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: A Blazing SUr) I,Issault Warrior ...

althougfJ
bizarre. looking the: and Clf/eke.
" make tfiis soldier highly t%!pn.eouvicible
.. . ; war mask is
. soldier,s half to 'deattf!
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Spartar:l Games.20iO-2011. ' ..
. Airr.rgtits . . t.Y" ., .,. - :.'
fune-2cni Print
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. : SEEDS. OF GlO'BAt WJ\R! . " . BCJt'his'farriily wou.ld notstand-ior such a' blatk mark UPOI'l ' . ' , '.
.. .; :IF: Pfu'ssian ,hh\ newly I'lrtf;&ted " .... Js ,;,::, : ...
r:! 11'1 ' 'IQ thi . impe rial :. <
" ..... ( . " . ' 0""'4" . '40- 6. i J ..... r, i' J ' - . ,
' . /' .. mainland) whilst the. Er:T1FJ,r.e.S's and, begg.e,d ;fot ". '.
''';: '. .'. cI;:Ish:6lih'on'gst{their colonies, Throughout' the Ratific tf.l ;:) J es.to.ce 'his .family's honoOr by' ' .: .":.
7 .. .r .. f "" .. irlJ "' '' 1- . .. ,
J';_: ' 'Stjltes .qf and the of uniZi,vili s'ed barbarianS"t?f.the
. i r:.. ! Slln (:onti.r,ue therr struggl'e for dominance, . eter[lal yvisdol)1 and 'compassion ' trne . ; .. ' :.;;
. .. . .... t " , . . ....... . .. , . ... . )o ....
ra'id i rig t he col(')nies of the European powers. < the cOnimander. bis ,wish, and bestowed on him th'e Third ' .,
.... ,.. f ... ,..,r ... ,. . '. . ' _;d 't. ..... l' v... . ' ,. ' .... .. ...... ...., .. ..
'. " . ' . . .. ; ...r _ . 'I:5iVisi6h of the' Ser:;ond Imper i'ar AFmy - also namedthe ... ..
is a time of' uprest, distrust - technoldgy has Wcin{ Tlie that '
'. ,fif: im.agin(ngs, off his 'name ur}til h'e had 'aVenged t ti'e ;'::. !; . '
" 'of familY. History would rem;ember,hfrn only as' oAf' " ; ," ; ' .
': rn'ad'e .. life', light : and' ; ,:':'.' -', ' .; , "" , <.'
;, ::: ;> ' i ;(mth, bwt. . ''p0wers 'military! venicles and .. notime in lea'ding th:e ' . . '.,
.bi'o(ogiP;1 expenm,ents h?ve yielde'd u.'!
as m6nste'rs " ";.:
, ,ar.! all ,too readily ynJeashed upon, th,e .qattl.!)!field." . of,the;Third Qiyisio.n. Oni (o,the"grotJhd, yet '
. , Ana th'e. heart of this' technologlGa l inrlOvation: stands ' he felt (losatiSfactioJ1. fa tilJ re of-hrs not
.. .270, to 'crea(e' 'ks light ' ' due or Q1en' located' tlie nC it .. ...... .
'. flard. '-. "', to 1: 1i e:- actioris of file 'East' lnd'ia "CompanY:. blowever;'tne
,',C';' '::" '. :', ",, ;.: _ . . " . . ': reined hrm: ib before he. eould set oGt to' -
With .changlhtfif)1eS Gbme changing' tactks. Man can(lot ' . more bo'meland. ,. '
: ,.' !.:;' -:. ,to'mpete with Hie Jron Behemoths' that now tread ;. , ; .,:! ; ' : .. . .
' '' . . , , ':, '2jcross the at least Rot alore, WitR impr.oved :' '. ;Bw{ ?at .i 1'l1y by
.... t,nere has been a revolution in , the,:., wer!' . . Tw.o -Jail.,
.' atmedforces ohhewor.ld. Combined ar.ms are now the OrSIr,lgapore . tlie' 45th':' Expe'ditiQnai Y Force .Ia nded .in.
. 'Y(."I .J. " " C" "" .. -' -. >,/'
. ' .. most widely',ac\;el2tect tactics in use, ..despite '5,0 rrLe. die- c,?mmangep byLorcl : t;>uxfprd, an.d a
; 0' . hard sti ll sI ubbornly. cI(nging to their old , ' Was to' me Empress ' from
' . -: " _. . .. . ' ' . " , .. 'It stated 'that' 'ai singapor.e.';;-as a;-' act 'of ' ' : '
." . ' . war ' ar:ld 'tliat ' wbu1'd 5e ' tb'nseque'nces . u'ni6ss' : :.
.. .' . ..... /) "'" . . .. ... .. ..
SINGAPORE reparations'Were young Empre.ss realised .' .
c'onflict between the great nations starte.d nece.ssft.Yof. the' ' .-:"f.':. '<"
something as minor' asa dispute, back in 1864. dispatched .; .. ,; " ' - -" "
The East India Company, been trading in Singapore ' ." ' . '" , ! f,' ...
for severat degades, securing their p'Ositiorv as I ' This prq)((!(( tp' be,a ':;'
I
. d' t d "h Id A h l. I. d' " . the. , Force reache'd -OnC he ' . - . ! ' . ;
Ing ra ers In t e wor . s suc t",ey.:too" a im. . , '; .. : R" " . ' .. " ' . , :.
view of the encroachment of-Japanese trilders intowhat Immediately" tur:re2 a'Qd ,to ,
they Considered as their turf a'1
d
made thei'r 0piniohs ' ,Malaysi,a . Wa(Ji 'obeyed hirp UllElu'esfioningly, hal'tirl/t I;";'
crystal cle.ar. ' " -: " ;! . r, /" .1 ': ..
. . ,. . .. him as a' hero,"'Se'eirilfnim' as a tired warrior ,(ea rlessIY' --- , :''''
The t heir dange r'for their .: - :.
, a; sut h W?s caught unaw,ares wlie(l' East India . to leav.e,0nl tohis fate woulcf result i.n publ id lncest;
forces fell'upon t1'is delegation and evicted him from the ' he'r. enp re- A1ilitarx S'errt it out in :. '
cou ntry" Suitably sharped, the man committe(f suicide support ,of Oni:'s Jhif9 D.ivisjOCl . :r
he
: fell,
imd, hl; was strick.en .from Imperial rewrds. Falture-'l' Itke'jI \(I(iP9:
a
l}d wip.ed o'u,t th!? ASEh ":
deserved n'Q less. '. ' ... '.:; j rl, ,? rl'2.ttrr of, weeks;. : ,..
. evacuatedfrpm ' ,; . . ' . '
: .:: U ' r ,
-. ' .... Hh ,, _ ..,1 .....;..... ... , ., ...
... ... .. . ......... #
tr .... i-&' - "l ..... ,
. .
__ /It'T " "" .... /
:":;j.:: 71 .. ..... #,..
, f . :._ .. f ,f<-
ESCALATION " , " ,
h -,,-,,' -'1 -. ' ,, ' #c-V '" .,,.' *' _" " * " (". f*,
w,qrld ,at this tt:lrn 9f ,events ' a'nd the
s01fj:IV. war'
dMtle deploying. its full rnili;t'ilry:,migtlt to',
$ if Knowing her forces ) 0',
onslaught of ,"he ,en'tire Brita.nrllan. mil(tarY,
- : , 'h"
," :r ... , "') .. .
' Uslr)g.this sudden'
Sun, despite.' fnade"deals' with the: AUstralian
lDdependents ib' bcijst.er A'8( regr\1u[:lrng. "Not,tp

. .tbe Australians to me
711yo:ys'19 the Prussian Er:nperqr, '
;, :h!e THE
, ta'i:ne to;,;hut a mo,ntnla.ter fTusslC!n Fgllowing. the ' declaratian <;If, lII(ar" on .Q.n ,; the,
;'aW; of the , the Kingdom. of
of; JDrussian
J t,self, tt3"mmanded :
c
<t helJ:hen desjgn managed to sail up the ,:rhames and launch a ,
",, ' t " "'1f "' , " \ , .. !.. .. ' ,_ , '1' '< 4,+' '7 4' .,., 4 ;,., ,
<Coloflel:Stum'l. " ft ." . ' . .' darihg' aAd shocking attack;9t the H9uses Of
f th:;;;:.,,,: " N0 i:{:;'. j ' "' ":'.... , ' . , ,:' Whilst 'this 'act was more
""/ ' ,r " " , " , '\""P" .,j" ,'\ ' ,JI. . <_., ," , ,. ' Y ', ..
fn:i nageq pts 'of '
4' 'C a>lastibg impact.upon the the" 'Bri(cln,riian ' public) 'wh'eri it: emerge<jl' .thar
).oiced. to ;s.ev.
7
.;al armi,es., t? sail aW'ay ..
t/;lEi, ,of, thl.s Gripf)ed with fear, : 'ilf the. : populaEi
'. ' olle' ratio.rif pave.d:the""ay for $;tari;rl's rise to po.wer. fov.Gihinteered for the armeq, and, tile Bnitannian,
"*> ''' .'''' "' '' ' ,.",,, -., - /' , , " , :t . , ' ( to.
, '. , . ' . . : ' =roilhary doubled, iO )l:i?e .bver:,th:e pext ,sjx' 01911th,s .
this 'time the' Russian Coaiitic:m maae a pact with' " $
, in . , ::Oh
behfnd'the 4 , %
their chief $ of tactics andt'echnology. 'HiS'Sludi:esill .K6rea :haGl
1
paiGl '
this 're$ultillg in ;he
,t9 inc'll'lacitating or
:. before, ,: .. i,cre.ws whtist leaviilg their vessels fqr
hal(at the:WqlfgC)'Qg ,,,,,,salvage.' Thetechnology prGJtEi1c:t
.. n .. * " ' $ ' : ' ., his owd ,tro;ps.from fron'! ',
:% torh'aintain their po,wer in Eur.o,pe,,the P[ussians;'
:drag } he.Republic, of.' Of} g?5 .a;tj:ask
It<tliilll States, into t/1,e war, " In retur'n fdr this ,knowJedge,
albe'it on t'efrUs '-'the 'French would deal ' Biazing Sun to provrdi'rheYn with 'deSign
>!With BritallniaQ whilst:theltali;lns would run ' forbuilCJing
campaig-ns the .Russians, 'giving Pn,,85ia alliance lietweeri'tli';e: natibns. .',
time to rebuild' its strength. Th.is tactic'l,Norked, ar.ld the . ' ' . ':" '. ','
, ;f.6rces were forced .. tcHake, up- ANTAij(;TICA
patrol and pGUcing'.duties against the. \tatian troops, all
the .their gains any .;at' in I':lls fayourecl armohafr,: located in ' hi's studfil') 0 ,
:-. Prussian ' }, Antarcticahorne of his new;nation' . the, Covenant of. I
Anta;ctic; .. and atwl'iat
, Wifh rh'e gl 0.1;> a I situation rapigly collapsin.& into chaos;' coming .t,o in' Not ol'lly .. :.
' States of America '(FSA) attempted an' b . . h t
. his .. e.e9, In ,errpr, t ever E",
invasion of Japan, Wishing. to expand their' eontfol ?ver themselves i:laatranspjred fa rfaste r than he hadthought
the. Pacific: ' Dispatching the .. bei[lg
of. Admiral the to 'b:ett,er kill, and the 'It: .
PreSident was cJ1lVlnced that by 1h: ' i patriotisli'r hadirifec;ted his own apprentices: With
of the Blazing Sun could ear,n a . : the warld'.rapldlysliaing ih't6 ':diao? and S-tu\geQn
in Britannia, enou,gh to stave,off expansion , resolved coact
into. his domain by Queen Victoria's.forces. . " : ) - ,,' ., I '
'" "He of $
However the Fourth ' instead: tame acro'ss 'a prQdlictiClli J acllities, SC,hneicjer .
Russian :Coalition fleet' mbb'ilised fat the inV3si:oTi lof' rhe position of War /;lis
the glazing Sun as well, so as: to' earn favour with the sudder.lly turned into assassinS and sf'lles,
Koreans. Both sides upon each, other, conviAced bega'riapplyinE
fcheY were a defending Blazing SUr:l .fleeLFour
the
art o'f war. It would be .thg C'qve'rranf '
bQth.;,sides accus,ed the other ,0J bloodiest year
1:h.!?f!J <ar)d PI9
m
ptly to war about '
the Empire of the BlaZing Sun fGJrthe time' belng. ' ,
...
. ... .. ott
r ."- : .. r , ... ..
. . ' ''', ' . actions. Air are' forces,
::-:... TAe C6vena nt cif AAt,arctica is' a ,yo u Ail n13tion'" not 'va rlol!ls' irHantry' t:eams' ' 9,l!It 'li lso ai rcraff and" ".
, .. _ ". r ) '. ...:. <a,.... ' .: ' . J . { ,. . . . ' , \. .. " .., "-
sprawled ice cap ofth' Eqfth. ,lt fOtJf.tded
j
,. " ,.'" ': : ,', ' . ;', ." ;- " "
in:f850: by Lord lYraynes Sturge9ni!w.hen' to < , ,',,:, . . . (', I :<., .. ' '.', ;1.' , ,',: ,;.;;
an . .to: thd ege]idar.v, Vpult setfl,e j'v1axllT;lilia.n of V:1p r , . ,',:: ': .
co 11 E; ggU.e.S,. and explorin,g tlie area, to t.he in"Wells:, ,Lt , , , .
5ve,ntuall y yo,!;'fL,was Wells"Chasm' by of ne:w f heir, <..;
,. . .. and his ,peopl.e. : , 'i '" . " . ' . well.as testing their loyalty. Massive warehouses ' housec;! beneath the: o'
"- ", . " P , .' . . ,'. I : :'" ice been conveited to " "
The cov&:';;':nt official ly formed 1857, ;';' ost :either gone or, di s'm-arit led in " ,t. ..
I th'e Antafctic, 6f lj:lb6ratories'; : 0,.' " . ,'.
$qme, oh he se.cti.on's of the' i'a'ne!. hover: in' tne' sky; 'held in t he a'ir with It ;is' ' impossible to, 'accurately, ' estimate t.he ;. soldiers ."
the miracle 6r,sciel'lce; whll ?t othe'r h'ou,sed deep beneath an.d 'vehicles under SCAneider's , c6mrnand, .harsh' weathe; .. '.
" the ice :ifl .fii6zengro1llid of the continent. Sturgeon's nation does::: conditi ons ' : ': .
.( . not own aAy. cd.nterif f o continue research in ' nations to estimate.the forc'es, of toAturht)er ; ..
:. " ./';" ":', ,_ ',: .' >. _,:- ' .' .'> f , . .l;, the high at best . thts , , ' ,;-','
,!!!; ";_ " , --<: ::: ... . . , \ .;' :..... , .:_ ha,s"beeo skilfully negated by , .. " ::::.-:
, : '. . have fo ? perate'in' if any ni'ltion,dared.iltta!;k CQl{enant' directly: ' " . ,:. '
.. A_:-" 'r- '.:' : " .. . 'f' . ," # , .. ..
t?: r ... I o( Wel ls ' /.: > ,', ; ; , : -, -; ;,,' - . .:. : ' . .'"
< . " Chasn)" " " . Jhe Covenanf is str'uct,Ljre.d lIKe a reseat ch' i(1s1:i fiJte, only' on a -": ",' <
< ,
:.! ..
"
'. "
: Britanhian" and ' 1119s; h. lat ger scale. the Master, '" ,: I
: a tlie ul timate ' natiori . him is '"
ma n who sees ;,- cQterie of .scientists ..s ped'aliseQil1 various branches of wliO', ,'; :-"
hilT;lself not; as serva'nt : ' ONLY to of a cC:funcif Cldvising a' .
. EJ f. any or, ruler, but .. ': Jeader, as;is nptfTl in the E\,lropeannatio(ls, the' indlvldual
' as a'man: of r,eport their
to improve -all 'of hu,mimiW. : oht e lnfluencjng.the policy of'th,e, Coyenant itself, just their own:'small -:, : .
. # ... .. ..... - . ... ._ ;, ' . ' (
it:! any way' poss'ibl e,. Despite section 9f it . .. " . " ". ' ' :' ,, '
hi s serious' demeanour he ", ,. , ': ", n... , ..
ar .aln) ost .. , TheJ ea'ders / ,
curiosity, willin'g"to ' oeliev:e .. ' .. r., ' '' . ", .. : .... . , .. ;'
in anything as Icing .ds it' is
[:Jossible: ,; , L,?rd Chief pf Physicj; ': . :. ." : . ,' ",: ',..,.. ,; .
Since.the discovery of Wells Chasm and all its secrets however, things '
he dee.med impossible "'ave bjCome pOSSible, and as such he t")o,longer
sees anything as beyond the reach of mat:! - or his sciel1tiS!S" "
Elizabeth,' Chief of . , . ,
Lord R,ense, <::hief of Biology ""; :;.
, Lor,d ,Qleg, Chief Alchg mv .;. ,;
Lady Jl;lliannC!, lYIistre'ss,of Politics , ,
Lord "'.. . " .
.. .. ,,_" .... t. ' " ! # ......... . .:...: ..... l' "
MllITAR'ySTRUC-TUR"E , .. LadvDrakenbu,rg, CastellqnofWellsChasm '"
The of-the Covenant are of .. , >- : .:, -.; ..
well-equipped, professional soldiers from around the world, They are Unlike .mo.st IN? rltl councils, Sturgeon s EO,!ene IS '
.- broken .. down into teams, each act' in leader,.fheir only;nytheir .. ! ;;:i,
' with one another, and each team in turn has learned to act as part ot' to knGwledge Itself. .. ,#.. :'
a whole. !-iowever des'pite thi s all ofthe 'Covenant . ," ,"', ";- ' ''"',, ' ..' , ., " ' . : '-!"
I .. , military trainep.to act-alone, making them possibly more d?ngerous War: Schneider is a y.E;
ter
s:lL1, Prussian ri sen HO. '-'"
' . wbe rr.scattered th:an facing them in tbe field enm'asse.. ' ... . tq since.fi rst Lord to' Wells '. .
, ;,.: , > ;' . ' ." " .' , He .. aDd ""
' ita'd rtrpoper can fo'r his cause ih centres" .. . ,out;
silbotage logistics and so: o,n . :: :
name,d his'soldiers,Commandos. The Commandos make' up the efltire a GreeK IN!lO [:Jar:t
'C of t he skilled' not in' ope n a--;;"d ':Of of .. :.,...
. ' : infllt racl6n piloting. They do not: re ly on of' tne 'Coteri-e;; as"'h":: is ,I:..
- . mil itary something Stwrgeon has on -
4":t_ , ,'. *" I W' ''' " t t' k .... , t. ,,'-1'4 '*"0 ... v..,..,..
*!'e'" . suymisea to De, of"the an s Sin ... Y',' : "'" ,,,::; ... o:M ,:"I;, . !.
' ;';., " ',.' 90 ?< : .. -:... '. ': .. : ,,: . _ i. 1V" \% -.".'l:..J
. ..... . ., f .... ., .. .. ... .;.-. "I ' ." 8 '; . ..... ... "',1.,* .. ... . ... ...
... ............ -! _,,""'i' f ... ,... .. :"-: - .. - ,' : . . "! .. ..... __ .:j- Mo' ;
, to ..... .. ;'" .' 4 ._ .. "t" .. . . ' .., .. : . t .. .. . " ; .. !''" , ... , .... .. . .. ;.-:. . ,... ;. ;-: ;:h--. .... : )or : "'M,.. .-X:J.r: ... ... . /1", "':.. . !lE;"';' t
, .. z .. .. ".; ..... .. ". .. :' .. ,. .. t} "'v:t.. ...... .. 'A,.. :p..... ...,.l(;;'! .. !...!.& ,. " . !' ... .. ) ......
.. . ,",',":
.. , ..
. ,
.. ::' ,
. .....:
. . .. 7 .,:... .. 1 :-,,: ",:: " .... ( .... ,":' '0. .:,.
, ....: , - .) , .... , .. .. 1'" ... .. : ........... .
. al e both of created: il f1:d' P.d" the' of
. of Britanllia. They and becCjme enamoured by. humanity' an'd , O,ff!Sia) . of; Covenant - '.: :
..,. , '::'hl!). dreams.ot'; .Th'e highly to st rike __ . ! .. ;
.. .and':,Wit'hout ' wa'rn'ir1i: their deed is' done.-:,: ,-
se'e'n 'as il fhre at DY '8 riv'ai family/ who drspaichea <i.'a'cly JUlla nna Sturgeon's forces are IJElen behiod no fewe'r than' 20G)7'
ixer! 9ver .. sep.arate- attaf ks all ;" "::"
\, :.t::::' Oltlt,'s r.ole was st.mi la ( by the Tsa r Qfthe Russian Coalition to the globe, particula rly those which we ctre,ngageMn weapon study:. BUt .: , ::
researcher on tP.e ,chance' thai, he tldat it . . " . .
ng. of the Vault.ahd . ... " , " ' " ' . . : , ; ", ' , " ....,,; '
Ci? f its. poteopj3L19td b'are them: boti'l ,Gleg,and Jalia(lna,:'Cast 'Whil st thearmies:6Hhe C;ovenant ., ", "
. . and the yvas : base's ,19: .d.own .th,efr "." > ,;'
. , - crafti l) g for BurfJ<3 riity,. '. ',.. :' " ,;' . . develpp.menJs,. St\! rgeol) <;ci ntiflUes. t o ply' Wells Chasm for ' its' " "
:' ' . .. .. 40 :., .... . .. : < s; ek!l']g new ways tg enSUre the s?fety.'of
Lord fhe 'oft he .Geterie, pro'motec( ' science . With: Markov. and his machim;s' now.sweeping across
.. . . .,.. _- _.. .. ' . "" .. .,. " , t"";,. . \' .' .# . '" .' l."
t 6 rorclst er of' t hginee,r's .fi:J llowff.\g': Ma rkov' s betrayal and ari d On'i rampaging 'around 'Oceariia', t he global situii tion ;cuntirlUes t o ' ;-',
\ :as, .he: . driving 'sciet)ti st s to 'de,adliei' weapoys, " : :; .
t o, 'seeh .s hBvini( eeerr 'ir;t' corrupti !1g'th,e purity of the Knowledge t he Vault had gifted
iOle';l(er,'iways .. to h'arne ss: -Qerg,y, e;ngiFl e .< -
ana' tlieJethality' of t he We<3p " or:t's,as a:' , ' \ .. ,. " "' '';'
, ,. " , ,.... ",.f.. / ... ' )' '\' . ' l. t. I to ',g' .
": of .. J. ,; . .. 1 t': ,. ... (, " ", . __ , ! . . 'O"'!'
- ", LEFT; War. Master':.)VIaxilflili'lA .a' " ..
. . Coterie) f . ' " . ,vete ran for . : .
.t he mattj:!r . Qr.akenbWg the d,efe nces and day tQ'dpy runnin'g' , .. in t he Prlj SSia Fl 'Mil itarY; ,risi ng to the. rank' of _,' ',."
o{Well s ChaslT;l, Covenant , a dI:Jty s[1e' : .', .. ' .'" " Ge nerpl.: oeini by . _
, fulfil s 'in ahd silerice. .:. ":; f, '" , o1' th.6. 'Schnei'der " .:'
, :.::, -? .. '.':. ,- out: and'fou'nded h'is I.
RELATI ONS":' ".,". 1 he was hi red Sfu'rgeon ta provide .:. '
The "no one ' for "his ra's t o " l'
nation as it s' fc:.i'e;..6r:allj,fJug:t o i&'e .belief .' , ;" c;nqnge': ' . ' ,': ;', '
.. bf ,t Stu'iieorJ, ' .. I ... { /. . ..; :
of the .t heiL: Four days. fj;>(Hl,d ; Y i
alli es: an d ignci.ran<;:e a.s Of c9,urSe: fiai;.
extends' .to , an WRD. co,ntil:l ue to -, 6e ' " Sn. 9W :a: .arJi.trl<;lL that . r?pms ., . . .
. gifts ,-t he.. frOze n of ,Antar-ctica. The pack '
. :::. .fhaf "Wel\li., " p'ra'cp ca 11 Y'. apart:" bu:t :
:: .. ,.- 0" de'fe .. the.rapid .; . this ki!lefi .. Jqur of the savage" ..
-. ?r.nQngsC '-a ni mal s ,before his ' men found ' . . ' :
. the nprtons',<'f he; fn ilitary :fqrces' . ' The' pe lt n?w
. - :' ,: : "of- the hai/e :bee n committed' t o , . .. : rests 'shoulders
l
a ,.
:.., wh'o gift "const ant r.e.rhi nder c,f. what / .::.',
"' ;-: . ". ,d'f sci.ence . . :. . '. . . . , he regar.ds :.
. " " '" :.' . ' c ' l.; , ' :_
lit ... ..
' W"hil:st the ' Russian . is an .. this ; image that War"":"; i ::
immediate {arget due to it6 . . ... -
of t he Prussian and ' .. quick t6
Kingdom "or ji'ave also ' ' the ' '. tech nologies ' . ' .-
begun to suffe r .attaeks, fqcused. of .. the Va'ult; . W-itl1 ;
primarily .ion <';'I r..esearch -and Lor d. :-. Pennys01'l's':':'::;:
productiol;l facilities specia'li sed in . engi neers cr-eating .
del/e lo ping prototype technologies. ...
The Empire of th.e has : aho:leg fo:cthe old
;,
until [I OW managed to be ing , . sotejie r . . ,' ,.::.; :;',
the of Sturge,on's att? nti on, :' ':. .
. though more and more membe rs of :
the Covenant are for stri kes
into Blazing . Su'n terr'itories ' since
" their deploymen't of gas weaponry.
The' Wa'( 'Master, however; is wary of
, infiltrators and' troops against
"'t he Empress or even General 'Oni, with
the Shinobi sure to counter arw such
; ... 't
at):el'TJ pt. " . ' . ' . .
.. "" :>
.'
.I ... '"; .... ,
. "':. ".
'+ '>
" ,: " . , : ,? . " , b;ein& uti (r?ed l,n Gf la'rid and rtJarltime, '
: tn Kingddm aetjons, has beefl ,mixed fOLnow, ::,
cenqtlered ,lfela:lfd, ,t;hEt
current 'H.1gh Lor,d '0t tihe 'Ad m iralty':i5
of the African ral(1ks (o, hi!i i Qiej n
territ ory! t[1e ri'ch ef hp ,.
often COfl)Jhj5'iFltO cont:licqvith'Prussian even' Frencb forces commarids the Admir.;:rls ,of each Armada, \h,o in turn commaFld ,th'e:
p # '" if ' '' ". % "'>'\ ""'>', ", j . "' *,,,,,,, ' _ ' of; ,,,,,, " -,,, ,,' ,, { , > '& #, ' . ' p, , " " ", ',' " ,'; ','" -><, . * "
at . , Fleets, I::ord Tillinger held !beeffice fer
, " ." . proven the A/mapas
Yet was vast 'a'nd, QJanagea to rWisdom and cautibll; carefully managing the hh disposal and '
Greenland and: paftsof; iwthe name ensqring1: ttat' 911 areas Qtthe-:King-aom .are ,
})f .their of th'e forced the rival ' " :: " ' ':
powers:t.o e!xparidtb,eirlJfrders witi:1in tf\ei r 'O\ll{flGOf\ltinents, resulting The t;hree AElmirals currently miUtary are
in strained: r-elati:o.;S 'powers., ;?specially the Joshua Spen{;er of theNaIYal Admiri:il' EdmuQd'JohnSon
:FrarJe:aQd " " at. the Land. J;leets and Admiral :Wijliam of: the 1Xe rial Eleeh:
, ,," . is the
"' , of the .offi,cers,thn?ug,houUhE7 Naval Fl'eets, givitlg the.,
fo!.ce !he moniker of in
" cqfp, on allowing' any emotiGlns'",
. in
decade, has
Wlth'in' d1Stb ctidr1 i (o,m,duty.
"'" ""i *
he-nai ,ciftE;lR tertilIF2::;'
As, he assigned ,;
to, forme? to. his years 'ai ,
Lord' Qftl1,e Na\(all:leets: A believer in the tried and tested ways;;h.ehas;:'; '
' applied his c.ombat to the skies wit:h
"". " .. Sf"", +, '" , ' , ,;, ' < r#''''&'
His eH,h,e 1li)' !itrearns the currents' Cif the .
to under his
Lord", ,. , 4' Y. " ;, I P' ; , y'Y
a broodio'g and' impps'ir;1g
,figure, :d'eClicated to ,
Kingdom's 'She , ' is
advised state ' Each Armada also has a
by apar:riament, consisti'ng those to, Her lVraje"sty's:Glor'i ous
of oJ ' each necessity, M the pr esent on ,HI
city ' and country ,in herdornain, The parliament meets four a Armadas'as :9
oth
de'ferder,s:and tq being
yea'r and.discusses the of though the Queen exp,erimental 34
th
.;::!:: !::;,,,," ,
reserves the right to instantly Jail a meeting at any time she d,eems fit;, 6:
h
Lowlanclers) tend to be the ,best equippe;Cl and, "
M IL.I TARY STRUCTURE ,
,Britannian. military ' is; neavily. dependent upon '
as, island Kingdom, ships are.t he only' true way. eXRansion
could be possible. As such the title of Lord of 'th.e Admiralty:carries
; gr,eat essentiallyplacjng one of
'forces after the o.ueen "
:' traineq;
infantry injbe
, $4'.'1 fu' @"#
1-lie, typicQ'1 ' Britan'nian 'of
'Infantry, 'is arm(,j' with' a single' shbt; 'lOaded
,typicat red oftheJ{ingdom, the Infantr y Eensi;fof: Aot
but'ill,sp artillery, small
m!l[tar's .-and nia,ehine ilie 'artillery.
W
"t 'h't:he',: , /i 'Aft h' I th L d fth Ad ' It ' " h disl:>atlded with the formatiO,r:l of.the" M6bile Ground Ar;';;ada whictt
P
" marc", ec noo.gy e or 0 e mlra Ylsl.nc 'arge , ' , ' 0 , s s ,.A', : ,
ofthe.nirrhiiJ'das of Britannia, which into t/:mi ebroad,t'Ypes, pr ovided sejf-gmp,elled w,hlch are,
" ' h 'fi " " "' h ' ' , ," , , .heavilv'armoured,aAa <lan relocate If discovered
rsf IS L e,oldest:: In L 4 ;';, '
' thi5 ,[]IW'"" ' r,' r 'n.fln" h,;r, tr",hlnc and .her Will t:oraf'off lanclsf The second ' ' , ':;."
, 't.ha:t: are, in suppo; t
tg t.h!L G:Olos,s,a t
AERIAL arry.,'adas,
1 ' ' "" .... :t ': " . -
? '
!l' " .. f i'. ,
f:' .. -' ,,-, ",. . ' . ... ! ....... . .
1 .. . . ...
f '. their ,wealth and tneir power of the 'major espeCially to'those :Vliith .dorr(.jnlons mainly on sl:Jch" .. -):., .,
f: ; ",towns' and dties . . .. .. . ,Empire and the,Russia,n' , , . . ;'.. . : : " ,
! ..... : . ' ....: .. # . ': :.:f.... .,. 9' .. -; , . ' , 1 , " ".. .... . ' ,. . :
I-" .;4 ...... ;-'.I:<!tely, "hf..'&I,a.O,ljte , Wit h, the refo.r,milB0n- of the military . if)'tothe' ti;lree 0 ,
f;i::: that, ,of, a' .to feared, nqt qn!y at ... "
i ,;, . , . ... and' drrvrng enemies of .the. Into destructio.n. through. also, on l'Ind'and,in,the alr. 'Ho,wever, due 'tci ,t,
E' ; i' . ; and th'at of recent gains, it means that ' their 'fon:es are' always stretched and ,
", :;: 'r- ,rn ,to any , their, .
tn'::" re:gi(;)n's: Followers of t[1e first iaeology . Britannian alread'Y :ma.king iolpr'6vemenis ' to, their . ,'-'
the ' designs" lt is ohly a:.J{,ci'tter,of before Of Britahni:cf :"
,: have "Rooks" , ,,' ,;: spreads to all the 0f the woHd. . :'
. ::. ', : '.' 0 ,i"'-: '.,' ' . '.' ". ,',." ,/, . , - " .,:" '_':' ','
,. ' : T.he' .politician,Cll rre,n1:ly leading the Kn'ights is Lord, Bar. tholomew"who " '. _ ".,..:; =_ ' :' :::', '
. whilst tbe, Rpoksis .. , ' v- _ . ... . . " ' .'- :.: ,:
Lord'Charlh ,ofDelnf, of b0tli'sideS'have faiied to ' . " \ '
sway resulting in the ,
I ," '"
. ' ,' . o'n F l'
'expanding in the G9,otact with
is 'minim<ll, tKe"Afri ca'n Statesi,,' I ' . ,
: , .. , ' @' '* '' ' . ! l'
" 'R'ELATI'ONS c; . ' ,,':, ... ' . " ' ," . '
. ;" J; :
. .. :;', 'of i n is supp'Qrte<r : , :' ":'::
'., the ,Pacific' war-,iJWt;he ,f eder-.a,ted States Wb0, provide ' .
, ' supplies suppqrt to BritaA,nian troops statiof.led rn Malaysia and . ,
.: .' battlingtJ:J.e' Brjlzlf\g Surt for.ces there,As weli as 'this, the of the ' . . ' .;
Admiralty ha';; Sa'flctiohed,the' use of to aid Britanni;,ln .
operations in jeClding to th:e,int egrati'ng of ,
the Fleets . , ,' , '"
. .... ' .
A great deal oft the .. fro'm ..
'.abroad'tb prote,c(41he hol'ftefand'fblI0win'g' a
. Prussian f orces' ;"th'e eapital :r:he iO\1aclers: "
,tKe ' ,neiiv\irid
'.,ot submer,sl ble"a'nd.le'u' m:he'd tWo' hour, assa,ult ' oh the '
"
_ :'1 _<?t. 'building; emJ2)ty,
'!' , the caysed. on,f he civilian '
o
,' _ '
J2lopul'atiori ,l:lse qf gas weaponry
.Ieft a to
. . af the' Homeland' Defence
Fleet, .. '">
'As :of now, ' the ' Kingdom :is indiff'ere'n't to !:'he Leilgtle
of Italian States, theni :as of' no importance
" with "in , Eur ope. The Russian
Coalition, ,t b,ough a potential ,thc:eat dU,e, to its' size and
is a campaigr
against' the both side,S and lessening
the pressure beihg! put : on th'e Kingdom's homeland.
However,' Brita'nnia' (?nnot capitalise on the
activity of the Prussians around Western Europe due
to the mobilisation of the French military/ which has
manage<;l to battle the Britannian f\eets,stationed around
the Isles to a stalemate. /
MILITARY HISTORY
'The Britannian, military has a long and pr.oud, tradition;
primariLY:jl'fl chDred on its naval As a'n island
nation the Kingdom of Britannia W?lS for ryla'ny ye.ars'
: as the naval superpower of the ,
. ': 'With 't he expansion of its dominion and tHe' need to
fund du.ties in a'lI its the Kingdom's
nav,y has nations to catch up
in .terms of sHip desigh'and,development. '
.... "., .... "I
J... '- " .. " .
, .
,'.
" ' . .. "1"
; .. . :) ' 1 ,
. , .,.,
. .. ,':. .
,. .6.... . .' .. y . ...,...
LEFT: A Kingdom of Britannia Naval' " ': ,
" ;-: . ' besp,ite ;"'o'dernisatioo ' " ",
. I... .' of its':' armed ;fbrc'es by: i:hi$ ' natiof.l', ' "
, : ,' hps' hetd on toW; heritage ff
. ' historY-Df the
rriaritime.alid f.lavallegends 'sLlch.
: as Drake, Cool<
off.jcer,y.ou
. despite ,hi s' .:_
. ... , ..
q,essed fot combat; "
';,' his :' , om ' and "
vi , " P .' P . ' , : ,
.. ,' Cl r cum s tan c e , ..
" ambf)gst
the ya!icius ' na,!ies' ' .
of .the werld: He' i.s " '
, sporting a. {0ono,': , : :::
: :
tq ' ." "
- .. " ' aid his vj sion.' . ;
during ' combat.', " .:
... . :..
situations.
; ,
"": *'"
... , . . / " - ... ,
1 . .. ..
: .. ..... I \...-.... .
" -. ... .
I,."
'to ........ I "' "#' ' ......... "' .. ...
, .
\ : .... ;, o .. :.. ...
, .
.. , ---. ...... .. I '
.. ,. 7 "T"'it'
M... ,. '" ...
,< .. .
Ak
1'1'
,9/,1,:'; j$t of: to' "$' '
. ' SJrE! , J rn;p;ip;:'s' ,-
,The, is probably, the-stron,ge$t by hLs for' I;iswilful fraternisipg'witll .thS'A

of Jhis Empire s,b'a i\E! s "borders. with oe::lllrig Witn the egGtisftqli 4':-;:'';.
m. 1 /f ,,>ft, + PlW}$K;, - " .''''' .',)'.\ _/ , '. ./ 9 ,,}_>' " pt.. 0< : , +, ',:-* !{* if "" > ; 0 ,,' ; , : + t 'lw' , t% % :v." "''''' Y
. ,.the. west/ the Polish-Lithuanian Commonwealth-:in the east; ':: ' .v' ., ' v , : , . -:;.: ' -,. '
,south. The trhpe ror owns lord of illlit he,f!rjJss(ah
". t,hat isthe extent Elf Prussian 'filvc,'iK with the
beyond Eurb.pe: %slnce::the>proximity of the Kil1gdom of Br.tanRia his pOsition has begun, to reach on' .psy,elaosis. ,
. k , " " " t, , '" 4 '" " , '" " '+ s" f ' + " . ' " 4 ' '- 'I. ,4' ,4, / ' ",,,1" \ if t "
Its the Pr-ussi:an maritime foYces. ::a:. decoriited colonel ,ot the ' i'{.ifie.s, ....
.-v; , , . ' efla:h feported
' As.it is, eidsted:.sin'c'e , the of th,e ,c.urrent :
new te.chnolC?gy <, :h< 0' P:' ,:' , '" '
sweejJing acr.t5ss, the lNorJa, that stability: is now challenged. Curre!1tly; there, are ' over six
.J , " <$ , s , - land"ships and five nundred air

4Y" V t'I

Jcting as sup);1brd6;, Qnn 'f:ldther as
but
- ' u,sing ORr:V,tl;e s.hips of one navy;
""' ,rp,,r'it n r;:ah'G: e ngaging;ahy'
Fred.erieknat;
pJ;tbr. , ' f *" ' , : L, ' " ,ylf,: 't " .n
of 'Stur.gep.n's' tro'n varia-tilns : f:1il,&e: i31r;.eady: beei'.1"
UQlike ;. his
ErQpet Gt
., 'b f' ', t"".0 <,," ' $ ," S4''', ,. " " , ' ::'
. %US{ 9
forces .as wellqs , " -
a much"" rt;LGr e::
man, Teufonr ,.:
Knights to, . re;turn _ 'to, -their
by Otto in '
fear . ",
get a Kindwo;-;'j ;
-than wjth 'a threat: Em '
Frederick's .iphiitDsopi:ly ,has
alrea'dy great 7:i illidE!nds
c; the ot'the Teutonic Kl1ights and their willing supp,ort hilS'.,
prQvided a great bQoh ,to the milit<ilry and research efforts.
has also been a significilflt improv.ement in relations' with
Republic of France and, League. of Italian States under his leadership,
l' '
MILITARY STRUCTURE
: /
The Prussian has the traditional of war, '
fielding regiments' with specific duties, each split Xnto This"
type of 'lJrganisation has been carried over to the ground, ' maritime.
aerial navies, each 'one split into a battle group, dOWrl . into :al)d
.. Eacb navy, as well as th-e )s-commanded by a Sire; v, weak and
who (eports to the' Master of (he Military, cl rarik, which is today held
'
, "t' , '\ ",," 4' " . #'
,\ .; ...
!! . , .. ::.:..;. ,.:* '\ .. -
, . ' . - -
The wealth 'apd secret
i. to' oei.l'1 g $ource et. tlgeTesla ,weaponr'y now
.!:' . .J. . -
' ..
Howeyer; '1"itli the COillition ' has "gained ne.w:
technology thi:lnks ,to .a rogue,$cientist known 'as NlarKQV"
...
-. , : being employed by tl:leEmpirs,.a.(1d not Sturgeon:, ... .; .
. '. ' .. -' . . . ' . . ... -.-.. ... ..
:.: ' .. . .h . ,.: : .. ' /< j.: ... . .. .:. .. . A .....
the has seen fit . to prepar-e' his 'natfdr:i i.or
" ol'1sla.ught; all- -the wbile. schemi ng
- , .. ":. ,
Jj .. . v' ." r . . , ";b i .. , t t .... . , "" .
;t.:::; mnefl r : pre.der.l ck . forged Qn ' aUiance with,.the Emoire of .the
{).. " 11 .
.. ,,:: h Bla! !ng from Pacific to Europe :
;: : am?r;1gst \he .Blazing
; :: . . Ho\'\(eYer, yJith tliesl,ldde n of
-i....... . J-4 .... ... . - $ . - " / , ' ," ' " ' '\ ... '.
.. , Coaljtion f oli.sh-Lithuani.an in the
" ::' : ErTlpii'e"nas Ii<id to call upon ancient t ce;>ties, 'stored safely'
, in the st rongn6lq o.H he'Te utonic ti the R'e'public ' ,
France Italian Stat es ,to ' support them in . .
Europe. _' ,-;.':. I ' f 1;, ", " . ' .
. "'. :; .. ._ ..
, . placE!, J :mperor :

, his " 'c> ' >
.vC)ri<;ltions, in' turn . ', .
of t he RuS's ians' in
tile Br'it'a'riritans'in tnr west Fs' si'fcli '
... ,.'". . . .. .... .... .. -' .' .
that ',eveh Ii'ad b'eeh' 'di.spatcohed to' ' .
. ttie State'S" of 'An'leri(;a to earn ' ,:,
. -
S\lPPOFt; in agair.lst the .
.C"Oalition. ' T:lJe Empire ,!3lazing Sun :"
has t F00PS to " : _
divert ,from' Eyxo.pe,:. .
/ ancj are already, fil t!,! r'ing ,' ..
in ot wh at .had'
.., -1'111 ........ -- ' ; ;' ,.
t.hought a(my
rampaging'; . 'Qorthwar9?
' ; ; ' ' .. , from
of' Rl,lssian y:-
. . '.w: -; "
. .. ;-;.
': . ; MI Ll l ARY' H-IS:J:ORV: .:. . ....
... . .. }
. Due, t g ' its ' 'p:ositiori : . ill . , .. >. . '
. Euroge, -. he. '. ' ... . , . '
,' military .. nOY'-lof some o.fthe
most veteran troops in .the mairi'land. The invasion of France
.. , ......, .. .' , . " . .
iA 1808, whilst it was in the ' midst of a civil war, is still $een as
pf the and effi cj eA( takeovers in ' military history . "
. ' Howe: e'(, Emperis r Ott6's- foolish 'march on Russia led to .the
coll a"pse of the va'st'holdings pf the' Empire, as their
to retre<;lt in ttie faJ;e of White ArmY. 'In the we; t the attack
an was Similarly repulsed;- the' Prussian ,troops back
to Eu rope. :
. . .
To stave off 'any on the ' homeland itself, the High ' Cound
suggested: the of sovereig.nty in and the.
using them as buffers against the encroaching arcnies.
Emperor Otto agreed tothe idea a'nd in 1815' the Prussiaris pulled out
of France and the lands of the Commonwealth. However; thePoles arid
would not q'uicklyJ orget the th'eY' had:suffered
at the hands o(the Prussians, whereas the French were begrudgingly
grateful to -Empire for restoring order in the midst,of. their civil war.
. .
" .. .
. -:-'-
. .;" tlie' rapiclly deteriorating
. sltuatio'n in . " .
.; .: . . :
. ..... \
; .. .
.. ..
. . '
.
.... " , :0 ' . ;
,. ; ... ... ' '''.. . "
. .
'\ ' 41'
These fe.eJings came to play an important-part in the c.urrent si t uation ' ! '"
, the Prench Republic's willingness to cooperate .wit h the Prussj o,ns, . ; . . . 't- ",
the o.f and yo ;g;d t.he. ,, ' , . . ;.
:! Commonwealth ana the Coalition both stem :from'that tilT)e. The result ABOVE: A Prussia n Empire or. 'Air Lancer', is, a sigAt .. ,
"'Is a secu're' western flank} but 'a n eastern front that has managed to "" t o behol d 'rn the Pru'ssian ships in : :.,)
peh'efrate :aeep lnto 'Prussian Empire territory, grindingt6 a halt at .' t heir ene'mi es, t heir TesThi Coi i fi re, t he Lan'cers , " -:
. tbe' Wolfg<;lng wherethe gigariti Tesla. e mpl acements have ' prepare. t he ir' Sho'rt T'an!,!
'::managed 'to stop t he' Coalition in its 'and replJlsing the'- ' : ' cl ement 270, pro'pel the Ksma'll s'tick control' ; ,
Cdfl,'monwealt,hcompfeteIY. ; ' . ' " aliows g' \.{(de:h. Elec;t,ro- "'"
'" #<1
.. I .. . . 1,.,: , .. ' ,.: : . " _, , .' to stu' n Or-k.j ll arr iJ;l - -,:'
' . ' w ' . f .::' ' . are 'CleadlV! ' . ,_ ,
' h" ' ,
/;' : _:"' ., j " ::-,; .:.:; .. .., .. 1' ''" " ...
... .. \ .( ... -.;:. : !!,! .. '! .
. .. _, .. ; ..... ... 't-:,:1 ffJ-- .... ... .. u.i.;
.. '6 # <* . ... "':." . ... '"' .. .,., .... .11'. ... VI
.. '" .. ...,... .. '0 ,),"'..]."" .c v ,'; . . .. - /1
/ ....... ;-. ;.,... ,"';;::':4 ..
: ... ., . { ",)
....... is.> ' .. '" ..... "' ... . ;'''''' . :.:::; ....... ... :1J.IIfJIi..
... , ". " .. , .:, .. t _ .... ..,. ,.J " ZI':.
.... .' .. " . 1 .". ..'77'""
" ..
,"
'. ': ; $;
, .
i -'.!:- .
' .', : ::.' i" .:: )" -"! :' :,(:.: :' .. ::". ' "c; .':.:' ," '('
,D.O,MI N.I'Or,4 . .. " : I .. ' .,.' .. ' -; . .. .... ' .::" ..
EmRire .of Sun' was =of:fiGiatly .born in:. JiI.-z: ojher' lmp,eriaJAJ.mier as needs dictated. ' . ' . .. :.: ' .:.
' f 1'"",,, jIp "' ..:i;' # ,7# + -' '', ,,' \ I .. . ... . )0 __
corOna.tion-of She ill her. iteE! ' not 'only'an ...... .. .. ', . . , " ", ". - ,, -, .r!'" ... j::':;:' :'" "';'1. 1"
. but al-sb, a her Army; .is ea'ch: OIJE? . ' .
t ... ,.. .,. "' ".. ' -" .. t t" ....... 'i," \ ,. I ,/ .. (,) \" f l? '\: .. ... .. '" ..
!the ,hands ofthe, .<:hinese Eederation; as well as"mos.to of the' p,er? ol'1ally .appointed .by' .tht;! Empress arjff' w'eidi!)g a as. if , ,
', <' sf:att:r.ed She would,. mpve .(0' favotJr; h<:.::
though all wOl,lld ,u.ltimately , .; Uematsu of Sworo and' /(:oii{t'ICI of the 9rl!cible . ..Hjgh. General , .. "
. is the it"into ! he force t,tlat it is:' i.? an ? mC\n: wtlO takes .i1is. E'mpr'ess" '
tod.ay. wj1i1s.i to"truly r.iYa.!.the dorni.rjions of other.supeqJowers, with. all th.e ser.iousn'es.s it deserves imp often iives ."
the EmPire' o(the 'Slaiirig S,uri 'was far ric.her.)'riYerms ot'resources, ' ;o'thef High Generals; b9th cilf which foll'oi, to :.: .f"!
t ontrolling many volcaij ic' a?eas it.hich gifte'd'tKe 'Ernpress precious arid recogni'sfn'g his superioritY in military matters." , ':., , ' . - ':,: ...
.... ' :" '. , ". .. '; . . '. ,.:.g,," : ..... : . -; ... ... :.;;
r< .... ': ' ' ::-, ':''-: . : .;' .. - "-:' .' " : , ,Higt:J . ; > I:'
Now th,at. she is, n.er duty issues of, tactics, especialiy .the focus. between, offence and rcjefence) . . :
': to bring a .. new one "",here b.er .... wl<li!,st H,igh Gerieral , Kojima has kep.t : mostlv.. '.tG" hitnselT; ':'.::
, flag w,ilLfly fh}9Vg/1ql:Jt . . ; ;:;', . _ '. " .. ,the :.others due to . ris;
. ' ,'". , . l,.... .. and ,re.crUlts
l
f9,rgrng them into men ,t-he other ,
'S'EAI OF POW' ER . ,' , , H. igh G,enerals can de, pe.ndc;ln . . '. ::'-: ',,:" ::,':' . '
. , " . . ... , ,- .; " .. . C' - -
_. ' The . Empress . .',:' ' . , " " '. ' . I :->/ . ...
,.-. ,r Ae each ..
. .. Bl azing,$>J
h
.
i
n-1SSi'Sh'e: was " cbrtfmanaed by a seven 'tho us'and Each ':.";
. only 14,ye,91'5 ofd'a'i: tifue. . ' .. l'1arjied a: l"egerida/ y tor labelling <.':;
Her ' relative, in'experi,ence in ' .' for propa.ganda yJnich are n'ot ' .. :
: ;3 ; nation' Er'r),press, rTI9st' prominently the 0f kill.ers . '
, . ..,.. brst . s omething other , ," an'a rperc;enilrl,E;s kMp",,!,,) 'Qnly 'as the'
n'ations tried to capitalise "in lTJyth, rpqve t?e of the' Blazing '::;
.. on, but t.heir. its spies. :.. : ' : ";.<
shattered against her .. . . ' . , , ...
indomitabte wi".. " , The )mp.erial are: fa.voured P'y"tAe and' thre'e- ,;
navies have ,been 6reared.; to eac' h Imper'ial
Empress :':would directly Ommand'ed High 'GelJeria ls.' Each Arrii'
have her, people ' Ihie . in ' an Aerial Ar:ma'da; although. t liis' like: .: : :" ?
peace ana ' prospe,rity. With a relatively of $lIn "t A af.sa1ci: ,t.' J&ith' : . --:: t"-;
th'e. .Kingdom of Britannia the use cif 270 the. sC-ientists".of.the Bla,zing 'Sun have rnaCle :".,."
:' .; ... : " : making great gains in the Pacific, alpng with the obvious resentment of impressj ve vast"Sky Fortrgsses '.::,
the Koreans being direCted atj Rer island nation, the Empress .. 'in its Aerial Armadas: . " , " ',:, : .
the of expanding her dO'mihion as awarning to a ny, I<6t'e ntia I . ' . .. .. ..," .:} ....
, 1"" ,,,,,,, " 4 . . ' ..
" . invader. Yetthe chancewoul.d nQtariseuntiJ latein' theyear186 7; w.hen ' .. ,;' ;:', ,
.. '., the East India Company, cl neutral ppwer .deSJJite. its with, : ;he young Empn;ss does riot have ' a council , ot, advfser&' many' , ,:::.
'. Britannia, dishonoured the family of one' of her commanders.. . '6f the 'of her' ruiers of dO. 'Instead s.J ven each
A

. -- ' ' one 'and Litterly'loyal; ' Ii ; r:
-:- LOYAL MILITARY STRUCTURE ' '.. . .... : '. Each 9ne bears a Masamurie, 'a symbol of t h:eir rank as the . :. ' l r
4 ' . ' '" . .. .". chosen, and carries the title nf Samurai, the name tif an' orde r that was ' ...... " . ":. ,
Witb 'the, Empress' realisation that her natidn VJas rapidly gaining the Y . ,
attention of expansionist powers, she moved swiftly to make reforms , all' buf wiped out 'a czentu(y b,efor e wh:en. : :. --:;;-
to t'he A's7a young girl growing up she had thrived 'on stories , mainland .. Only identities of all' Samufai, '- ';.
'of ner.0es, a[i'd structureo. her' new militarf along' similar " ar.e kn.o';'il'1,to.ri.val - an'd , '. '.,; ;
" 'lines. a'rmies wereformedat' her co III ma nGE one'to'act"as a' enigmatic fjgur: .the of '.' .
' . shiefd,. anotl;ier as ,a 'sworl:l:a n'd the third as a cru2ible. tAree
' J I. +. . . , ! .: ': . reported sigh1iog$'of Gene'rat eJ,n'i wielding a mil,tt,hes : w
4 "" "t " .... . 1- , ' #> ..... . "-.,,,;-.'1 . ... -: .. " ... t - .. ",,:", ' .
Jbe.FjJst, Arm'r was tlie shield, tasked )Nith defending the . \:-:t, : , ..
4
;; '!;r' ",. ... , ' . ": ;.: .-
.. ..f . ... .,' " .10.; . "' ... . ... "::; " <;" .;;'", .. '; " . '''.; , ........ .
. * ._. ; ag,!1J;l5t thr.eats( from wJtrhln an.c;:! .wlth.out. The Second .. VJlis. tOE;? ' .. .: , ', ' . .... ' \ ' . .:" " .' . ... ". . '. : .... .. ,
1':;';, t he 'might of th,e Er:1'mress, The Third as -y', .;rnd !,ith:" .
. : .. ..a training a,nd garrison; army where new recruits a nd veterans of tHe . fsuch-a.s t t:a.fl;e';"'A1'ka"f.f:lIrS
,:;;:. . , ! . ;" M>,,! ." '. l,' I / .. - -cOmmerce) rel'lorting slrectly': t o ' her. t his . ,. ,: :.{
'!'..: .... .. .., I' .:os. .... ,. , IJ' .. ." I '" \: \'t.! "'.,- t" t: .... t
' ;. :,-, .. . . ... : '. , ,': ._" . ""'-1 ".", I. ,, ::t
.... .. "' :.: . ......
,"4:'lJll'f t .. # '1 ..... - - \<P ,It ,. ........... " II'!: ... ,"","," f. ..... " : .. 1 .. ... _ 11 ... "" Wfl-""oot1""'" ):;' ;... ...... "" :
... ,., .... -"".,. .. "-. ' .. .-: # ...... -: .. ,"' .... ..... ... ; .. ... : . 4-: l- . .
, .. ... (:) t' "01 _ ., -;-"i

' ....... .. : { '" ' ...


" . ,.. .:
t , ... . ' ; ..., ...... .. ... ,. ".; >- . -n \
. , : ' 'I ; r
, , ; . '. , . ): , in her nation and is' ultimately responsib'le tor every . ,", '
'. ;y ' ' .: .. :.:..; ' . '!;'" h:a,s
.. '. . t ' .... '! {' , "C,' . ,'. .energy, 9.
f
her eo .. .
, _ ',' . .' ... . ,' .. , . . ,:" '-' -- 'H' whilst with ' .I:ljg,lr -:. X
"Hwo.\.' }. ,', ..... .. , ' i " ", . fi '" ;: (3eneralson,the' other. ' , . '.....-. .
Fp.lIQl,'ii'1g the Pacj c region, . . ' . . '.;' ,' . ..
:of tl'ie have number of hosple' : :r'H .. t ,":; . :"
H'-"" po,fsonciys Many veterim., ,.:' RELATIONS. .: : ';-' , I : .. , ' '';' ;'"
;1.:;' .Mfe'cts6fthE;'se .andmust (low Wear gas masks, .:' THe \iif<;l[ 'wit h t he":"
aid. fn . . ' : ' d" , . . . ' : 'Kingdom 'qf Bri(cinnia' <} 1.thoLi'gh fbr' nciw' the .
.. !,' .. }" :' " " . . ' , i,' , :;,. ' . ... . .forces arefglli'ng:.back in counterattacJ(:, '-: ... . , .,
"- DUring'\tJ
e
their camp.aigns, the . USiflg .tb The. ':
__ Such" trQops. States of .(FS:A) .has alsp the',!?lazing
' . , require.the efadvanc.ed the rest of th,elr lives. swearing to aip . f;lritan rtra n In the' enemies.:'
t. : l'he 'officer grown;to liye, with his,m,.eqical J the .Eml?ress ,h.?,sJorge.dan'<'l lliance . ./
. nUn'fe'rol:Js BYvirtiJe.of hiS rank h.e is " Iwi<1icl:i, has proven successful so far, dlvertlng Bntannla'n " ' "'
" ci'n brr;crhi'ehtai nc?t -al'16wing the" B)a.?irig .
. ' but to' . " " ,: .. "'c _,
.,:.' _-0.
, " ; .' ." with the .weakening' .of P'russia' n i,tl' , ',
" '.".: :""" ,BlilZi'ng Sun hqs : .. t f;, .'
, '. ' > ' .. :':activit y in the Pildfic.:.(ouple'd the RussiaR . : ... " :
. " ';: " (oaiiti'on fs an t'R'e .i t
oQl!i'ous that is iD jl,p.iffic;ult ' .. ,'
.. as tA.e Shin.obi agents to pro)(l de . ':' " i '
',,, :more technol0gical data,. 'e nsuring tpat .the rmp,erial .Ar!nies have
v
, ' . I:"
, .. :ihe edge in equipment. th!2 ir),c,rease'd of the" ' " : . 'j, .
. Russian Coalition .has' furthe.' r diverted ci tl'e'ntlorl avlay from t fJ e ) ' ' .
tbe Sun, " ' . '::
and' track down " ." :/:',; .:
',,' .... . .. ; ' ..
: ! , h
.' . . Wi,tb ' the' of tl:ie . folloWing 'tbe . disastrous
:.<' , lor.ean lNar; the.Blaz!ng few accolade? ., HowE?ver: ,.,. . ..:,
, ' . . it is quickly garnerj ng 'a reputation"a's,a .formidable foe" wilJing to .: . ' -.
, ;employ.. horrific 'gas weaponry that was, the,m
Korea, coupled with ,'l[l ir.ori will 'authority . . , ,'
' . . of ,one Clivision have :already ' the world, w,i tl:1 : ..... . : :"'J
. General Oni info legeng:.Yet he " .r< .: .'
his did Iior' frl1rTJ :Maraysia like the rest orth'e Imper'ia!' ,. , , :. - ;
:forces: instead fr\Jm; sBIi=!- !"
..... ..
,-,
, #1 ... '"
.' .. ' . "' <:'y;?'!"' .. .< ",,' , '" ' : '.," _,..
attentioJ:l, this was still :ciR
act .of defianc@ inconceivabl e :'"
, to the of Japa:l] : as a to; ;._
'. stabilit? of the S\:i J:) o.b!. ' .0;., , ,
-; :ageots. to dea.l witb." ..the. how; not ,6 " : : . ,
.. it was! u'noridleci that !!2d ,t o. r "';"
TradiO"g.C;omp. i:l1,y'askirig fi<1'e 'Sritannian's)or: aid': fesufMg , . .. .
,- '. " ,;' '. ' ". . .''': .. : ..,_ J' . ';, . .1 .... : '
. : '111 her natio,n's currer:' t. " . .... _. .
'. .' " : -:. y ' . .. .:; : ::'
, .. .... i\ f' '1 ti: .... ",.; ,* ;; ':i/
, t .t .
/" .''' ..
,,0( /.... '/.

: ",
, ,
$ '," w/:: $:;':.;; . _ , >'
_< p ' r . ,. ' .
(FSAt i,s chaJlenge ,
.i ;," ' " . A)? . 1
the States ,M : .. " '.; ,:' .. . ; '
, .., -. .. . .. ;:-" .. " - . ,-. ; . - , _ . . : . .. \. ':A" '.
'an:d fierc'e conflict, Tne rule 6f.pre.sident Natbaniel . : ' To<avoid ti:le entire cour)try, fra'gment(n'g':'auc( b;e:pJ1:1in t'hr
! V 'O,' " "" .. .. ' , " , ." . , " !'.,, "" j .. i f :" ' . ' .. " " .. - " . '.: '.""y-. -$ .... - J '4 --- "
Ad,ams.e,lS:te.nqs of Canada to thefree Lands'of M.exl'cP: , . . anypotential Ad,ilm'S', y
with an the' federacy at his ;omrnand, yet . ,re-forget! America'. create a.
"SA dGles nGlt .o.wn:,any terrjtones content wlth ' rebUlrdmglts state is permitted to have a smatl 'standing.(urce
ill ""+ .* * ,, ) .. ' ( , -. .. .. , '" . .. .." """ .. " L '" ': . " : ":""" "' '''
tl1ese,a're intehded mili'tary
,tl'l'e:Fe.deral Forces,
THE PRESIDE:N.T
Adaro's'.t js. estabi,lishec;J ,, '"
havi'ng
of
" !3
nd
,
dur.ing the : cor.rflict
", \.h -t" "" .h 4'+' " 't',? / i:/ 'J
: hJrnself / not .only a slJJ3erb
"'m fI ita'ry ,a
. During
. tHe years leaatFl g tbi
Ci;;il Wfor , [le to:
' try war, ar,guiJ:\g
that tHe Sfates of the
" f '4
and , North . MUST unite'
,to goals of
tOdkYa
stance that together a. unitell
. y
America coult! become a '
global power;:despite Europe'?'
'stranglehold awung g!qbe,
_ . .
The Forces arespU:
th,e F.orce, of Vl!Qlc.h . , ' :
depending upon theJorce 'they stem 'farce is subservient.to
", w . " -"' , ., . ' ''''' ", ,, 01'7: "' $ Ji, .,ph
, Q.,5e.\ien Star Ger:leral, who Rimself, The: .
Geh';. eh3ls
*fhe ' three:divisions of .with
i regi;rf;)e'rit This :
numerotfs
, Ijeu-ten:an.ts"tcf'l:i;)e ffill
based upo1'1. elements: of the trom :which
ti:le FSAarmed:forces,steP1 from, ' : .
$ , t, '"
'" ' ,' , "
'. Tbe three 'diilrsioo; 'the: Land Ships, ..
;ihe a rii tJefy; a 11 by Gener-al
i '# , -"' *,* 'rf . .;; .. * 4, "'. , ' .. '" (> " f" . '.% #. '0<", , -, f
, ,to tfle PresjdeJ:ltl/'a miln:who' i:Jas fought for the .past 30 years against
, ' " _ . ,,,\ ,_ ' ,'-' _ % - f j ,< ;;:t "'. ' ,'. .*A .
natives, HiS no-nonsense ":" .
appro'ach has<ledhim'IH6eing offi'ciall\/dubbeo' d6enerallron Brftcf/i/s"
Navy
who :started :out in the
. "f:* ._ w,' ' ;: t ' '" ."
Goodwill, which.has sinGe been sur;ik by :R,Vssiar:l, f.()(ce$r HiI.to'n'
Adams was Senator tdt Mississippi before rising to power as President. task of, ee;lgJ1inW'in i6ree d'ivjsion{
It was, dudnghis as a Sen<ltor that he first met 68 ,
scientist called Benjamjn. Bell, For, a years Bell had been ' ' . .'" y ", " '-;:'h
a researcr partner to a German chemist .c<:llled Martin Klaproth who. ' The task of J<eepl niti h'em inlln.e and Qne no
",_ . ",')0 4_ ' ,.0 "'" 4",. ""'+ +- 4'&>, . /,.
had disGovered an oxide from a material that was to b'ecome. known . man relishes, HiJton d.ges can, ellsllrt[1gtheir .:.
as Uranium, When 'Bell retumfc'd to America he cOfltinued to work ori , byalldwing them 'greafer operatlonaf,and .
Uranium Oxide and was i:o eventually discover huge of it in . in' the :oth.er Fedetai' ;iXir farce
, " ,ff :" 4},, :w., " "')" J " '} > p",', >"' Z
the soft soils of tne Mississippi. cousin, . Douglas, ' 6e;n'eral 'Dcrl1glas 4
, .:trbmtl,{e.s.ame.cI;:>1;h as Gefle'ral Adam81 wn,? se/ ve9in
Bell waHo form a Scientific Board for Senator Adams; tasked with,. b.eing appointecj ,bis. c,ur,rerit positioh. with fhe :FSA .. A:ir,
exploring the potential ' of the oxide, qnd working with Bell the wealtl:l T1ge AV, force is, styled similarly to witlLits. QV\I!:.\ stii'ps; .:
and its nefghbourj[1g States was to grow ajr-fleets :and j 1,!mp tr60ps;, f , " J %
hugel.Y: It was this growth in the southern' power base that was t.o
eventt:JaIIY, )ea'd to the. Civil War, with Adams led the
fo " ' ,
" 'h
7
'"
_" :_ ' ',' '*' . . . " ' 4 t>
is man:, . one-who. refused
accept confliCtb nd lie was
to earn trClwor:the of Britannia, who proviCleo mucli
0 .1 -

, "
SGl tlth: H;Gweve.rF1il:lere .wasone condition " aci:'e?s
: was available, to ' Britannia
... +at
, . . ,
.. _ . .,
The NavY) S,u'rrently tbe niost of the F'ederal
Forces,. Aaving. a.lready clashe'd with the Russians -several
Djffiulties .hqve been noted.' in
the giant, paddle, whee;ls' operational in the ice cnoked
water,s, leading. to' the application qfsteel
Elem'ent' 270 to the' wheels, making them stronger,
whilst ma,intaining weigh.t. , --
The Air Force ha's managed ):o support
the -Navy somewhat, but most Arne'rican
are sti ll too inexper,fenced 1:0 be
directly fielded: against the Coalition's
fearsome,Steel-interceptors, whilst
.:. . : " . Ar:.my the clearance
--, .: fo begin an amphibious assault
ifuS,Sia's east'ern , 'coast,
pefe'nde'tJ- by a giant wan of cdncrete,
'and' minefields known simply as th'e'
, .. ""',,"
Nikolai's Line,
.: .. ti.;,.'
, ,
"
' ..'.,.
.. ....
.. .....
! .
... - ".;; " .... . ....
" ' ''':- - , ... . ,
"'d
: '- ."
". ,{ , ' ,
. , .:-
--.'" .. .".. .
.
"
.. ;-, . . '
" ., '
,
. ", . ",
- ';;. -
, ..
DSTOPIAN BLITZKRIEG
The world of Dystopian Wars is one that is similar to our own but subtly
different. The year is 1870 and the Industrial Revolution has occurred
, ,*, decades earlier than in our own world. Technology is far advanced, and

' in many unrecognisable, which has led to the development of


fantastic Nav.al vessels, hulking Land Ships and terror from the skies in
.. form of Airships and War Balloons.
Dystopian Wars is a game that is designed around having fun '
with a selection of mocels in a coupl e of hours. We are big fans o.f
St eampunk and Victorian-a, so we jumped at the chance of creating
a game of combined arms along similar lines to our Uncharted Seas
ami Firestorm Armada games - but encapsulating the aforementioned
ge nr.es , Dystopian Wars therefore incorporates naval, aerial and land
model s from the outset,so that you can set up battles and scenarios
':(ri any combat setting.
We supply resin and metal miniatures with which you can roam the
high seas, scour' the smog filled skies of Dystopian Wars for enemy
I flying or .doggedly the .cities and col:lntryside of your
home nation. These thr ee combat arms use the s?me core ! ul esJor
movement and combat, with varying abi lities and statistics.
- ..
At the ,back of the b,ook are .c.olourful t okens tnat make, recording
damage and special effects easy. The rules are o,ptiruisedJpr large fleet
actions, so that you can get as many m[niatures ,or;Jthe table as you
want and still get an enjoyable game in an evening. Dyst opian Wars
is al so ideal for multiplayer games, as you get to activate individual
squadrons of miniatures from one player. to the next.
The rules allow forthe optional use of a deck of 52 Game.Cards that add
an exciting element of tactics to each game .. They, improve the overal l
game play and 'inject some additional eccentric Victorian atmosphere,
but you can play without them if you wish. .
,
If Y0U go to our website :- - you can see
our superb range ef models for Dystopian Wars .. Everything else you
will n'eed can be found inside thi s rule book and permissiof:\ given to "
photocopy ' and use the tokens and t emplates, 'hCJ1: please remember ,
that t he copyright always remains wit h Spartan
.
. .
HOW YOU PLAY
You will need a tape measure and lots of si x. sided dice (06) to play
Dystopian Wars, probably 25 to 30 in total. You will also need one eight
sided die (08), and you will need to rol l a 02 or 03. To roll a
D2.or 03 you use a six If you roll a 02, a 1, 2 or 3 counts as a 1,
,and a 4,5 or. 6 counts asif2. If. you roll a 03, a 1 or 2 c,?unts as a 1, a 3 or
4 count's as a' 2, and a? or 6 counts as a 3,
Most, of the time ' however you wil l be rolling a number of dice and
counting the of hits that you score. Once you: have worked out
how many 06 get t,?_ use, you t'hem.and To Hit table
below: ' .

1-3 - .
4-5
6
RESULT
Mi ss
1 Hit
. .
2 Hits a.nd R.oII Again!
..
When YouRoll Again, make sure you roll an extra 106, not one of dice
. - .
that counts as a hit. YGU going until you stop rolling' any 6'5 - we cal l
tbi,s an exploding:dice mecQani E:. Once you have finished rolling dice you
add' l:!I p the number 'orbits; the T ore' hitsyou' get,.the 'mqre successful
you are, Thi s exploding dice mechanjc is'a core element of Dystopian
Wars. It in. that some rules will modify. whicb numbers score,.' I
and, other rules will reduce the number of dice that you roll. Some
r'ules might ada +1 or +2 to a die roll; in thi s "case a modified roll of'G
would only score 1 hi!, and you !lO NOT get an extra dice' roll. '
Some will gLve different To Hit numbers, like a 4, 5 and 6 as,opposed
to just a 6 - this is most 'common with,combat roll s. Where the To Hit
numbe' r.s _confli ct with each otner, . use ' set that makes it more
difficult ,to score a hit . In other words use the worse set of numbers,
which if'} the example be a,& (instead of 4, 5 or 6).
11"',.... -
. , .
. ; ::: SUM!"'ARY ,
;-:. ". You have ,unlimited opportunities.to ,create yQur own factions within
.. ! world of. Dystopian Wars, the. Jnitial cover the most
;;: .!:' powerful empi res that struggl'8 for supremacy on the oceans and
cqntinents. You'are to redistribute the territories in whatever
:. way mak'es your games and campaigns easier to play. you Gould
'the. model s ;of the' fl eets to represent nations in
Dystopi'an Wars, either as' alli es or mercenaries
; ..
statistics for imperial
fieel s, eacti:' w.ith the same' initi al core ships: including Battleships,
Cruisers an,d Frigate? These generic terms are simply used' tQ aid in the
coflstruction of fleets l;)ya player, and capture the feel of each empire.
We hav1t 9n' entire si c.ti'QQ to models of eacli 'empire, where
e,ach.:reoqel given a pornt v,a.Jue to aid in fleet composition; and a
. g.ui-de tohowJo. brganise V9IJJ war
t " _ ... , _..'1
Q
In' ta; dem with these three model types, you will be able to customi se
your fleet s with future of new ships. Dystopian Wars al so
focuses.on aerial p;i o([el ; and 1,9,nd as a cQre part of the g;;l me.
. '
, . .
You will be, able' to create fl eets of 'aerial or 'land models- or even miJ5. :
and match squadro'ns, of naval, aerial and land models, Al i of the,se
models are categorised in't o size ,classes of ship, wfiich are the
throughout and lanq models. cJasses are
Small, Medium, large and, Most of the ,rwles for 'these three
- ' .. t-' ''1''''t (
arms of combat consistent between the differ-ent size classes . .'
Dystopian Wars- is 6ur third game in a seri es using the same core
thilt have elements that are betweer) the sCi ence fictiun
combat of Firestorm Armada and the fantasy >n'allal c.omba1;;of +
the Uncharted Seas. byst opian Wars builds opon th/? same type, of'
game ethos as these settings. You will be abJe to find ada;t:ional support
materials at our website ' www.spartangames: co.uk: ::--
We' are exci t ed about the development of Dyst opian Wars: it is
ej1tertaini rZlg and violent gamef putttrfg you in commarZl d huge land
vessel s, giant robots, impressive and r uggea war ships.
strategies and choices of fl eet constructi on determine the margin, ot'
your or defeat. Whether you choose t o focus on land, sea or
in the air, you hav:e every 'Choice avail abl e to you to outmaneeuvre,
harass dest roy your opponent, : "
,.
fI'
. .
4'" '*
Wars wiIJ fellture a wide nUl;nber of models, ranging
from simJ3le, tekens with an abstract of a model on them to a
highly cfe'ta'iied' multi-part model that could represent an airfield
or-a; pr-some other mechanical behemoth.
This-section provides a list 9f model designs that you can use
wltliin Dystc;?!lian Wars, _ including severaL models that are oot
-yeC3vailable. As tile game develops we will roll 'out several new
of models that faJI into these categories, anct fill out the
fleet Our to release models tAat fit into the
'faieg@rres oelow,- but i! may be that as the game develops newer
modelcla,sses could-be releaseQ.
!ThE: bra!;keted -i-nformafion explains firstly \Nh-ether a model
in 10e, t lass, which affe"cts its ability to tire at
It also xplains what size class the model is, which
how - it is. Most future releases for
o{model should fall into these.categories.
AA "" "" '" ::
, % '7 '\ ;,
models also d.efined by-t.heir function,:wh.ether they are
, flying or aiving 4m+odels for examp'le. This affects. how they interact
;"'ith other models, mast of which are called sl!lrfac+e models,
and land
sur/ace' .in' the game). %
r",1;"",,,r;,'< of model, which
and ai rships, all Of which are
The additionai.categoties help"
a submarine of a
i ,Some in .the Small model - cfass are;
mbuntedtwo to-a bCls-e example). They still' cQunt'
g .. . Ji._*' .. .. .. .... @ ... *'* . . . .. 1"::'*%1" %% . 0, "*1Ilf,* .
" ;;;;-;;;:as'iTIOaersrritneru[eS,eVerl>thoughlhey are ruountedin:multiples
*,. p . 1h. " . . q .... 0 'It @" # >" .: ' T + '" >' lilt
oh a predefined base. 4fhe f ioyflyer class tindudirrg
:are to
Fleet Ca rrier (Ca-i?ital Class, Mlrssive)
Carfiers "a re.- sUPI??rt yessels that';: ?upply '
additional Aeropla"nes for _Cl fl"eet: TheV are
dur,able and heavily armed, but ,gelJerally
.slov,; and cumbersome. Mos( are
from. existing "de-signs- of B.a!tleships :or
Dreadnoughts, and s"imply have a landing&platform
the df the ship. However, fjl eeS, ; u.ch as
the Empi re of the Blazing Sun, have crea;ted cost@m designs fbr
Carriers. 0'"
Dreadnought (Capit al Class, Large)
Dreadnpughts are a[1ew breed of advanGed desigR
with superior armllrDent defences. TheY' are0 less- common
and more expensive to propuce, but areusaally bristling withgan
, turrets, torpedo tubes ana powe.rfal field geni r,ators. -
, d ., 't '" ,ry "
Submarine (CapitakClass, Medium
:; ' : Su!;tmprines are 'oHhe seas; 1I91e to att51ck rrQCO long
* -range with relatiye: impunJi:y, \Nitfl l orpedoes. They are I ifficu It t o
regofar .ordnance, e_veo t he'
'00 _ _ . . - *' *" " + * ,
Mhst &sl,lbmatines have tradi tional \vhiGh ,cin
bear whefl a model surfaces: " Not i1a; e"
subma'tTnes, in the escalating World'war underwater
viewed ''' * ' ' ' ''C%-d.- ' '
7 . .
$&scort5 are 'the ' w.eakest class kO( mil(tary vessel, as they are
generally ilrrTject wit g Ack $f\<::K, Torpedoes pr an,d litt le
, else. to provide SI,lPPDft for
can become ' vulrfeYable wh$en the vessel mat t Aey are, escorting
<& ' " . $' W NI ... %
Is destroyed. d
$., (Smaltr
Corvettes are%t he fastest +sf very
difficult tQ target with :They are hSlweyer if
hit , arlg are: bften in ion,e shot.
ivldi3ElS '
, G \ QI
% 1,-, ,:;:,;,iJ
c + " . u ; ';:,
r
.
LAND MODELS
Mobile Airfield (CapitaLClass,Massive):*
Mobi le Airfields : ?re suj:}port =
sLlpply Aeroplanes a. fle,et. l:1'\ey 'dllrilble
. and ' beavily armen, but s.low +
"Fheir advantage is th"at they can move.
i3Pyance into enemy territory behind. S! i (iepJ:lly:,!rTV, mafntiining:
+++ 0" , ***$ +::i:::,:::==::i:!!
bafld Sllip (Capital Class, bi3rge)
' [ancil Ships are til@t as a *
bJt often having fi iepoWEl r ann"
durability. They are the "king of t ne battlefi-eld, th,,
which a Batt le Grol,lP of Ta 11 K; or.Walkers maooetJVres. :"
0 % $I @

'4"*
. ' are' .suppOl't wCFaft '-r',..: en
t Ft ""
* fu t llat 'supply ,additional %
Burrower 'Medium or (1i rge) , ':0"
Bpr; owers l b.e ,,( ou; in
geological :s:trata: of the
They, .are ;nd armed, but slow.,and
* 'fhey patrol l:lpger at mm'phere of
thl'!, deA:;e Iouds, hidden from aQd execl!te sWift; strikes on
.
&
. "
, AfrsAips 7are tne*primary airbo(rJe) p rce of the Prussian ' Empire,
4< . . 1+ Y . 4111) . . '" '* ., ' '"
States pr@vide them with, the
their sk1es of I?urope. Airships
to destroy jlnd
,
:: h. 4' '" . _
reapital Cl as; , Medium or:;Larglj!1 " ,
prlmpryairl:Jornefo"rce ofth@J:rflpireofthj:! Blazj pg
wit'h whicfl it s S; ttle Groutrs; patrpI the gn;!at expflnse 0f th!,! 7
Gan
,ciln'ya
DUHhey; arediffiwlt =to farg"etwith regufar
they aJdltional
to bear. '
TOP IIVJAGE: Blazing Sun Tenkei Sky Fortress
MIDDLE IMAGE: FSA Washington Class Land Ship
. .
_ .BOTTOM IMAGE: Blazing Sun Sokotsu Class Battleship
Heavy Walker (Capital Class, Large)
Heavy.lfl/alkers are much bigger versions of Walkers, they are usually multi-
legged monstrosities that resemble automated industrial machinery.
Where o"ne faction might rely on tracked or even wheeled Land Ships,
deploy. the Heavy Walker, which performs the of mobile
weapons platform to perfection.
ADDITIONAL CATEGORIES
Creatu[es
This category includes Creatures that walk on the land, swim in the
sea or fly in the sky; some will even be able to combine movement
between the sea and land. They will vary in size from Tiny to Massive,
while some of them will be Capital Class models' and some will not.
Some of the rules determining how you resolve movement and
tr combat for Creatures are very different from those for other models.
i" .. _ '*
.
!' Th'is category includes Rgbots that walk.on the land, float in the sea or
fly in the sky; some will even be able to combine rT\ovement between
the .sea and land. They will vary in size from Tiny to Massive, while
some of them will be Capital Class models and some will not. Some
of the rules de'termillfng how yOu fesolve movement and'combat for
Robots are very those for other models.
Diliing-Model '
, Thi's. category ii:lcludes. Submarines (naval), Burrowers (land), plus
some Creatures aod: Robots. It will specify on the FIG o(a Creature or
RODot whether it is a diving model. The FIG will also specify whether
a model - is' "3 diving model (sea) or a diving- model (land), which
determi,nes whether it, can lJse the diving rules. in the sea or on the
land. A Burrower functions in the same way as a Submarine and is
I;::
section plus sQl)'le and Robots.)t will sp@cify on the
Il:-'" FIG of a Creature or Robot if it js a flying model. Flying models are
rft " assulll*ecl to.stay.in the aidor the duration of a game, so la;'ding and .
W taking.off accou'1ted with Aeroplanes (Tiny toke!"s) and
some,specific models, , . ,
,Fortifjcations - -
This category includes gun emplacements, bunkers; installations and
. ,.. Defences pod Landing F-ields. They will vary
in size"from Small to and usually have severaL 9t tfJe Model
Assigned Rules that 1are listel in a later chapter. Although in most.l
4 r
static, F9rtifications, often hav.e greater tpan. mg!:>ile
vessels, and djfficult to destroy. .. .

DuriAg j:h,e, course of game a mod.el will certainly he damaged or
inflict upon an enemy model. You have a number of ways you
.c; an r ecord this, but have created a set of tokens that you can use
t ? he[p r'ecor. d things as weapons-damage, mines,
damage points and. '
.
, There are plenty of ,J:okens provided with the rules to make it easy to
record damage te your ships and any Critical Hits that they might have
sl:iffered, This wfiat these tokens are'used for,
"
. ALL S'I"OP , .
, are 'used to show yvhen a model has haired: If a
moael has'an All Stop'token it an only remove the token Wit
move (some models ignore'tfie All Stop rules). Where
" . ' a rule ref ers to a model tiaving to halt; place an All Stop token
.. w. next to it.
, -
:: >
.
!'!,', ASSAULT DAMAGE
: ........
These tokens -?re used to record damage to Assault Points '
(AP), When a model is reduced to 0 'AP it c'annot initiate a
Boarding.Assa ult, " '
. "
BOARDERS GONE ;
Thes<e are used- to record that a model has m;l"de a'
Boarpi ?g Assault and is<reduced
CHAOS AND DISARRAY
Th.ese tokens a re. used}o SAOW whel') a model is una ble to use
its Rockets, 10rpedoesr Bp/J)bs or Mines (if jt bas them), IZ3J
<
DERELICT
These tokens are used 'to indicate that a model has been [#'J'
captuf!,d, restr-iGvs its movement ,and firing options. ...
. "
-:: Di REGtION ARROW.'.
J'hese tokens : are IJsed to show when a, model is movi ng
Al so US'E!,d. to show a Rudder Critical Hit,
- .;:- #'"
GENERATOR OFFLlNE
These token,s are used to show that a Generator is bffiine due
to a Critical Hit,
HALFAD '
These tokens are ,used to show of a modei
i: reduced because of weapons damage, .
,HALF MV
These tokens are used to show when the of a
model is damage. -
HULL DAMAGE-
These tokens are used to record dam-age to 'Hall Points'"(HP) ,
When a model is reduced to 0 H'P it is destro"yed,-
MINE TOKEN
T,hese tokens show wher.e a model dmpped a Mine,
OBSCURED
These are placed next to flying models when t hey
.perform an obscured JTl9Vement, which is when thEW ascend
into the (it is always clQydy),
PORTAL '
These tokens are used to show ,w.here an energy ' portal is
on the tabJe, The energy portals' use Element 270 ,and allow
models to teleport from one location to another. "
, " .
"
PRIZE TOKEN
"These tokens plaG:ed on a model wh'en' it is captured during
a Boarding
RAGING 'FIRE
These tokens are used to a model is fire. A
model CAN bave more than one Raging Fire token on it at any
givel) time, .
SHR.mDED DEFENCES
These tokens are used to show when the Ack' Ack and
COl1cussi@n of a model are reduced to 0,-
.
...
This section defines the statistics of models, which are referred to as
ability ratings or more often just ratings: They are used to determine
what an indivi'dual model is capable of. Higher ratings indicate a more
powerful " model : so Dreadnoughts lenc\. to have the best ratings for
n'aval models and Aeroplanes usually have the weakest ratings for
flying
"-
In general the number given for a rating determines how many six
sided dice you roll to resolve an attack or a defensive The
categories below give an.explanation of how a rating is
ACK ACK (AA)
When 9 model is attacked with Rockets, or by a-flying model, or is
boarded, you roJra number of 06 equal to the Ack Ack of the model.
This determines how effective the model is at deterring or 'eliminating
the attack using r<!pid fire $mall calibre weaponry that targets such
A model can also use Ack Ack against f1y'ing-models within 8"
during its ac:tivqtion. '
ASSAULT POINTS (AP)
' This rating is a measure. _oJ either how many soldiers are on board a
'0 model, or how dangerous a Creature or Robot is in a Boarding Assault.
, A Creature or RODot performs an assault when it is in base contact,
but a crewed model do so within a range of 4", as the soldiers are
assumed to be equipped' with rocket packs. .
.
,
ATTACK DICE (AD) -, -
Wllen a model m'akes an attack you roll a number of 0 6 to the
Ar{ of model to how effective its attack is', A rating of 10 AO
exceed in to inflict 1 point 9f hull damage. TAe OR (and the CR)
works in the same way whether a.model is a ship, balloon or Creature.
A model with OR 3 is quite weak, whil e 0R:6 or higher is very good.
GENERATORS ,
Some and Massive models'have Model Assigned Rules (explained
in the MARs what are called CJcenerators:
, Generator is typically some kind of ,Energy Shield or Energy Weapon,
which usually Aas its own special rules. . '
GUNNERY ATTACKS
These include different types of primary and secondary weapons on'
a -model, including Broadsides, Fixed Channel .Guns, Batteries with a
90, 180, 270 or 360 degree arc ana Turrets., Their attacks are re:solved
sligHtly differently to Rocket, Torpedo,. Bomb and Mine weapons.
HULL POI NTS (HP) . """ ....'.
This rating is a measure of how much hull damage a model can take
before it is destroyed: Ri;d tokens are provided with the rules t6 mark
how mwch damage .model has suffereq; if tne sum tot<:ll of the tokens
equa.ls or exceeds t.he HP of the model it is from the table.
LINKED FIRE .
This is a core mechanism of Oystopian Wars, allowing some or all of the
models within' a.Squadron to fire at the' same target. One model uses
itS full AO, whil e:.the' other in the Squadron add of their AO
to the total, creating more destructive ?ee the Combat Section
for more :.. #
or more is very 15 AO is excellent, bu.tmode[s, with 5 AO or - MEl::EE DICE (MD)
' iess may need to use Linked Fire to be effective against a larger model. When a mod:el :performs a Boarding Assault y6lHroll of 06
" t 0' MO oftbe (Targely deter mined to see hQw
Co.NCUSSION CHARGES (CC) , effective its attack is_
MINllvrUM MOVE
.

...
.
-. When a model wIth Torpedoes or by a diving model, you
roll a number .of 06 equpl to the Concussi on Charges of the model.
This aetermfnes how effective the model is at deterrjng Qr eliminating
the using var.iable fuse concussive weaponry that'targets such
attacks ... A model :can also use Concussion again'st diving
models within 4"- during its' activation.
Most naval mocel s h<!ve a, mi(1imum of 2", w hich that .
' tbey" must mov"e i" when they are activated, unless you halt them:'
using an All Stop token. Most land models have:a minirourQmove of 0",
{<;:Rf
CR-is thi1t you hSlve to equal to exceed jn order ,to
cause a CriticaLHit , which';results in a roll on: the Critical .and,
mqre often than not , 2 p(,)ints of hull damage. A model with ' CR 5 is
quite CR 9 or is very good.
":, att.:a.ck 'combined OR and CR damage,
Once you exceed the OR and e"1ual -or exceed the CR, the model suffers
a Critical Hit i'!stead of hull poi nt.
wni ch allows them to move forwardso(. backwards without using the
:All Stop tOKens. Meanw,hile SOrhe aerial -models:have a minimum move :';::::'
"of 4", All cof thi:s"infGrmation is h1cluded ori the F:IG model.
<
.
-". ,., ... .. ; .,. I'lftH
."'., ..... "'IlI'1lt
.. tfI' """'"
"U&'",:l!S
to \..1 .. i1'
t.> . .... ...
............
PORT"A' ND STAR.QOARD
Most FIGs -list -the Port weapons separately. Soine will
v 'specify ai bE!ing P/s, means AD given u'i1der
,DAMAGE RATING}DR)" '.' the we'appn type apply.to'the Port and Starboard \=hannel.
All models J:J aye a OR, which is the number that you have to equal or
. ' .. ..
PRIM}\RIES AND
The weapons of different models ace ' divided, into what are called
Primari es and Secondaries. Primaries are generally multi-barrelled
high p(,')wered turretsana Secomlaries aTe usually a battery of small
. turrets, though Secondaries alsoinciudes, miscellaneous weapons like
They will FIG with a (P) or (S).
NOTES: Primaries,are at:1 to,hrqon each die roll) against
in Range
The PrimarY (P) M'l f'1 TLJrret statistic lines are used for EACH turret .
,RAIVI :RATING (RR) #
:l'ne Ral1J; Ratfng determines how many 06 you roll when you resolve
:a' ram: agair'lst a: inodel or terrain. The' only models that can perform
rim are' ttrose an RR of l ' or more. If an RR 'of' O
. ' ,
into 'base contact with ar'lother model it is always as a

BAN9S (RB)
:T:he of model ,mak!'!s qn attack
the 'Range Band:at whic!;! the mOEfel is firing'. There are
four Range"Bands
r
ea'ch of which an 8" distance measured'
grving 8", 16':, 24'! <l.nGl32".
The CoA may well
be one of the most
technologically
advanced nations
on the planet, but
its navy still enjoys
the pomp and
circumstance of its
uniforms!
SQUADRON SIZE
When you deploy models on the table they are formedirito Squad:rons
that MUST comprise the same general type of model tbi
FIG states otherwise). There are minimums and maximums
Squadron Size that are also listed, on the FIG"which can ofte:n
the tactics of individual fleets.
07
SURFACE MODELS
Any model that is on the- sea of lan,d counts as
therefore most naval and land modejs are survface ' models. Diving
(naval and lanq) are counted as. being surface
Jhey are submerged; in which case no longer on,tM's'i:Jrface.
TURN LIMIT
Meet Chaplain
Josiah 'Hookey'
Montague Smyth,
veteran of many
a campaign,
and one ofthe
most memorable
characters in the
Britannian Army.
A game.can last anything from half an hour with a couple of Squadrons
to a long afternoon if you put lots of mosJels on the table. A game can
last until all of t he models in one fleet have been destroyed, or until
one player decides to capitulate. You could 'also define a number of
turns, a flme limit or perhaps a scenario objective that marks the end
of thEt game, at which time you calculate Victory Points to determine
who is victorious.
Dystopian Wars uses a simple turn based system with each turn
broken down into different phases. These phases are as follows: Play
'Turn' Game Cards, Determine Initiative, Resolve Movement and
Combaf alternately by Squadron, and then the End Phase. During the
Movement and Combat phase more Game Cards can be played to
aid a player or hinder an opponent.
$0 to recap, the sequence of play is as follows:
1.) Pl'ay Turn 'T' Cards
2) Roll i D6 for Initiative
3) Movement and Combat
4) End Phase
In e-ach player can use a Turn card to affect the rest oftbe turn
.
1 x Battleship (counts as a 1 model 'Squadron)
3 x Cruisers (is.a 1 x 3 model Squadron)
9 x (splh into 3 x 3 mode,lSquadronsj
2 x Mo"del s
10 x Tiny Aircr!lft Tokens
The Battle Group is a good basis on which to start a collection of models
for Dystopian Wars.-You can have a good game with a single boxed set,
or expand your Battle Group to 1:,500 points or higher; which is roughly
the equivalent of two Rattle Groups and a few extra models, There are,
three ways to build your fleets for Dystopian Wars, which are outlined
below. "
If you play an open'game there ar'e norestrictions on what model s you
use, you just pick a point value, say.SOO, assemble models to this value
and roll some dice. You can use whatever models yo;]' want -. so as
as the players agree to the f.ormat they can do whatever pleases them.
...
If you play a friendly game you pick a pbint value.and your fleet MUST
contain at least 1 Squadron of models in the Small size alass, at least 1
. in the Medium size class and at-least 1 Squadron in"t'he Large
size class, but you can o! herWiSe fielcj whatever,models you like.
(if they have one) . If you' do no} use the Game Cards ignore t.his :. If you play a tournament game your fleet MUST contain the same
These car-ds affect this.turn and unless the card states otherwise the minimums Cl S with a friendly gOl7Je. In addition up to 70% of,your poi nts
effect 0f.the card end when the turn ends. can.bespent on models in the Large size class, but no more than 70% of
, your .points can be spent on.. mogels in tne Massive size class, no more
In Phase' Z the players roll 2D6 for Initiative to see in what order they than 70% of your. 'p'oiots can be spent -on mo.dels in the Medium size
cao activ.ate their Squa'drc:ins (of one or more models or tokens) . It do'es - class, 'a'nd no tllan' 40%of your pol nts cern be spent on models in
not matter whether a- model is a Ship, Tank, Aeroplane or Creature, the Small size class. The amount of ;"odeJs or tokens in the Tiny size
they all organised into i-n this game. clas's" is -essentially determined by the' models t hat you field - models
In 3.the pl ayers take turns activating one Squadron at a time in
< until' the Movement and Combat of ALL Squadrons
resolved .. AS' the game progresses it is possible that one
wJil -end up having mere Squadrons on the table than the other
player. As"and when this occurs, the player simply keeps activating hisl
her until everything has been activated.
'*" _ 10
In 4. the Movement.of te'rrain; (if applicable) is resolved, but it
ci an also be viewed as a 'cle:an up' phase when you combine damage
tokens, draw new Game Cards and prepare for the next turn .
' .- a
.. ;-
FlEE'T ESCALATION
The of the game saw a number ot boxed sets for each
_q. w A "
J;. faqi<an 'arri ve; wej;all Battle Groups. The first Battle .
.,. Groups. are focused on oaval . r;nodels, but these will be followed by
Land_and Aerial Battle Groups. The Naval Battle' Group breaks dowl1
as follows:
such as airfields, aircraft carriers the j ike.
In three types otgClme you 'MUST to the ' Squadron sizes
h
:
that are foc,each and thej r point costs. In-addftion if
dnes not matter whether you field land, aerial or naval Squadrons, you
field any mix of models from the three armed forces.
r he more familiar Y0l! are Dystopian WarsriJfes the more .you-
will find that games will speed up.' l'here are several different weapon
and move;;'el:lt li mits to ge(used to, and' a lot of l actiGal
options in ho;;".to. use them.; You will soon di scover that there are a
lof of sub.tle that make for in):er esting strat egies in your games; _
.. . ... ,... -
r _ ..
GAMING
d.Yf "" .k .i . , f . 7"; ... it'";
Jhe advantage CDf naval garij es is that a gaming tablE!,c; ilD be assimple. '.
as a blue cloth; or 'Zofl, plex as 1iextured tile"s v.7ith:i ac' formed islandt =
anp resin sce,nery. In Dystopi an it is oft,eo easiest the
land with green cloth on blue, making it easy to lay terrain and move
- me6lels around on it. '
T ..
""
...
. :
Dystopian Wars focuses on all three arms of combat - naval, aerial
and land - so depending upon the type of game you are playing it is
to lay terrain that allows two or more players to bring fleets
to the table t hat are, different in composition and function. So
, _ long as ships still have plenty of room to manoeuvre on the sea, you
can' t gO Wrong. You do not have to play all kinds of forces in the game,
but it do:es allow for exciting ga.mes when you mix all three.
It is important therefore that your choice of game should be driven by
agreement between the players, as to whether you p"lay a game that
emphasises one "type" of battle or a conflict of mixed forces.
Imagine a gaming table with an invasion fleet steaming towards the
sh.ores, I<lefensive gun emplacements firing at them as they do,
holdingj:he.enemy back while their own ships arrive. Meanwhile airships
attack froln. another table edge, squadrons of fighters lauhching from
airstrips to intercept them. And secretly from the back of the board
squadr'ons of Land Ships move towards the emplacements, aiming to
destroy'them before they damage the naval-based invasion ships.
.oUlf K iDEA: .Wheo you set up a game divide the table up into four
and deploy one piece of terrain into each quarter. The terrain,
'is deployed by' the player whose deployment area is in that quarter.-
Terrain is generally defined as islands or landmasses; a land,mass is any
aref 6f land that exceeds 8" in size and borders a table edge.
It is up to you what type of terrain to use, but the simplest are islands
(on the ocean) and hills (on the land), which should generally. be 4
8" in length and width (to all()w for easy movement-between theml: "
This is just a quick way to set up a game. You can to place' more'!:;. :: ..
terrain if YOl,l wish, and in many cases the owner of the table may' well ,
layout a battlefield before the other players arrivear.ld set it up with
aesthetics in mind more so than advantage.
After de,ployilJg terrain each player rolls The player who:gl?j:;;
highest roll deploys one Squadron in their deployment area, and Wen '
the player with the next highest roll deploys one Squadron ana s6 on:
This includes the of Squadrons of Tiny tokens separately
from their carriers.
, .
There are a myria"d of ways you can set a gaming table' up a' nd a great
number of ways you can play Dystopian Wars. Y0l;l can play Naval vs.
Naval, Ground vs. Ground, Air vs . Air, or any combinatioQ of the
You could even play a game uSing ALL three types of medel s, maybe
even on separate tables, with each , table given different objective ,
parameters, as 'by a scenario .or campaigh.; The, lri
one table could have an-impact on a different tatoll
e
, such as the mUGi'I .;. tc"
needed artillery not showing up, or ai r, sl.lpport yoq had counted 6n : .. <::
' being bogged down fighting its way across another' table. ': 1
.. '
..
the rules. for Dystopian Wars can be quickly and easily augmented
separately available deck of 52 Game Cards. These cards are
provide a lively extension to the game, taking it beyond a
simple combat garPe, introducing the themed elements of chance and
weird15cience to the proceedings.
We refer tp these Game Cards as STAR cards, being Squadron, Turn,
and Reaction cards respectively. The cards are marked with 5, .
1=, A oc R b,ulbs ""hich will be lit up to indicate which of the core
typesqf card it is.
Ifyol:l only have onedef:k between several players then share the deck
between you. ILyou.have more than one deck the .ideal situ,ation is if
&each player own dec;:k, but there is nothing wrong with some
: play:rs using shariAgdecks.and others using their own deck within the:
same game.
+.Some Cards will have a Creature (represented by a robGt) or
Fprrificai!on (representeGl by portcull'is) icon in the lower ,corner,
% which determine: the types of mGdel the card may be used You
can' Ol'lly use a card on a Creature/Robot or Fortification if the icon
ot mod1 is on the card ..
qarasr::located on the left hand side of the !=ard, are
anti:3 Sturginiumsymbols. The number of symbols jndlcates
%how is wl!len used to negate)
also: A<;l$ one or moreSturginium symbols on it. When' a card
h negated, boti'l% c.Cj:r:d,s, discardeq a(ld their effects nullified. .
"FHE%GAM:E "CAlmS
Cafds the game and have differing.
effeJ;s% aha Jhere are .5 different "times when a card may be
g;;me <:Iod the highligbted letter/symbol at the bottom
of let YGI:l at a glance when you can use that
p;3rtU:uJac:c,aI d. The o,!rMarso when and,h9lNthey are used.
;$ * '" *
, :; i ", . . \0 "' '* - "'" 'W " ..
the cards allow ou to ignore limitations
Gwithin%ihe 'rul"es and allow '10U;to 'Perform an a.model that
Dot aUoweq in rules: In .these circumstances the" text
on the ,card overrl1les tllie text in tne book. The core types of card
"04. * ,arei5;,f.onows;.: " ..
:yIut:::*;
qUAl
\-4>4* 'It v;,
'--::;0., '5 Card (Squadron: Car:d)
i*' .. 'orre When you"actiltate' a Squadron as
an affects aJl
cardqm always affect
". ;:::'H.;q!j. whet;her it 15 1. BatfleshifiJ '!-I) th ptt<;le::hel:l
ftr. 3. 5 Sq.u. a . drJJ . n js "all .. w. i.thir;l
. car:! choose toexelucj;e some mpd.e)5 l r7om the
fl A 041 """"' . 4>""
Rf t ,p illi f. . t
effects of the card it you want: If a "Squadron has' splif then tj'le }S) card %
will oflly affect the ell.i!ment o'f .the, Squadro.n. , . %'
,
NOTE: You can only pleY 1 (5) card, on. a ?q,u,adron
T Card (Turn Card)
You can play (')oe (T) C3r,d at the start, of ea.ch turn. Players ihoose
their Turn card (if they wish to play one);place it face down' in front
of them and then reveal them a"1I at the same time: This stops
from deciding not to play a Turn card.because an. opponer:lt played
ai:Je.tter card. "
If a player does not a (T) ,carg Gr does t6;play: one, they
are alloVved to" skip this phase: The (T) cards are resQlvea "in, order or
from the turn. ' * .. % %
NOTE: In the case of the flrst turn wh"ere initia!:lve .has 091: yet
determineo, eve.r"l" playerrolls 2D6"a(1d ifl or+der qf
the first to the lowest-last.
A, Card
Play on one ofyour +models. A mod'el CANNOT have an' (Ar cafd
,played on itif it is part of aSquadrcm thatwhas just been activated 3ncl
an (S); card 0(1 it: Effectively me'ans that
never be by a"ri (5) and:aR durrng tne
play m.or;,e than one (A) on -a Squadron per
turn. This means,that you CANNOT activate a 3 model Sqoadrol'l f0r'
examl:'eand card on model." ,"
% '* ';<
&R Card) +
Yowca;n "play alJ (R)card on your "models as ta n
other players attemp, '1
ReaCtion cards will only a"ffect a 'single model. Youcan p1av %rnore than,'
one"('R) card on the same model 9uCrng the same turn, but:yotl.can'
play ONE-ReactiGn card"against.aach event. +
%W
& ,&
"NQ.TE: AA (R) Garcd onlya"ffects cl Single evel'lt, so a card that"
your OR or eR will oOly Tniual"atlaCk fhal.it is
and does not t hat." 44 ** % :w 0 + . 4 ,
If your
it fo countar th@ otne.r+cara; ann both
thllf1. s.C!r;,q t .P.
card, so long as th'e combined of the Sturginium! atings of
cards are of an equal or greater rating (and all of the those cards are
discarded) . You CAN use a Sturginium card Wom hand) to counter

- "
NOTE: "Ehe text that applies to the.S, T, A @r R effects is not valid when
'a card is u,:; ec}to col,mteLanother card. It OJlly applies when you use the
.card as a STAR CaFe inst ead of a count,er .
PLAYING YOU'R'CAR DS
At 'the sta;t of a ga"me"each draws 1 random their deek
for eVery Squadron: of mol:iels that they have on table.
,igu QO .N0T-oraw-cards for tpkens (like Aeroplanes) or Escorts,
'-MaKe sUEe that'the deGks are welt sh uffled before drawing cards.
. '
. IMPORTANT NOTE: The maximum number of cards' a player can have
.in tbeir hand is 5, no matter how many. Squadrons they are playing
with (althougl1 some Game Cards an,d MAR abilities:will moaify this) .
' Therefore.if you have'S Gards in your you CANNGT draw any more
- - -' - : '
as ih'e first rUm .0L a. game begTns the players can start to
'"
'" . ,!"
Example 1: A'da'm has 4 active_ Squadrons on, tAe table luring Turn
4, wl9ich means,he can hold 4 Game Cards. During.Turn 4 one 0f his
Squadrons is destroyed. He is reduced to 3 Squadrohs and during the
E'nd Phase can only hold 3 cards in his hand. As he sti l) has 4 cards in his
hand he has to choose-one to discard. He could still discarq a-s many,as _.
he liked an'd draw up to his hand size of3. _
I .
A player can also lose cards as the result of a STAR carp. Sometimes a
. card will specify that you 'trash' one or more' cards from your rand,
deck or discard pile. If this is the case, you' remove the 'trashed' Gards
, ;,.. '11
, from the and CANNOT use tbem again until game.
w
.'
NOTE: If you per.form a successftil capture an
enemy model, DO N9T" draw an extra card an
additional Squadron .
CARDTAcncs
How ana when you .choose to play your 'cards is v; ry important, and
players should Rlayer what card ,they are using ,u.ntil
they are forced to do sr5. -A great tacticai advantagecan,be gainea by
keepi ng your,card a sec'ret .. . ",-
use (T) c:Jrc;ls can used before rolling fOl '- Example 2: actiVates a BattleshiJjl enemy Cruiser
initiative; the .rnost uS'eful ones involve repai r.ing damaged models. c0mmanded by decides to give l1is more power
Once the Movement and ,Combat phase begins and' players are by usi ng' an (A) card 'Em Have It. Thisf ard gives hfm +3 AD,
altern'ately. the (S) and (A) car-ds star.t.to .kick in. whieh he uses against the Cruiser. In response Derril::k plays al'l (.R) card
Wnen a player activates a Squadron he may want to speed them up, ' called Hard Najls which reduces the total ' numbe' r of hits against
and whep a model per forms a Boarding Assault its player might m0dify his Cruiser by -2. Neil .and Derrick cannot now change their mind and
his To Hit numbers. . ,. play another. cara;-flie"[et 'Em Have It and Hard as Nails eards were
dedared arid of actions/cards resolved. -
It'a.Game C:i rd specifi es pTaying a card on a partic,ular type of
like a' model ' for- yo'u can ONLY play-
:. ' f he card on thfO! specifie'd n;lOdel . ' - :
1*.. ..., .... ,..... An'y Game Card th at the,Ab of a m C-lde I CAN be used against
a su brl'lerged or. obscured mode,! ' iQ. the Movement
ch?pter) ". _
If a Game CaraspeCifies iUs for use on models it CANNOT be used
. -
- on a Tiny flyer-or other-tokens .
At the end of the turn during the' End Phase the elect to
discard any GaFds they-dei not-want and draw new CANNOT
discard -any new-cards that they draw. unti i the next End
'Ph ase. After doing.thisa.player who has used car:,cjs; p.!JJi Qg Will
, want to draw to !heir hand. - w :
, .
Wli en a player gets to the end of their deck the' STAR -Glrds, are
and yot! 61aying ';""i:t'h them - if a game lasts that long.'
.. ,... ... .. ...
....
, , LOSING CARDS "
As stated a pl ayer can hold 1 card per Squadron that is dep(ciyed on the
iaming table, up to a-maximum of 5. But as Squadron; destroyed
:'50 the numb er has to with is reduced.
- .
NOTE: If you pla,{a' card,that is not valid (played Incorrectly) you can
take it back'into y6ur hand. ':c .'
... #' *-', $""
MUHIRlAYER GAMES
In games wher e- m9[e than two players- are involvec;l V:ou may ONLY
play cards to your own models and hinder rhe enemy's models.
may, not pl iilyc ilfas allies unlessth'E?c;;ard allows
yo.uto do so.
.
Example 3: lan-eoula nor :Ioan' his Jolly Good Shot! card to his ally
Adam. BofhJ!llayers play a m carg, but any effects of those cardS: -
could only be,played on.their own models (exept,for events that affect
the- terrain or nave effect on fhe-d ble,).even if tAey' have the
same-faction. '"
If disPlltes' arise ab0ut who plays cards in what order or how. their
effects ,are applied, then ygu' should play and resolve ea[ds in the
current turn's initiative. order, ..
NOTE: This true with regard to liilreS. If more than
one player is affected by a card, each player can only't ryto counter the
effects' on their ,9wn fleet. " ,
WHO GOES FIRST?
To determine which side moves first two or more players are al l
fighting each other, each player rolls 206, wit h the player t hat rolls the
, higtJest number going fi rst . The players resolve initiative in sequence
'r. of the dice results, wit h the highest goi ng 1st, next highest 2nd, next
highest 3rd and so on.
Should any players rolls tie, keep rolling unti l one person has the
highest roll and a clear sequence of play has been identified from one '
player to the next. You must determine initiative at the start of eactJ
turn then alterhate the movement of Squadrons.
ACTIVATION
Once initiative has been decided it is ti me to move the fl eets. This is
done by 'moving ONE Squadron of models at a time, with players taking
, tllrns <!oing this action. Whi le a Squadron is active a player MUST,
' perform. ALL actions with the models in it, whether it is movement,
combat and/or boarding.
" When this has heen completed the player gets to activate a
Squadron and resolve all actions with it, after whtch control passes to
the other player. Th'is is done unti l ALL Squadrons have been activated,
whether they resolved any actions or not. This sequence applies to all
'players,rotating during larger multi -player games.
If you have tiNo sides with more than one player on each side you
can speed up play with this optional rule. Once you have determined
initiative for side, .every player on each side can activate a .:
OUTSIDE COMMAND DISTANCE
Most Squadrons have a Command (CD) of 6" and operate
normally while the" are within 6" .of each other: It is recommended
that every model within a SquadtoQ should remain within CD of
anot her model in1he same Squadron.
If t he models in a Squadron are not within CD of each.other at the start
of their activation t hey are counted as being split. When models in ;;:
Squadron are split, choose part ofthe Squadron to be the
element.
When you activate a split Squadron resolve .the. movement of ,
the commanded element first, and resolve the movement of t he
remainder of the Squadron separately. Then resolve 'firing and/or '
boardi ng of t he commanded element first, foll owing by the firing of
the remainder of the Squadron. "
..



A S'quadron CAN be split more than once, but only ONE gr oup of .
models selected by the player can be the commanded element ':
A commanded element can be any p'art of the Squadron, so long
as the models within it are within CD of each other '
A commanded does not have to be tne largest group of
models in the Squadron '
A commanded ,element CAN be a single model
Any model that is split off and outside the CD at the' start of its
activation has to make a Command Te?t {'explained in the next
,
Squadron when it is their turn. If a Squadron fails; a Command. or place a Break token next
to' it . lt CANNOT use Game' Cards, Linked fire or Split Fire and CAj'JNOT
Example '1: A Britannian' fleet with three players is fighting a Prussian
fleet wif h four players. The Britannian players roll highest for initiative
, and go so all three players activate one Squadron each. The Prussian
'all players activate one Squadron each.
a selects a model and begins its movement it CANNOT be
A CANNOT begin a movement, stop halfway through,
anotner [)lodel move ilnd then come back to the previous model.
-NOTE: A group of T.iny flyer tokens counts as a Squadron and is
activated in a simi lar '!'lay.
r:. player can select a' Squadron and say it is doing nothing at all that
turn . Models that do ndthin,g will drift forward 2". in a -straight line,
dley have h.alted 'using the All Stop action. A driftil'lg model
CAN !lJu'f u se Gunnery Attacks, fire Rockets or Torpedoes, drop Bombs
or Mings, and CANNOT use Ack Ack -or Concussion Charges" initiate a
B; ar ding.Assault or use a (excluding Snields and Field; ), btl t
.. it' p,ac,k.if it is poarded, ' _ " ,
initiate a Boarg[ng Assault. .

These effects apply unti i . or Squadron makes a
. successful Brave'ry Test at the end of any subsequent' activatioR.
(explained in the next chapter)' " .
If a model Witla a Break token moves back into ,CD with its
commanded element the Break token affects the wtlOle Squadron
immediately .
If a model with, cl Break token is' within CD any other split off
models from it:; Squadron the Break token affects those models
Burrowers, C;:re.atures, a'nd' Tiny
.tokens IGNOREthe Distance rules, the'i DO. NqT make
Commandr Break or Bravery rests and they CAN r)ormally still uS,e
Linked Fire with:ottJ er models In Squadron ..'
NOTE:: Moving a modelpacJ< into CD of the commanded element"ctoes
a to' t hen operate the norrnaily.,Tnat:bccJrt
in"the following Turn, wlien the Squadron is next activated and stafts'"
the within CD.' '. .'
4 '
IN SUMMARY
la Choose a Squadron to activate:'
Resolve any Command Tests fot' models that are outside of
Command DistanC!.
a model ' a ,resolving all of the
fO'r that model Then in the
Squadronaod follew the same process ' until ALL of the
in the moved. This includes any
models! such as Escorts, and TinyFlyers.
'Declare,all a*tta,Gks from the Squadron, then
c.ounterattacks from Ack,Ack,' Concussion
Combat Air PatrQI.
the use of Ack Ack' (by n:\GJdels) .against flying model!
tokEints) that" have declarel '<In ,attack, a[ld Concussion
Cha'rges (by mod,els) against 'diving ..that have
1
, : declaJ"ed' im attack. '
Resoll1e' the Ack Ack ora 11 Tiny Flye(s on' both sides
4 > $ *'" " 'W
other Tioy Flyers
the Ack Ack atta'cks of all Tiny Flyers on both sides
against ' Qtber models
'*.4d" v Res 0 tve' the 'AD attacks of all Tiny'Flyers on both sides llgajngt

surfacENnodels:sir:iiultaneously.
the attacks of any remaining models activating
Squadron.,
Resolve:any Boarding Assaultsfqr models that are within 4"
of any other 'l1lodels.,
' Re$olye )3reak Tests tor Sq,uadrons that have, had one or
more or captured.
;Resolye Bravery 1t=sts for any models elr Squadrons with ,a
Break:toKen:from a' pr;ier ,activatien,
* .. % "" -
ResollYe ;any Rpl[s. Thh marks the end ot your Turn .
. ,
the provides YQU with a comprehensive
o(how,a;1I models and th; :game operate. As
hlle book you wtJi become tamrliar with
ter mS; Assaults and Bravery Tests.
*"" "%,*0 .% 't
4
:things as Tiny Flyers not used, 'or npt
;tblarger models, entire sections of the cibGJve actillation'
b'e ig"lQred.
Nominate one of your Large or Massive models at the start of the game
. as the c"omruodore's model' and place a Fleet Commodore token
on the model. You CAN place a Fleet Commodore token on a model
with. the Model Assigned Rule called Icon '(explai ned in the MARs
Chapter( You CANI}JOT plae a Fleet Commodore token on a
or Robot model. The Fleet Commodore is the commander, of your
force - so look after him!
During the activatien of the Fleet Commodore, yeu can re-roll the dice
on ONE of each of the following events, but you MUST take the secong
result in e'ach case: a Tre.ac; herous Terrain roll, a Critical Hit roll against
an enemy model or a Damage Repair roll. Your Fleet Commodore gains
-. these re-roll s ONCE in every Turn. .
BREAK AND BRAVERY
rl:J les refer Break tokens, which show that a model or
Squ,adfOn has lost its nerve after fa iling a Test. The four types oHest
are listed below: " ' " -
:; -
A Commarrd Test),s r esolved by in a Squadron tJ1at start
their activation' eu.!side of Command Distance (split 2 ft) of thei r
commanded element -
- A Break Test is resol ved by a Squadron when one or-more model s
are destroyed or e aptur.ed (in other words lost)' within that
Squadron (aQ,crspfit pff modeis test individl:Jally) -
. A Breal Test resolved the Fleet model
is lost
. A ' Brave,ryJ:est is' re'solved after a Squadron with a Break token is
. activated , "-. -
other split off models from its Squadron the Break token al so
affects those models ' '
Burrowers, Creatures, Fortifications, Rob.ots, Submarines and.Tiny
tOKeos DO NOT r(lake Comr.nand, Break, or Bravery Tests
Example 1: A Sq,ua.f1ron of 4'Scout Gyros a Squadron of 4 Tanks,
The Tanks resolve their Ack Ack and destroy one ofthe.Gyros, and
the Gyros roll their Attack Dice and destroy two qH he Tank? The Break
Tests are resolved AFTER the Gyros have resolved their
reso lve one Break Test for losing a model in ,the Squ<,ldron, and.
the Tanks make one Break Test for losing two in' their SEJuadron.
Example 2: A SEJuadrQn of S Frigates has separated, group 1 (of two
Frigates) is the commanded element and group 2 '(of tliree Frigates)
counts as being split off. One of the Crui sers in g oup 2 is captured,
the;refore the remaining spli( offFrigates each make ori'e Break Test an'tl
the commanded eleme'1t makes one Break Test .
>
Example 3: A Squadron ot4 Troop Transports has a 'Break token. One of
them is destroyed, but it does not make a Break-Test it
has a. tokel). of them, is then captured in' a subsequent activation,
but again, no Break.Test. When the Trucks are acti vated,' they make a
Bravery Test after cp mpleting
4: A (that spJiJ.o.ff! with a Break TO,ken rejoins its
Squadron, that B(eak token now applies to the rest of the model s in
tnar Squadron t.h'al -are Command ' Distpnce. That part of the
Squadron can however-resolve -a-Bravery Test in an attempt to remove
" the 'Break'token,' ."" . - .
..
" .
, .
.. .,. ..
". ..
......
If flOe of your has lost a model when your opponent has RESOLVING TESTS
activatea' <i Squadron, resalve the rest of your opponent's firing CoO)ma'nd Test s are maEle" wh.en you choose a squadrdh'to activate.
boardi ng wit'h Squadron BEFORE making a Break Test . If a Break and Bravery =rests are made when the current movement, firing
'. Squadron has lost mo re than one model in the same acti vation, it only AND Boarding C\ssault' phases have qeen resolveQ, Rol l 306 ign.ore
makes ONE Break Test . A model DOES NOT make a Break Test if it loses any ro lls.of 1, 2 or 3, while a 4 or S counts as '1 'hit' and a 6 counts as
all. ll'tta'Zhed Escort or attached Tiny flyer - 2 'hits' with an extradi C;e roll for each 6 that is roire-d. f'ri general you
"._ -. ne,ed-' 1 hit' to pass a Bravery Test: but there are_modifiers given b elow: .. '
- 4:: .. '
If one 9r more. mod'els ilia Squadron are Irjst, the Squadmn
ruakea Break Test and any split off models MUST also make
. _ ' _.
- If a Fleet Commodoce's model is lost, every Sq'uadron (and split
off model) in its Fleet MUST make a Break Test, even ifthe Fleet
Commodore's model was either obscured or submerged
If an activating- Squadron has a Break Token it MUST make a
Bravery Test AFTER it has finished its activation, and IGNORES the
two reasons to. test wjlile it has the Break token -
If a model with a Break token moves back into Command Distance
with its commanded element the Break tOken also affects' t he
)IIIi ._ c... .,.
... ...:
c....".", ., .
)f a Squadron has:lost its Fleet 2 'hit s"
4f '" .. .. . '.. '" 4> t." c.... .. '" '"
-.,!2 pass t he Test of the game (or until the Fleet .. .. :-
. rhodel isrecaptur"ed i f applicable) ".!,:!'
If a Squadron has'lost hal f (or more) of tne modejs.in its Squadron
it,needs 2 for th.e. rest of the game (if it has also lost ' ; ;:::
its Fleet Commooore it needs 3 '/iits' to pass) ' - - :::;.
If a Fleet is lost mcfre than 'onGe in a game ' :'::2-
(for example capt uted" recaptured and ,vo:u 0.0 .
". . ' "l
NOT make any:additional Break Tests . . :
If ANY moael in a Squadron is wi t hin 8" ohhe Fleet Commodore's
,,; ... . - t' ...
model, any part of one model in the' Sql:laaron to cOl1Jmanded _ ' _
If' a model with teKen is within Comrpand Distance of any r' I
' h '" + jk "*
any p' ; rt 0f Pleet tommo.aore:s moqel - roll;gn addition.aJ Ib6
'& " . ;... "". '-. .r
If a model is outside of Command Distance it rolls on'e less 106
If a 5quadron passes a Command,or Break Test hothing happens
If a Squadron fails a Break Test,place a Break token next to it. It
CANNOT use Game Cards, Fire or Split Fire arid CANNOT
initiate a Board,ing Assault
If a Squ,adron with a token (gained on a previous activation)
passes a Bravery Test, remove the. Break token (you CANNOT
remove a Break token in the same ac;tivation that it is gained)
Example 5: A Squadron of Scout Rotors attacks a Land Ship, which
resolves Ack Ack them and destroys one Rotor . .They resolve
a Break. Test and fai l: and gain a Break token. They CANNOT resolve a
Test to remov.e,the Break token until a subsequent activation.
iN' s'O MMARY
WRen -a .model that is outside of Command ' Distance resolves a
Corumand/Break/BraveryTest it c!oes so individually. When 'l .S'ql!adron
resolves a Break/Bravery Test it does s9 coll ectively for any models that
"are still within Command Distance. If at least one. model in a Squadron
'(or element) is within 8" of a Fleet Commodore's moael,
_ tbe. whoie elem.ent gains fhe . boous 106. A"
" mldelthat' is outside of Command Distance can sti li"gain't he lD6bonus
, if it 8" of the Fleet Commqdore; but goes so iric!ividually.
, "
With regard to t he activation sequence you resolve movement, firing
and boarding normally, then resolve Break and Bravery Tests. That
means that if a model is destroyed' due to a collision, firing attack
or Boardin'g Assault, wait until tMe end of the aotivatior.l of the
before resolving tests. B6th players may resolve
Br.ea'k tests, because the activating player may lose models from a
Ack 7\ck or Charges f:i re; whi le his'opponent is
qtlite likely to have had models aestroyed due to Gunpery Attacks and .
Boarding Assaults. .
:. .?
_ ' You "<l A' resolve the' Bredk Tests in' aoyorder, but Bravery Tests are
resolved AFTER Tests. It is ONLY the activating Squadron that
can male a Bcaver:y Test al'19 remove, a Break token. It is important to
reme'mbefthat a Sqaadron,CANNOT remove a Break token that is has
gained during the activation. '.
.
NOTE: I/fh,en a m@ael yvi th a Break token {that was outside of.Command
Distance} rejoins its Squadron, the model sti ll cannot use Game Cards,
[jnked Fire' or initiate ,il Boarding Assa ult (it can only do so it
removes the Break t9ken after a Bravery Test) .
The moyemel)t of the commanded element is always re"solYed first,
, after which the rest of the Squadron is moved. If a split off model with
.- token rejoined . the commanded element, corilmande9
element would f herefore! be affected by the Break token frQm that
poi Ot onwards, . ' . . .
" + .. .,.,
-.. !
<?,lI;U and land models i:1ave a Movement Value JMV) given
dl e disfance tnat each model can move when it is
% " "" '% '*
.activated. cA model' can generally move from between 0" to its full
MV' (subject4:o restricBons) although most models have a minimum
which is explained below, and an option to
!:ralt movement enti rel y by using wh,at is called an All Stop token. The
rOlAicmum move and restrictions on halting are found Or;] the Fleet
Iflformatiofl Guide (FIG) of a model.
Unless ' a Scenario or the \lictory C;onditions# allow it; if a model O[
t oken off the it is cou'nted as lost/destroyed and is
removed from the game'(t he exception being Tiny tokens that at
#qi mes " an :be mQved, off table in order to refuel) .
NOTE: You can 'pre-rueasure distances at any time. whether it is for
firrng or bOarding.
USING HIE TURN :rEMPtA:rE
,with tlll70 different types .of movement template.
.;rhe
c
flrsi three are 'marked as. Small, Medium and Large
to measure the turns of naval models. The
fourth template degree' turn on it, and is used to
of models. . ,
%i< " V %
cVQ.u \Vj ll ' rl qte t M U tle fourth tem'plate has a 90 degree 'firing arc'. This
placed against either .the prow or stern of t he model and tlsed to
The Combat chapter has diagrams that
model does not have a prow or stern then place the
".. . "' .., "S ",. *' "'. m f '"
tem(1l late agi3inst ll1e cOIn er of the model Cor its base).
4TJ"t"' .. ...... ''.,. 1" 'diViders that are used to align the side of
or base t9 making sevef,al
t.'nnnl;,tp, make StJre that you continue to aUgn the side
'i'l i.,hto/ <tY;, nr!\ to t he that you u;e the
the model to determine the'distance rf)oved.
LAND/AERIAL MOD.ELS
Most 'Iand and aerial models CANN'OT' make a turn lha:Ffs snarper/
greater .than #45 degrees, but they make any turn> fromO to 45
degrees'. A turn MUST include a movement 1". Most models
CANNOT rotate El r turn without movrng, while moi:lels& iNith a 31;0
degree Turn Limit CAN rotate or turn withoyt moving.
The Turn Limit of a model deter:mines how easy it is for it to rnakea
turn. rhe FIG of a ' model will state whaU ts turn limitis and s(1lecify
either 360, 0",1" or 2", which are explained .belpw; .
A model or token with a Liruit 0(36.0 can mov.e Ln any
direction (and rotate) without any regard to the' turning' rules
A model with a Turn Limi t of 0" (of
at least 1"), which means thaf if coulp: twrn itnd arrive at the
same position , ..
A model with a Turn Limit of 1" MUST move.l:"' directly forwards
:BEIiORE it makes each turn (of atJeast 1..") " if
A with a 'rurn Limit of 2" mpve 'i' forwards
'BEFORE it 'makes each turn (of at.least 1") 0/
I
LAND MODELS
Land models in the Small and Medium size cJass can. rotate upto
360 degrees INSTEAD of moving .
Land models in the Large and Massive. size class can rotate up to
180 degreesJNSTEAD of .
MINOR DIRECTIONAL CHANGES
There wiil be times when a model can simply shimmy during its
avoid a ram or collision. The'diagram shows how a model
slide between 'other mode'is and terrain, without having to worry
ab.out exact of a few millimetres. This helps speed up play, and as
long as fair play i s em'ployed you sM9uld not have any problems.
IMPORTANT NOTE: A surface or land model its move in
the same position as another model or flight stand, flying model
CANfilOJ:' ,end it s move witn its flight- stand in the same position as
another model ,or flight stand. . -
The rules ,apply slightl, differently with submerged. tokens and Tiny
flyers (like Aeroplane tokens) . If a model end? its m-ove in the same
as a token (including resin tokens),. the that
the token(s) .moves tnem out from under model by the minimum
.. 'I'"
distance necessar.y.
' - : this is relevant with tMis game often
" -. wiJl be around at three levels of height: in. the air, on
..
. :ihe sea/tandand unaer the water/ground .
. ,
' MOVING MODElS
When you activate a Squadron and move the models in it you
cempl-ete the movement of 11 model BEFORE you move a second or
third model. YOl,! do not have to use the full movement but you MUST
. finish all of a m,odel's movement; before selecting a different model.
nierefore you: CANNOT model 2" for example,
another model '6" and then go back to the first model
A model' with a minimum move of 0" (typically Land models) does
. " . " .
not have to move
Mod'el f in a SquadrDn" t;AN move different.. distances and make
different'tu rns.;
- ! ... : ... !
' LAND MODElS .
... " :The sea is impClssable to land models, wlifch. a collision if
. they move into contact with the sea(or similar1:errain) and halt.
., . ' This reflecfs bogging damage rather than an actual coJlision.
" . .
' (AND/NAVAL MOD'ELS '
If a model GIn the surface rams or collides with another model or
!! .terrain"Lts.move 'stops, it ignores'its minimum move, and resolves
a ram er collision when its Squadron has completed its movemelll
If a modelstarts an activation with its prow in contact with
another model it GANNOT move forward and does not resolve a
" '. ,
If a submerged model rams 1lnother medel it resolves the' ram
it s Squadron has completed its movement) and continues
;; .--. ,moving in a subsequent activation (it moves. over/under itl.
<It ""_"..... ' .
NAVAL/AERIAL MODELS "
Mosf . naval aerial models hjlve minimum mo\(e- of 2",
therefore you MUST move such a model at least 2" when
activated, or between 2" and its MV.
Some models. bave a tlifferent minimum move, for example 4
11
, in
- wbich case it M,UST move at least4" wherl it is activated.
AERIAL MODELS
'''' ...
and submerged model/token
r
are
to move in a ) arger space than surface models. Jherefore they
. moye through each other (unless' a ram is declared).
and they NEVER collide (players DO NOT have the option of
accidental collisi ons). The rules for sU'bmerged models ang
obscured models (and'their related tokens) are"explained lat er"
A flying model can move through and past another flyi,ng model,
so long as it (-or its flight standi. not end its
occupying the same space (or.flightstand) as aoother mo:tlel
If a flying model rams another model it resolves the (when it's
Squadron has completed its moverl}ent) and in
a s,ubsequent activation (it moves over/under it)
... "" .... ..
IMPORTANT NOTE: The rules regar ding Jams ONLY. apply to models
that have a R,am Rating (RR) of 1 or more, If a model with an 0
moves' into base contact with another model (atthe;same heighlt level)
it is always counted ilS a collision: It is assu[Ti ed that f1ying' or
models, submerged models and Tiny tokens CANNOT collide,
In general 'f1yers are assumed to stay in the air for the COl1rse of
the game, except that Tiny flyers can land on airfie'lds or carriers
it is just that they do not use the All Stop toke'n
SUBMERGED MOVEMENT (Land/Naval)
Diving (like Submarines) h'ave the ability to diye into the sea
(or land if it is a Burrower), difficult fer other models
to them so that they only get a hit on a roll ,of 6, A submerged
model meanwhile can still fire at surface and other diving
models '(but not flying. models).
When yow actiYate a diving megel, decide Lt will maKe a
surface move pR a move BEFORE yoU activate it
If it performs a.submerged move you rep/(JJce the model with a
S.ubmerged taken to snow that it h<ls submerged into the
depths . ,
A submerged loken can move. through another- submerged 'or
surface model/token, so long as it 'do'es' ,not end its ClctivatloA.
occupying the same space as anottier mbde!/to'ke'n , ." .
model MUST rem'ain on 'the surface OR submerged for the ,
ENTIRE activation ,
YOll (AN deploy a diving model a Submerged toker:l at tt:re
start of a game "
.
.. -

.. ---
.. .
.-_ ... -..
Ill\' ....... .
.. . " ...... .
A Submerged token CAN under mb'dels and or ':.
'fhe Submerged token is stii! subject'to the mini mum move and .' .'"
turn limit ofthe divi[1g mode'l : ".
If you' depioy any Subrilerged tokens at the t he game you '. : ;
can mark,the to show divihg model it is ! hat theY'
STOPRING"AND MOVING BACKWARDS represent , - _
'Iri ' 0 rde r t@ halt a model-wit h ; minimum move'of more,than 0"., carry . . While a subme[gedit CAN be fired at (with a modifi er)"
ou"t1he normal m6vement with that model and.(before it declare and suffers normajly, except that it ignores certain"
that it is halting, then place an All Stop token next to the model. The damage effects
.. .., . .. 1't
m9deJjs-flOI,'I stationary and CANNOT move during the next Turn. . ,.. . .. " . ---: ! , .
. - NOTE: Bear in mina that diving models (naval) CANNOT. move into; : . -
In ar:lY Turn that you want the model to start moving again it can :tl1e while theY'are and 9ivi
,ng ,models ,(landL ,annot .
movement other than to remove the All Stop token, mav"e into. the sea;while they are submerged' (unle,ss the FIG states' - ' ,;: .'
In the next Turn the can move n,ormally following the usual otherwise) .. Therefore,the Energy YO.r:
ex
the OptiOnal Rul es CANNOT, -. :':_.:
rules, A: model wit,h:ai) token can fire and Boarding dra.g a diving (naval) into or drag model .-
... intotthe sea. . , ... ,
", '
.
' Or,: you can. remove" the All Sto,p token and put. an Arrow token
. . nef t-to the model to show that it is moving' 2" backwards (unless
J; top; ed by a collisio.n) during the Turn
_- In: order to halt moving backwards remove the Arrow token and
Stop token next to the model; in its foll owing activation
-it OANNOT move- .'
a minimum move of 0" can switch betweetlforwards
and backwards movement in ditferent-activations, but CANNOT
mix tbem in the same activation
' OBSCURED M-QviME,N:r (Aerial.)
FIY-Ing models/tokens have the ability to ascend into the clouds,
it more difficult for other mogels to target thert , It is also more'
.. ...
- :difficult for modeli token to target ar:lY .oth.er model; in
" lJoth ir:lstances Ja only gets-a hit on a:foli -ot t;. wnen the
target or mp,d.el is obscu,red,
- .
i - When you activate 'a' .flying model/tokens you decide whether.
" it will flying move OR an obscured move BEFORE
Some models/tokens will state on tbeir FIG if tney CANNOT move
".. .
activate it ,; . ' >
.. t .. "" li .. .... ......
:t
If a flving model uses an All Stop token itis assumed tooe' hovering,
Jf it performs an qbscured move you place an 0bsuretl token 011
, the flight stand/to!te6 to show that it has ascended into the clouds .
model/token MUS! remainfl'1ing OR ; bscured-forthe E,,!TIRli
activation
Aeroplanes and Bombers CANNOT halt or use an All Stop token; it'
;P
Ybu CAN deploy a flying m"deljtoken with an Obscured token at
on ofner models if they are similady ' ,-
*' :./
the start of a gam,e -.
:Most terrain is a' haz;rdto and/orIand models. An aerial model
' is assumed to flyover terrain' and' therefore ignores it (except whe're
:il cure, such as one defined in a scenario, states otherwise) , When a
naval ,or land model moves inte terrain that is impassable to it, it halts
and' resolves' a coll'isiori : lf a naval or land model moves into, through
or 'out of is a chance it will halt' and suffer a
in the Movement ch'apter),
., It is w,orth repeating some that fiave already been stated:
... .. "
.If a flying- (aerial:) or diving model (la rid/naval) rams anot her
resolveS ti'!e ram (when it's Squadron has completed its
, mpvement) and 'continues moving if,. a suqsequent activation (it
.fJ1Qv.es over/under. jt) . -
# .. : 1 -
AERIAL MODElS '
A flying model CAN move through other flyil1g that are ctt
the same height level.withou,t resolving a ram (because
is much larger) ,
A flying mode! CANNOT ram/col lide with a surfac..e 9r submerged
model (and a surface model CANN.oT ram/';ollide' witi'! a' flying
'lAND' MOOElS' model). -, :' "
:T:hesea' is impassable land a. col lision if A flying model ,CAN move into base ' modli: t
u
lhe';' into.contact.with the sea (or similar terrain) and halt. . and resolve a Boar9ing Assaulf, ram or
This reflect,.s' bggging difmage rather than' an actual collisi.on '
"'-:. t .. NOTE: Creatures aAo Robofs can move witt9
MODElS ,model without performing a ram Clr collision. IfYlu-move a Creature 0.[;
If a on the rams or collides with another modei or ' Robot into contact with another model, declare wHetherYQu are goin-
t errain its stops; it ignores its minimum 'move,. and resolves a to resolve a ;am/collision (ifapplicablej'or-just:moxe-into contact
ram 0; collision 'i,yhen it's Squadro[l has its movement, res61ve ,a Boarding Ass'ault) . .' -, - *
; .... ;. i. - -
. 'IMP-ORTANT The rules regarding ' rams ONLY- apply to models
have, 'a Rating iRR)' of 1 or ,If a m'odel with an of 0
moves into base contact with ar;1other model (at the same height leve'l)
it is counted -
... .: .. .. .
THE' BAsics' .
"
11 -. n' - , '. - ,
.-;!\'!: Th! Ram Rating (RR) of a model deter-m'ines the number 0106 that you
you would roil 606 for a !:Yl0del wit h RR
6. The starting Hul l Poii'lts (HP) of a model determines the number of
06 th'ali,'you roi Lin ordeF to resolve:a collision, so"a Battleship witl'i 806
woulQ roll 806 iO"a collision and would still roll 806 if its remaining HP
had -to -2 for ,example"
.
''tI ,
Ther e:ir!3 actcUBp(laT to into
r ..
" "" .........
. .
A r:rlodel ,can only rim or.collide with another model if it is at the
same h'eight level, therefore they MUST both be submerged; on
tbe. sC'rface; f1y.ing: or o.bscured -
,
FIRING AND BOARDING
There are some limitations on what -a model can de' when it rams"h r 4
collides' wi t h terrain6r model. If a,model r;ms or coll ides with
terra in lt CANNOT' make a GunrleryAttack, use or coricu'sslon
Charges, fire Rockets or Bombs perform a
Boarding Assa,ult or use a Ge,nerator (although Sbie'las and Fields still
if it has any):
If a 1]10del coll ides of a larger site
Q1:ake a Gunnery Attack, use Acl< Ack or Concussion Charges,ffre.
R0kets or Torpepoes, drop Bombs or Mines or use a Generator (Si'!ields
arid F.ields still w.ork) , 'For the purpose of the bulleJ.points below, the
weapo,ns. listed above are included in the fiFi.ng options given below:
"
A Massive model that rams or colli'des with a Massive. 0r
m'odel CAN fire with.HAlF. dice, while a "model that rams
or collides with a Medium or Srpailmodel CAN fire with FUll dice
' . A Large mod'el that rams or : C:;01 Iides with a large or MecliurU
m0gel CAN fire with HALF djGe, while a-large m9del that rams or"
collides with s: Small model CJ>:N'fir'e with
A Medium mci'def that ramS or colliaes witl1: nie.dium or small
CAN fire with HALF-dice . " t$ . ;.;
A model CAN perform a Boarding Assault after. a ram or colllsion
\ yitti another model (of any' size class), but: its Melee Dice are.
reduced by HALF during that activation
. " ,
""" WI $.
1: A Battleship collides with a, Cruiser; one of its weapons
has so it is reduced by HALF to 6 AO. This applies to all of its
so batteries. of 7 AO would be reducfCd to 3 AO and so on.
,'Wftle Battleship had collided with terrain it could not fire, while if it
0 ith a Frigate it would FULL dice of 12 AO and 7 AD.
SEQUHJ,CE o.f EVENTS
perform rams and collisior:ls is important and you resolve
rams and coflisions as follows:
1.
2.
, Move models from an activated Squadron - any that contact
or another model (including their own) immediately
' stop moving. Finish any movemenffrom other models in the
Squadron. '
ramming and collision damage - remove any models
thatJake enough damage.
any mOdels in the actil,(ated Squadron.
' ChoQse Whether to perform a Boarding Assault with a model
thC!t a ram OT collision.
Resolveu lilreak Tests .for destroyed/captured mod'els and
the; ac'tivateGl Squadron.
count.as rammi6g a model MUST have an RR rating of 1 or and
MUST hita target meClel with the prow (or one or more front corners:
!!ir:l the: case some: oioael? like Tanks and multi-legged modelsL
oflly this modet counts for 1\t thi5 time YGU
that it cablses usiflg the RR.
NOTE: The rule for Class models fi0ring .at Small models only
applies to firing, it does not j3ffect the ability of a Battleship to ram
or with a Frigate for example, nor does it affect the abil.ity of
models to Jam or collide with models that ,haILe the Fast Target or
Elusive7arg'et abilities.
You roll an extra J06 for eacli 6 and: keep going until YGW stop rolling
6'5. Count up the ['lumber of hits compare' them to the [lanlage
Ratin'g COR) and Critical Ratiflg (eR,) of the targefmodel : Iftne OR' of the
target model' is or exceed'ed it results in a' rG11 on .the
Hit Table (as if th:e rol! had equalled, or exs:eEided the CR:of themodel).
If the OR is doubled then you roll' twice on,the Critical Hit=Table,: i(it
tripled you toll threetimes and on.
2: A Dreadnought with
2,2,4,4 and 6 (with an extra roll of 4) . Thi S: aGlds0up to 5 whieh
exceeds the Cruiser's OR of 4, Gausing a CfiBcal Hif(ilJecause it is' a ram"
and.not'a collision). If there had been 8'hits it wOblldhavedoubled the
of the :Cf\JiSer aod caused two Criticall'lits.
At;j:he same time as the model theJ.t perfQrmed the r.am 'r,olls the dice,
the target model a number of 06 equal h;?its startt(lg HP to resolve
an attack 'against the ra'r:nmihtmodeUnhe nilmber of Jl its is equal'
to or. more' than the "QR o(the raroroiog mopel it l,HP, it: theY
- are equal to or more the CR rl?1I oF) the CriticClI Hit
Combat chapter to See what, happens to the ramming model.
Example 3: The in the previous example rolls
::4D6jgqi f) s(ihe) 2re"adnotlght .and folrs 2, 6; 17, 6 (with an extra roll Df
2, 3, 'and Sh uJ2 t,9 i hiJ:s; wbich the
OR/of 7, to lose.:!: HP:. 1:l1ere f-his
pec'!u5s. resoil7in15 a a ,
(of the model or base) MUST hit the target
4S -degree arc from the target model; is not witnin
area, ix.counts as a \;9JIi:;IQfl. Th.e rlqle ahout c'au;;ing a ctitical' HLt' by equalling -or exceeding
" sf , the OR n:lod.eJ 0[11ia,pplies whe(l [,am,mea,
a:rt'odel:Jhitst l'ie with any other part of its' hull then the 'is explained Jater.A ram is also more)ikely
and has instead collided with the other model. Critical Hits (b.y OR). th314:t'n6st other attacks (whicR
. ' me'ans "any darnilge the model's ' Hlt's .,
.. .
.dock or oil rigfor example, .a model cap
it wi1:hout causing a collisiot), e>.<cept that
sfifl count as a ra m. '
IN A RAM
than' one Olodel Jg -involved in a ram iblst GJhe
' .'lti cor:a i:Ji ned:ra:tn*(oTyCOrnbJned "
\oollision) . All
!., ff NoW .,
J", %"J *' . $. ". %1>4+ ,.,
NQIE;::J-fmode-I:that multiple ram resol ves an* Lts,
resolve$an ALL of tbe: mod-els* HP The r-ammeqe
.rnlllcor," The RRofa modeL(which is NOT reduced, 9* rnbdel is ram5 halZebeen/ esolr ,edd' +
of E>6 that you rdl ll ,irtordertobreacl'l + * ' .:***h
the H ' c:o!fJslbNS' ., 0 4 i
' ItS\.o\(.O s:oJ lide !ben. l;>bth ""tll' ta
. wtll u : .
sinkeacli' otl18r. Ydu calculat e coifisiori'
t l.P the' mogeJ making oLb6.that 0:1
"'!1!I. r:,o'il invol ved
o " 9 \Y"0!'
It isn' t always enemy models that are accidentally collided with. It is
common for friendly models to collide with each other. If this occurs
note that no matter which part of the model hits, it is always counted
as a collision and NOT'a r.arY!.
Example 4: A Cruiser has nowhere to move to and collides with
. . another Cruiser in its own Squadron. It only has 2 HP remaining, but
still rolls 406 (equal to its' starting HP) . The other Cruiser also rolls 406,
th.e collision damage is resolved at the same time, but before any firing
is resolved (if apP.l icable).
COLLI DI NG WITH TERRAIN
. The"re will be times when models will ram or collide with terrain,
II'Iihether ifisrnan-made or natural. It does not matter whether a model
rams or: collides with terrain, it rolls a number of 06 against itself
by the type of terrain that is 'or co!lided with.
_ Terrain is divided up into one of these three categories:
Soft (River, Swamp, Sand Bar) 406
Crynchy (Wdods: Reef} 806
: ttard(M0uRtain) 1206
<.
;.:Yqu can easily modify these num.bers to match your own gClmes either
by increasing or decreasing the damage that is dished out. Diffecent
scenarios' may. bring with them their own special rules.
DISENGAGING AFTER A RAM/COLLISION
There will be situations where a surface model starts its activation in
contact with another model or t erra(n in a su'bsequent Turn after it was
involved in a ram or collision'. Its' options for disengaging are explained
. .
'/
If a model starts an activation with its prow (or front corner for
sO.me models) in' contact with another model it can turn by the
very minimun: so that it can move away from the model/terrain
in tl:le next Tum
If a model starts an activation with any other part of its hull
in contact with another model it can move normall'y without
. incurrlng:ano.ther collision with that model
; =.; .... ; .;. A -model/token with 360 degree movement ttiat has been
-::: . involl(ed in a ram or colli sion can rotate up tp 360 degrees instead
.. . .
. :.,,:, of 1J10vlng .
.". ,J."
.... -"".
If a model somehow manages to turn round so that it performs
a .new, ram/collision with the same model, you resolve the new
ram/collision norma}ly
, In all of the cases above, the, model can use the rules for moving
backwards: iRstead- -
In_ail. of the cases above, the model can fire and/or board normally
t o the,rulesfor any subsequent ram or collision
., " """ '*:.' "
LAND/NAVAL MODELS
Similarly a token that is activated after' a. film can
move through (over/under) the other token involved inthe ram'
A submerged model can choose to move tlirough anotner model
in an activation followinga ram
A model in the Large or Massive. class size can rotate ,up to 180
degree' instead of using the disengaging rules .
AERIAL MODELS
.If a flying model is involved in a it can move through. (over/
under) the model it was involved in the ram with, in its following
activation
A flying model can choose to move another model in an
activation following a ram '
You CANNOT place a flying model (including the fl ight stand) on
top of another model (and vice versa) at the 'end of its move '
If it is impossible to avoi.d this situation, the model that is moving
MUSTmove cl ear of the other model(s) and gains the minimum
additional movement necessary
;rh is movement' ignores the turn limit of the model, so that it f an
effectively 'shimmy' into a gap, .
,
Example 5: An Airship has a Squadror?' of Cruisers in front of it, and its
maximum movem.ent will not get it clear of thOse cruisersl.tg where
it wants to move to. Air.ship has MV 8, and after moving 8" the
flight stand would still sit on, a' Cruiser, so the Airship get!> 2" of extra
movement to mQve off theCruiser. .
NOTE: These rules apply eqwally to surface -models
that end thei r movement under a flying model. More importantly, i f
a model can make a legal move without ending its move on top of
another model it should do so. Remember -that tokens are treated
differently in this instance, and are simply moved aside.
lrERRAIN
t ofterrain vary depending on whether a model is naval, aerial
"o{ land If a model into 'terrain it usually resolves
is terrain includes (or comprises) a
clock or oil rig far Ip this instance a model can move into base
contact witi:l swcl;) a t errain piece Without causing a collision, except
that if qualified for a rami!: would still a ram.
Flying models meanwhile can pass over other and terrain,
Qt QOw high the' terrain is. ' If the of a flying
mm:lel ends with 'the model on top@of terrain your best to place it
safely Otherwise put the model to the side'and J:llacc: a token to
iSEmtlfY' lts position.
#
NOTE: The dimensions that are given withj n t41is
place several pieces of terrain quickly and easily, to create a table with
a mixed whether at home or at a club. There 'is reallQn
cannot build any kind of terrain that you wpnt howevf;r, aJtho,ugi:l:
the mil)imum dimensions are stiU sqyare. M 0 & H '
TREACHEROUS TERRAIN
Woods, Swamps and ReefS are considered to terrain.
You can classify other types of terrain t; eacherous it ypu ",?,ish,
fhec::lashiAg rocks off shore fcom a stretch of shallow water along
a river bank, bmk,en ground or the ruins of a town;. n
+
"'t . $:
A model carl move safely intreacherous tet r,ain at between:its mini"mum
move and HALF of its modified MV. ILa model r,no\(es
There aifre 3
r
categories of terrain that deterJt:line bQw dangerous it of its,modified MV col{[sj Qrf : . ,
' ls, which include Soft; Cru.r)chyarid H'ar9 These categories with the treacherous terrai fl: A autpmaticaHy';"
t he' sfrength of an atfack agai!l1st any madel that rams er suffers a collision if .it moves intentreacheroClSif ferrain, thiS*orl ly apJlilel;"
terrain, whicbis listed as .406' for Soft, 806 for Crunchy" to a if it ;';vesinto a : : L:
;!Hnd 1286forHard"tertain. ' /"
n : if * &* Roj( i06 .when you have Cleblared a mpdef
Mountains Cliffs for example are Hard, and have 'an attack of more than a HALF fr]ove, into; '
1206 naval or&land model that rams or collides with them. BEFORE V9U actually move it the '6l1llet.pointstbel qw:
impassable and block,line of $ight for all naval
and land mO,dels.
: R:i vers, alJd the Sea meanwhile are impassable to most lar:1d
rnodels:' Theyt are Soft, and ' have an attack of 406 against any' land
rams or collides with them, v;hjch reflects bogging damagE:
@ an: a[:!ual cqlJision'. ,;-
at 1" square or be
squate base@4 .
be !1 to; 8" and/.orwidth
laodmass is'arw:are-a of land that exceeds 8;' ,in size and borders
r W
hj ll or lantlmass shol1ld<irleally have an eNen smtace (to
';,; nallGw fOr easy' movement)
" ' %> + ill
Some+8uildings!and'terraintshqeJld b-e size; c1a:ssTelative t o
m0defs of equivalent si ze - sGel'1arios are: a grea't way
where a b.e in t be: Large
but! have' a low (like a bunker). The FIG of official
model blocks line of sig;hf in these i nstances.
"' . ' ' ''' t
TOP IMAGE: Sovereign Land modular tops
MIDDLE IMAGE: Giovanni - Steampunk Artist!
BOnOM IMAGE: Prussian A9-V Sturmpanzer Land Ship
Therefore you need to define the equivalent size of your buildings and
their type of construction before you sta'rt a game.
REEFS
A Reef is a. hidden danger, and be ten yards or merely a- few feet
below the surface. It is a threat to Battleships more than Frigates
because Battleships are more likely to collide with a Reef when they
pass over it, but no matter what size the model, if it collides with part
of the Reef it can often lead to disaster.
A cReef is Crunchy and has an attack of 806
A Reef can be 4 to 12" in length and width
: A Reef blocks line of sight for submerged models
An area of Reef is considered to be treacherous terrain

You can*represent a Santl Bar' with a pile of sand or gravel, or texture
some hardboard with clay or .plaster. The rules for a Sand Bar are
!' simple, don' t ram it or coll'ide with it. . .
A Sand Bar is 'Soft and has an attack of 4 Collision Dice
A Sane Bar' can be 4 to 12" in length and width
A Sand line ohight for submerged models
SWAMPS.
, It .is 'assu"med that a -Swamp is a largely featureless expanse of
groUl'lo: like wetlands or a bog, therefore it does not block
line of sight: If yoCJ have terrain.that resembles more of a jungle then
.:it would effectivel.y ae W9"qds terrain, and therefore block line of
sigbt.
A Swamp is Soft 'and has an attack of 406
A b.e4 to in length and width
does' not block line of sight
, An r rea of Swamps is considered to be treacherous terrain
to ,define the size class or Height Level of your
yvoods b.efore you start a game, which determines whether intervening
block line of sight: If a model is inside Woods and within 2" of
its perimeter it can fire out normally, but any model thaffires at it
gets 'a hit,on a roll 'of or 6, If a model is more than 2" within the
perimeter :of Woods, it fan ,only be fired at by another model that is
It also intt:1eWoods and within 2" of iL
../. .
. -c.
. A .woodis Crunchy and has an attack of 806,
ft. WOod .c;ao be 4 to ang width
, p . -
A Weod>is consid.ered to ,be treacherous terrain
What a model can see and attack is an important component of any
combat game. The following -rules for arcs of fire and the effects of
obstacles that block line of sight wiJl explain how to
establish if a target can legitimately be fired upon. It will also determine
how 'what can' see' affects the number of Attack Dice (AD) that you
get to roll when a iTtocrlelfires.
LINE-OF SIGHT'
on a base, and are treated as pne model, therefore you measure,
line of from the base of the model, not each' individual tank -
LAND/NAVAL MODELS

A diving model is either on the surface or submerged, which is
refl.ected by the use of s:ubmerged tokens
. There are several size <!:lasses of model in the game, and the difference ' .
in between one surface model (land or .naval) and another
generally determines whether they block. line of sight or not. A surface
model CANNOT generally fire through another surfa.ce model; the
A submerged model uses the same rules as surface' models for
firing arcs, therefore its submerged token define'sits,ryri[lg arcs
Only Torpedoes (and weapons listed on the FIG as ' firir;jg while
submerged} can be fired by a submerged take'!
A Large or ' Massive diving model counts as being 'one size class
smaller for the purpose of bl?cking LoS
exceptions a're listed below. ;
A model CAN fire over Tiny models
A Large or Massive model CAN fire over Tiny and Small mode.ls
- . .. .. A Massive model CAN fire over Tiny, Small an'd Medium models .
' , A surface model .can ONLY fire over terrain or intervening models_
woulp normally block line of sight by using indirect fire
A model can-fire over a(lother model or terrain (that wduld normally
blQck line of, sight) with Indirect Fire so long as 'there is at least one
Flying mgdel (or token representing a Flying model) from the player's
same fleet still on the table that has line of sight to the target (or ,any
model with the Spotter ability). It can ONLY do so with it's Primary
guns at Range Band 3 or 4, and ONLY against Capital Glass models,
and Buildings. 'In addition it only gets a hit on a roll 'of 6.
, ' Some buildings and te'r,ain should' be allocated a' size class relative to
.. models of equivalent size - scenarios are a great way to define these
; .:. v ' sizes. There are,some exceptions wher'e a model' might be in the Large
. , . size class for example, bu! have a low profile (like a bunker or airfield).
The.FIG of official models.will state i'low the model blocks line of sight
in these instances.
Most buildings however should tie allocated a Heigbt Level
from 1 to 3. You can use the contours of your terrain to define or
define th'e Height Levels in 1" range bands ,or similar. A model can fire
ove'r any other model that is lower ,by one Height Level, and can fire
over any terfain that is lower by two Height Levels.
LAND MODELS
. ' The Bombard .clas-s model can use indirect fire with its Primary
. &uns at the Range. Bands spedfied on its Attack Table, and
. !:! ... , - gets a hit 01'1 a 5 or 6 (and ONLY against Capital Class models,
Fortifica'ti ons and tfuildings) while using indirect fire
Same' niodels will ,nave the same' ability as the Bombard with a
_ particular will be on their FIG as. a Model
Assigned 'Rule" b
Some..modeI5 (like Smal1'1anks) are mounted with two or more
... , "" ' tr.& t o .
A Medium or smaller diving model ONLY blocks LoS for other
diving models ' -

Submerged models/tokens NEVER block LoS,
AERIAL MODELS


The measurement of LoS (and a'rcs of fire) tqr. flying models is
from the fligi'lt stan.d to a target Of from a firing model to
any part of the flight of the flying model .:
Flying models are deemed tG be at various therefore. they
NEVER block LoS , , ,
Within the scope of these rules most flying models remain
airborne for.the d'uration of a game (except sometimes Tiny flyers)
Lntervening terrain D0ES block LoS for surface models to flYing
or vice versa .
Terr?in DOES NOt block LoS for flying models to flying models '
Surface, models can fire at flying models that are on terr.ain
normally
. ... .. .., . t
..." "!t
..
.. .
VALID FIRING ARCS'
A model can from all of its firing arcs during its activation so long
as it has valid ,targets. If a model has AD ratings for Fore, Aft, Port,
Starboard and Turrets for example, it gets to fire from ALL of them
during its activation. " .
There are several different types of arcs including Broadsides, 'Fixed '
Channel, 90 Degree Arc, 189 Degree Arc, 270 Degree Arc and 390
Degree Arcs for Turrets. These apply equal ly to Gunnery Attacks, Ack
Ack, Concussion Charges, Bombs and IJsted on
Fleet Information Guide (FIG). ,
In general you measure the firing arc of a 'Furret and the range to it's
target from the centre of the Turret . Where the positi'on ofthe Turret is
not self evident it will be specified on the FIG of the m\?deL
... i t
The movemenUemplate provided at the Back o(ine beaK has a '90
Degree Arc of fire withrn it, which is used to some of the
different firing arcs. The IimitatiGns' of differ,i:!Qt of fire' ancrl
their effects onJJne of sight (LoS) are explained in fmtherdetail below ..
y.. " if' ..
.
.......
LAND/NAVAL MODELS
A 'surface' model CANNOT fire at a diving (or submerged) model
that is within Range Band 1 (even if it is in arc), because it is below
' thE;minimum elevation of the surface model's batteries
It can howE:!ver use Concussion Charges .against a diving (or
submerged) within 4"
A submerged model can ONLY make Torpedo attacks against
sIJrface and submerged models (it CANNOT make Gunnery
Attacks while submerged), and an obscured model CANNOT fire
a submerged model
. AERI AL MODELS
A model CANNOT fire at a flying model that is within '
Range Band 1 (even if it is in arc), because it is above the maximum
elevation of the surf,ace model's batteries
It 'can however use Ack Ack against a flying model within 8"
:BBQAOSIDE ARCS
wrth a ' Breadside Arc (Port or Starboard) you line up the 90 Degree
Arc::>f f:he movement template at both the prow and stern of a model
determine the of its firjng arc (or its front and rear corners
Wh:ettrer it js a model or the b,fse of a model). The model can fire at any
, mDdel that falls between one o,uter arc a,nd the other outer arc.
,
In the Tcase of, model, you line up the 90 Degree Arc of the
movement 1el1lplate at the centre of the flight stand or base, to
e.x.tent of)tsBroadside Arc (if it one).
If a, tatget ts comr;)letely inside a Broadside Arc the firing model
US'leS AL1p(its AD
,r; ; trlosCca.ses, i'f any' part of the target extends oeyond the
eroadside arc"the firing model uses HALF of its AD
However fhe target extends right across the Broadside Arc, with
o/ile.orboth ends beyond the Broadside Arc, the firing
stHIl!ses ALL:of' itS 'AD
Alldistances *to ,determine the Range Band for Broa,dside
" weapoAs: and:flterr*lineoTsight are measured' from the centre of the
T mgHt stand) that' is firing to the closest point of
fir.e.d at.
If the Fore or Aft firing channel of tre firing model crosses any point
of the target then it can be fired at normally. The)imitations of Fixed
weapons explained below:
If i:he target is inside the chilnnel :use' ihe firing mod.el's F.Ull AD
If the target crosses ONE edge' of the firing channel ,use HALF of
the .firing model's AD ,
If the.1:arget.crosses both edges,of.thefiring'channel "use the firing'
model's FUl:l: AD
If another model or is int.ervening and,crosses ONE"edge of
the firing channel use HALF of th'e firing rnodE;l's ,AD,
NOTE: All distances to determir1e th'e Range Band for Fixed Channel
weapons are measured from the closest pOint,of modE;l (or flight,
stand) that is firing to the closest poiAt of }he I')1del that is fired,at:
90 DEGREE ARCS
With a 90, Degree Arc the FIG of the moGlet will specif.y whether it is
a Fore, Aft, Port or Starboard 90 Degree Arc weapU!1,;.. You line ,up
90 Degree Arc of the movement template at the ppint defi,ned by the
FIG to determine the extent of its firing arC. The moi;lel can, at any
model that falls within that area.
In the case of a flying model, you ustlally line; up the 90 Degree Art 'of
, the movement template' at the centre of the flight ' stand or base to
,determine 'the' extent of its. 90 Degree 'Arc. ("if it has one).
.
NOTE: All t6 fheRal'lge Band 90 Degree.Arc
weapons are measured from, the closest point of the mode'l(or fljght
stand) that is .firing to the closest.poinrof the,l1l:Udel that is fired at (or
from the centre ofthe Turret that is firing). Use \h,e. same bull;t points
.' that are given for the Broadsii;le arc tQ whether a medel gets
HALF or ,FULL aicE;:when firing'.
180 ARCS
With a 180 Degree ArC! the FIG gf will specify whet,her it is a
Fore or Aft 180 Degfee "'rc weapon. the model at right angles
at the point b.y to, the extent of its firing arc:
'The can falls withiO tr'at area.
In -some cases a model will .have what is caUedan
Arc. Most' 'r81:) Degree ArtS are oriented jr:} the Fore arC,. Port or
bu{ the oflJE;t at 45 'CIegr.ees in rel;tion to
tMe mpd'el. %.k
. .
% %
't q:*' s
if NOTE: All distance's:to+ A,;c
,weil-pons qfe l;h@
(or. '
-"""' .. t"y- y. "k.#' r '"?,, 1 '4%, ,' &0. *' 0t. '* . @ . Li' ""*"'* #
fromdhe.ceot:r.e. Of is the;sante.
. $ A'4ft ,": ,' , . P - '+'1$4
that are the an.; :p'((tJether:
when:firlflg . :
-210 DEGREE ARCS
.. With a 270 Degree Arc the FIG of the model will specify whether it is a
Fore or Aft 270 Degree Arc weapon. You measure the 270 Degree Arc
from the point defined by the FIGto determine the extent of its firing
arc. The modEeI can fire at any model that falls within that area.
NOTE: All distances to determine the Range Band for 270 Degree Arc
weapons are measured from the closest point of the model (or flight
stand) that is firing to the closest point of the model that is fired at (or
fromthe centre of the Turret that is firing). Use the same bullet points
that, are given for the Broadside arc to determine whether a model gets
HALF or FULL dice when firing.
360 DEGREE ARCS
A 360 Degree Arc is usually a turret and can fire at most targets that
are not blocked by terrain or other models. The line of sight from a 360
'Degree Arc is determined by drawing a line from the centre of the arc
(or t-urret) to any point on target.
NOTE: All distances to determine the Range Band for 360 Degree Arc.
are measured from the closest point of the model (or flight
stand)' tliat is firing to the closest point of the model that is fired at (or
.from die centre of the Turret that is firing) . Use the same bullet points
that are given fa! the Broadside arc to qeter.mine whether a model gets '
HALF or FULL dice' when firing.
PARTIALLY BLOCKED TARGETS
An area of potential confusibn involves calculating the AD when
a' model or terrain in the way of an attack. The rules for Fixed
Channel weapons and blocked targets are explained earlier .
' \iYprki'ng Qut if a mqdel or terrain is impacting your firing depends on -
.-. ' the' firing arc an9 its line .of sight. So to reiterate, the Broadside line
of sight is measured from the centre of the firing model, the Fixed
cha.nnel li'1e of sight is measured from the closest point of the firing
model and most ether. line cif sight is measured from a point specified
FIG a lUJret' mount).
..... "'''''''
.If .t,he line can cross the centre of the target WITHOUT crossing
:a'notber, model or terrain AND the line can cross either the prow
' or stem ofthe target, the model can fire with its FULL AD and gets
hits ol'\-a' 4, 5 or 6 .
If: tI;Je can cmss the centre of the target WITHOUT crossing
an.other model or terrain, BUT the line cannot cross the prow and
the stern of the target, the model can still fire. with its FULL AD but
only gets,hits on a 5 or 6
However; if theJine CANNOT cross the centre, but can be drawn
fo any other part ' of the target model WITHOUT crossing any
!>f< ':. rrlodel or' terrain, the model can fire with HALF. of its' AD,
'l:J. ... '" ;), .. ;,.
regardless cif whether the line-crosses the prow or stern

t:' :-, I(f A" ,
.. J.
--- "., ...
You DO NOT reduce the AD by half in the event of a target being
partially blocked by an iritervening model or terrain AND half again if it
is also partially outside of the arc of fire. Any other modifiers to the AD
would apply. normally, incluging Linked Fire (explained in the Combat
chapter) and Game Card eJfects.
FLIGHT STANDS
The flight stands for Dystopian Wars wiU have the. arcs Of fire etched
on the flight stand, so that you can a Broadside or Fixed
Channel clearly. In most cases flight stand will simp'ly be
with a cross over the center spot, but larger flight stands will have
detailed information on them. Turret arcs of course are still measured
from the centre of the turret in most cases.
The Shinobil!!
..
.
' .
There are several wax.s .. hat a another model in
l=o [Tlb at, il)cluding Irroadsides. Starboard), Fixed Weapons
an( Aft), 180; j .7cY and ;ipO .Arc Weapons; which
.are coll ectively Gunnery Attacks. There are also Rockets,
Torpedoes, model), Concussion Charges
Bombs' and Mines.
Gunne'ry Attacks, Rockets, Torpedoes, Mines' am! BOn:lbs CANNOT be
used against Tiny (such as Aeroplanes) or Boardi ng Assaults.
NOr:le 'Of tnese weapons are effective against t hese tar:gets - t hey could
4 , ' . . '* ;. '*
Re ljsed to make sQme kind of but it is assumed that
a.nd' training avoids it . The same applies which
ar:e ful ly explained in the ,Generators .Chapter. importantly, you
make a firing attack of any againsf a mddel or token in
your o-,yn (even if it has beefl captured
Attacks are fur1:her into Primaries and
determioes t he power a'n'd gUDs: It al:so affects rules
and later}. The FIG of
*wi lldist wAetner a weapon is a Primary of Secondary .and will have a*
(P) after it on the FIG. "
The FIG of a model wil l sometimes specify whether the fur
t he weapon apply to both Por.t and Starboa(d
weapon will !31-9,\ldsidefor *example, In which case the'
AD are given apply to both the Port and the
Broadside arc. Therefore the mode! can fire out of BOTH.tbePort aJld*
Starboard Broadside arc with the FULL given on the
You resol vt!* atiacks made by an activated mode'l AF1JR it has
Wlien you resolve its attacks youJVIUST decJi,lre wHat targets the model *
is firing at, and declare what weapon systems it is ,firing
you roll the dice. Simi larly a Squadron of mOdejsltokens fires you 4
MUST declarewhaUargets tne Squadron is firing at, apa'
weapon systems it is firing Wfth, r9111!he
'" 1: 4 $ '*
Or:lce you you tan il1 an 4
order that you want, you take of
that is caused by each indivldtlaf attack. wKen it comes' t Q*attacks':
that are subject to Aok ACk (M ) ,and COI)C\,lssion-(harge' (CC)
you your and your alrqcllte? AA: aod/or CC
agiilinsfyour B.6f.OR]i yQU rol r attack. ,
'} . , ;%,c
B
,NOTE: A model CAN fire from all of its weapon a.rcs and with all of its
additional weapon systems during its activation as long as it has valid
targets. In both cases you CAN pre-measure the range and choose a
target that is at a more favourable Range Band. The exception to thi?
is models like Smal l Tanks t hat are mounted with two or more on a
< . -:'. base, and are treated as one model. Therefore the AD ratings on the
e . FJG app>ly to the coll ective fire of the tanks, not the individuill models
. ' on the base.
WORKING OUT YOUR ATTACK DICE
Gunnery Attacks are the most common ranged weapons available to
- t the commander of a All have an Attack Dice (AD) rating
lor their Primaries and Secondaries and this is the 'number of six sided
dice (06) that are roll ed when- resolving an attack.
'The Range Bands .Lised in this game are 8 inches each, therefore
Range Band ],js 0-8", Range Band 2 is 8-16", Range Band 3 is 16-24"
and Range 4 is Th'e maximum a model can fire is 32"
- it is assumed that targeting systems are unrel iable beyond Range
Band 4: that the distances are too great for -accurate' firing.
is determine\l by t he type of firing model (flying/surface/diving) cross
referenced with the type of target m9del and whether it is obscured
or subme rged. ' .'
The most common match ups for most models involve su.rface models
using Gunnery Attacks, so when' they fire at each other the 10
Hit table below: .
DICE ROLL
. 1-3
4-5
6
' RE'5ULT
Mi ss
1 Hit
2 Hits and Roll Again!
NOTE: A roll of a 6 is ALWAYS a hit and a r oll of 1 is ALWAYS a miss.
When you Roll Again, make sure you ' f oil an extra 106, not 'one that
. counts a hit. You keep going unti l you &'s. Once yO),J .
have finished roll ing dice you add up the number of I:lits, the more hits
_ you more successful you are:
There are some differences to the chances of a hit , usually
r
" MODIFIERS TO-YOUR ATTAC;:K D'lCE
_ depending on whet her 'a moc!lel is obscured Qr s:ubr)1erged. The full list ;
of to hit fa<:tors are give.n below (remember that surface .model is a
that indudes naval and land models) :' "
The number of Hull damage tokens a model is carrying.wi ll impact the
effectiveness of its firing. This simulates crew being killed, wreckage on
the decks. ana ,to
A flying fi ; ing at a flying model or surface model hits_on a
_ .. J
.... -
. .
....... !(
'1>
- .
So for every 1 daJ, age .token th'at a model has,.its AD is reduce.d' by 1.
4, 5 or 6 <- .. .
.........
. .
A This modifier reduces the AD ratings of any Broadside, Fixed Channel, .
or =360gegree Arc AND its Ack ' Ack Concussion
;:'-Cfiarge ratings. S61f, a model has 3 Hull damage tokens it-would lose 3 -
. AD on all of the, from Ji:st above (if it has them).
'" Hull DQ-NOT affect the AD of Rocket s, Torpedoes,
Bombsor Mfnes -
lA sUJface model fi ring at a flying. model or, sl!rface model hits on
a 4 5' er 6- " ;
J 1 " '" *' 1"1"
A diving mOl Hi'lfiriAg at a flying model or sl:Jrface model hits Qn,a
_.; .- . '
- .,
- A mod el tha't obs; ured model ; nly' bits 0;' a' .
. - .
The AP rating DOES NOT affect the AD dice - this is because the
A modeJ.tpa.tfires at a diving -mocel on a 5 or 6'
A mOdel that fires at a submergeti model only hits; on a. 6
, marines that AP rating take no part in the firing of.
.the model's.guns :,. ,
Primaries' are at a -1'1;0 hit (on ALL die roll s) agairist ALL targets at '
.
An obscured model that fires at model only hits on a 6
A that fire.s at any 0p ly hits on a 6 '
..
Rar ge 1, a
q
die roll of 4 3 and soon
,Example 2: A i t s- movement wfth'i rl ,8" of-an AirSRil'l.
It has 1 Hull ij;s Ack Ack' ratif1g Qf7 is to Q,
l MPORTANl' can NEVER take t he AD b'elow 1.
Example 1: A Battleship j's firing at a Cruiser at Range Band:.3, which
v,;ould give it 8 -AD. to But the mpdel is carrying 3 Hun
t okens. The 8 AD' are modified down to 5 AD, but its Torpedo attacks ,
NOT ,;:;: '
.! .. ,.... ... :-.. .
HITTING AND DAMAGING A TARGET _
.. .
u Once. you measured1:he di stance to an enemy model and worke,.d
out how many AD" you have' to play with, it is time to rgUJhem -and
resoJve' Y0ur attacks; f 9Ur G.h.ariice bf scoring a "Yith a Attack
it i, ' 3,4, 4, S,an!:l 6 (an1l Elf 5) . ""
, \ . ' ; ?to " , , "" ..... -:..!
and-gets 6 hits, which is eriol:Jgh to cause a CriticaJ Hiron fhe .AirshllD ...... .
(which has a eR of ., 4 - .:
- . .. .. '". -.:::::
r ___ ",- .r
LAND/NAVAL MODELS.: . : .... ::
A surface model CANNOT fire at a diving (or submeJged)
-... .. ... ...... w. .. __
that is within-Range Band 1 (even if it is in arc), becauS'e it is l:ielow
1 t"{ .... :.,... 2"' - ...
theminimum elevation of the surface model's' gatterj es .. ... : E: ;
N- . ,...
It can however-,ttse. Concussion Charges!agai:nst ,a:diving model
wifhin 4" ... L
... "'..... 1 nit' Q '"
A submerged model can
AERI,G;L MODELS
. A surface model CANNOT fire 9t a flying model th;3t is within
Range Band if it is in arc}, because it is above the maximum
elevation of the s' urface model's batteries
. It can however Ack Ack against a flying model 'within 8"
Example 3: A within Band :3 of a Dreadnought. At
"this riln&e it has 8 AD with one turret; getting 1, 3, 3, 4,:4,5,5 and a 6,
' n i is is 6 hits'(l each for the 4's and 5's and 2 for th.e 6) but the 6 gives
:. an extra r.o"to seE3 if it does more damage. An additional roll of 5 adds
1 more hit and the dice rolling ends. The total is f her.eto're 7 hits, Had
the second roll' been a 6 instead of a 5, it would have a'dded 2 more hits
and given another extra.roll.
, DO I rJlODELS? '"
up the number : of hits after any r-eduction by Shields, Ack .
Ack Concussion' 'Charge,s (if ' relevant) ' and compare the total
. " to the Damage Rati Qg ,(DR) and Critical Rating (CR) of the target, -
'If you cause enough hits to equal or exceed the DR of a modelyou
have damaged it and it 1 Hull Point (HP) '" .
If you cause en.ough hits to equal or exceed the CR of
a model' yoy get to. roll on the Critical Hit Table .to -see
what happens to the model (instead of ' the above) .
If you reduce the HP a model to 0 or less, it is destroyed and
. .... ' from.the game
. . ./-
NOT.E: Any a starting. HP of 2' or less is nat affect.ed by
, Critical Hits, If tMe CR oi'such a model , is equalled or exceeded the
, . model is destroyed immediat ely wi,th no r.oll on the Critical Hit Table.
4: A Cruiser caught between two which are both at
Range Band 2. The Cruiser rolls 4 AD against each Frigate, getting 2, 3,
5 6 (with an extra roll of 2) against one Frigate fora total of 3 hits,
which its DR and' causes it to lose 1 HP. " .
. . .
It then against the other. 5,5, Sand 6 (with
an extra roll of 5) foe a: tota! of 6,hits.,This equals the CR of the Frigate
causing it t6 lose 2 lip/ gestroying it. The Cruiser then fireswitt1 4 AD
from its, Tor'pedoes at th,e first Frigate, getting a 1, 4, 4, and out the
4's" do no'i:"colJnt against p' Small Target so nothing time .
.
..
SPEciAL RULE - LINKED FIRE
It is po; sible for l i e comm'anders of models to work together in order
to destroy-alJ ' enemy vessel. This is known as Linked Fire and allows
.::; '. ONLY moders' fro m Squadron to pool their AD from Gunnery
Attacks (imd- other ' att5l,ck-s listed below) into a single at\'ack. The
':Si' .. situations wh'ere-Linjsedtlre' IS' allowed are given below:
A model can 9NlY Link Fire weapons of the same type
with Primaries, Secondaries with Secondar-ies, Rockets with .
Rockets, Torpe.does with Torpedoes, Bombs with Bombs)
The exception to this is that Tesla weapons, altbough counting as 4
Secondaries, can ONLY'be Linked with'other Tesla' weapons ' '
A single model CAN Link Fire a weapon with one.or more of its
other weapon; (of the same type) and then Link Fire with other
models in the same Squadron (doing tpe same)
If a Sguadron uses Linked Fire, the mo'dels within it CANNOT IiRk'
the AD of different types of weapons togetherl bu'lIets 1 and 2)
A single model or Squadron CANNOT Link ,Fire and split fi re with
its linked AD .
- .
. Tiny flying tokens (for example can' Link fire with
FULL dice on their AD and Ack Ack
NOTE: Individual models in a Squadron can Link Fire and/or use Split
Fire separately, but ' a single model or Squadron can: com,bine
Linked Fire with Split Fire in the same single attack, '.. -.
" .
The way tha! Linked fire,works is that orle m'oder most
effective model) acts as tl:le focus fo the firing. Tlii6. m6del receives
its full number of a single having beel1caiculated
as normal from range tottie t arget, as well as any of damage it
may be qwying or that are played. Sep'! rate cards will tell you'
which may.be used with Linked Fire and which: may .not.
, ..
For each additioAal model (from the same Squaaron) that i6 included in
the Unke"d Fire with the focus model, calculate its AD as"normal,
but then only add HALF of its AD to the focus model's fire - round any
numbers down. Thl s will give you one amount ef :Ae that are rolled,
which a single linked attack against the Qamage Rating
and Critical Rating (GR) of the target .
1he linking models bo NOT' get to use the remaining 'lost', AD on
other targets, thQuglHhey would get to make other-attacks from other
firing arcs as usual ','
A.model rounds its AD down when it adds them to a Linkes:! Fire
attack, but if it rounds"any odd numbers down t'O less than 1 AD it will -
always add a min,i mum of 1 AD _.
Example 5: A Squadron' of Cruisers ends its movement with each
model within 8" of aA.Airship. The first Cruiser, has A Ack Ack, with two
additional Cruisers' ciGtding 2 Ack Ack'of Fire, for a t()tal of 8 AA.
The same rules apply to using Concussion exc:ept
it only a range of 4". > ' ,
.. of" .. '4
Example 6: Two Cruisers have moved to wi t hin Range Band 3 of an
enemy Fleet Carrie(. At this range each of 'the. undamaged models
would re,ceive' 3 AD. But 't he odas of penetrating tl'ie, <;:arrier's DR at
this range wnerJ rGlling' only 3D6 are low. So t he Player elects fo Link
Fire and roIl4D6:(3+1;) to improve the odds. If they had been at R;;lnge,
Band 2 one model would have 5D6 and the second would have 2D6 for
a total of Linke'd Flre of 7 AD.
. ,
Example 7: Two Cruisers-with a Fore Aft Turret use Linked Fire. A
4s1ngi:e Crujser with 'Z AD on each turret car'! Link Fire with itself for 10
;.t\R (7+3). if the other Crlliser adds one turret to the Linked Fire.it adds
. :+3 Jfor a total of 13 ,AD); or it could Link Fire with itself for 10 AD
then I:.ink Firehqlf .of thett with the first Cruiser (for a total of 15 AD).
NOTE: Models CAN' Link Fire from different ranges. Also, you DO NOT
have to Link Fire with all of tne models in a Squadron. With a four
moder Squadron for example, you could Link Fire ,wlt,!) two of the
nd thel'1,the remaining two could tink'Fire at a different
or eacR fire' at an individual target.
- SPUTFIRE
You' don't ,have to fire at just ohe target. As long as your model can
;. the' t'i3rgets iou want to fire at you CAN your AD from
. u0 Primari.es aFld any number of You choose,
toaJ[QCfl!e,Y0Ur A'o !;Jetween those ta'fge,ts use split fire.
A model CAN also split its fire lr6!'h Rockets or Torpedoes
%A modeltAN also split its ijre from Act< Ack, Concussi(ln Charges '
'or
A moaefCANNOT split its fire at different Range Bands
'A model' CJ\I\INOT split its fire with a Mine attack
A model 'CANNOT split its fire, with an attack againsfthe same
or to'ken
4*% % w
EXample is attacked by four Frigates at Range Band
two turrets with BAD. It could Split Fire with each turret at
two Fr@ltes (witR 6 AD,ana 7 AD), .or even Split Fire one turret at three
, Higates lwitn 4 AD,; 4Ao and 5 ADfand fire the second ,turret with' :&3
the fourth FpigS,lte. The Battleship only score hits on.a
45 o;r a'ga:inQt because. they are all Small Targets.
, '
] \, f' '&
;Example.9:' Ti:le Same Battteshfp, a Broadside attack as well, but the
B'roadside is Cl Secondar,y and the turrets are Primaries. Tnerefore the
' BattJeship couldJL.ink Fire its turrets (but CANNOT then Split Eire
, ..
with;theJinked die,e poolj; but CANNOT Link Fire the tur:rets (P) with
. JS). rt,cQuJd nowever use Spliti=ire
, at the.same Frigates, ClHowiFlg,the turrets (P) to fire at other targets.,
4NOJE':' YQO CANNOTSplifl;ire the. same mode.!.
Torpedoes that are,fired b,y' a jand: model: model
other l)lnd models and' terrClin 1theyhave no effect on flyi nej ,or ,
but they do affect land models) 4
Torpedoes that are fired by naval models slnd' flying mo'dels h$lve
no effect on land models and Torpedoes fired by, rnpd6l1S
have no effect on naval or flying 4 4 .
Models are to have an Indefinite Pt
Torpedoes, in the same way that Gunnery Atta'cks nave cll'1 il'ldennit(1! :
supply of ammunition. ; . , , t "
' Rocket ,attacks :ca"n: be negateSJby Ack Ack; a,nd ,Torp"edo
be negated by CQncussion,Charges, 'both ofwbich are,expl\'3!Oed
'* 4:. "\;,,
ACK ACK'& CONCUSSION CHARGES
" " W &:;j
The firil'1g arc of Ack. Ack and Concllssion Ch.afges, i360 witbin
for Ack Ack arid witi:lir:l 4" :for .contllssiorl 'CHar,gM 'eff(1!c;;t ,
beyond that range. It is. measured frot)'l the
that is firing to tRe closest point of tMe model that fs' fired at,!'or,vlca.
"$ . % " ,St . '# : t
versa. ,.
,w
The AckAck andCoricussibn C;:Rarge rati.ngs06f a:!'h'ooel 'A:REreduc.edby;
bl:Jt a model has a minimuf!1 of1 Ack 1
Charge after damage reduction. If a model had o AckAckorCQncussiorl'>
to' "'(ith, ' it Ack Ch",!g:
damage reduction. A .mo,del CANNOT use ,1\ck AGk or Con.GussJOJl 0.
Charges:while it 'is st1b0merged. ' 0' ';" k"
Ac;:.k Ac;:.k p.rotects"a model "against !Rockets and f1,yingmoders,wbife'"
' Charges a model agaiFlstTC?rpedoes and diving ,
models (whether on th.e surface or submerged). Ack Ack arld
Concussipn: CnClrge. attacks a;e superior to 'Gun.neryAttacJ<s:: ,against
their specifktargetsj, one or the other can also ftte .atTtny, f1yers , ..
and, and is used agCJinst PQClf,der:s,Qn 01' a, egarqil1g-':':0
Assaulr(whicn fl.ttSlGKsCA"iI\l'GT fireat). % . '-;:- 4
Ack Ack/Concussion Ch:arge an active weapon
as other we!lp:ons when It ts, wJthin rang\'! :of flving or divlr:lgvmo.c!els
and Mines. You resolve your GUnnery Attaclts and Ack.AckjConcossitm
Charge attacks in a'r1yorder: ' , .
If a model uses Ack Ackfire.against a flying 'Or' obscured
" , t, . . r
' hits on a' 4, 5 or 6:,
If Cl moj:Jel fire agaiFlSt a Scnall,flying model or Tiny flyil;lg: ,
tok!=n Iqitson a ? , , , . , " . * "
, .
If a model a, dlving,or:,submerged
Q
&. _ . " '# *_$1 . ,+
model it gets hits on a 5,or 6., " , 4
If a moGiel uses Charge, against a Small mvin&nJ.odel
or :ril'lY diving token it gets hits on a S orR P $ I!
NOTE: The to hit riumbers given here for Ack Ack or Concussion Charge
, , _ fire against Small or Tiny' models, appl ies to any model that fires at a
Sn:all or Tiny model (and not just apital class modelsY.
> Ack Ack or Concussion Charge:; is also used against-Boarding Assaults
.and Mines, but only gets' a hit on a roll of 5:or 6. The rules for these
attacks are explaineQ fully under the' sections detailing the use of
Mines and wLthin the 130arding Assault chapter. ' .
' A model can split its Ack Ack or Concussion at different
eR Link Fir,e its Ack or Concussion-Charge fire with
other ,models in the same Squadron agair)st ooe of those targets
A moael(ANNOT Link Fire its Ack Ack or Concussion Charge fire,
witA' another model(s) AND then split fire with, its. combined Ack
Ack Concussion Charges -_'
A model that uses Linked Fire with Ack Aclt or Concussion Charges
doe:s so with HALE of tile Ack Ack/Concu5sioh- Charge ot each
ac;!ditio(1al model that adds its Ack Aek/<;oncussi on Charge to the
poolofaice '
-. NOTE: Ack Act< and C,Oncussiori Charges are ALL
applicable are made a turn. Tlierefore if ,a model is
.;fi'red at wI th Rock ets' by' one Squadron, then firec;l at with. Rockets by
a-;' other Squadron, then attacked by Tiny flyers and is then the target
()f a Boarding Assault, it could use' its FULL Ack;Ack rating (reducecj QY
against each separate attack. '
10: A Battleship with 8 Ack Aek gets 1, 2, 3,.3, 3,_4, 6 and 0
(and two extra rolls, of' 1 and 6) agains.t 5 Tiny flyers, The first two 0 '5
each destroy one Tiny flyer, and the extra rotl of '6 also destroys on -
more Tiny fixer from the same Squadron. If any 5's had been rolled it
would cause an Abort result, which is explained fully in the Aeroplanes
chapter.
ACKACK
Ack Ack is used when a flying model or token an AD attack
(Gunnery, Rockets, Torped'oes, Bombs and Mines) against a model Of
Sfluadron that is within 8" of the models performing t he attac1.
If a m'odel is,atta.cked by a flying modeJ/s you (esolve its Ack Ack
fire FIRST, as it interwpts- the attack
Any models from the same Squadron ' that are within range can
use Ack Ack against the firi Dg models using,tEle rules explai ned
earlier under Ack Ack and Conc;ussion Charges. - -.
Therefore rnodels from the same Squadron CAN useJi nked Fire
with Ack Ack fire separately) but models'frol11 other Squadrons
CANNOT use ACk Ack-when anotJ;l er -moqel' is attacked
. -,
.. " -"" '" ,,1 .. 1
Ack Ack is' also used when a model suffers a. Rocket attack-(from any
Similarly if a fi; ed at by -g flying the farget can use Ack
fIihg. modeC and tben use Ack Ack again if that flying
model fi res RoCkets at the target. These. rules-apply equally to the use'
kind of' model) . Th-e' attacking player declares a ny andj or linked
Rocket attacks; the defending pJayer then a'llocates any split and/
or linked Ack Ack against those Rocket attacks. You then resolve the
Rocket attacks to determine how many hits are causecl, and' resolve the
- Ack Ack to determine how many of "hits_are cancelled>,
o( Concussion. Charges and .
- > ..
, NC>TE: firing attacks a're declared at the same time,
; +"'t -tz... .
- :;.;-: AD attacks DO NOT t rigger multip-Ie uses of Ack Ack and Concussion
--. Charges. Therefore, a model:can only,use Ack once against multiple
'attacks by models in the same Squadron. .: , _
Wfien a model or Squ; dFEfn ' uses 'Ack Ack .fire against a Squadron 6f
_ Ti ny tokens, a roll, of 6 results in an extra die roll .against any
ether Tiny tokens inihe same Squadron tharare in range. '
# .. . '" *
--- - -
, ,-NOTE: A mode t6ken CAN use ACk Ack fire against Tiny tokens that
-a re 9n a model that. ca:r:! ca.rry sucli tokens,. like the deck of a Fleet
Carrier or the landing Airfield (but only if it is, of an equal
qr' greater, or at a greate'r Height Level), The exception is if
the model that the ffrlY-tb kens are on has the Covere'd Decks ,ability.
! ,., f" fl -; '! v .
,
If a model use;sAck-Ack fire against a Rocket -attack it cancels 1 hit
on a roll of 5 and nms"ol'l a roll of6 (and rolls an extra-ro6for each 6-
that is rolled)
Any from :the same Squadron that are within range of the
target of the' attack and/or the firing models can link thei r AA fire
against the Rockets" (Qr fire separately)
Example 11: i.. Dreadnought makes a Rocket attack 0( 8 AD against a
and gets 7 hits: el'lol-'gh to get a Critical Hit agaiflst the Cruiser's
CR of 6. The Cruiser ha,s 3 Ack Ack, and another cruIser in ifs Squadrofl
is within 8", so int acl ds its Ack Ack against tRe; Rockets it becomes
Linked Fire for 4 Ack Ack (3+1). The two Cruisers rpll 5 and 6- (and
an extra roll of 1) aM car'lcel 3 hits, reducing the 7 hitsto 4, which still
causes 1 damage to the Cruiser.
NOTE: A model CANNO:r use Ack Ack- against a mo.del that is just
moving within 8" 6f: it, . it only uses Ack Ack a direct threat.
For exa'mple, if a model makes a Gunnery Attack or fires Rockets at a
model, it is considered a di rect threat against th'at particular model
(and its S!iu.adron) . " ' -
CONCUSSION CHARGES
:.CohcussionCharges are used when a diving model(s) uses an AD attack
'" tGan[1ery, Rockets, Torpedoes, Bombs and Mines) against a model or
SquadronJ h.at is within 4" of the models perform'ing the attack. If all of
dYe dLvjOg (qr.submerged) model(s) are outside of 4" whenthey make
one of these attacks the,Conc;ussion Charge has no effect.
. ; If a,.,fl'l odel is attacked by a diving (or submerged) model(s) you
resolve it s Concussion Charge fire FIRST, as it interrupts the attack
/S:.nY ,models from the same SqLladron that are within range can
use' Concussion Charge against the firing modelsusirig the' rules
. eXjSllained earlier under Ack Ack and Concussion Charges
Therefore models Jrom the same Squa.dron CAN use Linked Fire
with Concussion Charges, but models from other Squadrons
,C.l\NNO'f use ConcusSion Charges when model is attacked
zConcuss.ion. Charges are also used when a model ;;uffers a Torpedo
fit any of model). The attacking player declares any split
Torpedo attacks; the defending player then allocates.
i my ,split Conc!l sslon Charge fi re' against those
You then attacks to determine how many
!vnitsiire.caosed, and resolve <Re Goncussion Charge, fire to determine
how many oHhose hits are cancelled. '
Concussion Charge fire <lgaiQst a Torpedo aftack
it cancels 1 hit' on a roll of and 2 hits on a roll of 6 (and rolls an
ext ra 106 f9'r 6 rolled) ,
Any models. frorn th.e ' same Squadron that are within range ' of,
the: t atg'et$ at the :at1;aek and/or the firing models can link their
(even over other models and/or terrailJ)
"uagal nst;th.e TQrpedoes (or fire separately)
Models are assumed to have an infinite supply of Bombs
A flying model CAN use Bombs on m:odels, but ONLY models
.of the Large or Massive size"class (b'{ flying over them), b.ut onl\(
gets a hit on a roil of 5 or 6 .
Bombs ignore the line of sight rule? ab0ut interverif1g rno<:lels aAd
terrain. They still count HALF dice for mODels that are only partly in arc,
but;tt:ley intervening A"lodels,and/9JJ erq:lin
of tht; model and.:i ts t.ar'get(s) .
13: Al.n Airship mflkes a BO!]b against a
has 10 AD., lt rolls 1, 1, 3, 3, 4, 4, 4, 6 and 6 (with an 2 an'q
another 6 - gil'ting an additional 4) for a totar of If hits. '
MI NES .
A model that is equipped with Mines can drop 1 Mine tqken eac;n time
that it is activated, and places the tokeH, next to t,he stern9f the.model
during any part of its movement (MiAes are assumed ,tQ tJe at surface
level of ;;"'hat model drops them). they ttTe ,
numbers as GunneryAttacks, except that: the AD of a Mine,attack is
1'Iit:>T, reduced by damage. The AD of a #Mine h giveoin ,brackets in .the "
Range Sand 1 C';qluriln"tCl denote its activation r ange.
If Ai\I't h)odel moves" -within i " 0f the centre of a Mine on a
subsequent a(:tivqtion (at any" poil;1t of' its move) tre Mine,
expl.odes -,place.q 4" ,diameter temprate" centred over the rniddle
"of theMiae token,a Mine that is dropped on a surfaGe mD'del (or"
a flying/obscLlred model) immediately
.'*" .. " ..... ,,", L l.and 'rMdels CANNOT use Concussion Charges against naval
an'd ,
# mpdel CAN flyI ng moaels, bl:(t
of Large' of Massive" size class (by flying over themJt :byt OAli
getS a hit on a roll 0f S or" (and' DOES NO:r use the temfllate)
i>P 'IVA' $ 9 ";'" . ' .. _ . , : 2Y .. "" .", ":
Resolve the attack using t:he AJ:>"ratiflg of the Mine and apply the
tota( nambec of hits every model&that is,partially or i ull'y wLthih' . ,
A QreadnotJght mak.es a attack of g a
L Gruiser. ana gets h,.hits, en'ough tO, get a Gritical Hit against the Cruiser's
CrUiser has' 2 Charge, another Cruiser in
Its t?Wi tnm4", so if it adds Lts Concussion Charge against the
f<ir:pedoes it be.comes L.inked Fi re'for3 Concussiol.l Charges The
rqp, cancel 1 hit, reducing the 7 hits to 6,
iifwkliGh is to get a.critical Hit 'on the Cruiser.'
j be template (aFldeither on the slJr:face ,or submerged) excludl Og ,.
that ,on 'the" otF1e:r; siQe: 0f SerIaj!,)
" # :"
'W "" - , '"
El<ample 14: within ]:" of two.:-*
Cj'uisers.:When one o(th.e. Cruisers ne>.<.t O1Q),Ie< 1he"M) o.e 8f:tivates
toffs SDfj, ge,tt1Qg' 4h'its.;Bothof Crl,liser; therefqre$stlffer 4':hits,v '
as tbe..dam:age is not"s'plTt, causing Y Htul r damage tb 'ea ci1l Cruiser.
/
J\,IQTEi Amodel,CANNC)l: use against a mGdenhat ?
,;. movAlllg wifhih 4;' of jt, it Concussion Charges against
!' 8t direct 'threat.; For if' a model makes a Gunnery Attack or
. a mpde.i, it i; cbnsidereda direct threat agaif],st)f)at .
modsl;(ar!d its Squadron).
1f fQi' other f)IIine tKat&iswitRj n::
the' ternplate, JoJling' for damage against it: ,On a roWof :
5 or Q" th,e .l')!Ij Cl!'! i s, a regq rd 1S!,Ss :Qf 'whTCh.
it, pr
o
Cencussion Charges are also used when any model ends its move
within 4" of the centre of a Mine, hJut not within 1" of the centre of
the Mine.% This ishJecause the Mine would activate (at 1") BEFORE the
Cencussion Charges can be used (assuming that it is a surface model).
4 If a model uses Concussion Charges against a Mine you 15nly get a
hit on a roll of 5 or 6; if the of hits equals or exceeds the
AD of the Mine it is destroyed
Any models from the same Squadron that are within range of
the can link their Concussion Charge fire against it (or
separately)
If the Mine not destroyed by Concussion Charges fire you do
not mark any damage on it.
Example 15: Ship enqs its movement within l" of a Mine with a
0/ of 5, not close: enougl:J to activate it, ,but the commander elects
to ,try ar:ld destroy it It has a Concussion Charges rating of 6 and rolls 3,
% '44: 5 '5 and 6, whie:h,is 4'hits and one extra roll. It needs 5 or more hits
the Mine, but only a 4 on the extra roll, fails to de;;troy
o/ theJVline and thS! (hits that it rolled Cl re wasted.
CRITICAL HIT TABLE
rf'the 'CR of a model is equalled or exceeded by the number of hits
a: single attack ti;Jen something dfamatic has happened.
Ihqquld be was destroyed or the engine rQorf1 was
wrEickeGi. You DO,NO:r Critical Hits against models with a starting
0 1'11" 0(2 Just 2 Hull damage.
cFitical require some record keeping, but this is minimal.
that will aid you in this. Some damage from a
"'; :: tritlca'l 'Hl1! :qe re paJ red ar'rem ove'd. Some of the Game Cards are
I!lseful,fdr Critical Hits.
'0", .. ."* ""''''''* $I , " '
$,. !> 'V'tMW '4Il: '" ,". %. 4
ccalculating the hits against q model its CR is not
eX,Geeded
r
:but it is doubled or trebled. For each
roll on the Critical Hit Table again.
NOTE: Because players may affect your ,damage anciJ : critical rqlls
by using Game Cards it is importaht't6 calculate hits and
damClge' if you think you done to' destroy a moGlel.
CRITICAL HITS'
The effects of aCritic;al Hit are the same whether the model is a naval,
land or aerial.model, Creature or Robot. The Critical Hits aTe
generic and apply equally to any type model, some plodel;; '
will have ,a specific Critical Hit Table induded on theirFIG.
IMPORTANT NOTE: If a model (exc!uding ' models with starting HP:of
2 or less) has 2 or less HP left and ,suffers a Critical Hit ,(which ,would
probably destroy it), you still roll on the Critical Hit Table; JUSt in case
you get a Magazine Explosion' that has additional '(Break Tests)
on other models. "
Exampl!,! 17: A Sky Fortress has been red,uced to 2 1::11", and suffers
:Cfitical Hit, which would usually reduce it' to 0 HP destroying it. The
player that ' caused the Critical Hit still rolls on the Critical Hit Iqble
though an.d gets a 12, resulting in a StuFginlum Flare, and the model
is removed.
RAGING
If' a Creature Of RobotJhat Raging Fire Tqken(s) an it
the ,tbken(s) are automaticallyremQved. If a Submarine or Burrower
s:ubmerges, the tqkens are with a successful Repair Rcl'l
(the fire to,be inside Nle model).
If a submerged Creature or (Iar:ld 6r naval) Ragir:lg Fire
dueto aCr'i&aH'Iit roll, ignore it result 0/
that.i<npt,Raging Fire. c ,
FIXING CRITICAL HITS *
Some of the CriticaL Hits. can be repaired. Ttlisinesolved nexC
time that a damaged modeHs factivatecj, ' QlJt the m0de:1 has
any actipns, as yD\.! fg,rget
w
to"' make fa (fice roll to !;lit wnen you activa;te a macer
,and Y0ur apfiJonent fin'ished activapng his (lext ,Squadron, YOGI!
CANNOLreverse the sequence to{) make the die reil.
The; actip.n of :c!q111 crg.e: h: :q,'l ' :1;96: wmeQ
meQel is .and
tile various op'tlbns f0f,tepairing a' Critic;all'lit: Some Gi3me
0 to q:in6al:(jgmage 'a utol)'latfpalIy,' er 'l\'itA..an a9difional
roll. refiJair ,a Cr,itical nu. ..
:W;::4ffiffi
1b llb, h U' ' :::: 4 c '4 b 1k .*,*
+ With with a (*:) r.oll
activated. On a 1, 2
-;' '%
-. fprfhe fields of Europe, the
,u:nits of the Prussian EmpIre
all wa/.ztJi7eS, how hostile, Here
an Battle-Group prepares itself for
"Ill*,: #': '"
b:at against Covenant of Antarctica forces.
---:" ...
, .
is repaired and the token is removed, on a 4, S ?r 6 it is not repaired.
_ V\l,ith,<!. R.agi[1g Fire, the model also loses 1 AP or] a 4, S or 6 (and also
gains another Raging f.ire token on a 6), and rolls 106 for each Raging
Fire token that it has. You DO NOr get an extra roll on a 6 in this case.
"
Example 18: A Mobile,Airfield has two Raging Fire tokens as a result
of Critical' Hits, it is acti vated later in the t urn and roll s 106 to repair
each Raging Fire. It gets a 2 on the first token and repairs/rempves the'
token, but gets a 6 on t he second token and loses 1 AP. Another
, Fire toker;) is also placed on t he Mobi le Airfield, but it does not 'roll to
repair that token until the end of its next activation.
NOTE: Ack Ack and Concussion Charges attacks are.resolved slightly
differently, as .you use the same to tiit numbers for Ack Ack and
Concussion' Charges regardless of the firing model i< Capital
class or not. Therefore' they ignore' the Small Target, Fast Target and
Elusive Target rules in the Abilities chapter .
....
CONF[lCTING'.rO !:l IT ROLLS
Some of t he ru les will give different sets of 'to hit' numb,ers for firing
and boarding. Where the 'to hit' numbers wi1.h 'k!?e
the set that makes it more difficult to a model. In, other words use"
the worse set of numbers.
NOTE: Creatures and Robots can make a Repair Roll to remove a Raging
Fire token, but they CAN NOr otherwise make a Repair Rol l against
other Critical Hit effects, unless their FIG states otherwise. They sti l
Example 19: A Battleship (Capital class) is firing at cl Corvette, which is . :. ' :'
a Small model, therefore it hits on a S ana 6; but the Corvette has the
Fast where it is only hit on a 6 by'Capital class' mopels. The 'to '
hit' roll of 6 (for Fast) Is worse than a S or 6 (for Small Target), 'so the
suffer the ongoing effec! of Corrisive damage, but CANNOT repair it .
MOOElS
Throughout'the rules and qn ;;ome of t he Game Cards you wifl fi nd'
Capital Class,models. These are the main fi ght!ng force
of your Battle.Groups.
( If a' model is as a Capital it wil l say so on its FIG.
There are some sp_ecific rules that apply only to apital Class models '
, and some that apply to all other. types. Most models that are Medium,
Large ,or Massive are also <; ounted as being a Capital Class model.
,. /"
S9me of can orily be used by Capital Class models
., or .will [:lave different ' effects for different types of model. As
miniatures' ra' nge 'expands so wi ll the variety of models avai lable and
ea'ch' Qne will have full detajls on its FIG.
Battleship only scor.es hits or;! a 6 .
Example 20: A Land' Ship js firing at a Medium Ja.nk that is iA some
.Woods, it woold nor mallY'hit a 4, S Of .6, but ' a !arget in Woods is
only hit on a S or 6. TMe '{ohit' roll of Sor 6 (WoodS) is worse than a 4,
S or 6 (standard), so tHe Lamf Ship only scores hits' on Cl S or 6.
NOTE: Bear in mind that the Ack Ack and Concussion Charges 'to hit'
values supercede other weapon options whEt n used against flying
models or di ying Thi s means the 'to hit' numbers' in the Ack'
Ack and Concussion row?' on the Fast Play Sheet DO NOT
conflict with the other when, for,example, the model might use
Ack Ack against an obscured mo'del or ,Concuss'ion Charges against a
diving model. ,. .
.
CARD MODIFIERS
SMAll TARGETS , '. 'Som;e ?pecial rules and classes: of'model wil l
If aCapital .Class model uses a Gunne! y Attack (including Tesla Coils), modify the attack rolls. If this is a NATURAL roi(of 6 alwaYL
Rockets, Torpedoes and Bombs to target a Small model it is more cOljnts as,2 hits with an extra dice, roll
difficultto hit.-Tli ls represents the smaller mod.el zipping and .
: "being tricky for gunners to target effectively. Therefore, if AD rolls are by a roll of S woul.d become a 6,
f " in this case you would, emly score 1 hit, but you DO NOT get an extra
If a C!,pif al Class fires at a Srrall target like a Frigate, Escort, roll. if AQ rolls: are modified. by zuf"6:would
Gervefte; ::ranR (Small) or Walker (Small.) then it can ,Cl S, but' it stil l.Gouhts as 2 hits, with an extra dice roll.
onl y, hif it orn.!. S'dr B . - ;,-
A NATURAL roll: ofs: i till csunts as 2 hits however and still g!ves .
an extra dice rQIJ
, Some models have the Fast Target ability, which means that they
are only hit o'n a, roll 'Of 6, and/or the Elusive Target ability, which
means that all can only hit them on a 5 or 6 '\ .
p ....
-_ ... \
.. _ ... W,J}
._ ... .,..
.;
HIT EHE'eT
2 Magazine Explosion The model is destroyed in an inferno of fire a,nd s.hrapnel. Tests by the loss of ;
this model ONLY get hits on a 6 "
3- ' Shredded Defences .* The model loses 2 HP and CANNOT use its Ack Ack or Concussion =Chal'ges
. 4 .. , Ragi.ng Fire 11< , - The model loses 1 AP and 2 HP; put a Raging Fire token on the m0gel
I
5 Generator Off1ine * The model loses 2 -HP and CANNOT use a Generator chosen by the player (wnen the Crifical
Hit occurs) whose model suffers the Critical Hit -
1
The model reduces the AD, of its Gunnery Attacks by HAlF and 2 HP
The model loses 2 HP and 2 AP
The model reduces its Movement rating by HALF and loses 2 HP
The model loses 2 HP and can 'ONLY move}t:l a straight line,' it CANNOT turn"
The model l.ases 2 HP and 106 AP _
, 'The model loses 2 HP a!1d CANNOT use Torpedoes, Bombs and/?r
.:rhe model telepor:.ts into the eth'er; re,move the model, it CANNOrretllrn
.*' a Repair optioj1
is for this Critical Hit
. effect
Roll1D6when the model js next activated, but AFTER it has moy ed, On a 1-3the damige 1s "
rep.aired. and the token is removed, With a .RagCngFire, the model also i 'AP on a roJI
of 4-6, Creatures and Robots can ONLY make Rolls in order to Raging Fire
. .
.
RAIYIS
. . .
..

N
.. .....
..
<-
" .
COLUDES
N.
.
token - unless their FIG st
9
tes otherwise .
. .. . .........
WEAPON AD REDUCED BY; !:lUll DAMAGE?
..... ----
.
.
-
ACKACK cc GUNNERY . ROCKETS . TORPS - BOMBS MINES
. ,
Y Y Y N N N . N
.
,. ..
-
...I
w
C
C!)

. l!l.
Z
.
MATRIX
.
(DEFENDING MODEL) ."
OBSCURED FLYER SURFACE DIVER SUBMERGED TORPEDOES SMALL TINY
OBSCURED 6 6 6 6
FLYER . .6 4,5, 6 4, S, 6 5,' 6 6
. SO RfACE 6. 4,5, 6 4,5, 6 5, 6 6
,
DIVER 6 4,5,6 4,5, 6 5, 6 6
!iUBMERGED 6 6 6
ACK A<':K 4,5, 6 4,5, 6 S, 6 5, 6 5, 6
4,5, 6 4,5, 6 5, 6 5, 6 5, 6
. IN.DIRECT FJ JtE: _.
1. TO UsEJNDIRECT FIRf-, YOU MUST HAVE AT LEAST ONE FLYING MODEL IN YOUR FLEET WITH LINE OF SIGHT TO THE TARGET
. 2. INDi RECT AVAILABLE IN RANGE BAND 3 OR 4 AND AGAINST CAPITAL MODELS AND ONLY HITS ON A 6 .
3. BOMBARD M01;>ELs fliT NORMALLY ON A 5+ AND MAY BE ABLE TO FIRE AT DIFFERENT CHECK THEIR FIG CARD
S, f?
. 4. GA1N-A:+.1 TO HIT IF. YOU HAVE AN ATIACHED RECON PLANE (THAT IS NOT CURRENTLY ABORTED) WI1H LINE OF SIGHT TO THETARGET
f' " '"
.
S, 6
IMRORTANT'NOTE: PJt1MARIEs ARE AT -1 TO HIT (ON EACH DIE ROLL) AGAINST ALL TARGETS iN RANGE BAND 1. A ROLL OF 4 BECOMES A 3
AND SO ON . . *
A Boarding Assault is carried out by marines equ!pped with combined
! _. rocket/diving packs, crowbars and blow torches. Most models have a
complement of and the larger the model is, the more marines
it has on board. Creatures and Robots however do not have marines,
'. tlut all models have an Assault Point (AP) rating to reflect their combat
effectiveness, whether they have marines or not.
It is assumed that the crew of a model is unwilling to fight, therefore
.. ,
Creatures ang Robots perform a 4" Boarding Assault . Instead,
they can move into base contact with,another model without causing
a ram or collision and "then' perform a Boarding Assault. 'rheycan also
ram a model and board it (but ONLY if they have an RRof 1 or !110re) .
AERIAL MODELS
lA model or ' token (of any type) CANNOT perform a B.oarding
Assault against a Tiny flyer (Aerpplane)
is no rating for the crew, and a model that has no AP is therefore An obsctlred model CANNOT perform a Boarding Assault against
very vulnerable to a Boarding Assault. When a model performs a a submerged
Boarding Assa'ult you choose how many AP to commit to the assault, A fly.ing Creature or Robot that initiated a Boarding Assault with a
surface model can be fired at with Gunne!"y Attacks within Range therefore the model could be in a position of weakness if the assault is
ngt resolved quickly. NOTE: Boarding DOES NOT require Line of Sight.
. .
Some of these rules refer to using a Boarding Assault to recapture or
rescue models in your own fleet from the enemy. It is important to
peint out toat a model CANNOT initiate a Boarding Assault against
other-models in its own fleet (or an allied fleet) just to reorganise the
proportion of AP Between different models.
I
The Assa'ult POint. rating represents 'a model's marines/fighting
crew; the crew- itself has very little fighting capability and is easily
defeated. The marjnes are able to use their rocket/diving packs to
perform a B'oarding Assault against ONE model within 4" (at most
height levels), measurefHrom' any point of the model to any point of
the target model (ard DOES NOT require Line of Sight).
Band 1 until the end of the turn in which the assault is completed
.
Example 1: A flying has initiated a Boardi'ng Assault against a
Landship. The Creature is assumed to still be flying; tl:1erefore surface
models CANN(n ram or collide with it, but it IS'lQw enougr., tha.t
Gunnery Attacks can affect: it at Range Band 1.
Example 2: A Battleship has in'itiated. a Boarding' Assault against a
flying Creature. Its rocket marines have swarmed around it in order to
. shoot and stab at it. The Creature is the target of a Boarding Assault,
therefore only models or tokens thaf are enemies, of both the. Creature
and the Battleshig can fire at the Creature.
Example 3: A Squadron of Gyros have initiated a Boarding Assault
against an Airship. Their marine's are breaking into the con'fines of the
Airship,-therefore. modets in,the same fleet- as the Gyros or the Airship
..: . :?_ A CANNOT pe'rferm a Boarding Assault after a ram or CANNOT fire at the Airship. because it Ls t h'e scene of an ongoing
collision l,Nith terrain Boarding Assawlt. - ,
H A model can ONLY' initiate a Boarding Assault against a friendly ' _ .
..
- --" ,: -. "model if it is the of an ongoing Boarding Assault SEQUENCE OF EVENTS
. A subf!1ergeo model CANNOT perform a Boarding-Assault aga'inst 'The oFc!er in wRieh- yb-u' a Boarding is .important; it
an obscured model . follows th!s sequence of events:
;:-::.!! A model C;-AN pgrform a B'oarding Assault after a ram or collision
::.:;!' .. ' with another its Melee Dice '(MD) are reduced by
. ... H.AL(quring thafast!"atjon
A model CANNOT fire afthe model that it is boarding (its rocket
.... ,," marmes are i n the wax), and its firing options are limited Quring
that ac.tivation '(explained in the Rams & Collisions chal'lter)
fir e at the.target-of! the Boarding Assau.lt, but they are the only
1, M.ove models from an activated
2. Resplve any rams or as .
3. Fire with any model s i.n the activated Squadron-:
' 4, Choose whether to perform a Boarding' Assa:ult.
5. Resolve AC!k Ack' fiFe against the
6. one rQub,cto{the Boarding

Other mO,dels as the boarding model CAN .


.. } , models that can ?O, (and only on the of the <jssault) RESOLVING ASSAULTS :. " . "
. , In subsequeFlt activations CANNOT fire at a model that Choose how many AP to use in tlie Boarding Assgul e This allows you to
!:i;jiH... . is tbe. scene of an' Qngoing Boarding Assault involving friendly -:. maintain some cjef!;nce on a model if you are not ,your
troops; the' ongoing. assault is resolved the model fan be Pla<;e af! token(s) on. the boardel m@qel: showing how
eiil ..... !. at normally .. many boarders areon it (place a Boarders Gon,e teken on tbe boarding
t_;,; : If a Creature or Robot initiates a Boarding Assault, other models ; model if it uses all of AP). NOTE: CreatureS/Robots MUS;r'use of
e .,.!'i:1! CAN fi 't d' b t' It
, re at I - urlng a su sequen ongoing a,ssau their AP, but DO NOT place AP tokens'on the-boarded,model.
-::'. A model tha1:performs-a Boarding Assault CAN move away f.rofu ' -<. - " ' ,
..
.. .
-
.. ,
,
... .
-.
.......
-....
...
,.. 4,;1.... ,",. _ ..
, the boarded model, but if it is further than 4" from the ,boarded
-tJ1,9pel when is it CANNOT recoVef,itsJI,P '
r
If the at). Ack rating it wlls a-;.QwrT1Qer of
dice equal to its Ack Ack against boa[ders from surfae' aqQ flying __
t ," ),
models (a model CANNOT use Ack Ack fire against boarders that
have come from a diving/submerged model)
Ack Ack fi re onl y gets a hit on a roll of 5 or 6 against boarders
A Creature that is performing a Boarding Assault is hit on a 4, 5 or
Ack Ack fire) and the total number of hits is compared to its
CR as normal
Any models from t he same Squadron that are within ra nge of the
target of the attack and/or the firing models can use Ack Ack fire
against t he boarders (or fi re separately)
Example 4: A Dreadnought initi ates a Boarding Assault with 8 AP
a Cruiser. The Cruiser has 3 Ack Ack, it gets a 3,4 and 6 .. (with
from its additional roll). In this instance the roll of 4 has NO
because it is Ack Ack. fire against boarders, S0 the Cruiser causes
3hits. reduces the 8 AP of the boarders by 3 to 5 AP.
ExampleS: A flying Robot initiates a Boardi ng Assault wit h 6 AP against
a Cruiser. The Cruiser 3 Ack Ack, it gets a 3, 4 and 6 (with an extra
roll of 5) . ' BUT in tl:1is instance t he 4 DOES count as a hit against the
i Robot Pit is Ack Ack against a flying model , so the Cruiser
4 hits. l;bis is equal t6 the DR of the Robot, so it loses 1 HP.
'the Ack Aok fire is resolved, the remai ning AP of each model
mahy Melee Dice (MD) they roll to resolve t he
Boardi ng Assaujt. work in 'the same way that you would calculate
darnage:from a Attack using the To Hit table below:
bICE.ROLL
*
4-5

RESULT
Miss
f Hit
2 Hits ar:ld Roll Again!
V' Wherf you ' Roll sure to roll an extra 106, not one that
* $ counts.as a Keep going unti l you stop rolling any 6s. a.nce you have
+ fini shed r.olli ng the dice ygu add'up the number of hits, and reduce t he
AP(MB) irwolveGin tAe Boarding Assault by t he number of hits.
ftying and submerged models CANNOT normally initiate
a,gainst. a submerged model (naval)
5LJorherged or submerged Robot (naval) CAN initiate
0*. a,B6at dihgAssalJl!ra:gainst a submerged model (naval) normally
r A:5U;Gmergea: m8eHnaval) CAr-JNOT normally a Boarding
'% ' '''-'*''*'*':>'* ++0i>. . . + #' .
* surfa'ce or flying model
'fl1in-g a'nd submerged models of amI' type"
Assault against a submerged model (Iandl
If a model has been boardefi it CANNOT perform a <Sunnery.
Attack, fire Rockets or Torpedoes, lIse *At k Ack, concussion
Charges, Bombs dr Mines
If the Boarding Assault is ongoing arid the boarders score more hits
than the model, the boarders 3re able'to sabotage t arget
model. They ca; also during the firSt turn oh BOilrding Assault
if they score more hits.
If thi s occurs.the boarders can roH:ZD6 on the Critical Hit Table.
This rule ONLY applies to boaroers that 'are ;n
models
Example 6: The Dreadnought from Example 4 now has 5 AP remaining,
and therefore has 5 MD to be used against the Cruiser's 4 MD. The
Dreadnought's boarders get 2, 3, 4, 5 and 5, causing 3 hits reducing
the MD of the Cruiser to 1 MD. The Cruiser's mari nes get 1, 1, 3 and
4, causing 1 hit the MD of the Drea.dnought t9 4 MD. The
boarders scored more (3 versus :1, ) and' can use the sabotage rule
to roll on t he Criti cal Hit Table.
Example 7: The Dreadnought from the earlier example is acti vated
again, before the Cruiser. The Dreadnought .can moye an,cl/or fire :
normally, and continues to resolve, tile Boardi,ng Assault t hat it's
marines are involved in. It has 4 MD of boarders remaining on
Crui ser, and gets 3 hits, killing the remaining 3. MD of defenders on the
Cruiser (whicn gets no hits): ,
W,""O WINS n lE ASSAULT?
If the AP of the boarding party reduced to 0 they are' kiflea;
case the target model wins t he assault, it'both are reduced to 0 the
same app'lies, 'as the model din stil l move' arid normally with' O ft:1?
If the AP of the bearaf;!d 0 duringtbe
Assawlt it is in which case the uoarding party wins the assatllt 4
and capturesthe model (Ieaye.the modelgn the,tablej .
.
When AP of; bean;led model. redLlced to 0 and the boarding
party sti l l, has i or more AP :rnodel is ca pture'd. If a 0
Cr; at ure or Muot is to 0 sti ll has 1 ,
or more AP the is rfestrgyed (it be capf ured). ,.
Thes.eres:ults pnlyapply.duf ii\g,a ffthe APof a'model
is reap'cea; ! 6 0 a,s a Attacck" Reckets,
Mines, Generator effect oJ.;CriticaIHit ef;fect it
: continues to rnove normcrlly. .
a 9o'l r, de;'d .Epodel is c:aRtur,ed tl:1e,
CONT1NUED AS$AIJ l:TS h boarElers can, mOdel that they came frlmsif i( is',
pJarty has ilnother model, it is activilted at withirr 4,1 oJthe; boaJPed I)1pdel; ot'tlerwise. tl<ley M\JSZJ;!-emai n on
'*'" t he thodel from which tl:le boarding party originated. w. boaraedmoClel w, :;,? "AA G
,a. BoardinK not immediately ' ir:; '. nhr!e, !;omJ pdJI( of
MD the boarders and boarded model. you pnly get :s;rtec
the boarding pa'rty ol"t,he boarded modeL is activated. t
& A mdelt& .,::;: &0 ( $*
' mOdel cas ooar"ded [t .spll. fllove on it s. hext If a nLQde '.
rcti'l1atilon. Toker:l next to it, and it CAN .
d l..il.INcl Lt..,d .Geserator 'the sa'me rules frDm the prevlous
" ift It' ViI' ""#4 1t iIfu$' ,+ ';-11' \1& ".; ;

When a model is destroyed all of tlie boarding parties that are on
the model are killed
If you capture a model it becomes a de-relict
J,,\ "Creature or Robot CANNOT be captured
A Creature or Robod:ANNOr:caRtGre another model
A model with 0 AP BEFORE it is successfully boarded is
automatically
IMPORTANT NOTE: Wh'en a Boarding Assault has been resolved, the
maximum AP.that a model can have on board is equal to it; starting AP
rating. If a model ha; 'AP in excess ef its starting AP rating, the excess
AP MUST return to th-e model that they from (if within 'if they
are npt within 4" of the .model that they came from, the excess AP is
from the game.
MULTlplE,ASSAULTS
. -
If sever.al models from. the same Squadron perform a Boarding Assault
they can combine tneir attack against it. The boarded' model CAN
allocate itS Ack Ack against one Qr mo're of t he atta'cking boarding
parties before a Boarding Assault is resoived in any way.
.. - , .. - .. .
be; n resQlved add up the AP of each attacker (it
is not h'alved as with Linked Fire) . The. boarded model uses jts current
Ai> against the-boarders and CAN its AP against one or more of
't.he attacking boardil)g parties in any way.
-
if ther.B are multiple, boarding Rarties from different on a
model you roll MD for all of them every time ene of thel")1 is activated.
A boarding party can cl}oQse to attack one set of boarders and not
attack others ('assuming that some are allies). If a model initiates
a Boarding Assault against Q that is the of an ongoing
asi al!lt ) nvolving se"veral enemy boarding parties, it allocate its MD
i n any,vyay againsUhose boardfng pwties.
.:. : Gi.ven that a can continue over several activations,
.: ' there will be occasions when a model performs. a Boarding Assault
";: ' against one of its 'models' in order. it. The
Qoarders skip"t he Ack 'phase of the Boardin'g Assault because it
'CANNlOT use Ack while it is bqarded
'!.. .. ;t
Example 8: ThreeTanks beard a Land Ship with 3 MD each, t he Land
Ship. can all ocate its 7 A'Ck Ack in any way.-Once the Ack Ack is resolved,
(which in this case reduces the boarders to 2 MD eacb), th-e Land Ship
can allq(l!at e its 6 MD against one or mor-e of the boarding parties: It
. could allocat e 2 MD against each boarding party, or 3 MD each against
tW? of the boqrcjj ng and so on.
DEREI:. ICT MODELS ,.
is captJ..l!ed or recaptured it becomes a derelict. A
d.ereliet, Fortifi cations), moving forward ' 2" (or its
milJLrfl,uP1 move if lesser/greater; than 2") in a straight line each
turn when the boarding. party that controls it is activated. If thereis no
boarding partV on board it is / ctivated during the End Phase .
- A' ,
The only option available to a boarding party is to halt the mosel when
they are activated (at the same time as the model they originated
and place an All-Stop token next to it.
A derelict CANNOT perform Gunnery Attacks, use Rockets, Torpedoes,
Ack Ack/Concussion Charges, Bombs or Mines, and CANNOT '';'
Generator or perform a regardless of wh'o capturesl
recaptures it. If a derelict has no boarding parties on it, the first mede.1
. to board it captures it, skipping the resolution of MD attacks.
A derelict remains a derelict until the end of the game, even if it is
recaptured it DOES NOT return to 'normal', as the cre,:" have lost the ir
, nerve. If enemy poarders remain onboard it is 'a 'captured derelict, if
. friendly boarders remain on board it is a recaptures dereli ct, and -if
there are no boarders on it, the model is just a derelict.
If a model has no Ap' because it has committed all of its troops '
to a B6arding Assault against another ' model , or its AP has 'beer)
reduced to b because of a Gunnery Attack, Torpedoes, Bombs:
Mi.nes, Ram, Collision, Generator Effect, or Critical' Hit effect t he model
continues to move and fire. This is n6t ,the same as being
red,uced to 0 as a res4Jt of 1gein'g boarded, which ,generally res.4lts
i!1' a capture. >
:: .......
CAPTURING PRIZES
W,hen the AP of a model is reduced to and th; boarding
. party still has 1 or more AI? the model is captu\ ed. The f(1odel will still" -,
h,ave non-combat Cfew that survives the BoardiAg Assault, bunhey: :
t; the. boarding party.

When a Qoarding party capture!i a model they claim it a Prii e
and a Prize token is placed on the captured model to show that it.
has surrendered. If all of the boarding party returns t o the
.,. that they originated from the Prize token is lost
A captured mopel is left o'n t he table, leaving you with a choiGe
of whether to. defend it (and the Prize token)' or recover your
boarding party -
" If that model is subsequently destroyed, or is by its
original OWAers the' Prize token is lost
." If boarders fnDm 'a different Heet capture that mod'el they kEZep
the Prize so long as their boarding party remains on the
mosel
You score double Victory Points for any captured models that you.
still control at the end of the &ar;ne; if you have AP on the
(and nobody else does)'you control it
Note: By capturing a model and the A evacuating it, a 'player effectively
takes it out of the game. If that pJayer leaves < AP on the model, Gr
movesAP onto the model later in the game he would-score double the
va'IIJe of the moael for Victory Points . .

. "
', Ai( W.<frfare is a new, exciting and lethal addition to the military arsenals
of Wars nations. Since the invention of the aeroplane,
have been refining this new method of
' destrl:Jction. q7he rulEls rn, this'section apply to Tiny flyers and the tokens
represent them, which at this point encompasses Fighter Planes,
Dive'Bombers, Bombers and Reconnaissancj'! Planes.
lJAles5 a' scenario or game situation tells you that you cannot, yqu can
*also fie'ld 10 Tiny flyers for free in addition to your ne et, which are
assumed IQ fly .in' from an off-table airfield in support of your main
,military force. Not only do these Tiny flyers. cost
V
0 points, you dei not
need a canjer in to deploy them.
'fou deploy these Tiny flyers at the same time as the rest of your fleet.
these a(e your opti;nsto determine the composition of these 10 Tiny
:nvefs:
Composition 1
of 4 tiny flyers (either Pighter Planes, Dive Bombers
J3ombers) v
2 fqyadFons oU Recon Plane
Composition
flyers (either Fighter Planes, Dive Bombers,
and/or' Torpedo B5rhbers)
flyers (either Fighter Plane?, Dive
' and/or lbtpedo
:Comllositfoe 3
. z: Squadrons 9LSTn'lY flyers (either Fighter Planes, Dive Bombers
; ,flllcJ/Q[,
category that iF1c1udes aflY model that is.capcible flyers .
This can also include some Large and Massive models of other classes,
and actual statiZ ' . "
The FIG of a model will specify hew many Tiny'f1yers it these
tokns are includ.ed wfthin the FIG cost;offhe model ana are essentiall{
free. models CHn carry 6 Tiny flyers and adhere to, the
limits given. below.,


A carrier can only carry 1 ReCOh.Plane
The Squadron size, of Recon Planes is 1
The maximum number of Tiny flyers in a Squadron is 5
The Tiny flyers in a Squadron Musr all be'of the same type
You change the composition. gf a during' rhe
game
Jhe ,Squa,dron size of
Torpedo Bombers is3 to 5
NOTE: You CAN also'deploy the Tiny f1yer.s t,haJ:come wjth yourcarrle.r5; .
from your '{:arriers'(at the eifjne:gameJ if Vow want. to:
ACnVATIQN AND MOVEMENT ,
Squadrons 'Of Tiny flyers are activCjted 'the turn in the same
way. as Squadrons' of other models" with each' player activapng ene
Squadrofl' qPinyf]Y8Is;QB:ooe SquCJdron of modElls alternately.
* '" "

Tiny Squadron ignore the rules for Command:
a,nd witl':iln: either their
or other .Ln :thJ3, same. Squadron. niey count
com!T:Ianl";led elelrrents;:So as a 5.q:uadron
1: .ne nat th'ey ar,e table.
When you"acti\'iate ;n'.'ly' f1yeFs, diem aroundtjle table:
indepeadeDily. Q'fe,adi Cllfferent tasks ..
'" ""
* .. '*
4
JheFe is. npcrninimull);rnovementJorTiJiMIYers, they h;ave
. '9 .. t' w . , .:;
mo:Vement, Tney CANNOr halt orusei he:Ali (theyC
I
1:NNOT
hOller), b!Jtlhey CAN any carrfer They
any directioh
C
, ' ( I). Sk "'t ( . 1) M b'rl Arfj' ld' r:efIe;cts. tneir
Flava r y ror re ss pena or q e.;.1 e ,. " . . '., . :. :;. .. ::t : W' Y .,.;@ . ' .' 4b * . # '#M
'; (limd): y6u. \Nillalso get to Relcj R number of Tiny f1yefs that arfiwe: as .abl:ilty to move
Tlilese three models ':eClrriers', a matter 11il. *
IN SUMMARY
. '.
la Choose a Squadron to activate. '
, s, \
1b- Resolve any Comman'd Tests for models that are outside of
Command Di stanc_e.
, 2a ' Move a model within-a ?quatirbn, resolving all of the movement
m,odel Then 'pick model in the Squadron
. and follow the same pr.ocess until ALL of the models' in the'
have 1)10ved. This in(:ludes any attached models,
such as iiny Flyers.
Resolve any Rams/Collisions resulting from movement.
Declare all from fhe activating Squadron: then declare
enemy counterattacks from Ack Charges, and
Cb.!!l!?at Air Patrol.
ReSblve the use of Ack Ack (by model!?) against flying model!
token(s) that have declared an attack, and Concussion Charges
. (by' models) against diving model s that have declared an attack.
R.esolve.the Ack Ack attacks of ;It Tiny Flyers on both sides
-against other simultaneously; .
'Resolve, the Ack Ack attacks of all"Tiny Flyers on both sides
against 'Other Flying simultaneously.
Resolve-the AD attacks of all Tiny Flyers on bGth sides against
surface:m:odels sjmultaneously.
Resolve the of any remaining models in the activati'ng
Squadron.
Resolve any Boarding Assaults for models that are within 4" of
an-y other models.
Resolve:Break Tests fQr Squadrons that have had one or more
models pe:stroyed _or captured. '
7b Resolve Bravery Tests for an'frrfodels or Squadrons with a Break
token from a ;;lctivation: . .
any Rolls. This marks the end of your Turn.
.'
AND LAND
you -a(tivate a you can EITHER launch ()NE
QiStt: .SqdadfOn of Tiny flyers" When you launch a Squadron of
Tiny you deplGy them v:,ithin 4" of the carrier, and they CANNOT
move again .d0r;.ing the same turn. A c::arrier can launch Tiny flyers at
pojnt pf'it's or ilctivatiO(1, buf a carrier CANNOT launch
flyers ! he same, t l{rn as.i t makes a Gun'nery Attack, fires R'ookets,
gr a . .
of rirw flyer s has ' launched it EITHER a
,the.' carr-ier (.and activated indepen.dentIY'l, or it
can:attach to Garrier as Combat-Air Patrol (CAP). The CAP rules are
in section.' - -
t ..... <it %' 0 "'{ .... :: /":,: ;.,
A carrier 6ar/EhHER laanch one Squadro n OR land one Squadron, it
:' CANNOT do' both. J)1e' excerltion is a carrier with the Double Decker
. .
ability, which ca'n EITHER Squadrons, or land two Squadrons'
or launch one Squadron AND land one Squadron. A Squadron'can land
on a carrier so long as it starts its activation within 4" oft,he carrier-.
.
. . ,
A Squadron can do this on' any carrier or airfield from the 'sa";;e 'fleet -
but the carrier/airfield MUST have the capacity t6 accomrn'od; te th "
Tiny flyers. A,. Tiny flyer that has landed on ; carrier CAN be targe.ted .
with Ack Ack fire (but only the firing model is of an equal size class or
. larger, or at a greater Height Level) the exception being a Tiny flyer that
has landed on a carrier with the Covered Decks abi lity.
! 'i. '"
When you activate a Squadron of Tiny flyers you activate and mo\(e
them in the same way as any other Squadron. .
NOTE: You need to think ahead in regards to launching and landing 4
Tiny flyers. In particular '!'fhen landing, you need tc! po;ition a Squadron
so that it can land on the foll.owi ng turn, ,and you will neeq t9
activate before the in case it moves out of range .
BINGO FUEl/AMMO
Tiny ' flyers have a fuel you mark. with a ri umber;a -
token. When you deploy o.r launch Tiny flyers
each Tiny flyer with the 6 face !;I p. A Tiny flyer can hClJ9Pil't move '
around the m<Jking HALF ,moves or less, and DOES NOT lose
' Clny fuel. However, you.reduce the fuel dice by l :pOint in e;:tch, of the
situations listed belqw:
- Jf aiiny flyer. makes more than. '! HALF move
- If a Tiny flyer: m?kes an Ack Ack, Concussion Charge or AD attack
Ff.:a Tiny flyer suffers an Abort result fuel per -hit )
IMPORTANT YO\! reduce ' the fuel of each Tiny flyer on an ' .
individual basis, therefore there might be situations' when each Tiny
fly"er in a Squadron has a different amount Of fU,E:!lleft,
.
Example 1: Three Tiny flyers make a full move (1 fuel) and attack"-a
Land Ship, which uses Ack A'ck against them causing 1 Abor,t
after w.hich tbey resolve their attack H. fuel). two of
Tiny flye'ts are reduced from 6 to 4 fuel , and the AbQrt ed Ti!1y flyer is
reduced to 3 fuel. ' .
If Tiny, flyer is reduced to rfuel all it can do is move HALF C1r less
it CANNOT deliberately use ' up its last point of fuel (by Jiiring fo;
example). If a Tiny flyer is reduced to 0 fuel (by combat) it ditclies and is
destroyed. If a Tiny flyer landson a carrier or a,irtield it? fue.! is returned
to 6 and it can,launch in a-subsequent -. o.
If a Tiny flyer moves off table (NOTE: this MUST be the-same table edge
as you/ deployment area'), it landS on its next activation an'd its fuel .
is returned to 6. It can tlien launch 01'\ a subsequel"lt and
can lnto your area from the point .of t he) able
edge (as your deJ3loyment area) during the same t i-.lrn. Any .']:iny flyer
can r,efuel using tbis method. '. ..: " ,
" .
".' .
.. !,..
1\t.
COMBAT AIR PATROL
When a Squadrori of Tiny flyers is .Iaunched it has' the option of
attaching to its' carrier, on subse.quent activa'ti ons the Squadron can
be attached to models' subject to restrictions. You can attach a
Squadron of Tiny flyers to a Large Jr . Massive model (or a Squadron
of Large m0gels}:This ONLY applies to surface -and flying models, you
attach Tiny flyers to a diving model.
. .
The Tiny flyers MUST within 4" of the model or Squadron to be
attached, and activated at the same time as that
mode.J!Squadron. The- t iny flyers MUST remain within 4" of the model/
SquadrQn when they are activated, unless you ch.o.ose to detach them.
They stil l ignore the rules for, Col1lrT),and/Break/Braver'yi Tests however.
. . .
When a model in a Squadron is activated you can move a S'quadron
of Tiny fly'ers tfiat is attachedto it (or its.Squadron) at tHe same time,
but if you d.o so you CANNOT exceed the maximum movement of the
attached Tiny flyers during the same Turn.
::!. " IfTinv. fiyers start thei,r 'activation attached to a model ,or Squadron
you can detach them and move normally, but you' CANNOT exceed the
. rriaxi!num detached Tiny tlyers.in the sam1:! Turn. You
" tANNOT attach detach Tiny flv,ers during.! ne sameTu;n. .,
< 4 1-
You can only ever attach ONE Squadron of Tiny flyers to a Large-or
Massive modet or,a Squadron of Large models
You CAN attach a Squadron of Tiny flyers to a Large or Massive
model that also has attached Escorts
Example 2: A Squadron' of T'iny flyers is attached to a Sky Fortress.
Over the c6u(s.e of two turns -fou'r of them are destroyed'., Whi le
, . .
tbe remaining Tiny flyer is still attached, no 'other Tiny flyers carl be-
attached to the Sky Fortress, because.that single Tiny flyer counts as
the 1 Squadron limit. ' _ '
.. '
Apart from the advantage of activating at the same time as the'ir
attached model or Squadron, iJ the-Tiny flyers' remai n within 4" of that '
model/Squa.dron, they can p'rovide a Combat Air Patrol (CAP) .
If the combined Squadron is.attacked, all of them can attack -back
if they have applicable weaponry .
If the combined Squadron makes an attack, all ofthem can resolve
an attack (and use responsive Ack Ack) ;
. .... 1)<
You CANNOT use Linked Fire between the mudel/Squaarbn and
the attached Tiny .
Tiny flyers that are proviaing Combat Air Patrol CAN use weapons
with an AD 'rating aga-inst the activating Squadron (thi; is an
exception to the normal rules) .
. .
,
Example 3': A Squadron of 5 Torpedo Bombers is CAP for a"
Dreadnought. The Dreadflo\Jght is attacked by a: Battleship at . Range
1, allowing any of those To'rped6 Band 1
of t:he Battleship to use their AD againj t it."They their attacks at'-
the same time as the Battleship.
"
NOTE: When Tiny flyers are attacked, qr are attpched to a mode!
. or Squadron that is attacked, they can use with an AD rating
against the activating Squadron (so long as they are in range). They
make these ' atta<;ks simultaneously the AD of any Tiny .,
to the acti vating Squadron. This is ;n to 'the
normal rules.
xample4: A Squadron of Fighter Planes is flying CAP for a Dreadnought,
wFHch ts attacked by a Gyro, with a Squadron of Dive Bombers flying
CAP. allocates ifs Ack Ack in any way between the
' Gyro and. the Tiny flyers. Then the Fighter Planes and Dive Bombers
: their Ack Ack against each other. The Fighter Planes resolve
their 'Ack Ack attack against the Gyro, and the Qive Bombers resolve
th.eir .AD attack,against the Lastly, the Gyro resolves its
AD attacks.
The rl:Jles for attached Recon Planes are slightly different. A Recon Plane
ignores rhe to stay within 4" of the model/Squaaron that
it to. If a Recon Plane is GlttGlched to a model or Squadron,
it: eoAfers a +1 to hit modifier for that model or Squadron if it uses
indireetnre with a Primary weapon(s). Check below:
+1 to hit modifi,er ONLY applies if the Recon Plane has line of
% sight tQ the target
A have more than one Recon Plane
Glttached t9 it
Be careful of where you place your Tiny flyers in relation to,
,the moi:lelthey are GlttGlched to, because your opponent cpuld take
,adVahtilf?ie {)f It is possible to make an attack without
triggeriTIg by a Combat Air Patrol.
TIN.Y,HYER <::OMBAT
most important rule about Timyflyers is that they. Link
' with F.Utt dice, otherwise they declare their attacks normally (after
4 c6mplel:fng and enemy can choose how to
Ack Resolving a combat that involves Tiny flyers
',an,d a Squadron that they have been GlttGlched, to appears ,
use tne sequence below to resolve such combats: '
,-my 360 degree arc but they only have a range of 4"
v.Qtl;1 'AckAGk"therefore in most cases ifthey attack enemy Tiny flyers
, tnatare prbvidin'g CAJ1 support theywrll be within the 8"'Ack Ack range
in Squadron.
Bombers get a hit with Ack Ack a.gai.nst
,
the same Squac;lron can also use Ack .against attacking%Tim{ flyers,'
if they are not beinf?i'attacked themselves they can c::hoose which Tiny
flyer(s) to fire at.
When a mOdel, token or Squadron uses Ack Ack fire aga[nst "]:inyflyers,
a NATURAL' roll of 6. results:inan ;extra against' art 0fherTiny
flyer 'in t.he same Squadron that are in range. JHis is an exc:eptipn to the
previous. rule. p
Example 5: A Squadron of Cruisers each witb 3 Ack Ack fire at 3 Tiny
flyers in a Squadron of 5. They get 1,2, and 5 against the first Tiny flyer,
and 6 (wtn an roll against the second Tiny flyer, 3, 3
6 (with an extra roll of6) the third Tiny flyer. The first Tiny flyer suffers,'
an Abort result the second 'Tiny> flyer is destroyed .. The third Tiny
flyer is also destroyed, and the extra 6 destroys another Tjny flyer In.
the same Squadron of 5 Tiny flyers. .: %
A Tiny flyer/token is destroyed 00 a roll of 6; therefore \(OU ignore
the 2 hits result %
Any other type of 'hit causes hit
and stops the Tiny.flyer from completing its attack 'u
If a Tiny flyer is Aborted .this prevents it frornattacking :ahother,
model or token with A,ck, Concussion Charge's' or AD:'
A Tiny flyer more than Abort result'
H.a Recon i; Aborted this also prevents i1:from conferring its
,+1 to I:!it,modifier , .,
A :riny'flyer is' Qnly A'iJorted for;,the durati09 of the activation (not
the:tl!rn)
'" 'it % 1: t f
0: A Fignter Plane witn .. 2 Ack a Dive Bomber and:
gets 3. and' 5, causes 2 Dive' Bomber loses 3 one
.for:each hjt '(whicb count):ls an result) 1 for using ' ACKACk
' a,ttack' agciinst th!;Pighterjllahe,
't %
7: Three FigFiter Planes each with. 2,q.ckAck attaaK ti'lr.eeDive
Bombers, The fir.st Fjghter gets 1 and l ' Abprt %the'
first tlom bert The3ecOnd Fighter Old '
the. sec;ond BClmBer, The ai:;}o , :destroy[ngj:be third%
Bomber Cso,fhe Abort is wasted), but th1;l :5;giVes an extra roll of 4, tnat
0fl.e two aCe
%intbe5:ame$qaa:'droo): .. 9' , ,
4$ $ &f '*
% 9
*':: !\' t:: . '& s ,
Most Tiny flyers (partiGl:llarly Figbter Planes) have an 'Ack Aclh'aftng if
:thaf they use against QtQer fiyeh ,anq modelS within
When deaare'd
attal<;
% * " fr '* '" ""
Dive Bombers can' attack flying mQdels; but ONLY models in the FASTER TORPEDOES
Large or Massive size, and only hit on a roll of 5 or 6
Torpedo Bombers fire within Itange Band 1, when they have
completed their mDl7ement and 'their' attack they become a
direct threat , They use except that the NATION: Blazing Sun Torpedo ,Bombers
t arget its Squadron) can fire Ack Ack the Torpedo Bombers
BEFORE they make the-ir and can then use Concussion Charges MORE MACHINE GUNS
t9 calJc.ei out the h,its that the Torpedo Bo'mb-ers cause, ' ,This token increases its Ack Ack rating by +l.
Torpedo a hit with AD against ' surface models
. (naval enly) ona 3; 4, 5 or 6
SUPERIOR ENGINE
'an AD ' attack (not an Ack, Ack or Concussion Charge This token increases its Movement by +2".
attaCk),. ii Dive Bomber or Torpedo Bomber MUST return to its carrier ' , .
or table via your deployment area in to' rearm, using the . NATIO!,!: Britannia Dive Bomber:s: and FSA Bombers
same rules as refueUing. A Recon Plane can often confer jts +1 to hit
mo&lifier throughout the game, as it is unlikely to need to r.efuel unless SWARM TACTICS
Lt attacked. When a Squadron that has Swarm. Tactics uses' Fire, the
.. : COMBINED attack receives (a maximum) of +2.dice.to the Linked FirE!
Example. 8i ,A Squaqrpn .of 5 Torpedo Bombers iL attacked by a total: whether it is an AD attack, Ack Ack fire gr Co,!cussion .!;harge
Batttesh1p at: Range Band 1,= allowing' anY: of those Torpedo Bombers fire.
, within Range BCjnd 1 of the- Battleship to use their AD 9gainst it. Tney
.;; !" resolve their attacks at the same time as the Battleship. NATION: Blazing Sun Fighter Planes
'* ... .. .. " . ., - - - _ ..
. .
AEROPLANE MODEL ASSIGNED RULES
Some Tiny Fl.yers will have their own Model Assigned Rules, which are '
specificto' individual T:iny Flyers in individual.fleets. These are listed
here, _ wi t h .the Til'lY Flyers (of factions) that they .apply to
in brackets. Some 'Tiny Flyers will even have abilJties taken-frorp
the MARs Ehapter.
,. ...... :-::
.. ACROBATIC 'PILOTS
If this su'ffers orre; or,more destro'yed results, it can roil 106 per
Elestroyed r eswlt to each of th'em. The hit is (ignored)
:::;.- on a roU of 5 or,6 (witliout an extra 'roll for the 6) . A roll of 1,2, 3 or 4
!!;" has no effect. . .
..... ! .. :
t ..

">"
"" ...
. .
NATION: (SA Planes and pruss.ian Empire.Fighter Planes
BIG FUEL TANKS . .. ,
Iftil is t 6ken's1Jffe[s one=or more Abort results, it can roIJ1D6 per Abor,t
; esult each Qf,them. The hit is cancelled (ignored) on a roll of
(Without all. roll fo( ti'le 6). Aroll of 1, 2, 3 or 4 has' no effect.
NATIONS: Britannia FighteTPlanes and Blazing SunJ'ighter- Planes
..,. ... ";, - ..
VERTICAL DIVE
;.<0....'
NATION: Prussian Empire Dive Bombers
NATION: Prussian ' EIJ1P'ire Fighter Planes
You can attach 1 to 3 Escorts to each Large or Massive model BEFORE
' you start a game. The Escorts are part of that parent model's Squadron
lmtil the model is removed .from the table. Thev are activated at the
same time and MUST stay within Command Dis.tance (CD) where
possible. If the limitations of movement in an Escort being out of
CD, it MUST move back toward CD using its FULL Movement rating on
the subsequent Turns.
0 Escorts DO NOT count as a Squadron for the purpose of minimum
fleet composition
' Escorts DO count toward the maximum number of Small models
in a fleet
You DO NOT get a Game Card for the attached Escorts
You CANNOT field a.Squadron that is just Escorts
, An Escort CANNOT Link Fire with its parent model
An Escort CAN combine with its parent model for .Ack Ack against
, Rockets, flying models and Boarding Assaults, or Concussion
fire against Torpedoes, diving models and Mines
If the parent model is removes from the table the Escorts have limited.
options. They fAN NOT operate on their own, therefore they MUST
tGlwai'd the friendly Large or Massive model (by the
ro.ute where p.ossible"j from ybu.r fleet whenever they are
activated using their FULL Movement rating until are within CD of
that model (and are then attached to it).
, .
When the parent model is removed you lose your Game Card for
that Squadron as normal, even though you might have remaining
Escorts '
if there are no more eligibl.e- moaeJs, from left on the
table, the Escorts MUST move off the nearest table edge using
their FULL Mpvement 'rating
Wnen they move toward a.nother parent mp.del (in order to get
within its Command Distance) the' Escorts CANNOT make a ranged
attack (except to use Ack Ack o'r Concussion Cnarges.)
They CANNOT initiate a Boar'dlng Assault, but they get their
remaining AP ifthey are' boarded . '
When the are attached to a n'ew parent model tney CAN
perform the actions that were excluded since their previous,
parent model was destroY,ed .
More than 3 Escorts CAN be attached to Hie sl'lme parent model if
their previous parent model/s have been Glestrdyed .
Your opponent DOES NOT get Yillt ory Points 'destroying (or,
capturing) your Escorts. '- "
NOTE: Although these rules apply to spetific Naval model,s, there will '
be Land m6dels (ana other Naval models) in the future which use the '
Esc'ort rules. It wiil state on the FIG of such a model it:this is the
,GAME CARDS
earlier, Game Caras are handed out 1 per
Tiny tpkens or Escorts) up to a maximum of 5 cards per Fleet
given time .. At the end a' Turn a player may draw a card or
cards to replace . .the ones that have been used in that Turn. Sometimes
a player will not h,a.ve used any cards during the turn, if] which case
they wil l have none to r'eplace.
& As you lose Sqaadrons you remove cards, at a rate :of 1 card per
lost, but only if you have less than 5 Squadrons left
' (;)Q, NOT draw .cards for any Tiny t<?kens (Ifke AeroplaQes) or
EscciWmodels
A.pla:yer can discard cards during the End :then draw
new cards:AHER discarding
A ONLY that they started the Turn with
[f You, ha;e more car,d5 ti'lan your &allo;ws (typically 5
carl!is)ymJ MUST""discard the exc;ess cards, and can cho05e which
to disdrd . ,
When it to using your Game Cards players have 'the choice of
a deCk' each OR sharing a Eith nJethod works ar:d
there is bo rigbt or wrong way of doing this. If you share a deck you wlll
work your way deck more rapidly because two players are
using 52 cards. The inverse* being trL\e for a deck each.
1r:l, larger multipJayer game;; we Tewmmend that you use mor,e than
one getk; p'erh'lRS qne deck per side, the will be
" ,!ery.quickly and iNith players hglding 5 cards e ach for roost of
the game will" !'l ot be"that' man'{ left to draw.
$,.:' w * '" '*
AND TOKENS ,
use'd :to:""mark seve:ral factors during the game, whether
' th
4
eY ("aging Fjre) or (Dere lict). At this point
that every the tokens that apply to: it; as sometimes
:Wey ge(feft benind when. model is moved, and remqve any that
, in
4' "4U 4*' ''''
w # ,,*' p . ..
is lNotfh UP. some of the .AP and HP damage tgkens
r;eplacingthe n; :-wit h a token tbat is;equal to. the Also make
"4. ,
'sure t h(jt the right. :are located next to right models.
it 9 %
MK 11 Medium Tank is
. *'
tl:lis natil1J:Il's mechanised land forces .. Its
'4"* ",,,'" S "'%M ,' 5,\1&:-' 4 0;0 f *'.4
A .uh'iverS'al, ch::tS'siS dE;sign has been used to create
, 10 " '1 ' '+ *,./% . . ' ,
s vt;si Gffi s:efihis"t ank, rncCLlding Recovery Vehicle, Scout Tank,
Tank. Tne was also
Bombard.
'4' Gi ' . 2:4& ' v;+,' 4
t?U0
d' ,
k &
You could also create your own Battle Group Roster sheet, whkh
can write on for your models, as some playerst3refertb ha,ve "
tokens on a gaming table. How you record th'e game 'is
you, but the End Phase is a good time to take a short break and,
stock of the game.
VICTORY CONDITIONS
Some scenarios define victory conditions, such as youJ llust dest roy ..
half of your opponent's fleet (in terms of points youoee::a ;,
to get half of your fleet off a el!ige t-o sec:ure a vict ory,
The End Phase is a good time to total uPNour points so far to
well you are doing and to. m'ar k dOlll(n Turn it is, which
oearing:on when the aame
HOW TO WIN GAMES
As with any rules there"are several ways that you can win a game. They
iriclude achieving objectives defined by a scenario or by winning more
Victory Points (VP) than your opponent(s) . If there is a time limit or a
turn limit on the game it wil l create some unpredictability as to who
wins the most VP the quickest. In other words, whoever has'the most
points when a time limit (such as 2 hours) or a turn limit (such' as 10
turns) exp[res, wins the game.
Thi s section will define the w;y you win or lose a game determined by
the VP'yo'u gain, usually, for destroying and capturing enemy model s.
On each of the Fleet Information Guides (FIG), there is a point cost for
each model which is us.ed to determine the VP using the list below:
You score the FULL pOint cost of enemy models that are destroyed
during the game
You score the FI}LL point cost of enemy models that mC!ve off of
the t ,!ble (as they do not return and are considered lost) . This
counts whether a model'is moved off-table on purpose (excludihg
Tiny that do so to refuel) 'OR accidentally due to bad
seamanship or a Sturginium Flare
'{ou score HALF the point cost of enemy models that have been
reduced t 6 .half or .Iess of their starting Hull Points (if any such
models are clestroyed or. captured you score the VP given for
.
You score DOUI;3LE the point cost of enemy models that you have
(and still control) that remain on the table at the
, emd ofthe game
If you finish a game and a model. has a Critical Hit -on it you DO
NOT make Repair Rolls (this can be useful when playing Campaign

Yol'] DO NOT Eet VP Tiny flyers or Escorts
DO NOT get" VP for enemy models that are' by
terrain : -, ."
---@nee nave caltCl lated,how many VPs each player you compare
the totals.to determine the degree of victory that one ?r more players
- have achiexed over anqtfler.
If scoj e 50% riJ?re than your opponent's VPs you get a
Crushing-rriumph,
If you score 30% more than .'your opponent's VPs you get a
Resounding ViEt9ry
If you score 10%' more than your opponent's VPs you , get a
- u Success . "
..,If you score equal points or any.tlling less thar:l 10% you get a Draw
ltt:t. " ,
For examp'le, Evan and playing a 6 Turn game with the former
choosing an Empir.e of the ;Blazing Sun Ba1;tle Group and the latter a
' Ki '!gdom of fiei ded a standarc;l boxed Naval Battle
. .. ?
Group which consists .of l x Battleship, 3 x Cruisers, FriKates, 1 x
Bombers and, 10 x Tiny flyer tokens. '.
At the end oftheir garT)e the follQwing models have been lost/captured:
Evan - Empire of t he. Blazing Sun - Lost/Captured
Battleship Sunk 180
1 x Cruiser 60
S x Fri gates Sunk
1 x Crui ser at 1/2 HP
For a tota I loss of:
Alex - Kingdom o(Qritannia - Lost/Captured
Battleship at 1/2 HP
3 x Cruisers Sunk
7 x Frigates Sunk
For a total loss of:
125
30
395 ,Points
90
180"
175
, 445 Ppints
has a total score that exceeds- Evan's by more than 10%,
therefore Evan 'has gained a Marginal Success. If Evan had sunk around
540 points of Alex's Battle Group he woulCl have gained a Resounding
Vi ctory and s,o on.
OUT OF THE BOX EXPERIENCE ,
TAe sets of model s-refeased' ;or this game focus. on .Naval
Battle Othe(s, .such Groul'l(;l Vehicles, will follow. In'9ide each
box is, th,e beginnings of a force: the building: blt?Ck that car:l .grow to
incltlde,more' aerial 'mo-dels"and also grounc( vehicl es. All
m0gel s haVe :tPoints Value ,and it is which is used by players
to balance a force. .
'The' Naval Battle are valued as follows: -'-
, : \.
The total cost of a King!'lonr of Britannia Battle Group is 705 points,
including 180 points fDi' 1 Battleshjp, 180 points 3 Cruisers:
225 f<;>r } h"e 9 Frfgate? and 120 Roints 2 Bh mb"ers. "
.. J '4' }-
The total-cost of a Prussian. Empire BattJe,Prpupjs 700-points, i,nt lud'ir;) g
170(points for the 1 Battleshi p, '195 'points for the 3tFLlisers, points
for the 9 Frigates and'110 paints for the 2 Bombers.
. . ..
The total cost of a Federated States of America Battle Group is 685
points, 170:l3einfs for the 1 Battleship,180 points f or the 3 <
CrUi sers, 2Z5 point; for't Ae 9 Frigates 110 forj he 2 Bombers .
...... ! .., A- -
,. "'''''-t ..
.Jhe total COS! of a Empi[Et oUhe Blazing is 7Q5 pOints,
incLuding Battleship; 180 points tor the 3 Cruisers"
225 p'oil'lts foftllfi!:.9' Friga! es-arid.120 points-- for ,

...... '
-.
-
. ,
..
One of the-gre(jt advances it] technology,has been the discovery and
' util isatio'n of Eleme'1t 270 ir-itlie developmenf of machinery, weapon'ry
:C! nd energy manipulation-. It has-led to the' creation of huge Generators
,that are fi tted ,to Factories, Battleships ana Land Ships and even some
aerial models.
, The Fleet Information Gui<;le (FIG) ' of a model will specify whether a
model has the option of fitting an ' Up'grade and/or (ej)lacing a turret
with an Upgrade. T-h)slist covers the upgrades of mC? dEl ls within the
_ FIGs of each presented in thi s book, afld .includes upgrades of .
: models that will be released in the future. Please note the following:
.. :. --.. .. -.
" The effects of a,Generat or are NOT.reduced by damage to the Hull
Poi nts of a model -
"The .activation of a Generator DOES NOT Ack . Ack. or
Concussion Cha'rge (in the siJi.(ation ' where::a=tlying/diving
- mosel makes an attack with a Generator) .
,., '. ' The' normal of JiriRg always apply; t herefore a model.
CANNOT' fi re cl Gen"erator against a model that it is about to
'A Generat or CANNOT.use Linked Fire or Split Fire, some
resolve a in a similar way
. ,
Ultrasonic Pulverising Generator (UPG)
-The creation of Or Otto Ze7insky, one of Markov's prote!fjes, the UPG.is
a thing o[ sick and almost comedic ingenuity. It utilises Element '270
to propel a compound cQntaininljJ various chemicals at a target, which
then p'rocee9s to re.get vigorously with the surface, draining pway
certain substances ... This Ieads to tbe target losing much of its rigidity,
A model CAN fire a UPG/Calcification, Generator AND make
Gunnery Attack ini:he same turn
,.
A model recovers from the effects of a I1PG Gen.erator in the same way
as removing any Critical itlit, by making !l successful Repai r Rol i the
end of a subsequent activation. But recover AP.
Camouflage Generator "' .;.
Ships with this generator are c;mmonly to as Chqmeleons,
on. account of their ability to blend into the lanilscap-e. Originating '
from Wells Chasm, the camouflage generqfJr does:n()t turn its target
invisible like mqny people believe. Insteqd, it disrupts-the, outITne of
the vehicle ana those around it, making- them appear like ghosts to
thQse some distance away. In the confusion often
dismissed as stress-induced daydreams; allowing-tne vehicle witn the
generator and its escorts to close with the enemy.-


"'.""
The first versions of the ccirnouiage genemtor were deployed il'l
by Covenant forces "against the Fedefdted States of Whilst " ;:n
the ship cdrrying the device was lost in a i::::
after a prolongea MmblJrdment, W.ar Master Schneider deem"ed it an - ,-
accepta.ble loss, the device having performed admirqbly.
This can-create a distortion efl ight perspective.when it
is actj\(ated. It' ailows you to place a 4" di"ameter template so that its
centre' is with'in 8" and line of sight of the model using this Generator,
at the end of its ;..
'"
its surface becoming to tjJe-touch. If used on a hUman, the The model caR do this BEFORE or AFTER tiring
,/ "' .. J "
target vibrates violentl il)side its own skin, and the loss of structural -
" "S upport leads to- the internal collaps'e of a Dody, The human target . '
literally ends 100Mnfj like. ""a.joke;rubberch/cken.
You CANNO'r place any part of the template on another model
Models fi re into, thf ough or out of this l emplate
The removed Quring-the End Phase -0
Whilst the" output of,th; still e;ratic, the terrar value of this
weapon_ has proven invaluable subjugating- settlements " with little
military support. The generator is also highly complicated to build and
mai; tain, levels of power.- . ,
.. '" ...
A reil of 4 J9 -the Shredded Defences Critical Hit effect
A/ oil of,S results.in Chaos and Disarray Critical lj it effect
A' rollof 6 in the-loss of 106 J,XP - .
In all three the attack DOES NOT cause Hull
Disruption Generator . , -
Since the giftiog of-generators to all nations as part 'of Sturge0!l's fiJlan
for humanity, thf? /rrachine has risen to eminence as' 21 tool of creation
and destructipn . . With their increasing use on ilfI.tt'efield, Sturgeon
tasked Markov with creating a countermeasure. The disruption
gef/erators are t{Jf:}ruj(oj his labours, emi.t electro ....
mogne,tic 'signals-which interfere ,with the re6lctiol'lS of the opposing
generators, denyll'lg the enemy their use.
Since Markov's defection, he has de.v.eloped f! lI.en bettec ge';erators
capable of disruptinljJ' enemy activity, increasing not only.their ran!fje,
but alsopoweroutpue The latest versions can oot. only disrupt enemy
gener?tor:, but 'a/: o disal]Je them. permanently. "
-,_ ..
: .
Thi s Generator has the power to. shut down Generators; it is
activat ed AFTER moving and BEFORE Boarding Assault:
can 8" of the the firing rl')odel
4
flI: your own models but excluding the model that activated the
, Generator).
you rolllD6 against every model within g"
: A roll of 4, or 6'shuts down one Generator on a model; the player
tile model can choose which Generator is offline (a
roll or6 also causes the loss of 1 without an extra dice roll)
model CAN fire a Disruption Generatpr AND make a Gunnery
AttClj}k :in the same turn
A model retovers from the effects of a Disruption Generator in the
wax as removing any Critical Hit, by making a successful Repair
Rpll at the end of a subsequent activation.
Field Generator
many generators currently in use, each type with its own
unique oRerating frequency. A field generator is capable of mimicking
such frequencies, making it and all nearby generatars appear either
' weaker:or stronger than they actually are. This tool of deception was
developed in Prussia, by an engineer named Schmidt, a member of
The prototype was used with a camouflage generator
,'io to sneak into London via the Thames. After the
of the ofgeration, thi'field generator was f[1Gss-pr:oduced by
Prussian fo/:ces, and gifterj to the Empire of the Blazing Sun as part of
the fhe two nation$: '
"
alrows you to roll dice to cancel ' hits and ignore
ca'use:d 5y. anpth.er Generator (but has no effect on Gunn.ery'
Rpckets,: "forpedoes, Ack Ack, Concussion Bombs,
Mines, Shi'elds: tLnyflyers or Boarding Assaults).
Assault. A Generator CANNOT accumulate tban 10 FD, but it CAN'
hold 10 FD until the at which the model fires the Generator.
Whenthe Fury is fired you split the to ANY models at
the same height level within' gl1, including models in your own
fleet (you spare EO is allo,cated:
YO'u measure the g!' from the c.entre Gf th'e firing .mOdel to any
of a target model
Otl:1er models DQ NOT block the. ;iffects of the Fury,. but models
on the of ter!"ain that is 2" high or more are unaffectec!l
The FD are not damage tothe Hull Points of the model
using the Fury Geoerator
You put 1 Raging Fire token on a model for each 4 or 5. that is
rolled against it, or 2 tokens for each 6 that Cs rolled against it (and'
roll again)
The Fury Generator does no damage a'lcf [)0E'S NOT rolJon the
CritiGal Hit Table, it just
Kinetic Generator
The kinetic generator is one of the few geoerators tcJh(Jvf! been modifiep-
to fit on all kinds of from the largest land-ship'S 'to the
aircr:aft., Developed 9Y an Americ.an raCing team, the Klnelfc glinerator
is capable' of increasing (file horse power of a vehicle to the-extreme. It
was by the FSA military, and converted to a militant use.
The first engine of war to utilise a genf7.rfiltor the FSA
Lee, a third-generation naval battlesnip, deployed in the Gulf ot. Alaska
to guard against possible,Russian Coalitiqn e.xpanOjion. '
. At fir.st the , device fUlrctloned erratically, not having been designed,:
to operate in the t.rigia weather' of Alaska. Russian spies fnanqg;d t o:
sfNuggle tfie generatai; designed for p race car, tile
for each Field Generator , c6untry'.in' ti:Je sClmmet oj 1865
J
a.nd in pn act of treachery,
A rori o{ 4; S: or 6 c;.qnfels the or effect of a' Generator against J the, information4 fhe :wf(rld, fG;the,';' thdn exclUSively to the
tHis NOT cancel any damage or effects caused by. orlgi(lplly ffiis 7s'still unknowFl.
Gen'erator ,. 0 ' ,
,I,t does"not many hits a Generator causes, the whole' This Gen'eriltorgives themodel a b00st il'l movement? When the model
y6u :Gcfn ctlOose to roir t!i)li. iHO gain +J.D6"of. mQ,(emen.t ;
:aridMI:I5T make at least a HALF: meve in any aeCivatien that you' l;I se:'
the Ge'l)eratbr: Boil BEFQREmoving rrfod el: CAN N ClT use
.Il'lore.ttlan o'ne Kil)etic dUring s:ame activation; 4
Pulse GeiilercHor '
P(1ft of thr: repson w.hy f;ftWn.Dib pide}J, the ,A"roetLc.a.n.F; "er;ation
' the Civil War vias c!I:Je.f:9: U'fi pro:rnisr: at 11 ' 41. U h
Britanniaii stienfist Dj! r:i:Je{J'alhe djHaF('tEvGmiJ had beenexpi?rimeiitiRg'
witr t he . .gi n:; ;afe 8'enerh ar the tlrn.e, J:Uid
research was beBJr.ninljJ.to pr;ornise: With the (:reotion {J/t/JeFsA:' :iiiii
J md
' finally bvrn-e.jr'.Uit., The' pulse. js a maonine capabre .ot. usihfj ::e
' cold fusion to:generate m::rssives d1i:hQugh it, reqoites
to b:tii[Ct w
fully cirQrgl'1g:tci..
m uchsma7ler exj:Jlosion:, ,. ,
4.",;; w ?
"C'O'
2 PD each time that ft is activated, and can fire the Pulse
Generator with its accumulated PD (Which reduces its' PD to 0) AFTER
, moving, INSTEAD of firing and BEFORE a Boarding Assault ,
A GeneJator CANNOT accumulate more t han 10 PD, but it CAN hold 10
PD until the point at wni eh the mogel fires the Generator.
, .
When the, Pulse is firea the accumulated PD are in a single
attack that affects EVERY, model. within 8" (including models at
different height le'!E?ls) ,
You measur. e 8" from the centre of the firing model to any
part of a mci<;Jel '
Other models .DO NOT bJock the effects of th,e but models
oh tne other sideofterrain that is 2" high or more are unaffected
-The PD are not requce,dj )y dama'ge to the Hull Points ofthe model
using the Pulse Generator ,
The Pul se gets hits,on a 4, 5 (1 hit) or 6 (2 hits),- iivithan extra roll
for each 6 rolled " . .
Shield Generator
be able to disorient those nearby. War Master
saw the potentJal for military use in the device; a chance, to"fight an
enemy in a non-fata! wa.y, and commissioned the creation of several
Land Ships armed with the generator, as well as permitting the release
of the designs to the wider scientific community.
This Generat or has the powe'r to di sorient the crews of other models; it
is activated AFTER moving and BEFORE performing a Boardi ng Assault ,
It can affecr every model within 8" of the centre of the firing model
(including your own but model that activat es t hE!:
Generatorl;
.
t
You roll1D6.agafnst every model within submerged '"
models) ' " .,.
A roll of 5 or 6 results in an affected model Losing 2 AD (on every
w.eapon), 2 Ack Ack, 2 Concussion Charges and. 2 MD:uAtil the
end of its activation .:. :
A f!lpdel CAN fiTe a Sonic Gene'rator'AND a ,Gunnery Attack
in the same turn
Probably the 1TJ0st 'f{deLy genera J ar in th? shield . "_' ".! , - ,
::.: generatdr I's :responsible for -saviAg mo(.e-lives on (he .battlefield. than If a 'model ' fired its Generator before ,a.ny; other attaGks, a .r:a
the deve10ptnents in medicine. Affectionately as tHe s.ucc,essful hit would reduce the Ack Ack and' COl:lcussion Charges of, _'::: ..
.. t "I '% . ' , '" "'" W\ " .......
::bubble dome" bY'land-shipcieiNs, the shield created by the generator. the targeUt c9uld then fire Rockets gr i?ni:l have a greater .:::-::::
is an unstable ... and amGu:phOU5 dome that surrounds tne vehicie -fhat- chance of 5uccess
/
-becatlse attacks are resolved j n sequence. : ..
. house; the g; nerator. It 1unct(ons by slo";ing do7tvn aU incoming < , -. ., " v ' __ JP!:
projectiles, as robbing them of their velocit}/ also robs them of much of Tesla Generator ",. :;:,::..
their penetrativ; power, meaning that the armour deflects the Even before StlJrgeon embarked on,his journey to disc.over tfie
slowed 'shell without any lasting aamage. The' first shield generators V(JUlt, Tesla ene"ifJi wa,s being used if} numerous wgys, fl10Stly benign.
are believed: to have originated in. Wells Chasm, and forfnea t he basis Created by the Nikola Tesla in 1833, of energy
piall future generator research. ' was seon disi;overed to have the ability to 'interfere with the power
of nearby buildings and factories. This discovpy was applied to' the
Thi s Generator all15iivs you: 1:0 roWiD6 to cancel hits caused."by a battlefield in 1856 by,the East India Compariy: seeking a wayi'o st@f,J ..
Gurmery Attack:, "Cis well Torpedoes, AA, CC and T.iny flyers' pirpte transports ".jithout destroying them and tHeir cqrgo, '
(bwt Dot Boarding Assaults; Mines or the effect; of other Thj s generator has since been sold to all nations that co'u7d afford
1 ;J .. :
You roll 2D6 for ea.ch Shield Generator '
A Fe ll of 40J S.cancels1. hit, a roll of 6 cancels 2 hits and you roll
again f or 6. f oil e.d " although a roll of 4' has no effect against
Torpedoes or Mines' .
In effect , a Shi.eld,GEmerato[ reduces the number of hits that a model
suffers, H a Battleship' with eR 9 12 hits and the' Shield Generator
cancel s 4 hits: the att,rck is: reduced, to a total of ,S hits.'This is lower
t han 'the CR,ofthe so it,would avoid a Crifid31 Hit,
'" ' ,.
Sonic Generator
the East India Company's asking price, and is 'now a relative c;;ommon
sight on the battlefield, being used to derail enemy critical systems.
This Generator has the power to short circuit the viral- systems of
other models; it is.activated AFTER moving and BEFORE performing a
Assa'ult. It has a 360 Degree Arc' measared from the centre
, of the model , and caJ1 ONE model within,8'; of the centre of
firing model. -
You rolllDEj against one model withi\l,8" .. .
, . - Julianna, MistF8sS of Politics at 'Wells Chasm, has long been a
devotee of the,arts, particu ladY of music. She onc'e appmached Markov,
'the Chiejof her a machine to emulate the sounds
A roll Of results ina roll on me Hit T!li 1Ie, 'although
the target DOES NOT lose any' Hull Points as a result of the Critical
,Hit effect .
If a Magazine, Explosion or Siturginium Flare 'Is. ro 11 ed on the Critical
Hihable, roil again until you get a diffe'rent resuJt
ota tull philharmonic orchestm in her study. Intrigued by the request,
Markov obliged, and begun developing a machine to make it possible.
. ,Whilst Julian,nq's origina(r.equest was never fulfilled, the research and
dev'elopment,ofthe project 'led to the creation of the ,sonic generator.
Whilst the music}reot.er{bY t he wmachine is awful,. it is also so loud as to
.,r-
A modei CAN fire a Tesla Generator AND then make a Gunner,y
Attack in the same t urn
A model f rom the effec'ts of a Tesla Generator in,tire same way
- ...
as removing any Critical Hit, by making a sU'ccessf ul Repair Roll at t he
end of a subsE?quept But CANNOT AR .
K
. This chapter covers what we call Model Assignep Rules; and are also
.referred to as abilities throughout the rules. They are simple to use
to a !}lodel that give flavour when in battle. Some
models have one, some have several and others have none.
rile Fleet Information Guide (FIG) of a model will specify if a model has
ar;! ability and will also specify when an ability is only applic'lble to a
particular weapon system. This list covers the abilities of models within
the FIGs of each fleet presented in this book, and includes abilities of
models that will be released in the future.
AIR HUNTER (weapon)
All attacks from this weapon against a flying model receive a +1 to its
Attack Dice rolls. A 4 becomes a S and so on.
. .
ALtiTUDE SKIMMING.
Ihhis model is obscured and has an All Stop token, it is ONLY affected
- by Ack Ack(htt on ,a roll of 6 instead of 4, S or 6) or Boarding Assaults.
XMPf llBIOOS CAPABILITY
This model can move on water and land. But the model 's movement is
/ .
halved 01'1 water from the number stated Or;! the FIG. If a model moves
Bands specifi.ed on its Attack Table, and gets a hit on a S or 6 (a'rid ON.LY
against Class models) fire. ' _
. ... . t'
COMBUSTIBLE CARGO
.. .
If this model is destroyed any models (includirig your Qli'm) that are
within a.4" radius of the centre"of the model (and at the same height
level) are attacked with a number of 06 equal to DOUBLE the starting
Hull Points of the d'estroyed model. A destroyed ;;'ocfer with 8 Hull
Points would therefore make an attack of 1606. This CANNOr..
be prevented. This explosion has no effect on models that ' are at
different height levels from the destroyed model or on the other side
6f solid terrain that blocks jit1e of sight. . .
CONVOY DUTY
. .
This mod.el can have up to one Squadron. of Tiny flyers attached to it, .
even if it is not in the Large or Massive size
-

COORDINATED ASSAUlT
If two or more models from thE; same Sqlladron are' boarding, the same
'target model, they each receive a +1 MQ for each model in addipon to
the first (but ONLY if any MD survive the Ack Ack) .
on water AND lan'd during the same activation, use the lower of the ' CORROSIVE (weapon)'
t wo ratings t.o determine its movement (if it has 8" move on land and If the of hits from this weapon equqls or exceeds the Damage
4" on.water it can only move 4" if it moves bel:l.yeen both) . Rating of a target yoC! one Corrosive token on the target; 'if the
... ". .. ... rumber of hits equals or exceeds the Critical a targef you
,L\QUATIC: MARINES ' ,/, place two Corro; ive tokens;h t He target (INSTEAD of one) : Rolr 1:06 at
This model can initiate a Boarding Assault against a submerged model the end af each subsequent activation of the model. If you get a' l, 2 or
.. (0"4t not \ n bbscwed model); likewiSE; if this model is submerged it can - 3 remove the Corrosive t oken, if you get a 4, S or 6 the model loses 1
ini1'iate a BoardiAg against a surface model (and skips the Ack ,: additional Hull Point (you DO,NOT roll dice on a 6). After rolling, ..
Ack,phase of the surface model). In both cases the model scores a hit forthe effects of the Corrosive tokenfs), a model Robots-and
- 4, S ' ' _ Creatures) CAN make a Repair Roll to each Corrosi,{e token.
.. ' .... . "t
.. .. T
.. '*
-. ARIYIOURED BELLY 'COVERED bECKS
....
....
A Tiny flyer that has landed on this model CANNOT 'be targeted witn
fi re. ' : '
'lrmour on its underside, This model receives +1
to Cl incal Rating against all attacks from non:flying models,
-. "- . -: ... ;: ; *:.::::
DAS/iI .AN-O ELAN
This model has heavy armour on its topside. This model receives +1 to When this model initiates a BOilraing it r eceives +<1 ; dditional
its Criticai Rating against all attacks from non-diving models. - Melee Dice round Boarding AssaLj lt,;1.;bis model DOES
.. . ..
; receive the bontls if it' was boarded by ,another mosel.
" . m ,," ' If . ",
ASSAULT WEA'PON (weapon)
Creature or Robot can initiate a Boarding Assault at a range DECK,CREWS '
;, 0f ,up to 1", the targt til f the attack CANNOT respond (artd rolls no Onee per game this model can recover 1 lost Gr d.estroyed Tiny flyer
"} ' Melee P ice). Tn.e 'OnJy exceptior.1 is if,the target of the attack ' has an (from any Squadron in its fleet) aM p"lace the model/t6ker.1 on this
Assaul as weil, in whrch case it can take part in the Boarding '" ,mo"del, so 10,ng as it has the capacit y to do so. If there is n; space, alii
r his. model CAN fire its weapons while doing so, but the n}QQf,'1 tlie recovered Tiny flyer is desy oyed.
gd if I is' involved. in-a BoardiAg Assault while in base-contact. .! .
.. .... ,..
. .. .
"
if the roll had equalled fri!;ical of the model). FEROCIOUS
' Vou resolve damage for this we'apon normaljy.
ORDNANCE (weapon) .
If this weapon gets any 6:5 on the FIRST roll of the dice, you get to roll 2
extra cjice for eadJ' 6 that isr611ed (iiiSl"ead of 1D6). If this weapon gets fliGHT CAPABILITY
"any 6;'5 on s:u6sequent rolls, they ONLY get an extra 106. This model can move in the airand'on land.
'DIE HARD CREW'
This model rolls}n' additional die on All Bravery Tests.
DOUBLE DECKER
This model Cqrl .EITHER launch two Squadrons, gr land two Squadrons,
... SquaGlron AND one Squadron.

All attacKS from this weapon against a diving (or submergectfmodel
(land) a +1 to its Attack Dice rolls. A 4 becomes'a 5 and so on.
,
' If this modef is the target 'of cl Bocl'(ding' Assaulm +3 Ack: Ack'
enemY:'boardeJs the Fl.RST turn. of
GOmoat.
of tbistDpdel receives a +1 bOAUS:tO hit on their
Dice in every round of a Boarding ASsault. This abilify is,
called Ferocious where it applies tp,Creat:ures at;1d Robots.
ELUSIVE TARGET
- If:q 'Sruall crass model use.s a G\,!nnery Attack, Rockets:, Torpedoes or
tof:j;e at thls model, the!) it c;an only hit it on a 5 0r 6.
can deploy tilTs l;.rloliel at.the'start of the game ANYWHERE on the
., place' it within the deployment area of any
'(\jther this-means that you can deplox models land and sea,
' which assumes are deployed on sea are on foundations
cari be' deployed land'on the assumption that
, :th;ey r;epresent a bunker). Vqu deplpy the model during thenopmal:pre"
garnesequenc;e of aeplo,ying- SQI.ii:llSlrons, "
..
.. '
_ ffi , '" m .@HI""*

' l'his' mpdel RoII' on a 1,2, 3,orp.
R0@kets, Torpedoes or
bef:ltt.on,a 6.
FORWARD OBSERVER

This model can have a maxim,um of Recon' ti'ny flyer attached to its
Squadron, even if it is not in' the Large' or Massive size class .
FUEL RESERVES
I{ this model suffers a Critical Hit roll , lDp; if you get a 5 or G place l '
additional Raging Fire token on .the DD NOT roll an
l::Iise 'on, a 6):
GAS ALERT
l
GROUN&H:lAMps
, , 1 '
This modeL can use the All Stop iRd1cate-that
clamps to the grol-ln:d.>vlt6en itdoes' so, U;; ,;r;locfel
be moveo. If it sl:J#ers an Engine 6itlca:1 f'iit, rotl: agail'l
p ( . ' "'*' '@ '.;# .. + $ uS . %4, . ,, 4 ' .\"
you get.a 'different Gritical Hit. If 'it S'uffer:5'a' StgrginLum fiart! iYDU,S'
!, .. instead destrG!ye.d: It alsp a; .... J; tQlits
Attack Dice rolls elamps. It removes the All Stop
,. '" y .. . fr, . W .. !
t-dkeR using the normahules,. theseadvantage,s.
HARD IMPACT: tweaponj: +
Ita J or, L11ore Hull f10ihts from a IfI attack by this weapon,St
is knocked jdirectly away'from th"e of ,the at!tJck (p,l1:t:.c;)t..tI;.'{ it:
iftne target Il'ilodel is In a small.er size class). are onesfie
class, sm;.II-er are knocked hack'l", tDpdets that are two
classes smaller cause cbllisionsto
If the,mode/;(::ANNO'J: move '(F CANNOT mov,e:tj;Je fr:rIl ,amo,uot);: i1:;stiH
damage if'it a:r;!ew centac1:.
+ . %. r 0/ _, 'Jp
!:lUll RIPPER 0 +
If this rnodelperfGrmsargm and equals or
of: t/;le :ta:rg-et, the target ' ,f)03
model with' its end touching
l{01:J had it j'):astr;aiffit+DClf4
touching any other mGlel or solid i:s,nbt
fhe yp:u may N.Onlse Hull
'" '9', . . + ' . *' "'$ ..
,!<"4
,--
from the Hull Ripper rule CAN allow this. model to exceed the normal
movement rate.
'HULKING
This model counts as being ONE size class larger for the purpose of
determining line of sight.
ICON
If a model in your fleet is within 8" of this model , measuring from any
par-t at' ci'ne model 'in the Squadron to any part of this model, roll an
additional 106 when resolving Break and Bravery Tests. If this model
is lost, every Squadron (and split off models) in its Fleet MUST make a
Break Test, even if this model was either obscured or submerged. This
ability DOES NOT stack with the extra 106 on Bravery Tests provided
by a Fleet Commodore in the same fleet, or another model that has
the Ico,n ability.
IMMOVABLE
This. model CANNOT move or be moved. If it suffers an Engine or
Rudder Critical Hit, roll again until you get a different Critical Hit. If it
suffers a Sturginium Flare it DOES NOT teleport, insteCld the model is
- This model also ignores the effects of Energy Portals.
IMPERVIOUS "
7 If-a model initiates a Boarding Assault against a target that has the
Impervious ability, it redu'ces its Melee Dice by HALF during every
round of the Boarding,Assault.
. ,
INCENDIARY ROUNDS (weapon)
If the number of hitS from this weapon equals or exceeds the Damage
t .
Rating: 9f . a'target you place one Raging Fire token on the target. If
more than one model with Incendiary Rounds uses Linked Fire, the
target ONLY gaiIlS a maximum of 1 Raging Fire token.
INDESTRUCTIBLE
If this modei i; destroyed you DO NOT remove it from the table, but you
stjll) core Victory,points for destroying it. A model CAN still perform a
Boi:lrding'Assault 'aga,inst this model (if it is destroyed) and capture it.
, Critic.al that Assault Points still apply to this model if it
>' is'destro yed (aRd it contains boarding parties) .
:-;. ..
INVENTIVE SCIEN'TISTS
If this mode'l usesa Generator, it can reroll of the' diCi:e that it rolls
t ; the effe'cts of the Gienerator, but it MUST take th.e second
result instead.

This.. is immune to attacks by Torpedoes and Rockets (and any
MAR abiljties that they might have).
, .'
' IRqN RAIY',. ....
;'When tniS"model performs a ram' (and only models with a Ram Rating
of l ' more can do so}, it. reduces the number at 06 rolled against
itsel f; by I'IALF. If it wOl;!lp normally suffer. an attack ?f 406 (from a.
Cruiser' with 4 Hull' Saints), it- only suffers an, att?ck of 206. This rule
DOES-cf:JmiY: t o a )11 od ElI\h"aY' ra m.,.terra ih.
. tL .. ,
JETTISON DAMAGE
This model can recover. 1 lost Hull Point once per game when it is
but it gains the Vulnerable ability.
LETHAL STRIKE (weapon)' .
If the number of hits from this weapon equalsor exceeds the-Damage
Rating of a target; the target loses +l additional Assault 'Point. If more
than one model with Lethal Strike uses Linked Fire, the. target ONLY
loses a maximum of l 'Assault Point: . '.
LIMITED RESOURCES
This model only gets hits with its Melee Dice rolls on' a 5 or 6 when' it .
performs a Boarding Assault; it ,?till gets hits on a 4, S or 6 wlren it is
boarded.
LONG LEGS
This model can move over models, terrain (includirigr.ivers) and tokens
that are one or more size classes smaller (and DOES NOT activate
Mines while doing so) . It still CANNOT end its movement on top of
another model ' or token however. -..... " <.
MAGNHIC MINES'
If this model has laid any Mines, Vou can m'ove them up tQ 2" on every
subsequent turn when you activate this model. If you move a Mine
. within the 2" activation range of another model .l at any point of its
m6ve) you re'solve the attack of that' Mine. Resolv,e ti1e movement and
of eadl 'Mine one at a time.
MANOEUVRABLE
If this model has an All Stop token; it- can rotate up to 90 degrees dur ing
its next activatiol) removing the All Stop token. Rotate t he
from its point:
.'
You can deploy S Mine (with an.MN'ratil1gof S) anywhere withit;l
.12" of d,e centre line of the board AFTER h.ave deployed their
Squadrons..f.or each model 'Iow Bef! Jnat has the Minefields
.. ......}. ... - '"' ...
"
PACK HUNTERS (weapon)
When a Squadron of moders that has Pack Hunte'rs uses Linked Fire,
the combined attack receives otl 'AD to the Linked Fire total each
model in addition to the first.
.
.....
.." ........ . ,... .:
it" ..
'" ..... I
PANIC DIVE t' ::::"'
After AD attack or rjl m ! his: model a Panic "::!'"
If 'You get a' S or"6 this rrledel manages to slip beneath the waves . :'
IMMEDIATelY its' attack. You now use tbe
rules for resolving ?gainst'this .
"""'4'\4 +, __ 4
,t,, ;., it' .... -;
The Tiny flyers 0n 'this l1ilodel can maKe up toa full may!' without 10siAg 4
l ! tJel , b,:,t ONLY they - ..
increased by +1, and can therefore eXEeed S. This ability DOES NQT
stack with multiple models that have Network.
RAPID FIRE
Thi s model can make Uj3" to 2 re-rolls. when it resolves Ack Ack and
,Co,ncussion Charge dice roll s. during its activation -and during the
activation of other but MUST use the second result.
REASSIGNMENT
',f' multiple models from the same Squadron win a Boarding Assault
together or col lide With each 6ther, they can r.edistribute their
remaining Assault Points among but no model may
exceed it s original Assault Point rating. Ariy mo'del reduced to zero
Assault Points by can move and fire normal ly.
REDOUBTABLE
SPOTTER
This model can function as a Spotter for another model Qr Squadron
that does not have line' of sight to its target. The other
can use indirect fire against at a target that the Spotter has line of sight
to. It can ONLY do 50 with Primary guns at Range Band 3-or 4, and
ONLY against Capital Class mo<;iels. In addition it only registers a 'hit
a roll on a S,or 6. This also a'pplies to Bombards (or weapons with the
Bombard ability) in which case a Bombard using indirect fire with a
Spotter would register a hit on a 4, S or 6. '
;:::
STRATEGIC OBJECTIVE
If this model is captured or destroyed your opponent gains additional
Victory Points. The amount of Victory Poihts gained will be specified
in brackets, for example Obj ective.(SO) . These Victory Points
are added AFTER any other modifiers (like half/double) .
This mOc;l el only reduces its AD by -1 for every 2 'Hul! Da;hage tokens STREAMLINED HULL
thari t has. If it has 3 Hull Damage tokens you would only reduce its All This model receives +U o its Movement ; 'se long as it DOES NOT turn.
by -1 (instead of -3). Sometimes this wi ll !l Pply to pa'rticular weapons
on the model, it will specify if such weapons have this ability. STURGINIUM BOOST
You can rol l 1D6 when this. model is activated,)f Y0l! get a S or 6 it
RUGGED CONSTRUCTION' ' . / , receives +a to its Movement. Roll once if y.otlhave a whole Squadron
, j..ny model makes a Gunnery Attack, uses RockE:ts or. that uses a Sturgi ni'um Any or of the models in a Squadron
' Torpedoes, fires ACK Ack or Concussiol'l Charges or drops Bombs against can use the Movement bonus and can use part or all of it .
.. t his medel its AD by (BEFORE calculating Linked. Fire). " '
SECURITY POSTS
If thi s model is board'ed by an enemy, it loses 2 I'ess Assqult Points than
- t he number of Melee Dice hits rolled for duri ng t he first round of the
: Boaraing Assa ult (during' the ihitial activation).

At any its a,ctivation, this model can make a
d.- attack against one I"DQgel ' within 4" (excludi ng Creatures,
< Robots, submerged 'or models, Submarines and Burrowers")
' in addjtion to other atta.cks. Roll 10 6; if you get a 5 or 6 the model
loses l Assault Point.(ygu) ;lO NOT roll an extra dice on a 6).
.
SHALLOW' WADER
Thi s model can move on laRd and water, and does so safely so long
as it remains 4"-of island or landmass. It does' not .reduce
it s.movement if both terrain,types in the same turn. This
model t reats 'open water', "anything that is more than 4" f rom an island
" or land'mass as.Treacherous Terrain.-
.... '" ... ! ..
lit .... ..
..
...
SI LENT RUNNING .'
If this "model is submeriep and also has an All Stop token, it is ,ONLY
affected by Concussion-Gharges (hit on a roll of 6 instead of 4, S or 6)
pr Boarding Assaults:
_ TARGET
., If a class mO.del u ses a Gunnery Attack, Rockets, Torpedoes or
Borubs to fi're a.t this- mddel; tgen it can only hit on a S or 6.
. ' 01:+
SWIFT ASCENT
After an AD -attack -or ram this model can roll lp6 to perform an
emergency Swift Ascent. If you get a ? or 6 this model manages to rise
into the clouds IMMEDIATELY after its attack. You now use the normal
obscur..ed. rule,s for resolvin.g firing and boarding against this,model.
TELESCOPIC ZOOM
This model has an increased range on one or 'more of its weapons.
Th.e FIG will whid,} weapon is affected '8.rrd what its range is
inc;:reased to, for example Telescopic zoom (Ack Ack 16").
TERROR WEAPQN (weapon)
If the number of hits from this weapon equals or exceeds the Critical
Rati,ng of a.tar,get you place one Break token o.n the model.
TOWERII')IG
Tnis CAN p.erform Gunnery Attacks against flying models
(excl uding obscured models) that are within Range Band 1. The line
of sight of this model is only blocked by other Towering medels and
terrai n of a level.
.... t ...... .
........ -...
VULNERABLE
If your opponent rolls on the Critical Hit Table against this model, they
can cho9se to re-roll both dice, but he MUST take the second result
instead .
At game you could place a <;ouple of terrain pieces on the
m' use the taeles below to see if you get any terrain and where
th$af is $placed. First roll 106 at the start of a game to see how
'pieces of terrajA are; if you get a 4 there are 4 pieces of
terraltJ !IN.l so QA. Then roll 206 for each piece of terrain ana refer to
the below,
Energy Vortex
Reef or WQods
Building
or Swamp
fortress
Qnce VeJ what t he terrain is, divide the table up into
i=qual, seGtions' and number tf:lem as 1, 2; 3, 4, 5 and 6. Roll 106 to
;:ee'te'rmine tQ pl!lce the terrain;Jf you get a 4 place the terrain in
J <jln,. If is allocated to your half of the table,
* '$You choose wne're ta plac:e. ft. You CANNOT place terrain so that it rests
in more than SetEtioA: ,
" ' f } <
be placed on sea or land, as a Building or
easily be sorpe kind of naval installation.
,
certain types of terraiQ, you can
eft n;: e! ; roll :again, ?rllSe,an is[and (pr instead. If you uSe an islana or:


You deploy the first portal on any or any
subsequent port<;lls must be Island or
that does not yet, have a pOJtal : '
If all of tbe can
subsequentportals on any isl and orlandrnass
If the entire is one laridmass: can deploN the
ilnywhe;t; on the table, in whtch they RrQvJ9Et
opportl!loities
Energy Portals block line of sight:for ALL surface models
Models CANNOT fire thrQugh o'le !lnother poPt a1
(with,any type of weapon or anGl ,CANNQT launch a
Boarding Assault through a %
, \
A model can enter a portal from arw side"anci a utQ.mafualIy d0esso if,
any part of the model touches the portal tokeA. It t llen exitS
portal inany yqu wafl1!the model to. The IiJroblem you,,,
cannot guarantee whicfl por'faI you wilJ frorn. '
" q;& *'
When a mociel 'qr a Squa<;lron a to determine
which portal the model or Squadron exits froh;) (if a:l1
from a Sgt,JadrQnfajt
Qn a or,SluaGlron to one ohhe table
and rolLagain nexttime tl:le mAdel' is;ac1;jvgted {w.his:b wi n
issues' Disti3pce) ,
On a 2
Sqwadro'h exits from and in which direCtion h *
4, modeldr: Squadran
exits from and in which i:lirection 0 & %
mo?el a PQrtal
wi1ih its and if ifca'nnet move elear of:t.t1e ,
portal it t o,ffo '
If a' qifferent model or SquaoroCCl11ovt;S ir1to ,a s;ll fferer1t
0"' '" " .. 0 * .. & q if.*, : 1:' ,"" 7 "
:zi': + + activations, you 'roll for eachmodel;or Sluacjron. ?eparately:when .
PX>RTAfS.z;. ' theY,are
i::!1it!:! be 4 ,
. bfnallal, aeriaLand land models, and . "
'S*i:V
ct
Jr'tabTe..Jayqt.1t::?tlcli ulc;J: allow for depioying ami laRd rnodels. "N91'E: no rea.son:why you
mclve over any terrain' ar.1yWay bUf .yo'"u ; ' <:j lr or: below the, grol!lnd cor::sea, tOI'
of islal1ds, and ocean. You need ' 1ilicit move, it:!tO a ever t
el
f por1ea
rI2I1s;;ive models pler:lty of tlilat are Qr. tRe,same terrain .{land
he'lgbt level (subtrrerged, surface, flying.and obsci,tre:d). 11:1' whifh ,Ci)Se
port als level s )!Xq'!lld ploGk HnAe 0t sl ght:'{ofA.
level;-
&41 ,""'* %':'<:: .. $"
&'nW0<+0JjH$'''*l
!t;}e adelition' ot ,HAergy gives you more flexib1lit*
. fo'LrE!':deQlely1ng' l!lnd Crossing ocean areas withbJ.1t
.... .. : . . 4 , ."'_*" % * - ' '' *'''''-
- 4"hese :portals occur randomly due to the . I ed:kage
fromsbiRs7IaQdshipJ,RMactories. '
Mines _and derelicts (that are in range) automatically llJove toward the .
vortex during the End Phase and ex.plode as soon as they move
within '2" of any model (or the centre of the vort'ex). Terrain, Emplaced
models (like most Fortifications) and Energy Portals are unaffected by
the pO,wer of the Energy Vor.texes block line of sight for ALL
at EVERY heignt level.
If a model i s affected by more than one Vortex, resolve the
on the model's movement and any applicable attacks for each
Vortex in an order chosen by its player ' . -
If a model is moved by the Vortex into "
this will result in a ram or collision, but you <;;ANNOr a ,
A Vortex DOES NOT teleport rrlodels or tokens using the Energy
Portal rules. It .OOES however exterid into every height level and affect
ALL ' models 'at every height ' Ievel (submerged, surface; flying and
"' ,: "'
obscured).
A. starts the g'lme as a Vortex and can grow and shrink
duri'n'g the game (but doesn' t disappear). Roll 106 dl.lring each End
. vortex; if you get a 1 it grows into ,the next larger size', if
you gehl,2, 3, 4 or 5 it stays the same, and if you get a 6 it shrioks into
size, " .
A Sma1t Energy Vortex has a diameter of. and-affects models
within Range Band 1 -
. -4 Medium Ener.gy Vortex has .a diameter of 4" and affects models
.. - ,within Range-Band 2- .
:.; ... , ... .. *11- "' . .. ..
.. :"' .. : ,., . , KLarge Energy' Vortex has a diameter of 6" and affects models
.... '" .. ..
.: within Range Band 3
.:. . ... :A Massive Energy Vortex has a diameter 'of 8" and models '
Range Bana 4 . ,
1'......
Roll 1:1:>6 for any- model or token' that er}ds its activ'l.tiqQ within the
Range' which a. vortex ' has an effect (the vortex DOES NOT
teJeport models) .

Lf have actil[ated a Sm?II' or Tiny sized model and' you get a 1,
20r 3 rotate themodeL45 degrees.tQward the Vortex and move it
106" toward the VOJtex , ;:
If you have activated-a Medium sizea model and you get a 1 or 2
rotate the model.4S degrees t?ward the, Vo!'tex and move it 106"
teward the Vortex .
. If have actiYated a .Large or Massi ve model and you get a 1
.
..
' ::- : ' _.tfi vor.t ex template,growsJarger into a model, or a model
". y
the model suffers an attack EQUAL to its
__ ,own-Hull P0iAts - ' ,
I.f any part of ? model [lJoves into, through or out of the centre
.. ' point of it an attack efjual to DOUBLE its own
.Hull Points,
Boarding Assault
FORTRESS
This is neutral installation, the crew of which will fire at any modelthat
comes 'close enough, If the Fortress is or Victory
Points are scored for it normally and the rules fQr captured models and 4
derelicts apply normally, Ideally you need a model tKClt is to 2 to 4" in .'
length and width,and at least 2" high to' represent
The Fortress is a Large Capital model and blocks line of sight for 'a 11
surface and diving models, and is Level 1
It has Gl!lnne(y Attacks of 12 Ap (RB1), 10 AD 8 AD
and 6 AD (RB4) in the Fore, Aft, Port and Starboard arc, all. of
which are Broadside arcs (the Fore/Aft are not Channel Arcs)
It has these core statistics OR Z, CR 13, MV au, HP 15, AP 15, RM Q,
AA 6, CC a, is immune to Torpe'does and Ming,s a'1d counts as HgrQ
The Fortress hgs, these Empla:ced and
. Indestructible and Redoubtable, j,mmovable an<iJ Invincible
It is activated during the End Phase, and targets th.e closest mocel
. 4 _ .
in each arc mea?ured from any part of the Fortress to any part of
t arget ...
In 1867 a decision was taken by the Government of the Kingdom of Britannia
(KoB) to form a combined military that was led by one man, a guiding
hand who could rnarshaL ti;le staggering technological advances being
with of war, create amiJitary that acted' as a single weapCln that
could be used to strike down insurrection around the world, whether it was on
land, sea or air.
To thls end three military Fleets were formed: Naval, Land an"d Air. Each of these
is led by a Lord Admiral (a rank the Queen likes!).and in overall command is the .
High Lord of the Admiralty, who in the year 1870 is the most esteemed Lord
Henry Tillinger. A( first there was' some resistance from the military old guard,
mainly to the naming policy of Fleets, but Tillinger's experience"shone through.
The small island' nation of Britannia has many thingsit is proud of, but its naval
might is sometf)ing it has held onto throughout the centuries. Since its creation
in 1400, to command fleets that would protect the lands from raiders in the
Northern and Western Seas, the Navy has held sway with the monarchy.
Queen Victoria places hjgh favour in her. Navy, and the current Lord Admiral
is Joshua Spencer, who is as popular at he is capabl e'of commanding
the Navy. The KoB currently IT.as a little over 500 vessels ih active duty, man,!
of whicill api serving in far flung. locations around the world. A large number of
these 50g -areBattleships and
Engineers are working on new designs, "an ihitiative Her Majesty is most excjted
by, and likes ofthe Prus'siah Empire has a larger naval.complement,
' the KoB"has always lofty position, deemed by many fo be the finest and
Indeed, if naval might was selected on' th.e pomp ora uniformj:hen
the. KoB would rule thewayesfor many:decades tp come!
,
.. .
1-he most.powerJul Naval Battle Group (NBG) is the#one operating in the Non:i:l
Sea. i Re constant threat"hI conflict with Prussia ana concerns oJier raids
by Govenant vessels, keep the Norfh Sea NBG in il 'state.of constant readiness:
\ ' ' 0
Despite its srnafl si ze the: controlled swath: s of l and around the
globe, a period of massive Empire building seeing the KoB?ettle 0,n every land
mass. To back up tnis expansionism, the military elf the KoB lJ eededl to be more
than j yst a powerful: Navy. It# needed an#Army that King or Que en could be
proud :oLOver the.centuries the land forces of the have fought campaign
after campaign around the world, rarely losing. The current Lord Admiral of the
Land Fleet is Epmund Johnsoh, a seasoned veteran 01' numerous campaigns,'
having,started his military career in the Nijvy before being chosejl in 1867 to
control La(1pJ leets.
The y'0ungest of t#he: FleetS' isthe Aerial Fleet wnick is led ' bjl. Adrii inl l. William %
Thomas. The Sky. Lord, as /'i is pilots have dubbed him, much' '
from his newly formed i orce. Bllt his' 'an'd beli ef
,t'heimpact Air Warfare can have oFl .the wprld allows i'ltm to rfse: above"d; risory
comments from his no pun' int e"lJded, il nd as tf)e military of the KoB #
,cojlii nues tp stretch itself around the globe, Lord Thomas believe,s hi6 pil bts' and
machines bfwar will:one day be the' most powerful "fighting; ass'et has.
. .
It
. .. , ..
. ..... ...
.. ., ..
.. .. II
\Ye
. "
.. -

BRI TANNIA
DR Mv HP
Ruler Class Batt leship 6 10 6" 8
RANGE BAND 1 2 3 4 Cost: 180 'Points
-
Main Turrets (P) 9 7
pIS Broadside (S)
,
6 4.
PIS Torpedoes
7
Fore Torps 7
This is a LARGE CAPITAL CLASS model
It uses the LARGEtemplate for moving
5 ' 2 AP

6
6 5
6
. 5
If moved, this model MUST move a minimum of 2" during its activation
Op to 70% of your points can be spent on LARGE CLASS models
Britanni.a Battleships are deployed in SQUADRONS of 1 model
, ..
aI
BRI TANNIA
DR CR Mv
Attacker Class Frigate 3 5 11"
RANGE BAND 1"
2 3 4 Cost: 25 Points
Fore Turret (S) 4 3 . 1 - AP AA CC
.
.. '" .
Aft Turret (S) 4 5 ' 1 - 2 2 1
-- _. -_.
.
pIS Torpedoes -
.

2 1
"-
Fore Torps - . ;
,
-
..
... - .. . .... .,.,-
; .
-
Th'is' is a ' .
If for movihg .'
If mpvecj, thi!; mdtiel MUST.mav],;<\' of 2" during it.s activation
' Up to 40% bfyour on SM:AU CLASS models
0(2 mo.dels.

HP
2
RR
0
0,
Model Assigned Rules
Experienced Engineers
This model CAN replace up to TWO
turrets with Shield Generators for
Ne points difference.
RANGE BAND
The Main Turrets have a 270 degree
Arc of Fire, while the.Torpedoes al l
have a Fixed Channel.
This model has FOUR Primary
turrets, each of which uses' the
Main Turret (t') statisticline .
..
.
BRITANNIA
DR CR Mv HP
Triba l Class Cruiser 4 6 8" 4
1 2 3 . ; 4 Cost: 60 Points
r.:
Main Turrets (P) 7 ',
.
2 AP
PIS Broadside (S) 5
PIS Torpedoes 6 5

Fore Torps 6
. 5 g '
This is a MEDIUM CAPjTAL CLASS model
It uses the MEDIUM template for moving
If moved, this modeJ MUST a minimum of 2" during its activation
Up to 70% of your points can be speht on MEDIUM CLASS models
Britannia Cruisers are deployed in SQUADRONS vf 2.to 3 models
Model Assigned Rules
Small Target
The single Fore and single Aft; Turret
each have a 270 degree Arc of Fire,
while the Torpedoes have a Fixed
Channel. '
Model Assigned Rl!les
You can give a Squadron pf Crujsers
the Experienced Engineers ability _
a cost of 5 points per model.
This model CAN replace up to ONE
turret with a Shi<:ld Generator for
NO points difference .
The Main Turrets have a 270 degree
Arc of Fire, while the Torpedoes all
have a Fixed Channel.
This model has TWO Primary
turrets, each of which uses the_
,Main 'rurret{P} statistic:.l!ne.
' .
III
BRITANNIA
OR CR Mv HP
Avenger Fl eet Carrier 5 8 6" 9
RANGE BAND 1 2 3 4 Cost: 155 Points
Main Turrets (P) 7 5 2 - AP AA CC RR
pIS Broadside (S) 6 4 2
PIS Torpedoes - 7 6
Fore Torps - 11
9-
Thi s is a MASsivE CAPITAL CLASS model
It uses the LARGE t emplat e for moving
- 6 5 3
5
8
If moved, this model MUST move a minimum of 2" during its acti vation _
Up t o 70% of your poi nt s can be spent on MASSIVE CLASS models
Britannia Fleet Carriers are deployed in SQUADRONS of 1 model
0
Model Assigned Rules
Experienced Engineers
Carries 6 Aeroplanes
Fuel Reserves
Deck Crews
The Main Turret s (under t he Rort :
and St arboarq fli gnt decks) haile
a 90 degree Arc of Fire, while
Torpedoes all have 11" F. ixed Channel
(the Fore Channel -is ' equal t cl the
width of both hull s),
Thi , model has FOUR Primary
turrets, each of whi ch uses the
Main Turret (P) st ati stic line,
aI
BRITANNIA
OR CR Mv HP
Majesty Class Dreadnought
7 13 6" 10
RANGE BAND 1 2 3 4 Cost: 230 Points
Main Turrets (P) 9 7 - 6 4 AP AA CC RR
Beam Turrets (P) 9 7 6 4 11 8 8 7
Fore Torps - 9 8 7
PIS Broadsides (S) 6 4 2 - . .....
-
-.
I
Model Assigned Rules -
Engineers '
Elite: Crew
Iron Ram
This- model CAN be fitted with up t p TWO.
Shield Generators, These are costed at i10-
points each:
Br:itannia Attacker
C/iifjS Frigate
This is a LARGE CAPITAL CLASS model
NOTE: The Maih turret S' of thi s model have a
270 degree arc.of fire. But the Beam Tu(rets -
(2-turr;,ts on the side decks) ONLY have 180
degr,:e arc of fire facing Port or St.rb'oard, ,
. , : ;yhile the Torpedoes have a Fi xed Channel.
It uses the LARGE t empl ate for moving
If moved, thi s model MUST move a minimum of 2" during its acti vation
Up to 70% of your points can be on LARGE CLASS models.
Dreadnoughts are deployed in SQUADRONS " f model
-
.

BRITANNIA
OR CR Mv
Swift Class Co.rvette 3 4 13"
RANGE BAND 1 2 3 4 Cost: 20 Point s
Fore Turret (S) 4 3 1 - AP AA CC
"
pIS Broadsi de (S) - - - - 1 2 1
PIS Torpedoes
.
- - - -
: ..
Fore Torps .- .
"
- . - -
. .
' .
,.......,. f'",, __
a SMALL CLASS mpCt", [
: i i . It.us_s the SMALC\e .. ni Rlate. for moving- .... ..
; .. ,,,' I!:move'd, this model ryrUST, '!!olle a mini Q1J1tn,of 2" duri ng its acti vati on
:':H _ Up t o 40% can be SMALL CLASS'mode'is-
:::: . :. deployed ih of 2 to 5 models
r;'''' "" & 4(
tt 4<* '" 10 , ..
HP
2
RR
0
I'
Model Assigned-Rules
Fast Target
Elusive Target

The single Fore has 'a
degree Arc of Fj re,
.Th'iS model has SIX Primary turrets, four of
uses the Main (P) statistic
;and: two of .which use t he Beq"m (P)
: statistic line:
,-


. '



BRITANNIA
DR CR Mv
Bastion Class Escort 3 5 9"
RANGE BAND 1 2 4 Cost: 25 Points
Main Turrets (P) - -

- AP AA CC
pIS Broadside (5) -
. ,
.
-.
.
1 3 3
PIS Torpedoes - - -
Fore Torps
..
- -

-
This is a SMAll,(LASS model
It the SMAll template for movin'g
If moved, this model MUST move a minimum of 2" during its activation
Up to 40% of your points can be spent on SMAll CLASS models
Britannia Escorts are deployed in SQUADRONS of 1 to 3 models
4 ..

DR CR Mv
4 7 8"
..
RANGE BAND 1 2 3 4 Cost: 80 Points
Main Turret (P) 7 5 3
.
AP AA CC
PIS Broadside (S) -
.
- " 6 4 4
PIS Torpedoes
.
7 6 3'
Fore Torps '- ' 7 6 3 .
..
.
..
. . . ..
..
HP
2
RR
0
HP
5
RR
.
.
.
"
,' ;
Th,s is a MED}UM CLASS CA'PITAl rnoclel
Up to 70% tOf ybtJr pOints caj, b}:Spei'lt 0n> MEDIUM ClASS' models
B(itanniaGu nshiRSl aJe dE' ploYM,n S:ql!JADllONS of 2 to 3 models
, l, ,- t r l 't" .. ,
Riiles:' Jbe Turrets have a 270 degree Arc of
_ Fi re: the Torpedoes all have a Fixeq
.! Chsmnel. ,
...
.. <
:hasl:!WO I' {imarl\ each of
Dses l he MaIn TiJrret (P)statistic line.
+ + <l ,
Model Assigned Rules
Small Target
Elusi ve Target
,
.
. .. ,..,

BRITANNIA
Orion Class Destroyer
RANGE BAND 1 2 3 4
Fore Turret (5) 4
I , 3
1 -
PIS Broadside (5) - -
. .
PIS Torpedoes - -
.
-
Fore Torps
.
6 5 3
. .
Thi s 1s a SMAll CLASS'
DR CR Mv HP
3 5 11" 2
Cost: 40 Points-
AP AA
2 2
CC
2
,
'-
..
...
..,
RR
0
It uses tlie SMAll femplate for-moving '
If moved, this model MUST rnoy,!! a minimum of 2" !l'uring its activati on
U'p to 40% of your points can be splmt on SMAll ClASS models
Britann'ia SQUADRONS of 2 to 4 models
'" If. ,
':' ..
Model Assigned Rules
Small Target
Pack Hunters
o : fore Turret has a '270
, _. <' degree " Arc . of Fjre, while' thE;
Torpedoes: l1ave a Channel.
...
" <

BRITANNIA
OR CR Mv HP
MK 11 Class Tank 4 6 7" 3
RANGE BAND 1 2 3 4 Cost: 40 Points
Fore Fixed (5) 6 4 - - AP AA CC RR
PIS Side Guns (5) 6 ' 5 2 - 3 2 1 0
Special 1 - - - -
Special 2 - - - -
This i,a MEDIUM CLASS model
This model CAN move 0" straight ahead before making each 45 degree turn
This has a minimum move of 0" if it is moved
Up to 70% of your points can be spent on MEDIUM CLASS models
Britahnia Medium Tanks are deployed in SQUADRONS of 2 to 4 models
The PIS Side Guns have a 180 degree arcs of fire facing Port or-
Starboard and the Fore Guns have a Fixed Channel.

BRITANNIA
DR CR
Cromwell Class Bombard
4 6
Mv
6"
RANGE BAND 1 2, 3 4 Cost: 60 Points
Fore Guns (P) 9 7 6 4 . AP AA CC
Fore Guns (5) - - -. - 2 1 1
Special 1 - - - -
Special 2 - - - -
This is a MEDIUM CLASS CAPITAL model
HP
3
RR
0
This model move 0" straight ahead before making each 45 degree turn
This mocel has a,minimum move of 0;' if it is moved
Up to 70% of your points can be spent on MEDIUM CLASS models
, Britannia Medium Bombards are deployed in SQUADRONS of 2 to 3 modelS.
Model Assigned Rules
Bombar.d (Fore Fixed)
Forward Observer
The Fore- Guns have a Fixed Chan!"el.
Sovereign
Classl.aria Ship' wit;h HQ
fitted.,
BRITANNIA
DR CR Mv HP
Sovereign Class Land Ship 5 8 6" 7
RANGE BAND 1 . 2 3 4 Cost : * Poi nts
Main Turrets (P) 7 5 2 AP
Mortars (P) B 7. 5 6
piS Broadside (5) 10 8 5 2
PIS Torpedoes
This is a LARGE CLA.S,S CAPITAL model
This model MU.sT move' 1" straight ahead befor-e making each 45 degree turn
This model HAS a minimum move of 0" if it is moved
Up to 70% of your points can be spent on LARGE CLASS. models
Britannia Land Ships are deployed in SQUADRONS of 1 model
Different Variants
*. This model can EITHER have FOUR top mounted Primary 'TCrrets-(ciifSet 180
degree Arc of Fire for EACH turret) for 125 Points OR a 'Mortar (270 degree
Arc of Fire for the entire mortar battery) for 110 Points. TI1 mprtar s.CANNOT Li'nk'
Fire with any other weapons. If the model is fitte,d with the MQ'top it .ests
90 Points. If the model has the HQ top it also gains the ICON ability - See the MARs
Chapter for details. '
NOTE: The statistit line that is listed for the
Mortar Platform represents the collective
of the Mortars. You therefore
only line once per shot.
NOTE 2: You use ' the Main Twr!"t (P)
statistic line fer EACH of the FOUR turrets.
Model Assigned Rules
Engineers
Impervious
Hulki.ng
BombardJM5Jrt-ars)
Icon
:
-
.
ag
BRITANNIA
DR CR Mv HP
Doncaster Class Bomber 4 6 10" 4
RANGE BAND 1 2 3 4 Cost: 60 Points
Fixed Aft Bombs 8 - - - AP AA CC RR
Fore Torps (Fixed) - 7 6 5 4 5 2 0
Special 1 -- - - -
Special 2 - - - -
This is a MEDIUM CLASS FLYING" model
This model MUST move 1" straight.ahead before making each 45 degree turn
If moved, this model MUST move a minimum of 4" during its activation
Up to 70% of points can be,Spent on MEDIUM CLASS models
Britannia Bombers are deployed in SQUADRONSof 2 to 3 models
aI
BRITANNIA
DR CR Mv HP
Eagle Class War Rotor 6 8 7" 8
RANGE BAND l ' 2 3 4 Cost: 130 Points
Main Turrets Fore (P)
9 5 , 2 - AP AA CC RR
Main Turrets Aft (P)
9 5 2 - 8 5 4 0
Fixed Aft Bombs 9 - - -
Fixed Aft Mines (5) - - -
This is a LARGE CLASS CAPITAL FLYING model
This model MUST m.ove 2" straight ahead before making.each .45 degree turn
If moved, this model MUST move a minimum of 'Z!' during its activation
Up to 70% 'of your paints can be spent on LARGE CLASS models .
Britannia War Rotors are deployed in SQUADRONS of 1.model
Model Assigned Rules
Swift Ascent.
' NOTE: This model's torpedoes
ONLY work against neval mod'els.
, The Main Turrets have a 270
degree Arc of Fire. This model can
drop 2 Mine tokens ins.tead of 1
token when it is activated.
Model Assigned Rules
, Maneouvrable
Engineers
, Ar moured Belly
Limited Resources
Cannot Halt
Cannot Move Backwards
BRITANNIA
III
Hawk Class Scout Rotor
RANGE BAND 1 2 :3 4
Fore Turret (S) 6
: :5
2 -
Fixed Aft Bombs 6 - - -
Fixed Aft Mines - - -
Special 1
-
- - -
- -
"
"
This is a MEDIUM Cll>:sS CAPITAL FLYING model
DR CR Mv HP
4 6 10" 5
Cost: 75 Points
AP AA CC RR
5 4 3 0
.
This model CAN mave"O" before niaking each 45 degree turn
If moved: thi; model MUSl move a minimum of 2" during its activation
Up tq 70% of your:points can lDe SPent on MEDIUM CLASS models
Britannia' Scout Rotors are deployed' ih SQUADRONS ef 2 t?' 4 models
, - .
"
I .. ..
. ,
This has TWO Primary
turrefs, each of which uses the
(P) statistic line.
GENERIC TINY FLYER STATIS"T:ICS
1YJ9.
ve - AD
FIGHTER PLANE 16:' 0
' RECON PLANE 16" 0
.
DIV BOMBER. - . 12" ' 3
AckAck
2
.
1
1
TORPEDQ BOMBER 3 1
-.. -.
TINY flYER RULES AT A GLANCE
IGNORE COMMAND DISTANcE RULES
.
.
Model Assigned ......

The Fore Turret has a 360 degree
Arc of Fire.
CANNOT f.lALT (' UNLESS TkJEY LAND)
HAVE 360 DEGREE,MO.VEMENT
Experienced Engineers
Altitude Skimming.
Spotter '
"
.
III
BRITANNIA
DR CR Mv HP
Brune i M o b i le A i rfiel d 6 9 6" 9
RANGE BAND 1 2 3 4 Cost: 150 Points
.
Fore Fixed (P)
. 10
- 7- 3 AP
J
AA CC RR
*
" ) ; .
.,
Main Turrets (P)
5 "
2 7 7 4 -
'.'
PIS Broadside (P) -
- . . - - .
PIS Torpedoes -
.
-.
-"
,
--
. . . -
..
'rhis l s-- a ' '';odel "
This mQclel i" befpre making each 4S degree turn
If move\l, mb!:li4 of 2" during it,s activatien
WptG> MASSIVE ma"dels
Br.itaflnia in SQUADRONS df lll)ddel
to e.... i .t
... ., . .... ,. ... 4i'.4'
Model Rules.
Destructive Ordnance (Fore Fixed)
Experienced Engineers
Carries 6 Aeroplanes
Fuel Reserves
Spotter
Th'e Main Turrets have a 180 degree
Arc of Fire' facing Port er Starboard.
This model 'has TWO Turrets,
(P) each of which uses the Main
Turret {P} statistic line, The single
Fore Fixed {P;} weapon uses its own '
statistic line.
HAVE 360 DEGREE ARC OF FIRE
DESTROYED ON A6
SUFFER AN ABORT ON ANY OTHER HIT
, IGNORE' RULES
," BRITANNIA-TINy'FlYER MAR RULES
BIG FUEl TAIIIKS (fIighterP>/voe)
If this token suffers one or" more Abort results, it can
rol1.1D6 per Abort result to cancel each Qf them, The
"hit is cancelled (ignored) on a roll of 5 or 6 (without
an extra roll for the 6). A roll of 1,2,3 or 4 has no,
effect.
MORE MACHINE GUNS (Dive Bomber)
This increases its Ak Ack 'rating by
SUPERIOR ENGINE (Dive Bomber)
This token increases its Movernent rating by +2",
, +. - .
'.-
,
:

,
DR CR Mv
Comms Tower 4 6 0"
1 2 3 4 Cost: 40 Points
AP
4
Special 3
Special 4
This is' a MEDIUM CLASS model (Fortification)
Up to 70% olyour points can be spent on MEDIUM CU\SS models
Comms Towers are deployed in SQUADRONS of 2 to 3 models
Mode!" Assigned Rules
Emplaced & Indestructable
St rategic"Objective (50)
Radio Network
Immovable & Invincible
HP
5
RR
0
BRITANNIA
DR CR Mv HP
Shield Tower 4 6 0"
RANGE BAND 1 i Cost: 60 Points
Main Turret {P} 10 8 6 4 AP
Special 1 4
Special 2
Special 3
This is a 'model (Fortification)
Up l @ 70% of your pOints can be spent CLASS models
are deployed in SQUADRONS 01 2 to 3 models
5
RR
o
.
Model
8. Indestructable
Immovable & Invincible
NOTE: This model " has" a single Shield
GeneratoL
l he single Tur'ret (P) has a 360
arc,of fire.

BI
BRITANNIA
DR CR Mv HP
Bunker 5 12 0" 11
RANGE BAND 1 2 ' 3 4 Cost: 120 Points
360 Turret {P} 9 .7 P
3 AP AA CC RR
2.70 Turret {P} 14: Jl 9 6 6 4 0 0
Special 1
-
.
- -
Special 2 j-,;
,
- -
,
I .
. . '"
be' $1'11t 00 j,.!!IRqE CLASS models
In' pi modei
4
"TherE' is ONE Main lurret (P)
* with a Arc of Fire
and O!llE:Maifl "Tuffoet (P) with
Arc of Fire.
-
, This is a MEplUM CLASS model
Up 1(0 ZO% bf your can h'e' s')Jent on MEDIUM" CLASS
are deployed in p! 2 ,to
+ % 1if ,,%
Rules
Emp' acM , & Towering
Telescopic Zoonl (Ack Ack lE>")
" ' " Indestructao!e
Immovab,le 8.
.. , ....
::: .. .
-.

BRITANNIA
OR CR Mv HP
Vanguard Submarine 4 6 6" 4
RANGE BAND 1 ,2 3 4 Cost: 55 Points
PIS Broadside (S) 6 4, 2
0
AP AA CC RR
Fore Torps
0
6 5
, 3 4 2 0 6
Special 1
0
.
H .
0 0
Special 2
0 0
"
0
This is a MEDIUM CLASS CAPITAL Diving model tNaval)
This model MUST move 1" straight ahead before making each 4S degree turn
It moved, this model MUST move a minimum of'2" during its activation '
Up to 70% of your points can be spent on MEDIUM CLASS models
-Britannia Submarines are deployed in SQUADRONS of 2 to 3 models.
eR
BRITANNIA
OR CR Mv HP
Landing Field 5 9 0" 9
RANGE BAND 1 2 3 4 Cost: 90 Points
Emplacements (P)
"
7 5, . ' 2 -,
.
AP AA CC RR
Special 1
0
-.

o ,
5 6 0 0
Special 2
0 .

.
Special 3
0 .

0
.
This is a MASSIVE CLASS model
coOnts as Small for Lines of Si ght
This model's Aeroplanesl' tart a 'game deployed within 4" of the landing Field
Up to 70%'of your J:joiots can be spent on MASSIVE CLASS models
, . Britannia .Landing Flel ds- aredeployed in SQUADRONS of 1 model
.! . " .. '.. .
Model Rul es , The weapon ,Em placements on this model are
Carries 4 Aeropl anes abstracted i'lto 0;'" 'single rating. The
Fuel .Empiacements, have a 360 degree Arc of Fire
, ., ',' around the model.
Immoyable & Invincibl e
BR
RANGE BAND
Left Turret (P)
Mid Turret (P)
Right Turret (P)
N0TE: All range measurements will be made
from the edge of the physical model to the
target model.
BRITANNIA
OR CR Mv HP
Coastal Defences 6 14 0" 12
1 . 2 3 4 Cost: 150 Points
, 9
7 6 4 AP
9
7 .
6 4 7
g', 7 6 4
.
The Left ansi Right Turrets both
have .a' 90 Degree Arc of Fire,
whi le:the Mid Turret has a 180'
degree Ar.c of Fire,
Model Assigned Rules
Experi enced Engineers
Ignores Command Di st ance Rules
Hull Ripper
Panic Dive
The Torpedoes.use the Fixed Channel.
I:!o

BRITANNIA
I":
Illustrious Class Sky Fortress
RANGE BAND 1 2 3 4
Main Turrets (P) 9 5 2
.
Fixed Aft Bombs 12
.

.
Fixed Aft Mines (5)
0

0
Special 1
. 0 0 0
OR CR Mv HP
6 9 6" 10
Cost: 130 Points
AP AA CC RR
7 6 6 0
.
-
..
,
.
::rfus.is'a MASSIVE FLYING model'
This model MUST rlJ0YI' 2" straight ahead befOre makihgJ;at p'45 degree turn
. .,
, I(mo.ved: tn is model MUSl'move a minim'um of 2" duri Qg its acti'lation.
Up to 70% bf your points can b.e spent on MASSIVE models .; ;
*., ..
.
. ,
. ,
, Britannia Sky Fortresses are deployed in SQUADRONS of 1 model
Model Assigned Rules-
Expe'rienGed Engineers
Car-ries 6 Aeroplanes
Defences
, Fuel R,eserves, ,


The Main Turrets have a 270 degree
Arc of Fire, This model can drop 2 '
Mi ne, tokens instead 'of 1 token'
wneQ
..
This-model has 'TWO Prima; y
tur.rets, each of whi ch the '
(P) sfatisticJiJ1,;' ,
,
aI
BRITANNIA
OR CR Mv HP
Terrier Class Small Tank 3 5 9" 2
RANGE BAND
1 .
2 3 4 eost: 29 Points .,.,
Fore Fixed (S) 5 3 1
0
AP AA CC RR
..
PIS Side Guns (S)
0 0 0 0
1 1 1 0
.
Special 1
0 .. 0 0
0
....
"
.
Special 2
..
. .. 0 0
-::-
.
TAis is 'a SMAll CLASS model
Thi s mo'c:lel.has degree 'mo'Vetl1t '
,This medel has a minimum move of 0" if it is moved
Up t o 40% of your po ints can be spent on SMAll CLASS models
Bfi tannia Small Tanks are <!eployed in SQUADRONS of 2 to 5 moaels
Model Assigned Rules
Small
EIQsive.Target
THE PRUSSIAN MILITARY
The land forces of the Prussian Empire are the most powerful in, Europe,
seasoned troops having had decades of warfare to hone their skills. The military
commanders in charge, of Infantry, and the new Mechanised Divisions,
are old men with war after war of experience behind them.
"
Technological breakthroughs by Prussi:an scientists have seen the creation
of inFedible machines of ' war. Tesla technology has become a mainstream
weapon on ground vehicles, and if you look at current crop of vehicles in
this EOuntry's weapons arsenal then Tesla coils are pervasive. The pride of the
Mechanised Divisions is the A9-VSturmpanzer Land Ship. This hulking mo'nster
of a vehkle can crush all before it, four giant turrets bringing major destructive
power to bear on the enemies of Prussia.
Sire Sigismund, a Prussian commander with' much to prove, controls the ground
vehicles of this Empire. He understands the significance of technological
advjlnce, and he pushes hard to ensure his vehicles .of war are designed using
the very latest of deadly technologies. The Prussian military can assemble a
massive contingent of ground vehicles, with over 3,000 vehicles disposal,
400 of v.;hich are landShips. ..
The Navy is STill the pride of the Prussian military and the favourite of
Emperor Frederick. In command ofthe,Navy is.5ire Tannhauser, whose military
achievements' on behalf of his Empire are too numerous to list. It was his
,bravery onboard the former flagship of the Navy, SMS that brought
the attentism of the Emperor.
Side Note: SMS Freischutz was an old style DreadnoJgh( that was the flagship
of the Navy. It was sunlZ in an engagement with :t<i ngdom ot Bri t annia (KoB)
Battleships north of Scotland. -The played cat and mouse with
5 Battleships for 3 days before eventually being after its rudder was
Jl estf oyed by a flight of torpedo bomb'ers. ' '
Navy has over 60Q.vessels in it and la,st decade a' ma; slve
refit of the Gore ship classes has been taking The chietmaritime 'designers
have created some of' the Illost advanced naval 'fighting ships to-ever sail the
seas and oceans of the worl d. The Em pe ro()r Class,BattleshiR,
and Arminius Class Frigate represent the latest in ship develolbment, with Tesla-
based weaponry. making its intothe core di?sign of the *
Like all ptner nations the use of flying weapons of war is a thing
for the Prussian l11i1itary, and something that not that m!l ny Sire
He'lbrecht, commander of Aerial Armada of the Prussian:Empire, is
mocked by his rivaJs. But the perceivea power of the Aerial Armada';s not-
sometiling that is mocked by the military. "
However, the aerial war machine to truly impress the militar,{ is Imperium
Class Carrier. The idea of taking an . and turning it, into was,
initially dismissed, butwhen Professor finished the prototype
of .S,ky 7;6t;tress Airship, ridicule turneGl to respect: ln its first military action
an Imperium Class Carrier was uSeQ to attack th,e of the KoB. A military
, installation;i n Margate., Kent was bombed and se.veral squadrons.Of the KoB's
latest Lang Ships destroye.d. It was:a major blow for the KoB -and the
'Prussian High Command-revelled in their,success. i .
- .
PRUSSIAN
Emperor Class Battleship
RANGE BAND 1 2
Main Turrets (P) 11 8
piS Broadside (S) 6 5
PIS Tesla Coils (S) 6 3
Aft Tesla Coils (S) 6 3
"(his is a LARGE CAPITAL CLASS model
It uses the LARGE template for moving
3
2
DR CR Mv HP
6 11 7" 8
4 Cost: 170 Points
2 AP
10
If moved, this model MUST move a minimum, of 2" during its activation
Up to 70% of your points can be spent on LARGE CLASS models
Prussian Battleships are deployed in SQUADRONS of 1 model
Model Assigned Rul es
Lethal Strike (Tesla Coils Qnly)
This model CAN replace ANY
SINGLE turret with either a UPG/
Calcification Generator, Shield
Generate" or Tesla Generator, for "
NO points
The Main' 'rurrets have a 270
degree Arc of Fire ..
NOTE: Tesla Coil weapons on this
model use Fixed Channels which
are the WIDTH of the facing of toe
model.
This model" hdS" Primary
turrets, of Which . ases ' th"e
Main ep) statistic . .
PRUSSIAN
Reiver Class Cruiser
RANGE BAND 1 2
Main Turrets (P) 9" 6
PIS Broadside (S) 6 , 3
PIS Tesla Coils (S) 4 2
Aft Tesla Coils (S) 4 2
This is a MEDIUM CAPITAL (LASS model
It uses the MEDIUM template for moving
CR Mv HP
6 10" 4
If moved, thJs model MUST move a minimum of 2" d"uring its Bc\ivation
Up to 70% of your points can be' spent on MEDIUM CLASS models
Prussian Cruisers are deployed in SQ.UADRONS 6f 2 to 3 models
PRUSSIAN
DR
Arminius Class Frigate 3
1 2 3
CR Mv
5 13"
HP
2
Model Asji8ned Rules
Small Target
The single, Fore Turret has a 270
aegree Arc of Fire.
NOTE;: Tesla Coil weapons 00 this;
model use Fixed Channels \Yt1 (r:h "
o the WIDTH of the facing cif the
______________ __ ____ L-__ -L __ model. #
Model Assigned Rl:I les
You can give a Squadronnf Cruisers
the Lethal Strike (Tesla Coils onlyt :"
ability, for 5 points
The Main Turret has a 270 degree
Arc of Fire. '
.
NOTE: Tesla Coil weapons on this"
model use Fixed Channels which
ar,e, the WIDTH of the facing of the '
')'lapel.
This model has ONE Primary turret,
whi" uses Main Turret? (P)
line.
PRUSSIAN
DR CR Mv HP
Rhine Class Fl eet Car r ier 5 8 6" 7
RANGE BAND . 1 2 3 4 Cost: 125 Points
Mai n Turrets (P)
PIS Broadside (5)
PIS Tesla Coils (5) 12 6 .
Fore Bombard (P) 11
This is a MASSIVE CAPITAL CLASS model
It uses t he LARGE templ at e for moving
AP
7
8 5
If moved, this model MUST move a minimum of 2" during it s ac!lvation
Up to 70% of your point s can be spent on MASSIVE CLASS models
Prussian Fleet Carriers are deployed in SQUADRONS of 1 model
PRUSSIAN
DR CR Mv
Bl ucher Class Dreadnought
7 13 6"
RR
0
HP
10
RANGE BAND 1 2' 3 4 Cost: 235 Points
Main Turrets (P) 11 8 6 5 AP
PI S Broadside (5) 12
pIS Tesla Coils (5) 8 6 3
For e Coils Tesla (5) 9 6 4 2
This is a.LARGE CAPITAL CLASS model
It uses t he. LARGE t emplate for moving
If moved, thi s model MUST move a minimum of 2" during it s acti vation
, Up t9 70% ,of your points can be spent on LARGE CLASS models
Prussian DreadnougfTts are deployed in SQUADRONS of. 1 model
RR
8
Model Assigned Rules
Lethal Strike (Tesla Coi ls Only)
Carries 6 Aerop,lanes
,Fuel Reserves
Deck crews
Bombard (Fore)
The Fore Bo';bard fires in t he Fixed
Channel, '
NOTE: Tesla Coil 'on this
model use Fixed whi ch
are the WIDTH of t he, facing of the
mo'deL
Model Assigned Rules
Let hal St rike (Tesla Coi ls Only)
Elife Crew
Iron Ram
This model CAN ADD up to TWO Generators to
its design, It can choose from a UPG/Calcifi cati on
Generator, Shi eld Geoerator or Tesla Generat or,
The Generators cost 20 'points each,
The Main Turrets have a 270 degree Arc of Fire.
NOTE: Tesla Coi l weapons on this model use
Fixed ChaQnels .are t !;l e WII) Tft of the
facing of, the .. :
This -model has Prj;'ary t urr ets,: each' of
which uses the Main (P) statistri ",line, '
. * '" .. '$ '" :
PRUSSIAN
DR
Saxo ny Class Corvette 3
"
CR Mv HP
Model Assigned Rules
Fa st rget' ."
Erusive
, 4 15" 2
______________ -. ____ .-__ -. ____ __ -+ ____ __ -L ____ __
'2 f ore Tug-et bas a
.3, 4,.
degrp", 0f. Fir.e. _ '
1 RANGE BAND
Fo re Turret (5) 4 3
Broadside (5) . \
pI s Tesl a Coils (5)
Aft Tesla Coils (5)
This-is a SMALL
...
..
.... ..
..... "
."
.. '
PRUSSIAN
DR CR Mv
Wachter Class Escort 3 5 13"
RANGE BAND 1 , 2 3
Fore Turret (S) 5
3' :[
PIS Broadside (S)
PIS Torpedoes
Fore Torps
This is a'SMALL CLASS model
It uses the SMALL template for moving
If moved, this model MUST move a minimum of 2" during its activation
Up to 40% of your .points can be spent on SMALL CLASS models
Prussian Escorts are deployed in SQUADRONS of a to 3 models
HP
2
PRUSSIAN
DR CR Mv HP
Stalz Class Destroyer 3 5 13" 2
1 2
This is' ; SMAtL CLA-SS' model
It uses for moving
If moved; thj S;mcJde'1 MUST move a minimum of 2" during its activation
to 40%ofciUr:p.ajntecan be spen"t on SMALL CLASS models
of 2 to 4 models
Model Assigned Rules
sm;II' T'arget .
. pack
The Fore Guns have a Fixe.d
Model Assigned Rules
Small Target
Elusive Target
The single Fore Turret has a
270 degree Arc of Fire.
, .
PRUSSIAN
DR CR Mv HP
Hussar Class Gunship 4 7 10"
RANGE BAND 1 2 3 4 Cost: 85 Points
Main Turrets (P) 9 6 2 AP
PIS Broadside (S) 6 3 1 7
pIS Tesla Coils (S) 6 4
Aft Tesla Coils (S) 6 4
This is a MEDIUM CLASS cAPITALmodel
It uses the MEDIUM template for ' moving "
If moved, this model MUST movea minimum all" during its
LJP' tb)OY. of'ybur fJ?ints can b!, speiii on MEDIUM CLASS models
Prussian Gunship, are de.ployed in pf2 to.3 models.
5
Model Assigne"d Rules
Lethal Str:ike (Tesla Coils Only)
The Ma'in Turrets have a 27(') degree
Arc ofFjre.
This model "has two Primary
"turrets, each of whic"h. uses
" the Main. Turrets (P) statistic
line.
NOTE: Te.sj,\ Coil weap.ons .on this
mouel: ' Fixed Channels, which
are tbe WIDTH of the facin& pf th.e ,
, i:n:oael. '
OR CR Mv HP
A6-V Medium Tank 4 6 7" 3
RANGEBANO 1 2 3 4 Cost: 40 Points
Fore Turret (S) 5 3 1 AP RR
Aft Turret (S) 5 3' 1 4 0
PIS Broadside (S)
PIS Tesla Coils (S) . 4 1
This is a MEDIUM CLASS model
This model CAN move 0" straight ahead before making each 45 degree turn
This modell:lAS a minimum move of 0" if it is moved
Up to 70% of your points can be spent on MEDIUM CLASS models
Prussian Medium Tanks are deployed in SQUADRONS of 2 to 4 models
PRUSSIAN
OR CR Mv HP
5 8 6" 8
2 3 4 Cost: 150 Points
Main Turrets (P) ' 9 6 2 AP RR
Fore Tesla Coil s (5) 9 6 4 2 8
PIS Broadside (5) 6 3 1
PIS Tesla Coil s (5) 8 6 3
This is a LARGE CLASS CAPITAL model
This model MUST mOve 1" straight ahead before making each 45 degree turn
This mO'del HAS a minimum move of 0" if it is moved
Up to 70% of your point. can be spent on LARGE CLASS models
Prussi qn Land ships'are deployed in SQUADRONS of 1 model .
Model Assigned Rules
Lethal Strike (Tesla Coils Only)
Experienced Engineers
Electrical Defences
Impervious
:rh is model has FOU.R Pri mary
turrets, each of whicn uses the Main
Turrets (P) statistic line.
The FOUR Main Turrets have an Off
Set 180 Arc of Fire.
NOTE: Tesla Coil weapons on this
model use Fixed Channels which
are the WIDTH of the facing of the
model.
The Turrets (S) each have a
270 degree Arc of Fire.
NOTE: Tesla Coil weapons on
this model use Fixed Channels '
which are the WIDTH of. the
facing of the model.
PRUSSIAN
B3-S Medium Bombard
RANGEBANO 1 2 3 4
Fore Guns (P) 9 '7 5
PIS Side Guns (5)
Special 1
Special 2
This is a MEDIUM CLASS CAPITAL model
OR CR Mv HP
4 6 6" 3
60 Points
This model CAN move 0" str?ight ahead before making each 45 degree turn
This model has a minimum move of 0': if it is moved
Up to 70% Qf your points can be spent on MEDIUM.CLASS models
Prussian Medium Bombards are deployed in SQUADRONS <Of. Ho 3 ,!,odels
Model Assigned Rules
Bombard (Fore Guns)
Forward Observer
The the' Fixed Channel.
-.
DR CR Mv HP
Geier Cl ass Bomber 4 6 10" 4
RANGE BAND 1 2 3 4 Cost: 55 Points
Fixed Aft Bombs 8 AP RR
Fore Tesla Coils (S) 7 5 ' 3 2 5 0
Aft Tesla Coils (S) 6 3 1
Special 1
______ L--L __ ______
This is a MEDIUM CLASS FLYING
This model M.UST ";ove 1" straight ahead before making each 45 degree turn
If moved, this model MUST move a mjnimum bf 4" during its activation
Up to 70% of your points Ciln be spent on MEDIUM CLASS models
Prussian Bombers are deployed in SQUADRONS of 2 to 3 models
PRUSSIAN
DR CR Mv HP
Pflicht Cl ass Scoutship 4 6 10" 5
1 2 3 4' Cost: 65 Points
7 5 3 AP AA
6 6 4
9 ' -
Special 1
This isa MEDIUM CLASS CAPI1AL FLYING 'model
This model MUST move 1" str!l ight maki ng each 45:degree turn
If moved, this model MUST move a mi nimum of 2" during' its activ.alion
Up to 70% of your poi nts can be on MEDIUM CLASS models
Prussian deplpyE!d in SQUADRONS of 2 to 3 models
Model Assigned Rules .
Letbal Strike (Teslo Coils Only)
Air Hunter 'QnjJl)'
: Electr";cal Defences
NOTE: Coil weapons on this
model use Fixed Channels which
are the WIDTH of the facing of the
' model.
DR CR Mv HP
Mobil e Airfi el d
6 9 6" 10
1 2 3 4
9 6 4 2
8 6 3
11 8 5 2
Tnis is a MASSIVE CLASS' GAPITA[ model
" TJ.i s modelll(l UST rnoye straight ahe,ad before making each 45 degree:tu;n,
:! ' Ifmoyed. this model MUST move a mjl)ilJ11lm of 2", during its activation
, -Up 1,0' 70% of,your points Gan' bS'speQt OQ MASSIVE CLASS models
'! - " : prussian Mobile.AfrfieldS'are inSQtJ-?-DRONS of 1 model
Model Assigned Rules
Swift Ascent PRUSSIAN
DR CR Mv HP
Limited Resources
Cannot Halt
Walze Class Small Tank
3 5 10" 2
Cannot Move Backwards
RANGE BAND 1 2 3 4 Cost: 20 Points
NOTE: Tesla Coil
weapons on this
model use
Channels which 'are
the WIDTH of the
facing of the model.
, ,
" .
,.
'(
,
,.
.
..
..,
Fore Guns (5) 4 2 AP RR
PIs Tesla Coils (5) 4 2 2 0
Aft Tesla Coils (5)
Special 1
This is a SMALL CLASS model
has 360 degree movement
This model has a minimum move of 0" if it is moved
Up to 40% of your points can be spent oQ"sMALL CLASS models
Prussian Small Tanks are deployed in of 2 to 6 models
Model Assigned Rules The Fore Guns ha've a Fi xed Channel. .
Small Target
Elusive Target
.
Non: Tesla ' Coil wl"apons on tAis-
model use Fi xed Channels whi ch
are tlie WIDTH of tbe facing of the
model. The Fore Guns also use the
Fi xed channel.
_ .
.
TINY FLYER STATISTI.CS
. -
.
Move Ack-Ack
' ..
. ,
AD
-'
-
PLANE 16" , 0
2,
RECON PLANE 16'" 0 1
-
DIVE BOMBIi:R
.
12" 3
.
.1 .
.
r
BOMBER _ ' 12:'
.
3 r

TINY FLYER RULES AT A GLANCE- ...
IGNORE COMMAND DISTAN,CE RULES
.
,.
CANNOT HALT- (UNLESS THEY LAND)
. .
.'
HAVE 360 DEGREE MOVEMENT
'.
HAVE"360 DEGREE ARC OF FIRE
DESTROYED ON A 6
SUFFER AN ABORT.oN ANY OTHER HIT

. IGNORE- BRAVERY Rl:JLES
,
.
PRUSSIAN Tmv FlYER MAR RULES
ACROBATIC I'l,IJOTS (f;irJhter Planes) . .
If this token bile or more destroyed results, it can r0111D6 per
destroyed result=to cancel each of them, The !'litis canc,ell"ed (ignored) on a roll
of 5 or 6 extra-roll for the 6 ), A roll of 1,2,3 QT' 4 has no effect. '
VERTICAL DIVE fOive Bombers)
.. Modei,Assigned Rules Main Turrets have a 2,70 degree Arc of Fire.
If this token makes an AD against a model, and that model uses Ack Ack
against this token, the model MUST re- roll'all of its Abort and destroyed
- , -L'ethal Strike Cojls Only) - - - " :
;;: Carries 6 AeropFanes ' '. P . I\iOTE: Jeslil" Coil weapons on this model use
.. ;FUel Reserves - ;, ' Cbannels which a're the WIDTH of the
Deck ' !.:., : . ... taf:rngYot t he"mpdeL .
!' W 1+ *1 ..
, results (and take the second result) the token.
WELL TRAINED (fighter Planes)
Thi s.token can De deployed within 6;' of a carrier when is launched, and can
land en a carrier so as it starts its activation wJthin 6" of l'he carrier. -.
PRUSSIAN
OR CR Mv HP
Gewitterwolke Ai rship 6 8 7" 8
RANGE BAND '1 2 3 4 Cost: 110 Points
Fixed Aft Bombs
12 AP RR
Fore Tesla Coi l s (5) 9 7 4 2 ' 7 0
PIS Tesl a Coils (5) 6 3 1
Pi S Broadside (S) 7 5 3 1
This is a LARGE C;LASS CAPITAL FLYING model
This model MUST move 2".straight ahead before making each 45 degree turn
If moved, this model MUST move a minimum of 2" during its activatiqn '
Up to 70% of your points can be spent on LARGE 'CLASS models
Prussian Airships are deployed in SQUADRONS of 1 model
PRUSSIAN
OR CR Mv HP
Imperium Sky Fortress 6 10 6" 10
RANGE BAND 1 2 3 4 ... Cost: 120 Points
Fixed Aft Bombs 12 AP RR
Fore Tesla Coils (S) 9 7 4 2 9 o
PiS Tesla Coils (5) 7 4 2
Special 1
This is a MASSIVE CLASS CAPITAL FLYING model
This model MUST m'ove 2" straight ahead before making each 45 degree turn
. If moved; this modei MUST move a minimum of 2" during its activation
Up to 70% of your poin:ts can be spent on MASSIVE CLASS models
Prussian Sky are deployed in SQUADRONS of 1 model
Model Assigned Rules
Lethal Strike-(Tesla Coils Only)
Carries 6 Aeroplanes
Fuel Reservies '
Elite.Crew
NOTE: Tesla Coil weapons on this
model . use Fixed Channels whkh
are the WIDTH of the facings of the
model.
OR CR Mv HP
Metzger Class Robot 5 8 8" 6
. 1 . 2 3 4 Cost: 90 Points
Left Arm Cannon (P) 11 8 5 2 AP
1i ' 6. 3 8
Fore Turret (P)
Aft Turret (P)
..
Tl1is is a LARGE CIASS'CAPITAL model
- This model b'!.s 360 degree' nicivement
-... Thi s, model has a minimum move of 0" if it is moved
, Wp to 70% of yo, ur points spent on LARGE CLASS mode, ls

-: Robots are deployed \n SQUADRONS of 1 to 2 model
Model Assigned Rules The LefrArm Cannon and Right Arm
!!:;'! ! .. : Ig'!ores Command Djstance Rules Tesla 'BOTH have a 270 degree Arc
11> ==:. H Only) of
Capability
Water Runter (Cpnnon only) Wnen this Robot has entered the
lfowering water it at a or 6".
Prussian Empire A6V Medil:Jm Tank'"
Model Assigned Ruh:!s
Lethal Strike (Tesla Coils Only)
Air Hunter (Teslo Coils Only)
Rugged,Construction '
NOTE:
- I
Tesla weapons on
this model ' use Fixed Cmannels
which are the WII'lTH of the
facing of th:, model.
PRUSSIAN
OR CR Mv HP
Comms Tower 4 6 0" 4
RANGE BAND 1 2 3 4 ' qdst; 40 Points
Special 1 - AP AA CC
Special 2 5 2 0
, .
Special 3
Special 4
This is a MEDIUM CtASS' ''';; del (Fortification).
Up to 70% of your points can be spent on MEDIUM CLASS models
Prussian CommsTow, ,,, are deployed in SQUADRONS of 2 to 3 models
- ,. ...... .... .
-. -
. .
....
, ........ ,
.-
-
..
ModelAssign.ed Rujes ! .
& Indsst.ructal5le, .:
..
..
.. .
Shield Tower
RANGE BAND 1 2 3' . 4
Main Turret (P) 8 6
Special 1
Special 2
Special 3
Strategrc Objective (50):!
- Radio Network' ,
. Imrflovaple &' Inv'incible
OR CR Mv HP
4 6 0" 4
Cost: 6Q Points
This is a MEDIUM CLASS nl"del (Fortification). C
,Up t o, 70% of your points en MEDIUM CLASS mo'del S'
. P.russian Shield Towers are deployecJ in SQUADRC}NS",f 2 model s
. , -
Modef Assigned Rules
' Emplaced &
Immovable
...
OR CR Mv HP
Landing Field 4 8 0" 9
RANGE BAND 1 2 3 4 Cost: 90 Points
Emplacements (P) 8 6 4 AP RR
Special 1 7 0
Special 2
Special 3
This is a rY!ASSIVE CLASS '.
Fortification, counts as Small for Lines of Sight
This model's Aeroplanes start a game deployed within 4"of the Landing Field
Up to points can be spent on MASSIVE CLASS models
Prussian Landing Fields are deployed in SQUADRONS of 1 model
PRUSSIAN
OR CR Mv HP
Coastal Defences 7 12 0" 10
1
left Turret (P) 11
Right Turret (P) 11
Tesla Turret IS)
7, . 6 4
Special 1
rhis is a MASSIVE CLASS.CAPITAL m"del (Fortification)
Up.to 70% of your pOints.can be,spent on MASSIVE.CLASS models
. Prussian Coastal are deployed in' SQUADRONS' of 1 model
Model Assigned Rules
Lethal Strike (Ie;lo Coils Only)
Empl'l.cf!(I .&
Security Posts & &xtended Range'
Indestructable &
Immovable & Invincible
PRUSSIAN
Bunker
1
' 2
3
11 8 6
15 12 S
Special 1
Special 2 "
OR CR Mv
6 10 0"
4
4
5
HP
9
.... .. .. .......
, This is a ClASS GAPI:rAL
Up to 70% cryour can b.e spent on LARGE models
' Prussian Bu.nkers a e <;IePJo\(e'd. in of 1 modef
'There. is ONE Main Turret (P)
H ;with-- a 360 "Arc ;f Fire
<v+o".40>1-.,";,;';: lPn<:LPN"f Main Turret (P) with a
i>.rc of Fire.
tr ., 't
Model Assigned Rules
Carries 4 Aeroplanes
The weapon Emplacements on this model are abstracted
into one single rating. The Emplace'ments have;
360 degree Arc of Fire around the r"00del. Fuel Reserves
Indestructable
Immovable & Invincible
I
f
' I
.
-.
NOTE: All range measurements will. be made from the
edge ofthe physical model.
;
PRUSSIAN
OR CR Mv HP
Flak Tower 4 6 0" 6
RANGE BAND 1 2 3 4 'Cost: 40 Points
Special 1 AP
Special 2 6
Special 3
Special 4
This is a MEDIUM cLil:ss model (Fortification)
Up to 70% of your points can be spent on MEDIUM GLASS mod'els
" Prussian Flak Towers are qeployed 'in SQUADRONS of i to 4 models; .
. . .
"-Model Assigned
Toweri'ni . f ....
Tesla Tower
. 1 - , 2
3
Fore Tesla Coi ls (S)

. 6 . '4.
PIs Tesla Coil s (S)
'.
s fi
' 4
Special 1
Special 2
Telescopic Zoom (Ack Ack 16") i :.
6
Indestructabie : :.
Immovable & invincible
3
.
. .
This.is a MEDIUM CLASS model (FortiQcati0n)
Up t030% olyour points can be spent on MEDIUM CLASS models .
deployed in SQUADRONS of 2 to 4 m??::s.
:resla 'coil .weapon; o.n thi,s'
model all us.e:fh'e,' Broadstdp arc.,
Rules
Emplaced.& Towering' ,
Lethal StriRe (Teslq Coils Only)
Ind'estructable
& Invincible
doubt due to the fact that Commodore Douglas, head of the Ai r Force, is the
cousin of Admiral Hilton.
. The end of the Civil War led to a period of great transition for the F;derated
'. States of America (FSA). One of President Adams first orders was the fOrmation
of a unified mil itary, a Federal Military with wh1ch the I,mds of the FSA.could
be protected. ..' , ', ' Due to its relatively small size, the Navy ofthe FSA needs.to be flexible. Modular
., . "hulls have been for toe core Naval Battlesnips and Crufsers., with the
The location and size of the FSA, with its huge borders, makes it vulnerable t o' - ability to remoye a hard point and add .in a .choice of technologies. The
attack from many enemies, . but the lack of any significant ' outpost anywhere standard fitting for boththese sh'ip types is a Rocket Battery, but this can easily'
else in the world does mean that the core of its military is located domestically. be out arYd re'jJJaced by a Shield Generator or Kinetic Generator.
However, five NilVal Battle Groups are currently patrolling the waters in and
around Hawaii. The decision to send such a large force of naval vessels towards. The last arm of the FSA military" is cO[1trolled by General td.win V. Adams - the
the Far East was the brainchild of Admiral Hi lton, Chief Naval Olficer in charge Army. It is sp'lit into three Divisions: Land Ships, Infantryand. l\rtillew General ,
of the FSA Navy. Adams is an old fashioned warrior and, a-stickler for tradition. He's not a huge
Hilton's distrust of the Empire of the Blazing Sun (EotBS) is seen by som.e as a
character flaw, often because it manifests itself with heated debate when he
visits Washington to talk to t he President. Hilton advocates an all out invasion
and destruction of the EotBS, whereas the moderates believe that a more
passi\(e aggressive stance will the EotBS at bay. Ironic.all y, Hilton is almost
disinterested in the Russian Coalition, despite one of his fleets being almost
entirely wjped out by Russian}orces. f,
The FSA's Navyis on.e of the having only 360 ships at its'disposal, but
, an aggressive manufacturing is seeing new vessels arriving monthly:
Lots of emphasis is being placed on Carriers to t ransport and launch the new
aeroplane's that have .oecome so important to the FSA military .. The Navy and
Air Fqrce of the are in close synchronisation with each other, which is no
fan of aeroplanes, but can see their use. He views the Navy as a serviG'e to get
"his boys to battle, then the guys in the pretty unifo(ms can step to side." His
nickname of Ge.nerallron Britches is well earned .
Scientists in the FSA are working closely with the military. to create new
Super Weapons with. which to catapult the FSA into the position as a world '_.
superpower. The first project to see t he light of day was.operation Thunderclap,
which created a gjant Flying Mech"anised Warrier (FMW) .. Ghief scientist fot
the pr-oject, Dr: Franz Qppenbaum, was sadly kiJleq when :a finger fell off the
rob6t during weapon' t esting and crushed him, but after swccessful trialsth'e
Thunderc/;p 'FMV is now fully A
. . .
FSA.scienti sts and military now refer to giving someone the. 'finger'
when' in disagreement with each other. . . ' " "
. -.
. ,
.......
FSA
DR CR Mv HP
Independence Class Battl eshi p
7 10 6" 8
RANGE BAND "1 2
. . 3
4 Cost: 170 Points
Main Turrets (P) ' 12 , 10
P/S Broadside (S) 8 5
Aft/Fore Guns (S) 4 3
Rocket Battery '.5 .
Thi s is a LARGE CAPITAL CLASS moelel
It u'ses t he LARGE template'for moving
8 6 AP
3 9
6 7
If moved, this model MUST move a minimum of 2" during its activati on
Up to 70% of your points can be spent on LARGE CLASS model s
FSA Battleshi ps are depl oyed in SQUADRONS of 1 model
This model has TWO Pri mary turrets, each of
which uses the Main Turrets (P) statisti c line.

FSA
DR CR Mv
Augusta Class Fri gate
4 5 12"
RANGE BAND '1
2 . 3 4 Cost: 2S Points
Fore Turret (S)
lL ..
AP
Aft Turret (S) :tI. . 3 2
P/S Broadside (S)
Rocket Battery
l'his is a CLASS modei " .
-It uses the SMALL template for. moving
If MUSl move.a minimum of 2" during its activation
-Up to 40% bf ydlJJ besp"ent 'On SMALL moqels
FSA Friga("r a're deployed 'in SQUADRONS of 2 to 4 models
.,. Uf W tr $ Z ;.' ..
RR
o
HP
2
RR
0
Model Assigned Rules
Sharpshoot ers
Manoeuvrable
The stan\lard configuration of this Battleship
sees a Rocket Battery mounted to t he centre
section of t he superstruct ure. This can . be
The Mai n Turrets have a 270
degree Arc of Fi re, t he lore/
Aft Guns have a 90 degree Arc
of Fire that c9mbines both
guns, and t l\'e have 360'
repl aced wi th EITHER k Ki netic Generator OR
a Shield G: nerat or for NO
Degree Arc of Fir" .
,
, . '
Model
.
Small Target
';he si ngle Fore Turret (S)
and single Aft Turret (S) both
have a 270 degree (l.rc of
Fire.
Lexington Class Crui ser
RANGE BAND 2 9
Main Turret (P) 9 7:
4 ,
P/S Broadside (S)
.' l
..... ...
Aft Guns (S) 4

Rocket Battery T
"?1
4
5
DR CR
5 6
..... .
.. .
.
" .
.
Mv
8"
HP
4
' Cost; 60 'PointS' .
This is a MEDIUM CAPITAL CLASS medel
1t u,;; es the MEDIUM t emplate for moving
If moved, thiS model MUST move minimum of 2" ItS activati on
Up to 70% of your points can b'e speot on MEblUM CLASS mapet,
FSA are aeployed in SQUADRONS of i t o 3 motMs'
.
Model Assigned Rules
Manoeuv'l' ble
NOTE, You can,give a Squadro-;' of
Cruisers the Sharpshooters.abili,tV,
fer 5 points per
'The standard' co'nfiguratien of this cr.ui ser
a Rocket Sattery.mountE!d to the centre section'
: ;of1:jJe :rhis can be [eplaced
EITHER A Kineti c Generator OR a Shiel d
Generator for NO points
, J he Main Turrehas a 270 .degree Arc of Me,
, : (he Aft have 90'degree.Arc of Fi ee,
the Rockets 3pO degree Arc of F.irE;. :
;
Thismodel has ONE Primary turret, whi ch uses '
t he Main TJrrets (P) stati,stic Iilie"
<
. , .
. .
0- ,
. ..
. !

FSA
DR CR Mv HP
Saratoga Fleet Carrier
6 8 6" 8
RANGE BAND 1 2 3 4 Cost: 95 Points

Main Turret (P)
- r
PIS Broadside (S) ,8
5
Aft Guns (S) 4 3
Fore Guns (S) 4 3
This is a MASSIVE CAPITAL CLASS model
It uses the LARGE templale for moving
- - AP AA CC
3 - 6 6 5
-
-
,-
- ':

If moved, this model MUST move a minimum of 2" during its a,civation
Up to 70% of your points can be spent on MASSIVE CLASS models
FSA Fleet Carriers ,are deployed in SQUADRONS of 1 model
,

FSA
DR CR Mv
Revere Class Corvette
3 4 12"
RANGE BAND 1 2 3 4 ' Cost: 20 Points
Main Turret (P)
-
- - AP AA CC
PIS Broadside (S) - - - - 1 2 1
Aft Guns (S)
- - -
Fore Turret (S)
74 ' 3 - -
"
JP
izASS medel
4> 4 !Gf mo\ing
tf IDqv!"P, tt}is model MIJSl' a minimum "U'll:lu,gng its activation
tJR to 40% hO! y,?UY 1:;'2 beo
in'SQUADRONS o'2to "models
:!!'tz,tt
0
. *' #0%
RR
0
HP
2
RR
0
Model Assigned Rules
Sharpshooters
Carries 6 Aeroplanes
Double Decker
j Fuel Rserves
The Fore/Aft Guns have a
90 degree Il,Fc of that
gunL
Model Assigned Rules
Fast Target
ElusiveT",get

TAe fJrn?t (Srh;s a
degree Arc of Fire:
,
,

FSA
DR CR Mv HP
Enterpri se Class Dreadnought
8 13 6" 10
RANGE BAND '1 2, .3 4 Cost:; 2'40 Points
Main Turrets (P) 12 '10
&
6 AP AA CC RR
PIS Broadside (S) 8 5 3
.:
12 8 5 6
Fore Rockets
Aft Rockets

' w Ji , 7
8
1;,

:
.
,
- 8
- ,
"
"
This model CAN add up to TWO to:
can;choose
" ':
Thi:; mode! has THREE' Prima(,yJ:ilrretS"eacQ"ot wllicl1:Uses : " ,
the Main:TAJrrets (pi <tiil1<1-fc;linp;

FSA
OR CR Mv HP
Springfield Class Escort
4 5 10" 2
RANGE BAND 1 ,2 3 4 Cost: 20, Points
Main Turrets (P)
- -
-
- AP AA CC RR
Port Rockets
- - - - 1 3 1 0
,
Starboard Rockets
-
,-
- -
Fore Guns (5) - - - -
This'is a SMALL CLASS model
It uses the SMALL t e'mplate for moving
If moved, this model MUST move a minimum of 2" during its activation
Up to 40% of your points can be spent on SMALL CLASS models
FSA Escorts are deployed in SQUADRONS of 1 to 3 models

RANGE BAND
Main Turrets (P)
..
Port Rockets
Model Assigned Rules
Small Target
Elusive Target
Manoeyvrable
FSA
Gui lford Class Destroyer
1 2 '3 4
- -
, -
-
3 4 5 -
Starboard Rockets 3 4 5 -
OR CR Mv HP
4 5 12" 2
Cost: 30 Points
AP AA CC RR
2 2 1 0
Fore Guns (5) 4 3 -, -
.':-
-

FSA
.
Princeton Class Gunship
RANGE BAND
1
2 3 4
,.
- Main Turret (P) . 9 7 4
-
PIS Broadside (5) 5 3
-
-
OR
5
.. .
This is a SMALL C!:ASS model '
It uses the SMALL template for moving '
If moved, this model MUST move a minimum,of 2" during its acti'vation
Up to 40% of your points can be spent on SMALb CLASS ';'odels
FSA Destroyers are dep'loyed in SQUADRONS of 2:to 4 models
CR Mv
7 8"
HP
5
-, .
Model Assigned- Rules
Sharpshooters
Manoeuvrable
Cost: 75 Points
The TWO Main Turrets each have a
270 degree of Fire, the Aft Guns
have a 90 degree Arc of Fire, and
the Rockets have a 360 degree
AP AA CC RR
7 5 3 -
'. :
0
FS!l Springjield
-Class Escort
Model Assigned Rules
'Small Target
Pack Hunters
Manoeuvrable
The Fore Guns have 90 degree Arc
bf Fire, while the Port and Starboard
Rockets have a.normal Broadside.
Aft Guns (5) 5 3 - -
of Fire. .
FSA, Fighter
Rocket Battery -
.
4 5 7 ..
-
.
'r-:::
,
This.is CLASS CAPITAL model
- It uses!beil/iEQIt;lM template
MUST move a minimum of 2" during'it" activation
-. Up. to 70% ot your points can be spent on MEDIUM CLASS models
;;:;. - FSA Gu'nships-are deployed in 5QUADRONS of 2 to 3 models
...... .. . .. .....;: . .
........ This rnoq'e-I"has TWO Primary turrets, each of
-: ";hicb useJ the statistic line.
*'#' . .. ,
. ,

FSA
DR CR Mv HP
Trenton Class Tank
5 6 9" 3
RANGE BAND 1 ,2 3 4 Cost: 40' Points
Fore Turret s (S) 6 5 3 - AP AA CC RR
Aft Turret (S) 6 5 3 - 3 2 1 0
Special 1 - .- - -
Special 2
- - - -

This is a MEDIUM CLASS.model
Tftis model CAN move 0" straight ahead before making each 45 degree turn
This model has a minimum move of 0" if it is moved
Up to 70% of your points cal) be spent on CLASS models
FSA Medium Tanks are deployed in SQUADRONS of 2 to 3 models
,

FSA
DR CR
Yorktown Class Bombard
5 6
Mv
7"
RANGE BAND 1 2 3 4 Cost: 60 Points
Fore Guns (S)
- -
- ; .
AP AA CC
Fore Bombard (P) - 9 7 2 1 1
Special 1 -
-
:
-
Special 2 - . - .- - .
,
;rh)s is a MroIUM'.CLAS 'CAPITAl model
HP
3
RR
0
This model CAN mov.e'0" .5traight ahead before making each 45 degree turn
THis modelllas a minimum move.of:O" if it is moved
Up to 70% of your"PPlnts can be spent on MEDIUM CLASS models
: f;SA:Medium Bombards are deployed in SQUADRONS of 2 to 3 models
:!' . ': c
.
"

FSA
DR CR Mv HP
Washington Class Land Ship
6 8 7" 7
RANGE BAND 1 2 3 4 Cost: 130 Points
,
Main Turrets (P) 11 9'" 7 4 AP AA CC RR
PIS Broadsides (5) 7

2
-
7 4 2 -
Special 1 ;-,
. "c 1. - c' -
;
-

- - ,
Special 2
1\ 01 7**'"
1n)s
, Ih.i{ making each 45 degree turn.
miblrMrbmove elf 0" if it is Moved
LARGE. cLASs. models
Glf i model
"
Model Assigned Rules
Tne Fore and Aft Turrets each h.ave a
'90 degree Arc of Firethat combines '
both turrets.
Model Assigned
Bombard (Fore/Aft)
Forward Observer .
The Bombard on this m0c1el can fire
into the or Aft Channel, but' it
CANN()T fire Into'
sif!1ultaneou:;ly. "
FSA John Henry ,
Class Robot
This is a mojlel
' '''00el has 36Q degree movement
THis model lias oio" if iUs m6ved
Up):o be
FSA S.mall in

A-17 Class Bomber
OR CR Mv HP
5 6 8" 4
RANGE BAND 1 2 3 4 Cost: 55 Points
Fixed Aft Bombs 7 AP RR
Fore Torps 7 ' 6 5 4 0
Special 1
Special 2
This is a MEDIUM CLASS FLYING model
Th'is ';'odel MUST m.ove 1" straight ahead before making each 45 degree turn
If moved, 'this model MUST move a m'inimum of 4" during its activation
Up to 70% of your points can be spent on MEDIUM CLASS models
FSA Bombers are deployed in SQUADRONS of 2 to 4 models

FSA
OR CR Mv HP
Lee Class Scoutship
5 6 8" 5
RANGE BAND 1 2 3
4 ,
Cost: 60 Points
Fore Rockets 3 4 5 - AP AA CC RR
PIS Broadsides (S) 7 5 '3 - 5 4 0 0
Fixed Aft Bombs , 6 -
-
-
Special 1 - -
-
-
This is a MEDIUM CLASS CAPITAL FLYING model
This model MUST move 1" .straight ahead before making each 45 degree turn
If moved, this.model MUST mo\(e a minimum of 2" during its activation
Up to ?O% of you' r points can be spent on MEDIUM CLASS models
FSA are deplpyed in SQUADRONS of 2 to 4 models
1\Q9del Assigned' Rules The Rockets use the Fixed Channel.
_, Sharpshooters
, _ Ar.moured Topside
JettisonJ?'l,!,age _;.-"

FSA
OR CR Mv HP
Mobile Airfield
7 9 6" 9
2 3 4 Cost: 150 Points' ,
11 9 5
5 2
5'
6 7
- Special 1
__ __ ________
:' - : Th;s i; a CLASS.CAPITAL-model ; _ '
$". . ":Thi s' rn0qel MUST move 1" ahead pefore making each 45 degree turn
_. :ii o,ovM, tnis mo' dei MljSTmove a minimum of its activation
'" ; :lIp points canJ'e: spent on fLASS .':lOdels
FSA,MobM:l\itfieJcls are d.eplb),et;l in,SQUADRONS flf 1 model
t.., ",, ' !
Model Assigned Rules
Swift Ascent
Limited Resources
Cannot Halt
Cannot Move Backwards
The Torpedoes use 'the Fixed
Channel.
f
,
GENERIC.TINY FLYER STATISTICS
Move
FIGHTER PLANE 16"
'RECON Pl.ANE 16"
DIVE BOMBER 12"
TORPEDO BOMBER 12"
TINY HYER RULES AT A GLANCE
IGNORE COMMAND DISTANCE RULES
e , CAN'NOT Hf--LT (UNLESS,THEY LAND)
e HAVE 360 DEGREE MOVEMENT
HAVE 36n DEGREE'ARC OF FIRE
DESTRO'i'ED ON A 6
SUFFER Al'-J AB"ORT ON ANY OTHER HIT
! IGNORE BRAVERY RULES
FSA TINY FLYER MAR RULES
ACROBATIC PILOTS (Fighter Planes)
AD Ack Ack
0, _
2
0
.
1
3 1.
3
t
.
If this token suffers one or,more destroyed results, it can roIl11;>6' per '
destroyed res'ult' to each of t hem, The hit is cancelled (ignored) on a roll
of 5 or 6 (wi"tAou1; an extra roll for tne.6): A roll 0(1, 2, 3 or 4 haSI)Q effect, '
MORE,MACHINE GUNS
This toker increases itsAck Ack by ;!:L ;
SUPERIOR' ENGINE (Torpedo Bombers)
, This token-increases its by' +2".
The Rockets have a 360 degree Arc,of Fire.
..
.
. .
t.
FSA A-17 Bomber;
with Fighter Escort

FSA
OR CR Mv HP
Va ll ey Class Airship
7 8 7" 8
RANGE BAND ' 1 2 3 4 Cost: 130 Points
Fore Rockets 5 6 7 - AP AA CC RR
Fore Rockets 5 6 7 - 8 8 0 0
PIS Broadsides IS) 9 7 5 -
Fixed Aft Bombs 9 - - -
This is a LARGE CLASS CAPITAL FLYING model
This model MUST move 2" straight ahead before making each 45 degree turn
If moved, this model MUST move a minimum of 2" during its activation
Up to 70% of your points can be spent on LARGE CLASS models
FSA Airships are deployed in SQUADRONS of 1 model

FSA
OR CR Mv HP
Savannah Sky Fortress 7 10 6" 10
.
Cost: 140 RANGE BAND 1 2 3 4
Fore Rockets - - - - AP AA CC RR
PIS Broadsides (5) 12 8 4 - 9 9 0 0
Fixed Aft Bombs 12 - - -
Special 1 - - - -
This is a MASSIVE CLASS CAPITAL FLYING model
, This model MUST move 2" straight ahead before making each 45 degree turn
If moved, thi s model MUST move a minimum of 2" during its activation
Up to 70% of your points can be spent on MASSIVE CLASS models
FSA Sky fortresses are del?loyed in SQUADRONS of 1 model
Model Assigned Rules
Sharpshooters'
Carries 6 Aeroplanes
Double Decker
Fuel Reserves
.
.

FSA
OR CR Mv HP
John Henry Class Robot
5 6 10" 4
RANGE BAND 1 2 3 4 Cost: 60 Points,
,
. Left Arm Cannon (P) 9 7 4 - AP AA CC RR
Right Arm Rockets - S' '4 -S - 6 4 0 0
Fore Turret (P) "
- - -.
Aft Turret (P) -
.
- - ,
Th'is' is a MEDIUM CLASS fLYING model
, This model MUST move 'l'''straight ahead' before making each 4S degre.e tum
If ';'oved, 1:6is model MUSTc,{,ove i mInimum of 4" during its activation
Up tp 70% of your points.can.be..spent on MEDIUM CLASS.models
FSA Robots ar't in of.2 to 3
!.VIqdel Assignep Rules' - -
, .J.e.ttison Damage
(LC!tAn:r( Can/1On)
,(annqt Move Backwards,
DistanceHules
The Left Arm Capnon and Right
Arm Rockets BOTH have a 270
. degce.e Arc Qf t ire. Measure from
-the l:niddJe of the' model for Line. of
Sight and Ranges.
I'
Model Assigned Rules
Sharpshooters
.Armoured Topside
Rugg!!d Construction
BOTH the Rockets on ' this model
have a Fixed Channel.
h
, ,
,

FSA
OR CR Mv HP
Comms Tower 5 6 0" 5
RANGE BAND 1 2 3 4 ' . Cost: 40 Points
Special 1 - - - - AP AA CC RR
Special 2 - - - - 3 2 0 0
Special 3 - - - - -.
_.
Special 4 - - - -
-
This is a MEDIUM CLASS model (Fortification)
Up to 70% of your points can be spent on MEDIUM CLASS models
FSA' Comms Towers are deployed in SQUADRONS of;2<to 3 model s
.
- .

FSA
Sh ield Tower
.
RANGE BAND - 1 , 2 3
Main Turret (P) 10 8 '6
Special 1
-.
- - -
.. -.
.
Special 2 - - -
Special 3
-
,
- -
..
4
Model AssiglJed Rules
Emplaced & Indestructable
Strategic Objective 150)
Radio Netwo!k
& Invin.cible ,.
OR CR Mv HP
5 6 0" 5
Cost: "60 Points
4 . AP AA CC RR
- 3 2 0 0
o '
.
.
.
-
.' This is i' MEDIUM
Up 1070% of your points can' be.spent on M6DIUM CLASS
FSA Tower s in SQUA9RONS 9f? to 3 models
NOTE: This model has a Shield,Generator.
Model Assigned Rules
Emplaced & Indestructable
Im;no,vable & Invincible
This model has- ONE Primal"y turret, which uses
- - the Ma}n (P) statistic line,
... JOt ..
.
...
.. ':::;.
.
...
. .. . " .'

FSA
OR CR Mv HP
Landing Field 5 9 0" 9
RANGE BAND 1 2 3 4 Cost: 90 Points
Emplacements (P) 7 5 2' - AP AA CC
Special 1 - - - - 5 6 0
Special 2 - - - -
Special 3 - - - -
Thi s is a MASSIVE CLASS model
Fortification - counts as Small for Lines of Sight
1his model's a game deployed within 4"
Up to 70% of your points C,ln be spent on MASSIVE CLASS model s
FSA Lan'ding Fields are deployed in SQUADRONS ?f 1 model

FSA
OR CR Mv
(oasta I Defences 7 12 0"
RR
0
HP
10
RANGE BAND 1 2 3 4 :Cost: Points
Left Turret (P) 12 10 6 4 AP AA CC
Right Turret (P) 12 10 6 4 8 5 0
Broadside Guns IS) 8' 5 4 2
Special 1
- - - -
Thi s is a MASSIVE CLASS CAPITAL model (Fortifi cati on)
Up to 70% of your point's can be spent on MASSIVE CLASS models
FSA Ceastal befences are deployed in SQUADRONS of 1 model
Rules
Corrosive (Left and Right Turret)
Emplaced & Minefield .
. Security Post s & extended Range
:: ,- :;. Indestructable & Redoubtable:
I : Imni ovabl e & Invi ncible
FSA
The Left and Right Turrets both
nave a 90 degree Arc of Fire.
OR CR Mv

Bunker 6 10 0"
RR
0
HP
9
,
RANGE BAND il 2 3 4 Cost: 130 Points
360 Turr et {PI :12 10 6 4 AP AA CC RR
.
. 270 Turr et (PI
1:
4 12 8 5 7 5 0 0
Special 1 - - - -
..
Special 2 -
:
- - - ..
-, ..
-
Model Assigned Rules
Carries 4 Aeropl anes
The weapon Empl acements on this model are"bstracted
into one single combat"rating. The Emplacements have a
360 degree Arc of Fire around the model. Fuel Reserves
Indestructabl e
Immovabl e & Invincible
,.
..
. ..
NOTE: All range measurements -will be made from the
edge of the physical model.


FSA
OR CR Mv HP
Flak Tower 5 6 0" 7
RANGE BAND 1 2 3 4 Cost: 40 Points
Special 1 - - - - AP AA CC RR
Special 2 - - - - 4 6 0 0
Special 3 - - - -
..
Special 4 - -
-. - ': .
..
This is a MEDIlJM CLASS
Up.toJO% ol your points can be spent on MEDIUM mOdels
. FSA Flak Towers are deployed' in of 2 to 4.models

RANGE BAND
Fore Broadside IS)
PIS Broadside IS)
Special 1
Special 2
.; ""'" '"
FSA
Gun Tower
1 2 3
-
I{
8 5
Model Assigned Rules
Emplaced & Towering
Telescopic Zoom (Ack Ack 16")
Indestructable
. Immovable & InvirnCihl e
.. .
.... ....
. ...
OR CR Mv HP
5 6 0" 7
4 Cost: 50, Points
.
2,; AP AA CC RR
8 5 4 ' 2 4 3 0 0
- - - -
.
..
":"1'
- - - -
.
'.
.
, This is a MEDiUM model (For-ti ficanon)
Up to 'O% of your points can be spE\nt on MEDIUM CLASS'model s
fSA Gue are iD SQUADIlONS o<ito 4,model s
Model Assignt!d Rules
EmplaQed & rowering
Sharpshooters
Indestructabre
Immovable' & Invincibl e
.
.
The Empire of the Blazing Sun (EotBS) has a simple military structure, perhaps
'. the most simple of all of the military powers in Dystopi<;ln Wars. Three Armies
protect the empire: one acting as a shield to protect, the second as a_sword to
strike out the third as a crucible within which to forge elite soldiers. Each of
these Armies has a Navy a-ttached to it and also an Aerial Armada.
When the EotBS took the decision to create its Great Navies, fleets that the
Empress would be proud of, the finest engirieers and scieritists of the land
were gathered together. At the head of the proje.ct was Yoshiro Nagasumi, chief.
technologist of the Empire and a mathematical genius. Nagasumi's SOKUtSU
Class Battlesbip design was audacious and broke away from the usual naval
doctrine of ship design, but his favour with the Empress was to see his ideas
turn into a reality, despite major resistance by the EotBS Naval Admirals . .
Nagasumi went on to design the EotBS Nakatsu Class Cruiser in the wake of
critical acclaim for his Battleship design. The iensha-inspired [dens ha = train]
vessel does not use a turret for its main weaponry; rather it boasts broadside .
weappnry, fore torpedoes and a series of Rocket Batteries that hurl deadly
incendiary projectiles at enemy vessels. Nagas'umi wanted a streamlined hull
design t o allow the Cruiser to literally cut ilireugh the waters' 'Of the seas and
aroul1d his Empire.
Noted physicist Hironari Aratg was tasked with constructing war machines that
the empire could use to further it; expansion into neighbouring territories,
extending tbe .reach and effensive power of its Armies. Initially Arata focused
on four core land vehicles: Ke-Ho Light Tank, Type II Chi-Ri Medium Tank, Ho-I
Mobile Bombard and 0-1 'Taka-Ashi' Heavy Walker. His work has created a HQ
versio'n of tlie 0-1 and his. team of researchers .are working on Walkers that
dwarf even the mighty 0 -1 in siz;" .
i " .
The original designs for the O, I' Hea'vy Mechanised were plagued w.ith .
problems- and their first" mili t ary action in thina s,aw o:ver 30 of the, gigantic
machines destroyed in ODe d;y of b; ttle, mainly due to'structural failures - the
. Iegs kept falling off! But Arata' kept.refining tbe al)d eventlla' lIy, with the
aid of Element. 27.0, anrl' a for.t 't.rltous laboratory accident which saw a container
of zinc fall into a .vat of steel and Element 270, a new metal comeound' was
created by the scientist. Superlight and immensely strong the metal has altowed
massive advances in Walker te'chna'logy, leading to a shift away froi'ritracks for
large war maGhines. .
With disputes between China and the R)Jssian Coalition, the EotBS
created its Tenkei Sky Fertress as an aerial strike platform that caD strike over
land or water, unleash.ing its cargo of fighters, fig'hter bomeers..and torpedo
bombers Dnto an enemy from. above. A major
metals" all formulated -in secret using Sturgeon's new found element, allows
prope:llers }O keep the Sky F?Jtress in the sky. ' -:
The Aerial Armadas, of the EotBS are growing in both aod
Yeung pilots are being trained and' regul ar engagements with forces-from China
the Coalition are weeding out "t.he 'weak. ,DFA-170-Bomber i,s
proving itself to be a very effective aerial tool, and many more airc.raft,designs
are coming out ofthe EotBS. '
: ;;::
.
...... l'
.,
. -.
....... ..
:
"'
.
.
,
BLAZING SUN
DR CR Mv HP
Sokotsu Class Battleship
6 11 6" 8
RANGE BAND 1 2 3 4 Cost: 180 Points
Main Turrets (P) 13 8
PIS Guns (S) 8 7
Fore Torpedoes 6 5
Rocket Batteries 5
This is'"a LARGE CAPITAL CLASS model
It uses the LARGE template for moving
6 3 AP
5 2 10
4
6 7
If moved, this model MUST move a minimum of 2" during its activation
Up to 70% of your points can be spent on LARGE CLASS models
Blazing Sun Battleships are deploye"d in SQUADRONS of 1 model
Model Assigned Rules
Incendiary Rounds (Rockets Only)
This model IS fitted with" either a
Disruption Generator OR a Shield
Generator, for NO points
The Main Turrets have a 270 degree
/l:.rc of Fire," the Fore Torpedoes
and the Port/Starboard Guns "have
a' Fixed j:hannel," and the
have a 360 degree Arc of Fire. When
firing the Rockets" measure from
the middle of the rTJodel of
Sight and' Ranges.
This model has TWO Primary
turret's, each of which uses
(P) line .
.. ' .

BLAZING SUN
Uwatsu Class Frigate
DR CR
3 6
Mv
12"
RANGE BAND 1

3 4 Cost: 25 PQints
Fore Turret (S)
5 3 1 - AP AA CC
PIS Guns (S)
' 4
,
3
1,
- 2 1 1
Fore Fixed Torpedoes
- - - -
Rocket Batteries
I:
- - - -
MUST move a minimum of 2" during its activation
be,pent on SMALL CLASS models
___ __ IA .. "-' in SQUADRONS of 2 to 4 models,
RR
0
HP
2
RR
0
Fore Torpedoes
Rocket Batteries
Blazing
Class Battleship
DR CR Mv
4 7 10"
Jhisjs,a lVIEDIUM CARITALCLASS mod81
, It uses the MEDiUM template for moving
If moved, this moael MUST move a minimum of 2" during its
to 70% of your peints can be "Pent on MEDIUM
C; ujsers are deployed in SQUADRONS of 2 to 4 models
The ;rid the Port/Starboard Guns' Have
a Fixed Channel. The Rockets 360 degree Mc'of
the;,Rockets measur- fh)mlthe
0' ;:>f for "In,e of Ranges, ,
Model Assigne(lRules
You can of Incendiary
Rounds {ReGkets:Onlyr ability, for 5 points per model.
"
.
BLAZING SUN
E
Kiyohime Class Assault Carrier
RANGE BAND 1 2
Main Turret (P)
8
PIS Guns (S) 8 '
7
Fore Fixed Torpedoes 6 5
Rocket Batteries - -
Thi s is a MASSIVE CAPITAL CLASS model
It uses the LARGE t emplate for moving
3 4
6 3
5 2
4 -
- -
OR CR Mv HP
5 9 6" 7
Cost: 130 Points
AP AA CC RR
7 5 4 0
, ,
;
,
If "loved, thi s model MUST move a minimum of 2" during its activation
Up t o 70% of your points can be spent on MASSIVE CLASS models
Bl azing Sun Assault Carriers are deployed in SQUADRONS of 1 models
Blazin.g Sun
Type 11 'C;hi-Ri' Medium
Tank
M odel Assigned Rules
Carri es 4 Aeropl anes
Fuel Reserves
Rugged Construction
The single Main Turret has a
270 ,degree Arc of Fi re, the Fore
Torpedoe,s and the Port/Starboard
Guns have a Fi xed Channel.
E
BLAZING SUN
Hachiman Class Dreadnought
RANGE BAND 1 2 '3 4
Main Turret (P) 13 8 6 3
Fixed Aft Mines (5) - - -
Fore Torpedoes 7 6 5 -
Rocket Batteries
- 7- . 8 ' 9
Thi s is a LARGE CAPITAL cLAss model
OR CR Mv HP
7 13 6" 10
.
Cost: 235 Points
AP AA CC RR
12 8 7 9
-
- . .
-
.-
-
'.
- .-
;; ..
. ..
. ., .
+ *",
Model Assigned Rules ,
Incendi ary.Rounds
Dash and El an
Iron Ram
This model IS fitted with eit her a
Discupti on Generator OR a Shield'
Generator, for NO'points difference,
The 'THREE ' Main Turrets have a
270 degree Arc of Fire, t he Fore
Torpedoes' have 'a Fi xed Channel '
and t me . Rock"et s have 360 degree :,
It lJses the LARGE template f9r moving
Arc of Fire, When firing the Rockets
hem the middle' of the
model for Line <If Sight and Ranges,
If moved, this model MUST move a mi nimum of 2" during:;ts
Up to 70% of your points can: be spent on LARGE CLASS mMels
Blazing Sun Dreadnoughts are depl oyed in' SC!UADRONS-of 1 mo'del
. ..-
:;; " This model has THREE Primary
' turret?, each uses the Main
Turrets (P)stati sti c line,
, t
..
BLAZING SUN
Mv
HP Model Assigned -Rules
1--+ ---4--+---4 .
OR CR
Fujin Class Corvette
3 4 15" 2
JJusive Ta: g.et
,
' .
The si ngle Fore-Turret (si has a 270
I-R_A_N_G_E_ B_A_N_D __ -+_-1 __ 1-_+_+---'--.,:_=--r __ ,.-"--=-j ' .d.egt ee Arc of Fire,
1 2 3
-4'
' CQst:.20 Points-
,
Fore Turret (S) ' 4 3' 1 - AP AA CC RR
PI S Broadsides (S)
- - - - >, 1 1 1 0
Fore Fixed Torpedoes
.. "
. ... -... .
" - -. - -
. .
. ..... .
... " r'l ..... ...
Rocket Batteries ,
: ...... - "CL::::::::
ThiS IS a SMALL CLASS model
It uses the SMALL template for ,. 1# i ")1 ,.
" s' ' *
If moved, this model MUST move aminimum of 2"duringits acti vati or];
Up to 40% of your can pe spent on: 9MAlL CLASS models
Sun Corvettes are depl oyed)" SQI!JA,DROillSpf 2 to 5 model s
...
: ...
:-
,.
,
"

BLAZING SUN
OR CR Mv HP
Kitsune Class Escort
3 6 9" 2
RANGE BAND 1 2 3 4 Cost: 20 Points
Fore Turrets (5)
.
- - - - AP AA CC
Port Rockets
- - - - 1 3 1
Starboard Rockets
- - - -
Fore Guns (5) - - - -
Thi s is a SMALL ClASS model
It uses the SMALL template for moving
If moved, this model MUST mov.e a minimum of 2" during its activati on
Up t o 40% of your points ca n be. spent on SMALL CLASS models
Blazing Sun Escorts are deployed in SQUADRONS of 1 to 3 models
Model Assigned Rules
Small Target
Elusiye Target
RR
0
Blazing Sun"Bomber
- .

BLAZING SUN
OR CR Mv HP
Tanuki Class Gunship
4 8 10" S
RANGE BAND 1 - 2 3 4 Cost: 80 Points
Main Turret (P)
- - - - AP AA CC RR
PIS Guns (5) 9 6 . 4 - 6 4 3 0
Fore Torpedoes 6 3 - -
Rocket Batteries
- 4 S 6
This is a CLASS CAPITAL model
; It th,,-MEDlljM template for moving .
this model MUST a f!1inimum of 2" during its actjv.ation
: _ Up to 70% of.your peints can be spent on MEDIUM CLASS models
.Blazing.Sun Gunshi ps depl oyed in SQUADR,ONS of 2 to 3 models
"'. "
1, ,. .. ;'" .. The Fore ; he Port/
. d' R ' (R k I ) . - Starboard Guns have a Fixed
Incen ,.ary __ ets o:>n r
. Channel. When firing the Rockets
measure from the middle of the
1)10del for Line of Ranges.

r
..
GENERIC TINY FLYER STATISTICS
.
Move ' AD -Ack Ack
FIGHTER PLANE 16" O. 2
-
RECON PLANE 16". 0 1
-
DIVE BOMBER 12" . 3' 1
"
TORPEDO BOMBER . 12", . 3 1
TINY FLYER RULES' AT A GLANCE

)GNORE COMMAND DISTANCE RULES
CANN0T HALT (UNLESS THEY LAND)
". l'

HAVE 360DEGREE MOVEMENT
..
.
HAVE.360 DEGREE ARC OF FIRE
..
DESTROYED ON A 6
SUFFER AN ABORT ON ANY OTHER HIT

, IGNORE, BRAVERY RULES
BLAZING SUN TINY flYER MAR RULES '
BIG FUEl TANISS (Fiflhter Planes) .
If token suffers one orri:lOre Abort results, it' can roll . 106 per Abort
result to cancel each of them. hit is cancelled (ignored) on a roll of S or 6
.(Wi thout an extra roll for the 6). A roll of 1,2;, 3 or has n? effect.
FASTER TORPEDOES (Torpedo Bombers)
If this token an Ai) attack against a model, and that model .uses
Concussion Charge fire against its Torpedo' attack, the model MUST re-rol'l all
of its hits (and take the second resu lt) against the Torpedoes . :
'. .
SWARM (FighterPli:mes) , _
When a Squadron that has S.warm Taeti<!s uses Linked Fire, the combine'cj
receives \a maximum) of +'2 di ce to: the Linked Fire total ; wheti<ler i t is-an
AD attack, Ack Ack fire or Concussion fir,e.
,

BLAZING SUN
OR CR Mv HP
Yurgi Class Destroyer
3 6 12" 2
.
RANGE BAND 1 2 3 4 Cost: 30 PoiQts
Fore Rockets 3- 4 S -
.
AP AA CC RR
.
. .,. .
Port Rockets 3 4 S
,
2 1 1 0
Starboard Rockets 3 4 S -
..
Fore Guns (S) "
- - - .
This is a SMALL CLASS model,
It 'uses t he SMALL template for moving
If moved,Jhis model MUST mo; e.a minimum of 2" during its acti vation.
Up to 40% of Cll n be spent on SMALL CLASS models
Blazing Sun Destroyers are deployed in SQUADRO"!S ?f 2 to 4 model s
Model Assigned Rules
Small Target .
Pack Hunters
The FQre,Port and Starb'oard
ttie; Fixed Channel! .
,
,
E
BLAZING SUN
DR CR Mv HP
Type II 'Chi-Ri' Class Tank
4 7 8" 3
RANGE BAND 1 2 3 4 Cost: 40 Points
Fore Turret (S) 6 5 2 - AP AA CC RR
PIS Broadsides (S) 5
2 ,
- - 3 3 1 0
Speciall - - - -
Special 2
- -
- -
This is a MEDIUM ClASS model
This model CAN move 0" straight ahead before 'making"each 4S degree turn
This model has a minimum move of 0" if it is moved
Up to 70% of your points can be spent on MEDIUM CLASS models
Blazing Sun Medium Tanks are deployed in SQUADRONS of 2 to 4 models
The single Fore Turret (S) has a 270 degree Arc of Fire,
E
BLAZING SUN
DR CR Mv
Ho-I Class Mobi le Bombard
4 6 6"
RANGE BAND 1 2' 3 4 Cost: 60 Points
Fore/ Aft Bombard (P) 9 6 5 4 AP AA CC
Speciall
- - - - 2 2 1
Special 2
- - - -
Special 3 - - - -
.
- Thi",is a MEDIUM CLASS CAPITAL model
This model CAN move straight ah'ei3d before making each 45 degree turn
Thjs'medel lias a minimum-move of 0" if it is ;;'oved
Up to' 70% of YOl'r Pllints can be spent on MEDIUM CLASS models
HP
3
RR
0
SunSI'Ieditlm Bombards are deployed in SQUADRONS of 2 to 3 models
__ Assign.ed Rules
Bombard (Fore/Aft Fixed)
Fqr.ward Observer -
The Bombard on this model can fire into.
the, Fore or Aft Channel, 'but it 'CANNPT
fire into simultaneously,
E
BLAZING SUN
DR CR Mv HP
0 -1 'Taka-Ashi' Heavy Walker
5 9 6" 7
RANGE BAND
r
2 3 4 Cost: 15.0 Points
Main Turret (P) 15
6 ,
AP AA CC RR
!
Knee Turrets (S) ' T- 5 2_ - 8 4 3 I -
q
Rocket Battery
- Pr
7 :8
Speciall ':!,
- - ,
ASl4 ,
r
I.'
, 4 ,
E
BLAZING SUN
DR CR Mv HP
Ke-Ho Sma ll Tank Base
3 6 8" 2
RANGE BAND 1 2 3 4 Cost: 20 Points
Fore Fixed (5) - 5 2 - - AP AA CC RR
pIS Side Guns (5) - - -
'- 1 2 1 0
Special 1 - - - "' -
Special 2 - - -
.
This is a "SMALL CLASS model
This model has 360
This model has a minimum move of 0': if it is moved
Up'io,40% of your points can be5pent on SMALL CLASS models
Blazing Sun Small Tanks are deployed in SQUADRONS?f to 5 models
-Model Assigned Rules
, -
' If ,the 0-1 Class is with HQ' lower it gains
: Icon ability The model Its and: 1l.0oke1>
* Battery weaponry. It does, however, lose its 'rurreb
: and is B? points cl'leaper. 4' . fi' '" '*
,
.
-
+ ,
!
;
E
BLAZING SUN
DR CR Mv HP
DFA-170 Class Bomber
4 7 10" 4
RANGE BAND ' 1 2 3 4 Cost: 6q Points
Fixed Aft Bombs 8 - - - AP AA CC RR
Fore Rockets 3 5 7 - 4 6 2 0
Special 1 - - - -
Special 2 - - - -
This is a MEDIUM C;LASS FLYING model
This model 1" straight ahead before making each 4S degree t urn
If moved, this MUST move a minimum of 4" during its activation
Up to 70% of your poi nts can be spent on MEDIUM CLASS models
Bl azing Sun are deployed in SQUADRONS of 2 to 3' models
E
BLAZING SUN
DR CR Mv HP
Inari Cl ass Scout Gyro
4 7 10" 5
RANGE BAND 1 2 3
4, Cost: 70 Points
Main Turret (PI 8 6 3 1 AP AA CC RR
Fixed Aft Bombs 8 - - - 5 4 0 0
Port Rockets 5 7 '9 -
Starboard Rockets 5 7 9 -
Thjs CLASS FLYING model
This model MUST move'l" str"ight ahead before making each 4S degree turn
If moved,.this moa,,1 MOST move a minimum of 2" during its activation
Up to 10% of your points can be spent on MEDIUM CLASS models
Blazing Sun Scout Gyr'os are deployed in SQUADRONS of 2 to 3 models
Model Assigned,Rllles
Ince'llia[y Rounds (Rockets On1y)
Maneouvrable ;
The single Main Turret (P) has a
270 degree Arc of fire, and the
Rockets have a Broadside
'Altitude Skimming
' Sp6fte,_
E
BLAZING SUN
DR CR Mv HP
Tsukuyomi Cl ass War Gyro
6 9 7" 7
RANGE BAND 1 2 3 4 Cost: 1"50 Points
Main Turrets (PI 13 8 6 4 AP AA CC RR
Fixed Aft Bombs 8
- - - 7 7 0 0
Port Rockets
?
7 9

Starboard Rockets , S 7 9 -
*' ' '''' "" .- -'" "" " '"
ssraight ahead Before making each 45 degree t urn
Alove.a minimum of durjng its,activation
9(}Ur.nOJnIS tan be spent on LARGE ClJ].SS mbdels
lAAJ,",'dyr<ls,are SQUADRONS of 1 model
, ,
+ ,; The: TWP Turrets have a 270
degrel':Arc of Fii';,:"iid tneRockets hava
. a Broadside Aro
This mOdel TWq Primary tlllrFets,
each ()fwiJico Ui;<;5;tr<': (P) -
statistic line', kln - .;,
Model Assigned Rules
Swift Ascent
limited Resources
, Canno.t Halt
Cannot Move Backwards
The Rockets ,'use the :Fixed
Channel.
,
E
BLAZING SUN
DR CR Mv HP
Comms Tower 4 8 0" 4
RANGE BAND 1 2 3 4 Cost:. 40 Points
Special 1 - - - - AP AA CC RR
,
Special 2 -
- - - 3 2 0 0

Special 3 - - - -
+
Special 4 - - - I -
-

This is a MEDIUM CLASS model (Fortificatio'l)
Up;to 70% can bespent on MEDIUMCLASS models;
Blazing Sun- Comms Towers are deployed in" SQUAQROI':IS of 2 to 3
"
E
BLAZING SUN
Shield Tower
RANGE BAND 1. 2 3; 4
Main Turret (PI
'8:
6 :4
Special 1
, -
r: . - -
--;c
Special 2 -
,
- -
Special 3 I - - -
Model Assigned Rules
trrdest r uctable
S(rategic;objectiye l50)
Netwotk ;
Immovab!e.&
DR CR Mv HP
-
4 8 0" 4
Cost: 61;1 Points
AP AA CC RR
3 2 0 0
,1
Tnis is a MEDIUM.CLASS model tFortific<ftiorr)
Up.to,70% of your points' be spent on MEDtUI\II CLASS model:;
SAield Towers are deployed in SQUADRONS at 2 to 3 models'
NOli&: This rnodel .ha" a ,Shield
Generato-r: "
Model Assigned Rules
Emplaced &
Immovable &
* ,
E
BLAZING SUN
Tenkei Sky Fortress
RANGE BAND 1 2 3 4
OR CR Mv HP
6 10 6" 9
Cost: 130 Points
Model Assigned Rules
Incendiary Rounds (Rockets Only)
Carries 6 Aeroplanes
Fuel Reserves
lDeck Crews
This model has l'We Prima;Y"'
turrets, each of which uses the Main
Turrets (P) stati stic line.
Main Turrets (P) 9 6 3
,
Rocket Batteri es
-,
S 6 7
Fixed Aft Bombs 10
, , ,
AP AA
8 8
CC
5
RR
0
-The TWO Main Turrets (PHlocated in the front left and. right co,ners) have
a limited 90 of Fire, and' the Rockets have a 360 dl'gree Arc of
Fire. When firing the Rockets measure from the middle of the model for
Line of Sight and Ranges.
Special 1
, -, , ,
This is a MASSIVE CLASS CAPITAL flYING model
This model MUST move 2" straight ahead before making each 45 degree turn
If moved, thi s model MUST move a minimum of 2" during its activation
Up to 70% of your points can be spent on MASSIVE CLASS models
Blazing Sun Sky Fortresses are deployed in SQUADRONS of 1 model
E
BLAZING SUN
OR CR
Mobile Airfield
6 10
Mv HP
6" 9
RANGE BAND 1 2 3 4 - Cost: 135 Points
Main Fore Turret (P) 13 8 6 3 AP AA CC RR
PIS Broadsides (5) 7 5 2
,
8 6 5
,
Rockets
,
6 7 8
Special 1
, , , ,
This is a MASSIVE CLASS CAPITAL model
This model MUST move 1" straight ahead before making each 45 degree turn
If moved, this model MUST move a minimum of 2" during its activation
Up to 7-0% of your points can be'spent on CLASS models
Blazing Sun Mobile Airfields are deployee in SQUADRONS of 1 model
Model Assigned.Rules
Carries 6 Aeroplanes
Fuel Reserves
This model.is fitted with either a Disruption
Generator OR a Shield Generator, for NO
points difference.
Incendiary Rounds (Rockets Only)
Ground Clamps
The single Main Turret (P) has a 270
Degree Arc of Fi re, and the Rockets have
a 360 Degree Arc of Fire. When firing the
Rockets measure from the middle of the
Rapid Fire
for Line of Sight and ,Ranges.
BLAZING SUN
OR CR Mv HP
Mechani callka [Squid]
5 10 7" 6
1 2 3 Cost: 100 Points
Model RUies ! _
Ignores Command Di stance Rules .
Rugged Construction
Armoured Topside
Ferocious
1 10 AP RR The Fore GUns use the Fixed 3
Channel.
(5). 9
Fore Turret (P)
....
Aft Turret(P)
This is a LARGE CLASS DIVING ROBOT model (Naval)
model has movement. -
This moderHAS a minimum move of 0" ifit is moved
; '. Up te 70% of your bE> sp.ent 0)1 LARGE CLASS models
Blazing. Sun irlSQUADRONS of 1 to 2 models
4. '" .
.... ill.... ,.
E
BLAZING SUN
DR CR Mv HP
Landi ng Field
6 8 0" 8
RANGE BAND 1 ;Z 3 4 Cost: 90 Points
Emplacements (P) 8 6 4 - AP AA CC RR
Special 1 - - - - 6 5 0 0
Special 2 - - - -
Special 3 - - - -
This is'" a MASSIVE CLASS model
Fortification- counts as Sma ll for Lines of Sight
This model's Aeroplanes start a game deployed within 4" of the Landrng Field
Up to your points can be spent on MASSIVE ClASS model s
Blazing Sun Landing Fields are deployed in SQUADRONS of 1 model
E
BLAZING SUN
DR CR Mv HP
Coastal Defences
8 12 0" 9
RANGE BAND 1 2 3 4 Cost: 170 Points
Left Turret (P) 13 8 6' . 3 AP AA CC
Right Turret (P) 13 8 6 3 7 6 I 0
Rocket Batteries
- 6 7 8
Special 1 - - - -
This is a MASSIVE CLASS CAPITAL model (Fortification)
Up to 70% of your point. can be spent on MASSI VE CLASS models
Blazing Sun Coastal Defefices are deployed in SQUADRONS of 1 model
Model Assigned Rules
Incendiary Rounds (Rockets Only)
Emplaced & Minefield .
Security Posts & Extended Range
Indestructable & Redoubtable
Immovable & Invincible
..
"
The Left and Right Turrets both
have a 90 degree Arc of Fire,
whil e the Rockets have a 360
degree Arc of Fire. When firing
the Rockets measure from the
middle of the model for Line of
Sight and Ranges.
E
BLAZING SUN
DR CR Mv
Bunker 7 10 0"
RR
0
HP
8
RANGE BAND 1 2 3 4 Cost: 130 Points
360 Tur ret (P) 8 6 3 AP AA CC
270 Turret (P) 14
'11()
's 6 6 5 0
Special 1 - - - - ..
Special 2
-
- - -

,;
... :
This'is CLASS CAPITAL model (Fortification)
Up 1' 070% "fyour paints can be on LARGE CLASS models
Blazing are depl@yea in SQUADRONS 6f l 'model
.. '" ". ""':",l!'" it>
Modef. Assigned Rules: ONE Main Turret (P) has a
' 360 degree Arc of Fire and
. S!'curityPosts g; Range ONE Main TurreL( P) has a 270
Indestructa):ile & 'Redoubtable degree Arc of Fire.
l nvi'1.cible
> *+ 9'% ..
- d'*44tv
Q $ $+++
RR
0
Model Assigned Rules
Carries 4 Aeroplanes
The weapon Emplacements on thi s model are asstracte!d
into one, single combat The Emplacements have.a
Fuel Reserves
Indestructable
Immovable & Invincibl e
-
" ,
:
360 degree Arc of Fire around the model. '
NOTE: All range measure:menls will be made from the edge
of the physical model. '
:::
E
BLAZING SUN
DR CR Mv HP
Flak Tower 4 8 0" 6
RANGE BAND 1 2 3 4 .. Cost: 40 Poi nts
Special 1
. .
- - AP AA CC RR
Special 2 - - -

4 6 0 0
Special 3
. .
-- -
.
.
,
.
Special 4 - -
.

I
This is a MEDIUIVI CLASS model:(Fortification)
Up.to 70%' of your points can be spent on ME!jliUM :CLASS model's
Blazing Sun Flak Towers are deployed in SQUADRONS 01,2 to Ilmodels,
.
,
- ' . .
Model Assigned Rules
Emplaced & Toweri ng.
Telescopic Zoom (Ack Ack 16")
indestructallll, '
Immovabl e &;invincible
..
.
E
BLAZING SUN
DR CR Mv HP
Rocket Tower 4 8 0" 6
RANGE BAND 1 "2 3 4 . Cost: 50 Points
Fore Rockets (S)
- 5 . 6 i ' AP AA CC RR
Port Rockets (S) - 5 6 7 4 2 0 0
Starboard Rockets (S) .
5 . 6 7
"
.
Special 1 - - -
.
. --
' -
.
' This (s a MEDIUM CLASS model (Fortification)
: - Up to 70% of can be spent on MeDIUM CLASS models
Blazing Gun are depl ,?yed in SQUlmRONS 2 to 4 models
The' Rpcket; on this mocfeJ,a1l
use ttie Broadside arc.
Model 4ssigned Rules'
Emplaced & Towering
Rounds (Rockets Only)
Indestructable
Immovable & Invincible
. . .
.
2 Magazine Explosion The model is destroyed, in an inferno oJ fire and shrapnel. Break Tests caused by the loss of
this model ONLY get hits on a 6
3 Shredde,d Defences, * The model loses 2 HI' itS: Ack Ack Charges
4 Raging Fire * The model loses 1 AI' and HP; pllt a RagingJire t oken on the model :
5 Gerlerator Offiine * The model loses 2 HP aAd CANNOT use a by the player (when the Critical
6 Weapons *
7 Hard Pounding
8 Engines *
,9
' Rudder *
10 Fusion Leak

Chaos and Disarray *
12 3turginiurri Flare
,* = Indicates that a, Repair GptiQn
is fQr this Critical Hit
effect
Hit occurs/whose model suffers thet:ritical Hit
,
rhe model reduces the AR of its Gunnery Attacks by HALF and loses 2 HP
The model loses 2 HP and 2 AI'
The mode.! reduces its Movement rating 'by HALF and loses 2 HP
The rnodelloses 2 HP can ONLY move in straight line, it CANNQT turn
the modell l ses 2 HP and 106 AP
The 2 HP an,d C:AN:NOT }I,se its Torpedoes, Bombs andLQt
The model teleports into remove the model, it
Roll 106 when the moael .is nexr activated, has moved. On a is
repaired and the token is removed. With a Raging Fire, the loses 1 AP ori a roll ,
of 4-6. Creatures and Robots (Cm Repair in order:to Temove a Raging Fire
token - unless their FIG s'tates ,otherwise. ' ' ,
COLLIDES ACKACK CC
N
y y
"ACTIVATION SI;:QUENCE:
1. Resolve Command Tests for models that are outside of Command Distance
2a. Move all models in the Squadrot:1 one at a time, including any'Escorts or Tiny
Flyer tokens attached to the Squadron
2b. Resolve a,nY,Rams/Collisions resulting trom
3. Declare all attacks the activating Squadron, then declare enemy
,counteratt,acks from Ack Charges and Combat Air Patrol .
4a. Resolve tne use of (by models) against flying model/token(s) that,
have declared ' an attack: arid COllcussion Charges (by models) against diving
models that have .an Bttack
4b. Resolve the AckAck of all Tiny Flyers on both sides other Tiny
sim\Jltaneously. , .
4c. Resolve th.e Ack Ack attacks of all Tiny Flyers on both sides against Flying
models simultaneously
4d: Resolve the AD all Tiny Flyers on both sides against surface models
sirilultimeously
5: Resolve the attacks of any remaining models in the Squadron
6. Assaults J'lerforme1fby the activating Squadrpn
7a. Resolve Break Tests for Squadrons have had one or more models
destroyed or captured
tb. Resolve Bravery TestsJor any C!r Squadrons witi:l a token from
a pcior activation
8. Resolve 'Repair Rolls '
'* .. * 9 i
3. I(you can draw a 'Clear$line to the centre of the target ANB either .the front or
rea!, the shot gets ,FULL
4. If you. can draw a clear line to the centre of the target PI'IILY, the shot gets
FULL AD but only:hits Ofl'<l 5-1; ,
5. If you caonot draw a line centre to centre but can' Qraw a line tO, some other
part of the target, the gets HALF'AD
6. If the target is both partially in arc and garfially blocked, you' only HAlVE.once
-'
ACK ACK OR CONCUSSION CHARGES:
':1. Ack Ack hits on '4+ against Flying/Obscured, O( 5+ against Small/Tiny models
2. ConGussibn Charges hit on' a 4+.against Qiving/Subrherg.ed, or a '5+
Smalllfiny models
3. Ack Ack be used against Boarding Assaults', but only hits on a 5+
'4. Concussion ChilrgesCcan be I.Ised against Mines, but only hits 5t
DEFENSIVE ACK ACK AND CONCUSSION CHARGES: "
1. Only models in the targeted Squadron, attached Tiny Flyer!; may
particfpate using the normal Linked/Split Fire rules :,*
2.JVlyst be' with!!] W' for (4"forTiny model,?) or 4" for Concussion
Charges (2" forTiny;models)
5+ cancels Rokets (Ack Ack) or Torpedoes (Cimcussion' Charges)
4. on a 6 Ack Ack, with an .exti rqll ' agaiQ9t
any other Tipy Flyer in the liquadron W .
" l'INY FiYERSSPECIAL' RULES: '& _
> 1. be at the same height level in order to ram or collide. Flying or can :Cihk Fite EULL AD or Ack Ack
Submerged models,pass over/under eadyother unless,they choose to ram (and ,. 2.Tjny Flyers can riia.kl', '!'responsiveattack with AlYlexception totnerOles)
* they Nl:VER collide) . 3.lt oneTuell'lointJfyou:: move"more tnan HALF speep, mak.e:,!r] *
2. Only models with a Bam, Rating (RR) of 1 or 'more can Ram, any other base suffer an Abort-(-l fuel per hit)
on:the rand) is counted as a Collision
,,3. Contact ll1lJ.st b.emade with,the front (prow_or corne"r) of the model (or base) RESTRICTIONS: .'
* a IJS.degree angle or less to count as a. Ram i: S'urface, flying aod submerged*models CANNOLinitiate a Boardi[lg
, :4. If a model, Ra ms/C.o11 id.e's l"itl"r a target you CANNO:r fire, equal to or a submerged model (n'aval) , " 0'"' * *
size you CAN fire with HALF dice . 2. A submerged Creature or submerged Robot:CAN' initiate a' BIli:lC<:!ipg Assault ,
. '"5'. If BoardHig Assault after a Ram/Collisiofl witli another against asubmerged model (naval) *
lVieree Dice' al-e.reduced to HALF during that only ;3. A submerge'd inifiate a. Boarding 'ASsavit againsta .
model 4 4
) . . ,lit ,{!!' ::1, *' , .. 0< 0+; w %
'4. can NEYER initjate aE}oan;l(Qg Assault againsta
'model (laAq)
FIRING RESTRlCTWNS:
1. Surface models CANNOT fire at Elying'lObscured models or Diving/Submerged
models in Range .!fand 1, can Ack ACK or Charges :
> 2. NSubmerg';p rnodel CAN billY make Torpedo attacks. Torpedoes CANNOT BpARDING ASSAULT SEQUENCE;
' :targeI Fll,rjng or 9.ecLare -SeardiQg to ' use' (Creatures and ' ROIDgts
3. ,An OtJscbed at a Submerged model must
:fl. Ack and can be used to attack Tiny tokens;, or * fire;agai"st ,. ,: * , >
Ack agaiAst [iloaraingAssaults ' . " '; 1. Ack Atk hifsbdaroets on:<i. 5+, 'or a 4+ '
5*. A that is engaged 'in il with '!;A round ofthe Boarding i(riecessa'ry pnt'he boarde\l::; *
;.;):riei:1oly Al> aDoard . 'mbtlel's next acfil(ation (.and,tne:next,activatiollOf the bbarMrsT . '
$ , * 0/ 5:lfthe score more Of] a
can perform Critical Hit tatJle
lnfp""pnina terrain blocks LoS .fo"r :Surface to Surface: surface to. Air, ,or 6; A model bUl'CANNOT fire.
Submlen,ed to .. * 0/ . ': . $ $ .. $
blgck-L95 for other Flying and A' ,
. When (jut of (onimand 6'J; 0/
M8IS:;t:Ve. atvtng, counts as being:qoe smaller for Test:. T:i'kE.m o*r*more mOdJelsin tJle arlost' a cleet $
' nlrr.{i.",;,'oiFdi'fp,rminirll' eqmmqqqro/ e;s mO,Qel is 10,51: *
is' :,'
terrain should D.e il class or H.e,.i&ht'
_'#4 % ,""- , ".
net sbllljse:fndir.e;ct Fire with Primaries
'* .' $M ""'':'l0/' S
... . :
. +4" , 4 . - _$'*.* ., . . ' . .. *" . ' . ' +s.$$ w . , 4.lV,
*+,. '4 . entire
Tes(: TaKen to stMl1s' by" a Broken model6rSquadtM .
. Fire,
* . *
CQMMAWND/BREAK/&RAVERY SEQUENCE: ,
1: Roll 306, couat asl hit-and hits i or mere hitdo pass
2. 1 !"tit !
A.WHOLE WORLD TO CHOOSE FROM
Dystopian Wars is a tactical Victorian Steampunk wargame that you
play on a gaming table. But what exactly does that' mean? The game is
set in an alternate HI70 date with a changed time-stream. The world
that was does not exist; instead we' have huge military machines in the
sky, on tlie water and roaming the lands of a world that is embroiled in
a deadly World War. Every continent has been drawn into this conflict
and that means that any form of terrain (scenery) can be used.
There are three definable areas of play in the game: air, land and sea.
You can choose to play one or all of these areas, and if you feel like
the cha ll enge you can even play all three together. What it boi ls down
to is the time, effort and cost you want to put behind assembling an
that your models can be wargamed in.
NAVAL
A waterbased board that plays host to' a naval action is the simplest
environment to play if you want it to be, or it could turn into a very
complex gaming table. To play a naval game you really. need nothing
more than a blue"cloth (0 denote the sea "and .away you go. There are
.Gompanies out there selling 'sea/water cloths' or .you simply could go
to a fabric st@re and acquire a blue cloth that suddenly becomes the
Atlantic or North Sea.' .
A different route to take JS that of making your own water boards. At
Spartan Games we. use several gaming boards made MDF that
have been sprayed a blue colour to represent the sea. We use MDF
because it can have an uneven absorption rate for paint, means
we can end up with a simple, mottled effect on the board which looks
great for a water effect. A coat of gloss varnish over this to give a sheen '
effect and a simple piece of MDF turns into any you want.
The next way to enhance your water boards is to add and 6ther
obstacles, such as reefs, shallow water, rocky outcrops and t o on. Your
decision here is to have as static pieces, which is the
best '!'lay to go for a perfect lool<ing .gaming table,or, m9dular and
TARAWA

.
. .,
moveable pieces. Given that a board needs to ideally work for multiple
settings a[ld scenarios we 'recommend a modular approach to your
gamingtab!e. Future products from Spartan Games will include clear
acrylic shapes to represent shallows .anq resin scenery to help dress
your gaming table.
let's now imagine that it holds a strategic significance in 1870. One of
"t he primary nations has taken the island aQd' built a military. installation
and airfield. The airfie'ld is being used to launch bomber attacks on
nearby vital supply/convoy routes, as as land-based
targets. 'Tarpwa must be neutralised at all costs ...
A simple and fast r9ute -/le have fOl!nd for-making islands is qmm MDF 9ur shows the shape; of Tarawa and gives an idea of wh"ere ' .
for a base, with the edges chamfered down. Be careful with this as bunkers placed, shows shallow waters around the is)and and
MDF can have a sharp edge to it, and dust from sanding MDF should " most notable is the.airstrip. Sever'! I of game can be played on
not be breathed in,so take care and work in "'cl well ventilated area, The this table:
islan'd can b,e made out of polystyrene that has been formed a
shape you are happy with.
NOTE: Dystopian Wars uses land vehicles so it may be worth thinking
about. making islands with plenty of flat space for vehicles
to operate on. You can imagine a military base somewhere in the
Mediterarnean, a coastal battery lOOKing out to sea, its huge guns
searchinj5the horizon for enemy vessels . .
A naval game can easil{be playeq with no terrain on the table other
than something blue, your ship.. models of course. However,
introd,ucing such things as islands, coa'S'tline, rocky in the
water, shallo0 water,',sand banks and more, make for an interesting
game. Also, such things can 6e incorporated into a scenario setting.
LAND
Just as a cloth can be used to denote the water so a green cloth can
become the farmlands of Prussia, C!lr a dirty brown cloth a stony desert ,
in Africa. Roads, trees, rocks, rivers, buildings (ruined and intact) and
mus:;h more can briog a gaming board to life. Things like buildings, such
as a banker orcoastal gun battery, can play a pivotal role in a scenario,
,or just act as an objective for a game. Capture the bunker by Turn 5
double' Vi ctory Points, fail to capture it ,by Turn 8 half
yourVictory"Polnts. - .
.. -
Aircraft vsAircraft .
You could have attackj ng fighters, bombers and airships' m,oving in to
destroy the island. Defending it could be flak towers, bunkers, land
vehicles and fighters on the airfield have to take off before they
are Qestroyed .. Tarawa could become a hotly contested target and a
de,adly aerial
Ground vs Ground
During the night an amphibious assault saw gr.ound vehicles put
ashore at Point. The force has one objective -'- strike up the
islan'd and capture 'the airfield, 'destroying all enemy positions along.
the way, avoiding the: deadly minefields and Securing 'Tarawa. -As you
drilrg up 'the air force could be 'military targets,
your airships striklpg at the heart of the enemy's position and your
aircraft dog-fighting with enemy aircraft that have just taken o.ff from
the a'irstrip. . .
Novpl Bombardment
. .,
..
Your navy arrives at' Tarawa, your 'wmmanders confident that you've
-ca Light the enemy off guard. But then 'your radio operator announces
' that an enemY' Battle GrouR has steaming towards 'the "
islana: Just 'as-yO"u hear this guns open fire, a
,iD your port si de:erupts giant !:lall of destruction. The' island that -
you thoughf w(')uld se:a walk in the' turned into a hell h,ol'e .
r
. A flat gamingtable that features noth,ing more than your land vehicle,:;
-- is-a sim[lle game, anl still enjoyable but a game with hills, MANY, M.ANY OPTIONS .
canyons: wooded. areas, rocky ground (impassable to Mehs or As YQU can see from 'this t ext the options open t o you many and
: ' Walkers). soft boggy marsh ground (impassaQle to gian't Land Ships). levels high in DystoRiim Wars. The game- uses a
'" and hazards fgr 1'1 superbly interClctive game. Terrain' .. :(')re engine for all models, be it a' Batleship; Airship or'Land Ship" but .
becomes part of the scenario can impact a game's outcome adds - each, has its own way to, fight and games will differ depending
,a different,dynamic tQ' your games.' of war you ele.ct to fight.
AIR thing that' does hold true is thancenery/terralri, is an important
T/;Jis isM preaably the' lTl:qre complex scenery to model in any way other aspect to the w'lY tha.t. a' Dystopian Wars wjll play out. l;hi s
oroad But it is not impossible. You could have the ' doesn't mean you need to fill a taBle te play a game;, i09
top 'Of a mo uotain (we'll the peaks anyway!) anq you could even bog a g(lme and an unsatisfy.i!:lK
uses omething liKe wool on flight stands to Elenote dense cloud experience. ' :
.. Aerial ga;;'es fun, a'n,d a table, full of airships, gyros,
like makes for great entertainment. - ','
..
,
This of Dystoptan' Wars is where things get exciting and truly
intJr; stigg . a look at the map, we included of Taralllto Islo[ld
. in the' Far East. Tarayva has great historical during WWII, so
.
If you: look to' t f;!e River. Crossing J'!1,ap you will see a proposf!d 7"x 5'
gamlt1& tarnle. TnCs. is: i3 ' larger' ! haf 'r5ormal table }o.r%&aming
Wars, which j?easily p,layed.on ,a '5' x 5' gaming table, but
well 00 a 6" x 4,i tasle. In. the Riv..er Cressing game ' you have a
number of terrain.featuresi n play:.fuultiple levels of hills, large wooded
areas, a river, .butlt' UP. areas and .
...
. ...
' " .
..

If you were to write a scen'ari cdor such a map you could have players
facing each Dther across the riv'er, with one player tasked with getting
across to the other side. Various objectives could be set, such as capture
the built up areas, which are marked as Objective 1 and Objective 2,
and hold them for 2 :rurns. Military targets blue, red and must
'be destroyedbe! ore your) orce can begil:l to cross the river, and so on. _
If the river is wide enough you could potenfiaJly introduce the idea of,
smaller say Gunshies or Corvettes, engaging land vehicles. Aerial '
uni1:s can harass targets on the table and right in the middle of it all
you could' have a huge Jank battle taking' place, giant Limd Ships' firing
deadly broadsides at eac,h other, medium tanks zipping aro!Jnd hurling
deadly <)t each'otner. .
The river crossings could be bridges, possibly with a lirnit!on' the size
class of models that can cross them safely. They could,equally be fords,
which models could move through at half spe:ed, or yDu CQuld simply
say that th't:! water levef.of the river is low eneugh that any model can
cross it, except that it counts as treacherous terrain,
}N , ';. ,. , .'
;As we said at. fhe beginning of this, sectioFl, t;he setting withJn whicb
.you:fjght your Dystopfan Wars games cart be,as simplEFor as complex
as you want it to be. With t&e time and Jo hand, a .gaming
'table like River Crossing oecomes ah exciting corner of Europe or North
A.merica. Tara.wa ij'ecomes a key island. somewhere
i n the Far East, or a differently shaped island could be.come, a' critical
in a Mediterranean campaign. '
~ .
" .
. ..
ACKACK 55 linked tire 53 60
boarding 66 ramming 39 critical hit table , 63
damage 52 split fire !i5 ,. commadore re;roll 34
'derelicts 67: ' repql r r'olls 62
escorts
.. ,
74 -BRAVERY TEST
ramming 39 in summary 9
'CRtrlCtAL RATI'NG 26
split /ire 55 tokens 25 criticdFhit table 60
terminology 26
daymgge calculatiofl 53
"
57
34 26 to hit rolls
BREAK TEST
"lerslfs flyers 57
tokens 25
-::
versus rockets 57
DAMAG E-RATtNG 26
weapon matrix, 63
CAPITAL CLASS 22
.
,damage calculation 53
game cards 31 tf!rmir1O}ogy 26
ACTIVATION 32
small targets 6;
in-summary 33
67
moVing 37
COLLISIONS 41
captured
fl4
67
terrain 41 tokens, 25
AERIAL MODEL 23
disengaging 41
-"

boarding 64
" 24
collisions 37
32
disengagi[1g 41;
command test 34 ,ESCORT ' 74
;-Yfiring limits 53-
34
fine of sight 45
COMMANDTEST
movement. 36
,
resolution 45
[qmmihg 39
48
:COMBAT
36'
attack dice chann0fi/:
38
damage calculation firing options
25
linked fire 90, orr; 4 46
split fire . 46
52
to hit rolls 270' degree, 48
265
tiny tokens ; 36GJ:degre.e OI:f 48
weapon matrix
64
34
26
25.
o damage reduction
66
derelicts '
escorts
64
ramming
665
spl[tfire
'.
-'lS
terminology
y
32
to hit rolls
GUNNERY ATlACKS
damage reduction
lerelicts
combat
firing limits
. linked fire
ramming
split fire

weapon matrix *
HULL POINTS

INITIATIVE
order of play*'
LAND MODEL
wllisions
disengaging
fir/m] li'rrJits
line
movement
rammiag:
rotati(5Jn '
(INK;ED FIRE
test !ail we

M

+

damage reduction

ramming
firing %
tQkl/ns%
sF
67
51
52
53

55
26
63
26
25
32
28
23
37
41
, .52
45
36
39
37
45
53
32
26
66
26
58
Ji2
67.
39
60
25
63
movement
ramming
OBSCURED
line of sight
playable game cards
t(fJkens
PRIMARIES
combat
linkedfire
terminology
PRIZES-
tokens
victory points
RAGIN.G FIRE
tokens
RAMJY,IING
damage calculation
disengaging
. movement
models
terminology
what counts as a rem
RANGE %BANDS
terminology
REPA;IR ROLLS
ROBOTS
boarding
bravery test
break test
captured
playable game card'5 :
ragingftre tokens
39
38
45
31

27
51
53
27
60
25
ramming
SPLlT fiRE
STURGINIUM (AR:DS
game cards
SUBMERGED
line of
game cards
tokens
S'URFACE MODEL
boarding
terj7JinologJj
TINY FLYERS
but subtly different. imagine the year is It510 the:
than'in our ownwoild. Technology is1ar advancect
led towtn..e development of f;;tntastic naval vessels, hulking land:
tlie skies in the form of airships and war balloons.
ttilleS:al"e set in a Victorian Steampunk woilqand to
models in a couple of flours: The rules support Naval, Ael'ial tU'ld LaFld m<i>dels
35' thaf set up battles and scencll:ios ill any combat.setting. DystoJ?ian Wars
miniatures with which you can roam the high seas, scour-the smog iilleti
ships, or doggedly defend the. dtIes :a:udcountI:yside home
* * 9 0&: - + using giant Land Ships. *
'Of;)MnsE;:d for large fleet actIons, you ml!'l: get as many miniatures on. the table
enjoyable game in an afternoon, oreverring:Oystopian Wars is also ideal
rouget to activate intlividva:l of mirUatures from :one plctJer to the
the l;Ise<:>f a deck of 52 Game; trnt an +exdting tag IJ! elemBrtt to.
# '* f! ,
game.

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