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2

Introduction 4
Game Basics 8
Dice in Dystopian Legions 8
To Hit 9
Rounding Down 9
Range Bands 9
Height 10
Sections 10
Statistics 10
Ofcers 12
Command Points 13
Command Tests 13
Game Cards 14
Types of Game Card 14
Hand Size 15
Using Game Cards 15
Deck Building 15
Use Restriction 16
Card Tactics 16
Card Notes 16
Game Setup 18
Determine Game Size 18
Compose Army Lists 18
Set Up Terrain 18
Roll for Game Board Edge 19
Place Objectives 19
Deploy Forces 19
Commence Battle 19
Force Building 20
Te Maximum Force Value 20
Section Types 20
Force Composition 20
Selecting Sections 22
Section Options 22
Terrain Rules 24
Area Terrain 24
Linear Terrain 24
Types of Terrain 24
Terrain Rules 26
Additional Rules 28
Area Terrain Table 29
Linear Terrain Table 30
Sequence of Play 32
Command Point Phase 32
Turn Card Phase 32
Order of March Phase 32
Initiative Phase 33
Section Activation Phase 33
Taking Command 34
Melee Phase 35
End Phase 35
Command & Morale 36
Command Segment 36
Splitting Sections 36
Regrouping Sections 36
Command Tests 36
Command Ability Tests 37
Morale Check Command Tests 38
Opposed Command Tests 39
Movement Segment 42
Movement 42
Formations 42
Infantry Movement 43
Aeronaut Movement 43
Cavalry Movement 44
Ironclad Movement 44
Being Charged 45
Charge Reactions 47
Ramming 47
Ranged Attacks 48
Ranged Attack Sequence 48
Declare Target 48
Determine Line of Sight 48
Determine Range 50
Compile Attack Dice Pool 51
Roll Attack Dice Pool 51
Apply Casualties 51
Take Morale Checks 53
Attacking Ironclads 53
3
Melee Phase 58
Compile Melee Attack Dice Pool 58
Divide Out Attack Dice 59
Roll Attack Dice Pool 59
Apply Casualties 59
Check For Victor 60
Gain the Upper Hand 60
Move Up Remaining Models 61
Ironclads In Melee 63
Duelling 63
End Phase 66
Break Test 66
Victory Conditions 67
Game Length 67
Objectives 67
Capturing Objectives 68
Objective Bonus Victory Points 69
Margin of Victory 69
Model Assigned Rules 70
Model Assigned Rules 70
Weapon Assigned Rules 73
Ironclad MARs 74
Section Upgrade Models 76
Command Abilities 76
Index 78
PRIMARY AUTHORS
Chris Worth & Andrew Jones
ADDITIONAL WRITING
Neil Fawcet & Ben MacIntyre
The contents of this book are
Copyright Spartan Games 2010-2012
All rights reserved
October 2012 Print Editon
We would like to thank our External Play Testers and our Online Community for their invaluable
feedback, all of which has contributed greatly in the making of DYSTOPIAN LEGIONS.
Special thanks must go to Steve Eserin, Craig Gallant, Steve Jones, Stephen Rhodes, Franco
Sammarco, Christopher Drew, Dave Kidd, Ricky Brewer, Jonny La Trobe-Lewis, Rich Jones, Sally
Taylor and Paul Black Spot Kime. Thanks also to Golem Studios, Richard Bradley and Daniel Burt
for their miniature paintng, and to Grand Manner for its scenery.
4
Good day to you reader, pray let me introduce
myself. I am Lord Barnabas Draynes Sturgeon and
it is my dubious honour to enlighten you to a world
that stands on the precipice of global destruction.
As you must surely know, science is the key to
our future. Over the last 200 years technology has
advanced faster than any scientist could have ever
imagined. Not even Aristotle or Newton could have
predicted the enormous leaps we have made. I, for
my part, have contributed to this evolution
in thinking, and with my discoveries the
world has changed forever.
However, my naivety saw my hopes
for a greater world, a utopia if you
will, shattered by the kingdoms and
empires of the world. So now the
world stands on the edge, the great
nations consumed by a world war.
I am saddened to admit that it is my
work with a mysterious substance -
Element 270 - which I discovered
in Antarctica in 1844 that has
warped the world as we know it.
I had led a team of my closest
friends and comrades into the Antarctic in
pursuit of the Vault, a fabled site of scientific legend.
I created a new nation, the Covenant of Antarctica,
and moved to make the world better through the
advancement of science.
But mans lust for war took Element 270 and now Steel
has become a material that is just as strong but 20 times
lighter, Tin can become 30 times stronger, but just as
light. Weapons ordnance can become 1000 times more
deadly, raw energy can be propelled through focussed
lenses to melt iron. All this makes machines of war
even more devastating.
And so we find ourselves in the year 1870, and war
rages. The mighty nations of this precious planet are
hell bent on destroying each other. I, and my people
of the Covenant of Antarctica, cannot sit by and watch
idly. If the world leaders will not solve their disputes
then we will.
As the nations prime their machines of war, enhanced
with technology so devastating it chills the blood in my
veins, the soldier has not been forgotten.
Brave warriors take to the battlefield,
their own armour and weapons enhanced
by Element 270, and despite the beliefs of
many overconfident theorists, the advent
of giant mechanical war machines has
not diminished the role of the common
foot-soldier.
All of the great powers have
mustered vast armies of regular
soldiers to support their mighty
new land ironclads in the field.
Thus, in a thousand and more
war-ravaged regions, the
infantryman and the units that
support him still reign supreme.
And so, beneath the fury of
the huge and lumbering metal
war-giants of the great powers,
another conflict is being
conducted on a different scale,
as massed infantry and lighter
armour clash in fierce, close-
quarters combat.
Here, at the cutting edge of war in tight, claustrophobic
terrain, the Land Ships and great heavy tanks are
merely a distant threat all that matters is taking the
next trench, clearing the next building, defending the
key bunker, contesting the vital crossroads.
In this conflict, the infantryman is still the king. All
other arms are there to ensure that he is successful
in his missions across these battered, shredded and
hazardous battlefields.
This is the infantrys war - this is DYSTOPIAN
LEGIONS.
5
EMPIRE OF THE BLAZING SUN
PRUSSIAN EMPIRE
FEDERATED STATES OF AMERICA
KINGDOM OF BRITANNIA
6
G DICE
3 colours
B
A
C
D
A FORCE
KEY
B RANGE MEASURE
C TOKENS
D STAT SHEET
E GAME CARDS
F
G
ACTIVATION CARDS
DICE
7
E
F
G
Welcome to the world of Dystopian Legions, an exciting game of
tabletop combat using heroic scale miniatures. Your gaming table
can be as complicated as you want it to be, ranging from a simple
cloth to a custom made tabletop like the one you see here.
At www.spartangames.co.uk you can download a host of
resource materials, such as Model Statistics and Army Lists, that
will enable you to choose and build your armies. Tis is a key
element of the game as this resource will continually grow as the
game expands and many more models are added.
8
DYSTOPIAN LEGIONS is a fast paced game that
focuses on exciting, cinematic action. For this reason,
the core mechanics of the game have been kept simple
and straightforward, allowing you to get straight into the
action and start developing tactics and strategies to defeat
your opponents.
Te following Chapter lays out the basic game terms and
mechanics that will be referred to throughout this book.
DICE IN DYSTOPIAN LEGIONS
Te outcome of an action is rarely certain, particularly
in the midst of a chaotic battle where smoke can obscure
a rifemans aim, or an Ofcers shouted orders can be
drowned out by thunderous gunfre. DYSTOPIAN
LEGIONS uses Dice to represent this random element.
Te game uses two types of dice: D6 and D3. A D6 is a
standard six-sided dice, numbered 1 to 6 on its faces.
To roll a D3, roll a D6, and compare the result to the
following:
D6 Roll D3 Result
1 or 2 1
3 or 4 2
5 or 6 3
Whenever you see a numeric value written before a
particular type of dice in the rules (for example 2D6) this
indicates the number of that type of dice to be used.
ROLLING DICE
Rolling D6 is governed by the Spartan Games Coloured
Exploding Dice game mechanic. In most circumstances,
players will be asked to roll a specifed number of D6 and
count the number of hits or successes scored. In most
cases each roll of 4, 5 or 6 will be a success, however
various efects can cause this to hit number to change.
DICE COLOUR
Regardless of the to hit number required, rolls of 6 on a
Dice behave diferently depending on the Dice Colour:
BLACK DICE:
Wherever you see the number of Dice to be rolled written
in BLACK, you know that a natural roll of 6 always results
in ONE success.
BLUE DICE:
Wherever you see the number of Dice to be rolled written
in BLUE, you know that a natural roll of 6 always results
in TWO successes.
RED DICE:
Wherever you see the number of Dice to be rolled written
in RED, you know that a natural roll of 6 always results
in TWO successes AND you can roll another RED Dice.
Important Note: With RED Dice you keep going until
you stop rolling any 6s, and only when you have fnished
rolling Dice do you add up the total number of successes;
so make sure that when you roll again DO NOT roll a
dice that is already a success, you may lose count!
Example: A player rolls 3 Black Dice with a to hit
number of 4, 5 or 6, and rolls a 2, a 4 and a 6. As the 4 and
6 both count as a success, the player has TWO successes.
9
Ten a player rolls 3 Blue Dice with a to hit number of 4,
5 or 6, and rolls a 2, a 4 and a 6. As the 4 counts as ONE
success, and the 6 counts as TWO successes, the player
has scored THREE successes in total.
Finally, a player rolls 3 Red Dice with a to hit number
of 4, 5 or 6, and rolls a 2, a 4 and a 6. Te 4 counts as
ONE success, and the 6 counts as TWO successes and the
player can roll another D6. Te player rolls a second 6 for
a further TWO successes and gains a further roll. Tis
time the player rolls a 3 and now stops rolling. Adding the
successes together, the player has scored FIVE successes
in total.
TO HIT MODIFIERS
Various in game efects will cause the to hit number of
a Dice to change. Tese are known as to hit modifers.
Unless otherwise stated when a Dice is rolled it causes a
success on a 4, 5 or 6, with the efect of the 6 changing
depending on its Colour.
To hit modifers change the to hit number that a Dice
needs to cause a success by the stated amount.
Example: A game efect that causes a -2 to hit modifer
would mean that a Dice would only cause a success on a 6,
whilst a game efect that causes a +1 to hit modifer would
mean that a Dice would cause a success on a 3, 4, 5 or 6.
To hit modifers CANNOT lower the minimum result
required to cause a success below 2 or raise it above 6.
Additional successes for rolling a 6 on a BLUE or RED
Dice are only achieved on the roll of a natural 6.
CHANGING DICE COLOUR
Various in-game efects will cause Dice to RAISE or
LOWER their Dice Colour Level.
To lower the Dice Colour by 1, would drop RED to
BLUE, or BLUE to BLACK. To lower by 2 would drop
RED to BLACK. Conversely, to raise by 1 would change
BLACK to BLUE and BLUE to RED and to raise by 2
would change BLACK to RED.
If a Dice Colour Level is raised past RED, each model
afected gains an ADDITIONAL RED Dice to a
maximum of ONE additional Dice. Conversely, if an
efect causes a Dice Colour Level to drop past BLACK,
each model afected loses ONE Dice, to a minimum of
ONE.
Important Note: Te Dice Colour MUST be determined
BEFORE the Dice are rolled, they CANNOT be RAISED
or LOWERED afer the Dice are rolled.
ROUNDING DOWN
Unless stated otherwise, if the rules state that a value is
to be reduced by HALF, the original number is always
Rounded Down. Any value related to a number of
Dice can NEVER be reduced to below 1 by Rounding
Down, but any other value can be, for example a models
Movement (Mv) value.
RANGE BANDS
Range is the distance in inches between the closest point
of a models base and the closest point of its targets base,
measured along the Line of Sight. Tere are SIX Range
Bands, each of which is eight inches and follows on
directly from the Range Band before it. Te Range Bands
are therefore 8, 16, 24, 32, 40 and 48 with 48
therefore the maximum Range in the game.
If the distance between the Firing model and any target
is 8 or less, then the target is in Range Band 1. If the
distance is greater than 8, but not further than 16, the
target is in Range Band 2. Tis follows for Range Band 3,
Range Band 4, Range Band 5 and Range Band 6.
BASE CONTACT
Models are judged to be in Base Contact if their bases are
physically touching.
10
HEIGHT
Models are considered to be Man-Height. Man-Height
models will obstruct or Impede the Line of Sight of other
models which are also Man-Height or specifed to be
smaller. Exceptions include models with the Towering
Model Assigned Rule, these models are larger and so
CAN draw Line of Sight over Man-Height models.
Pieces of Terrain are assumed to Impede Line of Sight
to and from Man-Height or smaller models, as detailed
by its Cover Bonus. If no Cover Bonus is listed, it does
NOT Impede Line of Sight. Exceptions include Flat and
Tall Terrain. Flat Terrain does NOT Block or Impede
ANY models Line of Sight. Tall Terrain is larger than
Man-Height and so may Impede or Block Line of Sight
regardless of the models Height.
SECTIONS
Models are grouped into Sections when you are building
your Force. Tey will operate together as a single unit
during the game.
STATISTICS
Models in the game represent a wide range of soldiers and
vehicles and their even more varied arms and equipment.
Each model has a number of Statistics, which relates the
information necessary to play a model on the tabletop.
What these Statistics mean is described on the following
pages:
TYPE
Although there is a very wide range of models in
DYSTOPIAN LEGIONS, they can all be categorised into
one of the following Types which will determine how they
can move and fght.
Infantry: Ranging from the Kingdom of Britannias Line
Infantry to the Empire of the Blazing Suns Shinobi and
the Prussian Empires Teutonic Knights, infantry form
the bulk of the worlds armies. Generally they are human
sized and move around on their own two legs.
Aeronaut: For decades aerial troops have been used by all
of the major powers in one form or another. Equipped with
various state-of-the-art fying machines they are capable
of making great powered leaps across the battlefeld, and
are even able to attain true fight over short distances.
Aeronaut troops are used to fulfl a great many diferent
battlefeld roles, but whatever the case their speed and
manoeuvrability are always their greatest asset.

Captain Smethington II and Oberst Hahl
are in Base Contact.
11
Cavalry: Ever since man frst sat atop a horse, Cavalry has
earned its place on the battlefeld. Even in the Sturginium
Age this is the case, although the beasts have changed.
Alongside their traditional equine counterparts the
armies of the Great Powers utilise modern machines,
Steambikes and Motorcycles, all fghting using modern
versions of the hit and run tactics that have been used by
Cavalry for centuries.
Ironclad: Since the advent of the practical steam engine
in the 18
th
century vehicles have been used to wage war.
Tese vary wildly from Armoured Personnel Carriers to
great hulking Tanks. By virtue of their mechanical nature,
Ironclads are universally protected within armoured
shells, and more ofen than not will carry more frepower
than anything else on the battlefeld.
MOVEMENT VALUE (Mv)
Te distance that the model can move during its activation
in inches (). Certain models will have more than one
Movement Value, detailing how far the model can move
when performing diferent sorts of Move Action.
INJURY RATING (IR)
A models Injury Rating is the number of successes an
attacking model needs to roll to cause the loss of ONE
Life Point.
KILL RATING (KR)
A models Kill Rating is the number of successes an
attacking model needs to roll to cause the loss of ALL of
the models remaining Life Points.
LIFE POINTS (LP)
A models Life Points is a measure of is a measure of their
ability to go on afer sufering injuries it can survive. If
a model loses ALL of its Life Points, it is Killed and
removed from the Game Board.
MELEE ATTACK DICE (MAD)
A models Melee Attack Dice is the number of dice it
rolls when fghting in Melee and the Colour of these dice.
Tis is representative of the models skill in close-quarter
fghting, as well as any Weapons it is carrying.
Important Note: Weapons used exclusively at close
quarters (sabres, lances, bayonets etc.) are NOT listed as
part of a models Weapons Statistic. Instead, their efects
are incorporated directly into the number and Dice
Colour of each models Melee Attack Dice (MAD).
RANGED WEAPONS
Tis details the Weapon/s that the model uses when
making Ranged Attacks.
MODEL ASSIGNED RULES (MARs)
In addition to a models statistics, it may have one or
more Model Assigned Rules. Tese detail various special
actions that a model might be able to perform, or other
rules that diferentiate it from other models beyond its
statistics.
IRONCLAD STATISTICS
While the vast majority of models use the same set of
statistics, it is an inescapable fact that Ironclads and men
are very diferent entities. As such, Ironclads use a slightly
diferent set of Statistics to other models to represent
themselves in DYSTOPIAN LEGIONS.
ROTATIONS (R)
An Ironclad may make a number of Rotations during its
movement equal to its Rotations stat.
ARMOUR RATING (AR)
An Ironclads Armour Rating is the number of successes
an attacking model needs to roll to cause ONE roll on
its Damage Table. Each Ironclad has a separate Armour
Rating for its Front, Sides and Rear.
DAMAGE TABLE
Each Ironclad has its own Damage Table detailing
damage that it can sustain. When an Ironclads armour
is penetrated roll against its Damage Table to determine
the efect.
HULL POINTS (HP)
An Ironclads Hull Points are the measure of how much
damage it can survive. If an Ironclad loses ALL of its Hull
Points, it is Destroyed and is lef as a Wreck.
12
WEAPON STATISTICS
It is not only soldiers that will difer wildly, the weapons
they carry are just as diverse. Te following statistics relate
how these weapons operate in a game:
NAME
All Weapons also have a Designation, ofen describing its
function and manufacturer.
RANGED ATTACK DICE (RAD)
A Weapons Ranged Attack Dice is the number of dice
that a model rolls when making a Ranged Attack with this
Weapon, and the Colour of those dice.
IRONCLAD ATTACK DICE (IAD)
A Weapons Ironclad Attack Dice is the number of dice
that a model rolls when making a Ranged Attack against
an Ironclad with this Weapon, and the Colour of those
dice.
EFFECTIVE RANGE
A Weapons Efective Range lists which of the SIX 8
Range Bands that the Weapon can fre into with full
efect, using the listed Attack Dice and Dice Colour.
LONG RANGE
A Weapons Long Range lists the Range Bands into
which the Weapon can fre with a reduced efect, using
the listed Attack Dice, but LOWERING the Dice Colour
Level by ONE.
WEAPON ASSIGNED RULES (WARs)
Weapons may also have one or more Weapon Assigned
Rules. Tese detail various special functions or variations
from the core rules specifc to that Weapon.
OFFICERS
Ofcers play a very signifcant role in DYSTOPIAN
LEGIONS. Although their troops can be relied upon to
perform basic manoeuvres and combat against the enemy,
to get the most out of them, Ofcers are required. Ofcers
can make soldiers move faster and stand their ground
in the face of the enemy. Tey also ofen have a range of
Command Abilities; special orders they can issue which
allow nearby troops to perform specifc actions outside of
the normal Sequence. Additionally, Ofcers can make the
playing of Game Cards on other models easier.
Ofcers have an additional stat, representative of their
ability and calibre as an ofcer, known as their Tier.
QUALITY OF LEADERSHIP
Ofcers come in diferent Tiers, representative of their
ability to Command their troops. Te Tier dictates its:
Command Distance: Sections can only spend Command
Points if they begin their Activation within the Command
Distance of an Ofcer.
Morale Check Dice: Ofcers can add additional Dice to
a Sections Morale Check Command Test up to the limit
determined by their Tier.
Additional Command Points: Ofcers also add a number
of Command Points to the Command Point pool at the
start of every Turn.
Command Test Dice Colour: Te starting Dice Colour
for any Command Tests that the Ofcer needs to make
(normally to use their Command Abilities) is decided by
their Tier.
Te Tiers range from Tier 1, who are relatively poor
commanders but may be otherwise exceptional
individuals, to Tier 6, who are very rare and inspiring
leaders.
COMMAND POINTS
Each Turn during a game of DYSTOPIAN LEGIONS
each player will have a number of Command Points.
Te number available is calculated at the beginning of
each Turn (see Page 32).
Tese are then used throughout the Turn to improve
Command Tests, play Game Cards and to allow
Squadrons to perform more complex actions.
13
COMMAND TESTS
Frequently in a game of DYSTOPIAN LEGIONS the
players will be asked to take Command Tests. Tese
include Command Ability Command Tests, Morale
Check Command Tests and Opposed Command Tests.
When asked to take a Command Test, the player will roll
3D6, scoring successes on rolls of 4, 5 and 6. Te Dice
Colour is determined by who is taking the Test.
If it is Command Ability Command Test the Tier of the
Ofcer taking the Test will determine the Dice Colour, as
described on Page 38.
If it is a Morale Check Command Test assume the Dice
are RED unless specifed otherwise. If it is an Opposed
Command Test assume the Dice are BLACK unless
specifed otherwise. Otherwise, the Command Test will
specify what Dice Colour should be used.
Te Dice Colour can then be raised or lowered by various
efects, such as spending Command Points (see Page 36).
Te player rolls the Dice and counts the number of
successes scored; comparing the result to the number of
successes required to Pass the Test. Te Test will specify
what happens when the Test is Passed or Failed.
OPPOSED COMMAND TESTS
Players may be required to make Opposed Command
Tests. In these cases BOTH players will take a Command
Test SIMULTANEOUSLY and compare the number
of successes they roll. Te player which scores the most
successes wins the Opposed Command Test.
Important Note: When playing a game that involves
more than two players, divided into allied sides, it is not
necessary for ALL players to take the Opposed Command
Tests. Instead, each side nominates ONE player to make
each particular roll.
Te victor of the roll then goes frst/places the frst piece
of Terrain etc. followed by the opposing nominated player,
and so on. Only the player taking the Command Test may
use Command Points and Game Cards to infuence it.
TIER 6:
Command Distance: 12
Morale Check Dice: 2
Additional Command Points: 6
Command Test Dice Colour: RED
TIER 5:
Command Distance: 10
Morale Check Dice: 2
Additional Command Points: 5
Command Test Dice Colour: RED

TIER 4:
Command Distance: 8
Morale Check Dice: 1
Additional Command Points: 4
Command Test Dice Colour: BLUE

TIER 3:
Command Distance: 6
Morale Check Dice: 1
Additional Command Points: 3
Command Test Dice Colour: BLUE

TIER 2:
Command Distance: 4
Morale Check Dice: 0
Additional Command Points: 2
Command Test Dice Colour: BLACK

TIER 1:
Command Distance: 2
Morale Check Dice: 0
Additional Command Points: 1
Command Test Dice Colour: BLACK
14
Game Cards in DYSTOPIAN LEGIONS are used to
represent a wide range events that impact on the game.
Tese vary wildly, incorporating special commands, special
abilities, of-table support and much more.
TYPES OF GAME CARD
Tere are several types of Game Cards, diferentiated
using the STAR mechanic. Each card is marked with an
appropriate S, T, A or R symbol to indicate whether it is a
Section, Turn, Action or Reaction card.
Important Note: A Game Card may allow you to
perform an action with, or against, a model that is
otherwise not allowed. Te text on a Game Card always
takes precedence over the rule book.
S Card (Section Card)
A maximum of one Section Card can be played on a
Section per turn.
Section Cards are played at the stated point during the
Sections Activation.
Section Cards can afect some, all or none of the models
in a Section.
T Card (Turn Card)
A maximum of one Turn Card can be played by each
player per Turn.
Turn Cards are played at the start of the Turn before
Initiative is resolved.
Turn Cards are placed face down in front of the players
and are revealed simultaneously.
Turn Cards are resolved in the order of Initiative from the
previous Turn.
Unless specifcally stated otherwise, a Turn Card will only
have an efect during the current Turn.
Important Note: On the frst Turn, where Initiative
has not yet been determined, players take an Opposed
Command Test and resolve their Turn Card in order;
highest frst to lowest last.
A Card (Action Card)
A maximum of one Action Card can be played on a
Section per Turn.
15
An Action Card can be played at the stated point during
the Sections Activation.
R Card (Reaction Card)
A maximum of ONE Reaction Card can be played on
a Section in response to an enemy action against the
Section.
Only one Reaction Card can be played per action but more
than one can be played on the same model per Turn.
An action is any single event during an enemy Sections
Activation that has an efect on a model.
A Reaction Card will only afect a single action, so the
efect of a card that increases your Kill Rating (KR) is
temporary, and only lasts for the duration of the action it
was played against.
HAND SIZE
Te maximum number of cards a player can hold at any
one time is 5. Tis is called the players Hand. At the start
of a game, afer Deployment but before Initiative is rolled
for the frst Turn, each player draws cards from their
shufed deck of Game Cards up to their maximum Hand
size.
In the End Phase of each Turn players must ensure that
they do not have more cards in their Hand than they are
allowed. If a player does have too many cards in their
Hand, or if they simply wish to replace some of the cards
they have, they can discard any number of Game Cards
to the Discard Pile and draw new Game Cards from their
deck up to their maximum Hand size.
If a player gets to the end of their deck of Game Cards
they must reshufe their Discard Pile into a fresh Game
Card deck.
USING GAME CARDS
Every Game Card has a Command Point value.
Whenever a Game Card is played the owning player
MUST pay the Command Point cost shown on the card
in order to use the card.
Use the text on the various cards as a guide to when, and
on what models, a Game Card can be played. Te text on
each card will explain the efects of each card and how it
is used in the game.
Once a Card has been played, it is placed in the Discard
Pile. A Game Card that has been played CANNOT be
retracted unless it was played incorrectly.
DECK BUILDING
Some Sections, Ironclads, Section Upgrades and Characters
are provided with Special Game Cards. Tese represent any
rare command abilities, special skills or other game efects
brought to the battlefeld by their associated models.
Tese Cards can be Swapped-in to a players Game Card
Deck when the relevant Section, Upgrade etc. is taken in
the players force, by replacing one of the other Cards in the
Game Card Deck.
Swapping Cards in and out of a deck gives a player a great
deal of fexibility in creating new and exciting tactics to
smash their opponents. By customizing the deck a player
can radically change the way that their force acts in battle,
tailoring it to their choice of models or their play style. A
well built deck can play just as big a part as any other in
bringing about victory on the battlefeld.
When a model or Section with its own Special Game
Card is selected as part of a players Force, they may add
ONE of those Game Cards to their Deck by removing
the standard Card from the Deck which shares the same
Game Card Number and replacing it with the Special
Game Card.
Special Game Cards can have more than one Game
Card Number at the bottom. A Special Game Card may
be swapped into a Deck for any Game Card in the Deck
that shares the same Game Card Number as the card being
swapped out.
Example: A Kingdom of Britannia player wishes to
include the Special Game Card for their Musician,
BANG! Two-Tree. Te Musicians Special Game Card
has the Game Card Numbers 5, 7 and 18 printed at the
16
bottom. Tis means that the Musicians Special Game
Card can be swapped in for either card 5, 7 or 18 from the
players 26 Card Kingdom of Britannia Game Card Deck.
Te player decides to swap-out Game Card number 5,
Look Out! for the Musicians Special Game Card. Te
Look Out! Card is removed from the Deck, and the
BANG! Two-Tree Card is added insted.
If a player wishes, they may include one copy of the a
Special Game Card for each Section that can take it. Te
number of the same Game Card that a player make take
in their Game Card Deck is limited by which Cards the
Special Game Card can be swapped out for. A Game
Card that can be swapped out for THREE diferent cards
can therefore be included a maximum of THREE times
in a single deck.
Example: A Kingdom of Britannia player takes THREE
Musicians in their Force, and so can take up to THREE
BANG! Two-Tree Game Cards. As the Musicians
Special Game Card has the Game Card Numbers 5, 7
and 18 printed at the bottom they swap-out Game Card
5, Look Out!, Game Card 7 Hot Lead and Game Card
18, Volley Fire Present - Fire! for the Musicians Special
Game Card.
USE RESTRICTION
Special Game Cards which are taken alongside
particular models will list the name of the model which
MUST be present in the Force for the Game Card to be
included in the Game Card Deck.
In most cases these Game Cards can ONLY be played on
the listed model, or models near to them.
CARD TACTICS
How and when you choose to play a Game Card is also
very important, and players should be careful not to tell
another player what cards they have until they are forced
to do so. A great tactical advantage can be gained by
keeping your Hand a secret.
CARD NOTES
You may not play cards on your allies models unless the
card text specifcally allows you to. In games with more
than two players per side you may ONLY play cards to
beneft models you control or to hinder enemy models.
Important Note: Any dispute about the order of the
implementation of Game Card efects should be resolved
using the current Initiative order.
RIGHT: Oberst Werner Hahl is something
of a scary sight to behold on the battlefeld. A
truly inspirational leader to his men.
17 17
18
Battle comes in all forms, shapes and sizes. From our great
Land Ships duelling in the Eastern Deserts to the humble
combat patrols along the Kentish cost, and everything in
between. Te thing to remember Cadets is that every fght,
no matter its size, is just as essential as every other on the
march towards achieving total victory over the continental
aggressors.
- Major George Stanley addressing ofcer cadets.
Sandhurst. September 1870.
Te rules given on the following pages give a step by
step guide for turning your kitchen table into the raging
battlefeld of an alternative 19
th
Century.
1. DETERMINE GAME SIZE
Players should frst decide between themselves a
Maximum Force Value (MFV) for their game and
consult the following Game Size Table.
Tis table gives the recommended Game Board size,
number of Objectives and amount of terrain for a battle
of that size.
As a general guide, a Patrol level game can be played with
the contents of a Starter Set in under an hour, while a
Battle level game may last the better part of an evening.
Patrol Skirmish Batle
Maximum Force Value 100 200 350+
Suggested Game
Board size
4 x 4
4 x 4
or
6 x 6
6 x 4
Suggested Number
of Objectves
1 D3 D3
Suggested Number of
Terrain Pieces
D3+2
D3+2 or
D6+5
D6+5
Important Note: Te Game Size Table is only a series of
suggestions on how games should be played and ANY of
its contents MAY be adjusted if all players agree.
2. COMPOSE ARMY LISTS
I do kindly request that I be allowed command over
the Baker Company of the 23
rd
Wisconsin Rifes for the
upcoming assault. I believe that their additional frepower
will be essential to the success of the upcoming operation.
- Extract from a letter by Colonel B. J. Johnson. Gent.
January 1870.
Te next step towards playing a game is for players to
compose lists detailing their forces, up to the agreed
Maximum Force Value (MFV). Tese should be chosen
using the rules found on Page 20.
Te composition of a Force is widely considered to be the
frst tactical decision that a player makes, as the selection
of troop types and numbers will massively efect the how
a Force plays.
3. SET UP TERRAIN
Te following rules detail how to place Terrain on the
Game Board in DYSTOPIAN LEGIONS. For rules
describing the efects and suggested size of the various
Terrain Pieces available, see Page 24.
Terrain MUST be set up using ONE of the TWO
following Methods:
Friendly Set Up
Friendly Set Up is intended for friendly games between
players who are out to have fun. Players are encouraged
to use whatever terrain they like and to create scenic and
thematic battlefelds to fght over.
Players can set up a Game Board placing ANY kind
of terrain in whatever manner they wish to the joint
agreement of all involved.
19
Tournament Set Up
Tournament Set Up is intended for competitive play. Tese
rules ensure that no one side gains an unfair advantage over
the other by placement of the terrain.
Players should take it in turns to place pieces of Terrain,
up to the number dictated by the Game Size Table, as
determined by the size of the Game Board, or by the
Scenario being played. An Opposed Command Test
should be made to determine who places the frst Piece
of Terrain unless the Scenario being played dictates
otherwise.
Each time that a piece of Terrain is to be placed, the player
chooses ONE piece from the available Terrain and places
it on the Game Board, with the following restrictions:
A piece of Terrain CANNOT be placed within 8 of
another Piece of Terrain.
A piece of Terrain CANNOT be placed within 4 of
any Game Board Edge.
4. ROLL FOR GAME BOARD EDGE
Players should roll an Opposed Command Test. Te
player with the most successes may choose ANY LONG
Game Board Edge to be their Deployment Edge.
Unless otherwise specifed as part of a Scenario being
played, the other player must take the Game Board Edge
directly opposite as their own Deployment Edge.
5. PLACE OBJECTIVES
Players should conduct an Opposed Command Test.
Te player with the most successes MUST place the frst
Objective afer which players should take it in turns to
place Objectives until all have been placed.
Players should take it in turns to place Objectives on the
Game Board. Objectives MAY be placed ANYWHERE
on the Game Board as long as they are not within 8 of
another Objective or a Game Board Edge.
Te total number of Objectives is determined by either
consulting the Game Size Table OR is dictated by the
Scenario being played.
6. DEPLOY FORCES
Players should secretly place the Activation Cards of all
of their Sections into a deck in the order which they would
like to deploy them, forming their Deployment Deck.
Players should take an Opposed Command Test. Te
player who rolls the most successes may choose who
deploys the frst Section on the Game Board.
Players then take it in turns to turn over the card on top
of their Deployment Deck and deploy the Section whose
Activation Card is drawn.
Unless otherwise specifed as part of a Scenario, a players
Deployment Zone extends 8 out from the entire length of
the Game Board Edge that they selected. Unless stipulated
by a MAR or the scenario being played, Sections MUST be
deployed within the owning players allocated Deployment
Zone.
If players have an unequal number of Sections, once a
player has fnished turning over all of the cards in their
Deployment Deck the other players should continue to
turn over cards and deploy Sections until all Sections have
been deployed.
Important Note: If a transport is felded as a Sections
Transport option, the Section MUST be Deployed
embarked within it. An Ofcer CAN also be Deployed
inside a Sections Transport option, as long as this does
NOT cause it to exceed its Transport Capacity.
7. COMMENCE BATTLE
Both players begin their Turns, following the Turn
Sequence on Page 32.
20
In the feld you will ofen be able to choose the supporting
elements of the men under your command. Do not take
these decisions lightly. Te skilful composition of a force
that is both balanced and orientated around the objective
at hand will ofen make the diference between defeat and
success.
- Major George Stanley addressing ofcer cadets.
Sandhurst. December 1870.
Before playing a game of DYSTOPIAN LEGIONS you
will need to assemble your Force using the following
Force Building rules:
THE MAXIMUM FORCE VALUE
Te frst step in assembling your forces is to decide on a
Maximum Force Value (MFV) for your game.
Important Note: Te Contents of a Starter Box contains a
useable force that equates to exactly 100 MFV Points, and
is perfect for a Patrol sized game.
Games are played to a set MFV. Every model in the game
has a Points Value (PV) that MUST be spent in order to
include it in your force.
Te total of the Points Values (PV) of every model in a
force should NEVER exceed the set MFV for a game.
SECTION TYPES
All Sections fall into the following Categories:
Mainstay Sections:
Mainstay Sections make up the bulk of the fghting strength
of every army on the face of the globe. Although the exact
details vary wildly from nation to nation, these Sections
are generally formed into Infantry Platoons with their own
Ofcers and specialist equipment.
Veteran Sections:
Veteran Sections are the elite troops of any force. Veteran
Sections vary wildly in all respects, from the mighty
Teutonic Knights to stealthy Shinobi Assassins. Tey join
the Mainstay Sections of a force and bring their special skills
to the battlefeld.
Battalion Support:
As their name suggests, Battalion Support Sections are
dispatched from a central Battalion level reserve of military
assets on an as needed basis. Battalion Support Sections
include the heaviest equipment available to a force, such
as Ironclads, Artillery Batteries and Mechanised Cavalry
Squadrons.
Characters:
Te world of DYSTOPIAN LEGIONS is littered with
heroic characters ofcers and soldiers of renown who
bring their unique abilities with them to the front lines.
FORCE COMPOSITION
Every Force is put together using the Force Composition
Diagram on the opposite page.
Each Platoon brings with it a number of Supporting
Arms, grouped into Veteran Sections, Battalion Support
Sections and Characters.
To start an additional Platoon, and in turn gain access to
its Supporting Arms, the current Platoon MUST contain
the MAXIMUM number of Mainstay Sections available.
ORGANISATION TERMINOLOGY
Sections
Te term Section in Dystopian Legions is used
to describe any group of models that activates
and fghts together during the game.
Platoons and Squadrons
For the purposes of selecting a Force, the
following terms are used to describe a collection
of Sections.
A Platoon is the term used to describe a
collection of Sections.
A Squadron is the term used to describe a
collection of Ironclads.
21
MAINSTAY
SECTION 1
VETERAN
SUPPORT 2
VETERAN
SUPPORT 1
MAINSTAY
SECTION 2
CHARACTER
2
CHARACTER
1
PLATOON
MAINSTAY
SECTION 3
BATTALION
SUPPORT 2
BATTALION
SUPPORT 1
LIEUTENANT
SUPPORTING ARMS
22
Each Box on the diagram represents ONE Section.
Te Section Boxes shaded in Yellow are the Compulsory
element of a Platoon Te Commanding Ofcer and the
1st Section.
Any other Section Boxes may be flled out, limited only by
the Maximum Force Value being used.
SELECTING SECTIONS
When a player selects a Section that they wish to take in
their force they will be presented with a series of options.
NUMBER OF MODELS
Te frst thing that must be done when selecting a Section
is to decide how many models that will be in the Section.
Sections have an optional size. Te number of models in a
Section CANNOT be LESS than the MINIMUM number
of models or GREATER than the MAXIMUM number of
models available for the Section.
SECTION OPTIONS
When selecting a Section a player will ofen be given the
option to Upgrade models in the Section, Add additional
models to the Section or to add Transports to the Section.
Upgrading a model
If a model is upgraded within a Section, it is replaced by a
model of the stated type for the stated Points Cost.
Adding a model
If a model is added to a Section, an additional model of
the stated type is added to the section for the stated Points
Cost.
Adding Transports
Some Sections will be given the option to be transported
in Armoured Personnel Carriers for the stated Points
Cost.
Important Note: Please visit www.spartangames.co.uk
for the latest versions of the Army Lists and model
Statistics.
Te most dashing and
daring men of the
Royal Flying Corps are
undoubtedly the famed
Sky Hussars.
In their tailored uniforms
they have been the envy
and the saviour of many a
Rifeman as they gracefully
come rocketing though the
air - descending to rain
Her Majestys vengeance
upon the enemy.
23 23
24
Good Morning Ofcer Cadets. Te presentation that I
will be giving today is entitled Te Role of Terrain on a
Dystopian Battlefeld and Tactical Advantages that can be
Gained by its Understanding.
- Ofcer Cadet Bernard Williams giving a presentation,
Sandhurst. November 1870.
Whilst the majority of a Game Board will be classed as
Open Ground, which has no efect on how a model moves,
to make games more exciting, players will want to add
Terrain to their Game Board. Terrain is divided into two
categories: Area Terrain and Linear Terrain, which are
then subdivided into the various Types.
Important Note: Not everyones Terrain collection looks
the same, and it would be impossible to describe the efects
of every possible variation. As such, whenever a piece of
Terrain is placed on the Game Board it is important that
ALL players agree what the piece of Terrain represents
from the types given below.
AREA TERRAIN
Area Terrain is the name given to any piece of Terrain that
has a large base and represents an area of the Game Board
that is home to a feature of some kind, be it woodlands,
felds of crops, a building or something similar.
Models travelling though a piece of Area Terrain will
ofen move slower than they would across Open Ground.
If Line of Sight to a model is drawn across a piece of Area
Terrain, it may be Impeded as detailed by its Cover Bonus.
If the Terrain is listed as Tall, it may also Block Line of
Sight. Models CANNOT draw a Line of Sight to any
model 2 or deeper into a piece of Tall Area Terrain.
Likewise, a model 2 or deeper into a piece of Tall Area
Terrain CANNOT draw a Line of Sight out of the piece
of Terrain.
Models inside a piece of Area Terrain CAN draw a Line of
Sight to another model inside the same piece of Terrain,
however any actions that they perform will be subject to
the Movement Penalties and Cover Bonuses associated
with the piece of Terrain.
LINEAR TERRAIN
Linear Terrain is the name given to any piece of Terrain
that represents a barrier of some kind, be it a brick wall, a
picket fence, a hedge or something similar.
Models travelling over a piece of Linear Terrain will have
to pay a Movement Penalty representing the additional
time and difculty of clambering over the barrier.
Unless stated otherwise, Line of Sight CAN be drawn over
a piece of Linear Terrain, however if the Line of Sight to
a Section is Impeded by the piece of Linear Terrain the
target Section gains the Cover Bonus associated with that
piece of Linear Terrain against Ranged Attacks.
Important Note: If more than one piece of Linear Terrain
Impedes line of sight to a Section, the highest Cover
Bonus of the pieces of Linear Terrain is used. Teir efects
are NOT cumulative.
TYPES OF TERRAIN
Following is a list of Terrain Types common to the worlds
battlefelds. Te following List contains the following
pertinent information:
25
Te Type denotes whether the piece of Terrain is
classed as Area Terrain or Linear Terrain.
Te Maximum Dimensions listed are the maximum
sizes that a single piece of the particular Terrain
Type can be when dressing the Game Board using
the Tournament Set-Up rules.
BARBED WIRE
Barbed Wire nothing more than fence wire littered with
sharp barbs but it is nasty stuf to deal with on a battlefeld!
It has a terrible efect on infantrymen attempting to cross
it, tangling them amongst it and scoring deep into their
fesh. Te efects are even worse for cavalry and steambikes.
Currently the only solid tactic for conquering this foul
weapon is to crush it with an ironclad, tearing it away and
opening up a gap for your troops.
Type: Linear.
Maximum Dimensions: Width 1, Length 6.
BUILDINGS
Once it is assured that it is vacant of all non-combatant
occupants a humble building becomes a major asset to an
Ofcer in the feld. Even the most modest house will provide
excellent protection to anyone within against enemy fre,
giving them opportune position from which they can bring
their fre to bear against the enemy.
Type: Area.
Maximum Dimensions: Width 12, Length 12.
HEDGES AND FENCES
Virtually every road and feld is bordered by either a low
hedge or fence. Tese can be of considerable utility to our
soldiers, providing them with readily available cover from
enemy fre.
Type: Linear.
Maximum Dimensions: Width 1, Length 12.
RIVER, LAKE OR DEEP WATER
Rivers, Lakes and coastal waters are all but impassable
to forces on the feld and will need to be either avoided or
circumvented.
Type: Area
Maximum Dimensions: Width 12, Length 12.
ROADS
Nowadays, even in the most backward corners of the
furthest colonies, road networks are appearing, connecting
every town and city in a great world-wide spiders web of
transport infrastructure. With this progress comes a great
wartime advantage. Ironclads and Cavalry travelling down
a road need not worry about the difculties of crossing open
ground, and can freely travel at high speed.
Type: Area
Maximum Dimensions: Width 6, Length 18.
RUBBLE
Te debris of destroyed buildings can be used as very
efective cover by infantry, who can squeeze in amongst the
fallen bricks and other rubble with ease. Terrain of this type
is less favourable to vehicles and cavalry, however, who fnd
it difcult to navigate with little or no beneft.
Type: Area.
Maximum Dimensions: Width 12, Length 12.
STREAM OR FORD
Narrow streams and shallow fords across rivers provide but
the slightest of obstacle to a man attempting to cross them,
hardly slowing their gait. Ofcers should note, however, that
wetting the feet of the men under your command can have a
detrimental efect on ones popular image.
Type: Area
Maximum Dimensions: Width 4, Length 12.
TANK TRAPS
Tank Traps are the simplest way to deal with enemy
ironclads. Large stones, concrete dragons teeth or even just
heaps of logs, they are all totally impassable for ironclads.
Tere is no real way to deal with these other than to go
around them.
Type: Linear.
Maximum Dimensions: Width 3, Length 6.
26
TRENCHES
Trenches are a proven and efective form of feld
fortifcation. Nothing more than an extended man-made
ditch they can be created wherever they are needed in a very
short space of time. Despite the dank conditions, soldiers
will soon appreciate these simple earthwork structures.
Type: Linear.
Maximum Dimensions: Width 5, Length 8.
WALLS AND SANDBAGS
Walls, sandbags and other such obstacles can provide good
protection for soldiers taking cover behind them, whilst still
allowing them to freely return fre. Some walls are just too
high for a man to see over. Much like the shorter variety,
high walls are very resistant to gunfre, however their real
value to an ofcer comes in that they will block the enemys
feld of vision, allowing troops to manoeuvre freely behind
them.
Type: Linear.
Maximum Dimensions: Width 1, Length 6.
WRECK
Te shattered, burning remains of a destroyed Ironclad are
impassable to everything, too heavy for an ironclad to barge
aside and too dangerous to be clambered over by infantry.
Type: Area.
Maximum Dimensions: Te size of the destroyed Ironclad.
WOODLAND, CROPS AND BROKEN GROUND.
Areas of Woodland, Crops before the harvest and areas of
ground shattered by recent fghting all provide a very similar
tactical situation to an ofcer. On the one hand, having men
or machines traverse these mild hazards will slow them as
they struggle forward, whilst on the other hand, the cover
and concealment of trees, thickets, shrubbery, rocks and
swaying crops is invaluable for protecting men as they
advance.
Type: Area
Maximum Dimensions: Width 12, Length 12.
UNIT TYPE
Unit Type on the Terrain Table simply denotes that when
a model of the given type travels though a the Piece of
Terrain they use that row on the Terrain Table to see how
the model is efected.
Important Note: Aeronauts CANNOT make Fly or Jump
Move Actions either into or out of pieces of Area Terrain
as it would be dangerous for them, and they would almost
surely be badly injured. Aeronauts making a Walk Move
should be treated as Infantry on the Terrain Table.
MOVEMENT PENALTY
Te Movement Penalty of a piece of terrain represents how
difcult or time consuming it is to navigate.
Te value given in the table is the penalty incurred by
the Section or Ironclad as soon as it enters the Terrain, or
otherwise attempts to cross it.
Impassable Terrain CANNOT be entered or crossed by
this type of model.
Half movement means that for every inch that a model
moves through the Terrain, it uses TWO inches of its
Movement value.
-(value) is the number of inches of movement that must
be spent to place a model touching the piece of Terrain
on the other side of the Obstacle. Te model MUST
be placed clear of the Obstacle as close as possible to
its original position. If a model does not have enough
movement remaining to cross the Obstacle, then the
model CANNOT move across until it moves again.
Smoke Screen Markers
Smoke Screen Markers are placed on the Game
Board by models with certain MARs, such as
Smoke Pellets or Smoke Launchers.
If Line of Sight to a Section is Impeded by a
Smoke Screen Marker, it provides a Hard Cover
Bonus against Ranged Attacks.
27
Example: an Infantry model with a Movement value
of 6 moves 4 through Open Ground before reaching
a Wall. As it has 2 of movement remaining, and 3 are
needed to cross the Wall it CANNOT move any further.
Next time it activates, the model crosses the wall, and then
moves another 3.
BOGGING DOWN
A Bogging Down Test represents the possibility of an
Ironclad becoming stuck, to stall or become ditched
when attempting to cross an obstacle or traverse difcult
ground.
A Bogging Down Test MUST be carried out by ANY
Ironclad moving into or over any Area or Linear Terrain
piece with a Bogging Down Test Value. When the
Ironclad frst moves over or into the Terrain the Number
of Attack Dice (AD) indicated on the Terrain Table
MUST be IMMEDIATELY be rolled against the Front
Armour Rating of the Ironclad. If the number of successes
is GREATER than the AR of the Ironclad it is considered
to have Bogged Down.
An Ironclad that has Bogged Down CANNOT make
any further movement during its activation. Te
Ironclad MUST carry out a further Bogging Down Test
IMMEDIATELY afer activating in all following Turns to
attempt to free itself.
Te Ironclad is considered to have been freed if the
number of Hits rolled during a Bogging Down Test
is lower than the Ironclads Front Armour Rating. A
Ironclad that passes a Bogging Down Test may move
over the Terrain normally.
Important Note: Although Bogging Down Tests involve
rolling Attack Dice against an Ironclads Armour Rating
no rolls are made on the Ironclads Damage Table.
COVER BONUS
Whether you crouch behind a brick wall or lay down in
tall grass, most pieces of terrain will provide some form
of protection against incoming fre, known in the game
as a Cover Bonus.
Example: an Infantry model with a Movement value
of 6 moves 2 through Open Ground before entering
Woodland. As it has 4 of movement remaining, it can
move up to 2 through the Woodland.
Here, the model moves 1 up to the Wall and then
incurs a -3 Movement Penalty, leaving it a further 2 of
movement, once it has crossed the Wall.
28
Te Cover Bonus that being within or behind a piece of
Terrain provides will always be one of the following;
SOFT COVER:
Sof Cover is generally used to represent terrain that
obscures the view of a shooter and therefore makes it much
harder for them to hit their target. However, sometimes
it will represent the protection aforded by cover that is
not bulletproof, but still provides an amount of physical
protection from incoming fre.
Any model performing a Ranged Attack against a model
in Sof Cover gains a -1 to hit modifer.
HARD COVER:
Hard Cover is generally used to represent terrain that
physically blocks enemy fre. However, it will sometimes
represent efects that are not physically bulletproof but
render a comparative amount of protection by other means.
Any model performing a Ranged Attack against a model
in Hard Cover gains a -2 to hit modifer.
ADDITIONAL RULES
CRUSHED:
If an Ironclad passes its Bogging Test when moving over
a Piece of Terrain with the Crushed rule, the piece of
terrain is removed from the Game Board. Te area that it
previously occupied is now treated as Open Ground.
DANGEROUS:
If a model attempts to move within, enters or attempts to
cross a Piece of Terrain it considers Dangerous it MUST
IMMEDIATELY take a Morale Check Command Test,
requiring TWO successes. If it passes, it may continue as
normal (sufering any appropriate Movement Penalties).
If it fails, it gains a Shaken Marker and it CANNOT
perform any further actions this Activation.
DEFENSIBLE:
If a Section is Charged whilst in a piece of Defensible
terrain it Strikes First against the Charging Section, as
described on Page 62.
FLAT:
Terrain that is Flat DOES NOT Block Line of Sight.
Private Jenkins is concealed within the Trees, and as
such benefts from being in Sof Cover.
Private Rogers is taking cover behind a Wall, and as
such benefts from being in Hard Cover.
29
ROAD:
Ironclads may go Full Steam Ahead, and Cavalry may
make a Full Move down a Road without spending a
Command Point. Models must complete their entire
Move Action without leaving the Road to do this.
ELEVATED:
Te Line of Sight to and from models within a piece of
Elevated Area Terrain is NOT Blocked by intervening
Man-Height models.
TALL:
Line of sight CANNOT be drawn more than 2 through a
piece of Area Terrain that is Tall, or over a piece of Linear
Terrain which is Tall.
TRENCHES:
A Trench is a special kind of Linear Terrain. A trench is
treated as TWO Walls parallel to one another. As such, a
model incurs the Movement Penalty to enter the Trench
and then again to leave it.
Ironclads are an exception to this, and cross a Trench as
ONE piece of Linear Terrain, and therefore only need to
Test ONCE for Bogging Down.
Infantry can move down the length of a Trench as if it were
Open Ground.
Type of Terrain Unit Type
Movement
Penalty
Bogging
Down Test
Cover
Bonus
Additional
Rules
Crops
Infantry HALF - Sof -
Cavalry HALF - Sof -
Ironclads - 2 AD - -
Woodland
Infantry HALF - Sof Defensible, Tall
Cavalry HALF - Sof Defensible, Tall
Ironclads - 3 AD - Tall
Roads ALL - - - Flat, Road
Hills ALL - - - Flat, Elevated
Stream / Ford ALL HALF - - Flat
River, Lake or Deep Water ALL IMPASSABLE - - Flat
Buildings
Infantry HALF - Hard Defensible, Tall
Cavalry IMPASSABLE - - Tall
Ironclads IMPASSABLE - - Tall
Rubble / Broken Ground
Infantry HALF - Hard Defensible
Cavalry HALF - Sof -
Ironclads - 3 AD - -
Wreck ALL IMPASSABLE - Hard Tall
AREA TERRAIN TABLE
30
LINEAR TERRAIN TABLE AND EFFECTS
Type of Terrain Unit Type
Movement
Penalty
Bogging
Down Test
Cover
Bonus
Additional
Rules
Hedges / Fences
Infantry -3 - Sof Defensible
Cavalry IMPASSABLE - Sof -
Ironclads - - - Crushed
Walls / Sandbags
(up to 30mm )
Infantry -3 - Hard Defensible
Cavalry IMPASSABLE - Hard -
Ironclads HALF 4 AD - Crushed
Walls
(over 30mm tall)
Infantry IMPASSABLE - - Tall
Cavalry IMPASSABLE - - Tall
Ironclads HALF 4 AD - Crushed, Tall
Barbed Wire
Infantry -3 - - Dangerous
Cavalry IMPASSABLE - - -
Ironclads HALF 1 AD - Crushed
Tank Traps
Infantry - - Hard -
Cavalry -4 3 Hard -
Ironclads IMPASSABLE - - -
Trenches
Infantry -3 - Hard
Trenches,
Defensible
Cavalry IMPASSABLE - Hard -
Ironclads HALF - - -
31
Although the Nations of DYSTOPIAN LEGIONS are divided into certain Alliances,
friendly Nations may still fnd cause for confict. Te picture above shows a rogue
Empire of the Blazing Sun force ambushing Prussian armour!
31
32
Now that both players have set their troops on the Game
Board, it is time for the battle to commence.
A game of DYSTOPIAN LEGIONS consists of a number
of Turns, with each Turn broken down into the following
main phases:
1. Command Point Phase
2. Turn Card Phase
3. Order of March Phase
4. Initiative Phase
5. Section Activation Phase
6. Melee Phase
7. End Phase
Both players need to complete all of their actions in each
of the above phases BEFORE either player moves on to
the next phase. Once all of the phases are completed in a
Turn, that Turn ends and the next one begins, following
the same sequence.
Te following rules describe what happens in each of
these phases.
1. COMMAND POINT PHASE
Although the troops of DYSTOPIAN LEGIONS can
perform most simple actions on their own initiative, namely
Walk actions and Fire actions, if a player wishes them to
undertake more advanced or complex tasks they need to
spend Command Points.
At the beginning of every Turn, both players will generate
a certain number of Command Points, determined as
follows. Tese can then be used to order Sections to do
certain things, improve the chances of passing Command
Tests and play Game Cards.
Te frst thing that each player does at the beginning of
every Turn, is calculate the number of Command Points
they have available.
Every Force receives 1 Command Point for each Section
currently on the Game Board, and Ofcers add additional
Command Points determined by their Tier.
Tier 6: Additional Command Points - 6
Tier 5: Additional Command Points - 5
Tier 4: Additional Command Points - 4
Tier 3: Additional Command Points - 3
Tier 2: Additional Command Points - 2
Tier 1: Additional Command Points - 1
Command Points are determined each Turn,
remembering to take into account Sections that have
arrived on the Game Board, or have been Destroyed or
otherwise removed it.
Certain other models, such as specifc Section Upgrades
and some Game Cards, may add further Command
Points.
Example: A Prussian Empire Platoon consisting of 2
Grenadier Infantry Sections, a Teutonic Knight Section,
the Character Oberst Hahl (a Tier 2 Ofcer) and a Tier
3 Lieutenant would generate 3 + 2 + 3 Command Points
each Turn.
2. TURN CARD PHASE
Game Cards marked with a T are Turn Cards. Tese
generally have an efect which will impact the entire Turn,
rather than an action by a single Section.
Each player may play ONE Turn Card during this Phase
of a Turn.
3. ORDER OF MARCH PHASE
Each Section on the Game Board will have a chance to
activate during Phase 5, the Section Activation Phase. It
is then that they will perform the majority of their actions,
moving, fring their weapons, running into melee with the
enemy etc.
First however, each player needs to work out what order
they want their Sections to activate in during that Turn.
Tis is done during the Order of March Phase of each Turn,
and will have important impacts for the remainder of the
Turn.
33
Ofen players will want to make sure that Sections who have
particularly pivotal actions to perform will appear early in
their Order of March, so they can achieve their objective
before the enemy gets their frst. Sometimes however,
players will need to hold a certain Section back until later
in the Turn, so that their other Sections can clear them a
path through the enemy forces.
Each player organises their Activation Cards into the
order they want their Sections to activate in. Tese are
placed face down, with the Section to be activated frst
on the top of the pile and so on. Tis is their Order of
March Deck.
4. INITIATIVE PHASE
Who acts frst is ofen a decisive factor on the felds of war.
It is vital that your orders are clear and precise, so that your
men can act upon them immediately, and strike before the
Huns get their boots on.
Players now determine the order of Initiative for the current
Turn. Tis is used to decide the order in which players can
begin activating their Sections, and the order in which the
efects of certain Game Cards resolve.
Each player takes an Opposed Command Test (see Page
39). Te player who rolls the greatest number of successes
can CHOOSE where they will act in the order of Initiative,
the player with the next greatest number chooses second
and so on.
If the Test is tied, the players must roll again (keeping any
bonuses) until a clear order is established.
Tis order of Initiative is then the order in which players
will begin activating their Squadrons this Turn, and the
order in which certain other actions or efects take place.
5. SECTION ACTIVATION PHASE
Te Section Activation Phase is where the bulk of the action
takes place. Tis is when Sections will manoeuvre and
fre their weapons. Each section will activate in turn, in
the order determined by the Initiative and their Order of
March, performing all of their actions before passing over
to the next Section.
In order of Initiative (frst in the order acts frst) players
now alternate performing a single Section Activation
until ALL players have activated ALL of their Sections
ONCE during the Turn. Te Section which is currently
An Activation Card is marked for
each Section on the Game Board.
Each Turn, they are arranged into the order the
player wants them to activate...
... and placed face
down.
34
TAKING COMMAND
When an Ofcer activates within 2
of a friendly Section of the same Type
(Infantry, Aeronaut, Cavalry etc.) you
may choose to activate both the Ofcer
AND the friendly section, provided that
the Section has NOT already activated
this Turn.
For the remainder of the Turn, both the
Ofcer and the Section that they have
caused to activate operate as a single
Section. Both the Ofcer and the Section
share the efects of Game Cards played
on the Section and count as a single
Section when being targeted by Attacks.
Any Ofcer within 2 of a Section (of
the same Type) is assumed to be part
of that Section when being Charged and
may make Charge Reactions, unless
they have already Taken Command of a
diferent Section earlier in the Turn, or
they are already involved in a Melee.
Important Note: If the Section that an
Ofcer has Taken Command of gains a
Shaken Marker, the Ofcer is NOT also
considered shaken, and may activate
normally. An Ofcer CANNOT Take
Command of a Section with a Shaken
Marker.
Important Note: An Ofcer or Section
CANNOT activate twice in the same
Turn.
performing its Activation is referred to as the active
Section.
If one side has more Sections than another, players should
activate any remaining Sections consecutively, without
play returning to the opposing side.
Te Section Activation Phase is subdivided into the
following sequence:
1. Turn over the Activation Card on top of the Order of
March Deck. Tis will show which Section MUST
be activated this Activation.
2. Command Segment (see Page 36)
3. Movement Segment (see Page 42)
4. Ranged Segment (see Page 48)
5. Pass Activation to next player
Te following Chapters of this book will take each of these
Segments and explain them in much more detail, relating
what actions can be performed within them, and the rules
governing them.
Te Lieutenant activates within 2 of the
Ashigaru, and so can Take Command of them.
35
6. MELEE PHASE
During the Section Activation Phase, Sections may Charge
into Base Contact, ending their movement with their base
touching the base of an opposing model. During the Melee
Phase, these Sections will then fght in hand-to-hand
combat, attempting to overwhelm the enemy with blades,
bayonets and point-blank weapons fre.
If a one or more Sections are in Base Contact with an
opposing Section, they MUST now fght a round of
Melee, as described on Page 58.
If there are multiple separate Melees, each resolves their
round entirely, before moving on to the next Melee to
resolve a round. Te player frst in the Initiative order
chooses which round is resolved frst, then the player
second chooses and so on.
7. END PHASE
Te End Phase is an opportunity to tidy and take stock of
the Game Board, making sure to remove expired Markers
and so forth, and prepare for the following Turn.
In the End Phase of each Turn players may need to
perform certain compulsory actions, draw new Game
Cards and check to see if their Victory Conditions have
been met.
36
Our great Kingdom, and its ever expanding Empire,
is forged through toil of the common soldier. It is their
exertions that make Her Majestys nation the mighty power
that it is. However, for them to do their job to the best of
their ability, WE need to do ours. It is our responsibility to
command them in the feld, that they can do their duty in
return.
- Major George Stanley addressing ofcer cadets.
Sandhurst. September 1870.
COMMAND SEGMENT
For a Section of soldiers to fght efectively, they need to
be able to receive their Ofcers orders, to keep their heads
under enemy fre, and to keep together as a single unit. As
such, the following steps need to be taken, to ensure that
the Section can fght normally during the remainder of its
Activation.
Te frst part of a Sections Activation is the Command
Segment, in which the following steps happen:
i. Check whether the Section is in Command
Distance during this segment. Te Section MUST
begin its Activation within an Ofcers Command
Distance to spend Command Points.
ii. If the Section has a Shaken Marker it MUST
immediately make a Morale Check Command
Test, as described on Page 38.
iii. Check to see that ALL models in the Squadron are a
2 Coherency of one another. If not, the Squadron
MUST move so that ALL models are within their
2 Coherency. If they are unable to do so for any
reason, they CANNOT perform ANY other actions
this Activation.
Important Note: If the Section activating is an Ofcer,
it may be able to Take Command of a nearby friendly
Section (see Page 34), however, the Section which the
Ofcer Takes Command of MUST still perform the above
steps.
SPLITTING SECTIONS
If a player wishes, the may Split a Section during the
Command Segment of its Activation, for the cost of ONE
Command Point.
A Section CANNOT Split if it contains LESS than HALF
of its starting number of models, or it has ANY Shaken
Markers.
If a Section is Split, it is separated into TWO separate
Half-Sections, each composed of ANY combination of
models from the Section chosen by the controlling player.
Each Half-Section acts as a separate Section and is treated
as a separate Section for ALL purposes except Command
Point generation.
A Half-Section CANNOT perform ANY Charge Actions,
unless a special rule states otherwise.
Any Game Cards or Command Abilities used on a
Section that has Split only efect ONE Half Section, chosen
by the player using the Card or Ability. Any Actions can
only target ONE Half-Section.
Both Half-Sections activate on the same Activation Card
and perform their Activations SIMULTANEOUSLY.
Important Note: Only a Section can Split. Half-Sections
CANNOT Split again.
REGROUPING SECTIONS
A player CAN Regroup a Section that has previously Split
during the End Phase of a Turn.
Half-Sections that previously belonged to the same
Section CAN Regroup if at least ONE model from each
Half-Section is within Coherency of a model from the
other Half Section. To do this the controlling player
MUST spend ONE Command Point.
From the beginning of the next Turn, the Half-Sections
that have Regrouped are considered to be a single Section.
COMMAND TESTS
Many actions in DYSTOPIAN LEGIONS will require the
players to take Command Tests to determine how well their
orders have been delivered and understood by their troops.
Tese range from Command Ability Tests, normally
taken by Ofcers attempting to perform special Command
37
In this example the Prussian
soldier kneeling to the right
is OUT of coherency with his
Section.
However, at least one of the Prussian
Grenadiers is within their Ofcers
Command Distance, so they will be able to
receive his orders.
Abilities, to Morale Check Tests taken by Sections in
danger of becoming Shaken and Opposed Command
Tests, normally taken by players to determine the order in
which actions are performed.
To take any type of Command Test roll 3D6, with Dice
Colour determined by various factors described below.
Successes are rolled on results of 4, 5 or 6. Count the
number of successes and compare the total to the number
required to determine if the Test has been Passed or Failed.
COMMAND ABILITY TESTS
Ofen the key to success on the modern battlefeld is the
timely and correct use of what are known as Command
Abilities. Te term Command Ability is used to describe a
great many diferent drills and commands, rehearsed by an
ofcer and the men under his command to the point that in
battle they can perform the manoeuvre as if it were second
nature.
Abilities such as Force March and Go to Ground allow
Ofcers to attempt to order Sections to perform Special
actions.
To convey these orders, the Ofcer MUST spend ONE
Command Point AND Pass a Command Ability Test.
A Command Ability Test is taken in the same way as
a regular Command Test, however the Dice Colour is
determined by the Tier of the Ofcer:
Tier 5 or 6: RED Dice
Tier 3 or 4: BLUE Dice
Tier 1 or 2: BLACK Dice

Te Dice Colour Level may be RAISED by a number of
Levels at the cost of 1 Command Point per Level.
Te Command Ability will detail the number of successes
required to pass the Command Ability Test, and when
the Command Ability can be used.
If the Test is Passed, the Ofcer CAN perform the Ability
this Activation. Otherwise, the Ofcer CANNOT perform
the Ability this Activation. Te Ofcer needs to perform
this Command Ability Test each time it attempts to
perform the Command Ability.
Important Note: Some Game Cards state that a Section
CAN beneft from a Command Ability WITHOUT
spending Command Points. Tis means the Command
Point to attempt the Ability does NOT need to be spent,
but the Command Ability Test MUST still be passed.
38
FALL BACK MOVE
If a Section makes a Fall Back Move,
each model MUST move HALF its LOWEST
Movement value, directly away from the source
of the Morale Check (the Section declaring a
Charge against them, the Section making the
Attack that Killed the Character/Section etc.).
If the Morale Check has no locatable source
(Game Cards etc.), the Section moves towards its
Deployment Zone Game Board edge.
A Fall Back Move CANNOT bring a section into
Base Contact with another model, the Section
will attempt to move around intervening models/
impassable Terrain. If a Fall Back Move causes
ANY models in a Section to leave the Game
Board, the entire Section is removed, counting as
Destroyed for Victory Points purposes.
MORALE CHECK COMMAND TESTS
A Section may be required to make a Morale Check
under several diferent circumstances. Tese include:
A Section begins its Activation with a Shaken
Marker.
A Section with a Shaken Marker is the target of a
Charge.
A Section loses 50% of its current number of
models in a single Ranged Attack or 25% if it is
NOT currently within an Ofcers Command
Distance.
A Section is within 8 of another Section which is
entirely Killed.
A Section has Line of Sight to an Ofcer when they
are Killed.

A Morale Check Command Test is taken as described
above, using RED Dice and requiring TWO successes
to Pass. However, there are certain modifes to this.
Common modifers include:
-1 Dice Colour Level for each Shaken Marker the
Section has.
+1 Success is required if the Section is below HALF of its
initial number of Life Points.
+1 Success required if there is at least ONE enemy model
within Range Band 1 of a model in the Section.
If within the Command Distance of a friendly Ofcer,
the Dice Colour Level may be RAISED by a number of
Levels, depending of the Tier of Ofcer, for a cost of 1
Command Point per Level.
Tier 5 and 6 Ofcers may RAISE the Dice Colour
Level of a Morale Check Command Test by a
maximum of TWO Levels.
Tier 3 and 4 Ofcers may RAISE the Dice Colour
Level of a Morale Check Command Test by a
maximum of ONE Level.
Tier 1 and 2 Ofcers CANNOT RAISE the Dice
Colour Level of a Morale Check Command Test.
Te Prussian Grenadiers Fall Back 3 directly away from
the Britannian Line Infantry.
39
Once the Morale Check is taken, calculate the number
of successes, and compare to the number of successes
required.
If the Test is passed, remove all Shaken Markers and the
Section may act as normal.
If the Test is failed the Section MUST Go to Ground,
gaining +1 Cover Bonus, OR make a Fall Back Move.
Te Section CANNOT perform any actions and gains
a Shaken Marker. If a Section gains a THIRD Shaken
Marker it is immediately removed from the Game Board,
counting as Destroyed for Victory Points purposes.
If a Section sufers efects that would force it to make more
than one Morale Check Command Test in response to a
single action, the Section only needs to take ONE Test,
but requiring ONE additional success for each Morale
Check Command Test it would be required to take.
OPPOSED COMMAND TESTS
An Opposed Command Test is taken as described
above, however ALL players involved take the Test
SIMULTANEOUSLY. Te Test is taken using BLACK
Dice, however the Dice Colour Level can be RAISED for
a cost of 1 Command Point per Level.
Players MUST declare how many Command Points they
are going to spend using the current order of Initiative,
using the order from the previous Turn when making the
Opposed Command Test for Initiative.
Important Note: When determining Initiative for the
frst Turn, use the order established for deploying forces
to decide who declares their Command Points frst.
Important Note: Players CANNOT spend Command
Points on the Opposed Command Tests taken during
Game Set Up.
For Opposed Command Tests there is not a target
number of successes, instead, once the successes are
calculated, players compare their totals. Te player with
the MOST successes has won the Opposed Command
Test.
40 40
41 41
42
One of the key ways in which models in DYSTOPIAN
LEGIONS difer is the manner by which they move about
the Game Board. Most models are Infantry, who can simply
Walk or Run.
Aeronauts on the other hand are able to use their jet-packs
to Jump small distances, or even sustain low altitude Flight,
whilst Cavalry can sacrifce their ability to manoeuvre to
give themselves a signifcant burst of speed.
Te great Ironclad vehicles of this alternate 19th Century
are even more diferent; being hulking machines of war
weighed down with thick metal plating, their movement is
signifcantly less fexible, but their engines can still generate
signifcant speed.
Afer the Command Segment, the Section may perform
ONE of the Move Actions it is eligible to make, depending
on the Sections model Type.
Regardless, unless specifcally stated otherwise, ALL
movement obeys the following rules:
A models movement can be made in ANY direction,
freely changing direction at any point, as long as it
does not move further than its Movement Value.
A Section CANNOT fnish its movement with ANY
of its models outside of Coherency (see Page 36).
A model CANNOT move through other models or
Impassable Terrain.
A model CANNOT fnish its move with its base on
top of another models base.
A Charge Move Action is the ONLY way to bring a
model into Base Contact with an opposing model,
otherwise, a model MUST end its movement at least
1 away from the closest enemy model.
FORMATIONS
Sections of models in DYSTOPIAN LEGIONS will
always be in one of the following Formations and are free
to swap between them any time they move:
Open Formation: Whilst in Open Formation, every model
in a Section MUST remain within 2 of at least one other
model in the Section, which in turn MUST be within 2
of at least one other model in the Section, and so on until
all models in the Section are accounted for.
A Prussian Grenadier Section in Line
Formation.
A Prussian Grenadier Section in Open
Formation.
43
Line Formation: Whilst in Line Formation, every model in
a Section MUST be in Base Contact with at least one other
model in the Section which in turn MUST be in Base
Contact of at least one other model in the Section, and so
on until all models in the Section are accounted for. When
in Line Formation, a models Line of Sight is NOT Blocked
by a model it is in Base Contact with.
Important Note: Although a model in Line Formation
can draw Line of Sight past a model it is in base contact
with, it CANNOT draw Line of Sight through any further
models past the frst, even if the subsequent models are
also in Base Contact. A model can only see through one
model at a time.
Important Note: Weapons with the Blast MAR gain a +1
to hit modifer if their target is in Line Formation.
INFANTRY MOVEMENT
An Infantry Section may perform one of the following
Move Actions:
Walk Move Action: All models in the active Section may
move up to their Movement value (Mv) in inches ().
Run Move Action: By spending a Command Point all
models in the active Section may move up to DOUBLE
their Movement value (Mv) in inches.
Charge Move Action: Declare a target opposing Section.
By spending ONE Command Point ALL models in the
active Section MUST move up to their Movement value
(Mv) + D6, bringing as many models into Base Contact
with the target opposing Section as possible. AT LEAST
one model in the active Section MUST have unblocked
Line of Sight to a model in the target Section to declare
a Charge.
AERONAUT MOVEMENT:
Aeronaut models can perform one of the following Move
Actions:
Walk Move Action: All models in the chosen Section may
now move up to their FIRST Movement value (Mv) in
inches ().
Te Prussian Grenadiers can Charge 7, meaning that one
CANNOT get into Base Contact.
Jump Move Action: All models in the chosen Section may
now move up to their SECOND Movement value (Mv)
in inches. Tis movement IGNORES intervening models
and Terrain, however, a model CANNOT fnish its move
on top of another model or Impassable Terrain.
Fly Move Action: By spending a Command Point, all
models in the chosen Section may now move up to
DOUBLE their SECOND Movement value (Mv) in
inches. Tis movement IGNORES intervening models
and Terrain, however, a model CANNOT fnish its move
on top of another model.
Once it has completed a Fly Move, place a Flying Marker
next to the Section. Line of Sight to and from the Section
is always Open whilst Flying, however, any Ranged Attacks
made by the Section against a target on the ground, or
against the Section by a Section on the ground, sufer a
-1 to hit modifer.
A Section with a Flying Marker DOES NOT Block Line
of Sight. A Section with a Flying Marker CANNOT be
Charged by a model which is not of the Aeronaut Type.
Additionally, other models CAN move through a Section
44
with a Flying Marker, but a model CANNOT fnish its
move on top of another model.
Charge Move Action: Declare a target opposing Section.
By spending a Command Point ALL models in the
chosen Section MUST move up to their SECOND
Movement value (Mv) + D6 in inches, bringing as many
models into Base Contact with the target enemy Section as
possible. Tis movement IGNORES intervening models
and Terrain, A model in the active Section MUST have
unblocked Line of Sight to a model in the target Section to
declare a Charge.
CAVALRY MOVEMENT:
Cavalry models can perform one of the following Move
Actions:
Cruise Move Action: All models in the Section may now
move up to their Movement value (Mv) in inches ().
Full Speed Move Action: By spending a Command Point,
all models in the Section may now move up to DOUBLE
their Movement value (Mv) in inches. Tis movement
MUST be made in a STRAIGHT LINE.
Cavalry Charge Move Action: Declare a target opposing
Section. By spending a Command Point ALL models
in the Section MUST move up to DOUBLE their
Movement Value (Mv) in a STRAIGHT LINE toward
and THROUGH the target enemy Section, stopping with
ALL models in the Section AT LEAST 1 past the target
Section. If this movement brings a model into contact
with Impassable Terrain it is immediately Killed.
To declare a Cavalry Charge there MUST be enough room
for each model in the active Section to fnish its movement
without being in Base Contact with an opposing model.
As the active Section passes through the target Section,
BOTH Sections IMMEDIATELY fght a single round of
Melee, as described in the Melee Phase (see Page 58). All
models in the active Section may contribute to the Attack,
and ALL models in the target Section contribute to the
return Attack.
Te FSA Treadbikes perform a Cavalry Charge. TWO
Grenadiers are removed as casualties, and the Section
gains a Shaken Marker.
If the Section making the Cavalry Charge causes more
loss of Life Points than the target, the target Section gains
a Shaken Marker. Te target Section CANNOT declare
Charge Reactions against a Cavalry Charge.
IRONCLAD MOVEMENT:
Ironclad models can perform the following Move Actions:
Drive: Te model may move up to its frst Movement
value (Mv) in inches (), making a number of Rotations
up to its Rotation Value.
Full Steam Ahead: By spending a Command Point the
model may move up to its second Movement value in
inches, making a number of Rotations up to HALF its
Rotation Value (rounding DOWN).
Reverse: By spending a Command Point the model may
move up to HALF its frst Movement Value in inches ()
directly backwards, making a number of Rotations up to
HALF its Rotation Value (rounding DOWN).
45
ROTATIONS
Whilst the majority of models in DYSTOPIAN LEGIONS
can move freely in any direction, as long as they do not
move further than their Movement Value, Ironclad models
have much more restricted manoeuvrability.
When an Ironclad model moves it MUST move in a
STRAIGHT LINE directly forwards. However, at ANY
point during its movement it may stop and Rotate on the
spot up to 90 degrees in either direction. It can do this
up to a number of times equal to its Rotation Value each
time it moves.
IRONCLADS AND OTHER MODELS
An Ironclad CAN move through other models that ARE
NOT also of the Ironclad Type.
To do so, the Ironclad moves as normal, until it comes
within 1 of another model. It then stops, and declares
how it will complete the remainder of its movement. Any
models in its path are IMMEDIATELY moved clear of the
path by the SHORTEST possible distance, and then the
Ironclad completes its remaining movement. ANY model
that CANNOT be moved clear of the path (normally due
to Impassable Terrain) is IMMEDIATELY Killed.
Important Note: As the models being moved through
MUST move clear by the SHORTEST possible route,
they MAY be forced out of Coherency. When the Section
next activates, it MUST return to Coherency unless it is
otherwise prevented from moving.
BEING CHARGED
Te sight of a heavily armed group of soldiers sprinting
toward you through the battlefeld haze is enough to spur
most troopers into immediate action; be it defensive fre or
simply feeing for their lives.
When a Section is declared as the target of a Charge it may
be required to take a Morale Check, or be eligible to perform
a Charge Reaction.
Infantry, Aeronauts and Cavalry will respond to being
declared the target of a Charge as follows. Tese rules do
NOT apply to Ironclads which are Charged.
Once the Charging models have been moved, ALL models
in the Section that has been Charged which are in Base
Contact with the Charging Section, and ALL models
which are in Base Contact with those models, are engaged.
Even if these models have not yet activated, engaged
Te Basset Tankette declares how it will move
through the Prussian Grenadier Section. Te
Grenadiers are then moved out of the way by the
shortest possible route.
Te Sturmwagen moves forward 3, then
makes a Rotation of less than 90 degrees,
before moving its remaining 5.
46
models CANNOT perform ANY other action until the
Melee Phase.
Models in the Charged Section which are NOT engaged
however, CAN activate if they have not already done so.
If they activate, these models CAN move up to become
engaged with the opposing Section, however this does
NOT count as a Charge. Alternatively, they CAN perform
ANY other action they would otherwise be able to
perform, provided they do NOT leave Coherency with
the other models in their Section.
Important Note: Models which are NOT engaged, but are
in a Section that is, can still be potential casualties from
the ensuing Melee and any efects that are applied to the
engaged models are also applied to the other models in
the Section
Engaged models CANNOT be targeted by Ranged Attacks
as a Melee is assumed to be too chaotic for other troops to
reliably pick the right targets, however any models in the
Section that are NOT engaged can be valid targets.
Opposing Sections CAN Charge into both engaged and
non-engaged models, as long as Line of Sight CAN be
drawn to the target, and there is sufcient room for AT
LEAST one model in the Charging Section to enter Base
Contact with a model in the target Section.
MORALE CHECK
If a Section has one or more Shaken Markers it MUST
perform a Morale Check Command Test if it is the target
of a successful Charge. Tis is performed AFTER ALL
Charging models in the Charging Section have completed
their Movement. If the Charge is Failed the Morale Check
does NOT need to be taken.
If the Test is Passed, remove all Shaken Markers and the
Section acts as normal.
If the Test is Failed, the Section continues as normal,
but it sufers a -1 to hit modifer in the subsequent
Melee. In addition, the Section gains a second Shaken
Marker. If a Section has THREE Shaken Markers it is
IMMEDIATELY removed from the Game Board.
Te Line Infantry perform a Fall Back Charge Reaction
in response to the Grenadiers Charge. Tis means that
only TWO of the Grenadiers are engaged.
Te Line Infantry perform a Reactionary Fire Charge
Reaction, killing TWO of the Grenadiers as they
Charge.
47
CHARGE REACTIONS
If a Section that has NOT yet activated this Turn is declared
as the target of a Charge, it may be able to perform ONE of
the following Charge Reactions.
A Section CANNOT make a Charge Reaction if it is
already involved in a Melee or if it is carrying ANY
Shaken Markers. Additionally, if any models in the
Charging Section are closer than their unmodifed
Movement Value in inches (BEFORE the additional D6
is added) a Charge Reaction CANNOT be made.
If the target Section CAN perform a Charge Reaction,
it may do ONE of the following, for the cost of ONE
Command Point:

Reactionary Fire: Te target Section declares a Ranged
Attack against the active Section. Te active Section then
determines how far its Charge Move will be.
If at ANY point during the active Sections Charge Move
they will be in the target Sections Efective Range, the
target Section will use its Efective Range Attack Dice,
otherwise it will use its Long Range Attack Dice.
Te attack is then resolved as a normal Ranged Attack (see
Page 48), however the target Section sufers a -1 to hit
modifer when making this Ranged Attack.
Fall Back: Te Section immediately makes a Fall Back
Move directly away from the active Section. If a Section
Falls Back it gains a Shaken Marker.
If a Section performs a Charge Reaction, it CANNOT
activate later in the Turn, even if some of the models in
the Section are not engaged.
Te Charge Reaction MUST be declared BEFORE any
dice are rolled to determine how far the Charging Section
moves.
FAILED CHARGES
If a Charge Move is not far enough to bring ANY of the
models in the Section in to Base Contact with the target,
the Charge has Failed. All models in the section MUST
still move the full distance available, directly toward the
target Section, but the target Section is NOT considered
involved in a Melee with the active Section, and may
continue to act and activate normally.
If the target Section declares a Charge Reaction it MUST
be performed even if the Charge is Failed, and the target
Section CANNOT then activate later in the Turn.
RAMMING
If an Ironclad moves into Base Contact with an opposing
Ironclad it performs a Ram.
BOTH Ironclads IMMEDIATELY resolve an Attack
against the other Ironclad. Te number of Ironclad Attack
Dice is equal to the Armour Rating of the Facing which is
touching the opposing Ironclad. Te Dice Colour of the
Attack Dice is RED.
Tis Attack is resolved exactly like a Ranged Attack against
an Ironclad (see Page 53).
If the Ironclad makes a Full Steam Ahead Move when
it performs a Ram, BOTH Attacks receive a +1 to hit
modifer.
FALL BACK MOVE
If a Section makes a Fall Back Move,
each model MUST move HALF its LOWEST
Movement value, directly away from the
Charging Section.
A Fall Back Move CANNOT bring a section into
Base Contact with another model, the Section
will attempt to move around intervening models/
impassable Terrain. If a Fall Back Move causes
ANY models in a Section to leave the Game
Board, the entire Section is removed, counting as
Destroyed for Victory Points purposes.
48
Sections that have NOT made a Run, Charge, Fly, Full
Speed or Full Steam Ahead Move Action can make a
Ranged Attack with whatever Weapons they are carrying
during the Ranged Attack Segment.
RANGED ATTACK SEQUENCE
1. Declare Target: Declare an enemy Section to be the
target of the Ranged Attack.
2. Determine Line of Sight: Determine which models
in the fring section can draw a valid Line of Sight to
a model in the target Section.
3. Determine Range: Establish the range between the
target Section and each contributing model in the
fring Section.
4. Compile Attack Dice Pool: Each contributing
model adds its weapons Attack Dice to the Attack
Dice Pool, making sure to diferentiate between
diferent Dice Colours as necessary.
5. Roll Attack Dice Pool and Calculate Successes:
Each roll of a 4, 5 or 6 is usually a success, and rolls
of 6 have varying efects dependent on the Dice
Colour. Te total number of successes rolled on all
of the Attack Dice is determined.
6. Apply Casualties: Determine how many Life Points
have been lost from the Attack. Remove any models
that have been Killed by the Attack, and mark with
a Life Point Marker any Life Points that have been
lost without Killing the model.
7. Take Morale Checks: If the Attack caused enough
casualties, the target Section, or potentially its
nearby allies, may be required to take a Morale
Check Command Test.
Important Note: As your opponent can play certain Game
Cards at intervals during this Sequence, it is important to
clearly announce what you are doing at each stage, and
when you are going to move on to the next stage.
1. DECLARE TARGET
Te frst step for making a Ranged Attack is to declare
which Section the fring Section is attempting to fre at.
Tis is the target Section. When the Attack is resolved,
ONLY models within this target Section can be afected
by this Attack.
Generally, any Section can be declared as the target of the
Ranged Attack, however, the following rules about Line of
Sight and Range will determine how efective the Ranged
Attack can be, so you will need to keep both of these
things in mind when choosing which Section to target.
A player CANNOT declare a Ranged Attack against a
target Section to which no models in the fring Section
have Line of Sight, or none of the models are within Range
of the fring Section. Such a Section is NOT a valid target.
Additionally, an Ofcer model who is NOT part of a
Section CANNOT be Declared as the target of a Ranged
Attack unless it is the CLOSEST valid target to the fring
Section.
2. DETERMINE LINE OF SIGHT
Next, the player needs to determine which models in the
fring Section are able to make Ranged Attacks against the
target, and how efective their fring is, by drawing their
Line of Sight.
If a straight Line can be drawn from a fring models
base, to the base of a model in the target Section, without
crossing any Terrain, any other models base or any other
piece of Cover, the fring models Line of Sight is Open.
Models with Open Line of Sight to the target will score
a success with each of their Attack Dice that rolls a 4, 5
or 6, with rolls of 6 treated diferently depending on the
weapons Dice Colour.
COVER
If Line of Sight can be drawn, but it must cross a Piece
of Terrain designated as Cover, the fring models Line of
Sight is Impeded.
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Te efect of the Impeded Line of Sight is determined by
the Terrains Cover Bonus. Models with Impeded Line of
Sight to the target will score a success with each of their
Attack Dice that rolls a 5 or 6 if the Cover is Sof, or 6
if the Cover is Hard, with rolls of 6 treated diferently
depending on the weapons Dice Colour.
If the fring model is in Base Contact with a piece of
Linear Terrain, or in Base Contact with another model in
its Section that is, or it is entirely within a piece of Area
Terrain, the target does not beneft from the Cover Bonus
aforded by that piece of Terrain. It is assumed that the
model can freely aim over the intervening obstacle.
However, any additional Cover between the fring model
and the target is still taken into account.
If this straight Line CANNOT be drawn without crossing
another model, or a piece of Terrain that Blocks Line of
Sight, the model CANNOT make the Ranged Attack, even
if the fring model is in Base Contact with the intervening
Terrain.
If the Line of Sight crosses more than one piece of Cover
the efects are NOT cumulative instead the HIGHEST
Bonus is used.
MIXED LINE OF SIGHT
It is possible that a target model will fall in to diferent
Line of Sight categories for diferent models in the fring
Section.
Any models in the fring Section whose Line of Sight is
Blocked, simply CANNOT contribute to the Attack.
Any models whose Line of Sight is Impeded can either
NOT contribute to the Attack, or ALL fring models treat
their Line of Sight as Impeded, with the highest level of
cover involved.
It is also possible that diferent models in the target
Section will fall into diferent Line of Sight categories for
the fring Section.
Any models to which Line of Sight is Blocked for the entire
fring Section CANNOT lose Life Points from the Attack.
Otherwise, the fring Section MUST fre at the category
containing the majority of valid targets. If there is no
majority group, the player controlling the active Section
chooses which of the equally numbered groups it wishes
to target. Life Points CANNOT be lost from models in a
higher level of cover than the majority of targets.
VISIBILITY LIMIT
If a models Line of Sight crosses more than 2 of Tall Area
Terrain, its Line of Sight is Blocked.
WEAPON ARCS
In DYSTOPIAN LEGIONS most models can fre in any
direction. In efect they have a 360 Degree Arc of Fire.
However, some models can only fre through a Limited
Traverse with one or more of their weapons. If this is the
case, it will be listed in their Weapon Assigned Rules
(WARs).
If the target of a Limited Traverse weapon is outside of its
specifed Arc the Line of Sight to the target is considered
to be blocked.
However, if a Limited Traverse weapon can draw Line of
Sight to one or more models in the target Section, the
entire section is considered to be within the efective Arc
of the weapon.
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TYPES OF ARC
All Weapons with a Limited Traverse will use one of the
Arcs shown on the lef.
FORMATIONS
When in Line Formation, a models Line of Sight is NOT
Blocked by a model it is in Base Contact with.
Important Note: Although a model in Line Formation
can draw Line of Sight past a model it is in Base Contact
with, it CANNOT draw Line of Sight through any further
models past the frst, even if the subsequent models are
also in Base Contact. A model can only see through ONE
model.
3. DETERMINE RANGE
To determine Range, measure along the Line of Sight of
every model in the fring Section who is contributing to
the Attack:
If the majority of the models in the target Section are
within the Efective Range of the fring models Weapon,
the target is judged to be at Efective Range.
If the majority of models in the target Section are in the
Weapons Long Range, the target is at Long Range.
If the target is within Efective Range the fring model
contributes Attack Dice to the Ranged Attack Dice Pool
of the number and Colour listed on its weapons statistics
profle.
If the target Section is at Long Range the Attack Dice it
contributes are LOWERED by ONE Dice Colour Level.
Additionally, if ANY models contributing to the Attack
are fring at Long Range, the Attack costs 1 Command
Point to perform.
If the models in the target Section are evenly divided
between a fring models Long Range and Efective Range,
the player controlling the fring model can CHOOSE
whether the contributing model is fring at Long Range
or Efective Range.
An FSA Treadbike Trooper can only fre its Light
Machine Gun into his 90 Degree Forward Arc.
90 DEGREE FORWARD ARC
A Prussian Kettenkarre can only fre its Machine
Gun directly forward into its Forward Fixed Arc.
FIXED FORWARD ARC
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Example 1:Te majority of the target Section is in Range
Band 1 of the frst two Grenadiers, and in Range Band 2
of the other two. Both groups are in Efective Range. Te
Specialist is also fring into Range Band 2, which is Long
Range for his Vierling, so he LOWERS his Dice Colour
by ONE Level.
If they elect to fre at Efective Range, ONLY models
within Efective Range of at least ONE contributing
model are valid targets that can lose Life Points from the
Attack.
If they elect to fre at Long Range, ALL models within
Long Range of at least ONE contributing model are valid
targets that can lose Life Points from the Attack.
If the distance to the target Section is greater than the
fring Sections Long Range, it is NOT a valid target, and
the Attack CANNOT be made.
4. COMPILE ATTACK DICE POOL
Te player now needs to collect together all of the Attack
Dice they are going to roll for the Ranged Attack.
Every model who is contributing to the Attack adds a
number of Ranged Attack Dice to the Ranged Attack
Dice Pool.
Te number and Colour of the Dice that each model
contributes depends on the Weapon it is using and the
Range that it is fring at.
Example 2: Te Prussians from Example 1 would gain
2 Dice for each of the 4 Grenadiers, and 4 Dice for the
Specialist, giving a total of 8 + 4 Dice in their Ranged
Attack Dice Pool.
5. ROLL ATTACK DICE POOL AND
CALCULATE SUCCESSES
Te player now rolls their Ranged Attack Dice Pool,
performing any re-rolls or additional rolls from RED 6s
as necessary.
Te total number of successes is then calculated. Normally
every roll of 4, 5 or 6 is a successes, with rolls of 6 varying
with the Dice Colour, however certain efects, such as
Cover and other to hit modifers, may alter this.
Example 3: Rolling their Attack Dice Pool, the Grenadiers
roll fve results of 4, 5 or 6, including one BLUE 6 which
counts as TWO success. Tis gives a total of SIX successes.
TO HIT MODIFIERS
Various in game efects will cause the to hit number of a
Dice to change. Tese are known as to hit modifers.
Unless otherwise stated, when a Dice is rolled it has a to
hit number of 4, meaning that it rolls a success on a 4, 5
or 6, with the efect of the 6 changing depending on its
Colour.
To hit modifers change this to hit number that a dice
needs to cause a success by the stated amount.
Example: A game efect that causes a -2 to hit modifer
would mean that a Dice would only cause a success on a 6,
whilst a game efect that causes a +1 to hit modifer would
mean that a Dice would cause a success on a 3, 4, 5 or 6.
To hit modifers CANNOT lower the minimum result
required to cause a success below 2 or raise it above 6.
52
Additional successes for rolling a 6 on a BLUE or RED
Dice are only achieved on the roll of a natural 6, BEFORE
to hit modifers are applied.
6. APPLY CASUALTIES
Once the total number of successes has been calculated
from any Ranged Attack, casualties are calculated as
follows:
Te total number of successes is compared to the target
Sections Injury Rating (IR). For each multiple of the
Injury Rating, a model in the target Section loses a Life
Point (LP). When a model is reduced to ZERO Life
Points it is Killed and removed from the Game Board.
Some models will have also have a Kill Rating (KR), if
the total number of successes equals or exceeds the target
Sections Kill Rating, one model in the target Section loses
ALL remaining Life Points, is killed and removed from
the Game Board.
Casualties are removed by the controlling player. Tey can
only be inficted upon those in Line of Sight and Range
of the fring Section and MUST be removed in order of
distance from the fring Section (closest model frst).
If the models in a Section have multiple Life Points and a
Kill Rating, Life Points are not lost for exceeding BOTH
the Kill Rating and the Injury Rating, only the higher
of the two.
However, if the total successes is equal to (or in excess of)
the Sections Kill Rating plus its Injury Rating, then one
model would be Killed, and a second would lose a Life
Point.
Example: A Section of Teutonic Knights, with an IR of
6, a KR of 10 and 2 Life Points each, is the target of an
Attack scoring the total of 13 successes. Tis exceeds the
KR once, meaning that ONE Teutonic Knight is Killed.
Had the Attack rolled 16 or more successes, equal to
the Sections KR plus its IR, then one Teutonic Knight
would be Killed, and ONE Life Point would be removed
from another. Furthermore, if the Attack had rolled
20 successes, equal to TWICE the Sections KR, TWO
Teutonic Knights would be Killed.
MIXED SECTIONS
Ofen Sections will contain more than one Name of
model. Tese will be split into regular models, who are
the most numerous Name in the Section, and irregular
models, such as Sergeants, Specialists or Ofcers who
have Taken Command of the Section..
Although Life Points are always lost from the models
closest to the fring Section, unless a special rule states
otherwise or no other models are valid targets, regular
models in the Section ALWAYS lose Life Points before
any irregular models.
In the case where an irregular model is the closest
valid casualty, ignore the irregular model and apply the
successes to the next closest regular model that is a valid
target. If the regular model is removed, move the irregular
model to the place the regular model was removed from.
Example: A Federal Infantry Section rolls 9 successes
against an Ashigaru Section. As they have an Injury
Rating of 4 and 1 Life Point, the TWO closest models
are removed.
53
If no Name of model is more numerous than all others,
all models in the section are considered regular, and Life
Points are lost from the closest regular models as normal.
In these cases, the regular models may have diferent
Injury Ratings, Kill Ratings and Life Points. As such it
is important to consider each model in turn and compare
the remaining successes to the closest regular model each
time a Life Point is lost.
If the remaining successes are not enough to cause Life
Point loss from the closest model, compare them to the
IR/KR of the next closest and so on until all successes
are accounted for, or there are no models remaining who
could be harmed.
Important Note: As a Section loses models from an
Attack, which models are regular and irregular may
change, as such it may be important to remove models
one at a time, to ensure that the correct models are losing
Life Points.
Example: A Section contains 1 Ashigaru Infantryman, 1
Ashigaru Specialist and Master Kozo Okinawa, so ALL
THREE are regular. Te Section receives an Attack 13
successes. Te Ashigaru Specialist is closest, and 13 is
greater than his Injury Rating of 4, so he is Killed.
Te remaining 9 successes now carry over to the next
closest regular model, Master Kozo Okinawa, 9 successes
does not equal his Kill Rating of 11, however it does
exceed TWICE his Injury Rating, so he loses TWO Life
Points.
Te remaining single success is not enough to cause
Master Okinawa or the Ashigaru Infantryman any harm.

7. TAKE MORALE CHECKS
Once Life Point loss has been applied, certain Sections
may need to take Moral Check Command Tests.
If the target Section loses 50% or more of its current
number of Life Points to a single Ranged Attack, it MUST
take a Morale Check Command Test, as described on
Page 38.
Alternatively, any Section within 8 of a friendly Section
which is entirely Killed by a Ranged Attack, or has Line of
Sight to a friendly Ofcer when they are Killed by a Ranged
Attack, MUST take a Morale Test Command Test.
MODELS WITH MULTIPLE WEAPONS
Some models may be armed with more than one Weapon.
However, unless a special rule applies, a model CANNOT
fre with more than ONE Weapon in a single Turn.
IRONCLADS MAKING RANGED ATTACKS
Ironclads make Ranged Attacks in the same way to all
other models, with the exceptions that:
An Ironclad CAN perform Ranged Attacks with ALL of
its Weapons.
Unless otherwise stated, each Weapon on an Ironclad
MUST make its own SEPARATE Ranged Attack.
Important Note: Weapons on an Ironclad can only make
SEPARATE Ranged Attacks, and as such Ironclads
NEVER combine their Ranged Attack Dice into a Pool.
54
ATTACKING IRONCLADS
In battle, virtually all musketry is conducted along similar
lines, with ofcers coordinating their men to produce
a continuous and uninterrupted weight of fre into the
enemys ranks. Fighting vehicles could not be more diferent.
Rather than this ongoing barrage, the fate of an Ironclad is
decided by a single rocket, bomb or shell.
In DYSTOPIAN LEGIONS, attacking Ironclads is carried
out in a diferent way to all other unit types to take this
simple fact into account.
ANTI-IRONCLAD RANGED ATTACKS
Anti-Ironclad Ranged Attack actions are conducted in
a very similar way to regular Ranged Attack , but with a
number of very important diferences.
Only Weapons with one or more Ironclad Attack Dice
(IAD) are eligible to perform an Anti-Ironclad Ranged
Attack.
Anti-Ironclad Ranged Attacks can ONLY be made against
models of the Ironclad Type.
A Weapons Ironclad Attack Dice (IAD) can ONLY be
used to perform Anti-Ironclad Ranged Attack actions.
If one or more models in a section are eligible to make
an Anti-Ironclad Ranged Attack action they may do so,
whilst the rest of their section can perform a Ranged
Attack action at another valid target. However, a model
CANNOT perform BOTH an Anti-Ironclad Ranged
Attack action and a regular Ranged Attack action in the
same Activation.
Ironclad Attack Dice (IAD) are NEVER combined to
make an Attack Dice Pool. Each model MUST perform an
individual Anti-Ironclad Ranged Attack action.
ANTI-IRONCLAD RANGED ATTACK SEQUENCE
1. Declare Firing Model: Declare which individual
model is making the Anti-Ironclad Ranged Attack
Action.
2. Declare Target: Declare an enemy Ironclad model
to be the target of the Anti-Ironclad Ranged Attack
Action.
3. Determine Line of Sight: Establish whether or not
Line of Sight can be drawn between the fring model
and its target.
Tis is drawn from any point on the fring models
base, to any point on the target Ironclads base or
footprint.
Line of Sight to Ironclads may be Impeded or Blocked
like other models.
If the Line of Sight to more than HALF of the targets
Base is Blocked, but the Line of Sight is still Open,
the Ironclad counts as being in Sof Cover.
4. Determine Range: Establish the range between the
target and the fring model.
5. Determine Armour Facing: Establish which
Armour Facing is presented to the attacking model.
6. Compile IAD: Roll the number of dice of the
appropriate Dice Colour indicated by the fring
models Ironclad Attack Dice, taking into account
range and any other modifers.
7. Roll IAD: Each roll of a 4, 5 or 6 is usually a success,
and rolls of 6 have varying efects dependent on the
Dice Colour.
8. Calculate Successes: Te total number of successes
are calculated. Tis may be modifed by MARs or
Game Cards.
9. Determine Armour Penetration: Compare the
total number of successes to the target Ironclads
relevant Armour Rating.
If the number of successes is LESS than the
Armour Rating the Attack has no efect.
If the number of successes is EQUAL to the
Armour Rating roll a D3 and consult the
55
Ironclads Damage Table to determine the
efect of the Attack.
If the number of successes is GREATER than
the Armour Rating roll a D6 and consult
the Ironclads Damage Table to determine the
efect of the Attack.
10. Apply Damage: Apply the efect rolled on the
Ironclads Damage Table.
LINE OF SIGHT AND ARMOUR FACINGS
Models of the Ironclad Type do not have the normal
Injury Rating (IR) and Kill Rating (KR) shared by the
vast majority of models in DYSTOPIAN LEGIONS.
Instead, every Ironclad has a series of Armour Ratings,
each tied to an orientation of the model.
Which Armour Rating is used against an Anti-Ironclad
Ranged Attack is decided by determining where the fring
model is relative to its target.
If the Attack originates from anywhere forward of the line
running from the FRONT of the Ironclads hull, the Front
Armour Rating is used.
If the Attack originates from within the REAR 90 degree
arc of the Ironclad, the Rear Armour Rating is used.
If the Attack originates from neither the FRONT nor
REAR of the Ironclad, the Side Armour Rating is used.
SIDE SIDE
REAR
FRONT
56
57
58
Once all Sections have activated, any that have models
in Base Contact with an opposing model MUST fght a
round of Melee.
If there are multiple separate Melees, each resolves its
round entirely, before moving on to the next Melee to
resolve a round. Te player frst in the Initiative order
chooses which round is resolved frst, then the second
player chooses and so on.
Each Melee round is resolved in the following sequence,
unless specifcally stated otherwise, ALL players with
models involved in the Melee perform their Melee Attack
SIMULTANEOUSLY.
1. Compile Melee Attack Dice
2. Divide Out Attack Dice
3. Roll Attack Dice Pool and Calculate Successes
4. Apply Casualties
5. Check for Victor
6. Gain the Upper Hand
7. Move Up Remaining Models
Important Note: As all players follow this Sequence
SIMULTANEOUSLY and your opponent can play
certain Game Cards at intervals during this Sequence, it
is important to clearly announce what you are doing at
each stage, and when you are going to move on to the next
stage.
Once all players have completed the above Sequence for
a particular Melee, they move on to the next Melee and
resolve a round, and so on until all Melees on the Game
Board have resolved ONE round. Once this is done, the
Turn progresses on to the End Phase.
Te following describes each step in the Sequence in more
detail.
1. COMPILE MELEE ATTACK DICE POOL
Each player with a section involved in the Melee now
collects together all of the Attack Dice they are going to
roll in the Melee.
Every model in Base Contact with an opposing model, or
in Base Contact with a model in its own Section that is,
contributes its Attack Dice to the Melee. Tese models are
considered to be engaged.
Each contributing model, from ALL involved Sections
on a side, adds its Melee Attack Dice (MAD) to its sides
Attack Dice Pool, making sure to diferentiate diferent
Dice Colours as necessary.
CHARGE BONUS
ALL models in a Section which successfully Charged an
opposing Section which was NOT already involved in a
Melee gain +1 Melee Attack Dice of their standard Dice
Colour in the following Melee Phase.
Example 1: In the photograph above, both Shinobi are
engaged, giving the Blazing Sun side of the Melee 4 + 4
Melee Attack Dice, plus an additional 1 Dice each as they
Charged, for a total of 10 Attack Dice.
In return, two of the Line Infantry are engaged, as is the
Segreant who is in Base Contact with them. Tis gives a
total of 2 + 1 + 1 Attack Dice to the Brittainian side.
Te models which are in Base Contact with
opposing models are engaged, as is the Sergeant.
Te other two Line Infantrymen are NOT engaged.
59
2. DIVIDE OUT ATTACK DICE
Once the Melee Attack Dice Pool for a side has been
compiled, it MUST be split as equally as possible between
EVERY opposing Section involved in the Melee. Each
Section becomes the target of a Melee Attack, with a Melee
Attack Dice Pool allocated against it.
If the Melee Attack Dice Pool contains Attack Dice of
diferent Colours the controlling player MUST split their
the dice of each Colour as evenly as possible between the
opposing Sections.
If, afer the Melee Attack Dice Pool been equally split there
are any remaining, the controlling player may decide
where to assign the remaining dice.
Example 2: A Prussian Grenadier Section is involved in
a Melee against a Britannian Line Infantry Section and a
section of Sky Hussars.
Te Prussian Melee Attack Dice Pool consists of 6 + 3
Attack Dice. Tis MUST be split equally between both of
the opposing sections, so each receives 3 + 1 Attack Dice.
1 Attack Dice remains afer the Attack Dice Pool has been
split, which the controlling player chooses to add to the
pool being rolled against the Sky Hussars. Tis means
that 3 + 1 Attack Dice will be rolled against the Line
Infantry, and 3 + 2 Attack Dice will be rolled against the
Sky Hussars.
3. ROLL ATTACK DICE POOL AND
CALCULATE SUCCESSES
Each player now rolls each of their Melee Attack Dice
Pools, performing any rerolls or additional rolls from
RED 6s as necessary.
Te total number of successes each player has rolled
against each opposing Section is then calculated.
Normally every roll of 4, 5 or 6 is a successes, with rolls of
6 varying with the Dice Colour.
Example 3: Te Prussian Grenadier Section from
Example 2 above now rolls its Pool of 3 + 2 Attack Dice
against the Sky Hussars, rolling 2, 3, 6, 3, 6 followed by
4, for a total of 5 successes. It also rolls its Pool of 3 + 1
Attack Dice against the Line Infantry, rolling a total of
3 successes. At the same time the Kingdom of Britannia
player rolls their combined Melee Attack Dice Pool from
both Sections against the Grenadiers, rolling 8 successes.
4. APPLY CASUALTIES
Once the total number of successes against each has
been calculated, from any Melee Attack, casualties are
calculated as follows:
Te total number of successes against a Section is compared
to the target Sections Injury Rating (IR). For each multiple
of the Injury Rating, a model in the target Section loses a
Life Point (LP). When a model is reduced to ZERO Life
Points it is Killed and removed from the Game Board.
Some models will have also have a Kill Rating (KR),
if the total number of successes equals or exceeds
the target Sections Kill Rating, one model in the
target Section loses ALL remaining Life Points.
Casualties are removed by the controlling player, who
can choose which models in the target Section sufer the
Life Point loss. However, if the Section contains models
with more than one Life Point, whole models MUST be
removed wherever possible, rather than splitting the loss
amongst the models.
Additionally, casualties MUST be applied to engaged
models BEFORE models that are NOT engaged, however
models that are not engaged can still become casualties if
the opposing Sections roll enough Sections.
Example 4: Having calculated the total number of
successes against each opposing Section, the Prussian
Grenadiers from Example 3 now see how many casualties
they have caused. Te 5 successes rolled against the Sky
Hussars is compared to their IR of 3, exceeding it ONCE,
so ONE Sky Hussar loses a Life Point and is Killed. Te 3
successes rolled against the Line Infantry Section equals
the Sections IR, so ONE model loses a Life Point and is
Killed. In return, the Melee Attack from the Britannian
side causes TWO Grenadiers to be removed.
60
If the models in a Section have multiple Life Points and a
Kill Rating, Life Points are not lost for exceeding BOTH
the Kill Rating and the Injury Rating, only the higher of
the two. However, if the total successes is equal to (or in
excess of) the Sections Kill Rating plus its Injury Rating,
then one model would be Killed, and a second would lose
a Life Point.
Example 5: If the Line Infantry from Example 1 rolled
7 successes against the Section of Shinobi Assassins
each with an IR of 3, a KR of 5 and 2 Life Points, they
would have exceeded the KR once, meaning that ONE
Shinobi was Killed. Had the Line Infantry rolled 8 or more
successes, equal to the target Sections KR plus its IR,
then they would have done enough to Kill one Shinobi,
and remove ONE Life Point from another. Furthermore,
if they had rolled 10 successes, equal to TWICE the
Sections KR, TWO Shinobi Assassins would have been
Killed.
MIXED SECTIONS
Ofen Sections will contain more than one Name of
model. Tese will be split into regular models, who are
the most numerous Name in the Section, and irregular
models, such as Sergeants, Specialists or Ofcers who
have Taken Command of the Section.
In a Melee Life Points can be lost from ANY model in the
target section, decided by the Sections controlling player.
However, regular models in a section must ALWAYS lose
Life Points before any irregular models.
If no Name of model is more numerous than all others,
all models from the largest equal groups are considered
regular, and Life Points are lost from the regular models
as chosen by the target Sections controlling player,
remembering that whole models MUST be removed
wherever possible.
Example 6: If the Line Infantry Section from Example
1 had instead been comprised of 1 Line Infantryman,
1 Flamethrower Specialist, 1 Sergeant and Captain
Smethington II there would not be a majority Name to
begin assigning Life Point loss to. If the Shinobi rolled
10 successes, the Britannian player could choose to Kill
Captain Smethington, who has a KR of 10, OR Kill the
Line Infantryman, the Flamethrower Specialist and the
Sergeant.
Had the Shinobi rolled 8 successes, they would not have
equalled Smethingtons KR. As the Britannian player
MUST remove whole models where possible, they could
choose to Kill the Infantryman and the Specialist, the
Infantryman and the Sergeant or the Sergeant and the
Specialist.
Important Note: As a Section loses models from an
Attack, which models are regular and irregular may
change, as such it may be important to remove models
one at a time, to ensure that the correct models are losing
Life Points.
5. CHECK FOR VICTOR
If one side no longer has any models remaining in all of its
involved Sections, the other side has won the Melee, and
may IMMEDIATELY advance D6 in ANY direction and
can act normally in subsequent Turns.
Otherwise proceed with the following stages.
6. GAIN THE UPPER HAND
Even if neither side has wiped out their opponents, one
side may still have gained the Upper Hand.
Compare the number of Life Points each side has lost in
that round of the Melee from ALL involved Sections. Te
side which has lost the LEAST Life Points gains the Upper
Hand, place an Upper Hand Marker next to one of the
relevant Sections.
Te Upper Hand Marker can then be used to do one of
the following:
i. Immediately disengage one of their involved
Sections, and perform a Fall Back Move away from
the Melee, taking ALL of the Sections models out of
Base Contact with the opposing models.
A disengaged Section may activate normally
in the following Turn and does NOT gain
61
a Shaken Marker for the Fall Back Move.
Te Upper Hand Marker is removed.
ii. Give ALL models on the side with the Upper Hand
+1 Melee Attack Dice of their standard Dice
Colour in the following Melee Phase.
If a side gains a SECOND Upper Hand Marker, all
opposing Sections involved in the Melee MUST make an
IMMEDIATE Fall Back Move toward their Deployment
Edge, gaining Shaken Markers as normal. Te side with
the Upper Hand may IMMEDIATELY advance D6 in
ANY direction. Te Melee has ended and the involved
Sections can act normally in subsequent Turns.
If a side with an Upper Hand Marker loses the Upper
Hand, their Upper Hand Marker is removed, and the
opposing side gains one instead. If all sides lose the same
number of Life Points no side gains the Upper Hand, and
so no side will either gain or lose Upper Hand Markers.
Important Note: Models CANNOT move out of a Melee
unless they either Fall Back by spending an Upper Hand
Marker, or are forced to Fall Back by the opposing side
gaining two Upper Hand Markers. Tey CANNOT move
or be moved away through any action, Command Ability
or Game Card unless specifcally stated otherwise.
7. MOVE UP REMAINING MODELS
If the Melee has not ended, any models which are not
engaged CAN be repositioned so that they are enaged with
an opposing Section which is involved in the Melee.
Models MUST remain in Coherency when being
repositioned in this way.
If, afer models have been moved up, a Section does NOT
have any engaged models, it is no longer involved in the
Melee and can activate normally in the following Turn.
Example: Te Prussian Grenadiers kill three Line
Infantrymen for no casualties in return, and gain the
Upper Hand. Tey use it to make a Fall Back Move away
from the Brittanian Line Infantry.
Example: Te Prussian Grenadiers here choose to
continue the fght, killing another Line Infantryman in
the following Turns Melee Phase and gaining a SECOND
Upper Hand Marker. Te remaining Line Infantry are
then forced to Fall Back.
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STRIKES FIRST
If, for any reason, a model or group of models Strike First,
they perform their Melee Attacks BEFORE other models
that do NOT Strike First.
Models which Strike First resolve stages 1 to 4 of the Melee
Sequence (see Page 58), then afer any resulting casualties
have been applied, all remaining models which did NOT
Strike First resolve stages 1 to 4 of their Melee Attacks. Te
remainder of the Sequence is then performed together.
If more than one Section involved in a Melee is eligible to
Strike First, they resolve stages 1 to 4 of their Melee Attacks
SIMULTANEOUSLY, before other Attacks are resolved.
Important Note: If some models in a Section Strike First
and others do not, they make separate Melee Attacks,
however they are still treated as a single Section when
Attacks are targeted against them.
Example: A Section of 2 Shinobi Assassins Charge a
Section of Bufalo Hunters. As the Shinobi have the Swif
Strike MAR allowing them to Strike First, they resolve
their Melee Attacks, rolling 10 Attack Dice and Killing
ONE Scout and ONE Bufalo Hunter. Te remaining
Scout and Bufalo Hunter then Attack, rolling 2 + 2 Attack
Dice removing a Life Point from one of the Shinobi.
CHARGING A DEFENDED POSITION
A Section which is taking cover behind an obstacle or
within a building may be classed as defending a position
if they are Charged.
A Section is defending a position if ALL engaged models in
the Section that was Charged this Turn are either:
i. In Base Contact with a piece of Linear Terrain
with the Defensible Rule which is directly between
the target Section and the Charging Section.
ii. In Base Contact with a model in their Section which
is in Base Contact with a piece of Linear Terrain
with the Defensible Rule which is directly between
the target Section and the Charging Section.
iii. Entirely within a piece of Area Terrain with the
Defensible Rule which the Charging Section does
NOT begin its Charge Move within.
A Section which is defending a position Strikes First in the
FIRST round of the following Melee.
If the above conditions do not apply to ALL Sections that
the Section is in Melee with, the Section does NOT Strike
First. For details of which pieces of Terrain are Defensible
see Pages 29 and 30.
Example: If the Bufalo Hunters had been within a
piece of Area Terrain when they were Charged, BOTH
the Shinobi AND the Hunters would have been eligible
to Strike First, and so they would have performed their
Melee Attacks SIMULTANEOUSLY.
Example: Te Prussian Grenadiers are behind a
Defensible Wall when they are Charged by the Britannian
Line Infantry, meaning they would be able to Strike First.
However, before the Melee Phase they are Charged by a
Section of Sky Hussars who are NOT attacking from the
other side of a Wall. Te Grenadiers lose the Strkes First
bonus, and all three Sections fght SIMULTANEOUSLY.
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IRONCLADS IN MELEE
In the most desperate situations, when no anti-ironclad
support can be mustered, Infantry with no specialist
equipment have been known to attack Ironclads at close
quarters, jamming debris into gears and tracks - even trying
to smash weapons with nothing but the butts of their rifes.
Although they can never hope to deal a death-blow to their
mechanical opposition, on occasion this last-ditch tactic has
delayed or damaged a vehicle severely enough to prevent a
force from succumbing to a war-machines wrath.
Only Infantry and Aeronaut models may attempt to
Charge an Ironclad. Cavalry models CANNOT attempt
to charge an Ironclad, as they a simply too bulky and
vulnerable to do so.
Attempting to Attack an Ironclad in Melee follows a
slightly diferent sequence to other Melees:
1. Te Charging Section declares the target of its
Charge, requiring Line of Sight and spending a
Command Point as normal.
2. Te Sections Charge Movement is carried out as
normal.
3. Move the Charging models directly toward the
target Ironclad. If NO models in the Section are able
to move into Base Contact with the target Ironclad,
the Charge has failed and no further action is taken.
4. If at least one model in the Charging Section is in
Base Contact with the target, roll ONE D3 and
compare the result to the Ironclads Damage Table
and apply the efect.
5. Any models within 1 of the Ironclad are then
moved the minimum distance so that they are NOT
within 1 of an opposing model, but still within
Coherency.
Neither the Charging Section or the Ironclad are
considered to be engaged in a Melee, and as such may
activate and be targeted normally.
Important Note: Ironclads CANNOT perform any
Charge Reactions.
DUELLING
If involved in the same Melee, two Ofcers may agree to
a Duel.
At the beginning of the Melee Phase, in the order of
this Turns Initiative, players take it in turns to issue any
Challenges that their Ofcers wish to make.
Each Ofcer can issue ONE Challenge each Turn, which
MUST be directed at a specifc opposing Ofcer involved
in the same Melee as the Ofcer issuing the Challenge.
An Ofcer who has been challenged CANNOT issue any
Challenges this Turn.
DUEL SEQUENCE
1. Declare Challenge: One player may declare a
Challenge against an opposing Ofcer.
2. Accept or Refuse the Challenge: the player
controlling the challenged Ofcer model MUST
decide whether or not to accept the Duel.
If the challenged Ofcer accepts the Ofcers are now
considered to be in a Duel.
If the challenged Ofcer refuses, it MUST take a
Command Test and roll TWO successes or ALL
Sections involved in the Melee on the same side as
the Ofcer gain a Shaken Marker, and so sufer a -1
to hit modifer in the Melee Phase. Te Melee then
continues as normal.
3. Compile Melee Attack Dice: Both Duelling Ofcers
should compile their Melee Attack Dice.
4. Roll Attack Dice: Both players should roll their
Attack Dice SIMULTANEOUSLY, remembering to
making sure to diferentiate diferent Dice Colours
as necessary.
5. Calculate Successes: Te total number of successes
scored by each Ofcer is calculated.
64
6. Compare Number of Successes: Te Ofcer who
scored the least number of successes loses 1 Life
Point, and ALL Sections involved in the Melee on
the same side as the Ofcer gain a Shaken Marker.
If an Ofcer scores THREE or more times his
opponents number of successes, the opposing
Ofcer loses an additional Life Point.
If both Ofcers rolled the same number of successes,
no further action is taken.
7. Conclude the Duel: A Duel only lasts for a single
round of Melee, however they can issue and accept
Challenges again in the following Turn.
Te remainder of the Melee then takes place as normal,
applying to hit modifers from any Shaken Markers
gained as necessary. Te Ofcers who Duelled CANNOT
contribute to the Melee Attack Dice Pool, and CANNOT
lose Life Points (LP) from the opponents Melee Attack
Dice Pool.
When resolving a Duel any Game Cards played on the
involved Sections, any Upper Hand Markers, any Charge
Bonuses and any other special rules which afect Melee
Attacks are NOT applied to the Duelling Ofcers.
BOTH Ofcers resolve the Duel SIMULTANEOUSLY,
even if one would otherwise be eligible to Strike First.
Only Game Cards and other rules that explicitly state that
they can efect Duelling Ofcers are applied.
Important Note: If an Ofcer is the ONLY model on a
particular side in a Melee and they issue a Challenge, the
Challenged Ofcer can refuse without needing to take a
Command Test.
Important Note: If an Ofcer scores ZERO successes,
they count as having scored ONE success for the purposes
of losing additional Life Points due to their opponent
rolling THREE times their number of successes.
65 65
66
Te End Phase of each Turn allows the players to collect
together their thoughts and plans and ready the Game
Board for the next Turn.
During the End Phase of each Turn, certain actions may
occur, in the following order:
1. Check for End of Game
2. Remove Expired Markers
3. Draw Game Cards
1. END OF GAME
At this point, players should check to see if the Scenarios
Victory Conditions have been satisfed by either player,
if the Time or Turn Limit has expired or if the roll for
Variable game length should be made.
If the game has ended, then Victory Points should be
calculated for both sides, depending on the Scenario
played, and the winner should be determined.
BREAK TEST
Even if the Scenario Victory Conditions have not been
met and the length of the game has not expired, one side
may have reached critical losses over the Turn, and decide
to fee the battlefeld.
If, during the End Phase of the Turn, the total Points Cost
of ALL remaining models on a side is below 25% of its
starting Maximum Force Value, the player needs to take a
Command Test on RED Dice, requiring TWO successes.
If the Test is failed, that side IMMEDIATELY withdraws.
Any models that the player has remaining are removed
from the Game Board. Tey do NOT count as Destroyed
for the purposes of Victory Points, however they
CANNOT Capture or Contest Objectives. Te game
IMMEDIATELY ends and BOTH players calculate
Victory Points to determine the Margin of Victory (see
Page 69).
If the Test is passed, the game continues. If a player is
taking a second Command Test to determine if their
force withdraws, the Dice Colour Level is LOWERED by
ONE Level, if a player is taking a third, the Dice Colour
Level is LOWERED by TWO Levels. If a player needs to
take a fourth, the Test is AUTOMATICALLY failed.
If more than one player is below the 25% threshold,
ONLY the player with the LEAST number of Points
remaining needs to take the Test. If the players have the
same number of Points remaining, neither player needs
to Test, and the game continues.
2. REMOVE EXPIRED MARKERS
Additionally, at this point, any efects that last a Turn
expire, and any relevant Markers, such as Activated
Markers should be removed.
3. DRAW GAME CARDS
During the End Phase, Players may discard any number of
Game Cards and re-draw up to their current maximum
Hand Size.
66
67
Determining who has won a game of DYSTOPIAN
LEGIONS is normally decided by totalling up and
comparing Victory Point Totals afer the fnal Turn has
been played out. Very simply put, the way to win a battle
is to wipe out as much of the opponents forces as possible
whilst minimising friendly losses, all the while trying to
capture any important objectives.
GAME LENGTH
Game Length is designated as Fixed, Variable or Timed.
In a Fixed game players agree upon a set number of Turns
for the game.
In a Variable game players agree a set number of Turns for
the game. However, during the End Phase of the last Turn,
one player rolls 1D6, subtracting 1 from the dice roll for
each extra Turn that has been completed;
On a roll of 1, 2 or 3 the game is over.
On a roll of 4, 5 or 6 another Turn is played.
In a Timed game players agree a set amount of time for the
game, when this period of time has elapsed the current
Turn is completed and the game is over.
Important Note: Although players should feel very free
to experiment with diferent game lengths, it is suggested
that players set a length of SIX Turns, as this gives enough
time for players to bring their battle plans to fruition, but
is short enough to keep the game fast and dynamic.
SCORING VICTORY POINTS
Afer the fnal turn has been played out, unless a Scenario
is being played that states otherwise, players total up
their Victory Points. A player scores Victory Points for
destroying opposing models or capturing Objectives.
Te number of Victory Points scored for killing or
destroying an opposing model is equal to the Points
Value of the killed or destroyed model.
Models with multiple Life Points that have lost
HALF or more of their starting Life Points are
worth a number of Victory Points equal to HALF
their Points Value.
Ironclads that have sufered the loss of HALF or
more of its starting Hull Points are worth a number
of Victory Points equal to HALF their Points
Value.
Objectives captured by a player at the end of a game
are worth their stated number of Victory Points.
OBJECTIVES
Objectives represent some of the most common Objectives
on the battlefeld, the taking and holding a position either
held by the enemy or out in no-mans land, be it a hill-top, a
bunker, a house or anything else.
Te object of an Objective Game is to fght your way to
a fxed location, and once there to wrestle control of the
Objective from your opponent.
By capturing and holding the Objective players gain a
very considerable number of bonus Victory Points. If all
players agree, they can opt to play a game with Objectives.
NUMBER OF OBJECTIVES
Te number of Objectives placed on the Game Board is
determined during Game Set-Up by the size of the game
being played.
Important Note: Te Game Size Table is only a series of
suggestions on how games should be played and ANY of
its contents MAY be adjusted if ALL players agree.
PLACE OBJECTIVES
Objectives are placed during Game Set-Up, afer Terrain
has been placed, but before either player has begun
to deploy their forces. Placing Objectives follows this
sequence:
Patrol Skirmish Batle
Maximum Force Value 100 200 350+
Suggested Number
of Objectves
1 D3 D3
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1. Determine who places the First Objective: Players
should take an Opposed Command Test. Te
player who scores the most successes may decide
who places the frst Objective on the Game Board.
2. Place the Objective: Te nominated player
must place the Objective on the game
board adhering to the following rules:
Objectives MAY be placed anywhere on
the Game Board so long as they are NOT
within 12 of another Objective or within
6 of either players Deployment Zone.
3. Continue Placing Objectives: Afer the frst
Objective has been placed players should take it in
turns to place Objectives on the Game Board until
all Objectives have been placed.
Important Note: Objectives CANNOT be placed in
Terrain that is IMPASSABLE to ANY type of Model.
COMBAT EFFECTIVE
A Section which has sustained heavy casualties is no
longer able to seize or hold Objectives as they do not
impose a signifcant enough threat to the enemy.
To Capture or Contest an Objective a Section be
considered Combat Efective. A Section is Combat Efective
if it still contains HALF or more of its starting number of
models and does NOT have ANY Shaken Markers.
CAPTURING OBJECTIVES
Objectives will always fall into one of the following States;
Captured: For an Objective to be Captured
there MUST be at least ONE friendly Combat
Efective Section with a model within 6 of
the Objective AND no opposing Combat
Efective Sections within 6 of the Objective.
Ironclad models CANNOT Capture Objectives.
Contested: An Objective is Contested if there
is both a friendly Combat Efective Section
AND an opposing Combat Efective Section
with a model within 6 of the Objective.
Unclaimed: An Objective is Unclaimed if it is
NEITHER Captured or Contested.
Important Note: Although Ironclad models CANNOT
Capture Objectives they CAN Contest them.
As their are only Britannian troops within 6 of the
Objective, they have Captured it.
Now that the Ashigaru have moved up, the
Objective has become Contested.
69
OBJECTIVE BONUS VICTORY POINTS
If one or more Objectives are Captured by a player at the
end of a game they receive a number of Bonus Victory
Points which is added to the Victory Points that they
have earned throughout the game by Killing or Destroying
opposing models.
Each Captured Objective is worth 20% of the Maximum
Force Value being used for the Game, rounding down to
the nearest multiple of 5.
Example: In a 100 Point game each Fixed Objective is
worth 20 Victory Points. Whilst in a 300 Point game
each Objective is worth 60 Victory Points. However, in
an irregularly sized 185 point game, each objective would
be worth 35 Victory Points.
Objective Bonus Victory Point Table
Although it is a simple matter to work out the Bonus
Victory Points that an Objective provides in any given
game, the Objective Bonus Victory Point Table below
gives the number of Bonus Victory Points that would be
rewarded at various common Maximum Force Values.
MARGIN OF VICTORY
Afer all players have calculated their Victory Points they
should compare totals and consult the following;
A Player that scores 75% or more Victory Points
than an opponent wins the game with a Legendary
Triumph.
A Player that scores 50% or more Victory Points
than an opponent wins the game with a Major
Victory.
A Player that scores 30% more Victory Points than
an opponent wins the game with a Minor Victory.
A Player that scores 10% more Victory Points
than an opponent wins the game with a Marginal
Success.
Any other Victory Point margin will result in a
Draw.
Maximum Force Value
Bonus Victory Points
per Objectve
100 20
150 30
200 40
250 50
300 60
350 70
70
Te following rules are applied to infantry, vehicles and
characters in a game of Dystopian Legions. Please read
and understand these rules as they will play an important
role in how your miniatures act, fght and command in
a game.
Dual Wielding:
Some individuals, by virtue of specialist training or innate
skill, have the ability to aim and fre with a weapon in either
hand with the same profciency that most people can only
achieve when using a single weapon.
A model with the Dual Wielding MAR may perform a
Ranged Attack Action with TWO Ranged weapons. A
model using Dual Wielding CANNOT perform a Focused
Fire Ranged Attack.
Can Opener:
When a Section containing one or more models with
the Can Opener MAR makes a Melee Attack against an
Ironclad, the Section rolls a D6 on the Ironclad Damage
Table, rather than a D3.
Champion:
Many individuals choose to elect a Champion to act as their
proxy in duels on the battlefeld, rather than risk their own
necks. Although frowned upon in some parts of the world,
it is better received than simply cowering from a challenge.
If an Ofcer in the same Section as a model with the
Champion MAR is Challenged, the Champion may fght
the Duel instead.
Te Duel is resolved between the Champion and the
challenger as normal.
Daunting:
Whether due to a fearsome reputation or their physical
appearance ofcers will always struggle to keep their men
in check when certain troops come charging towards them.
When a Section is successfully charged by a Section with the
Daunting MAR it must take a Morale Check Command
Test, Requiring TWO successes, IMMEDIATLY afer all
charging models have completed their Movement.
If the Morale Command Test is failed the Section gains a
Shaken Marker.
If the Morale Check Command Test is passed there is no
efect.
If the charged Section already has a Shaken Marker it
only needs to take ONE Morale Check Command Test
however it requires an ADDITIONAL success to pass.
Duelling Armour:
Although no use against bullets or bayonets, some ofcers
go into battle wearing traditional armour that provides
considerable protection against the majority of the glancing
blows that one can expect to sufer during the course of a
duel.
A model with the Duelling Armour MAR may reduce the
number of successes rolled by its opponent during any
Duel by ONE.
Elusive Target
Be it by complex areal manoeuvres or just raw speed, some
targets are incredibly hard to hit.
Any Ranged Attacks against a Section with the Elusive
Target MAR sufer a -1 to hit modifer. If a Section
contains one or more models without the Elusive Target
MAR, the MAR is ignored.
Gas Grenades:
It is a common trick of the troops from the East to throw
gas canisters amounst our troops as they charge. Te foul
smoke irritates the skin, leaving men madly clawing at their
mouth, nose and eyes or scrabbling for their gas masks.
Models behind or within Defensible Terrain do NOT
Strike First if one or more of the models they are in Melee
with have the Gas Grenades MAR.
71
Independent:
Some troops are trained to operate independently on the
battlefeld, relying on their own wits and initiative rather
than replying on direction from their ofcers.
A model with the Independent MAR may spend
Command Points without penalty when outside of the
Command Distance of an Ofcer.
Lucky (value):
Although still a mystery to modern science, some people
appear to gifed with an incredible deal of luck.
A model with the Lucky MAR has a number of Luck
Tokens equal to the value of the MAR.
Each Luck Token may be spent at ANY point to allow the
model with Lucky to re-roll ONE Dice. Dice that may be
re-rolled include any Attack Dice (AD), Ironclad Attack
Dice (IAD), Melee Attack Dice (MAD) and Command
Test Dice. A Dice CANNOT be re-rolled more than once,
and the second result MUST be accepted.
Te number of Luck Tokens that the model has
available for the duration of the game is determined
IMMEDIATELY BEFORE rolling for initiative for the
frst Turn. A model CANNOT regain spent Luck Tokens
during a game.
Non-Combatant:
Te Brussels Convention of 1859 clearly states that under
no circumstances should non-combatants come to harm as
the result of military action.
A Model with the Non-Combatant MAR CANNOT be the
target of an Attack of ANY kind and as a result CANNOT
be Destroyed or Killed. A Non-Combatant CANNOT
target or cause harm to ANY opposing models. If ONLY
models with the Non-Combatant MAR remain in a
Section, the Section MUST be removed from the Game
Board.
Models with the Non-Combatant MAR do NOT block
Line of Sight. If a Section containing a Non-Combatant is
Charged or declares a Charge, afer Charge Reactions are
resolved, but BEFORE the Charging models are moved,
any Non-Combatants should be repositioned so that they
do NOT interfere with the Melee in any way, but are still
within Coherency of their Section.
If the only model that a Charging Section can move
into Base Contact with is a Non-Combatant, the Non-
Combatant is repositioned out of Base Contact, and the
Charge is a failed Charge.
Non-Combatant models do NOT count towards the
number of models in a Section, for determining Morale
efects and whether a Section is Combat Efective.
Important Note: Non-Combatant models MUST stop
like other models if they move to within Efective Range
of a Mine Token, however the Mine CANNOT roll
Attack Dice against them, and the Mine Token is NOT
removed if ONLY Non-Combatant models are within its
Efective Range.
Sure Footed:
Some individuals are simply able to navigate the densest
jungle, the thickest woodland or the deepest snowdrifs as if
they were taking a pleasant evening stroll.
A model with the Sure Footed MAR may move though
Terrain without ANY Movement Penalty. However it
CANNOT Move through Impassable Terrain.
Flyby (value):
Models with the Flyby MAR may make an additional
Move Action at the end of their activation. Te distance
of this Move Action MUST be equal to the value of the
MAR and may be in ANY direction. If a Section contains
one or more models without the Flyby MAR, the MAR
is ignored.
Smoke Pellets:
He threw a handful of small glass spheres to the ground
at his feet. Instantaneously an impenetrable screen of pitch
black smoke flled the air. We coughed and spluttered,
slashing blindly into the airborne darkness, but by the time
the smoke had cleared they were gone.
72
A Section containing a model with the Smoke Pellets MAR
may place ONE Smoke Screen Marker anywhere within
3 of ANY model in the Section INSTEAD of making a
Ranged Attack. Te Smoke Screen Marker may extend
beyond this area, as long as ANY part of it is within 3
of a model in the Section. Tis CANNOT be used as a
Charge Reaction.
Stealth:
Even on a battlefeld it is possible to move unobserved, if
you just know how.
If a Section with the Stealth MAR is declared the target of
a Ranged Attack, the fring Section must take a Command
Test on BLUE Dice requiring a number of successes equal
to the Range Band the target Section is within.
If the Command Test is passed the Section CAN proceed
with their Ranged Attack as normal. If the Command Test
is failed the fring section CANNOT target the Section
with the Stealth MAR. Te fring section CAN then target
another valid Section.
If a Section contains one or more models without the
Stealth MAR, the MAR is ignored.
Swif Strike:
Some individuals skill at arms is such that they can strike
their enemies before they have even the slightest chance to
react.
A model with the Swif Strike MAR Strikes First in the frst
round of a Melee.
Sapper (type) (value):
Tese new Mine things are proving to be a highly efective,
if thoroughly ungentlemanly weapon on the modern
battlefeld.
A Section containing one or more models with the Sapper
MAR may place a number of Mines of the type listed
equal to the Sapper value ANYWHERE within 3 of one
of the models with the Sapper MAR during the Ranged
Attack segment of its Activation.
If they place a Mine, the models with the Sapper MAR
CANNOT make a Ranged Attack this Turn.
A Mine CANNOT be placed with a model which would
trigger the Mine within its Efective Range.
Additionally, a model with the Sapper MAR does NOT
trigger Mines.
Important Note: a Mine CANNOT be placed as a Charge
Reaction.
Sniper:
I waited as the others fred of blindly around me, steadying
my aim. I got him between my cross-hairs. And only then
did I pulled the trigger.
Any models in a Section with the Sniper MAR may make a
separate Ranged Attack to the rest of their Section. If they
do so, the model with the Sniper MAR may DOUBLE
their Weapons number of Attack Dice for their separate
Ranged Attack.
Te Way of the Warrior:
Some warriors feel bound to accept any Challenge laid
before them, no matter the danger to themselves, their men
or to the success of the mission.
A model with the Way of the Warrior MAR MUST always
accept a Challenge declared against them.
Towering:
Te Armsman raised his great iron gauntlet, letting fy a
stream of bullets. Tey whistled overhead, cutting down the
enemy section as we charged towards them.
Te Line of Sight to and from models with the Towering
MAR is NOT Blocked by intervening man-height models.
A model with the Towering MAR is considered to be
larger than man-height.
Important Note: Unless specifcally stated otherwise, an
Infantry model with the Towering MAR CANNOT be
embarked onto an Ironclad.
73
WEAPON ASSIGNED RULES
Armour Piercing (value):
Some weapons are designed from the ground up to be the
bane of Ironclads.
A Weapon with the Armour Piercing MAR can add the
listed value to any roll made on the Ironclad Damage
Table resulting from an Attack by this Weapon.
Blast:
Some weapons use explosions, raw bursts of fre or a dense
hail of bullets to exact their violence, making them all the
more deadly against formed troops.
When a model makes a Ranged Attack with a Weapon
with the Blast MAR, the Attack Dice for this Weapon
receive a +1 to hit modifer if the target Section is in Line
Formation.
Crank:
Some weapons are mechanically cycled by either clockwork,
steam-power or good ol fashioned elbow grease.
Weapons with the Crank MAR are eligible to use certain
Game Card efects.
Limited Traverse (weapon) (arc):
Some weapons are mounted with a limited traverse, limiting
their feld of fre.
A Weapon with the Limited Traverse WAR can ONLY
preform a Ranged Attack if their target is within the Arc
specifed in the WAR.
Details on Weapon Arcs can be found on Page 50.
Spray and Pray:
Some weapons spread their fre over such an area that even
if their target is hunkered down they can hit them with
relative ease.
If a Ranged Attack includes at least ONE Weapon with the
Spray and Pray MAR, and the target Section is in Cover,
the Cover Bonus is reduced by ONE level for the Ranged
Attack, so Hard Cover is treated as Sof Cover and Sof
Cover is treated as Open.
Move or Fire:
Either because they require a mounting of some kind,
careful aiming or are just ungainly, some weapons are
simply impossible to fre on the move with any kind of
accuracy whatsoever.
A Weapon with the Move or Fire MAR CANNOT be
used to make a Ranged Attack if the model using it has
performed ANY Move Actions this Activation.
Mine:
Te Mine is a term given to any weapon that if lef as a
trap, ranging wildly from simple bear traps to much larger
Element 270 infused bombs that can wipe out an ironclad
without a second thought.
A weapon with the Mine MAR is always represented on
the Game Board by a Mine Token. When ANY model
moves to within Efective Range of the Mine Token
it must IMMEDIATELY stop. All other models in the
Section then complete their movement, also stopping if
they move into the Efective Range of the Mine Token.
Each individual model within the Efective Range of the
Mine Token then becomes the target of a separate Attack
with an AD equal to the Ranged Attack Dice of the Mine.
Afer the Attacks are made the Mine Token is removed
from the Game Board.
Any surviving models may then complete their remaining
movement.
If an Ironclad moves within Efective Range of a Mine
Token with an Ironclad Attack Dice rating, the Ironclad
Attack Dice are rolled as an Attack against the Ironclads
REAR Armour Rating and then the Mine Token is
removed. If the Mine does NOT have an Ironclad Attack
Dice rating, the Mine Token is simply removed.
74
FOUR of the Britannian Line Infantry move into Efective Range
of a Mine Token. TWO are Killed when the Mine explodes, and
the other TWO then complete their Movement.
IRONCLAD MARS
No Crew (value):
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Ironclads with the No Crew MAR has no dedicated crew
compliment and must be operated by a number of the
embarked models. A number of embarked models equal
to the value of the MAR must crew the Ironclad. Models
that are crewing a Ironclad CANNOT make any other
actions. A model with the No Crew MAR that does not
have any embarked sections CANNOT activate.
Te transport uses the embarked Sections Activation Card
for the purposes of denoting its place in the Order of
March.
No Gunners (weapon) (value):
Transports and Second Echelon Ironclads ofen have no
dedicated compliment of gunners, meaning that one or
more passengers must man the guns.
A number of embarked models equal to the value of
the MAR must crew the each weapon of the listed type
in order for it to fre. Models that are manning a gun
CANNOT make any other actions. A weapon with the No
Gunners MAR that does not have any embarked sections
CANNOT fre.
Open Topped:
Some Ironclads do not have roofs, allowing their occupants
to fre freely, but ofering them reduced protection in return.
Any Section embarked in a transport Ironclad with the
Open Topped MAR may make Ranged Attacks whilst
embarked. Te Section MAY also be the target of Ranged
Attacks as if it were in Heavy Cover. Measure Range and
Line of Sight to and from the closest edge of the Ironclad
when resolving these Attacks.
Any casualties caused amongst the embarked Section
are assigned as chosen by the targets controlling player,
obeying the rules for regular and irregular models and
removing whole models when required.
Te embarked Section CANNOT Charge or be declared as
the target of a Charge.
Transport Capacity (type) (value):
Some Ironclads have a transport capacity. Tis designates
how many models of the given type the Ironclad can carry.
Embarking
A Section may embark onto a friendly Ironclad if,
at any point during its Movement Segment, it can
bring each model in the Section into Base Contact
with the Ironclad and the number of models in the
Section does NOT exceed the Transport Capacity
value.
An Ofcer and a Section that it has Taken Command
of CAN embark onto a friendly Ironclad as described.
Unless specifcally stated otherwise, Line of Sight
to and from an embarked Section is blocked. As
75
such it CANNOT be declared as the target of any
action, CANNOT perform any actions that require
Line of Sight and CANNOT have Game Cards or
Command Abilities used on them.
If a transport is felded as a Sections Transport
option, the Section MUST be Deployed embarked
within it.
Disembarking
An embarked Section may disembark at any point
during the Ironclads Movement Segment. All
disembarking models MUST be placed in Base
Contact with the Ironclad and in Coherency. A
Section CANNOT embark or disembark from a
Ironclad that has made a Full Steam Ahead Move
action.
Disembarking from a Ironclad that has not yet
performed any Move actions that Turn counts as
the Section performing a Walk Move action for the
purposes of determining what other actions the
Section can perform. As such a Section that has
disembarked during its Activation from an Ironclad
that did NOT move, may still perform a Ranged
Attack, but CANNOT perform any Walk, Run,
Charge or Focus Fire actions.
If the Transport Ironclad performed any Move
actions BEFORE the Section disembarked, the
Embarked Section CANNOT perform ANY further
actions afer they Disembark.
Important Note: Unless specifcally stated otherwise, an
Infantry model with the Towering MAR CANNOT be
embarked onto an Ironclad.
Important Note: If the transport Ironclad has the No
Crew MAR it uses the embarked Sections Activation Card
for the purposes of making the Order of March at the
start of the Turn.
Charge Doors:
We didnt even see the darn thing appeared out of the
smoke. Before we had time to do anyfn its blooming doors
gone un fung open, and out poured a half-dozen angry-
looking Prussians. Tey charged straight towards us they
did. We never stood a bleeding chance, I tell ya.
A Section embarked in a Ironclad with the Charge Doors
MAR may perform a Charge action IMMEDIATELY afer
it disembarks, provided that the Ironclad did NOT move
that Turn prior to the Section disembarking.
Shield Generator (value):
When a model with the Shield Generator MAR is attacked
it can use its Shield to mitigate potential damage.
If one or more models in the target Section have the Shield
Generator MAR , once the total number of successes from
the attack has been calculated, roll a number of Shield
Dice equal to the Shield Generator value.
For each roll of a 4, 5 or 6 (subject to Dice Colour) ONE
success is removed from the incoming Attack. Tis may
prevent one or more models being damaged, destroyed or
killed.
76
SECTION UPGRADE MODELS
Medic:
A Section containing a model with the Medic MAR can
ignore the frst success rolled against it from each Ranged
or Melee Attack.
Musician:
ANY Command Ability Test performed on a Section
containing a Musician gains ONE additional success.
NCO:
A Section containing a model with the NCO MAR
may spend Command Points without being within the
Command Distance of an Ofcer, however when doing
this ANY Command Point Cost is DOUBLED.
Forward Observer:
A model with the Forward Observer MAR can call in an
of-board Mortar Attack.
A Mortar Attack CANNOT be used against an opposing
section if there is a friendly section within 8 of it.

COMMAND ABILITIES
Britannian Bulldog (Command Test: 2):
A model with the Britannian Bulldog Command Ability
may attempt to stop nearby units from gaining Shaken
Markers.
A model with the Britannian Bulldog Command Ability
may attempt to use this Ability whenever ANY friendly
Section within the models Command Distance is forced
to take a Morale Check Command Test. If the Section
has one or more Shaken Markers prior to taking the
test, ONE Command Point MUST be spent to use this
Command Ability per Shaken Marker.
Te model with Britannian Bulldog takes a Command
Ability Test.
If the Command Ability Test is passed the Morale Check
Command Test is passed AUTOMATICALLY.
If the Command Ability Test is failed, the Section that
it was being used on is assumed to fail its Morale Check
Command Test.
Focus Fire (Command Test: 3):
If a friendly Section that has not made any Move Actions
and is within the Command Distance of a model with
the Focus Fire Command Ability makes a Ranged Attack,
they MAY CHOOSE to make a Focus Fire Ranged Attack
instead.
Te model with Focus Fire takes a Command Ability
Test.
If the Command Ability Test is passed the fring section
gains a +1 to hit Modifer for their ranged attack.
If the Command Ability Test is failed the Section
performs their Ranged Attack as normal.
Force March (Command Test: 3):
A model with the Force March Command Ability can
allow a Friendly Section to Move outside of its Activation.
A model CANNOT use this Command Ability on itself
or a Section that it has Taken Command of.
Te model with Force March can take a Command
Ability Test at any point during the Movement Segment
of its Activation.
If the Command Ability Test is passed, ONE
Section within 3 of the model with Force March can
IMMEDIATELY move up to 3 in any direction, ignoring
any Movement Penalties apart from Impassable Terrain.
If the Command Ability Test is failed there is no efect.
Go To Ground (Command Test: 1):
Whenever a friendly Section within Command Distance
of a model with the Go To Ground Command Ability is
the target of a Ranged Attack, they MAY CHOOSE to Go
to Ground.
Te model with Go to Ground takes a Command Ability
Test.
77
If the Command Ability Test is passed, the Section gains
a Shaken Marker and until the Section next activates all
Ranged Attacks against the Section MUST LOWER the
Dice Colour Level of their entire Attack Dice Pool by
ONE Level.
If the Command Ability Test is failed there is no efect.
Hold Te Line (Command Test: 3):
Whenever a friendly Section within 3 of a model with
the Hold Te Line Command Ability declares a Charge or
has a Charge declared against them they make be ordered
to Hold the Line.
Te model with Hold the Line takes a Command Ability
Test.
If the Command Ability Test is passed, the Injury Rating
of ALL models in the Section is increased by ONE for the
purposes of all Melee Attacks made against the Section
until the End Phase of the current Turn.
If the Command Ability Test is failed there is no efect.
Tis ability CAN be used on a Section that the model
with Hold the Line is part of, or has Taken Command of.
A single Section CANNOT have this ability used on it
more than ONCE in a single Turn.
On My Mark (Command Test: 4):
Whenever a friendly section within 3 of a model
with the On My Mark Command Ability is
declared the target of a Ranged Attack they
may be ordered to fre On My Mark, provided
they have NOT already activated.
Te model with On My Mark takes a
Command Ability Test.
If the Command Ability Test is passed, the Section
may IMMEDIATELY make a Ranged Attack against the
Section targeting them. Tis is treated as a normal Ranged
Attack, but is resolved SIMULTANEOUSLY with the
incoming attack. Te Section performing the Command
Ability gains an Activated Marker and it CANNOT
activate later in the Turn.
If the Command Ability Test is failed there is no efect.
Rally (Command Test: 2):
A model with the Rally Command Ability may attempt to
remove a Shaken Marker from a friendly Section.
Te model with Rally can take a Command Ability Test at
any point during the Movement Segment of its Activation.
If the Command Ability Test is passed, a Shaken Marker
may be removed from ONE Section within 3 of the
model with the Command Ability.
If the Command Ability Test is failed there is no efect.
- A -
Activation Cards 19, 33
Aeronaut 10
Anti-Ironclad Ranged Attacks 54
Armour Facings 55
Army Lists 18
- Force Composition 20
- Force Composition Diagram 21
Attack Dice 11, 48
Attack Dice Pool 11, 48, 51
- Dividing Attack Dice 57
- B -
Base Contact 10
Bogging Down 27
- C -
Casualties 48, 52, 59
- Casualties in Mixed Sections 52, 60
Cavalry 11
Charge Reactions 45, 47
- Fall Back Charge Reaction 46, 47
- Reactionary Fire
Charge Reaction 46, 47
Charging 42, 43, 44
- Aeronaut Charging 43
- Cavalry Charging 44
- Failed Charges 47
- Infantry Charging 43
Coherency 36, 37, 42
Command Abilities 37
Command Ability List 76
Command Ability Tests 37
Command Distance 12, 36, 38
Command Points 12
Command Segment 36
Command Tests 13, 36, 37
- Opposed Command Tests 13, 39
- Command Test Dice Colour 13, 37
Cover Bonus 27, 28
- Sof Cover 28
- Hard Cover 28
- D -
Damage Table 11
Deck Building 15
Defended Positions 62
Deploying Forces 19
Deployment Deck 19
Dice 8, 9
- Changing Dice Colour 8
- D3 8
- D6 8
- Rolling Dice 8
Dice Colour 8
- Black Dice 8
- Blue Dice 8
- Red Dice 8
Dice Colour Level 9, 39
Dueling 63, 64
- E -
End Phase 35, 66
- F -
Fall Back Move 38, 46, 47
Force Organisation Terminology 20
Formations 42, 43, 50
- Line Formation 42, 43
- Open Formation 42
Fly Move Action 43
Flying Marker 43
- G -
Game Board 19
Game Board Edge 19
Game Cards 14
Game Length 67
Game Setup 18
Game Size 18
Getting Started 6, 7
Go To Ground 39
- H -
Hand Size 15
Height 10
Hull Points 11
- I -
Infantry 10
Introduction 4, 5
Ironclads 11
- Making Ranged Attacks 54
- Attacking Ironclads 54
- Ironclads In Melee 63
Ironclad MARs 74
Ironclad Statistics 11
- Rotations 11, 45
- Armour Rating 11
- Damage Table 11
- Hull Points 11
- L -
Line of Sight 48
- Mixed Line of Sight 49
- M -
Maximum Force Vale (MFV) 18, 20
Melee 35, 58
- Charge Bonus 58
Model Assigned Rules 70
Morale 12, 38, 39
Morale Checks 38, 39, 46,
48, 53
Morale Check Command Test 38, 39
- Additional Moral Check
Dice 12
Movement 42
- Aeronaut Movement 43
- Cavalry Movement 44
- Infantry Movement 43
- Ironclad Movement 44, 45
Movement Penalty 26
Multiple Weapons 53
- O -
Objectives 19, 67
- Combat Efective 68
- Objective State 68
- Placing Objectives 19, 67, 68
Ofcers 12
Order of March 32, 33
Order of March Diagram 33
- R -
Ramming 47
Range 50
- Efective Range 12, 50
- Long Range 12, 50
Range Bands 9, 50
Ranged Attacks 48
Ranged Attack Sequence 48
Regrouping Sections 36
Reactionary Fire 47
Rounding Down 9
Running 43
- S -
Sections 10, 20
- Section Types 20
Section Upgrade Rules 76
Sequence Of Play 32
Shaken Marker 38, 46
Smoke Screen Markers 26
Splitting Sections 36
Statistics 10
- Type 10
- Movement Value (Mv) 11, 43
- Injury Rating (IR) 11
- Kill Rating (KR) 11
- Life Points (LP) 11
- Melee Attack Dice (MAD) 11
- Ranged Weapons 11
- Model Assigned Rules 11
Strikes First 62
- T -
Target 48
Taking Command 34
Terrain 18, 24
- Additional Rules 28
- Area Terrain 24
- Linear Terrain 24
- Terrain Set Up 18
- Types of Terrain 24
Terrain Tables 29, 30
- Area Terrain Table 29
- Linear Terrain Table 30
Tiers 12, 13
To Hit Numbers 9, 49
To Hit Modifers 9, 49
- U -
Upper Hand 58, 60
- V -
Victory Points 39, 67
- Margin of Victory 69
Visibility Limit 49
- W -
Weapon Assigned Rules 73
Weapon Arcs 49, 50
Weapon Statistics 12

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