Armoured Clash Contents Page
Introduction Part 1 - The Game Basics Dice Rolling Dice Dice Colours Changing Dice Colour Force Structure Command Command Tests Opposed Command Tests Measuring Range Bands Arcs of Fire Height Levels Part 2 - Glossary of Terms Part 3 - Armoured Clash Statistics Unit Stats Weapon Stats Part 4 - Game Cards Using Game Cards Drawing New Cards Turn Cards Reaction Cards Card Tactics Part 5 - Pre-Game Sequence Game Set Up Decide Game Size Decide Scenario Set Up Terrain Game Board Edge Deploy Reserves Part 6 - Choosing your Forces Building A Brigade Formation Types Specific Formations Choosing Battalions Adding Up The Points Part 7 - Terrain Features Terrain Types Terrain Table Terrain Table Explained Bogging Down Cover Bonus Additional Terrain Rules Part 8 - The Turn Sequence Part 9 - The Command Sequence Command Distance Command Units Coherency Disorder Regrouping Command Tests Improving Command Tests 3 5 5 5 5 5 5 6 6 6 6 6 7 7 8 10 10 11 12 12 12 12 12 12 13 13 13 13 13 14 14 14 15 15 15 15 16 17 18 18 19 20 20 21 21 22 24 24 24 25 25 25 25 26 Command Ability Tests Disorder Check Command Tests Opposed Command Tests Part 10 - The Movement Segment Movement Actions Cumbersome Movement Flyer Movement Flying High Driller Movement Collisions and Ramming Moving Through Friendly Battalions Part 11 - The Ranged Attack Segment Weapon Systems Declare Target Invalid Targets Determine Line of Sight Determine Range Compile Attack Dice pool Apply Damage Outflanking Bombardments Spotting Rockets and Defensive Fire Bombing Attacks Ranged Attacks and Driller Units Part 12 - Boarding Actions! Declare Target Assault Point Dice pool Apply Damage Part 13 - The End Phase End of Game Break Test Part 14 - Victory Conditions Winning The Battle Scoring Victory Points Types of Objective Exceptions Objective Difficulty Multiplier Margin of Victory Part 15 - Infantry, Transports, Aeroplanes & Fortifications Infantry Tokens Transports Aeroplane Tokens Fortifications Part 16A - Model Assigned Rules (MARs) Part 16B - Weapon Assigned Rules (WARs) Part 17 – Generators Part 18 – Command Abilities & Assets Starter Scenarios Game Markers Index 26 26 27 28 28 28 28 29 29 30 30 31 31 31 31 31 32 33 33 34 34 34 36 36 36 37 37 37 38 39 39 39 40 40 40 40 41 41 41 42 42 42 43 44 45 48 51 55 57 60 62

PrImary ruleS wrIterS Christopher Worth & Andrew Jones

ProjeCt leaDS Neil Fawcett & Ben MacIntyre

The contents of this book are Copyright © Spartan Games 2013. All rights reserved. February 2013 PDF

SPeCIal tHaNKS Go to: Derek Sinclair, Franco Sammarco, Christopher Drew, Christopher Peacey, Stephen Rhodes, Ricky Brewer, Neil Parry, Steve L’Estrange, Chris Bint, Andy Moss and Steve Bowditch

IntroduCtIon
A WORLD AT WAR
The year is 1872, and the greatest and most terrible war in the history of mankind has been raging for the past two years. On one side stands the Imperial Bond – France, the Prussian Empire and the Empire of the Blazing Sun. The actions of the brilliant but unstable General Oni, the Forbidden Hero had plunged the Serene Empress Shinzua’s fledgling realm into conflict with the world-spanning Kingdom of Britannia in 1868. She found the Prussian Emperor Frederick Grunder, looking for eastern allies in his nation’s war against the Russians which had begun in 1869, and their two realms joined hands. Meanwhile, President Louis-Napoleon Bonaparte of France, the long-time European ally of the Prussians, saw a chance to regain his own nation’s lost empire from the Britannians by aligning with this powerful bloc. Facing this trio is the Grand Coalition - the Kingdom of Britannia, the Federated States of America, and the Russian Coalition. The Grand Coalition was mostly orchestrated by the Queen-Empress Victoria and her government. Following the formation of the Imperial Bond, Britannia found itself at war not only in the Far East, but right on its doorstep after a devastating Prussian naval raid on London in 1870. The Grand Coalition was forged in battle in 1871. In the Caribbean, the Britannians and the forces of President Nathaniel Adams’ FSA fought together against a Prussian-Blazing Sun offensive; in the Low Countries, Russian forces assisted the Britannian counter-attack against the French and Prussians. Though possessing great power, the Grand Coalition is marred by distrust between the Russians and Americans, each of whom has their own designs on the Pacific. The mysterious Covenant of Antarctica kept its own counsel. Having spread the first treasures of the Vault far and wide, Lord Sturgeon and his Council of scholars now believe that they opened a modern Pandora’s Box. The desertion of Markov, Covenant Chief of Engineers, in 1866 had compounded the situation. For the Traitor of Antarctica, who returned to his master Tsar Vladimir with a wealth of forbidden knowledge, helped trigger the Russian march on Europe. It was this action which had made the Prussians reach for allies, fusing the wars of east and west into a single infernal World War. Now the Covenant follows its own path, seeking to be the Hope that accompanied the misery of Pandora’s folly. Lord Sturgeon’s hope is that by hampering the efforts of each side, forcing the war to a stalemate, reason and peace might be restored. His armies also work to capture or destroy perverted technology deemed too dangerous to be allowed to exist. Around the great powers stand the Alliance Nations. Empirebuilding, securing resources, rampant opportunism, the spoils of mercenary contracts, imperial obligations or simple selfdefence – all are justifications for the Alliance Nations to enter the conflict themselves, fighting alongside their chosen allies or sponsors. Now that war has burst forth, the century’s tremendous advances in industry and the awesome scientific treasures of the Antarctican Vault have been turned to darker purposes. The science and technology that promised glory has instead been harnessed to fuel the most destructive conflict for dominance the world has yet seen. It is the world’s battlefields that have seen the greatest changes from this scientific revolution in warfare. Great battleships have long been the strong arm of nations and rulers at sea. But on land, military power has long depended on the humble soldier - until now. Modern armies field an amazing arsenal of fighting machines. These range from small, agile Ironclads with crews of three or four, to vast land-battleships that dwarf a city block. Some nations even build gigantic engines bearing entire airfield facilities upon their backs like an Industrial-Age Atlas. Even the smallest of these metal beasts is a mechanical marvel, packed with whirring drive systems, hissing steam-pipes or bubbling fuel-tanks – often even full living quarters for its many crewmen and defensive troops. Of course, aside from their engines, the greater mass of each machine is given over to an arsenal of formidable weaponry. Great cannons and howitzers sprout from heavily protected turrets or armoured decks, clusters of deadly rockets sit on adjustable launch-ramps. Beneath their armoured shells, much of the space within a tank or Land Ship’s hull is given over to fire-control systems, powderrooms, powered shell-hoists, and heavily protected magazines to house their ammunition. Some even provide barrack-blocks for whole companies of fighting soldiers as well as their own garrisons; the great vehicle serving as protection for its vulnerable human cargo as it ferries them into the heart of battle like a latter-day siege tower. Many of these mechanical marvels crawl over the land with rattling tracks or great reinforced wheels. But others stride on long metal legs with frightening agility. Still more, such as huge rotorcraft and zeppelins, darken the skies. The strangest machines burrow below the earth, erupting amid the foe like terrifying artificial volcanoes. What all have in common is their capacity for destruction. Even a single medium tank is a terror, a barn-sized behemoth capable of flattening a village if left unopposed by a similar power. But this technical revolution means more than just a greater weight of armour and artillery.

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Bizarre new materials.Armoured CombAt In A dystoPIAn World The nature of war itself has changed. long range artillery and even stranger weapons from the cutting edge of 1870s super-science. Super-strong or super-light metal alloys. and capable of bearing the most awesome of responsibilities. make your battleplans. let alone their amazing properties and the devastation they can wreak. Commanders issue orders to their men entire Regiments at a time. At this level Commanders must manage their officers’ actions. generators that can project walls of invisible shielding or savage lightning barrages. weapons that spew incandescent beams of energy or waves of blistering heat. planning the manoeuvres of your entire force in advance. The single roll of a dice can determine the fate of hundreds of men. and ready yourself for the Armoured Clash! BRINGING FICTION ALIVE Armoured Clash is a game for massed armoured battles in the dark alternate Victorian world of Dystopian Wars. These downloads will be progressively expanded and updated as new models and nations are introduced into the Dystopian Wars world. rules. All are vital assets in the cause of sweeping your enemies from the field and claiming victory. The brute force of your armoured Regiments cannot succeed without the fire support of your artillery. The greatest generals of the past would be at a loss to even comprehend many of the war machines used by the armies of the 1870s. Commanders are challenged to think at a strategic as well as tactical level. desperately seeking an edge on their rivals. All have been built by one nation or another. from the Battle of Port Stanley and the extensive mobile conflicts on Cuba featured in Hurricane Season Campaign Guide. The rules system is suited to any style of play. seizing whole towns and clearing objectives across a huge area. along with a constant stream of new scenarios. sweeping up flanks. with the goal of achieving major military objectives. teleprinters and wireless radio networks allow a commander to directly influence the battle like never before. The forces used in games of Armoured Clash revolve around a firm military structure that varies between each nation. logistics and resources. from highly competitive tournament games to extensive campaigns of linked scenarios played between friends. Armoured Clash is a full and comprehensive expansion of the core Dystopian Wars wargame system. most notably the mysterious Element 270 – or Sturginium – have been harnessed by visionary scientists and engineers to create devices with extraordinary properties. Armoured Clash lets you construct a suitable force. tactician and technologist. At such a grand scale. for their orders will determine the fate of thousands and their exploits will be marked in history forever. including the Coloured Exploding Dice System. The game is suitable for playing out any of the great land battles depicted in the Dystopian Wars background. Each Commander has at their disposal full Regiments of armoured fighting vehicles. and take responsibility for keeping their Brigades in good order. Telephones. Whether you prefer playing a firebrand leader like General Sturm. the speed of your flanking Battalions and the staying power of your infantry. their terror and destruction more wide-ranging. individual formations are flexible enough to let Commanders build their Brigade to suit the task at hand. to the grinding siege of Terneuzen and the full set-piece fury of the Second Battle of Waterloo depicted in the Storm of Steel Campaign Guide. Not for the faint-hearted. patient strategist. flotillas of colossal Land Ships and thousands of men. This Dystopian War calls for a new breed of commander. rumbling combustion engines and even stranger energy sources have made battles much swifter. Armoured Clash is a set of fast and furious rules for the very largest and most epic of battles – vast advances on deep defensive lines or battles deciding the fate of entire towns and cities. supported by flying machines. Armoured Clash has been made available as a series of free PDF downloads from the Spartan Games website. or a more calculating. variant army lists and campaign documents that will keep Armoured Clash exciting and up to date. introducing an entirely new set of rules. playing to their strengths and compensating for weaknesses. To bring about victory each element of your force must be used in conjunction with every other. or their own preferred fighting style. However. the emphasis of Armoured Clash is not on individual units but full formations fighting together as part of an overall battle plan. E Armoured Clash 4 Copyright © Spartan Games 2013 E Q . Prepare your forces. Reliable steam power.

To lower by 2 would drop Red to Black. ChANGING DICE COLOUR FORCE STRUCTURE The militaries of the Dystopian world are organised by strict structures.representing things like a tank gaining a sudden burst of speed. rolls of 6 on a D6 behave differently depending on the Dice Colour: Various in game effects may cause dice to raise or lower their Dice Colour Level. and form the basis of the fighting force. To represent this. you know that a natural roll of 6 always results in ONE success. or an artillery barrage being more powerful because the spotting crew pinpointed the shells on top of the enemy. Rolling D6 is much more common. crushing your enemies before you. and only when you have finished rolling the dice do you add up the total number of successes. DICE Even the greatest Commanders cannot predict exactly what will happen at any given moment on the chaotic battlefield. you know that a natural roll of 6 always results in TWO successes. 5 or 6 will be classed as a ‘success’. if an effect causes a Dice Colour Level to drop past Black. so make sure that when you roll again you don’t roll a dice that is already a success. In most circumstances. you know that a natural roll of 6 always results in TWO successes AND a you can roll another RED Dice. would drop Red to Blue. Whenever you see a numeric value written before a particular type of dice in the rules (for example 2D6) this indicates the number of the particular type of dice to be used. A D6 is a standard six-sided dice. and is governed by the Spartan Games ‘Coloured Exploding Dice’ game mechanic. To lower the Dice Colour Level by 1. If a Dice Colour Level is raised past Red. Diagram 2: Changing Dice Colour E Armoured Clash 5 Copyright © Spartan Games 2013 E Q . normally between one and five. or will the foe’s shield systems absorb the fire before you can scratch their paint? Will you troops keep to their orders. the force brought to the battlefield will be organised into a Brigade. Conversely. Conversely. Will your guns find a weakness in the enemy’s armour and turn them into a ball of smoke and flame.the GAme bAsICs GAME BASICS Armoured Clash revolves around few easy to master core game mechanics. each with a Command Unit and broken down into a number of Battalions. remove a Dice. Armoured Clash uses two types of Dice. Each Battalion contains a number of models or ‘units’.PArt 1 . The Brigade will be composed of between three and six Formations. with a roll of 1 or 2 equal to a result of 1. to raise by 1 would change Black to Blue and Blue to Red and to raise by 2 would change Black to Red. Diagram 1: Different dice colours and their effect. ROLLING DICE In Armoured Clash rolling a D3 will generally mean adding the number rolled to an existing value . Blue Dice: Wherever you see the number of Dice to be rolled written in BLUE. Black Dice: Wherever you see the number of Dice to be rolled written in BLACK. to a minimum of one Dice in total. or you may lose count. A D3 requires the rolling of a D6. The dice used are D6 and D3. Regardless of the ‘to hit’ number required. These Battalions will act together. to a maximum of three extra dice. or turn tail and run before the unrelenting enemy? To represent this important element of chance that covers the many varied factors that influence what happens on the battlefield. add an additional Red Dice to the pool to be rolled. or Blue to Black. a roll of 3 or 4 equal to a result of 2. Red Dice: Wherever you see the number of Dice to be rolled written as 6. however various effects can cause this ‘to hit’ number to change. In most cases each roll of 4. With Red Dice you keep re-rolling until you fail to roll any 6’s. These are laid out in this Game Basics chapter to help you quickly steam your way through the battlefields of Dystopian Wars. and a roll of 5 or 6 equal to a result of 3. Commanders will be asked to roll a given number of D6 and count the number of ‘hits’ or ‘successes’ scored.

See Page 32 for the full rules. In this Diagram the centre Unit in Battalion A (which is the closest point) is measuring the distance between it and the closest Unit in Battalion B. All distances are measured in inches often written as “. Units will frequently need to perform Command Tests. Additionally. other more complex abilities require Units to take Command Tests. but no further than 16”. This Diagram shows that Unit B is in Unit A’s Range Band 3. and the Commander who rolls the most successes wins.” Whilst the units under your command will endeavour to follow your orders. to the closest point of the target Unit’s base. but able to accurately pinpoint their target over huge distances. Once the dice have been rolled. Whenever measurements need to be made (for range. others may be comparatively less damaging up close. MEASURING There will be many times on the battlefield when Commanders need to determine distances. Diagram 4: Range Bands.) you will measure from the closest point of the base of the Unit performing the action. 5 and 6 will be a success. OPPOSED COMMAND TESTS Sometimes. to keep measurement quick and simple. if it has not been reached the test has failed. both Commanders may be called on to make an Opposed Command Test. The outcome of the success depends on the test being taken. E Armoured Clash 6 Copyright © Spartan Games 2013 E Q . or to the extent of the Unit’s movement. generated at the beginning of each turn (see Page 22) for certain actions to be performed. not just the distance between the two closest Units. The most common being rolling to decides who goes first each turn. See the full Rules on Page 32 for other modifiers to this. range is divided into multiple Range Bands. If the distance is greater than 8”. each roll of 4. movement etc. For more detail. We need to seize and hold the town before daybreak. the target is in Range Diagram 3: Measuring from a Unit in one Battalion to another. If this number has been equalled or exceeded the test is passed. Range is the distance in inches (“) measured in a straight line between the firing Unit and the target. then the target is in Range Band 1. While these Command Points represent the limited time and resources available to a Commander. or how close the enemy is when they open fire. with the colour of the dice depending primarily on the ‘Quality’ of the Unit in question. and the successes counted. COMMAND TESTS Whether due to fracturing Morale. This is determined by the weapon’s Range. This number will be determined by various factors. in the chaos and confusion of battle instructions can get lost or misunderstood. whether their Battalions are in range to receive special orders. see Page 25. Important Note 1: Commanders are free to measure anything at any point during the game. trying to perform difficult orders or relay complex information. In these cases both Commanders take a Command Test as described above. Command Points can also be spend to raise the dice colour level. What is known as ‘Pre-Measuring’ is allowed. but their power tails off quickly. As such it will be necessary to spend Command Points. Unless stated otherwise. although you measure from the closest point of a Unit to the closest point of the target Unit. RANGE BANDS Not all guns perform in the same way: some are devastating to a nearby enemy. they are compared to the number of successes needed to pass the test. If the distance between the closest point of the firing Unit’s base Unit and its target is 8” or less. When required to take a Command Test. with each Band an interval of 8”. in most cases measurements will be taken from each Unit in the firing Battalion to the majority of Units in the target Battalion. the Commander will roll 3D6. Range Band 1 2 3 4 5 6 Distance 8” 16” 24” 32” 40” 48” Band 2 and so on. be it how far a vehicle can move. press on at full speed and prepare to receive heavy fire. Important Note 2: For Ranged Attacks.COMMAND “New Orders from HQ.

Diagram 5: The four firing Quadrants. To represent this three dimensional use of the battlefield. This is also where any Terrain will be found.ARCS OF FIRE “Helmsman. defined as the Fore (F). All Turrets to port. Important Note: Although a weapon may be able to fire into multiple quadrants. Diagram 6: Different Height Levels. it cannot fire to both at once. each weapon will list which of the four quadrants it can fire into. but means they cannot make any attacks themselves. The Ground Height Level is occupied by the majority of vehicles in Armoured Clash: Ironclads. The weapons mounted on many of the fighting machines of Armoured Clash are only able to fire though a limited traverse. For example. the Underground Height Level is inhabited by Driller Units whilst they are making ‘Underground’ movement. The next level is the Flying Height Level. Port (P). Otherwise they use the Ground level. Finally. Starboard (S) and Aft (A) Quadrants. The top height level is occupied by aircraft and zeppelins making a ‘Flying High’ move. Tanks and Walkers. As such. This makes them very hard to hit. give me a quarter right. let’s see if that oversized crab likes the taste of our Orlington Special!” All Units can be divided into four Quadrants. the weapon may still only make ONE Attack per activation. Skimmers. Armoured Clash is divided into multiple height Levels. Infantry. hEIGhT LEVELS The Dystopian world of Armoured Clash is home to many bizarre machines. E Armoured Clash 7 Copyright © Spartan Games 2013 E Q . many others soar amongst the clouds and smog far above it and some even churn through the earth beneath it. Whilst most may stalk the surface of the battlefield. although a Broadside weapon may be able to fire to port and starboard. and is occupied by all Flyers when they are not ‘Flying High’.

for whatever reason. For more detail. Various Effects in Armoured Clash will change the Colour of the dice that are rolled. The Dice Colours are Black. A Brigade generates a number of Command Points at the beginning of every Turn (see Page 22). fire its weapons and perform the other actions that its Commander requires. composed of between three and six formations. representing the Crews losing their cool in the heat of battle. their bases simply need to be touching. The full rules for changing Dice Colours see Page 5. GAME MARKERS Armoured Clash uses a variety of ‘Game Markers’ or tokens to help you keep track of persistent effects. Moving would be considered an action. These are organised into an Order of march at the start of each turn. sabres and often Sturginum powered Jetpacks! When Units get close enough. and used to determine the order in which your formations can perform their actions. For more detail. moving and firing together. you know that is the Dice Colour being used. from the destruction of their comrades to particularly horrifying weapons can cause a Battalion to gain ‘Disorder Markers’. several terms and concepts will be referred to several times. Certain Units are much more resilient than others and have multiple Kill Ratings. DAMAGE/DESTROY BASE CONTACT For two Units to be in ‘Base Contact’. These are laid out here for ease of understanding. unable to fight effectively at the present time. ACTIVATION CARDS Command Points represent the finite capacity for a Commander to influence their troops on the battlefield during a Tturn. Various events. such as when a Land Ship is damaged or a Battalion becomes disordered. see Page 12.GlossAry of terms GLOSSARY OF TERMS ACTIVATION COMMANDER In addition to the Core Mechanics covered in the Game Basics Chapter. When a Unit is ‘Destroyed’ it has been reduced to a flaming wreck and is removed from the game board to take no further part in the current battle. If a Battalion is Disordered it is. These Units must be ‘Damaged’ (gaining Damage Markers) several times before they are eventually Destroyed and removed from the board. which can then be spent in various ways during the course of that Turn. as would making a Ranged Attack. using a Generator or launching a Boarding Assault. DICE COLOUR LEVEL / COLOUR LEVEL BATTALION A Battalion is a collection of Units on the table top. The term Game Board is used to refer to the physical area a game of Armoured Clash is being played on. The most common type of formation will be a ‘Regiment’.you CANNOT place one model on top of another. launch boarding assaults or activate dangerous generators you will be attempting to knock out or ‘Destroy’ your opponent’s Units. The rules for Disorder can be found on Page 25. GAME BOARD This refers to the rolling of several six sided dice (D6) and the calculation of ‘hits’ or ‘successes’. For example. COMMAND POINTS An Action is any single ‘thing’ that a Battalion does during the course of its Activation. For more detail. Blue and Red. ACTION When you open fire with your weapons. representing their marine compliments attempting to fight their way onto the opposing vehicle and take it out of action from the inside. armed with close range rifles.PArt 2 . That’s you! In Armoured Clash you are taking on the role of a Commander in charge of your armoured Brigade. each led by a Command Unit. No instance in the game will cause them to overlap . Rolls of a six will have different effects depending on the ‘Colour’ of the dice used. see Page 5. throughout this manual. see Page 22. they can initiate Boarding Assaults. COLOURED EXPLODING DICE GAME CARDS Game Cards are played at various points throughout a turn to provide certain bonuses to a force. DISORDER FORMATION / REGIMENT Your Battalions will be grouped together in to ‘Formations’. see Page 13. BRIGADE Your force on the battlefield will be organised into a Brigade. E Armoured Clash 8 Copyright © Spartan Games 2013 E Q . Whenever the number of D6 you need to roll is written in one of the above colours. The Battalions need to stay close to their Command Unit to operate efficiently. For more detail see Page 37. A Battalion’s Activation is the part of a Turn in which it can move. Every Formation in Armoured Clash has an ‘Activation Card’. BOARDING ASSAULT The huge Tanks and Land Ships of the Dystopian world are crammed with marines. For more detail. They will act as a single block.

Markers are used to help Commanders keep track of what is going on the battlefield. For more detail. The rules for Height Levels can be found on Page 7. vertically. and these Units are grouped together into Battalions which fight together. However. ‘Model Assigned Rules’. SIzE CATEGORY The term Squadron is sometimes used in place of the term Battalion when the latter term would be unsuitable. Common Pieces of Terrain include hills. A list of WARs can be found on Page 48. The Rules for Size Categories can be found on Page 32.In Armoured Clash Height Levels are used as a simple way to incorporate a 3D element to the game. and they can often be combined in to devastating volleys. A list of MARs can be found on Page 45. ‘Weapon Assigned Rules’. MARKER The term Size refers to how large (vertically) a Unit or Piece of Terrain. Various game effects will ask players to place Markers of different types on Battalions or individual Units. Rules of Terrain can be found on Page 18. turret cannons and far reaching rockets. you have a Squadron of Aeroplane rather than a Battalion of Aeroplane. Size is used mainly to determine whether or not a Unit can draw a Line of Sight over another Unit or Piece of Terrain. PIECE OF TERRAIN In Armoured Clash a Token is any Unit that is too small to be physically represented on the game board. on the battlefield. commonly abbreviated to WARs. WARs are used to characterise weapon systems beyond what is possible with statistics alone. For example. a Squadron is the same as a Battalion. WAR E Armoured Clash 9 Copyright © Spartan Games 2013 E Q . such as Infantry or Aeroplanes. see Page 5. To do so a Battalion will need to declare a ‘Ranged Attack’. A Units Height Level denotes where it is. and as such it is referred to as a ‘Unit’. hEIGhT LEVEL RANGED ATTACK MAR The most common way for the vehicles of Armoured Clash to engage one another is by firing their various broadside batteries. starting at 0” touching the Unit’s base. denoting that. MARs are used to characterise Units beyond what is possible with their statistics alone. It is divided in 8” segments or ‘Bands’. are special rules that apply to a Unit’s weapon system. commonly abbreviated to MARs. woodland and built-up areas. Each model on the tabletop does not necessarily represent a single vehicle. TOKEN RANGE BANDS UNIT / MODEL Range is a measure of how far weapons can fire. SQUADRON A ‘Piece of Terrain’ refers to areas of the game board representing something more than simple open fields. are special rules that apply to the model. they are benefiting or suffering from the game effect. A Ranged Attack can be made with each weapon system that a Unit has. Tokens are considered to be Units for all game purposes. for all game purposes. The capabilities of each individual Unit are described by its Statistics. whilst they have that Marker beside them.

this grants them a huge advantage in terms of mobility.” . Weapon Assigned Rules (WARs) listed and in the case of some units any Generators listed. Skimmer Skimmers are able to suspend themselves in mid-air. Ironclad Ironclads are the smallest war Engines available to a commander. Some Units mount different weapons or fixtures to a common hull. a short distance from the ground. each Unit has a number of Stats. Driller Drillers are a particularly rare machines that are able to travel below the very ground itself. I think the boys at HQ will want to see this for themselves. Infantry Infantry are the individuals on the ground.Armoured ClAsh stAtIstICs STATs “Pass me the Dageurreotype Jenkins. immobile structures used for defending an area from enemy intentions. but are still small enough to be vulnerable to Infantry. Massive. how they move about the battlefield and how much destruction they can cause. and how quickly it can turn. these will normally share the same Name. Units and the models within them can vary hugely in size. To represent their capabilities. Flyer Flyers encompass all of the great Flying Machines that litter the sky of the Dystopian Wars battlefield. Massed in their hundreds and thousands they go to battle alongside their new-age War Engine comrades. From their lofty heights they can lend their capacities in support of their earthbound allies. Fortifications Fortifications are immense. but can also affect how it moves through terrain. Walker Walkers are machines that are propelled on great metal legs. Although often slower than their Tank counterparts. Medium. Although not capable of true-flight. they are better suited to traversing difficult terrain.) or ‘Patterns’ MODEL TYPE: Many War Engines function in radically different ways. from largest to smallest. Additionally. MODEL SIzE: E Armoured Clash 10 Copyright © Spartan Games 2013 E Q . and this effects how they can fight and move across Terrain. All but impervious to harm while underground they will emerge to wreak havoc in the midst of the enemy’s formations. Small and Tiny. They mount guns large enough to threaten even great Land Ships when used en-masse. but have additional ‘Marks’ (Mk. Units come in five Size Categories which are. from the humble infantry company. allowing you to see how tough they are. a unit will have Model Assigned Rules (MARs) listed. to the massive Mobile Airfield and Land Dreadnoughts which can crush whole towns beneath their treads. The esoteric vehicles which the nations of the Dystopian Wars world use to wage their wars are as varied as they are numerous. Tank The term Tank is used to describe any Fighting Machine that is supported on either wheels or endless-tracks. Smith. NAME: This simply identifies what the Unit is called.Captain H. Large. Tanks form the backbone of most of the world’s Land Navies. on the first recorded sighting of the Empire of the Blazing Sun’s Ryuo Robot. Well-armed and incredibly resistant to harm they are always the primary concern of a Commander attacking a fortified position.PArt 3 . A Unit’s Size Category is used primarily to determine its line of sight over other Units.

Check out your MARs to find out just how quirky your nation’s models could be. Effective Range (ER): The Range Bands where the Weapon will be able to fire most effectively. although of varying size and quality. When attacked. WARs A rocket battery may be loaded with incendiary shells to cause havoc amongst the enemy. or fresh volunteers yet to truly understand the violence of battle. The Movement Value of a Unit is the distance that it can move during a turn in inches (“). Certain Units have more than one Kill Rating separated by a slash (/). MODEL ASSIGNED RULES (MARS): WEAPON STATS Equally important as a Unit’s armour and engine power are the guns mounted to its hull. but sacrificing the ability to fire its weapons. Arc The Arc of Fire that a Weapon can be fired into. both offensively and defensively.going flat out to cover as much ground as possible. This section lists any Weapon Assigned Rules that apply to the Weapon. a Commander needs to bring their guns to bear on important enemy targets as efficiently as possible. Name: The name of the weapon. Effective Range (ER) Attack Dice: The number and colour of Attack Dice available to the weapon when it is firing at Effective Range. Quality ranges from ‘Poor’. we have created a series of rules that cater for a wide variety of special abilities. QUALITY: A Unit’s Ack Ack statistic is a measurement of the firepower of its small calibre. You could see where the armour had buckled or scorched under our shells . Then. to ‘Veteran’. Larger Units may mount several weapon systems.” A Unit’s Kill Rating is a measure of how much damage a vehicle can shrug off before its armour finally gives way. A Unit’s Assault Point Statistic is a measure of the capability of its Boarding Parties and marines. they can strap on Jetpacks or mount boarding ramps to seize a prize of their own. It is important that a player learn the WARs attached to their weapon systems as they can often turn an average weapon into something far more lethal than mere dice. MARs are special abilities and attributes that define and characterise a Unit beyond their basic Stats. using its Effective Range Attack Dice. MOVEMENT (MV): All machines of war carry a complement of marines. such as incoming rockets. It is used to determine the effectiveness of boarding actions. or Spotting Attempts when designating targets for artillery. the second is the distance it moves when making a ‘Full Steam Ahead’ move . Some models may have armour plates specifically angled to deflect aerial attacks. The weapons represented by the Ack Ack rating have insufficient weight or range to damage any other vehicles. boarding infantry and small aeroplanes. KILL RATING (KR): In order to make vehicles different to one another. but with reduced effectiveness . such as Disorder Checks when under heavy fire. to ‘Regular’. detailing any additional affects it causes.using its Long Range Attack Dice. Many models have multiple Arcs they can use. This section lists any Model Assigned Rules that apply to the Unit. When an attack equals the first Kill Rating it gains a Damage Marker rather than being destroyed and then moves to its second Kill Rating and so on. the first being its standard move which allows it to accurately target its guns while manoeuvring.Some vehicles have battle hardened crews. Instead it is used to determine the effectiveness of defence against the smallest targets. or a tesla coil fire electric bolts to fry systems and crew alike. and determines how likely a Unit or Battalion is to pass any Command Tests it needs to make. ASSAULT POINTS: “I remember how the cheering gun crews went quiet as the great iron behemoth lumbered out of the smoke. automatic-cannon and even rifle fire.but it never even slowed. Long Range (LR): The Range Bands that the Weapon can be fired into. It is their duty to protect their vessel and crew from infantry or other marines which threaten them. close defence weapons – such as machine guns. and these vary in function and power almost as much as the vehicles that carry them. To this end. others have pulsing Tesla Generators to disrupt the enemy while others will have giant mechanical claws to rend hulls at close quarters. veterans of multiple campaigns who can withstand the rigours of war and excel at their assigned tasks. Long Range Attack Dice: The number and colour of Attack Dice available to the weapon when it is firing at Long Range. Most Units have two values listed. or even multiples of the same weapon. Others are newly conscripted militia. representing the colossal amount of damage that these machines must suffer before they are knocked out. when the time comes. E Armoured Clash 11 Copyright © Spartan Games 2013 E Q . vehicles that can move quickly can be particularly valuable. this is the number of successes the enemy needs to roll to destroy the Unit. ACK ACK: Manoeuvre is vitally important in Armoured Clash.

However more than one can be played on the same Unit per Turn when it is targeted by multiple actions. specialities. and there are another 13 cards common to all nations to make a ‘Deck’ of 26. Once a card has been played. An ‘action’ is any single event that has an effect on a Unit. each Commander should draw the 5 cards from the top of their deck. A Reaction Card will only affect a single action. and only lasts for the duration of the action it was played against. highest first to lowest last. it should be placed in a ‘Discard Pile’. DRAWING NEW CARDS CARD TACTICS TURN AND REACTION CARDS How and when you choose to play a Game Card is very important. If the effects of the Turn Cards require them to be resolved in a specific order. before initiative is rolled for the first turn. If a Commander does have too many cards in their Hand. any being played are placed face down in front of the Commanders and are revealed simultaneously. Additionally. and have an effect that just lasts for that one action. A Commander can only play one card on a Battalion during its activation. it will list the number of Command Points that the Commander has to spend to use the card. and then play another to power up its ranged attack. USING GAME CARDS Each card will specify when it can be played. Only one Reaction Card can be played in response to an enemy action. Cards Marked with an ‘R’ are ‘Reaction Cards’. These should be shuffled before the game starts. So that neither Commander gains an advantage from knowing what Turn Card their opponent is playing. In the End Phase of each Turn each Commander needs to ensure that they DO NOT have more cards in their Hand than they are allowed. This is their ‘Hand’. such as declaring a ranged attack or boarding assault. where Initiative has not yet been determined. For example a bonus to a Commander’s Initiative roll or increasing the Commander’s game card ‘Hand’ for the turn. Then. Cards Marked with a ‘T’ are ‘Turn Cards’.PArt 4 . E Armoured Clash 12 Copyright © Spartan Games 2013 E Q . and generally have an effect that will impact the turn as a whole. Turn Cards Some cards are used at the very beginning of a turn. Commanders take an Opposed Command Test and resolve their Turn Card in order. some require a little more explanation. continuing to draw from there. it cannot be retracted. Reaction Cards Other cards are used as a response to things that the opponent has done. what Units it can be played on and the effect that it has. For example a Commander cannot use a card to increase a Battalion’s movement. For example a card that reduces the effect of an opponent’s boarding assault or increases the Command Point Cost of an opponent’s game card. or when an opponent plays a game card. At the start of each Turn.GAme CArds GAME CARDS Each nation has their own tactics. Whilst the majority of cards specify exactly when a they can be used. and Commanders should be careful not to tell another Commander what cards they have until they are forced to do so. A great tactical advantage can be gained by keeping your Hand a secret. so the effect of a card that increases your Kill Rating (KR) is temporary. Once a Commander has declared that they are using a particular game card. for the nation that they are playing. unless it was played incorrectly. they can discard any number of game cards to their discard pile and draw new game cards from their deck up to their maximum Hand size. before the order of initiative is determined each Commander can use ONE Turn Card (see Page 22). Added to this are other fortuitous (or unlucky!) events that can swing an encounter one way or another. adjacent to the Commander’s deck. the order of initiative from the previous turn should be used. drilled manoeuvres and secret weapons which they can employ to give them an edge in battle. or if they simply wish to replace some of the cards they have. Each nation has 13 cards specific to their military and its tactics. These can be used by a Commander to respond to an ‘action’ taken by the opposing Commander. Important Note: On the first Turn. Each Commander should have their own deck of cards. If a Commander gets to the end of their deck of game cards they should shuffle their discard pile and turn it over as a new deck. These special orders or moments of chance are represented by ‘Game Cards’.

PArt 5 . Both Commanders should assemble Battalions into Formations with a total Points Value up to but not exceeding the agreed Maximum Force Value. with each Piece being no larger than the size listed on Page 18-19 for the relevant type of Terrain. To represent some of the most common types of engagement in the Dystopian world. Both Commanders should construct a Brigade of between three and six Formations. Each Battalion has a variable points cost. 5. Optional Rule . a Commander can calculate their force value. what they contain and how many Points they will cost can be found in the relevant nation’s ‘Army List’. How big a game is. Starting with the winner of an Opposed Command Test (see Page 27). to a fully sculpted gaming board. The following Chapter lays out a step by step guide for getting ready to play a game of Armoured Clash. which focuses on titanic conflicts between Armoured Brigades. until all the pieces have been placed. These steps follow this sequence: 1. roads and railways carved into its textured tiles. if both Commanders agree they can swap the order of the ‘Decide Scenario’ and ‘Build Forces’ steps. so this optional rule would not be appropriate. This will mean that each Commander needs to design a force capable of taking on a wide range of objectives. 6. The first step is for the Commanders to decide how large they want the game to be. the first Scenario ‘Encounter’ is recommended. and larger games than this are best played on an 8’ x 4’ board. He tallied his forces and smiled.Pre-GAme sequenCe GAME SET UP BUILD FORCES Oberst Graffe scanned his eyes over the map laid out on the table before him. 4. battle setups may change the way a Commander can build their force. with contours. Both Commanders should agree to a maximum force value which their Brigade’s force value cannot exceed. or simply roll a D6 and compare the result to the list below. With this in mind you can then tailor a force to your play style. E Armoured Clash 13 Copyright © Spartan Games 2013 E Q . rather than tailoring it for a specific Scenario. This can add in an extra level of tactics. For a small game of between 1. The Game Boards you play on can range in detail and complexity from a coloured cloth with a few pieces of simple terrain scattered across it. based on its size and composition. Up to 4. 2. SET UP TERRAIN DECIDE SCENARIO Not all Battles are as simple as lining up in front of the opponent’s forces and trying to grind them into the dirt. After agreeing with your opponent on the size of game you want to play. 7. the odds were with him today. the Commanders need to build their forces. or those wanting the quickest and simplest type of battle. the next step is to decide on your mission parameters. 8.000 points can be played on a 6’ x 6’ board. six basic Scenarios are presented. swiftly calculating the most probable enemy deployments. see Page 19. For Commanders new to the game. A list of the Formations available to each nation. This is done by agreeing a ‘Maximum Force Value’ to be used in the game. For details on the different types of Terrain.500 points. whilst this is compatible with the six Scenarios presented here. along with how many of each Formation they can field. a 4’ x 4’ game board should be sufficient. DECIDE GAME SIzE Even in Armoured Clash. they should then take in turns to choose a Terrain Piece and place it anywhere on the Game Board. Decide Game Size Decide Scenario Build Forces Set Up Terrain Roll For Game Board Edge Deploy Objectives Deploy Forces Commence Battle! Assembling your Force is often considered the first stage of tactical game play. Each Formation contains several Battalions led by a Command Unit. Scenario 1: Encounter Scenario 2: Flank Attack Scenario 3: Hold The Line Scenario 4: Breakout Scenario 5: Meeting Engagement Scenario 6: Take And Hold The full details of each of these Scenarios are found on Page 57. We recommend that the Commanders collect enough Terrain Pieces to cover no more than 25% of the board.Blind Army Selection For an extra challenge. and picturesque model towns littering the surface. It is important to consider how you want the battle to play out. also dictates how large an area you will need to play on. Now they know their objective. and what tactics you wish to employ. However. Each Battalion has a ‘Points Cost’ and by adding together the Points Costs of all the Battalions in their Brigade. 3. The Commanders should now set up Terrain on the game board in any mutually agreeable manner. You can either pick a specific Scenario that both Commanders want to play.000 and 1. the size of a battle can vary. and how they can affect Units on the tabletop.

they need to determine where they are going to set up their forces. 6 and 2 for 3 successes. RESERVES DEPLOY OBJECTIVES Private Sanders crouched low against the ruined wall. and each Commander will normally select one of these edges to be their ‘Deployment Edge’. a Commander can deploy their Formations in any order they choose. but the Commander may Test again in the following Turn. Formations that are held in reserve are not deployed on the game board at the start of a game. following the Turn Sequence on Page 22. Two more hours and the relief column would arrive. Two more hours and the town would be theirs. place each Unit anywhere with the rear of its base in contact with the Commander’s Deployment Edge. Unless the Scenario being played says otherwise. For example. but before they have placed their Units on the table. a Reserve Formation attempts to enter the battle on Turn 2. It is not uncommon for battles to start with some formations unengaged. The most common Deployment Zone runs the length of each Commander’s deployment edge. the Commander can only choose one of the long edges to set up on (for example the 6’ sides of a 6’ x 4’ board). the other should place all of their remaining Formations uninterrupted. DEPLOY FORCES “Captain. The standard game board will have four edges. If the Test is passed with less than two additional successes. as shells hammered in to the building around him. The other Commander must use the opposite side as their Deployment Edge. Command Points can be spent to increase the Dice Colour of this Command Test.” Each Scenario will specify the shape and size of the area in which each Commander can place their forces. or because are running late. Commanders should make another Opposed Command Test.ROLL FOR GAME BOARD EDGE Once Commanders have placed the terrain. but there ARE NOT enough successes to allow for a free Move Action. This allows them to place the Formation on the Game Board. If the Test is failed. E Armoured Clash 14 Copyright © Spartan Games 2013 E Q . and where they can be placed will vary from scenario to scenario. How many. The Commander with the most successes may choose one of the game board edges to be their ‘Deployment Edge’. once one Commander has finished placing all of their Formations. Commander – battle awaits! Both Commanders begin their Turns. Commanders continue alternating placing Formations. Commanders should take it in turns to place a Formation on the game board. COMMENCE BATTLE! The Captains have their orders. The Commander who rolls the most successes may choose who deploys the first Formation on the game board. after the Command Point Phase but before the Order of March Phase. Unless specified otherwise. place each Unit anywhere with the rear of its base in contact with the Commander’s Deployment Edge. until all Formations have been placed on the board. however they will usually be placed after Commanders have chosen their deployment edge. requiring a number of successes equal to 4 minus the current Turn number. a Commander may take a Command Test on BLACK Dice. Formations will sometimes be held in Reserve due to the Scenario being played or if a Commander has selected the Reserve Formation Asset. The Commanders should now take an Opposed Command Test. If Commanders have an unequal number of Formations. If the Test is passed by TWO or more successes in addition to the number required. extending 8” into the game board. Formations must be deployed within the owning Commander’s Deployment Zone. This is their ‘Deployment Zone’. Each Battalion may now make a Standard Move Action before the Turn begins. lead the Cromwells over the crest. If playing on a rectangular board. they should command a respectable field of fire from there. All Battalions in a Formation must have at least one Unit within 4” of the Formation’s Command Unit. The Commander needs 2 Command Test successes (calculated as above with 4 passes minus Turn 2) and passes when they roll 4. be it because they are waiting in Reserve to strike at the opportune moment. the tanks have raised steam. At the beginning of any Turn. Certain Scenarios will ask the Commanders to fight over ‘Objectives’ that need to be placed on the game board. the Formation does not arrive. It is from this edge that their forces will be set up.

which we recommend for getting to grips with the basics of the gamem would be one Combat Formation. the Kingdom of Britannia fields two types of Combat Formation: the Medium Tank Regiment and the Line Infantry Regiment. For example. COMBAT FORMATIONS Combat FORMATION 1 Combat FORMATION 2 Combat FORMATION 3 Combat FORMATION 4 KINGDOM OF BRITANNIA FORMATIONS Medium Tank Regiment Medium Tank Regiment Medium Tank Regiment Line Infantry Regiment Line Infantry Regiment Combat FORMATIONS Support FORMATIONS Corps Level ASSETS Allied FORMATIONS Each block in the upper row represents one of the four available Combat Formations. representing the six formations as blocks to be filled. the tactics they will need to adopt and the type of force they can build . More information on each of these fascinating nations. Three of these blocks are highlighted with a thick border. ranging from common Combat Formations such as the Kingdom of Britannia Medium Tank Regiment. This is a big choice.3 Corps Level Assets 0 . You can see that two Formations can be Medium Tank Regiments. a Britannian Brigade could simply contain three Combat Formations. It can choose its six Formations from: E Armoured Clash 15 Copyright © Spartan Games 2013 E Q .4 Combat Formations 0 . For a standard size game a Commander’s force will be what we refer to as a ‘Brigade’. Support Formations like the Prussian Empire Panzer Mobile Artillery Regiment and the valuable Corps Level Assets like the Covenant of Antarctica Primary Aerial Support Echelon. and how many of each type they can take. a Corps Level Asset and an Allied Formation. taken from the Kingdom of Britannia Army List. so each Britannian Brigade must take at least one Medium Tank Regiment. Each nation’s Army List describes what specific Formations are available.co. shows the Formations that can make up a Britannian Brigade. This will be detailed in a second diagram. the Kingdom of Britannia. the bordered block indicates a compulsory choice. having just established with the previous diagram that a Britannian Brigade can contain between one and four Combat Formations. or it could contain two Combat Formations. as well as the Dystopian Wars Rulebook and our in depth Campaign Books. How many of each type of Formation a nation can assemble into a single Brigade is detailed in a nation’s Army List.spartangames.www. the Republique of France and the Russian Coalition.ChoosInG your forCes BUILDING A BRIGADE As mentioned in the Game Set-Up Chapter. This diagram below. as it will determine not only what Units they have available. showing that three formations MUST be fielded for the Brigade to be valid. one of the first things a Commander needs to do is assemble their force for the coming battle. for their Combat Formations. Brigade Diagram This will be displayed in a diagram. a Britannian player could just take The six blocks at the top of the diagram represent the six Formations. SPECIFIC FORMATIONS Each type of Formation contains multiple specific Formations. As before. we now need to know what those Formations can be. with each ‘Formation’ containing several ‘Battalions’ of tanks and other Units.3 Support Formations 0 . available as a free download from the Spartan Games website . For example. A simple Brigade . led by a Command Unit. the Empire of the Blazing Sun. including their history and role in the current conflict.2 Allied Formations The bordered Combat Formation block indicates that each Brigade must contain at least one Combat Formation. The row below then breaks down the available Formations for a Britannian Brigade. like the one below: FORMATION TYPES Each nation has many different types of Formation available to them. one Support Formation and one Corps Level Asset.uk. The first step to this is to choose which nation they want to represent on the tabletop.but also who they are fighting for! The choices available are the Covenant of Antarctica. can be found on the Spartan Games website. one Formation can be a Line Infantry Regiment and the other Formation can either be a Medium Tank Regiment or a Line Infantry Regiment. So. and shows which Formations can fill those blocks. For example. the Prussian Empire. the Federated States of America. and the lower row shows which Formations can occupy that block. A Brigade is built from between three and six ‘Formations’. 1 .PArt 6 .

The restrictions are simply: 1 .2 Line Infantry Regiments Each Type of Formation will have a similar diagram in the Army List. generating command points etc. Kingdom of Denmark. As the diagram shows the Regiment consists of: 1 Regimental HQ 1 . Regimental hQs Each Formation needs to have a Command Unit. II Medium Tank Units for 160 Points Each Ironclad Battalion is comprised of: Five Terrier Class Small Tank Units for 80 Points Command Units may select Command Abilities from the table on Page 55 of the Rulebook. larger vehicles. Attached Units are treated as part of the Battalion they are attached to for all purposes (moving. Britannian Raj. such as Land Ships or Mobile Airfields which form their own Battalion. Each Medium Tank Battalion can be either: Under Strength: Three Mk. The numerous smaller nations are represented by Allied Formations which can be taken as part of a Brigade belonging to one of the major powers. ChOOSING BATTALIONS Having decided that they want a particular Formation in their Brigade.2 Ironclad Battalions The diagram also describes what each Battalion can contain. The diagram at the bottom of this page. I Sovereign Class Land Ship’ to form the Regimental HQ of their Medium Tank Regiment. and its course is influenced by more than just the seven major powers within it. Their Medium Tank Battalions can also vary. a Commander next needs to decide what will make up that Formation. For example. playing cards.2 Medium Tank Battalions 1 . or smaller Units that will join one of the other Battalions as an ‘attachment’. they could take two Medium Tank Regiments and two Line Infantry Regiments. II Medium Tank Units for 120 Points Or it can be: Full Strength: Four Mk. Protectorate of Belgium and others. KInGdom of brItAnnIA medIum tAnK reGIment ONE Regimental HQ Between ONE and TWO Medium Tank Battalions Between ONE and TWO Ironclad Battalions REGIMENTAL hQ: MEDIUM TANK BATTALION: IRONCLAD BATTALION: A Regimental HQ is comprised of either: One Mk.). normally in the form of a ‘Regimental HQ’ Battalion. or ‘Under Strength’ (containing three Units). in the diagram above the ‘Regimental HQ box shows that a Britannian Commander can choose between a ‘Steward Class Guardian Tank’ or a ‘Mk. Each of a nation’s available Formations will have its own page in their Army List with a diagram describing what Battalions that Formation can contain and how many Points each Battalion will cost. League of Italian States. Such nations include the Polish Lithuanian Commonwealth. taken from the Kingdom of Britannia Army List shows the Battalions that can make up a Kingdom of Britannia Medium Tank Regiment. There are already a number of Allied nations available for Dystopian Wars. being ‘Full Strength’ (containing four Units). Allied Formations The Dystopian Wars world is a big one. I Sovereign Class Land Ship Unit for 100 Points Or it can be: One Steward Class Guardian Tank Unit for 60 Points The Steward Class Guardian Tank Unit is attached to one of the Medium Tank Battalions.4 Combat Formations 1-3 Medium Tank Regiments 0 . and the ‘Grand Coalition’ and ‘Imperial Bond’ Army Lists will relate the contents of these Formations. shooting. These will either be single. The Ironclad Battalions on the other hand MUST contain five Terrier Tank Units. Dominion of Canada. The Battalion that a Command Unit is attached to is decided while the Commander builds their force. showing how many of each Type can make up a Brigade’s Support Formations or Corps Level Assets.three Medium Tank Regiments. E Armoured Clash 16 Copyright © Spartan Games 2013 E Q . with the list growing. Chinese Federation. or one Medium Tank Regiment and two Line Infantry Regiments or any other combination. A nation’s Army List will detail which Allied Formations are available to it. and cannot be changed during a game.

a Command Unit ‘Steward Class Guardian Tank’ (60 Points) elects to take the ‘On to Glory’ Command Ability (20 Points) raising its Points Cost to (60 + 20) 80 Points. Command Abilities Each Command Unit can purchase ‘Command Abilities’. the Commander simply adds together the costs of each individual Battalion. the Commander adds together the Points Cost of each Formation to find their force value. While not quite enough to buy a whole new Battalion. When each Formation is constructed. 80 Points (attached to Medium Tank Battalion 1) Medium Tank Battalion 1: 4 x Mk II Class Medium Tank Units. For example. a Commander is aiming to build a force were the total value of all Formations should be as close as possible to the Maximum Force Value agreed for the game. a Federated States of America Medium Tank Battalions contains three Trenton Class Medium Tank Units (120 Points). 160 Points Medium Tank Battalion 2: 3 x Mk II Class Medium Tank Units. including what they do and how many points they cost. Additions Some Battalions can have an extra Unit added to them. to make it easy to keep track of during a game. Each Battalion will have a Points Cost listed. to more complex strategies like choosing a pre-plotted bombardment zone to devastate oncoming enemies or holding Formations in reserve until they will be most useful. it is perfectly possible to play games where each side contains more than one Brigade. For example. To calculate how many points a Formation costs. 120 Points Ironclad Battalion: 5 x Terrier Class Tank Units. a Commander may begin the process of building a second Brigade. to which the Commander can add a Reno Class Medium Tank (70 Points) for a total of 190 Points. a Kingdom of Britannia Medium Tank Regiment could contain the following models: Regimental hQ: 1 x Steward Class Guardian Tank with ‘On to Glory’. This Unit is considered to be part of the Battalion for all purposes. the Command Unit is not eligible to purchase the Command Abilities described below. Instead the Commander will be instructed to choose one Unit within the Formation to be the Formation’s Command Unit for the game. but NOT exceeding it. For a full list of the available Assets. Each Command Unit can purchase one Command Ability by adding the listed Points Cost for the ability to the Points Cost of the Command Unit. Commanders will find themselves forty or fifty points short of their agreed Maximum Force Value. ASSETS Often. depending on what it contains. Assets are extra bonuses that a Commander can take. For example. Once all six Formation blocks for the first Brigade have been filled.Certain Formations will not have a dedicated ‘Regimental HQ’ Battalion. see Page 55. Remember. for an additional Points Cost. In these cases. they can use them to purchase ‘Assets’. representing extra tricks up their sleeve beyond the Tanks they are bringing to the field. 80 Points Total Formation Cost: 440 Points E Armoured Clash 17 Copyright © Spartan Games 2013 E Q . For these Formations. including any Additions and Command Abilities into a total for the Formation. A force cannot contain more than one asset per Formation. These are special actions that the Command Unit can perform to help out the Battalions in their Formation. These can be as simple as fortifying a built up area you want your Ironclads to try and hold or digging in a Land Ship to give its guns a more stable firing platform. following the same process and subject to the same minimums and maximums as the first. Such games are hugely enjoyable and allow gamers to simulate large scale military actions. BIG GAMES ADDING UP ThE POINTS Although it might take a few hours (or a couple of extra Commanders). we recommend that you indicate the chosen Command Unit with different colours or markings.

Size: Medium Maximum Dimensions: 12” Long. perhaps even military bases. using it as a natural ally. a lake. fields and roads littering the landscape. 6” Deep Woodlands Ranging from small copses of trees to expansive forests. At one end of the spectrum. modern industrial towns. warehouses. and also lists the maximum size that a Piece of Terrain should be. 6” Deep Built-up Area – Medium Buildings: A Built-up area containing medium buildings can represent any number of very commonplace sights. in particular the Occupy rule. The buildings that compose these areas are a long way from their larger counterparts. Size: Large Maximum Dimensions: 6” Long. a good commander knows how to use such areas to their advantage.terrAIn feAtures TERRAIN The Game Board needed for playing a game of Armoured Clash can vary wildly depending on the amount of time and effort Commanders wish to put into making it. purpose built boards. pubs and perhaps a church. Each piece of terrain falls into one of the following broad categories. they are of the type that rivals the great Land Ships in in their size. areas of woodland are a common sight wherever you are. and even large houses. Water: Any area of deep water. Roads: Ever since the practical steam engine made its way into the world of industry. Despite their mundane nature. games can be played on a kitchen table covered with a coloured cloth and a few pieces of terrain. whilst at the other end of the scale battles can run across intricately detailed. a reservoir or an area off the coast . 12” Deep. sizeable outcrops of rock jut from the ground irregularly across the face of the Earth. However. market towns and small villages where the industrial revolution never really took hold. Medium and Large to account for how different it is to move or shoot though a city block compared to a small rural hamlet. factory grounds. making use of the natural cover provided by the thick canopy for their own troops. 6” Deep. mostly made up of houses. It is possible to create Pieces of Terrain that exceed these dimensions by placing two smaller Pieces side by side. Although in the Sturginium Age control of the high ground is not what is once. Size: Small Maximum Dimensions: 6” Long. a size category for the purposes of Units drawing lines of sight over it. Built-up Area – Small Buildings: A Built-up area containing small buildings generally represents some of the more humble urban areas. a good commander knows how to take advantage of it. Size: Flat Maximum Dimensions: 6” Long. Built-Up Areas A built-up area is any area composed mainly of man-made structures of some sort. however the utility of the cover provided by such natural structures is well received. shops. TERRAIN TYPES The vast majority of a game board is considered to be Open Ground. Whatever the particulars of the structures. Size: Large Maximum Dimensions: 6” Long. Built-up Area – Large Buildings: A Built-up area containing large buildings could be an industrial centre of some kind. They could contain any number of sizeable buildings that are commonplace across the landscape. This is interrupted by pieces of terrain. and with them a road infrastructure to facilitate their use has crisscrossed the civilised worth like the railways did before it. Small. 12” Long. Each type of terrain has a short description. or perhaps a sprawling urban centre containing buildings of the new ‘skyscraper’ architectural style and lofty zeppelin mooring towers. Size: Flat Maximum Dimensions: 3” Wide. they pose an impassable barrier. However they count as separate Pieces of Terrain for all purposes. 6” Deep E Armoured Clash 18 Copyright © Spartan Games 2013 E Q . Size: Medium Maximum Dimensions: 6” Long. Farmland The vast expanses of arable farmland that makes up the countryside of most of the northern hemisphere will usually be counted as Open Ground. apartment buildings.providing no penalties to movement and no protection to those travelling over it. factories. For commanders in the field the science behind such occurrences is irrelevant.they all have something in common. 6” Deep. 6” Deep. To the vast majority of land forces. be it a river. or benefiting from the enemy’s difficulty in navigating such terrain. The one thing that all Game Boards have in common is that the playing area is interrupted with piece of terrain. Built-up areas are split into three sizes.PArt 7 . Size: Small Maximum Dimensions: 6” Long. Commanders will soon find that reading the terrain they are fighting over is just as important as noting the enemy forces they are up against. containing a hectic array of gargantuan machinery. hills Hills and other elevated areas have forever served as permanent parts of the landscape. 6” Deep. with the contours of hills carved into their surface and picturesque towns. freshly ploughed fields or small farms bordered by thick hedgerows and walls can provide a far greater challenge to forces crossing them. Rocky Area For reasons known only to men who spend their time studying the field of geology. civilian transport machines have grown and grown. Size: Small Maximum Dimensions: 6” Long.

Ironclad.All Tank. Massive Walker – Medium.Small Farmland Small Walker – All Skimmer – All Ironclad Infantry Tank.Small Built-up Area Small Buildings Small Walker – Large. Infantry . Skimmer. Large Tank .Small Walker – Large.All Tank. Small Ironclad Infantry Tank – Large. Walker. Ironclad. Walker. Massive Tank – Medium Tank . Skimmer. Massive Tank – Medium Tank . Infantry .All Skimmer – All Rocky Area hill Water Large Medium Flat Road Flat E Armoured Clash 19 Copyright © Spartan Games 2013 E Q .Medium Tank . Large. Small Skimmer – Large Skimmer – Medium.All Skimmer – All Tank.Type of Terrain Terrain Size Unit Type Tank – Large. Infantry . Infantry . Walker. Walker. Massive Tank – Small Woodland Small Walker – All Skimmer – All Ironclad Infantry Tank – Massive. Ironclad. Small Ironclad Infantry Tank – Large. Ironclad. Small Skimmer – Large Skimmer – Medium. Massive Movement Penalty hALF hALF hALF hALF hALF hALF hALF hALF hALF hALF hALF IMPASSABLE IMPASSABLE - Bogging Down 6 5 3 6 5 4 4 2 4 3 2 2 2 2 2 - Cover Bonus 2 2 2 2 2 1 2 2 1 1 2 2 1 2 1 2 1 1 1 1 2 1 1 1 1 1 1 - Additional Rules Occupy Occupy Occupy Occupy Occupy Occupy Occupy Occupy Elevated Road - Built-up Area Large Buildings Large Walker – Medium. Small Skimmer – All Ironclad Infantry Tank – Medium. Massive Built-up Area Medium Buildings Medium Walker – Medium. Massive Tank – Medium Tank .Small Walker – Large.

the Bogging Down Check uses the Kill Rating of the most common Name of Unit in the Battalion. and can continue its movement. it can move up to 2” through the Built-up Area. This is used to determine if a Unit is able to draw a line of sight over the Piece of Terrain or not. the Battalion’s Bogged Down Marker is removed and the Battalion is free to make move actions as normal. regardless which Units are within the Pieces of Terrain. If the number of successes rolled exceeds the Units Kill Rating the Battalion retains its Bogged Down Marker and cannot make any Move actions this turn. As it has 4” of movement remaining. In part C the Battalion passes its Check. Following is an explanation of what each column in the terrain table means. If the number of successes is less than the Unit’s Kill Rating. IMPASSABLE means that the Piece of Terrain cannot be entered or crossed at all by this type of Unit. Diagram 8: Taking a Bogging Down Check. it must take a Bogging Down Check. Unit Type Unit Type on the Terrain Table simply denotes that when a Unit of the given Type travels though a Piece of Terrain of this type that they use that row on the Terrain Table to see how the Unit is affected. Only one test should be made for each Battalion which has one or more Units at risk of being Bogged Down. If a Battalion contains a mixture of Units with different Kill Ratings. it uses two inches of its Movement value. and the result applied to all Units in the Battalion. with the Piece of Terrain rolling a number and colour of Attack Dice equal to its Bogging Down Value. or otherwise attempts to cross it. If the number of successes is less than the Kill Rating. In part D the number of successes rolled exceeds the Battalion’s Kill Rating. It then uses its remaining 4” of movement to move 2” into the Piece of Terrain. and so they gain a Bogged Down Marker and cannot move any further. Terrain Size The Terrain Size column gives the vertical size of the type of terrain. Movement Penalty The Movement Penalty of a piece of terrain represents how difficult it is for that type of Unit to navigate. Bogging Down Bogging down represents the chance that a Unit of this type will be forced to come to a complete stop by the terrain they are passing though.TERRAIN TABLE The Terrain Table contains all of the information a Commander needs regarding terrain during the course of a game. Units must sometimes take a Bogging Down check to move through Pieces of Terrain. E Armoured Clash 20 Copyright © Spartan Games 2013 E Q . Diagram 7: Moving through Terrain In this Diagram the Kamchatka Class Medium Tank with a movement of 6” moves 2” up to the edge of a Piece of Terrain with a Movement Penalty of ‘HALF’. For example. Whenever a Unit of the relevant type enters a Piece of Terrain with a Bogging Down value of one or more. If the number of successes rolled exceeds the Unit’s Kill Rating (KR) it will be unable to move for the remainder of its Activation and gains a Bogged Down Marker. 5 or 6 (subject to dice colour). scoring a success on a 4. a Tank Unit with a Movement value of 6” moves 2” through Open Ground before entering a Built-up Area. Diagram 9: Bogging Test Outcomes. A Bogging Down Check is carried out like a Ranged Attack. hALF means that for every inch that a Unit of this type moves through the Terrain. If a Battalion begins its activation with a Bogged Down Marker it must take a Bogging Down Test for the piece of terrain it is in. The value given in the table is the penalty incurred by the Battalion as soon as it enters the Terrain. the Battalion may continue to move normally. Type of Terrain The Type of Terrain column simply gives the name of the kind of terrain that row is describing. In this diagram a Battalion moves up to the edge of a Medium Built-Up Area and takes a Bogging Down Check with 4 Red Dice.

provided they are in Range and Line of Sight of the attacking Battalion. A Battalion occupying a Piece of Terrain with the Occupy Rule can use any point on the Piece of Terrain for the purposes of determining Range or Line of Sight. If one or more Units in a Battalion are outside of the Piece of Terrain they do not benefit from the Cover Bonus. a Battalion of three MK. A Battalion cannot Occupy an area of terrain already Occupied by a Battalion. The Battalion is targeted by a Ranged Attack. This counts as a Standard Move Action. The leftmost Medium Tank is raised on an elevated position. Diagram 10: Cover Bonus. one of the Units in the Battalion is outside of the Piece of Terrain. the Ironclads move up to the edge of the Piece of Terrain and halt. which is also enough to destroy it. and as such can draw Line of Sight over the central Medium Tank to the Land Ship beyond. In Part B. so the controlling Commander rolls 2 Blue Shield Dice to try and mitigate the effect of the incoming Ranged Attack. Part A shows a Battalion entirely within cover. This also counts as a Standard Move Action. successes are allocated against Units outside of the Piece of Terrain before Units within the Piece of Terrain. any attacks against a Battalion occupying a the Piece of Terrain can use any point on the Piece of Terrain to determine Range and Line of Sight to the target. and so they will all benefit from the Terrain’s Cover Bonus. it may Occupy it.II tanks moves towards a BuiltUp area. Part B then shows its next activation. The Unit may be placed anywhere within the boundaries of the Piece of Terrain. Once the total number of successes from the incoming Ranged Attack has been calculated. destroying it. such as Generators. the Unit is placed anywhere outside the building with its base in contact with it. the controlling Commander may roll a number of Shield Dice equal to the Cover Bonus of the type of terrain for each Unit that would otherwise be damaged or destroyed by the incoming attack. The Commander may only roll Shield Dice if the Attack rolls enough successes to damage the Units within the Terrain. This may prevent one or more Units being damaged or destroyed. For each roll of a 4. the tank can benefit from the Cover Bonus of the Built-up Area. and so cannot receive the Cover Bonus. Important Note: Shield Dice from a Terrain Cover Bonus are cumulative with Shield Dice from other sources. Additionally. Diagram 12: Occupying Terrain. Road Any Unit travelling on a Road may use its second Movement Value rather than its first when making a Standard move action. Battalions doing this must complete their entire movement action without leaving the road in order to do this. The remaining Successes are then applied to one of the tanks within the Built Up Area. However. 5 or 6 on a Shield Dice (subject to dice colour) one success is removed from the incoming Attack. A Cover Bonus only applies to Units in a Battalion that are within the Piece of Terrain. Units within a Piece of Terrain gain a number of Shield Dice against all incoming Ranged Attacks equal to the Cover Bonus of the Piece of Terrain they are in. When the Battalion comes under a Ranged Attack. If an Infantry or Ironclad Type Unit Occupying a building wishes to leave the Piece of Terrain. In Part A. E Armoured Clash 21 Copyright © Spartan Games 2013 E Q . the Unit outside of the Terrain takes damage first. Two manage to enter the Built-up Area and one is outside of it. In this instance eight Successes are rolled. Diagram 11: Elevated Position. Occupying Buildings If an Infantry or Ironclad Type Unit begins its Activation with its base in contact with a piece of Terrain with the Occupy Rule. The Successes must be applied to the tank outside of the Piece of Terrain first before the remaining successes can applied to one of the tanks within the Piece of Terrain. For example. ADDITIONAL RULES Some Terrain has special interactions with some types of Unit: Elevated If a Unit is on top of a Piece of Terrain with the Elevated Rule they are considered to be a Size Category larger for the purposes of determining Line of Sight to and from other Battalions. Likewise. The first four are applied to the tank outside of the Built-Up Area. when the Battalion moves in to Occupy the Terrain.Cover Bonus Terrain often offers some kind of protection to the men and machines within it from incoming fire.

and the order in which the effects of certain Game Cards resolve.PArt 8 . see Page 12. rather than just affect a single Battalion or action. This is the Commander’s ‘Order of March Deck’. In each of these ‘Turns’ the Commanders can move and shoot once with each of the Battalions that they have on the game board. Once all of the phases are completed in a Turn. ORDER OF MARCh PhASE In the heat of battle. Each Commander collects together their available Command Points into a ‘Command Point pool’. and recalculated at the beginning of the following Turn. Additionally. draw new game cards and prepare for the next Turn. These are placed face down. Any unspent points are wasted. You cannot ‘save up’ points for the following Turn. Each turn. Movement Segment iii. with the Formation to be activated first on the top of the pile. They generally have an effect which will last for the entire Turn. then move on to Phase 7. Command Assets and Game Cards will provide extra Command Points. For more details. each force generates a number of these Command Points which can be spent throughout the Turn to enable Battalions to move faster. This Order of Initiative is then the order in which Commanders will begin activating their Battalions this Turn. the Commanders now take it in turns to activate Battalions. Battalion Activation Phase: Commanders take it in turns to activate a Battalion in their current Formation. This is used to decide the order in which Commanders can begin activating their Battalions. Every Formation in a Commander’s Brigade has an ‘Activation Card’. Command Point Phase: Collect together the Command Points available for the Turn. Commanders will need to use force level ‘Command Points’ to order their Battalions to perform more complex actions. COMMAND POINT PhASE Whilst every Tank’s captain can use their own initiative to move and shoot. As such the order that the Formations are activated in can be pivotal. ACTIVATION CARD PhASE BATTALION ACTIVATION PhASE The Battalion Activation Phase is where all the action happens! Starting with the Commander who is first in the order of initiative. tidy up expired Markers. Commanders need to determine the ‘Order of Initiative’ each Turn. In the Activation Card Phase each Commander simply draws the top card off their ‘Order of March Deck’. 4.) until ALL Battalions in the Formation have activated ONCE. Turn Card Phase: Play up to one Turn Card. Each Commander generates TWO Command Points for each Formation they have currently on the tabletop. Combat Segment iv. play Game Cards and improve Command Tests. and repeat Phases 5 and 6 until all Formations have activated once. Command Segment ii. If the Test is tied.the turn sequenCe SEQUENCE OF PLAY A game of Armoured Clash is broken down into a number of ‘Turns’. Order of March Phase: Decide the order in which your Formations will activate. The first thing each Commander does at the start of a Turn is calculate the number of Command Points they have available for the Turn. All of the Battalions in a Formation need to perform their actions before a Commander can move on to another Formation. TURN CARD PhASE Some Game Cards are marked with a T. These are Turn Cards. and places it face up on the Game Board. the Commanders who drew must roll again (keeping any Command Point bonuses) until a clear order is established. before either Commander moves onto the next phase. better co-ordinate their fire. At the start of every Turn. 6. shooting etc. The Commanders now take an Opposed Command Test (see Page 27). End Phase: See if the game has ended. and the order in which certain other actions and effects take place. Each Commander may play one Turn Card during the Turn Card Phase. INITIATIVE PhASE Both Commanders need to complete all their actions in each phase. The activation card each Commander reveals is the Formation that they must then activate in the following phase. Activation Card Turn Phase: See which Formation each Commander is activating. following the same Sequence. the Commander with the next greatest number chooses next and so on. carrying out all of their actions (moving. 5. At the crucial stages of a battle. and revealed simultaneously. 3. Important Note: The ‘Command Point pool’ is reduced to zero at the end of each Turn. Each Turn of Armoured Clash is broken down into the following phases: 1. who gets to strike the first blow can be a deciding factor. Pass Activation to next Commander Once all Battalions in the current Formations have activated. Commanders will need their Battalions to be in the right place at the right time to triumph over their opponent. 2. The Commander who rolls the greatest number of successes can choose where they will act in the Order of Initiative’. some Model Assigned Rules. 7. that Turn ends and the next one begins. Initiative Phase: Roll to see who goes first this Turn. during the Order of March Phase each Commander should secretly place their Activation Cards in the order they want their Formations to activate in this Turn. The Battalion Activation Phase is subdivided into the following sequence: i. forward planning is essential. E Armoured Clash 22 Copyright © Spartan Games 2013 E Q . The following rules describe what happens in each of the above phases. Turn Cards should be placed face down on the Game Board. return to Phases 5.

Each Battalion activates in turn and performs its desired actions. return to the Activation Card Phase. It is also when the Commander should check to see if either side has achieved their Victory Conditions for the Scenario being played. before moving on to the next Commander to activate one of their Battalions. and a force which has taken very heavy casualties may need to take a Break Test (see Page 39) The following sections of this book will look at each of these Segments in more detail. the other Commander should simply turn any remaining Activation Cards consecutively and activate the Battalions within them one after another. 2. shooting etc. END PhASE Once the chaos and devastation of the Battalion Activation Phase is over. tidy up expired Game Markers and draw new Game Cards. Command Segment (see Page 24) Movement Segment (see Page 28) Combat Segment (see Page 31) Pass Activation to next Commander Formation as above. 3. the Commanders are allowed a brief respite in the End Phase. without play returning to the opposing side. When every Battalion in each Commander’s active Formation has activated. drawing another Formation’s Activation Card and activating all of the Battalions in that E Armoured Clash 23 Copyright © Spartan Games 2013 E Q .The Commanders have to choose Battalions from the Formation whose activation card is currently face up. to get themselves (and the Game Board) ready for the following turn. If one side has more Battalions than another. moving.. and the actions that can be performed within them. The Battalion Activation Phase is subdivided into the following sequence: 1.. and relay the rules governing each Segment. play proceeds to the End Phase. without play returning to the other side. 4. If one side has more Activation Cards than another. once one side has finished activating their Battalions. The Commanders alternate performing a single Battalion Activation until all the Commanders have activated all of the Battalions in their current active Formation. the other Commander should simply activate any remaining Battalions consecutively. In the End Phase of each Turn Commanders may need to perform certain compulsory actions. When all Activation Cards have been turned over. once one side has run out.

Check Coherency: Check that all Units in the Battalion are in Coherency. Diagram 13: Command Distance. Command Units also have access to some special Command Abilities. it may do so. ChECK COMMAND DISTANCE The first stage in the Command Segment is to establish whether the active Battalion can effectively communicate with the ‘Command Unit’ of its Formation. 3.the CommAnd sequenCe COMMAND SEGMENT SEQUENCE 1. Every Command Unit has a ‘Command Distance’ representing the distance that it is able convey orders to the machines under its command. The rules for using Command Abilities can be found on Page 26. normally 4”). all Command Units are assumed to have a Command Distance of 4”. If a Command Unit makes an Attachment it is considered for all game purposes to be part of the Battalion that it is attached to. Aboard this Unit is the commanding officer of the Formation. A Battalion that is In Command at the start of its activation may carry out all actions normally. To check Command Distance. Command Units have the capacity to purchase ‘Command Abilities’ during force building. This will establish whether the Battalion is able to efficiently follow their orders. Unless modified by a Model Assigned Rule. the Battalion is ‘In Command’. representing the commander going about his normal duties. what chance do our boys in the smoky engine rooms or deafening gun decks have?” Once the Commander has chosen which Battalion they are about to activate. Command Abilities Most of the Command effects that a Command Unit brings to a force are passive. The Attachments that a Command Unit can make are listed in the relevant sections of each nations Army List. or if their morale is going to break under the strain of enemy fire. If a Battalion is not In Command at the start of its activation. Check for Disorder: If the Battalion has any Disorder Markers it must immediately make a Disorder Check Command Test. The Battalion on the left have one Unit within 4” of their Command Unit and as such are within Command Distance. A Command Unit that is attached to a Battalion cannot leave that Battalion during the course of a game. The Battalion to the right on the other hand. measure from the closest point on the base of the Formation’s Command Unit to the closest point of the base of the closest Unit in the active Battalion. COMMAND SEGMENT “What many inexperienced Officers fail to realise from the security of their command bunkers. actions that can be taken to bolster a force during the course of battle. are outside of 4” and so are not in Command Distance. COMMAND UNITS Each Formation has a Command Unit. E Armoured Clash 24 Copyright © Spartan Games 2013 E Q . 4. height Level And Command Command Distance is not affected by Height Level.PArt 9 . is that battle is dashed loud! If they can’t keep their orders clear and simple. 2. Command Unit Attachments And Command Battalions During the force building process Commanders will sometimes be instructed that a Command Unit must be Attached to another Battalion. it may still carry out any actions that it normally could. whilst their effects can be found on Page 55. established when the Formation is constructed during Force Building (see Page 13). however any Command Point costs that it incurs are DOUBLED. Command Units adhere to the same rules as all other Units but for a few minor exceptions and additional rules. Check Command Distance: Measure to see if the Battalion is within Command Distance of the Formation’s Command Unit. Regroup: If the Battalion is eligible to Regroup with another Battalion. If the distance is equal to or less than the Command Unit’s ‘Command Distance’ (see below. the first step is to enter the ‘Command Segment’. However Underground Drillers and Flyers which are Flying High CANNOT use Command Abilities. However. be it by special orders or the use of new modern age machinery.

E Armoured Clash 25 Copyright © Spartan Games 2013 E Q . Diagram 14: Coherency. it is important for a Commander to keep their vehicles together in their Battalions. shooting etc. 1 Britannian Medium Tank Battalion of 3 Mk. at this stage of the Command Segment. such as moving back in to Coherency cannot be performed. It cannot perform any movement or shooting actions. as it faces the horrific weapons of the Dystopian world. to create a Medium Tank Battalion of 4 Mk. or declare any boarding assaults. the Disorder Markers are removed. However. For example they must both be from a ‘Medium Tank Battalion’ or a ‘Small Robot Battalion’. shows a Battalion which is in Coherency. and it may continue with its activation. These range from ‘Command Ability Tests’. If the Battalion that the active Battalion is regrouping with has any Disorder Markers. moving. If the Test is passed. In this Diagram. COMMAND TESTS REGROUP As Battalions are whittled down under enemy fire. When Battalion A activates. and the effect of their combined volleys as devastating as possible. for the cost of one Command Point. If any the Units in a Battalion are not in Coherency. In battles of the scale of Armoured Clash. To be in Coherency. as their Units are not all in Base Contact. If. nor can the Squadron Regroup this activation. at this stage in the Command Segment.ChECK COhERENCY Diagram 15: Regrouping. a Unit in the active Battalion is in base contact with a Unit from another Battalion in the same Formation. If this is the case. remove all Disorder Markers from the Battalion. If scattered and isolated they will be unable to operate properly. the same Battalion of 3 Units. normally taken by Command Units attempting to perform special ‘Command Abilities’. both Units Regroup. one more good volley should see them off!” Disorder represents the state of a Battalion’s morale. To Regroup. as normal. they may attempt to ‘Regroup’. COULD NOT regroup with a Battalion of 2 Units. For example. Many actions will require the Commander to take ‘Command Tests’ to determine how well their forces can follow their orders in a given situation. Battalion B has taken heavy casualties and so moves its last remaining Unit into Base Contact with Battalion A. ChECK FOR DISORDER “They’re breaking Sir. to ‘Disorder Check Tests’ taken by Battalions in danger of being thrown into confusion by enemy attacks and ‘Opposed Command Tests’. II Medium Tank Unit. this activation immediately ends. If. Various events can cause a Battalion to gain ‘Disorder Markers’. the relevant Units must move during the Movement Segment of this activation so that all the Units in the Battalion are within Coherency before they can perform any other actions. If the Test is failed. the Commander may spend one Command Point to regroup the Battalions. Command Units and other attachments can also attempt to regroup with a Battalion they could have started the game attached to. the Units must be from the same Formation and of the same Battalion Designation. a Reno Class Heavy Tank whose accompanying Trentons have been destroyed could regroup with another Medium Tank Battalion in their Formation. until it has removed the Disorder Markers. Important Note: This means that even compulsory movement. This cannot be used to make a Unit activate twice in one Turn. and suffers casualties in the fires of battle. the Battalion is carrying any Disorder Markers it must perform an immediate ‘Disorder Check’ (see below). each Unit in the Battalion must be in base contact with another Unit in its Battalion. For example. and are easy prey for the enemy. normally taken by the Commanders to determine the order in which actions are performed. Battalions cannot Regroup if this would increase the number of Units in the Battalion beyond the maximum number of Units for that Battalion. they can attempt to regroup to keep their fighting strength high. II Medium Tank Units. otherwise the regrouped Battalion can now activate as normal. The top two parts of this diagram show Battalions that are not in Coherency. as this would create a Battalion of 5. the Battalion gains another Disorder Marker. The Battalions are then considered to be a single Battalion for all purposes for the rest of the Game. When a Battalion activates it must check to see that all Units in the Battalion are within ‘Coherency’ of one another. The third part however. as long as the Battalion did not already have a Reno Heavy Tank attached. II Medium Tank Units COULD regroup with another Battalion of 1 Mk. which is larger than the maximum allowed. and its activation immediately ends. If one of the Battalions has already activated this Turn.

a 5 and a 6 for a total of three successes. Like with all types of Command Test. The Command Ability will state how many successes the Command Unit needs to roll to pass the Test. rolling a 1. For a full list of the Command Abilities available. a Char 1C Class Heavy Tank attempts to use ‘For the Cause!’ to remove a Disorder Marker from a nearby Medium Tank Battalion. calculate the number of successes. Abilities such as ‘Targeting Calculator’ and ‘For the Cause’ allow Command Units to attempt to order Battalions to perform Special actions. The initial Dice Colour depends on the type of Test being taken. As ‘For the Cause’ only requires two successes to pass. using the Quality of the Command Unit to determine the Dice Colour used for the test: Veteran: Regular: Poor: RED Dice BLUE Dice BLACK Dice TAKING ThE TEST Once the dice have been rolled. and the Quality of the Unit taking the Test (see below for more detail). These include the folowing: » A Battalion begins its Activation with a Disorder Marker. When required to take a Disorder Check. and within Command Distance of them. 5 or 6. So a Test starting on three Blue dice can be increased to three Red dice for one command point. One additional success is required if there is at least one enemy Unit within 8” of a Unit in the Battalion. IMPROVING COMMAND TESTS DISORDER ChECK COMMAND TEST Even the most battle-hardened crews of the Dystopian world may lose their nerve and flounder as these great iron behemoths tear one another apart. DISORDER ChECK RESULTS E Armoured Clash 26 Copyright © Spartan Games 2013 E Q . Once the dice have been rolled. with the dice colour dependant on their quality: Veteran: Regular: Poor: RED Dice BLUE Dice BLACK Dice A Disorder Check normally requires TWO successes to pass. • A Battalion may be required to make a Disorder Check under several different circumstances. The Dice Colour that the test is taken on is lowered by 1 level for each Disorder Marker the Battalion currently has. Each Command Unit can only purchase one Command Ability and a Unit can only perform one Command Ability Test per activation. If a Battalion gains a third Disorder Marker. the Battalion gains a Disorder Marker. If the Test is failed. and counts as Destroyed for the purpose of calculating Victory Points. the Heavy Tank has succeeded. and when the Command Ability can be used. If the Test is being made as a response to casualties caused by an enemy Attack. each Test has a Command Point Cost which needs to be paid to take the Test. If this Test is failed during the Command Segment of its activation. Successes are rolled on results of 4. If the Battalion has passed the Test. count up the number of successes rolled and compare the total to the number required to determine if the Test has been Passed or Failed. see Page 55. For example. the more adverse the conditions the Battalion is facing. it pays the Command Point Cost of 1 Command Point. Command Units can only use their Command Abilities to influence Battalions in their own Formation. However. a Battalion will take a Command Test as described above. for each Command Point that the Commander spends. To convey these orders successfully. including any extra rolls for Red 6s. Each test will specify this number. COMMAND ABILITY TESTS Command Abilities are a collective name for a wide spectrum of different tools at the disposal of the modern commander on the battlefield. Being a Regular Quality model. First. and some will include extra bonuses or penalties for passing and failing a test by a large number. the Dice Colour level may be raised at the cost of 1 Command Point per level. the enemy which made the Attack is ignored when determining if there is an enemy within 8”. These range from ordering ‘Special Manoeuvres’ that their Formation has drilled before the battle.When asked to take any type of Command Test roll 3D6. These abilities can be purchased for each Command Unit whilst building your force. with Dice Colour determined by various factors described below. » ONE or more Units in the Battalion are destroyed. Whenever they take a Command Test. Important Note: Four Red dice is the maximum that a Command Test can be taken on. DISORDER ChECK MODIFIERS A Command Ability Test is taken by the Command Unit attempting to perform the Command Ability or use the game card. It is taken in the same way as a regular Command Test. The Commander needs to state how many Command Points they are going to spend before they roll any dice for the Test. remove any Disorder Markers it currently has and the Battalion may act as normal. Additionally. Also. The consequences for passing or failing the Command Ability Test are described in the entry for the Command Ability. it is immediately removed from the game board. the harder the Test will become. » A Battalion with a Disorder Marker is the target of a Boarding Assault. Additionally. and compare to the number of successes required. its activation ends and it cannot perform any actions. or four Red dice for two command points.loudspeakers to blare patriotic and inspiring slogans. A Command Unit needs to perform this Command Ability Test each time it attempts to carry out the Command Ability. to utilising the new machines of leadership . representing expending extra time and resources to make sure a particular order is followed through. the Command Unit will need to Pass a ‘Command Ability Test’. certain Game Cards and other special rules may ask a Unit to take a Command Ability Test. Commanders may spend Command Points to improve their chances of passing a Command Test. or even the new range-finding calculation engines that are making their way onto the most modern of Land Ships. heedless of the brave men and women locked within. • • One additional success is required if the Battalion has less than half of its initial number of Units remaining. it then takes the Test on three Blue dice. However. raise the Dice Colour level of the Command Test by one. and the Disorder Marker is removed.

However. Commanders must declare how many Command Points they are going to spend to influence their roll before any Commander rolls their dice. the Russian Commander uses a Command Point to increase this to Blue dice. Important Note 1: When determining Initiative for the first Turn. as they have not generated any yet! For Opposed Command Tests there is not a target number of successes. for a cost of 1 Command Point per level. Important Note 2: Commanders CANNOT spend Command Points on the Opposed Command Tests taken during Game Set Up. a 2 and a 6. This is not enough and the Test is failed. The Battalion gains a Disorder Marker. but instead of swords or pistols. so they need three successes to pass. however all Commanders involved take the Test at the same time. The dice are rolled. When making the Opposed Command Test for Initiative at the beginning of each Turn. two successes total.a duel between our Generals.For example. use the order established for deploying forces to decide who declares their Command Points first. and will have to take another Disorder Check when it next tries to activate. once all Commanders have calculated their successes. judging that the Test is important. OPPOSED COMMAND TESTS “I’ve often heard a these battles described as a titanic clash of wills . each Commander can raise the Dice Colour level of their dice as normal. As the Quality of a Kamchatka Class Medium Tank is ‘Poor’. most commonly to see who can seize the initiative and get their orders in first. they compare their totals. E Armoured Clash 27 Copyright © Spartan Games 2013 E Q . there is an enemy within eight inches. An Opposed Command Test is taken as described above. This should be announced using the current order of Initiative the Commander activating first announcing first. The Battalion still has more than half of its original strength remaining. use the order from the previous Turn. However. showing a 1. However. they would normally take the test with three Black dice. The Commander with the most successes has won the Opposed Command Test. they’ve got us!” ‘Opposed Command Tests’ are taken between Commanders. a Kamchatka Class Medium Tank Battalion loses a unit to an attack and needs to take a Disorder Check. These Tests are taken using Black dice. Instead.

MOVEMENT ACTIONS In this Diagram the Prussian Empire Sturmpanzer Landship with a movement value of 6” moves forward 2”. No matter how powerful a force is. E Armoured Clash 28 Copyright © Spartan Games 2013 E Q . coming to rain tons of explosive death on the Kaiser’s boys. Units can move in any direction freely changing direction or orientation at any point during the course of their movement. with each pivot costing 1” of their total movement for the turn. sweeping up flanks or rushing on objectives. A Unit making a Full Steam Ahead Move may move up to its second Movement Value in inches (“) but cannot make any Ranged Attacks or Boarding Assaults later in its activation. A Unit making a Standard Move may move up to its first Movement Value in inches (“). lumbering beasts. the vapour peeling in long lines from their wing-tips. with each 1” of their total movement costing 2” of their movement allowance for the turn. Regardless of which type of move action they make. and ultimately fail. A Battalion may make one move action during the Movement Segment of its activation. This allows them to cover much greater distances in a much shorter space of time. Doncasters of 72nd Squadron.the movement seGment MOVEMENT SEGMENT CUMBERSOME MOVEMENT Effective manoeuvring on the battlefield is one core elements of military strategy. totally devoid of the freedom of movement enjoyed by their smaller mechanical brethren. Standard Move The Standard Move is type most commonly employed on the battlefield. However. allowing a war machine to advance on the enemy whilst bringing its guns to bear. must move directly forward when making move actions. one after another. ability or other effect performed instead of making a Ranged Attack also cannot be performed if the Battalion makes a Full Steam Ahead move. Flying Units can move freely over other Units or pieces of Terrain without hindrance. This chapter first lays out the general rules for Movement. uses an inch of movement to make a 45 degree pivot and then advances its remaining 3”. Unless stated otherwise Units cannot move though other Units or Terrain that is Impassable to them. only one Point needs to be spent to allow all Battalions in the Formation to move at Full Steam Ahead.” Flyers make move actions in the same way as all other kinds of Unit. regardless of their relative Height Levels. Secondly. The largest war engines on the battlefield – the Land Ships. In addition a Unit cannot finish its movement with its base overlapping with the base of another Unit. Such speed comes at a cost however. Any Generator. All Units that belong to the Large or Massive Size Category. Diagram 16: Cumbersome Movement. as long as this does not take any Units in the Battalion out of Battalion Coherency. Dreadnoughts and Mobile Airfields – are clumsy. There are two different types of move action that a battalion can make. it will falter. in the face of the enemy.PArt 10 . To perform this movement action. FLYER MOVEMENT “They came roaring down. and Units with the ‘Cumbersome’ MAR. a Standard Move or a Full Steam Ahead Move. In addition. the inevitable turbulence of moving at such a velocity makes effective gunnery all but impossible. It is the ideal compromise of speed and stability. Firstly. before moving onto the special rules for the movement of Units such as Flyers and Drillers. if it is not at the right place at the right time. Full Steam Ahead When it is called for war machines can induce their machinery to produce the greatest speeds possible. with a few exceptions. any Flying Unit may Fly High after it has carried out all other movement actions. They may pivot 45 degrees around their centre to port or starboard at any point during their movement. Cumbersome Units can move directly backwards. one Command Point must be spent. During the Movement Segment of its activation a Battalion carries out all of its movement for the turn.

Units occupying the Ground Height level that make a Ranged Attack against a Unit that is Flying High suffer a -2 ‘to hit’ modifier. If the Command Test is passed the Driller emerges from below the earth exactly the Driller’s Commander wanted it to appear. an Underground Driller can Collide with. To ReEmerge the Driller must take a Command Test requiring Two Successes to pass. and attacking enemy ground forces becomes nothing more than an exercise in the waste of munitions. Whilst Underground Battalions enjoy a deal of protection from the battle raging above. A Driller is free to make a move action in the same turn that it Re-Emerges. A Unit that is Flying High can only be the target of Boarding Assaults and Collisions from other Units that are also Flying High. A Unit that is Flying High cannot make any Ranged Attacks against Battalions on the Ground Height Level. nor can it be used to take any Unit in a Battalion out of Coherency. DRILLER MOVEMENT One of the strangest machines of war to come to light in recent years is the Driller. However. A ReEmerged Driller inhabits the Ground Height Level. Flying High provides a considerable deal of protection from enemy fire coming from below. RE-EMERGING A Driller that is Underground may Re-emerge at the beginning of its Movement Segment. This movement cannot be used to make a Driller Collide with another Unit. BURROWING A Driller on the Ground Height Level may burrow underground at the beginning of its Movement Segment. Likewise. before making any other Move Actions. Whilst a Driller is Underground it inhabits the Underground Height Level. Ranged Attacks between the Airship and another Flyer which is also Flying High would not receive any penalties. If the Command Test is failed the Driller emerges from the ground at a different location than where it was expected. A Driller Battalion that Re-Emerges off target cannot make any additional Move Actions during its current turn. However. or the Unit’s Underground Marker is removed. So high above the world enemy flying machines become difficult targets. with the exception that they may choose to either burrow underground or Re-emerge once per Movement Segment. If a Battalion containing multiple Drillers is attempting to ReEmerge. E Armoured Clash 29 Copyright © Spartan Games 2013 E Q . Ram and be Rammed by other Underground Drillers. this protection comes at a cost. but also suffer from the disadvantages of being so many fathoms underground. and a Unit on the Ground would suffer a -2 ‘to hit’ modifier to target it. making it little more than a speck to the men below. showing that it is Underground.Diagram 17: Flying High and Ranged Attacks In this Diagram the Prussian Empire Gewitterwolke Large Airship targets other Units at different Height Levels. or an Underground Marker is placed next to the Unit. When on the Ground Height Level Drillers move using the same rules as all other Units. When Underground a Driller makes Move Actions as normal with the exception that it is unaffected by Terrain and may move though other Units. The Driller Unit is removed from the Game Board and replaced with either its Driller Template. An opposing Commander may then move the Driller in any direction up to 1D6+2” from its current location. A Unit that is Flying High requires one additional success to pass any Command Ability Tests it has to make. Underground Battalions can be the target of Ranged Attacks. however these attacks must be conducted using the additional rules found on Page 36. Like all other Units a Driller cannot end its movement with its base overlapping with the base of any other Unit. a Unit that is Flying High can only launch Boarding Assaults and initiate Collisions against Units that are also Flying High. and any Unit occupying the Flying Height Level that makes a Ranged Attack against a Unit that is Flying High suffers a -1 ‘to hit’ modifier. pioneered by the engineers and scientists of the Russian Coalition. before making any other Move Actions. Ranged Attacks between the Airship and another Flyer at the Flying Height Level suffer a -1 ‘to hit’ modifier. and suffers a -1 ‘to hit’ modifier when making Ranged Attacks against Units occupying the Flying Height level. The Airship cannot fire at a target on the Ground. before emerging at will in the heat of battle. only one Command Test needs to be taken for the Battalion. or the Unit’s Underground Marker is removed. The Driller Template is removed from the Game Board and is replaced with the Driller Unit. FLYING hIGh When ‘Flying High’ a Unit ascends thousands of feet above the ground. Units that are Underground cannot be the target of a Boarding Assault or Collision. The Driller Template is removed from the Game Board and is replaced with the Driller Unit. In addition an Underground Driller CANNOT use Command Abilities. They are able to burrow though the very rock and strata of the earth itself. A Re-Emerged Driller inhabits the Ground Height Level.

If the Unit that initiated the Collision was making a Full Steam Ahead Move the Attack Dice rolled by both Units gain a +1 ‘to hit’ modifier. E Armoured Clash 30 Copyright © Spartan Games 2013 E Q .COLLISIONS AND RAMMING Collisions between fighting machines normally happen by accident. known as the target Battalion. The enemy Battalion then gets an opportunity to take Evasive Manoeuvres to avoid the collision before any damage is resolved. If a Unit comes into base contact with another Unit. The rules for moving through friendly Units can be found below. this is known as a Ram.maximum rotations!” The Battalion being Rammed or Collided with. However. To perform a Ram a Commander must move a Unit so that it comes into base contact with an enemy Unit. requiring Three successes to pass. Evasive Manoeuvres “Helmsman. A Battalion of Large or Massive Units may move through a friendly Battalion of Medium. using their raw weight in an attempt to destroy the enemy. Additionally. a Collision is considered to have occurred. If the Command Test is passed. provided that the moving Units are at least two Size Categories larger than the Units being moved through. pausing to attend to their wounded. If one or more Units are destroyed as the result of a collision. all-back emergency . The total number of successes rolled by each Unit is compared to the other Unit’s Kill Rating. Similarly. a Unit cannot finish its movement with its base on top of another Unit. the moving Battalion must have a sufficient movement remaining to do so completely. Small or Tiny Units. it is damaged or destroyed. and a Battalion of Medium Units may move through a friendly Battalion of Small or Tiny Units. To do so. the number of successes required to pass the Command Test is increased by ONE for every Size Category by which the target Battalion is larger then the ramming Battalion. and the Units of the target Battalion must be moved out of the ramming Battalion’s path by the shortest possible distance. Neither Battalion needs to take a Disorder Check. port engine. the Tanks pass their Evasive Manoeuvres check and move aside by the shortest path to allow the Land Ship to pass. in some situations desperate captains have been known to ram their machines into the enemy. The Battalion being moved through must then take a Disorder Check (see Page 25). either by accident or intent. If a Battalion contains a mixture of Units of different Size Categories. The Prussian Land Ship attempts to Ram the Medium Tanks in stage 1. Diagram 18: Evasive Manoeuvres. Undeterred. However. or the Sturginium Boost MAR. the Battalion containing the destroyed Unit immediately gains ONE Disorder Marker. a pair of great Ronins strode clear over them and continued the advance on our position. full right wheel! Engineering. Battalions of Small or Tiny Units may freely move through Battalions of Medium. use the largest Size Category present in the Battalion to determine how many successes are needed for the Battalion to pass the Command Test. The number of successes required to pass the Command Test is reduced by ONE every Size Category by which the target Battalion is smaller than the ramming Battalio. such as a when using a Kinetic Generator. Once this movement has been made the target Battalion must take a Disorder Check (see Page 25). Collisions only occur when a Unit is forced to move by a game effect. the Battalion must pass a Command Test. If the Command Test is failed. and this involuntary movement brings the Unit into base contact with another friendly Unit that it is not eligible to move through. Collision/Ramming Damage When a Collision or Ram occurs both Units involved must simultaneously roll a number of Red Attack Dice equal to their current Kill Rating against one another. Battalions of Units with the Walker or Skimmer Type may move freely over friendly Units. To do so.” During the course of a game it is often necessary for one friendly Battalion to move though another. the ramming Battalion may complete its movement. MOVING ThROUGh FRIENDLY BATTALIONS “A Battalion of Bansans halted its advance after losing one of their number. the Ram is successful and a violent collision has occurred. If the number of successes equals or exceeds the Kill Rating of the Unit. Small or Tiny Units providing that they can do so completely. can attempt to take evasive manoeuvres to get themselves out of harm’s way. The ramming Battalion cannot move any further during this activation and the damage caused by the ram should be immediately resolved. If one or more Units in a Battalion wish to intentionally collide with Units of an enemy Battalion.

and those that will not return home at all. all the Attacks must be declared at the start of this segment. the firing Unit’s Line of Sight is considered to be Open. If a Unit has more than one Weapon System it may make separate Ranged Attacks for each. the following rules about Line of Sight and Range will determine how effective the Ranged Attack will be. each and every Tank carries a volume of firepower simply unimaginable to men but a few generations ago. Diagram 19: Line of Sight.PArt 11 . During the Ranged Attack Segment of its activation a Battalion carries out all of its Ranged Attacks for the turn. I could see the great turreted 18” guns of Krupp manufacture standing proud atop sponsons containing the machine’s no less imposing 8” guns. a Prussian Empire Battalion of A6-V Medium Tanks can make one attack with their Turrets. If no Units in an enemy Battalion are within the Line of Sight or the Range of at least one Unit in the firing Battalion a Ranged Attack cannot be declared against them. 5. depending on the size of the object that is in the way. any Battalion can be declared as the target of a Ranged Attack. DETERMINE LINE OF SIGhT The next step in making a Ranged Attack is to determine which Units in a Battalion are able to make Ranged Attacks against the enemy Battalion. On the battlefield the skilled coordination of this irresistible power will decide the difference between who will return home victorious. Weapons with the Bombardment WAR can only combine their fire with other Weapons with the Bombardment WAR. Tanks A and B can draw Line of Sight to the Battalion of A6-Vs. However.the rAnGed AttACK seGment RANGED ATTACK SEQUENCE 1. and these can be at different targets. From where I stood. so you will need to keep both of these things in mind when choosing which Battalion to target. DECLARE TARGET 6. If this straight line must cross any other Unit’s Bases or Pieces of Terrain. only Units within the target Battalion can be affected by this Attack. or it may combine them into a single attack if the weapons can be fired into the same Arc. After the all Attack Dice have been rolled determine the total number of successes made. The first step for making a Ranged Attack is to declare which enemy Battalion the firing Battalion wishes to fire at. Check for Disorder: If any of the Units in a battalion are Damaged or Destroyed. For an explanation of what the various abbreviations on a Unit’s Statistics mean. Weapon Systems “The juggernaut simply bristled with guns and weapons of all varieties. 7. Determine Range: Establish the range between the target Battalion and each contributing Unit in the firing Battalion. Generally. before moving on to special types of ranged attacks. the firing Unit’s Line of Sight may be Blocked. however Tank C’s Line of Sight is Blocked by the Medium Built Up Area. Roll Attack Dice pool and Calculate Successes: Each roll of a 4. 5 or 6 is usually a success. the target Battalion must take a Disorder Check. 4. such as artillery bombardments or attempting to unearth Underground Drillers. Declare Target: Declare an enemy Battalion to be the target of the Ranged Attack. Each Row on a Unit’s Statistics gives the information for a different Weapons System. E Armoured Clash 31 Copyright © Spartan Games 2013 E Q . Determine Line of Sight: Determine which Units in the firing Battalion can draw a valid Line of Sight to a Unit in the target Battalion. In our time. This is done by drawing an imaginary Line of Sight between each Unit in the firing Battalion to at least one Unit in the target Battalion.“ Each Unit will generally have one or more Weapons Systems mounted on it. Keep in mind that rolls of 6 will have varying effects depending on the colour of the dice.or it can make one single attack at a single target. barking Tesla Coils that I will remember foremost when I recall the sight of that behemoth rolling towards our position. When the Attack is resolved. making sure to differentiate different Dice Colours as necessary. and one attack with their Tesla Coils . The enemy Battalion that is being fired at is known as the target Battalion. before any of the attacks are resolved. and Rockets and Bombs can only combine with other Rocket and Bombs. A Unit may make a Ranged Attack with every Weapon System mounted on it during its activation. 2. it was the broadsides of fizzing. All of a Unit’s Weapons Systems are listed in its Statistics. RANGED ATTACK SEGMENT INVALID TARGETS To bring its many guns to bear on the enemy is the destiny of every War Machine. In some situations enemy Battalions will simply be invalid targets. This Chapter first lays out the procedure for making ranged attacks. 3. However. Compile Attack Dice pool: Each contributing Unit adds all of its weapon systems Attack Dice to the Attack Dice Pool. For example. If a straight Line can be drawn from any point on a firing Unit’s base to any point on the base of a Unit in the target Battalion. please refer to Page 11. Apply Damage: Determine which Units have been Damaged or Destroyed by the Ranged Attack and remove them from the game board. however.

so it will contribute its Long Range Attack Dice. A Unit can draw an Open Line of Sight over any Unit or Piece of Terrain that is at least one Size Category smaller than itself. two of the three target Units are in Unit C’s Effective Range and so it can contribute its Effective Range Attack Dice. apart from the following two exceptions. Firstly. it is the case that some Units can happily fire over their smaller brethren. the majority are in its Long Range. all three Tanks can draw Line of Sight past the Large Flyer. Each Unit measures range to determine whether it contributes its Long Range or Effective Range Attack Dice. the Line of Sight to or from a Flyer Type Unit is not Blocked by intervening Units or Pieces of Terrain. and Units whose Line of Sight is Open can contribute to the Ranged Attack. the target Battalion is judged to be at Effective Range. Size Categories Units and Terrain Pieces come in five Size Categories which are. Massive. the target is at Long Range. Secondly. either friend or foe. the Skimmer Unit counts as being one Size Category Larger than the size stated in its Statistics. Skimmers. If the Line of Sight to one or more Units in the target Battalion is Blocked to all Units in the firing Battalion. two of the Medium Tanks can draw Line of Sight. Units in the firing battalion whose Line of Sight is Blocked cannot contribute to the Ranged Attack. Likewise. In addition. The further away a target is the harder it will be to hit. the firing unit contributes its Effective Range number and colour of Attack Dice to the Ranged Attack Dice pool for the Attack. Line of Sight Across Different height Levels Ranged Attacks made against Battalions that are at different Height Levels to one another are carried out in exactly the same way as all other Ranged Attacks. if the target is within the Long Range of the Weapon System. if a Unit of any Size Category attempts to draw a Line of Sight across a Flyer or Underground Driller their Line of Sight is Open. it cannot be Damaged or Destroyed by the Ranged Attack. the Line of Sight is considered to be Open. the firing Unit contributes its Long Range number and colour of Attack Dice to the Ranged Attack Dice pool for the Attack. If the Unit or Piece of Terrain is the same Size Category or larger. In Armoured Clash. from largest to smallest. To determine Range. as it is in the Flying Height Level. The Range that a Unit is relative to the target Battalion determines the effectiveness of the Unit’s Gunnery. With such a range of sizes on the battlefield. Additionally. Finally. if a Unit is making a Ranged Attack against an enemy Unit that is at a different Height Level to the firing Battalion. the target Battalion is within the Effective Range of the firing Unit. if the target is at least one Size Category larger than the Unit or Piece of Terrain obstructing the Line of Sight. will block a Unit’s Line of Sight to its target. simply measure along the Line of Sight of every Unit in the firing Battalion that is contributing to the Ranged Attack. In part C. and Blocked to others. Small and Tiny. DETERMINE RANGE The Range at which you engage a target will change the effectiveness of your gunnery considerably. however the third cannot. Line of Sight over Units and Terrain Often a Unit. E Armoured Clash 32 Copyright © Spartan Games 2013 E Q . whilst others will fully block their Line of Sight. the Unit’s Line of Sight is Blocked. If the majority of the Units in the target Battalion are within the Effective Range of the firing Units Weapon System. Units range in size from enormous. cathedral sized Land Ships to comparatively tiny Ironclads and Infantry. their Line of Sight is considered to be Blocked if one or more Units in the target Battalion is within Range Band 1 (8”).Mixed Line of Sight It is possible that the Units in a target Battalion will be in Open Line of Sight to some Units in the firing Battalion. and the less potent your shells will be when they do hit home. Large. as the Large Land Ship is obstructing it. Diagram 20: Measuring Ranges. In part A. Diagram 19: Size Categories and Line of Sight. In part B. Once the line of Sight of each Unit in the firing Battalion has been established it is time to measure the range between each Unit in the firing and target Battalions. If. Flyers and Underground Drillers When determining Line of Sight to or from a Skimmer Type Unit. when measured. regardless of their Size Categories. Although one of the Units in the target Battalion are in Unit B’s Effective Range. the Medium Size Tanks can draw Line of Sight over the tiny Ironclads in front of them to the Mk II Medium Tanks beyond. All three Tanks in the target Battalion are in Unit A’s Long Range. and so it contributes its Long Range Attack Dice. If the majority of Units in the target Battalion are in the Weapon System’s Long Range. In such cases. Medium.

however the closest Unit is irregular. ‘TO hIT’ MODIFIERS Various effects will cause the ‘to hit’ number of a Dice to change. a Unit in the target Battalion is damaged. Once the total number of successes has been calculated from a Ranged Attack the damage caused to the target battalion is calculated. when a Dice is rolled it has a ‘to hit’ number of 4. The fore barbette was decimated. as normal. Only Units within the Line of Sight and Range of the firing Battalion can be destroyed. Although Units are always Destroyed starting with those closest to the firing Battalion. so the next closest Unit is removed instead. the Units classified as Common and Uncommon may change. However. and the Attack cannot be made. In part B. Diagram 21: Applying Damage. it is not a valid target. and as a result some Units will be within Effective Range. and Uncommon Units. ignore the Uncommon Unit and apply the successes to the next closest Common Unit that is a valid target.” E Armoured Clash 33 Copyright © Spartan Games 2013 E Q . ‘To hit’ modifiers cannot lower the minimum result required to cause a success below 2 or raise it above 6. In these cases. Before the first shell even hit us. and Units are Destroyed in order of their proximity to the firing Battalion. the Common Units in a Battalion are always destroyed before any Uncommon Units. ROLL ATTACK DICE POOL AND CALCULATE SUCCESSES The Commander now rolls their Attack Dice Pool. For Example. Within moments fires had erupted throughout the tank.” The Commander making the Ranged Attack now needs simply to collect together all the Attack Dice they will need to roll for the Ranged Attack. I knew we were doomed. affecting the closest Unit first. the Foucalt Medium Tanks make the same Ranged Attack. such as Command Units. move the Uncommon Unit to occupy the place the Common Unit was removed from. In these cases it is important to consider each Unit in turn and compare the remaining successes to the closest Common Unit each time a Unit is destroyed. unless a special rule states otherwise or no other Units are valid targets. meaning that it rolls a success on a 4. Important Note: In the majority of cases a Commander will always elect to use a Unit’s ‘Effective Range’. whilst a game effect that causes a +1 ‘to hit’ modifier would mean that a Dice would cause a success on a 3. DAMAGING MIXED BATTALIONS Sometimes Battalions will contain more than one Name of Unit. all Units in the Battalion are considered Common. If the Common Unit is removed. performing any rerolls or additional rolls from Red 6s as necessary.If the Units in the target Battalion are evenly divided between a firing Unit’s Long Range and Effective Range. It is possible that Units in the firing Battalion will be at different ranges from the target. Every Unit contributing to the Ranged Attack adds the appropriate number of Attack Dice from each of its weapons systems to a single Attack Dice pool. In part A the Foucalt Medium Tanks make a Ranged Attack against the Battalion of Trenton Medium Tanks. 5 or 6. 4. or there are no Units remaining who could be harmed. These are known as ‘to hit’ modifiers. and the captain was forced to announce over the voice-pipes for us to abandon ship. The total number of successes is compared to the target Battalion’s Kill Rating (KR). If no Name of Unit is more numerous than all others. with rolls of 6 varying with the Dice Colour. In the case where an Uncommon Unit is the closest valid Unit. along with the starboard sponson and track. 5 or 6. the Ranged Attack may still be made so long as at least one Unit in the firing Battalion is within range of the target. destroying one. However. in some cases. the Commander controlling the firing Unit can choose whether the contributing Unit is firing at Long Range or Effective Range. However. The closest Unit is removed. the Common Units may have different Kill Ratings. If the distance to the target Battalion is greater than the Long Range of a Unit in the firing Battalion. Also. who are the most numerous Name in the Battalion. such as far reaching Bombards. A Ranged Attack uses the worst ‘to hit’ number of all of the Weapons Systems contributing to the Attack to determine the ‘to hit’ number for the entire Attack Dice pool. whilst others are at Long Range. These will be split into Common Units. ‘To hit’ modifiers change this ‘to hit’ number that a dice needs to cause a success by the stated amount. but remember that certain effects may alter this. If the remaining successes are not enough to destroy the closest Unit. However. Normally every roll of 4. In such instances Units simply contribute the number and colour of Attack Dice for the range that they are at to the Attack Dice pool for the Attack. As such it may be important to remove Units one at a time. with the effect of the 6 changing depending on its Colour. additional successes for rolling a 6 on a Blue or Red Dice are only achieved on the roll of a natural 6. Units must be Destroyed in order of distance from the firing Battalion. 5 or 6 is a success. For each multiple of the Kill Rating. compare them to the Kill Rating of the next closest and so on until all successes are accounted for. In the majority of cases this will mean the Unit is Destroyed and removed from the Game Board. before ‘to hit’ modifiers are applied. APPLY DAMAGE “My foreboding proved itself justified. the Unit may not contribute any Attack Dice to the Attack Dice pool. The shells hit us hard. it may be beneficial to use ‘Long Range’ instead. if the distance to the target Battalion is greater than the Long Range of all Units in the firing Battalion. a game effect that causes a -2 ‘to hit’ modifier would mean that a Dice would only cause a success on a 6. until the total number of successes has been established. COMPILE ATTACK DICE POOL “I watched powerlessly as the horizon exploded with the muzzle flashes and reports of the enemy guns. Unless otherwise stated. thus ensuring that the correct Units are destroyed. Important Note: As a Battalion loses Units from an Attack.

a Prussian ‘Sturmpanzer’ Land Ship comes under heavy fire from an attack which rolls 8 successes . it may also remove a Defences Down. Shaken .Each the Unit is subject to the Cumbersome Movement rule (see Page 28).the Unit must take a Disorder Check. it is not Destroyed. Spotting is the act of plotting the location of an enemy Battalion. reflecting their unique natures.more than its current Kill Rating of 7. it is a necessity of design that this armour must be thickest where the machine will take the brunt of the enemy fire – the front! As such.the Unit gains an Assault Point Marker.the Unit cannot use any of the Generators it carries. All subsequent Attacks use the Unit’s next Kill Rating value. Weapon Systems without the Bombardment WAR cannot contribute to the attack dice pool for a Bombardment. The main difference between a regular Ranged Attack and a Bombardment is that Bombardments require the target to first be Spotted. Neither of the other two Tanks are entirely within the Rear Quadrant. helm hit . As one of the Medium Tanks is entirely within the Alamo’s Rear Quadrant. This diagram shows three Chi-Ri Medium Tanks making a Ranged Attack against an Alamo Class Mobile Airfield. the Battalion must take a Disorder Check Command Test. If a Unit with multiple Kill Ratings is subject to an Attack with more successes than the Unit’s Kill Rating. it is a common tactic to outflank. its first two Kill Ratings have been beaten and it would receive two Damaged Markers. The rules for taking a Disorder Command Check can be found on Page 25. equal to all three Kill Ratings added together. If a Unit making a Ranged Attack is positioned entirely within the Rear Quadrant of at least one Unit in the target Battalion. without these plucky young men the greatest and most powerful weapons available would be nothing but expensive. Helm Hit or System Failure result affect. For example. BOMBARDMENTS Bombardments are a special type of Ranged Attack. damaging machinery or otherwise throwing the Battalion into a state in which it cannot fight effectively. and next time it is attacked. If for any reason a Unit is able to remove a Damage Marker. a Bombardment can only be made against enemy Battalions that have one or more Spotting Markers. Diagram 22: Outflanking OPTIONAL RULE .CRITICAL hITS If both Commanders agree before a game. it is classed as ‘Outflanking’. the following Optional Rule can be used.OUTFLANKING Fighting machines are protected by great iron plates that shield their surface without interruption. Additionally. Battalions that made a Full Steam Ahead move or possess any Disorder Markers cannot make a Bombardment Attack. SPOTTING ChECK FOR DISORDER The final step when making a Ranged Attack is to check if the attack has thrown the target Battalion into a state of Disorder – incapacitating officers. 4. ranging the target in for the big guns. treat the result as ‘Shaken’ instead. the turning penalty is increased to 2”. This represents the sheer might and staying power of the largest and most powerful war machines the world has ever seen. and communicating that information to the big guns of the Battalion. and so are not ‘Outflanking’. So. If it already was. Any E Armoured Clash 34 Copyright © Spartan Games 2013 E Q . there is a chance that an important system will be knocked out. If a Unit suffers a ‘Defences Down’ or ‘System Failure’ result whilst already suffering from these effects. usually in great arcs over the length of the battlefield. However. 3.the Unit’s Ack Ack is reduced to Zero. 6. the opponent will compare their successes to its next Kill Rating of 6. As such. A Bombardment is carried out using exactly the same procedure as a normal Ranged Attack with the following exceptions. some special types of ranged attack. the Land Ship gains a Damaged Marker. or even simply rush. weapons with the Bombardment WAR can only make Bombardments. and Ranged Attacks made against particular types of Unit follow different rules. the Colour Level of the Attack Dice that that Unit contributes to its Ranged Attack Dice pool is raised by one Colour Level. Firstly. it will receive a Damaged Marker for each Rating beaten. 2. enemy machines in the field in order to get at their more vulnerable rear armour. representing the fire of artillery. System Failure . the above Land Ship has a Kill Rating of 7/6/6 when undamaged. If one or more Units in the target Battalion are Destroyed. precision engineered pieces of metal. If the number of successes rolled in an attack equals or exceeds the sum of its Kill Ratings. If an attack against it rolls 13 successes or more. How effectively the target is spotted will determine how effective the bombardment itself will be. it would be destroyed outright. they cannot make regular Ranged Attacks. When a model gains a Damaged Marker. Crew Lost . heavy Damage . Defences Down . SPECIAL TYPES OF RANGED ATTACK UNITS WITh MULTIPLE KILL RATINGS Some Units have two or more Kill Ratings (KR) separated by a slash (\). However. Had an attack scored 19 successes or more. the Commander who caused the damage rolls a D6 and compares the result to the list below: 1. The Ranged Attack Sequence is used for the vast majority of Ranged Attacks. The risky job of spotting for the ‘big guns’ of the fleet often goes unappreciated the in eyes of the general public. Secondly. However. and the colour of the Attack Dice it contributes is raised by a level. instead a Damaged Marker is placed next to it.the Unit gains another Damaged Marker. breaking lines of communications. 5. When a Unit with multiple Kill Ratings is damaged. When there is not a further Kill Rating for a target Unit to use it is Destroyed.

Spotting Bonuses and Penalties The accuracy of the firing coordinates given by a spotter massively impacts on the effectiveness of the bombardment itself. the number of Successes required to pass the Command Test is increased by one. If the number of Successes rolled is enough to pass the Command Test. Conversely. the number of successes required is increased by one. the Spotting Battalion must make a Command Test. and Battalion B gains a single Positive Spotting Marker. Important Note: Battalions can only Spot for their own Formation. The Doncaster Bomber makes a bombing run against the Chi-Ri Medium Tanks. Stage 2 shows the Bomber pausing its movement to make its attack. the Battalion that was the target of the Spotting attempt gains a number of Negative Spotting Markers equal to the number of Successes the Command Test was failed by. Additionally. a Battalion of Bombards (C) from the same Battalion is able to make a Bombardment Attack against Battalion B without the need to roll. the Bombardment Attack can be made with normal Attack Dice. So. for every negative Spotting Marker the target Battalion has the Attack Dice pool of the Bombardment is lowered by one Colour Level. Later in the Turn. To summarise. Battalions that make a Full Steam Ahead move or possess one or more Disorder Markers cannot make a Spotting attempt. if the target has one Positive Spotting Marker. Diagram 24: Bombing Attacks. Battalion can make a Spotting Attempt at the beginning of its Ranged Attack Segment in addition to making any other Ranged Attacks. The Dice Colour Level of a Bombardment’s Attack Dice pool is affected by the number and type of Spotting Markers the target Battalion has. Battalion A makes a Spotting Attempt against Battalion B. If the Command Test is failed. their Command Test of TWO successes is a pass. For every Positive Spotting Marker after the first that the target Battalion possesses. Firstly. If the Command Test was passed by at least four more successes than required. Even the largest guns can only be so effective if their shells only straddle the target. and Stage 3 shows it completing its movement. If the number of Successes rolled is two or more greater than the minimum number of Successes required to pass the Command Test the Battalion that was the target of the Spotting attempt gains two Positive Spotting Markers. All Spotting Markers are removed from the game board when the last Battalion in a Formation finishes its activation. the number of successes required is not increased if the target is further than 18” from the spotting Battalion. Spotting Command Test Modifiers The number of successes required to pass can change if any of the following apply. Spotting Massive Targets If the target being spotted has the ‘Massive’ Size Category. If the target has two Positive Spotting Markers the Dice Colour of the Attack Dice are raised by one level and if the target has three Positive Spotting Markers the Dice Colour of the Attack Dice are raised by two levels. FOUR successes if the Battalion does not contain a Spotter and the target is further than 18”. the Battalion that was the target of the Spotting attempt gains one Positive Spotting Marker.Diagram 23: Bombardment. E Armoured Clash 35 Copyright © Spartan Games 2013 E Q . Spotting Effectiveness The controlling Commander must now determine the effectiveness of their Spotting attempt by comparing the number of Successes they rolled for the Command Test to the number required to pass the test. To determine how effectively they report the coordinates of the enemy. the Spotting attempt Command Test requires: • • • TWO successes if the Battalion contains a Spotter and the target is within 18”. and are within 18” of the target. if no Units in the Battalion making the Spotting attempt have the Spotter MAR. A Battalion may attempt to spot any enemy Battalion with at least one Unit within line of sight. As they have the Spotter MAR. irrespective of Range. the Dice Colour Level of the Bombardments Attack Dice pool is raised by one Colour Level. the target gains three Positive Spotting Markers. Making a Spotting attempt costs one Command Point. requiring TWO successes to pass. ThREE successes if the Battalion either does not contain a Spotter or the target is further than 18”. Stage 1 shows it as it begins its approach. if the distance between the closest Unit in the Battalion making the Spotting attempt and Battalion being Spotted is greater than 18”.

But if is lowered past Black Dice are removed from the total pool for each additional level (to a minimum of one). and gains a Disorder Marker. Each roll of a 4. However.Remember. If the Command Test is passed the Battalion may continue with its Ranged Attack against the Underground Driller. requiring two successes for each multiple of its Kill Rating reached by the incoming Ranged Attack. the Driller Battalion must take a Command Test. Such Ranged Attacks or Bombardments follow the normal Attack Sequence. continue with the Attack Sequence as normal. as the Battalion moves over an enemy Battalion. they may still make a Ranged Attack against another Battalion. RANGED ATTACKS AND DRILLER UNITS Weapons systems with the Rocket WAR can have their effectiveness reduced by the target Battalion’s Ack Ack fire. the target Battalion gets the opportunity to defend itself. Once the new total number of successes of the original attack has been calculated. Each Unit in the target Battalion which would otherwise be damaged or Destroyed by the attack may roll a number of Dice equal to their Ack Ack value. If a Battalion successfully targets an Underground Driller it may proceed with making a Ranged Attack. the Battalion may not make a Ranged Attack against the Driller. The Attack is made as if it were a regular Ranged Attack. intent on caving in the earth below. 5 or 6 is usually a success. and rolls of 6 have varying effects dependent on the Dice Colour. having failed to acquire it. to detect them underground. ROCKET AND DEFENSIVE FIRE Underground is one of the safest places you can be on the battlefield. Instead. an Underground Driller cannot perform any Ranged Attacks. Each Success rolled reduces the number of successes from the enemy Attack by one. the Battalion that made the attack may complete any movement they have outstanding from before they made the Bombing attack. and blast the area around them with shells. although the Ranged Attack it suffers a -1 ‘to hit’ modifier. If the Command Test is failed. If the Command Test is failed. Weapon Systems with the Bomb WAR work in a slightly different way to other Weapons Systems. literally blasting the ordnance out of the sky before it hits home. the Driller Battalion must immediately Re-Emerge in its current location. the Driller is not Damaged or Destroyed if its Kill Rating is exceeded. if the Dice Colour level is raised past Red extra Dice are added to the total pool for each additional level (to a maximum of three). However. requiring two successes to pass in order to acquire the target. BOMBING ATTACKS E Armoured Clash 36 Copyright © Spartan Games 2013 E Q . but before any damage has been applied. Unless stated otherwise. If the Command Test is passed the Ranged Attack has no effect on the Underground Driller. However. These weapons are used during the Battalion’s Movement Segment. However after the total number of successes has been calculated. Once a Bombing Attack has been made. new tactics have been developed to combat the threat of the Driller. forcing the Driller to surface! If a Battalion wishes to make a Ranged Attack against an Underground Driller it must first take a Command Test. rather than during the Ranged Attack Segment.

before ‘to hit’ modifiers are applied. and into the maelstrom beyond. 5 or 6. As we approached the target they sped away.” Each Unit in a Battalion that launches a Boarding Assault against a Battalion with one or more Disorder Markers may increase their Assault Point Value by one. until the total number of successes has been established. 5 or 6 is a success.boArdInG ACtIons! BOARDING ASSAULT SEQUENCE • • Declare Target: The Battalion launching the Boarding Assault must declare an enemy Battalion to be the target of the Boarding Assault. All of the Units in the Battalion launching the Boarding Assault and all of the Units in the Battalion being Boarded are considered to be involved in the Boarding Assault. Every Unit in a Battalion involved in a Boarding assault may contribute a number and colour of Ack Ack dice to the Anti-Boarding Ack Ack Dice pool equal to their Ack Ack Value. electric lances and rocket packs. 5 or 6 is usually a success. Yet. 4. Normally every roll of 4. After the number of successes from a Boarding Assault has been calculated but before any Damage is applied.” The Marines aboard every War Machine defend it from enemy boarding actions. Boarding Battalions with Disorder Markers “They’d caught us off guard. both Commanders may attempt to reduce the effectiveness of the enemy’s boarding attempts. with the effect of the 6 changing depending on its Colour. boarding parties can clear the distance between two machines. all of the Units in the Battalion initiating the Boarding Assault must be within 2” of at least one Unit in the target Section. Roll Attack Dice Pool and Calculate Successes: Each roll of a 4. For Example. meaning that it rolls a success on a 4. BOARDING ASSAULTS ‘To hit’ Modifiers Various effects will cause the ‘to hit’ number of a Dice to change. Conscripts the lot of them. Specially armed for their task. COMPILE ASSAULT POINT DICE POOL “The boarding party stood ready before us on the deck.” Despite the effectiveness of modern gunnery. let alone have held one. whilst a game effect that causes a +1 ‘to hit’ modifier would mean that a Dice would cause a success on a 3. “I was joined by four-dozen men in the assault bay. however certain effects may alter this. ‘To hit’ modifiers change this ‘to hit’ number that a dice needs to cause a success by the stated amount. they may make a Boarding Assault. I saw the blistering fury of the Tsar. filling the darkening sky with red tracer and molten lead. The total number of successes rolled on all of the Assault Point Dice is determined. 5 or 6.” Each Commander now needs to collect together all of the Assault Point Dice they are going to roll for the Boarding Assault. • • • • ROLL ASSAULT DICE POOL & CALCULATE SUCCESSES The Commander now rolls their Assault Dice Pool. This can be risky. Each roll of a 4. It was a slaughter. in the eyes of every man. additional successes for rolling a 6 on a Blue or Red Dice are only achieved on the roll of a natural 6. Check for Disorder: If one or more Units are Destroyed. Compile Assault Point (AP) pool: Each Unit adds its Assault Point Dice to the Assault Point Pool. making sure to differentiate different Dice Colours as necessary. Their destination. A Battalion that launches a Boarding Assault cannot make any Ranged Attacks against the enemy Battalion that is the target of its Boarding Assault. not one of them hesitated to follow me down the boarding ramp. Eighteen Luftlancers. and rolls of 6 have varying effects dependent on the Dice Colour. a game effect that causes a -2 ‘to hit’ modifier would mean that a Dice would only cause a success on a 6. when a Dice is rolled it has a ‘to hit’ number of 4. DECLARE TARGET The first step for making a Boarding Assault is to declare which enemy Battalion the active Battalion wishes to attack. performing any rerolls or additional rolls from Red 6s as necessary. Also. each fully armoured. This Chapter contains the rules for making Boarding Assaults. only Units within this target Battalion can be affected. Anti-Boarding Ack Ack: Each Unit adds its Ack Ack Dice to the Ack Ack Pool. making sure to differentiate different Dice Colours as necessary. However. ‘to hit’ modifiers cannot lower the minimum result required to cause a success below 2 or raise it above 6. Anti-Boarding Ack Ack “As they came in the Nordenfelts opened up. Unless otherwise stated. Each Success rolled reduces the number of Boarding Assault successes by one. the enemy Land Ship. These are known as ‘to hit’ modifiers. armed with long. Boarding Assaults still form a major part of any Commander’s arsenal. When a Battalion launches a boarding assault they open themselves up to an inevitable counterattack from their would-be victim. a rout. Apply Damage: Determine which Units have been Destroyed by the Boarding Assault and remove them from the game board. the deck crews scattered on the deck trying to get the ship running again and the marines away from their posts. If every Unit in a Battalion finishes their Movement within 2” of at least one Unit of an enemy Battalion. 5 or 6 is usually a success. and rolls of 6 have varying effects dependent on the Dice Colour. some little more than boys. Most will have never seen a rife before a week ago. circumventing any thickness of armour or density of shield to take the enemy out of the picture the old fashioned way. the target Battalion must take a Disorder Check Command Test once the Boarding Assault has been resolved. Each Commander now needs to collect together all of the Ack Ack Dice they are going to roll against the enemy Boarding Assault. For a Battalion to be a valid target for a Boarding Assault.PArt 12 . peasant soldiers every one. When the Boarding Assault is resolved. with rolls of 6 varying with the Dice Colour. E Armoured Clash 37 Copyright © Spartan Games 2013 E Q . Every Unit that is contributing to the Boarding Assault adds a number and colour of Dice equal to the Unit’s Assault Point Value to the Assault Point Dice pool. As our Tank came to a sudden halt.

Each Success rolled reduces the number of successes from the enemy Boarding Assault by one. affecting the closest Unit first. ‘That’s the last of them. Units must be Destroyed in order of distance from the enemy Battalion. If no Name of Unit is more numerous than all others. These will be split into Common Units. such as Command Units. move the Uncommon Unit to occupy the place the Common Unit was removed from. with each roll of a 4. Although Units are always Destroyed from the Units closest to the Section launching the Boarding Assault. the Common Units in a Battalion are always Destroyed before any Uncommon Units. and rolls of 6 have varying effects dependent on the Dice Colour. If the Common Unit is removed. APPLY DAMAGE In these cases. to ensure that the correct Units are Destroyed. Once the total number of successes has been calculated from a Boarding Assault the Damage from it is applied. unless a special rule states otherwise. ignore the Uncommon Unit and apply the successes to the next closest regular Unit that is a valid target. all Units in the section are considered Common. This represents them carrying a very substantial garrison of troops aboard. E Armoured Clash 38 Copyright © Spartan Games 2013 E Q . as such it may be important to remove Units one at a time. that Battalion must take a Disorder Check Command Test once the Boarding Assault has been resolved. Wiping the blood from my sabre. which Units are Common and Uncommon may change. Check for Disorder “I stood there and watched the last one fall. instead an Assault Point Marker is placed next to it. If the remaining successes are not enough to Destroy the closest Unit. I called out to the men. Units with Multiple Assault Point Values Some Units have two or more Assault Point Values separated by a slash (\). a Unit in the target Battalion is Destroyed and removed from the Game Board. and Uncommon Units. or there are no Units remaining who could be harmed. and Units are Destroyed normally. If a Unit such as this is subject to a Boarding Assault with more successes than this Unit’s Assault Point Value the Unit is not destroyed. In these cases it is important to consider each Unit in turn and compare the remaining successes to the closest Common Unit each time Unit is Destroyed. the Common Units may have different Assault Point Values. compare them to the Assault Point Value of the next closest and so on until all successes are accounted for. 5 or 6 is usually being a success. All subsequent Boarding Assaults and other actions involving the Unit’s Assault Point statistic use the next Assault Point value. The total number of successes is compared to the target Battalion’s Assault Point Value (AP). In the case where an Uncommon Unit is the closest valid Unit.The Ack Ack dice pool is now rolled. MIXED SECTIONS Sometimes Battalions will contain more than one Name of Unit. Back to your stations. When there is not a further Assault Point Value for a target Unit to use the Unit is Destroyed. Important Note: As a Battalion loses Units from an Attack. who are the most numerous Name in the Battalion. For each multiple of the Assault Point Value. this isn’t over yet’” If one or more Units in a Destroyed in a Battalion by a Boarding Assault.

however they are no longer able to Capture or Contest Objectives. before re-drawing Game Cards up to their maximum hand size. and finally ready their hand of Game Cards for the turn ahead. We’re done. If the Command Test is passed. the Commanders may continue onto their next Turn.calls the retreat. Make smoke and pull everyone back to the starting lines…there’s always tomorrow. Commanders need to do three things.PArt 13 . the player needs to take a Command Test on Red dice. removing any Markers that have expired from Generators or other special rules or effects. If more than one Commanders have lost more than half of their formations. the game continues as normal.” Even if the Scenario Victory Conditions have not been met and the length of the game has not expired. If the Victory Conditions have not been met. that side immediately withdraws. During the End Phase Commanders can collect together their thoughts and plans. If a Commander is taking their second Break Test to determine if their force withdraws. During the End Phase of each Turn. If the Command Test is failed. START ThE NEXT TURN With all of this done. During the End Phase Commanders have the opportunity to tidy up the Game Board. they must all take Break Tests to see if their forces withdraw. If. Commanders should consult the Scenario being played for any other actions they need to take. one side may have reached critical losses over the Turn.. If a Commander needs to take a fourth. Any Units that the Commander has remaining are removed from the Game Board. the Dice Colour Level is lowered by two Levels to Black dice. secondly remove any Markers that have expired from the game board. requiring two successes. if a Commander is taking a third Break Test. the Test is automatically failed. and ready the game board for the next turn. during the End Phase of the Turn. BREAK TEST REMOVE EXPIRED MARKERS “Wilkins…. firstly check if one side or the other has lost or won the battle. If the Victory Conditions have been met. The game immediately ends and both Commanders calculate Victory Points to determine the Margin of Victory (see Page 40) A Commander that withdraws cannot achieve a Margin of Victory better than a Draw. and be forced to flee the battlefield. E Armoured Clash 39 Copyright © Spartan Games 2013 E Q . Commanders may discard any number of Game Card from their hand into their discard pile. END OF GAME The first thing Commanders should do during the End Phase is check to see if the Victory Conditions of the Scenario being played have been met. bringing the game to an end. the total number of Formations remaining on a side is below half its starting number. the Dice Colour Level is lowered by one level to Blue dice. READY GAME CARDS The final step for Commanders in the End Phase is to ready their hand of game cards for the next turn. however the Commander will have to take another Break Test during the End Phase of the next turn. Commanders can move on to tidying up the game Board.the end PhAse END PhASE The End Phase occurs at the end of each and every Turn. They do not count as destroyed for the purposes of Victory Points.

Each Scenario’s Victory Conditions will state what victory Points are awarded for. Diagram 25: Capturing Strategic Objectives. • Units which has achieved the Condition. as dictated by the Scenario being played. E Armoured Clash 40 Copyright © Spartan Games 2013 E Q . either due to one side fulfilling their Victory Conditions for the Scenario. A Commander gains 3 Victory Point for every Battalion of Large or Massive Units entirely Destroyed. The most common being Destroying enemy Units. • • • A Commander gains 1 Victory Point for every Battalion of Tiny or Small Units entirely Destroyed. to trying to break your force through the enemy lines. These range from capturing and holding on to vital objectives. The majority of Scenarios will award the players Victory Points for achieving Victory Conditions and the Commander with the most Victory Points when the battle has ended will be the winner. A Commander gains 2 Victory Point for every Battalion of Medium In the first part of this Diagram. that is not the only way to achieve Victory. the Commanders need to review the Victory Conditions and decide who has won. Finally. In these cases. The number of Victory Points depends on the Size Class of the Battalion Destroyed. Points are awarded in the same way.vICtory CondItIons Although war rages across the Dystopian Wars world without pause. as well as how many Victory Points they are worth and how to place them on the game board. STRATEGIC OBJECTIVES Strategic Objectives represent the lofty goals that need to be accomplished in order to win not only the battle. Commanders may also score Victory Points for finishing the battle with their own Battalions in certain areas of the Game Board. and no opposing Battalions are close enough. 5 or 6 another Turn is played. Each Scenario presented details specific ‘Victory Conditions’. during the End Phase of the last Turn. each battle can only last so long before one side wins the day and the other must quit the field in shame or both have ground one another to a fruitless stalemate from which neither can emerge victorious. The Scenario will state which type is being used. one player rolls 1D6. A Commander gains 3 Victory Point for every Battalion of Large or Massive Units which has achieved the Condition. Contested: A Strategic Objective is ‘Contested’ if both Commanders have at least one Unit within 4” of the Strategic Objective. ‘Contested’ or ‘Unclaimed’. once the stated number of turns has been reached. as both Battalions have a Unit within 4” of it. 2 or 3 the game is over. the Objective has been Captured by Battalion A. or for having them leave the board from a designated escape point. Each game will last for a number of Turns. once the game has ended. the goals that the Commanders are trying to achieve. but this can vary. use the largest Class to decide how many points it is worth. subtracting 1 from the dice roll for each extra Turn that has been completed: • • On a roll of 1. Examples include seizing a Bridge or Town.PArt 14 . In Armoured Clash there are two types of ‘Objective’. A Commander scores ‘Victory Points’ for Destroying all the Units in an opposing Battalion. Some Scenarios will call for a ‘Variable’ Turn limit. Unclaimed: A Strategic Objective is ‘Unclaimed’ if there are no Units within 4” of the Strategic Objective. A Commander gains 2 Victory Point for every Battalion of Medium Units entirely Destroyed. but slowly win the war. At any one time a Strategic Objective will either be ‘Captured’. a Commander can gain Victory Points for seizing valuable Objectives. In the second part of this Diagram the Objective is Contested. SCORING VICTORY POINTS If a Battalion contains models of different Size Classes. In these games. and the principle difference between them is how the Commanders earn Victory Points from them. one side failing a Break Test and withdrawing (see the rules on Page 39) or one force being entirely wiped out! In any eventuality. the Objective is Unclaimed as neither Battalion A or B are within 4” of it. as they have at least one Unit within 4” of it. Captured: A Commander has ‘Captured’ a Strategic Objective if they have at least one Unit from a friendly Battalion and no Units from any enemy Battalion within 4” of the Strategic Objective. depending on the Size Class of the Battalion in question: • • A Commander gains 1 Victory Point for every Battalion of Tiny or Small Units which has achieved the Condition. Most will last for around six Turns. On a roll of 4. The two different types of Objective are ‘Strategic’ and ‘Field’. WINNING ThE BATTLE Although many battles boil down to who has inflicted the most damage on the enemy’s forces. TYPES OF OBJECTIVE Some games will not reach their turn limit. In the third part.

MARGIN OF VICTORY Not all battles are completely cut and dry. An Objective located between a quarter and half way across the board from a Commander’s Deployment Edge (between 12” – 24” on a 6’ by 4’ board) is worth its standard Victory Points to that Commander. Underground models cannot Capture or Contest Objectives. it may attempt to ‘Capture’ it. some vehicles are not suitable for taking and holding a location. While some are decisive encounters with a clear victor. whilst tricky to get and even trickier to hold on to. If the Battalion fails this Command Test it may spend its next activation Capturing the Field Objective. But remember. The following exceptions apply to both types of Objective: • • • • Flyer Type Units cannot Capture or Contest Objectives. An Objective located more than three quarters of the way across the board from a Commander’s Deployment Edge (over 36” on a 6’ by 4’ board) is worth its TRIPLE Victory Points to that Commander. OBJECTIVE DIFFICULTY MULTIPLIER Objectives deep within enemy lines. It is important to keep track of Victory Points earned in this way. Field Objectives will either by ‘Captured’. others can hinge on the survival of a single Battalion. Important Note: This means that an Objective will be worth different Victory Points to each player. it has Captured it. so that a total can be added up at the end of the battle. EXCEPTIONS Regardless of the Objective at hand. split the board into four equal strips. the same applies to your enemy . If at the end of a game a Strategic Objective is Contested or Unclaimed neither Commander scores any Victory Points for it. Once a Commander has Captured a Field Objective they are instantly awarded its Victory Points. Battalions with one or more Disorder Markers cannot Capture or Contest Objectives.so keep any Objectives lose to home well guarded! Objectives are worth different numbers of Victory Points for each Commander. After all players have calculated their Victory Points they should compare totals and consult the following conditions to decide who is the Victor. If. it has not performed any movement actions and still has a Unit within 2” of the Objective. To calculate this. A Commander that scores 30% more Victory Points than an opponent wins the game with a Minor Victory. The Battalion takes a Command Test. Unclaimed: A Field Objective is Unclaimed if it is neither Captured nor Contested. ‘Contested’ or ‘Unclaimed’ at any one point during a game. will be significantly more rewarding for the effort expended. Any other Victory Point Margin will result in a Draw. Like Strategic Objectives. at the end of its next activation. Contested: A Field Objective is ‘Contested’ if both Commanders have at least one Unit within 2” of the Field Objective. requiring three successes. A Commander that scores 10% more Victory Points than an opponent wins the game with a Marginal Success. A Field Objective cannot be Captured if it is Contested. depending on where they are in relation to the Commander’s Deployment Edge. Aeroplane Tokens cannot Capture or Contest Objectives. An Objective located up to a quarter of the way across the board from a Commander’s Deployment Edge (between 0” – 12” on a 6’ by 4’ board) is worth zERO Victory Points to that Commander. • • • • A Commander that scores 50% or more Victory Points than an opponent wins the game with a Major Triumph.Victory Points Commanders gain Victory Points for Strategic Objectives currently Captured by their forces during the End Phase of the final Turn. E Armoured Clash 41 Copyright © Spartan Games 2013 E Q . Examples include capturing downed intelligence aircraft or recovering the wounded from a field hospital. If the test is passed. An Objective located between a half and three quarters of the way across the board from a Commander’s Deployment Edge (between 24” – 36” on a 6’ x 4’ board) is worth DOUBLE Victory Points to that Commander. FIELD OBJECTIVES Field Objectives represent a great many battlefield tasks that do not involve fighting over the mud itself. the Battalion immediately Captures the Objective. Captured: When a Battalion ends its movement with a Unit with 2” of a Field Objective. Diagram 26: Objective Difficulty Multiplier.

Embarked Battalions cannot activate and cannot be the target of Ranged Attacks. Company Strength must be removed from one Infantry Token at a time. Generators or Boarding Assaults. The main difference between Infantry Tokens and other types of Unit is the way that they take damage and make attacks. Infantry Tokens have a Company Strength. its Units are not placed on the Game Board. The values of the Assault Point statistic and Weapon Systems possessed by an Infantry Token are given per individual point of Company Strength. rather than for the Infantry Token as a whole. Infantry Tokens in Collisions Infantry Tokens do not roll any Attack Dice back when they are involved in a collision. rather than having a Kill Rating. As such. A Battalion with a transport may be deployed at the start of the game either already embarked within their transport Unit. function quite differently to other Units on the battlefield. rather than comparing the number of successes to the Unit’s Kill Rating or Assault Points. or disembarked on the Game Board. the humble infantry still have their place in the armed forces of every nation. as with all other Units. by their very nature of representing hundreds of individuals rather than a single machine. each success reduces the Company Strength of the Infantry Token by one. A new Infantry Token cannot be added unless all other Infantry Tokens in the Battalion are already at their maximum capacity of six. Important Note: The Ack Ack of an Infantry Token is given per Infantry Token. An Infantry Tokens Company Strength is recorded on the Left Hand dice on the Infantry Token. representing the number of men that are still able to fight. if an Infantry Token had an Assault Point and Ranged Attack Dice value of 1 Blue and a Company Strength of 12. If the Company Strength of an Infantry Battalion is greater than six. Infantry Tokens. and always inhabits the Ground Height Level. If an Infantry Token’s Company Strength is reduced to zero it is destroyed and removed from the Game Board.PArt 15 . NOT per point of Company Strength. and as such the Company Strength of an Infantry Token must be reduced to zero before Company Strength can be removed from another Infantry Token in the Battalion. COMPANY STRENGTh ATTACKING INFANTRY TOKENS Infantry Token act in the same way as all other Units when they are the target of Ranged Attacks and Boarding Assaults. but still suffer any damage from the collision in the same way that they do from Ranged Attacks and Boarding Assaults. AeroPlAnes And fortIfICAtIons INFANTRY TOKENS Despite the prevalence of great steam-powered fighting machines on the Dystopian Battlefield. with a single exception. For example.InfAntry. add more tokens until the total Company Strength has been allocated. TRANSPORTS Men and smaller machines of war will often take shelter within the vast iron shell of a transport. As such. DISEMBARKING When a Battalion is embarked. except that a Unit is only counted as being destroyed when a whole Infantry Token is removed from the Game Board. trAnsPorts. Infantry Tokens suffer Disorder Checks in the same way as all other kinds of Unit. Each Infantry Token is considered to be an individual Unit on the Game Board. During the Army Building process some Battalions will be given the option to be transported in a Unit of some kind. A Token cannot have a Company Strength of more than six. When rolling Attack Dice or Assault Point Dice pools against an Infantry Token as part of a Ranged Attack or Boarding Assault. Each Infantry Token represents a Company of roughly one-hundred soldiers. Infantry Tokens making Ranged Attacks and Boarding Assaults Infantry Tokens make Ranged Attacks and Boarding Assaults in the same way as all other Units. except in respects to taking damage. This transport can only be used by the Battalion it was purchased for. Embarked Battalions E Armoured Clash 42 Copyright © Spartan Games 2013 E Q . taking them into the heart of the battle at a speed and level of safety otherwise unavailable to them. it would have 12 Blue Assault Point Dice and Ranged Attack Dice. their combat ability will vary wildly depending on how many men are left fighting. not when one or more points of Company Strength are lost.

Units that disembark are considered to be a separate Battalion to their transport unless stated otherwise. everyone else to their stations. roll a 1D6 for each embarked Unit/Token. A Battalion cannot embark into a transport if it has already activated that Turn. every Unit in a Battalion must move within 2” of their transport. For a Battalion to embark into their transport. Each Aeroplane Token is considered to be an individual Flyer Type Unit. these small. it is possible that some Units of the Battalion will be forced out of Battalion Coherency by enemy fire forcing them to disembark. If a Unit is destroyed its remaining Aeroplane Capacity Count is lost with it. Units carrying Aeroplane Tokens should have a dice placed next to them showing how many Aeroplane Tokens they have aboard. Instead they are carried aboard other Units. A Unit may launch one Squadron of Aeroplanes a turn. Number One and Three still look good to go. 2. Meet you back at base. The number shown on a Units Aeroplane Capacity Count at the beginning of a game should be equal to the value of their Aeroplane Capacity MAR value. AEROPLANE TOKENS Aeroplane Tokens represent groups of single man aeroplanes. The disembarked Battalion also gains one Disorder Marker. EMBARKING LAUNChING AEROPLANE TOKENS Aeroplane Tokens are not deployed on the Game Board like other Units during deployment. On the roll of a 5 or 6 place the Unit/Token on the Game Board within 2” of the transport. the Battalion that disembarked may not activate in the same turn that it disembarks. DAMAGE TO EMBARKED UNITS “All-right Boys! the good Captain has given orders to abandon ship. represent dozens of small aircraft. Aeroplane Tokens. inexpensive craft fill the skies in an endless stream from their mobile bases to the enemy. such as the Aeroplane Capacity (6) MAR. 3 or 4 the embarked Unit/Token is destroyed and removed from the Game Board. do your best to help with the wounded. are never required to take Disorder Checks and are always considered to be within Command Distance. and hopefully back again. or remove the Units that have been forced to disembark from the game board. The disembarking Battalion is immediately placed on the Game Board with as many Units as possible within 2” of the transport. On the roll of a 1. Jefferson. The rest of you. I’ll mount up on Three. the others are out for the count. the Battalion that disembarked may activate in the same turn that it disembarks. has any Disorder Markers or does not have a sufficient transport capacity remaining to transport the entire Battalion attempting to embark. If the transport did not make any move actions before the Battalion it was carrying disembarked. Commander must either disembark the other Units in the Battalion to bring them back into coherency. In battle. and as such function differently to other Units on the battlefield. like their infantry opposites. A Carrier cannot launch more Aeroplane Tokens at any one time than its Aeroplane Capacity Count. This is known as the Unit’s Aeroplane Capacity Count. counting them as destroyed for all intents and purposes. see if you can’t force those doors open. Units that carry aeroplanes will have a Model Assigned Rule detailing that they are carrying Aeroplanes and how many they are carrying. In these instances the owning E Armoured Clash 43 Copyright © Spartan Games 2013 E Q . If the transport made a move action before the Battalion it was carrying disembarked. If a Battalion is embarked in two or more transports. A Battalion of Aeroplanes consists of between one and three Aeroplane Tokens.can disembark from their transport at the end of the Movement Segment of the transport Unit’s activation if the transport did not make a Full Steam Ahead move action. Aeroplane Tokens cannot be the target of any Ranged Attacks. Aeroplane Squadrons are considered a separate Battalion to their carrier Unit for the purposes of activating. Generators or Boarding Assaults. When a Battalion embarks into its transport it is removed from the Game Board. before removing the destroyed transport from the Game Board.” If a transport with embarked Units or Infantry Tokens is Destroyed. Each Aeroplane Token that a carrier launches reduces their Aeroplane Capacity Count by one. A Battalion CANNOT embark into its transport if the Infantry Battalion makes a Full Steam Ahead move.

it continues to occupy its current position but is treated for purposes of blocking Movement and Line of Sight to be a Large Built-Up Area Piece of Terrain. They cannot make Move Actions of any kind. increasing their Aeroplane Capacity Count by one per Aeroplane Token in the Squadron. such as taking Evasive Manoeuvres. To perform an Anti-Aeroplane Ack Ack Attack all Units in the Battalion compile a number and colour of Ack Ack Dice equal to their Ack Ack statistic into an Ack Ack dice pool. it is removed from the Game Board and the Aeroplane Capacity Count of its parent Carrier is increased by one for each Aeroplane Token in the Squadron. Successes are rolled on a result of a 5 or 6. Bomber Squadrons are superb at striking at weak or exposed enemy Units. thick walled. Even this far away. When a Fortification is destroyed it is not removed from the game board. a Bomber Squadron or a Reconnaissance Squadron. the Squadron must take a Command Test requiring two successes. This pool of dice is then rolled. being either a Fighter Squadron.” Even in the age of Sturginium. and another. but fully operational. Typically smaller than other types of Aeroplane squadron. it must first take a Disorder check (see Page 26). they perfectly tailored to the task of zeroing in the enemy for the artillery. Whilst Ack Ack fire will inevitably claim many men and aeroplanes the aeroplanes themselves are so inexpensive and small that hundreds can be carried on a single mobile airfield. Instead. the heat was uncomfortable on my skin. Aeroplane Squadrons cannot be targeted like other Units. A Bomber Squadron is made up entirely of Bomber Aeroplane Tokens. it may make the Attack and the Disorder Markers are removed. ANTI-AEROPLANE ACK ACK FIRE “Within a minute of us finishing the communique the rockets came screaming in. singed. Additionally. more can be flown in at a moments notice from but a few miles away. Fortifications follow the same rules as all other Units apart from a few minor exceptions. the Squadron remains part of its current Formation. its guns slowly began to rotate towards us. RETURNING TO BASE The Aeroplane Capacity of a Unit does not represent the actual number of Aeroplanes it has aboard. a Bomber Squadron may only make Ranged Attacks against enemy Units occupying the Ground Height Level. But impossibly. Fighter Squadrons are excellent at providing air cover to other Units in the force. until they are forced to Return to Base. Further still. If the carrier that launched the Aeroplane Battalion is no longer on the Game Board. using their high speed to strike wherever they are needed. Reconnaissance Aeroplane Squadrons may attach to other Formations during the course of a game. its upper works burnt away. A Fighter Squadron is made up entirely of Fighter Aeroplane Tokens. When an Aeroplane Squadron is forced to Return to Base. If there are no carrier Units able to receive an Aeroplane Token. If the Squadron attempting to make an Anti-Aeroplane Ack Ack Attack has any Disorder Markers. If it fails. cannot make reactive movement of any kind. A Reconnaissance Squadron is made up entirely of Reconnaissance Aeroplane Tokens. After a Bomber Squadron has made a Ranged Attack it must immediately Return to Base. and. if ever the stockpile of machines or pilots should run low. If the Test is failed. If the number of successes rolled exceeds the number of Aeroplane Tokens in the Aeroplane Squadron. but rather the number that it can keep in the air at any one time. Dozens of them. Fighter Tokens may only make Ranged Attacks against enemy Flyers. During the Command Segment of its Activation. and are not affected by any kind of game effect that would force them to make any kind of involuntary movement. If the number of successes is equal to or less than the number of Aeroplane Tokens in the squadron the Anti-Aeroplane Ack Ack Fire has no effect. and the thick black smoke gave way to the shadow of the bunker complex. Blackened. If it passes. protecting them from enemy aeroplanes. the enemy Battalion is eligible to make an Anti-Aeroplane Ack Ack Attack. another. the pilots are forced to ditch and the Aeroplane Token is permanently removed from the Game Board. the Squadron must immediately return to base. Each landed in a tremendous yellow fireball. Simply put. the flames building up until all you could see was a wall of dancing orange and red. with rolls of 6 varying with the Dice Colour. it cannot perform the Attack and gains an additional Disorder Marker. the flames gave way to thick black smoke. due to their high speed and diminutive size. Aeroplane Squadrons may activate on the same turn that they are launched. a Commander must deploy any Regiments containing Units of the Fortification Type first when they are deploying their forces. If the Test is passed. To do so. a Reconnaissance Squadron may attempt to join another Formation. Finally. This cannot be used to increase any carriers Aeroplane Carrier Count above its starting value. Fortifications cannot move in any way during the course of a game. well-armed fortifications are still the method of choice for keeping the front line or important objectives secure. FORTIFICATIONS E Armoured Clash 44 Copyright © Spartan Games 2013 E Q . the Reconnaissance Squadron is considered part of that Formation during the current and all subsequent turns. If one or more Aeroplane Tokens moves to within 4” of one or more Units of an enemy Battalion at any point during the Movement Segment of the Aeroplane Squadron’s activation. Unless stated otherwise (with the Strafe WAR). fortifications are built into the ground itself and once they are deployed they CANNOT be moved from that position for any reason. and are instead only vulnerable to a special kind of defensive fire called Anti-Aeroplane Ack Ack Fire.TYPES OF AEROPLANE SQUADRON Each time a Squadron is launched the controlling Commander must declare what kind of Squadron it is. Unless stated otherwise. the Aeroplane Squadron is assumed to return to the next closest carrier Unit that is able to receive them.

If a Unit with the All-Terrain Vehicle MAR gains a Bogged Down Marker. A Unit with the Double Flight Deck MAR may launch two Aeroplane Battalions per activation. Additionally. the Command Point Cost of any other Action or Game Card is increased by one. Drone Far smaller than its reach and influence would suggest. Units with the Cumbersome MAR must use the rules for Cumbersome turning. Additionally. it may use the Quality of the Drone Controller for any Command Checks it makes. transmit attack codes.” A Unit with the Drone Controller MAR allows Units with the Drone MAR to operate more efficiently (see the Drone MAR). they sacrifice much of the manoeuvrability that their smaller cousins enjoy. the Suns have blown the bridge!” Once per game a Unit with the Bridging Equipment MAR may lay a Bridge across any Piece of Terrain that is flat. Ack Ack cannot be used to reduce the number of successes scored by a Unit with the Assault Weapon MAR during a Boarding Assault. ALL Battalions with at least one model within 4” of the Unit with this MAR suffer a Ranged Attack with a Number and Colour of Attack Dice equal to the value of the MAR. Units with the Assault Weapon MAR compare their number of successes to the Kill Rating (KR) of their opponent. If something needs to operate at twice the capacity. A Bridge negates the effects of Impassable Terrain for any Ground model the same size or smaller than the Bridge. E Armoured Clash 45 Copyright © Spartan Games 2013 E Q . unless the model can draw Line of Sight to a Unit with the Drone Controller MAR. Any Ranged Attack made by Battalions occupying a higher Height Level than a target Unit with the Armoured Topside MAR must lower the Dice Colour Level of the Attack Dice used in the Attack by one level. to determine if they destroy or damage the Unit. rather than their Assault Point Value. but suffers a Movement Penalty of hALF when doing so. Armoured Topside Some land units feature armoured decks to reduce their vulnerability to air attack. found on Page 28. the Battalion does not benefit from the MAR. All operators. the Covenant of Antarctica relies heavily on drones to supplement its military forces. from which flights of aeroplanes are launched . Amphibious Whether they have long legs allowing them to wade into deep water or work on some other mechanical premise. A Unit with the Drone MAR must spend a Command Point to perform any Move or Ranged Attack Action. If one or more Units in a Battalion do not have the Armoured Belly Model Assigned Rule.buzzing like bees about a hive. or carrying dangerous and delicate technology. Assault Weapon Rather than sending across waves of infantry or aeronauts. A Bridge is a Road Piece of Terrain and is the same width as a Base of the indicated size and up to twice the length of a Base of the indicated size. some are trult exceptional in terms of their capacity to traverse even the most arduous terrain without issues. Any Ranged Attacks made by Units on a lower Height Level than a target Battalion with the Armoured Belly MAR must lower the dice colour level of the Attack Dice used in the Ranged Attack by one level. for full rules see Page 43. the Battalion does not benefit from the MAR. These may launch during the game. Cumbersome Whilst the largest vehicles are singularly resilient and can mount enough firepower to level whole towns. Combustible Cargo (value) Whether crammed full of volatile ammunition or fuel stores. On the Roll of a 5 or 6 the Bogged Down Marker may be removed. some fighting machines use colossal weapons or their physical strength to literally batter the enemy to oblivion. A Unit with the Aeroplane Capacity MAR begins the game with a number of Aeroplane Tokens on board equal to the value of this MAR. Bridging Equipment (size) “Sir. When making a Boarding Assault. If a Unit with the Combustible Cargo MAR is destroyed by an incoming Ranged Attack. Drone Controller “We’ve got them where we want them. If one or more Units in a Battalion do not have the Armoured Belly Model Assigned Rule. double it. the Battalion does not benefit from this MAR. A model with the Amphibious MAR may move though Water. if a Unit with the Drone MAR can draw Line of Sight to a Unit with the Drone Controller MAR. Also. These mysterious machines are controlled remotely through incredibly advanced technology. A Bridge must be placed entirely in contact with the front of the Base or Flight Stand of the model laying the Bridge. some vehicles can pose significant risk to their neighbours if they are destroyed.model AssIGned rules (mArs) Aeroplane Capacity (value) Particularly large or specialised vehicles are fitted with full runways. it can immediately roll 1D6. rather than one. Double Flight Deck This simple solution to limited capacity of airfields was first pioneered on their naval aircraft carriers and is typical of Prussian values in military affairs. some machines are at home both on land and to sea. Armoured Belly Some flyers have their undersides armoured with thick plates to thwart fire from below.PArt 16A . If one or more Units in a Battalion do not have the All-Terrain Vehicle Model Assigned Rule. All-Terrain Vehicle Whilst all modern fighting machines are incredibly adept at crossing difficult ground.

it may not be used. A model with the Fearless MAR automatically passes any Disorder Check Command Tests it is required to make. value) Some nations take to the field of battle carrying large icons to inspire the troops. Some machines can physically clamp themselves into the ground in order to dissipate some of the kick of their guns into the earth below. if nothing else. hard Shell “Trust me. still have a place on the Dystopian Wars battlefield. Tracks kicked mud in all directions as it tried to pull free. a Unit with the Momentum MAR CANNOT move backwards. but only if it has moved no more than hALF of its Movement before making the Ranged Attack. many have voiced suspicions that their great iron machines are entirely mechanical. the grappled Unit cannot perform any Move or Fire Actions or use any Generators. Flame Retardant Armour Flames rippled across the Szpada’s hull until the paint cracked and the plating buckled. This MAR does not have any effect on Units with the Assault Weapon MAR. If a model with the H. A grappling Unit CANNOT make any Ranged Attacks. all Attack Dice against it suffer an additional -1 ‘to-hit’ modifier. Any Weapons with the Flame Weapon WAR that contribute to a Ranged Attack against a Unit containing one or more Units with the Flame Retardant Armour MAR must reduce the colour level of any attack dice they contribute by one level. This movement is in addition to any Move Actions the Unit then takes. Units with the Momentum MAR must move directly forward a number of inches equal to the value of the MAR before making any other Move Actions. the controlling Commander may add an additional number of Command Points equal to the value of the MAR to the Forces Command Point Pool. E Armoured Clash 46 Copyright © Spartan Games 2013 E Q . take one with you. Marconi wave transmitters and message runners. it may Grapple any Unit in the opposing Battalion. the Unit with the Observation Platform MAR counts as one Size Category larger for the purposes of Line of Sight when making Spotting Attempts. hit and Run Cavalry tactics that have been in constant use for hundreds. If one or more Units in a Battalion do not have the Fearless Model Assigned Rule. Until the model with Grapple is destroyed or chooses to releases the unit. with no human crew at all. the Unit with Grapple can either release the target and activate normally. Impervious Whether it be by the use of blast resistant bulkheads. They will though. This lasts until the Unit next moves. if not thousands of years. none of the Units in the Battalion may benefit from the MAR. The metal gave off a fierce orange glow but the tank advanced undaunted. and fight a Boarding Assault once movement is completed. Marching implacable across the battlefield. usually meaning that a success is rolled on a 3. Fast Target “Speed is. all Assault Dice against it suffer a -1 ‘to hit’ modifier. and must fight a separate Boarding Assault with the grappling model whenever it activates. Grapple “I watched as the thing wrapped great.” If a Unit with the Fast Target MAR make a Full Steam Ahead and is the target of a Ranged Attack. Momentum (value) Some machines must keep up a minimum speed to avoid stalling and falling out of the sky. sheer high sides or reinforced security posts.” When a Battalion containing one or more Units with the Observation Platform MAR make a Spotting Attempt Command Check.Q (value) Some officers are privileged enough to go to war in machines mounted with the very cutting edge of command and communications technology. Ground Clamps Recoil is the bane of accurate gunnery. armour in another form. If a Unit with the Ground Clamps MAR makes no Move actions. heliographs. we won’t feel a thing when we hit the ground. If one or more Units in a Battalion do not have the Entrench MAR. inside this shell. or drag the target up to half its Movement value. Additionally. Both Units must remain in base contact whilst dragging. some Units present a significant challenge to even the most experienced boarding parties. If a Unit with the Entrench MAR makes no Move actions.” If a Unit with the Grapple MAR rolls more successes than its opponent in a Boarding Assault. Icon (range. During its Activation. steel tentacles around the Trenton’s hull. After the Ram is concluded the Unit is removed from the Game Board. all dice rolled for the Command Check gain a ‘+1’ to hit modifier. dramatically lowering their silhouette as a target. Observation Platform “If there isn’t a vantage point to spot targets from. All friendly Battalions with at least one unit within the range of a Unit with the Icon MAR may add a number of dice equal to the value of the MAR when taking Disorder Check Command Tests. h. any Ranged Attacks which target the Unit receive a -1 ‘to hit’ modifier. Fearless The members of the secretive Teutonic Order are famed for their unwavering discipline in the face of heavy fire. 5 or 6. ready to unleash an inferno of its own. it may not be used. I’ll never forget the scream of metal as the Tank was twisted in half. 4. For the Tsar!” If a Unit with the Hard Shell MAR is destroyed it may immediately make a Ram against any enemy Battalion within a distance equal to its first Movement Value. Place it in base contact with the target Unit. incorporating signal flags.Entrench Some machines include devices to partially bury themselves in the ground. If one or more Units in a Battalion do not have the Fast Target MAR. If a Unit with the Impervious MAR is the target of a Boarding Assault.Q MAR is present on the Game Board during the Command Phase of a turn. any Ranged Attacks they make during the same activation benefit from a +1 ‘to hit’ modifier. Additionally. A Unit with the Hit and Run MAR may move up to hALF its Movement Value after making a Ranged Attack.

After making its normal Move Actions.” A Unit with the Skim MAR may choose switch to the Skimmer Type at any point during its activation. give me Ramming Speed!” If a Unit with the Ram MAR initiates a Collision. Transport (Type. Multiple instances of the Radio Network Model Assigned Rule are not cumulative. Roll 1D3 and move the unit directly forward a number of inches equal to the distance rolled. FIRE ALL. On the result of a 5 or 6 the Battalion is considered to be Flying High. Sturginium Boost By injecting pure Sturginium infused fuels into engines and furnaces an unpredictable boost in speed can be attained.Radio Network The Radio functions by the transmitting and receiving of Marconi rays. a Battalion with the Spotter MAR does not need to pay double Command Points for taking or improving Spotting attempt Command Checks whilst outside of its Command Vehicle’ Command Distance.. However. If one or more Units in a Battalion do not have the Swift Ascent Model Assigned Rule. all Attack Dice against it suffer a -1 ‘to-hit’ modifier unless the firing Unit is of the ‘Small’ or ‘Tiny’ Size Category. see Page 42-43. Ram “Our cannons aren’t even denting that armour. A Unit with the Telescopic Zoom MAR may treat the value of the MAR as the Range of its Anti-Aeroplane Ack Ack Attacks.. some semblance of safety is achieved. all Attack Dice it rolls as part of that Collision gain a +1 ‘to hit’ modifier. no Units in the Battalion may benefit from the MAR. Engine deck. whilst travelling within a giant iron shell. Swift Ascent Many soldiers have come to fear the all too common tactic of an enemy flyer speeding in. E Armoured Clash 47 Copyright © Spartan Games 2013 E Q . Small Target Small Targets are inevitably harder to hit than large ones. At the beginning of any subsequent activation the Unit may return to its original Type. there’s nothing else for it. Skim “Helmsman. Roll 1D6. All friendly Battalions within 8” of a Unit with the Repair Vehicle MAR may reduce the total number of successes rolled against them from each incoming Ranged Attack it by one.. The rules for Spotting can be found on Page 34 . the controlling Commander’s Hand of Game Cards is increased by one. Additionally. This can increase a Commander’s Hand Size beyond the normal Maximum of 5. A Battalion containing Units with the Swift Ascent MAR may attempt to Fly High at the end of its Activation. value) The Battlegrounds of the Dystopian Wars world are a lethally dangerous place for the humble infantryman. A Unit with the Transport MAR may Embark a number of Units of the listed ‘Type’ equal to the listed ‘value’. letting loose its payloads and roaring to safety before anyone can respond. On any other result nothing happens. This modern development allows for almost instantaneous communications between two radio sets. If a Unit with the Radio Network MAR is on the Game Board. For full rules on Transports.” Units with the Spotter MAR are better at passing Spotting Command Checks. Spotter “Raise elevation four degrees. Repair Vehicle Specialist Repair Vehicles are very effective in carrying out running repairs during the course of battle. If a model with the Small Target MAR is the target of a Ranged Attack.Target set..35. Telescopic zoom (value) Telescopic sights can considerably increase the range of small calibre arms. For Embarking Infantry. a Unit with the Sturginium Boost MAR may make a Sturginium Boost. spin-up the gyros. the ‘value’ refers to the Company Strength. This effect only applies to Battalions that are part of the same Formation as the unit with the Repair Vehicle MAR.

PArt 16b - WeAPon AssIGned rules (WArs)
Anti-Infantry “Our rockets landed amidst their formed ranks, burning them away in waves of alchemical fire.” If a weapon with the Anti-Infantry WAR makes a Ranged Attack against Infantry Token receives a +1 ‘to-hit’ modifier. Barrage Although any cannon of modern design can be loaded with timed fragmentation or ‘Flak’ shells, making them effective against aerial targets, some weapons are set in special high traverse mounts making them ideal for swatting flying machines from the sky. A weapon with the Barrage WAR may ignore the restriction barring it from targeting Flying Targets that are within Range Band 1. However, this weapon suffers a -1 ‘to hit’ modifier when targeting other Ground Units. Bunker Busting Earthworks, redoubts, bunkers and other fortifications are best dealt with by a low-power shell carrying large volume of explosive powder. If all the weapons systems contributing to a Ranged Attack have the Bunker Busting WAR, any Fortification Type Units in the target Battalion have their Kill Ratings (KR) reduced by one for the duration of the Ranged Attack. Bomb The bomber came in over head, dropping a mixture of free-falling explosive bombs, incendiaries and sharp iron darts. A weapon with the Bomb WAR follow the rules for Bombing Attacks on Page 36 when making Attacks. Bombardment The largest weapons available to a force in the field are armed with giant guns or rockets that need fire in great arcs across the battlefield. A weapon with the Bombardment WAR must make Bombardment attacks using the rules found on Page 34. Corrosive Acid guns were first introduced to the battlefield by the Republique of France almost half a century ago. Modern examples of this most dastardly of weapons features a compressed steam pump and corrosive acid mixture that can dissolve even hardened armour plate in a matter of minutes. If all the weapons systems contributing to a Ranged Attack have the Corrosive MAR and one or more enemy Units are damaged or destroyed by the Attack, the targeted Battalion gains a Corrosive Marker. A Corrosive Marker serves as a reminder that the Units have been sprayed by a corrosive substance that is eroding and weakening their hulls. All subsequent Ranged Attacks against a Battalion with a Corrosive Marker may raise the dice colour level of all contributing Attack Dice by one Colour Level. All Corrosive Markers on the Game Board are removed during the End Phase of each turn. Electrical Weapon When applied in sufficient quantities electricity can boil flesh from the bone, or deform and destroy even the thickest armoured plate. Despite the inherent difficulties and dangers of employing such weapons on the battlefield, electrical weapons have become the trademark of the Prussian Empire. A weapon with the Electrical Weapon WAR uses electricity to cause damage, and is eligible to certain game effects such as specific game cards. Energy Weapon Energy Weapons are a curiosity put to battle only by the fiendish cohorts of the Covenant of Antarctica. Our finest scientific minds speculate that the devices function by emitting a powerful beam of ray energy that evaporates its target on contact. Shield Dice cannot be rolled against Attacks from a weapon with the Energy Weapon WAR.

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Flame Weapon Fire, the one of the oldest tools in man’s inventory, once again finds its place on the battlefield, even if it is in a new iron-melting, Sturginiumenriched form. A weapon with the Flame Weapon WAR uses Fire to deal damage, and is eligible to certain game effects as a result of this. heat Weapon Heat Weapons uses the new science of natural-medium energy transfer to damage their target, warping metalwork and literally using the mass of a target against itself! Due to the unique way this weapon works, its power scales with the size of the target. A weapon system with the Heat Weapon WAR contributes a Number and Colour of Attack Dice to the Battalions Attack Rice pool equal to the value of the weapon (eg. x2) multiplied by the Kill Rating of the most common Name of Unit in the target Battalion. All modifiers to a Heat Weapon’s Attack Dice values are applied after the initial Attack Dice have been worked out. Heat Weapons can only contribute to Ranged Attacks if all other Weapons Systems contributing to the Attack also have the Heat Weapon WAR. Heat Weapons cannot target Infantry Tokens, as heat weapons of this size are not calibrated to damage objects of such little mass. high Velocity Rather than mounting an explosive warhead, purpose designed Anti-Tank shells give over much of their length to additional propellant that allows them to accelerate a hardened steel dart such a velocity that it will piece though a sheet of iron like a hot knife parts butter. If all the weapons systems contributing to a Ranged Attack have the High Velocity WAR, any Unit not of the Ironclad or Infantry Type in the target Battalion have their Kill Ratings reduced by one for the duration of the Ranged Attack. Indirect Fire Some weapons fire at high angles, arcing high over any intervening terrain to strike their target. Weapons with the Indirect Fire WAR do not need line of sight to their target to make a Ranged Attack. Lightning Rod Originally designed as a safety measure, to earth electricity whilst engineers worked with dangerous Tesla technology, these ‘Lightning Rods’ attract the fury of the Prussian’s trademark weapons when buried into the enemy’s hull. If an Attack containing one or more weapons with the Lightning Rod MAR damages or destroys a Unit in the target Battalion, place a Positive Spotting Marker next to the Battalion. This means that the Battalion is ‘Spotted’ for any Bombardment Weapons in the Formation. Additionally, any Electrical Weapons in the Formation gain a +1 ‘to Hit’ modifier against that target. The Marker is removed at the end of the Formation Activation. Low Calibre Although not a threat to enemy fighting machines, the sharpshooters scattered across Federal Land Ships are the bane of any Infantry formations that come within ranged of their fine-scoped Orlington rifles. Weapons with the Low Calibre WAR can only make Ranged Attacks against Units of the Infantry or Ironclad Type.

Mine Mines are a valuable tool in the field, allowing a commander to channel the enemy into prearranged Killing Fields. Weapons with the Mine WAR can target an area on the Game Board rather than an enemy Battalion. Place a Mine Token on the Game Board where the Mine is to be placed. Then roll the Attack Dice for the weapon with the Mine WAR. Then place a Dice of the same colour as the Attack Dice of the weapon on the Mine Token showing the number of Successes which were rolled. If any model moves to within 4” of the Mine Token it must immediately stop. All other models in the Battalion then complete their movement, also stopping if they move into within 4” of the Mine Token. Each individual Unit with 4” of the Mine Token then becomes the target of a separate Ranged Attack with a number and colour of Attack Dice equal to the dice on the Mine Token. After all the Ranged Attacks have been made the Mine token is removed from the Game Board. Any surviving models may then complete their remaining Movement. Move or Fire Due to gunnery considerations, some weapons cannot fire on the move. A Unit cannot fire a weapons system with the Move or Fire WAR in the same activation that they make a Move Action. A Unit may still make a single 45 degree pivot, however if it does so, any Ranged Attacks it makes with a Move or Fire weapons system suffers a -1 ‘to hit’ modifier.
Diagram 27: Activating Mines.

Three Covenant Atticus Wallkers (A, B and C) are near a Mine Token. Walkers A and B move within 4” of the token during the Movement Segment of their activation, setting off the mine. Each walker is the target of a separate Ranged Attack by the Mine Token. Walker A is destroyed by the Mine, but Walker B survives, and completes its movement. As Walker C did not come within 4” of the Mine Token, it is able to complete its movement without being affected by the Mine Token’s explosion.

Particle Accelerator A Particle Accelerator bombards its target with high intensity particles that shred the hull of the machine at a molecular level. The Particle Accelerator has an initial range of 12”, but a potentially infinite range after that. When this weapon is fired any hits from the Attack Dice are resolved normally, but any misses are put to one side. This includes any misses from additional rolls granted by Red 6s

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Once the initial Attack has been resolved, any misses are re-rolled against the next closest Battalion controlled by any Commander, which is fully or partly within the same Arc and on the same Height Level as the first Battalion the weapon fired at. Once this Attack has been resolved, any further misses from this Attack are re-rolled against the next closest Battalion in the same way as the previous Attack. This series of Attacks continues until the edge of the Game Board is reached, there are no applicable Battalions to roll the misses against, or there are no misses left to re-roll. If two or more Battalions are equidistant from the firing model, the Commander controlling the model firing the Particle Accelerator can choose which Battalion to roll the Attack Dice against. Point Blank Some weapons make a startling jump in effectiveness when they get to within a very short distance to their target. When a weapon with the Point Blank WAR makes a Ranged Attack at a Range of 4” or less, its Attack Dice for the attack are raised by one Colour Level. Rocket Clashes between the tanks of the Blazing Sun and Federated States are characterised by the rocket contrails that form a spider’s web across the sky. A weapon with the Rocket WAR follow the rules for Rocket Attacks on Page 36 when making Attacks.

Sheaf Fire (value) “A came down right in front of us, opening up great hole. Unable to stop, the tank went in head first. Under constant fire, it was almost a quarter of an hour before we could free ourselves. “ If a Ranged Attack by a weapon with the Sheaf Fire WAR destroys one or more models, the target Battalion gains a Bogged Down Marker. The Bogging Test for removing this Marker has a number and colour of Attack Dice equal to the value of the WAR, place a Dice on top of the Marker to indicate the number and colour of the Marker. See Page 20 for the rules taking Bogging Tests. Strafe It came in at an angle that seemed impossible for its size. A great balloon, in the bold red and white livery of the Polish-Lithuanian Commonwealth, its immense fire-guns decimating everything before it. A weapon with the Strafe WAR may ignore the restriction barring it from targeting Ground Targets that are within Range Band 1. However, this weapon suffers a -1 ‘to hit’ modifier when targeting other Flying Tyep Units. Suppression Some weapons have such an effect as to force the enemy into immediate Disorder. If all the weapons contributing to a Ranged Attack have the Suppression WAR, any target Battalion that suffers one or more losses as the result of the attack requires an additional successes to pass the subsequent Disorder Check.

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the Commander controlling the Generator may transfer the resulting Spotting Markers to any Battalion with a model within 8” of the original target. For example. a Battalion of Terrier Class Small Tanks is the target of a Ranged Attack which rolls 9 successes. OFFENSIVE GENERATORS FEEDBACK GENERATOR The Feedback Generator is a new device designed to prey on enemy electrical systems. Multiple Guardian Generators do not have a cumulative effect. 5 or 6 on a Shield Dice (subject to Dice Colour) one success is removed from the Attack. however each is equipped with a Shield Generator (1). However. E Armoured Clash 51 Copyright © Spartan Games 2013 E Q . A Guardian Generator is always considered to be active. making such methods of detection highly inaccurate. enough to Destroy three of the Tanks. the Guardian Generator can extend its corona of protection to include other machines in the immediate area. bringing the total from the Attack down to 9. However.PArt 17 . ShIELD GENERATOR (value) Believed to have originated in Wells Chasm. scoring 12 successes. As two of the Tanks can be damaged. For each roll of a 4. For example. Extrapolating from the basic principles of the simpler and more commonplace Shield Generator. For example. a Steward Class Guardian Tank with a Shield Generator (1) that is within 8” would get 2 Shield Dice. 1) the Britannian Commander can roll 3 Shield Dice. so only two Terrier Tanks are taken out of action. two Sovereign Class Land Ships. a Ranged Attack is made against a Battalion of three Kingdom of Britannia Steward Class Guardian Tanks. one for each Tank that could be destroyed. the Britannian Commander rolls 2 Shield Dice and luckily scores 3 successes. 1) that are within 8” of one another will still only receive 1 Shield Dice if they come under fire. Most fighting machines attempt to block or mask their emissions in order to make them harder to detect. Each working in very different ways. Generators take otherwise strange academic quirks of the universe and turn them into a powerful. This may prevent one or more Units being damaged or destroyed. All Battalions with at least one Unit within the range of a Unit carrying a Guardian Generator gain a number of Shield Dice equal to the value of the Guardian Generator against all incoming Ranged Attacks. For each roll of a 4. for each Unit with a Shield Generator which is damaged or destroyed the controlling Commander may roll a number of Shield Dice equal to the Shield Generator’s value. creating a powerful barrier to anything that attempts to penetrate it. DEFENSIVE GENERATORS CLOUD GENERATOR The Cloud Generator has the power to create a dense white mist. The Spotting Attempt requires one additional success. so only one Tank is destroyed. Immportant Note: Shield Dice are for Infantry Battalions are allocated per Token that would be damaged or destroyed. each with a Guardian Generator (8”. 5 or 6 on a Shield Dice (subject to dice colour) one success is removed from the incoming Attack. The Target Jammer Generator works exactly the opposite way. but to the same ends. When a Unit with a Shield Generator is the target of a Ranged Attack it may use its Shield Generator to mitigate potential damage. Rolling 2 successes brings the total down to 7. value) The Guardian Generator was developed by the esteemed Physicist Eugene Parker in the wake of his son’s tragic death at sea. the controlling Commander may roll a number of Shield Dice equal to the Guardian Generator’s value. one for its own Shield Generator. throwing any and all electric systems or apparatus into chaos. NOT per point of Company Strength. A Target Jammer Generator may be activated whenever an opposing model makes a Spotting Attempt against a Battalion containing the model carrying it. If the Spotting Attempt is failed. The Unit with the Cloud Generator gains a Cloud Marker. for each Unit protected by a Guardian Generator that would be damaged or destroyed. The Cloud Marker are removed when the model next Activates. It transmits a powerful magnetic ray that interrupts the flow of electricity though cabling. but the effects of Shield Generators and Guardian Generators are cumulative. This may prevent one or more models being damaged or destroyed. All Ranged Attacks against a Unit or Battalion with a Cloud Marker suffer a -1 ‘to hit’ modifier. GUARDIAN GENERATOR (range. Once the total number of successes from the incoming Ranged Attack has been calculated. encompassing the very edge of every strata of known science. Once the total number of successes from the incoming Ranged Attack has been calculated. • • • • A Cloud Generator may be activated at any point during the activation of the model carrying the generator.GenerAtors GENERATORS One of the greatest advances in warfare in our time are the machines we now collectively call ‘Generators’. With their KR of 5. Shield Generators are always considered to be active. this should be enough to destroy two of the Tanks. TARGET JAMMER GENERATOR The exact position of an enemy unit is often determined by picking up on its heat signature. tangible instrument of war. The model carrying a Guardian Generator always benefits from the effects of its Generator. the Shield Generator functions by projecting a shimmering dome of energy around itself. and one for a Guardian Generator. This scientific phenomenon is by far superior to traditional smoke screen that can be produced by other means at providing concealment on the battlefield. highly reminiscent of a cloud. as the Battalion is in range of a Sovereign Land Ship’s Guardian Generator (8”. bombarding enemy spotting equipment with waves of mild heat rays.

A Fury Generator builds up power that can be unleashed in a flaming corona. The number of dice stored in the Fissure Generator are immediately reduced to zero after an attack is made. 3. the results can be quite catastrophic. 4. Additionally. If the Test is passed. and gains the use of that Generator for itself. The Unit carrying the Mimic Generator can select any Unit within 8” of itself and attempt to mimic the abilities of one Generator from that Unit. 5 or 6 the Mimic Generator successfully mimics the target Generator. for each point the Command Test is failed by roll a D6: • • • On a roll of 6 the Marker is removed On a roll of 2-5 nothing happens On a roll of 1 the model is damaged as if a Ranged Attack had just exceeded its Kill Rating FURY GENERATOR The brainchild of the Lithuanian electrical engineer Dr. such as a Generator. Rather than damaging the Unit carrying the Fissure Generator. If a model carrying a Fissure Generator is destroyed. The Unit with the Generator DOES NOT receive any return Boarding Assaults from the Battalions that it attacks. When a Fury Generator is unleashed a separate Boarding Assault is made against every Battalion with at least one model within 8” (including allied models). When a friendly Battalion activates it may make a Ranged Attack targeting the Unit with the Fissure Generator with any Energy Weapons that it possesses. Each time a Unit with a Fury Generator is Activated it gains 2 Fury Dice. Lipski. the Mimic Generator is a mystery to everyone bar Markov’s council of engineers that build. but it can hold these 10 Fury Dice until the point at which the Generator is used. Mimic Generators are able to copy the electric signals of any Generator they encounter. 4. a number and colour of dice equal to the number of Successes from the attack should be placed to one side. rather than making a Ranged Attack. Roll 1D6. When the Callimachus Activates later in the Turn. if two Battalions of Socrates Class Bombards have Stored their Attacks in the Fissure Generator of a Callimachus Class Orb. and doing so reduces its Fury Dice total to zero. A Feedback Generator may be activated at any point during the activation of the Unit carrying the generator. Resolve the effects as if the Generator had just been unleashed. whist still stricken. • • On the roll of a 1 the Mimic Generator has no effect On the roll of a 2. The effects of the Fury Generator do not affect the model carrying the Generator. 4. roll 1D6: • • On the roll of a 3. A Fissure Generator operates by absorbing the Ranged Attacks of nearby friendly Units. and warm to the touch. On the roll of a 1 or 2 the Generator immediately discharges. subject to the rules for Range and Line of Sight. If a Unit carrying a Fury Generator is destroyed. mirroring their effects for themselves. but only using half the stored number of Dice. When it does so. the Fury Generator provides a means to turn electrical energy to flame. and the Unit is removed from the game board. building up a tremendous store of electrical charge. if an effected machine attempts to activate a powerful electric device.Although the effects of the Generator will often fade in a short amount of time. Important Note: Fury Generator Attacks have the Flame Weapon WAR. roll 1D6: • • On the roll of a 1 or 2 northing happens. 4. After this attack is carried out. and the Unit is removed from the game board. If the Fissure Generator activates successfully any one Battalion with one or more Units within 8” may be the target of a Ranged Attack. it performs a Ranged Attack against an opposing Battalion with the 11 Attack Dice Stored within it. FISSURE GENERATOR Appearing as an ominous pool of light-less energy. A Generator can accumulate a maximum of 10 Fury Dice. A Unit can unleash its accumulated Fury Dice instead of making any Ranged Attacks. Roll 1D6: • • On the Roll of a 1 or 2 nothing happens. By means of unknown science. and are Stored. On the roll of a 3. Anti-Boarding Ack Ack cannot be used to mitigate the effects of a Fury Generator. If the Test is failed. 5 or 6 the Generator activates successfully. with a number of Red Assault Point Dice equal to the Fury Dice total. A Fury Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. for a total Stored pool of 11. 5 or 6 northing happens. requiring three successes to pass. 5 or 6 northing happens. emitting a low humming sound. If a Unit with a Feedback Marker attempts to use a Generator it must take a Command Test. before converting it to fire to smite the enemy. MIMIC GENERATOR Physically a featureless brass sphere some nine feet in diameter. Large versions have found a use in war. and banishing the energy of these attacks into a different place in time and place. with a number and colour of Attack Dice equal to the number of dice Stored in the Fissure Generator. A Fissure Generator may be activated during the Ranged Attack segment of the model carrying it. Up to a maximum of three friendly Ranged Attacks can be Stored in a Fissure Generator. rolling 5 and 6 successes respectively. operate and maintain these strange devices. On the Roll of a 3. A Mimic Generator may be activated at the beginning of the Movement Section of the carrying Units activation. 4. with a number and colour of Attack Dice equal to the number of dice Stored in the Fissure Generator. Thousands of small generators are used all over the world for industrial and even domestic purposes. the fissure generator holds within it a sealed gateway to unimaginable power. 5 or 6 the opposing Unit gains a Feedback Marker. • • On the roll of a 3. the Generator activates as normal. and the Feedback Marker is removed. the Generator CANNOT be activated. For example. powering furnaces and stoves. The controlling Commander can choose one opposing Unit within 8” carrying a generator and attempt to disrupt it. roll 1D6: E Armoured Clash 52 Copyright © Spartan Games 2013 E Q . On the roll of a 1 or 2 the Generator erupts in a great corona of energy! All Battalions with one or more models within 8” are the target of a Ranged Attack. the Unit carrying the Fissure Generator is removed from the Game Board.

5 or 6 the target Battalion is Marked. The mimicked generator can be used until the Unit with the Mimic Generator is destroyed or mimics another generator. Each time a Unit with a Pulse Generator is Activated it gains 2 Pulse Dice. One opposing Battalion with at least one model within 8” of the model carrying the generator must take a Command Test. roll 1D6: • • On the roll of a 3. If a Unit carrying a Pulse Generator is destroyed. and doing so reduces its Pulse Dice total to zero. the Kinetic Generator was invented by a steam-car racing team in the Federated States of America. However. Roll 1D6 and move the Unit directly forward a number of inches equal to the distance rolled. known as the Tesla Generator. A Tesla Generator cannot be used to target a Battalion that already has one or more Disorder Markers. a Unit with a Kinetic Generator make a Kinetic Boost. Resolve the effects as if the Generator had just been unleashed. A Pulse Generator builds up energy that can be unleashed in an atomic surge. A Generator cannot accumulate more than 10 Pulse Dice. but it can hold these 10 Pulse Dice until the point at which the Generator is used. found its way onto the battlefield. SUPPORT GENERATORS KINETIC GENERATOR Often considered mundane compared to other. if appropriate. despite their great utility such machines sometimes caused irritating disturbances in nearby electrical devices. A Target Painter Generator may be activated at the end of the Unit carrying it has completed all of its Move Actions for the activation. The target Unit does not lose the use of a mimicked Generator.The mimicked Generator can be used by the Unit with the Mimic Generator in the same activation that it was mimicked. and the Unit is removed from the game board. but only using half the stored number of Dice. Nikola Tesla. Roll 1D6. with a number of Red Attack Dice equal to the Pulse Dice total. and by the mid 1850’s a functional weapon. TESLA GENERATOR The father of modern science. The Kinetic Generator can provide short bursts of supercharged horsepower to any size of steam engine. The Target Painter Generator has a 360 Degree arc of fire and can target one enemy Battalion within the Range and Line of Sight of the Generator. the target Battalion gains one Disorder Marker. When a Pulse Generator is unleashed a separate Ranged Attack is made against every Battalion with at least one Unit within 8” (including friendly and allied models). more scientifically advanced generators. E Armoured Clash 53 Copyright © Spartan Games 2013 E Q . The cause of this nascence was soon isolated. gunners wearing spectacles with special lenses can see the target perfectly outlined by the reflections of the rays off the target. If the Command Test is failed. on a roll of a 4. A Tesla Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. A Unit can unleash its accumulate Pulse Dice instead of making any Ranged Attacks. Any Ranged Attacks against a marked Battalion receive a +1 ‘to hit’ bonus on their Attack Dice rolls. A Pulse Generator may be activated after the Unit carrying the generator has completed all of its Move Actions for the activation. Multiple instances of a Target Painter Generator do not have a cumulative effect. After making its normal Move Actions. On the roll of a 1 or 2 the Generator immediately discharges. The effects of a Pulse Generator DO NOT affect the Unit carrying the Generator. Whilst these rays are being projected. requiring two successes. created the first practical natural medium energy transmitter device during the early 1830s. PULSE GENERATOR The Pulse Generator uses the pent up power of unstable isotopes of uranium to create an explosion of atomic energy. TARGET PAINTER GENERATOR (range) The Target Painter generator projects rays of energy onto the enemy. 4. 5 or 6 northing happens. The target Battalion remains marked until the End Phase of the current Turn.

and is removed from the Game Board. allowing for the near instantaneous transportation of matter from one place to another. Choose one friendly Formation. Through localised fissure technology they can make the effects of their largest and most delicate Generators felt across wide areas of the battlefield. 5 or 6 the target Battalion is Teleported. A Battalion with a Dilation Field Marker may lower the Attack Dice of all incoming Ranged Attacks by one Colour Level. On the Roll of a 4. On the Roll of a 2 or 3 nothing happens. E Armoured Clash 54 Copyright © Spartan Games 2013 E Q . Roll 1D6: • • • On the Roll of a 1 the target Battalion is Trapped. to the operators’ own ends. Although the principles on which it functions are largely unknown. Multiple Dilation Field Generators do not have a cumulative effect. Whenever a Unit within the same Formation as a Unit carrying a Node Generator uses a Generator. TELEPORT GENERATOR The Teleport Generator is perhaps one of the most marvellous advances in science in our time. A Teleported Battalion is removed from the Game Board and immediately placed anywhere with all Units entirely within 32” of the Unit carrying the generator. they may choose to measure Range and/or Line of Sight from the Unit with the Node Generator instead. apparently a distortion in the fabric of the universe that disrupts anything that attempts to pass through it. A Trapped Battalion is lost in time and space. All Dilation Field Markers are removed during the End Phase of the turn. The Time Flow Generator may be activated at any point during the activation of the Unit carrying the generator.NODE GENERATOR Using their mysterious ability to bend time and space to their will. The Unit with a Teleport Generator that has Trapped a model cannot use any other Generators until the Trapped Battalion has been returned to the Game Board. The Time Dilation Generator contains a Dilation Field Generator. A model with a Time Dilation Generator can only use one of these Generators in any Activation. The Dilation Field Generator may be activated at any point during the activation of the Unit carrying the generator. It is then returned to the Game Board as if it had been Teleported the next time the Teleport Generator is activated. a Teleport Generator and a Time Flow Generator. One friendly Battalion with at least one model within 8” of the model carrying the generator may make a teleport attempt. All Battalions within that Formation with at least one model within 8” of the Unit carrying the Time Flow Generator may add 2” to both of their Movement Values until the End Phase of the current Turn. DILATION FIELD GENERATOR The Dilation Field is a strange phenomenon. One friendly Battalion with at least one Unit within 8” of the Unit carrying the generator gains a Dilation Field Marker. The Teleport Generator may be activated at any point during the activation of the Unit carrying the generator. Covenant Scientists have created the ‘Node Generator’. TIME DILATION GENERATOR The time dilation generator appears to be able to bend time and space itself. it appears to create a ‘bubble’ in which time flows at a different rate to the area outside of it. TIME FLOW GENERATOR The Time Flow Generator is possessed only by the strange forces of the Covenant of Antarctica. for the cost of 1 Command Point.

The Unit with For the Cause may take a Command Ability Test at any point during the Movement Segment of its Activation. Within moments of this information being entered. these assets can greatly assist in deciding the outcome of a battle. practicing them again and again until they can be carried out with a single word from their commander. The Game Card can only be used to affect Battalions in the same Formation as the Unit with the Special Manoeuvre Command Ability. If the Command Ability Test is failed there is no effect. If the Command Ability Test is failed there is no effect. If the Command Ability Test is passed. The Unit with Targeting Calculator takes a Command Ability Test.CommAnd AbIlItIes & Assets COMMAND ABILITIES In battle some fortunate commanders are able to call upon their Command Abilities to help spur the forces under their command on to victory. This card may be turned over and played at any valid point during the turn without paying its Command Point Cost. regardless of the odds stacked against them. Targeting Calculator (Command Test: 3)(Command Point Cost: 1) A targeting calculator is a large machine of whirring cogs and gleaming brass. This may not be used to move a Unit into terrain that they would otherwise consider Impassable. infinitely faster and more accurately than even the most gifted mathematician could achieve. If the Command Ability Test is passed. a Disorder Marker may be removed from one Battalion within the Command Distance of the Unit with the Command Ability. the distance to the target. For the Cause! (Command Test: 2)( Command Point Cost: 1) Whether it be For the Queen. If a friendly Battalion that has not made any Move Actions and is within the Command Distance of a Unit with the Targeting Calculator Command Ability makes a Ranged Attack. Special Manoeuvre (Command Test: 2)( Command Point Cost: 0) Before battle some commanders ferociously drill the men under their command in special manoeuvres. all necessary calculations will have been carried out. Dug-In Eyes Behind the Lines Fortified Structures Forward Planning Intelligence Gathered Preliminary Bombardment Pre-Plotted Bombardment Zone Radio Relay Reserve Formation Structure Undermined ASSET POINTS +30 Points +10 Points +20 Points +20 Points +20 Points +40 Points +20 Points +10 Points +20 Points +30 Points COST E Armoured Clash 55 Copyright © Spartan Games 2013 E Q . the wind speed and direction. some commanders are able to make great. The Points Cost for the desired ability (see below) is added to the Points Cost of the Command Unit purchasing it. A Unit with the On to Glory! Command Ability may attempt to allow a friendly Battalion to make a bonus Movement action. The number of successes required is lowered by 1 if the model with Targeting Calculator has Line of Sight to the target. If the Game Card is not used it is discarded in the End Phase of the turn. the Commander controlling the Unit may place the Game Card from their hand face down on the Game Board. If the Command Ability Test is failed the firing Battalion must lower the Colour Level of all of the Attack Dice contributing to the Ranged Attack by ONE. On to Glory! (Command Test: 2) (Command Point Cost: 1) A Commander’s well-chosen words can often spur men and their machines to operate far above their usual capacity. The Unit with Special Manoeuvre may take a Command Ability Test requiring a number of successes equal to the Command Point Cost of the Game Card at the beginning of its activation before making any other Actions. A team of gunnery officers set the dials of the calculator with the various variables that must be calculated for effective gunnery. ASSETS Other than the forces directly under their command. Using their innate charm and charisma. For the Republic or For the Tsar. they may choose to make a Targeting Calculator Ranged Attack instead. Ranging from invisible spies and saboteurs to the mightiest guns of the fleet.PArt 18 . and so on. they should take an Opposed Command Test to determine the order in which they are resolved. If the Command Ability Test is passed the firing Battalion may raise the Colour Level of all of the Attack Dice contributing to the Ranged Attack by one. ignoring the effects of any terrain. If the Command Ability Test is passed. the angles and positions of the guns. The Unit with On to Glory! May take a Command Ability Test at the any point during the Movement Segment of its Activation. one Friendly Battalion may be moved up to 4” in any direction. • • • A Unit with the For the Cause Command Ability may attempt to remove a Disorder Marker from a friendly Battalion. inspiring speeches to their men at pivotal points of a battle. Most Command Units are able to select a Command Ability from the list below during force building. Command Ability Points Costs Targeting Calculator For the Cause! Special Manoeuvre On to Glory! +20 Points +10 Points +10 Points +20 Points A Unit with the Special Manoeuvre Command Ability may attempt to play any Game Card (other than a Turn Card) without paying any Command Points. Important Note: If Commanders choose Assets that need to be resolved at the same time. such heartfelt pleas can inspire them on to face the rigours of battle undeterred. If the Command Ability Test is failed there is no effect. officers can call upon further military assets to help bring about victory.

a commander can keep back a handful of battalions in reserve. but before the First Turn. A wide tunnel is dug below the length of the structure. and simply lay in wait for the enemy to stray too near these positions before calling in the full power of the artillery upon them. Eyes Behind the Lines Information provided by spies or recently captured prisoners can provide a great deal of information on the enemies battle-plan. after the battle is already in full swing. The Rules for Reserves can be found on Page 14. rolling 7 successes. After Deployment declare one Large or Massive Unit to be Dug-In. they can plot out landmarks on the battlefield before a battle even commences. For days. but before either Commander has deployed any Regiments. the Commander secretly records a grid reference for a point on the Game Board. Reserve Formation Rather than committing the entirety of their force from the offset.Dug-In Commanders sometimes call upon the great earth movers of the engineering corps to build dug-outs for their tanks if they know that they will be on the defensive. but before Commanders have deployed any Formations. and when the time is ready all supports used in the mining are removed or set ablaze. At any point during the game the Commander may reveal the position of the Zone. After Terrain and Objectives have been placed. Engineers sometimes move a radio set to a secure location before battle in order to keep in touch with the smaller units of their force without need to rely on signal flags or runners. the Commander may declare one Built-up Area within their Deployment Zone to be a Radio Relay. the Commander who has purchased the Structure Undermined Asset must secretly record one Built-up Area Peice of Terrain as having been Undermined. the Commander takes a Command Test on black Dice. any opposing Battalions with a Unit within the Zone receive one Positive Spotting Marker until they leave the Zone. Any Small. The Commander now takes a Command Test in view of their opponent and records the number of successes. using the left hand corner of their Game Board Edge as (0”. For each success. multiplied by 2. enough to Destroy three Walze Tanks Units. the Commander MUST reveal the Asset. Ironclad or Infantry Type models gain an additional +1 Cover Bonus whilst within this Built-Area. however the Commander reveals the Structure Undermined Asset and rolls 4 Blue Attack Dice against them instead. Any one Formation may be held in Reserve. rather than being Deployed during Game Set-Up. destroying communication and logistical lines and afflicting men with sleeplessness and anxiety. Fortifying buildings with sandbags. 38”) would lie 22” up and 38” across. until this Unit moves for the first time. and of the enemies forces. E Armoured Clash 56 Copyright © Spartan Games 2013 E Q . This piece of Terrain CANNOT be within the opponent’s Deployment Zone. Radio Relay Radio sets that can communicate over anything but the shortest of distances are large. 0”). the Commander may move one Objective up to 1D6” in any direction. Pre-Plotted Bombardment zone Spotters can be sent forward on horseback in the days or hours leading up to a major engagement. Any successes from the Shield Dice are now added to the number of successes on the Attack Dice. if relevant. After both forces have Deployed. then selects the resulting number of opposing Battalions to take an immediate Disorder Check. but before the First Turn. After both forces have Deployed. The introduction of steam-powered engineering equipment has seen this technique become more popular than ever before on the modern battlefield. but before either Commander has deployed any models. Forward Planning Lengthy planning meetings between a general and his closest staff can often make all the difference in the build-up to a major battle. For example. unwieldy things that can only be made mobile if mounted in a large fighting machine of some kind. Structure Undermined The undermining of structures is a tactic that has been in use for centuries to weaken and destroy fortifications. From this point onward. Any Small. This brings their total successes to 9. After Terrain and Objectives have been placed. or make-up of any Reserve Formations. Ironclad or Infantry Type Battalions that occupy the buildup area gain the HQ (1) MAR. As this enough to destroy two Units. fresh and ready wherever they are needed most. before making a major push. barricading doorways. If at any point a Battalion attempts to use the Cover Bonus of the Builtup Area that has been Undermined. the Commander may declare one Built-up Area within their Deployment Zone to be Fortified. the opponent would normally roll 4 Blue Shield Dice. this artillery can be used to pound the enemy lines. Immediately after the opponent has finished Deploying their forces. point (22”.but they DO NOT reveal the secret location of any Asset. After Terrain and Objectives have been placed. barricading the streets and setting up gun pits soon make even a small collection of buildings a fine shelter from the enemy. If more than one Commander selects this Asset they cannot both move the same Objective. After Terrain and Objectives have been placed. it gains the Ground Clamps MAR. This leaves the structure above unwittingly waiting to collapse into the vacuum of the ground below it. Intelligence Gathered Sending out an aeroplane with a photographer aboard can give a commander a great deal of valuable knowledge about the lay of the land. Fortified Structures In a very short space of time any built-up area can be turned into an improvised fortress. This number. is the radius in inches of the Pre-Plotted Bombardment Zone. For example. or railway guns dozens of miles behind front lines. the Commander taking the test may redeploy a Battalion anywhere within their Deployment Zone. a Commander targets a Battalion of Walze Class Small Tanks sheltering in a Built-up Area of Medium Buildings. This done. but before either Commander has deployed any models. but before either Commander has deployed any models. matching the lay of the land to the various maps and charts in their position. ready to engage the enemy. After Terrain and Objectives have been placed. Preliminary Bombardment Commanders sometimes liaise with other arms of the military to bring in long range firepower from warships at sea. the opposing Commander must list all the Assets they have purchased . the Commander rolls 1D3.

Commanders construct their forces using their standard Force composition tables. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain piece and place it anywhere on the Game Board. each determined to achieve their objectives. until all the pieces have been placed. The Commander who has scored the most Victory Points is the Winner.Flank Attack Two advancing forces clash.stArter sCenArIos 1-2 SCENARIO 1 . SCENARIO 2 . The other Commander Deploys directly opposite. Commanders construct their forces using their standard force composition tables.Encounter Your Brigade reaches the battlefield and deploys for the coming engagement. FIRST TURN Both Commanders begin their Turns. you must set out your battle plan and prepare yourself for the most violent of encounters. FORCES Commanders must agree on a MFV for the forces before the game. The enemy forces face you across the plain. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. following the standard Turn sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely. Soon a whirling battle develops as your reserves arrive on the flanks and are thrown into the fray. The other Commander Deploys directly opposite. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain piece and place it anywhere on the Game Board. until all the pieces have been placed. FIRST TURN Both Commanders begin their Turns. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. following the Standard Turn Sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely. FORCES Commanders must agree on a Maximum Force Value (MFV) for their forces before the game. E Armoured Clash 57 Copyright © Spartan Games 2013 E Q .

a Commander gains 3 Victory Points for each Objective they have Captured at the end of the game. Be on your guard and use your Reconnaissance units well.stArter sCenArIos 3-4 SCENARIO 3 . the winner gets to decide which Commander will be the Defender. OBJECTIVES Both Commanders place one Strategic Objective (Defender first) in the area indicated on the map. Once the Battalion has done this it may be removed from the board in the End Phase of the current Turn. DEPLOYMENT The Attacker deploys their full army. FORCES Before constructing their army lists Commanders must make an Opposed Command Test. but the heroism of the outnumbered force is never forgotten. Commanders must agree on a maximum points value for the forces before the game. The Defender gains double Victory Points for every enemy Battalion that they Destroy entirely. These desperate battles can often alter the outcome of entire battles. “Escaped” In order for a Battalion to count as “escaped” it must move into and remain in contact with the indicated Game board edge. Commanders then take it in turns to place any remaining Terrain pieces. Commanders construct their forces using their standard Force composition tables. Commanders then take it in turns to place the remaining Terrain.hold The Line There comes a time in every Commander’s career when they must dig in and prepare to repel a massive enemy assault . FIRST TURN The Attacker Starts the game with the Initiative and goes first. the winner gets to decide which Commander will be the Defender. Commanders construct their forces using their standard Force composition tables. Additionally. DEPLOYMENT The defender deploys half of their Formations and places the remainder in Reserve. Your route is hazardous with plenty of points an Enemy could prepare an ambush. and Victory Points for every enemy Battalion that they Destroy entirely. TERRAIN The Defender gets to place the first piece of terrain. Commanders must agree on a maximum point’s value for the forces before the game. FIRST TURN The Attacker Starts the game with the Initiative and goes first.Breakout You have been ordered to bring your Army to a mustering point in preparation for a coming advance. SCENARIO 4 . FORCES Before constructing their army lists Commanders must make an Opposed Command Test. VICTORY CONDITIONS The Attacker gains Victory Points for every Battalion that “Escapes”.often these encounters are lost. TERRAIN The Defender gets to place the first piece of Terrain. VICTORY CONDITIONS At the end of Turn 6 the Commander score Victory Points for each Battalion they have inside the Defenders Deployment zone. These Objectives must be at least 12” apart. The Defender then deploys half of their Formations and places the remainder in Reserve. E Armoured Clash 58 Copyright © Spartan Games 2013 E Q . The Attacker then deploys their full army.

A Commander who is able to capture and hold on these resources will be a step closer to winning the war. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy their forces. Commanders construct their forces using their standard Force composition tables. Once the amount of Objectives has been decided Commanders make an Opposed Command Roll. FIRST TURN Both Commanders begin their Turns. 5. The other Commander Deploys directly opposite. FIRST TURN Both Commanders begin their Turns. When eligible for Deployment the reserve Regiments must roll 1D6. 2. the winner of which gets to deploy the first Objective. They may be placed anywhere outside of the Deployment Zones but may not be placed within 12” of each other or within 8” of the board edge. on a 4. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain Piece and place it anywhere on the Game Board. Commanders construct their forces using their standard Force composition tables. until all the pieces have been placed. OBJECTIVES The game will use D3+1 Objectives. Which really does help with those promotions! FORCES Commanders must agree on a maximum point’s value for the forces before the game.stArter sCenArIos 5-6 SCENARIO 5 . RESERVES Regiments placed in Reserve follow all Standard rules for Reserves found on Page 14. On a roll of 1. and 3 Victory Points for any Objectives they have currently Captured. Your forces are still moving into position as each Commander tries to gain the upper hand. TERRAIN Starting with the winner of an Opposed Command Test Commanders take turns to choose a Terrain Piece and place it anywhere on the Game Board. following the standard Turn sequence. Can your lead units hold out until your re-enforcements arrive? SCENARIO 6 . FORCES Commanders must agree on a maximum point’s value for the forces before the game.Take and hold Fighting always intensifies around areas of tactical importance and those areas that are high in military resources. VICTORY CONDITIONS At the end of Turn 6 the Commander gain Victory Points for each enemy Battalion they have Destroyed entirely. Commanders start the game with only TWO Regiments. the remainder are placed in Reserve. E Armoured Clash 59 Copyright © Spartan Games 2013 E Q . NO terrain piece may be place in either Commanders’ Deployment Zones or within 12” of another piece of Terrain. DEPLOYMENT The winner of an Opposed Command Test decides which side of the table to deploy his forces. following the Standard Turn Sequence VICTORY CONDITIONS At the end of Turn 6 the Commanders add up Victory Points for each enemy Battalion they have destroyed entirely. Commanders then take it in turns to Deploy their remaining Regiments in either of their Deployment Zones.Meeting Engagement Your Reconnaissance units have unexpectedly come across the enemy and you are drawn into combat. They then Deploy their first Regiment in either the Left or Right flank Deployment Zones. 6 they deploy in the right flank Deployment Zone. 3 the unit deploys in the left flank Deployment Zone. until all the pieces have been placed.

Copyright © Spartan Games 2013 E Armoured Clash 60 Copyright © Spartan Games 2013 E Q .GAme mArKers Armoured Clash Games Markers are to be printed out for personal use only.

GAme mArKers Armoured Clash Games Markers are to be printed out for personal use only. Copyright © Spartan Games 2013 E Armoured Clash 61 Copyright © Spartan Games 2013 E Q .

Regimental HQs .Reaction Cards .Opposed Command Tests Command Units Company Strength G Game Size Game Cards . 29 7 7 7.Making Bombing Attacks Break Tests .Underground I Infantry Tokens Initiative J K L Line of Sight .‘Flying High’ Force Building .Disorder Check Results Drillers .Flying .Card Tactics .Optional: Blind Army Selection Fortifications 28 29 5. 27 29 36 E F End Phase Flyers 23.Armoured Clash Index A Aeroplane Tokens Anti-Aeroplane Ack Ack Fire Arcs of Fire Activation Cards . 15 16 16 15. 29 42 22 C Coherency Collisions Command Abilities .‘to hit’ Modifiers Bombardments Bombing .Order of March Assets 43. 38 14 14 5 5 5 5 25.Using Game Cards h D Damaging Embarked Units Damaging Mixed Battalions Deploying Forces Deployment Edge Dice . 26 26 25.Line of Sight Over Units & Terrain . 26 16 26 24 22 22 6.Buying Assets .Taking Opposed Command Tests .Brigade Diagram .Allied Formations .Disorder Check Command Tests .Additions .39 B Boarding Assaults . 44 44 7 22 22 17 37 37.Improving Command Tests .Points Values .Re-Drawing Game Cards .Anti-Boarding Ack Ack .Disorder Check Modifiers .Command Point Generation Command Tests . 25. 34 31. 13.Boarding Assault Damage . 22 12 7 7.D6 .Buying Command Abilities .Assault Point Dice pool .Specific Formations . 38 37 38 37 31.Mixed Line of Sight 31. 26 27 6 24 42 43 33.Taking Command Tests . 32 32 32 E Armoured Clash 62 Copyright © Spartan Games 2013 E Q .Changing Dice Colours Disorder .Ground .Turn Cards .Buying Command Abilities .Flying High .Flyer Movement . 34.Rolling Dice . 36 36 39 25 30 24.Ranged Attacks against Drillers Height Levels .Drawing Game Cards .Choosing Battalions . 16 15 17 16 16 17 16 15 13 44 13 12 12 12 12 39 12. 38 26 26 26.Driller Movement .D3 .Command Ability Tests Command Distance Command Points .Army Lists .

Objective Difficulty Multiplier .Flyer Movement .Weapon Statistics .Full Steam Ahead Move Action .Measuring Range .Invalid Targets .Victory Points 40 40.Line of Sight .Objective Exceptions .Cover Bonus .Standard Move Action 6 11 28 28 28 30 28 Spotting Massive Targets Spotting Effectiveness Spotting Bonuses and Penalties Statistics . 36 36 32 34. 32.Movement Penalty .Attack Dice pool .M Measuring Model Assigned Rules MARs Movement . 37 42. 20 13 22 Q R Ramming Ranged Attacks .Terrain: Additional Rules .Unit Statistics .Unclaimed Objectives .Defensive Fire 30 33 31 31.Margin of Victory . 41 40.Ranged Attack Damage Range Bands Regroup Reserves Rockets .Multiple Kill Ratings 35 35 35 10 10 11 34 T N O Objectives Optional Rules Blind Army Selection Critical Hits Outflanking 14 13 34 34 17 ‘To Hit’ P Points Values . 33. 33 33 34 33 6.Outflanking .‘To hit’ number Transports Terrain . 43 20 21 20 21 18 19.Capturing Objectives . 41 40 31 W X Y z Weapon Systems S Size Categories Spotting Spotting Command Test Spotting Command Test Modifiers E Armoured Clash 63 Copyright © Spartan Games 2013 E Q .Setting Up Terrain Turn Sequence 5.Strategic Objectives .Terrain Types .Terrain Table . 32 32.Cumbersome Movement . 33 25 14 31.Move Though Friendly Battalions .Field Objectives .Contesting Objectives . 35 35 35 U V Victory Conditions .Bogging Down . 41 41 41 41 41 40 40.‘to hit’ Modifiers .

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