4. Multiple Critical Hits
Damage is applied to a Model when the number If the total number of hits equals, or exceeds,
of successful Hits from a single Attack is equal to TWICE the Critical Rating, the Model has
or greater than a Models Damage Rating (DR) or suffered TWO Critical Hits, and so on. The Model
Critical Rating (CR). loses a number of Hull Points (HP) indicated by
The type and amount of damage applied depends the Critical Hit that is rolled (see the Table on
All Damage inflicted during a game of Dystopian Wars originates from one of TWO sources:
on the total number of successful Hits from the Page 103).
Indiscriminate Attacks or Targeted Attacks.
Attack, after all Defensive Counter Attacks, Defensive With the exception of the loss of Hull Points
Generators, Tactical Action Cards, Defensive MARs (HP), Assault Points (AP), gaining additional
INDISCRIMINATE ATTACKS DAMAGE FROM ATTACKS and any other applicable effects have been taken Persistent Damage Markers the effects of multiple
into account. A Model can suffer either Damage or instances of the same Critical Hit DO NOT stack.
Important Note: A Model is considered to be Lost if Important Note: Any additional successes required
its been Scrapped, made a Derelict, a Prize, a Salvage, to pass a Disorder Test are cumulative. This
or has been moved off the Tabletop, unless a specific represents a Squadron falling apart as it takes losses!
Scenario Condition applies.
T he Command Segment is divided into 3 simple divided into three Steps in order to keep things organised and simple:
Steps:
1. Movement Declarations
1. Command Coherency 2. Movement and Manoeuvre
2. Command and Control 3. Movement Consolidation
3. Command Consolidation
1. MOVEMENT DECLARATIONS 2. MOVEMENT & MANOEUVRES
Lets drill into each Step in a little more detail:
1. Command Coherency
During this Step, a player must announce whether
I n this Step, a Squadron must declare if any Models
are intending to change Height Levels or make
any Special Movement Actions during its Movement
During the Movement and Manoeuvre Step, all
Models in the Squadron move. Each Model is
moved individually and must complete its entire
the Squadron they are Activating has started its Segment (see later). It is possible for some Models to Movement before continuing with other members of
Activation within Command Coherency. make more than one Special Movement Action in an its Squadron.
All Models in the same Squadron should begin and Activation, although it is not that common.
end their Game Turn within Command Coherency Important Note: All Movement made on the
of at least ONE other Model in their Squadron to Changing Height Levels Battlefield is FINAL and may not be taken back
perform at their effective best. In Dystopian Wars If a Model is capable of changing Height Levels, because Models got themselves in a muddle! A Model
Command Coherency is 8, and is measured from it must first declare which Height Level it will be that moves an inch has MOVED that inch. Period.
any point on one Model to any point on another. occupying during the Movement Declarations Step.
Models that are out of Command Coherency Unless other conditions apply, this Model may Minimum Movement
should make every effort to end their activation only ascend or descend ONE Height Level from its Each Model has a Minimum Movement listed in its
within 8 of another model in their Squadron... or 2. Command and Control original position. This Model is now considered to Profile. Unless a special condition applies, the Model
suffer the consequences of a possible Disorder Effect During this Step, players have an opportunity to be occupying the new Height Level, and executes MUST move this many inches straight forward before
at the end of the Activation! initiate certain Actions / Game Effects which can take the rest of its Movement Segment (including any it can make a Turn or stop moving. Any Model with a
place before a Squadrons Activation continues into Minimum Move) on its newly declared Height Level. Minimum Movement of 0 does NOT have to move
the Movement Segment. Different Models in a Squadron can occupy straight forward, or even move at all.
This includes playing any applicable Tactical different Height Levels at the same time. Appropriate Players are advised to be careful to position
Action Cards, performing various dice rolls related to Game Markers, such as Obscured or Submerged, their Models where this Minimum Movement will
MARs, activating certain Generator effects, or other should be placed on each Models base to indicate its not cause unwanted collisions, carry them into a
Actions that are part of specific scenario conditions. current Height Level. minefield, or otherwise ruin their plans.
Unless otherwise noted, Models that are classified Once a Model has completed its Minimum
3. Command Consolidation as Diving or Burrowing Models may occupy either Movement, it is free to stop at any time, at which
During this Step, players will ensure that Game the Surface or Submerged Height Levels and Models point it moves no further in the Movement Segment.
Tokens are clearly attached to the correct Squadrons. that are classified as Aerial Models may occupy either
Certain Generators may also Activate in this Step - the Flying or Obscured Height Levels. Turning a Model
see the Generators chapter on Page 165. Most Models capable of Movement use a Turning
. Template when they Turn. Generally, this is the
Small, Medium or Large Turning Template for Naval
Models and the 45-degree Template for Armoured or
Aerial Models.
3. MOVEMENT CONSOLIDATION Any Squadron or Infantry Formation that A Model making a Low Speed Manoeuvre Controlled Contact In some instances certain
is disembarked may perform its own Squadron may execute ONE of the following actions in its Moving Models may wish to make a safe contact
During this Step, players review the results of the Activation on the Game Turn they are disembarked as Movement and Manoeuvre Step: with another Model or Terrain piece. A good
Movement and Manoeuvres Phase, verifying that all normal, unless a specific MAR or condition applies. Dead Slow: Move forward or backwards up to 2, example for this is Amphibious Landing Craft, or
Collisions and/or Disengagements (see below) have making any Turns it would normally be allowed to Robots in a Boarding Action.
been resolved, and appropriate Height Level Markers Low Speed Manoeuvres make
have been attached or removed from each Model. If a Model wishes to cut engines and perform various Static Turn: Rotate about its centre point, up to Ramming
Models that currently have a Low Speed tasks that require a slower than normal speed, they 90 degrees. A Ram only occurs if all of the following conditions
Manoeuvre Marker may choose to remove, or to may execute Low Speed Manoeuvres. The decision Burrow beneath the Ground. are met by the Models:
keep it, and Models that wish to make a Low Speed to cut the engines during the heat of battle is not one
Manoeuvre in their next Game Turn must add this to take lightly and must be planned in advance lest Unless specifically stated otherwise, a Model cannot A Ramming Action has been declared by the
Marker now. the crew find their vehicle with its engine cold when begin a game with a Low Speed Manoeuvre Game Player controlling the Moving Model.
the enemy attacks! Marker. All Weapons targeting a Model with a Low The Moving Model has an Impact Rating (IR)
SPECIAL MOVEMENT ACTIONS During the Movement Consolidation Step of Speed Manoeuvre Game Marker receive a +1 To Hit greater than 0.
its Activation, a Model may choose to gain a Low modifier. Both the Moving Model and the Static Model
These are special Actions that a player may wish to Speed Manoeuvre Marker. The Model may then occupy the same Height Level.
perform during the Movement Segment. They must ONLY perform Low Speed Manoeuvres during the COLLISIONS AND RAMS The Moving Model (or its Base) makes contact
always be declared during the Movement Declaration Movement and Manoeuvre Step of subsequent Game with the Static Model in its Fore 90 degree Arc.
Step. Turn, and for as long as the player wishes to keep The commander of a vessel in Dystopian Wars is The Moving Model has moved at least its
the Marker. sometimes prepared to risk their ship to sink another Minimum Move.
Disembarking Any Model may elect to remove its Low vessel in a deliberate Ramming Action! Alternatively,
There are many instances where Models may wish Speed Manoeuvre Marker during the Movement battle damage or tight manoeuvring may make a Important Note: A ram is a special type of collision,
to Disembark from transports, be it Tanks storming Consolidation Step of a Game Turn, in which case collision with another Model inevitable. and is the same in all respects, except for how
ashore during an amphibious landing, Robots it moves at normal speed during the Movement and Damage is applied rams are much scarier for the
descending from above to rip apart a defence line, Manoeuvre Step of any subsequent Game Turns. Definitions targeted Static Model!
or Infantry pouring out of their APCs to secure Any Model can make a Low Speed Manoeuvre On the Surface Height Level, a player can collide/ram
an objective. All of these Actions use the same unless a specific MAR or condition applies. It is with a Model, although this is not always desirable! Collision Damage
fundamental rules. possible for some Models in a Squadron to have Low On all other Height Levels, a Model can never All Models involved in a Collision use their respective
During the Movement Declarations Step of its Speed Manoeuvre Markers while others do not. collide with another Model, but may instead ram it Impact Ratings (IR) to generate the amount of Attack
Activation, a Parent Model that is not Disordered A Model making a Low Speed Manoeuvre may (see later). The Model that is currently moving will Dice used to roll against the other Model.
declares that it is disembarking ALL of the Models it ignore any Minimum Move requirements it normally always be referred to as the Moving Model. Should Any Collision uses the Exploding Dice mechanic
currently has aboard. For an explanation regarding has, and is considered to be moving at Half Speed if the Moving Model contact another Model, the other and requires a 4, 5 or (RED) 6 To Hit, unless a
embarked Models, see the Squadron Section on Page moving through Treacherous Terrain - see Page 174. Model is referred to as the Static Model. specific condition or MAR applies. Collisions are
160 for details. If a Model or Base makes contact with another Indiscriminate Attacks. A Model involved in a
A Squadron may never finish its Activation Model, piece of terrain or Base, the four possible Collision suffers Damage as normal. See the Damage
partially Embarked, it must always be disembarked Actions are: Section on Page 111 for more information.
fully.
Models disembarking must be placed entirely Ramming The Moving Model deliberately Colliding With Terrain
within 4 of the Parent Model (or Models), on contacts the enemy Model or Terrain piece If any Model or Base makes contact with Terrain
Terrain that is not Impassable to them. Collision The Moving Model accidentally that is Impassable to it, it will result in a Collision -
Any Squadron disembarked MUST form a contacts the enemy Model or Terrain piece. see Page 175 in the Terrain Section to calculate the
single Squadron or Infantry Formation within their Evasion The Static Model manages to Evade the Attack Dice it will now have rolled against it!
Squadron Size limitations when disembarked. Collision.
Resolving Ram Damage A Model Suffers Damage Disengaging Controlled Contact is not considered a Collision,
Ramming is significantly more powerful causing Any Model involved in a Collision or Ram that Following a Collision or Ram, unless both Models and therefore no Collision Damage or need for
much more Damage than a simple collision might. A suffered Damage may have its ability to function can move off without a further Collision between Disengaging will occur.
Moving Model uses its Impact Rating (IR) to generate severely impaired, with assault marines scattering them, the Models involved must Disengage. Models capable of making a Controlled Contact
the amount of Attack Dice used in the Ram. Any Ram to safety, gunnery crews thrown into disarray and are identified by having the Controlled Contact MAR.
uses the Exploding Dice mechanic and requires a 4, command elements struggling to restore order. If a Model Collides with Terrain, or a Model with
5 or (RED) 6 To Hit, unless a specific condition or For each Model that suffered Damage of any type a Movement Value of 0, then the Moving Model Taking a Swift Manoeuvre Test... to
MAR applies. Rams are Indiscriminate Attacks. in a Collision (or Ram), roll a D6 and consult the must Disengage. avoid a Ram/Collision or Attack
All Attack Dice are resolved with the Crushing Table below: If TWO Models Collide, then the smaller Model Sometimes a flying craft may wish to swoop down to
Impact MAR - see Page 160. The Static Model also must Disengage. If both Models of the same Size make an attack run, and then retreat to the relative
resolves a Collision against the Ramming Model, but Result collide, then the Static Model must Disengage. safety of the clouds, or a Submarine may have to
Effect on Model
does so AFTER the ram has been resolved.
Rolled crash dive to avoid a Battleship about to run it down.
1, 2, or 3 No Effect To Disengage, the Model that is disengaging must A Non-Burrowing Model capable of changing
Model Collisions via Teleports Model rolls once on the make one immediate Low Speed Manoeuvre. This Height Level in normal game-play that is about to
In any circumstance where a Model is Teleported Focused Critical Hit Table and may be done out of sequence if required, and the suffer a Collision (or Ram) may try and Evade the
into contact with another Model on the same 4, 5 or 6 applies the Effect. This is in Model does not take a Low Speed Manoeuvre Game Collision (or Ram) by changing Height Levels (see
Height Level, this will result in a Ram, regardless of addition to any other effects Marker as a result of this compulsory action. above).
applied through Critical Hits.
Declaration, Minimum Move or 90-degree Fore Arc When Disengaging, a Model is always allowed Alternatively, during a Models Shooting
requirements. The devastating Collision is resolved to Rotate or Turn, as the force of the Collision Consolidation Segment, it may attempt to make a
with BOTH Models considered to be the Moving Evading a Collision or Ram may change its heading without any help from the Swift Manoeuvre after attacking.
Model and BOTH have the Crushing Impact (Ram If a Moving or Ramming Model makes contact with steering system as the Models literally bounce off In either case, if the Model passes the Swift
Action) MAR! a Static Model on the same Height Level during its each other! A Model may ignore a Navigational Lock Manoeuvre Test, it may immediately change Height
Movement, this should automatically result in a Critical Effect whilst Disengaging. Levels up or down one level where permitted.
Following a Collision or Ram Collision (or Ram). However, if the Static Model is After Disengaging, Models involved should be in For each Model wishing to make a Swift
After a Collision (or Ram), any Models that survive capable of changing Height Levels, the Static Model a position where a further Collision between Models Manoeuvre, roll a single D6 and consult the Table
should attempt to disengage so that they can move may to try and evade the Collision (or Ram) by is NOT inevitable. This may require both players below:
off without further collisions occurring between making a Swift Manoeuvre Test (see below), unless to reach a mutual agreement on the placement of
them: this is called Disengaging (see below) a specific condition or MAR applies. No Model may Models. If a Disengaging Model is unable to avoid
Roll needed to
If the moving Model moves off and causes try to evade a Ram caused by Teleportation: there contact with another Model whilst Disengaging, Model Size pass a Swift
further Collisions, these are resolved as they occur. simply isnt time as the Model literally appears out resolve a further Collision. Manoeuvre Test.
Remember, however, that a Model cannot execute of thin air! It is possible for a Model to deliberately Collide Large and Massive 6
multiple Ram Actions, so any further contact with with several other Models during a single Activation,
the enemy is treated as a Collision instead. if it remains able to keep moving. Medium 5 or 6
Small and Tiny 4, 5, or 6
A Model Suffers No Damage Controlled Contact
Any Model involved in a Collision or Ram that Certain Models may perform functions that require
suffered no Damage is not seriously hampered by the Base-to-Base contact with another Model or Major
contact, but after Disengaging, may only move in a Surface. Such vessels are able to perform what is
straight line (see below) for the rest of the current called Controlled Contact; manoeuvring into close
Activation. This is designed to represent the Models contact without resulting in a Collision or Ram.
commander struggling to clear the danger area. To perform a Controlled Contact, a Model
must have already moved its Minimum Movement
requirement. Small Adjustments to angles and
distances are permitted so that the Model ends up
in Base-to-Base contact with another Model or Major
Surface.
Collisions ramming
1. 2. 1. 2. The Dreadnought Rolls
Cruiser A Rolls 4AD, 8AD. Scoring 8 Hits!
Scoring 6 Hits!
A A
Cruiser B Rolls
4AD, Scoring 3 A A
B Hits!
B
Cruiser A Rolls 4AD,
B B
Scoring 3 Hits!
A pair of Britannian Tribal Class Cruisers have got Since both have an Impact Rating of 4, each one rolls A mighty Britannian Majesty Class Dreadnought As this is a Ram Action the Dreadnought treats the
themselves in a terrible tangle. During Cruiser As 4 AD against each other, requiring a 4, 5 or (RED) 6 elects to Ram a damaged Prussian Uhlan Class target Cruisers DR as its CR. With an Impact Rating
Minimum Move it made contact with one of its sister to generate a success. With both Cruisers having a Cruiser that dares to block its path! Moving into of 8, the Majesty rolls 8 Hits. This counts as TWO
ships! Clearly this was not intended and no Ram DR/CR of 4 and 6 respectively, meaning that Cruiser contact with the fore of the vessel a Action Ram Critical Hits - the damaged Cruiser suffers a Hard
Action was declared, so a Collision occurs instead. A (the perpetrator of this fiasco) escapes unscathed, occurs. Pounding and a Raging Fire result. The Cruiser uses
Both models roll an Indiscriminate Attack against the but Cruiser B suffers a Standard Critical Hit! the normal Collision rules as it DID NOT initiate a
other vessel using their individual Impact Rating (IR). Ram Action, trying in vain to damage the huge ship,
but fail to do more than 3 Hits!
3. 4. 3. 4. The Dreadnought 5.
rolls 8AD, scoring
4 Hits!
A
A
B
Cruiser B
Rolls 4AD,
Scoring 2
B B B
Hits! B
Rolling on the Full Critical Hit Table, the Britannian After the dust settles, the Static Model (Cruiser B) The two Critical Hits are enough This time the Majesty only The Models must now disengage.
player scores the Fusion Leak Result, making the must Disengage, electing to make a Dead Slow Low to sink the Uhlan and the Majesty manages 4 Hits, but this is enough Being the smaller model (and the
vessel suffer 2 Hull Points of Damage and applying Speed Manoeuvre, moving to a point where there will decides to slam into the remaining to Damage the Cruiser which Static one too) the Uhlan makes a
D3 Corrosion Markers - in this case 2. In addition, be no further collisions with the moving vessel Prussian Cruiser (B). This is after the collision roll results in Low Speed Manoeuvre, electing to
the player must roll on the Collisions Table, rolling a in later activations. With no less than 2 points of classed as a Collision between the Critical Effect Navigational make a Dead Slow move 2
5. This makes things worse as it forces the Cruiser to Damage, 2 Corrosion Markers and a Weapons both vessels now, as a model can Lock. In return, the Uhlan scores straight forwards, out of reach of
suffer a Focused Critical Effect (but not the Damage). Damage Marker too, it is clear one Captain will be only ever announce ONE Ram a paltry 2 Hits. the Majesty - for now!
Rolling a 3 the Cruiser ALSO gains a Weapons having choice words with another after this! Action in a turn.
Damage Marker.
Line Of Sight
You need to be able to see an enemy in order to kill it! Line of Sight is an imaginary straight line between a
Weapon or Generator that is engaging a target Model. Follow the simple guidelines within this chapter in
order to ascertain a Models ability to target an enemy!
A weapons Fire Arc is the area into which it can fire Offset Fire Arc
its shots. An Offset Fire Arc is a Fire Arc of 90, 180 or 270
A Fire Arc can be 90, 180, 270 or 360 degrees, degrees, skewed 45-degrees outwards and centred on
Broadside or Fixed Channel. the appropriate point on the Model or Base for Range
A 90, 180 or 270-degree Fire Arcs have Fore, and Line of Sight, and with the correct orientation
Aft, Port, Starboard or Offset orientations. Fore is (Fore Port, Aft Port, Fore Starboard or Aft Starboard).
the front facing, Aft the rear, Port the left, and the
Starboard the right facing of the Model or Base.
Off-set is slightly more complicated, but is relatively
rare in its use on Models.
3. OBSTRUCTIONS TO MODELS Primary Gunnery and Spotting OBSTRUCTING TERRAIN The Red Battleship below has a selection of Enemy
Primary Gunnery and Spotters can draw Line of (Blue) Models to fire at:
Ordnance weapons generally need Line of Sight Sight over intervening Models and Terrain two sizes Terrain that occupies an entire Height Level, (i.e. a Against Frigate B, it may fire any Weapons as
(LOS) to their intended Target to be able to fire or more smaller than the Firing, Spotting OR Target Mountain occupies the entire Surface Height Level) there are no Obstructions of any kind.
directly at it: Models. is always Obstructing Terrain at that Height Level. Against Cruiser C, as the Red Battleship is two
Primary Gunnery can also draw Line of Sight over Terrain with a Surface Height that occupy the Surface Sizes larger than any Obstruction, it may fire
Terrain and Models with a Surface Height may intervening Models and Terrain one size smaller than Height Level use the above rules to determine if it any Weapon (except Torpedoes, as they regard
block Line of Sight between Models on the Surface the Firing or Target Models, but if it does so, it is is obstructing terrain for Models that occupy the all intervening Models, regardless of Size, as an
Height Level: this is termed Obstructing. Partially Blocked. Surface Height Level. Obstruction, see Page 132).
Other Height Levels are not affected by intervening Against Cruiser D, as the Red Battleship is only
Models, but certain types of Terrain may block Line Secondary Gunnery, Tertiary Important Note: Line of Sight in Dystopian Wars one Size larger than the Obstruction, it may not
of Sight at certain Height Levels - see Terrain on Page Ordnance and Auxiliary Weapons is automatically reciprocal between units with the fire any Secondary or Tertiary Weapons at it. It
176 for more details. Secondary Gunnery, Tertiary weapons, and SAME weapon type (Primary, Secondary, or Tertiary). may Fire Primary Weapons at Cruiser D, but
Auxiliary weapons ignore Models when drawing Generators can draw Line of Sight over intervening Line of Sight between units with different weapon will be considered to be Partially Blocked.
Line of Sight, but not Obstructing Terrain. Models and Terrain two sizes or more smaller than types is NOT automatically reciprocal. Against the Carrier E, as the Target Model is
the Firing or Target Models. Auxiliary weapons can two Sizes large than any Obstruction, the
draw Line of Sight over intervening Terrain two sizes Red Battleship may fire any weapons (except
or more smaller than the Firing or Target Models, Torpedoes) at it.
and ignore intervening Models.
Aft Point
Middle Point
Important Note: One part of a Target Model does NOT block Line of
Sight to another part of it. This means a Model facing directly towards the
Fore Point
weapon firing at it cannot claim to be blocking Line of Sight to it!
If either of the In the Open conditions apply, the Target is in the Open.
If either of the In the Open conditions apply, but either of the Partially Blocked conditions
apply, the Target is Partially Blocked.
If neither the In the Open nor Partially Blocked conditions apply, then the Target is Blocked.
Line Of Sight, Key Points Needed and Edges of Fire Arcs Summary Table
Key Points Needed Edges of Fire Arc Needed
Open Centre and One End OR 2
Partially Blocked Centre Only or Both Ends OR 1
Blocked One End or less! OR 0
Any Model occupying the Surface or Aerial Height Bands is always counted as being
Partially Blocked when firing an Ordnance Weapon at a Model occupying the Diving
Height Band in Water; unless a specified Model Assigned Rule applies.
2. COUNTER ATTACKS 3. AUXILLARY ATTACKS THE ATTACK SEQUENCE 1b: Effective Attack Dice (AD)
The Effective Attack Dice available to a weapon takes
Counter Attacks are divided into two Types: Squadrons resolve Ack-Ack (AA) and Concussion Each Attack or Counter Attack against a Model into account all Attack Dice modifiers, including
Aggressive or Defensive. Both are covered by several Charge (CC) Attacks or Counter Attacks between contains the following Actions: Line of Sight penalties and MARs.
common rules: each other first, and apply any Damage, before any Effective Attack Dice is the term for the number
Ordnance Attacks are resolved. 1. Determine the Initial Attack Dice. of Attack Dice a weapon can direct against a given
A Model may only make a Counter Attack if it This sequence means that Models or Squadrons 2. Roll Attack Dice and determine Hits. Target, after taking into account any modifiers that
is Targeted itself, or if it is Linking/Combining may be Scrapped or Damaged before they can resolve 3. Compare the total number of Hits to the alter its Profile Attack Dice.
Fire with a Model in its Squadron that has been any of their Ordnance Attacks. All attacks at this Damage Rating (DR) and Critical Rating (CR)
Targeted. stage are considered to be SIMULTANEOUS, so it of the Target Model. Damage reduction due to Lost HP
Any Targeted Model must lead a Counter Attack is entirely possible for two Models to destroy one The amount of Hull Points (HP) a Model has lost will
to defend itself. another! This is the same for ALL Attacks or Counter impact the effectiveness of some of its weapons. This
Each Model may only make one Counter Attack Auxiliary Attacks and Counter Attacks are Attacks, regardless of their source. It is explained in simulates crew being killed, wreckage on the decks,
with Ack Ack (AA) and one Counter Attack with resolved using the Attack Sequence for Ordnance this section as Firing, as this is the most common and any physical damage done to the weapon itself.
Concussion Charges (CC) during the Firing Attacks which is detailed on the next page. source of Damage.
Segment of an Activation. No other weapon may Use the following rules:
make a Counter Attack. 4. RESOLVE ORDNANCE FIRE 1. DETERMINE INITIAL AD
The Range for all Counter Attacks is 4 unless Damage Reduction from lost Hull Points
otherwise specified or affected by a MAR. Any Ordnance Attacks from the Active Squadrons Many Attacks specify the number and type of Attack reduces the Profile Attack Dice for all individual
A Model occupying the Diving Height Band may are now resolved. Damage is applied only once all Dice used, however there are instances whereby the instances of Gunnery Ordnance and Auxiliary
not make any Counter Attack using AA. attacks have been resolved. Attacks are resolved number of Attack Dice will be generated using two weapons by 1 for each Hull Point lost.
A Counter Attack cannot provoke a Counter- using the Attack Sequence in the next section. Pools - the Leading Pool and the Linking Pool. Damage Reduction from lost Hull Points has no
Counter Attack! To calculate the Initial AD of a Firing Attack, you effect on Tertiary Ordnance.
5. FIRING CONSOLIDATION should use the following procedure. Damage Reduction from lost Hull Points has no
Aggressive Counter Attack effect on Mines.
These are a Counter Attacks using Ack-Ack (AA) This Step is used as a tidying step where certain 1a: Profile Attack Dice (AD) Damage Reduction from lost Hull Points cannot
or Concussion Charges (CC) against an Attacking Manoeuvres, MARs and Generators may activate or All Ordnance weapons will have an Attack Dice reduce the Effective Attack Dice of any Gunnery
Model. Any Linking/Combined Fire measures its are performed. value listed in a Models Profile for each Range Band. Ordnance or Auxiliary weapons to less than 1.
range from the Linking Models to the Model they Gunnery, Torpedo and Rocket Ordnance will have
are attacking. a specific Attack Dice value listed in a Models Profile Important Note: Hull Points regained through the
Aggressive Counter Attacks with AA can only in each Range Band that they can fire into. use of MARs, Models with the Repair Function,
be targeted against Attacking Models in the Aerial If any Ordnance weapon does not have an AD TACs, or other conditions will negate the reduction
Height Band. Aggressive Counter Attacks with CC value listed in a particular Range Band, then it may to Attack Dice previously suffered.
can only be targeted against attacking Submerged NOT fire at that Range Band.
Models. The AD value for Bomb Ordnance and Mines is Half Attack Dice Effects
listed in Range Band 1, but this is purely for ease A weapon can be subject to a half AD penalty for
Defensive Counter Attacks of reference in the statistics. These Weapon systems TWO reasons:
These are Counter Attacks using Ack-Ack (AA) will have their own Ranges - see Pages 132 and 138
or Concussion Charges (CC) against incoming for more on Bombs and Mines respectively. By being adversely affected by a Weapon Damage
Ordnance. Any Linking/Combined Fire measures its Ack-Ack (AA) and Concussion Charges (CC) do Critical Effect Game Marker(s).
range from the Linking Models to the Model they are not use Range Bands. Instead their Profile Attack OR
defending. Dice is the value listed in the AA and CC sections of By having its Line of Sight considered to be Partially
Defensive Counter Attacks with AA are always a Models Profile. Blocked by a Model or Terrain.
targeted against incoming Rocket Ordnance.
Defensive Counter Attacks with CC are always
targeted against incoming Torpedo Ordnance.
AVAILABLE FIRING OPTIONS Primary weapons and Secondary weapons can only Important Note: This Firing Option is not available This Attack may only Target Models on Surface
perform Linked Fire with other Secondary weapons. normally and, as such, can only be used with specific and Submerged Height levels
Firing Options may allow a Model to make better use ANY Model participating in a Linked Fire Attack is Models, weapon systems, or MARs that explicitly Shield Dice may not be used to defend against
of the resources they have available, allowing units of deemed an Attacking Model. state it is an available option. Concentrated Bombing.
smaller vessels to act together to Scrap larger ones, or All Dive Bomber Support Aircraft Wings are
allowing multiple weapons on a ship to act together Building the Initial AD for Linked Fire 4. Indirect Fire (IDF) always considered to execute Concentrated
in a single, more powerful attack. The number of AD available to a Linked Fire Attack Certain Ordnance may be eligible to fire at a Target, Bombing Attacks.
is calculated in the following way:
even if it doesnt have Line of Sight from the weapon. Any Concentrated Bombing Attack is considered
1. Standard Fire This is achieved by using Indirect Fire and Spotting to have the Sub-Killer MAR.
Standard Fire is when a single weapon on a Model Take the effective AD Value from one weapon in Models from the same Force.
fires without any assistance from others weapons or the attack. This is the Lead Weapon Pool. Place 6. Area Bombardment
other Models: these dice to the side for now. The following conditions apply: This special Firing Option is only available to a
Total the effective AD of all other weapons in the A Model may only be the Target of Indirect Fire Weapon with the Area Bombardment (Value) MAR.
Building Initial AD for Standard Fire attack: this is referred to as the Linking Pool. if an un-Blocked Line of Sight to the target can
Take the effective AD Value from one weapon in Half (rounding up) the Linking Pool AD and be drawn by a Model in the Firers Force with the When making an Area Bombardment Attack,
the attack by the Model. This is called the the Lead then add these dice to the Lead Weapon Pool. Spotter MAR. the Linked and Combined Firing Options are
Weapon Pool. Add any further dice from conditions Add any further dice from conditions such as The Target MUST be in the firing weapons Fire unavailable, but Indirect Fire may be available.
such as MARs and TACs, etc. This generates the MARs and TACs, etc. Arc AND in Range, but any Obstructing Models Area Bombardment is considered to be an
Initial Attack Dice. This generates the Initial Attack Dice. or Obstructing Terrain is ignored. Indiscriminate Attack, with a To Hit Number of
Indirect Fire may never have a better To Hit roll 4, 5 or (RED) 6, and may only ever Target the
2. Linked Fire Important Note: Sometimes the dice in a Linked than 4+... there is a limit to how accurate firing Surface Height Level.
Linked Fire allows Ordnance and Auxiliary weapons AD Pool comes from weaponry with differing To can be when a Model cannot see its Target. When performing an Area Bombardment, an
to Pool their available AD into a single, more Hit numbers. When halving the Link Pool, the firing Squadrons may use the Indirect Fire option Initial Aiming Point is chosen within Range, Fire
powerful Attack, or Counter Attack, against the same player must remove as close to as possible, the same with Standard, Linked, Combined and Area Arc and Line of Sight of all weapons making the
Target. number of dice from each group of dice with the Bombardment Firing Options, assuming that Attack. A Squadron may only have one Initial
The weapons involved in a Linked Fire may come same To Hit value. Where an odd number exists, the these Firing Options were already available to Aiming Point, so any weapons unable to reach
from multiple weapons of the same type on a single firing player may choose which odd dice is discarded. the weaponry used. the Initial Aiming Point cannot make an Area
Model (such as multiple Gunnery Turrets) or from Bombardment Attack that Activation.
the weapons of multiple Models from the same 3. Combined Fire The weapons in the IDF table below are the only All Attacks from Area Bombardment are resolved
Squadron. Combined Fire allows Ordnance weapons to Pool weapons that may fire indirectly and are subject to simultaneously.
In addition, Linked Fire may be used to bring their available AD into a single, incredibly powerful the Range stipulations and modifiers listed. A Squadron may not execute more than one Area
Mines deployed in the current Activation together Attack or Counter Attack against the same Target, Bombardment Attack during its Activation.
into a potentially devastating Mine Effect - see Page and for Auxiliary weapons to Pool their available AD 5. Concentrated Bombing
140 for more details on Mines. against Rocket or Torpedo Attacks when making a This is an Attack made by Models with Bomb Bays, To resolve an Area Bombardment Attack, total up the
Defensive Counter Attack. and may use the Standard, Linked or Combined Values for each weapon with the Area Bombardment
Key Rules for Linked Fire Combined Fire follows the same process as Firing Options where permitted:
Only Models in the SAME Squadron can perform Linked Fire but differs in that the dice are added
Linked Fire with their weapons. together and not halved.
For a weapon to perform Linked Fire it must IDF TABLE
be the same Type: Gunnery with Gunnery, Rockets Building Initial AD for Combined Fire
Weapon Range Bands Available for IDF To Hit Modifier
with Rockets, Torpedoes with Torpedoes, Bombs Take the Effective Attack Dice Value from ALL
Primary Gunnery (Not Bombard or Mortar) Range Bands 3 & 4 -2
with Bombs, Ack Ack with Ack Ack and Concussion weapons in the Attack. This is designated as the
Bombard Range Bands 2 & 3 & 4 -1
Charges with Concussion Charges. Lead Weapon Pool.
Additionally, for Gunnery weapons, Primary Add any dice generated by MARs, TACs, etc. Mortar Range Bands 1 & 2 & 3 & 4 -1
weapons can only perform Linked Fire with other This generates the Initial Attack Dice. IMPORTANT NOTE: This Table is only ever used for IDF firing options.
enabling them to perform Firing Options with All Energy Blasts irrespective of type have the Flamethrower Weaponry
OTHER WEAPONS a combination of Primary, Secondary or Tertiary Barrage Munitions Type in addition to any other The use of fire as a weapon of war dates back to
Weapons, unless otherwise stated. Energy Weapon special rules. antiquity. While providing mankind with light and
Bombards Energy Blasts may only target Models on the heat, all humans are naturally attuned to feel a sense
Bombards are weapons capable of firing both Energy Weaponry Surface Height Level. of dread when confronted by searing flames. Be it
Indirectly and Directly. Bombards are governed by The discovery of Sturginium and its amazing An Energy Blast Weapon places the Large Blast on board a naval vessel, an airship or a mechanised
the following universal rules: properties has led to a plethora of scientific Template centred on an enemy Model within tank, a fire raging unchecked often spells disaster for
invention, all of which require enormous amounts of Range and Line of Sight. Any Model touched by a vehicles inhabitants.
Weapons are identified as being a Bombard by power to manifest them. One of the most dangerous the Template is hit at full AD effect. Flamethrower Weaponry is governed by the
having the word Bombard in the name. and volatile discoveries of the Dystopian World is Due to the incredible drain on power that comes following special rules:
Bombards may be Primary, Secondary or Tertiary Plasma and the weaponisation of this energy has from firing an Energy Blast, the firing Model gains
weapons. revolutionised the Battlefields of the World War. an immediate Generator Offline Effect Marker Flamethrower Weaponry is identified by having
Bombards may choose to fire Indirectly at Range Energy Weaponry is governed by the following after completing an Energy Blast Attack. the word Flamethrower in its name.
Bands 2, 3 and 4. rules: Critical Hits caused by Flamethrowers do
When Firing Indirectly, Bombards may use any Particle Accelerators not roll on the Critical Hit Table, and instead
viable Firing Options and suffer a -1 To Hit Energy Weaponry is identified as having Energy The magnetically charged Particle Accelerator was automatically cause a Raging Fire Critical Result
modifier. or Particle Accelerator in the name. supposed to be a purely theoretical idea, postulated if they equal or exceed a targets Critical Rating
All Energy Weaponry, irrespective of type, has the around the scientific community prior to 1870. It was (CR).
Mortars Redoubtable MAR and the Piercing Munitions not until the forces of the Covenant began to appear If a Models CR is matched multiple times then
Mortar Weapons are generally short ranged weapons Type. with these devastating weapons of destruction on multiple Raging Fire effects are applied.
designed solely to fire Indirectly, and may range Energy Weapons can sometimes replace their vessels that the terrifying reality of these hi-tech Flamethrower Weaponry has Incendiary, Barrage
from those carried by Infantry, all the way up to conventional Gunnery mounted on a Model. weapons became clear. and Lethal Munitions.
huge Demolition Mortars designed to smash apart If they do so, the Energy Weapons retain the As such, machines that house these weapons Flamethrower Weaponry may use either the
the toughest Fortifications and Models. They are same Fire Arc as the conventional weapon they are often highly prized by the other power, eager to Standard Fire, or Combined Fire Firing Options
governed by the following special rules. replaced. harvest the technology for their own ends. with other Flamethrower Weaponry when
Particle Accelerators are governed by the performing an Attack.
Weapons are identified as being a Mortar by Energy Blast following rules: Flamethrower Weaponry may only target Models
having the word Mortar in the name. The creation and deployment of the Energy Blast occupying the Surface Height Band.
Mortars may fire Indirectly at all Range Bands, weapon was hotly debated by the leading Covenant Particle Accelerators always use the Standard Fire
and have a -1 To Hit modifier when doing so. scientists. Option.
Many argued its indiscriminate killing potential Particle Accelerators use a To Hit Number of 3, 4,
SPECIALISED WEAPONS could be misused and were at odds with the overall 5 or (RED) 6 regardless of the Height Level and
philosophy of the Covenant itself. This faction are treated as Indiscriminate Attacks.
Specialised Weaponry is a category of weapon where within the Covenant were eventually overruled by Particle Accelerators can only affect Models on
the creative innovation of inventors and scientist an edict from Lord Sturgeon himself, who dictated the same Height Level.
across the globe have been turned to create esoteric that weapons of this nature should be deployed, but A Particle Accelerator Weapon places the Large
instruments of death and destruction! only as a weapon of last resort. Blast Template centred on an enemy Model within
Specialised Weaponry is governed by the Energy Blasts are governed by the following rules: Range and Line of Sight. Any Model touched by
following universal rules: the Template is hit at full AD effect.
Energy Blasts use either the Standard or Indirect
Specialised Weaponry may only use Firing Fire Options. In some cases Energy Blasts may
Options with other Specialised Weapons of the also use the Area Bombardment Firing Option
same Type. too... but these are rare occurrences!
Unlike other weapons, Specialised Weaponry Energy Blasts use a To Hit Number of 3, 4, 5 or
is permitted to use viable Firing Options with (RED) 6 regardless of modifiers and are always
other Specialised Weaponry of the same type, considered to be Indiscriminate Attacks.
On Page 147 is a summary table of the Crew Types Defensive 5, (RED) 6 4, 5, (RED) 6
and their relevant rolls to hit required then Initiating Conscripted 5, (RED) 6 5, (RED) 6
and Defending against a boarding action. Non-Combatant (RED) 6 (RED) 6
Salvaged Models A Salvaged Model is effectively Lost and cannot 6. Boarding Consolidation At this point during a Boarding Action any
A Model that had been taken as a Prize by the enemy perform any Actions in the game, other than Derelicts, Salvaged Models and Prize Models affect members of the surviving Assault Group may return
may be taken later in the game as part of a Boarding compulsory Drift movement, unless a specific players Victory Points Totals and so need to be to their launch squadron, ready to be unleashed once
Action by the previous owners force. A successful condition or Model Assigned Rule applies. However, recorded in this Step. Models that have been taken more. The number of survivors in the Assault group
boarding action that wipes out the Prize Crew will a Salvaged Model can be the subject of an Aggressive as a Prize or as Salvage should be clearly marked can be distributed as the Attacker sees fit, allocating
allow the boarding Models to deploy a Salvage Crew Boarding Action in an attempt to re-capture the with the appropriate Game Marker and their Crew them to any Models within range The Model may
on-board, or may force the boarders to leave the Model by the opposing fleet in an attempt to Prize Numbers must be clearly shown. not carry more Assault Points than were part of its
Model as a Derelict. the Model again! initial complement however!
The Aggressive Boarding Action resolves normally If, for any reason, a Salvage Crew is reduced to 0,
with the Attacker and Defender functioning as above, without the previous Prizing player placing a Prize
except the Attacker does not Prize their own Model, Crew on-board, the Salvage Model automatically RESULT EFFECT DESCRIPTION
rather they Salvage it instead. A Models Assault becomes a Derelict Model.
Group value is reduced by 1 for each 1 Salvage Crew Prize/Salvage Crews and Crew Type Given their The Target Model may make an out-of-
sequence Ack Ack/Concussive Charge
they supply to the Model being taken as a Salvaged unfamiliarity with their new berth, all Prize and Anti-Boarding Fire Attack (depending on
Model. The size of any Salvage Crew on a Model Salvage Crews are considered to be the Regular Crew the nature of the boarding action) against
the Attackers Assault Personnel remnants
must be clearly shown. Type, irrespective of their previous Type. Defender rolls more hits Attack Routed
as they attempt to escape the Model.
A Model must contribute any Salvage Crew
Derelict Models Important Note: ONLY the Target Model
immediately after the Aggressive Boarding Action may engage in this attack. Other Squadron
has been won and cannot do so in any subsequent A Derelict Model is effectively Lost and cannot Members or Combat Patrols may NOT.
Squadron Activation. Should a Salvaged Model be perform ANY Actions in the game, other than the
subject to an Aggressive Boarding Action, the Salvage compulsory Drift movement. It cannot be the subject Both Attacker and Defender roll the same The remnants of Initiating Model's AP
Attack
number of Hits but and Defenders AP is not return to their Models without further
Crew may use the re-captured Models Auxiliary of any further Boarding Actions and cannot be taken wiped out. Repelled penalty, using the confusion to escape.
Weapons as part of an Anti-Boarding Fire Action. as a Prize or as a Salvage Model later in the game. In
the End Phase, a Derelict Model will automatically The Attackers AP places explosive charges
on-board the Model and return to their
lose one point of HP and cannot execute any Repair Attacker rolls more hits, but does not wipe Model in the chaos of the resulting
Actions. out the Defender's AP. explosion, if any survived!
OR Sabotage * The Target Model suffers a Focused
Critical Hit and where relevant, the
Both sides have been wiped out. Attacker must roll on the Critical Hit
Table applying any damage and effects
immediately.
OR
Defender AP is wiped out and Attacker AP The Attacker may choose to downgrade
Victorious!
remains. this result to a Sabotage Effect* see above.
OR
Aggressive Boarding Actions directed against Robots On some occasions, Robot Models may find them- Boarding Example 1
by Non-Robot Models follow the same proce- selves engaged in an Aggressive Boarding Action
dure as standard Boarding except that, during the with another enemy Robot!
1. 2. 3.
Close Quarters Battle Step, all Hits by the Initi- The Boarding Action is resolved in the same
ating Model(s) against the Robot are combined and manner as any other Robot Boarding Actions except 1 1 1
2
counted against the Robots Damage Rating (DR) and that during the Close Quarters Battles Step ALL
Critical Rating (CR). Robots fight!
The Target Robot does not generate a Defensive All Robots involved in a Robot vs Robot Boarding 7
Group that may participate in the Close Quarters Action roll their AP against the Damage Rating 1
Battle Step. Assaults made against Robots ignore any (DR) and Critical Rating (CR) of their enemy
Defensive MARs and Defensive Generators. simultaneously, as they literally try to hammer their
All Assault Points directed against a Robot require foes into submission.
4, 5 or (RED) 6 to Hit. This may be modified by 2
Crew Types and Model Assigned Rules.
Also, in the Determine Victor! Step, Initiating 2
Models do not consult the Boarding Results Table.
A Squadron of Prussian Empire Each Arminius Frigate chooses to The Lord Hood musters its Defensive
Assaulters may only inflict Damage on the Target Arminius Frigates has announced a allocate all of its remaining AP to Fire. The Ack-Ack value of the vessel
Robot Models: Robots may never be Sabotaged, Boarding Action against a Britannian the Attack Group (although it doesnt is 5, but this is reduced to 4 due to the
Lord Hood Battle Cruiser. The Lord not have to). An Arminius has 2 AP single point of Damage. Rolling the
Prized, Derelict, or Salvaged. Hood has suffered a single point of as standard, but one of their number Defensive Fire dice generates a 2, 3, 5,
Damage and has also lost an Assault has lost a point of AP previously. This 6 and then 1 due to the Exploding 6,
Point. means the Attack Group is 7 AD in for a total of 3 Hits.
total.
4. 5. 6.
4 4 2
5 0
0
Three Assault Points are then removed Close Quarters Battle now takes place. The Prussians have wiped out the
from the Attack Group, leaving just The Lord Hood has Regular Crew and so Defenders and have Assault Troops on
4AP who braved the wall of flak and rolls its AP (in this case its 6-1=5) and board. The Prussian player can choose
reached the enemy vessel. the Attacking Prussians roll just 4AP, but to either: Prize the vessel leaving a
have Aggressive Crew (which give them Prize Crew of just 2 OR Derelict the
a +1 to hit bonus when they initiate a
Hood making it a floating hulk. The
Boarding Action. The Lord Hood rolls 1,
Prussian player chooses to Prize the
2, 2, 4, 5 ... ONLY 2 Hits. The Prussians
roll 1, 3, 5, 6... and then 3 giving them a ship and hopes to keep it until the end
total of 5 Hits! of the game!
1.
Robot boarding example
2. 3.
The End Phase
T his Phase allows players to represent the time
where Commodores can issue repair orders,
bring their forces back into order and also provides
Derelict Degradation
Models with no crew to tend them will inevitably
start to fall apart under the rigours of Battlefield
2 a good time to check if a player has been victorious! conditions. Once all Derelict models have drifted
The End Phase of the Game Turn is also used to tidy they will automatically lose 1 Hull Point (HP).
2 2 up and prepare for the next Turn.
2
Important Note: Salvaged and Prize Models do not
The End Phase has eight Steps, which are lose HP as it is assumed they those on-board are
performed in the following order: making emergency repairs to keep the craft together!
In this example, a Squadron of Firing with the blistering energy In the Boarding Segment the Robots 1. Perform Any Compulsory Actions
Prussian Shildtrager Battle Robots of their powerful Tesla Lances the continue with their Robot Assault. 2. Execute Any Damage Repairs 2. Damage Repairs
seizes on the opportunity to pounce on Shildtragers manage to inflict a single At this point the Brunel attempt to
an unsupported Kingdom of Britannia point of Damage (along with the drive back any of the Robots with 3. Persistent Damage Players must attempt to repair any Damage Effect
Brunel Mobile Airfield. The Robots obligatory point of AP loss that comes Defensive Fire, and in this instance the 4. Turn Effects Game Markers that have been inflicted upon Models
move into a 2 Robot Boarding Range with their Lethal weapons!) against Britannians elect to direct their efforts
and announce they intend to perform a the Brunel. against the damaged Robot (with the 5. Restore Order which are not a Derelict by making a Damage Repair
Robot Assault against the Brunel. Once reduced AP). 6. Total Victory Points Test.
this is announced the Shildtragers are
7. Check For End Of Game
committed to the action and the pilots
of the robots may not change their 8. End Phase Consolidation Important Note: Salvaged and Prized Models
minds! may also attempt Repair Attempts. This becomes
1. Compulsory Actions especially important should the Model be affected by
4. 5. 6. Compulsory Actions are executed in the following Persistent Effects such as Corrosion or Raging Fires.
1 1 3 order: Derelict Drifts, then Derelict Degradation
This Step is divided into two parts that must be
Derelict Drift resolved in the following order, starting with Critical
ALL Derelict, Prize, and Salvaged Models Drift: Repairs and then Persistent Effects Repairs.
2 2 moving directly forward a number of inches equal
to their listed Minimum Move value. All Drifting 2.1: CRITICAL REPAIR TESTS
Models are resolved in the current Order of Initiative. Players MUST roll separately for each Critical Effect
Without a crew to keep them in the air, all Derelict Game Marker that they are attempting to repair, and
In the Defensive Fire Segment, the In the CQB Step, the remaining Robots Robots do NOT roll on the Critical
Brunel gathers its remaining Ack-Ack attempt to pound the enemy model Hit Table in Robot Assaults however, Aerial Models Crash once they have made their Drift can only attempt to repair each Critical Effect Game
Dice after Damage is considered and apart with their shields and fist! instead they always count as having Move. The Crashing Model falls out of the sky, and Marker once per turn. Unless otherwise stated by
rolls them needing a 4, 5 or (RED) 6 The Robots gather their remaining the rolled a Hard Pounding Result...
to hit...scoring a total of 6 Hits a AP as normal and roll against the for obvious reasons!
resolves a Ram Action against any Model on the a Model Assigned Rule, roll a D6 for each Critical
Critical Hit! targets DR/CR statistics in exactly the Surface Height Level in base contact with it when it Repair attempt and consult the table below:
same manner as if they were making In this case the Brunel suffers an Crashes. After crashing, the Model is Scrapped.
The Britannian player rolls a 7 - Hard a Ranged Attack. Remember that to additional 4 Damage and a further 2
D6 RESULT EFFECT
Pounding... causing enough damage to take into account the Crew Types of points of AP loss! Once the Boarding
destroy the advancing robot! the Robots to determine their initial Assault has been completed, all robots Important Note: Derelict, Salvaged and Prize 1, 2, 3 Critical Hit Effect Marker Remains
The Shildtrager is removed from play To Hit number and bear in mind involved must move to be at least 2
as a casualty and takes no further part that all Robot Boarding Assaults away from the target model, so the Models are still moved by their original owners. 4, 5, 6 Critical Hit Effect Marker Removed
in the Robot Assault. are considered to be Indiscriminate! two robots that fought the CQB action
The Shieldtragers roll a mighty 12 retire the 2 to ready themselves to
Hits between them and so inflict a attack again next turn!
Damaging Critical Hit.
Important Note: It is not possible to repair Hull 4. Single Turn Effects 6. Total Victory Points 7. Check For The End Of The Game
Point (HP) damage with a Damage Repair roll, just If a model has a Marker on in that is only described
the Critical Hit effect. as lasting for a single game turn, or if the battlefield Players should keep a running total of their At this point in the End Phase, both players must
is affected by an effect that is limited to one turn in accumulated Victory Points (VPs) as and when they check these totals against their Victory Conditions
2.2: PERSISTENT EFFECTS REPAIR TESTS duration, they should both be removed at this point. are scored. Players who do not keep running totals detailed in their Force Orders. If either player has
Following any Critical Repair Tests, players must are very likely to slow the game down considerably at achieved the required parameters and percentage of
roll separately for each Persistent Effect Game 5. Restore Order this point as one or more players have failed to keep the Games Maximum Force Value (MFV) in Victory
Marker that they are attempting to repair, and can At the start of this Step, if a Squadron is Disordered, adequate records whereas others have. It is much Points, the Game ENDS at this point and the players
only attempt to repair each Persistent Effect Marker it MUST roll a D3 with the resulting number being easier to simply add VPs onto a total you had the refer to the chart at the bottom of this page:
once per turn. Unless otherwise stated by a Model removed, in any combination, from the Squadrons turn before than be forced to keep calculating from
Assigned Rule, roll a D6 for each Persistent Effect Assault Points (AP) or Hull Points (HP). The owning scratch! In the interests of faster gameplay and good 8. End Phase Consolidation
repair attempt and consult the table below: player may choose how this is divided across the manners, we would encourage players to always Assuming no player has achieved Victory, players
Squadron as desired and must ensure all losses keep a running total of their own VPs! should remove the Activation Markers from their
Squadrons and prepare themselves for another
D6 RESULT EFFECT are correctly recorded. After which, Disordered Remember that VPs can fluctuate since Prized or
Game Turn! In very rare situations, usually as part of
1, 2, 3 Persistent Effect Marker Remains Squadrons remove their Disordered Game Marker. Salvaged models can often change hands. a Commodore Rule or Scenario Effect, players may
4, 5, 6 Persistent Effect Marker Removed be required to execute actions in this phase refer to
Important Note: A Disordered Squadron that suffers the Scenario being played or the Commodore being
casualties as a result of Disorder Damage does not used if that is the case!
3. Persistent Damage need to take a further Disorder Test, as they are
Game Markers are used to indicate both Damage already Disordered at the time Damage is assigned. CRUSHING VICTORY NARROW VICTORY DRAW
and key information. Some are time-bound, some
If both sides have achieved their
repairable and others are more permanent in nature If one side has achieved their Field Field Orders, and one side has a
Any other outcome!
such as loss of Hull Points, Assault Points, etc. Orders, and the other has not. Victory Points margin of 10% or
greater of the MFV.
During the Persistent Damage Step, Players should
ensure that every Model has the correct Game
Markers placed next to them on the Battlefield. Any
Game Markers that are no longer relevant should be
removed.
Raging Fires
If a Model has a Raging Fire Marker on it at this
point, the Model immediately loses 1 Assault Point
(AP) for each Raging Fire Marker. Should a Model
(including Derelicts) with 0 AP suffer the effects of
further AP loss due to a Raging Fire, it loses 1 Hull
Point (HP) as the fire spreads to affect hull integrity.
Corrosion
If a Model has a Corrosion Marker on it at this point,
the Model immediately loses 1 Hull Point (HP) for
each Corrosion Marker on the Model.
Model Assigned
7. Attachment Group (Nation, Type/ 12. Combat Deployment (Model,
Name, Value) Value)
During Force Organisation, this Model may be added This Parent Model has a number of Models, equal to
Rule (MAR)
to a Parent Squadron of the Nation listed in the the bracketed Value, embarked on-board the Parent
parenthesis with the Type/Name of Models making Model during Force Selection. At any point during the
up the Parent Squadron is listed in the bracket. Any Movement Segment of the Parent Models Squadron
number of Models up to the listed maximum Value Activation, any embarked Models can disembark and
in parenthesis can be added to a Parent Squadron may be deployed on the Battlefield anywhere within
in this way. No Parent Squadron may never contain 4 of the Parent Model. Any Squadron with models
more than one Attachment Group. embarked MUST deploy all their embarked Models
17. Diehard Attitude 27. High Angle (Weapon) 33. Isolated Systems (Value) 39. Rear Echelon
Coherency MAR: This Model rolls an additional 1D6 The Weapon listed in the bracket can target Aerial Some Models are equipped to insulate themselves A Squadron containing only Models with this MAR
when resolving a Disorder Test. Models in Range Band 1. If no weapon is listed, the from debilitating critical damage. When a Model does NOT perform any Squadron Activation during
High Angle Model Assigned Rule is applied to all with the Isolated Systems MAR suffers any Critical any Game Turn. A Squadron does not take Disorder
18. Difficult Target Ordnance weapons on the Model. Hit that would cause the application of a Critical checks for Models with this MAR that are Lost or Out
Capital Models suffer a -2 To Hit modifier when Effect Marker, roll 1D6. The Effect Marker s ignored of Coherency.
targeting this Model with Targeted Attacks. 28. Hit and Run if the roll equals or exceeds the value in parenthesis.
Coherency MAR: During the Movement Declarations The Model takes the HP loss indicated in the relevant 40. Redoubtable (Weapon/Statistic)
19. Directed Fire (Weapon) Step, the Model must declare it is using this Model Critical Hit Result entry as normal. This Model only reduces its Attack Dice (AD) by 1
One Attack or Counter Attack during each of this Assigned Rule. This Model may move up to half of for every 2 Hull Points (HP) of Damage taken when
Models Squadron Activations that includes any its Movement (Mv) during the Firing Consolidation 34. Long Range Assault using the Weapon/Statistic listed in parenthesis. If
Weapon type listed in the bracket, may use the Segment of its Squadron Activation, but only if it This Model can initiate a Boarding Action against a NO Weapon/Statistic is listed, the Redoubtable MAR
Combined Fire Firing Option. has moved no more than half of its Movement (Mv) target within 8. In addition, this Model may initiate is applied to ALL weapons and statistics on the
during the Movement Segment. A Model that used a Boarding Action at a target that is two Height Levels Model where relevant.
20. Elusive Target the Hit and Run MAR during their Activation may away, rather than just one.
Non-Capital Models suffer a -1 To Hit modifier when not make a Boarding Action later in that Activation. 41. Reinforced Bulkheads
firing upon this Model with Targeted Attacks. 35. Minefields (Number, AD) When Submerged, this Model ignores the
29. Hull Breaker (Weapon/Action, A player with this Model in their Force can also place requirement to surface when it suffers a Critical Hit.
21. Experienced Engineers Value) a number of Mines with the AD listed in parenthesis.
Models with Experienced Engineers successfully If this Model performs the Action or an Attack using Each Mine must be Deployed within 8 of the centre 42. Retardant Armour (Munitions
perform a Damage Repair attempts on a 3, 4, 5 or the Weapon listed in parenthesis and causes a Critical line of the battlefield during the Models Deployment. Type/Gunnery Type, Number)
(RED) 6. Hit on its target, the target loses additional Hull The Mine Markers cannot be placed within 4 of Defensive MAR: A Model subject to any Targeted
Points (HP) equal to the Value listed in parenthesis a Model or another Mine Marker and may not be Attack or Counter Attack by the Munitions/Gunnery
22. Evasive Manoeuvres (Modifier) as well as suffering the full effect of the Critical Hit. Linked. Type listed, treats the Number of initial (RED) 6s
If this Model makes a Swift Manoeuvre test, apply rolled as Heavy (BLUE) 6s instead.
the modifier listed in parenthesis to any roll it makes 30. Hunter (Height Levels, Weapon 36. Momentum
for the test. System, + Modifier) This Model cannot gain a Low Speed Manoeuvre 43. Rugged Construction (Value)
23. Fearless Coherency MAR: This Model gains a positive To Game Marker. Any Model with the Momentum MAR Defensive MAR: Any Targeted Attack or Counter
This Model automatically passes all Disorder Tests Hit Modifier to its Attack Dice (AD) when using the that collides with Terrain is automatically Scrapped. Attack against a Model with the Rugged Construction
and cannot be affected by Disorder in any way. Weapon against a Target Model that occupies the Model Assigned Rule must reduce the number of
Height Level or Band listed in parenthesis. 37. Pack Tactics (Weapon) successes to be rolled in any Ranged Attack by the
24. Faster Torpedoes Coherency MAR: Any Attack or Counter Attack Value listed in parenthesis.
Coherency MAR: A Model targeted by Faster 31. Inert that includes at least TWO Models using the weapon
Torpedoes may only use its own Concussive Charges A Model with this Model Assigned Rule cannot system listed in parenthesis receives +1 Attack Dice 44. Security Posts (Value)
when defending against the Torpedo Attack. have rolls on the Critical Hit Table made against it. (AD) for each additional Model after the first. These If this Model is the target of an Aggressive Boarding
No Supportive Defensive Counter Attack using Instead, should a Critical Hit be suffered, the Model extra AD are added to the Lead Weapon Pool. Action it ignores the number of Hits, noted in
Concussion Charges may be allocated to defend the suffers D3+1 HP loss. This includes Focused Attacks parenthesis, scored against it during the Close
Model. such as Boarding Assaults. 38. Pinpoint Attack (Weapon) Quarters Battle Step. This MAR has no effect during
Coherency MAR: If an Attack from a Weapon with a Robot Boarding Action.
25. Fuel Reserves 32. Inventive Scientists the Pinpoint Attack MAR causes a roll on the Critical
If this Model suffers a Critical Hit roll 1D6. On a 5 or If this Model uses a Generator, you can re-roll one Hits Table, any result rolled on the Critical Hit Table 45. Sharpshooters (Value)
(RED) 6 place a Raging Fire Marker on the Model. of the initial D6 rolled, but must accept the new may be increased by 1 after the dice are rolled. During the Firing Segment, a Model with this MAR
result. If a 1 is rolled as a result of using the Inventive that is occupying the Surface or Flying Height Level
26. Heavy Ack-Ack Scientists Model Assigned Rule, this Model suffers an can target one enemy Model within 4 of it, on the
Coherency MAR: This Model attacks Support immediate Corrosion Effect Marker. Surface or Flying Height Level that is not a Robot or
Aircraft Squadrons using Exploding (RED) Dice. Support Aircraft Squadron. Roll a (BLACK) D6 for
each point of Value listed in parenthesis: For each 51. Strategic Value (Victory Points) 57. Terror Tactics (Value) 60. Unstoppable
5 or 6 rolled, the target loses 1 Assault Point (AP). If this Model is Lost, the opposing player adds If this Model successfully places Assault Points on If this Model performs a Ram Action, and equals or
Despite being resolved in the Firing Segment, this an additional number of Victory Points to their board an enemy Model during the Close Quarters exceeds the Damage Rating (DR) of its Target, place
does not count as an Attack. Total equal to the Value listed in parenthesis. This Battle Step of an Aggressive Boarding Action, their this Model with its Aft touching the opposite side of
modification to the VP score is done after a Models Assault Group generates additional Attack Dice (AD) the Target Model, as if it had just passed underneath
46. Sharp Turn VP are doubled or halved by Prize or Salvage up to the Value listed in parenthesis. it in a straight line: even if it would not have had
This Model does not need to move directly straight conditions. enough Movement to do so. This Model cannot be
ahead during its Minimum Move. The Model must 58. Terrifying (Weapon/Action) touching any other Model or solid Terrain at the end
still make its Minimum Move. 52. Sturginium Boost Coherency MAR: If the number of Hits the Weapon/ of this movement. If there is not enough room to
At the start of the Movement Segment of this Models Action listed in parenthesis equals or exceeds the place this Model, you cannot use the Unstoppable
47. Small Target Squadron Activation, roll 1D6. On a roll of 5 or 6 Damage Rating (DR) the target Squadron must MAR.
Capital Models suffer a -1 To Hit modifier when (BLACK) the Models Movement (Mv) is increased by immediately take a Disorder Test. If the Weapon/ 61. Vertical Dive
targeting this Model with Targeted Attacks. 2. If this Model is part of a Squadron, the Squadron Action equals or exceeds the Critical Rating (CR) the During an Attack Run, the Support Aircraft Wings
only rolls once, and applies the result to all Models in Squadron must immediately take a Disorder Test that within the Support Aircraft Squadron have a Damage
48. Specialised Defences (Value) the Squadron with the Sturginium Boost MAR. requires an additional success. Rating (DR) of 3 rather than Damage Rating (DR) 2
If this Model is the target of an Aggressive Boarding as would normally be the case.
Action, the Model gains a bonus to its Ack Ack (AA) 53. Sub Killer (Weapon) 59. Unique
and Concussion Charges (CC) listed in parenthesis. The Weapon listed in parenthesis does not suffer the Only one of each named Model with this MAR may 62. Vulnerable
automatic Partially Blocked penalty when firing at a be fielded in a player fleet. If this Model suffers a Critical Hit, the initial Critical
49. Spotter (Range) target occupying the Diving Height Band and may Hit Result may be re-rolled by your Opponent, but
Elements in the Force may perform Indirect Firing also target Submerged or Deep Diving Models at the second result must be accepted.
Actions against enemy targets provided a Model Range Band 1.
with the Spotter MAR is within the Range listed in 63. Wing Launcher (Value)
parenthesis of the target can draw an unobstructed 54. Sustained Assault (Value) Once per game a Model with the Wing Launcher may
Line of Sight to the target. Coherency MAR: If this Model initiates an Aggressive perform a single Replenishment Action, just as if
Boarding Action, during the Close Quarter Battle it were a Carrier. The number of Wings replaced
50. Squadron Support (Model, Value) Step of the Boarding Segment, the Models Assault is equal to the Value listed in parenthesis.
A Model with the Squadron Support MAR enters Group can re-roll any of the initial Attack Dice (AD)
the battlefield with additional Models designed to up to the Value listed in parenthesis. The second roll
support the combat effectiveness of the Force. Models must be accepted.
with the Squadron Support MAR may field a number
of Models of the type listed in their bracket entry, 55. Sustained Fire (Weapon, Value)
equal in number to the Value listed in parenthesis. Coherency MAR: If this Model makes an Attack
All additional Models must be Deployed at the same using the Weapon listed in parenthesis, it can re-roll
time as the Parent Squadron, and within 4 of one of any initial Attack Dice (AD) up to the value listed
the Parent Models, but are free to act separately as a in parenthesis. The second roll must be accepted.
Squadron in their own right during the Game. Multiple instances of Sustained Fire in a Squadron
Multiple instances of Squadron Support have do not have a cumulative effect to the Attack Dice
a combined effect, and MUST be used to create a (AD) totals used in any single Attack.
single Squadron. The points cost of the Models
gained through Squadron Support are included in 56. Swarm Tactics
the overall cost of the Parent Model, however their Coherency MAR: Any Attack or Counter Attack
individual points costs are used for Victory Points using Combined Fire increases its Attack Dice Total
calculations in the End Phase. (AD) by 2.
Mimic Generator (Range) A second Template is then placed within the Time Flow Generator (Range) Disruption Generator (Range)
Why spend the time constructing your own Generator Range listed in parenthesis, and also within Line of Developed by the Covenant to provide medical facilities The reliance of many nations on shield-technology is
technology when you can simply steal your enemys and Sight of the Model. These Templates are referred to with a stable work environment for complex surgical quickly mitigated by this innovative generator system.
use it agaisnt them!? as Energy Portals. operations, the Time Flow Generator was later Seen as unsporting by many nations in the theatre of
The Mimic Generator may be activated during the No Energy Portal may be placed within 4 of a weaponized to create a flexible area of effect that assists war, few exponents of the dreaded disruption generator
Movement Declarations Step of a Models Activation Model, piece of Terrain or another Energy Portal. or hinders in equal measure. care about such sentiments.
A Model with a Mimic Generator can select any other Once placed, a Template remains in play until the The Time Flow Generator may be activated during The Disruption Generator may be activated during
Model within the Range listed in parenthesis and Compulsory Actions Step of the End Phase. These the Consolidation Step of the Command Segment of the Consolidation Step of the Movement Segment of
attempt to copy the abilities of one Generator on that Energy Portals are connected and exist at the Surface the Models Activation. Place a Large Effect Template the Models Activation. The Disruption Generator
Model fitted by rolling a 3+ on a single D6. Height Level, having no effect on any Models within the listed Range of the Model Activating the has the power to take all localised Generators Offline.
All rules pertaining to the Copied Generator can be occupying the other Height Levels. Any Firing that Generator. All Models regardless of Height Level, It affects ALL Models equipped with a Generator
used by the Model with the Mimic Generator in the passes through, an Energy Portal is Partially Blocked. that make contact with the Template will have their within the Range listed in parenthesis of the centre
current Squadron Activation, if appropriate. These Once the Portals are in play, any Model equal to or Maximum Movement (Mv) value increased OR of the Activating Model, including your own Models.
abilities remain until the Model with the Mimic smaller than the Size listed in parenthesis that makes decreased by D3+1, with the player activating the The effects of the Disruption Generator do not affect
Generator suffers a Generators Offline Critical Result contact with a Portal are immediately removed from Generator deciding which effect applies. The effect the Model using the Generator. Roll a D6 and consult
or it copies a new Generator. play and are placed in contact with the other portal. of this Generator lasts until the Consolidation Step the table below:
The owning player may choose the orientation of of the End Phase at which point the Template is
Mine Controller Generator (Range) their model and the model may choose to continue removed. D6 Result Effect Suffered
Captain! Mines spotted of the Starboard bow and their move if desired. Once all members of the 1-3 No Effect
they are closing in on us?! Squadron have completed their Movement Phase, OFFENSIVE GENERATORS
3-5 Target suffers a Generators
The Mine Controller Generator has a contin- the teleporting Squadron must take an immediate Offensive Generators are used by nations to Offline Critical Effect
uous effect. The Mine Controller Generator treats Disorder Testmoving through space and time is aggressively target enemy Models, causing all manner
Target suffers a Generators
all Mines deployed by the controlling player within disorientating! of command and control effects, damage and chaos! 6 Offline Critical Effect and 1AP
the Range listed in parenthesis as having the Sentient loss
Mines special rule - see Page 138 for model details Tensile Accelerator Generator (Value/ Entropy Generator (Range)
on such Mines. Value) The exotic energies of the Entropy Generator cause the
Known by its technicians as the Armour-Clad Generator, hull of its unfortunate target to disintegrate before the
Important Note: Any Attempt to move a Linked this wondrous piece of technology can strengthen the eyes of the horrified crew.
Mine will result in the Linked Mines detonating metals that surround it for a short period of time, The Entropy Generator may be activated during
immediately! making the vessels hull incredibly robust. the Consolidation Step of the Movement Segment of
This Generator may be activated during the the Models Activation. The Activating Model may
Teleport Generator (Size, Range) Consolidation Step of a models Command Segment target a single Model within the Range listed in
The incredibly innovative strength of the Covenant with the effect remaining in play until the End Phase parenthesis. Roll a D6, on the roll of a 4+, the target
Scientific community has once again presented us with of the same Game Turn. The Model increases its is affected and suffers an immediate Corrosion Game
the impossible, made possible. Damage Rating (DR) by the first Value in parenthesis, Marker.
The Teleport Generator may be activated during and its Critical Rating (CR) by the second Value in
the Movement Declarations Step of a Models parenthesis. Should the Model suffer a Generators
Activation. A Model may not use Primary or Offline Critical Effect while under the effects of the
Secondary Weapons in the same turn as activating Generator the increased statistics remain in play
its Teleport Generator, such is the incredible energy until the End Phase, where they dissipate as normal.
required to produce these phenomena. The Generator
automatically places a pair of Energy Templates: One
Energy Template is placed within 8 and within Line
of Sight of the Model.
Fury Generator (Range) Target Painter Generator (Weapon, Range) Tesla Generator (Range) Whirlwind Generator (Range)
Let Wrath be my steed and Fury my sword. Most vessels are equipped with complex targeting The harnessed power of electricity can be a potent Invented by Ottoman Imperial scientists eager to
The Fury Generator may be activated during the equipment, capable of calculating the correct firing weapon in the right hands or the wrong hands. increase the offensive nature of the Storm Generator,
Consolidation Step of the Movement Segment of the angle for ranged attacks. The Target Painter provides The Tesla Generator may be activated during the the Whirlwind (or Djinn) Generator gathers up flyers
Models Activation. The Activating Model may target an expedient method of accelerating these calculations Consolidation Step of the Movement Segment of the in a maelstrom, disorientating them and often blowing
a single Model within the Range listed in paren- to the point where ordnance is punishingly accurate. Models Activation. When activated the Generator them off course!
thesis. Roll a D6 and consult the table below: The Target Painter Generator may be activated must choose between TWO different outputs: Boost A model may activate its Whirlwind Generator
during the Consolidation Step of the Movement or Surge. during the Consolidation Step of its Movement
D6 Result Effect Suffered Segment of the Models Activation. When activated, Segment. The activating model may target a single
1-2 No Effect the Generator can target ONE Model within the Boost - A Tesla Generator that elects to Boost changes squadron occupying the Aerial or Obscured Height
Range listed in parenthesis. Roll a D6, on the roll the designation of the Generator to a Standard Levels within the Range listed in parenthesis. When
3-5 D3 Raging Fire Markers
of a 3+ the target is painted. Any Attack made by Generator for the Game Turn. When a Boosting, the targeting Squadrons occupying the Obscured Height
D3 Raging Fire Markers AND Models in the activating Squadron using the Weapon Model gains D3 of Movement directly forwards. If a Level add +1 to the result on this table. Roll a D6 and
6 1 AP Lost listed in parenthesis against the Model receives a +1 Squadron of Models are fitted with Tesla Generators, consult the table below:
bonus to hit on their Attack Dice (AD) rolls. Multiple roll for each Boosting Model independently. Any
Pulse Generator (Range) instances of this Generator do not have a cumulative Model that Boosted with a Tesla Generator MUST D6 Effect Suffered
Enemy defenses are easily overwhelmed by this effect. move at least its Minimum Move AND its bonus Result
surprisingly effective generator. No Minefield, or mine Boost Movement during the Movement Segment.
The Squadron rides out the
cluster can withstand the power of the pulse. Sonic Generator (Range) 1-2 Generators Attack with no effect.
The Pulse Generator may be activated during the The raw power of sound can be a fearsome defensive or Surge - A Tesla Generator activating on its Surge
Consolidation Step of the Movement Segment of the aggressive tool. setting can attempt to short-circuit the vital systems
Centre the Random
Models Activation. The Model places ONE Energy The Sonic Generator may be activated during the of another Model. It affects one Model within the
Determination Template above
Template within the Range listed in parenthesis: this Consolidation Step of the Movement Segment of the Range listed, regardless of their Height Level. Roll a Target Model in the Squadron
represents the range of the Pulse. Models Activation. When activated the Generator a D6, on the roll of a 3+, the target suffers a Focused and roll a D6. Change the
The Pulse operates in a Fixed Channel originating must choose between one of two different outputs: Critical Effect, but not the Damage. Should a Target 3-4 Models facing to the result
from the controlling Model and terminating at the Shriek or Repulse. Model have one or more Lightning Rod Game of the roll corresponding to
the template. Rotate all other
Energy Template. Any Mines, both Surface and Markers, roll TWICE on the Focused Critical Effect
Models in the Squadron to face
Airburst, within the Fixed Channel of the Pulse Shriek - A Sonic Generator activating in Shriek Mode Table and apply both results! the same direction.
automatically Detonate. can attempt to blast an enemy with a thunderous
volley of ear bursting sound to sow chaos and In addition to the effects noted
disorder on deck. When activated, the Generator on a 3-4 result, move the
targets one Model within a Squadron occupying the Squadron D6 directly forwards
5-6
Surface or Aerial Height Bands that is within the after they have rotated. Roll
Range listed in parenthesis. Roll a D6, on the roll separately for each Model in the
Squadron.
of a 3+ the target is affected, gaining an immediate
Chaos and Disarray Effect Marker.
DEFENSIVE GENERATORS Important Note: Remember that Indiscriminate the targeting systems of weapons. The Generators These effects are not mutually exclusive, and a
These Generators protect and defend the Model that Attacks ignore Shields! effect ONLY works against Attacks originating from functional Storm Generator may use both, provided
owns the Generator, or in some cases provides a Models on the Surface Height Level that are directed the Squadron has sufficient Storm Points available.
degree of protection to Models that are nearby. Guardian Shield Generator (Value, Range, against targets occupying the Surface Height Level.
Protection Value) Two functional Rampart Generators within 8 of Cloud Effect
Cloud Generator A natural progression from the Shield Generator, the each other will cause any enemy Ranged Attack not A Model with a functioning Storm Generator is
The use of steam and vapor as a defensive technique has Guardian passes a measure of its power to all models using the Indirect Fire Firing Option that passes considered to have a functioning Cloud Generator
been well founded on the Dystopian World for a number within its aegis. between them to use Heavy (BLUE) Dice. (see above) with IMMEDIATE effect. Each Cloud
of years. The creation of a dedicated Generator to direct This Generator has a continuous effect. The Effect costs ONE Storm Point to maintain. A Model
and focus this is hardly a surprise... Guardian Shield Generator grants the Model to Important Note: A Model with a Rampart Generator may only ever place a Cloud Effect upon itself, never
The Cloud Generator has a continuous effect. which it is fitted, ALL of the effects of a Shield Gener- does not gain any benefit from its own Generator. on other Models.
Targeted Attacks against a Model with this Gener- ator (see above). In addition, Guardian Shield Gener-
ator suffer a -1 to hit modifier. This does not apply to ators also grant ALL Models from the same Force Target Jammer Generator (Weapon Storm Effect
Indiscriminate Attacks. The Cloud Generator has no System, Value) A Model with a functioning Storm Generator
within Range, on ANY Height Level, a number of
effect at Range Band 1. Shield Dice equal to the Protection Value listed in This scrambling technology gives the vessel equipped may spend Storm Points to place a number of Storm
parenthesis. Nearby Models must NOT have their with it a solid defense against attacks that otherwise Templates, represented by the Large Effect Template
Dilation Field Generator (Range) own Shield Generator of any type to gain benefit of a might go unanswered. Such generators draw a large on the Tabletop. Each Storm Template costs TWO
Firing a weapon through an area that exists out of time Guardian Shield Generator. Support Aircraft Squad- number of personnel to their use however, often leading Storm Points to maintain and may be placed
and space poses a number of challenges for gunnery rons may not benefit from the Guardian Generators to a shortfall in more conventional defensive systems anywhere on the Tabletop within the Range listed
commanders. protection. often tasked to perform similar duties. in parenthesis.
The Dilation Field Generator is activated during A Model can only gain the benefit of ONE This Generator has a continuous effect. This If a Squadron for any reason does not have
the Consolidation Step of the Movement Segment Guardian Shield Generator of any type at any one Generator resolves the instant an enemy Squadron sufficient Storm Points to maintain a Storm Template,
in a Models Activation, allowing the placement of time and must choose the highest Protection Value targets the Model with the Generator using the the Template must be removed immediately. If a
a Large Effect Template, the Centre of which must within range. Weapon noted in parenthesis. Squadron maintains multiple Storm Templates the
be within Line of Sight and the Range listed. Any Roll the number of Dice equal to the Value, with controlling player may decide which Templates
Model firing into, through, or out of the Template Nullification Generator a To Hit Number of 4, 5 or (RED) 6 and determine should be removed.
at any Height Level, are Partially Blocked. The effect What is better than having a powerful generatorwhy, the number of Hits. The resulting number of Hits Multiple Storm Template placed by a Squadron
of this Generator lasts until the Compulsory Actions nullifying an enemys generator of course! then removed from the firers initial Attack Dice Pool must be placed touching, but not overlapping.
Segment of the End Phase of the current Game Turn. This Generator has a continuous effect. The before it is rolled. Storm Templates may never overlap under any
Nullification Generator can cancel the effects of circumstances but the effects of multiple Templates
Shield Generator (Value) an Offensive Generator. It automatically Acti- Storm Generator (Value, Range) are cumulative.
The creation of the Shield Generator was an inevitable vates AFTER an enemy Generator has successfully Originally designed by the Ottoman Empire to assist in
advancement in the Dystopian World. The ability to targeted the Model. Roll a D6, on the roll of a 3+, the the cultivation of crops and provide a bulwark against The effect of Storm Templates are as follows:
repel ordnance has saved many a war machine... target is unaffected by the enemy Generator effects. periods of drought, the Storm Generator was later All Surface and Aerial Models that touch a Storm
This Generator has a continuous effect. Shield weaponised to give a flexible mixture of defensive and Template at any point during their Movement
Generators allow a Model to try and deflect any Important Note: A result will only cancel the effect disruptive capabilities to the forces equipped with it. Segment suffer a -1 Movement Penalty.
hits from Gunnery Weapons, Rockets, Ack-Ack and against he model itself and will not assist other Each functioning Storm Generator has a Value All Attack Dice from Surface and Aerial Models
Concussion Charges. models affected. listed in parenthesis that represents the Storm Points firing into, through or out of a Storm Template,
Shield Generators have no effect against available to each Model in a Squadron. Any Storm suffer a -1 To Hit modifier.
Indiscriminate Attacks, Aggressive Boarding Actions, Rampart Generator Points generated from various Squadron members
or other Generators. Projecting a wall of pure energy across the battlefield are added together to form a total for the Squadron. The effect of this Generator (be it Cloud Effects or
Roll the number of Shield Dice equal to the Value the Rampart Generator links two similarly equipped Storm Points may be used in one of two ways, Storm Effects) lasts until the Compulsory Actions
listed in parenthesis for each Shield Generator: vessels to provide a barrier behind which their charges transforming the Generators purpose from defensive Segment of the End Phase of the current Turn, at
In most cases a 4, 5 or (RED) 6 is required to can muster. to area denial with one flick of a switch. These two which time Storm Templates are removed and all
succeed against Gunnery Attacks. For each Hit This Generator has a continuous effect. The modes are known, respectively, as Cloud Effect and Effects dissipate.
scored, reduce the amount of incoming Hits by 1. Generator provides a wall of energy that blocks Storm Effect.
Basic Terrain
Terrain Features are areas that represent A. Clear
abnormalities or inconsistencies in the Major A piece of Terrain that is denoted as being Clear
Surface, such as Forests, Swamps, Reefs, Islands or means that appropriate Models will encounter no
even Mountain Ranges! problems when moving within it regardless of their
speed, such as an Armoured Model moving across
The following are the mandatory rules for Terrain the Land Surface.
Important Note: Drifting Models are ALWAYS These Attack Dice (AD) are considered to be an
considered to be moving at Full Speed. Indiscriminate Attack, requiring a 4, 5 or Exploding
(RED) 6 To Hit; unless a specific condition or Model
C. Impassable Assigned Rule (MAR) applies. For further rules Model ELEVATION BONUS
A Model CANNOT move into or through a piece regarding the aftermath of a Collision see Page 112. Size +0 +1 +2 +3 +4 +5
of Terrain that has been nominated as Impassable
Tiny Tiny Small Medium Large Massive Massive +1
to it. If a Model comes into contact with any Terrain Size
Terrain deemed Impassable, other than as part of a Every Model in Dystopian Wars has its Size defined Small Small Medium Large Massive Massive +1 Massive +2
Controlled Contact, it must immediately stop and in its Profile. Likewise Terrain has an assigned Size.
resolve a Collision with the piece of Terrain. Terrain can be Tiny, Small, Medium, Large Massive Medium Medium Large Massive Massive +1 Massive +2 Massive +3
If, for any reason, a Model is placed wholly or and a special expanding terrain Size of Massive +X.
Large Large Massive Massive +1 Massive +2 Massive +3 Massive +4
partially within a piece of Terrain that is deemed Terrain with a Size blocks Line of Sight in exactly
Impassable to it (through Teleportation for example), the same way as Models, for example, a Hill declared Massive Massive Massive +1 Massive +2 Massive +3 Massive +4 Massive +5
the Model is immediately Scrapped and placed in the as being Medium in Size would block Line of Sight
Massive +X Massive+X Massive Massive Massive Massive Massive
appropriate Scrapyard unless a specific condition or as if it were a Medium Model (see Line of Sight on
+X+1 +X+2 +X+3 +X+4 +X+5
Model Assigned Rule applies. Page 121 for more).
Advanced Terrain
LAND MINOR SURFACES
The world is a dynamic place, full of change, and with the power of Sturginium firmly in his grip,
mankind is more able than ever to leave his mark upon the world for better or worse. Extreme
examples of prolonged warfare can result in Killing Fields; vast wastelands of barbed wire, unex-
ploded bombs and lingering clouds of lethal gas which can stop an Infantry advance in its tracks.
The rules in the Basic Terrain Section provide players with the ability to rapidly build a fun Battlefield, and LAND MINOR SURFACES
are ideal for Competitive gaming and Tournament play. However, players may wish to craft a much more Terrain Density
in-depth arrangement of scenery, perhaps to provide them with a fresh challenge or to enact a historical event Terrain
Name Collision
from the Dystopian Wars timeline. The rules in this Chapter are designed to create rich and inspiring Battle- Clear Treacherous Impassable Property
fields, allowing for a more complex build of tabletop. This can manifest itself in the shape of Minor Surfaces,
such as winding roads and rivers that criss-cross the land. Diving
Aerial, Armoured
Killing Fields N/A Naval Difficult
Burrowing Infantry
Aerial, Armoured Diving
Trench Network N/A Difficult
Burrowing Naval
Aerial, Armoured Diving
D uring Competitive Play the following rules
apply to Terrain Features and their placement:
The following are the mandatory rules for Minor
Surfaces and their placement:
A Minor Surface cannot overlap a different Minor
Roads Burrowing
ADDITIONAL RULES:
N/A Naval Difficult
A Terrain Feature must be at least 3 x 3 in Surface. If this occurs, the most recent Minor Land Minor Surfaces do not influence Line Of Sight.
Massive Armoured Models may not gain the benefit of Roads.
tabletop footprint, unless both players agree to Surface replaces the original. All Land Minor Surfaces occupy the Surface Height Level.
using a different size. If a Minor Surface is placed within the confines of Trench Networks provide Cover to Infantry - see Page 192.
A Terrain Feature may not exceed 9 x 9 in a Major Surface that it is not deemed appropriate Roads provide Armoured Models an increase in their Profile Movement (Mv) of +3.
tabletop footprint, unless both players agree to for, it is immediately removed from play before A Model that uses a Road to gain this bonus may not make any Attacks in the subsequent
using a different size. any of its effects are resolved. Firing Segment, and MUST spend their ENTIRE Movement Segment on the Road.
A Terrain Feature may not be placed within 4 of The Surface Height and Elevation Bonus of any
any Flanking Edge or another Terrain Feature Terrain that Minor Surfaces are placed upon WATER MINOR SURFACES
remains unaffected. As battles continue to rage around the world, Commanders can find themselves visiting the after-
Minor Surfaces Also, unless both players agree otherwise (or math of a battle, be it to pick through the wreckage looking for survivors or to salvage what they can
This is the third Classification of Indestructible a Scenario Special Rule states otherwise), the from the colossal hulls that now rest at the bottom of the ocean.
Terrain, the initial two having been explained fully following also applies for Minor Surfaces and
in the Basic Terrain Section - see Page 173). Minor their placement: WATER MINOR SURFACES
Surfaces are meant to represent an array of changes A Minor Surface may not be placed
Terrain Density Terrain
to the Battlefield, up to and including some of the such that it overlaps multiple Terrain
more extreme devastation wrought by the gigantic Classifications.
Name Collision
Clear Treacherous Impassable Property
machines of war that roam the Dystopian world! A Minor Surface must be at least 3 x 3 in
The placement of Minor Surfaces occurs once area. Ice Sheet/Floating Aerial, Naval Diving, Naval Armoured Difficult
the Major Surfaces and Terrain Features have been Wreckage (Massive/Large) (Other) Burrowing
established and placed, as Minor Surfaces are laid As you can imagine, these rules allow Aerial,
down on top of this foundation. Minor Surfaces Commanders to build long and winding Roads to Armoured,
Ship Graveyard N/A Diving Difficult
differ from other Terrain Classifications because provide a safe highway through Swamps and other Burrowing,
they are used to overwrite the Terrain Quality and Terrain Features, or represent long flowing rivers of
Naval
Collision Properties of any Terrain beneath them, but Shallow Water to hamper and channel an opponent! ADDITIONAL RULES:
leave their Elevation Bonus unaffected. Examples of Water Minor Surfaces do not influence Line Of Sight.
Minor Surfaces are Roads, Shallow Water, and Cliffs. Ice Sheet/Floating Wreckage occupies the Surface Height Level.
Ship Graveyards occupy the entire Diving Height Band.
Support Aircraft,
UNIVERSAL MINOR SURFACE
Although Commanders may prefer to engage their foe in the open sea, there is every chance that
they will be called to defend their coastline from a looming threat. In such proximity to land, these
naval forces may encounter Shallow Water in the form of coves and bays, and the very same body of
Launchers
Name Collision
Clear Treacherous Impassable Property
Armoured (Other)
Armoured (Large/Massive)
Shallow Burrowing
Aerial Naval (Small/Tiny) Hazardous
Water Diving (Other)
Diving (Small/Tiny) Naval (Other)
Armoured, In this section, you will find the rules for the creation of Support Aircraft Squad-
Cliffs Aerial Diving Burrowing, Diving, Hazardous rons (SAS) and how they are formed into Support Aircraft Wings (SAW) and how they
Naval interact on the tabletop. In addition, there are rules for Carriers and Drone Launchers,
ADDITIONAL RULES: and how they operate on the tabletop.
Shallow Water does not influence Line Of Sight.
Cliffs and Shallow Water occupy the Surface and Diving Height Bands.
Cliffs MUST be placed adjacent to Hills/Islands or the boundaries of the Water Major
S
Surface and Land Major Surface. mall aircraft are a lethal addition to the military SAS are considered to be Models that exist outside
Cliffs may not extend more than 4 away from these Terrain Features and/or the arsenal of a Dystopian nation. Since their the normal Size Classifications of the game. They are
Major Surface boundary.
Models with the Multi-Purpose function may ignore Shallow Water. invention, scientists and engineers alike have been even smaller than Tiny Models.
refining this new method of aerial destruction.
In Dystopian Wars any type of small aircraft SAS are governed by the following simple rules for
is referred to using the generic name of Support their composition:
Aircraft Wing, or SAW, and players have three 1. A SAS MAY only contain ONE type of SAW.
types available to them: Fighters, Dive Bombers 2. A legal SAS formation MUST contain between 3 and
and Torpedo Bombers. 5 SAW tokens when it is created. During a battle,
These are represented in the game as small, however, a SAS Formation may fall below 3 SAW
square resin tokens with the relief of a nations tokens and still function.
aircraft on top of it. Groups of SAW tokens are 3. Once created, a SAS formation is treated as a single
pulled together to form a Squadron on the tabletop entity for Line of Sight, the measurement of Ranges
and this is called a Support Aircraft Squadron, or and Firing.
SAS. To facilitate the easy movement of a SAS we
use what is called a SAS Movement Tray, which Important Note: SAS created by Carriers or through
also makes measuring simpler. These Trays can Squadron Support declare the type and number of
hold up to a maximum of five SAW tokens. SAWs they contain when Deployed, and are NOT
The Tray also enables all SAW tokens to remain required to be denoted prior to a battle in the same
in contact with at least one other SAW from the way as Local Air Support (see later).
same Squadron at all times - a pre-requisite of the
rules.
DEPLOYED STRENGTH LOCAL AIR SUPPORT SAS WING FORMATIONS Torpedo Bombers excel at engaging targets
beneath the waves and commonly have the
Unlike other Squadrons in the game, it is important When a player builds their Force they will be allowed SAS must always maintain a valid Squadron Hunter (Diving, +2) MAR. This means that
to have a record of the size of an SAS at the moment to add a number of 5-strong Fighter Wings to their Formation, as shown in the diagram on this page. Torpedo Bombers often hit Models occupying
of its Deployment. force for free! The number of Local Air Support Should an Ace be present in a SAS (see Page 186 the Submerged Height Level on a 3+ and may
Each SAS is deployed with a die in its Tray that Squadrons permitted is determined by the size of the for details on Aces) an appropriately identifiable even strike at targets occupying the Deep Diving
denotes its starting Squadron Size, which is referred MFV being played. See Page 80 for more. SAW token must be placed as close to the middle of Height Level on the roll of a 4+.
to as its Deployed Strength. This does not change the formation as possible at all times. Dive Bombers are adept at engaging targets on
in-game and is important for determining how COMBAT AIR PATROL the Surface Height Level and commonly gain the
large the Squadron can be when benefiting from a SAW CONSISTENCIES Hunter (Surface, +1) MAR. This means that Dive
Replenishment Action. It is possible to Attach Fighter SAS as a Combat Air Bombers will tend to hit Models occupying the
The die is also useful for allowing players to view Patrol (CAP) to protect valuable Models in a players A number of consistencies are present throughout Surface Height Level on a 3+. In some instances
at a glance which type of SAS the Squadron is: this Force. For more information on this, see the Combat all SAWs, although any modifiers used may change Dive Bombers will also gain a bonus against
becomes particularly important when playing with Air Patrols rules on Page 86. depending on different national characteristics: Submerged Models too - usually when targeting
Forces that are not yet painted, or where the player ALL Attacks and Counter Attacks by SAS use Armoured Models that are moving below ground!
has chosen to paint their SAWs identically. ORDNANCE AWAY! MARKER the Combined Fire Firing Options calculated by Note that these exceptions will always be listed in
adding together ALL the Ordnance or Ack-Ack the relevant Force List.
SAS Die Colour This Game Marker is placed next to an AD of the SAWs in the SAS.
Choosing a colour of die to help identify the type SAS Tray that has dropped its Bombs or Fighters will commonly have the Hunter (Aerial,
of SAW being used in a SAS will be helpful and will Torpedoes. The Ordnance Away! Game +1) MAR, giving them the edge against all Models
avoid confusion later. Using the convention of White Marker provides an important reminder that occupy the Aerial Height Band, be they
for Fighters, Green for Dive Bombers and Red for to both players as to which SAS can still drop their other SAS or larger Models such as Interceptors,
Torpedo Bombers is a good method. Ordnance, and those which must Re-arm at a Carrier. Scoutships and Sky Fortresses.
You can also choose to paint your SAWs different
colours to represent the different types of SAW, or
maybe even paint the edge for the same reason.
The Kingdom of Britannia Illustrious Sky Fortress is a stunning example of engineering in the Sturginium Age.
SAS MOVEMENT SAS are targeted as a single entity and AA against SAS TYPES OF SAS ENGAGEMENT Dogfight Attacks
is always measured to the closest point of the SAS All Attacks or Aggressive Counter Attacks made by
SAS Trays have a 360 degree Movement. These Tray and any casualties are applied across the entire The methods of combat for SAS are divided into three SAS against enemy SAS are deemed to be Dogfights.
aircraft are not equipped to operate safely at the SAS. After all Attacks on the SAS have been resolved types: Attack Runs, Interceptions and Dogfights.
Obscured or Stratospheric Height Levels and so in an Activation, casualties are removed so that the Each of these Attacks will often involve different To Interception Attacks
may only ever occupy the Flying Height Level of SAS remains in a valid Wing Formation. Hit Numbers, Attack Ranges and MARs. All Attacks made by Models (other than SAS)
the Aerial Height Band. In addition, no SAS may be against SAS are called Interception Attacks. These
subject to a Collision or Ram with another Model. ROLLING TO HIT SAS Attack Runs occur when Models or a Squadron of Models engage
All Attacks made by SAS which are directed against an enemy SAS with their AA weaponry during the
SAS & BOARDING ACTIONS Unlike other Models, when attacking SAS, if the larger enemy Models are called Attack Runs. These Model/Squadrons Activation.
number of Hits equals the Damage Rating (DR), a Attacks occur when a SAS engages the enemy during
SAS may NEVER be the target of a Boarding Action single SAW token is removed. If the number of Hits its own Activation. ACES!
under any circumstances. equals twice the Damage Rating (DR), two SAWs are
removed, and so on. Attack Runs are often subject to enemy Counter Each Force has the provision for adding Aces to their
SAS & DISORDER Attack Actions. SAS. The additional points cost for adding these
The Roll to Hit against SAS are as follows: SAS may only ever execute one Attack Run per heroic individuals is listed in the relevant entry in a
SAS are always considered to have the Fearless MAR. Non-SAS Models targeting SAS Squadrons require Activation. Nations Force Guide.
a 4+ To Hit Number. SAS may only ever target one Model during an An SAS that includes an Ace must replace one of
ATTACKS AGAINST SAS During Dogfight Attacks between two enemy SAS Attack Run. their SAW tokens with an appropriately identifiable
their AA has a starting 5+. SAS may use either Ordnance or AA where token, such as a differently painted one. The Ace is
Squadrons attacking SAS require quick firing, low appropriate when making an Attack Run. placed as close to the centre of the SAS formation as
calibre cannons to effectively bring down their Remember that all AA Attacks against SAS uses All Attack Runs made using AA have a Maximum possible. Unless killed as part of a Dogfight Duel, an
targets. This is represented by a Models Ack-Ack the Heavy (BLUE) Dice mechanic unless a specific Range of 4, unless a MAR applies. Ace in a Squadron is always removed last!
(AA) statistic. All AA against SAS uses the Heavy condition or MAR applies. An SAS of Torpedo Bombers fires its Torpedoes An Ace can often give a Squadron the decisive
(BLUE) Dice mechanic unless a specific condition using the Fore Fixed Channel Fire Arc, with the edge it needs when engaging in Dogfights or during
or MAR applies. width of the SAS Tray (or Wing Formation) used Attack Runs. Each time a Squadron that includes
to determine the width of the Fire Arc, and have a an Ace is called upon to make an Attack Run, fight
The maximum range of any of these Attacks is Maximum Range of 4. a Duel or execute a Dogfight Attack, the Ace may
dependent on the firing model, but can also be An SAS Tray of Dive Bombers must touch a target re-roll ALL of the initial dice they supplied to the
amended by certain special rules or scenario Model in order to use their Bombs. If a Tray is Attack Dice Pool. This means players should always
conditions: not being used at least one SAW token must be roll their Aces dice separately or mark them in some
Aggressive Counter Attacks - Maximum Range touching the target Model. way by using different coloured dice.
for Aggressive Counter Attacks and Dogfights SAS mounting an Attack Run has a To Hit
against SAS is always 4 - unless a MAR applies. number of 4, 5 or (RED) 6, using the standard To
Interception Attacks - The Maximum Range for Hit mechanics and is affected by modifiers as and
Interception Attacks against SAS is always 8 - MARs as normal.
unless a MAR applies. Once an Attack Run by Torpedo Bombers or Dive
Bombers has been resolved, place an Ordnance
Away! Game Marker on the SAS to designate it
has fired its ordnance and may not fire again until
it Re-Arms at a Carrier.
Air Vice-Masrshal Stanley Bartholomew Parkinson
III is a most capable commanding officer, if only the
same could be said about his piloting skills. Deadly
in a dogfight his main problem was landings... which
he never truly mastered!
DUELLING The Value notation will also denote the sizes of CARRIER ACTIONS Replenishing a Squadron
SAWs that can be deployed by the Carrier along Casualties amongst SAWs are inevitable and are often
Should a situation occur that an SAS that includes an with the Number of Squadrons that the Carrier has Models with the Carrier MAR use the Value listed in numerous! All Carriers have the ability to execute
Ace engages in a Dogfight Attack against an enemy available. parenthesis to determine the extent to which they a Replenish Carrier Action, which will see Carrier
SAS that also contains an Ace, the two heroes of the As an example: A Prussian Empire Imperium can execute one of the four different types of Carrier Model spend a variable amount of Carrier Points
skies will duel it out, performing acts of incredible Class Airship has the Carrier (6, 1x5 Wing) MAR Action available to them during Command and Replenishing a Squadron. This costs 1 Point from the
bravery as they strive to cement their legend and kill meaning it has SIX Carrier Points at its disposal and Control Step of their Activation. Carrier Value per SAW replaced and may not take the
their bitter rival. deploys a single SAS numbering 5 SAW tokens. SAS above its Initial Deployed Strength.
Should two Aces meet in a Dogfight Attack, their Whereas a Prussian Empire Seydlitz Mobile There are a number of common rules that must
AA dice should be separated from the other members Airfield has the Carrier (9, 2x4 Wing) MAR. This be adhered to by players when performing Carrier Re-Arming Ordnance
of the SAS as normal and only rolled against the other means the Seydlitz has NINE Carrier Points, and can Actions during an Activation: SAS are only capable of carrying minimal payloads of
Ace. No other AA can affect the Aces as they Duel, field TWO SAS with each containing 4 SAW tokens. A Carrier Action may be directed towards ANY munitions this means that once they have delivered
effectively creating two engagements: the Dogfight SAS within 4 - not just the ones created by the their payloads they must Re-Arm. Each time a Dive
and the Duel. SAW DEPLOYMENT BY CARRIERS Model. Bomber or Torpedo Bomber SAS executes a single
Each Ace killed in a Duel is worth +25 Victory Each Action costs a portion of a Carriers Attack Run it gains a Ordnance Away! Game Marker.
Points and should be added to the Scrapyard as a Carriers benefit commanders with their increased remaining Carrier Value for that Activation. A In order for a Carrier to remove this Game Marker
scoring Model. degrees of flexibility and martial strength over long Models Carrier Value is replenished at the end of a player must announce the Carrier is spending 1
distances. Although a relatively new innovation in every Game Turn, but remember the maximum Point of its remaining Carrier Value, thus Re-Arming
Important Note: This is the ONLY time a SAW can the Dystopian World, as the war has progressed number it can be replenished to can be reduced the SAS. Once this cost is paid, the SAS removes any
be worth Victory Points! logistical and strategic concerns associated with by Damage. A Carrier Models current Carrier Ordnance Away! Game Marker it has and is free to
static airfields has meant that commanders are more Value during its Activation is therefore the sum rain high explosive death once more!
CARRIER MODELS willing to utilise this innovation to ensure they have of the initial Carrier Value minus the amount of
the right tool for the job when defending their forces Damage the Model the Carrier has sustained. Re-Tasking a Squadron
Carriers operate a critical role in the Replenishment, or mounting a sustained bombardment. A Carrier (or Drone Launcher) may not execute As a battle progresses it will often become critical to
Re-Arming and Redistribution of SAWs within SAWs deployed using Carrier models must be Carrier Actions if it is Disordered or has the Chaos change the spread of air support provided by Carriers
the Dystopian World. Without Models capable of organised into legal SAS adhering to the rules for and Disarray Game Marker. the enemy may be advancing with large aircraft at
performing these tasks, the power of many a Nations Wing Composition as noted earlier. However, unlike A Carrier (or Drone Launcher) may only perform the fore, or could be lurking under the waves. To give
air forces would dwindle to the point of uselessness. Local Air Support, this can be done after comparing Carrier Actions with SAS from their own Nation Carriers an edge in such situations they have access
A Carrier is identified as having the Carrier Forces during the Game Setup Phase. unless a specific MAR or scenario condition to the Re-Task Action.
(Value) MAR. The Value listed in the brackets is used SAS generated by a Carrier Model must be applies. In order to execute a Re-Tasking Carrier Action,
for both SAW Numbers and Carrier Actions. Deployed using the standard Deployment rules, A Squadron containing two or more Carriers a Carrier Model must spend 2 Carrier Points to
The Carrier Value of a Model is by no means within 4 of any part of their Carrier Model during CAN pool their Carrier Values to perform Carrier Re-Task a SAS.
fixed, and can be reduced as the actual Model suffers its Deployment, after which they are free to operate Actions, providing they are all in range of the Once spent, a SAS must immediately change its
Damage. This represents the decks of the Model independently. target SAS. designation to a different type of SAW. A SAS with an
becoming too damaged to allow planes to land, the A Carrier may performs one or more of the Ace that is Re-Tasked loses their inspirational leader,
hangar bays becoming blocked with debris, or the following Carrier Actions Replenish, Re-Arm, and the Ace is lost for the remainder of the game.
magazines of the Model catching fire! Re-Task or Re-Build.
Infantry
Re-Building a Squadron limitations of a human pilots physiology. They
Sometimes SAS will be completely eliminated by are not, however, without drawbacks as the Drone
the enemy either through heroic Dogfights or sheer Automata lack the critical edge that comes from the
volumes of AA! In order to execute a Re-Build Carrier instincts of an expert pilot.
Action, a Carrier Model must spend 3 Carrier Points Drones tend to be slower than their human
to Re-Build a lost SAS. counterparts and can only gain the benefit of MARs
The Carrier Model may then immediately launch if certain models are within range, transmitting
the new SAS equal to the permitted Squadron size engagement protocols to the Drones.
stated in the Carriers MAR. This new SAS can only Drone Launchers operate in the same way as
be Re-Built from SAW casualties taken from a players Carriers for the most part, but have one significant
Scrapyard. The newly created SAS must be deployed difference. Drones are quite literally fired into the
within 4 of the Carrier Model which created it. air from launch tubes or racks, allowing the Drone
Launchers an increased support range.
DRONE LAUNCHERS & DRONES All Carrier Actions performed by a Drone
Launcher are executed up to 6 away from the Drone
Not all Carriers deploy aircraft manned by human launcher rather than 4 as would normally be the
beings. Some more advanced Nations are able to case.
deploy Drones that are controlled remotely via a link For more information on Drones and Drone
to a network broadcast over the Battlefield. Launchers look to the ORBATs of those Nations that
Such Drones are often capable of performing make use of them.
exceptional feats of acrobatics unfettered by the
Military historians have long cursed the huge variety of names used by military commanders for the
formations they lead. The Infantry, with the longest history of all troop types, have accumulated the most
names: Regiments, Cohorts, Columns, Battalions, Legions, Banners, Brigades, Files, Battery, Troop, Group,
Sonita, Abteilung...
Model Classifications
If left Derelict, Fortifications do not lose any Hull CAPITAL CLASS
Points in the End Phase. This is the Designation given to Capital Models.
All Attacks against Fortifications have a +1 To Hit These are mainly larger Models, and have significant
modifier. command and control facilities. They will be
Fortifications cannot move or be moved. If a commanded by an experienced officer capable of
Fortification is Teleported, due to a Critical Hit running a smaller force by themselves. However,
result of MAR, it is instead destroyed. they are not without disadvantages, including the
NAVAL
M odel Classifications are the way that the
Dystopian Wars rules define how a Model will
behave during a game. A Model will always have a
These designations covers such things as Frigates,
Cruisers, Carriers, Battleships, Dreadnoughts and
INFANTRY
Infantry differ from standard Assault Personnel,
enemy regarding them as a valuable prize!
MODEL FUNCTIONS When determining Terrain Quality, a Model ESCORT LANDING CRAFT
with the Burrowing Model Function refers to the This Model may be included in any Squadron where During an Amphibious Landing Scenario, a player
This is a most important aspect of a Model and is Burrowing entry and ignores the Armoured Entry the Attachment MAR is cited and names the Model. MUST take a Landing Craft Model in the Force for
used to identify many of the strange and varied in Terrain Tables. all Armoured Squadrons in the Landing Force that
machines of war which exist in the Dystopian World. Models with the Escort Designation are governed by lack the Multi-Purpose or Surface Skimming Model
It includes such things as: DIVING the following additional rules: Functions. The Landing Craft Model MUST be used
A Diving Model is a Submarine or other Model Escort Models attached to a Parent Model count to transport the Squadron for which it has been
BURROWING capable of occupying the Diving Height Band in as the one allowed Attachment Group under the purchased.
A Burrowing Model will often be a large monstrosity, Water. Whilst underwater, a Diving Model may only mixed Squadron rules.
capable of churning through the earths crust use a limited selection of weapons, but is far harder The Parent Models of this Mixed Squadron do Landing Craft are governed by the following special
and moving towards the enemy in relative safety. to hit. Similarly, few Models can launch Boarding not need to test for Disorder if any of the Escort rules:
Burrowing Models may only use a limited selection Actions from or against a Model underwater. Models are Scrapped. All Landing Craft have the Controlled Contact
of weapons, but are next to impossible to hit with In all other respects, Escort Models function as MAR.
standard weaponry, instead requiring concerted Diving Models abide by the following rules, unless normal members of the Squadron. If a Landing Craft has no Models Embarked upon
bombing or concussive attacks to destroy them. otherwise specified: it, it gains the Rear Echelon MAR - see Page 162.
Diving Models may choose to occupy either the A Landing Craft may not initiate Attacks or
Similarly, few Models can launch Boarding Actions Surface Height Band or the Diving Height Band Boarding Actions.
from or against a Model below the surface. Burrowing while occupying the Water Major Surface - see A Landing Craft is considered to have Ack Ack
Models abide by the following rules, unless otherwise Changing Height Levels on Page 107. (AA) and Concussion Charge (CC) Values
specified: Surface Models may not use an Ordnance Weapon determined by Linking the AA and CC Values of
Burrowing Models may choose to occupy either to target a Model occupying the Diving Height the Embarked Models on-board, with the Landing
the Surface Height Level or the Submerged Height Band in Water at Range Band 1, unless a specific Craft designated as the Lead Model.
Level while occupying the Land Major Surface - rule or MAR applies. The Assault Points (AP) Value of a Landing
see Changing Height Levels on Page 107. Any Model occupying the Surface or Aerial Height Craft is determined by combining the AP of the
A Model with the Burrowing Model Function Bands is always counted as being Partially Blocked Embarked Models. When the Embarked Models
that is on the Land Major Surface can Surface (see Page 119) when firing an Ordnance Weapon are Deployed, any AP losses suffered by the
or Submerge during the Movement Declarations at a Model occupying the Diving Height Band in Landing Craft are distributed as evenly as possible
Segment of its Activation. However, a Burrowing Water unless a specific rule of MAR applies. amongst them.
Model may only Submerge if it has a Low Speed A Model occupying the Diving Height Band in the The Type, Size and Number of Models that may
Manoeuvre Game Marker, and may not attempt a Water Major Surface can only use its Concussion count as an Embarked Squadron will depend on
Swift Manoeuvre under any circumstances! Charges (CC), Torpedoes or Particle Accelerator the Size of the Landing Craft, and is listed in a
A Model occupying the Diving Height Band on weaponry. Landing Crafts Profile.
the Land Major Surface that suffers any Critical A Model occupying the Diving Height Band in
Hit must immediately move to the Surface Height the Water Major Surface that suffers any Critical
Level. Hit must immediately move to the Surface Height
Any Model occupying the Submerged Height Level.
Level can only use its Concussion Charges (CC) No Boarding Actions may be launched by, or
to mount Attacks and may ONLY be targeted against, a Model occupying the Submerged Height
with Concussion Charges (CC) or Concentrated Level unless a specific condition or MAR applies.
Bombing. Models attacking from the Diving Height Band in
A Burrowing Model occupying the Submerged Water may be subject to an Aggressive Counter
Height Level on the Land Major Surface can only Attack from Concussion Charges (CC). The scale of the world war has left many
use its Concussion Charges (CC). When determining Terrain Quality, a Model with nations struggling to cope with their
manufacturing needs. Here the Federated
No Boarding Actions may be launched by, or the Diving Model Function refers to the Diving
States of America is calling out to its citizens to
against, a Model occupying the Submerged Height Entry and ignores the Naval Entry in the Terrain provide spare metal for the war effort...
Level unless a specific condition or MAR applies. Tables.
WAVE LURKER
MULTI-PURPOSE LOW LEVEL FLYER A Wave Lurking Model counts as a Small Size
A Multi-Purpose Model ALWAYS treats ALL Major/ A Model with the Low Level Flyer Model Function Models with this Function exist at a point half-way Model on the Surface Height Level for the
Minor Surfaces as having a Terrain Quality of Clear. is able to fly so low that it is considered to occupy between a normal ship and a true submersible, hence purposes of Line of Sight.
This Model always refers to its listed Type (or Diving/ the Surface Height Level rather than Aerial Height being defined as wave lurking. For the purposes of all measurements, Rams, and
Burrowing Function if applicable) for the purposes Levels. Wave Lurker Models are designed so the bridge Collisions, the acrylic/resin Base is counted as
of Terrain interaction. When choosing to fly at this Height Level a Model section of a Model can lift off, and be placed in a part of the Model.
is considered to have the Surface Skimmer Model hole either in an acrylic outline or in a resin Base.
SURFACE SKIMMING Function and the Vulnerable MAR. Whilst occupying Doing so denotes the Model has chosen to activate OPERATIONAL ASSETS
A Surface Skimming Model is treated as having the the Surface Height Level, Low Level Flyers may not the Wave Lurker Function.
Multi-Purpose Model Function, but also has the drop Bombs, may not be targeted by AA and they These are elements of the game that exist outside
following additional rules: may NOT make a Swift Manoeuvre. Except where specified below, Wave Lurkers are of the standard Order of Battle for all Nations. They
Surface Skimming Models treat any Terrain To enter or leave the Surface Height Level, the considered to occupy the Surface Height Level in all may be elements such as landing barges, support
Features occupying the Surface Height Level as Low Level Flyer changes Height Level in the same respects: carriers, reconditioned escorts, oil rigs, factories and
Clear, unless the Terrain is Impassable to both way as changing between Aerial Height Levels - see A Wave Lurker can move between being fully on any other myriad of esoteric things that find their
Naval and Armoured Models, in which case the Page 107. the Surface Height Level and Wave Lurking in the way into the exciting world of Dystopian Wars!
Model treats the Terrain as Impassable. same way as a Diving Model moves between the
Surface Skimming Models MAY move over other REPAIR Surface and Submerged Height Levels, including Operational Assets are governed by the following
Models occupying the Surface Height Level A Model with this Function may choose to perform using Swift Manoeuvres. simple rules:
without causing a Collision or Ram, providing it a Friendly Boarding Action against a Target Model A Wave Lurking Model uses AA, CC and any These models will be identified by having the
does not finish its move on top of any part of the at the same Height Level as itself. A Model can only weapons listed as Raised in their Profile normally. Operational Asset Designation.
Model or Base. This has no effect on other Models be the target of one Repair attempt per Squadron For a Wave Lurking Model, any Lower weapons Operational Assets are always taken from the 40%
Colliding with or Ramming the Surface Skimming Activation, but multiple Models may attempt to are always considered to be Partially Blocked Non-Core part of the MFV, but are not subject to
Model. Repair the same Model as part of a single Repair unless otherwise specified. the Small/Medium/Large Limitations of the entire
A Model with the Surface Skimming Model attempt. A Wave Lurking Model uses Torpedoes and Force.
Function does not detonate Armed Surface Mines Each Model in any single Repair attempt allocates Particle Accelerators as if it were occupying the Operational Assets do not gain the benefit of any
if the Model passes by them, but WILL Detonate its entire current AP value to the Repair attempt. The Submerged Height Level, and for these weapons Commodore Traits.
them if it finishes its Activation within 1 of any total number of AP allocated to each Target Model is only, is governed by targeting rules and To Hit Unless otherwise stated, Operational Assets are
Armed Surface Mine Marker. translated into Repair Dice. Repair Dice require a 4, modifiers as if were occupying the Submerged NOT permitted to have TACs played upon them.
A Model with the Surface Skimming Model 5 or (RED) 6 to register a success. Height Level. Operational Assets never gain a bonus die for the
Function is considered to have an Elevation If the number of Hits is equal to, or exceeds the Any Model occupying the Surface or Aerial Height presence of a Commodore when resolving any
Bonus of +1 - see Basic Terrain on Page 175. Damage Rating (DR) value of the Target Model, Bands targeting a Wave Lurking Model suffers a -1 Disorder Tests.
remove 1 Hull Point of Damage from the Target To Hit modifier, unless using a weapon with the
Model. If the number of Hits is equal to, or exceeds, Sub Killer MAR
the Critical Rating (CR) value of the Target Model,
recover 2 lost Hull Points (HP) of Damage suffered
from the Target Model and additionally remove one
Critical Effect or Persistent Effect Marker present on
the Model.
Using Allies
W hile no man is an island, equally no Nation
stands alone in the World War that threatens
the Dystopian World. Alliances are well forged across
Allies are organised into two Super-Blocks: The
Imperial Bond and Grand Coalition, as well as in
a third category known as Free Nations.
the world, with some being stronger than others, and Allies are not permitted in Competitive Games
faced with a common threat their importance cannot without the express permission of an Opponent
be overlooked. The seconding of military materials or, in the case of Tournament Play, with the clear
and crews are frequent sights on the battlefield where instruction of an Event Organiser.
Commanders are often eager to put the equipment No Allies may be taken from two different Super-
of their allies to the ultimate test during the heat of Blocks without the express permission of an
battle. Opponent.
Nations like the Ottoman Empire, Indian Raj, Allies are always taken from the 40% Non-Core
Dominion of Canada, Australians (Royal and Free), part of the MFV and are subject to the Small/
Chinese Federation, League of Italian States and Medium/Large Limitations of the entire Force as
many more are as much part of this conflict as any normal.
other Core Nation. Allied models must be taken in Squadrons of their
The availability of Allies in Dystopian Wars 2.5 is own and may not be mixed with models from the
vastly different to those of previous versions of the Core Force.
game rules. Whilst considerably simpler, the use of No model may be taken as an Allied Squadron if it
Allies does come with a few broad guidelines: has the Strategic Asset (Value) MAR.
DYSTOPIAN SUPER-BLOCKS
IMPERIAL BOND FREE NATIONS GRAND COALITION The Wani are a perfect example of an Alliance Nation. First seen in the Operation
Shadow Hunter Battle Set this secretive force will play a major role in the world war!
Prussian Empire Covenant of Antarctica Kingdom of Britannia
Empire of the Blazing Sun Commonwealth of Free Australia Federated States of America
Rpublique of France Ottoman Empire Separatists Russian Coalition
Kingdom of Denmark League of Italian States Dominion of Canada
Chinese Federation Black Wolf Indian Raj
Ottoman Empire Traditionalists East India Merchant Company Royal Australia
The Wani The Honourable Eclipse Company Polish-Lithuanian Commonwealth
Free Chilean Republic League of Crimson Republic of Egypt
Spanish Republican Confederacy Socialist Union of South America Free Hellenic Kingdom
Competitive Play
M any players will have experienced the rigours
of playing in a Tournament, with a highly
set of competitive players all vying to prove they
We would heartily encourage Tournament
Organisers to come up with their own scenarios for
their day, but to get you started here are some ideas.
are the best! Tournaments tend to be hosted by a
Tournament Organiser (TO) whose job it is to make OBJECTIVES
sure the logistics and gameplay of the day (or days!)
run smoothly for the players. In two of the scenarios presented we mention the use
We are reluctant to tell Tournament Organisers of Objectives. These can be small naval installations,
what to do, as many of them will be coming to a oil rigs, secret sky bases, fortified towns, or any other
competitive event structure with a strong knowledge varies and wonderful construction that you might
of the game. Instead, we propose the following think of that is worth fighting over in the Dysto-
information as a useful starting point for organising pian Conflict. Warcradle Studios makes an array of
a competitive series of games. exciting models you can buy to fulfil this role on the
Over the many years we have developed and gaming table.
played Dystopian Wars, we have commonly fallen All objectives have a common profile which we
back on a few old faithfuls when we run competitive have created for you, see below. They do not belong
games amongst ourselves. In this chapter we have to any Faction (unless otherwise stated). They may TURN LIMIT VICTORY POINTS
put in the tournament scenarios WE have used over not be attacked or damaged unless a scenario states 5 Game Turns. Victory Points are awarded as normal. In addition, a
the past 8 years, but of course these are only the tip otherwise this is to ensure that they remain on the player gains an additional +50VPs for each Secondary
of the iceberg There are literally thousands of ways table until the end of the game. TERRAIN Objective they control during each End Phase and
to play Dystopian Wars, across multiple theatres! Terrain should be set up by the Tournament 100VPs if they control the Primary Objective in the
Organiser. If this cannot be done reference the End Phase.
Terrain Setup rules found on Pages 86-88. In
addition, the Battlefield must contain ONE Primary THE OBJECTIVE AND HOW TO HOLD IT An
Objective placed in the exact centre of the table and Objective should be placed on a Hill (if playing an
TWO Secondary Objectives placed 12 in from each Armoured Core Game) or Island (if playing a Naval
neutral table side. Core Game) that is no bigger 4 x 4 in tabletop
footprint.
BOARD EDGE AND DEPLOYMENT To hold an Objective a player must board it by
Roll for Advantage, pick edges and deployment using using a Boarding Assault Action and Prize it using
the rules in the book. the boarding rules as normal.
TURN LIMIT VICTORY POINTS TURN LIMIT VICTORY POINTS AND CONDITIONS
5 Game Turns. Victory Points are awarded as normal. In addition, a 5 Game Turns. The winner is the player that have has the most VP
player gains an additional +75VPs if they control the at the end of the Final Game Turn or achieves their
TERRAIN Primary Objective in the End Phase. TERRAIN Field Order ahead of the opponent.
Terrain should be set up by the Tournament Terrain should be set up by the Tournament A player that has no Capital models on the table at
Organiser. If this cannot be done reference the Terrain THE OBJECTIVE AND HOW TO HOLD IT The Organiser. If this cannot be done reference the any point automatically loses the game.
Setup rules found on Pages 86-88. In addition, the Objective should be placed on a Hill (if playing an Terrain Setup rules found on Pages 86-88.
battlefield must contain ONE Primary Objective Armoured Core Game) or Island (if playing a Naval
placed in the exact centre of the table. Core Game) that is no bigger 4 x 4 in tabletop BOARD EDGE AND DEPLOYMENT
footprint. Roll for Advantage as normal.
BOARD EDGE AND DEPLOYMENT To hold an Objective a player must board it by
Roll for Advantage as normal. using a Boarding Assault Action and Prize it using FIELD ORDERS
the boarding rules as normal. In this scenario, both players must use the Free to
FIELD ORDERS Engage Victory Condition.
In this scenario, both players must use the Free to VICTORY POINT CONDITIONS
Engage Victory Condition. The winner is the player that has the most VP at the VICTORY POINTS
end of the Final Game Turn or achieves their Field Victory Points are awarded as normal. In addition,
Order ahead of their opponent. all Large and Massive Models in each Force gain the
A player that has no Capital models on the table at Strategic Objective (50) MAR. If the model already
any point automatically loses the game. has this MAR, increase it by +50.
TURN LIMIT FIELD ORDERS TURN LIMIT VICTORY POINTS AND CONDITIONS
5 Game Turns. In this scenario, both players must use the Free to 6+ Game Turns. The winner is the player that have has the most VP
Engage Victory Condition. at the end of the Final Game Turn or achieves their
TERRAIN TERRAIN Field Order ahead of the opponent.
Terrain should be set up by the Tournament VICTORY POINTS Terrain should be set up by the Tournament A player that has no Capital models on the table at
Organiser. If this cannot be done reference the Victory Points are awarded as normal. In addition, Organiser. If this cannot be done reference the any point automatically loses the game.
Terrain Setup rules found on Pages 86-88. all non-Capital Squadrons (not including SAS) in Terrain Setup rules found on Pages 86-88.
each Force are worth an additional +25VPs when RANDOM GAME LENGTH - At the end of Game
BOARD EDGE AND DEPLOYMENT completely wiped out. BOARD EDGE AND DEPLOYMENT Turn 6, and if no player has achieved their Field
Roll for Advantage, pick edges and deployment using Roll for Advantage as normal. Neither Force may Orders, each player rolls a single D6:
the rules in the book. VICTORY POINT CONDITIONS make use of Flanking Forces in this scenario.
Only Fortifications and Non-Capital Models may The winner is the player that has the most VP at the If the player who has the most Victory Points at
deploy in the Deployment Phase (along with any end of the Final Game Turn or achieves their Field FIELD ORDERS this time rolls higher, the game ends.
model that would normally deploy with them. All Order ahead of their opponent. In this scenario, both players must use the Free to If the Player with the least Victory Points rolls
other Models are held in reserve, coming in from A player that has no Capital models on the table at Engage Victory Condition. higher (or both players have the same number of
their Friendly Board Edge. No Flanking Forces may any point automatically loses the game. Victory Points) the game continues.
be used in this Scenario. VICTORY POINTS
Victory Points are awarded as normal.
Commodores
W hilst the stories of the Dystopian World
involve massed armies, air armadas and
vast shipping flotillas, it is the heroes and heroines
Finally, players might choose to simply play out
their games using the Special Commodore characters
present in their Nation Force Guide. This is perfectly
behind such machines of war that fuel the hearts and acceptable, especially if they are playing through a
minds of us all. campaign or narrative. However, please bear in mind
Commodores, and sub-Commanders are always that these are narrative only characters and might
present in the background stories of the world and overbalance the game a little if your opponent is
it seems only reasonable that players should be playing with a randomly generated Commodore. So
permitted to create their own to match the story they be generous and agree prior to the game if you are
themselves representing on the tabletop. intending to field these great men or women!
We are hoping that experienced players may
choose to play with their Commodores/Commanders COMMODORE TABLES
chosen by the hand of fate. This is something we
would highly recommend especially for one off A Commodores overall abilities are divided into 3
bounce games where no narrative is being used. After types of Trait Table: Command, Aggressive and
TURN LIMIT FIELD ORDERS all, who is to say if your force is led by a genius of Defensive. The number of times a player may access
3+ Game Turns. In this scenario, both players must use the Free to strategy and tactics or by a bumbling buffoon put a Trait Table is determined by the size of game being
Engage Victory Condition. in place because his father or mother was a high played. It is reasonable to assume that a huge battle
TERRAIN ranking faction member.. the aristocracy of talent would be commanded by a suitably able Commodore
Terrain should be set up by the Tournament VICTORY POINTS vs the aristocracy of patronage is a real and present - or perhaps not!
Organiser. If this cannot be done reference the Victory Points are awarded as normal. danger in the Dystopian World!
Terrain Setup rules found on Pages 86-88. GAME MFV NUMBER OF ROLLS
VICTORY POINT CONDITIONS
0-750 3
BOARD EDGE AND DEPLOYMENT The winner is the player that have has the most VP
Roll for Advantage, pick edges and deployment using at the end of the Final Game Turn or achieves their 751-1250 4
the rules in the book. Both Force MUST make use of Field Order ahead of the opponent. 1251-1500 5
Flanking Forces in this scenario. A player that has no Capital models on the table at
1500+ 6
ATTRITION - After all deployment has been any point automatically loses the game.
completed, but before rolling for the first Turn, both
player rolls a D6 for each Squadron in their Force RANDOM GAME LENGTH - At the end of Game
(excluding SAS), referring to the table below: Turn 6, and if no player has achieved their Field
Orders, each player rolls a single D6:
D6 ATTRITION RESULT
The Squadron gains D3 Damage Points, If the player who has the most Victory Points at Left: Admiral Arthur Donald Duxford is commanding
1 distributed as the owning player chooses. In the Britannian forces which form the core of Operation:
this time rolls higher, the game ends.
addition the Squadron gains a Disorder Marker. Bronze Typhoon, and as such he is perfectly placed to act
If the Player with the least Victory Points rolls as the Commodore for any Kingdom of Britannia tabletop
The Squadron gains D3 Damage Points, higher (or both players have the same number of force. Find out more about his traits in the Bronze Typhoon
2-3
distributed as the owning player chooses. Campaign Guide, or try rolling your own abilities for him using
Victory Points) the game continues.
4-5 The Squadron gains a Disorder Marker our easy to use tables.
All Damage and Disorder Markers are
6 No Effect applied immediately.
Reputation for Persistent - This person does not inspire confidence in those around them. The We Shall Attack The
1 Persistent - All Ranged Attacks performed by the Force during the FIRST and
Failure Commodore reduces their Commodore Command Radius by half! 1 Enemy With The Sun
SECOND Game Turns at Range Band 4 suffer an additional -1 To Hit modifier!
At Their Backs!
Once per Game Turn - This Ability may be activated during the Command
Segment of a non-Disordered Squadron's Activation provided a member of the Close Range Once per Game Turn - Re-roll one Critical Effect Result against an enemy Model
2 Perfect Plotting 2
Squadron is within Command Range of the Commodores Model. The Squadron does Precision targeted by the Commodores Model within Range Band 1.
not require a Spotter model to have Line of Sight to their intended target.
Once per Game Turn - This Ability may be activated during the Command
Send In
Persistent - This Ability may be activated before any cards can be played in the 3 Segment of a Commodore's Activation. For the remainder of the Activation, the
My Best
3 Spy Master TACs Segment of the FIRST Game Turn. The Commodore may draw an additional Commodore's Model gains the Terror Tactics (4) MAR.
TAC from their Deck at random and add it in their TAC Hand.
Once per Game - This Ability may be activated during the Command and Control
Persistent - This Ability may be activated during the Command and Control Step Strike Hard Step of the Commodore's Activation. All Models in the Force gain +2 Movement
of the Command Segment in a Squadrons Activation, provided a member of the 4
and Fast! (Mv) for the duration of the Game Turn. This additional movement must be added to
4 Coordinated Attack Squadron is within Command Radius of the Commodores Model. The Squadron a models Minimum Move where appropriate.
may ignore the restrictions for being Disordered when determining Firing Options
with Targeted Gunnery or Boarding Actions. Once per Game - This Ability may be activated during Declaring Attacks Step of the
Firing Segment of a non-Disordered Squadron's Activation provided a member of the
One per Game Turn - The Commodore may extol a Squadron within their Deadeye
5 firing Squadron is within Command Radius of the Commodores Model. ALL Attacks
5 Not One Step Back Command Radius to automatically pass any a Disorder Tests it is required to take for Gunnery
executed with Primary Gunnery from the Squadron that cause a Critical Hit cause the
the remainder of the Game Turn. Activate this ability before rolling the Disorder Test.
target to lose an additional D3-1 Hull Points [HP].
Once per Game - Commodore may activate a ready Squadron within their
Once Per Game - This Ability may be activated during the Command Segment of a
6 With Me!! Command Radius directly after they have completed the Squadron activation of their
non-Disordered Squadron's Activation provided a member of the Squadron is within
Flagship. Weapons
6 the Command Radius of the Commodores Model. The Squadron may elect to re-roll
Free!
ALL of the INITIAL Attack Dice from an Attack using Secondary Weaponry. Only
INITIAL Dice are re-rolled and the second result MUST be accepted.
Competitive Commodores No Commodore may have more than two Traits Each Trait will have a trigger point noted at the
During competitive play it seems reasonable that all players should be judged by their on the same table, meaning that Commodores will beginning of their rules text. This denote when
own stewardship and tactical capability rather than relying of the luck of the gods in the always have a combination of Command, Strategic the Trait can be activated.
qualities of a random Commodore. or Logistics Traits. Equally no Commodore may ever Persistent Traits are in play from the beginning
duplicate the same Trait. of the Game. These tend to be less powerful than
When playing a competitive game your Commodore always has the following abilities the rest but can give players a good basis for a
irrespective of the MFV being used: Those players deciding to let fate decide their Commodore.
Commodore should roll a D6 and refer to the table Once per Game Turn Traits are reasonably
Command: Perfect Plotting, Not One Step Back (re-rolling any duplicates). powerful and should be used as often as possible!
Aggressive: Send In My Best, Deadeye Gunnery Once per Game Traits are the most powerful
Defensive: Pass the Tools, Jury Rigger If you and your opponent have decided to choose and so are restricted to being only used once!
your traits ignore the D6 column in the tables and
simply decide which ones you want!
D6 Trait Name
DEFENSIVE TRAIT
Game Effect Dystopian Wars
Flashpoint Rules
Requisitioned For My Persistent - The Commodore has stripped the Force bare of essential equipment and
1
Personal Transport supplies. All successful Repair Rolls in the Force suffer a -1 to their result.
Perfect Once per Game Turn - One Squadron within the Command Radius of the Commo-
2
Reconnaissance dores Model may re-roll any INITIAL failed Treacherous Terrain Test.
Once per Game Turn - One Model within Command Radius of the Commodores
3 Pass the Tools
Model may re-roll a single failed Repair attempt.
4
Local Air
Superiority
Persistent - The Commodore demands additional support from local airfields.
Increase the number of Local Air Support Squadrons available to the force by +1. C ampaigns are a very personal experience, some
are played by massed groups in games clubs and
can last for weeks, months and, in some cases, years
also had the benefit of allowing us to create detailed
campaign maps that players could use to build up a
picture of the Dystopian World.
Persistent - This Ability may be activated at the beginning of the Compulsory
Actions Segment of the End Phase. The Commodore's Model can automatically at a time! Sometimes it is just two players deciding
5
Jury
remove a single Critical Effect Markers or Persistent Effect Markers affecting it. Roll a to delve into the narrative of their favourite game GAME BALANCE VS NARRATIVE
Rigger
D6 for each Marker removed by the Ability. For each roll of a 6, the vessel loses one and world. In the narrative space it is not that important to make
Hull Point (HP). The challenge is therefore to is design a campaign a campaigning system that is exactly balanced, either
Once per Game Turn - This Ability may be activated during the Command framework that appeals to each and every gamer no statistically speaking or in generalised gameplay
Segment of a Squadron's Activation provided a member of the Squadron is within matter their sized of group or frequency of play. terms.
Battle
Command Radius of the Commodores Model. Until the End Phase of the current Our plan was to understand the reasons why It is the STORY that matters, not if one player wins
6 Drilled
Game Turn, the Squadron may elect to re-roll ALL the INITIAL Attack Dice in any players would want a campaign system, but also or loses. This is an important distinction between
Ack Ack
SINGLE Attack, Counter Attack, or Anti-Boarding Fire roll using Ack Ack (AA). why many dont actually play them!? Below we have Campaign Games and Friendly/Competitive Games,
INITIAL Dice are re-rolled and the second result MUST be accepted.
headlined some our conclusions: something which might take some players a bit of
getting used to.
NARRATIVE What we would therefore ask is that players
USING SUB-COMMANDERS Sub-Commanders have a single Trait. Just as No campaign works without an exciting narrative. remember they are part of the story and not the story
with Commodores, players can elect to roll the There needs to be a basic premise, location and when playing campaign games winning is almost
These individuals can be viewed as experienced ship single Trait, choose it or choose to use a Special ongoing motive for gameplay... otherwise you are secondary.
captains, aeronautical fleet leaders or generals of Sub-Commander from their Force Lists. simply playing a friendly or competitive game with
grand armoured battle groups. They exist below the Sub-Commanders exert a Commodore Command a new skin on it. PLAYER AVAILABILITY
rank of Commodore and can be a fun way of adding Radius of 4. Keeping the narrative going over a long period One of the major issues of running a campaign is the
in a narrative to represent other individuals you may Models with a Sub Commander on-board gain of time across the entirety of the Dystopian World fact that not everybody is always available to play out
have in your force. the Strategic Value (25) Model Assigned Rule. would be an insurmountable challenge of course, so their games - life has a frustrating way of getting in
Remember if the model already has the Strategic clearly it is easier to parcel it up into smaller stories, the way of our wargaming!
Sub-Commanders are governed by the following Value MAR, simply increase the Value by 25. using what we refer to as the idea of Flashpoints to So it is clear that we need a means by which to
rules: build an ongoing narrative in specific parts of the resolve games without actual gameplay, but make
They may only be allocated to Large or Massive We would recommend players think about world. that resolution much harsher to all involved
Models and must be clearly noted on the Force the narrative they are trying to create with their This is something we first delved into with such we want to encourage games, but accept that not
List. Sub-Commanders. In most cases its best to only have campaign books as Hurricane Season, Storm Of Steel everyone can be available all the time.
They may not be added to Robots or to any Model a few sub-Commanders so as not to detract from and Operation Sirocco. This allowed us to accelerate
that already has the Commodore aboard. the Commodore, so perhaps setting a limit of 1 per the global conflict, but still control the storytelling. It
Should the Commodore move to a Model that has full 1000 Points of MFV being played is best. Of
a Sub-Commander on-board, the sub-Commander course, feel free to ignore this advice and make each
is lost the Commodore takes over! Large and Massive in your force have a commander
if you choose!
Military Installation Markers are categorised as best fighting personnel tasked with defending your Below is an example of a typical Campaign Sheet for a campaign. You can see that Marc is doing
airfields, bunker complexes, troop muster points, holdings in a Flashpoint Area, or you can use them pretty well with his Prussian Forces in this ongoing campaign. Battle Groups 1, 2 and 5 are likely tasked
secret hidden bases, or any other esoteric defensive to take the fight to your enemies! with defending their base of operations, whereas the other Armoured and Aerial Battle Groups have a
locations that might shelter troops in times of war. Each of our resin or acrylic Battle Group Markers freer ranging role. The Naval Battle Groups 7 to 9 might be tasked at this point to attack enemy shipping
The also act as bastions, defending the soft has a number on it so that you can identify it on your lanes. Finally, its important to mention that Battle Group 10 has been allocated as an Amphibious Battle
underbelly of many empires with a shield of Campaign Sheet. We would recommend that players Group, meaning that the group is in fact an armoured one that can move on the sea!
stone, iron and flesh. Campaign rules for Military paint these, and its a good idea to make sure that Marc has also elected to purchase Logistics Points which will help the Forces under his command
Installations see them generate 1 Resource Point per your Battle Groups Markers are clearly identifiable survive the rigours of the upcoming campaign. See Logistics Points on Page 218.
Game Turn and have a starting Fortification Level to your opponents.
of 4.
PLAY SHEET
Population Centre Markers are large towns or cities
which may hold millions of souls, keen to live out
their lives consuming all the pleasures and comforts
afforded by the Dystopian Age. FACTION: PRUSSIANS
Such locations are prime targets for occupation
PLAYER DAVE STOCKPILED
however and only the foolhardy leave such Jewels Of 3
Empire undefended. Population Centres generate 2 RESOURCES:
Resource Points per Game Turn and have a starting
BATTLE CORE LOGISTICS
Fortification Level of 2. MFV
GROUP #1 FORCE POINTS
Industrial Heartland Markers have huge levels 4. 6-SIDED DICE
of production and industry. They are often heavily The Flashpoint Campaign System uses six-sided dice BG1 ARMOURED 1600 4
polluted with the lives of their workers ground down which are rolled using either the Exploding (RED
in unremitting toil such is the price of progress. D6) or Basic (BLACK D6) dice mechanic. You will BG2 ARMOURED 1000 2
Industrial Heartlands generate 1 Resource Point per need around 15 Dice.
Game Turn, can additionally generate Sturginium
BG3 ARMOURED 1000 2
Points and have a starting Fortification Level of 1. 5. CAMPAIGN SHEET
The Campaign Sheet is a living document that will
Breadbasket Area Markers are classically rural in change during the course of the campaign to act as a BG4 ARMOURED 850 1
their focus, with huge tracts of land being put over to record of your achievements and to record any losses
production of any number of foodstuffs. Breadbasket suffered by your forces. BG5 AIR 1600 3
Marker generate 2 Resource Points per Game Turn On the sheet you will create your Battle Groups
and have a starting Fortification Level of 1. and allocate Logistics Points to them. You will also
allocate excess resources to a Factions Stockpile
BG6 AIR 800 1
Undeveloped Markers are self-explanatory. Not think of this like a bank of unspent resource that you
every area on the campaign map has a specific focus, can draw upon later when times are tough! BG7 NAVAL 800 1
being occupied by numerous smaller settlements that The Campaign Sheet will be constantly updated
have no dominant type of production. Undeveloped in the game so if players are using a paper version BG8 NAVAL 750 1
Markers generate 0 Resource Points per Game Turn they might want to also use a pencil and eraser to
and have No Fortification Level. keep everything together.
BG9 NAVAL 750 1
3. BATTLE GROUP COUNTERS 1600
Below are examples of Battle Group Markers which BG10 NAVAL 3
(Amphibious)
you will use on a campaign map to identify your
military forces. These are armies or fleets of your
GETTING STARTED Campaign Points important because as the game develops players This part of the briefing will also highlight if
Every Objective achieved by the end of a game will will need to ensure that forces can in fact engage there are any specific deployment conditions where
No battle in Dystopian Wars can be executed without be worth an amount of Campaign Points. These are each other! a Faction will be called upon to place at least one
the will of higher powers directing forces into not scored until the end of a game, but should a Logistical Allocation Logistics Points are vital Battle Group in a specific Tile. This might represent a
warzones, often for reasons that are inscrutable to player achieve a condition that does not require them for the continued operations of the Battle Groups garrison, a marauding Battle Group attacking coastal
those tasked with the execution of their missions. to hold a Tile at the end of the game (perhaps they created by a faction. Armies or Fleets that are settlements or even a besieged defender desperately
In the Flashpoint setting YOU are that higher were to destroy a famous Dreadnought, or execute intending to operate a long way from supply lanes trying to hold out against the odds.
power, directing your forces according to YOUR a scorched earth policy on a number of settlements, or population centres would ensure they allocate
will but even you have someone to report to! etc.) the player should note on their Campaign Sheet points in the correct way. A Logistics Point costs DREADNOUGHT LIMITATIONS
Perhaps it is the Empress herself if you are a Blazing that they achieved the Objective. ONE Resource Point and a Battle Group may In many Flashpoint Campaigns access to
Sun player, or the Britannian Parliament, or the Tsar never have more than 6 Logistics Points at any Dreadnought size models will be restricted. This is
and his court... Campaign Requisites given time. designed to represent the huge investment of time
All Flashpoint Campaigns have a Briefing Players will also be limited to a starting number of Stockpile Allocation Any number of Resource and resource that goes into these huge warships,
Document for each of the Factions involved and will resources that can be drawn upon to bring them Points may be allocated to remain in the coffers airships and armoured beasts.
also have a detailed version of the Campaign Map to closer to their eventual victory. See below. of a faction to be used later in the game. This In some cases, it will be necessary for players to
show where their starting deployments should be. can sometimes be a very good idea since few can note on their Campaign Sheet if a Battle Groups has
Starting Sturginium Points (SP) predict the arrows of outrageous fortune that a Dreadnought present. If the available MFV of the
We would strongly urge that players DO NOT Each Faction engaging in the campaign will be often beset forces in the Dystopian World! Battle Group drops below the required amount of
read a Briefing Document that is not intended allocated a number of Sturginium Points (SP) from points needed to field the actual model in a game of
for them as each Briefing will have a set of Secret the beginning. These points represent the high level SUPPLY ROUTES Dystopian Wars, the Dreadnought is lost, although
Objectives the player of that faction will often be of industrial capability each Faction has, or is willing These will be clearly shown on a Briefing Map, along the remaining points remain. Note this is highly
required to execute. to allocate within the campaign. Sturginium Points with the requirements for them to deliver their likely to result in the Battle Group being Scattered
are used at the end of the Game Turn to build larger Resource. In most cases this will require a simply as there are very few Dreadnoughts that cost over
Each Briefing Document will be arranged to fortifications and some of the more monolithic supply line of owned Tiles to a friendly Population 400 Points.
summarise the starting position of the Faction warmachines fielded by the factions such as Centre or Base of Operations be available, but in
involved along with a starting point for the enemys Dreadnoughts. These are precious resources however other, more unusual cases, special stipulations may FLASHPOINT DURATION
infrastructure in the form of Upgrade Tiles. Some and so should be marshalled carefully. Obtaining be applied. This will depend on the narrative being This will give the players an idea of how many Game
Battle Groups belonging to the enemy may also be more Sturginium is very difficult in the game thats told in the Flashpoint Campaign. Turns the Flashpoint narrative will run. Players
represented, but not all of them! why there is a war on! should feel free to increase or decrease this number
MAXIMUM BATTLE GROUP if they wish to play a longer or shorter campaign.
KEY OBJECTIVES AND Starting Resource Points (RP) NUMBERS We have put this into the rules to give the
CAMPAIGN POINTS All Factions will start with a set number of Resource In all Flashpoint Campaigns, each player will have campaigns narrative a definite beginning, middle
Each player will receive a briefing from their High Points which can be allocated in a number of ways: a maximum cap on the number of individual Battle and end to facilitate the story we are looking to
Command Staff where the Key Objectives of the Groups that can be fielded. In most cases this will tell but the timeframe is not set in stoneit is your
upcoming campaign will be outlined these could Battle Group Allocation Each player will be be fixed throughout the Campaign, but in some campaign so if you want to change it, go for it!
include the elimination of an areas military assets, required to build a number of Battle Groups instances factions may gain access to more as a
the destruction of Industrial Heartlands or, in to defend their empires or bring down enemy campaign develops. INITIAL BATTLE GROUP
extreme cases, the destruction of specific cities! cities. To build a Battle Group a player allocates DEPLOYMENT
Achieving Key Objectives during a campaigns a number of Resource Points to it and multiplies STARTING TILE PLACEMENT AND Prior to the first Game Turn, players must place
Game Turn will generate a player Campaign Points. that number by 100 to create the Battle Groups DEPLOYMENT CONDITIONS the Battle Groups they intend to use in the game.
All Factions involved in the campaign will have a starting MFV. At the beginning of a Game Turn All parts of a Campaign Map will have specific Starting with the player who has the initiative players
set number of Campaign Points they must score a Battle Group MUST contain at least 400 points locations identified with Tile Upgrades, along should place all their Battle Groups on the Map.
to consider themselves victorious remember, no of Dystopian Wars assets and may not contain with who controls them. This shows the starting In some cases, a Briefing Document may dictate
campaign is intended to be balanced, it is there to more than 1600 points of Dystopian Wars assets. Upgrade Tile placement during the first week of the the places where a Battle Group must deploy, along
facilitate the story of what has already happened The Battle Group must also be clearly marked Flashpoint. Remember that Tiles can change hands with its Type, but in most cases a player is free to
but, that is not to say that a player with the odds on a players Campaign Sheet as being either an multiple times during a campaign and may even be place a Battle Group anywhere within their own Area
stacked against them cannot re-write history! Armoured, Naval or Aerial core force. This is wiped out, leaving an undeveloped Tile! of Influence.
THE GAME TURN 1. Operations Segment This is where the ability of 1. THE OPERATIONS SEGMENT Supply Shortfall
the Battle Group to draw its line of supply back to its Battle Groups require constant support from any Should a Battle Group fail to fulfil one of the
The dangerous Dystopian World is not to be trifled Base of Operations or other supply point is checked. number of resources to remain operational. Be it conditions above it will suffer a Supply Shortfall. If
with, and only the foolish or foolhardy expect to ammunition, replacement parts, troop reinforcement this happens roll a D6 for the Battle Group and refer
survive it unscathed. 2. Scouting and Movement Segment The Battle or beer, all armies require the hard work and to the table at the bottom of this page.
During a Game Turn, Battle Groups will contest Group tests to see if it can move from one Tile to diligence of their quartermasters and supply officers The owning player must remove the number
with each other over vital resources, shipping lanes, another or if their scouting forces have suffered to keep them fighting on in the theatre of war! In the of points lost from the affected Battle Group
population centres, military fortifications or other some sort of mishap. Once this is done the Battle Flashpoint Campaign Game this is covered by the immediately. Think of these losses as being the
strategic locations. Group makes a move to an adjacent Tile. Operations Segment. inevitable attrition of operating in the field, perhaps
Each Game Turn ends with a book-keeping phase A Battle Group can exist as either Operational OR brought on by storms, guerrilla actions, or any
called the End Phase which is designed to represent 3. Battle Segment The Battle Group engages suffering a Supply Shortfall. number of unfortunate circumstances.
the various actions that might occur during the enemy forces on the Tile they occupy. Battles can Should the Battle Group drop below the
Game Turn itself but are best resolved at the end. take the form of Bombardments, Storming Actions Supply Shortfalls can be avoided under the following minimum size required for a group to be considered
A Game Turn is divided into what we refer to as or simple toe-to-toe Conflicts. conditions: to be functional (400pts), then it is considered to be
Weeks to represent actions that happen in a space of Supply Lines A Battle Group is considered to be Scattered.
time. Clearly some of these actions will not take that 4. Scorched Earth Segment The Battle Group Operational if it can draw a clear line though hexes
long, and some might take longer the term Week may elect to raid an uncontested Tile, causing untold it controls to a Population Centre (assuming it is not Scattered Battle Groups
simply gives us a reference point. damage to its infrastructure and populace. suffering under a Bombardment) or to their Base of A Scattered Battle Group must return to its Base
During the Game Turn each player takes an Operations. of Operations or a friendly Population Centre
individual go one after the other. To determine who 5. Reorganisation Segment If several friendly Supply Entry Points In some campaign games (assuming it is not suffering under a Bombardment)
goes first in a Game Turn refer to the Briefing for the Battle Groups are on the same Tile, they may combine there might be a Supply Entry Point shown on the during its Movement Segment by the most preferred
narrative campaign you are playing. If no turn order to create a new Battle Group. This is particularly map. This is simply a part of the map where a player route possible (chosen by the controlling player). If
is stated, roll 2D6 for each player picking the highest important for Battle Groups that have suffered losses, can otherwise draw a supply line from. It functions the Battle Group ends its movement on a Tile with a
result to determine the order of play - in the event of but remember that no Battle Group may ever exist the same as a Population Centre but cannot be placed friendly Battle group it may still attempt to perform
a tie keep rolling until there is a winner. with less than 400 points or above 1600 points. under a Bombardmentbut it can be captured, a Reorganising Action, but otherwise it may not
During their individual go a player works through essentially cutting the throat of the enemy player! A engage in any Battles unless attacked itself, nor may
the sequence listed to the right for each Battle Group Battle Group is considered to be Operational if it can the Battle Group be used to capture Tiles.
under their control. Once every player has completed draw a clear line though hexes it controls to a Supply
an activation with each Battle Group they have the Entry Point that is under their control.
Game Turn moves to the End Phase. Logistics Points A Battle Group can also choose
Each Battle Group will activate in the following to spend a Logistics Point that is held by the Battle
sequence, completing each of the FIVE segments in Group to ensure is remains Operational.
its entirety before moving on to the next:
1 Withering Losses Lose D6 x 100 Points of MFV from the Battle Group.
The power of a campaign system is that there 4 Minimal Losses Lose D6 x 25 Points of MFV from the Battle Group.
is far more to it than just killing your enemies!
Sturginium (Element 270) is a critical resource 5-6 Patched Job The Battle Group may continue as normal just!
for every nation of the world.... the glowing green
wonder element used to power everything from
simple lights to Teleporation Generators!
Dispersed The Battle Group affected moves to an Bombardments Scorched Earth Actions The Battle Groups can execute any number of the
adjacent unoccupied Tile and must test to see if it is Not every battle will be resolved immediately. Not every Battle Group is led by a hero of the following:
still Operational. If it is unable to move, OR suffers Some attacking Battle Groups may elect to soften up realm, noble and fair. Some are led by persons of
any form of Supply Shortfall (even if it is able to carry their targets first with a series of devastating barrages dubious character who view warfare as a pragmatic Logistics Transfer The Battle Groups can combine
on) it is destroyed. from their artillery, protracted bombing raids or even execution of tasks and care little or nothing for their their Logistics Points then reallocate them as they
bringing their huge ship guns to bear! reputation. see fit.
Retreat The Battle Group affected moves to an If a defending enemy player elects to make use These individuals can be portrayed as mavericks, For Example - Two Armoured Battle Groups find
adjacent unoccupied Tile and must test to see if it of the Defensive Bonus listed on the micro-d6 on a necessary evil or even as war criminals. Often the themselves on the same Tile and choose to execute a
is still Operational. If it cannot move it is destroyed. their Upgrade Marker on the Tile in a battle, the greatest focus on the character of a commander can Logistics Transfer. One Battle Group has 4 Logistics
attacker can elect to break off their attack and revert be their willingness to engage in activities known as Points, the other has none.
Fall Back The Battle Group moves to an adjacent to a Bombardment instead. The normal process of Scorched Earth incidents. The world press view such The player then chooses to allow both to have 2
unoccupied Tile. If unable to do so it is destroyed. conflicts is halted at this point and the following incidents with universal condemnation. Logistics Points.
rules are used instead. The Battle Group may elect to raid an uncontested
Amphibious Battle Groups Bombardments require considerable resources Tile, causing untold damage to its infrastructure and Materiel Transfer - The Battle Groups can combine
Amphibious Battle Groups are considered to be have both to deliver and to withstand. To execute a populace. their MFVs then reallocate them as they see fit.
a Naval Core Type until they move into a Tile which Bombardment the attacker MUST first spend a Battle Groups that choose to execute a Scorched For Example - Two Naval Battle Groups find
has Land on it. At which point the player may elect Logistics Point. If it cannot spend a point, it cannot Earth Action roll a D6 and refer to the table at the themselves on the same Tile and choose to execute a
to change the Core Type of the Battle Group to being execute Bombardment. bottom of this page: Materiel Transfer. One Battle Group has 1500 Points
Armoured instead of Naval. Note this is only possible If they do so the Bombardment will rain down on worth of MFV, the other has only 250 Points of MFV
when a Battle Group moves and not when an enemy the target causing considerable damage and hardship Reorganisation Segment (meaning it is below the minimum Battle Group size
engages them by moving onto a Tile the Amphibious to those under its wrath. The Defender must first This segment of a Battle Groups activation is often threshold.
Battle Group currently occupies. spend a Logistics Points, or suffer a Supply Shortfall overlooked by inexperienced players, but is vital The player then chooses to send 500 Point to
Amphibious Battle Groups are not as combat (rolling on the Shortfall Table as normal), after this to the continued success of an overall campaign. reinforce the beleaguered Battle Group, meaning
effective as their Naval counterparts, giving up the attacker rolls a D6 for each point of Fortification All manner of catastrophic occurrences can occur that one Battle group has 1000 Points and the
firepower and durability for the flexibility to deploy Bonus the Tile has. to individual Battle Groups, and it is important to other has 750 points (and so is above the minimum
armoured forces. These unusual Battle Groups count Each roll of a (BLACK) 4, 5 or 6, the Tile loses a ensure that you are able to support front line forces threshold!).
their MFV as being HALF the number of points point on its Fortification Bonus permanently. See the who are likely to suffer the heaviest casualties in
listed on their Campaign Sheet until it commits to example below: upcoming engagements. Battle Group Merging The Battle Groups can fully
becoming an Armoured Battle Group, at which time If two or more Battle Groups from the same combine their MFVs. This action is unusual in that
it reverts to its full MFV. Faction and Type find themselves on the same tile it allows Battle Groups that are not of the same type
(either by accident or design) they may attempt to (Armoured/Naval/Aerial) to interact with each other.
For Example, A Britannian Naval Battle Group (Blue 1) enters a reorganise. To be able to execute a Merging, all Battle Groups
hex that is occupied by a Prussian Armoured Battle Group (Red 6), combine into a single Battle Group, becoming a
forcing a Battle to take place. Battle Group Type that is consistent to the largest in
The Prussian Armoured Battle Group has chosen to shelter MFV of the Battle Groups before they merged. All
behind the defences of an Industrial Port (Red dice 4). The Logistics Points are also combined.
Britannian Battle Group elects to Bombard the tile rather than
storm the heavily fortified defenders.
The Britannian Force spends its Logistics Point to deliver its
SCORCHED EARTH TABLE
Bombardment, then the Prussian Force MUST spend a Logistics D6 Result Effect
Point, but unfortunatey has none to spend and so suffers a Supply Despite their best efforts, the Battle Group fails to cause sufficient
1-2 No Effect
Shortfall losing 300 Points off their MFV! damage, nor do they manage to liberate any supplied.
The Prussian port has a Fortification Bonus of +4 at this point
3-5 Extorted Supplied The Battle Group gains a Logistics Point.
in the campaign, so the Britannian player rolls 4 x D6, needing
(Black) 5 or 6 to reduce the targets Fortification Bonusscoring 1
The Battle Group gains 1 Logistics Point and reduces the Fortification
6 Total Warfare Bonus by D3. If this causes the Tile Marker Fortification Bonus to
hit, and so the Fortification micro-die is reduced from 4 to 3.
zero, remove the Marker!
This action is still governed by the minimum and 1. The Line of Supply
maximum allowances for Battle Groups with any In this segment, the Battle Groups on the RANDOM EVENTS TABLE
excess in either MFV or Logistics Points lost. Further Campaign Map must test again to see if they are 2D6 Effect Result
to this, no Battle Group that merges with another Operational. This is designed to represent the overall
The enemy faction may choose a single Battle Group that is currently outside with the Base of
may activate in the next Week of the Campaign rigours of operations in the field and can often be Operations. This Battle Group is removed from the Campaigns Sheet, along with any remaining
(although they may defend themselves as normal!), punishing for those Battle Groups that have seen 1 or less Treachery!
Logistics Points it might have never to be seen again. Perhaps they became bandits or pirates or
as it takes all their time to organise the transfer of active duty. mercenaries, perhaps they settled down and became farmers. You will never know!
material and logistics to a new command structure. Use the Initiative Order to see which player
The demands of industry are fraught with peril and only a fool mistreats Sturginium. Randomly
should go first. Each player then checks each of their
2 Sturginium Flare! determine an Industrial Heartland in your area of influence. Remove the Industrial Heartland Upgrade
For Example: Three Battle Groups meet on a tile, Battle Groups to see if they are still Operational at replacing it with an Undeveloped Upgrade, any garrisoned forces are also lost in the conflagration!
One Armoured totalling 450 Points and 2 Logistics this point. Those who suffer a Supply Shortfall must
Points, one Aerial totalling 800 Points and 4 Logistics roll on the Supply Shortfall Table (see Page 220) and Randomly determine a Population Centre in your area of influence that is situated on a costal Tile (ie a
3 Disease Outbreak Tile that has both Land and Water on it!) All Battle Groups on that Tile and any Tile that is adjacent to
Points, and one Naval totalling 600 Points and 3 apply the result.
it must make a roll on the Supply Shortfall table. Logistics Points may not be used to ignore this.
Logistics Points. All three wish to merge with each other.
The Merging of these Battle Groups would mean the 2. Random Events No More Money The populace back home resent having to dip into their pockets to fund your incompetence! Reduce
4
new Battle Group would by 1600 Points and could carry In this segment, players will roll randomly to For A Bungler! the amount for Resource allotted to you by Supply Routes by [BLACK] 2D6.
6 Logistics Points (with the excess of 250 Points and 3 determine how their efforts are being received by
The local populace resent having to dip into their pockets to fund your incompetence! Reduce the
Logistics Points being lost!). the wider populace! In some cases, the Flashpoint 5 Unfair Taxes!
amount for Resource allotted to you by Tiles by D6.
will be given positive coverage in the press and the
The enemy faction may choose an unoccupied Industrial Heartland that borders their area of
END PHASE public have lauded your efforts, donating materiel influence. The Tile is riven by industrial action, fuelled by agitators intent on disrupting the flow of
and manpower to the cause! 6 Union Revolt
vital assets to their employers until their demands are met. The Tile does not generate Resource and
1. Line of Supply Remember the mob is fickle however, and politi- may to roll to generate Sturginium this turn.
2. Random Events cians are well used to pandering to their whims, so Roll a [BLACK] D6 for each Breadbasket Tile that is adjacent to an enemy Tile. On the roll of a 1,
3. Gathering of Resources should fate intervene you could find yourself on the 7 Raiders
reduce your Resource gained from the Tile to 0.
4. Diplomatic Channels cusp of disaster as your perceived failures are cited No Better Or The news is neither god nor bad. People are ambivalent to your stewardship. No negative or positive
5. Resource Allocation for censure! 8
Worse effects occur.
6. Espionage Solid Economic Business is good and consumers are keen to unburden themselves of their hard earned monies.
9
7. End of Game Important Note: Players will notice this table is Results Increase the Resource gathered by your Populations Centres by +1 each.
NOT balanced! This is intentional, news from home One of your Commanders is blessed with a run of good luck that few can match. Secretly nominate
The End Phase is intended to give the campaign a is rarely good when you are trying to win a war. Better To Be
10 one of your Battle Groups on your Campaign Sheet. Any auto-resolve Battles this Battle Group fights
Lucky Than Good
chance to draw breath! Up to this point forces have during the next Game Turn may re-roll up to 3 Initial Battle Dice.
been clashing with each other over land sea and air,
Recruitment Inspired by your successes on the field of battle, the ranks of the military gain a huge boost to their
mighty war machines have been destroyed and entire 11
Numbers Swell numbers of new recruits eager to serve. Increase the size of a single Battle Group by 2D6 x 100.
populations have been blighted by the spectre of war.
The End Phase gives the players a chance to check New Sturginium If you dig deep... you will be rewarded. Nominate an Industrial Heartland in your area of influence.
12
for supplies, open diplomatic channels, and even Deposit Found The Tile will automatically generate D3 Sturginium Points this turn without needing to roll.
engage in a bit of skulduggery using insurgents and
The people love you, and are planning statues and fetes in your honour! Increase the amount of
secret police! Once this is completed, and assuming 13+ Hero of the Realm
Resource Points you receive this Game Turn by 2D6 and gain D3 Sturginium Points!
the Flashpoint is not set to finish, the players move
forwards to the next Game Turn. Players who have fought and won 4 or more Battles during the Game Turn increase their roll by +1.
This section should be resolved in the following Players who destroy an enemy Battle Group in battle increase their roll by +1 for each Battle Group wiped out.
order: Players who performed a Scorched Earth Action on an Upgraded Tile within their enemys Area of Influence this Game Turn
reduce their roll by -1.
Players who have lost a Battle Group in battle reduce their roll by -1 for each Battle Group wiped out.
The Chinese explorer Zheng He was famed Players who have fought and lost 4 or more Battles during the Game Turn reduce their roll by -1.
for his voyages of exploration and a favourite Players who performed a Scorched Earth Action on an Upgraded Tile within their Area of Influence this Game Turn reduce their
of his Emperor... roll by -2.
3. Gathering of Resources 4. Diplomatic Channels 5. Resource Allocation Agent Training Players can also buy a mix of
This segment allows players to reap the rewards of Designers Note: We are conscious that every Once all Diplomatic Actions have been resolved it agents to perform any number of clandestine
their expansionist thinking, gathering resources from campaigning group is different so we have kept this is time to resupply, rearm and recruit, ready for the activities in their own areas of influence and even
their area of influence and pooling them to rebuild, section of the rules as woolly as possible, with very upcoming Game Turn. in their enemys! Secret Police cost 1 Resource Point
rearm and reinforce their holdings. few constraints to encourage players to be as creative At this point all players should secretly determine and Insurgents cost 2 Resource Points to hire.
Most Tiles will create Resource Points (RP), as as possible! how they intend to spread their gathered resources
will certain supply routes from off the map. across the elements within their Area of Influence. Stockpile - Players can choose to add any unspent
Most Campaign Systems have a method for players to Resource Points to their Factions Stockpile. There is
RESOURCES TABLE talk to each other in game-terms, and a Flashpoint SPENDING RESOURCE POINTS no limit to the number of Resource Points that can
Tile Type Resource Gained Campaign is no different! Communication between Resource Points can be spent to purchase the be held in this way, but remember money in the bank
players in game-terms is achieved through sending a following: does nothing for you in the short term.spending it
Breadbasket Tiles 2
Diplomatic Mission. however will keep you alive!
Industrial Heartland 1
Battle Group Replenishment Existing Battle
Military Installations 1 Sending a Diplomatic Mission Groups in the field may be replenished up to the RESOURCE COSTS TABLE
Population Centres 2 A Diplomatic Mission is simply a note on a piece of maximum Battle Group MFV allowance provided Action Cost
Base of Operations 3 paper that is given to another player in the campaign. they have a clear line of supply to either their Base of
Battle Group
To send a Diplomatic Mission costs a player a Operations or a Population Centre suffering under 1 x RP per 100 Points of MFV added.
Supply Routes *Variable Replenishment
single Resource Point. a Bombardment. Players can add 100 Points worth Battle Group 1 x RP per 100 Points spent to create
*See the Briefing for Resources gained from Supply Routes Each Mission sent should have a Request that is of MFV to a Battle Group for each Resource Point Creation the Battle Group.
no more than ONE sentence long. In addition, the they spend. Logistics Points 1 x RP per Logistics Point.
Other Forms Of Resource Gathering - There may Mission note should have a Yes or No reply. Agent 1 x RP per Secret Police Cell.
be other forms of resources allocated to a faction as a If you resend notes, send new ones, etc, remember Battle Group Creation The Player may elect to Training 2 x RP per Insurgent Cell.
result of the Random Event they have rolled. Equally EACH note you send costs 1 Resource Point! create a new Battle Group. This Battle Group is still Players can choose to add any
players may be penalised by fate on that table! governed by the normal Battle Group regarding its Stockpile unspent Resource Points to their
Remember to apply any of those benefits/penalties! IMPORTANT NOTE: Remember the shadowy minimum and maximum MFV. The player should Factions Stockpile.
world of diplomacy in the Dystopian World is full of secretly note its location within their area of influence
Industrial Heartlands and Sturginium promises and few truths. Dont expect players to keep ensuring it is not placed on a Tile that has an enemy
As mentioned before, all Industrial Heartlands tend to their word, even if you have a Diplomatic Mission held Tile adjacent to it (they would see it sneaking SPENDING STURGINIUM POINTS
be based in areas where there are Sturginium deposits response to wave in front of them! If the player you up on them!). Element 270 termed Sturginium after Barnabas
the vital component needed to fuel the engines of sent that Mission to is eminently untrustworthy, The Battle Group may also not be placed on a Sturgeon himself, is the single most precious
industry in the Dystopian World! Extraction of the dont be surprised when they stab you in the back! Tile that does not have a clear line of supply to their resource available to Mankind. It infuses almost
element is by no means a guarantee however as often Base of Operations. Players build a Battle Group every form of industry and has become crucial to the
the ore when refined is found to be of poor quality. that is at least 400 Points in size, but not larger than continued development of the human race. Factions
J ,
Roll a D6 for each Industrial Heartland in a 1600 Points, with each 100 Points spent costing 1 with access to Sturginium cement their power on the
Factions area of influence. On the roll of [BLACK] W y Resource Point. world stage, ensuring their industrial dominance as
tt
fre a
a (x Fn
4, 5 or 6, the Tile produces a Sturginium Point. well as their military might!
Sturginium Points are vital for building defences and ) i Logistics Points Logistics Points can be purchased
larger military assets (see Page 231). Y N ? for any Battle Group that exists provided they Sturginium can be spent in the following ways:
?
have a clear line of supply to either their Base of
Operations or a Population Centre suffering under a Dreadnought Construction A player can elect to
Bombardment. Each Logistics Point purchased costs add a Model with the word Dreadnought in its title
Fortification Improvement A player might decide The Espionage Segment of a Flashpoint Campaign
to increase the Fortification of a Tile to protect it gives players a chance to play out a John le Carre If, however, the enemy has a Secret Police Cell operating in that cell, roll on the Counter-Terrorism Table
from the depredations of the enemy, providing a novel in a few dice rolls! Players should purchase below first, before rolling on the Insurgent Table if applicable.
strong bulwark from which they can base a defensive the agents they intend to use in the phase during
line. Increasing the Fortification of a Developed Tile the Resource Allocation Segment of the Game Turn COUNTER-TERRORISM TABLE
by +1 costs a single Sturginium Point. and make a note of how many they have available
on their Campaign Sheet. These are only available in The Secret Police fail to uncover anything. The Secret Police Cell is removed with no
1-2 Slipshod Investigations
effect and the Insurgents are free to act.
Scorched Earth Recovery The horror of scorched the same turn as they are purchased and so may not
earth is not easily forgotten and will require a huge be stockpiled! The authorities are close to uncovering the Insurgent cell, forcing them to act rashly. The
application of manpower and industrial machinery 3 Hot on their Trail Secret Police Cell is removed and the Insurgents are able to act but must roll twice on the
Insurgency Table with the Secret Police choosing the preferred result.
to put right. To return a Tile that was previously the There are two types of agent available to a player:
target of a Scorched Earth Action to its former state The Secret Police manage to capture the Insurgents before they can launch their
4-5 Gotcha!
costs 2 Sturginium Points. Insurgents are tasked by their factions high campaign of terror. Both cells are removed without further effect.
command to infiltrate the enemy area of influence The spymasters within the Secret Police manage to corrupt the enemy insurgents,
STURGINIUM COSTS and organise resistance activities including convincing them the error of their ways, and turning them to their side! Apply the
Action Cost assassinations, sabotage of vital transportation links 6 Double Agents Gotcha! Result above. In addition, the Insurgent Cell is immediately directed to attack a
and any number of other covert operations. Tile in the enemys area of influence! Apply the result immediately before moving on to
Dreadnought
2xSP to create a Dreadnought. the next player!
Construction
Secret Police are used to ferret out insurgency cells
Fortification 1 x SP to increase an Upgraded Tile
Improvement by +1.
and eliminate them. Of course, their methods often
involve repression of the populous, gagging of the Advanced Rule - Maximum Agent Remember that players who have decided to keep
Scorched Earth 2 x SP to remove a Scorched Earth Allowance
press and murder their objectives secret (by not reading the other
Recovery Effect from a Tile.
All players must secretly note down if they have During our testing games we found it was best to Factions Briefing Document!) are probably the ones
Players may not Stockpile secret police or insurgents on a Land Tile on their limit the amount of agents a player can field, mostly who will get the most out of a Flashpoint Campaign
Stockpile Sturginium.it is always
Campaign Sheet. No Tile may have more than one to stop a player who was ahead in a campaign from because at this point nobody is really sure what the
needed elsewhere!
Insurgent or Secret Police cell allocated to it. The crushing folks with wave after wave of Insurgents. other side was really trying to achieve.
exception to this is the factions Base of Operations We would suggest you set a limit of no more than 6 Once the End of the Game has been reached,
6. Espionage this always has a Secret Police cell active on it, and Agents that can be purchased in this Phase! the player with the Initiative in the final Game
The Dystopian World is rife with treachery and never loses it. Turn should reveal their Objectives and total their
dissent. Organised gangs, crime lords, terrorists Starting with the player with the initiative, each However, using Agents is cool and folks will like Campaign Points. Then the remaining players
and freedom fighters are the bane of governments, player nominates a Tile and announces they have an using them..a lot!, so we dont want to make it a should announce their Objectives and Campaign
each operating to their own agendas.The only line Insurgent cell operating there. If the enemy Faction hard and fast rule in the Campaign System. To that Points scored in order. Any factions that reach their
of defence against these malcontents are the various has no Secret Police on the Tile resolve the Insurgent end we have made it an Advanced Rule to be used so required number of Campaign Points have won.
agencies commanded by the government whose task activity on the table below: long as all players agree. Of course it is possible for more than one Faction
is simple find and neutralise these groups! to reach their Campaign Points target by the end
7. END OF GAME of the game, meaning that neither side has won.
INSURGENT ACTIVITY TABLE As mentioned before, all Flashpoint Campaigns will Although you might wish to say that both sides have
have a definite end point. This is needed to ensure won if it makes you feel any better.
The Insurgents fail to achieve anything, being too busy living the high life on the monies
1-2 Bunglers! the campaign does not roll on too long and draws a
they were given. The Cell is removed with no effect.
line under the narrative being told.
Remove D3 Logistics Points from any single Battle Group on the Tile. The Cell is Each Briefing Document for the factions involved
3 Burned the Stores
removed after completing their mission.
will always state the number of Game turns that we
Reduce the MFV of a single Battle Group on the Tile by D6x 100 Points. The Cell is expect the Campaign to last. Once this is reached it is
4-5 Sabotage!
removed after completing their mission. important to find out how well the various Factions
Apply the Sabotage Result above. In addition, the Battle Group may not make any have got on!
6 Assassination actions in the first Week of the next Game Turn as they grieve the loss of their glorious
leader. The Cell is removed after completing their mission.
BG1
D ystopian Wars: Fleet Action has been designed
to be a fast and furious combined arms game set
in the technologically advanced 1870s: where giant
MODELS AND BASING
The game uses highly detailed models produced by
machines of war fuelled by the technology of the Warcradle Studios. Any model supplied with a base
BG2 Sturginium Age battle across a war-torn world. (such as Armoured or Aerial models) must use the
These fast play rules were created at the request of base supplied with the model. All ranges in DW:
BG3 Dystopian gamers who wanted a less granular game Fleet Action are, however, measured from centre of a
than the parent Dystopian Wars to be made available. model to centre of a model, and not from bases.
The idea being that such a game could used as an
BG4 entry level portal for new players, or by experienced MEASURING AND
gamers who simply wanted to play a rapid throw-
PRE-MEASURING
BG5 down game.
Both versions of ther rules are complimentary to All measurement in DW: Fleet Action is done in
BG6 each other, sharing a common syntax and using the inches, often shortened to .
same models and basing conventions. A tape measure is the easiest way to measure
distances. If you dont have access to a tape measure
BG7 WHAT YOU NEED TO PLAY marked in inches, use the conversion:
BG8 When playing DW: Fleet Action you will require: 1 Inch = 2.5 centimetres 1 = 2.5 cm
Warcradle Studios 1/120th scale models.
BG9 A tape measure, preferably marked in inches (). Pre-measuring is allowed at any time, for any
A Battlefield or other suitable gaming area. The reason you like this is a game of tactical skill, not
size of it will be dependent on how many points who is best at guessing ranges!
BG10 of models you are playing with.
Game Markers to identify the various effects and
conditions that can apply in the game.
A number of 6-sided Dice.
A Force List that shows the Squadrons and Battle
Groups you are taking into battle. This will have
been chosen to a Maximum Fleet Value (referred
to as the MFV), which will be decided upon
beforehand by the players.
A copy of your nations Order of Battle with the
rules for your models.
THE BATTLEFIELD DAMAGE MARKERS USING ACTIVATION MARKERS GENERAL DICE PRINCIPLES
This Marker is used to denote the level
Initial Dice
DW: Fleet Action is played on a Battlefield. The of Damage that has been applied to a In every Game Turn, you get to Activate each of
easiest way to make a Battlefield is to place a blue or model within a Squadron. Once a model your Squadrons in an alternating fashion, and as There are many effects in the game that determine
green cloth (depending on whether you are playing has the same number of Damage Markers such it can sometimes be difficult to keep track of the number of Dice that are to be rolled. Whenever
a Naval, Aerial or Armoured game) on a tabletop. applied to it as it has Hull Rating points it is removed what Squadrons have been Activated, and which the rules mention Initial Dice, we are referring to
You may also want to use some terrain that you have from play. Squadrons have yet to Activate. your total number of Dice rolled BEFORE adding any
in your collection, such as islands, hills, woods, etc. To help keep track of which Squadrons have been extra Dice from other sources or effects, such as the
Many shops, clubs and gaming venues will often IMPORTANT NOTE: Models with Damage Markers activated in a Game Turn, at the end of a Squadrons Exploding Dice Mechanic.
have boards and terrain already prepared. Most reduce their total of Attack Successes by the number Activation, place an Activation Marker by the
importantly any terrain already available for games of Damage Markers present. Squadron to show it CANNOT Activate again that Rolling to Hit
of Dystopian Wars 2.0 will be fully compatible with This applies to Successes generated when Game Turn. All rolls to hit in a game of DW: Fleet Action
these fast play rules. attacking using Weapon Attacks, SAW Bombing A Squadron that has not yet Activated in a require a 4, 5 or 6 to generate a Success - or Successes
See Page 246 for descriptions of the various Runs, Fighter Attack Runs and when participating Game Turn and has no Activation Marker is depending on the Type of Dice Roll.
Terrain Types you can use. in Boarding Assaults. considered Ready to Activate. There are also some
circumstances in which a Squadron may acquire an TYPES OF DICE ROLL
THE GRAVEYARD DISORDER MARKERS Activation Marker without having been Activated, in
This Game Marker is used to denote a which case it will not get to Activate at all that Game Exploding Dice Mechanic
The Graveyard is a place off-table where you can put Squadron suffering a negative morale Turn, but it may defend itself. Most Dice Rolls in DW: Fleet Action will use the
your destroyed models and spent Support Aircraft effect known as Disorder. Exploding Dice Mechanic as a means of generating
Wings (SAW) Tokens. SAW BOMBERS & FIGHTERS hits. Unless otherwise stated, the Exploding Dice
We recommend players use this off-table IMPORTANT NOTE FOR LATER: Models with Mechanic is always in use.
Graveyard as it helps keep clutter off the Battlefield Disorder Markers reduce their Defensive Successes Support Aircraft Wings (SAWs), such as Fighters and
and makes a game look more cinematic. It also by the number of Disorder Markers present. This Bombers, are represented by small resin tokens that The Exploding Dice Mechanic works as follows:
makes it easier to assess how a game is progressing. applies to Successes generated when defending carry a relief of three aircraft from a specific nation. Roll your Initial Dice.
against Weapon Attacks, Fighter Interceptions and In the full Dystopian Wars 2.5 ruleset these tokens Set aside all Dice that resulted in a hit and count
GAME MARKERS when defending against Boarding Assaults. are placed on a Flight Tray along with a small micro- the total number of 6s that were rolled.
dice. The Exploding Step: Roll an additional Die for
To keep track of Damage, Disorder and other OBSCURED MARKERS This method is not used in DW: Fleet Action. In each 6 in exactly the same way as before.
in-game effects DW: Fleet Action makes use of a This Marker is used to indicate a model our fast play rules single resin tokens are used and Repeat the process in Steps 2 and 3 until there
limited number of on-table Game Markers, which that is governed by an Obscured effect. in most cases we recommend a player places them are no more additional rolls to be made.
are summarised below: This Marker can be used for both Aerial on the top deck of the Carrier model that generated Count up the total number of Successes from all
models that have flown into the clouds or Surface them in game. Dice rolled. Each 6 counts as TWO Successes
ACTIVATION MARKERS models that have elected to dive below the waves or More information about the use of these SAW instead of one.
This Marker denotes a Squadron burrowed under the ground. Tokens in DW: Fleet Action can be found on Page
that has been Activated. Only one 258. Heavy Dice
Activation Marker can be applied There will be occasions in-game where the rules
to a Squadron. A Squadron with an will note that a dice roll must use the Heavy Dice
Activated Marker may not take any further part in a Mechanic due to a single Dice Shift to the Right.
Game Turn (other than to defend itself). The Heavy Dice Mechanic is less powerful than the
Exploding Dice Mechanic as it will generate less hits
on average.
If the dice roll is listed as a Heavy, a roll of 6
results in TWO Successes and no re-roll is permitted
for that 6.
BASIC DICE XD6 Rolls HEIGHT LEVELS IN THE GAME FLYING HIGH
There will be occasions in-game where the rules will With some rules you may be asked to roll a number This is the Height Level set aside for Aerial models to
note that a dice roll must use the Basic Dice Mechanic of dice in one go to generate a combined result. To keep a game tactically rich, models can exist in one hide in the clouds! Models Flying High are difficult
as a result of a double Dice Shift to the Right. The Unless otherwise stated, the term XD6 means rolling of THREE Height Levels in the Game: Sub-Surface, to hit from the Combat (Surface/Aerial) Height Level
use of this mechanic is kept for simple dice rolls and the number of dice listed in the X using Basic Dice Combat and Flying High. These Height Levels are and VERY difficult to hit by Sub-Surface models!
ones where a target is extremely difficult to hit. If the Mechanic, and adding the scores (or in some cases additionally divided into sub-categories depending Models Flying High are not affected by Terrain or
dice roll is listed as a Basic Roll, neither the Heavy the number of hits) of these dice together, to give on the models involved. models of any type when determining Line of Sight.
Dice Mechanic nor the Exploding Dice Mechanic is a result. This is most commonly done during an See the simple diagram below which shows the
to be used, and a roll of a 6 only ever results in ONE Opposed Tactics Test. levels available to models: DICE SHIFTS DUE TO HEIGHT LEVELS
Success. A target that occupies the same Height Level as the
RE-ROLLS AND INITIAL DICE SUB-SURFACE (WATER/GROUND) attacker is not affected by Dice Shifts due to Height
Dice Shifts In some situations, a player may be permitted (or A model occupying the Sub-Surface Height Level can Levels. However, there are a few instances whereby
Dice Shifts are commonly a degradation in the even forced) to re-roll a certain number of dice from be either Diving (Under the Water) or Burrowing an attacker will be forced to downgrade their
effectiveness of an Attack, moving the dice roll from their Initial Dice roll. This simply means you pick (Under the Ground). Models capable of operating Dice type from Exploding to Heavy, or even from
Explosive to Heavy and finally to Basic. No dice roll them up and roll them again, discounting what had Sub-Surface are still rare even in the Dystopian Exploding to Basic!
can ever be better than Explosive due to Dice Shifts previously been rolled. World and will have the Height Levels they can Should an attacker be one Height Level away from
or worse than Basic. occupy listed in the Model Designation line of their the target the Attack Dice Type rolled shifts Right
ROUNDING UP statistic card. Sub-Surface models are not affected by ONCE.
Rolling a D3 If, for any reason, the rules state that a value is to intervening models of any type when determining Should an attacker be two Height Levels away
In some cases (such as when performing a Boarding be reduced by HALF, the original number is always Line of Sight, but can be affected by intervening from the target the Attack Dice Type rolled shifts
Assault), players will be called upon to perform Rounded Up to the nearest whole number. Terrain. Right TWICE.
a Basic Dice roll using a D3. Rolling a D3 can be For example, a Dice Pool numbering 13 Attack
achieved by rolling a D6 and using the following Dice (AD) is halved, taking the number to 6.5. This COMBAT (SURFACE/AERIAL) Example 1: A Combat (Aerial) model firing at
values: 1 or 2 = 1, 3 or 4 = 2 and 5 or 6 = 3. is Rounded Up to 7 AD. This is the Height Level most commonly used by a Sub-Surface Burrowing model would use Heavy
models in the game. The Combat Height Level is Dice.. think of the firer being affected by the masses
sub-divided into two categories: Combat (Surface) of rock and dirt between them!
and Combat (Aerial).
Surface models are affected by Terrain and other Example 2: A Sub-Surface Diving model firing
similar or larger Surface models when determining at a Flying High model with rockets would use Basic
Line of Sight. Aerial models at this Height Level are Dice think of the model as surfacing for the briefest
not affected by Terrain or models of any type when of moments to fire a snap shot at the Flyer before crash-
determining Line of Sight. diving beneath the waves once more.
Remember to look for Obscured Markers on LINE OF SIGHT DEFINING A MODEL MULTI-THEATRE
target models as Diving and Burrowing models can Models and Terrain can block Line of Sight to other These models are special and rare and are able to
move between Height Levels. models behind them. If a model occupies the Combat Models will be defined by three labels which a travel on both Naval and Armoured Battlefields,
(Surface) Height Level, Line of Sight may be blocked player should understand when building their Battle operating on the Combat (Surface) Height Level.
MEASURING TO AND FROM by models between the attacker and the target. Groups. These are Size, Theatre and, if required, These models may move over Islands/Icebergs, Reefs/
If either the Attacker or the Target is larger than Function. Sandbars and Forest/Jungle terrain with no penalty.
MODELS
any model across which Line of Sight is drawn, then Examples of this include the Prussian Metzger Robot
You will often have to measure to models, such as Line of Sight is NOT blocked. SIZE (SMALL, MEDIUM, LARGE) and Covenant Arronax Battle Robot.
when moving or when determining what range If a model between the Attacker and the Target is The Size is important for Line of Sight, interaction
a weapon is firing at. In DW: Fleet Action, all the same size or larger than both the attacker and the with Terrain, Force Composition and Victory Points. MODEL FUNCTIONS
measurement for range is made from the CENTRE of target, then Line of Sight is considered to be blocked,
a model to the CENTRE of a target model. and the attack may not be made. THEATRE This is an additional label that denotes any special
Models that are Aerial or currently Sub-Surface ability a model may have, and will often deliver great
RANGES never have their Line of Sight blocked by intervening This denotes the likely battlefields this model will tactical options on the Battlefield:
Range is the distance (in inches) between the centre models, but some Terrain may block their Line of operate within and are defined as follows:
of the Attacking model and the centre of its target, Sight. Check out Terrain on Page 246 for details. BURROWING
along which Line of Sight is also determined. If a AERIAL A Burrowing Model will often be a large monstrosity,
Model is on a transparent flight stand then measure ALTERNATING ACTIVATIONS These are flying models that move through the capable of churning through the Earths crust and
to the centre of the stand. air, and can range from sleek Interceptors to huge moving towards the enemy in relative safety. Whilst
DW: Fleet Action uses an Alternating Activation hulking Sky Fortresses. underground, a Burrowing model is far harder to hit,
ARCS OF FIRE system. This means a player will activate a single All Aerial models deploy at the Combat (Aerial) but also finds it harder to hit enemy models.
During a game, players will often have to determine Squadron, resolve the various in-game actions (move, Height Level. At the beginning of its activation an All Burrowing models deploy at the Combat
whether their models can draw Line of Sight to attack, board etc.) that result from the Activation, Aerial Model must decide if it is occupying the (Surface) Height Level. At the beginning of its
enemy targets. In the vast majority of instances before play then passes to the other player. Combat (Aerial) OR Flying High Height Level. activation a Burrowing model must decide if it is
a model MUST be able to draw Line of Sight to a Should a player have activations remaining after Examples of this include the Prussian Imperium Sky occupying the Sub-Surface Height Level OR the
target model to engage it in combat with its weapon the opponent has completed activating all their Fortress or Britannian Hawk War Rotor. Combat (Surface) Height Level.
systems. Squadrons, the player may activate these as normal,
Think of Arcs of Fire as imaginary lines radiating one following the other until they too have activated ARMOURED DIVING
from the centre point of a model. There are four all the Squadrons in their force. Often this will lead These are Tanks, Land Ships, Walkers and various Models that can dive underwater are rare in the
standard 90-degree Arcs of Fire: Fore, Aft, Port and to the demise of an outnumbered enemy having other Land-based models. They move over the Dystopian World, but they are often of great
Starboard. A models weapon will list which of these more activations than the other player is often highly Combat (Surface) Height Level and are restricted to tactical flexibility to a nation that uses them. Whilst
arcs it can fire into clearly. beneficial. fighting on land. Examples of this include the Blazing underwater, a Diving model is far harder to hit, but
Some models will have weapons with the ability Sun Bansan Walker or Covenant Socrates Bombard. also finds it harder to hit enemy models.
to fire in ANY direction, these are noted as 360 OPPOSED TACTICS TEST All Diving models deploy at the Combat (Surface)
in a weapons profile. This means that they are not NAVAL Height Level. At the beginning of its activation
restricted by Arcs of Fire at all. These are most often used when determining These are generally Frigates, Cruisers, Battleships, a Diving model must decide if it is occupying the
Additionally, some weapons have specifically important matters, such as the Game Turn Initiative. Carriers, and other ships. They move on the Combat Sub-Surface Height Level OR the Combat (Surface)
listed mountings, allowing them to ONLY fire in a The number of Dice required to be rolled in an (Surface) Height Level and are restricted to fighting Height Level.
single Arc of Fire. Opposed Tactics Test is normally two per player, on water. Examples of this include the Britannian
Arcs of Fire become important when Attacks are but this can vary depending on circumstance. Both Majesty Dreadnought and Federated States Annapolis
being planned and then executed, see Page 252 for players roll using the XD6 method and the Basic Dice Battlecruiser.
more details and diagrams showing the various Arcs Mechanic and then compare the results.
of Fire in the game. If two players roll the same result, they re-roll all
their dice. Note that a tie is not a possible outcome
for such rolls - someone must win!
Anatomy of a You will also see the Arcs of Fire that the weapon can
fire into (F = Fore Arc only, F/P/S= Fore OR Port OR
Starboard Arcs, P+S = Port AND Starboard Arcs, P/S
Effective Range (EF) This box shows the
effectiveness of a weapon at its optimum effective
range (greater than 8+ and up to 24).
Statistic Card
= Port OR Starboard Arcs, S+A = Starboard AND Aft, Long Range (LR) This box shows the
360 = Any Arc of Fire). effectiveness of a weapon at extreme long range
(any range 24+ and up to 32).
O) Ranges These are divided into three: Point Blank,
Effective Range and Long Range. P) Special Rules In some cases a model may also
have a descriptive Special Rules box where unusual
Point Blank (PB) This shows the effectiveness rules. that are bespoke to that model, will be listed.
of a weapon at short range (0 up to 8).
S tatistics are an important part of a game of DW: Fleet Action. They help differentiate the models in a Fleet.
The following text explains the statistic card you can see on the opposite page:
A) Faction Flag and Name The flag and name of the I) Hull Points (HP) If a model ever accrues a number
Faction it belongs to. of Damage Markers equal to its Hull Points, the model C
is removed from play and placed in the Graveyard. A
B) Model Designation A models designation will
indicate which Height Level and Theatre of War it may J) Crew Points (CP) Shows the strength with which
B D E
operate within. The models size will also be listed here a model can initiate Boarding Assaults and defend itself
and has an impact how it may or may not block Line from invaders!
of Sight.
K) Active Defence The Active Defence (Act.D) value C F
C) Ship Name and Picture The models name and a (shown in BLUE) of a model denotes its ability to
render of the model. defend against incoming attacks from BLUE Weapons
(namely Torpedoes, Rockets, Boarding Assaults and
D) Squadron Size All models in the game are Bombing/Attack Runs etc.).
organised into Squadrons. In some cases, this will be 1,
2, 3 or more models of the same type, in others mixed L) Passive Defence The Passive Defence (Pas.D) G H I J K L M
Squadrons can be created using the Attachment rules. (shown in RED) of a model denotes its ability to
defend against incoming attacks from RED Weapons
E) Points Cost All models will have a points cost (namely Gunnery, Bombards and so on).
attached to then. This is deducted from the MFV when
the model is chosen in a fleet. M) Victory Points (VP) This shows how many N O
Victory Points an opponent scores when this model is
F) Model Assigned Rules Listed in this box are any Destroyed.
MARs and Generators that apply to the model.
Your Force
number that reflects their training and resilience in have what is known as a Lead Squadron, which is
battle. This rating is primarily used when dealing with designated as hosting the leader of the Battle Group.
Disorder Markers, and is generally set in the ORBATs The Lead Squadron should be noted in secret before a
for a nation. battle begins as its loss can have an impact on a game.
Some Scenarios and situations may affect this Players should make a note of the Lead Squadron
number, as can the use of Generals and Commodores. and at its loss inform their opponent who can then add
any Victory Points to their total.
How to Use
Ruins/Buildings Ruins and Buildings block Line Mountain Mountains block Line of Sight for ALL
of Sight for Small or Medium Armoured Surface Models. Any Models coming into contact with a
models. Large Armoured models may fire over these Mountain are immediately destroyed. Fortifications
Terrain
Terrain Features without penalty. No non-Infantry may not be placed on this type of Terrain.
Armoured model may move through Ruins/Buildings
and collisions are treated in the same way as Reefs/ Minefields These are not strictly
Sandbars (see above). Terrain features and are added after
If a base of Infantry is located inside the footprint players dice off for the table edge but
of Ruins or Buildings it is deemed to benefit from before any Battlegroups are deployed.
the cover surrounding them, and ALL attacks made Minefields can ONLY be placed by the side that has
DW: Fleet Action is, at its core, a combined arms Battlefield before playing on it. That said, in certain against the base suffer a 2 Dice Shift to the Right the most Squadrons with the Minelayer MAR.
game that utilises Aerial, Naval and Armoured forces. Scenarios, the attacker or the defender might be (normally taking the Attack Dice against the Infantry If one side has DOUBLE the number of Squadrons
We strongly suggest that players add terrain to their called upon to set up the Terrain. In these cases, from Explosive to a Basic Roll!) with the Minelayer MAR (or if one side has no Mine-
Battlefield to spice up game-play, add tactical depth we would encourage the players to be competitive, layers), 2 Minefields are placed. Minefields should
to the game experience and a challenge for both but friendly remember you may have to play on a Forest/Jungle Forests/Jungles Block Line of Sight have a footprint of no greater than 4 x 4 square
players to monopolise in their struggle for victory. board set up by your opponent next time you play! of Small and Medium Armoured models. Large and are treated as stationary objects, being tethered
What follows are a simple set of general rules for Armoured models may fire over these Terrain in place once deployed.
using Terrain in your games of DW: Fleet Action. TERRAIN TYPES Features without penalty. All Armoured Models Any Combat (Surface) or Sub-Surface (Water or
Terrain comes in a variety of forms that fit into one of moving through a Forest/Jungle Halve their Ground) model electing to move through a Mine-
THE FOOTPRINT the following categories: maximum Movement (Mv). field must roll a single D6. On the result of a 4+ the
All pieces of Terrain should have a Footprint. This If a model is located inside the footprint of a Minefield detonates, with the model suffering an
represents an area of a Battlefield that is affected by Islands/Icebergs Any Combat (Surface) or Forest/Jungle it is deemed to benefit from the cover instant roll on the Damage Table roll against the
the rules of that Terrain. To be considered within a Sub-Surface model that moves into contact with surrounding them and ALL attacks made against it affected model. This ignores both Active and Passive
piece of Terrain, a model must be fully within the an Island or Iceberg is immediately destroyed. This suffer a single Dice Shift to the Right. Defences.
Terrains Footprint. We leave the size of any Terrain Terrain type counts as a Medium Sized Model for The Minefield is removed from play when it has
features up to you, but as a good rule of thumb, we determining Line of Sight. detonated 3 times. Use a die or marker of some sort
recommend no footprint be bigger than 8 x 8 in to remind you how many times it has detonated.
size. Reefs/Sandbars Any Sub-Surface model that Fortifications may not be placed in a Minefield.
Whilst it is true that certain types of Terrain will moves into contact with a Reef/Sandbar is immedi-
be far larger than this, it makes for a very tricky ately destroyed. Any Surface model that moves into
wargame to play on a small gaming table but if contact or moves through a Reef/Sandbar must make
you and your opponent want to play an entire game an immediate roll on the Damage Table. This attack
in a Jungle go for it! ignores both Active and Passive Defences.
Once this roll is completed, the model is moved
BATTLEFIELD SECTORS by mutual consent so it will not collide again with
Any Battlefield you play on is divided into 2 x 2 the same Terrain Feature the next time it moves.
Sectors. This means that on a 6 x 4 Battlefield you
will have 6 Sectors, and a Battlefield that is 2 x 2 will Hills Hills will block Line of Sight for Armoured
have only have one Sector! Each Sector on a DW: Surface Models. This does not apply to Squadrons
Fleet Action Battlefield should ideally have a single that are located ON a hill, rather for Squadrons
piece of Terrain allocated to it. engaging an enemy where a Hill intersects Line
of Sight. Squadrons on a Hill are considered to be
TERRAIN PLACEMENT ONE size class larger than listed in their Profile (to a
All Terrain is placed according to mutual player maximum of Large).
consent. Both players should be happy with a
The Sequence
BASIC SEQUENCE OF PLAY
GAME TURN
Each player rolls 2D6 with the highest score considered to be first in the
Of Play
Determine Initiative Order, with all other players ranked beneath them in order of
Initiative their score. Players with the same result should re-roll among themselves
until the Order is set.
Your Models
not obliged to move their full Movement Character- on the model, which is called the Turning Point, in
istic, and can choose to simply Drift if they wish. line with a Navigation Point. The model is advanced
1 round the Turning Template so the Turning Point
TURNING is lined up with the next Navigation Point. Each turn
Models may only begin turning after they have like this counts as 1 of Movement.
completed their compulsory Drift Move (see above).
Only one Turning Template is used when turning CHECK MODEL COHERENCY
Movement in DW: Fleet Action is designed to be the Stationary model was larger than, or an equal a model - the Medium Template. This Template is Models within the same Squadron must attempt to
simple and smooth, allowing players to manoeuvre size to, the moving model then the moving Model included in Dystopian Wars Battle Group boxed sets. maintain a degree of Coherency with each other.
their models around the table with ease. It is one of HALVES any Attack Dice in the subsequent Attacks Once a model begins turning in a direction it In order to maintain Coherency every model in a
the most common actions in the game, and despite Segment. MUST continue turning in that direction (though Squadron should end its movement within 6 of
the seeming simplicity, Movement is tactically vital If 2 Models involved in a ram survive the next it may move directly forwards for any distance and another model in the same Squadron (measured
for lining up Firing Arcs and Line of Sight. time one of the involved Models activates move it by then continue turning) UNLESS it performs another centre of model to centre of model) creating an
When a Squadron is Activated, a player should the minimum amount required for the model to be 2 move directly forwards after which it may turn in unbroken chain of Coherency.
move each model one after the other until all the able to complete its drift move without colliding with the other direction. In this way, after a Squadron has moved, it may
models in the Squadron have moved. the same Model again. be bunched together, or may form a chain with each
When activating a Squadron, a player must ensure USING THE TURNING TEMPLATE model within the coherency distance of 6 of another
that they remain in coherency after a player has Collisions Collisions happen when a model makes The small pips around the edge of the Turning model in the same Squadron.
finished moving their models (see below). contact with a piece of hazardous terrain such as a Template are called Navigation Points, and are 1 If this cannot be achieved, the whole Squadron
reef, island, mountain, etc. These rules are covered apart. is considered to be Split and may not combine any
OVERLAPPING in the Terrain Section on Page 18. Attack Dice in their upcoming Attacks Segment.
No model or models base may ever overlap another.
If, at the end of a models Movement, a model would MOVEMENT STEPS EXPLAINED
overlap another, retrace its Movement up to its All Movement in DW: Fleet Action is divided into 2 LEAVING THE BATTLEFIELD Independent Move MAR
starting point and try moving it again. key steps: Drift and Remaining Move. If a model exits a Battlefield (voluntarily or Some models are so manoeuvrable that they
If this still results in models making contact with by accident) it is immediately Destroyed and can move in any direction they wish, without
hazardous Terrain or other models, a Ram or Colli- DRIFT the opponent will gain any Victory Points for the need for the Turning Template and do
sion occurs! When activated, a model must first make a compul- the loss! not make a Drift Move. These are normally
sory 2 Drift Move directly forwards. This Drift Armoured models, but certain Aerial models
RAMMING Move is counted against the maximum movement may also have this highly prized ability!
A model may deliberately or as a result of a Drift of a model (so a model with a Mv Stat of 8, must
Move, come into contact with another model. If first Drift 2, and may then move normally with the
these models are at the same Height Level, they will remaining 6).
Ram one another!
Each model rolls an attack against the enemy 0 Movement Models - Models with a 0 Movement
using a number of Attack Dice equal to the models Statistic (such as Fortifications), do not Drift as
starting Hull Points (some MARs may add to this, so they have no Movement Statistic in the first place.
check your statistics carefully!). Medium Turning
NO Active or Passive Defences may be used by Template
either model to defend against the Ram. After the
Ram has been resolved, if the stationary model was
not destroyed, the moving model ends its move. If
With Models
attacking model(s) to the target model, this is also Line of Sight, with ordnance often lobbed over
done centre of model to centre of model and the intervening terrain/models to target an enemy. These
target must be within an Arc of Fire that the weapon weapons invariably have the Indirect Fire MAR.
is capable of firing in.
Rockets
DIFFERENT WEAPON SYSTEMS These weapons can be used to target the enemy with
In DW: Fleet Action the following Weapon a barrage of deadly ordnance. They are often targeted
During this phase, a Squadron that has been activated A players nominated Attacks are referred to as Classifications are commonly used: by enemy flak-gunners, but it requires a truly
will announce and execute all manner of attacks Salvos. A Salvo may include a single weapon, or it dedicated crew to reduce the effects of a powerful
against enemy Squadrons using a combination of may include multiple weapons combining. Broadsides Rocket volley. All Rocket Attacks can be reduced in
weapons, boarding assaults, bombing runs and A player should ensure that the weapons in a These are limited to firing from a models Port and effectiveness by a target models Act.D Defences.
attack runs. Salvo have Line of Sight to the nominated Target, and Starboard Fire Arcs. Some nations will rely heavily
Additionally, a defending player can launch are in Range, remembering that weapons will often on Broadsides, forming the basis of their entire Torpedoes
Support Aircraft Wings (SAWs) to attempt to cut contribute different amounts of Attack Dice (AD) engagement strategy, whereas others will see them in These weapons are launched at an enemy Combat
down enemy Boarders or SAWs on bombing and to a Salvo depending on whether they are at Point a more secondary role that supports more devastating (Surface) and Sub-Surface targets on the water. They
attack runs before they can reach their target. Blank, Effective Range or Long Range. weapon systems. CANNOT pass through intervening models, no
The following general rules should be used for matter what their Size Class. All Torpedo Attacks
determining Attacks and Defence: MEASURING RANGES Battery can be reduced in effectiveness by a target models
Measure the distance between the models (centre of These are commonly linked to a specialist weapon Act.D Defences.
NOMINATING TARGETS model to centre of model). This will tell you whether system, such as Rockets or Torpedoes, and can
This is when a player announces ALL attacks they the target is in Point Blank, Effective Range or Long feature an array of Arcs of Fire. Bombs
are planning with their activating Squadron. Once Range, which in turn tells you how many Attack Dice Bombs are a special type of weapon that have their
all attacks have been nominated, a player can execute (AD) to roll. Turrets own range of 4. Bombs CANNOT be used to attack
them in any order they see fit. The strength of a Turret is its ability to engage in models operating in the Flying High or Combat
Line of Sight Example: In this diagram we see wider Arcs of Fire and such weapons are therefore (Flying) Height Levels, but are free to engage targets
a Prussian Empire Pflicht Airship. The Aerial highly prized as a result. at any other Height Level. Bombs ignore all Act.D
model has a powerful Tesla Fixed Weapon to Turrets will list whether they can track to Fore, and Pas.D Defences, and the strength of an attack
its Fore and less powerful Broadsides to its Port Aft, Port or Starboard it is not unknown for some can be affected as normal.
and Starboard. Turrets to traverse 360 degrees.
WEAPON PREFIXES
When attacking the Diogenes Squadron in the For example, an FSA Liberty Class Battleship is listed On the previous page we described the standard
picture, the Fore Tesla CAN target ships B and as having two Gunnery Turrets, with one able to fire ordnance delivery systems used in DW: Fleet Action.
C, but not A conversely the Broadsides can to the Fore, Port and Starboard and the second to the This is simply the tip of the iceberg in terms of the
fire on ship A but CANNOT target B or C. Aft, Port and Starboard. A Turret Battery may include variety of technology available to different Factions.
several Turrets with a common field of fire in one profile. Below we will now look at a number of specific
sub-types of weapon that are commonly used by
Fixed Weapons nations, though more exotic weapons may have
Some models are outfitted with heavy cannons that other prefixes:
are fixed directly to the hull giving them a restricted
Fire Arc that is off-set by a very stable firing platform. Gunnery
Most Fixed Weapons will be restricted to a single These are rapid-firing weapons that come together
Fire Arc usually to the Fore, but some may be Port on a model to deliver a devastating volley of
and Starboard.
WEAPON TYPES & THEIR TRIGGERS As stated earlier, there are two types of Defences:
IMPORTANT NOTE
destruction. They tend to be relatively short range, Remember that the colour of a weapon If a Salvo has resulted in enough Successes to equal Active (Act.D) and Passive (Pas.D). On a models
but are extremely potent. These weapons commonly denotes what Defence can be used against it, or beat the Damage Rating of the Target model, statistic card a number will be listed under each of
have the Massed Fire MAR. and not what weapons can be combined. It is thereby potentially Damaging it, the defending these Defences.
the PREFIX of a weapon that controls this. player will get a chance to defend the model using For example, a Gunnery Turret weapon is denoted in
Tesla its Defensive Dice. RED text on a statistic card and so would therefore
The Sturginium Age has seen the development Turret. An Incendiary Broadside can combine A set of Defences will only become available (or permit Pas.D Defences to be used to defend against it as
of a staggering array of new and deadly weapon with an Incendiary Bombard. trigger) for a model if the weapon(s) that caused the they are also denoted in RED text. Whereas a Boarding
systems, with Tesla weapons being one of the most But a Tesla Broadside cannot combine with a hits shares the same colour as the Defence available. Assault can only be defended against by using an Act.D
devastating, especially to the crews of models hit by Standard Broadside because they do not share Defence.
such weaponry. These weapons commonly have the the same Prefix.
Lethal MAR. A Weapon with no Prefix cannot be combined
with another Weapon System.
Incendiary All Weapons must have Line of Sight to the
The use of shock and awe weaponry is commonplace target too. STEP ACTION
in the Dystopian Age, with commanders looking to It really does quite simply boil down to what is
1. All Salvos to be executed by a Squadron should be nominated by the attacking player, including
debilitate crews with hideous effects, be it by using in a name! Nominate any Boarding Assaults and Bombing or Attack Runs they wish to launch.
flames or caustic burning chemicals. These weapons All
commonly have the Lethal or Flame MAR. NON-WEAPON ATTACKS Salvos (Inexperienced players might prefer to use dice to mark the models they wish to attack, so they dont
This is a catch-all category that brings all the other forget when the shooting begins!)
Energy methods of Attack into the rules and includes such
2. Attack Process Combine the relevant Attack Dice for the Attack and roll to hit using the
The use of energy weapons is relatively rare in things as: relevant Dice Mechanic.
Dystopian Wars with Factions such as the Covenant 3. Defence Process Roll any defences that might be applicable depending on the colour of the
of Antarctica being one of the few to use them Bombing Runs Multiple SAW Tokens on a Execute
Weapon being used (RED weapons can be defended by Pas.D, BLUE weapons can be defended
A Salvo
extensively. These weapons commonly have the Bombing run may elect to combine their Attack Dice by Act.D). Combine the relevant Defence Dice for the incoming Attack and roll to hit using
Punishing MAR. into the same Salvo. This Attack can only be directed Exploding Dice Mechanic. Each Defence success rolled will reduce the number of successes rolled
towards a Naval, Armoured or Multi-Theatre target. by the attacker by 1.
COMBINING WEAPON SYSTEMS
The ability to combine together the Attack Dice of Attack Runs Multiple SAW Tokens on an Attack 4. Total the number of successes scored by the attacker and compare it to a targets Damage Rating
(DR).
weapon systems can result in a devastating Salvo Run sortie may elect to combine their Attack Dice If the DR is EQUALLED OR EXCEEDED, roll once on the Damage Table.
targeting an enemy model. But NOT all weapon into the same Salvo. This Attack can only be directed Roll On The If the DR was DOUBLED, roll twice on the Damage Table. MAR effects such as Lethal,
systems can combine their AD together. towards an Aerial target. Damage Table Punishing etc. are not applied to the second roll.
(if applicable) If the DR was TRIPLED, roll three times on the Damage Table. MAR effects such as Lethal,
The rules for Combining Weapon Systems are: Boarding Assaults Waves of jet-pack boarding Punishing etc. are not applied to rolls after the first.
If the DR was QUADRUPLED, roll four times on the Damage Table. MAR effects such as
troops launched against an enemy MUST always Lethal, Punishing etc. are not applied to rolls after the first.
If weapon systems share the same PREFIX they combine their Attack Dice into the same Salvo. This
can be combined with all MARs applied to is because a Squadron may only execute a single 5. All rolls on the Damage Table will apply either Damage or Disorder Markers. These should be
weapons involved being applicable. boarding assault against a single enemy model Apply Effects placed next to a models base to make it easy to move later and will help keep the Battlefield less
cluttered.
The following Weapon Systems - Rockets, during its activation.
Torpedoes, and Bombs - can ONLY EVER Proceed With
Move on to the next nominated Salvo.
combine with other weapons with the same Interception Action Whilst not strictly an Attack, The Next Salvo
classification. Fighter Tokens launched to defend a friendly model
So, for example a Tesla Turret can combine with against Boarders or enemy SAW Bomber/Attack Runs
a second, third or more Tesla Turrets. A Torpedo MUST always combine their Attack Dice with the
Fixed Weapon can combine with a Torpedo Active (Act.D) Defences of the friendly target.
How to Board
HOW TO ROLL ON THE DAMAGE TABLE
Below you can see the Damage Table. When called upon to roll on the table roll a 2D6 and reference the table
with the result. Remember MARs or the number of successes may modify the result.
With Models
2D6 Effect Boarding Damage Result
2 1 Disorder -
3 1 Damage -
4 1 Damage, 1 Disorder 1
Most models in DW: Fleet Action are crewed with 3. Melee Step - The players now roll simultaneously
5 2 Damage 2
assault troops (either wearing jet-packs or inside using the Exploding Dice Mechanic, with the
small diving assault craft) who, when within range attacking player using the surviving Attack Dice 6 2 Damage, 1 Disorder 3
of the enemy, can surge across the gap with the aim Pool and the Defender using their models CP rating.
of inflicting as much chaos and mayhem as possible. Remember that Damage tokens will reduce the 7 3 Damage -
Any Boarding Assaults in the game may only take number of successes rolled by the Attacking and 8 2 Damage, 1 Disorder 4
place at the Point Blank Range Band (0-8), unless a Defending Models.
special rule states otherwise and no Line of Sight is 4. With their totals in hand the players now refer 9 2 Damage 5
necessary. to the Boarding Assault Table on the next page to
10 1 Damage, 1 Disorder 6
All models in a Squadron that intend to initiate a determine the outcome.
Boarding Assault MUST target the same model in a 11 1 Damage -
Squadron (such activities tend to be all-or-nothing For example: Daniel is attacking a Covenant Cleomedes
affairs!). Medium Cruiser with 4 Prussian Stolz Destroyers. The 12 1 Disorder -
Crew of each Destroyer is 3 so the Attack Dice Pool
Boarding Assaults are resolved using the following generated is 12 - think of this as 12 Sections of wild eyed BOARDING ASSSAULT TABLE
process: jet-pack Luftlancers hurtling toward the Cleomedes.
1. The attacking player combines the Attack Dice SCORE NAME EFFECT
(generated by adding the Crew Points (CP) of the Claires Medium Cruiser has an Act.D of 4. Sadly all Attacker has more hits, but not Sweeping Roll a D6 on the Boarding Damage Result Column of the
models initiating the Boarding Action) together, this available Fighters in Claires Fleet are out of range DOUBLE Assault Damage Table applying the result to the Boarded Model.
forms the Attack Dice Pool. and so cannot assist in the defence. She rolls 4 dice Roll a D6 on the Boarding Damage Column of the Damage
2. The defending player now looks to reduce this and winces, only scoring 3 successes. Claires three Attacker has DOUBLE the Storming
Table and apply the result to the Boarded Model. The
number of hits, but not TRIPLE Action *
total by shooting their ack-ack at the incoming successes are deducted from Daniels Attack Dice Pool Attacker may increase or decrease the result by 1.
assault troops. This is done by adding together the of 12, leaving him with 9 Dice. Roll a D6 on the Boarding Damage Column of the Damage
Act.D rating of the target Model (along with the Attacker has TRIPLE the All Objectives
Table and apply the result to the Boarded Model. The
number of hits or more Secured
Act.D rating of any Interceptors sent to defend the In the subsequent Melee Step Daniel rolls his 9 Attacker may increase or decrease the result by 1 or 2.
model see later) creating a Defensive Dice Pool. remaining Attack Dice while Claire rolls her Crew Attacker and Defender roll the
The defender rolls that number of D6 using the Rating of 4 in Attack Dice and they compare the total Hold The Line No Effect
same number of hits
Exploding Dice Mechanic. Each success achieved by number of successes that each of them rolled on the
Defender has more hits, but not Drive Them Each attacking model that contributed CP to the Attack Pool
this roll will reduce the number of dice in the Attack Boarding Assault Table to the right. DOUBLE Back ** gains 1 Disorder Marker.
Dice Pool by 1.
Defender has DOUBLE the Bloody Each attacking model that contributed CP to the Attack Pool
number of hits, but not TRIPLE Repulse gains 2 Disorder Markers.
Defender has TRIPLE the Each attacking model that contributed CP to the Attack Pool
Massacre
number of hits or more gains 3 Disorder Markers.
* In instances where the Defender has rolled no hits and the Attacker has scored hits, a Storming Action result is scored.
** In instances where the Attacker has rolled no hits and the Defender has scored hits, a Drive Them Back result is scored.
Using Support
When executing Bombing/Attack Runs against a 4 - Place the used SAW Tokens (including any
model, follow these simple guidelines: intercepting Fighters) into their respective
Graveyards to be returned to the battle in the End
Aircraft Wings
1 - Total the Attack Dice of all SAW Tokens mounting Phase (assuming their Carrier models survive that
the attack to create an Attack Dice Pool and roll to hit is!).
using the Exploding Dice Mechanic. Remember that a Fighter SAW Token can
protect its Parent model in the same way
Remember that Damage Markers on Parent that it protects another friendly model.
models negatively affect the successes rolled
by their Bombers or Fighters when they INTERCEPTION!
attempt a Bombing or Attack Run!
Certain models (called Carrier models) in DW: Attack Runs from Fighters can be launched When a model is announced as a target of a Bombing/
Fleet Action can launch sorties of Support Aircraft against targets occupying the Combat (Aerial) and 2 - Total all Defence Dice generated from Act.D Attack Run or Boarding Assault, certain models may
Wings (SAW) equipped with high ordnance bombs Flying High Height Levels at a maximum of Effective Defence of the target (combining with the Act.D elect to launch one of their Fighter SAW Tokens to
or piercing air-to-air missiles that, when directed Range with no Line of Sight being necessary. Attack Defence of any Fighters sent to defend the model defend the target. Fighters may only be launched
at a target, can be utterly devastating. These are Runs may not be executed by Carriers that are as part of an Intercept Action) to create a Defence towards a friendly model within Effective Range.
represented on the battlefield as resin SAW Tokens. occupying the Sub-Surface Height Level. Dice Pool and roll to hit using the Exploding Dice The Fighter SAW Token is removed from its parent
The availability of SAW within a force is finite, When a Bombing/Attack Run is launched from Mechanic. Each Success from this roll will reduce the models deck and placed in contact with the friendly
with only so many wings being able to launch at a Carrier model, place the SAW Token into contact number of Attack successes rolled by 1. model they are defending.
any one time. This is represented by a Carrier model with the target model. Repeat the process with any Fighters increase the Act.D Defence of the target
Remember that Disorder Markers on Parent
having Wings On-Deck. During the End Phase of other Bomber/Fighter SAW Tokens you wish to model by the AD number listed in its stat line on
models negatively affect the successes rolled
any Game Turn, Carrier models choose which type launch from the model/Squadron as part of an attack. by their intercepting Fighters! the parent models statistic card - with any Disorder
of SAW they wish to field in the upcoming Turn and Once this is done, the Defender may elect to Markers on the parent model negatively affecting the
literally place them On Deck, by putting the physical launch Fighters from the targeted model and/or 3 - Compare the remaining number of attacker Wings Defensive Total rolled as normal. Multiple
Token on the Flight Deck of the Carrier. friendly models within Effective Range of the target Successes to the Damage Rating of the target model. models in a Fleet may elect to send Fighter SAW
The Carrier MAR will denote how many Wings model as part of an Interception Action, in an attempt If the attacker Successes equal or exceed the Damage Tokens to defend a friendly model if desired.
can be placed On Deck and these Wings MUST be to mitigate the effect of the incoming attack. This Rating of the target model, players will roll on the
determined in the End Phase before moving on to a could see the defending player launching multiple Damage Table. Attack Runs and Bombing Runs Remember once a SAW Token (Bomber
new Turn and once chosen they cannot be changed Fighter SAW Tokens if desired. Interception Actions BOTH ignore Passive (Pas.D) Defences as they are or Fighter) has completed its action it is
removed from the table and placed in a
during the Turn. may not be executed by Carriers on the Sub-Surface able to deliver their payloads at a range far closer player's Graveyard for convenience, ready to
Height Level. than these Defences can protect a model. be reassigned during the End Phase.
Carrier Models are deployed without SAWs
On Deck - they are being scrambled as the Remember you cannot launch more Bombers or
Forces close. This means that NO Carrier Interceptors than you have SAW Tokens On Deck.
models may launch Wings in their first turn
of being on the battlefield.
The End 3. RESOLVE DISORDER MARKERS Every two Disorder Markers remaining on a
All forces can elect to remove Disorder Markers from Model are then removed and replaced with a Damage
models in their force. This is done so by rolling a Token. Any excess Disorder Tokens remain in play.
Phase
number of dice equal to their Force Quality Rating
using the Exploding Dice Mechanic. Example: Kathryns Monarch Heavy Battleship has six
Remove 1 Disorder Marker from the force for Disorder Tokens in the End Phase. She removes one with
each Success rolled. Remember that certain models a success from her Force Quality roll leaving 5. 4 Tokens
may even be able to remove Disorder Markers are then exchanged for 2 Damage tokens. The remaining
automatically by virtue of a MAR or commander Disorder Token remains on the Model for the next turn.
effect. This should be done BEFORE players elect to
Once both players have activated all the Squadrons Objective Capture In certain Scenarios there will make their Force Quality Rating roll. 4. PREPARE FORCES
they can, play moves on to the End of Turn. At this be an Objective present that will provide a specific At this point players should ensure that their VP
time, players will check to see if someone has won number of VPs to a side. totals are correct, all models have the relevant
a game and they may attempt to remove Disorder Markers on their base, all Activation Markers are
from Squadrons. The following details the sequence 2. CARRIER REPLENISHMENT removed from the battlefield.
players should follow in the End Phase: During the Carrier Replenishment Step, players will
return SAW Tokens of Bombers and Fighters from
1. CHECK VICTORY POINTS their Graveyard back to the models in their Fleet that
Model Kills - All models in a Squadron are considered launched them.
to be worth Victory Points (VPs) which are denoted These Token(s) should be remove from the
on their Statistics Profile. To score VPs a player must players Graveyard and placed On Deck of a suitable
destroy an enemy model by causing enough Damage carrier. The Token must be designated as Bombers
so as to equal the models Hull Points. or Fighters when placed. Unused Tokens still On
Deck during the Carrier Replenishment Step may be
1. Check Victory Points Players will score Victory Points
Scoring Additional VPs - Many Scenarios in this re-tasked as a different Token if desired,
when enemy models and Squadrons are Destroyed. Some
book include the following additional methods for Scenarios may also allocate additional Victory Points to
scoring VPs: The Carrier Replenishment Step is also the players for secured objectives. Once this is done, players may
time players can execute a number of special need to roll for the end of the game
rules and resolve the effects of some MARs. 2. Carrier Replenishment During this Step, players will
Lead Squadron Kill Bonus A Squadron designated
return used SAW Tokens of Bombers and Fighters from their
as a Lead Squadron grants an additional +2 VPs when End Graveyard to the Carriers in their Fleet that generated them.
it is Destroyed. In cases where attachments are added Phase 3. Resolve Disorder Markers Players can elect to try and
to these Squadrons, the VPs are awarded when the remove Disorder Markers from models in their Fleet by rolling
parent model(s) are Destroyed. using their Force Quality Rating. Any remaining Disorder
Markers on a model are now turned into Damage Markers at
this point.
Sector Control A fleet may score a bonus of +1
4. Prepare Forces Once all steps above are completed,
VP in the End Phase of each turn for any Sector it ensure all appropriate Markers are applied to the correct
controls. A player is regarded as having control of a Models and the Victory Total is up to date.
Sector if they are the only player to have a model in
that Sector.
MARs &
Tokens. If it Doubles the targets DR apply this effect MIMIC GENERATOR
twice. If it Triples the target DR apply this effect three If this model is within Point Blank Range of a Medium
times. size class enemy Model its Pas.D is increased by 1. If
Generators
this model is within Point Blank Range of a Large size
HUNTER (HEIGHT LEVEL) class enemy Model its Pas.D is increased by 2.
Weapons with the Hunter MAR are designed to target
and eliminate an enemy model as denoted in the MINELAYER
parenthesis. When targeting such Models the firer gains Total the number of Squadrons with the Minelayer MAR
a Dice Shift to the Left, up to a maximum of Exploding. in a Fleet if it is more than the enemy, place a Minefield
Elements with Hunter (All) gain the bonus against all Terrain Piece as an additional piece of terrain on the
In order to provide an exciting sense of Victorian Super DIEHARD CREW targets (assuming they can attack them!). battlefield after table sides have been determined.
Science Fiction, we use Model Assigned Rules (MARs) In the End Phase roll a single D6 for each Squadron that If it is DOUBLE the enemys total squadrons with
and Generators to enhance some game models: has the Diehard Crew MAR, using the Exploding Dice INDEPENDENT MOVE the Minelayer MAR (or if the enemy has no Squad-
Mechanic. For each Success rolled you can remove one Some models can move in any direction they wish, rons with the Minelayer MAR at all!) place TWO
CARRIER (VALUE) Disorder Token from a model in that Squadron. This without the need for the Turning Template and are not Minefield Terrain Pieces. Minefield Terrain may not
A model with this MAR is considered to be a Carrier roll takes place before a player rolls their Force Quality required to make a Drift Move. be placed in Deployment Zones.
and can generate a number of SAW Tokens equal to the Rating.
Value listed in parenthesis. INDIRECT FIRE PUNISHING
DISRUPTION GENERATOR This model may elect to fire at a target at in the Long or When a weapon with this MAR successfully matches or
CLOUD GENERATOR At the end of a models Movement the controlling player Effective Range Bracket without having Line of Sight. exceeds the Damage Rating of a model the Attacker may
Any enemy targeting a model with the Cloud Generator may target an enemy model that is within Point Blank The Attack always uses the Basic Dice Mechanic and increase or decrease their roll on the Damage Table by 1.
is subject to a single Dice Shift to the Right. This is Range: roll a D3-1 and add a number of Disorder Tokens cannot be modified in any way.
cumulative to any reductions made by firing across to the target model equal to the result of the roll. REPAIR (VALUE)
Height Levels. The Cloud Generator does not function Node Generator: A Model with a Node Generator INVENTIVE SCIENTISTS (VALUE) During the Carrier Replenishment Step of the End
if the attacking model is within Point Blank Range. may target an enemy model within Effective Range This model may re-roll a number of INITIAL die equal Phase, models with this MAR should roll a number of
but may not target a model within Point Blank Range. to the value in parenthesis from any Pas.D Defensive dice equal to the value in parenthesis of the Repair MAR
COMBAT DEPLOYMENT (MODEL, VALUE) Pool, the second result MUST be accepted. using the Exploding Dice Mechanic. For every success
Once per game during the Carrier Replenishment Step ELITE CREW rolled, the Repair model may remove 1 Damage Marker
of the End Phase, a model with the Combat Deployment Models with this MAR may re-roll any INITIAL rolls of a KINETIC GENERATOR from any friendly model/s within Point Blank Range.
MAR may deploy a number of Models equal to the 1 when engaging in the Melee Step of a Boarding Action. A model with a Kinetic Generator may roll a single D6
Model and Value listed in the brackets. Models deployed at the beginning of its activation. The Model must be SECURITY POSTS (VALUE)
via Combat Deployment must be deployed within 4 of ESCORT moved straight ahead a number of inches equal to the This model adds the number in parenthesis to its Act.D
the transporting model and become activations in their Models with this MAR may be used to escort a model. dice result. The model may then be moved normally, Defence Dice Pool when subject to a Boarded Assault.
own right. Should the transporting model be destroyed Escort Models may add their (Act.D) Defence statistics including any compulsory Drift Move.
before deploying its cargo the models are lost and to their Parent Model when the Parent is attacked by an SMALL TARGET
victory points are awarded for the transported models applicable weapon. LETHAL Any model without this MAR that targets a model with
as well as the transporting model. When a Lethal weapon causes a roll on the Damage this MAR is subject to a single Dice Shift to the Right.
FEARLESS Table, the target automatically gains a Disorder Marker For example, a Battleship without the Small Target MAR
CORROSIVE This model may never take Disorder Markers and cannot in addition to any other effects. firing at a Frigate with the Small Target MAR would have
A Weapon with this MAR counts the DR of its target as be affected by Disorder in any way. its Attacks resolved using the Heavy Dice Mechanic.
being 1 lower when resolving an attack. MASSED FIRE
FLAME Weapons with this MAR may re-roll any INITIAL rolls SPECIAL FORCES (VALUE)
CRUSHING IMPACT (VALUE) Weapons with the Flame MAR do not roll on the of a 1 when engaging in a Firing Action at Point Blank A model with the Special Forces MAR may add a number
This model adds the number listed in the parenthesis to Damage Table. If a Weapon with the Flame MAR exceed Range. of dice equal to the value listed in the parenthesis to the
its AD during a Ram. the targets DR apply one Damage Token and D3 Disorder Attack Dice Pool used in the Melee Step when initiating
a Boarding Assault.
Shredded Defences
Disordered This Game Marker denotes a Model that
This Game Marker is used to denote a Model/ is suffering from a Shredded Defences
Squadron that is suffering from Disorder. Critical Effect. The Model is unable to use Ack
Ack or Concussion Charges, counting both as Small Turning Template
Prized Energy Template
being 0.
This Game Marker is used to denote a Model
that has been successfully Prized by an
Aggressive Boarding Action. Generators Offline
This Game Marker is used denote a
Salvaged Model that is suffering from a Generators
This Game Marker is used to denote a Offline Critical Effect. 45 Degree Turning Template
previously Prized Model that has been Small Effect Template
successfully recaptured/Salvaged by an
Aggressive Boarding Action.