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Dystopian Wars DigiAdmiral PDF
Dystopian Wars DigiAdmiral PDF
Dystopian Wars DigiAdmiral PDF
Primary Writers
Derek Sinclair
James Flack
Franco Sammarco
Senior Testers
Michael Hetherington
John Smith
Damien Quinn
Mark Guz
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
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
SECTION E
5
SECTION A1 – GAME BASICS
6
SECTION A1 – GAME BASICS
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
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.
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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.
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.
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
12
SECTION A1 – GAME BASICS
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.
14
SECTION A1 – GAME BASICS
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
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
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.
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
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
• 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
Local Support
2 x Line Infantry Companies Tiny 7 Armoured No Free Main 6
23
SECTION A3 – GAME SET-UP
24
SECTION A3 – GAME SET-UP
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
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.
27
SECTION A3 – GAME SET-UP
28
SECTION A3 – GAME SET-UP
29
SECTION A4 – TACTICAL ACTION CARDS
30
SECTION A4 – TACTICAL ACTION CARDS
FLAVOUR TEXT
– Each Card will have a
small amount of flavour
text in Italics that sets the
scene for its use.
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)
33
INTRODUCTION
35
SECTION B1 – ORDER OF PLAY
36
SECTION B1 – ORDER OF PLAY
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
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
37
SECTION B2 – CRITICAL HIT TABLE, ATTACKS AND DAMAGE
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.
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.
41
INTRODUCTION
SECTION C1 – COMMAND SEGMENT
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
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.
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
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!
49
SECTION C2 – THE MOVEMENT SEGMENT
50
SECTION C2 – THE MOVEMENT SEGMENT
51
SECTION C3 – LINE OF SIGHT
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
53
SECTION C3 – LINE OF SIGHT
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
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, 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.
• 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
58
SECTION C4 – FIRING
59
SECTION C4 – FIRING
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
61
SECTION C4 – FIRING
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.
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).
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
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
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.
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
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 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.
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.
69
SECTION C5 – WEAPONS AND MUNITIONS
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
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).
71
SECTION C5 – WEAPONS AND MUNITIONS
72
SECTION C5 – WEAPONS AND MUNITIONS
73
SECTION C6 – MINES AND NODES
74
SECTION C6 – MINES AND NODES
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:
76
SECTION C7 – THE BOARDING SEGMENT
77
SECTION C7 – THE BOARDING SEGMENT
78
SECTION C7 – THE BOARDING SEGMENT
79
SECTION C7 – THE BOARDING SEGMENT
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.
OR
OR
80
SECTION C7 – THE BOARDING SEGMENT
81
SECTION C7 – THE BOARDING SEGMENT
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:
85
86
INTRODUCTION
87
SECTION D1 – MODEL ASSIGNED RULES
88
SECTION D1 – MODEL ASSIGNED RULES
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
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.
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.
90
SECTION D1 – MODEL ASSIGNED RULES
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
92
SECTION D1 – MODEL ASSIGNED RULES
93
SECTION D1 – MODEL ASSIGNED RULES
94
SECTION D1 – MODEL ASSIGNED RULES
95
SECTION D2 – GENERATORS
96
SECTION D2 – GENERATORS
97
SECTION D2 – GENERATORS
98
SECTION D2 – GENERATORS
99
SECTION D2 – GENERATORS
100
SECTION D2 – GENERATORS
101
SECTION D2 – GENERATORS
102
SECTION D2 – GENERATORS
103
SECTION D3 – BASIC TERRAIN
104
SECTION D3 – TERRAIN
105
SECTION D3 – TERRAIN
106
SECTION D3 – TERRAIN
Large +4 Armoured
Diving Burrowing
Iceberg Aerial Hazardous
(Deep Diving) Diving (Other)
Medium +3 Naval
107
SECTION D3 – TERRAIN
• 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).
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
109
SECTION D4 – ADVANCED TERRAIN
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.
111
SECTION D5 – SAW AND SAS
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).
113
SECTION D5 – SAW AND SAS
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
114
SECTION D5 – SAW AND SAS
115
SECTION D5 – SAW AND SAS
116
SECTION D5 – SAW AND SAS
117
SECTION D5 – SAW AND SAS
118
SECTION D5 – SAW AND SAS
119
SECTION D6 – ROBOTS
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.
121
SECTION D6 – ROBOTS
122
SECTION D7 – INFANTRY
123
SECTION D7 – INFANTRY
Boarding Actions
In order to initiate a Boarding Action during the
Boarding Segment against a specified Target:
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
126
SECTION D9 – OTHER MODEL FUNCTIONS
127
SECTION D9 – OTHER MODEL FUNCTIONS
128
SECTION D9 – OTHER MODEL FUNCTIONS
129
SECTION D9 – OTHER MODEL FUNCTIONS
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.
131
SECTION D10 – NATIONAL FLEET COMMODORES
132
SECTION D10 – NATIONAL FLEET COMMODORES
133
SECTION D11 – ALLIED BATTLE GROUPS
134
SECTION D11 – ALLIED BATTLE GROUPS
135
SECTION D11 – ALLIED BATTLE GROUPS
136
SECTION D11 – ALLIED BATTLE GROUPS
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
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.
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.
140
DYSTOPIAN WARS 2.0 REFERENCE SHEET
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
141
DYSTOPIAN WARS 2.0 REFERENCE SHEET
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
Generators This Model cannot use any of its Generators. Place the
5 2 YES
Offline Generators Offline Critical Effect Marker on the 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.
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.
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.
RandomDetermination Template
145
INDEX
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