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ADMIRAL EDITION

Primary Writers
Derek Sinclair
James Flack
Franco Sammarco

Rules Proofing Team Leaders


Ross MacKenzie
Jon Graef

Senior Testers
Michael Hetherington
John Smith
Damien Quinn
Mark Guz

and the D-Wars Online Beta Group

Photography:
Christopher Worth

Digital Sculpting
Christopher Peacey
Christopher Drew

Model Painting
Ben MacIntyre
Golem Studios

Book Layout
Neil Fawcett
Christopher Worth

Supplemental Typesetting
Richard Gale

Supplemental Artwork
Sally Taylor

The contents of this book are


Copyright © Spartan Games 2014-2015.
All rights reserved.
January 2015 – Digital ‘Admiral’ Edition.
This digital edition is for personal use only and may not be
reproduced or distributed in part or in whole without the prior
written consent of Spartan Games.

We would like to thank our External Playtest Groups and our Online
Community for their invaluable feedback, all of which has contributed
to making DYSTOPIAN WARS 2.0 an even better game.

www.spartangames.co.uk
CONTENTS
DISORDER
Disorder Test Resolution  40
Taking a Disorder Test 41
SECTION A Disordered Squadrons 41
Rallying From Disorder! 41
GAME BASICS
What You Will Need To Play 6
General Principles of Dice 8
Types of Dice Roll 8
The Scrapyard 9 SECTION C
Range Bands 10
Measuring to Models  10 COMMAND SEGMENT
Height Bands and Height Levels  10 Command Coherency 44
Anatomy of a Model Profile  13 Command and Control  44
Statistic Details 14 Command Consolidation 44
The States of a Model 16
MOVEMENT SEGMENT
SQUADRONS Movement Declarations 45
Mixed Squadrons  18 Movement and Manoeuvre 45
Attachments18 Movement Consolidation 47
Combat Patrols 19 Special Movement Actions  47
Squadron Activation Order  19
LINE OF SIGHT
GAME SET-UP Fire Arcs  52
Common Agreements 20 Weapon Mountings  54
Building a Force List  20 Obstructing Models and Terrain 54
Summary of Force Contents  22 In The Open, Partially Blocked, and Blocked  55
Muster for War!  24
Prepare to Engage!  24 FIRING SEGMENT
Engage!  28 Declaring Attacks  58
The Attack Sequence  60
TACTICAL ACTION CARDS Firing Options 63
Types of Tactical Action Card  30 Weapons and Munitions 66
Building your TAC-Deck 30 Other Weapons 67
TAC-Hand Size 30 Specialised Weapons  68
Choosing the Cards in Your TAC-Hand  32 Auxiliary Weapons  71
Playing Tactical Action Cards  32 Special Munitions  72
TACs in Multi-Player Games  33 Mines and Nodes  74

BOARDING SEGMENT
Boarding Action Limitations  76
Boarding Procedure  76
SECTION B Nominate Targets and Assault Groups  76
Anti-Boarding Declarations 77
ORDER OF PLAY Anti-Boarding Fire  77
The Anatomy of a Game Turn  36 Close Quarters Battle (CQB) 78
The Pre-Turn Phase  36 Crew Types 79
Activation Phase  37 Determine the Victor! 79
The End Phase 37
END PHASE
ATTACKS & DAMAGE Compulsory Actions  84
Types of Attack 38 Damage Repairs  84
Damage  38 Persistent Damage  84
Applying Damage  38 Restore Order 85
Critical Effects Without Suffering a Critical Hit  39 End of Game 85
Support Aircraft Damage  39 End Phase Consolidation  85
Hull Points & Attack Dice  39
SECTION D

What is a Model Assigned Rule (MAR)? 88


Generators96
Basic Terrain 104
Advanced Terrain  110
Support Aircraft, Carriers, and Drone Launchers  112
Robots120
Infantry123
Combat Patrols 126
Model Classifications  127
National Commodore Rules  132
Using Allied Battle Groups 134
Multi-Player Games  137

SECTION E

Quick Reference 140


Game Markers 144
Templates145
Index146

General Mathias Corvinus Freiherr von Sturm,


a prominent German-Hungarian officer who achieved
immense fame from his masterminding of the Prussian
Empire’s London Raid of 1870.
INTRODUCTION

5
SECTION A1 – GAME BASICS

WHAT YOU WILL NEED TO


PLAY
When playing Dystopian Wars you will require the
following:

• Models to represent the forces of the


Dystopian World!
• A Tape Measure.
• A Tabletop or other suitable gaming area.
• Game Markers to identify the various effects
and conditions that can apply in the game.
• Activation Markers to show players which
Squadrons have activated and which have not.
• Templates such as the Large Explosion
Template, Random Determination
Template etc.
• A good number of 6-sided Dice (about 30 or so
should do it!).
• A Force List that shows the Squadrons and
infantry formations you are taking into battle.
• A copy of the Force Book with the rules for
“Welcome, my name is Lord Barnabus Draynes Sturgeon your Models.
and I have the honour to be your guide throughout the pages • A deck of Tactical Action Cards that allow
of this tome. For those who do not know me, I am custodian players to represent the important choices and
of a new nation that we have elected to call the Covenant of risks that many commanders face during their
Antarctica.. My scientists and soldiers are embroiled in a world campaigns.
conflict that is ripping nations apart, but I am ever confident that • . . . and a sense of Imagination and Wonder
science will prevail over the weaknesses of man. As you move helps too!
through these pages various characters from this world will help
reinforce key information for you. Enjoy your journey...
and welcome to the world of Dystopian Wars.”
Models
Dystopian Wars uses high quality 1:1200 scale Models,
produced by Spartan Games. The Models are available
from www.spartangames.co.uk and many retailers.
DYSTOPIAN WARS 2.0 is designed to be a fun game that Some Models, mainly Flying and Armoured, come
can be played in just a couple of hours using a selection with bases. These are either separate or sometimes an
of our finely detailed Models. The rules are perfect integral part of the Model.
for small-scale sorties into enemy territory, border
skirmishes involving thirty or so vessels a side, and Important Note: Models that are supplied with a
huge, history-defining battles that have the potential to base MUST be mounted upon it. This is important for
warp the very fabric of the known World. consistency regarding movement and ranges during play.
The rules are also ideal for large multi-player
encounters, with players constantly involved in the Measuring and Pre-Measuring
game, activating their groups of Models or reacting to All measurement in Dystopian Wars is done in Inches,
an enemy Activation. and distances are often shown as X” where X is the
So are you ready to take command of one of the number of inches being measured. A tape measure is
great nations in Dystopian Wars? the easiest way to measure distances. If you don’t have
You can choose to defend your territories from access to a tape measure marked in inches, use the
foreign incursion, or you can strike out with your forces conversion of:
and conquer the world. The choice really is yours.... 1 Inch = 2.5cm

6
SECTION A1 – GAME BASICS

Pre-Measuring is allowed at any time, for any Large Effect Template


reason you like. This is a game of tactical skill, not a This 4" diameter Template is most commonly used
game of who can estimate distances by eye the best! when Mines detonate, or when certain Generators
affect parts of the Tabletop.
The Tabletop
Dystopian Wars is played on a Tabletop and the easiest Energy Template
way to make a Tabletop battlefield is to place a blue This 2" diameter Template is most commonly used
or green cloth on the table, for sea or land battles when Energy Blast Weapons fire, or when a Portal
respectively. A stiff board painted blue on one side and is created.
green on the other is perfect for both.
You will also want some Terrain. See Page 104 for Small Effect Template
descriptions of Terrain types, and the Spartan Games This 1.5" diameter Template is most commonly used
website for lots of tips on making Terrain. with Area Bombardment attacks.
Many clubs and other gaming venues will have boards
and terrain already prepared, which is much easier than Random Determination Template
making your own! This strange Template is used to allow players to
randomly determine in-game effects. Its use is explained
Game Markers in the diagram below.
In the tumult of combat anything is liable to happen The use of Templates is fully explained in the
to your vessels: from crippling engine damage and specific sections of the Rulebook that concern their
shredded defences to wild-fires or even simply losing use. A sheet of Templates is included in the rulebook
crew. To keep track of this damage, Game Markers on Page 145 and is also available from the Spartan
and Tokens are supplied with force boxes, and are Games Website at www.spartangames.co.uk.
also available as PDF downloads from our website. See
Page 144 for a full list of Game Markers.

Activation Markers
In every Game Turn players get to Activate each of
their Squadrons in an alternating fashion, and as such
it can be difficult to remember of what has gone, and
what has yet to activate.
To help keep track of which Squadrons have acted
in a Game Turn, at the end of their Activation, place
an Activation Marker by the Squadron, to show
it cannot activate again this Game Turn. A Model or
Squadron that has not yet Activated in a Game Turn
and has no Activation Marker is considered ‘Ready to
Activate’.
There are also some rare circumstances in which a
Model can acquire an Activation Marker without having
been Activated, in which case it will not get to activate
at all that Game Turn! Activation Markers are supplied
in Battle Group Boxes, and on our website. RANDOM DETERMINATION TEMPLATE
There are times in Dystopian Wars when you need
Templates to move a Model completely randomly. So using this
Templates allow the game to execute in-game Template and your trusty D6 you can randomly
determine where it lands on a gaming table!
effects that affect multiple Models within an area,
or allow complex gaming mechanics to be visually Simply place the Template over the centre of the model
explained for ease of play. The following Templates are with the 1 pointing forwards and roll a D6. The number
used in the game: rolled will indicate the randomised direction.

7
SECTION A1 – GAME BASICS

Pen and Paper ‘target number’, especially when it is referring to a roll


Players will need a pen and some paper so that they not related directly to combat.
may record their Victory Points scored during the So, for example if a player were firing at a target
Activations of the game. This is important as it will without modifiers, any dice roll would be commonly
allow them to track how close they are to completing referred to as causing a hit on a 4, 5, OR (RED) 6.
their Orders: see Page 28 for more details.
Modifiers
There are many effects in Dystopian Wars that
GENERAL PRINCIPLES OF modify the target number of a dice roll. These will be
DICE commonly listed as a positive or negative modifier,
such as +1 or -1.
All modifiers are cumulative and are applied to
Dice are a major part of playing Dystopian Wars. the Hit Number required on each die in the roll.
They introduce an element of chance, and chance is For example, you may have a +1 and -2 modifier
always fair: what was a lucky escape for you was an on the same shot, resulting in a final modifier of -1,
unexpected disappointment for your opponent! ensuring that a situation whereby a Model required a
‘To Hit’ Number of 4+ would instead require a ‘To Hit’
In Dystopian Wars we refer to two types of dice: D6 Number of 5+.
and D3. It is possible in some situations to have a single
A D6 is a standard six-sided die, as seen in many roll using multiple dice that include different target
board-games or games of chance. ‘To Hit’ Numbers for different dice. These should be
To roll a D3, roll a D6, as normal, but read the result rolled separately so that each target number can be
of a 1 OR 2 on the die as if it had come up as a 1, a 3 easily tracked, although the eventual number of Hits
OR 4 as a 2, and a 5 OR 6 as a 3. generated as a result of the entire Dice Roll may be
a combination of results that are created by the
Rolling of a Natural 1 separate rolls.
Regardless of all modifiers, a roll of a 1 never hits.
Important Note: The physical number on the face of
Rolling of a Natural 6 a die (1, 4, 6 etc.) NEVER changes through modification,
Regardless of all modifiers, a roll of a Natural 6 only the ‘To Hit’ Number required.
always results in a Hit, however the severity of the Hit
may be mitigated by other factors. Needing 7s or More to Hit
If modifiers take the required ‘To Hit’ Number to
Important Note: A Natural 6 is when the die’s face 7 or more, a (RED) 6 is still considered a Hit but all
shows a 6, rolling a 5 when you have a +1 modifier does dice used in the roll change from Exploding (RED)
not make it into a Natural 6. to Heavy (BLUE). See below.

Initial Dice
There are many effects in the game that determine
the number of dice that are to be rolled. Whenever
TYPES OF DICE ROLL
we mention Initial Dice in this book, we are referring
to your total number of dice BEFORE adding any Exploding Dice (RED D6)
extra dice from other sources or effects, such as the Most dice rolls in Dystopian Wars will use the
Exploding Dice mechanic, described below. Exploding Dice mechanic as a means of generating
Hits. If the target number listed for a successful roll is
‘To Hit’ Numbers and Dice Modifiers listed as a (RED) 6, anywhere in the rules, you know
Often in the rules a situation will occur where the Exploding Dice mechanic is in use.
the player needs a certain number ‘To Hit’. This This means that a roll of a SIX from any Exploding
will commonly be described as X+, where X is Dice results in TWO successes, AND an additional
the minimum Hit Number required on the dice roll of the dice!
roll. Unless otherwise stated, all ‘To Hit’ Numbers Additional rolls use the same Exploding Dice
begin needing 4+ To Hit, using the Exploding Dice mechanic, so they may result in even more additional
mechanic.‘To Hit’ Numbers can also be referred to as a rolls, and so on.

8
SECTION A1 – GAME BASICS

The Exploding Dice Mechanic works as follows: this may vary depending on circumstance. Both players
roll using the XD6 method and compare the results.
1. Roll your Initial Dice. If two players roll the same result, they both re-roll all
2. Set aside all dice that resulted in a Hit and count their dice, and, unless otherwise specified, will apply
the total number of (RED) 6s that were rolled. the same modifiers to the roll: a tie is not a possible
3. The Exploding Step: Roll an additional die for outcome.
each (RED) 6 that was rolled above. Repeat
the process in steps 2 and 3 until there are no Arguments – Whilst we would never expect players
additional rolls to be made. in Dystopian Wars to have arguments over rules or
4. Count up the total number of hits from all dice situations that occur in the game, ambiguities may arise
rolled. Each (RED) 6 counts as TWO Hits that simply cannot be rectified without bringing the game
instead of one. to a halt. If this does happen, we suggest both players take
an Opposed 2D6 Dice Test with the winner deciding upon
In some rare circumstances, a special rule may modify the course of action to be taken. The rules can then be
how many Exploding Dice you get from a (RED) 6, checked more thoroughly after the game!
allow numbers other than (RED) 6 to Explode, or
otherwise vary this common mechanism. Re-Rolls and ‘Initial Dice’
In many circumstances, a player may be permitted (or
Heavy Dice (BLUE D6) even forced to) re-roll a certain number of dice from
There will be occasions in-game where the rules their Initial Dice.This simply means you pick them up
will note that a dice roll must use the Heavy Dice and roll them again, discounting what had previously
mechanic. If the target number listed for a successful been rolled! Multiple re-rolls are resolved in the order
roll is listed as a (BLUE) 6, anywhere in the rules, you they are declared.
know the Heavy Dice mechanic is in use. The particular rule granting the re-roll will make
If the target number is listed as a (BLUE) 6, a it clear when it can be used. If a rule simply says ‘re-
roll of SIX still results in TWO successes but NO roll the Initial Dice’ that means re-roll all the dice
Exploding roll is permitted. BEFORE rolling any extra dice from sources such as
the Exploding Dice mechanic. Other rules specify
Basic Dice (BLACK D6) how many dice may be re-rolled.
There will be occasions in-game where the rules A Re-rolled die may NEVER be re-rolled again under
will note that a dice roll must use the Basic Dice any circumstances.
mechanic. The use of this mechanic is kept for simple
dice rolls that do not use the Heavy or Exploding Rounding Up
dice mechanics. If the target number is listed as a If, for any reason, the rules state that a value is to
(BLACK) 6, neither the Heavy nor the Exploding be reduced by HALF, the original number is always
dice mechanic is to be used and a roll of a six results Rounded Up to the nearest whole number.
only in ONE success with NO additional roll. For dice
examples see Page 10.
THE SCRAPYARD
XD6 Rolls
In some parts of the rules you may be asked to roll a During the course of the rules, there will be many
number of dice in one go to give you a combined result, references to something called the Scrapyard. Put
normally when rolling on tables like the Critical Hit simply, this is an area next to the Tabletop where
Table. The term XD6 means rolling the number of Models that have been removed from play are placed.
dice listed in the X using Basic Dice, and adding the Also kept inside the Scrapyard are any Tactical
scores, or in some cases the number of hits, on these Action Cards that have been used, and any other
dice together, to give a result. Scrapped Model that has Victory Points attached to it.
The Scrapyard should be kept reasonably tidy to assist
Opposed Dice Tests both players in keeping a running score of their Victory
These are most often used when determining Points scored. It’s also a good idea to keep paper and
important matters, such as the Game Turn Initiative. pens in this area to record scored Victory Points.
The number of dice required to be rolled in an
Opposed Dice Test is normally two per player but

9
SECTION A1 – GAME BASICS

RANGE BANDS
DICE EXAMPLES:
Range is the distance, in inches, along which Line
Example 1: Player A has 6 Initial Dice to roll with a target
number of 4, 5, (RED) 6. The results of the roll are 1, 3, 4, of Sight is measured between the Firing weapon and
6, 6. Player A sets the 4, 6 and 6 aside, and then picks up and the target. There are FOUR Range Bands, each of
rolls two additional dice – one for each of his Exploding which is Eight Inches in length and follows on directly
(RED) 6 results. from the Range Band before it. The Range Bands are
therefore:
The result of this second roll is 2, 6. Setting this 6 aside again,
Player A rolls another dice, scoring a 5. The final number of
successes are counted on all of the dice that Player A set 0-8" (referred to as Range Band 1 or RB1)
aside: 6, 6, 6, 4, 5. 8.1"-16" (referred to as Range Band 2 or RB2)
16.1"-24" (referred to as Range Band 3 or RB3)
This results in 2 successes for each of the Exploding
24.1"-32" (referred to as Range Band 4 or RB4)
(RED) 6, and one succcess each for the 4 and the 5; for a
final total of 8 successes.
This means that Range Band 4 (or 32") is the
Example 2: Player B has 5 initial dice to roll with a target theoretical Maximum Range, unless a Model
number of 4, 5, (BLUE) 6.The roll has a -1 modifier applied Assigned Rule or other caveat applies.
to it, so the target number becomes 5 or HEAVY (BLUE)
If the distance between the Firing weapon and its
6. Player B rolls 1, 4, 4, 5, 6. This nets 1 success for the 5, and
2 successes for the Heavy (BLUE) 6, for a final total of 3 target is 8" or less, then the target is in Range Band
successes. 1. If the distance is greater than 8", but not further
than 16", the target is in Range Band 2. The same then
Example 3: Player A has 4 initial dice with a target number follows for Range Band 3 and Range Band 4.
of 4, 5, (BLACK) 6. This roll has two separate -1 modifiers
applied to it, so the target number is reduced to just a

MEASURING TO MODELS
(BLACK) 6. Rolling a 1, 3, 5, (BLACK) 6, Player A scores
only a single success.

You will often have to measure to Models, such as


ROUNDING UP: when determining what range a weapon is at.
When measuring to a Model, you always measure
Example 4: A Linked Dice Pool numbering 13 Attack Dice
to the nearest point of a Model, unless otherwise
(AD) is halved, taking the number to 6.5. This is Rounded
Up to 7 Attack Dice (AD). specified. If a Model is on a base, the area of the base
represents the Model, so you measure to the base.

Custodian-Commander HEIGHT BANDS AND HEIGHT


LEVELS
Lord Argyle of Ross

In  Dystopian Wars,  Models can navigate across the


turbulent seas, take to the smog-filled skies, or lurch
over the broken land. Some Models can even dive
into the murky depths or burrow deep beneath the
earth. Others can skim the surface of the land or sea,
and even disappear into the dense cloud layers that
coalesce above this industrial world.
In order to allow all this to happen, the game divides
the levels at which Models can exist into different
Height Bands: Aerial, Surface, and Diving.

10
SECTION A1 – GAME BASICS

Aerial Diving
This Height Band refers to the part of the game This Height Band refers to the part of the game
where Models exist in the air. The Models that inhabit where Models exist either beneath the waves of the
this band will most commonly be referred to as Flyers ocean or burrowing under the ground.The Models that
by players. inhabit this band will most commonly be referred to as 
The Aerial Height Band is subdivided into three or Drilling Models by many players.
different Height Levels that stack on top of each other: The Diving Height Band is subdivided into two
different Height Levels that stack on top of each other:
Stratospheric
This Height Level is as close to the edge of the Submerged
Earth’s upper atmosphere as it is possible to get! Only This Height Level is reserved for Models capable
Models with the Stratospheric Flyer Model Assigned of lurking just beneath the waves or by burrowing
Rule can occupy this Height Level. beneath the ground.

Obscured Deep Diving


This Height Level represents an altitude that This Height Level is as deep in the ocean as it is
encompasses clouds, where Models can exist in relative possible to get! Only Models with the Deep Diving
safety from surface-level gunnery attacks. Model Assigned Rule can occupy this Height Level.

Flying The Height Band/Level diagram on the next page


This Height Level should be considered the ‘Ground illustrates the Height Levels that exist within the game.
Attack’ level where Flyers engage Surface Models with As a general rule Aerial Models inhabit the Aerial
their weapons, firing at optimum efficiency. It is also Height Band, and all Naval or Armoured Models inhabit
the only Height Level available to Support Aircraft the Surface Height Band. Diving or Drilling Models
Squadrons (SAS) see Page 112. inhabit the Surface Height Band OR the Diving Height
Bands as desired; see Changing Height Levels on
Surface Page 45.
This Height Band refers to the area of the game The Height Band and Height Levels a Model
where the majority of Models exist. Be it Battleships, occupies, especially relative to another Model, can be
Tanks, Surface Skimmers or Infantry, they all move and very important when determining ‘To Hit’ Numbers
operate at this Height Band. and modifiers.
The Surface Height Band is subdivided into two
different Height Levels that operate parallel to each Important Note: All range in Dystopian Wars is
other: measured horizontally between each Model’s base (or
footprint), regardless of any Height Band or Height
Water Level differences between the Models.
The Water Surface Height Level allows ships to
move, shoot and execute Boarding Actions against
their targets. Models with Naval designation are most
likely to be found operating at this Height Level.

Land
The Land Surface Height Level allows tanks
and land-based walkers to move, shoot, and execute
Boarding Actions against their targets. Models with
Armoured designation are most likely to be found
operating at this Height Level.

11
SECTION A1 – GAME BASICS

HEIGHT BAND HEIGHT LEVEL OCCUPIED BY:


Stratospheric Aerial Models
Aerial Obscured Aerial Models
Flying Aerial Models and Support Aircraft Squadron (SAS)

Surface Water or Land Naval and Armoured Models

Submerged Diving and Burrowing Models


Diving
Deep Diving Diving Models

12
SECTION A1 – GAME BASICS

ANATOMY OF A MODEL PROFILE


In this section we look at a Model’s ‘Profile’, a term used to signify the Model’s statistics and values that allow
it to manifest itself on the Tabletop.

KAISER KARL Heavy Battleship

RANGE BAND 1 2 3 4 Points Cost: 220

Main Turret (P) 11 9 6 3 DR CR Mv HP

P/S Broadsides (S) 9 7 5 3 6 11 7" 9

Heavy Speerschleuder (S) 10 9 8 - AP AA CC IR

Aft Tesla Coils (S) 7 6 - - 11 7 6 7

LARGE NAVAL CAPITAL MODEL


Minimum Move: 2" Squadron Size: 1 Model
Turning Template: Large Crew Type: Regular
Turn Limit: 0"

Model Assigned Rules (MARs):


Rugged Construction (2), Specialised Defences (2)

Options and Upgrades:


• This Model has an Internal Shield (2) Generator.
• This Model may replace ONE of its Turrets with an External Calcification (12")
OR External Tesla (8") Generator for no additional cost.
• This Model may change its Crew Type from Regular to Elite for +15 points
Weapon Arcs
• TWO Main Turrets (P) have a 270 degree Fore Arc of Fire.
• ONE Main Turret (P) has a 270 degree Aft Arc of Fire.
• The P/S Broadsides (S) have a Broadside Arc of Fire.
• ONE Heavy Speerschleuder (S) has a 270 degree Fore Arc of Fire.
• The Aft Tesla Coils (S) have a 90 degree Aft Arc of Fire.

13
SECTION A1 – GAME BASICS

The followFing is a more detailed explanation of the the Critical Hit Table. Some very small Models have
elements that make up a Model’s Profile. no CR, only DR. These puny Models are most often
obliterated when they take any Damage!

MODEL FUNDAMENTALS Mv
The Movement (Mv) value of the Model in inches.
Flag This is the maximum distance the Model can normally
These tell you which nation the Model belongs move in an Activation.
to. Some nations may lend some of their units to
particularly close allies. HP
The number of Hull Points (HP) the Model has. If a
Model Name Model loses all of its Hull Points, it is Scrapped. The
The name of the Model, in this case a Kaiser Karl. number of HP on a vessel can range from as little as 1
for some Tiny Models to a staggering 12 or more on
Model Title some of the truly Massive Models.
The type of Model, in this case a Heavy Battleship.

Points SUPPORT STATS


The initial points cost of the Model, before you add
any upgrades. AP
The number of Assault Points (AP) a Model has.
Crew Type This represents the quantity of the Marines on board
The quality of the crew on board the vessel. These a ship, and is used both to defend the Model from
have a major impact when the ship is involved in a boarding, and to launch Boarding Actions.
Boarding Action.
AA
Weapon Name The Ack Ack (AA) value of the vessel. AA is a
The Name of the weapon. The name is important, weapon system used to attack or defend against
as certain weapons have special rules attached to them. Aerial Models and clear Airburst Mines, shoot down
In the case of Gunnery weapons, the name will be incoming Rockets, and defend against Aggressive
followed by a (P), (S) or (T), denoting a Primary, Boarding Actions.
Secondary or Tertiary weapons respectively.
CC
Profile Attack Dice The Concussion Charges (CC) value of the
These numbers are the Attack Dice a weapon has Model. CC is a weapon system used to attack Diving
in a given Range Band (RB). If a weapon has a dash and Burrowing Models, defend against Torpedoes,
(-) that means it cannot attack at this Range Band. clear Surface Mines and defend against Aggressive
Boarding Actions by Models from below the
Surface.
MAJOR STRUCTURE STATS
IR
DR The Impact Rating (IR) of the Model. This is used
The Model’s Damage Rating (DR) is its ability to when a Model is involved in a Collision or when a
ignore light damage. An attack that equals or exceeds Model elects to execute a Ram.
the Model’s DR, but not its CR, will remove a Hull
Point (HP) from the Model.
GENERAL STATS
CR
The Model’s Critical Rating (CR) is its ability to Model Classification
ignore heavier, more debilitating damage. An attack that The Classification of the Model (in this case Large
equals or exceeds the Model’s CR causes Critical Hit Naval Capital). This tells you about what size the
to a Model. This normally results in the Model losing Model is, which Height Levels and surface it exists
TWO Hull Points (HP) and the enemy rolling on on, and many other important aspects of how the

14
SECTION A1 – GAME BASICS

Model acts in the game. See Page 127 for more on


Model Classifications.

Minimum Move
This is the Minimum distance a Model must move
in a straight line before the Model may execute any
Turns.

Turning Template
This is the type of Turning Template used by the
Model. A Model with ‘360-degree’ in this entry can
Turn freely to face in any direction at any point during
their movement.
Models that cannot move, such as Bunkers or
Towers, cannot Turn and, as such, do not have a Turning
Template listed.

Turn Limit
A Model may also have a Turn Limit. This is the
distance it must move in a straight line before making
a Turn. If a Model has no Turn Limit listed, or the limit
is 0", it does not need to move in a straight line before
making a Turn.

Squadron Size
The number of these Models that you may have in a
single Squadron. Some Models, such as Escorts, may
have a Squadron size of ‘Attachment Only’. They
can only be bought as an Attachment in the numbers
noted in the bracket for another Squadron, and may
not be bought on their own, unless a specific condition
or Model Assigned Rule applies. See Page 18 for more
on Attachments.
Other Models have a Squadron Size of ‘Squadron
Support Only’. They are deployed by a Squadron “When designing the most deadliest of weapons it is always
with the Squadron Support Model Assigned Rule, and important to understand exactly where the weapon can fire,”
may not be deployed on their own unless a specific explains Lord Leonidas, chief scientist for the Covenant of
condition applies. Antarctica’s Advanced Weaponry Division.

Model Assigned Rules “It greatly helps a Commander to learn their weapon systems,
This section lists the Model Assigned Rules (MARs) understand what they can and, perhaps more importantly,
that apply to the Model. See Page 88 for more on cannot do.These machines of war are truly destructive, but they
Model Assigned Rules. all have their inherent limitations.”

Options
This lists any options the Model has, such as, in the
case of the Kaiser Karl Heavy Battleship on Page 13,
the Model may change its Crew Type and replace a
turret of its choice for either a Tesla or Calcification
Generator. Any points paid for Upgrades are added
to the initial points cost of the Model and will be clearly
noted in the entry.

15
SECTION A1 – GAME BASICS

Weaponry Arcs Lost


These are the Fire Arcs of the various weapons on Models that enter this State may NEVER leave it: they
the Model. In some cases, it will also list how many are effectively wrecked hulks/ghost ships, etc. Models
of a given weapon a Model has. If no number is given, that are considered to be Lost can exist in 2 sub-sets of
it is always ONE weapon irrespective of how many Gaming State: Scrapped or Drifting.
weapon systems appear to be on the Model.
Scrapped
Models that have been destroyed during the battle and
THE STATES OF A MODEL removed from the Tabletop or have left it involuntarily.
Scrapped Models are placed in the Scrapyard for easy
A Model can exist in a number of States: Ready to totalling in the End Phase (see Page 84). Scrapped
Activate, Activated, or Lost. Models may not return to the Tabletop unless a specific
condition or Model Assigned Rule applies.
Ready to Activate
Models that are ready to Activate are identified by Drifting
their lack of an Activation Marker.These Models are yet Models that have been effectively destroyed but have
to Activate in the Game Turn. All Models start a Game not entered the Scrapyard.These include Derelict, Prized
Turn in the Ready to Activate State unless a specific and Salvaged Models. Drifting Models do not have an
condition of Model Assigned Rule applies. Throughout Activation and so can never take an Activation Marker.
the process of the Game Turn, however, they may Drifting Models will often be required to perform
change their State to one of the others mentioned certain Actions in the End Phase (see Page 84).
below as they Activate, become Prized, Scrapped, etc.

Activated SUMMARY
Models that have Activated MUST have an Activation
Marker allocated to them at the end of their Activation. In this section we have covered the core mechanics
Models existing in an Activated State may not execute of the game. Although it might seem a lot to take in
an Activation/Action in the current Game Turn unless a initially, in order to fully understand the rest of the
specific condition of Model Assigned Rule applies. game, it’s important to be familiar with the principles
explained above: so don’t be afraid to read this section
again, especially if you are new to Dystopian Wars!

16
SECTION A1 – GAME BASICS

17
SECTION A2 – SQUADRON RULES

SQUADRONS The rules that cover a Mixed Squadron are:

Each Force in Dystopian Wars will contain a number • The basic Squadron before any Attachments
of Squadrons that make up the Force under the are added is known as the Parent Squadron,
overall command of a Commodore. and the Attached Model or Models are the
A standard Squadron normally contains only one type Attachment Group.
of Model designated by its Model Name. Additionally, • An Attachment Group may not have an
Models will often be referred to by a ‘Mark’ (often Attachment Group itself.
denoted as MkI, or MkII, or be a letter such as A or B, • A Parent Squadron may only ever have ONE
etc...) in its Model Name. Attachment Group, unless Multiple Attachment
It is often possible for players to build Squadrons Groups are listed in a Specialist Group Squadron.
with Models that are identified as having different • A Parent Squadron may not have an
‘Marks’ provided the Squadron contents are of the Attachment Group with the same Model Name
same overall Model Name. Any Squadron with mixed as itself, regardless of ‘Mark’.
‘Marks’ must be clearly identified in their Force List • The points cost of every Model in a Mixed
and on the Models themselves. Squadron comes from the normal allowance
The minimum and maximum number of Models per for their individual Size.
Squadron and the Points Cost of the Model, including • The Mixed Squadron is a standard Squadron for
any upgrades are detailed on the Model’s Profile. the purposes of Command, and performing ALL
Where possible, any upgrade taken for a Model must relevant actions during any Squadron Activation.
be clearly identified on the Model. This will be most • Unless specified otherwise, a Mixed Squadron
commonly achieved by replacing a Turret or dropped- may only contain Models from the same Force.
in Generator for the chosen upgrade.
From this information the number of points required
to field a particular Squadron of Models can be ATTACHMENTS
calculated.
Attachments are the most flexible way of building a
Mixed Squadron. When a Model has the Attachment
MIXED SQUADRONS MAR it specifies which Models it can be Attached to,
as well as the maximum size of the Attachment Group.
A Mixed Squadron is a Squadron containing Models For further information on the Attachment MAR see
with different Model Names, such as Escorts around Page 88.
a bigger Model. These can be specialised support units
or units that directly enhance the combat effectiveness Escorts
of the parent Models. There is more than one way of Escorts are smaller craft tasked to protect their
building a mixed Squadron, but all of them follow the parent vessel with additional Ack Ack (AA) and
same rules. A Mixed Squadron can be built via: Concussion Charges (CC), and their guns often
have far less difficulty in engaging small, fast threats
• The Attachment Model Assigned Rule (MAR). than those of their parent vessels.
• Specialised Group Squadrons. An Escort, as designated in the Model Classification
• Combat Patrols. section of its Profile, can be attached to a Parent
• A Scenario dictating your Force List. Squadron via the Attachment Model Assigned Rule.
Escort Groups function as a standard Attachment
Group in most ways, except that the Mixed Squadron
does not take a Disorder Test if an Escort is Lost.

Specialist Group Squadrons


Specialist Group Squadrons are another unusual
formation that allow a Squadron to punch above its
weight against far heavier foes.
A Specialist Group Squadron DOES NOT count
towards the minimum requirement for ONE Large/

18
SECTION A2 – SQUADRON RULES

Massive Squadron, ONE Medium Squadron and ONE It is likely that one player will have more Activations
Small Squadron. They may only be taken after the than their opponent as the game progresses, because
minimum Squadron Requirements are met. of a higher number of Squadrons that they control
A faction’s Force Guide will detail the composition in their Force in a given Game Turn. Once a player
of any Specialist Group Squadrons available to it has finished activating all of their Squadrons for that
and how many may be taken as part of any force. A Game Turn, the opposing player will finish ALL of their
Specialist Group Squadron must adhere to all parts remaining Activations consecutively without the need
of Force Organization and Force Building including for the Squadron Activation Order returning to the
Maximum Percentages. opponent.

Embarked Models
COMBAT PATROLS Models Embarked upon a Parent Model do not
activate until they are Disembarked onto the Tabletop
Combat Patrols may consist of either a Support via their Model Assigned Rules or in the case of
Aircraft Squadron of Fighter Planes, referred to Landing Craft, their Model Function. They are not
as a Combat Air Patrol (or CAP), or a formation yet Disembarked, and so may NOT use make use of any
of Line Infantry referred to as a Combat Infantry Generators, MARs, weapons, etc, unless a specific MAR
Patrol (or CIP). or condition applies:
Unlike Attachments in Mixed Squadrons, Combat
Patrols may attach & detach to and from any eligible • An Embarked Model is Lost if its Parent Model
Parent Model during the course of the Game. The is Lost.
squadrons are only considered to be a Combat Patrol • An Embarked Model may not Disembark if its
when currently attached to a Parent Model. Parent Model is Disordered.
A single Large or Massive Model, or a Model
with the Combat Patrol Model Assigned Rule, that is
not Disordered may have one Combat Patrol (CP)
Attached. Combat Air Patrols may attach to Models on
the Surface or Aerial Height Bands, Combat Infantry
Patrols may only attach to Armoured Models.
A Parent Model CAN have an Attachment Group
and a CP Attached at the same time.
For more information on Combat Patrols, see
Page 126.

SQUADRON ACTIVATION
ORDER
General de la Légion
Marielle Vieux
Players use the order of Initiative for the current
Game Turn to alternate performing a single
Squadron Activation each, until ALL players have
Activated ALL of their Squadrons ONCE during the
Game Turn, at which point the current Game Turn
enters the End Phase.
During a Squadron Activation a player MUST
perform ALL actions with ALL of the relevant Models
in the Squadron in the correct Order of Activation
before the next Squadron is Activated. Possible actions
include those related to movement, combat, and
boarding. Players may use specific Tactical Action
Cards and resolve specific Disorder or Collision
actions as required.

19
SECTION A3 – GAME SET-UP

CALL TO BATTLE! Theatre of Engagement


Both players must agree on the dominant Theatre
In this section players are expected to agree upon Type, either Land or Water, which will represent the
their preferred engagement theatre and design their majority of the Surface Height Level. See Page 104 for
list. It’s best if the list creation aspect is done in isolation further details.
so as to ensure players can spring traps, fool opponents
with unusual compositions, and otherwise deflect and
deceive! BUILDING A FORCE LIST
The process for Call to Battle is divided into two
distinct Segments: Common Agreements and List After players have agreed upon their Core Force Type,
Building. Maximum Force Value and Theatre of Engagement, all
players must now set about constructing their Force
1. Common Agreements: Players must agree Composition.
upon the Core Force Types, Maximum Each player builds a Force in secret up to the
Force Value, Use of Allies and Theatre of Maximum Force Value with the following Rules for
Engagement Force Composition:
2. List Building: Build your Force List and
Tactical Action Card Deck 1. Minimum Force Requirements.
2. All Forces must include a Commodore.
3. Core Force Percentage and Non-Core Force
COMMON AGREEMENTS Percentages.
4. Maximum Percentages for Size within the
When setting up a game it is important to agree with Force.
your opponent the following parameters: 5. Main Forces and Strategic Forces.
6. Local Support (Air and Infantry).
The Core Force Type 7. Build your Tactical Action Card Deck.
A Force MUST be Armoured, Naval, or Aerial in
Core Force Type (often referred to as simply Core 1. Minimum Force Requirements
Force or Core Type). This refers to the main body of ALL Forces must purchase at least ONE Large or
the Force and its likely constituents. Massive Squadron, ONE Medium Squadron and ONE
Small Squadron of the Core Force Type.
This agreement allows players to predict with a certain
amount of surety the kind of Force they are expecting to
play against. Although it is possible to play an Aerial Force
against an Armoured or Naval Force, it is unlikely to be Complexity of Composition
as good a game as if two Forces of the same Core Force
Type were playing against each other. Not every player wishes to compete at the highest
level possible in Dystopian Wars. Some players
The Maximum Force Value (MFV) simply just want to put some Models on a table
A Force must be chosen with its individual Models and get at each other! This is entirely acceptable!
organised into appropriate Squadrons, so that the total The game is yours to play as you choose.
amount of points spent in the creation of the Force In the early stages of playing Dystopian Wars
does not exceed the pre-agreed Maximum Force we suggest players simply start with Force
Value (MFV). Players may not spend more than their Composition Rule #1 (Minimum Force
MFV unless their opponent agrees. Requirements) and play a few games, before
Players should also agree upon the Complexity adding the next Force Composition Rule #2
of Composition (see later), they wish to play when (Commodore Requirement), and so on. Over a
deciding their preferred MFV. few games, the other Composition Rules should
be slowly added at a pace players are happiest
The Use of Allies with. Equally if players want a simple, quick game,
A Force may contain Allies using the rules found on they might decide beforehand how many Force
Page 134, however neither side may take Allies (not Composition Rules they wanted to play.
even Close Allies) unless their opponent agrees.

20
SECTION A3 – GAME SET-UP

Although Models taken as Attachments are paid for MUST contain at least 60% of the Maximum Force
from their own Size (see below), they do not count Value (MFV) available to the Force.
towards the ONE Minimum Squadron Requirement if The term Strategic Force refers to the creation
they are Attached to a Squadron of a different Size (see of strike elements within the Force that are tasked
Page 18 for more information on Attachments). with specific engagement orders: Advance, Flank, and
Reserve.This will affect their Deployment and arrival
2. All Forces must include a Commodore on the Tabletop and are governed by the following
The Commodore must be placed on a Large or rules for composition:
Massive Capital Class Model in your Force. The
Model used as the Commodore’s Flagship must be • No more than 40% of the total MFV may
clearly noted in the Force List. be allocated to Models that are part of the
Strategic Forces.
3. Core Force Percentage and Non-Core • Local Support may only ever be allocated to
Force Percentages the Main Force, never to the Strategic Forces.
This ensures that a Force is representative of • Unless otherwise stated, Strategic Forces may
the likely components that should be within it. For never contain Large or Massive Models as they
example, an Aerial Core Force with an MFV of 1000 are far too cumbersome to react to specialised
points must have at least 600 points of Models with the orders.
Aerial designation included.
The Non-Core Models of the Force must not Important Note: Fortifications ARE permitted
contain more than 40% of the MFV for the Force. as part of the Advance Force and so ignore the above
For example, a Naval Core Force with an MFV of 1000 limitation.
points may not have more than 400 points of Non-
Naval Models included. When building a list it’s important to ensure that
Certain Models are ALWAYS treated as Non-Core: Squadrons are allocated to one of these forces (Main,
Infantry (of any type), Fortifications and Allied Advance, Flanking or Reserve) and that the minimum
Battle Groups (see later). and maximum percentages are met.

4. Maximum Percentages for Size within 6. Local Support (Air and Infantry)
the Force These are free Models and may NOT receive any
To represent the Force as a whole and to encourage costed upgrades of any type (such as Aces).
Game Balance, Forces must be organised into All Forces gain 10 free Wings of Support Aircraft
percentages to allow players to play with Forces that which may be organised as per the Local Air Support
are both balanced and fun. rules (see Page 113). The type of aircraft (Dive
These percentages pertain to the Maximum Force Bomber, Torpedo Bombers, Fighters, Reconnaissance
Value (MFV) of the Force. So an Armoured Core Wings, etc.) taken as Local Air Support must be
Force totalling 1000 points may not spend more than recorded in the Force List.
600 points on Large or Massive Models, or 600 Also, all Armoured Core Forces gain 2 free
points on Medium Models, or 400 points on Small or additional Line Infantry Companies which may be
Tiny Models. combined to form into a larger Formation if desired.
All points paid for a Model, including any optional See Page 123 for more details.
upgrades, come from the percentages for Model Size. Local Support (Air and Infantry) may only ever
be allocated to be part of the Main Force. Certain
Large and Massive Models 60% Maximum
nations’ Force Lists, or some scenarios, may alter the
Local Support available to a Force.
Medium Models 60% Maximum
Small and Tiny Models 40% Maximum
7. Build your Tactical Action Card Deck
At this point players should select their 16 Tactical
5. Main Forces and Strategic Forces Actions Cards they intend to have available to their
The term Main Force refers to the bulk of the Force in the upcoming game. For more information on
troops arrayed against the enemy. These will include Tactical Action Cards see Page 30.
the critical assets in the Force and MUST always
contain the Commodore’s Model. This force

21
SECTION A3 – GAME SET-UP

Summary of Force Contents


At the end of this process a player's Force should have:

• At Least ONE Large or Massive Squadron, ONE Medium Squadron and ONE Small Squadron.
• ONE Large or Massive Model in the Force should be clearly identified as the Commodore's Flagship,
denoting his or her presence on-board.
• At least 60% of the Maximum Force Value should be taken up by Core Force Models
• No more than 40% of the Maximum Force Value is taken up by Non-Core Force Models.
• The Force's Size Maximum Percentage Allowances were not exceeded.
• Notations have been made next to Squadrons regarding whether they are part of the Main and
Strategic Forces (Advance, Flank or Reserve). Remember the TOTAL percentage allowed for ALL
Strategic Forces is 40% of the MFV.
• Free Local Support Models have been specified by their Squadron Type.
• The 16-Card Tactical Action Card Deck has been created.

The Force List to the right shows an FSA Armoured Core List
with an MFV of 1500 Points. The Parent Squadrons are in normal font,whilst any
Attachments or other included Models are shown in italics.

• The coloured 1 shows at Least ONE Large or Massive Squadron, ONE Medium Squadron, and
ONE Small Squadron is present.
• The 2 shows the Commodore has been identified on a Large or Massive Model in the Force
• The 3 shows Core Force Models, making it clear at least 60% of the Maximum Force Value is taken
up by them.
• The 4 shows Non-Core Force Models, and they do not exceed 40% of the Maximum Force Value.
• 5 The Force’s Size Maximum Percentage Allowance was not exceeded.
• 6 shows whether the Squadrons are in the Main, Advance, Flank or Reserve Forces.
• 7 shows that Free Local Support Models have been specified.

22
SECTION A3 – GAME SET-UP

FSA Armoured Core – 1500 Points


Name Size Type Core ? Cost Force ?
Philadelphia Land Ship – Commodore 2 Large 1 Armoured Yes 165 Main 6

2 Line Infantry Companies


Tiny 7 Armoured No Free Main 6
(deployed via the Philadelphia Land Ship)
Tennessee Land Ship Large 3 Armoured Yes 135 Main 6

Reno Heavy Tanks x 3 Medium 1 Armoured Yes 255 Main 6

Jackson Medium Tanks x 3 Medium 3 Armoured Yes 120 Main 6

Jackson Medium Tanks x 3 Medium 3 Armoured Yes 120 Flanking 6

Yorktown Bombards x 3 Medium 3 Armoured Yes 195 Main 6

Pioneer Small Tanks x 5 Small 1 Armoured Yes 125 Main 6

Defiance Robot x 5 Small 3 Armoured Yes 125 Main 6

Savannah Sky Fortress Massive 4 Aerial No 165 Main 6

9x Air Support Wings - Aerial No Free Main 6

Freedom Robot Escorts x3


Small 4 Aerial No 90 Main 6
(attached to Savannah Sky Fortress)

Local Support
2 x Line Infantry Companies Tiny 7 Armoured No Free Main 6

5 x Dive Bombers 7 Aerial No Free Main 6

5 x Fighters 7 Aerial No Free Main 6

Large 5 5 Small 5 Strategic


Medium Non-Core
Points Totals & Massive & Tiny Forces
465 690 340 255 120

23
SECTION A3 – GAME SET-UP

MUSTER FOR WAR! 1. Board Size


To create a good game, the Tabletop size should
Muster For War! is divided into two distinct match the Maximum Force Values being played. If
Segments: Compare Forces and Rolling for Models are too crowded there will not be enough
Advantage. space to manoeuvre; equally, if there is too much space,
the game will drag on. Below you will find a table that
1. Compare Forces suggests the sizes of boards that we would recommend
This Step allows player to gain an insight into the for playing Dystopian Wars.
composition of the enemy forces arrayed against them
and ensures that all players have legal Forces. Up to 999 pts 1000 – 1500 pts
All players present their Force Lists to their 48" long x 48" wide 72" long x 48" wide
opponents. In rare cases where Models have hidden
1501 – 2000 pts Each extra 500 pts
rules or upgrades, players should refer to the specific
scenario condition or relevant Model Function. 96" long x 48" wide + 24" length
Force Lists should be as neat as possible to allow for
easy reading. 2. Terrain Placement
The placement of Terrain follows a process explained
2. Rolling for Advantage below:
Both players roll 2D6 and add the number of
Squadrons in their Force with the Spotter Model 2.1: Determine Terrain Sectors
Assigned Rule to the result.The player with the highest The game board is divided into Terrain Sectors
result is considered to have gained the Strategic measuring 24" x 24" (or as close as possible).
Advantage. The player who rolled the lowest is
considered to have the Operational Advantage. 2.2: Determine Amount of Terrain
Both sides roll a single D6 in each Terrain Sector. If
a player rolls a 5 or 6, place an Activation Marker
PREPARE TO ENGAGE! (AM) for their Force in the Terrain Sector. This means
the minimum amount of Activation Markers that may
This is designed to bring players to the Tabletop and be placed in a Terrain Sector is 0, and the maximum
allow them to create their battlefield and is split into number is 2.
the following six Segments:
2.3: Placing the Terrain
The Player with the Strategic Advantage chooses
1. Board Size which player places terrain first. The player removes
Decide the size of Tabletop to be played upon. one of their Activation Markers from a Sector, and
2. Terrain Placement MUST replace it with a piece of Terrain in that Sector.
Determine Terrain Areas Their opponent then chooses one of their Activation
Determine Amount of Terrain Markers, and MUST replace it with a piece of Terrain in
Placing the Terrain that Sector. This process is repeated until all Activation
Markers have been removed.
3. Board Edges No piece of Terrain may be larger than 9" x 9" and
Pick Edges and organise Deployment Zones no smaller than 3" x 3".
4. Deployment of Models All Terrain must be placed entirely within the Terrain
Advance Deployment Sector, and no piece of Terrain may be deployed within
Main Deployment 4" of another or within 4" of a Flanking Edge (see
Flanking Forces Page 26).
Reserve Forces For more information in the Types of Terrain and
Order of Deployment how they affect the Tabletop, see Page 104.
This system is designed to create diverse battlefields
5. Draw Field Orders in a random fashion in order to keep the game-play
6. Choose your Tactical Action Card balanced and interesting. However, in non-competitive
Hand game-play, players are free to choose as much Terrain as

24
SECTION A3 – GAME SET-UP

Here is a simple diagram


of a 6' by 4' gaming table,
divided into SIX 24"
by 24" Sectors. Such a
Tabletop would be ideal
for a 1000 to 1500
points game.

they like, of any size preferred and deploy their Terrain The Advance Deployment Zone is an area of the
as they choose: provided both players agree of course! table that is between 8" and 16" from the Centre Line
in both directions.
3. Board Edges The Main Deployment Zone is the remainder of
Firstly, the player with Strategic Advantage picks the Tabletop: in some cases where players are playing
a Main Deployment Zone (green-shaded) and on oddly shaped boards or even lengthways, this area
their opponent must take the opposite Main may be larger or smaller.
Deployment Zone. This means that on a standard gaming space with
Secondly, the player with Operational Advantage 48" between each player’s Board Edges, there should
chooses a Flanking Zone (red-shaded), and their be a 16" No Man’s Land Area, TWO 8" Advance
opponent must take the opposite Flanking Edge. Deployment Zone Areas, and TWO 8" Deployment
The Centre Line of the table (denoted in the Zone Areas.
diagram as the Dotted Line) is the starting point from
which the other Areas and Zones are measured.
The No Man’s Land is an area of the table 8" from
the Centre Line in both directions.

Example of Terrain Placement and Declarations Player A then elects to place another Island, this time
During the Terrain Placement Step, two players with a 4" x 4" footprint, nominating it as Massive in Size,
playing a Naval Game both have the opportunity to place despite its smaller footprint compared to the first Island
Terrain, each on the Water Major Surface. After rolling, placed.
both players may place up to three pieces of Terrain each. Player B chooses to place a Sandbar that is 6" x 2" in
Having Strategic Advantage, Player B dictates that footprint and it is automatically considered to be Tiny in
Player A must place the first piece of Terrain. Player A elects Size.
to place an Island that is 6" x 3" in footprint and Player Player A chooses to place a Mountain with a 4" x 5"
A nominates it as being Large, due to the fact that this footprint.
Terrain Feature can exist as either Large or Massive in Size. Player B chooses to place a Sandbar that is 6" x 6" in
Player B chooses to place a Reef that is 8" x 4" in footprint and it is automatically considered to be Tiny
footprint and it is automatically considered to have in Size.
NO Size.

25
SECTION A3 – GAME SET-UP

4. Deployment of Models 4.3: Flanking Forces


The Deployment of Models Segment is divided in The speed with which Flanking Forces can enter
order into 4 Key Steps, with each Step being completed the battlefield is determined by whether players have
according to the Order of Deployment before the Operational or Strategic Advantage. The die roll
moving on to the next Step: to determine when the Flanking Forces arrive is made
after the Main Deployment Stage.
4.1: Advance Deployment Each player openly rolls a D3 and places it near to
The player with Strategic Advantage dictates who the edge of the table where their Flanking Force is set
deploys a Squadron from their Advance Force first. to arrive. The number rolled on the Flanking Dice
Players then alternate the deployment of Squadrons denotes the Game Turn the Flanking Forces will arrive
until all Squadrons are deployed from their Advance in their entirety! These forces are a smaller Battle
Forces. Models allocated to the Advance Force may Group, tasked with this flanking manoeuvre and are
choose to deploy in their Advance Deployment Zone out of contact with the Commodore for the duration
or in the Main Deployment Zone. of their absence from the battlefield.
The player with Operational Advantage may
4.2: Main Deployment choose to re-roll their initial Flanking Dice if desired.
The player with Operational Advantage dictates The player must accept the second result, even if it was
who deploys a Squadron from their Main Force first. the same!
Players then alternate the deployment of Squadrons All Squadrons deploying onto the Tabletop in this
until all Squadrons are deployed from their Main Forces. way do so following the rules for ‘Moving Onto
Models allocated to the Main Force must deploy in the Tabletop’ found in the Movement Section on
their Main Deployment Zone. Page 47.
The Commodore MUST deploy as part of the
Main Force, with the Commodore Game Marker
clearly visible.

26
SECTION A3 – GAME SET-UP

4.4: Reserve Forces most time to manoeuvre into position, then the Large
The reliability with which Reserve Forces can Models and so on....
enter the Tabletop is determined by whether players So it’s only reasonable in the abstracted nature of
have the Operational or Strategic Advantage. The die alternating deployment that they would be radioing back
roll to determine when the Reserve Forces arrive is the location of such assets in that order!
made after the Flanking Forces arrival time has been
determined. Deployment is done in an alternating fashion using
Each player openly rolls a D3 and places it near to the order above. Models may elect to Deploy at any
the edge of the Tabletop where their Reserve Force is Height Level that they might otherwise occupy in-game.
set to arrive.The number rolled on the Reserve Dice In the case of Flanking and Reserve Forces, the
denotes the Game Turn the Reserve Forces will arrive entire Force is Deployed during the Late Arrivals
in their entirety! These forces are a smaller Battle Step of the Game Turn they enter, using the rules
Group, tasked with this supportive manoeuvre and are for ‘Moving Onto the Tabletop’ found in the
out of contact with the Commodore for the duration Movement Section on Page 47.
of their absence from the battlefield. Any Models or Support Aircraft Squadrons deployed
The player with Strategic Advantage may choose with a Parent Squadron as part of a Model Assigned
to re-roll their initial Reserve Die if desired. The player Rule (MAR) deploy at the same time as the Parent
must accept the second result, even if it was the same! Squadron, using their MAR as a guide.
All Squadrons deploying onto the Tabletop in this way Fortifications must always be allocated to the
do so during the Late Arrivals Segment of the Pre- Advance Force, but may choose if they deploy in the
Turn Phase and follow the rules for ‘Moving Onto Advanced or Main Deployment Zones as normal.
the Tabletop’ found in the Movement Section on Aerial Models may elect to deploy in either
Page 47. the Flying or Obscured Height Levels. Diving and
Burrowing Models may elect to deploy in the Surface
4.5: Order of Deployment or Submerged Height Levels. No Models may choose
Each player must deploy Squadrons within each to deploy in either the Stratospheric or Deep Diving
Force in the following order: Height Levels.

• Any Fortifications (including any Infantry or


Mines that might be part of the Fortification's
purchase cost).
• Any Massive Models (Or Models with an
Altered Silhouette (Massive) Model
Assigned Rule).
• Any Large Models (Or Models with an
Altered Silhouette (Large) Model
Assigned Rule).
• Any Medium Models (Or Models with an
Altered Silhouette (Medium) Model
Assigned Rule).
• Any Small Models.
• Any Tiny Models.
• Any Local Support.

Permanency then Size


A good rule of thumb when remembering the order in
which players should deploy their forces is to think from the
point of view of their opponent’s Reconnaissance, elements
which would have scouted the battlefield before the battle
was joined. The first Models they would have spotted would
have been the permanent structures such as Fortifications,
next would have been the Massive Models as they take the

27
SECTION A3 – GAME SET-UP

5. Field Orders Important Note: Should your opponent’s Commodore


Field Orders are the way players determine the escape on his personal transport and seek refuge on
winner of their game. They represent the orders another model using a certain Tactical Game Card, you
from high command, as filtered through creative CANNOT be considered to complete this Field Order until
misunderstanding and the necessity of circumstances! the new Commodore’s Model is also Lost!
Field Orders are determined in secret by drawing a
card from their own Field Order Deck.These should 6. Choose Tactical Action Cards
not be revealed to other players. Tactical Action Cards form an important part of
A player may choose to reject their drawn Field Dystopian Wars, giving players a chance to respond to
Order, and instead choose the Free to Engage the forces presented before them with a series of
Order. However should the player choose to do this, tactical ploys and stratagems that will help steer a wily
they must reveal their intention to their opponent(s) commander to eventual victory!
IMMEDIATELY, the drawn Field Order is discarded and The specific Cards a player wishes to choose should
the player looks through their Orders Deck for the be taken from their pre-prepared Tactical Action Cards
Free to Engage order, placing it face up at the side of Deck in secret and kept face down at the side of the
the table. table, ready to be played when required. The number
To complete Field Order 1, you must score 70% of TACs a player can choose from to build their TAC
of the agreed MFV in Victory Points. This is achieved Hand is determined by the MFV decided upon by the
most commonly by Scrapped enemy Models, capturing players.
enemy Models as Prizes or forcing your opponent to For more information on Tactical Action Cards, deck
fight to Salvage their own Models. composition and their in-game use, see Page 30.
To complete Field Orders 2, 3, and 4, you must
Scrap or Prize or force the Salvage of ALL enemy Models
of the relevant Size, and score 50% of the agreed MFV ENGAGE!
in Victory Points.
To complete Field Order 5, you must Scrap or Prize Players are now free to unleash their guns and rush
or force the Salvage of your opponent’s Commodore into the maelstrom of fire and steel that is Dystopian
Model and score 50% of the agreed MFV in Victory Wars! Move on to the next Section.
Points.
All players MUST keep a running tally of their scored
Victory Points at all times. This is critical if players are
to determine who is winning, and how close they are
to achieving their Victory Conditions.
The game will finish at the End of Game Step of
the current Game Turn’s End Phase provided the
Victory Conditions are still met. (see Page 85).

Field Order Victory Conditions


1. Free to Engage Score at least 70% of the enemy MFV in Victory Points.
2. Vital Asset Destruction Score at least 50% of the enemy MFV including ALL Large and Massive Models.
3. Break their Backs Score at least 50% of the enemy MFV including ALL Medium Models.
4. Thin Their Ranks Score at least 50% of the enemy MFV including ALL Small Models.
5. Go for their Leader Score at least 50% of the enemy MFV including the Commodore’s Model.
6. Commodore’s Show this card to your opponent then choose a new order, placing it face up
Discretion at the side of the table as normal.

28
SECTION A3 – GAME SET-UP

29
SECTION A4 – TACTICAL ACTION CARDS

TACTICAL ACTION CARDS National Focus Cards


These Tactical Action Cards are only available to
These cards introduce themed elements of Force players who are playing a particular Nation. National
tactics and weird science to the action. The Tactical Focus Cards are designed to allow players to tailor
Action Card Deck (TAC-Deck) is chosen during their tactics to better suit the expected play-style of
Force List creation and the player then uses this deck their chosen Nation. Members of any Allied Battle
to choose a number of TACs to form their Hand. Groups may NOT make use of these cards.
The Tactical Action Cards in the player’s Hand (TAC-
Hand) are designed to represent the various schemes, Heroic Commodore Cards
stratagems, tactics and ploys available to Dystopian Wars Some Commodores will allow players to take
Commanders who are striving forwards to victory! Tactical Action Cards as part of their rules. These
heroic individuals are able to direct special operations
on the battlefield and, by taking them the player opens
TYPES OF TACTICAL ACTION up the possibility of taking a new Tactical Action Card
CARD as a result. Members of any Allied Battle Groups may
NOT make use of these cards.

The Tactical Action Cards Deck is divided into 5 Key


Types: BUILDING YOUR TAC-DECK
Generic Cards The TAC-Deck MUST number 16 Cards, taken
These Tactical Action Cards are usable by all players initially from the Generic Card Type.
and provide a wide range of abilities and benefits. As Cards that are Generic can be replaced for Non-
you would expect they do not favour any one Nation’s Generic cards such as Factional, Battle Group,
game-play or tactics but instead are more diverse. National Focus, and Heroic Commodore cards as
Squadrons from any Allied Battle Groups may desired, however the Non-Generic card replacing the
make use of these cards as their ubiquitous nature Generic Card within the deck MUST have the same VP
allows general play. Points Cost as the Generic card it is replacing, and no
Players can substitute Generic Cards for preferred Card may be repeated in the TAC-Deck.
Factional, Battle Group, National Focus, or Heroic This ensures that players tailor their TAC-Deck
Force Commodore Tactical Action Cards (using the rather than overpower it, and encourages more
rules stated below): consideration of the cards they are likely to need based
upon their Force Composition and gaming strategy.
Factional Cards
These Tactical Action Cards are heavily restricted
and represent the overall allegiance of the Force to TAC-HAND SIZE
one of the three key factions in Dystopian Wars: Grand
Coalition, Imperial Bond or Free Nations. Unless otherwise stated, the number of Tactical
Members of any Allied Battle Groups (except Action Cards available to players to form their TAC-
Mercenaries) may always make use of these cards as to Hand is dictated by the size of MFV that was agreed
have allied with the Parent Nation they had to also be upon during the Call to Arms Segment of Pre-
a member of the relevant Faction. Game Set Up.
Each player starts with TWO Tactical Action Cards
Battle Group Cards in their Hand by default. For each FULL block of 250
These Tactical Action Cards are only available to points allocated as MFV, the TAC-Hand increases by
players who have chosen specific formations identified one additional Tactical Action Card.
in the Force Lists for their Nations. These Battle So, for example, in a 800pts Game, each player
Groups are designed to represent strike forces that would have the ability to choose 5 Tactical Action
complement each other, and by taking them, the player Cards (TAC) to form their TAC-Hand, with the other
opens up the possibility of taking a new Tactical Action cards in the Deck unusable and so are discarded.
Card as a result. Only Squadrons listed as part of the The maximum number of Tactical Action
relevant Battle Group may make use of these cards. Cards that any one player may hold as part of their

30
SECTION A4 – TACTICAL ACTION CARDS

Default Cards 250 250 250 = 750pts *


= 5 TAC Hand Size
2 1 1 1 * The game would have to be 1000 pts
to allow for another card to be taken.

TITLE – All Cards have


a Title that should be
read aloud when played.

FLAVOUR TEXT
– Each Card will have a
small amount of flavour
text in Italics that sets the
scene for its use.

RULES – The Card


will have its rules of
play and when it can
be utilised.

TYPE – Each Card has an


identifying label showing which
Type of Action Card it is.

VALUE – Each Card has an associated


Victory Points (VP) cost attached to it.
This cost does not come into play until a
player chooses to use the card.

31
SECTION A4 – TACTICAL ACTION CARDS

TAC-Hand is 10 (up to the 2000pt MFV level). Should FOR THOSE WHO LIKE A CHALLENGE...
players play Games with larger MFVs the limit is still The Tactical Action Cards Deck available to players
10, unless otherwise decided upon by both sides. should always number 16 Cards, although certain Generic
Numbered Cards are often swapped out for preferred
Cards from the other Card Types. This Deck should be
CHOOSING THE CARDS IN shuffled well then, players should then deal out the number
YOUR TAC-HAND of cards that would ordinarily be in their starting Hand face
down on the table in front of the opponent and plays with
this random assortment for the duration of the Game.
The use of Tactical Action Cards is NOT random. This is much more challenging as players cannot
Players are free to choose which TACs they would guarantee their Hand as they can in the method above,
like in their Hand for use in the game, taking their and playing this way should be considered to represent the
preferred Cards from their Tactical Action Cards Deck Fog of War, clouding the best laid plans of even the most
created during the List Building Segment of the accomplished commander. It is also important for players
Pre-Game Set-up (see Page 20). to note that Cards generated in this manner are SECRET,
There are no limitations to the amount of Victory and so your opponent will not know which cards you have
Points (VP) a player may hold in their TAC-Hand, drawn (and vice-versa!).
beyond the substitution requirement of initial Deck
Building and the required Hand Size based upon the
MFV being played. The amount of VP in the TAC-Hand PLAYING TACTICAL ACTION
only becomes important when the cards are used.
The Tactical Action Cards in the player’s Hand are
CARDS
SECRET and are chosen from the TAC-Decks once
players have reached the Tabletop, after Force Lists are The conditions surrounding a TAC’s use is always
exchanged, and Models have been deployed, AFTER noted on the Card itself; however a number of
Field Orders are drawn. persistent rules are always in effect when using TACs:
An opponent should not know the TACs a player has
taken! Equally neither player knows their opponent’s • A Force that has Lost its Commodore may
Field Order at the point of TAC choosing either, so not play TACs, but may use them to Cancel
players should be mindful of taking the TACs that opponent’s TACs as normal.
complement their Force and preferred strategies • A TAC that has been played CANNOT be
based upon the situations they might find themselves retracted unless it was played incorrectly.
confronted with on the battlefield during the encounter, • A TAC may not be played on a Squadron that
rather than simply choosing the best cards on first began its Activation ‘Out of Coherency’.
inspection of their own Field Order. • A player may not play more than ONE TAC
Players should also be aware that once they choose during any single Squadron Activation or
their preferred TACs for the upcoming engagement, Pre-Turn Tactical Actions Cards Segment.
they may NOT re-draw cards from the remainder of Once a TAC has been played, it should remain
their TAC-Deck unless a specific scenario or gaming face up nearby until the end of the Activation/
condition applies. Essentially, the Cards that make Pre-Turn Segment as a visual reminder.
up the TAC-Hand are a finite set of tactical options • If a situation specifies that you must ‘Discard’
available to a commander, designed to assist in the a Card, the Card is removed from the game
prosecution of their Field Orders and Engagement without being played and so would not enter
Protocols. the Scrapyard.
Long-term, Spartan Games will be releasing many • The playing of TACs on Allied Squadrons
Tactical Action Cards both as part of new product is limited and may only be done if certain
releases and for campaign supplements, so don’t forget conditions apply (see Allies Rules on Page 134)
to keep a close eye on the Spartan Games website at • A played TAC is always placed in the player’s
http://www.spartangames.co.uk. Scrapyard, as are cards used to Cancel cards
played by your opponent. Cancelled TACs are
considered to be ‘Discarded’ as they are unplayed
and do not enter the Scrapyard as a result.

32
SECTION A4 – TACTICAL ACTION CARDS

Victory Points
Using the tactical power of a Nation’s best and
brightest isn’t free, and Commodores must be careful
not to fritter away their resources too cheaply. In game
terms, this is represented by a cost that is always found
at the bottom of the Card. This cost is added to your
opponent’s running Victory Points Total when the
Card is played and the used TAC is placed in your
Scrapyard for ease of totalling during the End Phase
(see Page 85)

Cancelling Tactical Action Cards


The effects of Tactical Action Cards can often be
catastrophic if played at just the right time. So much
so that is essential that players have a means at
their disposal whereby they can Cancel particularly
devastating Cards played against them.
To Cancel a TAC played by an opponent, a player
must sacrifice a Card or a combination of Cards of an
equal or higher Victory Points cost than the TAC
that is being played.
If a player manages to Cancel the Card played by
an opponent, the Cancelled Card is Discarded and the
Cancelling player must add the Card used to Cancel
to their own Scrapyard, adding to their opponent’s
running VP total.

FOR THOSE WHO LIKE LONGER GAMES.....


Using Tactical Action Cards aggressively may speed up the
arrival of either player’s Victory Point total and thus end the
game sooner than anticipated! If both players agree, an
alternate method of scoring TACs is to take away the cost
of TACs from a player’s own Victory Point total, instead of
adding the cards to your opponent’s Scrapyard.

“I have always enjoyed a good game of cards.They say you need a


TACs IN MULTI-PLAYER poker face to be a great player, to give nothing away,” explains Lady
Agnes Fitzwallace, one of the greatest spies to ever come out of
GAMES the fair shores of England. “I think the same applies to TAC Cards.
I mean, it’s always a good thing to surprise your enemy with something
they weren’t expecting. So never let your face give you away!”
Although it is preferable for everyone to have their
own deck of Tactical Action Cards, it is possible share a
deck. Each player will need to put any played TAC into
their OWN Scrapyard.
You may not play Cards on allied players’ Models
unless the Card text specifically allows you to. In games
with more than two players per side you may ONLY
play cards to benefit Models you control or to hinder
enemy Models. You may NOT Cancel a Card used
against a Model belonging to an allied player (for more
information on Multi-Player Games see Page 137).

33
INTRODUCTION

35
SECTION B1 – ORDER OF PLAY

ORDER OF PLAY During the Late Arrivals Segment, ALL Models


in the Strategic Force MUST be placed so their Aft
As you might expect, in a game of Dystopian Wars, 90-degree arc is touching the relevant edge of the
there must be a structure through which the game Tabletop. No Model may be deployed in Terrain that is
must be played. This allows for the game to flow, and Impassable to it.
provides suitable signposts for players to understand Any Squadrons which do not have a facing, such as
when relevant Actions, or Steps must take place. Support Aircraft Squadrons, must be placed so any part
The Game breaks down into: of the Squadron is touching the relevant Tabletop edge

Game g Game Turns g Phase 3. Determine Initiative Segment


Using an Opposed 2D6 test, players determine the
Initiative Order. The Player who rolls highest is first
THE ANATOMY OF A in the Initiative Order, the second highest is second in
GAME TURN the Initiative Order, and so on.

A Game of Dystopian Wars is commonly divided into


Game Turns, during which time forces will clash in
apocalyptic Land, Sea and Air battles!
A Game Turn is divided into:

Pre-Turn Phase g Activation Phase g End Phase

Phases subsequently break down into:

Phase g Segment (if required) g Step g Action

THE PRE-TURN PHASE


During the Pre-Turn Phase, players execute the
playing of Tactical Action Cards that affect the
upcoming Game Turn, bring on Reserves and Flanking
Forces, and determine who has the Initiative for the
Game Turn.
The Pre-Turn Phase is divided into the following
Segments, which must be resolved in order:

1. Tactical Action Cards (TAC) Segment


Any players wishing to play TACs in this Segment
announce their intention by placing a single Card face
down on the table in front of them. The player with
Strategic Advantage determines the order in which
these face-down cards are turned over and resolved.

2. Late Arrivals Segment


Models that are scheduled to arrive this turn do so
“As any chemist will tell you, there is a right sequence of doing things,
in the following way. and a wrong sequence – the results of which can be potentially
The player with Operational Advantage may catastrophic” explains Yoshiro Nagsumi, Chief Alchemist for the
decide which player must deploy a Squadron from Empire of the Blazing Sun.
their Strategic Forces first. Squadrons are placed
alternately, using the Standard Order of Deployment.

36
SECTION B1 – ORDER OF PLAY

4. First Activation Segment THE END PHASE


The player who is first in the Initiative Order Activates
their first Squadron. Other players activate Squadrons The End Phase is divided into the following Segments
in Initiative Order. Once all players have activated one and Steps:
Squadron, refer back to the Initiative Order to activate
other Squadrons in the players’ respective Force Lists. THE END PHASE TABLE
(see Page 19 for more details). Segment Step
Derelict HP Loss
Compulsory Actions
ACTIVATION PHASE Drifting Models

During the Activation Phase, players execute the Critical Repair Tests
Damage Repair
Command and Control, Movement, Firing, Persistent Effects Repair Tests
Boarding, and Disorder Segments.
The Activation Phase breaks down into: Resolve Persistent Effects on Models
Persistent Effects
Remove In-Game Generator Effects
Phase g Segment g Step g Action

Bring Disordered Squadrons


Each Segment in this Phase concludes with a Restore Order
under control
Consolidation Step to allow players to check they have
completed their Actions successfully and recorded all
necessary events on the Tabletop and on their Victory Check for Compare Victory Points
End of Game to Force Orders
Points totals.

Move on to
ACTIVATION PHASE TABLE the Next Turn
Return to Pre-Turn Phase
Segment Step
Command Coherency
Command Command and Control
Command Consolidation

Movement Declarations
Movement Movement and Manoeuvre
Movement Consolidation General of the Sword
Ryuchi Konomake

Declaring Attacks
Declaring Counter Attacks
Firing Resolve Auxiliary Fire
Resolve Ordnance Fire
Firing Consolidation

Nominate Targets and Assault Groups


Anti-Boarding Declarations
Anti-Boarding Fire
Boarding
Close Quarters Battle
Determine the Victor!
Boarding Consolidation

Disorder Disorder Test Resolution

37
SECTION B2 – CRITICAL HIT TABLE, ATTACKS AND DAMAGE

TYPES OF ATTACK APPLYING DAMAGE


All damage in Dystopian Wars originates from one Damage is applied using the following process:
of TWO sources: Indiscriminate Attacks or
Targeted Attacks! 1. Determine form of Damage from all Attacks
2. Apply Damage HP Loss, if applicable
Indiscriminate Attacks 3. Apply Critical Hit(s) and HP Loss, if applicable
Indiscriminate Attacks are just as the name implies
– Indiscriminate! Shield Generators protect Models 1. Determine Form of Damage
from gunfire, not a Battleship at ramming speed, and Damage is applied to a Model when the number of
being hard To Hit does not protect against Artillery Hits from a single Attack is equal to or greater than the
blanketing the whole area. Model’s Damage Rating (DR) or Critical Rating
Attack Dice originating from any of the following (CR).
sources are considered to be Indiscriminate Attacks: The type and amount of damage applied depends on
the total number of successful Hits from the Attack,
• Collisions or Rams after all Defensive Counter Attacks, Defensive
• Magazine Explosion Critical Effects Generators,Tactical Action Cards, MARs and any other
• Ordnance Attacks resolved using a Template applicable effects have been taken into account. A
• Mine Explosions Model can suffer either Damage or Critical Hit(s), but
• Any other Attacks identified as Indiscriminate never both as a result of the same Attack.
Attacks.
Damage
Indiscriminate Attacks ignore all of the following: If the total number of Hits against a Model in a single
Attack equals, or exceeds, its Damage Rating, but NOT
• Armour Model Assigned Rules (MARs) its Critical Rating, the Model has suffered Damage, and
• All Defensive Generator Effects. loses 1 Hull Point (HP).
• All To Hit modifiers, Positive AND Negative.
Critical Hits
To Hit Number for Indiscriminate If the total number of Hits against a Model in a
Attacks single Attack equals, or exceeds, its Critical Rating, the
Most sources of Indiscriminate Attacks will specify Model has not suffered Damage, instead it has suffered
the ‘To Hit’ Number they use. If they do not, they use a Critical Hit. If the total number of hits equals, or
the Basic ‘To-Hit’ Number as determined by the Height exceeds, TWICE the Critical Rating, the Model has
Level (see table on Page 61). suffered TWO Critical Hits, and so on.The Model loses
a number of Hull Points (HP) indicated by the Critical
Targeted Attacks Hit that is rolled (see the Table on Page 143).
All other forms of Attacks not listed above are With the exception of the loss of Hull Points (HP),
considered to be Targeted Attacks, and are susceptible Assault Points (AP), gaining additional Persistent
to any Armour MARs, To-Hit modifiers, and Defensive Damage Markers the effects of multiple instances
Generators as applicable. of the same Critical Hit DO NOT stack. However,
each instance of the effect will need to be individually
repaired by a successful Damage Repair Test in the
DAMAGE Game Turn’s End Phase, before the effect is removed
from the Model.
Loss of Hull Points (HP) in DystopianWars manifests
itself in two key forms: Damage and Critical Hits. 2. Apply Damage HP Loss
If a Model suffers multiple Attacks in the SAME STEP For each Damage result inflicted upon a Model, place
(most often as being the target of multiple ordnance ONE Hull Point (HP) Loss Game Marker next
attacks from the same Squadron), it may sustain several to it to represent the point of Damage. If Damage
points of Damage or even several Critical Hits. All reduces the Model to ZERO remaining Hull Points
Attacks in a single Step are effectively SIMULTANEOUS. (HP) it is IMMEDIATELY Scrapped and removed from
However, for ease of play, we resolve the Attacks in the the Tabletop.
order in which they were declared.

38
SECTION B2 – CRITICAL HIT TABLE, ATTACKS AND DAMAGE

If the Attack inflicting the Damage has the Piercing SUPPORT AIRCRAFT DAMAGE
MAR and the Model survives, make the roll on the
Critical Hit Table now; see Critical Effects See the Carriers, Drone Launchers and Support
without Suffering a Critical Hit (see below). Aircraft section on Page 112.

3. Apply Critical Hits


If the Model has suffered a single Critical Hit, HULL POINTS & ATTACK DICE
make a roll on the Critical Hit Table and apply the
corresponding Hull Point loss and the Critical Hit The Hull Point (HP) value of a Model is a measure of
Effect in full. If the Model is reduced to ZERO Hull how much punishment it can take before it is Scrapped.
Points as a result of the Critical Hit, it is Scrapped and Hull Points are reduced during the game as a result
is removed from the Tabletop. However, the Critical Hit of Damage and Critical Hits. If a Model has suffered a
must still be rolled as it is possible to score a Double 1 loss of Hull Points equal to, or exceeding, its Initial Hull
and generate a Magazine Explosion! Point value, then the Model is Scrapped and should be
If the Model suffered multiple Critical Hits, the next immediately removed from the Tabletop and placed in
is applied in the same way. This is continued until there the Scrapyard.
are no further Critical Hits to apply, or the Model is The current Hull Point (HP) value of a Model is
Scrapped – in which case no further Critical Hit Table not only a measure of how much Damage it can take
rolls are made. See Page 143 for the Table. before being Scrapped, it is also a measure of the health
of a Model’s own weapon systems.
Important Note: Any Model with an Initial Hull If the Model’s current HP value is less than its Initial
Point value of 2 or less is immediately Scrapped if the HP value, the Model subtracts 1 Attack Die (AD)
number of Hits against it equals, or exceeds, its Critical from every Gunnery Ordnance and Auxiliary
Rating, without rolling on the Critical Hit Table. weapon for each lost Hull Point, unless a specific
condition applies, such as the Redoubtable MAR.
Attack Dice from any weapon system can never fall
CRITICAL EFFECTS WITHOUT below 1.
SUFFERING A CRITICAL HIT Repaired Hull Points also repair lost AD in this way
(see Repair on Page 84).

This may sound odd, but often through the rules


there will be mention of situations whereby a gaming
effect causes a Model to suffer a specific Critical
Effect without actually having suffered a Critical Hit
brought on by the Model having its CR reached. For example, a Battleship is targeted by two
Examples of this might be Calcification Generators separate Attacks from the same Squadron. One
causing Hard Pounding Effects, Glacier Generators attack scores a Damage, whilst the other scores a
causing Navigational Lock/Engine Failure Effects, or Critical Hit. Regardless of which attack was rolled
Models Colliding with Terrain suffering Engine Failures. first, the Damage result is applied first, then the
In these cases, the Result column, the Effect Critical Hit is applied.
column and the Repairable column of the Critical
Hit Table is used, but the 2D6 Dice Roll and HP
Loss columns are ignored.
In other cases, a Model Assigned Rule or Munitions
might allow for a roll to be made on the Critical Hit
Table with various conditions applying. In these cases,
as above, the Result column, the Effect column and the
Repairable column of the Critical Hit Table is used, but
the HP Loss column is ignored.

Important Note: This means that the Model suffering


the Critical Effect(s) in these ways MAY NOT lose any HP,
depending on how the Critical Effect(s) was inflicted.

39
SECTION B3 – DISORDER

AIR POWERS!
Although the Russian Coalition has focussed much of its attention on land superiority, the vast distances it must wage war
over has led to the military strategists demanding a powerful Aerial Fleet be assembled. Here you can see three of its key
flying machines of war in formation: the Tunguska Class Large Skyship, Saransk Class Medium Skyship, and Suyetka Class
Small Skyships.

DISORDER
Disorder Test Resolution
The men and women that crew the Sturginium- Any number of events may occur that cause a
powered vessels that take to the oceans, cover the Squadron to take a Disorder Test to check if they
landmasses and fill the skies of Dystopian Wars are will become Disordered. Squadrons that are already
hardy souls, often too heroic, zealous or world-weary Disordered are not required to take any further
to be fazed by the nearby destruction of one of their Disorder Tests, and Disorder will automatically be
own. But there will be times when morale has been removed during the appropriate Segment of the End
broken, and the brave few that remain find themselves Phase of every Game Turn, as the officers present
sorely tested. move to restore order.

40
SECTION B3 – DISORDER

A Disorder Test is required for the Squadron during • If the Squadron is Out of Command
the Disorder Segment of any Activation where the Coherency, the test requires an ADDITIONAL
following events occured.These events DO NOT trigger success to pass.
a Disorder Test if the Squadron is already Disordered. • If the Commodore has been Lost, the test
requires an ADDITIONAL success to pass.
• A Model in the Squadron has been Lost. This
does NOT apply to Attached Escorts or Important Note: Any additional successes required to
Combat Patrols that are Lost. pass a Disorder Test are cumulative.
• The player’s Commodore is Lost. Every
Squadron in the Force must take an Commodore Command Radius Bonus
IMMEDIATE Disorder Test. If the Squadron has a Model within 8" of the
• A Squadron is Out of Command Commodore, an extra (RED) 1D6 is rolled for the
Coherency during the Disorder Segment Disorder Test.
of its own Activation.
• A specific scenario condition has been met. Disordered Squadrons
• An applicable Model Assigned Rule is in play. If a Disorder Test is Failed, the Squadron is Disordered.
Models that are Disordered CANNOT:
A Squadron is only required to make a maximum of
ONE Disorder Test per Squadron Activation. • Perform ANY Firing Options other than
Standard Fire.
Important Note: A Model is considered to be Lost if • Have Tactical Action Cards played upon them
it’s been Scrapped, made a Derelict, a Prize, a Salvage, or by their controlling player.
has been moved off the Tabletop, unless a specific Scenario • Initiate a Boarding Action.
Condition applies. • Perform Carrier Actions or Launch Drones.
• Have a Combat Patrol.
Command Coherency • Disembark any units Embarked upon them.
All Models in the same Squadron should remain
within Command Coherency of at least ONE other Rallying From Disorder!
Model in their Squadron to perform at their effective All Squadrons that are Disordered will automatically
best. In Dystopian Wars, Command Coherency is 8", Recover from their Disorder during the Restore
and is measured from any point on one Model to any Order Segment of a Game Turn’s End Phase (see
point on another. Page 85), losing either Assault Points (AP) or Hull
To be in Command Coherency, a Model should be Points (HP) in the process (see Page 85).
within 8" of a second member of the squadron, and
this Model should be within 8" of a third Model, and so
on until the entire squadron is in Coherency.
If any Model is not in Command Coherency with the
rest of it's squadron during the Disorder Segment
of its Activation, the entire Squadron is considered to
be Out of Command Coherency. Admiral Julian St. James
A squadron consisting of only one Model is never
considered to be Out of Command Coherency.

Taking a Disorder Test


When performing a Disorder Test, the Squadron
must roll 3D6 requiring a 4, 5 or (RED) 6 for a
success, unless a specific Model Assigned Rule applies.
The test requires ONE success to pass, and the result
effects all Models in the Squadron.

• If the Squadron has Lost HALF OR MORE of


its initial Squadron Size, the test requires an
ADDITIONAL success to pass.

41
INTRODUCTION
SECTION C1 – COMMAND SEGMENT

COMMAND SEGMENT Models that are out of Command Coherency should


make every effort to end their activation within 8"
The Command Segment is divided into 3 Steps: of another model in their Squadron... or suffer the
consequences of a possible Disorder Effect at the
1. Command Coherency end of the Activation!
2. Command and Control
3. Command Consolidation 2. Command and Control
During this Step, players have an opportunity to
1. Command Coherency initiate certain game effects that take place before the
During this Step, a player must announce whether the Activation continues into the Movement Segment.
Squadron they are Activating has started the Activation These include playing any applicable Tactical Action
within Command Coherency. Cards, performing various dice rolls related to Model
Assigned Rules, activating certain Generator effects,
Command Coherency or other Actions that are part of specific scenario
All Models in the same Squadron should begin and conditions.
end their Game Turn within Command Coherency of at
least ONE other Model in their Squadron to perform 3. Command Consolidation
at their effective best. In Dystopian Wars Command During this Step, players will ensure that Game
Coherency is 8", and is measured from any point on Markers are clearly attached to the correct Squadrons.
one Model to any point on another. Certain Generators may activate in this Step too (see
Generators on Page 96).

44
SECTION C2 – THE MOVEMENT SEGMENT

THE MOVEMENT SEGMENT Important Note: Not all flyers can occupy the
Stratospheric Height Level and not all submersibles can
The Movement Segment is divided into three Steps: occupy the Deep Diving Height Level. Those capable
of travelling at those heights (or depths!) are given an
1. Movement Declarations appropriate Model Assigned Rule to signify their unique
2. Movement and Manoeuvre capabilities.
3. Movement Consolidation
Minimum Movement
1. Movement Declarations Each Model has a Minimum Movement listed in its
In this Step, the Squadron must declare if any Models Profile. Unless a special condition applies, the Model
are intending to change Height Levels or make any MUST move this many inches straight forward before
Special Movement Actions during its Movement it is allowed to make a Turn or stop moving. Any Model
Segment (see later). It is possible to make more than with a Minimum Movement of 0" does not have to
one Special Movement Action in an Activation, although move straight forward, or at all!
it is far from common to do so! Commanders should be careful to position their
This is also when any Tactical Action Cards affecting Models where this minimum movement will not cause
movement are played, and any Generators or Model unwanted collisions, carry them into a minefield, or
Assigned Rules affecting a Squadron’s movement are otherwise ruin their plans.
Activated. Once a Model has completed its Minimum Movement,
it is free to stop at any time, at which point it moves no
2. Movement and Manoeuvre further in the Movement Segment.
During the Movement and Manoeuvre Step, all
Models in the Squadron move. Each Model is moved Turning a Model
individually and must complete its movement before Most Models capable of moving use a Turning
continuing on to other members of its Squadron. Template when they Turn. Generally, this is the Small,
Medium or Large Turning Template for Naval
Important Note: All Moves made on the Tabletop are Models and a 45 Degree Template for Armoured or
FINAL and may not be taken back because Models got Aerial Models.
themselves in a muddle! A Model that moves an inch has A Model with 360 degree movement does not use
MOVED that inch. Period. Turning Templates, but instead rotate about the centre
of the Model to change facing. This does not use any
Changing Height Levels movement.
If a Model is capable of changing Height Levels, it must
first declare which Height Level it will be occupying
during the Movement Declarations Step. Unless
other conditions apply, this Model may only ascend or
descend ONE Height Level from its original position.
This Model is now considered to be occupying the new Castellan-Commander
Kwang Hyun-OK
Height Level, and executes the rest of its Movement
Segment (including Minimum Move) on its newly
declared Height Level.
Different Models in a Squadron can occupy different
Height Levels at the same time. Appropriate Game
Markers, such as Obscured or Submerged, should
be placed on each Model’s base to indicate its current
Height Level.
Unless otherwise noted, Models that are classified
as Diving or Burrowing Models may occupy either the
Surface or Submerged Height Levels, and Models that
are classified as Aerial Models may occupy either the
Flying or Obscured Height Levels.

45
SECTION C2 – THE MOVEMENT SEGMENT

Using a Turning Template Minor Turning Corrections


The small ‘pips’ around the edge of a Turning There will be times when a Model might wish to make
Template are called Navigation Points, and are 1" a small correction during its move to avoid contact
apart. To use a Turning Template, the Turning Template with other Models or Terrain. It is perfectly acceptable,
is placed next to the side of the Model, with a feature so long as both players agree. This can help speed up a
of the Model, called the Turning Point, lined up with a potentially complex situation, but remember fair play
Navigation Point. The Model is advanced 1" round the and never use it to increase a Model’s Turn capability
Turning Template so the Turning Point is lined up or movement.
with the next Navigation Point. Each advance reduces
the remaining Movement (Mv) of a Model by 1". 360 Degree Movement
A Model with 360 degree movement can normally
Important Note: A Model can always Turn LESS move in ANY direction and change facing as required.
than the angle between two Navigation Points. It is important to note which way a Model with
360 degree movement is facing, as there are several
circumstances in which they may only move straight
forward without turning.

0" Movement
A Model with 0" Movement in its Profile cannot ever
move, be moved, or be Rotated. If this Model is forced
to Teleport, it does not move but is instead instantly
Scrapped.

Maximum Movement
This is the maximum distance a Model can move in an
Activation. Once a Model has completed its Minimum
Movement, it can make turns or carry on moving
in a straight line, until it has reached its Maximum
Movement. A Model can make any combination of
Turning Limits straight moves and turns it wishes, and does not have
Some Models, mainly those using the 45 degree to use its full Movement Value.
Turning Template, have a Turning Limit. Models in a Squadron are free to move independently
A Turning Limit means the Model must move the of each other, and can move different distances and in
specified number of inches in a straight line before different directions.
making a Turn. It must then move in a straight line again
before it is allowed to make another Turn, and so on. Moving Support Aircraft Squadrons and
A Model with no Turning Limit specified is free to Infantry Formations
make turns one after the other. Support Aircraft Squadrons (SAS) and Infantry
Formations have 360 degree movement, but must
Snaking maintain a Valid Formation at all times (See Support
If a Model using the 45-degree Turning Template Aircraft Squadrons Formations on Page 112 or
changes the side from which it makes a Turn, without Infantry Formations on Page 123).
moving at least 1" directly ahead between each of During the Movement Segment, both SAS and
those turns, it is considered to be Snaking. Once a Infantry Formations move as a single entity with the
Model is considered to be Snaking, it must take a other members of their Squadron/Formation. Players
Treacherous Terrain Test EACH time it turns. If should treat these Squadrons as single Models.
it fails the Treacherous Terrain Test, it is considered
to have Collided with a Terrain Classification
that is Hazardous to it and resolves the Collision
IMMEDIATELY (see Page 106).

46
SECTION C2 – THE MOVEMENT SEGMENT

‘The Path of Least Disturbance’ Models that currently have a Low Speed
On a physical terms it might be argued it could be Manoeuvre Marker (see the next page) may choose
possible to have various Models occupy the same to remove, or to keep it, and Models that wish to make
footprint on the Tabletop, but at different Height Levels. a Low Speed Manoeuvre in their next Game Turn must
However, for ease of play in gameplay terms, a Model elect to add this Marker now.
CANNOT end its move occupying the same footprint In addition, Models taking Spotting Tests do so at
space as another Model or base. this point.
If a Model has NO option but to end its move on
top of another Model or base, the Models involved
must be readjusted until they are clear of each other. SPECIAL MOVEMENT ACTIONS
The non-active Model should be adjusted in whichever
way causes the LEAST possible disturbance. NO These are special actions that players may wish to
Model should gain ANY immediate advantage from this perform during the Movement Segment. They
readjustment. Both players MUST agree to the new must always be declared during the Movement
placement. Declaration Step.

Moving Backwards Disembarking


Other than those Models with 360 degree Movement, There are many instances where Models may wish
Models may only move backwards by making a Low to Disembark, be it tanks storming ashore during an
Speed Manoeuvre (see below). amphibious landing, or robots descending from above
to rip apart a defence line, or infantry pouring out of
Moving Off the Tabletop their APCs to secure the objective. All of these use the
Unless a specific Victory Condition allows it, if same fundamental rules.
any part of a Model or base leaves the Tabletop, it is During the Movement Declarations Step of
counted as Lost and is removed from the game and its Activation, a Parent Model that is not Disordered
added to the Scrapyard. declares that it is Disembarking ALL of the Models
it currently has aboard. For an explanation regarding
Moving Onto the Tabletop Embarked Models, see the Squadron Section on
When Squadrons moves onto the Tabletop from Page 19.
Reserve, as part of a Flanking Force, or as specified by
a scenario, they do so in the following fashion: • A Squadron may never be finish its Activation
During the Pre-Turn Phase, during the Late partially Embarked, it must always be
Arrivals Segment, the Squadron(s) are placed in the Disembarked fully.
specified area of the board. All Models must be placed • Models Disembarking must be placed entirely
so their aft 90 degree arc is touching the relevant edge within 4" of the Parent Model (or Models), on
of the board.Any Squadrons which do not have a facing, Terrain that is not Impassable to them.
such as Support Aircraft Squadrons, must be placed • Any Squadron Disembarked MUST form a single
so any part of the Squadron is touching the relevant Squadron or Infantry Formation under their
Board Edge. Squadron Size limitations when Disembarked.
• Any Squadron or Infantry Formation that is
IMPORTANT NOTE: Any Models deployed using Disembarked may perform its own Squadron
Squadron Support or Launched through the Carrier Activation on the Game Turn they are
Model Assigned Rules (MAR) are deployed using the rules Disembarked as normal, unless a specific
listed in their respective entry. MAR or condition applies.

3. Movement Consolidation Low Speed Manoeuvres


During this Step, players review the results of the If a Model wishes to cut the engines and perform
Movement and Manoeuvres Phase, verifying that various tasks that require a slower than normal
all Collisions and Disengagements (see below) have speed, they may execute Low Speed Manoeuvres. The
been resolved, and appropriate Height Level Markers decision to cut the engines during battle is not one to
have been attached or removed from each Model. take lightly and must be planned in advance.

47
SECTION C2 – THE MOVEMENT SEGMENT

During the Movement Consolidation Step of Unless specifically stated otherwise, a Model
its Activation, a Model may choose to gain a Low CANNOT begin the game with a Low Speed
Speed Manoeuvre Marker. The Model may then Manoeuvre Game Marker.
ONLY perform Low Speed Manoeuvres during the All Weapons targeting a Model with a Low Speed
Movement and Manoeuvre Step of subsequent Manoeuvre Game Marker receive a +1 To Hit modifier.
Game Turns, for as long as the player wishes to keep
the Marker. Collisions and Rams
Any Model may elect to remove its Low Speed The commander of a vessel in Dystopian Wars is
Manoeuvre Marker during the Movement Consoli- sometimes prepared to risk their ship to sink another
dation Step of a Game Turn, in which case it moves vessel in a deliberate Ramming Action, or battle damage
at normal speed during the Movement and and tight manoeuvring may make makes a collision
Manoeuvre Step of subsequent Game Turns. inevitable.
Any Model can make a Low Speed Manoeuvre unless If a Model or base makes contact with another
a specific Model Assigned Rule or condition applies. It Model, piece of terrain or base, the possible outcomes
is possible for some Models in a Squadron to have are:
Low Speed Manoeuvre Markers while others do not.
A Model making a Low Speed Manoeuvre may ignore • A Collision (or Ram if applicable)
any Minimum Move requirements it normally has, and • The inactive Model manages to Evade the
is considered to be moving at Half Speed if moving Collision, or
through Treacherous Terrain (see Page 105). • The execution of a Controlled Contact.
A Model making a Low Speed Manoeuvre may
execute ONE of the following actions in its Movement Collisions
and Manoeuvre Step: On the Surface Height Level, a player can Collide
with a Model, although this is not always desirable! On
• Dead Slow: Move forward or backwards up all other Height Levels, a Model can never Collide with
to 2", making any turns it would normally be another Model (but may Ram, see the next Page). The
allowed to make. Model that is currently moving will always be referred
• Static Turn: Rotate about its centre point, to as the Moving Model. Should the Moving Model
up to 90 degrees. contact another Model, the other Model is called the
• Burrow beneath the Ground. Static Model.

48
SECTION C2 – THE MOVEMENT SEGMENT

Ramming condition or Model Assigned Rule applies. Collisions


On any Height Level a player can declare a single are Indiscriminate Attacks.
Ramming Action per Activation, directed against a A Model involved in a Collision suffers Damage as
Model during the Movement Declarations Step. normal. See the Damage Section, Page 38 for more
The Model executing the Ramming Action will always information.
be referred to as the Ramming Model. Should the
Ramming Model make contact with another Model, Ram Damage Between Models
the other Model is called the Static Model and the A Ramming Model uses its Impact Rating (IR) to
Ramming Model must check to see if a Ram occurs. generate the amount of Attack Dice used in the Ram.
A Ram only occurs if ALL the following conditions Any Ram uses the Exploding Dice mechanic and
are met: requires a 4, 5 or (RED) 6 ‘To Hit’, unless a specific
condition or Model Assigned Rule (MAR) applies. Rams
• A Ramming Action has been declared by the are Indiscriminate Attacks.
Player controlling the Ramming Model. All Attack Dice are resolved with the Crushing
• The Ramming Model has an Impact Rating Impact (Ram Action) Model Assigned Rule.
(IR) greater than 0. The Static Model resolves a Collision against the
• Both the Ramming Model and the Static Model Ramming Model simultaneously with the Ram being
occupy the same Height Level. resolved.
• The Ramming Model (or its base) makes
contact with the Static Model in its Fore 90 Colliding With Terrain
degree Arc. If ANY Model or base makes contact with Terrain
• The Ramming Model has moved at least it’s Impassable to it, this will result in a Collision (or Ram)
Minimum Move. (see Page 106).

Important Note: A Ram is a special type of Collision, Model Collisions via Teleports
and is the same in ALL respects, except for how Damage In any circumstance where a Model is Teleported
is determined. into contact with another Model on the same
Height Level, this will result in a Ram, regardless of
Evading a Collision or Ram Declaration, Minimum Move, and 90-degree Front Arc
If a Moving or Ramming Model makes contact requirements. The Ramming Action is resolved with
with a Static Model on the same Height Level during BOTH players considered to be the Ramming Models
its Movement, this should automatically result in a and BOTH having the Crushing Impact (Ram Action)
Collision (or Ram). However, if the Static Model is Model Assigned Rule!
capable of changing Height Levels, the Static Model NO Model involved may try to Evade the Rams,
MAY try to Evade the Collision (or Ram) by making a caused by Teleportation, by changing Height Levels:
Swift Manoeuvre Test (see below), unless a specific there simply isn’t time as the Model literally appears
condition or MAR applies. out of thin air!

• If the Model passes the test, it succeeds in Multiple Collisions


making a Swift Manoeuvre, changing Height During any particular Collision (or Ram), ALL
Levels to avoid the Collision (or Ram). Collisions (or Rams) between two or more Models
• If the Model fails the test, it does not change are worked out SIMULTANEOUSLY. No Models sent
Height Levels, and the Collision (or Ram) to the Scrapyard are removed until after ALL Collisions
occurs. (or Rams) involving them have been resolved.
If the moving Model moves off and causes further
Collision Damage Between Models Collisions, these are resolved as they occur.
All Models involved in a Collision use their respective
Impact Ratings (IR) to generate the amount of Following a Collision or Ram
Attack Dice used to roll against the other Model. After a Collision (or Ram), any Models that survive
Any Collision uses the Exploding Dice mechanic can move off without a further Collision occurring
and requires a 4, 5 or (RED) 6 ‘To Hit’, unless a specific between them: this is called Disengaging (see below).

49
SECTION C2 – THE MOVEMENT SEGMENT

Model Suffers No Damage Disengaging


Any Model involved in a Collision or Ram that Following a Collision or Ram, unless BOTH Models
suffered NO Damage is not seriously hampered by can move off without a further Collision between
the contact, but after Disengaging, may only move in them, the Model or Models involved must Disengage.
a straight line (see below) for the rest of the current
Activation. This is designed to represent the Model’s • If a Model Collides with Terrain, or a Model with
commander struggling to clear the danger area. a Movement Value of 0", then the Moving Model
must Disengage.
Model Suffers Damage • If TWO Models Collide, then the smaller Model
Any Model involved in a Collision or Ram that must Disengage. If both Models of the same Size
suffered Damage may have its ability to function collide, then the Static Model must Disengage.
severely impaired, with assault marines scattering
to safety, gunnery crews thrown into disarray and To Disengage, the Model that is Disengaging MUST
command elements struggling to restore order. make ONE immediate Low Speed Manoeuvre (see
For each Model that suffered Damage in a Collision above). This may be done out of sequence if required,
(or Ram), roll a D6 and consult the Table below: and the Model does not take a Low Speed Manoeuvre
Game Marker as a result of this compulsory action.
Result Rolled Effect on Model When Disengaging, a Model is ALWAYS allowed
to Rotate or Turn, as the force of the Collision may
1, 2, or 3 No Effect
change it’s heading without any help from the steering
Model Suffers Weapon Damage system as the Models literally ‘bounce off’ each other!
4 Critical Effect
A Model may ignore a Navigational Lock Critical
Model Suffers Engine Failure Effect whilst Disengaging.
5 Critical Effect
After Disengaging, Models involved should be in a
Model Suffers Chaos and position where a further Collision between Models is
6 Disarray Critical Effect NOT inevitable.This may require both players to reach

50
SECTION C2 – THE MOVEMENT SEGMENT

a mutual agreement on the placement of Models. If a Swift Manoeuvres


Disengaging Model is unable to avoid contact another Sometimes a flying craft may wish to swoop down
Model whilst Disengaging, resolve a further Collision. to make an attack run, and then retreat to the relative
It is perfectly possible for a Model to deliberately safety of the clouds, or a Submarine may have to crash
Collide with several other Models during a single dive to avoid a Battleship about to run it down.
Activation, if it remains able to keep moving. A Non-Burrowing Model capable of changing Height
Level in normal game-play that is about to suffer a
Controlled Contact Collision (or Ram) may try and Evade the Collision (or
Certain vessels may perform functions that require Ram) by changing Height Levels (see above).
base to base contact with another Model or Major Alternatively, during a Model’s Shooting Consol-
Surface. Such vessels are able to perform Controlled idation Segment, it may attempt to make a Swift
Contact; manoeuvring into close contact without Manoeuvre after attacking.
resulting in a collision or ram. In either case, if the Model passes the Swift
To perform a Controlled Contact, a Model must have Manoeuvre Test, it may immediately change Height
already moved its Minimum Movement requirement. Levels up or down ONE level where permitted.
Small Adjustments to angles and distances are For each Model wishing to make a Swift Manoeuvre,
permitted so that the Model ends up in base to base roll a single D6 and consult the Table below:
contact with another Model or Major Surface.
Controlled Contact is NOT considered a Collision, Important Note: A Model may only ever attempt
and therefore no Collision Damage or need for will a Swift Manoeuvre ONCE per Activation.
Disengaging occur.
Models capable of making a Controlled Contact are Score needed to make a
Model Size
identified by having the Controlled Contact Model Swift Manoeuvre.
Assigned Rule (see Page 90). Large and Massive 6
Medium 5 or 6
Small and Tiny 4, 5, or 6

51
SECTION C3 – LINE OF SIGHT

LINE OF SIGHT 90, 180 and 270 Degree Fire Arc


A 90, 180 or 270 degree Fire Arc is centred on the
The Line of Sight is an imaginary straight line between appropriate point on the Model or Base for Range and
a Model/weapon system such as a Turret, and its Target. Line of Sight, and with the correct orientation (Fore,
This is used to determine if a Model can Fire at a Target, Aft, Port or Starboard).
Spot it, or Target it with certain Generators, etc.
When drawing Line of Sight to a Model, we need to
consider:

1. The Fire Arc of a weapon.


2. How the weapon is mounted.
3. Any obstructing Terrain or Models.

From this, we can determine if a Target is in the


Open, Partially Blocked, or Blocked.

Important Note: In addition to Line of Sight and Arc


of Fire, other conditions may apply to a specific weapon
that could prevent it from firing at certain Targets. See the
Declaring Attack Step on Page 58 for a full list of
exceptions.

1. Fire Arcs
A weapon’s Fire Arc is the area into which it has the
ability to fire its shots.
A Fire Arc can be 90, 180, 270 or 360 degrees,
Broadside or Fixed Channel.
A 90, 180 or 270 degree Fire Arc has a Fore, Aft,
Port, Starboard or Offset orientation. Fore is
the front facing, Aft the rear, Port the left, and the
Starboard the right facing of the Model or Base.

52
SECTION C3 – LINE OF SIGHT

Offset Fire Arc Broadside Fire Arc


An Offset Fire Arc is a Fire Arc of 90, 180 or 270 A Broadside extends out 45 degrees from both ends
degrees, skewed 45 degrees outwards and centred on of the Model or Base, and is aligned along the entire
the appropriate point on the Model or Base for Range length of its relevant side. All Ranges are measured
and Line of Sight, and with the correct orientation from the Middle Key Point on the Model.
(Fore Port, Aft Port, Fore Starboard, and Aft Starboard).

360 Degree Fire Arc Fixed Channel Fire Arc


A 360 degree Fire Arc is centred on the appropriate A Fixed Channel is the entire width or length of
point on the Model or Base for Range and Line of Sight the Model or Base, and extends directly out from the
extends in a circle around the entire Model. Model or Base, with the correct orientation (Fore, Aft,
Port or Starboard).

53
SECTION C3 – LINE OF SIGHT

2. Weapon Mountings Bombs


Different weapons determine Range and Line of Sight Bomb Ordnance from Models has a 360 degree Fire
from different points on the Model as described below: Arc. It has a 2" range, measured from any point of the
Base.
Guns Bomb Ordnance from Support Air Squadrons
Guns are mainly cannon or artillery and are often requires at least one Dive Bomber SAW to be in
mounted in an armoured Barbette. This provides a Base to Base contact with the Target.
degree of protection to the weapon and crew, but at the
cost of limited traverse compared to a turret-mounted Other Ordnance Weapons
weapon. Range and Line of Sight is determined from There are some weapons that do not fall into easy
the centre of the relevant side of the Model. categories. For any other ordnance weapon that does
not fall into one of the above categories, Range and
Turrets Line of Sight is determined from the weapon.
Turrets provide fully enclosed armoured protection
for any cannon or artillery and, because they rotate, Auxiliary Weapons
give a wide field of fire. Often Models will have multiple Auxiliary weapons always have a 360 Degree Fire
turrets. Turrets will always have a listed facing and Fire Arc. You may measure from ANY point of the Model,
Arc. Range and Line of Sight is determined from the Base or Flight Stand, in ANY direction, for all Auxiliary
centre of the turret itself. weapons.

Broadsides Generators
Broadsides are deployed along the entire length Any Ranges and Fire Arcs are ALWAYS noted in
of a Model, and fire through embrasures into a wide the relevant Generator entry (see Generators on
firing area. Broadside weapons are usually mounted Page 96).
along Port and Starboard sides of a Model. Broadsides
use the Broadside Fire Arc. Range and Line of Sight is Spotting
determined from the centre of the Broadside. Line of Sight for Spotting purposes is measured from
the centre of the Spotting Model to any point on the
Batteries Target Model.
Batteries can be one large or several smaller
mountings of the same weapon firing together as one 3. Obstructing Models and Terrain
weapons system. Range and Line of Sight is determined Ordnance weapons generally need Line of Sight
from the centre of the firing Model. (LOS) to their intended Target to be able to fire
directly at it:
Mortars and Bombards
Mortars and Bombards are powerful weapons with a • Terrain and Models with a Surface Height
high trajectory that lets them effectively lob explosive may block Line of Sight between Models
shells over almost any Obstruction, provided they have on the Surface Height Level: this is termed
a designated Spotter with Line of Sight to the Target. Obstructing.
Range and Line of Sight is determined from the centre • Other Height Levels are not affected by
of the weapon itself. intervening Models, but certain types of Terrain
A weapon with Bombard or Mortar in its name is may block Line of Sight at certain Height Levels
capable of Indirect Fire (see Page 64). (see Terrain on Page 104).
• Auxiliary weapons ignore Models when
Fixed Channel Weapons drawing Line of Sight, but not Obstructing
Any weapon may be a Fixed Channel Weapon, Terrain.
but they are most commonly used by Rockets and
Torpedoes, or when a Model is outfitted with a weapon
simply too large to mount in a turret.
The Range and Line of Sight for a Fixed Channel
Weapon is determined from the centre of the
appropriate side of the Model or Base.

54
SECTION C3 – LINE OF SIGHT

Primary Gunnery and Spotting Obstructing Terrain


Primary Gunnery and Spotters can draw Line of Terrain that occupies an entire Height Level, (i.e. a
Sight over intervening Models and Terrain TWO Mountain occupies the entire Surface Height Level) is
sizes or more smaller than the Firing, Spotting OR always Obstructing Terrain at that Height Level.
Target Models. Terrain with a Surface Height that occupy the Surface
Primary Gunnery can also draw Line of Sight over Height Level use the above rules to determine if it is
intervening Models and Terrain ONE size smaller than obstructing terrain for Models that occupy the Surface
the Firing OR Target Models, but if it does so, it is Height Level.
considered to be Partially Blocked.
Important Note: Line of Sight in Dystopian Wars
Secondary Gunnery, Tertiary Ordnance and is automatically reciprocal between units with the SAME
Auxiliary Weapons weapon type (Primary, Secondary, or Tertiary). Line of
Secondary Gunnery, Tertiary weapons, and Sight between units with different weapon types is NOT
Generators can draw Line of Sight over intervening automatically reciprocal.
Models and Terrain TWO sizes or more smaller than
the Firing OR Target Models. Auxiliary weapons can
draw Line of Sight over intervening Terrain TWO sizes
or more smaller than the Firing OR Target Models, and
ignore intervening Models.

In The Open, Partially • The Firing weapon can draw Line of Sight to
Blocked, and Blocked only the Middle Key Point, OR only BOTH
End Key Points on the proposed Target
within its Fire Arc.
A Target has three Key Points for determining Line OR
of Sight: Fore Point, Middle Point, and Aft Point. • The Firing of a weapon with a Fixed Channel
Fire Arc must have one unobstructed edge
Targets ‘In the Open’ of the Fire Arc passing through the proposed
A weapon firing at a Target in the Open can fire Target.
at full effect, rolling the FULL amount of Attack Dice
unless a condition or Model Assigned Rule applies. Any Model occupying the Surface or Aerial Height
For a Target to be in the Open: Bands is always counted as being Partially Blocked
when firing an Ordnance Weapon at a Model
• The firing weapon can draw Line of Sight to occupying the Diving Height Band in Water, unless a
the Middle Key Point and either End Key specific Model Assigned Rule applies.
Points on the proposed Target within its Fire
Arc. ‘Blocked Targets’
OR If a Target is Blocked the weapon may NOT fire at
• The Firing of a weapon with a Fixed it. For a Target to be Blocked:
Channel Fire Arc must have BOTH edges
of the Fire Arc passing through the Target, and • The firing weapon CAN draw Line of Sight
NO Obstructions to the proposed Target. to NO Key Points or ONLY ONE End
Key Point, on the proposed Target within its
Targets ‘Partially Blocked’ fire arc.
If the firing weapon is Partially Blocked, it may only OR
fire at the Target with the Attack Dice generated by • The Firing weapon has NO edges of the Fire
the weapon being halved (rounding up). For a Target Arc passing through the Target.
to be Partially Blocked:

55
SECTION C3 – LINE OF SIGHT

Aft Point

Middle Point

Important Note: One part of a Target Model does NOT block Line of
Sight to another part of it. This means a Model facing directly towards the
Fore Point
weapon firing at it cannot claim to be blocking Line of Sight to it!

Line of Sight is worked out in a simple Top Down fashion:


• If either of the ‘In the Open’ conditions apply, the Target is in the Open.
• If either of the ‘In the Open’ conditions apply, but either of the ‘Partially Blocked’
conditions apply, the Target is Partially Blocked.
• If neither the ‘In the Open’ nor ‘Partially Blocked’ conditions apply, then the Target is
Blocked.

Line Of Sight, Key Points Needed and Edges of Fire Arcs Summary Table
Key Points Needed Edges of Fire Arc Needed
Open Centre and One End OR 2
Partially Blocked Centre Only or Both Ends OR 1
Blocked One End or less! OR 0

Any Model occupying the Surface or Aerial Height Bands is always counted as being
Partially Blocked when firing an Ordnance Weapon at a Model occupying the
Diving Height Band in Water; unless a specified Model Assigned Rule applies.

56
SECTION C3 – LINE OF SIGHT

The Battleship (Red) has a selection of Enemy (Blue) models to fire at:

• Against Frigate B, it may fire any Weapons as there are no Obstructions of any kind.
• Against Cruiser C, as the Firing model is TWO Sizes larger than any Obstruction, it may fire any Weapon (except Torpedoes, as
they regard all interventing Models, regardless of Size as an Obstruction, see Page 67)
• Against Cruiser D, as the Battleship is only ONE Size larger than the Obstruction, it may NOT fire any Secondary or Tertiary
Weapons at it. It may Fire Primary Weapons at Cruiser D, but will be considered to be Partially Blocked.
• Against the Carrier E, as the Target Model is TWO Sizes larger than any Obstruction, the Battleship may fire any weapons
(except Torpedoes) at it.

The Gunship (Red) is firing Fixed Channel weapons at Enemy


Corvettes (Blue) in both its Fore Channel and Starboard Channel.

• Both edges of the Fore Fixed Channel pass though Corvette


A, so it is considered to be In The Open.
• One edge of the Starboard Fixed Channel passes through
Corvette B, so it is Partially Blocked.
• Corvette C is fully within the Starboard Fixed Channel, so
is In The Open.
• Corvette D is not in either channel, so is Blocked.

A Kingdom of Britannia Medium Tank A (Red) has a number of


enemy Prussian Empire Medium Tanks (Blue) in front of it. Its Fore
Guns have a 90 degree Fire Arc, and the player is deciding which
Enemy tank to fire at:

• Tank 1 has all three Key points visible and in its Fire Arc, so
it is In The Open for Tank A.
• Tank 2 has only it’s centre Key point visible, so will be
Partially Blocked from Tank A.
• Tank 3 has all three Key points visible, but one end is not
within the fire Arc. However, being able to hit the Centre
and an End Key points means it is considered to be In The
Open for Tank A.
• Tank 4 has No Key Points in its Fire Arc so is Blocked for
Tank A.

57
SECTION C4 – FIRING

THE FIRING SEGMENT • A Model occupying the Deep Diving Height


Level can ONLY be targeted by Concussion
The Firing Segment is composed of the following five Charges, Torpedoes, or a Particle Accelerator.
Steps which must be executed in order: • Any Model occupying the Submerged Height
Level on Land may ONLY be targeted with
1. Declaring Attacks Concussion Charges or Concentrated
2. Declaring Counter Attacks Bombing.
3. Resolve Auxiliary Fire
4. Resolve Ordnance Fire Weapons declaring an Attack are governed by the
5. Firing Consolidation following restrictions, unless a specific condition or
MAR applies:
1. Declaring Attacks
In this Step, the Active Squadron declares ALL the • Torpedoes can ONLY Target Models
Attacks it wishes to make during this Activation. The occupying the Water Surface.
following consistencies govern ALL Attacks: • Bombs can ONLY Target Models on the
Surface or Submerged Height Levels.
• Each Ordnance and Auxiliary weapon on a • Flamethrower Weaponry may not Target
Model can only declare a maximum of ONE Models occupying the Diving Height Band
Attack during its Activation. • Ack Ack can ONLY Target Models occupying
• All declared Attacks must specify their Target, the Aerial Height Band or
and any Firing Options they are using. Airburst Mines.
• A player should make their opponent aware • Concussion Charges can ONLY Target
of anything that may affect their choices in Models occupying the Diving Height Band or
declaring an Attack or Counter Attacks, such as Surface Mines.
any Generators, MARs or other effects. • All Weapons, unless firing Indirectly, can only
• Players should agree if a Target has an Open, Target Models within its Line of Sight.
Blocked, or Partially Blocked Line of Sight from
any firing Models (see Page 52 for more on 2. Declaring Counter Attacks
Line of Sight). Counter Attacks are divided into TWO Types:
Aggressive or Defensive. Both are covered by the
Squadrons declaring an Attack are governed by the same general rules:
following restrictions, unless a specific condition or
MAR applies: • A Model may only make a Counter Attack if it is
Targeted itself, or if it is Linking/Combining
• A Squadron CANNOT deliberately Target a Fire with a Model in its Squadron that has been
Derelict, Prized or Salvaged Model. Targeted.
• A Model on the Surface Height Level CANNOT • Any Targeted Model MUST LEAD a Counter
Target a Model occupying the Aerial Height Attack to defend itself. (see Page 63).
Band with a Gunnery Ordnance Attack in Range • Each Model may only make ONE Counter
Band 1. Attack with Ack Ack and ONE Counter Attack
• A Model on the Surface Height Level CAN with Concussion Charges during an Activation’s
ONLY Target a Model occupying the Diving Firing Segment. No other weapon may make a
Height Band in Water at Range Band 1 with Counter Attack.
Torpedoes or Concussion Charges (CC). • The range for all Counter Attacks is 4" unless
• Support Aircraft Squadrons may ONLY be otherwise specified.
targeted by Ack Ack (AA). • A Model occupying the Diving Height Band may
• A Model occupying the Diving Height Band can not make any Counter Attack using AA.
ONLY use its Concussion Charges, Torpedoes, • A Counter Attack cannot provoke a Counter-
or a Particle Accelerator. Counter Attack!

58
SECTION C4 – FIRING

Aggressive Counter Attack 3. Resolving Auxiliary Fire


These are Counter Attacks using Ack Ack or Squadrons resolve Ack Ack and Concussion Charge
Concussion Charges against an Attacking Model. Any Attacks or Counter Attacks between each other first,
Linking/Combined Fire measures its range from the and apply any Damage, before any Ordnance Attacks
Linking Models to the Model they are attacking. are resolved.
This sequence means that Models or Squadrons may
• Aggressive Counter Attacks with AA are always be Scrapped or Damaged before they can resolve any
targeted against attacking Models in the Aerial of their Ordnance Attacks. All attacks at this stage are
Height Band. considered to be SIMULTANEOUS, so it is entirely
• Aggressive Counter Attacks with CC are possible for two Models to Scrap each other.
always targeted against attacking Submerged Auxiliary Attacks and Counter Attacks are resolved
Models. using the Attack Sequence below.

Defensive Counter Attacks 4. Resolve Ordnance Attacks


These are Counter Attacks using Ack Ack or Any Ordnance Attacks from the Active Squadrons
Concussion Charges against incoming Ordnance. Any are now resolved. Damage is applied only once ALL
Linking/Combined Fire measures its range from the attacks have been resolved.
Linking Models to the Model they are defending. Attacks are resolved using the Attack Sequence in
the next section.
• Defensive Counter Attacks with AA are always
targeted against incoming Rocket Ordnance. 5. Firing Consolidation
• Defensive Counter Attacks with CC are This Step is used as a ‘tidying step’ where certain
always targeted against incoming Torpedo Manoeuvres, Model Assigned Rules and Generators
Ordnance. may activate.

59
SECTION C4 – FIRING

THE ATTACK SEQUENCE 1b: Effective Attack Dice (AD)


The Effective Attack Dice available to a weapon takes
Each Attack or Counter Attack against a Model into account all Attack Dice modifiers, including Line of
contains the following actions: Sight penalties, Model Assigned Rules, or any Damage
the Model has suffered.
1. Determine the Initial Attack Dice. Effective Attack Dice is the term for the number of
2. Roll Attack Dice and determine Hits. Attack Dice a weapon can direct against a given Target,
3. Compare the total number of Hits to the after taking into account any modifiers that alter the
Damage Rating (DR) and Critical Rating Profile Attack Dice.
(CR) of the Target Model (see Damage
Section on Page 38) Damage Taken
The amount of Hull Points (HP) a Model has lost will
This is the same for ALL Attacks or Counter Attacks, impact the effectiveness of some of its weapons. This
regardless of their source. It is explained in this section simulates crew being killed, wreckage on the decks, and
as Firing, as this is the most common source of Damage. any physical damage done to the weapon itself:

1. DETERMINE INITIAL ATTACK DICE (AD) • The Damage Reduction from lost Hull Points
Many Attacks specify the number and type of any reduces the Profile Attack Dice for all
Attack Dice (AD) used, however there are many individual instances of Gunnery Ordnance and
instances whereby the number of Attack Dice (AD) Auxiliary weapons by 1 for each Hull Point a
are generated through the use of ‘Pools’: Leading Model has lost.
Pool and Linking Pool. • Damage Reduction from lost Hull Points has
To calculate the Initial AD of a Firing Attack, we use NO effect on Tertiary Ordnance.
the following procedure. • Damage Reduction from lost Hull Points has
NO effect on Mines.
1a: Profile Attack Dice (AD) • Damage Reduction from lost Hull Points
All Ordnance weapons will have an Attack Dice value CANNOT reduce the Effective Attack Dice of
listed in the Model’s Profile for each of the four Range any Gunnery Ordnance or Auxiliary weapons
Bands. The Profile Attack Dice for each weapon is to LESS than 1.
determined from this value for the range to the Target.
Important Note: Hull Points regained through the use
• Gunnery, Torpedo, and Rocket Ordnance have of Model Assigned Rules, Models with the Repair Function,
a specific Attack Dice (AD) value listed in the Tactical Action Cards, or other conditions negate the
Model’s Profile in each Range Band that they reduction to Attack Dice previously suffered.
can fire into.
• If any Ordnance weapon does not have an AD Half Attack Dice (AD) Effects
value listed in a particular Range Band, then it A weapon can be subject to a half AD penalty for
may not fire at that Range Band. TWO reasons: By having Weapon Damage Critical
• The AD value for Bomb Ordnance and Mines Effect Game Markers OR by having its Line of
is listed in Range Band 1 box on the Model’s Sight considered to be Partially Blocked.
Profile, however these have their own Ranges:
they are simply put there to keep weapon • If a Model has one or more Weapon Damage
systems all in one place (see Page 67 and Page Critical Hit Markers, you HALVE the Model’s
74 for more on Bombs and Mines respectively)! AD on any applicable weapons, rounding up.
• Ack Ack and Concussion Charges do not use • If a weapon is considered to be Partially
Range Bands. Instead their Profile Attack Dice Blocked for one or more reasons, you HALVE
is the value listed in the AA and CC sections of the weapon’s AD, rounding up. Line Of Sight
the Model’s Profile. is explained in its own section (see Page 52).
• The Attack Dice value listed in the relevant • If BOTH the above conditions are met, the
Range Band or section is the weapon’s Profile weapons’ AD is halved TWICE, rounding
Attack Dice. up each time. Unless specifically mentioned
otherwise, this is the only situation where AD
is halved more than once.

60
SECTION C4 – FIRING

Important Note: If a weapon has both Damage 2. R


 OLL ATTACK DICE & DETERMINE HITS
Reduction and Half AD effects, apply the Damage This Step uses the following procedure:
reduction first.
a. Determine the Basic ‘To Hit’ Value
1c: Effective Attack Dice (AD) b. ‘To Hit’ Modifiers
The result of the previous Steps is the weapon’s c. Roll Attack Dice
Effective Attack Dice. In many circumstances, as d. Defensive Actions
Models will not have suffered any damage, and there e. Determine Hits
are no obstructions to Line of Sight, the weapon’s
Effective Attack Dice will be the same as the Profile 2a: Determine the Basic ‘To Hit’ Value
Attack Dice. The Basic ‘To Hit’ value depends on the Height Level
Effective Attack Dice (AD) must be calculated the Target or Firer is occupying. If they are not at the
individually for EACH WEAPON involved in a single same Height Level, use whichever ‘To Hit’ value is most
Attack (see Firing Options, below), as it is possible beneficial for the Target.
that modifiers will apply to one weapon and not to
others.
BASIC ‘TO HIT’ VALUES
1d: Firing Options, MARs, TACs, etc. Stratospheric RED (6)
The Initial Attack Dice in an attack is determined by Obscured 5 or RED (6)
the Effective Attack Dice of any weapons contributing Surface or Flying 4, 5 or RED (6)
to the attack, any Firing Options used, and other
Submerged 5 or RED (6)
modifications, such as the Pack Tactics MAR or
Tactical Action Cards, etc. Deep Diving RED (6)
Firing Options may allow a Model to make better
use of the resources they have available, allowing units The following ‘To Hit’ caveats apply:
of smaller vessels to act together to Scrap larger ones,
or allowing multiple weapons on a ship to act together • Infantry downgrade all Exploding Dice to
in a single, more powerful attack. Heavy Dice.
• Support Aircraft Squadrons (SAS) follow
• The most common Firing Options available their own set of modifiers (See Support
to a Model are Standard and Linked Fire. Aircraft Squadrons on Page 112)
All Ordnance and Auxiliary weapons are • Most Ordnance Weapons also are Partially
capable of using these Firing Options unless Blocked when firing at the Submerged Height
otherwise noted. Level. (See Diving Model Function on
• Combined Fire is only available when specific Page 128).
weapons or Model Assigned Rules apply. • Most Ordnance Weapons CANNOT target the
• Indirect Fire is available to Models equipped Deep Diving Height Level. (See Diving Model
with Primary Gunnery, Bombards, and/or Function on Page 128).
Mortars.
• Concentrated Bombing is available to 2b: To Hit Modifiers
Models with Bomb Bays and ignores Shield The To Hit Modifiers are explained in the Table
Dice. overleaf.
• Area Bombardment is only available to
Models with the Area Bombardment Model
Assigned Rule.

For the rules on how each of these are calculated


see the Firing Options Section below.
Do not forget to take into account MARs like Pack
Tactics or to play appropriate TACs at this point!

61
SECTION C4 – FIRING

‘TO HIT’ MODIFIERS TABLE 2d: Defensive Actions


Once all the Attack Dice in a Targeted Attack have
Negative
been rolled, the player controlling the Target Model
Elusive Target (From Non-Capital Models) -1 may have a chance to cancel some of them out, if
Difficult Target (From Capital Models) -2 needed. This is accomplished using Defensive Counter
Small Target (From Capital Models) -1 Attacks and Defensive Generators.
Primary Weapon at Range Band 1 -1
Defensive Counter Attacks
Primary Weapon Firing Indirectly -2 • If a Targeted Squadron declared it was using
Bombard or Mortar Firing Indirectly -1 Defensive Counter Attack AA against a Rocket
Target covered by Cloud Generator -1 Attack, this Defensive Action is now resolved.
Roll the Initial Attack Dice of AA, worked out
Firing through a Storm Template -1
as normal, using any relevant Firing Options.
Target is 'Wave Lurking' -1 • Defending AA Hits on a 5 or (RED) 6. Each
Positive Hit cancels a Hit from the Rocket attack.
Target Painter Hit on Target Model +N • If a targeted Squadron declared it was using
Firer has Hunter (Target Model) +N Defensive Counter Attack CC against a
Torpedo Attack, this is now rolled. Roll the
Firing at a Fortification +1 Initial Attack Dice of CC, worked out as
Target has Low Speed Manoeuvre Game +1 normal, using any relevant Firing Options.
Marker • Defending CC Hits on a 5 or (RED) 6. Each
Target is Spotted (IDF only) +N Hit cancels a Hit from the Torpedo attack.

Defensive Generators
2c: Roll Attack Dice Defensive Generators that exist in the game can
Once it has been determined what To-Hit value is lower or even remove remaining Hits. These forms of
needed, the player making the Attack rolls their Initial Defensive Generator will note in their entry that they
Attack Dice. activate during this Step. For a full explanation of how
As most Attacks are made using Exploding Dice, it Defensive Generators work, see Page 100.
is important to keep rolling until the attacking player
has rolled all their Attack Dice. 3. DETERMINE HITS
Note there are a number of conditions and MARs that The number of Hits remaining are measured against
may increase or decrease the number of Exploding the Target Model’s Damage Rating (DR) and Critical
Dice rolled, or even change them to Heavy Dice or Rating (CR) to determine the level of Hull Point (HP)
even Basic Dice! loss inflicted, if any! See the Damage Section on
Page 38 for more information.

62
SECTION C4 – FIRING

FIRING OPTIONS
Firing Options may allow a Model to make better
use of the resources they have available, allowing units
of smaller vessels to act together to Scrap larger ones,
or allowing multiple weapons on a ship to act together
in a single, more powerful attack.

1. Standard Fire
Standard Fire is when a single weapon on a Model
fires without any assistance from others.

Building Initial Attack Dice for Standard Fire:


• Take the Effective AD Value from ONE weapon
in the attack. This is the Lead Weapon Pool.
• Add any further dice from conditions, Model
Assigned Rules and Tactical Action Cards, etc.
• This is the Initial Attack Dice. Standard Fire

2. Linked Fire
Linked Fire allows Ordnance and Auxiliary weapons
to Pool their available Attack Dice (AD) into a single,
more powerful Attack, or Counter Attack, against the
SAME Target.
In addition, Linked Fire may be used to bring Mines
deployed in the current Activation together into a
potentially devastating Mine Effect (see Page 75).

Important Note: In certain rare occasions, the Link


Pool may contain different weapons with differing To Hit
values. When halving the Link Pool, the firing player must
remove as close to as possible, the same number of dice
from each group of dice with the same To Hit value.Where
an odd number exists, the firing player may choose which
odd dice is discarded. Linked Fire

Rules for Linked Fire Building the Initial Attack Dice for Linked Fire
• Only Models in the SAME Squadron can The number of AD available to a Linked Fire attack is
perform Linked Fire with their weapons. calculated in the following way:
• For a weapon to perform Linked Fire it must be
the same Type: Gunnery with Gunnery, Rockets • Take the Effective AD Value from ONE weapon
with Rockets, Torpedoes with Torpedoes, in the attack. This is the Lead Weapon Pool.
Bombs with Bombs, Ack Ack with Ack Ack and Place these dice to the side for now.
Concussion Charges with Concussion Charges. • Total the Effective AD of all other weapons
• Additionally, for Gunnery weapons, Primary in the attack: this is referred to as the
weapons can only perform Linked Fire with Linking Pool.
other Primary weapons and Secondary • Half (rounding up) of the Linking Pool AD and
weapons can only perform Linked Fire with then add these dice to the Lead Weapon Pool.
other Secondary weapons. • Add any further dice from conditions, Model
• ANY Model participating in a Linked Fire Assigned Rules and Tactical Action Cards, etc.
Attack is deemed an Attacking Model. • This is the Initial Attack Dice.

63
SECTION C4 – FIRING

3. Combined Fire 4. Indirect Fire (IDF)


Combined Fire allows Ordnance and Auxiliary Certain Ordnance may be eligible to fire at a
weapons to Pool their available Attack Dice (AD) into Target, even if it doesn’t have Line of Sight from the
a single, incredibly powerful Attack or Counter Attack weapon. This is achieved by using Indirect Fire and
against the SAME Target, and for Auxiliary weapons Spotting Models from the same Force. The following
to Pool their available Attack Dice against Rocket or conditions apply:
Torpedo Attacks when making a Defensive Counter
Attack. • A Model may only be the Target of Indirect
Combined Fire follows all the same rules as Linked Fire if it has one or more Spotted! Game
Fire as seen above. Markers (see Page 93) on it.
• The Target MUST be in the firing weapon’s Fire
Building Initial Attack Dice for Combined Fire Arc AND in Range, but any Obstructing Models
• Take the Effective AD Value from ALL weapons or Obstructing Terrain is ignored.
in the attack. This is the Lead Weapon Pool. • For every Spotted! Game Marker after the first
• Add any further dice from conditions, Model on a Target, any Indirect Fire against it gains
Assigned Rules and Tactical Action Cards, etc. +1 To Hit. This modifier ONLY ever applies to
• This is the Initial Attack Dice. Indirect Fire.
• Regardless of how well directed it is, Indirect
Important Note: This Firing Option is not available Fire may never have a better ‘To Hit’ roll than
normally and, as such, can only be used with specific 4+, as there is a limit to how accurate firing
Models, weapon systems, or MARs that explicitly state it is can be when a Model cannot see its Target.
an available option. ANY modifiers, be they excess Spotted! Game
Markers, Target Painter Hits, the Hunter
MAR or anything else that would improve an
Indirect Fire attack to hitting on 3+ or 2+ are
simply ignored!
• Squadrons may use the Indirect Fire option
with Standard, Linked, Combined and Area
Bombardment Firing Options, presuming that
these Firing Options were already available to
the weaponry used.
• The weapons in the table on Page 65 are
the only weapons that may fire INDIRECTLY
and are subject to the Range stipulations and
modifiers listed:

ABOVE: The Infantry are firing Ack Ack at the Scout Gyro. They
use Combined Fire, and are are treated as one combined entity, so
all of the Squadron is considered to be in range, even though some
parts of it are over 8" from the target.

RIGHT: The Bombards may fire on the Land Ship as it has been
Spotted by the Recon planes.

64
SECTION C4 – FIRING

5. Concentrated Bombing of 5 or (RED) 6, and may only ever Target the


This is an Attack made by models with Bomb Bays, Surface Height Level.
and may use the Standard, Linked, and Combined Firing • When performing an Area Bombardment, an
options, if they are available to the weaponry used. Initial Aiming Point is chosen within Range,
Fire Arc and Line of Sight (unless using Indirect
• It may only Target Models on Surface and Fire) of all weapons making the Attack.
Submerged Height levels • A Squadron may only have ONE Initial
• Shield Dice (see Page 100) may not be used Aiming Point, any weapons unable to reach
against Concentrated Bombing. the Initial Aiming Point cannot make an Area
• Dive Bomber Support Aircraft Wings are Bombardment this Activation.
ALWAYS considered to execute Concentrated
Bombing Attacks. A Small Effect Template must be placed, centred
• Any Concentrated Bombing Attack is on the Initial Aiming Point. Any other weapons in the
considered to have the Sub-Killer Model Attack place Small Effect Templates touching, but not
Assigned Rule. overlapping the Initial Small Effect Template, on a side
determined by the Random Direction Template.
Resolve ONE Area Bombardment Attack against any
Model on the Surface, fully or partly within the area
of a Small Effect Template, using the Initial Attack Dice
value of the firing weapon. If a Model is partially within
several Small Effect Templates, it is Hit by EACH Small
Effect Template independently.

• All Attacks made are resolved


SIMULTANEOUSLY.

ABOVE: Three Bombers are in range to Bomb the Land Ship using
Concentrated Bombing, but the fourth is not.

6. Area Bombardment
This special Firing Option is only open to a Model
with the Area Bombardment Model Assigned Rule.

• When making an Area Bombardment


attack, the Linked and Combined Firing
Options are unavailable; however Indirect
Fire may be available. ABOVE: The Sky Fortress is making an Area Bombardment
• Area Bombardment is considered to be an Attack of the tanks. Template 1 was placed first, and the others
Indiscriminate Attack, with a ‘To Hit’ Number randomly scattered from it.

IDF TABLE
Weapon Range Bands Available for IDF To Hit Modifier
Primary Gunnery (Not Bombard or Mortar) Range Bands 3 + 4 -2
Bombard Range Bands 2 + 3 + 4 -1
Mortar Range Bands 1 + 2 + 3 + 4 -1
IMPORTANT NOTE: This Table is only ever used for IDF firing options.

65
SECTION C5 – WEAPONS AND MUNITIONS

WEAPONS AND • All Primary Gunnery suffers a -1 To Hit


modifier if targeting a Model in Range Band 1
MUNITIONS unless a Model Assigned Rule applies.
• Primary Gunnery gains benefits in Line of
Dystopian Wars features a wide variety of different Sight (see Page 52).
weapons, the speed of their development greatly • Primary Gunnery can fire using the Indirect
accelerated as a result of the increase in scientific Fire Firing Option at Range Bands 3 and 4, and
research since the discovery of Element 270. will suffer a -2 ‘To Hit’ modifier when it does
The most powerful Weapons in a Force are designed so (see Page 65).
to destroy any enemy by direct action, while several
simpler Weapon systems are available to provide Secondary Gunnery Ordnance (S)
protection from particular types of threat. The relevant Secondary Weapons are typically, but not always
Profile will specify all of the weapons available to a smaller than Primary Weapons, and are often found as
particular Model. batteries of many smaller Weapons firing together. This
The classes of weapon found in Dystopian Wars high rate of fire makes up for the smaller guns, and
are: Primary Gunnery Ordnance, Secondary means they do not have the same difficulties tracking
Gunnery Ordnance, Tertiary Ordnance, and nearby targets, but also makes it impossible for most
Auxiliary Weapons. Secondary Weapons to fire indirectly.
Most Primary and Secondary Weapons are guns of Many of the more exotic Weapons tend to be
various sizes, and assorted exotic Weapons; whilst Secondary Weapons, as their nature either makes them
Tertiary Weapons are most often Rockets, Bombs, and travel in straight lines, so be unable to fire indirectly, or
Torpedoes. simply be impossible to aim accurately enough to do
Mines are not used for direct attacks in the same so effectively!
way as other Weapons, but do have many of the same Secondary Gunnery such as Broadsides, Fore/Aft
attributes as the other weapons. See Page 74 for Guns, and Port/Starboard Guns have no particular
more on Mines. rules or exceptions as standard but may be affected
by Model Assigned Rules (see Page 88) or Special
Primary Gunnery Ordnance (P) Munitions (see Page 72).
Primary Ordnance is normally the most powerful in
the Fleet and generally includes any Gunnery weapons Tertiary Ordnance (T)
greater than 10" in calibre. Because of their sheer size, All Tertiary Ordnance are unaffected by Hull Points
Primary weapons are normally found on larger vessels. (HP) lost by the Model.
These weapons typically have a slow rate of fire, Below we have the types of Weapons that are most
allowing each Salvo to be carefully directed by fire commonly found in the Tertiary Weapons bracket:
control from the bridge, or when the Model mounts a
particularly large weapon, orientating the whole vessel! Rocket Ordnance
This allows Primary weapons to fire over obstruction Rockets are steel tubes tipped with an explosive
better than other weapons, both when firing directly, or warhead that are propelled through the air at great
choosing to fire indirectly. However, it often struggles speed. Some Models carry a bank of Rockets that have
to effectively engage targets close in, as the firing a limited field of fire; others use Rocket Turrets but
solutions change so rapidly! most mount rockets in a single large, or several smaller
All Primary Gunnery Ordnance are governed by the Batteries.
following rules: Models can use Ack Ack to try and defend themselves
against Rockets. For more information see Page 62.
If an Attack with Rockets Hits the Target Model, any
Shield Generators (including Guardian Generators) no
longer use Exploding Dice and instead are treated as
using Heavy Dice.

66
SECTION C5 – WEAPONS AND MUNITIONS

Torpedo Ordnance Dive Bombers make the closest attack run of all, and
Torpedoes are self-propelled missiles that can only are rightly feared for their ability to ‘put a bomb in a
be used against Models in the water. Although normally pickle barrel’.
fired in a limited channel, a few ships mount flexible Bombs can be set to impact fuses, where their blasts
Torpedo Turrets. Support Aircraft Torpedo Bombers spread damage across a wide area, ideal for destroying
are also capable of launching these deadly weapons. a number of smaller targets, or use delayed fuses in a
Torpedoes are one of the few weapons capable of concentrated attack, allowing them to punch through
targeting a Submerged Model effectively: armour and shields for a devastating attack against a
single larger target.
• Torpedoes can ONLY Target Models occupying Bomb Ordnance is only used by Aerial Models with
the Water Major Surface (or other Water Bomb Bays, and by Support Aircraft Dive Bombers.
Terrain as identified in the Advanced Terrain Bombs always use the Concentrated Bombing
Section, see Page 110). Firing Option (see Page 64), except when Models
• Torpedoes can ONLY travel from Firer to with the Area Bombardment MAR choose the Area
Target through the Water Major Surface. Any Bombardment Firing Option (see Page 64).
other Terrain between the Firer and Target will
Obstruct Torpedoes.
• When Torpedo Ordnance from any Height OTHER WEAPONS
Level targets a Model occupying the Surface
Height Level, any intervening Models on the
Surface Height Level are always Obstructing Bombards
Models for determining Line of Sight, regardless Bombards are weapons capable of firing both
of their Size. Indirectly and Directly. Bombards are governed by the
• Torpedo Ordnance from any Height Level following universal rules:
targeted at Models occupying the Diving Height
Band draw Line of Sight as normal. • Bombards are identified by having Bombard in
• Torpedoes always have the Sub Killer Model the title.
Assigned Rule. • Bombards may be Primary, Secondary or
• Models can use Concussion Charges in a Tertiary weapons.
Defensive Counter Attack to try and defend • Bombards may choose to fire Indirectly at
themselves against Torpedoes (Page 62). Range Bands 2, 3, and 4.
• If an Attack with Torpedoes Hits the Target • When Firing Indirectly, Bombards may use any
Model, any Shield Generators (including viable Firing Options and suffer a -1 ‘To Hit’
Guardian Generators) no longer use Number modifier.
Exploding Dice and instead are treated as
using Heavy Dice. Mortars
Mortar Weapons are generally short ranged
Bomb Ordnance weapons designed solely to fire indirectly, and may
Bombs are canisters filled with explosive materials range from those carried by Infantry, all the way up to
and fitted with a detonator. Incendiary, Corrosive or huge Demolition Mortars designed to smash apart the
other more exotic contents are occasionally used, but toughest Fortifications and vessels.
the ruthless economics of war means the cheap and They are governed by the following special rules.
always useful explosive filling is the most common.
The descent of Bombs is controlled by gravity, • Mortars are identified by having Mortar in
aerodynamics, the skill of the Bomb aimer, and the title
sometimes a rudimentary drone system. Just like other • Mortars may fire Indirectly at all Range Bands,
weapons, they are harder to aim if used from high and have a -1 ‘To Hit’ modifier when doing so.
altitude, so accuracy increases if the bombers descend,
but so does the accuracy of any return fire.

67
SECTION C5 – WEAPONS AND MUNITIONS

SPECIALISED WEAPONS • Energy Weapons can sometimes replace


Conventional Gunnery mounted on a Model.
Specialised Weaponry is a category of weapon where If they do so, the Energy Weapons retain the
the creative innovation of inventors and scientists same Fire Arc as the Conventional Weapon
across the globe have been turned to create esoteric they replaced.
instruments of slaughter!
Specialised Weaponry are governed by the following Energy Blast
universal rules: Energy Blasts are governed by the following rules:

• Specialised Weaponry may only use Firing • Energy Blasts always use the Standard Fire
Options with other Specialised Weapons of the Option.
same Type. • Energy Blasts always use a ‘To Hit’ Number of
• Unlike other weapons, Specialised Weaponry is 4, 5 or (RED) 6 regardless of modifiers and
always permitted to use viable Firing Options are always considered to be Indiscriminate
with other Specialised Weaponry of the same Attacks.
type, enabling them to perform Firing Options • Energy Blasts may only Target Models on the
with a combination of Primary, Secondary, or Surface Height Level.
Tertiary Weapons.
An Energy Blast Weapon generates its Profile Attack
Energy Weaponry Dice each time it fires by rolling D6 equal to the
Energy Weaponry is governed by the following number of D6 listed in the Model’s Profile with the
special rules: total reduced by Damage as normal.
An Energy Blast Weapon places the Energy Template
• Energy Weaponry is identified as having centred on an enemy Model within Range and Line
Energy or Particle Accelerator in the title. of Sight. Any Model touched (even partially) by the
• All Energy Weaponry, whether Turret, Template is hit at full Attack Dice (AD) effect.
Broadside, Blast Weapon, or Particle Due to the incredible drain on power that comes
Accelerator have the Redoubtable Model from firing an Energy Blast, a Model may NOT activate
Assigned Rule. any Generator during an Activation in which it has
used an Energy Blast Weapon.

LEFT: The Time Dilation Orb fires its Energy Blast Weapon on an
encroaching Squadron of Terrier Tanks.

The Weapon’s Profile states the Attack has 3D6 AD Value, so the
Covenant player rolls 3D6 and add the total together each time the
Weapon fires.

In this case the score is 3+2+6=11AD!

This means that each Small Tank touched by the Energy Template
suffers an 11AD Attack which is Indiscriminate, hitting on a 4, 5 or
a (RED) 6.

68
SECTION C5 – WEAPONS AND MUNITIONS

ABOVE: The Covenant Prometheus Class Dreadnought lines up its Particle Accelerator and fires at the Britannian Cruisers and Battleship.
With a terrifying AD Spread of 14/12/8/6, the effects are bound to be catastrophic.

The Energy Template is placed touching the Dreadnought’s Weapon and a point is marked at the extremity of the Weapon’s Range (in this case
32" away!). The player then draws the line, moving the Template along it until it touches a Model. Resolving the Attack each time with the AD
Value listed in the Profile at that Range until the Template reaches its termination point.

In this case, the Tribal A is struck at Range Band 2 and suffers a 12AD Attack, Tribal B is struck at Range Band 3 and suffers an 8AD
Attack and the Battleship, despite straddling the Range Bands between Range Bands 3 and 4, is also struck by an 8AD Attack because
the Template itself is at Range Band 3 at the moment of impact.. Each Attack is Indiscriminate and hits on a 5 or (RED) 6 regardless of
other modifiers.

Particle Accelerators When a Particle Accelerator is fired, draw a straight


Particle Accelerators are governed by the following line that remains within the Weapon’s Fire Arc until
rules: the line reaches either the edge of the Tabletop or
moves into a Range Band where it has no Attack Dice
• Particle Accelerators always use the Standard listed. Place the Energy Template touching the firing
Fire Option. Model, with the centre of the Template on the line: this
• Particle Accelerators DO NOT declare an represents the massive blast of energy discharged by
Attack against any specific Model or Squadron, the Weapon.
and so no Counter Attacks are permitted. The Energy Template moves down the line, hitting
• Particle Accelerators only affects Models on each Model it touches in turn, resolving all Damage for
the same Height Level. each Model in order, until the line reaches either the
• Particle Accelerators use a ‘To Hit’ Number of edge of the Tabletop, moves into a Range Band where
5 or (RED) 6 regardless of the Height Level it has no Attack Dice listed, or any part of the Template
and are treated as Indiscriminate Attacks. makes contact with a piece of intervening Terrain with
• Due to the incredible drain on power that an Elevation Bonus: this represents the blast of
comes from firing a Particle Accelerator, a energy as it travels through its targets.
Model may NOT activate any Generator during The amount of AD rolled against each Target Model
an Activation in which it has used the Weapon. is determined by the Range Band the Target Model
occupies relative to the Firing Model.

69
SECTION C5 – WEAPONS AND MUNITIONS

Flamethrower Weaponry If the total number of Hits against a Target Model


Flamethrower Weaponry is governed by the equals or exceeds its Critical Rating, the Model still
following special rules: only loses ONE Hull Point, but receives ONE Raging
Fire Game Marker due to its Incendiary Munitions, and
• Flamethrower Weaponry is identified as having an additional D3 Raging Fire Game Markers, making the
Flamethrower in the title. total amount of Raging Fire Game Markers received
• Attacks from Flamethrowers do NOT cause D3+ONE.
Critical Hits, and instead use the Damage
mechanic noted below. Heat Weaponry
• Flamethrower Weaponry has the Deadly To Heat Weaponry is governed by the following special
Infantry and Redoubtable MARs. rules:
• Flamethrower Weaponry uses Incendiary and
Lethal Munitions. • Heat Weaponry is identified as having Heat in
• Flamethrower Weaponry may use either the the title.
Standard Fire, or Combined Fire Firing Options • Heat Weaponry uses the Incendiary and
with other Flamethrower Weaponry when Piercing Munitions Types.
performing an Attack. • Heat Weaponry always has the Redoubtable
• Flamethrower Weaponry may not target and Pinpoint Attack Model Assigned Rules.
Models occupying the Diving Height Band.
Tesla Weaponry
Flamethrower Weaponry does not cause normal Tesla Weaponry is governed by the following special
Damage to its target. If the total number of Hits rules:
against a Target Model equals or exceeds its Damage
Rating (DR), but not its Critical Rating (CR). the • Tesla Weaponry is identified as having Tesla or
target loses ONE Hull Point (HP) and receives ONE Speerschleuder in the title.
Raging Fire Game Marker due to its Incendiary • Tesla Weaponry uses Lethal Strike
Munitions as normal. Munitions.
• Tesla Weaponry has the Redoubtable Model
If the total number of Hits against a Target Model Assigned Rule.
equals or exceeds its Critical Rating, the Model still
only loses ONE Hull Point, but receives ONE Raging
Fire Game Marker due to its Incendiary Munitions, and
an additional ONE Raging Fire Game Marker, taking the
total amount of Raging Fire Game Markers received to
TWO.

Heavy Flamethrowers
Heavy Flamethrowers are simply larger, more
powerful Flamethrowers. This allows them to project
far more fuel onto a target, creating a larger fire that
will often overwhelm vessels.
Heavy Flamethrowers follow all the same rules as
regular Flamethrower Weaponry except that, if the
total number of Hits against a Target Model equals
or exceeds its Damage Rating, but not its Critical
Rating, the target loses ONE Hull Point and receives
ONE Raging Fire Game Marker due to its Incendiary
Munitions, and an additional ONE Raging Fire Game
Marker, taking the total amount of Raging Fire Game
Markers received to TWO.

70
SECTION C5 – WEAPONS AND MUNITIONS

Speerschleuder • Defensive Counter Attack Ack Ack used


If the number of Hits from ANY attack including a to defend against Rockets (see Page 62).
Speerschleuder equals or exceeds the Damage Rating • Aggressive Counter Attack Ack Ack used
(DR) of a Target Model, the Target gains a Lightning to Counter Attack Models in the Aerial Height
Rod Persistent Effect Game Marker. Band that have targeted the Model.
Any Attacks, in subsequent Activations, made by Tesla • Anti-Boarding Ack Ack used to defend
Weapons against a Target with one or more Lightning against an Aggressive Boarding Action from
Rod Persistent Effect Game Markers on it are resolved Models on the Surface or above Height Levels
as if the Tesla Weaponry had Devastating Munitions during the Boarding Segment (see Page 77).
equipped. • Ack Ack Attacks made by Support Aircraft
All Speerschleuders are considered to have the Sub both when executing Attack Runs and in
Killer and High Angle Model Assigned Rules. Dogfights (see Page 115).

Volley Guns Concussion Charges (CC)


Volley Guns are robust, rapid firing, high angle Packed with explosives these devices can be set to
weapons used by various nations to defend against explode on, or just below, the surface. The shock wave
both smaller surface targets and more importantly they produce is often deadly to any Submerged Model
flyers. or threat.
Volley Guns are governed by the following special All Concussive Charge Attacks directed towards
rules: Models are considered to have the Crushing Impact
and Sub Killer MARs.
• Volley Guns are identified as having Volley When used in the ways noted below, CC has a range
Gun in the title. of 8" unless otherwise specified below:
• Volley Guns have the High Angle and
Redoubtable Model Assigned Rules. • Concussion Charge Attacks against Models in
the Diving Height Band.
• Attacks against Surface Mines in an attempt
to remove the Mine in a Controlled
AUXILIARY WEAPONS Detonation (see Page 75).

Ack Ack (AA) When used in any of the below ways, CC has a range
Normally low-calibre, rapid firing and deployed in of 4" unless otherwise specified:
great numbers, Ack Ack can put a curtain of fire into
the sky that is capable of damaging or driving off any • Defensive Counter Attacks using
Aerial Model or threat. Concussion Charges used to defend against
When used in the ways noted below, AA has a range Torpedoes (see Page 62)
of 8" unless otherwise specified below: • Aggressive Counter Attack Concussion
Charges used to Counter Attack Models in
• Ack Ack used to Attack Models in the Aerial the Diving Height Band that have targeted the
Height Band. Model.
• Ack Ack used to mount an Interception • Anti-Boarding Concussion Charges can
Attack against Support Aircraft Squadrons be used to defend against an Aggressive
(see Page 115). Boarding Action from Models in Diving Height
• Ack Ack used to attack Air-Burst Mines Band during the Boarding Segment (see
in an attempt to remove the Mine in a Page 77).
Controlled Detonation (see Page 74).

When used in the ways noted below, AA has a range


of 4" unless otherwise specified:

71
SECTION C5 – WEAPONS AND MUNITIONS

SPECIAL MUNITIONS Corrosive


If the number of Hits from an Attack with Corrosive
Most weapons in the game use High Explosive Munitions equals or exceeds the Damage Rating (DR)
munitions, and this is often highly effective. However, of the Target Model, place ONE Corrosive Marker
certain factions and commanders make great use of on the target.
munitions with special effects. If the number of Hits equals or exceeds the
If a Model or weapon can be equipped with Special Critical Rating (CR) of the Target Model, place TWO
Munitions this will be listed in the Model’s Profile, or in Corrosive Markers on it.
a Faction’s Forces Guide.
If an Auxiliary weapon has one of these Munition Devastating
types, the effect of the Special Munitions also apply to Provided ALL weapons in the Attack have Devastating
any Counter Attack made with the Auxiliary weapon, Munitions, ANY (RED) 6 on the INITIAL roll from
where applicable. the Attack results in TWO D6 being rolled in the
Unless otherwise specified in order to benefit from Exploding Dice Step rather than just ONE. Any
the Special Munition rules below, the Lead Weapon subsequent (RED) 6s will result in ONE extra D6
used in an Attack must have the relevant Special as normal.
Munition.
Attacks using the Combined Fire Firing Option High Payload
require ALL weapons used in the Attack to have the ALL Hits from a High Payload will result in TWO
relevant Special Munition. successes. In cases where the Exploding Dice
mechanic is permitted a (RED) 6 will STILL result in
Concussive TWO successes AND a chance to roll the dice again.
If the number of Hits from an Attack with Concussive
Munitions equals or exceeds the Critical Rating (CR) Incendiary
of the Target Model, the target loses ONE additional If the number of Hits from an Attack with Incendiary
Assault Point (AP). Munitions equals or exceeds the Damage Rating (DR)
of the Target Model, place ONE Raging Fire Marker
on the target.

72
SECTION C5 – WEAPONS AND MUNITIONS

Weapons equipped with Incendiary Munitions Sturginium


are considered Flame Weapons for the purposes of If an Attack with Sturginium Munitions Hits the
Defensive MARs such as Flame Retardant Armour. Target Model, any Shield Generators (including
Guardian Generators) no longer use Exploding Dice
Lethal Strike and instead are treated as using Heavy Dice.
If the number of Hits from an Attack with Lethal
Strike Munitions equals or exceeds the Damage Limited Use Munitions
Rating (DR) of the Target Model, the target loses ONE Most Weapons have sufficient ammunition for the
additional Assault Point (AP). whole battle, but some Models, normally those carrying
very large weapon loads for their size, have Limited
Piercing Use Weapons. As the name implies, these weapons may
If the number of Hits from an Attack with Piercing only be used in a finite or limited fashion.
Munitions equals or exceeds the Damage Rating Limited Use Munitions are denoted by ‘Limited, X
(DR), but NOT the Critical Rating (CR), of the Target Number’ in brackets after the weapon name. Each
Model it will lose 1 Hull Point (HP), and then roll on time a Model with Limited Use Munitions has used the
the Critical Hit Table, for the Critical Hit Effect only, munition, place an Ordnance Away Game Marker
ignoring any HP Lost result. on the Model. When the Model has as many Ordnance
Away Markers as the ‘Number’ in the bracket, it may
Important Note: Any result of a 2 or 12 must be re- no longer use the Weapon.
rolled.
Magnetic Mines
If the number of Hits equals or exceeds the Critical This Mine Marker may be moved up to 2" in any
Rating (CR) then roll as normal for a Critical Hit. direction chosen by the controlling player during the
Weapons with the Piercing Munition Type CANNOT Drifting Step of the End Phase. This may allow the
use the Indirect Fire Firing Option. Mine to meet its Detonation Criteria immediately
(see Mines, Page 74).

73
SECTION C6 – MINES AND NODES

MINES • If an Armed Surface Mine is moved to within


1" of a Model occupying the Surface or
Mines are explosive devices often placed onto the Submerged Height Levels, it IMMEDIATELY
Surface of the Water or Land, or more unusually, at Detonates.
other Height Levels.They are triggered by the approach • Tiny Models DO NOT Detonate Surface Mines.
of a Model and can inflict great damage. Mines are
mainly unsophisticated devices, normally unable to Air Burst Mine Detonation Criteria
differentiate between friend and foe. As a result of this, • An Armed Air Burst Mine will detonate if a
their placement has to be carefully considered. Model occupying the Surface or Flying Height
Mines are represented on the Tabletop as Mine Levels moves, or is moved, to within 1" of the
Markers. Once placed, Mine Markers will remain in play centre of a Mine Marker.
until they are Detonated or Cleared. • If an Armed Air Burst Mine is moved to within
Any Model capable of laying Mines will have ‘Mines’ 1" of a Model occupying the Surface or Flying
listed in their Profile. The Attack Dice (AD) of Height Levels, it IMMEDIATELY Detonates.
the Mines are listed in the Range Band 1 section of • Tiny Models DO NOT Detonate Air Burst
a Model’s Profile. A Model’s Profile will also list how Mines.
many Mines it can place during an Activation.
Most Mines will use fairly standard munitions for its Surface Mine Detonation
payload; however certain types of Mine may be unusual When a Surface Mine Detonates, place the Large
and have additional effects. These will be listed as a Effect Template over the centre of the Detonating
Munitions Type in the Options Section of their Profile. Mine: all Models on the Surface or Submerged Height
Levels under the Template are hit by the ensuing
• A Model with Mines can place the listed explosion.
number of Mines in the Aft 90-degree Fire
Arc, within 2" of the rear of the Model during Air Burst Mine Detonation
any point of the Movement Segment of the When an Air Burst Mine Detonates, place the Large
Squadron Activation. Effect Template over the centre of the Detonating
• All measurement to Mines is to the centre of Mine: all Models on the Surface or Flying Height Levels
the Mine Marker. under the Template are hit by the ensuing explosion.
• A Mine may NOT be placed within 1" of any
other Model. General Detonation Effects
• A Mine may NOT be placed within 1" of any Mines use the Exploding Dice mechanic, and
other Mine Marker, unless a Squadron is require a 4, 5, or (RED) 6.
Linking Mines (see below). Roll ONCE for each Mine and apply the hits to ALL
• When a Mine is placed, place a Mine Marker to affected Models hit by the explosion.
show its position.
• Mines become Armed only at the END of the • ALL Mine Explosions are resolved separately.
Activation of the Squadron that placed them. • ALL Mine Explosions are Indiscriminate
• A Model may not place Mines and drop Bombs Attacks!
in the same Activation. • If a Mine explodes, remove the Mine Marker
that was representing it.
Detonating a Mine
An Armed Mine will explode when its Detonation If an Armed Mine Marker is under a Large Effect
Criteria are met. The Detonation Criteria will differ Template placed due to a Mine Explosion, roll a D6:
depending on the type of Mine deployed. on a (BLACK) 5 or 6, the Mine Marker Detonates,
regardless of which Force dropped it. This can result in
Surface Mine Detonation Criteria a cascade of Detonating Mines, so be careful how you
• An Armed Surface Mine will Detonate if a place them on the Tabletop!
Model occupying the Surface or Submerged
Height Levels moves, or is moved, to within 1"
of the centre of a Mine Marker.

74
SECTION C6 – MINES AND NODES

Clearing Mines During the Auxiliary Weapon Step this weapon


If a Model is within 8" of the centre of a Mine Marker, places a Node Marker within Line of Sight and in the
it can attempt to remove the Mine in a Controlled Range Bands indicated by an X in the Model’s Profile. It
Detonation Attack. Surface Mines may only be attacked may only be used if the Model is occupying the Surface
by Concussion Charges and Air Burst Mines may only or Flying Height Levels.
be attacked by Ack Ack. This Attack is declared and The Marker may NOT be placed in contact with a
resolved using any applicable Firing Options, in the Model or Mine Marker. Once the Marker is placed, the
Firing Segment as normal and uses the following Generator listed in the brackets of the Node Projector
‘To Hit’ Numbers modified by any applicable Model controlled by the Parent Model activates (even if this
Assigned Rules: would mean it does so out of sequence), channelling the
power of the Generator though the Node.
• A 4, 5 or (RED) 6 is required for a Hit. All Models touched by a Large Effect Template,
placed over the centre of the Marker, are considered
If the number of Hits equals, or exceeds, the Mine’s to have been attacked by the Generator Type listed in
Attack Dice (AD) Value, the Mine Marker is removed the brackets.
from play without Detonating. If the Mine Marker is The Generator Type must roll separately for each
NOT removed it DOES NOT take any Damage from affected Model to ascertain if it has been successfully
the Controlled Detonation Attack. targeted, using the rules listed in the stated Generator
entry. Unless otherwise stated in the individual
Linking Mines Generator entry, the Generator affects Models
To create a Linked Mine, a Squadron places several occupying all Height Levels.
Mine Markers in the same location during the same A Model may only use their Node Projector if the
Activation. The Mine Markers are stacked on top of on-board Generator of the same type is functional.The
each other, and become a Linked Mine. This is the use of the Node counts as the Offensive Generator’s
ONLY way a Linked Mine can be created. Activation for the Game Turn.
When a Linked Mine Detonates, calculate the AD Once all Generator attacks have been resolved, the
using the Linked Fire mechanic (see Firing Options Node Marker is removed from play.
on Page 115) with all the Mines in the stack.
Unless a specific condition applies, a Linked Mine
may not be MOVED for any reason.

Important Note: When attempting to clear a Linked


Mine, total the amount of hits rolled during a Controlled
Detonation Attack and compare these hits to the AD Value
of the Mine Markers that make up a Linked Mine. For every
multiple of the Mine Markers AD Value scored, remove ONE
Mine Marker from the Linked Mine. Commodore Roger
Barnes-Thorpe

Node Projector
Nodes are one use devices that allow Generators
to project their effects to much great ranges than
normally possible. They do so by placing a Node at
some distance from the Model using the Generator,
and then channelling the effect of the Generator
through the Node.

75
SECTION C7 – THE BOARDING SEGMENT

BOARDING ACTION SEGMENT A Model may only ever nominate ONE Target Model
to be the subject of a Boarding Action during the
In a Boarding Action, marines, often equipped with Boarding Segment of its Activation.
rocket packs to leap aboard, can cause severe damage
to an enemy Model. In some cases they are even able Boarding Procedure
to overwhelm the Model’s defences completely and The Boarding Action Segment has SIX steps,
take it as a Prize. which are resolved in the following order:
Most Models have some marines on board,
represented by an appropriate Assault Points (AP) 1. Nominate Targets and Assault Groups
value in their Profile. Unlike other Models, the AP 2. Anti-Boarding Declarations
values of Robots do not represent a complement of 3. Anti-Boarding Fire
marines; instead, it is their physical form allowing them 4. Close Quarters Battle (CQB)
to inflict damage to an enemy Model when close. 5. Determine the Victor!
A Non-Robotic Model’s Assault Point value can 6. Boarding Consolidation
be reduced due to Boarding Actions, certain types
of Damage, or if the Model places marines on board 1. Nominate Targets and Assault Groups
another Model as a Prize Crew or Salvage Crew. During this Step, a Model must announce the
A Model reduced to 0 Assault Points cannot initiate intention to execute a Boarding Action during the
any Boarding Actions and is very vulnerable, as its crew Phase. ALL Models initiating a Boarding Action in
lack the specialists needed to fight off enemy boarding the current Squadron Activation MUST nominate
parties. the Target Model they are planning to board before
ANY Boarding Action can be resolved across affected
Boarding Action Limitations Squadrons.
During boarding, the parties involved are divided Each Initiating Model MUST then state how many
into two key elements: the Target Model and the Assault Personnel (AP) they are planning to
Initiating Model (or Models in the case of grouped commit from their Model’s current AP to the assault:
boarding actions!). this is called the Model’s Assault Group. A Model may
A Boarding Action CANNOT be attempted in the only ever create ONE Assault Group in the Phase and
following circumstances: it must comprise of at least 1 AP.

• An Initiating Non-Robot Model fired ANY Important Note: An Initiating Model is not compelled to
Primary, Secondary, Tertiary or Auxiliary allocate their entire Assault Personnel (AP) to their Attack
weapons at the Target Model during the Group.
current Squadron Activation.
• The Models are out of range! A Boarding Action can be made against a valid Target
• The Initiating Model is Disordered. Model within 4". Measurement for any Boarding
• An Initiating Model suffered Damage as a result Action is taken from the closest point on the Initiating
of a Collision during the current Game Turn. Model or its base to the closest point on the Target
• The Target Model is a Support Aircraft Model or base.
Squadron.
• An Initiating Model is TWO or more Height • Line of Sight is NOT required to make a
Levels away from the Target Model. Boarding Action. Obstructing Terrain has no
• Either Target or Initiating Models occupy effect.
the Diving Height Band, unless a Model
Assigned Rule applies. The Two Types of Boarding Action are:

• Friendly Boarding Actions


• Aggressive Boarding Actions

76
SECTION C7 – THE BOARDING SEGMENT

Friendly Boarding Actions Important Note: A Salvaged or Prized Model uses


Efforts to Repair or Re-crew a friendly Model. These the Ack Ack or Concussive Charges statistic of the Model,
are further sub-divided into TWO types: modified by the damage sustained on the Model, when
defending against an incoming Boarding Action.
• Repair Boarding Actions (see Repair
Function on Page 130). Members of the Model’s Squadron or Combat
• Re-Crew Boarding Actions: Models within Patrols (see Page 126) measure their Range to the
a Squadron may elect to initiate a Boarding Target Model to ascertain whether or not they can
Action against another member of the perform Linked/Combined Anti-Boarding Fire.
Squadron, using their Attack Group to Re- Models must be within 4" of the Target Model to
Crew the Target Model. The Initiating Model assist in the Anti-Boarding Fire action. Unless otherwise
loses the AP from their Attack Group and the stated, the other members of the Squadron MUST use
Target Model gains the AP. No Model may the Linked Fire Firing Option and the Target Model
exceed its starting AP value and the Target MUST Lead the Anti-Boarding Fire action.
Model retains its Crew Type.
Important Note: Players should remember that a
Important Note: A Squadron that initiates a Re- Model may NOT provide Supporting Fire to defend another
Crewing Boarding Action may NOT attempt any other form Model if they are themselves targets of a Boarding Action.
of Boarding Action during the Activation.
3. Anti-Boarding Fire
Aggressive Boarding Actions During this Step, the Target Model resolves their
These are an attempt to Sabotage, Derelict, Salvage allocated Anti-Boarding Fire determined in the Step
or Prize an enemy Model. above.
If a Target Model is targeted by more than one enemy Roll the allocated Anti-Boarding Fire against the
Assault Group during the current Squadron Activation, incoming Assault Groups, noting losses to the Initiating
the forthcoming Boarding Action is resolved as a Joint Models’ Assault Personnel (AP). Anti-Boarding Fire is
Assault with the defenders battling against two or resolved against Assault Groups in any order chosen
more groups of attackers! by the Target Model.
Anti-Boarding Fire rolls a number of D6 equal to the
2. Anti-Boarding Declarations weapon’s Attack Dice (AD), taking into account Firing
With the enemy marines already in the air and Options, Damage Reduction and Collisions, where
soaring towards their targets, the defensive systems appropriate.
on-board the assaulted Models kick in, filling the air Anti-Boarding Fire uses the Exploding (RED) Dice
with small calibre weaponry, debilitating concussive mechanic and has the following To Hit numbers against
blasts or some other inventive form of defensive any Boarding Action, modified by any Model Assigned
counter-measure devised by the Nations. Rules that may apply.
When using any form of Anti-Boarding Fire against an
Aggressive Boarding Action, all Anti-Boarding Fire must • A 5 or (RED) 6 is required To Hit.
be allocated to one or more of the Assault Groups
attempting the Aggressive Boarding Action BEFORE Anti-Boarding Fire Damage
any dice are rolled. Each Assault Group can only be the Any non-Robot Initiating Model will lose 1 Assault
target of ONE Anti-Boarding Fire Action. Point (AP) per Hit from Anti-Boarding Fire. Any lost
If targeted by an Aggressive Boarding Action a Model Assault Points from Assault Groups are removed
MUST attempt to defend itself and may ONLY allocate IMMEDIATELY, are no longer involved in the Boarding
Anti-Boarding Fire to Assault Groups targeting it. Action and must be noted near the Model.
If one or more Initiating Models in the Boarding
Action are in the Diving Height Band, the Target Model Important Note: Should the Anti-Boarding Fire
must allocate their Concussion Charges (CC) to generate more Hits than the Assault Group it was directed
defend themselves. In all other instances, Ack Ack (AA) against, the excess is lost and does not carry on to other
is used. Assault Groups taking part in the same action.

77
SECTION C7 – THE BOARDING SEGMENT

4. Close Quarters Battle (CQB) Once allocation is done, SIMULTANEOUSLY resolve


With the attacking marines on-board the target each Boarding Action between the Target Model’s
and running amok against the line-crew, it falls to the Assault Groups and the Initiating Model’s Assault
troops on-board to muster a defence in order to repel Groups.
the boarders. The number of Assault Points in each Attack Group
The remaining Assault Groups from the Initiating is then converted into Attack Dice (AD) which in turn
Models that have survived the Anti-Boarding Fire are may be modified by any Model Assigned Rules (MARs)
now considered to have reached the enemy Model and that may apply.
proceed to engage the defenders in Close Quarters The Attack Dice for all parties are dependent on the
Battle. Crew Type on the relevant Models involved.
It now falls to the Target Model to create its own Each Hit will cause the opposing non-Robot Model’s
Assault Group(s) to repel the enemy by allocating from Assault Group (and by extension the Model itself) to
its own current Assault Point (AP) value. If only one lose 1 Assault Point. This reflects casualties to any
Initiating Assault Group is on board, the Target Model marine complement, either attackers or defenders.The
allocates its entire AP value into one defending Assault total number of AP lost from each Model is noted to
Group. provide a total for each side in the engagement.
If more than one Initiating Assault Group is on The ‘To Hit’ Numbers required to Hit in an Aggressive
board, the Target Model creates one or more Assault Boarding Action are determined by the Crew Types
Groups that are individually assigned to engage a involved, below is a summary table of the available
specific Initiating Assault Group. The total amount Crew Types, with full details opposite.
of Assault Points (AP) allocated into these multiple
Assault Groups MUST not exceed the total amount of Important Note: Should the Attack Dice rolled by the
Defending Assault Points available. ALL of the Assault Target Model generate more Hits than the Assault Group it
Points on the Model MUST be allocated to at least was directed against, the excess is lost and does not carry
one of their own created Assault Groups; the marines on to other Assault Groups taking part in the same action.
on board are not going to just stand aside while the The Initiating Models are not governed by this limitation
enemy’s about after all! as it is assumed their forces are able to use the victory to
run amok onboard the enemy Model, striking in ambush
Important Note: In some cases the Target Model may against additional Target Model Assault Groups who are
wish (or be forced) to allocate their AP against just a single sworn to defend key positions on-board.
Initiating Assault Group, even if there are more than one
Initiating Assault Groups on board.

CLOSE QUARTERS BATTLE ‘TO HIT’ TABLE


Initiates a Boarding Assault Defends Against a Boarding
Crew Type
To Hit Number Assault To Hit Number

Elite 3, 4, 5, (RED) 6 3, 4, 5, (RED) 6

Aggressive 3, 4, 5, (RED) 6 4, 5, (RED) 6


3, 4, 5, (RED) 6 3, 4, 5, (RED) 6
Reckless Opposing Model gains a +1 Hit Opposing Model gains a +1 Hit
Modifier Modifier
Regular 4, 5, (RED) 6 4, 5, (RED) 6
Stoic 4, 5, (RED) 6 3, 4, 5, (RED) 6
Defensive 5, (RED) 6 4, 5, (RED) 6
Conscripted 5, (RED) 6 5, (RED) 6
Non-Combatant (RED) 6 (RED) 6

78
SECTION C7 – THE BOARDING SEGMENT

5. Determine the Victor! Sabotage


Determine whether the Target Model has Routed A Sabotaged Model IMMEDIATELY suffers a Critical
the Attack, Repelled the Attack, has suffered a Hit and the Attacker must roll on the Critical Hit
Sabotage result or if the boarders were Victorious! Table. This roll occurs AFTER the Attackers have
Once all Boarding Action Attack Dice have been left the Sabotaged Model during the Boarding
rolled, compare the number of AP Hits inflicted by Consolidation Step.
both sides (not including excess Hits that were lost)
and consult the Boarding Success table on Page 80:

CREW TYPES Reckless


Every faction has its share of headstrong and gung-
Each Profile in Dystopian Wars includes a Crew Type ho individuals keen to cause havoc amongst their foes.
entry taken from the following list: Such troops are difficult to control however, and are
often simply unleashed upon the enemy!
Elite
This Crew Type represents the very best each faction Defensive
can offer as regards close combat troopers. Not all Assault Crews are capable of launching
cohesive assaults and this Crew Type is designed to
Aggressive represent those who favour a more passive engagement
Some factions are predisposed to aggressive and hard style.
hitting boarding assaults.These troopers epitomise this
ethos in their attitude. Conscripts
These Assault Personnel represent the poorly trained
Stoic elements of assault cadres. Whilst not as gifted in their
These troops are dogged defenders, capable of ability to inflict damage, they often make up for this
fighting on against all odds under relentless enemy shortfall with pure numbers!
assaults.
Non-Combatant
Regular The general Merchant Seaman is not equipped
This Crew Type represents the standard Assault or trained to engage the enemy in the terrifying and
Personnel tasked with combat actions in the world of often fatal Dystopian World. This Crew Type is most
Dystopian Wars. commonly given to Crew who would prefer never to
get involved in a Boarding Assault if they can help it!

79
SECTION C7 – THE BOARDING SEGMENT

RESULT EFFECT DESCRIPTION


The Target Model may make an out-of-
sequence Ack Ack/Concussive Charge
Anti-Boarding Fire Attack (depending on
the nature of the boarding action) against
Defender rolls more hits and the Attacker’s Assault Personnel remnants
Attack Routed
the Defender's AP is not wiped out. as they attempt to escape the Model.

Important Note: ONLY the Target Model


may engage in this attack. Other Squadron
Members or Combat Patrols may NOT.

Both Attacker and Defender roll the The Initiating Model's AP remnants return
Attack
same number of Hits but the Defender’s to their Models without further penalty,
Repelled
AP is not wiped out. using the smoke and confusion to escape.

The Attacker’s AP places explosive charges


on-board the Model and return to their
Attacker rolls more hits, but does Model in the chaos of the resulting
not wipe out the Defender's AP. explosion, if any survived!
Sabotage *
OR
The Target Model suffers a Critical Hit and
Both sides have been wiped out. where relevant, the Attacker must roll on
the Critical Hit Table applying any damage
and effects immediately.

The Attacker AP on-board may Prize


the Model if able. The Model takes a
Prized Game Marker.
Only Capital Non-Robot Models may be
taken as a Prize/Salvage.

OR

Defender AP is wiped out and The Attacker may choose to downgrade


Victorious!
Attacker AP remains. this result to a Sabotage Effect* see above.

OR

The Attacker may leave the Model as a


Derelict is they wish to. The Model takes a
Derelict Game Marker. Derelict Models
with an Initial HP of 2 or less are
removed from play.

80
SECTION C7 – THE BOARDING SEGMENT

Prize Models taken as a Salvaged Model.The size of any Salvage Crew


ANY Model that initiated an Aggressive Boarding on a Model must be clearly shown.
Action that resulted in the Target Model being able to A Model MUST contribute any Salvage Crew
be taken as a Prize, can allocate an amount of their immediately after the Aggressive Boarding Action has
current Assault Group to form a Prize Crew before been won and CANNOT do so in any subsequent
returning to their Parent Model and re-joining its AP- Squadron Activation. Should a Salvaged Model be
contingent. subject to an Aggressive Boarding Action, the Salvage
A Model’s Assault Group value is reduced by 1 Crew may use the re-captured Model’s Auxiliary
for each 1 point of Prize Crew they supply to the Weapons as part of an Anti-Boarding Fire Action.
Model being taken as a Prize. The size of any Prize A Salvaged Model is effectively Lost and CANNOT
Crew on a Model must be clearly shown. A Model perform ANY Actions in the game, other than
MUST contribute any Prize Crew during the Boarding compulsory Drift movement, unless a specific condition
Consolidation Step and CANNOT do so in any or Model Assigned Rule applies.
subsequent Squadron Activation. However, a Salvaged Model CAN be the subject of an
A Prize Model is effectively Lost and (unless Aggressive Boarding Action in an attempt to re-capture
otherwise stated) CANNOT perform ANY Actions the Model by the opposing fleet in an attempt to Prize
in the Activation Segment of the game, other than the Model again!
compulsory Drift movement, unless a specific condition If, for any reason, a Salvage Crew is reduced to 0,
or Model Assigned Rule applies. without the previous Prizing player placing a Prize Crew
However, a Prize Model CAN be the subject of a on-board, the Salvage Model automatically becomes a
later Aggressive Boarding Action in an attempt to re- Derelict Model.
capture the Model by the opposing fleet in an attempt
to Salvage the Model instead. Should a Prize Model Prize/Salvage Crews and Crew Type
be subject to an Aggressive Boarding Action, the Prize All Prize and Salvage Crews are considered to be the
Crew may use the captured Model’s Auxiliary Weapons Regular Crew Type.
as part of an Anti-Boarding Fire Action.
If, for any reason, a Prize Crew is reduced to 0, Derelict Models
without the original owner placing a Salvage Crew A Derelict Model is effectively Lost and CANNOT
on-board, the Prize Model automatically becomes a perform ANY Actions in the game, other than
Derelict Model. the compulsory Drift movement. It CANNOT be
the subject of ANY further Boarding Actions and
Important Note:The size of any Prize/Salvage Crew CANNOT be taken as a Prize or as a Salvage Model
may never exceed the Prized Model’s Initial Assault later in the game.
Points (there just isn’t the space to hold more!) and is used In the End Phase, a Derelict Model will automatically
as the current Assault Point value of the Model during lose ONE point of HP and CANNOT execute any
any attempt to re-capture the Model. Repair Actions.

Salvaged Models 6. Boarding Consolidation


A Model that had been taken as a Prize by the enemy Derelicts, Salvaged Models and Prize Models affect
may be taken later in the game as part of a Boarding players’ Victory Points Totals and so need to recorded
Action by the previous owner’s fleet. A successful in this Step.
boarding action that wipes out the Prize Crew will Models that have been taken as a Prize or as Salvage
allow the boarding Models to deploy a Salvage Crew should be clearly marked with the appropriate Game
on-board, or may force the boarders to leave the Marker and their Crew Numbers must be clearly
Model as a Derelict. shown.
The Aggressive Boarding Action resolves normally
with the Attacker and Defender functioning as above, Robots and the Boarding Phase
except the Attacker does not Prize their own Model, For more information on how Robots interact in
rather they Salvage it instead. this Segment, see the Robot Designation Section
A Model’s Assault Point value is reduced by 1 for on Page 120.
each 1 Salvage Crew they supply to the Model being

81
SECTION C7 – THE BOARDING SEGMENT

EXAMPLE 1: A Squadron of three Prussian Uhlan Class Cruisers


EXAMPLE 1:
(A+B+C) announce an Aggressive Boarding Action against
a Squadron of three Britannian Tribal Class Cruisers (X+Y+Z), of
which Tribal Z is heavily Damaged having taken 3 points of Damage
earlier in the game.
Two of the Prussian Cruisers B+C each have 5AP available and
the remaining Uhlan A, having suffered a Hard Pounding Critical
Hit previously, has only 3AP available.
The Uhlan Cruiser B builds its Assault Group with 4AP (leaving
1AP on-board). The Uhlan Cruiser C builds its Assault Group with
4AP (leaving 1AP on-board).The damaged Uhlan Cruiser A throws
caution to the wind and allocates all 3 of its remaining AP to its
Assault Group.The Prussian Player now nominates the targets of the
upcoming Aggressive Boarding Actions.
Tribal Y has two Assault Groups allocated towards it from Uhlan
A+B (4AP from one Uhlan and 3AP from the damaged Uhlan) –
this forms a Joint Assault.Tribal X has one Assault Group allocated
towards it from Uhlan C (4AP from the remaining undamaged
Uhlan). The third heavily damaged Tribal Z has no Assault Group
allocated towards it. EXAMPLE 2:

EXAMPLE 2: Tribal Y has two Assault Groups allocated towards it


(5AP from one Uhlan and 3AP from the Damaged Uhlan)
Tribal X has one Assault Group allocated towards it (5AP from
the remaining undamaged Uhlan).
The heavily Damaged Tribal Z has no Assault Groups allocated
towards it and is within 4" of the Tribal Y, so is free to add its
Supporting Fire to the Linking Pool for Tribal Y.
Tribal Y MUST defend itself with its Ack Ack pool of 4 (3 of its
own Ack Ack and +1 from the Supporting Tribal Z) which it chooses
to allocate 2AD worth of Anti-Boarding Ack Ack at the larger
Assault Group of 4, and 2AD to the smaller incoming Assault Group
of 3.
The Tribal X MUST also defend itself and so allocates its 3 Ack
Ack to the incoming Assault Group from Uhlan C.

EXAMPLE 3: EXAMPLE 3: Tribal Y allocated 2 Ack Ack against the Uhlan B


Assault Group and has 2 Ack Ack allocated to Uhlan A’s Assault
Group.
Rolling the 2AD against Uhlan B, the Tribal scores 4, 5 = 1 Hit!
This reduces the Assault Points of the Uhlan B by 1 and means
the Uhlan has managed to get on-board the Tribal Y with 3 Assault
Points remaining in their Assault Group.
Rolling 2AD against Uhlan A, the Tribal scores 2, 6, 6, 5 = 5 Hits!
This reduces the Assault Points of the Damaged Uhlan A by just 3,
as all the remaining AP directed towards the Tribal was eliminated!
The excess hits are LOST.
Tribal X allocated its own 3 Ack Ack against the Uhlan C Assault
Group.
Rolling the 3D6, the Tribal scores 1, 3, 6, 4 = 2 Hits!
This reduces the Assault Points of the Uhlan C by 2 and means the
Uhlan has managed to get on-board the Tribal with 2 Assault Points
remaining in its Assault Group.

82
SECTION C7 – THE BOARDING SEGMENT

EXAMPLE 4: EXAMPLE 5:

EXAMPLE 4: Uhlan A did not reach the Tribal Y with any Assault EXAMPLE 5: Uhlan B scored 5 Hits and Tribal Y scored
Points remaining in its Assault Group. 3 Hits.
Uhlan B managed to reach Tribal Y with 3 Assault Points Tribal Y’s starting AP has been eliminated and the Uhlan B has
remaining in their Assault Group! 1 AP from its Assault Group remaining on-board the Tribal!
Uhlan C managed to reach Tribal X with 2 Assault Points This causes a Victorious! result and the Tribal’s fate is in the
remaining in their Assault Group! Prussian player’s hands. They can choose to Prize the Model with
Given the Assault Group from Uhlan A was wiped out, the AP of the remaining 1 AP, Sabotage the Model, or simply foul its systems
Tribal Y creates a single Assault Group with their entire AP, giving and leave it as a Derelict to drift until it eventually sinks.
them an Assault Group of 5 with which to try to beat back the Uhlan C scored 1 Hit and Tribal Y scored 2 Hits. Tribal X has
Prussians. 4 AP remaining and the Uhlan C has 1 AP remaining!
Both players now roll their Attack Dice. Neither Model is subject This causes an Attacker Routed result, forcing the remaining
to any Model Assigned Rules, but the Prussian Uhlan DOES have 1 AP from the Prussian Assault Group to flee, through the vengeful
Aggressive as its Crew Type which means they cause a hit on a Defensive Fire of the Tribal once more!
3+ with their Close Quarters Battle dice when it initiates an
Aggressive Boarding Assault (See Page 79).
Uhlan B Attack Group rolls 4, 6, 3... then 4 = 5 Hits. Tribal Y
Attack Group rolls 1, 2, 2, 4, 5 = 2 Hits. This means that the Tribal’s IN CONCLUSION: Following the boarding assault,
starting 5 AP has been eliminated and the Uhlan has 1 AP remaining! the Prussian player elects to Prize the defeated Tribal.
This modifies the Prussian Victory Points Total by
Uhlan C has managed to get on-board the second Tribal with +160pts, as the Tribal Class Cruiser costs 80pts.
3 Assault Points remaining. Should the Prussian player have elected to make the
Tribal X creates a single Assault Group with their entire AP, Tribal Derelict, the Prussian Victory Points Total increases
giving them an Assault Group of 5. by +80pts.
Both players now roll their Attack Dice. Neither Model is subject Given that the Prussian player has chosen to Prize
to any Model Assigned Rules, but the Prussian Uhlan DOES have the Model, should the Brittanian player later capture
Aggressive as its Crew Type which means they cause a hit on a 3+ back the Tribal and place a Salvage Crew on-board, the
with their Close Quarters Battle dice when it initiates a Boarding Prussian player’s Victory Points Total would change to
Assault (See Page 79). just +40pts rather than the +160pts it is when Prized!
Uhlan C Attack Group rolls 1, 2, 4 = 1 Hit.Tribal X Attack Group
rolls 1, 2, 2, 4, 5 = 2 Hits. This means that the Tribal X has 4 AP
remaining and has 1 AP remaining!

83
SECTION C8 – THE END PHASE

THE END PHASE This Step is divided into TWO parts that must be
resolved in the following order, starting with Critical
The End Phase of the Game Turn is used to tidy up Repairs and then Persistent Effects Repairs.
and prepare for the next.
The End Phase has SIX Steps, which are performed 2.1: Critical Repair Tests
in the following order. Players MUST roll separately for each Critical
Effect Game Marker that they are attempting to
1. Perform any Compulsory Actions repair, and can only attempt to repair each Critical
2. Execute any Damage Repairs Effect Game Marker once per turn.
3. Persistent Damage Unless otherwise stated by a Model Assigned Rule,
4. Restore Order roll a D6 for each Critical Repair attempt and consult
5. Check for End of Game the table below:
6. End Phase Consolidation
D6 EFFECT
RESULT
1. Compulsory Actions 1, 2, 3 Critical Hit Effect Marker Remains
Compulsory Actions are executed in the following 4, 5, 6 Critical Hit Effect Marker Removed
order:
Important Note: It is not possible to repair Hull
• Derelict Models lose 1 Hull Point (HP) Point (HP) damage with a Damage Repair roll, just the
Critical Hit effect.
Important Note: Salvaged and Prized Models do
NOT lose HP. 2.2: Persistent Effects Repair Tests
Following any Critical Repair Tests, players MUST roll
ALL Derelict, Prize, and Salvaged Models Drift: separately for each Persistent Effect Game Marker
moving directly forward a number of inches equal to that they are attempting to repair, and can only attempt
their listed Minimum Move value. ALL Drifting Models to repair each Persistent Effect Marker once per turn.
are resolved in the current Order of Initiative. Unless otherwise stated by an Assigned Rule, roll
Without a crew to keep them in the air, all Derelict a D6 for each Persistent Effect Repair attempt and
Aerial Models Crash once they have made their consult the table below:
Drift Move. The Crashing Model falls out of the sky,
and resolves a Ram Action against any Model on the D6 EFFECT
Surface Height Level in base contact with it when it RESULT
Crashes. After Crashing, the Model is Scrapped. 1, 2, 3 Persistent Effect Marker Remains
4, 5, 6 Persistent Effect Marker Removed
Important Note: Derelict, Salvaged and Prized
Models are still moved by their original owners.
3. Persistent Damage
2. Damage Repairs Game Markers are used to indicate both Damage and
Players MUST attempt to repair any Damage key information. Some may be time-bound, some may
Effect Game Markers that have been inflicted upon be repairable and others are more permanent in nature
Models which are not a Derelict by making a Damage such as loss of Hull Points, Assault Points, etc. During
Repair Test. the Persistent Damage Step, Players should ensure that
every Model has the correct Game Markers placed
Important Note: Salvaged and Prized Models may next to them on the Tabletop. Any Game Markers that
also attempt Repair Attempts. This becomes especially are no longer relevant should be removed.
important should the Model be affected by Persistent
Effects such as Corrosion or Raging Fires.

84
SECTION C8 – THE END PHASE

Raging Fires (MFV) in Victory Points, the Game ENDS at this point
If a Model has a Raging Fire Marker on it at this and the players refer to the chart at the bottom of this
point, the Model immediately loses 1 Assault Point page:
(AP) for each Raging Fire Marker on the Model. Should
a Model (including Derelicts) with 0AP suffer the effects Important Note: Players who DON’T keep running
of further AP loss due to a Raging Fire, it loses 1 Hull totals are very likely to slow the game down considerably
Point (HP) instead as the fire spreads to affect hull at this point as one or more players have failed to keep
integrity. adequate records whereas others have. In the interests of
faster gameplay and good manners, we would encourage
Corrosion players to ALWAYS keep a running total of their own Victory
If a Model has a Corrosion Marker on it at this point, Points scored!
the Model immediately loses 1 Hull Point for each
Corrosion Marker on the Model. Victory Points (VP) Awarded:

4. Restore Order • Double VP For Any Prized Models.


At the start of this Step, if a Squadron is Disordered, • Half VP For Any Salvaged Models. *
it MUST roll a D3 with the resulting number being • Full VP For Any Lost Models.
removed, in any combination, from the Squadron’s • Full VP for All played TAC Cards in your
Assault Points or Hull Points. The owning player opponent’s Scrapyard.
may choose how this is divided across the Squadron • Full VP for any Strategic Objective or
as desired and must ensure all losses are correctly other scenario-based achievement.
recorded. • +25VPs for any Ace shot down in a Duel.
After which, Disordered Squadrons remove their
Disordered Game Marker. * Players should remember that all numbers in
Dystopian Wars are rounded up, so should a Model
Important Note: A Disordered Squadron that suffers cost end in a 5, the Half VP awarded for the Model is
casualties as a result of Disorder Damage does NOT rounded up too!
need to take a further Disorder Test, as they are already
Disordered at the time Damage is assigned. 6. End Phase Consolidation
Assuming no player has achieved Victory, players
5. End of Game should remove the Activation Markers from their
Players should keep a running total of their Squadrons and prepare themselves for another Game
accumulated Victory Points. At this point in the End Turn!
Phase, both players must check these totals against
their Victory Conditions detailed in their Force Orders.
If either player has achieved the required parameters
and percentage of the Game’s Maximum Force Value

CRUSHING VICTORY NARROW VICTORY DRAW


If both sides have achieved their
If one side has achieved their Field Field Orders, and one side has a Any other outcome!
Orders, and the other has not. Victory Points margin of 10% or
greater of the MFV.

85
86
INTRODUCTION

87
SECTION D1 – MODEL ASSIGNED RULES

WHAT IS A MODEL ASSIGNED Acrobatic Pilots


RULE (MAR)? During a Dogfight Engagement, the Support Aircraft
Wings within the Support Aircraft Squadron have a
Damage Rating (DR) of 3 rather than Damage Rating
A Model Assigned Rule is often abbreviated to MAR (DR) 2.
in the game rules. It is most commonly attached to
Models to give them additional rules or abilities beyond
the set of statistics presented on their Profile. Advanced Engines (+Value”)
Model Assigned Rules (MARs) do not need to If this Model does not make any turns at any point
be specific to Models however, as they can also be during its Squadron Activation, its Movement (Mv)
attached to Support Air Squadrons, Weapons mounted allowance is increased by the Value in inches listed in
on Models and even specific to actions executed in- the bracket.
game.
Model Assigned Rules (MARs) are a ‘catch-all’
method of giving all these diverse Models and actions a Altered Silhouette (Size, Surface)
framework of common rules to allow players to follow This Model counts as being the Size listed in the
their use on the Tabletop. bracket for the purpose of determining Line of Sight
In any case where a Model Assigned Rule (MAR) only. In certain cases this MAR will only apply when a
would change or conflict with a standard rule, the MAR Model is occupying a specified Major Surface.
takes precedence and overrides the standard rule.
There are two sub-types of MAR that exist which
function in exactly the same manner as other MARs All-Terrain
except as follows: This Model may re-roll ONE Treacherous Terrain Test
per Game Turn but the new result MUST be accepted.
• Coherency MARs: These MARs are only
applicable if all Models involved in the action
have the MAR. Aquatic Assault
• Armour MARs: These MARs only provide Assuming all other Boarding conditions are met,
defence against Targeted Attacks (see Page 38). this Model MAY initiate an Aggressive Boarding Action
against a Model occupying the Submerged Height
Level. Equally a Model with this MAR occupying the
Ablative Armour (+Value) Submerged Height Level MAY initiate an Aggressive
Armour MAR: If this Model has HALF or more of Boarding Action against a Model occupying the Surface
its Initial Hull Points (HP) remaining its Damage Rating Height Band.
(DR) AND Critical Rating (CR) are increased by the
Value listed in the bracket.
If this Model is reduced to LESS than HALF of its Area Bombardment (Weapon)
Initial Hull Points (HP) its Damage Rating (DR) and This Model may use the Area Bombardment Firing
Critical Rating (CR) return to the Value listed in its Option when using the Weapon listed in the bracket
Profile AND the Model is now considered to have the (See Page 65).
Vulnerable MAR.
Should a Model with this MAR return to HALF or
more of its Initial Hull Points (HP) the Model regains Attachment (Nation, Type/Name, Value)
the bonus to its Damage Rating (DR) and Critical During Force Organisation this Model may be
Rating (CR) AND is no longer considered to have the ADDED to a Parent Squadron of the Nation listed
Vulnerable MAR. in the bracket with the Type/Name of Model’s making
up the Parent Squadron is listed in the bracket. Any
number of Models up to the listed maximum Value in
brackets can be ADDED to a Parent Squadron in this
way. No Parent Squadron may ever contain more than
ONE Attachment Group.

88
SECTION D1 – MODEL ASSIGNED RULES

Big Fuel Tanks Combat Coordinator (Model, Range", MAR)


During an Interception Attack, the Support Aircraft This Model allows all specified friendly Models
Wings within the Support Aircraft Squadron have a within the stated Range to temporarily gain the Model
Damage Rating (DR) of 3 rather than Damage Rating Assigned Rule listed in the bracket. If either this Model
(DR) 2. or an affected Model moves out of Range, the MAR is
lost.

Carrier (Value)
This Model is a Carrier Model and has a designated Combat Deployment (Models, Value,
complement of Support Aircraft Wings (SAWs) equal Insertion Method)
to the Value listed in the bracket. A Model with the This Parent Model has a number of Models, equal
Carrier Model Assigned Rule follows the rules in the to the bracketed Value, Embarked on-board the Parent
Support Aircraft Squadrons and Carriers Section on Model during Force Selection.
Page 112. The Insertion Method – Ponderous, Standard, or Rapid
– refers to how the Embarked Models can be used in
the Activation in which they are Deployed.
Close Quarters Gunnery At any point during the Movement Segment of the
A Model with the Close Quarters Gunnery MAR Parent Model’s Squadron Activation, any Embarked
ignores the -1 To Hit modifier for firing Primary Models can Disembark and may be Deployed on the
Gunnery (P) when targeting a Model located in Range Tabletop anywhere within 4" of the Parent Model.
Band 1. Any Squadron with models Embarked MUST deploy
all their Embarked Models at the same time, and these
Important Note: While this particular modifier is Models MUST form a single Squadron on the Tabletop.
ignored, other negative modifiers, such as from Small Target
or Difficult Target, still apply. Ponderous Insertion
Any Squadron that is Disembarked may NOT perform
a Squadron Activation on the Game Turn they are
Deployed.

89
SECTION D1 – MODEL ASSIGNED RULES

Standard Insertion Deep Running


Any Squadron that is Disembarked may perform This Model may occupy the Deep Diving Height
a Squadron Activation on the Game Turn they are Level. Models without this MAR may NOT occupy the
Deployed. Deep Diving Height Level under any circumstances.

Rapid Insertion
Any Squadron that is Disembarked MUST perform Diehard Attitude
a Squadron Activation on the Game Turn they are Coherency MAR: This Model rolls an additional
Deployed IMMEDIATELY after their Parent Model has 1D6 when resolving a Disorder Test.
completed its Activation.

Important Note: The points cost of the Models gained Difficult Target
through Combat Deployment are included in the overall Capital Models suffer a -2 ‘To Hit’ modifier when
cost of the Parent Model, however their points cost ARE targeting this Model with Targeted Attacks.
used for Victory Points calculations in the End Phase.

Directed Fire (Weapon)


Combat Patrol ONE Attack or Counter Attack during each of this
This Model may have a Combat Patrol attached. See Model’s Squadron Activations that includes any Weapon
Page 126. type listed in the bracket, may use the Combined Fire
Firing Option.

Combustible Cargo
When a Model with the Combustible Cargo Model Drone Launcher (Value)
Assigned Rule suffers a Critical Hit, roll TWICE on the This Model is a Drone Launcher and has a designated
Critical Hit Table and choose ONE of the results rolled. complement of Drone Support Aircraft Wings (SAWs)
equal to the Value listed in the bracket.
A Model with the Drone Launcher Model Assigned
Controlled Contact Rule follows the rules in the Drone Launchers and
This Model may perform a Controlled Contact Drones Section on Page 119. All Models with the
Special Movement Actions (see Page 51). Drone Launcher MAR are automatically considered
to have the Drone Relay MAR.

Crushing Impact (Weapon/Action)


Coherency MAR: Weapons or Actions with this Drone Relay
MAR only use the Target Model’s Damage Rating See the rules in the Drone Launchers and Drones
(DR) when determining Damage. Section on Page 119.
If the number of hits taken by a Model equals or
exceeds its Damage Rating, the Model is considered
to have suffered a Critical Hit. If the number of hits is Elusive Target
DOUBLE the Damage Rating the Model is considered Non-Capital Models suffer a -1 To Hit modifier when
to have suffered TWO Critical Hits, and so on. targeting this Model with Targeted Attacks.

Deadly To Infantry (Weapon) Engineers (Type)


Coherency MAR: This weapon uses the Exploding Engineers on board a Model are divided into 2 types:
(RED) Dice mechanic when attacking Infantry. Experienced and Inept. Models with Experienced
Engineers successfully perform a Damage Repair
attempts on a 3, 4, 5 or 6. Models with Inept Engineers
successfully perform a Damage Repair attempts on
only a 5 or 6.

90
SECTION D1 – MODEL ASSIGNED RULES

Evasive Manoeuvres (Modifier) High Angle (Weapon)


If this Model makes a Swift Manoeuvre test, apply the This Ordnance weapon CAN target Aerial Models in
modifier listed in the bracket to any roll it makes for Range Band 1. If no weapon is listed, the High Angle
the test. Model Assigned Rule is applied to ALL Ordnance
weapons on the Model.
Fearless
This Model automatically passes all Disorder Tests
and CANNOT be affected by Disorder in any way. Hit and Run
Coherency MAR: During the Movement
Declarations Step, the Model must declare it is using
Faster Torpedoes this Model Assigned Rule.
Coherency MAR: A Model targeted by Faster This Model may move up to HALF of its Movement
Torpedoes may only use its own Concussive Charges (Mv) during the Firing Consolidation Segment of its
when defending against the Torpedo Attack. No Squadron Activation, but only if it has moved no more
Supportive Defensive Counter Attack using Concussion than HALF of its Movement during the Movement
Charges may be allocated to defend the Model. Segment.
A Model that used the Hit and Run MAR during
their Activation may not make a Boarding Action later
Flame Retardant Armour (Value) in that Activation.
Armour MAR: A Model subject to any Targeted
Attack or Counter Attack by Incendiary Munitions,
treats a number of the INITIAL Exploding (RED) Hull Breaker (Weapon/Action, Value)
6’s rolled against it (up to the value listed in the If this Model performs the Action or an Attack using
brackets) as Heavy (BLUE) 6s. the Weapon listed in the bracket and causes a Critical
Hit on its target, the target loses additional Hull Points
(HP) equal to the Value listed in the bracket as well as
Fuel Reserves suffering the full effect of the Critical Hit.
If this Model suffers a Critical Hit roll 1D6. On a 5 or
6 place a Raging Fire Marker on the Model.
Hunter (Height Levels, Weapon System,
+ Modifier)
Heavy Ack Ack Coherency MAR: This Model gains a positive To
Coherency MAR: This Model attacks Support Hit Modifier to its Attack Dice (AD) when using the
Aircraft Squadrons using Exploding (RED) Dice. Weapon against a Target Model that occupies the
Height Level or Band listed in the bracket.

Inert
A Model with this Model Assigned Rule cannot have
rolls on the Critical Hit Table made against it. Instead,
should a Critical Hit be suffered, the Model suffers D3
HP loss.

Inventive Scientists
If this Model uses a Generator, you can re-roll ONE
of the INITIAL D6 rolled, but must accept the new
result. If a 1 is rolled as a result of using the Inventive
Scientists Model Assigned Rule, this Model gains a
Raging Fire Game Marker, which can be repaired as
normal during the End Phase.

91
SECTION D1 – MODEL ASSIGNED RULES

Isolated Systems (Value) Rear Echelon


Some Models are equipped to insulate themselves A Squadron containing only Models with this MAR
from debilitating critical damage. does NOT perform any Squadron Activation during
When a Model with the Isolated Systems MAR any Game Turn.
suffers any Critical Hit, roll 1D6. The Critical Hit Effect A Squadron does not take Disorder checks for
is IGNORED if the roll equals or exceeds the value in Models with this MAR that are Lost or Out of
brackets. Coherency.
The Model takes the HP loss indicated in the relevant
Critical Hit Result entry as normal.
Redoubtable (Weapon/Statistic)
This Model only reduces its Attack Dice (AD) by 1
Long Range Assault for every 2 Hull Points (HP) of Damage taken when
This Model can initiate a Boarding Action against a using the Weapon/Statistic listed in the bracket. If NO
target within 8". In addition, this Model may initiate a Weapon/Statistic is listed, the Redoubtable MAR is
Boarding Action at a target that is TWO Height Levels applied to ALL weapons and statistics on the Model
away, rather than just ONE. where relevant.

Minefields (Number, AD) Reinforced Bulkheads


A player with this Model in their Force can also place When Submerged, this Model ignores the
a number of Mines with the AD listed in the bracket. requirement to surface when it suffers a Critical Hit.
Each Mine MUST be Deployed within 8" of the centre
line of the Tabletop during the Model’s Deployment.
The Mine Markers CANNOT be placed within 4" of a Retardant Armour (Value)
Model or other Mine Marker and may not be Linked. Armour MAR: A Model subjected to any Targeted
Attack or Counter Attack treats the number of the
INITIAL Exploding (RED) 6s rolled against it (up
Momentum to the value listed in the bracket) as Heavy (BLUE)
This Model CANNOT gain a Low Speed Manoeuvre 6s.
Game Markers. Any Model with the Momentum MAR
that collides with Terrain is automatically Scrapped.
Rugged Construction (Value)
Armour MAR: Any Targeted Attack or Counter
Pack Tactics (Weapon) Attack against a Model with the Rugged Construction
Coherency MAR: Any Attack or Counter Attack Model Assigned Rule must reduce the number of
that includes at least TWO Models using the weapon Attack Dice (AD) to be rolled by the Value listed in the
system listed in the bracket receives +1 Attack Dice bracket.These Attack Dice (AD) are removed from the
(AD) for each additional Model after the first. These Total Attack Dice Pool.
extra AD are added to the Lead Weapon Pool.

Security Posts (Value)


Pinpoint Attack (Weapon) If this Model is the target of an Aggressive Boarding
Coherency MAR: If an Attack from a Weapon with Action it ignores the number of Hits, noted in the
the Pinpoint Attack MAR causes a roll on the Critical bracket, scored against it during the Close Quarters
Hits Table, any result rolled on the Critical Hit Table Battle Step. This MAR has no effect during a Robot
may be increased by 1 after the dice are rolled. Boarding Action.

92
SECTION D1 – MODEL ASSIGNED RULES

Sharpshooters Squadron Support (Model, Value)


During the Firing Segment, a Model with this MAR A Model with the Squadron Support MAR enters
that is occupying the Surface or Flying Height Level can the battlefield with additional Models designed to
target one enemy Model within 4" of it, on the Surface support the combat effectiveness of the Force.
or Flying Height Level that is not a Robot or Support Models with the Squadron Support MAR may field
Aircraft Squadron. Roll a D6: For each 5 or (RED) 6 a number of Models of the type listed in their bracket
rolled, the target loses 1 Assault Point (AP). Despite entry, equal in number to the Value listed in the bracket
being resolved in the Firing Segment, this DOES NOT entry.
count as an Attack. All additional Models must be Deployed at the same
time as the Parent Squadron, and within 4" of one of
the Parent Models, but are free to act separately as a
Sharp Turn Squadron in their own right during the Game.
This Model does NOT need to move directly straight Multiple instances of Squadron Support have a
ahead during its Minimum Move. The Model must still combined effect, and MUST be used to create a single
make its Minimum Move. Squadron. A Parent Squadron may only ever create
ONE Recon Plane.
The points cost of the Models gained through
Small Target Squadron Support are included in the overall cost of
Capital Models suffer a -1 ‘To Hit’ modifier when the Parent Model, however their points cost ARE used
targeting this Model with Targeted Attacks. for Victory Points calculations in the End Phase.

Specialised Defences (Value) Stratospheric Flyer


If this Model is the target of an Aggressive Boarding This Model may occupy the Stratospheric Height
Action, the Model gains a bonus to its Ack Ack (AA) Level.
and Concussion Charges (CC) listed in the bracket.

Strategic Value (Victory Points)


Spotter (Inept/Regular/Expert) If this Model is Lost, the opposing player adds an
During the Movement Consolidation Step, this additional number of Victory Points to their Total equal
Model may make a single Spotting Action against a to the Value listed in the bracket. This modification to
Capital Model or Fortification, within 32" and in Line the VP score is done AFTER a Model’s VP are doubled
of Sight. or halved by Prize or Salvage conditions.
To perform a Spotting Action roll a Basic D6 and
compare your result to the table below:
Sturginium Boost
Spotter Type Inept Regular Expert At the start of the Movement Segment of this
SCORE NEEDED Model’s Squadron Activation, roll 1D6.
6 4, 5, 6 2, 3, 4, 5, 6 On a roll of 5 or 6 the Model’s Movement (Mv) is
TO SPOT
increased by 2". If this Model is part of a Squadron, the
On a successful Spotting Action, the Target Model is Squadron only rolls once, and applies the result to ALL
Spotted, and gains a Spotted! Game Marker. The Target Models in the Squadron with the Sturginium Boost
Model retains the Spotted! Game Marker until the Model Assigned Rule.
Consolidation Step of the current Game Turn’s End
Phase.
Sub Killer (Weapon)
The Weapon listed in the bracket does not suffer
the automatic Partially Blocked penalty when firing at a
target occupying the Diving Height Band and may also
target Submerged or Deep Diving Models at Range
Band 1.

93
SECTION D1 – MODEL ASSIGNED RULES

Sustained Assault (Value) Swarm Tactics


Coherency MAR: If this Model initiates a an Coherency MAR: Any Attack or Counter Attack
Aggressive Boarding Action, during the Close Quarter using Combined Fire increases its Attack Dice Total
Battle Step of the Boarding Segment, the Model’s (AD) by 2.
Assault Group can re-roll any of the INITIAL Attack
Dice (AD) up to the Value listed in the bracket. The
second roll MUST be accepted. Telescopic Zoom (Weapon, Value)
Any Weapon with the Telescopic Zoom Model
Assigned Rule can increase its range by a number of
Sustained Fire (Weapon, Value) inches equal to the value in brackets. If this MAR is
Coherency MAR: If this Model makes an Attack applied to a Primary, Secondary or Tertiary Weapon,
using the Weapon listed in the bracket, it can re-roll the increased range is always added to the extreme
any INITIAL Attack Dice (AD) up to the value listed in limit of Range Band 4.
the bracket. The second roll MUST be accepted.
Multiple instances of Sustained Fire in a Squadron do
not have a cumulative effect to the Attack Dice (AD) Terror Tactics (Value)
totals used in any single Attack. If this Model successfully places Assault Points on
board an enemy Model during the Close Quarters
Battle Step of an Aggressive Boarding Action, their
Assault Group generates additional Attack Dice (AD)
up to the Value listed in the bracket.

94
SECTION D1 – MODEL ASSIGNED RULES

Terrifying (Weapon/Action) Movement to do so. This Model cannot be touching


Coherency MAR: If the number of Hits the any other Model or solid Terrain at the end of this
Weapon/Action listed in the brackets equals or exceeds movement. If there is not enough room to place this
the Damage Rating (DR) the Squadron containing the Model, you cannot use the Unstoppable Model
Target Model must IMMEDIATELY take a Disorder Test. Assigned Rule.
If the Weapon/Action equals or exceeds the Critical
Rating (CR) the Squadron must IMMEDIATELY take a
Disorder Test that requires an additional success. Vertical Dive
During an Attack Run, the Support Aircraft Wings
within the Support Aircraft Squadron have a Damage
Troop Reinforcement Rating (DR) of 3 rather than Damage Rating (DR) 2 as
This Model may initiate a Re-Crew Boarding Action would normally be the case.
against any friendly Non-Robot Model in the same
Force.
Vulnerable
If this Model suffers a Critical Hit, the INITIAL
Unstoppable Critical Hit Result may be re-rolled by your Opponent,
If this Model performs a Ram Action, and equals or but the second result MUST be accepted.
exceeds the Damage Rating (DR) of its Target, place
this Model with its Aft touching the opposite side of
the Target Model, as if it had just passed underneath it
in a straight line: even if it would not have had enough

95
SECTION D2 – GENERATORS

GENERATORS Generator Mounting On a Model


Generators can be mounted on Models in one of
One of the great advances in technology has been three ways: External, Internal and Convertible.
the discovery and utilisation of Element 270 in the
development of machinery, weaponry and energy External
manipulation. It has led to the creation of huge A Generator listed as External is mounted on
Generators that can be fitted to many Models. the outside of a Model and will often find itself in a
prominent location to better assist its operations and
Generator Effects range. This is not without peril, however, as the enemy
There are several different types of Generator and will often target these important systems in an effort
each is able to confer a specific ability to the Model it is to weaken the Model for subsequent attacks.
attached to. However, unless otherwise stated, certain Ordnance Attacks may only be directed against an
rules apply consistently to all Generators: External generator if the Target Model is considered
to be ‘In the Open’ for all weapons contributing to
• Unless otherwise stated a Generator will the Attack. This kind of Attack is called a Generator
activate during the Consolidation Step Strike.
of the Command Segment of a Model’s
Activation. Generator Strikes
• The effects of a Generator are NOT reduced An Attacker must nominate they are attempting a
by Damage. Generator Strike during the Declare Attacks Step
• Unless it has a Continuous Effect, a of the Firing Segment and may NOT target a Model
Generator may only be Activated once per with a Generator Strike using any Indiscriminate,
Activation. Tertiary or Auxiliary Weaponry.
• Generators with a Continuous Effect are All attacks suffer a -1 To Hit modifier when
considered to be ALWAYS Active unless attempting a Generator Strike.
the Model suffers the Generators Offline If the Target suffers a Critical Hit from a Generator
Critical Effect, or is in some other way Strike Attack, do not roll on the Critical Damage
disabled. Table when applying Critical Hits; instead, apply the
• A Model CAN initiate an Aggressive Boarding Generators Offline result.The affected Model suffers
Action against a Model it has targeted with an the 2 Hull Point loss of the Critical Hit as normal.
Offensive Generator in the current Activation,
unless otherwise specified. Internal
• A Model CAN use a Generator AND fire both A Generator listed as Internal in its Profile is
Ordnance and Auxiliary weapons in its current considered to be enclosed and may not be the subject
Activation. of a Generator Strike.
• A Model CANNOT fire an Offensive
Generator against a Support Aircraft Squadron. Convertible
• The Range in inches (Range ") of all Generators This Generator may act in two different ways.
is made from the Centre of the Model. During the Command and Control Step of the
Model’s Activation, the Generator may be nominated
Important Note: If a Model has been captured as a to be operating Internally or Externally. The choice
Prize, Salvaged, or left Derelict, any Generators on the of Generator setting is fixed until the Model’s next
Model CANNOT be used. Activation. A Model with a Convertible Generator
mounting begins the Game with the Generator in the
Internal setting.

Important Note: A Model with a Convertible


Generator set ‘Externally’ can be the target of a Generator
Strike Attack. A Model with all its Convertible Generators
set ‘Internally’ cannot.

96
SECTION D2 – GENERATORS

TYPES Kinetic Generator


The Kinetic Generator may be activated during
The plethora of Generators available to the nations the Movement Declarations Step of a Model’s
in the Dystopian World is divided into three categories: Activation.
Standard, Defensive and Offensive. The Kinetic Generator gives a boost to a Model’s
Total Movement (Mv). When a Model fitted with a
Kinetic Generator is activated, the controlling player can
STANDARD GENERATORS choose to roll for it to gain +1D6" of Total Movement,
Generators are neutral in their aspect, providing with the boost applied to its Minimum Move.
support to the Force in neither an offensive or If a Squadron of Models is fitted with Kinetic
defensive capacity. Generators, roll for each Model independently. A
Model that activates a Kinetic Generator increases its
Glacier Generator (Range", Value) Turn limit by 1" during that Activation.
Each Glacier Generator has a Value listed in the
brackets that represents the Ice Points available to GNE Boost Generator (Range")
the Model. Any Ice Points generated from various This Generator, when it activates, may target a
Squadron members are added together to form a total Squadron within Line of Sight that has the Surface
for the Squadron. Skimmer Model Function and is Ready to Activate.
Ice Points may be used in one of two ways: All Models in the Target Squadron within the Range"
listed in the brackets are affected.
Iceberg Creation The affected Models gain an additional 2D3"
A Model with a functioning Glacier Generator may Movement which is added to their Movement Value
spend ONE Ice Point to place ONE Medium (Mv) when they Activate this turn. A Model may only
Iceberg (2" by 1" footprint) Terrain Feature anywhere benefit from ONE GNE boost per Game Turn.
within the Range" listed in the bracket. This Terrain
Feature MUST be placed entirely on the Water Mimic Generator (Range")
Major Surface, no closer than 4" to an enemy Model. A Model with a Mimic Generator can select ANY
All Icebergs placed in this manner are removed during other Model within the Range" listed in the bracket
the Persistent Effects Step of the End Phase. and attempt to copy the abilities of ONE Generator
on that Model that is NOT Offline. The Model may not
The Grip of Winter attempt to Mimic a Generator they already possess.
A Model with a functioning Glacier Generator may Roll a D6 and consult the table below:
spend TWO Ice Points to roll a D6 targeting an
enemy Model within the Range" listed in brackets and D6 Result Effect Suffered
then consult the table below:
1-2 No Effect
3-6 Target Generator is Copied
D6 Result Critical Effect Suffered
1-2 No Effect
The abilities of the Copied Generator CAN be used
3-5 Navigational Lock by the Model with the Mimic Generator in the current
6 Engine Failure AND Navigational Squadron Activation, if appropriate.
Lock These abilities remain until the Model with the Mimic
Generator suffers a Generators Offline Critical
Important Note: These effects are not mutually Result or it copies a new Generator. The Targeted
exclusive, and a functional Glacier Generator may use both Model does NOT lose the use of a Copied Generator.
any number of times provided the Squadron has sufficient
Ice Points to spare.

97
SECTION D2 – GENERATORS

Mine Controller Generator (Range") Teleport Generator (Size, Range")


The Mine-Controller Generator may move any A Model may not use Primary or Secondary
number of Mines within the Range listed in the brackets Weapons in the same turn as activating its Teleport
that were placed by the controlling player, up to D3" Generator, such is the incredible energy required to
in a straight line. produce these phenomena.
If the Mine Marker is moved so that its Detonation The Generator automatically places a pair of Energy
Criteria are met, the Mine Explosion is resolved Templates: One Energy Template is placed within
immediately. A Force with multiple Mine-Controller 8" and within Line of Sight of the Model. A second
Generators may cause Mines to move MULTIPLE times Template is then placed within the Range" listed in the
in a Game Turn. brackets, and also within Line of Sight of the Model.
These Templates are referred to as Energy Portals.
Important Note: Any Attempt to move a Linked Mine No Energy Portal may be placed within 4" of a
results in the Mines Detonating IMMEDIATELY. Model or other Energy Portal. Once placed, a Template
remains in play until the Compulsory Actions Step
of the End Phase.
These Energy Portals are considered to exist at
the Surface Height Level, and have no effect on any
Models occupying the other Height Levels. All Models
fully within, or any Firing that passes through, an Energy
Portal is considered to be Partially Blocked.
Once the Portals are in play, any Model equal to or
smaller than the Size listed in the bracket that makes
contact with a Portal MUST move between the two
Portals. They are IMMEDIATELY removed from play
and roll a D6 and consult the table below:

D6 Result Effect Suffered


The Model is placed with the aft of
the Model in contact with the other
Portal, facing a random direction
(using the Random Determination
Template), and may continue its
1 Movement Segment as normal.

However, the Model suffers D3


AP Loss and may not execute a
Boarding Action in the Boarding
Segment of its current Activation.
The Model is placed with the aft of
the Model in contact with the other
Portal, facing a random direction
(using the Random Determination
Template), and may continue its
2-3
Movement Segment as normal.

However, the Model may not execute


a Boarding Action in the Boarding
Segment of its current Activation.
The Model is placed with the aft of
the Model in contact with the other
4-6 Portal, facing any direction it chooses,
and may continue its Movement
Segment as normal.

98
SECTION D2 – GENERATORS

Time Flow Generator (Range") Pulse Generator (Range")


The Time Flow Generator may be activated The Model places one Energy Template touching
during the Consolidation Step of the Command the controlling Model and then places another within
Segment of the Model’s Activation. the Range" listed in the bracket: this represents the
Place a Large Effect Template within the listed range of the Pulse.
Range" of the Model Activating the Generator. The Pulse operates in a Fixed Channel originating
All Models regardless of Height Level, that make from the Template touching the controlling Model and
contact with the Template will have their Maximum terminating at the other Template.
Movement (Mv) value increased OR decreased Any Mines, both Surface and Airburst, within
by D3+1", with the player Activating the Generator the Fixed Channel of the Pulse AUTOMATICALLY
deciding. Detonate.
The effect of this Generator lasts until the
Consolidation Step of the End Phase at which Target Painter Generator (Weapon,
point the Template is removed. Range")
When activated, the Generator can target ONE
Model within the Range" listed in the bracket. Roll a
OFFENSIVE GENERATORS D6 and consult the table below:
Offensive Generators are used by nations to
aggressively target enemy Models, causing all manner D6 Result Effect Suffered
of command and control effects, damage and chaos! 1-3 No Effect
Model gains a Target Painted
Disruption Generator (Range") 4-6 Game Marker
The Disruption Generator has the power to take
all localised Generators Offline. It affects ALL Models Any Attack made by Models in the controlling player’s
equipped with a Generator within the Range" listed Force, using the Weapon listed in the bracket against a
in the bracket of the centre of the Activating Model, Target Painted Game Marker, receives a +1 bonus
including your own Models. The effects of the to hit on their Attack Dice (AD) rolls.
Disruption Generator do not affect the Model using The Target Model remains Painted until the end of
the Generator. Roll a D6 and consult the table below: the current Game Turn, or until the Target Painter
Generator is taken Offline. Multiple instances of this
D6 Result Effect Suffered Generator DO NOT have a cumulative effect.
1-3 No Effect
Sonic Generator (Range")
Target suffers a Generators Offline When activated, the Generator can target ONE
4-5
Critical Effect
Model within a Squadron occupying the Surface or
Target gains a Generators Offline Aerial Height Bands that is within the Range" listed
6
Game Marker AND loses 1 AP in the bracket. Roll a D6 and consult the table in the
column below:
Fury Generator (Range")
The Activating Model may target a single Model D6 Result Effect Suffered
within the Range" listed in the bracket. Roll a D6 and 1-2 No Effect
consult the table below: Squadron containing the Target Model
3-4 must take an immediate Disorder
D6 Result Effect Suffered Check
1-2 No Effect Squadron containing the Target Model
3-5 D3 Raging Fire Markers must take an immediate Disorder
5-6
Check, requiring an additional
D3 Raging Fire Markers Success.
6
AND 1 AP Lost
The effects of a Sonic Generator do not affect any
other Model equipped with a Sonic Generator as these
Models are considered to have defences against the
debilitating effects.

99
SECTION D2 – GENERATORS

Tesla Generator (Range") Calcification Generator (Range")


The Tesla Generator may be activated during an A Model Activating a Calcification Generator must
Activation in TWO different ways: Boost or Surge. do so during the Consolidation Step of the Model’s
A Model Boosting with a Tesla Generator must Movement Segment. The Activating Model may
Activate the Generator during the Movement target a single Model within the Range" listed in the
Declarations Step of the Model’s Movement bracket. Roll a D6 and consult the table below:
Segment. A Model Surging with a Tesla Generator
must do so during the Consolidation Step of the D6 Result Critical Effect Suffered
Model’s Movement Segment. 1-2 No Effect
Target suffers a Shredded Defences
Boost 3-5
Critical Effect
A Tesla Generator that elects to Boost changes
Target suffers a Shredded Defences
the designation of the Generator to a Standard 6
& Hard Pounding Critical Effect
Generator for the Game Turn. When Boosting, the
Model gains 1D3" of Movement. If a Squadron of
Models are fitted with Tesla Generators, roll for each DEFENSIVE GENERATORS
Boosting Model independently. These Generators protect and defend the Model
Any Model that Boosted with a Tesla Generator that owns the Generator, or in some cases provides a
MUST move at least its Minimum Move AND its degree of protection to Models that are nearby.
bonus Boost Movement during the Movement
Segment. Cloud Generator
The Cloud Generator has a Continuous Effect.
Surge Targeted Attacks against a Model with this
A Tesla Generator Activating on its Surge setting can Generator suffer a -1 to hit modifier. This does
attempt to short-circuit the vital systems of another not apply to Indiscriminate Attacks. The Cloud
Model. It affects ONE Model within the Range" listed, Generator has no effect at Range Band 1.
regardless of their Height Level. If the Generator is
present on a Node, the Generator effect is applied Dilation Field Generator (Range")
IMMEDIATELY to a single Model within the Range" The Dilation Field Generator is Activated
listed, measured from the Node’s location. Roll a D6 during the Consolidation Step of the Movement
and consult the table below: Segment in a Model’s Activation, allowing the
placement of a Large Effect Template, the Centre
D6 Result Effect Suffered of which must be within Line of Sight and the Range"
1-3 No Effect listed.
Any Model firing into, through, or out of the Template
4-6 Roll on the Critical Hit Table at ANY Height Level, is considered to be Partially
Blocked.
Should a Target Model have one or more Lightning The effect of this Generator lasts until the
Rod Game Markers, the Model Surging the Tesla Compulsory Actions Segment of the End Phase
Generator may elect to re-roll the result of the INITIAL of the current Game Turn.
roll, if desired. but MUST accept the second roll.
Shield Generator (Value)
Important Note: The Targeted Model suffers a single This Generator has a Continuous Effect. Shield
Critical Effect, re-rolling any results of Double 1 or Generators allow a Model to try and deflect any hits
Double 6, and ignoring the HP Loss usually suffered from from Gunnery Weapons, Rockets, Torpedoes,
taking a Critical Hit. Ack Ack and Concussion Charges, including those
originating from Support Aircraft Squadrons.
Shield Generators have no effect against
Indiscriminate Attacks, Aggressive Boarding
Actions, Bombs, or other Generators.

100
SECTION D2 – GENERATORS

Roll a number of Shield Dice equal to the Value Rampart Generator


listed in the bracket for each Shield Generator: This Generator has a Continuous Effect. The
Generator provides a wall of energy that blocks the
• A 4, 5 or (RED) 6 is required to succeed against targeting systems of weapons.
Gunnery Attacks. For each Hit scored, reduce The Generator’s effect ONLY works against Attacks
the amount of incoming Hits by 1. originating from Models on the Surface Height
• A 4, 5 or (BLUE) 6 is required to succeed Level that are directed against targets occupying the
against Rocket or Torpedo Attacks. For each Hit Surface Height Level.
scored, reduce the amount of incoming Hits by 1. Two functional Rampart Generators within 8"
of each other will cause any Attack, NOT using the
Important Note: Some Attacks will reduce the Indirect Fire Firing Option, passing between them
effectiveness of Shields, affecting the Hit Number required, to use Heavy (BLUE) Dice.
the Colour of Dice used etc.
Important Note: A Model with a Rampart Generator
Guardian Shield Generator does not gain any benefit from its own Generator.
(Value, Range", Protection Value)
The Guardian Shield Generator grants the Model Target Jammer Generator
to which it is fitted, ALL of the effects of a Shield (Weapon System, Value)
Generator (see above). This Generator has a Continuous Effect. This
In addition, Guardian Shield Generators also grant Generator resolves the instant an enemy Squadron
ALL Models from the same Force within Range", on targets the Model with the Generator using the
ANY Height Level, a number of Shield Dice equal to Weapon noted in the bracket.
the Protection Value listed in the bracket. Nearby Roll the number of Dice equal to the Value, with a
Models must NOT have their own Shield Generator ‘To Hit’ Number of 4, 5, or (RED) 6 and determine
of any type and to gain benefit of a Guardian Shield the number of Hits. The resulting number of Hits then
Generator. Support Aircraft Squadrons may not benefit REMOVED from the firer’s Initial Attack Dice Pool
from the Guardian Generator’s protection. BEFORE it is rolled.
A Model can only gain the benefit of ONE Guardian
Shield Generator of any type at any one time and must Weather Manipulation Generator
choose the highest Protection Value within range. (Value, Range")
Each functioning Weather Manipulation Generator
Nullification Generator (WM-Generator) has a Value listed in the brackets
This Generator has a Continuous Effect. The that represents the Storm Points available to the
Nullification Generator can cancel the effects of Model. Any Storm Points generated from various
an Offensive Generator. It AUTOMATICALLY Squadron members are added together to form a total
Activates AFTER an Offensive Generator has for the Squadron.
successfully targeted the Model. Roll a D6 and consult Storm Points may be used in one of two ways,
the table below: transforming the Generator’s purpose from defensive
to area denial with one flick of a switch. These two
D6 Result Effect modes are known, respectively, as Cloud Effect and
Storm Effect.
1-2 No Effect
These effects are not mutually exclusive, and a
3-5 Enemy Generator Effect Ignored functional WM-Generator may use both, provided the
Enemy Generator Effect Ignored Squadron has sufficient Storm Points to spare.
6 & the attacking Model gains a
‘Generators Offline’ Game Marker Cloud Effect
A Model with a functioning WM-Generator is
Important Note: A result will only cancel the effect on considered to have a functioning Cloud Generator
the Model itself. (see above) with IMMEDIATE effect. Each Cloud Effect
costs ONE Storm Point to maintain. A Model may
only ever place a Cloud Effect upon itself, never on
other Models.

101
SECTION D2 – GENERATORS

Storm Effect • All Attack Dice (AD) from Surface and


A Model with a functioning WM-Generator may Aerial Models firing into, through, or out of a
spend Storm Points to place a number of Storm Storm Template, suffer a -1 ‘To Hit’ modifier.
Templates, represented by the Large Effect • Storm Templates may never overlap under
Template on the Tabletop. Each Storm Template costs any circumstances but the effects of multiple
TWO Storm Points to maintain and may be placed Templates ARE cumulative.
anywhere on the Tabletop within the Range" listed in
the bracket. The effect of this Generator (be it Cloud Effects or
If a Squadron for any reason does not have Storm Effects) lasts until the Compulsory Actions
sufficient Storm Points to maintain a Storm Template, Segment of the End Phase of the current Turn, at
the Template must be removed IMMEDIATLEY. If a which time Storm Templates are removed and Cloud
Squadron maintains multiple Storm Templates, the Effects dissipate.
controlling player may decide which Templates should
be removed.
Multiple Storm Templates placed by a Squadron must
be placed touching, but not overlapping.
The effect of the Templates are as follows:

• All Surface and Aerial Models that touch


a Storm Template at any point during their
Movement Segment suffer a -1" Movement
Penalty.

102
SECTION D2 – GENERATORS

103
SECTION D3 – BASIC TERRAIN

BASIC TERRAIN TERRAIN


A Tabletop can be as simple as a blue or green cloth, Terrain has NO Profile, and as a result CANNOT
or as complex as textured tiles with detailed islands be targeted, damaged, moved or manipulated for any
and coastline scenery. In Dystopian Wars it is critical reason once placed.
for Commanders to be able to delineate between the Although the industrial capabilities of the Dystopian
Land Surface and the Water Surface. These are Wars world are staggering, they are not yet able to
known as Major Surfaces. make any lasting impact on Indestructible Terrain in
the space of a battle.
Major Surfaces
The TWO Major Surfaces which are present in
the world of Dystopian Wars are the Land Surface INDESTRUCTIBLE TERRAIN
and Water Surface. Both are considered to exist in
isolation, making up the ‘base’ of the Surface Height
CLASSIFICATIONS
Level, and have no influence on Line of Sight.
In order to accommodate the wide variety of
The following are the only MANDATORY rules for different Terrain pieces that can exist on the battlefield,
Major Surface placement: Indestructible Terrain is broken down into main
Classifications as follows:
• Major Surfaces are defined during the
Common Agreements Segment of Game • Major Surfaces
Set-Up (see Page 20). • Terrain Features
• Major Surfaces CANNOT overlap other Major • Minor Surfaces
Surfaces.
• ALL areas of the Tabletop are REQUIRED to Major Surfaces
have a Major Surface assigned to them. Although not placed per say, Major Surfaces
function very much in the same way as other
In Competitive Play the entire table should be Indestructible Terrain in that they are Impassable to
declared as a single continuous Major Surface. some game Models, but not to others.
However, in non-competitive play, provision can be
made for players to mutually agree on their preferred Terrain Features
Major Surface arrangement. This allows players to Unless the battle is taking place in the middle of
create unusual tables, befitting of scenario driven an ocean or desert, it is very unlikely that the Major
games, such as Amphibious Landings! Surfaces selected will not be populated by Terrain
Features.
These help to keep the game exciting, providing a
diverse array of opportunities for Commanders who
Vice-Admiral Paul
know how to exploit them fully.
von Liebewitz Terrain Features normally occupy the Surface
Height Level, unless otherwise stated, and are
capable of interfering with Line of Sight and in some
extreme cases may even exist in multiple Height Levels.
Terrain Features are areas that represent
abnormalities or inconsistencies in the Major Surface,
such as Forests, Swamps, Reefs, Islands or even
Mountains!
It is during the Terrain Placement Step of Game
Set-Up (see Page 24) that players will exchange each
of their Activation Markers for a single Terrain
Feature of their choice.

104
SECTION D3 – TERRAIN

The following are the TWO MANDATORY Clear


RULES for Terrain Feature placement: A piece of Terrain that is denoted as being Clear
means that appropriate Models will encounter no
• Terrain Features may ONLY be placed problems when moving within it, regardless of their
COMPLETELY on their appropriate Major speed, such as an Armoured Model moving across the
Surface. Land Surface.
• All Terrain Features MUST have a clearly
defined perimeter, allowing players to Treacherous
determine the dimensions of the Feature. During the Movement Declarations Step, if
a Model Activates within, or during its Movement
During Competitive Play the following rules ALSO will then touch, a piece of Terrain that is defined as
apply to Terrain Features and their placement: Treacherous to it, then the Model must declare if it
intends to move at Full Speed OR Half Speed during its
• A Terrain Feature MUST be at least 3"x3" in current Movement and Manoeuvre Step.
Tabletop footprint, unless both players agree to A Model declared to be moving at Half Speed can
using a different size. only move up to HALF of its Movement (Mv), listed in
• A Terrain Feature may NOT exceed 9"x9" in its Profile, and may not increase its Movement by any
Tabletop footprint, unless both players agree to Game effect.
using a different size.
• A Terrain Feature may NOT be placed within Important Note: A Model may be affected by various
4" of any Flanking Edge or another Terrain MARs, Generators and other effects that will modify their
Feature. overall Movement (Mv). These instances have NO EFFECT
with regard to Treacherous Terrain Tests: a Model may
The particular influence and effects of Terrain ONLY move up to half of its Initial Movement Value
Features can vary, depending on whether a Naval, (Mv), as listed in its Profile.
Armoured or Aerial Model is interacting with it, and
the Height Level the Model currently occupies. During the Activation, the Half Speed Model does
NOT need to perform a Treacherous Terrain Test
Important Note: Models are only ever influenced by (see below) during its Movement and Manoeuvre
Terrain Classifications that occupy the SAME Height Step. A Model with a Low Speed Manoeuvre
Level as themselves. Marker does NOT need to perform a Treacherous
Terrain Test.
Minor Surfaces A Model declared to be moving at Full Speed may
Minor Surfaces are used exclusively in Scenario or move normally but MUST perform ONE Treacherous
Friendly Games and, as a result, we recommend that Terrain Test each time either of the following conditions
players only include them once they are familiar with applies:
the basic rules of Terrain. For more information please
see the Advanced Terrain Rules on Page 110. • Activation begins within a piece of Terrain that
is deemed Treacherous to it: the test is taken
Terrain Quality IMMEDIATELY after the Full Speed declaration
All Terrain has an associated Quality, which is used is made.
to represent how readily various troops can traverse it. • Moving into contact with a piece of Terrain that
The three Qualities of Terrain are denoted as follows: is deemed Treacherous to it: the test is taken
IMMEDIATELY upon making contact.
• Clear
• Treacherous Important Note: Drifting Models are ALWAYS
• Impassable considered to be moving at Full Speed.

These are normally dependent on the characteristics


of the Model that is interacting with the Terrain: most
commonly Model Classification, Size, and MARs.

105
SECTION D3 – TERRAIN

Performing a Treacherous Terrain Test These Attack Dice are considered to be an


In order to perform a Treacherous Terrain Test, each Indiscriminate Attack, requiring a 4, 5 or Exploding
Model rolls a (BLACK) D6 requiring a 4, 5 or 6 to (RED) 6 ‘To Hit’; unless a specific condition or Model
pass. Assigned Rule applies. For further rules regarding the
Models that FAIL their Treacherous Terrain Check are aftermath of a Collision see Page 50.
considered to have Collided with the piece of Terrain
in question, and MUST therefore IMMEDIATELY stop Terrain Size
and resolve a Collision (see Page 48). Every Model in Dystopian Wars has its Size defined in
its Profile. Likewise Terrain has an assigned Size.
Impassable Terrain with a Size blocks Line of Sight in exactly
A Model CANNOT move into or through a piece the same way as Models, for example, a Hill declared
of Terrain that has been nominated as Impassable to it. as being Medium in Size would block Line of Sight as if
If a Model comes into contact with any Terrain it were a Medium Model (see Line of Sight on Page
deemed Impassable, other than as part of a Controlled 52 for more).
Contact, it must IMMEDIATELY stop and resolve a
Collision with the piece of Terrain. Elevation Bonus
If, for ANY reason, a Model is placed wholly or partly Certain pieces of Terrain possess an Elevation Bonus,
within a piece of Terrain that is deemed Impassable to which will alter the Size of any Model ENTIRELY within
it (through Teleportation for example), the Model is its confines. This provides those Models with a vantage
IMMEDIATELY Scrapped and placed in the appropriate point from which to rain down some serious firepower!
Scrapyard unless a specific condition or Model This is the most common method by which Models
Assigned Rule (MAR) applies. will find themselves exceeding the Massive Size!
If a Model finds itself PARTIALLY within the confines
Resolving a Collision with Terrain of a Terrain Feature which has an Elevation Bonus, they
Having Collided with a piece of Terrain, a Model still gain the benefit of the Elevation Bonus BUT any
will likely suffer a degree of damage. This can range Firing by the Model against a target ‘In The Open’ is
from scratched paint to catastrophic hull breaches. considered to be Partially Blocked.
The severity of this damage is determined by using The Modified Size of a Model is determined by
the relative bulk of the vessel as represented by the adding the Elevation Bonus of the Terrain occupied, to
Model’s Hull Points (HP) and the Terrain Collision the Size of the Model involved.
Properties involved. If a Model possesses the Altered Silhouette MAR,
then the Elevation Bonus of the Terrain should be
Terrain Collision Properties applied to the Size listed in the Altered Silhouette
In order to resolve the Collision with Terrain, refer to MAR INSTEAD of the Size listed in its Profile.
the Terrain Collision Properties of the piece of Terrain
involved. The number of Attack Dice (AD) rolled Important Note: For the purposes of Field Orders,
against the Model involved is calculated as follows in Scenario Special Rules, MARs etc., these ALWAYS
the table below: refer to the Size present on a Models’ Profile, and
NEVER to its Modified Size due to Elevation Bonus.
Terrain Number of Attack Dice
Collision Properties (AD) Rolled
2x Initial Hull Points
Difficult Terrain (HP) of the Colliding
Model
4x Initial Hull Points
Hazardous Terrain (HP) of the Colliding
Model

106
SECTION D3 – TERRAIN

Model Elevation Bonus


Size +0 +1 +2 +3 +4 +5
Tiny Tiny Small Medium Large Massive Massive +1
Small Small Medium Large Massive Massive +1 Massive +2
Medium Medium Large Massive Massive +1 Massive +2 Massive +3
Large Large Massive Massive +1 Massive +2 Massive +3 Massive +4
Massive Massive Massive +1 Massive +2 Massive +3 Massive +4 Massive +5
Massive +X Massive+X Massive +X+1 Massive +X+2 Massive +X+3 Massive +X+4 Massive +X+5

MAJOR SURFACES WATER SURFACE TERRAIN


The following rules apply to Major Surfaces unless
FEATURES
otherwise specified:
The following rules apply to Water Surface Terrain
• Major Surfaces do NOT influence Line of Features unless otherwise specified:
Sight.
• All Major Surfaces occupy the Surface and • All Water Surface Terrain Features occupy the
Diving Height Bands. Surface and Diving Height Levels.
• Water Surface Terrain Features with multiple
‘Available Sizes’ must have their Size
declared by the player when they place it.
• Upon placing an Island, the Water Major
Surface directly beneath its footprint changes
to become the Land Major Surface.

WATER SURFACE TERRAIN FEATURES TABLE


Terrain Quality Terrain
Available Elevation
Name Collision
Size Bonus Clear Treacherous Impassable Property
Massive +5 Aerial Diving
Island Armoured N/A Hazardous
Naval
Large +4 Burrowing
Diving Armoured
Reef N/A +0 Aerial Hazardous
Naval Burrowing
Armoured Burrowing
Sandbar Tiny +0 Aerial Difficult
Naval (Surface) Diving

Large +4 Armoured
Diving Burrowing
Iceberg Aerial Hazardous
(Deep Diving) Diving (Other)
Medium +3 Naval

107
SECTION D3 – TERRAIN

Terrain Quality Terrain


Name Collision
Clear Impassable Property
Aerial
Water Diving Armoured Hazardous
Surface Burrowing
Naval
Aerial
Land Armoured Diving Hazardous
Surface Naval
Burrowing

LAND SURFACE TERRAIN UNIVERSAL TERRAIN


FEATURES FEATURES
The following rules apply to Land Surface Terrain The following rules apply to Universal Terrain
Features unless otherwise specified: Features unless otherwise specified:

• All Land Surface Terrain Features occupy the • Mountains occupy ALL Height Levels EXCEPT
Surface Height Levels. Stratospheric.
• Swamps also occupy the Submerged • Line of Sight CANNOT be drawn through a
Height Level. Mountain, unless the Target or Firer occupy the
• Land Surface Terrain Features with multiple Obscured or Stratospheric Height Levels.
‘Available Size’ must have their Size declared • The Indirect Fire Option CANNOT be used
by the player when they place it. to fire over a Mountain.
• Swamps, Forests/Jungles and Ruins/Rocky • Minor Surfaces CANNOT be placed within the
Outcrops provide Cover for Infantry (See confines of a Mountain.
Page 125).

LAND SURFACE TERRAIN FEATURES TABLE


Terrain Quality Terrain
Available Elevation
Name Collision
Size Bonus
Clear Treacherous Impassable Property

Massive +5 Aerial Diving


Hill Armoured Hazardous
Large +4 Burrowing Naval

Armoured Diving
Swamp N/A +0 Aerial Hazardous
Burrowing Naval
Forest / Aerial Diving
Small +0 Armoured Difficult
Jungle Burrowing Naval
Ruins/Rocky Aerial Diving
Tiny +0 Armoured Hazardous
Outcrop Burrowing Naval

108
SECTION D3 – TERRAIN

UNIVERSAL TERRAIN FEATURES TABLE


Terrain Quality Terrain
Available Elevation
Name Collision
Size Bonus Clear Treacherous Impassable Property
Aerial (Other)
Armoured
Aerial
Mountain See Rules N/A N/A Burrowing Hazardous
(Obscured) Diving
Naval

109
SECTION D4 – ADVANCED TERRAIN

ADVANCED TERRAIN Also, unless both players agree otherwise (or a


Scenario Special Rule states otherwise), the following
The rules in the Basic Terrain Section provide also applies for Minor Surfaces and their placement:
players with the ability to build an arena in which to
join in battle, and are excellent for Competitive gaming • A Minor Surface may NOT be placed such that
and Tournament play. it overlaps multiple Terrain Classifications.
However, players may wish to craft a much more • A Minor Surface must be at least 3x3" in area.
in-depth arrangement of scenery, perhaps to provide
them with a fresh challenge or to enact a historical As you can imagine, these rules allow Commanders
event from the Dystopian Wars timeline. to build long and winding Roads to provide a safe
The rules in this section are designed to create rich highway through Swamps and other Terrain Features,
and inspiring battlefields, allowing for a more complex or represent long flowing rivers of Shallow Water to
build of Tabletop. This can manifest itself in the shape hamper and channel the opponent!
of Minor Surfaces, such as winding roads and the
various lakes and rivers that criss-cross the lands in Land Minor Surfaces
the form of shallow water. The world is a dynamic place, full of change, and with
the power of Sturginium firmly in his grip, mankind is
Minor Surfaces more able than ever to leave his mark upon the world
This is the third Classification of Indestructible for better or worse.
Terrain, the initial two having been explained fully in Extreme examples of prolonged warfare can result
the Basic Terrain Section (see Page 104). Minor in Killing Fields; vast wastelands of barbed wire,
Surfaces are meant to represent an array of ‘changes’ unexploded bombs and lingering clouds of lethal gas
to the battlefield, up to and including some of the more which can stop an Infantry advance in its tracks.
extreme devastation wrought by the gigantic machines The following rules apply to Land Minor Surfaces
of war that roam the Dystopian Wars world! unless otherwise specified:
The placement of Minor Surfaces occurs once
the Major Surfaces and Terrain Features have been • Land Minor Surfaces do not influence
established and placed, as Minor Surfaces are laid down Line Of Sight.
‘on top’ of this foundation. Minor Surfaces differ from • Massive Armoured Models may not use
other Terrain Classifications because they are used to Roads
‘overwrite’ the Terrain Quality and Collision Properties • All Land Minor Surfaces occupy the Surface
of any Terrain beneath them, but leave their Elevation Height Level.
Bonus unaffected. Examples of Minor Surfaces are • Trench Networks provide Cover to
Roads, Shallow Water, and Cliffs. Infantry (see Page 125).
The following are the only MANDATORY rules for • Roads provide Armoured Models an
Minor Surfaces and their placement: increase in their Profile Movement (Mv) of +3".
A Model that uses a Road to gain this bonus
• A Minor Surface CANNOT overlap a may not make any Attacks in the subsequent
different Minor Surface. If this occurs, the most Firing Segment, and MUST spend their
recent Minor Surface REPLACES the original. ENTIRE Movement Segment on the Road.
• If a Minor Surface is placed within the confines
of a Major Surface for which it is not deemed Water Minor Surfaces
appropriate, it is IMMEDIATELY removed from As battles continue to rage around the world,
play BEFORE any of its effects are resolved. Commanders can find themselves visiting the aftermath
• The Surface Height and Elevation Bonus of a battle, be it to pick through the wreckage looking
of any Terrain that Minor Surfaces are placed for survivors or to salvage what they can from the
on remains UNAFFECTED. colossal hulls that now rest at the bottom of the ocean.
The following rules apply to Water Minor Surfaces
unless otherwise specified:

110
SECTION D4 – ADVANCED TERRAIN

• Water Minor Surfaces do not influence Line Of The following rules apply to Universal Minor Surfaces
Sight. unless otherwise specified:
• Ice Sheet/Floating Wreckage occupies the
Surface Height Level. • Universal Minor Surfaces do not influence Line
• Ship Graveyards occupy the Diving Height Of Sight.
Band. • Cliffs and Shallow Water occupy the
Surface and Diving Height Bands.
Universal Minor Surfaces • Cliffs MUST be placed adjacent to Hills/
Although Commanders may prefer to engage their Islands or the boundaries of the Water Major
foe in the open sea, there is every chance that they Surface and Land Major Surface. Cliffs may not
will be called to defend their coastline from a looming extend more than 4" away from these Terrain
threat. In such proximity to land, these naval forces may Features and/or the Major Surface boundary.
encounter Shallow Water in the form of coves and • Models with the Multi-Purpose function may
bays, and the very same body of water may trouble ignore Shallow Water.
their Armoured comrades on land as a river winds its
way towards the sea.

LAND MINOR SURFACES TABLE


Terrain Quality Terrain
Name Collision
Clear Treacherous Impassable Property
Aerial, Armoured Diving, Naval
Killing Fields N/A Difficult
Burrowing Infantry
Aerial, Armoured
Trench Network N/A Diving, Naval Difficult
Burrowing
Aerial, Armoured
Roads N/A Diving, Naval Difficult
Burrowing

WATER MINOR SURFACES TABLE


Terrain Quality Terrain
Name Collision
Clear Treacherous Impassable Property
Ice Sheet/Floating Aerial, Naval Diving, Naval Armoured Difficult
Wreckage (Massive/Large) (Other) Burrowing
Aerial,
Ship Graveyard N/A Diving Armoured, Difficult
Burrowing, Naval

UNIVERSAL MINOR SURFACES TABLE


Terrain Quality Terrain Collision
Name
Clear Treacherous Impassable Property
Armoured (Other)
Armoured (Large/Massive) Burrowing
Shallow Water Aerial Naval (Small/Tiny) Hazardous
Diving (Other)
Diving (Small/Tiny) Naval (Other)
Armoured, Burrowing,
Cliffs Aerial Diving Hazardous
Diving, Naval

111
SECTION D5 – SAW AND SAS

SUPPORT AIRCRAFT, Important Note: Support Aircraft Squadrons


created by Carriers or through Squadron Support
CARRIERS AND DRONE declare the type and number of Air Support Wings they
LAUNCHERS contain when Deployed, and are NOT required to be
denoted prior to the battle in the same way as Local Air
In this section you will find the rules for Support Support (see later).
Aircraft Wings, the different kinds of Squadrons
available, and how they interact on the Tabletop. In Deployed Strength
addition there are rules for Carriers and Drone Unlike other Squadrons in the game, it is important
Launchers, and how they interact. to have a record of the size of an SAS at the moment
Support Aircraft Wings are commonly abbreviated of their Deployment. The pilots within the Squadron
as SAWs and Support Aircraft Squadrons are are adept at operating in set formations, be they small
commonly abbreviated as SAS. Strike Squadrons or larger Heavy Squadrons. These
pilots spend hours of flight time training to operate
Support Aircraft Squadrons effectively depending on their intended engagement
Aeroplanes are a lethal addition to the military roles under battlefield conditions.
arsenal of a Nation. Since their invention, scientists and Each SAS is deployed with a die or marker next
engineers alike have been refining this new method to it that notes their starting Squadron Size, which is
of destruction. In Dystopian Wars any type of small referred to as their Deployed Strength. This does
aeroplane is referred to using the generic name of not change in-game and is important for determining
Wing and will commonly have three very small aircraft how large the Squadron can be when benefiting from
on its square base. an Replenishment Action.
Groups of Support Aircraft Wings (SAW) form a The die is also useful for allowing players to view at a
Squadron when Deployed, referred to as a Support glance which type of SAS the Squadron is: this becomes
Aircraft Squadron (or SAS). Each Support Aircraft particularly important when playing with Forces that
Wing in a Squadron MUST remain in contact with at are not yet painted, or where the player has chosen to
least one other SAW from the same Squadron at ALL paint their SAWs identically.
times, if able. If you are using dice to help denote your SAS, it’s a
Support Aircraft Squadrons are considered to be good idea to decide which colour of dice will denote
Models that exist outside the normal Size Classifications. which type of SAS at the start of the battle to avoid
They are even smaller than Tiny Models! (see Model confusion later.
Classifications on Page 127) Using the convention of White for Fighters, Green
Types of Support Aircraft Squadrons are: Fighter for Dive Bombers and Blue for Torpedo Bombers is
Planes, Dive Bombers, Torpedo Bombers, and a good method. You can also choose to paint your
Reconnaissance Planes. They are governed by the Wings different colours to represent different types,
following rules for composition: or even paint the band of the base for the same reason,
whatever works best for you and your opponent!
• A Support Aircraft Squadron MAY only contain Reconnaissance SAWs do not require a Deployment
ONE type of Support Aircraft Wing. Strength Dice as they can never be the target of a
• When created, a Fighter Plane, Dive Carrier Action (see later).
Bomber or Torpedo Bomber Squadron
MUST contain between 3 and 5 Support Local Air Support
Aircraft Wings. Each Force may ordinarily contain 10 Support
• When created, a Reconnaissance Plane Aircraft Wings for NO extra Points Cost.These free
Squadron may contain ONLY ONE Support Support Aircraft Wings represent Local Air Support
Aircraft Wing. that is called in from outlying air bases to assist in the
• Once created, a Squadron of Support prosecution of the enemy.
Aircraft is treated as a single entity for Line
of Sight, measuring Ranges and Firing.

112
SECTION D5 – SAW AND SAS

The Local Air Support can be organised into any Ordnance Away! Marker
legal Squadron sizes desired, however a maximum of This Game Marker is placed next to an SAS
ONE Reconnaissance Plane Squadron can be selected that has dropped its Bombs or Torpedoes.
as part of this free Local Air Support allowance. The Ordnance Away! Game Marker provides an
Unless otherwise stated, any free Local Air Support important reminder to both players on the Tabletop
Wings in a Force are always noted in the Force List, differentiating between which SAS can still drop their
both in terms of Squadron Size and Squadron Ordnance, and those who must Re-arm at a Carrier.
Composition. (See Page 18)
Squadron Formations
Combat Air Patrols Support Aircraft Squadrons (SAS) MUST always
It is possible to Attach Fighter Plane SAS as Combat maintain a valid Squadron Formation, as shown in
Air Patrols to protect valuable Models in a player’s the diagram below. The Squadron is treated as a
Force. For more information on this, see the Combat COMBINED entity for the purposes of rules.
Patrols Section on Page 126. Should an Ace be present, an appropriately
identifiable Wing must be placed as close to the middle
of the formation as possible at all times. This allows
players to identify the heroic individual’s presence for
the purposes of re-rolls and Dogfights (see below).

Valid Squadron Formations for SAS

113
SECTION D5 – SAW AND SAS

SAW Consistencies and Interactions the Submerged Height Level on a 3 or


A number of consistencies are present throughout higher and may even strike at targets occupying
all SAWs, although any modifiers used may change the Deep Diving Height Level on the roll of
depending on national characteristics: a 4 or higher!
• Dive Bombers are adept at engaging targets
• ALL Attacks and Counter Attacks by Support on the Surface Height Level and normally
Aircraft Squadrons use the Combined Fire gain the Hunter (Surface, +1) MAR. This
Firing Options calculated by adding together means that Dive Bombers will tend to hit
ALL the Ordnance or Ack Ack Attack Dice Models occupying the Surface Height Level
(AD) of the SAWs in the Squadron. on a 3 or higher. In some rare occasions
• Fighters will usually have the Hunter (Aerial, Dive Bombers will also gain a bonus against
+1) MAR, giving them the edge against all Submerged Models too: these exceptions will
Models that occupy the Aerial Height Band, always be listed in the relevant Force List.
be they other Support Aircraft Squadrons or • Finally, Recon Planes normally have the
larger Models such as Interceptors, Scoutships Spotter (Regular) MAR, allowing them to
and Sky Fortresses! effectively call down fire upon targets that are
• Torpedo Bombers excel at engaging targets out of sight to the rest of the Force, although in
beneath the waves and normally have the the case of Ace Recon Planes, in some cases
Hunter (Diving, +2) MAR. This means that this becomes Spotter (Expert) MAR.
Torpedo Bombers often hit Models occupying

Anatomy of a SAW Profile


Below we have an example of statistics for Support Aircraft Wings in a Kingdom of Britannia Force.

1 2 3 4 5 6 7
SAW Move AD AA MARs DR HP
Fighter Plane 16" 0 2 Hunter (Aerial, +1), Big Fuel Tanks 2 1
Torpedo Bomber 12" 3 1 Hunter (Diving, +2) 2 1
Dive Bomber 12" 3 2 Hunter (Surface, +1) 2 1
Reconnaissance Plane 16" 0 2 Spotter (Regular) 2 1

 shows the types of Support Aircraft Wing available


1 This 4 SAWs
 are all considered to have a measure of light and heavy
to the Force. Ordinarily the Forces will have the option for machine guns, capable of being used both aggressively or
four types of SAW: Fighter Plane, Torpedo Bomber, defensively as desired. Fighters usually have a higher Ack
Dive Bomber, and Reconnaissance Plane (often Ack value than their counterparts, although in the case of
abbreviated as Recon Plane). the Britannian Force above, their Dive Bombers DO have
2 SAWs
 move using their listed Movement Value in an increased AA score, making them very powerful indeed.
the same way as other Models in the game. All SAWs 5 In
 this box, players will be able to identify any Model
are considered to Move using the 360-degree Turning Assigned Rules (MARs) that the SAW may have. The full
method and have no Minimum Move or Turn Limits. rules for these are found on Page 88.
3 Some
 SAWs have the ability to fire Ordnance at the  SAW will normally have a Damage Rating (DR) of 2,
6 A
enemy. This will be determined by the value listed in however this need not always be the case!
Attack Dice (AD). 7 The Hull Points of a SAW – normally this is 1.

114
SECTION D5 – SAW AND SAS

SAS and Movement Types of SAS Engagement


Support Aircraft Squadrons (SAS) have 360 degree The methods of engagement for Support Aircraft
Movement. These aircraft are not equipped to operate Squadrons are divided into three types: Attack Runs,
safely at the Obscured or Stratospheric Height Interceptions and Dogfights. Each of these Attacks
Levels and so may only ever occupy the Flying will often involve different ‘To Hit’ Numbers, Attack
Height Level of the Aerial Height Band. Ranges and Model Assigned Rules.
In addition, no SAS may be subject to a Collision or
Ram with another Model. Attack Runs
All Attacks made by Support Aircraft Squadrons
SAS and Boarding Actions that are directed against larger enemy Models are
SAS may NEVER be the target of a Boarding Action called Attack Runs. These Attacks occur when the SAS
under any circumstances! engages the enemy during their own Activation. Attack
Runs are often subject to enemy Counter Attack
SAS and Disorder Actions.
SAS are always considered to have the Fearless
Model Assigned Rule. (see Page 91) • SAS Squadrons may only ever execute ONE
Attack Run per Activation.
Attacks Against SAS • A Support Aircraft Squadron may use either
• SAS require the use of low-calibre, rapid-firing Ordnance or Ack Ack where appropriate
Weaponry to engage them. This is represented when making an Attack Run.
by a Model’s Ack Ack (AA) statistic. All Ack • SAS Squadrons may only ever target ONE
Ack fired against SAS uses the Heavy (BLUE) Model during an Attack Run.
Dice mechanic unless a specific condition or • All Attack Runs made using AA have a
Model Assigned Rule applies. Maximum Range of 4", unless a MAR applies.
• The Maximum Range for Aggressive • A Squadron of Torpedo Bombers fires its
Counter Attacks and Dogfights against Torpedoes using the Fore Fixed Channel
SAS is always 4" (unless a Model Assigned Rule Fire Arc, with the combined width of the
applies). Squadron used to determine the width of the
• The Maximum Range for Interception Fire Arc, and have a Maximum Range of 4"
Attacks against SAS is always 8" (unless a • A Squadron of Dive Bombers must have at
Model Assigned Rule applies) least ONE SAW touching their intended target
• SAS are targeted as a single entity, and Ack when using their bombs.
Ack (AA) against SAS is always measured • The Squadron mounting an Attack Run has a
to the closest point of the Squadron and any ‘To Hit’ number of 4, 5 or (RED) 6, using the
casualties are applied across the entire SAS. standard ‘To Hit’ mechanics and is affected by
• After all Attacks on the SAS have been resolved modifiers as normal.
in an Activation, casualties are removed so • Once an Attack Run by Torpedo Bombers or
that the Squadron remains in a valid Wing Dive Bombers has been resolved, place an
Formation (see diagram on Page 113). Ordnance Away! Game Marker on the
• Non-SAS Models targeting SAS Squadrons Squadron.
always hit with Ack Ack on a ‘To Hit’ Number
of 4, 5 or (BLUE) 6. Dogfight Attacks
• During Dogfight Attacks between two All Attacks or Aggressive Counter Attacks made by
Squadrons of SAS, Ack Ack has a starting ‘To Support Air Squadrons against enemy Support Aircraft
Hit’ number of 5 or (BLUE) 6. Squadrons are called Dogfights.
• Unlike other Models, when attacking SAS, if the
number of Hits equals the Damage Rating Interception Attacks
(DR), a single SAW is removed. If the number All Attacks made by Models (other than SAS) against
of Hits equals TWICE the Damage Rating, a Support Aircraft Squadron are called Interception
TWO SAWs are removed, and so on. Attacks. These occur when Models or Squadrons of
Models engage an enemy Support Aircraft Squadron
with their Ack Ack weaponry during the Model/
Squadron’s Activation.

115
SECTION D5 – SAW AND SAS

Aces Carrier Models


Each Force has the provision for adding Aces to their Carriers operate a critical role in the replenishment,
Squadrons. The additional points cost for adding these rearming and redistribution of Support Aircraft Wings
heroic individuals is listed in the relevant entry in the within the Dystopian World. Without Models capable of
National Force Guide. performing these tasks, the power of many a Nation’s
An SAS that includes an Ace must replace one of air forces would dwindle to the point of uselessness.
their number with an appropriately identifiable SAW A Carrier is identified as having the Carrier Model
(it’s enough to simply paint it differently!). The Ace is Assigned Rule. The Value listed in the brackets is used
placed as close to the centre of the Squadron formation for both Support Aircraft Wing Numbers and Carrier
as possible. Unless killed as part of a Dogfight Duel, Actions. The Carrier Value of a Model is by no means
an Ace in a Squadron is always removed last! fixed, and can be reduced as the Model suffers damage.
An Ace can often give a Squadron the decisive edge This represents the decks of the Model becoming
it needs when engaging in Dogfights or during Attack too damaged to allow planes to land, the hangar bays
Runs. Each time a Squadron that includes an Ace is becoming blocked with debris, or the magazines of the
called upon to make an Attack Run, fight a Duel or fight Model catching fire!
a Dogfight Attack, the Ace may re-roll ONE INITIAL
die rolled in the Dice Pool. Support Aircraft Wing (SAW) Numbers
Firstly, each Carrier Model generates a number of
Duelling SAWs equal to the value listed in the bracket of their
Should a situation occur where an SAS that includes Carrier Model Assigned Rule. These SAWs must be
an Ace engages in a Dogfight Attack against an enemy organised into legal Squadrons and must adhere to the
SAS that also contains an Ace, the two heroes of the rules for Squadron composition noted above. However
skies will duel it out, performing acts of incredible unlike Local Air Support, this can be done AFTER
bravery as they strive to cement their legend and kill comparing Forces during the Game Setup Phase.
their bitter rival. The Carrier is restricted to a maximum of ONE
Should two Aces meet in a Dogfight Attack, their Reconnaissance Plane Squadron.
Ack Ack dice should be separated from the other Support Aircraft Wings created by a Carrier Model
members of the Squadron and only rolled against the must be Deployed using the standard Deployment
other Ace. No other Ack Ack can affect the Aces as rules, within 4" of their Carrier Model during
they Duel, effectively creating two engagements: the its Deployment, after which they are free to
Dogfight and the Duel. operate independently. Squadrons of aircraft that
Each Ace killed in a Duel is worth +25VPs and were upgraded to have an Ace must have the Ace
should be added to the Scrapyard as a scoring Model. clearly marked.

Important Note:This is the ONLY time SAWs can be


worth Victory Points!
Six-Star General
Alexandra LeForet

116
SECTION D5 – SAW AND SAS

117
SECTION D5 – SAW AND SAS

Carrier Actions Rearming Ordnance


Models with the Carrier Model Assigned Rule use Each time a Dive Bomber or Torpedo Bomber
the Value listed in the brackets to determine the extent SAS is Deployed, it is fully Armed with sufficient
to which they can execute the three different types of munitions to execute a single Attack Run.
Carrier Action during Command and Control Step Since these SASs are only capable of carrying minimal
of their Activation. payloads of munitions, it is often vital to create the
A Carrier Action may be directed towards any environment whereby they may be Re-Armed.
SAS within 4" except Reconnaissance Planes: In order for a Carrier to Re-Arm an SAS, the Carrier
once Reconnaissance Planes are deployed they are on must announce it is spending 2 Points of its remaining
their own! Carrier Value to Re-Arm the Squadron. If the cost
Each Action costs a portion of the Carrier’s remaining is paid, the Squadron removes any Ordnance Away!
Carrier Value for that Activation. A Model’s Carrier Game Marker it has, and is free to rain high explosive
Value is replenished at the end of every Game Turn, but death once more!
the maximum it can be replenished to is reduced by
Damage. The Model’s current Carrier Value during its Replenishing a Squadron
Activation is the initial Carrier Value minus the amount In order to execute a Replenish Carrier Action, a
of Damage the Model has sustained. Carrier Model must spend Carrier Points Replenishing
A Carrier (or Drone Launcher) may not execute a Squadron. This costs 1 Point from the Carrier Value
Carrier Actions if they are Disordered. per SAW replaced and MAY NOT take the Squadron
A Carrier (or Drone Launcher) may only perform above its Initial Deployed Strength.
Carrier Actions with SAS from their own Nation unless
a specific Model Assigned Rule or condition applies. Re-Tasking a Squadron
A Squadron containing two or more Carriers CAN In order to execute a Re-Tasking Carrier Action, a
pool their Carrier Values to perform Carrier Actions, Carrier Model must spend Carrier Points Re-Tasking a
providing they are ALL in range of the target Support Squadron. This costs 3 Points from the Carrier Value.
Aircraft Squadron(s). The Squadron of SAWs would immediately change
its designation to be a different type of SAW. A SAS
with an Ace that is Re-Tasked loses their inspirational
Types of Carrier Action leader, but the Ace is not placed in the Scrapyard. The
Action Cost Ace may not re-launch for the rest of the battle, as
Replenish 1 Carrier Value per Wing recovered they are far too busy in the Officers Mess regaling their
fellow comrades with tall-tales of their heroism!
Re-Arm 2 Carrier Value for the Squadron
Re-Task 3 Carrier Value for the Squadron

118
SECTION D5 – SAW AND SAS

Drone Launchers and Drones • A Re-Launch Action must be announced during


Not all Carriers deploy aircraft manned by human the Command and Control Step of their
beings. Some more advanced factions are able to Activation, in the same way as other Carriers.
deploy drones that are controlled remotely via a link • The Re-launch Action allows a Drone Launcher
to a network broadcast over the battlefield. to Deploy a single legal Squadron of SAWs
These Drones are often capable of performing within 4" of the Drone Launcher, using the
exceptional feats of acrobatics unfettered by the Drones within the Scrapyard as a resource.
limitations of a human pilot’s physiology. They are not • All Re-Launched Drone SAS are Deployed with
without drawbacks however as the automata lack the an Activation Marker.
critical edge that comes from the instincts of an expert • The Re-launched Drone Squadron may not
pilot. exceed the Value noted in the Model’s Drone
Launcher (Value) MAR. For every 2 Points of
• Drone Launchers do not launch conventional Hull Points (HP) lost, the number of Drones
aircraft and must launch Drones instead. the Launcher can Re-Launch reduces by 1.
• All Drone Launchers are considered to have
the Drone Relay Model Assigned Rule. Important Note: A Carrier may not Re-Launch
• Should the Commodore be deployed on a SAS Drones unless there are sufficient Drones in the
Model WITHOUT the Drone Relay MAR, Scrapyard to form a legal Support Aircraft Squadron!
the Model gains the Drone Relay MAR
automatically, meaning that, whilst the Model Drone Relays
cannot Re-Launch Drones, the Commodore’s All Models with the Drone Relay Model Assigned
Model is still able to maintain the Network Rule form a Drone Network, whereby they control
should no other Drone Relays be present. the Drones active on the Tabletop.
• Drone Launchers may not make use of Any Critical Hit suffered by a Model that is part
Standard Carrier Actions, and are instead able of the Drone Network causes a single friendly Drone
to perform their own Carrier Action called a Wing, chosen by the controlling player, to be removed:
Re-Launch Action. this Drone Wing is NOT placed in the Scrapyard, and
• The Relaunch Action costs 1 Point of Carrier is instead removed from the game entirely and may not
Value per Drone Relaunched. be used in a Re-Launch Carrier Action.
• A Drone Launcher may perform multiple Models in the Drone Network that are Lost as part of
Re-Launch Actions per Activation, but may an Aggressive Boarding Action are considered to
NEVER Re-launch Reconnaissance SAS. have taken sufficient Critical Hits to Scrap the Model,
forcing the controlling player to remove a number of
Drone Wings from the game equal to half the Model’s
remaining Hull Points (HP).
If all Drone Relays on the Tabletop are destroyed,
Air Marshal ALL Drones in the Force are forced to Ditch.
Hanna Spiegel
Drones
Drones are treated in the same way as conventional
Support Aircraft for the purposes of the general rules
of the game with the following exceptions:

• All Drones that perform an Attack Run


are considered to ‘Ditch’ after the Attack
is resolved. ‘Ditching’ removes the Drone
Squadron from the Tabletop into the Scrapyard,
ready to be Re-Launched later.
• Drone Squadrons may NEVER contain an Ace.

119
SECTION D6 – ROBOTS

ROBOTS • The Initiating Robot Model is more than ONE


HEIGHT LEVEL away from the Target Model
The term ‘Robot’ refers to such vehicles that are (For example, a Metzger on the Surface Height
manned by relatively few personnel but are able to Level cannot attempt to board a Savannah Sky
dominate and control the battlefield by virtue of their Fortress on the Obscured Height Level.)
massive bulk, raw durability and of course the feeling of • Robots may NEVER initiate a Friendly
invincibility that inevitably infuses itself into the psyche Boarding Action: they simply aren’t that
of any crew within the metallic monstrosity! friendly!
Models with the Robot Classification are considered
to have the Controlled Contact and Fearless Model Robot Boarding Procedure
Assigned Rules as standard. All Boarding Actions initiated by Robots are resolved
in the following order:
Robot Boarding Actions
In a Robot Boarding Action, the Robot attacks as 1. Nominate Targets
a physical entity, using its mass and stature to carve 2. Anti-Boarding Declarations
through its target. Equally a Robot must be brought 3. Anti-Boarding Fire
low by attacking its critical systems, requiring herculean 4. Close Quarters Battle
efforts from assaulting marines to bring the target 5. Determine Damage!
down.
Robots do not have a complement of marines with 1. Nominate Targets
which to mount Boarding Actions, instead they rely on In order to initiate an Aggressive Boarding
their own physical form to inflict damage on an enemy Action during the Boarding Segment against
Model. a specified Target, a Robot must have completed
In turn, when a Robot is boarded, enemy Assault a Controlled Contact manoeuvre during the
Marines must attack the Robot’s superstructure to Movement Segment to bring into base contact with
inflict damage, targeting the DR and CR values in the its intended Target, touching the Fore 90 degree Arc
hope of causing damage against the Robot itself instead of the Robot’s base.
of reducing the Robot’s AP. A Robot may still perform Attacks in the Firing
A Robot Model reduced to 0 Assault Points cannot Segment, provided any Attack it makes is directed
initiate any Boarding Actions. However, unlike during towards the Target of their forthcoming Boarding
normal Boarding Actions, a Robot Model’s Assault Action. No other Attacks may be nominated. If the
Point value can never be reduced by enemy Boarding Robot’s Attack results in their Target being Scrapped,
Actions, ensuring other means are necessary to stop then no Boarding Action can be executed, even if
these fearsome machines! another Model is in base-contact.

Robotic Boarding Action Limitations


During a Boarding Action, the parties involved are
divided into two key groups: the Target Model and the Castellan-Commander
Initiating Model (or in the case of multiple Boarding Arturo Sforza
Actions, Models).

A Boarding Action initiated by a Robot CANNOT be


attempted in the following circumstances:

• During its Activation, the Initiating Robot


Model was involved in ANY Collision or Ram,
or failed a Treacherous Terrain Test for
Snaking (see Page 46).
• An Initiating Robot Model fired ANY weapons
at any Model EXCEPT the Target Model
during the current Squadron Activation.

120
SECTION D6 – ROBOTS

Important Note: This is contrary to normal Firing and Compare the number of Hits generated against the
Boarding procedure which prohibits a Model from Firing at Robot’s Damage Rating (DR) and Critical Rating
and Boarding the same target in the same Activation. (CR), with Damage applied as normal.
If the number of Hits equals or exceeds its Critical
A Robot initiating an Aggressive Boarding Action Rating, the Robot has suffered a Critical Hit and a
must commit ALL its Assault Points (AP). Their roll must be made on the Critical Hit Table with any
Assault Group is always the current AP of the effects applied IMMEDIATELY.
Model.
Important Note: Should the Anti-Boarding Fire Scrap
2. Anti-Boarding Declarations the Robot it was directed against, the excess is lost and
All Anti-Boarding Fire Declarations against does not carry on to other other Robots taking part in the
Robots follow the same rules as those in the Anti- same action.
Boarding Fire Boarding Step of the Boarding
Rules (see Page 77). 4. Close Quarters Battle
Unlike combats against other foes, Robots do not
3. Anti-Boarding Fire target the enemy marines on-board a Model directly,
During this Step, the Target Model resolves their instead they tear into the target Model itself with
allocated Anti-Boarding Fire declared in the Step appendages of steel and iron.
above. Robots use their current Assault Points (AP)
Roll the declared Anti-Boarding Fire against the as Attack Dice (AD) to roll against the Target
Robot, noting Damage to the Robot’s Hull Points Model, measuring the amount of hits scored against
(HP). Damage from Anti-Boarding Fire is resolved the Damage Rating and Critical Rating of the Target.
against Robots is resolved as normal, in any order Squadrons of Robots Combine their Attack Dice when
required by the Target Model (see Page 38). Initiating an Aggressive Boarding Action.
The Target Model’s AP does NOT participate in the
Anti-Boarding Fire has the following to Hit Numbers Close Quarters Battle Step.
against any Robot initiating an Aggressive Boarding
Action, modified by any Model Assigned Rules (MARs) The Attack Dice for Robots have the following ‘To
that apply. Hit’ Numbers, modified by their Crew Type as normal
and Robot Assaults ignore any Armor MARs or
• A 4, 5 or Exploding (RED) 6 is required To Defensive Generators.
Hit a Robot Model. All Robots require 4, 5 or Exploding (RED) 6 is
required To Hit.

Important Note: Robots that initiate an Aggressive


Admiral Lawford Boarding Action are not themselves targeted in the Close
P. Granger
Quarters Battle Step by non-Robot Models.The crew of
the assaulted Model must cower before the wrath of iron
and steel that is assailing them!

121
SECTION D6 – ROBOTS

5. Determine Damage! All Assault Points directed against a Robot require


In this Step the amount of Damage inflicted against 4, 5 or Exploding (RED) 6 is required ‘To Hit’. This
the Target Model’s Hull Points (HP) is determined. may be modified by Crew Types and Model Assigned
Rules.
Compare the number of Hits generated by the Also, in the Determine Victor! Step, Initiating
Robot with the Target Model’s Damage Rating and Models that have been Victorious do not consult the
Critical Rating with Damage applied as normal. Boarding Success Table. Assault Marines may ONLY
inflict Damage on the Target Robot Models: Robots
Important Note: In many cases Robots have Model may never be Sabotaged, Prized, Derelict, or Salvaged.
Assigned Rules that will greatly affect the Damage caused
during this Step. Robot versus Robot Boarding Actions
On some occasions, Robot Models may find
Boarding Actions against Robots themselves engaged in an Aggressive Boarding Action
Aggressive Boarding Actions directed against Robots with an enemy Robot!
by Non-Robot Models follow the same procedure as The Boarding Action is resolved in the same manner
standard Boarding EXCEPT that, during the Close as any other Robot Boarding Actions EXCEPT that
Quarters Battle Step, all Hits by the Initiating during the Close Quarters Battles Step… ALL
Model(s) against the Robot are combined and counted Robots fight!
against the Robot’s Damage Rating (DR) and All Robots involved in a Robot vs Robot Boarding
Critical Rating (CR). Action roll their AP against the DR and CR of their
The Target Robot DOES NOT participate in the enemy SIMULTANEOUSLY, as they literally try to
Close Quarters Battle Step. Assaults made against hammer their foes into submission.
Robots ignore any Armour MARs and Defensive
Generators.

122
SECTION D7 – INFANTRY

INFANTRY Infantry Bases


Each Infantry Base Model contains two square
Military historians have long cursed the huge variety spaces moulded into the surface to each hold a mini
of names used by commanders for the formations they six-sided die. These dice can be used as an alternative
lead. The Infantry, with the longest history of all troop to the Hull Point (HP) and Assault Point (AP)
types, have accumulated the most names: Regiments, Game Markers that other Models use. A white die
Cohorts, Columns, Battalions, Legions, Banners, Brigades, represents the Company’s current Hull Point value.
Files, Battery, Troop, Group, Sonita, Abteilung... The second die, usually a green die or another
Even within the same language, the same name does available colour, represents the Company’s current AP
not always describe the same size or type of unit, as value. As the Company’s HP and AP values change
various FSA and Britannian Commanders have found during the game, the mini dice should be rotated to
to their surprise. show the appropriate number face up.
In the world of Dystopian Wars, a Base of Infantry An Infantry Formation is composed of between
represents one Company, with each Hull Point ONE and THREE (unless otherwise specified)
representing a single Platoon. Companies of Infantry, and performs a normal
Squadron Activation as a single entity. It is simply a
Purchasing Infantry larger Company in game play terms.
Remember that Infantry are not an unlimited
resource on the battlefield. Although Line Infantry are All Infantry Formations have the following rules:
relativity common, the other, more specialised types
are only deployed in a planned fashion. • Infantry Formations are identified by having the
Dystopian Wars is a game of massed Tank and Robot Infantry Classification and are treated as a
battles, and Infantry are often used to supplement Model with the exceptions noted below.
these monolithic behemoths, although the average life • Infantry Formations must always be made up of
expectancy of a grunt trooper is considerably less! the same type of Infantry.
• Targeted Attacks against Infantry use Heavy
Infantry of any Type may NOT be bought directly. (BLUE) Dice, NOT Exploding (RED)
Instead, they are obtained through one of the Dice.
following means: • Infantry always have the Controlled Contact,
Difficult Target (unless Mechanised), Elusive
• The Squadron Support or Combat Target, and Inert MARs.
Deployment MARs • Infantry may NEVER have any Persistent
• A Specialist Group Squadron including Damage Markers on them.
them. • Infantry Formations are considered to be a
• A Scenario condition dictating their inclusion in single entity for the purposes of Range and
the Force. Measurement.
• Armoured Core Forces gaining Free Local • Infantry MUST use the Combined Fire
Infantry Support – see Page 21. option with ALL Ordnance and Auxiliary
Weapons, unless another condition applies.
• Infantry NEVER collide with any form of
Terrain.
• Infantry that find themselves on Impassable
Terrain for any reason are automatically Lost.
• When engaging in a Boarding Action, an
Infantry Formation must allocate all of their
AP as a single Assault Group.

123
SECTION D7 – INFANTRY

Mechanised Infantry Collisions


Any type of Infantry (except Reconnaissance Infantry Formations NEVER take Damage from a
Infantry) may be upgraded to a Mechanised Infantry Ram or Collision with another Model.
Formation during Force List Creation, lending If a Non-Infantry Model Collides with or Rams
greater mobility to the formation by way of Armoured Infantry, DO NOT resolve a Collision or Ram. Instead
Personnel Carriers and other vehicle transports.This is the Infantry MAY initiate an IMMEDIATE, out of
represented in the Infantry Formation’s Profile in sequence, Aggressive Boarding Action.
the following ways: This is carried out in the same sequence as a standard
Aggressive Boarding Action (see Page 77) with the
• Mechanised Infantry add an additional 3" to following exceptions:
their Movement (Mv).
• Mechanised Infantry have the Small Target • An Infantry Formation may only Assault the
MAR INSTEAD of the Difficult Target MAR. Model that Collided or Rammed it.
• Mechanised Infantry does NOT gain benefits • There is NO Anti-Boarding Fire possible
of Cover. against this Assault.

Following this Collision, the Infantry Formation must


IMMEDIATELY Disengage, see Page 50.

Boarding Actions
In order to initiate a Boarding Action during the
Boarding Segment against a specified Target:

• An Infantry Formation must have finished a


Controlled Contact manoeuvre during the
Movement Segment in base contact with its
intended Target, unless a specific condition or
MAR applies.
• Infantry may only perform Boarding Actions
against Models on the Surface Height Level,
unless a specific condition or MAR applies.
• In all other respects they perform Boarding
Actions as normal (see Page 76).
• Infantry Companies may NEVER be taken as
a Prize, Sabotaged or left Derelict. If any
Boarding Action result would leave an Infantry
Company Prized or Derelict, it is Scrapped instead.
• Infantry Formations may Prize or Salvage
Models as normal. If sufficient AP is allocated
as Prize Crew, Salvage Crew, or to a
Friendly Boarding Action to remove an
Infantry Base from play, then the Infantry Base
is Scrapped as normal, but the rest of the
Infantry Formation is NOT required to take a
Disorder Check.

“This Boarding Assault represents our Infantry taking the


opportunity to fire on the enemy at point blank range, and
then swarm all over a Model, rather than be run down by it!”
explains Line Infantryman Christopher Jones-Frye of the
Kingdom of Britannia, 33rd Royal Anglian Battalion.

124
SECTION D7 – INFANTRY

Applying Damage to Infantry Any Terrain that provides Infantry with Cover will
Infantry Formations do not take Damage in the same state it provides Infantry Cover in its entry in the
way as other Models. If a Formation takes Damage, Advanced Terrain Rules (Page 110).
all Damage MUST be applied to one Company until
it is removed, at which point Damage is applied to Infantry Bunkers
another Company in the Formation. Once a Company These Fortifications allow commanders to deploy
of Infantry has been Scrapped it CANNOT be returned their Infantry in advance of their Main Force, closer
to the Tabletop for any reason whatsoever. to the likely engagement areas where the weight of the
If an Infantry Formation loses a point of Assault infantry might be used to tip the balance.
Personnel (AP) for any reason, it also loses 1 Hull For the Profiles and Points for Infantry Bunkers,
Point (HP) IMMEDIATELY. players should consult their own National Force
Guide.
Important Note: This also applies to Infantry who are
removed from a Formation to become part of a Prize or Infantry and Combat Patrols
Salvage Crew. Infantry will often find themselves tasked with the
defence of strategically important assets, ranging from
Infantry in Cover Land Ships to Forward Landing Fields. This is achieved
If Non-Mechanised Infantry start their Activation by forming a Combat Patrol.
in certain types of Terrain, they are considered to For more information regarding Combat Patrols, see
benefit from the Cover afforded to them by it, as long Page 126.
as they remain fully within the confines of the Terrain
Feature. If in Cover, they gain the Rugged Construction
(1) and Security Posts (2) Model Assigned Rules.

125
SECTION D8 – COMBAT PATROLS

COMBAT PATROLS Universal Rules for a Combat Patrol (CP)


• A Parent Model CAN have an Attachment
Strategically important Models will often have Wings Group and a CP Attached at the same time.
of aircraft or Infantry Companies assigned to them, • A CP is assumed to move at the same speed as
in order to protect these critical assets from the the Parent Model at all times.
depredations of incoming enemy aircraft or boarders. • ALL Ranges for CPs may be measured to and
These Models provide a Combat Patrol around from the Parent Model.
their Parent Model, ever watchful for attacks. • If a Parent Model is the target of an
A single Large or Massive Model, or a Model with Aggressive Boarding Action, a CP can use
the Combat Patrol Model Assigned Rule, that is the Linked Fire Firing Option when the
not Disordered may have one Combat Patrol (CP) Parent Model uses Anti-Boarding Ack Ack.
Attached. • An SAS acting as a CAP CANNOT benefit
A Combat Patrol may be a Support Aircraft from Carrier Actions.
Squadron (SAS) of the Fighter Plane Type (known • CIPs may only be Attached to Armoured
as a Combat Air Patrol or CAP), or an Infantry Models.
Formation of the Line Infantry Type (known as a • If a Parent Model is the target of an Attack by
Combat Infantry Patrol or CIP). Models occupying the Aerial Height Band, a CP
may Link with its Parent Model when making
• In a Game Turn, during the Command and an Aggressive Counter Attack.
Consolidation Step of an eligible Model’s
Activation, the Model may elect to Attach a Detaching a CP
Ready to Activate Squadron of Fighter SAS or A CP will detach under the following circumstances,
a Line Infantry Formation within 4" into its gaining an Activation Marker:
CP. After this point, the Model is referred to as
the Parent Model. • During the Command and Consolidation
Step of the Parent Model, it may elect to
The Combat Patrol then becomes part of the Parent detach the CP voluntarily.
Model’s Squadron, taking a position in base-to-base • If the Parent Model becomes Disordered.
contact with the Parent Model. The CP remains in • If the Parent Model is not occupying the
contact until such time as it is Detached. Surface or Flying or Obscured Height
Levels.
• The Parent Model is Lost.
• The Parent Model is Teleported for any
reason.

Any Model CANNOT be Attached and voluntarily


Detached as a CP during the same Game Turn.
Admiral of the Sword
Akira Nomura

126
SECTION D9 – OTHER MODEL FUNCTIONS

MODEL CLASSIFICATIONS Size (Tiny, Small, Medium, Large and Massive)


The Size is important for Line of Sight (see Page
Model Classifications are the way Models have their 52), interaction with Terrain (see Page 104), Force
Core Force, and other fundamental aspects of how Composition (see Page 20) and many other in game
they behave in-game, designated. matters.

• A Model will always have one Size, one Type Type


listing and one Designation listed. This denotes the Core Force the Model belongs to.
• It may also be listed as Capital, and may have
any number of Functions, or none at all. Aerial
• The Classification Line will be shown in the These are flying Models that move through the
Profile of any Model in the game. air, and can range from sleek interceptors to huge
sky fortresses. Flying Models are normally capable of
Size g Type g Capital g Function g Designation occupying a number of Height Levels; this is them
dropping low to make a devastating attack, or climbing
high into the clouds to take cover.
For example, a Covenant of Antarctica
Aronnax Assault Worm has the following Armoured
Classification: These are Tanks, Land Ships, Walkers and various
other Land-based Models. They move over the Land
Large Armoured Capital Burrowing Surface Height Level. The difficulty of moving
Multi-Purpose Robot a house or factory size vehicle over land means
Armoured Models are typically slightly smaller than the
equivalent Naval Models.
• This means that it is a Large Size
Model. Naval
• It is of the Armoured Type, making it These are Frigates, Cruisers, Carriers, and other
part of an Armoured Core Force. ships. They move on the Water Surface Height
• It is a Capital Model, suggesting that Level.
it has a degree of importance in the
Force. Capital
• It can burrow beneath the ground and Capital is the designation given to Capital Models.
so has the Burrowing Function. These are mainly larger Models, and have significant
• It can swim on the sea like a Naval command and control facilities.They will be commanded
Model and so has the Multi-Purpose
Function. Below is a table listing the breakdown of the elements
• And, of course it is a Robot! that make up a Model Classification and how they are
represented in the Classifications Line of a profile:

Size Type Capital Functions Designation


Tiny Aerial Capital Burrowing Fortification
Small Armoured Diving Infantry
Medium Naval Escort Model
Large Landing Craft Robot
Massive Low Level Flyer
Multi-Purpose
Repair
Surface Skimming
Wave Lurker

127
SECTION D9 – OTHER MODEL FUNCTIONS

by an experienced officer capable of running a smaller • A Burrowing Model occupying the


force by themselves. However, they are not without Submerged Height Level on the Land
disadvantages, including the enemy regarding them as Major Surface can ONLY use its Concussion
a valuable prize! Charges.
Any Model that does not have the Capital designation • No Boarding Actions may be launched by, or
is Non-Capital. against, a Model occupying the Submerged
The following rules apply to all Capital Models. unless Height Level unless a specific condition or
a specific condition or MAR applies: MAR applies.
• When determining Terrain Quality, a Model
• Only Capital Models may be the target of with the Burrowing Model Function refers to
Spotting Actions (see Page 93) the Burrowing entry and ignores the Armoured
• Only Capital Models may be Prized or Salvaged Entry in Terrain Tables.
(see Page 81).
Diving
A Diving Model is a Submarine or other Model
FUNCTIONS capable of occupying the Diving Height Band in
Water. Whilst underwater, a Diving Model may only
Burrowing use a limited selection of weapons, but is far harder to
A Burrowing Model will often be a large monstrosity, hit. Similarly, few Models can launch Boarding Actions
capable of churning through the earth’s crust and from or against a Model underwater. Diving Models
moving towards the enemy in relative safety. abide by the following rules, unless otherwise specified:
Burrowing Models may only use a limited selection
of weapons, but are next to impossible to hit with • Diving Models may choose to occupy either
standard weaponry, instead requiring concerted the Surface Height Band or the Diving
bombing or concussive attacks to damage. Height Band while occupying the Water
Similarly, few Models can launch Boarding Actions Major Surface: see Changing Height
from or against a Model below the surface. A Burrowing Levels (Page 45).
Model is capable of occupying the Submerged • Surface Models may not use an Ordnance
Height Level on Land. Burrowing Models abide by Weapon to target a Model occupying the
the following rules, unless otherwise specified: Diving Height Band in Water at Range Band 1,
unless a specific Model Assigned Rule applies.
• Burrowing Models may choose to occupy • Any Model occupying the Surface or Aerial
either the Surface Height Level or the Height Bands is always counted as being
Submerged Height Level while occupying Partially Blocked (see Page 55) when firing
the Land Major Surface; see Changing an Ordnance Weapon at a Model occupying the
Height Levels (Page 45). Diving Height Band in Water unless a specific
• A Model with the Burrowing Model Function Model Assigned Rule applies.
that is on the Land Major Surface can Surface • A Model occupying the Diving Height Band
or Submerge during the Movement in the Water Major Surface can ONLY use
Declarations Segment of its Activation. its Concussion Charges, Torpedoes, or a
However, a Burrowing Model may ONLY Particle Accelerator.
Submerge if it has a Low Speed Manoeuvre • A Model occupying the Diving Height Band
Game Marker, and may NOT attempt a in the Water Major Surface that suffers any
Swift Manoeuvre under any circumstances! Critical Hit must IMMEDIATELY move to the
• A Model occupying the Diving Height Band Surface Height Level.
on the Land Major Surface that suffers any • No Boarding Actions may be launched by or
Critical Hit must IMMEDIATELY move to the against a Model occupying the Submerged
Surface Height Level. Height Level unless a specific condition or
• Any Model occupying the Submerged MAR applies.
Height Level can ONLY use its Concussion • Models attacking from the Diving Height
Charges (CC) to mount Attacks and may Band in Water may be subject to an
ONLY be targeted with Concussion Charges Aggressive Counter Attack from Concussion
or Concentrated Bombing (see Page 65). Charges.

128
SECTION D9 – OTHER MODEL FUNCTIONS

• When determining Terrain Quality, a Model Multi-Purpose


with the Diving Model Function refers to the A Multi-Purpose Model ALWAYS treats ALL Major/
Diving Entry and ignores the Naval Entry in Minor Surfaces as having a Terrain Quality of Clear.
the Terrain Tables. This Model always refers to its listed Type (or Diving/
Burrowing Function if applicable) for the purposes
Escort of Terrain interaction.
This Model may be included into any Squadron that
is indicated in its Profile’s Attachment Model Assigned Surface Skimming
Rule: A Surface Skimming Model is treated as having the
Multi-Purpose Model Function, with the additional
• Escort Models attached to a Parent Model rules below:
count as the ONE allowed Attachment
Group under the Mixed Squadron rules. • Surface Skimming Models treat any Terrain
• The Parent Models of this Mixed Squadron do Features occupying the Surface Height
not need to test for Disorder if any of the Level as Clear, unless the Terrain is
Escort Models are Scrapped. Impassable to both Naval and Armoured
• In ALL other respects, the Escort Models Models, in which case the Model treats the
function as normal members of the Squadron. Terrain as Impassable.
• Surface Skimming Models MAY move over
Landing Craft other Models occupying the Surface Height
During an Amphibious Landing Scenario, a player Level without causing a Collision or Ram,
MUST take a Landing Craft Model in the Force for all providing it does not finish its move on top
Armoured Squadrons in the Landing Force that lack of any Model. This has no effect on other
the Multi-Purpose or Surface Skimming Model Models Colliding with or Ramming the Surface
Functions. The Landing Craft Model MUST be used to Skimming Model.
transport the Squadron for which it has been purchased. • A Model with the Surface Skimming Model
Landing Craft are governed by the following special Function does not Detonate Armed Surface
rules: Mines if the Model passes by them, but will
Detonate them if it finishes its Activation within
• All Landing Craft have the Controlled Contact 1" of ANY Armed Mine Marker.
Model Assigned Rule (MAR). • A Model with the Surface Skimming Model
• If a Landing Craft has no Models Embarked (see Function is considered to have an Elevation
Page 19) upon it, it gains the Rear Echelon Bonus of +1 (see Basic Terrain on Page 104).
Model Assigned Rule (MAR).
• A Landing Craft MAY NOT initiate Attacks or Low Level Flyer
Boarding Actions. A Model with the Low Level Flyer Model Function is
• A Landing Craft is considered to have Ack able to fly so low that it is considered to occupy the
Ack (AA) and Concussion Charge (CC) Surface Height Level rather than Aerial Height
Values determined by Linking the AA and CC Levels. Whilst choosing to fly at this Height Level the
Values of the Embarked Models on-board, with Model is considered to have the Surface Skimmer
the Landing Craft being the LEAD Model. Model Function and the Vulnerable MAR.
• The Assault Points (AP) Value of a Landing Whilst occupying the Surface Height Level, Low
Craft is determined by combining the Assault Level Flyers may not drop Bombs, may not be
Points of the Embarked Models. When the targeted by Ack Ack, and they may NOT make a
Embarked Models are Deployed, any Assault Swift Manoeuvre.
Personnel losses suffered by the Landing To enter or leave the Surface Height Level, the Low
Craft are distributed as evenly as possible Level Flyer changes Height Level in the same way as
amongst them. changing between Aerial Height Levels (see Page 45).

The Type, Size and Number of Models that may


count as an Embarked Squadron will depend on the
Size of the Landing Craft, and is listed in the Landing
Craft’s Profile.

129
SECTION D9 – OTHER MODEL FUNCTIONS

Repair Wave Lurker


Models with this Function may choose to perform a Models with this Function exist at a point half-way
Friendly Boarding Action (see Page 77) against a between a normal ship and a true submarine, capable
Target Model at the same Height Level as the Initiating of partially submerging. Wave Lurker Models are
Model. designed so the bridge section of the Model can lift off,
A Model can only be the target of ONE Repair and be placed in a hole in the Perspex outline. Doing
attempt per Squadron Activation, but multiple Models so denotes the Model has chosen to activate the Wave
may attempt to Repair the same Model as part of a Lurker Function.
single Repair attempt. Except where specified below, Wave Lurkers are
Each Model in any single Repair attempt allocates considered to occupy the Surface Height Level all
its entire current Assault Point (AP) value to the respects:
Repair attempt.
The total number of AP allocated to each Target • A Wave Lurker can move between being fully
Model is the number of AP-Focused Repair Dice on the Surface Height Level and Wave Lurking
rolled for the target Model. Repair Dice require a 4, 5 in the same way as a Diving Model moves
or (RED) 6 To Hit. between the Surface and Submerged
If the number of Hits is equal to, or exceeds the Height Levels, including using Swift
Damage Rating (DR) value of the Target Model, Manoeuvres (see Page 51).
remove 1 Hull Point (HP) of Damage from the • A Wave Lurking Model uses AA, CC and any
Target Model. weapons listed as ‘Raised’ in their Profile
If the number of Hits is equal to, or exceeds, the normally.
Critical Rating (CR) value of the Target Model, • For a Wave Lurking Model, any ‘Lower’
recover 2 lost Hull Points of Damage suffered from weapons are ALWAYS considered to be
the Target Model, AND automatically remove one Partially Blocked (see Page 55) unless
Critical Effect or Persistent Effect Marker otherwise specified.
present on the Model.

130
SECTION D9 – OTHER MODEL FUNCTIONS

• A Wave Lurking Model uses Torpedoes and • All Attacks against Fortifications have a +1 To
Particle Accelerators as if it were occupying Hit modifier.
the Submerged Height Level, and for these • Fortifications cannot move or be moved; if a
weapons only, is governed by the targeting Fortification would be Teleported it is instead
rules, ‘To Hit’ rolls and modifiers as if were automatically Scrapped.
occupying the Submerged Height Level.
• Any Model occupying the Surface or Aerial Infantry
Height Bands targeting a Wave Lurking Model Infantry differ from standard Assault Personnel,
suffers a -1 ‘To Hit’ modifier, unless using a in that that form into Companies, that may even be
weapon with the Sub Killer MAR. organised into larger formations. Where the Assault
• A Wave Lurking Model counts as a Small Size personnel on Models are equipped with jetpacks,
Model on the Surface Height Level for the infantry are purely ground based. However, this is
purposes of Line of Sight (see Page 52). offset by their large numbers!
• For the purposes of ALL measurements, Infantry Rules are found on Page 123.
Rams, and Collisions, the Perspex Template is
considered to be part of the Model. Model
This is the standard designation for the majority of
Models in the game.
DESIGNATIONS
Robot
Fortifications Robots are mechanical constructions with very few
Fortifications are designed and built to withstand crew, being heavily automated.They are normal Models
the rigors of a combat environment and are armed in most respects, but behave very differently when
with significant offensive firepower. Full Profiles for involved in Boarding Actions.
Fortifications will be listed in each Nation’s Force For all other information regarding Robots and how
Guide and may be selected normally during Force they differ from other Models in Dystopian Wars, see
Composition. the Robots section on Page 120.
Universal Fortifications may be deployed on
either Land or Water Major Surface, as desired,
on top of Terrain Features that are NOT Impassable
to Armoured Models (if deployed on the Land Major
Surface), or Naval Models (if deployed on the Water
Major Surface).
Land Fortifications may only be deployed on the
Land Major Surface, on Terrain Features that are NOT
Impassable to Armoured Models.
Water Fortifications may only be deployed on the
Water Major Surface and may NEVER be placed upon
Terrain Features.

Below are rules universal to ALL Fortifications:

• Fortifications are ALWAYS considered to be


Non-Core for purposes of Force Composition.
• ALL Fortifications are part of your Advance
Force, so can be deployed anywhere in your
Main or Advance Deployment Zones on
any Permitted Terrain Type.
• Fortifications CANNOT be Damaged by
Rocket or Torpedo Ordnance Attacks, or
any Model Assigned Rule associated with them.
• If left Derelict, Fortifications do not lose any
Hull Points in the End Phase.

131
SECTION D10 – NATIONAL FLEET COMMODORES

NATIONAL COMMODORE Doctrine Abilities


RULES In addition to their Command Abilities, all National
Commodores can perform ONE of the following
Doctrine Abilities specific to their Nation/Faction,
Throughout the rulebook so far, we have talked about ONCE per Game Turn. These Abilities are designed
Commodores and their interaction with the Force to reflect the various combat doctrines of the certain
via Force Orders and Disorder Tests. However nations or factions.
there is another area where the Commodore can
affect the Tabletop: National Commodore Rules. Kingdom Of Britannia
The National Commodore, Force Commodore For Queen and Country!
or simply Commodore, is the Commander of your This Ability may be activated during the Command
Force and must be stationed on any friendly Large or Segment of a Squadron’s Activation provided
Massive Capital Class Model. a member of the Squadron is within 8" of the
This Model is the Commodore’s Model and must Commodore’s Model. The Squadron in question may
be recorded accordingly in the Force List. remove any Disorder Marker from themselves,
National Commodores have TWO sets of abilities, before they activate this Game Turn.
Command and Doctrine, which they can execute
ONCE per Game Turn. Perfect Plotting
In most cases this means that a Commodore This Ability may be activated during the Command
can execute a single Command Ability and a single Segment of a non-Disordered Squadron’s Activation
Doctrine Ability during the Game Turn, but this is not provided a member of the Squadron is within 8" of the
always the case: sometimes the Doctrine Abilities for Commodore’s Model. The Squadron gains an additional
some Nations/Factions are reserved for Pre-Game +1 ‘To Hit’ Modifier when firing using the Indirect
effects or, when they are particularly powerful, Once Fire Firing Option.
per Game Effects.
Prussian Empire
Important Note: Unless otherwise stated, Command Over-Charge the Coils!
Abilities and Doctrine Abilities may NOT be applied to This Ability may be activated during the Command
enemy Models or Squadrons. Segment of a non-Disordered Squadron’s Activation
provided a member of the Squadron is within 8" of
Command Abilities the Commodore’s Model. The Squadron may elect to
Each Game Turn a player can have their Commodore re-roll ALL of the INITIAL Attack Dice from an Attack
perform ONE of the following Command Abilities: using Tesla Weaponry. Only INITIAL Dice are re-
rolled and the second result MUST be accepted.
• Safe Passage: One Model within 8" of the
Commodore’s Model may re-roll a failed Wrath of the Hussars!
Treacherous Terrain Test. This Ability may be activated during the Command
Segment of a Commodore’s Activation. For the
• Pass the Tools: One Model within 8" of the remainder of the Activation, the Commodore’s Model
Commodore’s Model may re-roll a single failed gains the Terror Tactics (3) Model Assigned Rule.
Repair attempt.
Federated States of America
• Stand up and be Counted!: A Squadron may Punishing Gunnery
re-roll a single failed Disorder Test provided This Ability may be activated during Declaring
a member of the Squadron is within 8" of the Attacks Step of the Firing Segment of a non-
Commodore’s Model. Disordered Squadron’s Activation provided a member of
the firing Squadron is within 8" of the Commodore’s
Model. ALL Attacks executed with Primary Gunnery
from the Squadron that cause a Critical Hit cause the
target to lose an additional Hull Point (HP).

132
SECTION D10 – NATIONAL FLEET COMMODORES

Take Aim! République of France


This Ability may be activated during the Command Tight Grouping
Segment of a Commodore’s Activation. From this This Ability may be activated during the Command
point onwards until the end of the current Game Segment of a Squadron’s Activation provided
Turn, all Models in the FSA Force using the a member of the Squadron is within 8" of the
Sharpshooters MAR kill AP on a roll of 4, 5 or Commodore’s Model. Until the End Phase of the
(RED) 6, rather than the 5 or 6. current Game Turn, the Squadron may elect to re-roll
ALL the INITIAL Attack Dice in any SINGLE Attack,
Empire of the Blazing Sun Counter Attack, or Anti-Boarding Fire roll using
Shadow Tactics Ack Ack. INITIAL dice are re-rolled and the second
This Ability may be activated during the Command result MUST be accepted.
Segment of a Commodore’s Activation. Until the end
of the Turn, no Tactical Action Cards played by either Hurried Repair
side may be used on any Squadron with a member This Ability may be activated at the beginning of
within 8" of the Commodore’s Model (including the the Compulsory Actions Segment of the End
Commodore)! Phase. ONCE per game, the Commodore’s Model can
automatically remove ANY Critical Effect Markers
Coordinated Attack or Persistent Effect Markers affecting it. Roll a D6
This Ability may be activated during the Command for each Marker removed by the Ability. For each roll of
and Control Step of the Command Segment in a 1, the vessel loses one Hull Point (HP).
a Squadron’s Activation, provided a member of the
Squadron is within 8" of the Commodore’s Model. Russian Coalition
The Squadron may ignore the restrictions for being For Mother Russia!
Disordered when determining Firing Options with This Ability may be activated during the Command
Targeted Gunnery or initiating Boarding Actions. and Control Step of a Squadron’s Activation
provided a member of the Squadron is within 8" of the
Covenant of Antarctica Commodore’s Model. The Crew Type that applies to
A Man on the Inside the Squadron changes to Reckless for the duration of
This Ability may be activated as the first action, the Game Turn.
before any cards can be played in the Tactical Action
Cards Segment of the Game’s FIRST Game Turn. Sturginium Overload
The Covenant player chooses TWO TACs held by This Ability may be used ONCE per game and
the opponent at random and forces those cards to be is activated during the Command and Control
placed face up on the table, at the side. The cards can Step of the Commodore’s Activation. All Models in
still be used by the opponent and may be cancelled by the Russian Force attempting to use the Sturginium
the Covenant player as normal. Boost MAR in the current Game Turn automatically
count as passing their Sturginium Boost roll.
Overload the Generator! ALL Models WITHOUT the Sturginium Boost
This Ability may be activated at any time during a MAR gain +1" Movement (Mv) for the duration of the
Squadron’s Activation provided a member of the Game Turn.
Squadron is within 8" of the Commodore’s Model.
The player may choose to modify the actual result of
an INITIAL Die Roll of a Generator by +/-1. This
could allow the Die to move from a 5 result to being
an Exploding (RED) 6!
Important Note: This is the ONLY time in the game
where the actual result of a Die Roll can be modified!

133
SECTION D11 – ALLIED BATTLE GROUPS

USING ALLIED BATTLE Factional Allies


GROUPS Members of the Factions are often brought together
to engage in large scale operations where the ends of
all those joining forces are met. These forces are not
Unless otherwise stated, all Allied Battle Groups are entirely trusting however as all know that an alliance
governed by the following rules: formed is but a stroke of a pen away from being
worthless!
• Allied Battle Groups are divided into FOUR
sub-types: Close Allies, Factional Allies, • Factional Allied Battle Groups are always taken
Allied Mercenaries, and Operational from the 40% Non-Core part of the MFV.
Assets. • Factional Allied Battle Groups may not gain the
• Any Allied Squadrons are always formed into benefit of Command OR Doctrine Abilities.
Battle Groups where the minimum allowance • Unless otherwise stated no Factional Allies are
permitted is ONE Capital Squadron and permitted to have Tactical Action Cards played
ONE Non-Capital Squadron. Non-Capital upon them unless they are Generic, Battle
Models Deployed through the Squadron Group or Factional Cards.
Support or Combat Deployment MARs are
not considered to be part of the Allied Battle At the end of this section is a summary table that
Group minimum. This ensures a degree of game shows the Major Powers, and the Minor Powers
balance and narrative focus. they can take as Close Allies.
• Allied Battle Groups are treated as Battle
Groups for the purposes of playing Battle Minor Powers
Group Tactical Action Cards (TAC) and Minor Powers are not blessed with the towering
so may benefit from the special abilities these industrial and economic might of the Major Powers.
cards confer. They do not hold the power and influence to coerce
• Unless otherwise stated, the points for all Allied Allies into fighting for them and as such they never gain
Battle Groups are taken from the 40% Non- from Close Allies in the same way as the Major Powers.
Core Allowance of a Force’s MFV. Although they may still call upon the aid of their Faction,
• No Tactical Action Card Decks may include such Alliances are often bought with concessions or
National Cards taken from Allies. bribes far beyond the normal diplomacy surrounding
such agreements.
Close Allies On the next page is a summary table that shows the
These Forces are well suited to adapting their Minor Powers and the Faction Allies they may call upon:
communications, battle tactics and engagement
strategies. Mercenary Forces
Many of the Major Powers view the existence of
• Close Allies are still governed by ONE Capital Mercenaries as distasteful. Men who fight for money
Squadron and ONE Non-Capital Squadron are unlikely to conform to the the idea of National
BUT are not taken from the 40% Non-Core Patriotism that many Powers seek to cultivate. As such
part of the MFV, PROVIDED the Models used the use of mercenaries is often seen as a last resort by
are of the same Type as the Core Force. those who have the luxury of holding such lofty ideas.
• Close Allies may gain the benefit of However, for the Minor Powers, the use of
Command Abilities but MAY NOT gain the Mercenaries is very much common practice, as these
benefit of Doctrine Abilities. powers are often called upon to defend their interests
• Close Allies are permitted to have Tactical against overwhelming forces brought forth by the
Action Cards of any type played upon them as Major Powers.
normal.

134
SECTION D11 – ALLIED BATTLE GROUPS

MAJOR POWERS ALLEGIANCE TABLE


Major Powers Faction Minor Power Close Allies
Dominion of Canada
Kingdom of Britannia Grand Coalition Indian Raj
Royal Australia
Teutonic Order
Prussian Empire Imperial Bond Kingdom of Denmark
League of Italian States
Dominion of Canada
Federated States of America Grand Coalition Royal Australia
Chinese Federation
Empire of the Blazing Sun Imperial Bond Free Chilean Republic
The Wani
Commonwealth of Free Australia
Covenant of Antarctica Free Nations Ottoman – Separatists
République of France Imperial Bond Ottoman – Traditionalists
Russian Coalition Grand Coalition Polish-Lithuanian Commonwealth

MINOR POWERS ALLEGIANCE TABLE


Minor Powers Faction Minor Power / Close Allies
Free Chilean Republic Imperial Bond No Close Allies
Chinese Federation Imperial Bond No Close Allies
Kingdom of Denmark Imperial Bond No Close Allies
Ottomans – Traditionalists Imperial Bond No Close Allies
Teutonic Order Imperial Bond No Close Allies
The Wani Imperial Bond No Close Allies

Commonwealth of Free Australia Free Nations No Close Allies


League of Italian States – Free Nations No Close Allies
Traditionalists
Ottomans – Separatists Free Nations No Close Allies
Socialist Union of South America Free Nations No Close Allies

Royal Australia Grand Coalition No Close Allies


Dominion of Canada Grand Coalition No Close Allies
Polish-Lithuanian Commonwealth Grand Coalition No Close Allies
Free Hellenic Kingdom Grand Coalition No Close Allies
Republic of Egypt Grand Coalition No Close Allies
Portuguese Empire Grand Coalition No Close Allies
Spanish Republican Confederacy Grand Coalition No Close Allies
Indian Raj Grand Coalition No Close Allies

135
SECTION D11 – ALLIED BATTLE GROUPS

Mercenary Combined Forces • Allied Mercenary Battle Groups never gain a


Mercenaries are also known to use other Mercenary bonus die for the Commodore’s presence
Factions, particularly if their patron has paid for an when resolving Disorder Tests.
extensive operation that exceeds their own resources.
A Mercenary Core Force may take any other
Mercenary Battle Groups from their Factional OPERATIONAL ASSETS
Alignment as Close Allies.
These are elements of the game that exist outside
Allied Mercenaries of the standard Order of Battle for all Powers and
When all else fails and a nation has nowhere else to Factions. They may be elements such as landing barges,
turn, money can buy the loyalties of a ‘few good men’.... support carriers, reconditioned escorts, oil rigs,
at least for a time. Nations have the chance to hire factories, and any other myriad of esoteric things that
Mercenaries to assist in their operations but should find their way into the Dystopian Wars world!
always be mindful that these forces are often little
better than brigands, willing to hire themselves out to • Operational Assets are always taken from the
the highest bidder and as such should never be trusted! 40% Non-Core part of the MFV, but do not
require the creation of a Battle Group, and
• Allied Mercenary Battle Groups may only be so do not follow the stipulation of requiring
taken by Core Forces that follow the same ONE Capital Squadron and ONE Non-
Factional Alignment. Capital Squadron to be present.
• Unless part of a Mercenary Combined Force, • Operational Assets do not gain the benefit of
Allied Mercenary Battle Groups are always Command Abilities or Doctrine Abilities.
taken from the 40% Non-Core part of the • Unless otherwise stated, Operational Assets
MFV. are not permitted to have Tactical Action
• Allied Mercenary Battle Groups do not gain the Cards played upon them.
benefit of Command Abilities or Doctrine • Operational Assets never gain a bonus die for
Abilities. the Commodore’s presence when resolving
• Unless otherwise stated, no Mercenary Battle Disorder Tests.
Groups are permitted to have Tactical Action
Cards played upon them.

MERCENARY FORCES TABLE


Mercenaries Faction Factional Alignment
Black Wolf Mercenary Any (except Russian Coalition)
Commonwealth of Free Australia Mercenary Imperial Bond
East India Merchant Company Mercenary Grand Coalition/Free Nations
The Honourable Eclipse Company Mercenary Any
Garibaldi’s Legion Mercenary Grand Coalition/Free Nations
The Order of Honourable Gentlemen Mercenary Imperial Bond
League of Crimson Mercenary Any
League of Italian States – Separatists Mercenary Any

OPERATIONAL ASSETS TABLE


Operational Assets Faction Factional Alignment
Landing Barges Any Any
Merchant Fleet Any Any
Scenario Buildings Any Any

136
SECTION D11 – ALLIED BATTLE GROUPS

MULTI-PLAYER GAMES Use the Side Activation Mechanic


In games where players might wish to use thousands
One of the great things about Dystopian Wars is the of points worth of Models, having each player take a
ability to play the game with lots of friends all at the turn one after another would simply take far too long!
same time. Whilst it is possible to play games using the Instead of this we suggest players take the following
alternating activation mechanic where multiple players steps:
are acting to achieve their own ends, it is far better to
have players join forces in order to bring the fight to • Each Side totals their number of players –
the enemy! This has the benefit of allowing the game This is their Side Activation Number.
to flow faster and encourages the use of narrative • When a side is called upon to Activate,
storytelling for larger, more impressive games! each player on the Side takes at least ONE
Of course we wouldn’t want to get in the way of any Activation. If a side has less players than the
creativity from players, but here are a few suggested other then they must nominate another
rules to use when deciding to play a huge multiplayer Squadron in their Side to Activate so that
game: the number of Side Activations are even
where possible.
Divide the Players into 2 Sides • This process continues until all Activations are
As mentioned in the introduction, it IS possible to completed.
for players to simply play the alternating activation • A player on a Side cannot target an enemy
mechanic but it is much better to divide the players Model with Gunnery or Boarding if it has
into equal numbers as much as is possible and face the already been targeted by another player from
two Sides off against each other. This can usually be the same side during the current Activation.
achieved by use of the Factional divisions in the game,
but in some cases this might not be possible given the TAC Cards Distribution
Forces present: players are simply encouraged to divide In large Multiplayer games, players will have access to
their players and their forces as best they can! their own Tactical Action Cards as normal, with the
number available to each player depending on the size
Predetermine the Total MFV of their individual MFV. Remember that no TAC can be
The Total amount of MFV should be set ahead played on an Ally unless otherwise stated.
of time to allow players to divide up the Total MFV
amongst themselves, so that each player knows how Set a Victory Point Target for each Side
big their own MFV is for the upcoming game. This helps Rather than each player attempt to achieve a
get players to the table quickly with their Forces ready personal Fleet Order in the game, it is usually better
to go! As much as is possible each player should have to set a predetermined Victory Point (VP) Target
the same MFV to draw upon, however in cases where at the start of the game for each side to aim for. One
an odd number of players exist, the MFV available to player on each side should be nominated to keep their
each player should be altered to accommodate. own side’s VP Total and should be notified if VPs are
scored by their Side so that the total can be amended!
Use Strategic Forces if agreed upon
Both Sides should agree if they are planning to use Be Generous
Strategic Forces (see Page 21) before the players With so many Models on the Tabletop, and lots of
arrive to play; so someone does not pick their forces munitions flying about, it’s important to be generous
with Flanking, Advance or Reserves in mind only when opponents are trying to do things like setting up
to find they can’t use them! Fixed Channel Weapons, Ranges, and Measurements:
you might not be invited back if you are nit-picking
Local Support is NOT used everything!
No players gain the use of either Local Air Support
or Local Infantry Support.

137
SECTION D12 – MULTI-PLAYER GAMES

USING THE OBJECTIVE Objective must be placed entirely within D6" of the
MARKERS centre of the Tabletop, the second must be placed
entirely within 2D6" of the centre of the Tabletop, the
third within 3D6" and so on. An Objective CANNOT
One of the great ways to differentiate the be placed within any area of Terrain that would be
Multiplayer Game from a Standard Game is the considered Impassable to either player’s Core Force.
use of Objectives. The resin Objective Markers are
intended for use when playing Multiplayer Games, This method is ‘fairer’ than Method 1, whilst still
in certain Scenarios such as those found within the allowing some tactical placement. However it is a little
various Dystopian Wars Campaign Guides, or those more time consuming.
Scenarios you have devised yourself. Once all Secondary Objectives have been placed,
These markers are used in conjunction with thoroughly shuffle the Event Deck, and place it to one
the Event Deck as described below, to make any side before moving on to Model Deployment.
Scenario or game type more fun and unpredictable.
This is achieved by placing a number of the Objective Capturing Secondary Objectives
Markers on the Tabletop as ‘Secondary Objectives’, If a Squadron finishes its movement with one or
representing the bonus goals your Force can achieve more of its Models with any part of it within 2" of an
whilst they fulfill their principal Victory Conditions. Objective Marker, the controlling player can choose to
attempt to capture the Objective.
Using the Event Deck
If both sides have agreed to use the Event Deck to • To do so, they must roll 3D6, scoring successes
spice up your game, you first need to determine how on rolls of 4, 5 or (RED) 6 as normal. If they
many Secondary Objective Markers you are going to roll two or more successes, the Objective has
place. This is determined randomly, based on the size been captured, remove the Objective Marker
of game you are playing: from the Tabletop and draw a Card from the
Event Deck.
Important Note: the table below is intended as a guide.
Feel free to modify the contents for your own Scenarios Important Note: to keep track of which Model
as you see fit. captured the Secondary Objective, it may be helpful to
place the Marker adjacent to the Model for the remainder
Once you know how many Secondary Objectives of the game.
have been generated, you need to place them on the
Tabletop. This is performed after setting up the Terrain, Playing Event Cards
but before any player begins Deployment. Both sides There are two kinds of Event Cards:
should agree upon one of the following two methods
for Secondary Objective placement: • Instantaneous
• Banked.
Method 1: Player Determined
Starting with the player who rolled highest on a single Any Event Cards which state ‘This card is instantaneous’
D6, players alternate placing Objectives anywhere on MUST be played as soon as they are drawn. Reveal the
the Tabletop until all have been placed. An Objective card and resolve the stated effects IMMEDIATELY.
CANNOT be placed within 8" of another Objective Any Event Cards which state ‘This card can be Banked’
or within any area of Terrain that would be considered are instead added to your hand of Cards, and may be
Impassable to either player’s Core Force. played just like a Tactical Action Card.
This method is the quickest and simplest. However, An Event Deck and Resin Objectives can be
it is less likely to create dynamic Scenarios than the purchased from the Spartan Games Web Store at www.
second method. spartangames.co.uk
Alternatively players can download the Event Deck
Method 2: Central Grouping for free from www.spartangames.co.uk and make
Starting with the player who rolled highest on a some of their own themed objectives!
single D6, players alternate placing Objectives on the
Tabletop until all have been placed. What makes this
different from Method 1, however, is that the first

138
SECTION D12 – MULTI-PLAYER GAMES

MFV Size per Side Number of Secondary Objectives


1500 Points or less D6
1501 to 2000 Points D6 + 3
2001 to 3000 Points 2D6
3001+ Points 2D6 + 3

139
DYSTOPIAN WARS 2.0 REFERENCE SHEET

SET UP
1: Strategic Advantage Opposed 2D6 Test – Winning Player has Strategic Advantage, other has Operational.
2: Board Size 48" x 24" width for each 500 Game Points per Side.
Divide Board into 24" x 24" section, each player has a piece of terrain there on a die roll of 5 or 6.
3:Terrain Placement
Player with Strategic Advantage determines who places a terrain piece first.
4: Board Edges Player with Strategic Advantage picks long Board edge, Operational Advantage picks Flank.
Advance Deployments – Player with Strategic Advantage picks who places a Squadron first.
Main Deployment – Player with Operational Advantage picks who places a Squadron first.
5: Deployment
Flanking Units – Arrives on Turn D3 – Player with Operational Advantage may re-roll D3.
Reserve Units – Arrives on Turn D3 – Player with Strategic Advantage may re-roll D3.
6: Field orders Draw Field Order and make any necessary announcements.
7: Choose TACs Hand is 2 Cards plus 1 Card per full 250 Game Points, up to a maximum of 10 Cards.

ORDER OF PLAY – AT THE START OF EACH TURN.


1: TAC Segment. 2: Late Arrivals Segment. 3:Determine Initiative. 4: First Activation.

SQUADRON ACTIVATIONS – EACH SQUADRON GOES THROUGH THESE SEGMENTS.


1: Command Segment. 2: Movement Segment. 3: Firing Segment. 4: Boarding Segment. 5: Disorder.

END PHASE – AT THE END OF EACH TURN


1: Compulsory 5: Check End of
2: Damage Repair 3: Persistent Effects 4: Restore Order 6: Next turn
Actions Game
- Derelicts lose HP or - Attempt to fix Critical - Attempt to fix Any Disordered
Check if either player
Crash Hit Effect Markers. Persistent Effect squadron Lose D3 AP If no Victory achieved,
has met their victory
- Derelicts, Prized and 4+ required unless Markers. 4+ required or HP (any mixture) move on to next turn.
conditions.
Salvaged models drift MAR applies. unless MAR applies. and regain Order.

MOVEMENT SEGMENT
1: Movement declarations 2: Movement and Manoeuvre 3: Movement Consolidation
Special Movement Actions –
Deploying Embarked Models Ramming Changing Height Levels
Must be declared.
- Static Turn -
- Low Speed Manoeuvres - - Dead Slow -
Rotate around centre
Must have Low Speed marker. Up to 2" move, making any allowed turns.
point up to 90 degrees.

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DYSTOPIAN WARS 2.0 REFERENCE SHEET

THE FIRING SEQUENCE


1: Declare Attacks 2: Declare 3: Resolve 4: Resolve 5: Firing
Declare Attacks. Counter attacks. Auxiliary Fire. Ordnance Fire. Consolidation.

BASIC TO HIT NUMBERS


Height Level of Target/
Stratospheric Obscured Surface or Flying Submerged Deep Diving
Firer
To-Hit Value RED (6) 5, RED (6) 4, 5, RED (6) 5, RED (6) RED (6)
Most Ordnance cannot
Infantry Downgrade Most Ordnance Weapons are Partially Blocked
Support Aircraft have their own modifiers. fire to or from Deep
RED 6's to BLUE 6's. when Firing at the Submerged Height Level.
Diving.

TO HIT MODIFIERS.
NEGATIVE POSITIVE
Elusive Target (Non-Capital Models) -1 Target Painter Hit on Target Model +N
Difficult Target (From Capital Models) -2 Firer has Hunter (Target Model) +N
Small Target (From Capital Models) -1 Target is Spotted (IDF only, 4+ at best) +N
Primary Weapon at Range Band 1 -1 Firing at a Structure +1
Primary Weapon Firing Indirectly -2 Target has Low Speed Manoeuvre Game Marker +1
Bombards or Mortars Firing Indirectly -1
Important Note: This is a summary table, each modifier is explained in full in
Target covered by Cloud Generator -1
the relevant section of the rules.
Target is ‘Wave Lurking’ -1

INDISCRIMINATE ATTACKS CARRIER ACTIONS


They are: They Ignore: Action Carrier points
Attacks using templates. All To-Hit Modifiers. Re-Arm 2 per Squadron
Collisions and Rams. Armour MARs. Re-Task 3 per Squadron
Mines. Defensive Generators. Replenish 1 per Wing Recovered
They use Basic To Hit values, or as noted for weapon. Relaunch (Drones only) 1 per Wing Launched

141
DYSTOPIAN WARS 2.0 REFERENCE SHEET

THE BOARDING SEQUENCE


1: Nominate Targets 2: Anti Boarding 4: Close Quarters 6: Boarding
3: Anti Boarding fire 5: Determine Victors
and Assault Groups Declarations Battle Consolidation
Each Model forms ONE Assault group, which may be Aggressive, Re-crewing, or Repair if allowed

BOARDING TO HIT TABLE


Crew Type Attackers To Hit Number Defenders To Hit Number
Elite 3, 4, 5, (RED) 6 3, 4, 5, (RED) 6
Aggressive 3, 4, 5, (RED) 6 4, 5, (RED) 6
3, 4, 5, (RED) 6 3, 4, 5, (RED) 6
Reckless
* Opposing AP gain a +1 To Hit Modifier * Opposing AP gain a +1 To Hit Modifier
Regular 4, 5, (RED) 6 4, 5, (RED) 6
Stoic 4, 5, (RED) 6 3, 4, 5, (RED) 6
Defensive 5, (RED) 6 4, 5, (RED) 6
Conscripted 5, (RED) 6 5, (RED) 6
Non-Combatant (RED) 6 (RED) 6

BOARDING SUCCESS TABLE


Result Effect Description
Defender rolls more Hits and the Defender's AP is not Target Model AA's /CC's attack Retreating AP before they
Attack Routed
wiped out. return to their models
Both Attacker and Defender roll the same number of Hits
Attack Repelled Remaining Attacking AP return to their Models.
and both sides have AP remaining.
Attacker rolls more Hits, but does not wipe out the
Defender's AP. Remaining Attacking AP return to their Models, and Sabotage
Sabotage *
OR their Target
Both sides have been wiped out
Attackers may Sabotage/Derelict their Target and return to
Defender AP is wiped out and Attacker AP remains. Victorious!
their Models, or may Prize capital, non Robot Models
* Sabotage: Attacking AP retreat, and target model takes a Critical hit during Boarding Consolation.

ROBOT BOARDING
- Robot Attacking - - Robot Defending -
Anti Boarding AA/CC against Attacker’s DR/CR Defender’s AA/CC as Normal
Attacker’s AP rolls against Target’s DR/CR Attacker’s AP rolls against Target’s DR/CR
Defender’s AP Does not Fight! Defender’s AP Does not Fight!
Robot vs Robot – AA/CC is directed against the Attacker’s DR/CR. Both roll AP vs Opposing
DR/CR simultaneously.

APPLYING DAMAGE
1: Determine form of damage, if any. 2: Apply all DR damage results. 3: Apply CR damage results, one at a time.

DISORDER TESTS: In Disorder segment, no more than one per activation. Roll 3 RED D6, requiring 1+ pass initially.
Disorder Test needed if: Extra pass needed if: Modifications to disorder test
Model in squadron is Lost Squadron at or under Half Strength Fearless MAR – Auto Pass
Commodore Lost Commodore Lost Die Hard MAR: +1 die for test
Out of Coherency in Disorder Segment Out of Coherency In Commodore Range: +1 die for test
MARs/Scenario Condition
Disordered Squadrons CANNOT have TACs played upon them by their controlling player, initiate ANY Boarding Action, use ANY Firing Options
other than Standard Fire, perform Carrier Actions, have a Combat Patrol or Disembark Units.

142
DYSTOPIAN WARS 2.0 REFERENCE SHEET

CRITICAL HIT TABLE


2D6
HP Repair
Dice Result Critical Effect
Loss ?
Roll
If this Model is Scrapped as a result of the HP loss from
this Critical Hit, any Models within 4" of any point of the
Magazine Model, regardless of Height Level, are subjected to an
2 D3+2 NO
Explosion Indiscriminate Attack, with a To Hit roll of 4, 5, or (RED)
6. The number of Attack Dice (AD) is equal to DOUBLE
the initial Hull Points (HP) value of the Scrapped Model.

This Model loses 1 Assault Point (AP), and gains D3


3 Raging Fire 2 YES
Raging Fire Persistent Effect Markers.
This Model has its Ack Ack (AA) and Concussive
Shredded
4 2 Charges (CC) reduced to 0. Place the Shredded YES
Defences
Defences Critical Effect Marker on the Model.

Generators This Model cannot use any of its Generators. Place the
5 2 YES
Offline Generators Offline Critical Effect Marker on the Model.

The Attack Dice (AD) Value of all Primary and


Weapons Secondary Weapons on this Model are reduced by HALF.
6 2 YES
Damage Place the Weapons Damage Critical Effect Marker on
the Model.
Hard
7 2 This Model loses D3 Assault Points (AP) NO
Pounding
The Movement (Mv) of the Model is reduced by HALF.
Engine
8 2 Place the Engine Failure Critical Effect Marker on the YES
Failure
Model.

Navigational This Model can only move DIRECTLY ahead. Place the
9 2 YES
Lock Navigational Lock Critical Effect Marker on the Model.
This Model cannot use Tertiary Weaponry, deploy Mines,
Chaos and Initiate any Boarding Actions, or perform Carrier
10 2 YES
Disarray Actions. Place the Chaos and Disarray Critical Effect
Marker on the Model.
This Model gains D3 Corrosion Persistent Effect
11 Fusion Leak 2 YES
Markers.
The Model Teleports in a random direction using the
Random Displacement Template, moving the Model
3D6" in the direction indicated. The Model is then
placed facing in a random direction using the Random
Displacement Template once more.

A Model automatically Collides if, as part of a


Sturginium
12+ D3+1 Teleportation, it is placed touching a Model, or touching NO
Flare
Terrain that is considered to be Treacherous to it.
A Model is automatically Scrapped if, as part of a
Teleportation, it is placed touching Terrain that is
considered to be Impassable to it.

A Model that is Scrapped due to HP Loss does not


Teleport, and is removed from play instead.

143
GAME MARKERS IN Prized
This Game Marker is used to denote a
DYSTOPIAN WARS Model that has been successfully Prized by
an Aggressive Boarding Action.

Assault Points (AP) Loss Salvaged


Green Numbers denote the APs that have been This Game Marker is used to denote
Lost by a model. A Model must use multiple a previously Prized Model that has been
Game Markers to represent higher levels of successfully recaptured/Salvaged by an Aggressive
Crew loss! Should a Model lose ALL of its APs, Boarding Action.
the Green Zero should be used to denote the
Model’s vulnerability to a Boarding Assault! Derelict
This Game Marker denotes a Model that
Hull Points Loss has been taken out of action, but is neither
The Red Numbers on this Game Marker a Prize or a Salvage. Such Models are prone to self
denote Hull Points Loss that a Model has destruction as their critical systems are left unattended,
suffered. Under extreme levels of damage, a and as such will decay over time.
model must use multiple Game Markers to
represent debilitating levels of hull Damage. Commodore
This Game Marker denotes the Model in
Raging Fire the Force your Force Commodore has
This Game Marker is used to denote the elected to use as their Flagship. Using this Game
Raging Fire Persistent Effect. Fires that Marker allows both players to remember who is
rage unchecked across a model will eliminate Crew really in charge as battle is joined!
and structural integrity at a terrifying rate.
Mines
Corrosion This Game Marker is used to denote the
This Game Marker is used to denote the presence of a Mine on the Tabletop.
Corrosion Persistent Effect. This effect
can cause a Model to quite literally fall apart! Vulnerable
This Game Marker is used to denote
Lightning Rod Models that have developed a fault in their
This Game Marker is used to denote the superstructure or are inherently unstable anyway!
Lightning Rod Persistent Effect, applied
most commonly using Speerschleuder Tesla Weapons! Low Speed Manoeuvre
This Game Marker denotes a Model that is
Target Painted executing a Low Speed Manoeuvre.
This Game Marker exists until the End
Phase of the Game Turn it is applied. Ordnance Away!
Until that time firing Models will gain bonuses to hit This Game Marker is used to denote
with Targeted Attacks when directing against the Models that have deployed their munitions
Marked Model. Very often a Model that has been and are unable to fire them again! In the case of
Target Painted is easy meat for enemy gunners! Support Aircraft Squadrons this can be alleviated
by rearming with a Carrier Model.
Spotted
This Game Marker exists until the End Shredded Defences
Phase of the Game Turn it is applied. This This Game Marker denotes a Model that
Game Marker denotes a target that has is suffering from a Shredded Defences
been successfully Spotted using a Spotting Test, Critical Effect. The Model is unable to use Ack Ack
allowing the Model to be targeted by Indirect Fire. or Concussion Charges, counting both as being 0.
Multiple Spotted Game Markers may be applied to
a Model from multiple successful Spotting Tests. Generators Offline
This Game Marker is used denote a Model
Disordered that is suffering from a Generators Offline
This Game Marker is used to denote Critical Effect.
a Model/Squadron that is suffering from
Disorder.

144
Navigational Lock Submerged
This Game Marker is used denote a Model This Game Marker is used to denote
that is suffering from a Navigational Lock Models that inhabit the Submerged Height
Critical Effect. Level. Models that occupy the Deep Diving
Height Level should be given TWO Submerged
Engine Failure Game Markers.
This Game Marker is used denote a Model
that is suffering from an Engine Failure Obscured
Critical Effect. This Game Marker is used to denote models
that inhabit the Obscured Height Level.
Weapons Damage Models that occupy the Stratospheric
This Game Marker is used denote a Model Height Level should be given TWO Obscured
that is suffering from a Weapons Damage Game Markers.
Critical Effect.
Activation Marker
Chaos and Disarray This Game Marker is used to denote
This Game Marker is used denote a Model Squadrons that have completed their
that is suffering from a Chaos and Disarray Activation.
Critical Effect.

GAME TEMPLATES IN DYSTOPIAN WARS


Large Effect Template Large Turning Template

Medium Turning Template

RandomDetermination Template

Small Turning Template


Energy Template

45 Degree Turning Template


Small Effect Template

145
INDEX

Action 36 Derelict Models 81


Activation Marker 7, 16, 24, 85, 104, 119, 126 Dice
Activation Phase 37 Basic 9, 93
Ack Ack 71 D6 8
Allies 20, 134 D3 8
Attachments 15, 18, 21 Exploding 8-10, 49, 61-2, 66-7, 72-4, 77,
Attack Sequence 60 90-92, 106, 121-3, 133
Attacks Heavy 8-9, 61-2, 66-7, 73, 115, 123
Generator Strikes 96 Initial 8-10
Indiscriminate Attack 38, 49, 65, 68-9, 74, 96, 100, Modifiers 8, 61-62
106 Opposed 9, 36
Targeted Attack 38, 62, 88, 90-3, 100, 123, 144 Re-Roll 9
Battle Group 21, 26-7, 30, 134, 136 XD6 9
Boarding Action Segment Disorder 18-19, 37, 40-1, 44, 47, 76, 85, 115,
Aggressive Boarding Action 14, 71, 76, 77-8, 81, 88, 92-4, 126, 129, 132, 136, 144
96, 100, 119-22, 124, 126 Drones 119
Friendly Boarding Action 77, 120, 124, 130 End Phase 16, 19, 28, 33, 36-8, 40-1, 73,
Re-Crew Boarding Action 77, 95 81, 84-5
Repair Boarding Action 77, 130 Raging Fires 85
Robot Boarding Action 92, 120-122 Corrosion 85
Bomb Ordnance 67 Energy Blast 68
Bombards 67 Energy Weaponry 68
Capital 21, 62, 80, 90, 93, 127-8, 132, Field Orders 24, 28, 32, 85, 106
134, 136 Fire Arcs 52
Carrier Actions 118 Firing
Re-Arm 113, 118 Aggressive Counter Attack 58-59, 71, 115, 126, 128
Replenish 112, 118 Defensive Counter Attack 38, 58-59, 62, 64, 67, 71, 91
Re-Task 118 Effective Attack Dice 60-1
Carrier Model 116 Initial Attack Dice 60-65, 94, 101
Crew Types 79 Profile Attack Dice 14, 60-1, 68
Collisions 14, 19, 38, 48, 45-51, 76-7, 106 Firing Segment 58
110, 115, 120, 124, 129, 131 Firing Options 41, 58, 61-62, 63-8, 70, 72-3, 75,
Disengaging 49, 50-51 77, 114, 126
Evading 49 Area Bombardment 7, 61, 64-65, 67, 88
Ram 14, 38, 48, 49-51, 84, 95, 115, Combined Fire 58-59, 61, 64, 70, 72, 90, 94,
120, 124, 129, 131 114, 123
Combat Patrols 18-19, 41, 77, 80, 90, 113, 125 Concentrated Bombing 58, 61, 65, 67, 128
Command Segment Indirect Fire (IDF) 54, 61, 64-6, 73, 101, 108
Command Coherency 37, 41, 44 Linked Fire 58-9, 61, 63-4, 75, 77, 126
Command and Control 37, 44, 96, 118-9, 133 Standard Fire 41, 63, 68-70
Command Consolidation 37, 44 Flamethrower Weaponry 70
Commodore 18, 20-2, 26, 28, 30, 32, 41, Force List 18, 20-22, 24, 30, 32, 37
119, 132-133, 136, 144 113-4, 124, 132
Command Abilities 132, 134 Functions
Doctrine Abilities 132, 134 Burrowing 14, 27, 45, 127, 128-130
Concussion Charges 71 Diving 14, 27, 45, 61, 90, 127, 128-9, 131
Damage 38, 124 Escort 15, 18, 41, 127, 129
Critical Effects 39 Landing Craft 19, 127, 129
Critical Hit 14, 38-9, 79-80, 96, 119, 121, Low Level Flyer 127, 129-30
128 Multi-Purpose 111, 127, 129
Critical Hit Table 9, 14, 79, 143 Repair 60, 77, 127, 130
Critical Rating (CR) 14, 38 Surface Skimming 127, 129-30
Damage Rating (DR) 14, 38 Wave Lurker 127, 130-1
Damage Repair 84 Game Marker 7, 44, 84-5, 143, 144-145
Persistent Damage 84 Critical Effect 84, 143, 144-145
Designation Persistent Effect 37, 71, 84, 97, 130, 133
Fortification 21, 27, 62, 67, 93, 125, 127, Game Set-Up
131 Advance Forces 21, 26-7
Infantry 19-21, 27, 46-7, 61, 70, 90, Board Edges 24-5, 47
108, 110, 123-7, 131, 137 Board Size 24
Model 6, 127, 131 Common Agreements 20, 104
Robot 76-81, 92-3, 120-2, 127, Complexity of Composition 20
131 Core/Non-Core Force 20-23, 123, 127, 134, 136, 138
Deployment 21, 24, 25-7, 36, 112, 116, 131, Deployment 21, 24, 25-7, 36, 112, 116, 131,
138 138
Advance Deployment 26 Field Orders 24, 28, 32, 85, 106
Flanking Force 21, 24, 26-7, 36, 47 Flanking Force 21, 24, 26-7, 36, 47
Main Deployment 26 Force Composition 20-21, 30, 127, 131
Order of Deployment 27 Force List 18, 20-22, 24, 30, 32, 37
Reserve Force 22, 27 113-4, 124, 132

146
INDEX

Local Support (Air and Infantry) 20, 21-22, 27, 112-3, 116, 123, Movement Segment 45
137 Multi-Player Games 33, 137-9
Main Force 20-21, 26, 125 Objective Markers 138
Maximum Force Value (MFV) 20-22, 24, 85 Operational Assets 136
Operational Advantage 24-27, 36 Order of Play 36
Reserve Force 22, 27 Particle Accelerators 69
Strategic Advantage 24-27, 36 Pre-Turn Phase 36
Strategic Force 20, 21-22, 36, 137 Prize Models 81
Tactical Action Card Deck 20-22, 30 Range Bands 10
Terrain Placement 24-25, 104 Robots See Designation, Robot
Theatre of Engagement 20 Rocket Ordnance 66
Game Turn 36 Salvage Models 81
Generators 54, 96-102 Scrapyard 9, 16, 32-3, 39, 47, 49, 85, 106,
Defensive 62, 100 116, 118-9
Offensive 99 Squadrons 7, 11, 18-22
Standard 97 Disordered Squadrons 41
Heat Weaponry 70 Mixed Squadrons 18
Height Bands 10-12 Squadron Activation Order 19-20
Aerial 10-12 Squadron Size 15
Surface 10-12 Speerschleuder 71
Diving 10-12 Support Aircraft Squadrons 112-9
Height Level Interception Attack 71, 115
Stratospheric 11-12, 27, 45, 61, 93, 108, 115, Dogfight 71, 113, 115-6
141, 145 Aces 21, 85, 113-4, 116, 118-9
Obscured 11-12, 27, 45, 61, 108, 115, 120, Duelling 85, 116
126, 141, 145 Tactical Action Cards 9, 19-22, 24, 28, 30-3, 36,
Flying 11-12, 17, 45, 61, 74-5, 93, 115, 38, 41, 44-5, 60-1, 63-4, 134,
126 136-8
Surface 11-12, 19-20, 27, 45, 48, 54-55, Templates 7
58, 61, 75, 94, 98, 101, 104, 111 Tesla Weaponry 70
Submerged 11-12, 27, 45, 58-9, 61, 65, 74, Terrain 104-111
88, 92-3, 108, 114, 128-9, 131, Elevation Bonus 69, 106-10, 129
141, 145 Indestructable Terrain 104
Deep Diving 11-12, 27, 45, 56, 58, 61, 90, 93, Major Surfaces 25, 51, 67, 104-5, 107, 110-1,
114, 141, 145 128, 131
Infantry 123-125 Minor Surfaces 104-105, 108, 110-1, 129
Hull Points (HP) 39 Terrain Features 104-5, 107-8, 110-1, 125, 129,
Initiative 9, 19, 36-7, 84 131
Line of Sight 10, 52-8, 60-1, 64-8, 75-6, 88, Terrain Quality 105, 110-11, 128-9
93, 97-98, 100, 104, 106-8, 110-2, Terrain Size 106
127, 131 Torpedo Ordnance 67
Model Assigned Rules 15, 88-95 Volley Guns 71
Model Profile 13-15 Weapon Mounting 54
Model State 16 Weaponry
Activated 7, 16, 19 Auxiliary 39, 54-5, 58-61, 63-4, 66, 71-2,
Drifting 16, 37, 73, 84, 105 75-6, 81, 96, 123
Lost 16, 18-9, 28, 32, 41, 47, 81, 85, Mines 14, 27, 38, 58, 60, 63, 66, 71,
119, 123, 126 73, 74-5, 92, 98-9, 129, 141
Ready to Activate 7, 16, 97, 126 Node Projectors 75, 100
Scrapped 9, 14, 16, 28, 39, 41, 46, 59, 84, Primary 14, 55, 61-3, 65, 66, 67-8, 76,
92, 106, 120, 124-5, 129, 131, 141
143 Secondary 14, 55, 63, 66, 67-8, 76, 143
Movement Special Munitions 72-3
0" Movement 46 Specialised 68-71
Changing Height Levels 45, 49, 128 Tertiary 14, 55, 60, 66-8, 76, 96, 143
Collisions and Rams 48-51
Controlled Contact 48, 51, 90, 106, 120, 123-4, 129
Disembarking 19, 41, 47, 89-90, 142
Infantry and SAS Movement 46
Low Speed Manoeuvres 47
Maximum Movement 46
Minimum Movement 45
Moving Backwards 47
Moving Off the Tabletop 47
Moving Onto the Tabletop 47
The contents of this book are
Path of Least Disturbance 47
Snaking 46 Copyright © Spartan Games 2014-2015.
Swift Manoeuvres 49, 51, 91, 128, 130-1 All rights reserved.
Turning 45-6
Mortars 67 January 2015 – Digital ‘Admiral’ Edition

147

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