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ADMIRAL EDITION

Primary Writers
Derek Sinclair
James Flack
Franco Sammarco

Rules Proofing Team Leaders


Ross MacKenzie
Jon Graef

Senior Testers
Michael Hetherington
John Smith
Damien Quinn
Mark Guz
and the D-Wars Online Beta Group
Photography:
Christopher Worth
Digital Sculpting
Christopher Peacey
Christopher Drew
Model Painting
Ben MacIntyre
Golem Studios
Book Layout
Neil Fawcett
Christopher Worth
Supplemental Typesetting
Richard Gale
Supplemental Artwork
Sally Taylor
The contents of this book are
Copyright Spartan Games 2014-2015.
All rights reserved.
January 2015 Digital Admiral Edition.
This digital edition is for personal use only and may not be
reproduced or distributed in part or in whole without the prior
written consent of Spartan Games.
We would like to thank our External Playtest Groups and our Online
Community for their invaluable feedback, all of which has contributed
to making DYSTOPIAN WARS 2.0 an even better game.
www.spartangames.co.uk

CONTENTS
DISORDER
Disorder Test Resolution 
Taking a Disorder Test
Disordered Squadrons
Rallying From Disorder!

SECTION A
GAME BASICS
What You Will Need To Play
General Principles of Dice
Types of Dice Roll
The Scrapyard
Range Bands
Measuring to Models 
Height Bands and Height Levels 
Anatomy of a Model Profile 
Statistic Details
The States of a Model

6
8
8
9
10
10
10
13
14
16

SQUADRONS
Mixed Squadrons 
18
Attachments18
Combat Patrols
19
Squadron Activation Order 
19

GAME SET-UP
Common Agreements
Building a Force List 
Summary of Force Contents 
Muster for War! 
Prepare to Engage! 
Engage! 

20
20
22
24
24
28

TACTICAL ACTION CARDS


Types of Tactical Action Card 
Building your TAC-Deck
TAC-Hand Size
Choosing the Cards in Your TAC-Hand 
Playing Tactical Action Cards 
TACs in Multi-Player Games 

30
30
30
32
32
33

40
41
41
41

SECTION C
COMMAND SEGMENT
Command Coherency
Command and Control 
Command Consolidation

44
44
44

MOVEMENT SEGMENT
Movement Declarations
Movement and Manoeuvre
Movement Consolidation
Special Movement Actions 

45
45
47
47

LINE OF SIGHT
Fire Arcs 
Weapon Mountings 
Obstructing Models and Terrain
In The Open, Partially Blocked, and Blocked 

52
54
54
55

FIRING SEGMENT
Declaring Attacks 
The Attack Sequence 
Firing Options
Weapons and Munitions
Other Weapons
Specialised Weapons 
Auxiliary Weapons 
Special Munitions 
Mines and Nodes 

58
60
63
66
67
68
71
72
74

BOARDING SEGMENT
SECTION B
ORDER OF PLAY
The Anatomy of a Game Turn 
The Pre-Turn Phase 
Activation Phase 
The End Phase

36
36
37
37

ATTACKS & DAMAGE


Types of Attack
Damage 
Applying Damage 
Critical Effects Without Suffering a Critical Hit 
Support Aircraft Damage 
Hull Points & Attack Dice 

38
38
38
39
39
39

Boarding Action Limitations 


Boarding Procedure 
Nominate Targets and Assault Groups 
Anti-Boarding Declarations
Anti-Boarding Fire 
Close Quarters Battle (CQB)
Crew Types
Determine the Victor!

76
76
76
77
77
78
79
79

END PHASE
Compulsory Actions 
Damage Repairs 
Persistent Damage 
Restore Order
End of Game
End Phase Consolidation 

84
84
84
85
85
85

SECTION D
What is a Model Assigned Rule (MAR)?
88
Generators96
Basic Terrain
104
Advanced Terrain 
110
Support Aircraft, Carriers, and Drone Launchers 
112
Robots120
Infantry123
Combat Patrols
126
Model Classifications 
127
National Commodore Rules 
132
Using Allied Battle Groups
134
Multi-Player Games 
137

SECTION E
Quick Reference
140
Game Markers
144
Templates145
Index146

General Mathias Corvinus Freiherr von Sturm,


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

INTRODUCTION

SECTION A1 GAME BASICS

WHAT YOU WILL NEED TO


PLAY
When playing Dystopian Wars you will require the
following:









Welcome, my name is Lord Barnabus Draynes Sturgeon
and I have the honour to be your guide throughout the pages
of this tome. For those who do not know me, I am custodian
of a new nation that we have elected to call the Covenant of
Antarctica.. My scientists and soldiers are embroiled in a world
conflict that is ripping nations apart, but I am ever confident that
science will prevail over the weaknesses of man. As you move
through these pages various characters from this world will help
reinforce key information for you. Enjoy your journey...
and welcome to the world of Dystopian Wars.

Models to represent the forces of the


Dystopian World!
A Tape Measure.
A Tabletop or other suitable gaming area.
Game Markers to identify the various effects
and conditions that can apply in the game.
Activation Markers to show players which
Squadrons have activated and which have not.
Templates such as the Large Explosion
Template, Random Determination
Template etc.
A good number of 6-sided Dice (about 30 or so
should do it!).
A Force List that shows the Squadrons and
infantry formations you are taking into battle.
A copy of the Force Book with the rules for
your Models.
A deck of Tactical Action Cards that allow
players to represent the important choices and
risks that many commanders face during their
campaigns.
. . . and a sense of Imagination and Wonder
helps too!

Models
Dystopian Wars uses high quality 1:1200 scale Models,
produced by Spartan Games. The Models are available
from www.spartangames.co.uk and many retailers.
Some Models, mainly Flying and Armoured, come
with bases. These are either separate or sometimes an
integral part of the Model.

DYSTOPIAN WARS 2.0 is designed to be a fun game that


can be played in just a couple of hours using a selection
of our finely detailed Models. The rules are perfect
for small-scale sorties into enemy territory, border
skirmishes involving thirty or so vessels a side, and
huge, history-defining battles that have the potential to
warp the very fabric of the known World.
The rules are also ideal for large multi-player
encounters, with players constantly involved in the
game, activating their groups of Models or reacting to
an enemy Activation.
So are you ready to take command of one of the
great nations in Dystopian Wars?
You can choose to defend your territories from
foreign incursion, or you can strike out with your forces
and conquer the world. The choice really is yours....

Important Note: Models that are supplied with a


base MUST be mounted upon it. This is important for
consistency regarding movement and ranges during play.

Measuring and Pre-Measuring

All measurement in Dystopian Wars is done in Inches,


and distances are often shown as X where X is the
number of inches being measured. A tape measure is
the easiest way to measure distances. If you dont have
access to a tape measure marked in inches, use the
conversion of:
1 Inch = 2.5cm

SECTION A1 GAME BASICS

Pre-Measuring is allowed at any time, for any


reason you like. This is a game of tactical skill, not a
game of who can estimate distances by eye the best!

The Tabletop
Dystopian Wars is played on a Tabletop and the easiest
way to make a Tabletop battlefield is to place a blue
or green cloth on the table, for sea or land battles
respectively. A stiff board painted blue on one side and
green on the other is perfect for both.
You will also want some Terrain. See Page 104 for
descriptions of Terrain types, and the Spartan Games
website for lots of tips on making Terrain.
Many clubs and other gaming venues will have boards
and terrain already prepared, which is much easier than
making your own!

Game Markers
In the tumult of combat anything is liable to happen
to your vessels: from crippling engine damage and
shredded defences to wild-fires or even simply losing
crew. To keep track of this damage, Game Markers
and Tokens are supplied with force boxes, and are
also available as PDF downloads from our website. See
Page 144 for a full list of Game Markers.

Large Effect Template


This 4" diameter Template is most commonly used
when Mines detonate, or when certain Generators
affect parts of the Tabletop.
Energy Template
This 2" diameter Template is most commonly used
when Energy Blast Weapons fire, or when a Portal
is created.
Small Effect Template
This 1.5" diameter Template is most commonly used
with Area Bombardment attacks.
Random Determination Template
This strange Template is used to allow players to
randomly determine in-game effects. Its use is explained
in the diagram below.
The use of Templates is fully explained in the
specific sections of the Rulebook that concern their
use. A sheet of Templates is included in the rulebook
on Page 145 and is also available from the Spartan
Games Website at www.spartangames.co.uk.

Activation Markers

In every Game Turn players get to Activate each of


their Squadrons in an alternating fashion, and as such
it can be difficult to remember of what has gone, and
what has yet to activate.
To help keep track of which Squadrons have acted
in a Game Turn, at the end of their Activation, place
an Activation Marker by the Squadron, to show
it cannot activate again this Game Turn. A Model or
Squadron that has not yet Activated in a Game Turn
and has no Activation Marker is considered Ready to
Activate.
There are also some rare circumstances in which a
Model can acquire an Activation Marker without having
been Activated, in which case it will not get to activate
at all that Game Turn! Activation Markers are supplied
in Battle Group Boxes, and on our website.

RANDOM DETERMINATION TEMPLATE


There are times in Dystopian Wars when you need
to move a Model completely randomly. So using this
Template and your trusty D6 you can randomly
determine where it lands on a gaming table!

Templates

Templates allow the game to execute in-game


effects that affect multiple Models within an area,
or allow complex gaming mechanics to be visually
explained for ease of play. The following Templates are
used in the game:

Simply place the Template over the centre of the model


with the 1 pointing forwards and roll a D6. The number
rolled will indicate the randomised direction.

SECTION A1 GAME BASICS

Pen and Paper

target number, especially when it is referring to a roll


not related directly to combat.
So, for example if a player were firing at a target
without modifiers, any dice roll would be commonly
referred to as causing a hit on a 4, 5, OR (RED) 6.

Players will need a pen and some paper so that they


may record their Victory Points scored during the
Activations of the game. This is important as it will
allow them to track how close they are to completing
their Orders: see Page 28 for more details.

Modifiers

There are many effects in Dystopian Wars that


modify the target number of a dice roll. These will be
commonly listed as a positive or negative modifier,
such as +1 or -1.
All modifiers are cumulative and are applied to
the Hit Number required on each die in the roll.
For example, you may have a +1 and -2 modifier
on the same shot, resulting in a final modifier of -1,
ensuring that a situation whereby a Model required a
To Hit Number of 4+ would instead require a To Hit
Number of 5+.
It is possible in some situations to have a single
roll using multiple dice that include different target
To Hit Numbers for different dice. These should be
rolled separately so that each target number can be
easily tracked, although the eventual number of Hits
generated as a result of the entire Dice Roll may be
a combination of results that are created by the
separate rolls.

GENERAL PRINCIPLES OF
DICE
Dice are a major part of playing Dystopian Wars.
They introduce an element of chance, and chance is
always fair: what was a lucky escape for you was an
unexpected disappointment for your opponent!
In Dystopian Wars we refer to two types of dice: D6
and D3.
A D6 is a standard six-sided die, as seen in many
board-games or games of chance.
To roll a D3, roll a D6, as normal, but read the result
of a 1 OR 2 on the die as if it had come up as a 1, a 3
OR 4 as a 2, and a 5 OR 6 as a 3.
Rolling of a Natural 1
Regardless of all modifiers, a roll of a 1 never hits.

Important Note: The physical number on the face of


a die (1, 4, 6 etc.) NEVER changes through modification,
only the To Hit Number required.

Rolling of a Natural 6
Regardless of all modifiers, a roll of a Natural 6
always results in a Hit, however the severity of the Hit
may be mitigated by other factors.

Needing 7s or More to Hit


If modifiers take the required To Hit Number to
7 or more, a (RED) 6 is still considered a Hit but all
dice used in the roll change from Exploding (RED)
to Heavy (BLUE). See below.

Important Note: A Natural 6 is when the dies face


shows a 6, rolling a 5 when you have a +1 modifier does
not make it into a Natural 6.

Initial Dice

TYPES OF DICE ROLL

There are many effects in the game that determine


the number of dice that are to be rolled. Whenever
we mention Initial Dice in this book, we are referring
to your total number of dice BEFORE adding any
extra dice from other sources or effects, such as the
Exploding Dice mechanic, described below.

Exploding Dice (RED D6)


Most dice rolls in Dystopian Wars will use the
Exploding Dice mechanic as a means of generating
Hits. If the target number listed for a successful roll is
listed as a (RED) 6, anywhere in the rules, you know
the Exploding Dice mechanic is in use.
This means that a roll of a SIX from any Exploding
Dice results in TWO successes, AND an additional
roll of the dice!
Additional rolls use the same Exploding Dice
mechanic, so they may result in even more additional
rolls, and so on.

To Hit Numbers and Dice Modifiers


Often in the rules a situation will occur where
the player needs a certain number To Hit. This
will commonly be described as X+, where X is
the minimum Hit Number required on the dice
roll. Unless otherwise stated, all To Hit Numbers
begin needing 4+ To Hit, using the Exploding Dice
mechanic.To Hit Numbers can also be referred to as a

SECTION A1 GAME BASICS

The Exploding Dice Mechanic works as follows:


1. Roll your Initial Dice.
2. Set aside all dice that resulted in a Hit and count
the total number of (RED) 6s that were rolled.
3. The Exploding Step: Roll an additional die for
each (RED) 6 that was rolled above. Repeat
the process in steps 2 and 3 until there are no
additional rolls to be made.
4. Count up the total number of hits from all dice
rolled. Each (RED) 6 counts as TWO Hits
instead of one.
In some rare circumstances, a special rule may modify
how many Exploding Dice you get from a (RED) 6,
allow numbers other than (RED) 6 to Explode, or
otherwise vary this common mechanism.

Heavy Dice (BLUE D6)


There will be occasions in-game where the rules
will note that a dice roll must use the Heavy Dice
mechanic. If the target number listed for a successful
roll is listed as a (BLUE) 6, anywhere in the rules, you
know the Heavy Dice mechanic is in use.
If the target number is listed as a (BLUE) 6, a
roll of SIX still results in TWO successes but NO
Exploding roll is permitted.

Basic Dice (BLACK D6)


There will be occasions in-game where the rules
will note that a dice roll must use the Basic Dice
mechanic. The use of this mechanic is kept for simple
dice rolls that do not use the Heavy or Exploding
dice mechanics. If the target number is listed as a
(BLACK) 6, neither the Heavy nor the Exploding
dice mechanic is to be used and a roll of a six results
only in ONE success with NO additional roll. For dice
examples see Page 10.

XD6 Rolls
In some parts of the rules you may be asked to roll a
number of dice in one go to give you a combined result,
normally when rolling on tables like the Critical Hit
Table. The term XD6 means rolling the number of
dice listed in the X using Basic Dice, and adding the
scores, or in some cases the number of hits, on these
dice together, to give a result.
Opposed Dice Tests
These are most often used when determining
important matters, such as the Game Turn Initiative.
The number of dice required to be rolled in an
Opposed Dice Test is normally two per player but

this may vary depending on circumstance. Both players


roll using the XD6 method and compare the results.
If two players roll the same result, they both re-roll all
their dice, and, unless otherwise specified, will apply
the same modifiers to the roll: a tie is not a possible
outcome.
Arguments Whilst we would never expect players
in Dystopian Wars to have arguments over rules or
situations that occur in the game, ambiguities may arise
that simply cannot be rectified without bringing the game
to a halt. If this does happen, we suggest both players take
an Opposed 2D6 Dice Test with the winner deciding upon
the course of action to be taken. The rules can then be
checked more thoroughly after the game!

Re-Rolls and Initial Dice


In many circumstances, a player may be permitted (or
even forced to) re-roll a certain number of dice from
their Initial Dice.This simply means you pick them up
and roll them again, discounting what had previously
been rolled! Multiple re-rolls are resolved in the order
they are declared.
The particular rule granting the re-roll will make
it clear when it can be used. If a rule simply says reroll the Initial Dice that means re-roll all the dice
BEFORE rolling any extra dice from sources such as
the Exploding Dice mechanic. Other rules specify
how many dice may be re-rolled.
A Re-rolled die may NEVER be re-rolled again under
any circumstances.

Rounding Up
If, for any reason, the rules state that a value is to
be reduced by HALF, the original number is always
Rounded Up to the nearest whole number.

THE SCRAPYARD
During the course of the rules, there will be many
references to something called the Scrapyard. Put
simply, this is an area next to the Tabletop where
Models that have been removed from play are placed.
Also kept inside the Scrapyard are any Tactical
Action Cards that have been used, and any other
Scrapped Model that has Victory Points attached to it.
The Scrapyard should be kept reasonably tidy to assist
both players in keeping a running score of their Victory
Points scored. Its also a good idea to keep paper and
pens in this area to record scored Victory Points.

SECTION A1 GAME BASICS

RANGE BANDS

DICE EXAMPLES:

Range is the distance, in inches, along which Line


of Sight is measured between the Firing weapon and
the target. There are FOUR Range Bands, each of
which is Eight Inches in length and follows on directly
from the Range Band before it. The Range Bands are
therefore:

Example 1: Player A has 6 Initial Dice to roll with a target


number of 4, 5, (RED) 6. The results of the roll are 1, 3, 4,
6, 6. Player A sets the 4, 6 and 6 aside, and then picks up and
rolls two additional dice one for each of his Exploding
(RED) 6 results.
The result of this second roll is 2, 6. Setting this 6 aside again,
Player A rolls another dice, scoring a 5. The final number of
successes are counted on all of the dice that Player A set
aside: 6, 6, 6, 4, 5.

0-8" (referred to as Range Band 1 or RB1)


8.1"-16" (referred to as Range Band 2 or RB2)
16.1"-24" (referred to as Range Band 3 or RB3)
24.1"-32" (referred to as Range Band 4 or RB4)

This results in 2 successes for each of the Exploding


(RED) 6, and one succcess each for the 4 and the 5; for a
final total of 8 successes.

This means that Range Band 4 (or 32") is the


theoretical Maximum Range, unless a Model
Assigned Rule or other caveat applies.
If the distance between the Firing weapon and its
target is 8" or less, then the target is in Range Band
1. If the distance is greater than 8", but not further
than 16", the target is in Range Band 2. The same then
follows for Range Band 3 and Range Band 4.

Example 2: Player B has 5 initial dice to roll with a target


number of 4, 5, (BLUE) 6.The roll has a -1 modifier applied
to it, so the target number becomes 5 or HEAVY (BLUE)
6. Player B rolls 1, 4, 4, 5, 6. This nets 1 success for the 5, and
2 successes for the Heavy (BLUE) 6, for a final total of 3
successes.
Example 3: Player A has 4 initial dice with a target number
of 4, 5, (BLACK) 6. This roll has two separate -1 modifiers
applied to it, so the target number is reduced to just a
(BLACK) 6. Rolling a 1, 3, 5, (BLACK) 6, Player A scores
only a single success.

MEASURING TO MODELS
You will often have to measure to Models, such as
when determining what range a weapon is at.
When measuring to a Model, you always measure
to the nearest point of a Model, unless otherwise
specified. If a Model is on a base, the area of the base
represents the Model, so you measure to the base.

ROUNDING UP:
Example 4: A Linked Dice Pool numbering 13 Attack Dice
(AD) is halved, taking the number to 6.5. This is Rounded
Up to 7 Attack Dice (AD).

HEIGHT BANDS AND HEIGHT


LEVELS

Custodian-Commander
Lord Argyle of Ross

In Dystopian Wars, Models can navigate across the


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

10

SECTION A1 GAME BASICS

Aerial

Diving

This Height Band refers to the part of the game


where Models exist in the air. The Models that inhabit
this band will most commonly be referred to as Flyers
by players.
The Aerial Height Band is subdivided into three
different Height Levels that stack on top of each other:

This Height Band refers to the part of the game


where Models exist either beneath the waves of the
ocean or burrowing under the ground.The Models that
inhabit this band will most commonly be referred to as
or Drilling Models by many players.
The Diving Height Band is subdivided into two
different Height Levels that stack on top of each other:

Stratospheric
This Height Level is as close to the edge of the
Earths upper atmosphere as it is possible to get! Only
Models with the Stratospheric Flyer Model Assigned
Rule can occupy this Height Level.

Submerged
This Height Level is reserved for Models capable
of lurking just beneath the waves or by burrowing
beneath the ground.

Obscured
This Height Level represents an altitude that
encompasses clouds, where Models can exist in relative
safety from surface-level gunnery attacks.

Deep Diving
This Height Level is as deep in the ocean as it is
possible to get! Only Models with the Deep Diving
Model Assigned Rule can occupy this Height Level.

Flying
This Height Level should be considered the Ground
Attack level where Flyers engage Surface Models with
their weapons, firing at optimum efficiency. It is also
the only Height Level available to Support Aircraft
Squadrons (SAS) see Page 112.

The Height Band/Level diagram on the next page


illustrates the Height Levels that exist within the game.
As a general rule Aerial Models inhabit the Aerial
Height Band, and all Naval or Armoured Models inhabit
the Surface Height Band. Diving or Drilling Models
inhabit the Surface Height Band OR the Diving Height
Bands as desired; see Changing Height Levels on
Page 45.
The Height Band and Height Levels a Model
occupies, especially relative to another Model, can be
very important when determining To Hit Numbers
and modifiers.

Surface
This Height Band refers to the area of the game
where the majority of Models exist. Be it Battleships,
Tanks, Surface Skimmers or Infantry, they all move and
operate at this Height Band.
The Surface Height Band is subdivided into two
different Height Levels that operate parallel to each
other:
Water
The Water Surface Height Level allows ships to
move, shoot and execute Boarding Actions against
their targets. Models with Naval designation are most
likely to be found operating at this Height Level.

Important Note: All range in Dystopian Wars is


measured horizontally between each Models base (or
footprint), regardless of any Height Band or Height
Level differences between the Models.

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

11

SECTION A1 GAME BASICS

HEIGHT BAND

HEIGHT LEVEL

OCCUPIED BY:

Aerial

Stratospheric
Obscured
Flying

Aerial Models
Aerial Models
Aerial Models and Support Aircraft Squadron (SAS)

Surface

Water or Land

Naval and Armoured Models

Diving

Submerged
Deep Diving

Diving and Burrowing Models


Diving Models

12

SECTION A1 GAME BASICS

ANATOMY OF A MODEL PROFILE


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

KAISER KARL Heavy Battleship

RANGE BAND

Main Turret (P)

11

DR

CR

Mv

HP

P/S Broadsides (S)

11

7"

Heavy Speerschleuder (S)

10

AP

AA

CC

IR

Aft Tesla Coils (S)

11

Points Cost: 220

LARGE NAVAL CAPITAL MODEL


Minimum Move: 2"

Squadron Size: 1 Model

Turning Template: Large

Crew Type: Regular

Turn Limit: 0"


Model Assigned Rules (MARs):
Rugged Construction (2), Specialised Defences (2)
Options and Upgrades:

This Model has an Internal Shield (2) Generator.


This Model may replace ONE of its Turrets with an External Calcification (12")
OR External Tesla (8") Generator for no additional cost.

This Model may change its Crew Type from Regular to Elite for +15 points

Weapon Arcs

TWO Main Turrets (P) have a 270 degree Fore Arc of Fire.

ONE Main Turret (P) has a 270 degree Aft Arc of Fire.

The P/S Broadsides (S) have a Broadside Arc of Fire.

ONE Heavy Speerschleuder (S) has a 270 degree Fore Arc of Fire.

The Aft Tesla Coils (S) have a 90 degree Aft Arc of Fire.

13

SECTION A1 GAME BASICS

The followFing is a more detailed explanation of the


elements that make up a Models Profile.

the Critical Hit Table. Some very small Models have


no CR, only DR. These puny Models are most often
obliterated when they take any Damage!

MODEL FUNDAMENTALS

Mv

Flag
These tell you which nation the Model belongs
to. Some nations may lend some of their units to
particularly close allies.

HP

The Movement (Mv) value of the Model in inches.


This is the maximum distance the Model can normally
move in an Activation.

Model Title

The number of Hull Points (HP) the Model has. If a


Model loses all of its Hull Points, it is Scrapped. The
number of HP on a vessel can range from as little as 1
for some Tiny Models to a staggering 12 or more on
some of the truly Massive Models.

Points

SUPPORT STATS

Model Name

The name of the Model, in this case a Kaiser Karl.


The type of Model, in this case a Heavy Battleship.

The initial points cost of the Model, before you add


any upgrades.

Crew Type
The quality of the crew on board the vessel. These
have a major impact when the ship is involved in a
Boarding Action.

Weapon Name

The Name of the weapon. The name is important,


as certain weapons have special rules attached to them.
In the case of Gunnery weapons, the name will be
followed by a (P), (S) or (T), denoting a Primary,
Secondary or Tertiary weapons respectively.

Profile Attack Dice

These numbers are the Attack Dice a weapon has


in a given Range Band (RB). If a weapon has a dash
(-) that means it cannot attack at this Range Band.

MAJOR STRUCTURE STATS

AP

The number of Assault Points (AP) a Model has.


This represents the quantity of the Marines on board
a ship, and is used both to defend the Model from
boarding, and to launch Boarding Actions.

AA

The Ack Ack (AA) value of the vessel. AA is a


weapon system used to attack or defend against
Aerial Models and clear Airburst Mines, shoot down
incoming Rockets, and defend against Aggressive
Boarding Actions.

CC

The Concussion Charges (CC) value of the


Model. CC is a weapon system used to attack Diving
and Burrowing Models, defend against Torpedoes,
clear Surface Mines and defend against Aggressive
Boarding Actions by Models from below the
Surface.

IR

DR

The Models Damage Rating (DR) is its ability to


ignore light damage. An attack that equals or exceeds
the Models DR, but not its CR, will remove a Hull
Point (HP) from the Model.

CR

The Models Critical Rating (CR) is its ability to


ignore heavier, more debilitating damage. An attack that
equals or exceeds the Models CR causes Critical Hit
to a Model. This normally results in the Model losing
TWO Hull Points (HP) and the enemy rolling on

14

The Impact Rating (IR) of the Model. This is used


when a Model is involved in a Collision or when a
Model elects to execute a Ram.

GENERAL STATS
Model Classification

The Classification of the Model (in this case Large


Naval Capital). This tells you about what size the
Model is, which Height Levels and surface it exists
on, and many other important aspects of how the

SECTION A1 GAME BASICS

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


Model Classifications.

Minimum Move

This is the Minimum distance a Model must move


in a straight line before the Model may execute any
Turns.

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

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

Squadron Size
The number of these Models that you may have in a
single Squadron. Some Models, such as Escorts, may
have a Squadron size of Attachment Only. They
can only be bought as an Attachment in the numbers
noted in the bracket for another Squadron, and may
not be bought on their own, unless a specific condition
or Model Assigned Rule applies. See Page 18 for more
on Attachments.
Other Models have a Squadron Size of Squadron
Support Only. They are deployed by a Squadron
with the Squadron Support Model Assigned Rule, and
may not be deployed on their own unless a specific
condition applies.

Model Assigned Rules

This section lists the Model Assigned Rules (MARs)


that apply to the Model. See Page 88 for more on
Model Assigned Rules.

When designing the most deadliest of weapons it is always


important to understand exactly where the weapon can fire,
explains Lord Leonidas, chief scientist for the Covenant of
Antarcticas Advanced Weaponry Division.
It greatly helps a Commander to learn their weapon systems,
understand what they can and, perhaps more importantly,
cannot do.These machines of war are truly destructive, but they
all have their inherent limitations.

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

15

SECTION A1 GAME BASICS

Weaponry Arcs

These are the Fire Arcs of the various weapons on


the Model. In some cases, it will also list how many
of a given weapon a Model has. If no number is given,
it is always ONE weapon irrespective of how many
weapon systems appear to be on the Model.

THE STATES OF A MODEL


A Model can exist in a number of States: Ready to
Activate, Activated, or Lost.

Ready to Activate

Lost
Models that enter this State may NEVER leave it: they
are effectively wrecked hulks/ghost ships, etc. Models
that are considered to be Lost can exist in 2 sub-sets of
Gaming State: Scrapped or Drifting.
Scrapped
Models that have been destroyed during the battle and
removed from the Tabletop or have left it involuntarily.
Scrapped Models are placed in the Scrapyard for easy
totalling in the End Phase (see Page 84). Scrapped
Models may not return to the Tabletop unless a specific
condition or Model Assigned Rule applies.

Models that are ready to Activate are identified by


their lack of an Activation Marker.These Models are yet
to Activate in the Game Turn. All Models start a Game
Turn in the Ready to Activate State unless a specific
condition of Model Assigned Rule applies. Throughout
the process of the Game Turn, however, they may
change their State to one of the others mentioned
below as they Activate, become Prized, Scrapped, etc.

Drifting
Models that have been effectively destroyed but have
not entered the Scrapyard.These include Derelict, Prized
and Salvaged Models. Drifting Models do not have an
Activation and so can never take an Activation Marker.
Drifting Models will often be required to perform
certain Actions in the End Phase (see Page 84).

Activated

SUMMARY

Models that have Activated MUST have an Activation


Marker allocated to them at the end of their Activation.
Models existing in an Activated State may not execute
an Activation/Action in the current Game Turn unless a
specific condition of Model Assigned Rule applies.

16

In this section we have covered the core mechanics


of the game. Although it might seem a lot to take in
initially, in order to fully understand the rest of the
game, its important to be familiar with the principles
explained above: so dont be afraid to read this section
again, especially if you are new to Dystopian Wars!

SECTION A1 GAME BASICS

17

SECTION A2 SQUADRON RULES

SQUADRONS

The rules that cover a Mixed Squadron are:

Each Force in Dystopian Wars will contain a number


of Squadrons that make up the Force under the
overall command of a Commodore.
A standard Squadron normally contains only one type
of Model designated by its Model Name. Additionally,
Models will often be referred to by a Mark (often
denoted as MkI, or MkII, or be a letter such as A or B,
etc...) in its Model Name.
It is often possible for players to build Squadrons
with Models that are identified as having different
Marks provided the Squadron contents are of the
same overall Model Name. Any Squadron with mixed
Marks must be clearly identified in their Force List
and on the Models themselves.
The minimum and maximum number of Models per
Squadron and the Points Cost of the Model, including
any upgrades are detailed on the Models Profile.
Where possible, any upgrade taken for a Model must
be clearly identified on the Model. This will be most
commonly achieved by replacing a Turret or droppedin Generator for the chosen upgrade.
From this information the number of points required
to field a particular Squadron of Models can be
calculated.

MIXED SQUADRONS
A Mixed Squadron is a Squadron containing Models
with different Model Names, such as Escorts around
a bigger Model. These can be specialised support units
or units that directly enhance the combat effectiveness
of the parent Models. There is more than one way of
building a mixed Squadron, but all of them follow the
same rules. A Mixed Squadron can be built via:



The Attachment Model Assigned Rule (MAR).


Specialised Group Squadrons.
Combat Patrols.
A Scenario dictating your Force List.

The basic Squadron before any Attachments


are added is known as the Parent Squadron,
and the Attached Model or Models are the
Attachment Group.
An Attachment Group may not have an
Attachment Group itself.
A Parent Squadron may only ever have ONE
Attachment Group, unless Multiple Attachment
Groups are listed in a Specialist Group Squadron.
A Parent Squadron may not have an
Attachment Group with the same Model Name
as itself, regardless of Mark.
The points cost of every Model in a Mixed
Squadron comes from the normal allowance
for their individual Size.
The Mixed Squadron is a standard Squadron for
the purposes of Command, and performing ALL
relevant actions during any Squadron Activation.
Unless specified otherwise, a Mixed Squadron
may only contain Models from the same Force.

ATTACHMENTS
Attachments are the most flexible way of building a
Mixed Squadron. When a Model has the Attachment
MAR it specifies which Models it can be Attached to,
as well as the maximum size of the Attachment Group.
For further information on the Attachment MAR see
Page 88.

Escorts
Escorts are smaller craft tasked to protect their
parent vessel with additional Ack Ack (AA) and
Concussion Charges (CC), and their guns often
have far less difficulty in engaging small, fast threats
than those of their parent vessels.
An Escort, as designated in the Model Classification
section of its Profile, can be attached to a Parent
Squadron via the Attachment Model Assigned Rule.
Escort Groups function as a standard Attachment
Group in most ways, except that the Mixed Squadron
does not take a Disorder Test if an Escort is Lost.

Specialist Group Squadrons


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

18

SECTION A2 SQUADRON RULES

Massive Squadron, ONE Medium Squadron and ONE


Small Squadron. They may only be taken after the
minimum Squadron Requirements are met.
A factions Force Guide will detail the composition
of any Specialist Group Squadrons available to it
and how many may be taken as part of any force. A
Specialist Group Squadron must adhere to all parts
of Force Organization and Force Building including
Maximum Percentages.

COMBAT PATROLS
Combat Patrols may consist of either a Support
Aircraft Squadron of Fighter Planes, referred to
as a Combat Air Patrol (or CAP), or a formation
of Line Infantry referred to as a Combat Infantry
Patrol (or CIP).
Unlike Attachments in Mixed Squadrons, Combat
Patrols may attach & detach to and from any eligible
Parent Model during the course of the Game. The
squadrons are only considered to be a Combat Patrol
when currently attached to a Parent Model.
A single Large or Massive Model, or a Model
with the Combat Patrol Model Assigned Rule, that is
not Disordered may have one Combat Patrol (CP)
Attached. Combat Air Patrols may attach to Models on
the Surface or Aerial Height Bands, Combat Infantry
Patrols may only attach to Armoured Models.
A Parent Model CAN have an Attachment Group
and a CP Attached at the same time.
For more information on Combat Patrols, see
Page 126.

It is likely that one player will have more Activations


than their opponent as the game progresses, because
of a higher number of Squadrons that they control
in their Force in a given Game Turn. Once a player
has finished activating all of their Squadrons for that
Game Turn, the opposing player will finish ALL of their
remaining Activations consecutively without the need
for the Squadron Activation Order returning to the
opponent.

Embarked Models
Models Embarked upon a Parent Model do not
activate until they are Disembarked onto the Tabletop
via their Model Assigned Rules or in the case of
Landing Craft, their Model Function. They are not
yet Disembarked, and so may NOT use make use of any
Generators, MARs, weapons, etc, unless a specific MAR
or condition applies:

SQUADRON ACTIVATION
ORDER

An Embarked Model is Lost if its Parent Model


is Lost.
An Embarked Model may not Disembark if its
Parent Model is Disordered.

General de la Lgion
Marielle Vieux

Players use the order of Initiative for the current


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

19

SECTION A3 GAME SET-UP

CALL TO BATTLE!

Theatre of Engagement

In this section players are expected to agree upon


their preferred engagement theatre and design their
list. Its best if the list creation aspect is done in isolation
so as to ensure players can spring traps, fool opponents
with unusual compositions, and otherwise deflect and
deceive!
The process for Call to Battle is divided into two
distinct Segments: Common Agreements and List
Building.
1. Common Agreements: Players must agree
upon the Core Force Types, Maximum
Force Value, Use of Allies and Theatre of
Engagement
2. List Building: Build your Force List and
Tactical Action Card Deck

COMMON AGREEMENTS
When setting up a game it is important to agree with
your opponent the following parameters:

The Core Force Type


A Force MUST be Armoured, Naval, or Aerial in
Core Force Type (often referred to as simply Core
Force or Core Type). This refers to the main body of
the Force and its likely constituents.
This agreement allows players to predict with a certain
amount of surety the kind of Force they are expecting to
play against. Although it is possible to play an Aerial Force
against an Armoured or Naval Force, it is unlikely to be
as good a game as if two Forces of the same Core Force
Type were playing against each other.

The Maximum Force Value (MFV)


A Force must be chosen with its individual Models
organised into appropriate Squadrons, so that the total
amount of points spent in the creation of the Force
does not exceed the pre-agreed Maximum Force
Value (MFV). Players may not spend more than their
MFV unless their opponent agrees.
Players should also agree upon the Complexity
of Composition (see later), they wish to play when
deciding their preferred MFV.

The Use of Allies

A Force may contain Allies using the rules found on


Page 134, however neither side may take Allies (not
even Close Allies) unless their opponent agrees.

20

Both players must agree on the dominant Theatre


Type, either Land or Water, which will represent the
majority of the Surface Height Level. See Page 104 for
further details.

BUILDING A FORCE LIST


After players have agreed upon their Core Force Type,
Maximum Force Value and Theatre of Engagement, all
players must now set about constructing their Force
Composition.
Each player builds a Force in secret up to the
Maximum Force Value with the following Rules for
Force Composition:
1. Minimum Force Requirements.
2. All Forces must include a Commodore.
3. Core Force Percentage and Non-Core Force
Percentages.
4. Maximum Percentages for Size within the
Force.
5. Main Forces and Strategic Forces.
6. Local Support (Air and Infantry).
7. Build your Tactical Action Card Deck.

1. Minimum Force Requirements


ALL Forces must purchase at least ONE Large or
Massive Squadron, ONE Medium Squadron and ONE
Small Squadron of the Core Force Type.

Complexity of Composition
Not every player wishes to compete at the highest
level possible in Dystopian Wars. Some players
simply just want to put some Models on a table
and get at each other! This is entirely acceptable!
The game is yours to play as you choose.
In the early stages of playing Dystopian Wars
we suggest players simply start with Force
Composition Rule #1 (Minimum Force
Requirements) and play a few games, before
adding the next Force Composition Rule #2
(Commodore Requirement), and so on. Over a
few games, the other Composition Rules should
be slowly added at a pace players are happiest
with. Equally if players want a simple, quick game,
they might decide beforehand how many Force
Composition Rules they wanted to play.

SECTION A3 GAME SET-UP

Although Models taken as Attachments are paid for


from their own Size (see below), they do not count
towards the ONE Minimum Squadron Requirement if
they are Attached to a Squadron of a different Size (see
Page 18 for more information on Attachments).

2. All Forces must include a Commodore


The Commodore must be placed on a Large or
Massive Capital Class Model in your Force. The
Model used as the Commodores Flagship must be
clearly noted in the Force List.

MUST contain at least 60% of the Maximum Force


Value (MFV) available to the Force.
The term Strategic Force refers to the creation
of strike elements within the Force that are tasked
with specific engagement orders: Advance, Flank, and
Reserve.This will affect their Deployment and arrival
on the Tabletop and are governed by the following
rules for composition:

3. Core Force Percentage and Non-Core


Force Percentages

This ensures that a Force is representative of


the likely components that should be within it. For
example, an Aerial Core Force with an MFV of 1000
points must have at least 600 points of Models with the
Aerial designation included.
The Non-Core Models of the Force must not
contain more than 40% of the MFV for the Force.
For example, a Naval Core Force with an MFV of 1000
points may not have more than 400 points of NonNaval Models included.
Certain Models are ALWAYS treated as Non-Core:
Infantry (of any type), Fortifications and Allied
Battle Groups (see later).

4. Maximum Percentages for Size within


the Force
To represent the Force as a whole and to encourage
Game Balance, Forces must be organised into
percentages to allow players to play with Forces that
are both balanced and fun.
These percentages pertain to the Maximum Force
Value (MFV) of the Force. So an Armoured Core
Force totalling 1000 points may not spend more than
600 points on Large or Massive Models, or 600
points on Medium Models, or 400 points on Small or
Tiny Models.
All points paid for a Model, including any optional
upgrades, come from the percentages for Model Size.
Large and Massive Models

60% Maximum

Medium Models

60% Maximum

Small and Tiny Models

40% Maximum

5. Main Forces and Strategic Forces

The term Main Force refers to the bulk of the


troops arrayed against the enemy. These will include
the critical assets in the Force and MUST always
contain the Commodores Model. This force

No more than 40% of the total MFV may


be allocated to Models that are part of the
Strategic Forces.
Local Support may only ever be allocated to
the Main Force, never to the Strategic Forces.
Unless otherwise stated, Strategic Forces may
never contain Large or Massive Models as they
are far too cumbersome to react to specialised
orders.

Important Note: Fortifications ARE permitted


as part of the Advance Force and so ignore the above
limitation.
When building a list its important to ensure that
Squadrons are allocated to one of these forces (Main,
Advance, Flanking or Reserve) and that the minimum
and maximum percentages are met.

6. Local Support (Air and Infantry)


These are free Models and may NOT receive any
costed upgrades of any type (such as Aces).
All Forces gain 10 free Wings of Support Aircraft
which may be organised as per the Local Air Support
rules (see Page 113). The type of aircraft (Dive
Bomber, Torpedo Bombers, Fighters, Reconnaissance
Wings, etc.) taken as Local Air Support must be
recorded in the Force List.
Also, all Armoured Core Forces gain 2 free
additional Line Infantry Companies which may be
combined to form into a larger Formation if desired.
See Page 123 for more details.
Local Support (Air and Infantry) may only ever
be allocated to be part of the Main Force. Certain
nations Force Lists, or some scenarios, may alter the
Local Support available to a Force.

7. Build your Tactical Action Card Deck

At this point players should select their 16 Tactical


Actions Cards they intend to have available to their
Force in the upcoming game. For more information on
Tactical Action Cards see Page 30.

21

SECTION A3 GAME SET-UP

Summary of Force Contents


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







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

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






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

22

SECTION A3 GAME SET-UP

FSA Armoured Core 1500 Points


Name

Size

Type

Core ?

Cost

Force ?

Armoured

Yes

165

Main

Armoured

No

Free

Main

Armoured

Yes

135

Main

Philadelphia Land Ship Commodore 2


2 Line Infantry Companies
(deployed via the Philadelphia Land Ship)

Large

Tennessee Land Ship

Large

Reno Heavy Tanks x 3

Medium

Armoured

Yes

255

Main

Jackson Medium Tanks x 3

Medium

Armoured

Yes

120

Main

Jackson Medium Tanks x 3

Medium

Armoured

Yes

120

Flanking

Yorktown Bombards x 3

Medium

Armoured

Yes

195

Main

Pioneer Small Tanks x 5

Small

Armoured

Yes

125

Main

Defiance Robot x 5

Small

Armoured

Yes

125

Main

Aerial

No

165

Main

Aerial

No

Free

Main

Aerial

No

90

Main

Armoured

No

Free

Main

Savannah Sky Fortress


9x Air Support Wings
Freedom Robot Escorts x3
(attached to Savannah Sky Fortress)

Tiny

1
7
3

Massive

Small

Local Support
2 x Line Infantry Companies

Tiny

5 x Dive Bombers

Aerial

No

Free

Main

5 x Fighters

Aerial

No

Free

Main

Large 5
& Massive

Medium

465

690

Points Totals

23

Small 5
& Tiny
340

Non-Core

Strategic
Forces

255

120

SECTION A3 GAME SET-UP

MUSTER FOR WAR!

1. Board Size

Muster For War! is divided into two distinct


Segments: Compare Forces and Rolling for
Advantage.

1. Compare Forces

To create a good game, the Tabletop size should


match the Maximum Force Values being played. If
Models are too crowded there will not be enough
space to manoeuvre; equally, if there is too much space,
the game will drag on. Below you will find a table that
suggests the sizes of boards that we would recommend
for playing Dystopian Wars.

This Step allows player to gain an insight into the


composition of the enemy forces arrayed against them
and ensures that all players have legal Forces.
All players present their Force Lists to their
opponents. In rare cases where Models have hidden
rules or upgrades, players should refer to the specific
scenario condition or relevant Model Function.
Force Lists should be as neat as possible to allow for
easy reading.

2. Terrain Placement

2. Rolling for Advantage

The placement of Terrain follows a process explained


below:

Both players roll 2D6 and add the number of


Squadrons in their Force with the Spotter Model
Assigned Rule to the result.The player with the highest
result is considered to have gained the Strategic
Advantage. The player who rolled the lowest is
considered to have the Operational Advantage.

PREPARE TO ENGAGE!
This is designed to bring players to the Tabletop and
allow them to create their battlefield and is split into
the following six Segments:

1. Board Size
Decide the size of Tabletop to be played upon.

2. Terrain Placement
Determine Terrain Areas
Determine Amount of Terrain
Placing the Terrain

3. Board Edges
Pick Edges and organise Deployment Zones

4. Deployment of Models
Advance Deployment
Main Deployment
Flanking Forces
Reserve Forces
Order of Deployment

5. Draw Field Orders


6. Choose your Tactical Action Card
Hand

24

Up to 999 pts

1000 1500 pts

48" long x 48" wide

72" long x 48" wide

1501 2000 pts

Each extra 500 pts

96" long x 48" wide

+ 24" length

2.1: Determine Terrain Sectors


The game board is divided into Terrain Sectors
measuring 24" x 24" (or as close as possible).
2.2: Determine Amount of Terrain
Both sides roll a single D6 in each Terrain Sector. If
a player rolls a 5 or 6, place an Activation Marker
(AM) for their Force in the Terrain Sector. This means
the minimum amount of Activation Markers that may
be placed in a Terrain Sector is 0, and the maximum
number is 2.
2.3: Placing the Terrain
The Player with the Strategic Advantage chooses
which player places terrain first. The player removes
one of their Activation Markers from a Sector, and
MUST replace it with a piece of Terrain in that Sector.
Their opponent then chooses one of their Activation
Markers, and MUST replace it with a piece of Terrain in
that Sector. This process is repeated until all Activation
Markers have been removed.
No piece of Terrain may be larger than 9" x 9" and
no smaller than 3" x 3".
All Terrain must be placed entirely within the Terrain
Sector, and no piece of Terrain may be deployed within
4" of another or within 4" of a Flanking Edge (see
Page 26).
For more information in the Types of Terrain and
how they affect the Tabletop, see Page 104.
This system is designed to create diverse battlefields
in a random fashion in order to keep the game-play
balanced and interesting. However, in non-competitive
game-play, players are free to choose as much Terrain as

SECTION A3 GAME SET-UP

Here is a simple diagram


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

they like, of any size preferred and deploy their Terrain


as they choose: provided both players agree of course!

3. Board Edges
Firstly, the player with Strategic Advantage picks
a Main Deployment Zone (green-shaded) and
their opponent must take the opposite Main
Deployment Zone.
Secondly, the player with Operational Advantage
chooses a Flanking Zone (red-shaded), and their
opponent must take the opposite Flanking Edge.
The Centre Line of the table (denoted in the
diagram as the Dotted Line) is the starting point from
which the other Areas and Zones are measured.
The No Mans Land is an area of the table 8" from
the Centre Line in both directions.

Example of Terrain Placement and Declarations


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

The Advance Deployment Zone is an area of the


table that is between 8" and 16" from the Centre Line
in both directions.
The Main Deployment Zone is the remainder of
the Tabletop: in some cases where players are playing
on oddly shaped boards or even lengthways, this area
may be larger or smaller.
This means that on a standard gaming space with
48" between each players Board Edges, there should
be a 16" No Mans Land Area, TWO 8" Advance
Deployment Zone Areas, and TWO 8" Deployment
Zone Areas.

Player A then elects to place another Island, this time


with a 4" x 4" footprint, nominating it as Massive in Size,
despite its smaller footprint compared to the first Island
placed.
Player B chooses to place a Sandbar that is 6" x 2" in
footprint and it is automatically considered to be Tiny in
Size.
Player A chooses to place a Mountain with a 4" x 5"
footprint.
Player B chooses to place a Sandbar that is 6" x 6" in
footprint and it is automatically considered to be Tiny
in Size.

25

SECTION A3 GAME SET-UP

4. Deployment of Models
The Deployment of Models Segment is divided in
order into 4 Key Steps, with each Step being completed
according to the Order of Deployment before
moving on to the next Step:
4.1: Advance Deployment
The player with Strategic Advantage dictates who
deploys a Squadron from their Advance Force first.
Players then alternate the deployment of Squadrons
until all Squadrons are deployed from their Advance
Forces. Models allocated to the Advance Force may
choose to deploy in their Advance Deployment Zone
or in the Main Deployment Zone.
4.2: Main Deployment
The player with Operational Advantage dictates
who deploys a Squadron from their Main Force first.
Players then alternate the deployment of Squadrons
until all Squadrons are deployed from their Main Forces.
Models allocated to the Main Force must deploy in
their Main Deployment Zone.
The Commodore MUST deploy as part of the
Main Force, with the Commodore Game Marker
clearly visible.

26

4.3: Flanking Forces


The speed with which Flanking Forces can enter
the battlefield is determined by whether players have
the Operational or Strategic Advantage. The die roll
to determine when the Flanking Forces arrive is made
after the Main Deployment Stage.
Each player openly rolls a D3 and places it near to
the edge of the table where their Flanking Force is set
to arrive. The number rolled on the Flanking Dice
denotes the Game Turn the Flanking Forces will arrive
in their entirety! These forces are a smaller Battle
Group, tasked with this flanking manoeuvre and are
out of contact with the Commodore for the duration
of their absence from the battlefield.
The player with Operational Advantage may
choose to re-roll their initial Flanking Dice if desired.
The player must accept the second result, even if it was
the same!
All Squadrons deploying onto the Tabletop in this
way do so following the rules for Moving Onto
the Tabletop found in the Movement Section on
Page 47.

SECTION A3 GAME SET-UP

4.4: Reserve Forces


The reliability with which Reserve Forces can
enter the Tabletop is determined by whether players
have the Operational or Strategic Advantage. The die
roll to determine when the Reserve Forces arrive is
made after the Flanking Forces arrival time has been
determined.
Each player openly rolls a D3 and places it near to
the edge of the Tabletop where their Reserve Force is
set to arrive.The number rolled on the Reserve Dice
denotes the Game Turn the Reserve Forces will arrive
in their entirety! These forces are a smaller Battle
Group, tasked with this supportive manoeuvre and are
out of contact with the Commodore for the duration
of their absence from the battlefield.
The player with Strategic Advantage may choose
to re-roll their initial Reserve Die if desired. The player
must accept the second result, even if it was the same!
All Squadrons deploying onto the Tabletop in this way
do so during the Late Arrivals Segment of the PreTurn Phase and follow the rules for Moving Onto
the Tabletop found in the Movement Section on
Page 47.
4.5: Order of Deployment
Each player must deploy Squadrons within each
Force in the following order:






most time to manoeuvre into position, then the Large


Models and so on....
So its only reasonable in the abstracted nature of
alternating deployment that they would be radioing back
the location of such assets in that order!
Deployment is done in an alternating fashion using
the order above. Models may elect to Deploy at any
Height Level that they might otherwise occupy in-game.
In the case of Flanking and Reserve Forces, the
entire Force is Deployed during the Late Arrivals
Step of the Game Turn they enter, using the rules
for Moving Onto the Tabletop found in the
Movement Section on Page 47.
Any Models or Support Aircraft Squadrons deployed
with a Parent Squadron as part of a Model Assigned
Rule (MAR) deploy at the same time as the Parent
Squadron, using their MAR as a guide.
Fortifications must always be allocated to the
Advance Force, but may choose if they deploy in the
Advanced or Main Deployment Zones as normal.
Aerial Models may elect to deploy in either
the Flying or Obscured Height Levels. Diving and
Burrowing Models may elect to deploy in the Surface
or Submerged Height Levels. No Models may choose
to deploy in either the Stratospheric or Deep Diving
Height Levels.

Any Fortifications (including any Infantry or


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

Permanency then Size

A good rule of thumb when remembering the order in


which players should deploy their forces is to think from the
point of view of their opponents Reconnaissance, elements
which would have scouted the battlefield before the battle
was joined. The first Models they would have spotted would
have been the permanent structures such as Fortifications,
next would have been the Massive Models as they take the

27

SECTION A3 GAME SET-UP

5. Field Orders
Field Orders are the way players determine the
winner of their game. They represent the orders
from high command, as filtered through creative
misunderstanding and the necessity of circumstances!
Field Orders are determined in secret by drawing a
card from their own Field Order Deck.These should
not be revealed to other players.
A player may choose to reject their drawn Field
Order, and instead choose the Free to Engage
Order. However should the player choose to do this,
they must reveal their intention to their opponent(s)
IMMEDIATELY, the drawn Field Order is discarded and
the player looks through their Orders Deck for the
Free to Engage order, placing it face up at the side of
the table.
To complete Field Order 1, you must score 70%
of the agreed MFV in Victory Points. This is achieved
most commonly by Scrapped enemy Models, capturing
enemy Models as Prizes or forcing your opponent to
fight to Salvage their own Models.
To complete Field Orders 2, 3, and 4, you must
Scrap or Prize or force the Salvage of ALL enemy Models
of the relevant Size, and score 50% of the agreed MFV
in Victory Points.
To complete Field Order 5, you must Scrap or Prize
or force the Salvage of your opponents Commodore
Model and score 50% of the agreed MFV in Victory
Points.
All players MUST keep a running tally of their scored
Victory Points at all times. This is critical if players are
to determine who is winning, and how close they are
to achieving their Victory Conditions.
The game will finish at the End of Game Step of
the current Game Turns End Phase provided the
Victory Conditions are still met. (see Page 85).

Important Note: Should your opponents Commodore


escape on his personal transport and seek refuge on
another model using a certain Tactical Game Card, you
CANNOT be considered to complete this Field Order until
the new Commodores Model is also Lost!

6. Choose Tactical Action Cards


Tactical Action Cards form an important part of
Dystopian Wars, giving players a chance to respond to
the forces presented before them with a series of
tactical ploys and stratagems that will help steer a wily
commander to eventual victory!
The specific Cards a player wishes to choose should
be taken from their pre-prepared Tactical Action Cards
Deck in secret and kept face down at the side of the
table, ready to be played when required. The number
of TACs a player can choose from to build their TAC
Hand is determined by the MFV decided upon by the
players.
For more information on Tactical Action Cards, deck
composition and their in-game use, see Page 30.

ENGAGE!
Players are now free to unleash their guns and rush
into the maelstrom of fire and steel that is Dystopian
Wars! Move on to the next Section.

Field Order

Victory Conditions

1. Free to Engage
2. Vital Asset Destruction
3. Break their Backs
4. Thin Their Ranks
5. Go for their Leader
6. Commodores
Discretion

Score at least 70% of the enemy MFV in Victory Points.


Score at least 50% of the enemy MFV including ALL Large and Massive Models.
Score at least 50% of the enemy MFV including ALL Medium Models.
Score at least 50% of the enemy MFV including ALL Small Models.
Score at least 50% of the enemy MFV including the Commodores Model.
Show this card to your opponent then choose a new order, placing it face up
at the side of the table as normal.

28

SECTION A3 GAME SET-UP

29

SECTION A4 TACTICAL ACTION CARDS

TACTICAL ACTION CARDS

National Focus Cards

These cards introduce themed elements of Force


tactics and weird science to the action. The Tactical
Action Card Deck (TAC-Deck) is chosen during
Force List creation and the player then uses this deck
to choose a number of TACs to form their Hand.
The Tactical Action Cards in the players Hand (TACHand) are designed to represent the various schemes,
stratagems, tactics and ploys available to Dystopian Wars
Commanders who are striving forwards to victory!

These Tactical Action Cards are only available to


players who are playing a particular Nation. National
Focus Cards are designed to allow players to tailor
their tactics to better suit the expected play-style of
their chosen Nation. Members of any Allied Battle
Groups may NOT make use of these cards.

Heroic Commodore Cards

TYPES OF TACTICAL ACTION


CARD

Some Commodores will allow players to take


Tactical Action Cards as part of their rules. These
heroic individuals are able to direct special operations
on the battlefield and, by taking them the player opens
up the possibility of taking a new Tactical Action Card
as a result. Members of any Allied Battle Groups may
NOT make use of these cards.

The Tactical Action Cards Deck is divided into 5 Key


Types:

BUILDING YOUR TAC-DECK

Generic Cards

The TAC-Deck MUST number 16 Cards, taken


initially from the Generic Card Type.
Cards that are Generic can be replaced for NonGeneric cards such as Factional, Battle Group,
National Focus, and Heroic Commodore cards as
desired, however the Non-Generic card replacing the
Generic Card within the deck MUST have the same VP
Points Cost as the Generic card it is replacing, and no
Card may be repeated in the TAC-Deck.
This ensures that players tailor their TAC-Deck
rather than overpower it, and encourages more
consideration of the cards they are likely to need based
upon their Force Composition and gaming strategy.

These Tactical Action Cards are usable by all players


and provide a wide range of abilities and benefits. As
you would expect they do not favour any one Nations
game-play or tactics but instead are more diverse.
Squadrons from any Allied Battle Groups may
make use of these cards as their ubiquitous nature
allows general play.
Players can substitute Generic Cards for preferred
Factional, Battle Group, National Focus, or Heroic
Force Commodore Tactical Action Cards (using the
rules stated below):

Factional Cards
These Tactical Action Cards are heavily restricted
and represent the overall allegiance of the Force to
one of the three key factions in Dystopian Wars: Grand
Coalition, Imperial Bond or Free Nations.
Members of any Allied Battle Groups (except
Mercenaries) may always make use of these cards as to
have allied with the Parent Nation they had to also be
a member of the relevant Faction.

Battle Group Cards


These Tactical Action Cards are only available to
players who have chosen specific formations identified
in the Force Lists for their Nations. These Battle
Groups are designed to represent strike forces that
complement each other, and by taking them, the player
opens up the possibility of taking a new Tactical Action
Card as a result. Only Squadrons listed as part of the
relevant Battle Group may make use of these cards.

30

TAC-HAND SIZE
Unless otherwise stated, the number of Tactical
Action Cards available to players to form their TACHand is dictated by the size of MFV that was agreed
upon during the Call to Arms Segment of PreGame Set Up.
Each player starts with TWO Tactical Action Cards
in their Hand by default. For each FULL block of 250
points allocated as MFV, the TAC-Hand increases by
one additional Tactical Action Card.
So, for example, in a 800pts Game, each player
would have the ability to choose 5 Tactical Action
Cards (TAC) to form their TAC-Hand, with the other
cards in the Deck unusable and so are discarded.
The maximum number of Tactical Action
Cards that any one player may hold as part of their

SECTION A4 TACTICAL ACTION CARDS

Default Cards

250

250

250

= 750pts *

= 5 TAC Hand Size


* The game would have to be 1000 pts
to allow for another card to be taken.

TITLE All Cards have


a Title that should be
read aloud when played.

FLAVOUR TEXT

Each Card will have a


small amount of flavour
text in Italics that sets the
scene for its use.

RULES The Card


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

TYPE Each Card has an


identifying label showing which
Type of Action Card it is.

VALUE Each Card has an associated

Victory Points (VP) cost attached to it.


This cost does not come into play until a
player chooses to use the card.

31

SECTION A4 TACTICAL ACTION CARDS

TAC-Hand is 10 (up to the 2000pt MFV level). Should


players play Games with larger MFVs the limit is still
10, unless otherwise decided upon by both sides.

CHOOSING THE CARDS IN


YOUR TAC-HAND
The use of Tactical Action Cards is NOT random.
Players are free to choose which TACs they would
like in their Hand for use in the game, taking their
preferred Cards from their Tactical Action Cards Deck
created during the List Building Segment of the
Pre-Game Set-up (see Page 20).
There are no limitations to the amount of Victory
Points (VP) a player may hold in their TAC-Hand,
beyond the substitution requirement of initial Deck
Building and the required Hand Size based upon the
MFV being played. The amount of VP in the TAC-Hand
only becomes important when the cards are used.
The Tactical Action Cards in the players Hand are
SECRET and are chosen from the TAC-Decks once
players have reached the Tabletop, after Force Lists are
exchanged, and Models have been deployed, AFTER
Field Orders are drawn.
An opponent should not know the TACs a player has
taken! Equally neither player knows their opponents
Field Order at the point of TAC choosing either, so
players should be mindful of taking the TACs that
complement their Force and preferred strategies
based upon the situations they might find themselves
confronted with on the battlefield during the encounter,
rather than simply choosing the best cards on first
inspection of their own Field Order.
Players should also be aware that once they choose
their preferred TACs for the upcoming engagement,
they may NOT re-draw cards from the remainder of
their TAC-Deck unless a specific scenario or gaming
condition applies. Essentially, the Cards that make
up the TAC-Hand are a finite set of tactical options
available to a commander, designed to assist in the
prosecution of their Field Orders and Engagement
Protocols.
Long-term, Spartan Games will be releasing many
Tactical Action Cards both as part of new product
releases and for campaign supplements, so dont forget
to keep a close eye on the Spartan Games website at
http://www.spartangames.co.uk.

32

FOR THOSE WHO LIKE A CHALLENGE...


The Tactical Action Cards Deck available to players
should always number 16 Cards, although certain Generic
Numbered Cards are often swapped out for preferred
Cards from the other Card Types. This Deck should be
shuffled well then, players should then deal out the number
of cards that would ordinarily be in their starting Hand face
down on the table in front of the opponent and plays with
this random assortment for the duration of the Game.
This is much more challenging as players cannot
guarantee their Hand as they can in the method above,
and playing this way should be considered to represent the
Fog of War, clouding the best laid plans of even the most
accomplished commander. It is also important for players
to note that Cards generated in this manner are SECRET,
and so your opponent will not know which cards you have
drawn (and vice-versa!).

PLAYING TACTICAL ACTION


CARDS
The conditions surrounding a TACs use is always
noted on the Card itself; however a number of
persistent rules are always in effect when using TACs:



A Force that has Lost its Commodore may


not play TACs, but may use them to Cancel
opponents TACs as normal.
A TAC that has been played CANNOT be
retracted unless it was played incorrectly.
A TAC may not be played on a Squadron that
began its Activation Out of Coherency.
A player may not play more than ONE TAC
during any single Squadron Activation or
Pre-Turn Tactical Actions Cards Segment.
Once a TAC has been played, it should remain
face up nearby until the end of the Activation/
Pre-Turn Segment as a visual reminder.
If a situation specifies that you must Discard
a Card, the Card is removed from the game
without being played and so would not enter
the Scrapyard.
The playing of TACs on Allied Squadrons
is limited and may only be done if certain
conditions apply (see Allies Rules on Page 134)
A played TAC is always placed in the players
Scrapyard, as are cards used to Cancel cards
played by your opponent. Cancelled TACs are
considered to be Discarded as they are unplayed
and do not enter the Scrapyard as a result.

SECTION A4 TACTICAL ACTION CARDS

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

Cancelling Tactical Action Cards


The effects of Tactical Action Cards can often be
catastrophic if played at just the right time. So much
so that is essential that players have a means at
their disposal whereby they can Cancel particularly
devastating Cards played against them.
To Cancel a TAC played by an opponent, a player
must sacrifice a Card or a combination of Cards of an
equal or higher Victory Points cost than the TAC
that is being played.
If a player manages to Cancel the Card played by
an opponent, the Cancelled Card is Discarded and the
Cancelling player must add the Card used to Cancel
to their own Scrapyard, adding to their opponents
running VP total.
FOR THOSE WHO LIKE LONGER GAMES.....
Using Tactical Action Cards aggressively may speed up the
arrival of either players Victory Point total and thus end the
game sooner than anticipated! If both players agree, an
alternate method of scoring TACs is to take away the cost
of TACs from a players own Victory Point total, instead of
adding the cards to your opponents Scrapyard.
I have always enjoyed a good game of cards.They say you need a
poker face to be a great player, to give nothing away, explains Lady
Agnes Fitzwallace, one of the greatest spies to ever come out of
the fair shores of England. I think the same applies to TAC Cards.
I mean, its always a good thing to surprise your enemy with something
they werent expecting. So never let your face give you away!

TACs IN MULTI-PLAYER
GAMES
Although it is preferable for everyone to have their
own deck of Tactical Action Cards, it is possible share a
deck. Each player will need to put any played TAC into
their OWN Scrapyard.
You may not play Cards on allied players Models
unless the Card text specifically allows you to. In games
with more than two players per side you may ONLY
play cards to benefit Models you control or to hinder
enemy Models. You may NOT Cancel a Card used
against a Model belonging to an allied player (for more
information on Multi-Player Games see Page 137).

33

INTRODUCTION

35

SECTION B1 ORDER OF PLAY

ORDER OF PLAY
As you might expect, in a game of Dystopian Wars,
there must be a structure through which the game
must be played. This allows for the game to flow, and
provides suitable signposts for players to understand
when relevant Actions, or Steps must take place.
The Game breaks down into:

During the Late Arrivals Segment, ALL Models


in the Strategic Force MUST be placed so their Aft
90-degree arc is touching the relevant edge of the
Tabletop. No Model may be deployed in Terrain that is
Impassable to it.
Any Squadrons which do not have a facing, such as
Support Aircraft Squadrons, must be placed so any part
of the Squadron is touching the relevant Tabletop edge

3. Determine Initiative Segment

Game g Game Turns g Phase

Using an Opposed 2D6 test, players determine the


Initiative Order. The Player who rolls highest is first
in the Initiative Order, the second highest is second in
the Initiative Order, and so on.

THE ANATOMY OF A
GAME TURN
A Game of Dystopian Wars is commonly divided into
Game Turns, during which time forces will clash in
apocalyptic Land, Sea and Air battles!
A Game Turn is divided into:
Pre-Turn Phase g Activation Phase g End Phase

Phases subsequently break down into:


Phase g Segment (if required) g Step g Action

THE PRE-TURN PHASE


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

1. Tactical Action Cards (TAC) Segment

Any players wishing to play TACs in this Segment


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

2. Late Arrivals Segment


Models that are scheduled to arrive this turn do so
in the following way.
The player with Operational Advantage may
decide which player must deploy a Squadron from
their Strategic Forces first. Squadrons are placed
alternately, using the Standard Order of Deployment.

36

As any chemist will tell you, there is a right sequence of doing things,
and a wrong sequence the results of which can be potentially
catastrophic explains Yoshiro Nagsumi, Chief Alchemist for the
Empire of the Blazing Sun.

SECTION B1 ORDER OF PLAY

4. First Activation Segment


The player who is first in the Initiative Order Activates
their first Squadron. Other players activate Squadrons
in Initiative Order. Once all players have activated one
Squadron, refer back to the Initiative Order to activate
other Squadrons in the players respective Force Lists.
(see Page 19 for more details).

THE END PHASE


The End Phase is divided into the following Segments
and Steps:

THE END PHASE TABLE


Segment

Step
Derelict HP Loss

Compulsory Actions

ACTIVATION PHASE
During the Activation Phase, players execute the
Command and Control, Movement, Firing,
Boarding, and Disorder Segments.
The Activation Phase breaks down into:

Drifting Models
Critical Repair Tests

Damage Repair

Persistent Effects

Phase g Segment g Step g Action

Persistent Effects Repair Tests


Resolve Persistent Effects on Models
Remove In-Game Generator Effects

Each Segment in this Phase concludes with a


Consolidation Step to allow players to check they have
completed their Actions successfully and recorded all
necessary events on the Tabletop and on their Victory
Points totals.

Restore Order

Bring Disordered Squadrons


under control

Check for
End of Game

Compare Victory Points


to Force Orders

ACTIVATION PHASE TABLE

Move on to
the Next Turn

Return to Pre-Turn Phase

Segment

Step
Command Coherency

Command

Command and Control


Command Consolidation
Movement Declarations

Movement

Movement and Manoeuvre


General of the Sword
Ryuchi Konomake

Movement Consolidation
Declaring Attacks
Declaring Counter Attacks
Firing

Resolve Auxiliary Fire


Resolve Ordnance Fire
Firing Consolidation
Nominate Targets and Assault Groups
Anti-Boarding Declarations

Boarding

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

Disorder

Disorder Test Resolution

37

SECTION B2 CRITICAL HIT TABLE, ATTACKS AND DAMAGE

TYPES OF ATTACK

APPLYING DAMAGE

All damage in Dystopian Wars originates from one


of TWO sources: Indiscriminate Attacks or
Targeted Attacks!

Indiscriminate Attacks
Indiscriminate Attacks are just as the name implies
Indiscriminate! Shield Generators protect Models
from gunfire, not a Battleship at ramming speed, and
being hard To Hit does not protect against Artillery
blanketing the whole area.
Attack Dice originating from any of the following
sources are considered to be Indiscriminate Attacks:




Collisions or Rams
Magazine Explosion Critical Effects
Ordnance Attacks resolved using a Template
Mine Explosions
Any other Attacks identified as Indiscriminate
Attacks.

1. Determine form of Damage from all Attacks


2. Apply Damage HP Loss, if applicable
3. Apply Critical Hit(s) and HP Loss, if applicable
1. Determine Form of Damage
Damage is applied to a Model when the number of
Hits from a single Attack is equal to or greater than the
Models Damage Rating (DR) or Critical Rating
(CR).
The type and amount of damage applied depends on
the total number of successful Hits from the Attack,
after all Defensive Counter Attacks, Defensive
Generators,Tactical Action Cards, MARs and any other
applicable effects have been taken into account. A
Model can suffer either Damage or Critical Hit(s), but
never both as a result of the same Attack.
Damage
If the total number of Hits against a Model in a single
Attack equals, or exceeds, its Damage Rating, but NOT
its Critical Rating, the Model has suffered Damage, and
loses 1 Hull Point (HP).

Indiscriminate Attacks ignore all of the following:




Damage is applied using the following process:

Armour Model Assigned Rules (MARs)


All Defensive Generator Effects.
All To Hit modifiers, Positive AND Negative.

To Hit Number for Indiscriminate


Attacks
Most sources of Indiscriminate Attacks will specify
the To Hit Number they use. If they do not, they use
the Basic To-Hit Number as determined by the Height
Level (see table on Page 61).

Targeted Attacks
All other forms of Attacks not listed above are
considered to be Targeted Attacks, and are susceptible
to any Armour MARs, To-Hit modifiers, and Defensive
Generators as applicable.

DAMAGE
Loss of Hull Points (HP) in DystopianWars manifests
itself in two key forms: Damage and Critical Hits.
If a Model suffers multiple Attacks in the SAME STEP
(most often as being the target of multiple ordnance
attacks from the same Squadron), it may sustain several
points of Damage or even several Critical Hits. All
Attacks in a single Step are effectively SIMULTANEOUS.
However, for ease of play, we resolve the Attacks in the
order in which they were declared.

38

Critical Hits
If the total number of Hits against a Model in a
single Attack equals, or exceeds, its Critical Rating, the
Model has not suffered Damage, instead it has suffered
a Critical Hit. If the total number of hits equals, or
exceeds, TWICE the Critical Rating, the Model has
suffered TWO Critical Hits, and so on.The Model loses
a number of Hull Points (HP) indicated by the Critical
Hit that is rolled (see the Table on Page 143).
With the exception of the loss of Hull Points (HP),
Assault Points (AP), gaining additional Persistent
Damage Markers the effects of multiple instances
of the same Critical Hit DO NOT stack. However,
each instance of the effect will need to be individually
repaired by a successful Damage Repair Test in the
Game Turns End Phase, before the effect is removed
from the Model.
2. Apply Damage HP Loss
For each Damage result inflicted upon a Model, place
ONE Hull Point (HP) Loss Game Marker next
to it to represent the point of Damage. If Damage
reduces the Model to ZERO remaining Hull Points
(HP) it is IMMEDIATELY Scrapped and removed from
the Tabletop.

SECTION B2 CRITICAL HIT TABLE, ATTACKS AND DAMAGE

If the Attack inflicting the Damage has the Piercing


MAR and the Model survives, make the roll on the
Critical Hit Table now; see Critical Effects
without Suffering a Critical Hit (see below).
3. Apply Critical Hits
If the Model has suffered a single Critical Hit,
make a roll on the Critical Hit Table and apply the
corresponding Hull Point loss and the Critical Hit
Effect in full. If the Model is reduced to ZERO Hull
Points as a result of the Critical Hit, it is Scrapped and
is removed from the Tabletop. However, the Critical Hit
must still be rolled as it is possible to score a Double 1
and generate a Magazine Explosion!
If the Model suffered multiple Critical Hits, the next
is applied in the same way. This is continued until there
are no further Critical Hits to apply, or the Model is
Scrapped in which case no further Critical Hit Table
rolls are made. See Page 143 for the Table.
Important Note: Any Model with an Initial Hull
Point value of 2 or less is immediately Scrapped if the
number of Hits against it equals, or exceeds, its Critical
Rating, without rolling on the Critical Hit Table.

CRITICAL EFFECTS WITHOUT


SUFFERING A CRITICAL HIT

SUPPORT AIRCRAFT DAMAGE


See the Carriers, Drone Launchers and Support
Aircraft section on Page 112.

HULL POINTS & ATTACK DICE


The Hull Point (HP) value of a Model is a measure of
how much punishment it can take before it is Scrapped.
Hull Points are reduced during the game as a result
of Damage and Critical Hits. If a Model has suffered a
loss of Hull Points equal to, or exceeding, its Initial Hull
Point value, then the Model is Scrapped and should be
immediately removed from the Tabletop and placed in
the Scrapyard.
The current Hull Point (HP) value of a Model is
not only a measure of how much Damage it can take
before being Scrapped, it is also a measure of the health
of a Models own weapon systems.
If the Models current HP value is less than its Initial
HP value, the Model subtracts 1 Attack Die (AD)
from every Gunnery Ordnance and Auxiliary
weapon for each lost Hull Point, unless a specific
condition applies, such as the Redoubtable MAR.
Attack Dice from any weapon system can never fall
below 1.
Repaired Hull Points also repair lost AD in this way
(see Repair on Page 84).

This may sound odd, but often through the rules


there will be mention of situations whereby a gaming
effect causes a Model to suffer a specific Critical
Effect without actually having suffered a Critical Hit
brought on by the Model having its CR reached.
Examples of this might be Calcification Generators
causing Hard Pounding Effects, Glacier Generators
causing Navigational Lock/Engine Failure Effects, or
Models Colliding with Terrain suffering Engine Failures.
In these cases, the Result column, the Effect
column and the Repairable column of the Critical
Hit Table is used, but the 2D6 Dice Roll and HP
Loss columns are ignored.
In other cases, a Model Assigned Rule or Munitions
might allow for a roll to be made on the Critical Hit
Table with various conditions applying. In these cases,
as above, the Result column, the Effect column and the
Repairable column of the Critical Hit Table is used, but
the HP Loss column is ignored.

For example, a Battleship is targeted by two


separate Attacks from the same Squadron. One
attack scores a Damage, whilst the other scores a
Critical Hit. Regardless of which attack was rolled
first, the Damage result is applied first, then the
Critical Hit is applied.

Important Note: This means that the Model suffering


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

39

SECTION B3 DISORDER

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

DISORDER

Disorder Test Resolution

The men and women that crew the Sturginiumpowered vessels that take to the oceans, cover the
landmasses and fill the skies of Dystopian Wars are
hardy souls, often too heroic, zealous or world-weary
to be fazed by the nearby destruction of one of their
own. But there will be times when morale has been
broken, and the brave few that remain find themselves
sorely tested.

Any number of events may occur that cause a


Squadron to take a Disorder Test to check if they
will become Disordered. Squadrons that are already
Disordered are not required to take any further
Disorder Tests, and Disorder will automatically be
removed during the appropriate Segment of the End
Phase of every Game Turn, as the officers present
move to restore order.

40

SECTION B3 DISORDER

A Disorder Test is required for the Squadron during


the Disorder Segment of any Activation where the
following events occured.These events DO NOT trigger
a Disorder Test if the Squadron is already Disordered.




A Model in the Squadron has been Lost. This


does NOT apply to Attached Escorts or
Combat Patrols that are Lost.
The players Commodore is Lost. Every
Squadron in the Force must take an
IMMEDIATE Disorder Test.
A Squadron is Out of Command
Coherency during the Disorder Segment
of its own Activation.
A specific scenario condition has been met.
An applicable Model Assigned Rule is in play.

Important Note: Any additional successes required to


pass a Disorder Test are cumulative.

Commodore Command Radius Bonus

If the Squadron has a Model within 8" of the


Commodore, an extra (RED) 1D6 is rolled for the
Disorder Test.

Disordered Squadrons
If a Disorder Test is Failed, the Squadron is Disordered.
Models that are Disordered CANNOT:

A Squadron is only required to make a maximum of


ONE Disorder Test per Squadron Activation.

Important Note: A Model is considered to be Lost if


its been Scrapped, made a Derelict, a Prize, a Salvage, or
has been moved off the Tabletop, unless a specific Scenario
Condition applies.

Command Coherency
All Models in the same Squadron should remain
within Command Coherency of at least ONE other
Model in their Squadron to perform at their effective
best. In Dystopian Wars, Command Coherency is 8",
and is measured from any point on one Model to any
point on another.
To be in Command Coherency, a Model should be
within 8" of a second member of the squadron, and
this Model should be within 8" of a third Model, and so
on until the entire squadron is in Coherency.
If any Model is not in Command Coherency with the
rest of it's squadron during the Disorder Segment
of its Activation, the entire Squadron is considered to
be Out of Command Coherency.
A squadron consisting of only one Model is never
considered to be Out of Command Coherency.

Perform ANY Firing Options other than


Standard Fire.
Have Tactical Action Cards played upon them
by their controlling player.
Initiate a Boarding Action.
Perform Carrier Actions or Launch Drones.
Have a Combat Patrol.
Disembark any units Embarked upon them.

Rallying From Disorder!


All Squadrons that are Disordered will automatically
Recover from their Disorder during the Restore
Order Segment of a Game Turns End Phase (see
Page 85), losing either Assault Points (AP) or Hull
Points (HP) in the process (see Page 85).

Admiral Julian St. James

Taking a Disorder Test


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

If the Squadron is Out of Command


Coherency, the test requires an ADDITIONAL
success to pass.
If the Commodore has been Lost, the test
requires an ADDITIONAL success to pass.

If the Squadron has Lost HALF OR MORE of


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

41

INTRODUCTION

SECTION C1 COMMAND SEGMENT

COMMAND SEGMENT

Models that are out of Command Coherency should


make every effort to end their activation within 8"
of another model in their Squadron... or suffer the
consequences of a possible Disorder Effect at the
end of the Activation!

The Command Segment is divided into 3 Steps:


1. Command Coherency
2. Command and Control
3. Command Consolidation

2. Command and Control

1. Command Coherency
During this Step, a player must announce whether the
Squadron they are Activating has started the Activation
within Command Coherency.
Command Coherency
All Models in the same Squadron should begin and
end their Game Turn within Command Coherency of at
least ONE other Model in their Squadron to perform
at their effective best. In Dystopian Wars Command
Coherency is 8", and is measured from any point on
one Model to any point on another.

44

During this Step, players have an opportunity to


initiate certain game effects that take place before the
Activation continues into the Movement Segment.
These include playing any applicable Tactical Action
Cards, performing various dice rolls related to Model
Assigned Rules, activating certain Generator effects,
or other Actions that are part of specific scenario
conditions.

3. Command Consolidation
During this Step, players will ensure that Game
Markers are clearly attached to the correct Squadrons.
Certain Generators may activate in this Step too (see
Generators on Page 96).

SECTION C2 THE MOVEMENT SEGMENT

THE MOVEMENT SEGMENT


The Movement Segment is divided into three Steps:
1. Movement Declarations
2. Movement and Manoeuvre
3. Movement Consolidation

1. Movement Declarations
In this Step, the Squadron must declare if any Models
are intending to change Height Levels or make any
Special Movement Actions during its Movement
Segment (see later). It is possible to make more than
one Special Movement Action in an Activation, although
it is far from common to do so!
This is also when any Tactical Action Cards affecting
movement are played, and any Generators or Model
Assigned Rules affecting a Squadrons movement are
Activated.

2. Movement and Manoeuvre

During the Movement and Manoeuvre Step, all


Models in the Squadron move. Each Model is moved
individually and must complete its movement before
continuing on to other members of its Squadron.
Important Note: All Moves made on the Tabletop are
FINAL and may not be taken back because Models got
themselves in a muddle! A Model that moves an inch has
MOVED that inch. Period.
Changing Height Levels
If a Model is capable of changing Height Levels, it must
first declare which Height Level it will be occupying
during the Movement Declarations Step. Unless
other conditions apply, this Model may only ascend or
descend ONE Height Level from its original position.
This Model is now considered to be occupying the new
Height Level, and executes the rest of its Movement
Segment (including Minimum Move) on its newly
declared Height Level.
Different Models in a Squadron can occupy different
Height Levels at the same time. Appropriate Game
Markers, such as Obscured or Submerged, should
be placed on each Models base to indicate its current
Height Level.
Unless otherwise noted, Models that are classified
as Diving or Burrowing Models may occupy either the
Surface or Submerged Height Levels, and Models that
are classified as Aerial Models may occupy either the
Flying or Obscured Height Levels.

Important Note: Not all flyers can occupy the


Stratospheric Height Level and not all submersibles can
occupy the Deep Diving Height Level. Those capable
of travelling at those heights (or depths!) are given an
appropriate Model Assigned Rule to signify their unique
capabilities.
Minimum Movement
Each Model has a Minimum Movement listed in its
Profile. Unless a special condition applies, the Model
MUST move this many inches straight forward before
it is allowed to make a Turn or stop moving. Any Model
with a Minimum Movement of 0" does not have to
move straight forward, or at all!
Commanders should be careful to position their
Models where this minimum movement will not cause
unwanted collisions, carry them into a minefield, or
otherwise ruin their plans.
Once a Model has completed its Minimum Movement,
it is free to stop at any time, at which point it moves no
further in the Movement Segment.
Turning a Model
Most Models capable of moving use a Turning
Template when they Turn. Generally, this is the Small,
Medium or Large Turning Template for Naval
Models and a 45 Degree Template for Armoured or
Aerial Models.
A Model with 360 degree movement does not use
Turning Templates, but instead rotate about the centre
of the Model to change facing. This does not use any
movement.

Castellan-Commander
Kwang Hyun-OK

45

SECTION C2 THE MOVEMENT SEGMENT

Using a Turning Template


The small pips around the edge of a Turning
Template are called Navigation Points, and are 1"
apart. To use a Turning Template, the Turning Template
is placed next to the side of the Model, with a feature
of the Model, called the Turning Point, lined up with a
Navigation Point. The Model is advanced 1" round the
Turning Template so the Turning Point is lined up
with the next Navigation Point. Each advance reduces
the remaining Movement (Mv) of a Model by 1".
Important Note: A Model can always Turn LESS
than the angle between two Navigation Points.

Minor Turning Corrections


There will be times when a Model might wish to make
a small correction during its move to avoid contact
with other Models or Terrain. It is perfectly acceptable,
so long as both players agree. This can help speed up a
potentially complex situation, but remember fair play
and never use it to increase a Models Turn capability
or movement.
360 Degree Movement
A Model with 360 degree movement can normally
move in ANY direction and change facing as required.
It is important to note which way a Model with
360 degree movement is facing, as there are several
circumstances in which they may only move straight
forward without turning.
0" Movement
A Model with 0" Movement in its Profile cannot ever
move, be moved, or be Rotated. If this Model is forced
to Teleport, it does not move but is instead instantly
Scrapped.

Turning Limits
Some Models, mainly those using the 45 degree
Turning Template, have a Turning Limit.
A Turning Limit means the Model must move the
specified number of inches in a straight line before
making a Turn. It must then move in a straight line again
before it is allowed to make another Turn, and so on.
A Model with no Turning Limit specified is free to
make turns one after the other.
Snaking
If a Model using the 45-degree Turning Template
changes the side from which it makes a Turn, without
moving at least 1" directly ahead between each of
those turns, it is considered to be Snaking. Once a
Model is considered to be Snaking, it must take a
Treacherous Terrain Test EACH time it turns. If
it fails the Treacherous Terrain Test, it is considered
to have Collided with a Terrain Classification
that is Hazardous to it and resolves the Collision
IMMEDIATELY (see Page 106).

46

Maximum Movement
This is the maximum distance a Model can move in an
Activation. Once a Model has completed its Minimum
Movement, it can make turns or carry on moving
in a straight line, until it has reached its Maximum
Movement. A Model can make any combination of
straight moves and turns it wishes, and does not have
to use its full Movement Value.
Models in a Squadron are free to move independently
of each other, and can move different distances and in
different directions.
Moving Support Aircraft Squadrons and
Infantry Formations
Support Aircraft Squadrons (SAS) and Infantry
Formations have 360 degree movement, but must
maintain a Valid Formation at all times (See Support
Aircraft Squadrons Formations on Page 112 or
Infantry Formations on Page 123).
During the Movement Segment, both SAS and
Infantry Formations move as a single entity with the
other members of their Squadron/Formation. Players
should treat these Squadrons as single Models.

SECTION C2 THE MOVEMENT SEGMENT

The Path of Least Disturbance


On a physical terms it might be argued it could be
possible to have various Models occupy the same
footprint on the Tabletop, but at different Height Levels.
However, for ease of play in gameplay terms, a Model
CANNOT end its move occupying the same footprint
space as another Model or base.
If a Model has NO option but to end its move on
top of another Model or base, the Models involved
must be readjusted until they are clear of each other.
The non-active Model should be adjusted in whichever
way causes the LEAST possible disturbance. NO
Model should gain ANY immediate advantage from this
readjustment. Both players MUST agree to the new
placement.
Moving Backwards
Other than those Models with 360 degree Movement,
Models may only move backwards by making a Low
Speed Manoeuvre (see below).
Moving Off the Tabletop
Unless a specific Victory Condition allows it, if
any part of a Model or base leaves the Tabletop, it is
counted as Lost and is removed from the game and
added to the Scrapyard.
Moving Onto the Tabletop
When Squadrons moves onto the Tabletop from
Reserve, as part of a Flanking Force, or as specified by
a scenario, they do so in the following fashion:
During the Pre-Turn Phase, during the Late
Arrivals Segment, the Squadron(s) are placed in the
specified area of the board. All Models must be placed
so their aft 90 degree arc is touching the relevant edge
of the board.Any Squadrons which do not have a facing,
such as Support Aircraft Squadrons, must be placed
so any part of the Squadron is touching the relevant
Board Edge.

Models that currently have a Low Speed


Manoeuvre Marker (see the next page) may choose
to remove, or to keep it, and Models that wish to make
a Low Speed Manoeuvre in their next Game Turn must
elect to add this Marker now.
In addition, Models taking Spotting Tests do so at
this point.

SPECIAL MOVEMENT ACTIONS


These are special actions that players may wish to
perform during the Movement Segment. They
must always be declared during the Movement
Declaration Step.

Disembarking
There are many instances where Models may wish
to Disembark, be it tanks storming ashore during an
amphibious landing, or robots descending from above
to rip apart a defence line, or infantry pouring out of
their APCs to secure the objective. All of these use the
same fundamental rules.
During the Movement Declarations Step of
its Activation, a Parent Model that is not Disordered
declares that it is Disembarking ALL of the Models
it currently has aboard. For an explanation regarding
Embarked Models, see the Squadron Section on
Page 19.



IMPORTANT NOTE: Any Models deployed using


Squadron Support or Launched through the Carrier
Model Assigned Rules (MAR) are deployed using the rules
listed in their respective entry.

A Squadron may never be finish its Activation


partially Embarked, it must always be
Disembarked fully.
Models Disembarking must be placed entirely
within 4" of the Parent Model (or Models), on
Terrain that is not Impassable to them.
Any Squadron Disembarked MUST form a single
Squadron or Infantry Formation under their
Squadron Size limitations when Disembarked.
Any Squadron or Infantry Formation that is
Disembarked may perform its own Squadron
Activation on the Game Turn they are
Disembarked as normal, unless a specific
MAR or condition applies.

3. Movement Consolidation

Low Speed Manoeuvres

During this Step, players review the results of the


Movement and Manoeuvres Phase, verifying that
all Collisions and Disengagements (see below) have
been resolved, and appropriate Height Level Markers
have been attached or removed from each Model.

If a Model wishes to cut the engines and perform


various tasks that require a slower than normal
speed, they may execute Low Speed Manoeuvres. The
decision to cut the engines during battle is not one to
take lightly and must be planned in advance.

47

SECTION C2 THE MOVEMENT SEGMENT

During the Movement Consolidation Step of


its Activation, a Model may choose to gain a Low
Speed Manoeuvre Marker. The Model may then
ONLY perform Low Speed Manoeuvres during the
Movement and Manoeuvre Step of subsequent
Game Turns, for as long as the player wishes to keep
the Marker.
Any Model may elect to remove its Low Speed
Manoeuvre Marker during the Movement Consolidation Step of a Game Turn, in which case it moves
at normal speed during the Movement and
Manoeuvre Step of subsequent Game Turns.
Any Model can make a Low Speed Manoeuvre unless
a specific Model Assigned Rule or condition applies. It
is possible for some Models in a Squadron to have
Low Speed Manoeuvre Markers while others do not.
A Model making a Low Speed Manoeuvre may ignore
any Minimum Move requirements it normally has, and
is considered to be moving at Half Speed if moving
through Treacherous Terrain (see Page 105).
A Model making a Low Speed Manoeuvre may
execute ONE of the following actions in its Movement
and Manoeuvre Step:


Dead Slow: Move forward or backwards up


to 2", making any turns it would normally be
allowed to make.
Static Turn: Rotate about its centre point,
up to 90 degrees.
Burrow beneath the Ground.

48

Unless specifically stated otherwise, a Model


CANNOT begin the game with a Low Speed
Manoeuvre Game Marker.
All Weapons targeting a Model with a Low Speed
Manoeuvre Game Marker receive a +1 To Hit modifier.

Collisions and Rams


The commander of a vessel in Dystopian Wars is
sometimes prepared to risk their ship to sink another
vessel in a deliberate Ramming Action, or battle damage
and tight manoeuvring may make makes a collision
inevitable.
If a Model or base makes contact with another
Model, piece of terrain or base, the possible outcomes
are:


A Collision (or Ram if applicable)


The inactive Model manages to Evade the
Collision, or
The execution of a Controlled Contact.

Collisions
On the Surface Height Level, a player can Collide
with a Model, although this is not always desirable! On
all other Height Levels, a Model can never Collide with
another Model (but may Ram, see the next Page). The
Model that is currently moving will always be referred
to as the Moving Model. Should the Moving Model
contact another Model, the other Model is called the
Static Model.

SECTION C2 THE MOVEMENT SEGMENT

Ramming
On any Height Level a player can declare a single
Ramming Action per Activation, directed against a
Model during the Movement Declarations Step.
The Model executing the Ramming Action will always
be referred to as the Ramming Model. Should the
Ramming Model make contact with another Model,
the other Model is called the Static Model and the
Ramming Model must check to see if a Ram occurs.
A Ram only occurs if ALL the following conditions
are met:




A Ramming Action has been declared by the


Player controlling the Ramming Model.
The Ramming Model has an Impact Rating
(IR) greater than 0.
Both the Ramming Model and the Static Model
occupy the same Height Level.
The Ramming Model (or its base) makes
contact with the Static Model in its Fore 90
degree Arc.
The Ramming Model has moved at least its
Minimum Move.

Important Note: A Ram is a special type of Collision,


and is the same in ALL respects, except for how Damage
is determined.
Evading a Collision or Ram
If a Moving or Ramming Model makes contact
with a Static Model on the same Height Level during
its Movement, this should automatically result in a
Collision (or Ram). However, if the Static Model is
capable of changing Height Levels, the Static Model
MAY try to Evade the Collision (or Ram) by making a
Swift Manoeuvre Test (see below), unless a specific
condition or MAR applies.

If the Model passes the test, it succeeds in


making a Swift Manoeuvre, changing Height
Levels to avoid the Collision (or Ram).
If the Model fails the test, it does not change
Height Levels, and the Collision (or Ram)
occurs.

Collision Damage Between Models


All Models involved in a Collision use their respective
Impact Ratings (IR) to generate the amount of
Attack Dice used to roll against the other Model.
Any Collision uses the Exploding Dice mechanic
and requires a 4, 5 or (RED) 6 To Hit, unless a specific

condition or Model Assigned Rule applies. Collisions


are Indiscriminate Attacks.
A Model involved in a Collision suffers Damage as
normal. See the Damage Section, Page 38 for more
information.
Ram Damage Between Models
A Ramming Model uses its Impact Rating (IR) to
generate the amount of Attack Dice used in the Ram.
Any Ram uses the Exploding Dice mechanic and
requires a 4, 5 or (RED) 6 To Hit, unless a specific
condition or Model Assigned Rule (MAR) applies. Rams
are Indiscriminate Attacks.
All Attack Dice are resolved with the Crushing
Impact (Ram Action) Model Assigned Rule.
The Static Model resolves a Collision against the
Ramming Model simultaneously with the Ram being
resolved.
Colliding With Terrain
If ANY Model or base makes contact with Terrain
Impassable to it, this will result in a Collision (or Ram)
(see Page 106).
Model Collisions via Teleports
In any circumstance where a Model is Teleported
into contact with another Model on the same
Height Level, this will result in a Ram, regardless of
Declaration, Minimum Move, and 90-degree Front Arc
requirements. The Ramming Action is resolved with
BOTH players considered to be the Ramming Models
and BOTH having the Crushing Impact (Ram Action)
Model Assigned Rule!
NO Model involved may try to Evade the Rams,
caused by Teleportation, by changing Height Levels:
there simply isnt time as the Model literally appears
out of thin air!
Multiple Collisions
During any particular Collision (or Ram), ALL
Collisions (or Rams) between two or more Models
are worked out SIMULTANEOUSLY. No Models sent
to the Scrapyard are removed until after ALL Collisions
(or Rams) involving them have been resolved.
If the moving Model moves off and causes further
Collisions, these are resolved as they occur.
Following a Collision or Ram
After a Collision (or Ram), any Models that survive
can move off without a further Collision occurring
between them: this is called Disengaging (see below).

49

SECTION C2 THE MOVEMENT SEGMENT

Model Suffers No Damage


Any Model involved in a Collision or Ram that
suffered NO Damage is not seriously hampered by
the contact, but after Disengaging, may only move in
a straight line (see below) for the rest of the current
Activation. This is designed to represent the Models
commander struggling to clear the danger area.
Model Suffers Damage
Any Model involved in a Collision or Ram that
suffered Damage may have its ability to function
severely impaired, with assault marines scattering
to safety, gunnery crews thrown into disarray and
command elements struggling to restore order.
For each Model that suffered Damage in a Collision
(or Ram), roll a D6 and consult the Table below:
Result Rolled
1, 2, or 3
4
5
6

Effect on Model
No Effect
Model Suffers Weapon Damage
Critical Effect
Model Suffers Engine Failure
Critical Effect
Model Suffers Chaos and
Disarray Critical Effect

50

Disengaging
Following a Collision or Ram, unless BOTH Models
can move off without a further Collision between
them, the Model or Models involved must Disengage.

If a Model Collides with Terrain, or a Model with


a Movement Value of 0", then the Moving Model
must Disengage.
If TWO Models Collide, then the smaller Model
must Disengage. If both Models of the same Size
collide, then the Static Model must Disengage.

To Disengage, the Model that is Disengaging MUST


make ONE immediate Low Speed Manoeuvre (see
above). This may be done out of sequence if required,
and the Model does not take a Low Speed Manoeuvre
Game Marker as a result of this compulsory action.
When Disengaging, a Model is ALWAYS allowed
to Rotate or Turn, as the force of the Collision may
change its heading without any help from the steering
system as the Models literally bounce off each other!
A Model may ignore a Navigational Lock Critical
Effect whilst Disengaging.
After Disengaging, Models involved should be in a
position where a further Collision between Models is
NOT inevitable.This may require both players to reach

SECTION C2 THE MOVEMENT SEGMENT

a mutual agreement on the placement of Models. If a


Disengaging Model is unable to avoid contact another
Model whilst Disengaging, resolve a further Collision.
It is perfectly possible for a Model to deliberately
Collide with several other Models during a single
Activation, if it remains able to keep moving.
Controlled Contact
Certain vessels may perform functions that require
base to base contact with another Model or Major
Surface. Such vessels are able to perform Controlled
Contact; manoeuvring into close contact without
resulting in a collision or ram.
To perform a Controlled Contact, a Model must have
already moved its Minimum Movement requirement.
Small Adjustments to angles and distances are
permitted so that the Model ends up in base to base
contact with another Model or Major Surface.
Controlled Contact is NOT considered a Collision,
and therefore no Collision Damage or need for will
Disengaging occur.
Models capable of making a Controlled Contact are
identified by having the Controlled Contact Model
Assigned Rule (see Page 90).

Swift Manoeuvres
Sometimes a flying craft may wish to swoop down
to make an attack run, and then retreat to the relative
safety of the clouds, or a Submarine may have to crash
dive to avoid a Battleship about to run it down.
A Non-Burrowing Model capable of changing Height
Level in normal game-play that is about to suffer a
Collision (or Ram) may try and Evade the Collision (or
Ram) by changing Height Levels (see above).
Alternatively, during a Models Shooting Consolidation Segment, it may attempt to make a Swift
Manoeuvre after attacking.
In either case, if the Model passes the Swift
Manoeuvre Test, it may immediately change Height
Levels up or down ONE level where permitted.
For each Model wishing to make a Swift Manoeuvre,
roll a single D6 and consult the Table below:
Important Note: A Model may only ever attempt
a Swift Manoeuvre ONCE per Activation.
Model Size
Large and Massive
Medium
Small and Tiny

51

Score needed to make a


Swift Manoeuvre.
6
5 or 6
4, 5, or 6

SECTION C3 LINE OF SIGHT

LINE OF SIGHT
The Line of Sight is an imaginary straight line between
a Model/weapon system such as a Turret, and its Target.
This is used to determine if a Model can Fire at a Target,
Spot it, or Target it with certain Generators, etc.
When drawing Line of Sight to a Model, we need to
consider:
1. The Fire Arc of a weapon.
2. How the weapon is mounted.
3. Any obstructing Terrain or Models.
From this, we can determine if a Target is in the
Open, Partially Blocked, or Blocked.
Important Note: In addition to Line of Sight and Arc
of Fire, other conditions may apply to a specific weapon
that could prevent it from firing at certain Targets. See the
Declaring Attack Step on Page 58 for a full list of
exceptions.

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

52

90, 180 and 270 Degree Fire Arc


A 90, 180 or 270 degree Fire Arc is centred on the
appropriate point on the Model or Base for Range and
Line of Sight, and with the correct orientation (Fore,
Aft, Port or Starboard).

SECTION C3 LINE OF SIGHT

Offset Fire Arc


An Offset Fire Arc is a Fire Arc of 90, 180 or 270
degrees, skewed 45 degrees outwards and centred on
the appropriate point on the Model or Base for Range
and Line of Sight, and with the correct orientation
(Fore Port, Aft Port, Fore Starboard, and Aft Starboard).

Broadside Fire Arc


A Broadside extends out 45 degrees from both ends
of the Model or Base, and is aligned along the entire
length of its relevant side. All Ranges are measured
from the Middle Key Point on the Model.

360 Degree Fire Arc


A 360 degree Fire Arc is centred on the appropriate
point on the Model or Base for Range and Line of Sight
extends in a circle around the entire Model.

Fixed Channel Fire Arc


A Fixed Channel is the entire width or length of
the Model or Base, and extends directly out from the
Model or Base, with the correct orientation (Fore, Aft,
Port or Starboard).

53

SECTION C3 LINE OF SIGHT

2. Weapon Mountings
Different weapons determine Range and Line of Sight
from different points on the Model as described below:
Guns
Guns are mainly cannon or artillery and are often
mounted in an armoured Barbette. This provides a
degree of protection to the weapon and crew, but at the
cost of limited traverse compared to a turret-mounted
weapon. Range and Line of Sight is determined from
the centre of the relevant side of the Model.
Turrets
Turrets provide fully enclosed armoured protection
for any cannon or artillery and, because they rotate,
give a wide field of fire. Often Models will have multiple
turrets. Turrets will always have a listed facing and Fire
Arc. Range and Line of Sight is determined from the
centre of the turret itself.
Broadsides
Broadsides are deployed along the entire length
of a Model, and fire through embrasures into a wide
firing area. Broadside weapons are usually mounted
along Port and Starboard sides of a Model. Broadsides
use the Broadside Fire Arc. Range and Line of Sight is
determined from the centre of the Broadside.
Batteries
Batteries can be one large or several smaller
mountings of the same weapon firing together as one
weapons system. Range and Line of Sight is determined
from the centre of the firing Model.
Mortars and Bombards
Mortars and Bombards are powerful weapons with a
high trajectory that lets them effectively lob explosive
shells over almost any Obstruction, provided they have
a designated Spotter with Line of Sight to the Target.
Range and Line of Sight is determined from the centre
of the weapon itself.
A weapon with Bombard or Mortar in its name is
capable of Indirect Fire (see Page 64).
Fixed Channel Weapons
Any weapon may be a Fixed Channel Weapon,
but they are most commonly used by Rockets and
Torpedoes, or when a Model is outfitted with a weapon
simply too large to mount in a turret.
The Range and Line of Sight for a Fixed Channel
Weapon is determined from the centre of the
appropriate side of the Model or Base.

54

Bombs
Bomb Ordnance from Models has a 360 degree Fire
Arc. It has a 2" range, measured from any point of the
Base.
Bomb Ordnance from Support Air Squadrons
requires at least one Dive Bomber SAW to be in
Base to Base contact with the Target.
Other Ordnance Weapons
There are some weapons that do not fall into easy
categories. For any other ordnance weapon that does
not fall into one of the above categories, Range and
Line of Sight is determined from the weapon.
Auxiliary Weapons
Auxiliary weapons always have a 360 Degree Fire
Arc. You may measure from ANY point of the Model,
Base or Flight Stand, in ANY direction, for all Auxiliary
weapons.
Generators
Any Ranges and Fire Arcs are ALWAYS noted in
the relevant Generator entry (see Generators on
Page 96).
Spotting
Line of Sight for Spotting purposes is measured from
the centre of the Spotting Model to any point on the
Target Model.

3. Obstructing Models and Terrain


Ordnance weapons generally need Line of Sight
(LOS) to their intended Target to be able to fire
directly at it:

Terrain and Models with a Surface Height


may block Line of Sight between Models
on the Surface Height Level: this is termed
Obstructing.
Other Height Levels are not affected by
intervening Models, but certain types of Terrain
may block Line of Sight at certain Height Levels
(see Terrain on Page 104).
Auxiliary weapons ignore Models when
drawing Line of Sight, but not Obstructing
Terrain.

SECTION C3 LINE OF SIGHT

Primary Gunnery and Spotting


Primary Gunnery and Spotters can draw Line of
Sight over intervening Models and Terrain TWO
sizes or more smaller than the Firing, Spotting OR
Target Models.
Primary Gunnery can also draw Line of Sight over
intervening Models and Terrain ONE size smaller than
the Firing OR Target Models, but if it does so, it is
considered to be Partially Blocked.
Secondary Gunnery, Tertiary Ordnance and
Auxiliary Weapons
Secondary Gunnery, Tertiary weapons, and
Generators can draw Line of Sight over intervening
Models and Terrain TWO sizes or more smaller than
the Firing OR Target Models. Auxiliary weapons can
draw Line of Sight over intervening Terrain TWO sizes
or more smaller than the Firing OR Target Models, and
ignore intervening Models.

Obstructing Terrain
Terrain that occupies an entire Height Level, (i.e. a
Mountain occupies the entire Surface Height Level) is
always Obstructing Terrain at that Height Level.
Terrain with a Surface Height that occupy the Surface
Height Level use the above rules to determine if it is
obstructing terrain for Models that occupy the Surface
Height Level.
Important Note: Line of Sight in Dystopian Wars
is automatically reciprocal between units with the SAME
weapon type (Primary, Secondary, or Tertiary). Line of
Sight between units with different weapon types is NOT
automatically reciprocal.

In The Open, Partially


Blocked, and Blocked

A Target has three Key Points for determining Line


of Sight: Fore Point, Middle Point, and Aft Point.

Targets In the Open


A weapon firing at a Target in the Open can fire
at full effect, rolling the FULL amount of Attack Dice
unless a condition or Model Assigned Rule applies.
For a Target to be in the Open:

The firing weapon can draw Line of Sight to


the Middle Key Point and either End Key
Points on the proposed Target within its Fire
Arc.
OR
The Firing of a weapon with a Fixed
Channel Fire Arc must have BOTH edges
of the Fire Arc passing through the Target, and
NO Obstructions to the proposed Target.

The Firing weapon can draw Line of Sight to


only the Middle Key Point, OR only BOTH
End Key Points on the proposed Target
within its Fire Arc.
OR
The Firing of a weapon with a Fixed Channel
Fire Arc must have one unobstructed edge
of the Fire Arc passing through the proposed
Target.

Any Model occupying the Surface or Aerial Height


Bands is always counted as being Partially Blocked
when firing an Ordnance Weapon at a Model
occupying the Diving Height Band in Water, unless a
specific Model Assigned Rule applies.

Blocked Targets
If a Target is Blocked the weapon may NOT fire at
it. For a Target to be Blocked:

Targets Partially Blocked


If the firing weapon is Partially Blocked, it may only
fire at the Target with the Attack Dice generated by
the weapon being halved (rounding up). For a Target
to be Partially Blocked:

55

The firing weapon CAN draw Line of Sight


to NO Key Points or ONLY ONE End
Key Point, on the proposed Target within its
fire arc.
OR
The Firing weapon has NO edges of the Fire
Arc passing through the Target.

SECTION C3 LINE OF SIGHT

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

Fore Point

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


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

Line Of Sight, Key Points Needed and Edges of Fire Arcs Summary Table
Open
Partially Blocked
Blocked

Key Points Needed


Centre and One End
Centre Only or Both Ends
One End or less!

Edges of Fire Arc Needed


OR
2
OR
1
OR
0

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

56

SECTION C3 LINE OF SIGHT

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



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

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


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



Both edges of the Fore Fixed Channel pass though Corvette


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

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


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


57

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

SECTION C4 FIRING

THE FIRING SEGMENT

The Firing Segment is composed of the following five


Steps which must be executed in order:

1.
2.
3.
4.
5.

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

Weapons declaring an Attack are governed by the


following restrictions, unless a specific condition or
MAR applies:

1. Declaring Attacks
In this Step, the Active Squadron declares ALL the
Attacks it wishes to make during this Activation. The
following consistencies govern ALL Attacks:

Each Ordnance and Auxiliary weapon on a


Model can only declare a maximum of ONE
Attack during its Activation.
All declared Attacks must specify their Target,
and any Firing Options they are using.
A player should make their opponent aware
of anything that may affect their choices in
declaring an Attack or Counter Attacks, such as
any Generators, MARs or other effects.
Players should agree if a Target has an Open,
Blocked, or Partially Blocked Line of Sight from
any firing Models (see Page 52 for more on
Line of Sight).

Torpedoes can ONLY Target Models


occupying the Water Surface.
Bombs can ONLY Target Models on the
Surface or Submerged Height Levels.
Flamethrower Weaponry may not Target
Models occupying the Diving Height Band
Ack Ack can ONLY Target Models occupying
the Aerial Height Band or
Airburst Mines.
Concussion Charges can ONLY Target
Models occupying the Diving Height Band or
Surface Mines.
All Weapons, unless firing Indirectly, can only
Target Models within its Line of Sight.

2. Declaring Counter Attacks

Squadrons declaring an Attack are governed by the


following restrictions, unless a specific condition or
MAR applies:

A Model occupying the Deep Diving Height


Level can ONLY be targeted by Concussion
Charges, Torpedoes, or a Particle Accelerator.
Any Model occupying the Submerged Height
Level on Land may ONLY be targeted with
Concussion Charges or Concentrated
Bombing.

A Squadron CANNOT deliberately Target a


Derelict, Prized or Salvaged Model.
A Model on the Surface Height Level CANNOT
Target a Model occupying the Aerial Height
Band with a Gunnery Ordnance Attack in Range
Band 1.
A Model on the Surface Height Level CAN
ONLY Target a Model occupying the Diving
Height Band in Water at Range Band 1 with
Torpedoes or Concussion Charges (CC).
Support Aircraft Squadrons may ONLY be
targeted by Ack Ack (AA).
A Model occupying the Diving Height Band can
ONLY use its Concussion Charges, Torpedoes,
or a Particle Accelerator.

Counter Attacks are divided into TWO Types:


Aggressive or Defensive. Both are covered by the
same general rules:

58

A Model may only make a Counter Attack if it is


Targeted itself, or if it is Linking/Combining
Fire with a Model in its Squadron that has been
Targeted.
Any Targeted Model MUST LEAD a Counter
Attack to defend itself. (see Page 63).
Each Model may only make ONE Counter
Attack with Ack Ack and ONE Counter Attack
with Concussion Charges during an Activations
Firing Segment. No other weapon may make a
Counter Attack.
The range for all Counter Attacks is 4" unless
otherwise specified.
A Model occupying the Diving Height Band may
not make any Counter Attack using AA.
A Counter Attack cannot provoke a CounterCounter Attack!

SECTION C4 FIRING

Aggressive Counter Attack


These are Counter Attacks using Ack Ack or
Concussion Charges against an Attacking Model. Any
Linking/Combined Fire measures its range from the
Linking Models to the Model they are attacking.

Aggressive Counter Attacks with AA are always


targeted against attacking Models in the Aerial
Height Band.
Aggressive Counter Attacks with CC are
always targeted against attacking Submerged
Models.

Defensive Counter Attacks


These are Counter Attacks using Ack Ack or
Concussion Charges against incoming Ordnance. Any
Linking/Combined Fire measures its range from the
Linking Models to the Model they are defending.

Defensive Counter Attacks with AA are always


targeted against incoming Rocket Ordnance.
Defensive Counter Attacks with CC are
always targeted against incoming Torpedo
Ordnance.

3. Resolving Auxiliary Fire


Squadrons resolve Ack Ack and Concussion Charge
Attacks or Counter Attacks between each other first,
and apply any Damage, before any Ordnance Attacks
are resolved.
This sequence means that Models or Squadrons may
be Scrapped or Damaged before they can resolve any
of their Ordnance Attacks. All attacks at this stage are
considered to be SIMULTANEOUS, so it is entirely
possible for two Models to Scrap each other.
Auxiliary Attacks and Counter Attacks are resolved
using the Attack Sequence below.

4. Resolve Ordnance Attacks


Any Ordnance Attacks from the Active Squadrons
are now resolved. Damage is applied only once ALL
attacks have been resolved.
Attacks are resolved using the Attack Sequence in
the next section.

5. Firing Consolidation
This Step is used as a tidying step where certain
Manoeuvres, Model Assigned Rules and Generators
may activate.

59

SECTION C4 FIRING

THE ATTACK SEQUENCE


Each Attack or Counter Attack against a Model
contains the following actions:
1. Determine the Initial Attack Dice.
2. Roll Attack Dice and determine Hits.
3. Compare the total number of Hits to the
Damage Rating (DR) and Critical Rating
(CR) of the Target Model (see Damage
Section on Page 38)
This is the same for ALL Attacks or Counter Attacks,
regardless of their source. It is explained in this section
as Firing, as this is the most common source of Damage.

1. DETERMINE INITIAL ATTACK DICE (AD)

Damage Taken
The amount of Hull Points (HP) a Model has lost will
impact the effectiveness of some of its weapons. This
simulates crew being killed, wreckage on the decks, and
any physical damage done to the weapon itself:

Many Attacks specify the number and type of any


Attack Dice (AD) used, however there are many
instances whereby the number of Attack Dice (AD)
are generated through the use of Pools: Leading
Pool and Linking Pool.
To calculate the Initial AD of a Firing Attack, we use
the following procedure.

1a: Profile Attack Dice (AD)
All Ordnance weapons will have an Attack Dice value
listed in the Models Profile for each of the four Range
Bands. The Profile Attack Dice for each weapon is
determined from this value for the range to the Target.

1b: Effective Attack Dice (AD)


The Effective Attack Dice available to a weapon takes
into account all Attack Dice modifiers, including Line of
Sight penalties, Model Assigned Rules, or any Damage
the Model has suffered.
Effective Attack Dice is the term for the number of
Attack Dice a weapon can direct against a given Target,
after taking into account any modifiers that alter the
Profile Attack Dice.

Gunnery, Torpedo, and Rocket Ordnance have


a specific Attack Dice (AD) value listed in the
Models Profile in each Range Band that they
can fire into.
If any Ordnance weapon does not have an AD
value listed in a particular Range Band, then it
may not fire at that Range Band.
The AD value for Bomb Ordnance and Mines
is listed in Range Band 1 box on the Models
Profile, however these have their own Ranges:
they are simply put there to keep weapon
systems all in one place (see Page 67 and Page
74 for more on Bombs and Mines respectively)!
Ack Ack and Concussion Charges do not use
Range Bands. Instead their Profile Attack Dice
is the value listed in the AA and CC sections of
the Models Profile.
The Attack Dice value listed in the relevant
Range Band or section is the weapons Profile
Attack Dice.

60

The Damage Reduction from lost Hull Points


reduces the Profile Attack Dice for all
individual instances of Gunnery Ordnance and
Auxiliary weapons by 1 for each Hull Point a
Model has lost.
Damage Reduction from lost Hull Points has
NO effect on Tertiary Ordnance.
Damage Reduction from lost Hull Points has
NO effect on Mines.
Damage Reduction from lost Hull Points
CANNOT reduce the Effective Attack Dice of
any Gunnery Ordnance or Auxiliary weapons
to LESS than 1.

Important Note: Hull Points regained through the use


of Model Assigned Rules, Models with the Repair Function,
Tactical Action Cards, or other conditions negate the
reduction to Attack Dice previously suffered.
Half Attack Dice (AD) Effects
A weapon can be subject to a half AD penalty for
TWO reasons: By having Weapon Damage Critical
Effect Game Markers OR by having its Line of
Sight considered to be Partially Blocked.

If a Model has one or more Weapon Damage


Critical Hit Markers, you HALVE the Models
AD on any applicable weapons, rounding up.
If a weapon is considered to be Partially
Blocked for one or more reasons, you HALVE
the weapons AD, rounding up. Line Of Sight
is explained in its own section (see Page 52).
If BOTH the above conditions are met, the
weapons AD is halved TWICE, rounding
up each time. Unless specifically mentioned
otherwise, this is the only situation where AD
is halved more than once.

SECTION C4 FIRING

Important Note: If a weapon has both Damage


Reduction and Half AD effects, apply the Damage
reduction first.
1c: Effective Attack Dice (AD)
The result of the previous Steps is the weapons
Effective Attack Dice. In many circumstances, as
Models will not have suffered any damage, and there
are no obstructions to Line of Sight, the weapons
Effective Attack Dice will be the same as the Profile
Attack Dice.
Effective Attack Dice (AD) must be calculated
individually for EACH WEAPON involved in a single
Attack (see Firing Options, below), as it is possible
that modifiers will apply to one weapon and not to
others.

2. R
 OLL ATTACK DICE & DETERMINE HITS
This Step uses the following procedure:
a. Determine the Basic To Hit Value
b. To Hit Modifiers
c. Roll Attack Dice
d. Defensive Actions
e. Determine Hits
2a: Determine the Basic To Hit Value
The Basic To Hit value depends on the Height Level
the Target or Firer is occupying. If they are not at the
same Height Level, use whichever To Hit value is most
beneficial for the Target.

BASIC TO HIT VALUES


Stratospheric
Obscured
Surface or Flying
Submerged
Deep Diving

1d: Firing Options, MARs, TACs, etc.


The Initial Attack Dice in an attack is determined by
the Effective Attack Dice of any weapons contributing
to the attack, any Firing Options used, and other
modifications, such as the Pack Tactics MAR or
Tactical Action Cards, etc.
Firing Options may allow a Model to make better
use of the resources they have available, allowing units
of smaller vessels to act together to Scrap larger ones,
or allowing multiple weapons on a ship to act together
in a single, more powerful attack.

The following To Hit caveats apply:



RED (6)
5 or RED (6)
4, 5 or RED (6)
5 or RED (6)
RED (6)

The most common Firing Options available


to a Model are Standard and Linked Fire.
All Ordnance and Auxiliary weapons are
capable of using these Firing Options unless
otherwise noted.
Combined Fire is only available when specific
weapons or Model Assigned Rules apply.
Indirect Fire is available to Models equipped
with Primary Gunnery, Bombards, and/or
Mortars.
Concentrated Bombing is available to
Models with Bomb Bays and ignores Shield
Dice.
Area Bombardment is only available to
Models with the Area Bombardment Model
Assigned Rule.

Infantry downgrade all Exploding Dice to


Heavy Dice.
Support Aircraft Squadrons (SAS) follow
their own set of modifiers (See Support
Aircraft Squadrons on Page 112)
Most Ordnance Weapons also are Partially
Blocked when firing at the Submerged Height
Level. (See Diving Model Function on
Page 128).
Most Ordnance Weapons CANNOT target the
Deep Diving Height Level. (See Diving Model
Function on Page 128).

2b: To Hit Modifiers


The To Hit Modifiers are explained in the Table
overleaf.

For the rules on how each of these are calculated


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

61

SECTION C4 FIRING

2d: Defensive Actions


Once all the Attack Dice in a Targeted Attack have
been rolled, the player controlling the Target Model
may have a chance to cancel some of them out, if
needed. This is accomplished using Defensive Counter
Attacks and Defensive Generators.

TO HIT MODIFIERS TABLE


Negative
Elusive Target (From Non-Capital Models)
Difficult Target (From Capital Models)
Small Target (From Capital Models)
Primary Weapon at Range Band 1
Primary Weapon Firing Indirectly
Bombard or Mortar Firing Indirectly
Target covered by Cloud Generator
Firing through a Storm Template
Target is 'Wave Lurking'
Positive
Target Painter Hit on Target Model
Firer has Hunter (Target Model)
Firing at a Fortification
Target has Low Speed Manoeuvre Game
Marker
Target is Spotted (IDF only)

-1
-2
-1
-1
-2
-1
-1
-1
-1

Defensive Counter Attacks


If a Targeted Squadron declared it was using
Defensive Counter Attack AA against a Rocket
Attack, this Defensive Action is now resolved.
Roll the Initial Attack Dice of AA, worked out
as normal, using any relevant Firing Options.
Defending AA Hits on a 5 or (RED) 6. Each
Hit cancels a Hit from the Rocket attack.
If a targeted Squadron declared it was using
Defensive Counter Attack CC against a
Torpedo Attack, this is now rolled. Roll the
Initial Attack Dice of CC, worked out as
normal, using any relevant Firing Options.
Defending CC Hits on a 5 or (RED) 6. Each
Hit cancels a Hit from the Torpedo attack.

+N
+N
+1
+1
+N

2c: Roll Attack Dice


Once it has been determined what To-Hit value is
needed, the player making the Attack rolls their Initial
Attack Dice.
As most Attacks are made using Exploding Dice, it
is important to keep rolling until the attacking player
has rolled all their Attack Dice.
Note there are a number of conditions and MARs that
may increase or decrease the number of Exploding
Dice rolled, or even change them to Heavy Dice or
even Basic Dice!

62

Defensive Generators
Defensive Generators that exist in the game can
lower or even remove remaining Hits. These forms of
Defensive Generator will note in their entry that they
activate during this Step. For a full explanation of how
Defensive Generators work, see Page 100.

3. DETERMINE HITS
The number of Hits remaining are measured against
the Target Models Damage Rating (DR) and Critical
Rating (CR) to determine the level of Hull Point (HP)
loss inflicted, if any! See the Damage Section on
Page 38 for more information.

SECTION C4 FIRING

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

1. Standard Fire
Standard Fire is when a single weapon on a Model
fires without any assistance from others.
Building Initial Attack Dice for Standard Fire:
Take the Effective AD Value from ONE weapon
in the attack. This is the Lead Weapon Pool.
Add any further dice from conditions, Model
Assigned Rules and Tactical Action Cards, etc.
This is the Initial Attack Dice.

Standard Fire

2. Linked Fire
Linked Fire allows Ordnance and Auxiliary weapons
to Pool their available Attack Dice (AD) into a single,
more powerful Attack, or Counter Attack, against the
SAME Target.
In addition, Linked Fire may be used to bring Mines
deployed in the current Activation together into a
potentially devastating Mine Effect (see Page 75).
Important Note: In certain rare occasions, the Link
Pool may contain different weapons with differing To Hit
values. When halving the Link Pool, the firing player must
remove as close to as possible, the same number of dice
from each group of dice with the same To Hit value.Where
an odd number exists, the firing player may choose which
odd dice is discarded.
Rules for Linked Fire
Only Models in the SAME Squadron can
perform Linked Fire with their weapons.
For a weapon to perform Linked Fire it must be
the same Type: Gunnery with Gunnery, Rockets
with Rockets, Torpedoes with Torpedoes,
Bombs with Bombs, Ack Ack with Ack Ack and
Concussion Charges with Concussion Charges.
Additionally, for Gunnery weapons, Primary
weapons can only perform Linked Fire with
other Primary weapons and Secondary
weapons can only perform Linked Fire with
other Secondary weapons.
ANY Model participating in a Linked Fire
Attack is deemed an Attacking Model.

Linked Fire

Building the Initial Attack Dice for Linked Fire


The number of AD available to a Linked Fire attack is
calculated in the following way:




63

Take the Effective AD Value from ONE weapon


in the attack. This is the Lead Weapon Pool.
Place these dice to the side for now.
Total the Effective AD of all other weapons
in the attack: this is referred to as the
Linking Pool.
Half (rounding up) of the Linking Pool AD and
then add these dice to the Lead Weapon Pool.
Add any further dice from conditions, Model
Assigned Rules and Tactical Action Cards, etc.
This is the Initial Attack Dice.

SECTION C4 FIRING

3. Combined Fire

4. Indirect Fire (IDF)

Combined Fire allows Ordnance and Auxiliary


weapons to Pool their available Attack Dice (AD) into
a single, incredibly powerful Attack or Counter Attack
against the SAME Target, and for Auxiliary weapons
to Pool their available Attack Dice against Rocket or
Torpedo Attacks when making a Defensive Counter
Attack.
Combined Fire follows all the same rules as Linked
Fire as seen above.

Certain Ordnance may be eligible to fire at a


Target, even if it doesnt have Line of Sight from the
weapon. This is achieved by using Indirect Fire and
Spotting Models from the same Force. The following
conditions apply:

Building Initial Attack Dice for Combined Fire


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


Important Note: This Firing Option is not available
normally and, as such, can only be used with specific
Models, weapon systems, or MARs that explicitly state it is
an available option.

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

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

64

A Model may only be the Target of Indirect


Fire if it has one or more Spotted! Game
Markers (see Page 93) on it.
The Target MUST be in the firing weapons Fire
Arc AND in Range, but any Obstructing Models
or Obstructing Terrain is ignored.
For every Spotted! Game Marker after the first
on a Target, any Indirect Fire against it gains
+1 To Hit. This modifier ONLY ever applies to
Indirect Fire.
Regardless of how well directed it is, Indirect
Fire may never have a better To Hit roll than
4+, as there is a limit to how accurate firing
can be when a Model cannot see its Target.
ANY modifiers, be they excess Spotted! Game
Markers, Target Painter Hits, the Hunter
MAR or anything else that would improve an
Indirect Fire attack to hitting on 3+ or 2+ are
simply ignored!
Squadrons may use the Indirect Fire option
with Standard, Linked, Combined and Area
Bombardment Firing Options, presuming that
these Firing Options were already available to
the weaponry used.
The weapons in the table on Page 65 are
the only weapons that may fire INDIRECTLY
and are subject to the Range stipulations and
modifiers listed:

SECTION C4 FIRING

5. Concentrated Bombing
This is an Attack made by models with Bomb Bays,
and may use the Standard, Linked, and Combined Firing
options, if they are available to the weaponry used.



It may only Target Models on Surface and


Submerged Height levels
Shield Dice (see Page 100) may not be used
against Concentrated Bombing.
Dive Bomber Support Aircraft Wings are
ALWAYS considered to execute Concentrated
Bombing Attacks.
Any Concentrated Bombing Attack is
considered to have the Sub-Killer Model
Assigned Rule.

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


Surface Height Level.
When performing an Area Bombardment, an
Initial Aiming Point is chosen within Range,
Fire Arc and Line of Sight (unless using Indirect
Fire) of all weapons making the Attack.
A Squadron may only have ONE Initial
Aiming Point, any weapons unable to reach
the Initial Aiming Point cannot make an Area
Bombardment this Activation.

A Small Effect Template must be placed, centred


on the Initial Aiming Point. Any other weapons in the
Attack place Small Effect Templates touching, but not
overlapping the Initial Small Effect Template, on a side
determined by the Random Direction Template.
Resolve ONE Area Bombardment Attack against any
Model on the Surface, fully or partly within the area
of a Small Effect Template, using the Initial Attack Dice
value of the firing weapon. If a Model is partially within
several Small Effect Templates, it is Hit by EACH Small
Effect Template independently.

All Attacks made are resolved


SIMULTANEOUSLY.

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

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

When making an Area Bombardment


attack, the Linked and Combined Firing
Options are unavailable; however Indirect
Fire may be available.
Area Bombardment is considered to be an
Indiscriminate Attack, with a To Hit Number

ABOVE: The Sky Fortress is making an Area Bombardment


Attack of the tanks. Template 1 was placed first, and the others
randomly scattered from it.

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

65

SECTION C5 WEAPONS AND MUNITIONS

WEAPONS AND
MUNITIONS

Dystopian Wars features a wide variety of different


weapons, the speed of their development greatly
accelerated as a result of the increase in scientific
research since the discovery of Element 270.
The most powerful Weapons in a Force are designed
to destroy any enemy by direct action, while several
simpler Weapon systems are available to provide
protection from particular types of threat. The relevant
Profile will specify all of the weapons available to a
particular Model.
The classes of weapon found in Dystopian Wars
are: Primary Gunnery Ordnance, Secondary
Gunnery Ordnance, Tertiary Ordnance, and
Auxiliary Weapons.
Most Primary and Secondary Weapons are guns of
various sizes, and assorted exotic Weapons; whilst
Tertiary Weapons are most often Rockets, Bombs, and
Torpedoes.
Mines are not used for direct attacks in the same
way as other Weapons, but do have many of the same
attributes as the other weapons. See Page 74 for
more on Mines.

Primary Gunnery Ordnance (P)


Primary Ordnance is normally the most powerful in
the Fleet and generally includes any Gunnery weapons
greater than 10" in calibre. Because of their sheer size,
Primary weapons are normally found on larger vessels.
These weapons typically have a slow rate of fire,
allowing each Salvo to be carefully directed by fire
control from the bridge, or when the Model mounts a
particularly large weapon, orientating the whole vessel!
This allows Primary weapons to fire over obstruction
better than other weapons, both when firing directly, or
choosing to fire indirectly. However, it often struggles
to effectively engage targets close in, as the firing
solutions change so rapidly!
All Primary Gunnery Ordnance are governed by the
following rules:

66

All Primary Gunnery suffers a -1 To Hit


modifier if targeting a Model in Range Band 1
unless a Model Assigned Rule applies.
Primary Gunnery gains benefits in Line of
Sight (see Page 52).
Primary Gunnery can fire using the Indirect
Fire Firing Option at Range Bands 3 and 4, and
will suffer a -2 To Hit modifier when it does
so (see Page 65).

Secondary Gunnery Ordnance (S)


Secondary Weapons are typically, but not always
smaller than Primary Weapons, and are often found as
batteries of many smaller Weapons firing together. This
high rate of fire makes up for the smaller guns, and
means they do not have the same difficulties tracking
nearby targets, but also makes it impossible for most
Secondary Weapons to fire indirectly.
Many of the more exotic Weapons tend to be
Secondary Weapons, as their nature either makes them
travel in straight lines, so be unable to fire indirectly, or
simply be impossible to aim accurately enough to do
so effectively!
Secondary Gunnery such as Broadsides, Fore/Aft
Guns, and Port/Starboard Guns have no particular
rules or exceptions as standard but may be affected
by Model Assigned Rules (see Page 88) or Special
Munitions (see Page 72).

Tertiary Ordnance (T)


All Tertiary Ordnance are unaffected by Hull Points
(HP) lost by the Model.
Below we have the types of Weapons that are most
commonly found in the Tertiary Weapons bracket:

Rocket Ordnance
Rockets are steel tubes tipped with an explosive
warhead that are propelled through the air at great
speed. Some Models carry a bank of Rockets that have
a limited field of fire; others use Rocket Turrets but
most mount rockets in a single large, or several smaller
Batteries.
Models can use Ack Ack to try and defend themselves
against Rockets. For more information see Page 62.
If an Attack with Rockets Hits the Target Model, any
Shield Generators (including Guardian Generators) no
longer use Exploding Dice and instead are treated as
using Heavy Dice.

SECTION C5 WEAPONS AND MUNITIONS

Torpedo Ordnance
Torpedoes are self-propelled missiles that can only
be used against Models in the water. Although normally
fired in a limited channel, a few ships mount flexible
Torpedo Turrets. Support Aircraft Torpedo Bombers
are also capable of launching these deadly weapons.
Torpedoes are one of the few weapons capable of
targeting a Submerged Model effectively:

Torpedoes can ONLY Target Models occupying


the Water Major Surface (or other Water
Terrain as identified in the Advanced Terrain
Section, see Page 110).
Torpedoes can ONLY travel from Firer to
Target through the Water Major Surface. Any
other Terrain between the Firer and Target will
Obstruct Torpedoes.
When Torpedo Ordnance from any Height
Level targets a Model occupying the Surface
Height Level, any intervening Models on the
Surface Height Level are always Obstructing
Models for determining Line of Sight, regardless
of their Size.
Torpedo Ordnance from any Height Level
targeted at Models occupying the Diving Height
Band draw Line of Sight as normal.
Torpedoes always have the Sub Killer Model
Assigned Rule.
Models can use Concussion Charges in a
Defensive Counter Attack to try and defend
themselves against Torpedoes (Page 62).
If an Attack with Torpedoes Hits the Target
Model, any Shield Generators (including
Guardian Generators) no longer use
Exploding Dice and instead are treated as
using Heavy Dice.

Bomb Ordnance
Bombs are canisters filled with explosive materials
and fitted with a detonator. Incendiary, Corrosive or
other more exotic contents are occasionally used, but
the ruthless economics of war means the cheap and
always useful explosive filling is the most common.
The descent of Bombs is controlled by gravity,
aerodynamics, the skill of the Bomb aimer, and
sometimes a rudimentary drone system. Just like other
weapons, they are harder to aim if used from high
altitude, so accuracy increases if the bombers descend,
but so does the accuracy of any return fire.

Dive Bombers make the closest attack run of all, and


are rightly feared for their ability to put a bomb in a
pickle barrel.
Bombs can be set to impact fuses, where their blasts
spread damage across a wide area, ideal for destroying
a number of smaller targets, or use delayed fuses in a
concentrated attack, allowing them to punch through
armour and shields for a devastating attack against a
single larger target.
Bomb Ordnance is only used by Aerial Models with
Bomb Bays, and by Support Aircraft Dive Bombers.
Bombs always use the Concentrated Bombing
Firing Option (see Page 64), except when Models
with the Area Bombardment MAR choose the Area
Bombardment Firing Option (see Page 64).

OTHER WEAPONS
Bombards
Bombards are weapons capable of firing both
Indirectly and Directly. Bombards are governed by the
following universal rules:



Bombards are identified by having Bombard in


the title.
Bombards may be Primary, Secondary or
Tertiary weapons.
Bombards may choose to fire Indirectly at
Range Bands 2, 3, and 4.
When Firing Indirectly, Bombards may use any
viable Firing Options and suffer a -1 To Hit
Number modifier.

Mortars
Mortar Weapons are generally short ranged
weapons designed solely to fire indirectly, and may
range from those carried by Infantry, all the way up to
huge Demolition Mortars designed to smash apart the
toughest Fortifications and vessels.
They are governed by the following special rules.

67

Mortars are identified by having Mortar in


the title
Mortars may fire Indirectly at all Range Bands,
and have a -1 To Hit modifier when doing so.

SECTION C5 WEAPONS AND MUNITIONS

SPECIALISED WEAPONS

Specialised Weaponry is a category of weapon where


the creative innovation of inventors and scientists
across the globe have been turned to create esoteric
instruments of slaughter!
Specialised Weaponry are governed by the following
universal rules:

Specialised Weaponry may only use Firing


Options with other Specialised Weapons of the
same Type.
Unlike other weapons, Specialised Weaponry is
always permitted to use viable Firing Options
with other Specialised Weaponry of the same
type, enabling them to perform Firing Options
with a combination of Primary, Secondary, or
Tertiary Weapons.

Energy Blasts are governed by the following rules:

Energy Weaponry is governed by the following


special rules:

Energy Blast

Energy Weaponry

Energy Weaponry is identified as having


Energy or Particle Accelerator in the title.
All Energy Weaponry, whether Turret,
Broadside, Blast Weapon, or Particle
Accelerator have the Redoubtable Model
Assigned Rule.

Energy Weapons can sometimes replace


Conventional Gunnery mounted on a Model.
If they do so, the Energy Weapons retain the
same Fire Arc as the Conventional Weapon
they replaced.

Energy Blasts always use the Standard Fire


Option.
Energy Blasts always use a To Hit Number of
4, 5 or (RED) 6 regardless of modifiers and
are always considered to be Indiscriminate
Attacks.
Energy Blasts may only Target Models on the
Surface Height Level.

An Energy Blast Weapon generates its Profile Attack


Dice each time it fires by rolling D6 equal to the
number of D6 listed in the Models Profile with the
total reduced by Damage as normal.
An Energy Blast Weapon places the Energy Template
centred on an enemy Model within Range and Line
of Sight. Any Model touched (even partially) by the
Template is hit at full Attack Dice (AD) effect.
Due to the incredible drain on power that comes
from firing an Energy Blast, a Model may NOT activate
any Generator during an Activation in which it has
used an Energy Blast Weapon.

LEFT: The Time Dilation Orb fires its Energy Blast Weapon on an
encroaching Squadron of Terrier Tanks.
The Weapons Profile states the Attack has 3D6 AD Value, so the
Covenant player rolls 3D6 and add the total together each time the
Weapon fires.
In this case the score is 3+2+6=11AD!
This means that each Small Tank touched by the Energy Template
suffers an 11AD Attack which is Indiscriminate, hitting on a 4, 5 or
a (RED) 6.

68

SECTION C5 WEAPONS AND MUNITIONS

ABOVE: The Covenant Prometheus Class Dreadnought lines up its Particle Accelerator and fires at the Britannian Cruisers and Battleship.
With a terrifying AD Spread of 14/12/8/6, the effects are bound to be catastrophic.
The Energy Template is placed touching the Dreadnoughts Weapon and a point is marked at the extremity of the Weapons Range (in this case
32" away!). The player then draws the line, moving the Template along it until it touches a Model. Resolving the Attack each time with the AD
Value listed in the Profile at that Range until the Template reaches its termination point.
In this case, the Tribal A is struck at Range Band 2 and suffers a 12AD Attack, Tribal B is struck at Range Band 3 and suffers an 8AD
Attack and the Battleship, despite straddling the Range Bands between Range Bands 3 and 4, is also struck by an 8AD Attack because
the Template itself is at Range Band 3 at the moment of impact.. Each Attack is Indiscriminate and hits on a 5 or (RED) 6 regardless of
other modifiers.

Particle Accelerators
Particle Accelerators are governed by the following
rules:




Particle Accelerators always use the Standard


Fire Option.
Particle Accelerators DO NOT declare an
Attack against any specific Model or Squadron,
and so no Counter Attacks are permitted.
Particle Accelerators only affects Models on
the same Height Level.
Particle Accelerators use a To Hit Number of
5 or (RED) 6 regardless of the Height Level
and are treated as Indiscriminate Attacks.
Due to the incredible drain on power that
comes from firing a Particle Accelerator, a
Model may NOT activate any Generator during
an Activation in which it has used the Weapon.

When a Particle Accelerator is fired, draw a straight


line that remains within the Weapons Fire Arc until
the line reaches either the edge of the Tabletop or
moves into a Range Band where it has no Attack Dice
listed. Place the Energy Template touching the firing
Model, with the centre of the Template on the line: this
represents the massive blast of energy discharged by
the Weapon.
The Energy Template moves down the line, hitting
each Model it touches in turn, resolving all Damage for
each Model in order, until the line reaches either the
edge of the Tabletop, moves into a Range Band where
it has no Attack Dice listed, or any part of the Template
makes contact with a piece of intervening Terrain with
an Elevation Bonus: this represents the blast of
energy as it travels through its targets.
The amount of AD rolled against each Target Model
is determined by the Range Band the Target Model
occupies relative to the Firing Model.

69

SECTION C5 WEAPONS AND MUNITIONS

Flamethrower Weaponry
Flamethrower Weaponry is governed by the
following special rules:




Flamethrower Weaponry is identified as having


Flamethrower in the title.
Attacks from Flamethrowers do NOT cause
Critical Hits, and instead use the Damage
mechanic noted below.
Flamethrower Weaponry has the Deadly To
Infantry and Redoubtable MARs.
Flamethrower Weaponry uses Incendiary and
Lethal Munitions.
Flamethrower Weaponry may use either the
Standard Fire, or Combined Fire Firing Options
with other Flamethrower Weaponry when
performing an Attack.
Flamethrower Weaponry may not target
Models occupying the Diving Height Band.

If the total number of Hits against a Target Model


equals or exceeds its Critical Rating, the Model still
only loses ONE Hull Point, but receives ONE Raging
Fire Game Marker due to its Incendiary Munitions, and
an additional D3 Raging Fire Game Markers, making the
total amount of Raging Fire Game Markers received
D3+ONE.

Heat Weaponry
Heat Weaponry is governed by the following special
rules:


Heat Weaponry is identified as having Heat in


the title.
Heat Weaponry uses the Incendiary and
Piercing Munitions Types.
Heat Weaponry always has the Redoubtable
and Pinpoint Attack Model Assigned Rules.

Tesla Weaponry

Flamethrower Weaponry does not cause normal


Damage to its target. If the total number of Hits
against a Target Model equals or exceeds its Damage
Rating (DR), but not its Critical Rating (CR). the
target loses ONE Hull Point (HP) and receives ONE
Raging Fire Game Marker due to its Incendiary
Munitions as normal.

Tesla Weaponry is governed by the following special


rules:


If the total number of Hits against a Target Model


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

70

Tesla Weaponry is identified as having Tesla or


Speerschleuder in the title.
Tesla Weaponry uses Lethal Strike
Munitions.
Tesla Weaponry has the Redoubtable Model
Assigned Rule.

SECTION C5 WEAPONS AND MUNITIONS

Speerschleuder

If the number of Hits from ANY attack including a


Speerschleuder equals or exceeds the Damage Rating
(DR) of a Target Model, the Target gains a Lightning
Rod Persistent Effect Game Marker.
Any Attacks, in subsequent Activations, made by Tesla
Weapons against a Target with one or more Lightning
Rod Persistent Effect Game Markers on it are resolved
as if the Tesla Weaponry had Devastating Munitions
equipped.
All Speerschleuders are considered to have the Sub
Killer and High Angle Model Assigned Rules.

Defensive Counter Attack Ack Ack used


to defend against Rockets (see Page 62).
Aggressive Counter Attack Ack Ack used
to Counter Attack Models in the Aerial Height
Band that have targeted the Model.
Anti-Boarding Ack Ack used to defend
against an Aggressive Boarding Action from
Models on the Surface or above Height Levels
during the Boarding Segment (see Page 77).
Ack Ack Attacks made by Support Aircraft
both when executing Attack Runs and in
Dogfights (see Page 115).

Volley Guns

Concussion Charges (CC)

Volley Guns are robust, rapid firing, high angle


weapons used by various nations to defend against
both smaller surface targets and more importantly
flyers.
Volley Guns are governed by the following special
rules:

Packed with explosives these devices can be set to


explode on, or just below, the surface. The shock wave
they produce is often deadly to any Submerged Model
or threat.
All Concussive Charge Attacks directed towards
Models are considered to have the Crushing Impact
and Sub Killer MARs.
When used in the ways noted below, CC has a range
of 8" unless otherwise specified below:

Volley Guns are identified as having Volley


Gun in the title.
Volley Guns have the High Angle and
Redoubtable Model Assigned Rules.

AUXILIARY WEAPONS
Ack Ack (AA)
Normally low-calibre, rapid firing and deployed in
great numbers, Ack Ack can put a curtain of fire into
the sky that is capable of damaging or driving off any
Aerial Model or threat.
When used in the ways noted below, AA has a range
of 8" unless otherwise specified below:


Concussion Charge Attacks against Models in


the Diving Height Band.
Attacks against Surface Mines in an attempt
to remove the Mine in a Controlled
Detonation (see Page 75).

When used in any of the below ways, CC has a range


of 4" unless otherwise specified:

Ack Ack used to Attack Models in the Aerial


Height Band.
Ack Ack used to mount an Interception
Attack against Support Aircraft Squadrons
(see Page 115).
Ack Ack used to attack Air-Burst Mines
in an attempt to remove the Mine in a
Controlled Detonation (see Page 74).

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


of 4" unless otherwise specified:

71

Defensive Counter Attacks using


Concussion Charges used to defend against
Torpedoes (see Page 62)
Aggressive Counter Attack Concussion
Charges used to Counter Attack Models in
the Diving Height Band that have targeted the
Model.
Anti-Boarding Concussion Charges can
be used to defend against an Aggressive
Boarding Action from Models in Diving Height
Band during the Boarding Segment (see
Page 77).

SECTION C5 WEAPONS AND MUNITIONS

SPECIAL MUNITIONS
Most weapons in the game use High Explosive
munitions, and this is often highly effective. However,
certain factions and commanders make great use of
munitions with special effects.
If a Model or weapon can be equipped with Special
Munitions this will be listed in the Models Profile, or in
a Factions Forces Guide.
If an Auxiliary weapon has one of these Munition
types, the effect of the Special Munitions also apply to
any Counter Attack made with the Auxiliary weapon,
where applicable.
Unless otherwise specified in order to benefit from
the Special Munition rules below, the Lead Weapon
used in an Attack must have the relevant Special
Munition.
Attacks using the Combined Fire Firing Option
require ALL weapons used in the Attack to have the
relevant Special Munition.
Concussive
If the number of Hits from an Attack with Concussive
Munitions equals or exceeds the Critical Rating (CR)
of the Target Model, the target loses ONE additional
Assault Point (AP).

72

Corrosive
If the number of Hits from an Attack with Corrosive
Munitions equals or exceeds the Damage Rating (DR)
of the Target Model, place ONE Corrosive Marker
on the target.
If the number of Hits equals or exceeds the
Critical Rating (CR) of the Target Model, place TWO
Corrosive Markers on it.
Devastating
Provided ALL weapons in the Attack have Devastating
Munitions, ANY (RED) 6 on the INITIAL roll from
the Attack results in TWO D6 being rolled in the
Exploding Dice Step rather than just ONE. Any
subsequent (RED) 6s will result in ONE extra D6
as normal.
High Payload
ALL Hits from a High Payload will result in TWO
successes. In cases where the Exploding Dice
mechanic is permitted a (RED) 6 will STILL result in
TWO successes AND a chance to roll the dice again.
Incendiary
If the number of Hits from an Attack with Incendiary
Munitions equals or exceeds the Damage Rating (DR)
of the Target Model, place ONE Raging Fire Marker
on the target.

SECTION C5 WEAPONS AND MUNITIONS

Weapons equipped with Incendiary Munitions


are considered Flame Weapons for the purposes of
Defensive MARs such as Flame Retardant Armour.
Lethal Strike
If the number of Hits from an Attack with Lethal
Strike Munitions equals or exceeds the Damage
Rating (DR) of the Target Model, the target loses ONE
additional Assault Point (AP).
Piercing
If the number of Hits from an Attack with Piercing
Munitions equals or exceeds the Damage Rating
(DR), but NOT the Critical Rating (CR), of the Target
Model it will lose 1 Hull Point (HP), and then roll on
the Critical Hit Table, for the Critical Hit Effect only,
ignoring any HP Lost result.
Important Note: Any result of a 2 or 12 must be rerolled.
If the number of Hits equals or exceeds the Critical
Rating (CR) then roll as normal for a Critical Hit.
Weapons with the Piercing Munition Type CANNOT
use the Indirect Fire Firing Option.

Sturginium
If an Attack with Sturginium Munitions Hits the
Target Model, any Shield Generators (including
Guardian Generators) no longer use Exploding Dice
and instead are treated as using Heavy Dice.
Limited Use Munitions
Most Weapons have sufficient ammunition for the
whole battle, but some Models, normally those carrying
very large weapon loads for their size, have Limited
Use Weapons. As the name implies, these weapons may
only be used in a finite or limited fashion.
Limited Use Munitions are denoted by Limited, X
Number in brackets after the weapon name. Each
time a Model with Limited Use Munitions has used the
munition, place an Ordnance Away Game Marker
on the Model. When the Model has as many Ordnance
Away Markers as the Number in the bracket, it may
no longer use the Weapon.
Magnetic Mines
This Mine Marker may be moved up to 2" in any
direction chosen by the controlling player during the
Drifting Step of the End Phase. This may allow the
Mine to meet its Detonation Criteria immediately
(see Mines, Page 74).

73

SECTION C6 MINES AND NODES

MINES

Mines are explosive devices often placed onto the


Surface of the Water or Land, or more unusually, at
other Height Levels.They are triggered by the approach
of a Model and can inflict great damage. Mines are
mainly unsophisticated devices, normally unable to
differentiate between friend and foe. As a result of this,
their placement has to be carefully considered.
Mines are represented on the Tabletop as Mine
Markers. Once placed, Mine Markers will remain in play
until they are Detonated or Cleared.
Any Model capable of laying Mines will have Mines
listed in their Profile. The Attack Dice (AD) of
the Mines are listed in the Range Band 1 section of
a Models Profile. A Models Profile will also list how
many Mines it can place during an Activation.
Most Mines will use fairly standard munitions for its
payload; however certain types of Mine may be unusual
and have additional effects. These will be listed as a
Munitions Type in the Options Section of their Profile.

A Model with Mines can place the listed


number of Mines in the Aft 90-degree Fire
Arc, within 2" of the rear of the Model during
any point of the Movement Segment of the
Squadron Activation.
All measurement to Mines is to the centre of
the Mine Marker.
A Mine may NOT be placed within 1" of any
other Model.
A Mine may NOT be placed within 1" of any
other Mine Marker, unless a Squadron is
Linking Mines (see below).
When a Mine is placed, place a Mine Marker to
show its position.
Mines become Armed only at the END of the
Activation of the Squadron that placed them.
A Model may not place Mines and drop Bombs
in the same Activation.

Detonating a Mine
An Armed Mine will explode when its Detonation
Criteria are met. The Detonation Criteria will differ
depending on the type of Mine deployed.

Surface Mine Detonation Criteria


An Armed Surface Mine will Detonate if a


Model occupying the Surface or Submerged
Height Levels moves, or is moved, to within 1"
of the centre of a Mine Marker.

74

If an Armed Surface Mine is moved to within


1" of a Model occupying the Surface or
Submerged Height Levels, it IMMEDIATELY
Detonates.
Tiny Models DO NOT Detonate Surface Mines.

Air Burst Mine Detonation Criteria


An Armed Air Burst Mine will detonate if a


Model occupying the Surface or Flying Height
Levels moves, or is moved, to within 1" of the
centre of a Mine Marker.
If an Armed Air Burst Mine is moved to within
1" of a Model occupying the Surface or Flying
Height Levels, it IMMEDIATELY Detonates.
Tiny Models DO NOT Detonate Air Burst
Mines.

Surface Mine Detonation

When a Surface Mine Detonates, place the Large


Effect Template over the centre of the Detonating
Mine: all Models on the Surface or Submerged Height
Levels under the Template are hit by the ensuing
explosion.

Air Burst Mine Detonation

When an Air Burst Mine Detonates, place the Large


Effect Template over the centre of the Detonating
Mine: all Models on the Surface or Flying Height Levels
under the Template are hit by the ensuing explosion.

General Detonation Effects

Mines use the Exploding Dice mechanic, and


require a 4, 5, or (RED) 6.
Roll ONCE for each Mine and apply the hits to ALL
affected Models hit by the explosion.


ALL Mine Explosions are resolved separately.


ALL Mine Explosions are Indiscriminate
Attacks!
If a Mine explodes, remove the Mine Marker
that was representing it.

If an Armed Mine Marker is under a Large Effect


Template placed due to a Mine Explosion, roll a D6:
on a (BLACK) 5 or 6, the Mine Marker Detonates,
regardless of which Force dropped it. This can result in
a cascade of Detonating Mines, so be careful how you
place them on the Tabletop!

SECTION C6 MINES AND NODES

Clearing Mines

If a Model is within 8" of the centre of a Mine Marker,


it can attempt to remove the Mine in a Controlled
Detonation Attack. Surface Mines may only be attacked
by Concussion Charges and Air Burst Mines may only
be attacked by Ack Ack. This Attack is declared and
resolved using any applicable Firing Options, in the
Firing Segment as normal and uses the following
To Hit Numbers modified by any applicable Model
Assigned Rules:

A 4, 5 or (RED) 6 is required for a Hit.

If the number of Hits equals, or exceeds, the Mines


Attack Dice (AD) Value, the Mine Marker is removed
from play without Detonating. If the Mine Marker is
NOT removed it DOES NOT take any Damage from
the Controlled Detonation Attack.

Linking Mines
To create a Linked Mine, a Squadron places several
Mine Markers in the same location during the same
Activation. The Mine Markers are stacked on top of
each other, and become a Linked Mine. This is the
ONLY way a Linked Mine can be created.
When a Linked Mine Detonates, calculate the AD
using the Linked Fire mechanic (see Firing Options
on Page 115) with all the Mines in the stack.
Unless a specific condition applies, a Linked Mine
may not be MOVED for any reason.

During the Auxiliary Weapon Step this weapon


places a Node Marker within Line of Sight and in the
Range Bands indicated by an X in the Models Profile. It
may only be used if the Model is occupying the Surface
or Flying Height Levels.
The Marker may NOT be placed in contact with a
Model or Mine Marker. Once the Marker is placed, the
Generator listed in the brackets of the Node Projector
controlled by the Parent Model activates (even if this
would mean it does so out of sequence), channelling the
power of the Generator though the Node.
All Models touched by a Large Effect Template,
placed over the centre of the Marker, are considered
to have been attacked by the Generator Type listed in
the brackets.
The Generator Type must roll separately for each
affected Model to ascertain if it has been successfully
targeted, using the rules listed in the stated Generator
entry. Unless otherwise stated in the individual
Generator entry, the Generator affects Models
occupying all Height Levels.
A Model may only use their Node Projector if the
on-board Generator of the same type is functional.The
use of the Node counts as the Offensive Generators
Activation for the Game Turn.
Once all Generator attacks have been resolved, the
Node Marker is removed from play.

Important Note: When attempting to clear a Linked


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

Commodore Roger
Barnes-Thorpe

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

75

SECTION C7 THE BOARDING SEGMENT

BOARDING ACTION SEGMENT


In a Boarding Action, marines, often equipped with
rocket packs to leap aboard, can cause severe damage
to an enemy Model. In some cases they are even able
to overwhelm the Models defences completely and
take it as a Prize.
Most Models have some marines on board,
represented by an appropriate Assault Points (AP)
value in their Profile. Unlike other Models, the AP
values of Robots do not represent a complement of
marines; instead, it is their physical form allowing them
to inflict damage to an enemy Model when close.
A Non-Robotic Models Assault Point value can
be reduced due to Boarding Actions, certain types
of Damage, or if the Model places marines on board
another Model as a Prize Crew or Salvage Crew.
A Model reduced to 0 Assault Points cannot initiate
any Boarding Actions and is very vulnerable, as its crew
lack the specialists needed to fight off enemy boarding
parties.

Boarding Action Limitations

During boarding, the parties involved are divided


into two key elements: the Target Model and the
Initiating Model (or Models in the case of grouped
boarding actions!).
A Boarding Action CANNOT be attempted in the
following circumstances:

A Model may only ever nominate ONE Target Model


to be the subject of a Boarding Action during the
Boarding Segment of its Activation.

Boarding Procedure

The Boarding Action Segment has SIX steps,


which are resolved in the following order:
1.
2.
3.
4.
5.
6.

Nominate Targets and Assault Groups


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

1. Nominate Targets and Assault Groups


During this Step, a Model must announce the
intention to execute a Boarding Action during the
Phase. ALL Models initiating a Boarding Action in
the current Squadron Activation MUST nominate
the Target Model they are planning to board before
ANY Boarding Action can be resolved across affected
Squadrons.
Each Initiating Model MUST then state how many
Assault Personnel (AP) they are planning to
commit from their Models current AP to the assault:
this is called the Models Assault Group. A Model may
only ever create ONE Assault Group in the Phase and
it must comprise of at least 1 AP.
Important Note: An Initiating Model is not compelled to
allocate their entire Assault Personnel (AP) to their Attack
Group.

An Initiating Non-Robot Model fired ANY


Primary, Secondary, Tertiary or Auxiliary
weapons at the Target Model during the
current Squadron Activation.
The Models are out of range!
The Initiating Model is Disordered.
An Initiating Model suffered Damage as a result
of a Collision during the current Game Turn.
The Target Model is a Support Aircraft
Squadron.
An Initiating Model is TWO or more Height
Levels away from the Target Model.
Either Target or Initiating Models occupy
the Diving Height Band, unless a Model
Assigned Rule applies.

A Boarding Action can be made against a valid Target


Model within 4". Measurement for any Boarding
Action is taken from the closest point on the Initiating
Model or its base to the closest point on the Target
Model or base.

Line of Sight is NOT required to make a


Boarding Action. Obstructing Terrain has no
effect.

The Two Types of Boarding Action are:



76

Friendly Boarding Actions


Aggressive Boarding Actions

SECTION C7 THE BOARDING SEGMENT

Friendly Boarding Actions


Efforts to Repair or Re-crew a friendly Model. These
are further sub-divided into TWO types:

Repair Boarding Actions (see Repair


Function on Page 130).
Re-Crew Boarding Actions: Models within
a Squadron may elect to initiate a Boarding
Action against another member of the
Squadron, using their Attack Group to ReCrew the Target Model. The Initiating Model
loses the AP from their Attack Group and the
Target Model gains the AP. No Model may
exceed its starting AP value and the Target
Model retains its Crew Type.

Important Note: A Squadron that initiates a ReCrewing Boarding Action may NOT attempt any other form
of Boarding Action during the Activation.
Aggressive Boarding Actions
These are an attempt to Sabotage, Derelict, Salvage
or Prize an enemy Model.
If a Target Model is targeted by more than one enemy
Assault Group during the current Squadron Activation,
the forthcoming Boarding Action is resolved as a Joint
Assault with the defenders battling against two or
more groups of attackers!

2. Anti-Boarding Declarations
With the enemy marines already in the air and
soaring towards their targets, the defensive systems
on-board the assaulted Models kick in, filling the air
with small calibre weaponry, debilitating concussive
blasts or some other inventive form of defensive
counter-measure devised by the Nations.
When using any form of Anti-Boarding Fire against an
Aggressive Boarding Action, all Anti-Boarding Fire must
be allocated to one or more of the Assault Groups
attempting the Aggressive Boarding Action BEFORE
any dice are rolled. Each Assault Group can only be the
target of ONE Anti-Boarding Fire Action.
If targeted by an Aggressive Boarding Action a Model
MUST attempt to defend itself and may ONLY allocate
Anti-Boarding Fire to Assault Groups targeting it.
If one or more Initiating Models in the Boarding
Action are in the Diving Height Band, the Target Model
must allocate their Concussion Charges (CC) to
defend themselves. In all other instances, Ack Ack (AA)
is used.

Important Note: A Salvaged or Prized Model uses


the Ack Ack or Concussive Charges statistic of the Model,
modified by the damage sustained on the Model, when
defending against an incoming Boarding Action.
Members of the Models Squadron or Combat
Patrols (see Page 126) measure their Range to the
Target Model to ascertain whether or not they can
perform Linked/Combined Anti-Boarding Fire.
Models must be within 4" of the Target Model to
assist in the Anti-Boarding Fire action. Unless otherwise
stated, the other members of the Squadron MUST use
the Linked Fire Firing Option and the Target Model
MUST Lead the Anti-Boarding Fire action.
Important Note: Players should remember that a
Model may NOT provide Supporting Fire to defend another
Model if they are themselves targets of a Boarding Action.

3. Anti-Boarding Fire
During this Step, the Target Model resolves their
allocated Anti-Boarding Fire determined in the Step
above.
Roll the allocated Anti-Boarding Fire against the
incoming Assault Groups, noting losses to the Initiating
Models Assault Personnel (AP). Anti-Boarding Fire is
resolved against Assault Groups in any order chosen
by the Target Model.
Anti-Boarding Fire rolls a number of D6 equal to the
weapons Attack Dice (AD), taking into account Firing
Options, Damage Reduction and Collisions, where
appropriate.
Anti-Boarding Fire uses the Exploding (RED) Dice
mechanic and has the following To Hit numbers against
any Boarding Action, modified by any Model Assigned
Rules that may apply.

A 5 or (RED) 6 is required To Hit.

Anti-Boarding Fire Damage


Any non-Robot Initiating Model will lose 1 Assault
Point (AP) per Hit from Anti-Boarding Fire. Any lost
Assault Points from Assault Groups are removed
IMMEDIATELY, are no longer involved in the Boarding
Action and must be noted near the Model.
Important Note: Should the Anti-Boarding Fire
generate more Hits than the Assault Group it was directed
against, the excess is lost and does not carry on to other
Assault Groups taking part in the same action.

77

SECTION C7 THE BOARDING SEGMENT

4. Close Quarters Battle (CQB)

Once allocation is done, SIMULTANEOUSLY resolve


each Boarding Action between the Target Models
Assault Groups and the Initiating Models Assault
Groups.
The number of Assault Points in each Attack Group
is then converted into Attack Dice (AD) which in turn
may be modified by any Model Assigned Rules (MARs)
that may apply.
The Attack Dice for all parties are dependent on the
Crew Type on the relevant Models involved.
Each Hit will cause the opposing non-Robot Models
Assault Group (and by extension the Model itself) to
lose 1 Assault Point. This reflects casualties to any
marine complement, either attackers or defenders.The
total number of AP lost from each Model is noted to
provide a total for each side in the engagement.
The To Hit Numbers required to Hit in an Aggressive
Boarding Action are determined by the Crew Types
involved, below is a summary table of the available
Crew Types, with full details opposite.

With the attacking marines on-board the target


and running amok against the line-crew, it falls to the
troops on-board to muster a defence in order to repel
the boarders.
The remaining Assault Groups from the Initiating
Models that have survived the Anti-Boarding Fire are
now considered to have reached the enemy Model and
proceed to engage the defenders in Close Quarters
Battle.
It now falls to the Target Model to create its own
Assault Group(s) to repel the enemy by allocating from
its own current Assault Point (AP) value. If only one
Initiating Assault Group is on board, the Target Model
allocates its entire AP value into one defending Assault
Group.
If more than one Initiating Assault Group is on
board, the Target Model creates one or more Assault
Groups that are individually assigned to engage a
specific Initiating Assault Group. The total amount
of Assault Points (AP) allocated into these multiple
Assault Groups MUST not exceed the total amount of
Defending Assault Points available. ALL of the Assault
Points on the Model MUST be allocated to at least
one of their own created Assault Groups; the marines
on board are not going to just stand aside while the
enemys about after all!

Important Note: Should the Attack Dice rolled by the


Target Model generate more Hits than the Assault Group it
was directed against, the excess is lost and does not carry
on to other Assault Groups taking part in the same action.
The Initiating Models are not governed by this limitation
as it is assumed their forces are able to use the victory to
run amok onboard the enemy Model, striking in ambush
against additional Target Model Assault Groups who are
sworn to defend key positions on-board.

Important Note: In some cases the Target Model may


wish (or be forced) to allocate their AP against just a single
Initiating Assault Group, even if there are more than one
Initiating Assault Groups on board.

CLOSE QUARTERS BATTLE TO HIT TABLE


Crew Type

Initiates a Boarding Assault


To Hit Number

Defends Against a Boarding


Assault To Hit Number

Elite

3, 4, 5, (RED) 6

3, 4, 5, (RED) 6

Aggressive

3, 4, 5, (RED) 6

4, 5, (RED) 6

Reckless

3, 4, 5, (RED) 6
Opposing Model gains a +1 Hit
Modifier

3, 4, 5, (RED) 6
Opposing Model gains a +1 Hit
Modifier

Regular

4, 5, (RED) 6

4, 5, (RED) 6

Stoic

4, 5, (RED) 6

3, 4, 5, (RED) 6

Defensive

5, (RED) 6

4, 5, (RED) 6

Conscripted

5, (RED) 6

5, (RED) 6

Non-Combatant

(RED) 6

(RED) 6

78

SECTION C7 THE BOARDING SEGMENT

5. Determine the Victor!

Determine whether the Target Model has Routed


the Attack, Repelled the Attack, has suffered a
Sabotage result or if the boarders were Victorious!
Once all Boarding Action Attack Dice have been
rolled, compare the number of AP Hits inflicted by
both sides (not including excess Hits that were lost)
and consult the Boarding Success table on Page 80:

CREW TYPES
Each Profile in Dystopian Wars includes a Crew Type
entry taken from the following list:
Elite
This Crew Type represents the very best each faction
can offer as regards close combat troopers.
Aggressive
Some factions are predisposed to aggressive and hard
hitting boarding assaults.These troopers epitomise this
ethos in their attitude.
Stoic
These troops are dogged defenders, capable of
fighting on against all odds under relentless enemy
assaults.
Regular
This Crew Type represents the standard Assault
Personnel tasked with combat actions in the world of
Dystopian Wars.

Sabotage
A Sabotaged Model IMMEDIATELY suffers a Critical
Hit and the Attacker must roll on the Critical Hit
Table. This roll occurs AFTER the Attackers have
left the Sabotaged Model during the Boarding
Consolidation Step.

Reckless
Every faction has its share of headstrong and gungho individuals keen to cause havoc amongst their foes.
Such troops are difficult to control however, and are
often simply unleashed upon the enemy!
Defensive
Not all Assault Crews are capable of launching
cohesive assaults and this Crew Type is designed to
represent those who favour a more passive engagement
style.
Conscripts
These Assault Personnel represent the poorly trained
elements of assault cadres. Whilst not as gifted in their
ability to inflict damage, they often make up for this
shortfall with pure numbers!
Non-Combatant
The general Merchant Seaman is not equipped
or trained to engage the enemy in the terrifying and
often fatal Dystopian World. This Crew Type is most
commonly given to Crew who would prefer never to
get involved in a Boarding Assault if they can help it!

79

SECTION C7 THE BOARDING SEGMENT

RESULT

Defender rolls more hits and


the Defender's AP is not wiped out.

EFFECT

Attack Routed

DESCRIPTION
The Target Model may make an out-ofsequence Ack Ack/Concussive Charge
Anti-Boarding Fire Attack (depending on
the nature of the boarding action) against
the Attackers Assault Personnel remnants
as they attempt to escape the Model.
Important Note: ONLY the Target Model
may engage in this attack. Other Squadron
Members or Combat Patrols may NOT.

Both Attacker and Defender roll the


same number of Hits but the Defenders
AP is not wiped out.

Attack
Repelled

The Attackers AP places explosive charges


on-board the Model and return to their
Model in the chaos of the resulting
explosion, if any survived!

Attacker rolls more hits, but does


not wipe out the Defender's AP.
OR

The Initiating Model's AP remnants return


to their Models without further penalty,
using the smoke and confusion to escape.

Sabotage *
The Target Model suffers a Critical Hit and
where relevant, the Attacker must roll on
the Critical Hit Table applying any damage
and effects immediately.

Both sides have been wiped out.

The Attacker AP on-board may Prize


the Model if able. The Model takes a
Prized Game Marker.
Only Capital Non-Robot Models may be
taken as a Prize/Salvage.
OR
Defender AP is wiped out and
Attacker AP remains.

Victorious!

The Attacker may choose to downgrade


this result to a Sabotage Effect* see above.
OR
The Attacker may leave the Model as a
Derelict is they wish to. The Model takes a
Derelict Game Marker. Derelict Models
with an Initial HP of 2 or less are
removed from play.

80

SECTION C7 THE BOARDING SEGMENT

Prize Models
ANY Model that initiated an Aggressive Boarding
Action that resulted in the Target Model being able to
be taken as a Prize, can allocate an amount of their
current Assault Group to form a Prize Crew before
returning to their Parent Model and re-joining its APcontingent.
A Models Assault Group value is reduced by 1
for each 1 point of Prize Crew they supply to the
Model being taken as a Prize. The size of any Prize
Crew on a Model must be clearly shown. A Model
MUST contribute any Prize Crew during the Boarding
Consolidation Step and CANNOT do so in any
subsequent Squadron Activation.
A Prize Model is effectively Lost and (unless
otherwise stated) CANNOT perform ANY Actions
in the Activation Segment of the game, other than
compulsory Drift movement, unless a specific condition
or Model Assigned Rule applies.
However, a Prize Model CAN be the subject of a
later Aggressive Boarding Action in an attempt to recapture the Model by the opposing fleet in an attempt
to Salvage the Model instead. Should a Prize Model
be subject to an Aggressive Boarding Action, the Prize
Crew may use the captured Models Auxiliary Weapons
as part of an Anti-Boarding Fire Action.
If, for any reason, a Prize Crew is reduced to 0,
without the original owner placing a Salvage Crew
on-board, the Prize Model automatically becomes a
Derelict Model.
Important Note:The size of any Prize/Salvage Crew
may never exceed the Prized Models Initial Assault
Points (there just isnt the space to hold more!) and is used
as the current Assault Point value of the Model during
any attempt to re-capture the Model.
Salvaged Models
A Model that had been taken as a Prize by the enemy
may be taken later in the game as part of a Boarding
Action by the previous owners fleet. A successful
boarding action that wipes out the Prize Crew will
allow the boarding Models to deploy a Salvage Crew
on-board, or may force the boarders to leave the
Model as a Derelict.
The Aggressive Boarding Action resolves normally
with the Attacker and Defender functioning as above,
except the Attacker does not Prize their own Model,
rather they Salvage it instead.
A Models Assault Point value is reduced by 1 for
each 1 Salvage Crew they supply to the Model being

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


on a Model must be clearly shown.
A Model MUST contribute any Salvage Crew
immediately after the Aggressive Boarding Action has
been won and CANNOT do so in any subsequent
Squadron Activation. Should a Salvaged Model be
subject to an Aggressive Boarding Action, the Salvage
Crew may use the re-captured Models Auxiliary
Weapons as part of an Anti-Boarding Fire Action.
A Salvaged Model is effectively Lost and CANNOT
perform ANY Actions in the game, other than
compulsory Drift movement, unless a specific condition
or Model Assigned Rule applies.
However, a Salvaged Model CAN be the subject of an
Aggressive Boarding Action in an attempt to re-capture
the Model by the opposing fleet in an attempt to Prize
the Model again!
If, for any reason, a Salvage Crew is reduced to 0,
without the previous Prizing player placing a Prize Crew
on-board, the Salvage Model automatically becomes a
Derelict Model.
Prize/Salvage Crews and Crew Type
All Prize and Salvage Crews are considered to be the
Regular Crew Type.
Derelict Models
A Derelict Model is effectively Lost and CANNOT
perform ANY Actions in the game, other than
the compulsory Drift movement. It CANNOT be
the subject of ANY further Boarding Actions and
CANNOT be taken as a Prize or as a Salvage Model
later in the game.
In the End Phase, a Derelict Model will automatically
lose ONE point of HP and CANNOT execute any
Repair Actions.

6. Boarding Consolidation
Derelicts, Salvaged Models and Prize Models affect
players Victory Points Totals and so need to recorded
in this Step.
Models that have been taken as a Prize or as Salvage
should be clearly marked with the appropriate Game
Marker and their Crew Numbers must be clearly
shown.

Robots and the Boarding Phase


For more information on how Robots interact in
this Segment, see the Robot Designation Section
on Page 120.

81

SECTION C7 THE BOARDING SEGMENT

EXAMPLE 1: A Squadron of three Prussian Uhlan Class Cruisers


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

EXAMPLE 1:

EXAMPLE 2:

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


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

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


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

EXAMPLE 3:

82

SECTION C7 THE BOARDING SEGMENT

EXAMPLE 4:

EXAMPLE 4: Uhlan A did not reach the Tribal Y with any Assault
Points remaining in its Assault Group.
Uhlan B managed to reach Tribal Y with 3 Assault Points
remaining in their Assault Group!
Uhlan C managed to reach Tribal X with 2 Assault Points
remaining in their Assault Group!
Given the Assault Group from Uhlan A was wiped out, the AP of
Tribal Y creates a single Assault Group with their entire AP, giving
them an Assault Group of 5 with which to try to beat back the
Prussians.
Both players now roll their Attack Dice. Neither Model is subject
to any Model Assigned Rules, but the Prussian Uhlan DOES have
Aggressive as its Crew Type which means they cause a hit on a
3+ with their Close Quarters Battle dice when it initiates an
Aggressive Boarding Assault (See Page 79).
Uhlan B Attack Group rolls 4, 6, 3... then 4 = 5 Hits. Tribal Y
Attack Group rolls 1, 2, 2, 4, 5 = 2 Hits. This means that the Tribals
starting 5 AP has been eliminated and the Uhlan has 1 AP remaining!

EXAMPLE 5:

EXAMPLE 5: Uhlan B scored 5 Hits and Tribal Y scored


3 Hits.
Tribal Ys starting AP has been eliminated and the Uhlan B has
1 AP from its Assault Group remaining on-board the Tribal!
This causes a Victorious! result and the Tribals fate is in the
Prussian players hands. They can choose to Prize the Model with
the remaining 1 AP, Sabotage the Model, or simply foul its systems
and leave it as a Derelict to drift until it eventually sinks.
Uhlan C scored 1 Hit and Tribal Y scored 2 Hits. Tribal X has
4 AP remaining and the Uhlan C has 1 AP remaining!
This causes an Attacker Routed result, forcing the remaining
1 AP from the Prussian Assault Group to flee, through the vengeful
Defensive Fire of the Tribal once more!

IN CONCLUSION: Following the boarding assault,


the Prussian player elects to Prize the defeated Tribal.
This modifies the Prussian Victory Points Total by
+160pts, as the Tribal Class Cruiser costs 80pts.
Should the Prussian player have elected to make the
Tribal Derelict, the Prussian Victory Points Total increases
by +80pts.
Given that the Prussian player has chosen to Prize
the Model, should the Brittanian player later capture
back the Tribal and place a Salvage Crew on-board, the
Prussian players Victory Points Total would change to
just +40pts rather than the +160pts it is when Prized!

Uhlan C has managed to get on-board the second Tribal with


3 Assault Points remaining.
Tribal X creates a single Assault Group with their entire AP,
giving them an Assault Group of 5.
Both players now roll their Attack Dice. Neither Model is subject
to any Model Assigned Rules, but the Prussian Uhlan DOES have
Aggressive as its Crew Type which means they cause a hit on a 3+
with their Close Quarters Battle dice when it initiates a Boarding
Assault (See Page 79).
Uhlan C Attack Group rolls 1, 2, 4 = 1 Hit.Tribal X Attack Group
rolls 1, 2, 2, 4, 5 = 2 Hits. This means that the Tribal X has 4 AP
remaining and has 1 AP remaining!

83

SECTION C8 THE END PHASE

THE END PHASE


The End Phase of the Game Turn is used to tidy up
and prepare for the next.
The End Phase has SIX Steps, which are performed
in the following order.
1.
2.
3.
4.
5.
6.

Perform any Compulsory Actions


Execute any Damage Repairs
Persistent Damage
Restore Order
Check for End of Game
End Phase Consolidation

1. Compulsory Actions
Compulsory Actions are executed in the following
order:

This Step is divided into TWO parts that must be


resolved in the following order, starting with Critical
Repairs and then Persistent Effects Repairs.
2.1: Critical Repair Tests
Players MUST roll separately for each Critical
Effect Game Marker that they are attempting to
repair, and can only attempt to repair each Critical
Effect Game Marker once per turn.
Unless otherwise stated by a Model Assigned Rule,
roll a D6 for each Critical Repair attempt and consult
the table below:
D6
RESULT
1, 2, 3
4, 5, 6

EFFECT
Critical Hit Effect Marker Remains
Critical Hit Effect Marker Removed

Important Note: It is not possible to repair Hull


Point (HP) damage with a Damage Repair roll, just the
Critical Hit effect.

Derelict Models lose 1 Hull Point (HP)

Important Note: Salvaged and Prized Models do


NOT lose HP.
ALL Derelict, Prize, and Salvaged Models Drift:
moving directly forward a number of inches equal to
their listed Minimum Move value. ALL Drifting Models
are resolved in the current Order of Initiative.
Without a crew to keep them in the air, all Derelict
Aerial Models Crash once they have made their
Drift Move. The Crashing Model falls out of the sky,
and resolves a Ram Action against any Model on the
Surface Height Level in base contact with it when it
Crashes. After Crashing, the Model is Scrapped.
Important Note: Derelict, Salvaged and Prized
Models are still moved by their original owners.

2. Damage Repairs

Players MUST attempt to repair any Damage


Effect Game Markers that have been inflicted upon
Models which are not a Derelict by making a Damage
Repair Test.

Important Note: Salvaged and Prized Models may


also attempt Repair Attempts. This becomes especially
important should the Model be affected by Persistent
Effects such as Corrosion or Raging Fires.

84

2.2: Persistent Effects Repair Tests


Following any Critical Repair Tests, players MUST roll
separately for each Persistent Effect Game Marker
that they are attempting to repair, and can only attempt
to repair each Persistent Effect Marker once per turn.
Unless otherwise stated by an Assigned Rule, roll
a D6 for each Persistent Effect Repair attempt and
consult the table below:
D6
RESULT
1, 2, 3
4, 5, 6

EFFECT
Persistent Effect Marker Remains
Persistent Effect Marker Removed

3. Persistent Damage
Game Markers are used to indicate both Damage and
key information. Some may be time-bound, some may
be repairable and others are more permanent in nature
such as loss of Hull Points, Assault Points, etc. During
the Persistent Damage Step, Players should ensure that
every Model has the correct Game Markers placed
next to them on the Tabletop. Any Game Markers that
are no longer relevant should be removed.

SECTION C8 THE END PHASE

Raging Fires
If a Model has a Raging Fire Marker on it at this
point, the Model immediately loses 1 Assault Point
(AP) for each Raging Fire Marker on the Model. Should
a Model (including Derelicts) with 0AP suffer the effects
of further AP loss due to a Raging Fire, it loses 1 Hull
Point (HP) instead as the fire spreads to affect hull
integrity.
Corrosion
If a Model has a Corrosion Marker on it at this point,
the Model immediately loses 1 Hull Point for each
Corrosion Marker on the Model.

(MFV) in Victory Points, the Game ENDS at this point


and the players refer to the chart at the bottom of this
page:
Important Note: Players who DONT keep running
totals are very likely to slow the game down considerably
at this point as one or more players have failed to keep
adequate records whereas others have. In the interests of
faster gameplay and good manners, we would encourage
players to ALWAYS keep a running total of their own Victory
Points scored!
Victory Points (VP) Awarded:

4. Restore Order

At the start of this Step, if a Squadron is Disordered,


it MUST roll a D3 with the resulting number being
removed, in any combination, from the Squadrons
Assault Points or Hull Points. The owning player
may choose how this is divided across the Squadron
as desired and must ensure all losses are correctly
recorded.
After which, Disordered Squadrons remove their
Disordered Game Marker.
Important Note: A Disordered Squadron that suffers
casualties as a result of Disorder Damage does NOT
need to take a further Disorder Test, as they are already
Disordered at the time Damage is assigned.

5. End of Game
Players should keep a running total of their
accumulated Victory Points. At this point in the End
Phase, both players must check these totals against
their Victory Conditions detailed in their Force Orders.
If either player has achieved the required parameters
and percentage of the Games Maximum Force Value

Double VP For Any Prized Models.


Half VP For Any Salvaged Models. *
Full VP For Any Lost Models.
Full VP for All played TAC Cards in your
opponents Scrapyard.
Full VP for any Strategic Objective or
other scenario-based achievement.
+25VPs for any Ace shot down in a Duel.

* Players should remember that all numbers in


Dystopian Wars are rounded up, so should a Model
cost end in a 5, the Half VP awarded for the Model is
rounded up too!

6. End Phase Consolidation


Assuming no player has achieved Victory, players
should remove the Activation Markers from their
Squadrons and prepare themselves for another Game
Turn!

CRUSHING VICTORY

NARROW VICTORY

DRAW

If one side has achieved their Field


Orders, and the other has not.

If both sides have achieved their


Field Orders, and one side has a
Victory Points margin of 10% or
greater of the MFV.

Any other outcome!

85

86

INTRODUCTION

87

SECTION D1 MODEL ASSIGNED RULES

WHAT IS A MODEL ASSIGNED


RULE (MAR)?

Acrobatic Pilots

A Model Assigned Rule is often abbreviated to MAR


in the game rules. It is most commonly attached to
Models to give them additional rules or abilities beyond
the set of statistics presented on their Profile.
Model Assigned Rules (MARs) do not need to
be specific to Models however, as they can also be
attached to Support Air Squadrons, Weapons mounted
on Models and even specific to actions executed ingame.
Model Assigned Rules (MARs) are a catch-all
method of giving all these diverse Models and actions a
framework of common rules to allow players to follow
their use on the Tabletop.
In any case where a Model Assigned Rule (MAR)
would change or conflict with a standard rule, the MAR
takes precedence and overrides the standard rule.
There are two sub-types of MAR that exist which
function in exactly the same manner as other MARs
except as follows:

Coherency MARs: These MARs are only


applicable if all Models involved in the action
have the MAR.
Armour MARs: These MARs only provide
defence against Targeted Attacks (see Page 38).

During a Dogfight Engagement, the Support Aircraft


Wings within the Support Aircraft Squadron have a
Damage Rating (DR) of 3 rather than Damage Rating
(DR) 2.

Advanced Engines (+Value)


If this Model does not make any turns at any point
during its Squadron Activation, its Movement (Mv)
allowance is increased by the Value in inches listed in
the bracket.

Altered Silhouette (Size, Surface)


This Model counts as being the Size listed in the
bracket for the purpose of determining Line of Sight
only. In certain cases this MAR will only apply when a
Model is occupying a specified Major Surface.

All-Terrain
This Model may re-roll ONE Treacherous Terrain Test
per Game Turn but the new result MUST be accepted.

Aquatic Assault

Ablative Armour (+Value)

Armour MAR: If this Model has HALF or more of


its Initial Hull Points (HP) remaining its Damage Rating
(DR) AND Critical Rating (CR) are increased by the
Value listed in the bracket.
If this Model is reduced to LESS than HALF of its
Initial Hull Points (HP) its Damage Rating (DR) and
Critical Rating (CR) return to the Value listed in its
Profile AND the Model is now considered to have the
Vulnerable MAR.
Should a Model with this MAR return to HALF or
more of its Initial Hull Points (HP) the Model regains
the bonus to its Damage Rating (DR) and Critical
Rating (CR) AND is no longer considered to have the
Vulnerable MAR.

88

Assuming all other Boarding conditions are met,


this Model MAY initiate an Aggressive Boarding Action
against a Model occupying the Submerged Height
Level. Equally a Model with this MAR occupying the
Submerged Height Level MAY initiate an Aggressive
Boarding Action against a Model occupying the Surface
Height Band.

Area Bombardment (Weapon)


This Model may use the Area Bombardment Firing
Option when using the Weapon listed in the bracket
(See Page 65).

Attachment (Nation, Type/Name, Value)


During Force Organisation this Model may be
ADDED to a Parent Squadron of the Nation listed
in the bracket with the Type/Name of Models making
up the Parent Squadron is listed in the bracket. Any
number of Models up to the listed maximum Value in
brackets can be ADDED to a Parent Squadron in this
way. No Parent Squadron may ever contain more than
ONE Attachment Group.

SECTION D1 MODEL ASSIGNED RULES

Big Fuel Tanks

Combat Coordinator (Model, Range", MAR)

During an Interception Attack, the Support Aircraft


Wings within the Support Aircraft Squadron have a
Damage Rating (DR) of 3 rather than Damage Rating
(DR) 2.

This Model allows all specified friendly Models


within the stated Range to temporarily gain the Model
Assigned Rule listed in the bracket. If either this Model
or an affected Model moves out of Range, the MAR is
lost.

Carrier (Value)
This Model is a Carrier Model and has a designated
complement of Support Aircraft Wings (SAWs) equal
to the Value listed in the bracket. A Model with the
Carrier Model Assigned Rule follows the rules in the
Support Aircraft Squadrons and Carriers Section on
Page 112.

Close Quarters Gunnery


A Model with the Close Quarters Gunnery MAR
ignores the -1 To Hit modifier for firing Primary
Gunnery (P) when targeting a Model located in Range
Band 1.
Important Note: While this particular modifier is
ignored, other negative modifiers, such as from Small Target
or Difficult Target, still apply.

Combat Deployment (Models, Value,


Insertion Method)
This Parent Model has a number of Models, equal
to the bracketed Value, Embarked on-board the Parent
Model during Force Selection.
The Insertion Method Ponderous, Standard, or Rapid
refers to how the Embarked Models can be used in
the Activation in which they are Deployed.
At any point during the Movement Segment of the
Parent Models Squadron Activation, any Embarked
Models can Disembark and may be Deployed on the
Tabletop anywhere within 4" of the Parent Model.
Any Squadron with models Embarked MUST deploy
all their Embarked Models at the same time, and these
Models MUST form a single Squadron on the Tabletop.
Ponderous Insertion
Any Squadron that is Disembarked may NOT perform
a Squadron Activation on the Game Turn they are
Deployed.

89

SECTION D1 MODEL ASSIGNED RULES

Standard Insertion
Any Squadron that is Disembarked may perform
a Squadron Activation on the Game Turn they are
Deployed.
Rapid Insertion
Any Squadron that is Disembarked MUST perform
a Squadron Activation on the Game Turn they are
Deployed IMMEDIATELY after their Parent Model has
completed its Activation.
Important Note: The points cost of the Models gained
through Combat Deployment are included in the overall
cost of the Parent Model, however their points cost ARE
used for Victory Points calculations in the End Phase.

Deep Running
This Model may occupy the Deep Diving Height
Level. Models without this MAR may NOT occupy the
Deep Diving Height Level under any circumstances.

Diehard Attitude

Coherency MAR: This Model rolls an additional


1D6 when resolving a Disorder Test.

Difficult Target
Capital Models suffer a -2 To Hit modifier when
targeting this Model with Targeted Attacks.

Directed Fire (Weapon)

Combat Patrol
This Model may have a Combat Patrol attached. See
Page 126.

Combustible Cargo
When a Model with the Combustible Cargo Model
Assigned Rule suffers a Critical Hit, roll TWICE on the
Critical Hit Table and choose ONE of the results rolled.

Controlled Contact

This Model may perform a Controlled Contact


Special Movement Actions (see Page 51).

Crushing Impact (Weapon/Action)

ONE Attack or Counter Attack during each of this


Models Squadron Activations that includes any Weapon
type listed in the bracket, may use the Combined Fire
Firing Option.

Drone Launcher (Value)


This Model is a Drone Launcher and has a designated
complement of Drone Support Aircraft Wings (SAWs)
equal to the Value listed in the bracket.
A Model with the Drone Launcher Model Assigned
Rule follows the rules in the Drone Launchers and
Drones Section on Page 119. All Models with the
Drone Launcher MAR are automatically considered
to have the Drone Relay MAR.

Coherency MAR: Weapons or Actions with this


MAR only use the Target Models Damage Rating
(DR) when determining Damage.
If the number of hits taken by a Model equals or
exceeds its Damage Rating, the Model is considered
to have suffered a Critical Hit. If the number of hits is
DOUBLE the Damage Rating the Model is considered
to have suffered TWO Critical Hits, and so on.

Drone Relay

Deadly To Infantry (Weapon)

Engineers (Type)

Coherency MAR: This weapon uses the Exploding


(RED) Dice mechanic when attacking Infantry.

90

See the rules in the Drone Launchers and Drones


Section on Page 119.

Elusive Target
Non-Capital Models suffer a -1 To Hit modifier when
targeting this Model with Targeted Attacks.

Engineers on board a Model are divided into 2 types:


Experienced and Inept. Models with Experienced
Engineers successfully perform a Damage Repair
attempts on a 3, 4, 5 or 6. Models with Inept Engineers
successfully perform a Damage Repair attempts on
only a 5 or 6.

SECTION D1 MODEL ASSIGNED RULES

Evasive Manoeuvres (Modifier)

High Angle (Weapon)

If this Model makes a Swift Manoeuvre test, apply the


modifier listed in the bracket to any roll it makes for
the test.

This Ordnance weapon CAN target Aerial Models in


Range Band 1. If no weapon is listed, the High Angle
Model Assigned Rule is applied to ALL Ordnance
weapons on the Model.

Fearless
This Model automatically passes all Disorder Tests
and CANNOT be affected by Disorder in any way.

Faster Torpedoes

Coherency MAR: A Model targeted by Faster


Torpedoes may only use its own Concussive Charges
when defending against the Torpedo Attack. No
Supportive Defensive Counter Attack using Concussion
Charges may be allocated to defend the Model.

Flame Retardant Armour (Value)

Armour MAR: A Model subject to any Targeted


Attack or Counter Attack by Incendiary Munitions,
treats a number of the INITIAL Exploding (RED)
6s rolled against it (up to the value listed in the
brackets) as Heavy (BLUE) 6s.

Fuel Reserves

If this Model suffers a Critical Hit roll 1D6. On a 5 or


6 place a Raging Fire Marker on the Model.

Heavy Ack Ack

Coherency MAR: This Model attacks Support


Aircraft Squadrons using Exploding (RED) Dice.

Hit and Run

Coherency MAR: During the Movement


Declarations Step, the Model must declare it is using
this Model Assigned Rule.
This Model may move up to HALF of its Movement
(Mv) during the Firing Consolidation Segment of its
Squadron Activation, but only if it has moved no more
than HALF of its Movement during the Movement
Segment.
A Model that used the Hit and Run MAR during
their Activation may not make a Boarding Action later
in that Activation.

Hull Breaker (Weapon/Action, Value)


If this Model performs the Action or an Attack using
the Weapon listed in the bracket and causes a Critical
Hit on its target, the target loses additional Hull Points
(HP) equal to the Value listed in the bracket as well as
suffering the full effect of the Critical Hit.

Hunter (Height Levels, Weapon System,


+ Modifier)

Coherency MAR: This Model gains a positive To


Hit Modifier to its Attack Dice (AD) when using the
Weapon against a Target Model that occupies the
Height Level or Band listed in the bracket.

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

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

91

SECTION D1 MODEL ASSIGNED RULES

Isolated Systems (Value)

Rear Echelon

Some Models are equipped to insulate themselves


from debilitating critical damage.
When a Model with the Isolated Systems MAR
suffers any Critical Hit, roll 1D6. The Critical Hit Effect
is IGNORED if the roll equals or exceeds the value in
brackets.
The Model takes the HP loss indicated in the relevant
Critical Hit Result entry as normal.

A Squadron containing only Models with this MAR


does NOT perform any Squadron Activation during
any Game Turn.
A Squadron does not take Disorder checks for
Models with this MAR that are Lost or Out of
Coherency.

Redoubtable (Weapon/Statistic)

This Model can initiate a Boarding Action against a


target within 8". In addition, this Model may initiate a
Boarding Action at a target that is TWO Height Levels
away, rather than just ONE.

This Model only reduces its Attack Dice (AD) by 1


for every 2 Hull Points (HP) of Damage taken when
using the Weapon/Statistic listed in the bracket. If NO
Weapon/Statistic is listed, the Redoubtable MAR is
applied to ALL weapons and statistics on the Model
where relevant.

Minefields (Number, AD)

Reinforced Bulkheads

A player with this Model in their Force can also place


a number of Mines with the AD listed in the bracket.
Each Mine MUST be Deployed within 8" of the centre
line of the Tabletop during the Models Deployment.
The Mine Markers CANNOT be placed within 4" of a
Model or other Mine Marker and may not be Linked.

When Submerged, this Model ignores the


requirement to surface when it suffers a Critical Hit.

Long Range Assault

Momentum
This Model CANNOT gain a Low Speed Manoeuvre
Game Markers. Any Model with the Momentum MAR
that collides with Terrain is automatically Scrapped.

Pack Tactics (Weapon)

Coherency MAR: Any Attack or Counter Attack


that includes at least TWO Models using the weapon
system listed in the bracket receives +1 Attack Dice
(AD) for each additional Model after the first. These
extra AD are added to the Lead Weapon Pool.

Retardant Armour (Value)

Armour MAR: A Model subjected to any Targeted


Attack or Counter Attack treats the number of the
INITIAL Exploding (RED) 6s rolled against it (up
to the value listed in the bracket) as Heavy (BLUE)
6s.

Rugged Construction (Value)

Armour MAR: Any Targeted Attack or Counter


Attack against a Model with the Rugged Construction
Model Assigned Rule must reduce the number of
Attack Dice (AD) to be rolled by the Value listed in the
bracket.These Attack Dice (AD) are removed from the
Total Attack Dice Pool.

Security Posts (Value)

Pinpoint Attack (Weapon)

Coherency MAR: If an Attack from a Weapon with


the Pinpoint Attack MAR causes a roll on the Critical
Hits Table, any result rolled on the Critical Hit Table
may be increased by 1 after the dice are rolled.

92

If this Model is the target of an Aggressive Boarding


Action it ignores the number of Hits, noted in the
bracket, scored against it during the Close Quarters
Battle Step. This MAR has no effect during a Robot
Boarding Action.

SECTION D1 MODEL ASSIGNED RULES

Sharpshooters

Squadron Support (Model, Value)

During the Firing Segment, a Model with this MAR


that is occupying the Surface or Flying Height Level can
target one enemy Model within 4" of it, on the Surface
or Flying Height Level that is not a Robot or Support
Aircraft Squadron. Roll a D6: For each 5 or (RED) 6
rolled, the target loses 1 Assault Point (AP). Despite
being resolved in the Firing Segment, this DOES NOT
count as an Attack.

Capital Models suffer a -1 To Hit modifier when


targeting this Model with Targeted Attacks.

A Model with the Squadron Support MAR enters


the battlefield with additional Models designed to
support the combat effectiveness of the Force.
Models with the Squadron Support MAR may field
a number of Models of the type listed in their bracket
entry, equal in number to the Value listed in the bracket
entry.
All additional Models must be Deployed at the same
time as the Parent Squadron, and within 4" of one of
the Parent Models, but are free to act separately as a
Squadron in their own right during the Game.
Multiple instances of Squadron Support have a
combined effect, and MUST be used to create a single
Squadron. A Parent Squadron may only ever create
ONE Recon Plane.
The points cost of the Models gained through
Squadron Support are included in the overall cost of
the Parent Model, however their points cost ARE used
for Victory Points calculations in the End Phase.

Specialised Defences (Value)

Stratospheric Flyer

If this Model is the target of an Aggressive Boarding


Action, the Model gains a bonus to its Ack Ack (AA)
and Concussion Charges (CC) listed in the bracket.

This Model may occupy the Stratospheric Height


Level.

Sharp Turn
This Model does NOT need to move directly straight
ahead during its Minimum Move. The Model must still
make its Minimum Move.

Small Target

Strategic Value (Victory Points)

Spotter (Inept/Regular/Expert)
During the Movement Consolidation Step, this
Model may make a single Spotting Action against a
Capital Model or Fortification, within 32" and in Line
of Sight.
To perform a Spotting Action roll a Basic D6 and
compare your result to the table below:
Spotter Type
SCORE NEEDED
TO SPOT

Inept Regular
6

4, 5, 6

Expert
2, 3, 4, 5, 6

On a successful Spotting Action, the Target Model is


Spotted, and gains a Spotted! Game Marker. The Target
Model retains the Spotted! Game Marker until the
Consolidation Step of the current Game Turns End
Phase.

If this Model is Lost, the opposing player adds an


additional number of Victory Points to their Total equal
to the Value listed in the bracket. This modification to
the VP score is done AFTER a Models VP are doubled
or halved by Prize or Salvage conditions.

Sturginium Boost
At the start of the Movement Segment of this
Models Squadron Activation, roll 1D6.
On a roll of 5 or 6 the Models Movement (Mv) is
increased by 2". If this Model is part of a Squadron, the
Squadron only rolls once, and applies the result to ALL
Models in the Squadron with the Sturginium Boost
Model Assigned Rule.

Sub Killer (Weapon)


The Weapon listed in the bracket does not suffer
the automatic Partially Blocked penalty when firing at a
target occupying the Diving Height Band and may also
target Submerged or Deep Diving Models at Range
Band 1.

93

SECTION D1 MODEL ASSIGNED RULES

Sustained Assault (Value)

Coherency MAR: If this Model initiates a an


Aggressive Boarding Action, during the Close Quarter
Battle Step of the Boarding Segment, the Models
Assault Group can re-roll any of the INITIAL Attack
Dice (AD) up to the Value listed in the bracket. The
second roll MUST be accepted.

Sustained Fire (Weapon, Value)

Coherency MAR: If this Model makes an Attack


using the Weapon listed in the bracket, it can re-roll
any INITIAL Attack Dice (AD) up to the value listed in
the bracket. The second roll MUST be accepted.
Multiple instances of Sustained Fire in a Squadron do
not have a cumulative effect to the Attack Dice (AD)
totals used in any single Attack.

94

Swarm Tactics

Coherency MAR: Any Attack or Counter Attack


using Combined Fire increases its Attack Dice Total
(AD) by 2.

Telescopic Zoom (Weapon, Value)


Any Weapon with the Telescopic Zoom Model
Assigned Rule can increase its range by a number of
inches equal to the value in brackets. If this MAR is
applied to a Primary, Secondary or Tertiary Weapon,
the increased range is always added to the extreme
limit of Range Band 4.

Terror Tactics (Value)


If this Model successfully places Assault Points on
board an enemy Model during the Close Quarters
Battle Step of an Aggressive Boarding Action, their
Assault Group generates additional Attack Dice (AD)
up to the Value listed in the bracket.

SECTION D1 MODEL ASSIGNED RULES

Terrifying (Weapon/Action)

Coherency MAR: If the number of Hits the


Weapon/Action listed in the brackets equals or exceeds
the Damage Rating (DR) the Squadron containing the
Target Model must IMMEDIATELY take a Disorder Test.
If the Weapon/Action equals or exceeds the Critical
Rating (CR) the Squadron must IMMEDIATELY take a
Disorder Test that requires an additional success.

Troop Reinforcement

This Model may initiate a Re-Crew Boarding Action


against any friendly Non-Robot Model in the same
Force.

Unstoppable
If this Model performs a Ram Action, and equals or
exceeds the Damage Rating (DR) of its Target, place
this Model with its Aft touching the opposite side of
the Target Model, as if it had just passed underneath it
in a straight line: even if it would not have had enough

Movement to do so. This Model cannot be touching


any other Model or solid Terrain at the end of this
movement. If there is not enough room to place this
Model, you cannot use the Unstoppable Model
Assigned Rule.

Vertical Dive
During an Attack Run, the Support Aircraft Wings
within the Support Aircraft Squadron have a Damage
Rating (DR) of 3 rather than Damage Rating (DR) 2 as
would normally be the case.

Vulnerable
If this Model suffers a Critical Hit, the INITIAL
Critical Hit Result may be re-rolled by your Opponent,
but the second result MUST be accepted.

95

SECTION D2 GENERATORS

GENERATORS

Generator Mounting On a Model

One of the great advances in technology has been


the discovery and utilisation of Element 270 in the
development of machinery, weaponry and energy
manipulation. It has led to the creation of huge
Generators that can be fitted to many Models.

Generator Effects
There are several different types of Generator and
each is able to confer a specific ability to the Model it is
attached to. However, unless otherwise stated, certain
rules apply consistently to all Generators:

Unless otherwise stated a Generator will


activate during the Consolidation Step
of the Command Segment of a Models
Activation.
The effects of a Generator are NOT reduced
by Damage.
Unless it has a Continuous Effect, a
Generator may only be Activated once per
Activation.
Generators with a Continuous Effect are
considered to be ALWAYS Active unless
the Model suffers the Generators Offline
Critical Effect, or is in some other way
disabled.
A Model CAN initiate an Aggressive Boarding
Action against a Model it has targeted with an
Offensive Generator in the current Activation,
unless otherwise specified.
A Model CAN use a Generator AND fire both
Ordnance and Auxiliary weapons in its current
Activation.
A Model CANNOT fire an Offensive
Generator against a Support Aircraft Squadron.
The Range in inches (Range ") of all Generators
is made from the Centre of the Model.

Important Note: If a Model has been captured as a


Prize, Salvaged, or left Derelict, any Generators on the
Model CANNOT be used.

Generators can be mounted on Models in one of


three ways: External, Internal and Convertible.
External
A Generator listed as External is mounted on
the outside of a Model and will often find itself in a
prominent location to better assist its operations and
range. This is not without peril, however, as the enemy
will often target these important systems in an effort
to weaken the Model for subsequent attacks.
Ordnance Attacks may only be directed against an
External generator if the Target Model is considered
to be In the Open for all weapons contributing to
the Attack. This kind of Attack is called a Generator
Strike.
Generator Strikes
An Attacker must nominate they are attempting a
Generator Strike during the Declare Attacks Step
of the Firing Segment and may NOT target a Model
with a Generator Strike using any Indiscriminate,
Tertiary or Auxiliary Weaponry.
All attacks suffer a -1 To Hit modifier when
attempting a Generator Strike.
If the Target suffers a Critical Hit from a Generator
Strike Attack, do not roll on the Critical Damage
Table when applying Critical Hits; instead, apply the
Generators Offline result.The affected Model suffers
the 2 Hull Point loss of the Critical Hit as normal.
Internal
A Generator listed as Internal in its Profile is
considered to be enclosed and may not be the subject
of a Generator Strike.
Convertible
This Generator may act in two different ways.
During the Command and Control Step of the
Models Activation, the Generator may be nominated
to be operating Internally or Externally. The choice
of Generator setting is fixed until the Models next
Activation. A Model with a Convertible Generator
mounting begins the Game with the Generator in the
Internal setting.
Important Note: A Model with a Convertible
Generator set Externally can be the target of a Generator
Strike Attack. A Model with all its Convertible Generators
set Internally cannot.

96

SECTION D2 GENERATORS

TYPES

Kinetic Generator

The plethora of Generators available to the nations


in the Dystopian World is divided into three categories:
Standard, Defensive and Offensive.

STANDARD GENERATORS

Generators are neutral in their aspect, providing


support to the Force in neither an offensive or
defensive capacity.

Glacier Generator (Range", Value)


Each Glacier Generator has a Value listed in the
brackets that represents the Ice Points available to
the Model. Any Ice Points generated from various
Squadron members are added together to form a total
for the Squadron.
Ice Points may be used in one of two ways:
Iceberg Creation
A Model with a functioning Glacier Generator may
spend ONE Ice Point to place ONE Medium
Iceberg (2" by 1" footprint) Terrain Feature anywhere
within the Range" listed in the bracket. This Terrain
Feature MUST be placed entirely on the Water
Major Surface, no closer than 4" to an enemy Model.
All Icebergs placed in this manner are removed during
the Persistent Effects Step of the End Phase.
The Grip of Winter
A Model with a functioning Glacier Generator may
spend TWO Ice Points to roll a D6 targeting an
enemy Model within the Range" listed in brackets and
then consult the table below:
D6 Result
1-2
3-5
6

Critical Effect Suffered


No Effect
Navigational Lock
Engine Failure AND Navigational
Lock

Important Note: These effects are not mutually


exclusive, and a functional Glacier Generator may use both
any number of times provided the Squadron has sufficient
Ice Points to spare.

The Kinetic Generator may be activated during


the Movement Declarations Step of a Models
Activation.
The Kinetic Generator gives a boost to a Models
Total Movement (Mv). When a Model fitted with a
Kinetic Generator is activated, the controlling player can
choose to roll for it to gain +1D6" of Total Movement,
with the boost applied to its Minimum Move.
If a Squadron of Models is fitted with Kinetic
Generators, roll for each Model independently. A
Model that activates a Kinetic Generator increases its
Turn limit by 1" during that Activation.

GNE Boost Generator (Range")


This Generator, when it activates, may target a
Squadron within Line of Sight that has the Surface
Skimmer Model Function and is Ready to Activate.
All Models in the Target Squadron within the Range"
listed in the brackets are affected.
The affected Models gain an additional 2D3"
Movement which is added to their Movement Value
(Mv) when they Activate this turn. A Model may only
benefit from ONE GNE boost per Game Turn.

Mimic Generator (Range")


A Model with a Mimic Generator can select ANY
other Model within the Range" listed in the bracket
and attempt to copy the abilities of ONE Generator
on that Model that is NOT Offline. The Model may not
attempt to Mimic a Generator they already possess.
Roll a D6 and consult the table below:
D6 Result
1-2
3-6

Effect Suffered
No Effect
Target Generator is Copied

The abilities of the Copied Generator CAN be used


by the Model with the Mimic Generator in the current
Squadron Activation, if appropriate.
These abilities remain until the Model with the Mimic
Generator suffers a Generators Offline Critical
Result or it copies a new Generator. The Targeted
Model does NOT lose the use of a Copied Generator.

97

SECTION D2 GENERATORS

Mine Controller Generator (Range")

Teleport Generator (Size, Range")

The Mine-Controller Generator may move any


number of Mines within the Range listed in the brackets
that were placed by the controlling player, up to D3"
in a straight line.
If the Mine Marker is moved so that its Detonation
Criteria are met, the Mine Explosion is resolved
immediately. A Force with multiple Mine-Controller
Generators may cause Mines to move MULTIPLE times
in a Game Turn.

A Model may not use Primary or Secondary


Weapons in the same turn as activating its Teleport
Generator, such is the incredible energy required to
produce these phenomena.
The Generator automatically places a pair of Energy
Templates: One Energy Template is placed within
8" and within Line of Sight of the Model. A second
Template is then placed within the Range" listed in the
brackets, and also within Line of Sight of the Model.
These Templates are referred to as Energy Portals.
No Energy Portal may be placed within 4" of a
Model or other Energy Portal. Once placed, a Template
remains in play until the Compulsory Actions Step
of the End Phase.
These Energy Portals are considered to exist at
the Surface Height Level, and have no effect on any
Models occupying the other Height Levels. All Models
fully within, or any Firing that passes through, an Energy
Portal is considered to be Partially Blocked.
Once the Portals are in play, any Model equal to or
smaller than the Size listed in the bracket that makes
contact with a Portal MUST move between the two
Portals. They are IMMEDIATELY removed from play
and roll a D6 and consult the table below:

Important Note: Any Attempt to move a Linked Mine


results in the Mines Detonating IMMEDIATELY.

D6 Result Effect Suffered


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

2-3

4-6

98

However, the Model suffers D3


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

SECTION D2 GENERATORS

Time Flow Generator (Range")


The Time Flow Generator may be activated
during the Consolidation Step of the Command
Segment of the Models Activation.
Place a Large Effect Template within the listed
Range" of the Model Activating the Generator.
All Models regardless of Height Level, that make
contact with the Template will have their Maximum
Movement (Mv) value increased OR decreased
by D3+1", with the player Activating the Generator
deciding.
The effect of this Generator lasts until the
Consolidation Step of the End Phase at which
point the Template is removed.

OFFENSIVE GENERATORS

Offensive Generators are used by nations to


aggressively target enemy Models, causing all manner
of command and control effects, damage and chaos!

Pulse Generator (Range")

The Model places one Energy Template touching


the controlling Model and then places another within
the Range" listed in the bracket: this represents the
range of the Pulse.
The Pulse operates in a Fixed Channel originating
from the Template touching the controlling Model and
terminating at the other Template.
Any Mines, both Surface and Airburst, within
the Fixed Channel of the Pulse AUTOMATICALLY
Detonate.

Target Painter Generator (Weapon,


Range")
When activated, the Generator can target ONE
Model within the Range" listed in the bracket. Roll a
D6 and consult the table below:
D6 Result
1-3
4-6

Disruption Generator (Range")


The Disruption Generator has the power to take
all localised Generators Offline. It affects ALL Models
equipped with a Generator within the Range" listed
in the bracket of the centre of the Activating Model,
including your own Models. The effects of the
Disruption Generator do not affect the Model using
the Generator. Roll a D6 and consult the table below:
D6 Result
1-3
4-5
6

Effect Suffered
No Effect
Target suffers a Generators Offline
Critical Effect
Target gains a Generators Offline
Game Marker AND loses 1 AP

Fury Generator (Range")

Any Attack made by Models in the controlling players


Force, using the Weapon listed in the bracket against a
Target Painted Game Marker, receives a +1 bonus
to hit on their Attack Dice (AD) rolls.
The Target Model remains Painted until the end of
the current Game Turn, or until the Target Painter
Generator is taken Offline. Multiple instances of this
Generator DO NOT have a cumulative effect.

Sonic Generator (Range")


When activated, the Generator can target ONE
Model within a Squadron occupying the Surface or
Aerial Height Bands that is within the Range" listed
in the bracket. Roll a D6 and consult the table in the
column below:
D6 Result
1-2

The Activating Model may target a single Model


within the Range" listed in the bracket. Roll a D6 and
consult the table below:
D6 Result
1-2
3-5
6

Effect Suffered
No Effect
Model gains a Target Painted
Game Marker

3-4

Effect Suffered
No Effect
D3 Raging Fire Markers
D3 Raging Fire Markers
AND 1 AP Lost

5-6

Effect Suffered
No Effect
Squadron containing the Target Model
must take an immediate Disorder
Check
Squadron containing the Target Model
must take an immediate Disorder
Check, requiring an additional
Success.

The effects of a Sonic Generator do not affect any


other Model equipped with a Sonic Generator as these
Models are considered to have defences against the
debilitating effects.

99

SECTION D2 GENERATORS

Tesla Generator (Range")

Calcification Generator (Range")

The Tesla Generator may be activated during an


Activation in TWO different ways: Boost or Surge.
A Model Boosting with a Tesla Generator must
Activate the Generator during the Movement
Declarations Step of the Models Movement
Segment. A Model Surging with a Tesla Generator
must do so during the Consolidation Step of the
Models Movement Segment.

A Model Activating a Calcification Generator must


do so during the Consolidation Step of the Models
Movement Segment. The Activating Model may
target a single Model within the Range" listed in the
bracket. Roll a D6 and consult the table below:

Boost
A Tesla Generator that elects to Boost changes
the designation of the Generator to a Standard
Generator for the Game Turn. When Boosting, the
Model gains 1D3" of Movement. If a Squadron of
Models are fitted with Tesla Generators, roll for each
Boosting Model independently.
Any Model that Boosted with a Tesla Generator
MUST move at least its Minimum Move AND its
bonus Boost Movement during the Movement
Segment.
Surge
A Tesla Generator Activating on its Surge setting can
attempt to short-circuit the vital systems of another
Model. It affects ONE Model within the Range" listed,
regardless of their Height Level. If the Generator is
present on a Node, the Generator effect is applied
IMMEDIATELY to a single Model within the Range"
listed, measured from the Nodes location. Roll a D6
and consult the table below:
D6 Result
1-3
4-6

Effect Suffered
No Effect
Roll on the Critical Hit Table

Should a Target Model have one or more Lightning


Rod Game Markers, the Model Surging the Tesla
Generator may elect to re-roll the result of the INITIAL
roll, if desired. but MUST accept the second roll.
Important Note: The Targeted Model suffers a single
Critical Effect, re-rolling any results of Double 1 or
Double 6, and ignoring the HP Loss usually suffered from
taking a Critical Hit.

D6 Result
1-2
3-5
6

Critical Effect Suffered


No Effect
Target suffers a Shredded Defences
Critical Effect
Target suffers a Shredded Defences
& Hard Pounding Critical Effect

DEFENSIVE GENERATORS

These Generators protect and defend the Model


that owns the Generator, or in some cases provides a
degree of protection to Models that are nearby.

Cloud Generator

The Cloud Generator has a Continuous Effect.


Targeted Attacks against a Model with this
Generator suffer a -1 to hit modifier. This does
not apply to Indiscriminate Attacks. The Cloud
Generator has no effect at Range Band 1.

Dilation Field Generator (Range")

The Dilation Field Generator is Activated


during the Consolidation Step of the Movement
Segment in a Models Activation, allowing the
placement of a Large Effect Template, the Centre
of which must be within Line of Sight and the Range"
listed.
Any Model firing into, through, or out of the Template
at ANY Height Level, is considered to be Partially
Blocked.
The effect of this Generator lasts until the
Compulsory Actions Segment of the End Phase
of the current Game Turn.

Shield Generator (Value)

This Generator has a Continuous Effect. Shield


Generators allow a Model to try and deflect any hits
from Gunnery Weapons, Rockets, Torpedoes,
Ack Ack and Concussion Charges, including those
originating from Support Aircraft Squadrons.
Shield Generators have no effect against
Indiscriminate Attacks, Aggressive Boarding
Actions, Bombs, or other Generators.

100

SECTION D2 GENERATORS

Roll a number of Shield Dice equal to the Value


listed in the bracket for each Shield Generator:

A 4, 5 or (RED) 6 is required to succeed against


Gunnery Attacks. For each Hit scored, reduce
the amount of incoming Hits by 1.
A 4, 5 or (BLUE) 6 is required to succeed
against Rocket or Torpedo Attacks. For each Hit
scored, reduce the amount of incoming Hits by 1.

Important Note: Some Attacks will reduce the


effectiveness of Shields, affecting the Hit Number required,
the Colour of Dice used etc.

Guardian Shield Generator


(Value, Range", Protection Value)
The Guardian Shield Generator grants the Model
to which it is fitted, ALL of the effects of a Shield
Generator (see above).
In addition, Guardian Shield Generators also grant
ALL Models from the same Force within Range", on
ANY Height Level, a number of Shield Dice equal to
the Protection Value listed in the bracket. Nearby
Models must NOT have their own Shield Generator
of any type and to gain benefit of a Guardian Shield
Generator. Support Aircraft Squadrons may not benefit
from the Guardian Generators protection.
A Model can only gain the benefit of ONE Guardian
Shield Generator of any type at any one time and must
choose the highest Protection Value within range.

Nullification Generator

This Generator has a Continuous Effect. The


Nullification Generator can cancel the effects of
an Offensive Generator. It AUTOMATICALLY
Activates AFTER an Offensive Generator has
successfully targeted the Model. Roll a D6 and consult
the table below:
D6 Result
1-2
3-5
6

Effect
No Effect
Enemy Generator Effect Ignored
Enemy Generator Effect Ignored
& the attacking Model gains a
Generators Offline Game Marker

Important Note: A result will only cancel the effect on


the Model itself.

Rampart Generator

This Generator has a Continuous Effect. The


Generator provides a wall of energy that blocks the
targeting systems of weapons.
The Generators effect ONLY works against Attacks
originating from Models on the Surface Height
Level that are directed against targets occupying the
Surface Height Level.
Two functional Rampart Generators within 8"
of each other will cause any Attack, NOT using the
Indirect Fire Firing Option, passing between them
to use Heavy (BLUE) Dice.
Important Note: A Model with a Rampart Generator
does not gain any benefit from its own Generator.

Target Jammer Generator


(Weapon System, Value)

This Generator has a Continuous Effect. This


Generator resolves the instant an enemy Squadron
targets the Model with the Generator using the
Weapon noted in the bracket.
Roll the number of Dice equal to the Value, with a
To Hit Number of 4, 5, or (RED) 6 and determine
the number of Hits. The resulting number of Hits then
REMOVED from the firers Initial Attack Dice Pool
BEFORE it is rolled.

Weather Manipulation Generator


(Value, Range")
Each functioning Weather Manipulation Generator
(WM-Generator) has a Value listed in the brackets
that represents the Storm Points available to the
Model. Any Storm Points generated from various
Squadron members are added together to form a total
for the Squadron.
Storm Points may be used in one of two ways,
transforming the Generators purpose from defensive
to area denial with one flick of a switch. These two
modes are known, respectively, as Cloud Effect and
Storm Effect.
These effects are not mutually exclusive, and a
functional WM-Generator may use both, provided the
Squadron has sufficient Storm Points to spare.
Cloud Effect
A Model with a functioning WM-Generator is
considered to have a functioning Cloud Generator
(see above) with IMMEDIATE effect. Each Cloud Effect
costs ONE Storm Point to maintain. A Model may
only ever place a Cloud Effect upon itself, never on
other Models.

101

SECTION D2 GENERATORS

Storm Effect
A Model with a functioning WM-Generator may
spend Storm Points to place a number of Storm
Templates, represented by the Large Effect
Template on the Tabletop. Each Storm Template costs
TWO Storm Points to maintain and may be placed
anywhere on the Tabletop within the Range" listed in
the bracket.
If a Squadron for any reason does not have
sufficient Storm Points to maintain a Storm Template,
the Template must be removed IMMEDIATLEY. If a
Squadron maintains multiple Storm Templates, the
controlling player may decide which Templates should
be removed.
Multiple Storm Templates placed by a Squadron must
be placed touching, but not overlapping.
The effect of the Templates are as follows:

All Attack Dice (AD) from Surface and


Aerial Models firing into, through, or out of a
Storm Template, suffer a -1 To Hit modifier.
Storm Templates may never overlap under
any circumstances but the effects of multiple
Templates ARE cumulative.

The effect of this Generator (be it Cloud Effects or


Storm Effects) lasts until the Compulsory Actions
Segment of the End Phase of the current Turn, at
which time Storm Templates are removed and Cloud
Effects dissipate.

All Surface and Aerial Models that touch


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

102

SECTION D2 GENERATORS

103

SECTION D3 BASIC TERRAIN

BASIC TERRAIN

TERRAIN

A Tabletop can be as simple as a blue or green cloth,


or as complex as textured tiles with detailed islands
and coastline scenery. In Dystopian Wars it is critical
for Commanders to be able to delineate between the
Land Surface and the Water Surface. These are
known as Major Surfaces.

Terrain has NO Profile, and as a result CANNOT


be targeted, damaged, moved or manipulated for any
reason once placed.
Although the industrial capabilities of the Dystopian
Wars world are staggering, they are not yet able to
make any lasting impact on Indestructible Terrain in
the space of a battle.

Major Surfaces
The TWO Major Surfaces which are present in
the world of Dystopian Wars are the Land Surface
and Water Surface. Both are considered to exist in
isolation, making up the base of the Surface Height
Level, and have no influence on Line of Sight.
The following are the only MANDATORY rules for
Major Surface placement:


Major Surfaces are defined during the


Common Agreements Segment of Game
Set-Up (see Page 20).
Major Surfaces CANNOT overlap other Major
Surfaces.
ALL areas of the Tabletop are REQUIRED to
have a Major Surface assigned to them.

In Competitive Play the entire table should be


declared as a single continuous Major Surface.
However, in non-competitive play, provision can be
made for players to mutually agree on their preferred
Major Surface arrangement. This allows players to
create unusual tables, befitting of scenario driven
games, such as Amphibious Landings!

Vice-Admiral Paul
von Liebewitz

INDESTRUCTIBLE TERRAIN
CLASSIFICATIONS
In order to accommodate the wide variety of
different Terrain pieces that can exist on the battlefield,
Indestructible Terrain is broken down into main
Classifications as follows:


Major Surfaces
Terrain Features
Minor Surfaces

Major Surfaces

Although not placed per say, Major Surfaces


function very much in the same way as other
Indestructible Terrain in that they are Impassable to
some game Models, but not to others.

Terrain Features
Unless the battle is taking place in the middle of
an ocean or desert, it is very unlikely that the Major
Surfaces selected will not be populated by Terrain
Features.
These help to keep the game exciting, providing a
diverse array of opportunities for Commanders who
know how to exploit them fully.
Terrain Features normally occupy the Surface
Height Level, unless otherwise stated, and are
capable of interfering with Line of Sight and in some
extreme cases may even exist in multiple Height Levels.
Terrain Features are areas that represent
abnormalities or inconsistencies in the Major Surface,
such as Forests, Swamps, Reefs, Islands or even
Mountains!
It is during the Terrain Placement Step of Game
Set-Up (see Page 24) that players will exchange each
of their Activation Markers for a single Terrain
Feature of their choice.

104

SECTION D3 TERRAIN

The following are the TWO MANDATORY


RULES for Terrain Feature placement:

Terrain Features may ONLY be placed


COMPLETELY on their appropriate Major
Surface.
All Terrain Features MUST have a clearly
defined perimeter, allowing players to
determine the dimensions of the Feature.

During Competitive Play the following rules ALSO


apply to Terrain Features and their placement:


A Terrain Feature MUST be at least 3"x3" in


Tabletop footprint, unless both players agree to
using a different size.
A Terrain Feature may NOT exceed 9"x9" in
Tabletop footprint, unless both players agree to
using a different size.
A Terrain Feature may NOT be placed within
4" of any Flanking Edge or another Terrain
Feature.

The particular influence and effects of Terrain


Features can vary, depending on whether a Naval,
Armoured or Aerial Model is interacting with it, and
the Height Level the Model currently occupies.
Important Note: Models are only ever influenced by
Terrain Classifications that occupy the SAME Height
Level as themselves.

Minor Surfaces

Minor Surfaces are used exclusively in Scenario or


Friendly Games and, as a result, we recommend that
players only include them once they are familiar with
the basic rules of Terrain. For more information please
see the Advanced Terrain Rules on Page 110.

Clear
A piece of Terrain that is denoted as being Clear
means that appropriate Models will encounter no
problems when moving within it, regardless of their
speed, such as an Armoured Model moving across the
Land Surface.
Treacherous
During the Movement Declarations Step, if
a Model Activates within, or during its Movement
will then touch, a piece of Terrain that is defined as
Treacherous to it, then the Model must declare if it
intends to move at Full Speed OR Half Speed during its
current Movement and Manoeuvre Step.
A Model declared to be moving at Half Speed can
only move up to HALF of its Movement (Mv), listed in
its Profile, and may not increase its Movement by any
Game effect.
Important Note: A Model may be affected by various
MARs, Generators and other effects that will modify their
overall Movement (Mv). These instances have NO EFFECT
with regard to Treacherous Terrain Tests: a Model may
ONLY move up to half of its Initial Movement Value
(Mv), as listed in its Profile.
During the Activation, the Half Speed Model does
NOT need to perform a Treacherous Terrain Test
(see below) during its Movement and Manoeuvre
Step. A Model with a Low Speed Manoeuvre
Marker does NOT need to perform a Treacherous
Terrain Test.
A Model declared to be moving at Full Speed may
move normally but MUST perform ONE Treacherous
Terrain Test each time either of the following conditions
applies:

Terrain Quality

All Terrain has an associated Quality, which is used


to represent how readily various troops can traverse it.
The three Qualities of Terrain are denoted as follows:


Clear
Treacherous
Impassable

Activation begins within a piece of Terrain that


is deemed Treacherous to it: the test is taken
IMMEDIATELY after the Full Speed declaration
is made.
Moving into contact with a piece of Terrain that
is deemed Treacherous to it: the test is taken
IMMEDIATELY upon making contact.

Important Note: Drifting Models are ALWAYS


considered to be moving at Full Speed.

These are normally dependent on the characteristics


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

105

SECTION D3 TERRAIN

Performing a Treacherous Terrain Test


In order to perform a Treacherous Terrain Test, each
Model rolls a (BLACK) D6 requiring a 4, 5 or 6 to
pass.
Models that FAIL their Treacherous Terrain Check are
considered to have Collided with the piece of Terrain
in question, and MUST therefore IMMEDIATELY stop
and resolve a Collision (see Page 48).
Impassable
A Model CANNOT move into or through a piece
of Terrain that has been nominated as Impassable to it.
If a Model comes into contact with any Terrain
deemed Impassable, other than as part of a Controlled
Contact, it must IMMEDIATELY stop and resolve a
Collision with the piece of Terrain.
If, for ANY reason, a Model is placed wholly or partly
within a piece of Terrain that is deemed Impassable to
it (through Teleportation for example), the Model is
IMMEDIATELY Scrapped and placed in the appropriate
Scrapyard unless a specific condition or Model
Assigned Rule (MAR) applies.

Resolving a Collision with Terrain


Having Collided with a piece of Terrain, a Model
will likely suffer a degree of damage. This can range
from scratched paint to catastrophic hull breaches.
The severity of this damage is determined by using
the relative bulk of the vessel as represented by the
Models Hull Points (HP) and the Terrain Collision
Properties involved.
Terrain Collision Properties
In order to resolve the Collision with Terrain, refer to
the Terrain Collision Properties of the piece of Terrain
involved. The number of Attack Dice (AD) rolled
against the Model involved is calculated as follows in
the table below:

These Attack Dice are considered to be an


Indiscriminate Attack, requiring a 4, 5 or Exploding
(RED) 6 To Hit; unless a specific condition or Model
Assigned Rule applies. For further rules regarding the
aftermath of a Collision see Page 50.

Terrain Size
Every Model in Dystopian Wars has its Size defined in
its Profile. Likewise Terrain has an assigned Size.
Terrain with a Size blocks Line of Sight in exactly
the same way as Models, for example, a Hill declared
as being Medium in Size would block Line of Sight as if
it were a Medium Model (see Line of Sight on Page
52 for more).

Elevation Bonus
Certain pieces of Terrain possess an Elevation Bonus,
which will alter the Size of any Model ENTIRELY within
its confines. This provides those Models with a vantage
point from which to rain down some serious firepower!
This is the most common method by which Models
will find themselves exceeding the Massive Size!
If a Model finds itself PARTIALLY within the confines
of a Terrain Feature which has an Elevation Bonus, they
still gain the benefit of the Elevation Bonus BUT any
Firing by the Model against a target In The Open is
considered to be Partially Blocked.
The Modified Size of a Model is determined by
adding the Elevation Bonus of the Terrain occupied, to
the Size of the Model involved.
If a Model possesses the Altered Silhouette MAR,
then the Elevation Bonus of the Terrain should be
applied to the Size listed in the Altered Silhouette
MAR INSTEAD of the Size listed in its Profile.
Important Note: For the purposes of Field Orders,
Scenario Special Rules, MARs etc., these ALWAYS
refer to the Size present on a Models Profile, and
NEVER to its Modified Size due to Elevation Bonus.

Terrain
Number of Attack Dice
Collision Properties
(AD) Rolled
Difficult Terrain

Hazardous Terrain

2x Initial Hull Points


(HP) of the Colliding
Model
4x Initial Hull Points
(HP) of the Colliding
Model

106

SECTION D3 TERRAIN

Model
Size
Tiny
Small
Medium
Large
Massive
Massive +X

Elevation Bonus
+0
Tiny
Small
Medium
Large
Massive
Massive+X

+1

+2
Small
Medium
Medium
Large
Large
Massive
Massive
Massive +1
Massive +1
Massive +2
Massive +X+1 Massive +X+2

The following rules apply to Major Surfaces unless


otherwise specified:

+4
Large
Massive
Massive
Massive +1
Massive +1
Massive +2
Massive +2
Massive +3
Massive +3
Massive +4
Massive +X+3 Massive +X+4

+5
Massive +1
Massive +2
Massive +3
Massive +4
Massive +5
Massive +X+5

WATER SURFACE TERRAIN


FEATURES

MAJOR SURFACES

+3

The following rules apply to Water Surface Terrain


Features unless otherwise specified:

Major Surfaces do NOT influence Line of


Sight.
All Major Surfaces occupy the Surface and
Diving Height Bands.

All Water Surface Terrain Features occupy the


Surface and Diving Height Levels.
Water Surface Terrain Features with multiple
Available Sizes must have their Size
declared by the player when they place it.
Upon placing an Island, the Water Major
Surface directly beneath its footprint changes
to become the Land Major Surface.

WATER SURFACE TERRAIN FEATURES TABLE


Clear

Treacherous

Impassable

Terrain
Collision
Property

+4

Aerial
Armoured
Burrowing

N/A

Diving
Naval

Hazardous

N/A

+0

Aerial

Diving
Naval

Armoured
Burrowing

Hazardous

Tiny

+0

Aerial

Armoured
Naval (Surface)

Burrowing
Diving

Difficult

Large

+4
Aerial

Diving
(Deep Diving)

Armoured
Burrowing
Diving (Other)
Naval

Hazardous

Available
Size

Elevation
Bonus

Massive

+5

Large

Reef
Sandbar

Name

Island

Iceberg
Medium

Terrain Quality

+3

107

SECTION D3 TERRAIN

Terrain Quality
Name

Clear
Aerial
Diving

Water
Surface

Land
Surface

Naval

Impassable

Terrain
Collision
Property

Armoured
Burrowing

Hazardous

Diving
Naval

Hazardous

Aerial
Armoured
Burrowing

LAND SURFACE TERRAIN


FEATURES

UNIVERSAL TERRAIN
FEATURES

The following rules apply to Land Surface Terrain


Features unless otherwise specified:

The following rules apply to Universal Terrain


Features unless otherwise specified:

All Land Surface Terrain Features occupy the


Surface Height Levels.
Swamps also occupy the Submerged
Height Level.
Land Surface Terrain Features with multiple
Available Size must have their Size declared
by the player when they place it.
Swamps, Forests/Jungles and Ruins/Rocky
Outcrops provide Cover for Infantry (See
Page 125).

Mountains occupy ALL Height Levels EXCEPT


Stratospheric.
Line of Sight CANNOT be drawn through a
Mountain, unless the Target or Firer occupy the
Obscured or Stratospheric Height Levels.
The Indirect Fire Option CANNOT be used
to fire over a Mountain.
Minor Surfaces CANNOT be placed within the
confines of a Mountain.

LAND SURFACE TERRAIN FEATURES TABLE


Available
Size

Elevation
Bonus

Massive

+5

Large

Swamp

Name

Terrain Quality
Clear

Treacherous Impassable

Terrain
Collision
Property

+4

Aerial
Burrowing

Armoured

Diving
Naval

Hazardous

N/A

+0

Aerial

Armoured
Burrowing

Hazardous

Forest /
Jungle

Small

+0

Aerial
Burrowing

Armoured

Diving
Naval
Diving
Naval

Ruins/Rocky
Outcrop

Tiny

+0

Aerial
Burrowing

Armoured

Diving
Naval

Hazardous

Hill

108

Difficult

SECTION D3 TERRAIN

UNIVERSAL TERRAIN FEATURES TABLE


Name

Mountain

Available
Size

See Rules

Elevation
Bonus

N/A

Terrain Quality
Clear

N/A

109

Treacherous

Impassable

Aerial
(Obscured)

Aerial (Other)
Armoured
Burrowing
Diving
Naval

Terrain
Collision
Property

Hazardous

SECTION D4 ADVANCED TERRAIN

ADVANCED TERRAIN
The rules in the Basic Terrain Section provide
players with the ability to build an arena in which to
join in battle, and are excellent for Competitive gaming
and Tournament play.
However, players may wish to craft a much more
in-depth arrangement of scenery, perhaps to provide
them with a fresh challenge or to enact a historical
event from the Dystopian Wars timeline.
The rules in this section are designed to create rich
and inspiring battlefields, allowing for a more complex
build of Tabletop. This can manifest itself in the shape
of Minor Surfaces, such as winding roads and the
various lakes and rivers that criss-cross the lands in
the form of shallow water.

Minor Surfaces

This is the third Classification of Indestructible


Terrain, the initial two having been explained fully in
the Basic Terrain Section (see Page 104). Minor
Surfaces are meant to represent an array of changes
to the battlefield, up to and including some of the more
extreme devastation wrought by the gigantic machines
of war that roam the Dystopian Wars world!
The placement of Minor Surfaces occurs once
the Major Surfaces and Terrain Features have been
established and placed, as Minor Surfaces are laid down
on top of this foundation. Minor Surfaces differ from
other Terrain Classifications because they are used to
overwrite the Terrain Quality and Collision Properties
of any Terrain beneath them, but leave their Elevation
Bonus unaffected. Examples of Minor Surfaces are
Roads, Shallow Water, and Cliffs.
The following are the only MANDATORY rules for
Minor Surfaces and their placement:

A Minor Surface CANNOT overlap a


different Minor Surface. If this occurs, the most
recent Minor Surface REPLACES the original.
If a Minor Surface is placed within the confines
of a Major Surface for which it is not deemed
appropriate, it is IMMEDIATELY removed from
play BEFORE any of its effects are resolved.
The Surface Height and Elevation Bonus
of any Terrain that Minor Surfaces are placed
on remains UNAFFECTED.

Also, unless both players agree otherwise (or a


Scenario Special Rule states otherwise), the following
also applies for Minor Surfaces and their placement:

A Minor Surface may NOT be placed such that


it overlaps multiple Terrain Classifications.
A Minor Surface must be at least 3x3" in area.

As you can imagine, these rules allow Commanders


to build long and winding Roads to provide a safe
highway through Swamps and other Terrain Features,
or represent long flowing rivers of Shallow Water to
hamper and channel the opponent!

Land Minor Surfaces


The world is a dynamic place, full of change, and with
the power of Sturginium firmly in his grip, mankind is
more able than ever to leave his mark upon the world
for better or worse.
Extreme examples of prolonged warfare can result
in Killing Fields; vast wastelands of barbed wire,
unexploded bombs and lingering clouds of lethal gas
which can stop an Infantry advance in its tracks.
The following rules apply to Land Minor Surfaces
unless otherwise specified:




Land Minor Surfaces do not influence


Line Of Sight.
Massive Armoured Models may not use
Roads
All Land Minor Surfaces occupy the Surface
Height Level.
Trench Networks provide Cover to
Infantry (see Page 125).
Roads provide Armoured Models an
increase in their Profile Movement (Mv) of +3".
A Model that uses a Road to gain this bonus
may not make any Attacks in the subsequent
Firing Segment, and MUST spend their
ENTIRE Movement Segment on the Road.

Water Minor Surfaces


As battles continue to rage around the world,
Commanders can find themselves visiting the aftermath
of a battle, be it to pick through the wreckage looking
for survivors or to salvage what they can from the
colossal hulls that now rest at the bottom of the ocean.
The following rules apply to Water Minor Surfaces
unless otherwise specified:

110

SECTION D4 ADVANCED TERRAIN

Water Minor Surfaces do not influence Line Of


Sight.
Ice Sheet/Floating Wreckage occupies the
Surface Height Level.
Ship Graveyards occupy the Diving Height
Band.

The following rules apply to Universal Minor Surfaces


unless otherwise specified:

Universal Minor Surfaces

Although Commanders may prefer to engage their


foe in the open sea, there is every chance that they
will be called to defend their coastline from a looming
threat. In such proximity to land, these naval forces may
encounter Shallow Water in the form of coves and
bays, and the very same body of water may trouble
their Armoured comrades on land as a river winds its
way towards the sea.

Universal Minor Surfaces do not influence Line


Of Sight.
Cliffs and Shallow Water occupy the
Surface and Diving Height Bands.
Cliffs MUST be placed adjacent to Hills/
Islands or the boundaries of the Water Major
Surface and Land Major Surface. Cliffs may not
extend more than 4" away from these Terrain
Features and/or the Major Surface boundary.
Models with the Multi-Purpose function may
ignore Shallow Water.

LAND MINOR SURFACES TABLE


Terrain Quality

Name

Clear

Treacherous Impassable

Aerial, Armoured
Burrowing
Aerial, Armoured
Burrowing
Aerial, Armoured
Burrowing

Killing Fields
Trench Network
Roads

Terrain
Collision
Property

N/A

Diving, Naval
Infantry

Difficult

N/A

Diving, Naval

Difficult

N/A

Diving, Naval

Difficult

WATER MINOR SURFACES TABLE


Terrain Quality

Name

Clear

Treacherous

Impassable

Ice Sheet/Floating
Wreckage

Aerial, Naval
(Massive/Large)

Diving, Naval
(Other)

Ship Graveyard

N/A

Diving

Armoured
Burrowing
Aerial,
Armoured,
Burrowing, Naval

Terrain
Collision
Property
Difficult
Difficult

UNIVERSAL MINOR SURFACES TABLE


Name

Terrain Quality
Clear

Treacherous

Impassable

Shallow Water

Aerial

Armoured (Large/Massive)
Naval (Small/Tiny)
Diving (Small/Tiny)

Cliffs

Aerial

Diving

Armoured (Other)
Burrowing
Diving (Other)
Naval (Other)
Armoured, Burrowing,
Diving, Naval

111

Terrain Collision
Property
Hazardous
Hazardous

SECTION D5 SAW AND SAS

SUPPORT AIRCRAFT,
CARRIERS AND DRONE
LAUNCHERS
In this section you will find the rules for Support
Aircraft Wings, the different kinds of Squadrons
available, and how they interact on the Tabletop. In
addition there are rules for Carriers and Drone
Launchers, and how they interact.
Support Aircraft Wings are commonly abbreviated
as SAWs and Support Aircraft Squadrons are
commonly abbreviated as SAS.

Support Aircraft Squadrons

Aeroplanes are a lethal addition to the military


arsenal of a Nation. Since their invention, scientists and
engineers alike have been refining this new method
of destruction. In Dystopian Wars any type of small
aeroplane is referred to using the generic name of
Wing and will commonly have three very small aircraft
on its square base.
Groups of Support Aircraft Wings (SAW) form a
Squadron when Deployed, referred to as a Support
Aircraft Squadron (or SAS). Each Support Aircraft
Wing in a Squadron MUST remain in contact with at
least one other SAW from the same Squadron at ALL
times, if able.
Support Aircraft Squadrons are considered to be
Models that exist outside the normal Size Classifications.
They are even smaller than Tiny Models! (see Model
Classifications on Page 127)
Types of Support Aircraft Squadrons are: Fighter
Planes, Dive Bombers, Torpedo Bombers, and
Reconnaissance Planes. They are governed by the
following rules for composition:

A Support Aircraft Squadron MAY only contain


ONE type of Support Aircraft Wing.
When created, a Fighter Plane, Dive
Bomber or Torpedo Bomber Squadron
MUST contain between 3 and 5 Support
Aircraft Wings.
When created, a Reconnaissance Plane
Squadron may contain ONLY ONE Support
Aircraft Wing.
Once created, a Squadron of Support
Aircraft is treated as a single entity for Line
of Sight, measuring Ranges and Firing.

Important Note: Support Aircraft Squadrons


created by Carriers or through Squadron Support
declare the type and number of Air Support Wings they
contain when Deployed, and are NOT required to be
denoted prior to the battle in the same way as Local Air
Support (see later).

Deployed Strength
Unlike other Squadrons in the game, it is important
to have a record of the size of an SAS at the moment
of their Deployment. The pilots within the Squadron
are adept at operating in set formations, be they small
Strike Squadrons or larger Heavy Squadrons. These
pilots spend hours of flight time training to operate
effectively depending on their intended engagement
roles under battlefield conditions.
Each SAS is deployed with a die or marker next
to it that notes their starting Squadron Size, which is
referred to as their Deployed Strength. This does
not change in-game and is important for determining
how large the Squadron can be when benefiting from
an Replenishment Action.
The die is also useful for allowing players to view at a
glance which type of SAS the Squadron is: this becomes
particularly important when playing with Forces that
are not yet painted, or where the player has chosen to
paint their SAWs identically.
If you are using dice to help denote your SAS, its a
good idea to decide which colour of dice will denote
which type of SAS at the start of the battle to avoid
confusion later.
Using the convention of White for Fighters, Green
for Dive Bombers and Blue for Torpedo Bombers is
a good method. You can also choose to paint your
Wings different colours to represent different types,
or even paint the band of the base for the same reason,
whatever works best for you and your opponent!
Reconnaissance SAWs do not require a Deployment
Strength Dice as they can never be the target of a
Carrier Action (see later).

Local Air Support

Each Force may ordinarily contain 10 Support


Aircraft Wings for NO extra Points Cost.These free
Support Aircraft Wings represent Local Air Support
that is called in from outlying air bases to assist in the
prosecution of the enemy.

112

SECTION D5 SAW AND SAS

The Local Air Support can be organised into any


legal Squadron sizes desired, however a maximum of
ONE Reconnaissance Plane Squadron can be selected
as part of this free Local Air Support allowance.
Unless otherwise stated, any free Local Air Support
Wings in a Force are always noted in the Force List,
both in terms of Squadron Size and Squadron
Composition. (See Page 18)

Combat Air Patrols


It is possible to Attach Fighter Plane SAS as Combat
Air Patrols to protect valuable Models in a players
Force. For more information on this, see the Combat
Patrols Section on Page 126.

Ordnance Away! Marker


This Game Marker is placed next to an SAS
that has dropped its Bombs or Torpedoes.
The Ordnance Away! Game Marker provides an
important reminder to both players on the Tabletop
differentiating between which SAS can still drop their
Ordnance, and those who must Re-arm at a Carrier.

Squadron Formations
Support Aircraft Squadrons (SAS) MUST always
maintain a valid Squadron Formation, as shown in
the diagram below. The Squadron is treated as a
COMBINED entity for the purposes of rules.
Should an Ace be present, an appropriately
identifiable Wing must be placed as close to the middle
of the formation as possible at all times. This allows
players to identify the heroic individuals presence for
the purposes of re-rolls and Dogfights (see below).

Valid Squadron Formations for SAS

113

SECTION D5 SAW AND SAS

SAW Consistencies and Interactions


A number of consistencies are present throughout
all SAWs, although any modifiers used may change
depending on national characteristics:

ALL Attacks and Counter Attacks by Support


Aircraft Squadrons use the Combined Fire
Firing Options calculated by adding together
ALL the Ordnance or Ack Ack Attack Dice
(AD) of the SAWs in the Squadron.
Fighters will usually have the Hunter (Aerial,
+1) MAR, giving them the edge against all
Models that occupy the Aerial Height Band,
be they other Support Aircraft Squadrons or
larger Models such as Interceptors, Scoutships
and Sky Fortresses!
Torpedo Bombers excel at engaging targets
beneath the waves and normally have the
Hunter (Diving, +2) MAR. This means that
Torpedo Bombers often hit Models occupying

the Submerged Height Level on a 3 or


higher and may even strike at targets occupying
the Deep Diving Height Level on the roll of
a 4 or higher!
Dive Bombers are adept at engaging targets
on the Surface Height Level and normally
gain the Hunter (Surface, +1) MAR. This
means that Dive Bombers will tend to hit
Models occupying the Surface Height Level
on a 3 or higher. In some rare occasions
Dive Bombers will also gain a bonus against
Submerged Models too: these exceptions will
always be listed in the relevant Force List.
Finally, Recon Planes normally have the
Spotter (Regular) MAR, allowing them to
effectively call down fire upon targets that are
out of sight to the rest of the Force, although in
the case of Ace Recon Planes, in some cases
this becomes Spotter (Expert) MAR.

Anatomy of a SAW Profile

Below we have an example of statistics for Support Aircraft Wings in a Kingdom of Britannia Force.
2
Move

AD

Fighter Plane

16"

Hunter (Aerial, +1), Big Fuel Tanks

Torpedo Bomber

12"

Hunter (Diving, +2)

Dive Bomber

12"

Hunter (Surface, +1)

Reconnaissance Plane

16"

Spotter (Regular)

SAW

AA

MARs

1 This
 shows the types of Support Aircraft Wing available
to the Force. Ordinarily the Forces will have the option for
four types of SAW: Fighter Plane, Torpedo Bomber,
Dive Bomber, and Reconnaissance Plane (often
abbreviated as Recon Plane).
move using their listed Movement Value in
2 SAWs

the same way as other Models in the game. All SAWs
are considered to Move using the 360-degree Turning
method and have no Minimum Move or Turn Limits.
SAWs have the ability to fire Ordnance at the
3 Some

enemy. This will be determined by the value listed in
Attack Dice (AD).

114

DR

HP

are all considered to have a measure of light and heavy


4 SAWs

machine guns, capable of being used both aggressively or
defensively as desired. Fighters usually have a higher Ack
Ack value than their counterparts, although in the case of
the Britannian Force above, their Dive Bombers DO have
an increased AA score, making them very powerful indeed.
5 In
 this box, players will be able to identify any Model
Assigned Rules (MARs) that the SAW may have. The full
rules for these are found on Page 88.
6 A
 SAW will normally have a Damage Rating (DR) of 2,
however this need not always be the case!
7 The Hull Points of a SAW normally this is 1.

SECTION D5 SAW AND SAS

SAS and Movement

Types of SAS Engagement

Support Aircraft Squadrons (SAS) have 360 degree


Movement. These aircraft are not equipped to operate
safely at the Obscured or Stratospheric Height
Levels and so may only ever occupy the Flying
Height Level of the Aerial Height Band.
In addition, no SAS may be subject to a Collision or
Ram with another Model.

The methods of engagement for Support Aircraft


Squadrons are divided into three types: Attack Runs,
Interceptions and Dogfights. Each of these Attacks
will often involve different To Hit Numbers, Attack
Ranges and Model Assigned Rules.

SAS and Boarding Actions


SAS may NEVER be the target of a Boarding Action
under any circumstances!

SAS and Disorder

Attack Runs
All Attacks made by Support Aircraft Squadrons
that are directed against larger enemy Models are
called Attack Runs. These Attacks occur when the SAS
engages the enemy during their own Activation. Attack
Runs are often subject to enemy Counter Attack
Actions.

SAS are always considered to have the Fearless


Model Assigned Rule. (see Page 91)

Attacks Against SAS

SAS require the use of low-calibre, rapid-firing


Weaponry to engage them. This is represented
by a Models Ack Ack (AA) statistic. All Ack
Ack fired against SAS uses the Heavy (BLUE)
Dice mechanic unless a specific condition or
Model Assigned Rule applies.
The Maximum Range for Aggressive
Counter Attacks and Dogfights against
SAS is always 4" (unless a Model Assigned Rule
applies).
The Maximum Range for Interception
Attacks against SAS is always 8" (unless a
Model Assigned Rule applies)
SAS are targeted as a single entity, and Ack
Ack (AA) against SAS is always measured
to the closest point of the Squadron and any
casualties are applied across the entire SAS.
After all Attacks on the SAS have been resolved
in an Activation, casualties are removed so
that the Squadron remains in a valid Wing
Formation (see diagram on Page 113).
Non-SAS Models targeting SAS Squadrons
always hit with Ack Ack on a To Hit Number
of 4, 5 or (BLUE) 6.
During Dogfight Attacks between two
Squadrons of SAS, Ack Ack has a starting To
Hit number of 5 or (BLUE) 6.
Unlike other Models, when attacking SAS, if the
number of Hits equals the Damage Rating
(DR), a single SAW is removed. If the number
of Hits equals TWICE the Damage Rating,
TWO SAWs are removed, and so on.

SAS Squadrons may only ever execute ONE


Attack Run per Activation.
A Support Aircraft Squadron may use either
Ordnance or Ack Ack where appropriate
when making an Attack Run.
SAS Squadrons may only ever target ONE
Model during an Attack Run.
All Attack Runs made using AA have a
Maximum Range of 4", unless a MAR applies.
A Squadron of Torpedo Bombers fires its
Torpedoes using the Fore Fixed Channel
Fire Arc, with the combined width of the
Squadron used to determine the width of the
Fire Arc, and have a Maximum Range of 4"
A Squadron of Dive Bombers must have at
least ONE SAW touching their intended target
when using their bombs.
The Squadron mounting an Attack Run has a
To Hit number of 4, 5 or (RED) 6, using the
standard To Hit mechanics and is affected by
modifiers as normal.
Once an Attack Run by Torpedo Bombers or
Dive Bombers has been resolved, place an
Ordnance Away! Game Marker on the
Squadron.

Dogfight Attacks
All Attacks or Aggressive Counter Attacks made by
Support Air Squadrons against enemy Support Aircraft
Squadrons are called Dogfights.
Interception Attacks
All Attacks made by Models (other than SAS) against
a Support Aircraft Squadron are called Interception
Attacks. These occur when Models or Squadrons of
Models engage an enemy Support Aircraft Squadron
with their Ack Ack weaponry during the Model/
Squadrons Activation.

115

SECTION D5 SAW AND SAS

Aces

Carrier Models

Each Force has the provision for adding Aces to their


Squadrons. The additional points cost for adding these
heroic individuals is listed in the relevant entry in the
National Force Guide.
An SAS that includes an Ace must replace one of
their number with an appropriately identifiable SAW
(its enough to simply paint it differently!). The Ace is
placed as close to the centre of the Squadron formation
as possible. Unless killed as part of a Dogfight Duel,
an Ace in a Squadron is always removed last!
An Ace can often give a Squadron the decisive edge
it needs when engaging in Dogfights or during Attack
Runs. Each time a Squadron that includes an Ace is
called upon to make an Attack Run, fight a Duel or fight
a Dogfight Attack, the Ace may re-roll ONE INITIAL
die rolled in the Dice Pool.

Carriers operate a critical role in the replenishment,


rearming and redistribution of Support Aircraft Wings
within the Dystopian World. Without Models capable of
performing these tasks, the power of many a Nations
air forces would dwindle to the point of uselessness.
A Carrier is identified as having the Carrier Model
Assigned Rule. The Value listed in the brackets is used
for both Support Aircraft Wing Numbers and Carrier
Actions. The Carrier Value of a Model is by no means
fixed, and can be reduced as the Model suffers damage.
This represents the decks of the Model becoming
too damaged to allow planes to land, the hangar bays
becoming blocked with debris, or the magazines of the
Model catching fire!

Duelling
Should a situation occur where an SAS that includes
an Ace engages in a Dogfight Attack against an enemy
SAS that also contains an Ace, the two heroes of the
skies will duel it out, performing acts of incredible
bravery as they strive to cement their legend and kill
their bitter rival.
Should two Aces meet in a Dogfight Attack, their
Ack Ack dice should be separated from the other
members of the Squadron and only rolled against the
other Ace. No other Ack Ack can affect the Aces as
they Duel, effectively creating two engagements: the
Dogfight and the Duel.
Each Ace killed in a Duel is worth +25VPs and
should be added to the Scrapyard as a scoring Model.

Support Aircraft Wing (SAW) Numbers


Firstly, each Carrier Model generates a number of
SAWs equal to the value listed in the bracket of their
Carrier Model Assigned Rule. These SAWs must be
organised into legal Squadrons and must adhere to the
rules for Squadron composition noted above. However
unlike Local Air Support, this can be done AFTER
comparing Forces during the Game Setup Phase.
The Carrier is restricted to a maximum of ONE
Reconnaissance Plane Squadron.
Support Aircraft Wings created by a Carrier Model
must be Deployed using the standard Deployment
rules, within 4" of their Carrier Model during
its Deployment, after which they are free to
operate independently. Squadrons of aircraft that
were upgraded to have an Ace must have the Ace
clearly marked.

Important Note:This is the ONLY time SAWs can be


worth Victory Points!
Six-Star General
Alexandra LeForet

116

SECTION D5 SAW AND SAS

117

SECTION D5 SAW AND SAS

Carrier Actions
Models with the Carrier Model Assigned Rule use
the Value listed in the brackets to determine the extent
to which they can execute the three different types of
Carrier Action during Command and Control Step
of their Activation.
A Carrier Action may be directed towards any
SAS within 4" except Reconnaissance Planes:
once Reconnaissance Planes are deployed they are on
their own!
Each Action costs a portion of the Carriers remaining
Carrier Value for that Activation. A Models Carrier
Value is replenished at the end of every Game Turn, but
the maximum it can be replenished to is reduced by
Damage. The Models current Carrier Value during its
Activation is the initial Carrier Value minus the amount
of Damage the Model has sustained.
A Carrier (or Drone Launcher) may not execute
Carrier Actions if they are Disordered.
A Carrier (or Drone Launcher) may only perform
Carrier Actions with SAS from their own Nation unless
a specific Model Assigned Rule or condition applies.
A Squadron containing two or more Carriers CAN
pool their Carrier Values to perform Carrier Actions,
providing they are ALL in range of the target Support
Aircraft Squadron(s).

Types of Carrier Action


Action
Replenish
Re-Arm
Re-Task

Cost
1 Carrier Value per Wing recovered
2 Carrier Value for the Squadron
3 Carrier Value for the Squadron

Rearming Ordnance
Each time a Dive Bomber or Torpedo Bomber
SAS is Deployed, it is fully Armed with sufficient
munitions to execute a single Attack Run.
Since these SASs are only capable of carrying minimal
payloads of munitions, it is often vital to create the
environment whereby they may be Re-Armed.
In order for a Carrier to Re-Arm an SAS, the Carrier
must announce it is spending 2 Points of its remaining
Carrier Value to Re-Arm the Squadron. If the cost
is paid, the Squadron removes any Ordnance Away!
Game Marker it has, and is free to rain high explosive
death once more!
Replenishing a Squadron
In order to execute a Replenish Carrier Action, a
Carrier Model must spend Carrier Points Replenishing
a Squadron. This costs 1 Point from the Carrier Value
per SAW replaced and MAY NOT take the Squadron
above its Initial Deployed Strength.
Re-Tasking a Squadron
In order to execute a Re-Tasking Carrier Action, a
Carrier Model must spend Carrier Points Re-Tasking a
Squadron. This costs 3 Points from the Carrier Value.
The Squadron of SAWs would immediately change
its designation to be a different type of SAW. A SAS
with an Ace that is Re-Tasked loses their inspirational
leader, but the Ace is not placed in the Scrapyard. The
Ace may not re-launch for the rest of the battle, as
they are far too busy in the Officers Mess regaling their
fellow comrades with tall-tales of their heroism!

118

SECTION D5 SAW AND SAS

Drone Launchers and Drones


Not all Carriers deploy aircraft manned by human
beings. Some more advanced factions are able to
deploy drones that are controlled remotely via a link
to a network broadcast over the battlefield.
These Drones are often capable of performing
exceptional feats of acrobatics unfettered by the
limitations of a human pilots physiology. They are not
without drawbacks however as the automata lack the
critical edge that comes from the instincts of an expert
pilot.


Drone Launchers do not launch conventional


aircraft and must launch Drones instead.
All Drone Launchers are considered to have
the Drone Relay Model Assigned Rule.
Should the Commodore be deployed on a
Model WITHOUT the Drone Relay MAR,
the Model gains the Drone Relay MAR
automatically, meaning that, whilst the Model
cannot Re-Launch Drones, the Commodores
Model is still able to maintain the Network
should no other Drone Relays be present.
Drone Launchers may not make use of
Standard Carrier Actions, and are instead able
to perform their own Carrier Action called a
Re-Launch Action.
The Relaunch Action costs 1 Point of Carrier
Value per Drone Relaunched.
A Drone Launcher may perform multiple
Re-Launch Actions per Activation, but may
NEVER Re-launch Reconnaissance SAS.

Air Marshal
Hanna Spiegel

A Re-Launch Action must be announced during


the Command and Control Step of their
Activation, in the same way as other Carriers.
The Re-launch Action allows a Drone Launcher
to Deploy a single legal Squadron of SAWs
within 4" of the Drone Launcher, using the
Drones within the Scrapyard as a resource.
All Re-Launched Drone SAS are Deployed with
an Activation Marker.
The Re-launched Drone Squadron may not
exceed the Value noted in the Models Drone
Launcher (Value) MAR. For every 2 Points of
Hull Points (HP) lost, the number of Drones
the Launcher can Re-Launch reduces by 1.

Important Note: A Carrier may not Re-Launch


SAS Drones unless there are sufficient Drones in the
Scrapyard to form a legal Support Aircraft Squadron!
Drone Relays
All Models with the Drone Relay Model Assigned
Rule form a Drone Network, whereby they control
the Drones active on the Tabletop.
Any Critical Hit suffered by a Model that is part
of the Drone Network causes a single friendly Drone
Wing, chosen by the controlling player, to be removed:
this Drone Wing is NOT placed in the Scrapyard, and
is instead removed from the game entirely and may not
be used in a Re-Launch Carrier Action.
Models in the Drone Network that are Lost as part of
an Aggressive Boarding Action are considered to
have taken sufficient Critical Hits to Scrap the Model,
forcing the controlling player to remove a number of
Drone Wings from the game equal to half the Models
remaining Hull Points (HP).
If all Drone Relays on the Tabletop are destroyed,
ALL Drones in the Force are forced to Ditch.
Drones
Drones are treated in the same way as conventional
Support Aircraft for the purposes of the general rules
of the game with the following exceptions:

119

All Drones that perform an Attack Run


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

SECTION D6 ROBOTS

ROBOTS

The term Robot refers to such vehicles that are


manned by relatively few personnel but are able to
dominate and control the battlefield by virtue of their
massive bulk, raw durability and of course the feeling of
invincibility that inevitably infuses itself into the psyche
of any crew within the metallic monstrosity!
Models with the Robot Classification are considered
to have the Controlled Contact and Fearless Model
Assigned Rules as standard.

Robot Boarding Actions


In a Robot Boarding Action, the Robot attacks as
a physical entity, using its mass and stature to carve
through its target. Equally a Robot must be brought
low by attacking its critical systems, requiring herculean
efforts from assaulting marines to bring the target
down.
Robots do not have a complement of marines with
which to mount Boarding Actions, instead they rely on
their own physical form to inflict damage on an enemy
Model.
In turn, when a Robot is boarded, enemy Assault
Marines must attack the Robots superstructure to
inflict damage, targeting the DR and CR values in the
hope of causing damage against the Robot itself instead
of reducing the Robots AP.
A Robot Model reduced to 0 Assault Points cannot
initiate any Boarding Actions. However, unlike during
normal Boarding Actions, a Robot Models Assault
Point value can never be reduced by enemy Boarding
Actions, ensuring other means are necessary to stop
these fearsome machines!

The Initiating Robot Model is more than ONE


HEIGHT LEVEL away from the Target Model
(For example, a Metzger on the Surface Height
Level cannot attempt to board a Savannah Sky
Fortress on the Obscured Height Level.)
Robots may NEVER initiate a Friendly
Boarding Action: they simply arent that
friendly!

Robot Boarding Procedure


All Boarding Actions initiated by Robots are resolved
in the following order:
1.
2.
3.
4.
5.

Nominate Targets
Anti-Boarding Declarations
Anti-Boarding Fire
Close Quarters Battle
Determine Damage!

1. Nominate Targets
In order to initiate an Aggressive Boarding
Action during the Boarding Segment against
a specified Target, a Robot must have completed
a Controlled Contact manoeuvre during the
Movement Segment to bring into base contact with
its intended Target, touching the Fore 90 degree Arc
of the Robots base.
A Robot may still perform Attacks in the Firing
Segment, provided any Attack it makes is directed
towards the Target of their forthcoming Boarding
Action. No other Attacks may be nominated. If the
Robots Attack results in their Target being Scrapped,
then no Boarding Action can be executed, even if
another Model is in base-contact.

Robotic Boarding Action Limitations


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

Castellan-Commander
Arturo Sforza

A Boarding Action initiated by a Robot CANNOT be


attempted in the following circumstances:

During its Activation, the Initiating Robot


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

120

SECTION D6 ROBOTS

Important Note: This is contrary to normal Firing and


Boarding procedure which prohibits a Model from Firing at
and Boarding the same target in the same Activation.
A Robot initiating an Aggressive Boarding Action
must commit ALL its Assault Points (AP). Their
Assault Group is always the current AP of the
Model.
2. Anti-Boarding Declarations
All Anti-Boarding Fire Declarations against
Robots follow the same rules as those in the AntiBoarding Fire Boarding Step of the Boarding
Rules (see Page 77).
3. Anti-Boarding Fire
During this Step, the Target Model resolves their
allocated Anti-Boarding Fire declared in the Step
above.
Roll the declared Anti-Boarding Fire against the
Robot, noting Damage to the Robots Hull Points
(HP). Damage from Anti-Boarding Fire is resolved
against Robots is resolved as normal, in any order
required by the Target Model (see Page 38).
Anti-Boarding Fire has the following to Hit Numbers
against any Robot initiating an Aggressive Boarding
Action, modified by any Model Assigned Rules (MARs)
that apply.

A 4, 5 or Exploding (RED) 6 is required To


Hit a Robot Model.

Admiral Lawford
P. Granger

Compare the number of Hits generated against the


Robots Damage Rating (DR) and Critical Rating
(CR), with Damage applied as normal.
If the number of Hits equals or exceeds its Critical
Rating, the Robot has suffered a Critical Hit and a
roll must be made on the Critical Hit Table with any
effects applied IMMEDIATELY.
Important Note: Should the Anti-Boarding Fire Scrap
the Robot it was directed against, the excess is lost and
does not carry on to other other Robots taking part in the
same action.
4. Close Quarters Battle
Unlike combats against other foes, Robots do not
target the enemy marines on-board a Model directly,
instead they tear into the target Model itself with
appendages of steel and iron.
Robots use their current Assault Points (AP)
as Attack Dice (AD) to roll against the Target
Model, measuring the amount of hits scored against
the Damage Rating and Critical Rating of the Target.
Squadrons of Robots Combine their Attack Dice when
Initiating an Aggressive Boarding Action.
The Target Models AP does NOT participate in the
Close Quarters Battle Step.
The Attack Dice for Robots have the following To
Hit Numbers, modified by their Crew Type as normal
and Robot Assaults ignore any Armor MARs or
Defensive Generators.
All Robots require 4, 5 or Exploding (RED) 6 is
required To Hit.
Important Note: Robots that initiate an Aggressive
Boarding Action are not themselves targeted in the Close
Quarters Battle Step by non-Robot Models.The crew of
the assaulted Model must cower before the wrath of iron
and steel that is assailing them!

121

SECTION D6 ROBOTS

5. Determine Damage!
In this Step the amount of Damage inflicted against
the Target Models Hull Points (HP) is determined.
Compare the number of Hits generated by the
Robot with the Target Models Damage Rating and
Critical Rating with Damage applied as normal.
Important Note: In many cases Robots have Model
Assigned Rules that will greatly affect the Damage caused
during this Step.

Boarding Actions against Robots


Aggressive Boarding Actions directed against Robots
by Non-Robot Models follow the same procedure as
standard Boarding EXCEPT that, during the Close
Quarters Battle Step, all Hits by the Initiating
Model(s) against the Robot are combined and counted
against the Robots Damage Rating (DR) and
Critical Rating (CR).
The Target Robot DOES NOT participate in the
Close Quarters Battle Step. Assaults made against
Robots ignore any Armour MARs and Defensive
Generators.

All Assault Points directed against a Robot require


4, 5 or Exploding (RED) 6 is required To Hit. This
may be modified by Crew Types and Model Assigned
Rules.
Also, in the Determine Victor! Step, Initiating
Models that have been Victorious do not consult the
Boarding Success Table. Assault Marines may ONLY
inflict Damage on the Target Robot Models: Robots
may never be Sabotaged, Prized, Derelict, or Salvaged.

Robot versus Robot Boarding Actions

On some occasions, Robot Models may find


themselves engaged in an Aggressive Boarding Action
with an enemy Robot!
The Boarding Action is resolved in the same manner
as any other Robot Boarding Actions EXCEPT that
during the Close Quarters Battles Step ALL
Robots fight!
All Robots involved in a Robot vs Robot Boarding
Action roll their AP against the DR and CR of their
enemy SIMULTANEOUSLY, as they literally try to
hammer their foes into submission.

122

SECTION D7 INFANTRY

INFANTRY
Military historians have long cursed the huge variety
of names used by commanders for the formations they
lead. The Infantry, with the longest history of all troop
types, have accumulated the most names: Regiments,
Cohorts, Columns, Battalions, Legions, Banners, Brigades,
Files, Battery, Troop, Group, Sonita, Abteilung...
Even within the same language, the same name does
not always describe the same size or type of unit, as
various FSA and Britannian Commanders have found
to their surprise.
In the world of Dystopian Wars, a Base of Infantry
represents one Company, with each Hull Point
representing a single Platoon.

Purchasing Infantry
Remember that Infantry are not an unlimited
resource on the battlefield. Although Line Infantry are
relativity common, the other, more specialised types
are only deployed in a planned fashion.
Dystopian Wars is a game of massed Tank and Robot
battles, and Infantry are often used to supplement
these monolithic behemoths, although the average life
expectancy of a grunt trooper is considerably less!

Infantry Bases
Each Infantry Base Model contains two square
spaces moulded into the surface to each hold a mini
six-sided die. These dice can be used as an alternative
to the Hull Point (HP) and Assault Point (AP)
Game Markers that other Models use. A white die
represents the Companys current Hull Point value.
The second die, usually a green die or another
available colour, represents the Companys current AP
value. As the Companys HP and AP values change
during the game, the mini dice should be rotated to
show the appropriate number face up.
An Infantry Formation is composed of between
ONE and THREE (unless otherwise specified)
Companies of Infantry, and performs a normal
Squadron Activation as a single entity. It is simply a
larger Company in game play terms.
All Infantry Formations have the following rules:


Infantry of any Type may NOT be bought directly.


Instead, they are obtained through one of the
following means:



The Squadron Support or Combat


Deployment MARs
A Specialist Group Squadron including
them.
A Scenario condition dictating their inclusion in
the Force.
Armoured Core Forces gaining Free Local
Infantry Support see Page 21.

123

Infantry Formations are identified by having the


Infantry Classification and are treated as a
Model with the exceptions noted below.
Infantry Formations must always be made up of
the same type of Infantry.
Targeted Attacks against Infantry use Heavy
(BLUE) Dice, NOT Exploding (RED)
Dice.
Infantry always have the Controlled Contact,
Difficult Target (unless Mechanised), Elusive
Target, and Inert MARs.
Infantry may NEVER have any Persistent
Damage Markers on them.
Infantry Formations are considered to be a
single entity for the purposes of Range and
Measurement.
Infantry MUST use the Combined Fire
option with ALL Ordnance and Auxiliary
Weapons, unless another condition applies.
Infantry NEVER collide with any form of
Terrain.
Infantry that find themselves on Impassable
Terrain for any reason are automatically Lost.
When engaging in a Boarding Action, an
Infantry Formation must allocate all of their
AP as a single Assault Group.

SECTION D7 INFANTRY

Mechanised Infantry

Any type of Infantry (except Reconnaissance


Infantry) may be upgraded to a Mechanised Infantry
Formation during Force List Creation, lending
greater mobility to the formation by way of Armoured
Personnel Carriers and other vehicle transports.This is
represented in the Infantry Formations Profile in
the following ways:


Mechanised Infantry add an additional 3" to


their Movement (Mv).
Mechanised Infantry have the Small Target
MAR INSTEAD of the Difficult Target MAR.
Mechanised Infantry does NOT gain benefits
of Cover.

Collisions
Infantry Formations NEVER take Damage from a
Ram or Collision with another Model.
If a Non-Infantry Model Collides with or Rams
Infantry, DO NOT resolve a Collision or Ram. Instead
the Infantry MAY initiate an IMMEDIATE, out of
sequence, Aggressive Boarding Action.
This is carried out in the same sequence as a standard
Aggressive Boarding Action (see Page 77) with the
following exceptions:

An Infantry Formation may only Assault the


Model that Collided or Rammed it.
There is NO Anti-Boarding Fire possible
against this Assault.

Following this Collision, the Infantry Formation must


IMMEDIATELY Disengage, see Page 50.

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

This Boarding Assault represents our Infantry taking the


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

124

An Infantry Formation must have finished a


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

SECTION D7 INFANTRY

Applying Damage to Infantry


Infantry Formations do not take Damage in the same
way as other Models. If a Formation takes Damage,
all Damage MUST be applied to one Company until
it is removed, at which point Damage is applied to
another Company in the Formation. Once a Company
of Infantry has been Scrapped it CANNOT be returned
to the Tabletop for any reason whatsoever.
If an Infantry Formation loses a point of Assault
Personnel (AP) for any reason, it also loses 1 Hull
Point (HP) IMMEDIATELY.
Important Note: This also applies to Infantry who are
removed from a Formation to become part of a Prize or
Salvage Crew.

Infantry in Cover

If Non-Mechanised Infantry start their Activation


in certain types of Terrain, they are considered to
benefit from the Cover afforded to them by it, as long
as they remain fully within the confines of the Terrain
Feature. If in Cover, they gain the Rugged Construction
(1) and Security Posts (2) Model Assigned Rules.

Any Terrain that provides Infantry with Cover will


state it provides Infantry Cover in its entry in the
Advanced Terrain Rules (Page 110).

Infantry Bunkers
These Fortifications allow commanders to deploy
their Infantry in advance of their Main Force, closer
to the likely engagement areas where the weight of the
infantry might be used to tip the balance.
For the Profiles and Points for Infantry Bunkers,
players should consult their own National Force
Guide.

Infantry and Combat Patrols

Infantry will often find themselves tasked with the


defence of strategically important assets, ranging from
Land Ships to Forward Landing Fields. This is achieved
by forming a Combat Patrol.
For more information regarding Combat Patrols, see
Page 126.

125

SECTION D8 COMBAT PATROLS

COMBAT PATROLS

Universal Rules for a Combat Patrol (CP)


Strategically important Models will often have Wings


of aircraft or Infantry Companies assigned to them,
in order to protect these critical assets from the
depredations of incoming enemy aircraft or boarders.
These Models provide a Combat Patrol around
their Parent Model, ever watchful for attacks.
A single Large or Massive Model, or a Model with
the Combat Patrol Model Assigned Rule, that is
not Disordered may have one Combat Patrol (CP)
Attached.
A Combat Patrol may be a Support Aircraft
Squadron (SAS) of the Fighter Plane Type (known
as a Combat Air Patrol or CAP), or an Infantry
Formation of the Line Infantry Type (known as a
Combat Infantry Patrol or CIP).

In a Game Turn, during the Command and


Consolidation Step of an eligible Models
Activation, the Model may elect to Attach a
Ready to Activate Squadron of Fighter SAS or
a Line Infantry Formation within 4" into its
CP. After this point, the Model is referred to as
the Parent Model.

A Parent Model CAN have an Attachment


Group and a CP Attached at the same time.
A CP is assumed to move at the same speed as
the Parent Model at all times.
ALL Ranges for CPs may be measured to and
from the Parent Model.
If a Parent Model is the target of an
Aggressive Boarding Action, a CP can use
the Linked Fire Firing Option when the
Parent Model uses Anti-Boarding Ack Ack.
An SAS acting as a CAP CANNOT benefit
from Carrier Actions.
CIPs may only be Attached to Armoured
Models.
If a Parent Model is the target of an Attack by
Models occupying the Aerial Height Band, a CP
may Link with its Parent Model when making
an Aggressive Counter Attack.

Detaching a CP
A CP will detach under the following circumstances,
gaining an Activation Marker:

The Combat Patrol then becomes part of the Parent


Models Squadron, taking a position in base-to-base
contact with the Parent Model. The CP remains in
contact until such time as it is Detached.

During the Command and Consolidation


Step of the Parent Model, it may elect to
detach the CP voluntarily.
If the Parent Model becomes Disordered.
If the Parent Model is not occupying the
Surface or Flying or Obscured Height
Levels.
The Parent Model is Lost.
The Parent Model is Teleported for any
reason.

Any Model CANNOT be Attached and voluntarily


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

126

SECTION D9 OTHER MODEL FUNCTIONS

MODEL CLASSIFICATIONS

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

Model Classifications are the way Models have their


Core Force, and other fundamental aspects of how
they behave in-game, designated.


Type

A Model will always have one Size, one Type


listing and one Designation listed.
It may also be listed as Capital, and may have
any number of Functions, or none at all.
The Classification Line will be shown in the
Profile of any Model in the game.

This denotes the Core Force the Model belongs to.

Size g Type g Capital g Function g Designation

For example, a Covenant of Antarctica


Aronnax Assault Worm has the following
Classification:
Large Armoured Capital Burrowing
Multi-Purpose Robot





This means that it is a Large Size


Model.
It is of the Armoured Type, making it
part of an Armoured Core Force.
It is a Capital Model, suggesting that
it has a degree of importance in the
Force.
It can burrow beneath the ground and
so has the Burrowing Function.
It can swim on the sea like a Naval
Model and so has the Multi-Purpose
Function.
And, of course it is a Robot!

Size
Tiny
Small
Medium
Large
Massive

Type
Aerial
Armoured
Naval

The Size is important for Line of Sight (see Page


52), interaction with Terrain (see Page 104), Force
Composition (see Page 20) and many other in game
matters.

Aerial
These are flying Models that move through the
air, and can range from sleek interceptors to huge
sky fortresses. Flying Models are normally capable of
occupying a number of Height Levels; this is them
dropping low to make a devastating attack, or climbing
high into the clouds to take cover.
Armoured
These are Tanks, Land Ships, Walkers and various
other Land-based Models. They move over the Land
Surface Height Level. The difficulty of moving
a house or factory size vehicle over land means
Armoured Models are typically slightly smaller than the
equivalent Naval Models.
Naval
These are Frigates, Cruisers, Carriers, and other
ships. They move on the Water Surface Height
Level.

Capital
Capital is the designation given to Capital Models.
These are mainly larger Models, and have significant
command and control facilities.They will be commanded
Below is a table listing the breakdown of the elements
that make up a Model Classification and how they are
represented in the Classifications Line of a profile:
Capital
Capital

127

Functions
Burrowing
Diving
Escort
Landing Craft
Low Level Flyer
Multi-Purpose
Repair
Surface Skimming
Wave Lurker

Designation
Fortification
Infantry
Model
Robot

SECTION D9 OTHER MODEL FUNCTIONS

by an experienced officer capable of running a smaller


force by themselves. However, they are not without
disadvantages, including the enemy regarding them as
a valuable prize!
Any Model that does not have the Capital designation
is Non-Capital.
The following rules apply to all Capital Models. unless
a specific condition or MAR applies:

Only Capital Models may be the target of


Spotting Actions (see Page 93)
Only Capital Models may be Prized or Salvaged
(see Page 81).

Diving

FUNCTIONS
Burrowing
A Burrowing Model will often be a large monstrosity,
capable of churning through the earths crust and
moving towards the enemy in relative safety.
Burrowing Models may only use a limited selection
of weapons, but are next to impossible to hit with
standard weaponry, instead requiring concerted
bombing or concussive attacks to damage.
Similarly, few Models can launch Boarding Actions
from or against a Model below the surface. A Burrowing
Model is capable of occupying the Submerged
Height Level on Land. Burrowing Models abide by
the following rules, unless otherwise specified:

A Burrowing Model occupying the


Submerged Height Level on the Land
Major Surface can ONLY use its Concussion
Charges.
No Boarding Actions may be launched by, or
against, a Model occupying the Submerged
Height Level unless a specific condition or
MAR applies.
When determining Terrain Quality, a Model
with the Burrowing Model Function refers to
the Burrowing entry and ignores the Armoured
Entry in Terrain Tables.

A Diving Model is a Submarine or other Model


capable of occupying the Diving Height Band in
Water. Whilst underwater, a Diving Model may only
use a limited selection of weapons, but is far harder to
hit. Similarly, few Models can launch Boarding Actions
from or against a Model underwater. Diving Models
abide by the following rules, unless otherwise specified:

Burrowing Models may choose to occupy


either the Surface Height Level or the
Submerged Height Level while occupying
the Land Major Surface; see Changing
Height Levels (Page 45).
A Model with the Burrowing Model Function
that is on the Land Major Surface can Surface
or Submerge during the Movement
Declarations Segment of its Activation.
However, a Burrowing Model may ONLY
Submerge if it has a Low Speed Manoeuvre
Game Marker, and may NOT attempt a
Swift Manoeuvre under any circumstances!
A Model occupying the Diving Height Band
on the Land Major Surface that suffers any
Critical Hit must IMMEDIATELY move to the
Surface Height Level.
Any Model occupying the Submerged
Height Level can ONLY use its Concussion
Charges (CC) to mount Attacks and may
ONLY be targeted with Concussion Charges
or Concentrated Bombing (see Page 65).

128

Diving Models may choose to occupy either


the Surface Height Band or the Diving
Height Band while occupying the Water
Major Surface: see Changing Height
Levels (Page 45).
Surface Models may not use an Ordnance
Weapon to target a Model occupying the
Diving Height Band in Water at Range Band 1,
unless a specific Model Assigned Rule applies.
Any Model occupying the Surface or Aerial
Height Bands is always counted as being
Partially Blocked (see Page 55) when firing
an Ordnance Weapon at a Model occupying the
Diving Height Band in Water unless a specific
Model Assigned Rule applies.
A Model occupying the Diving Height Band
in the Water Major Surface can ONLY use
its Concussion Charges, Torpedoes, or a
Particle Accelerator.
A Model occupying the Diving Height Band
in the Water Major Surface that suffers any
Critical Hit must IMMEDIATELY move to the
Surface Height Level.
No Boarding Actions may be launched by or
against a Model occupying the Submerged
Height Level unless a specific condition or
MAR applies.
Models attacking from the Diving Height
Band in Water may be subject to an
Aggressive Counter Attack from Concussion
Charges.

SECTION D9 OTHER MODEL FUNCTIONS

When determining Terrain Quality, a Model


with the Diving Model Function refers to the
Diving Entry and ignores the Naval Entry in
the Terrain Tables.

Escort
This Model may be included into any Squadron that
is indicated in its Profiles Attachment Model Assigned
Rule:


Escort Models attached to a Parent Model


count as the ONE allowed Attachment
Group under the Mixed Squadron rules.
The Parent Models of this Mixed Squadron do
not need to test for Disorder if any of the
Escort Models are Scrapped.
In ALL other respects, the Escort Models
function as normal members of the Squadron.

Landing Craft

During an Amphibious Landing Scenario, a player


MUST take a Landing Craft Model in the Force for all
Armoured Squadrons in the Landing Force that lack
the Multi-Purpose or Surface Skimming Model
Functions. The Landing Craft Model MUST be used to
transport the Squadron for which it has been purchased.
Landing Craft are governed by the following special
rules:



All Landing Craft have the Controlled Contact


Model Assigned Rule (MAR).
If a Landing Craft has no Models Embarked (see
Page 19) upon it, it gains the Rear Echelon
Model Assigned Rule (MAR).
A Landing Craft MAY NOT initiate Attacks or
Boarding Actions.
A Landing Craft is considered to have Ack
Ack (AA) and Concussion Charge (CC)
Values determined by Linking the AA and CC
Values of the Embarked Models on-board, with
the Landing Craft being the LEAD Model.
The Assault Points (AP) Value of a Landing
Craft is determined by combining the Assault
Points of the Embarked Models. When the
Embarked Models are Deployed, any Assault
Personnel losses suffered by the Landing
Craft are distributed as evenly as possible
amongst them.

Multi-Purpose
A Multi-Purpose Model ALWAYS treats ALL Major/
Minor Surfaces as having a Terrain Quality of Clear.
This Model always refers to its listed Type (or Diving/
Burrowing Function if applicable) for the purposes
of Terrain interaction.

Surface Skimming
A Surface Skimming Model is treated as having the
Multi-Purpose Model Function, with the additional
rules below:

Surface Skimming Models treat any Terrain


Features occupying the Surface Height
Level as Clear, unless the Terrain is
Impassable to both Naval and Armoured
Models, in which case the Model treats the
Terrain as Impassable.
Surface Skimming Models MAY move over
other Models occupying the Surface Height
Level without causing a Collision or Ram,
providing it does not finish its move on top
of any Model. This has no effect on other
Models Colliding with or Ramming the Surface
Skimming Model.
A Model with the Surface Skimming Model
Function does not Detonate Armed Surface
Mines if the Model passes by them, but will
Detonate them if it finishes its Activation within
1" of ANY Armed Mine Marker.
A Model with the Surface Skimming Model
Function is considered to have an Elevation
Bonus of +1 (see Basic Terrain on Page 104).

Low Level Flyer


A Model with the Low Level Flyer Model Function is
able to fly so low that it is considered to occupy the
Surface Height Level rather than Aerial Height
Levels. Whilst choosing to fly at this Height Level the
Model is considered to have the Surface Skimmer
Model Function and the Vulnerable MAR.
Whilst occupying the Surface Height Level, Low
Level Flyers may not drop Bombs, may not be
targeted by Ack Ack, and they may NOT make a
Swift Manoeuvre.
To enter or leave the Surface Height Level, the Low
Level Flyer changes Height Level in the same way as
changing between Aerial Height Levels (see Page 45).

The Type, Size and Number of Models that may


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

129

SECTION D9 OTHER MODEL FUNCTIONS

Repair

Wave Lurker

Models with this Function may choose to perform a


Friendly Boarding Action (see Page 77) against a
Target Model at the same Height Level as the Initiating
Model.
A Model can only be the target of ONE Repair
attempt per Squadron Activation, but multiple Models
may attempt to Repair the same Model as part of a
single Repair attempt.
Each Model in any single Repair attempt allocates
its entire current Assault Point (AP) value to the
Repair attempt.
The total number of AP allocated to each Target
Model is the number of AP-Focused Repair Dice
rolled for the target Model. Repair Dice require a 4, 5
or (RED) 6 To Hit.
If the number of Hits is equal to, or exceeds the
Damage Rating (DR) value of the Target Model,
remove 1 Hull Point (HP) of Damage from the
Target Model.
If the number of Hits is equal to, or exceeds, the
Critical Rating (CR) value of the Target Model,
recover 2 lost Hull Points of Damage suffered from
the Target Model, AND automatically remove one
Critical Effect or Persistent Effect Marker
present on the Model.

Models with this Function exist at a point half-way


between a normal ship and a true submarine, capable
of partially submerging. Wave Lurker Models are
designed so the bridge section of the Model can lift off,
and be placed in a hole in the Perspex outline. Doing
so denotes the Model has chosen to activate the Wave
Lurker Function.
Except where specified below, Wave Lurkers are
considered to occupy the Surface Height Level all
respects:

130

A Wave Lurker can move between being fully


on the Surface Height Level and Wave Lurking
in the same way as a Diving Model moves
between the Surface and Submerged
Height Levels, including using Swift
Manoeuvres (see Page 51).
A Wave Lurking Model uses AA, CC and any
weapons listed as Raised in their Profile
normally.
For a Wave Lurking Model, any Lower
weapons are ALWAYS considered to be
Partially Blocked (see Page 55) unless
otherwise specified.

SECTION D9 OTHER MODEL FUNCTIONS

A Wave Lurking Model uses Torpedoes and


Particle Accelerators as if it were occupying
the Submerged Height Level, and for these
weapons only, is governed by the targeting
rules, To Hit rolls and modifiers as if were
occupying the Submerged Height Level.
Any Model occupying the Surface or Aerial
Height Bands targeting a Wave Lurking Model
suffers a -1 To Hit modifier, unless using a
weapon with the Sub Killer MAR.
A Wave Lurking Model counts as a Small Size
Model on the Surface Height Level for the
purposes of Line of Sight (see Page 52).
For the purposes of ALL measurements,
Rams, and Collisions, the Perspex Template is
considered to be part of the Model.

DESIGNATIONS
Fortifications
Fortifications are designed and built to withstand
the rigors of a combat environment and are armed
with significant offensive firepower. Full Profiles for
Fortifications will be listed in each Nations Force
Guide and may be selected normally during Force
Composition.
Universal Fortifications may be deployed on
either Land or Water Major Surface, as desired,
on top of Terrain Features that are NOT Impassable
to Armoured Models (if deployed on the Land Major
Surface), or Naval Models (if deployed on the Water
Major Surface).
Land Fortifications may only be deployed on the
Land Major Surface, on Terrain Features that are NOT
Impassable to Armoured Models.
Water Fortifications may only be deployed on the
Water Major Surface and may NEVER be placed upon
Terrain Features.

Infantry
Infantry differ from standard Assault Personnel,
in that that form into Companies, that may even be
organised into larger formations. Where the Assault
personnel on Models are equipped with jetpacks,
infantry are purely ground based. However, this is
offset by their large numbers!
Infantry Rules are found on Page 123.

Model
This is the standard designation for the majority of
Models in the game.

Robot
Robots are mechanical constructions with very few
crew, being heavily automated.They are normal Models
in most respects, but behave very differently when
involved in Boarding Actions.
For all other information regarding Robots and how
they differ from other Models in Dystopian Wars, see
the Robots section on Page 120.

Below are rules universal to ALL Fortifications:



All Attacks against Fortifications have a +1 To


Hit modifier.
Fortifications cannot move or be moved; if a
Fortification would be Teleported it is instead
automatically Scrapped.

Fortifications are ALWAYS considered to be


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

131

SECTION D10 NATIONAL FLEET COMMODORES

NATIONAL COMMODORE
RULES

Doctrine Abilities

Throughout the rulebook so far, we have talked about


Commodores and their interaction with the Force
via Force Orders and Disorder Tests. However
there is another area where the Commodore can
affect the Tabletop: National Commodore Rules.
The National Commodore, Force Commodore
or simply Commodore, is the Commander of your
Force and must be stationed on any friendly Large or
Massive Capital Class Model.
This Model is the Commodores Model and must
be recorded accordingly in the Force List.
National Commodores have TWO sets of abilities,
Command and Doctrine, which they can execute
ONCE per Game Turn.
In most cases this means that a Commodore
can execute a single Command Ability and a single
Doctrine Ability during the Game Turn, but this is not
always the case: sometimes the Doctrine Abilities for
some Nations/Factions are reserved for Pre-Game
effects or, when they are particularly powerful, Once
per Game Effects.
Important Note: Unless otherwise stated, Command
Abilities and Doctrine Abilities may NOT be applied to
enemy Models or Squadrons.

Command Abilities
Each Game Turn a player can have their Commodore
perform ONE of the following Command Abilities:

Safe Passage: One Model within 8" of the


Commodores Model may re-roll a failed
Treacherous Terrain Test.

Pass the Tools: One Model within 8" of the


Commodores Model may re-roll a single failed
Repair attempt.

Stand up and be Counted!: A Squadron may


re-roll a single failed Disorder Test provided
a member of the Squadron is within 8" of the
Commodores Model.

In addition to their Command Abilities, all National


Commodores can perform ONE of the following
Doctrine Abilities specific to their Nation/Faction,
ONCE per Game Turn. These Abilities are designed
to reflect the various combat doctrines of the certain
nations or factions.

Kingdom Of Britannia

For Queen and Country!


This Ability may be activated during the Command
Segment of a Squadrons Activation provided
a member of the Squadron is within 8" of the
Commodores Model. The Squadron in question may
remove any Disorder Marker from themselves,
before they activate this Game Turn.
Perfect Plotting
This Ability may be activated during the Command
Segment of a non-Disordered Squadrons Activation
provided a member of the Squadron is within 8" of the
Commodores Model. The Squadron gains an additional
+1 To Hit Modifier when firing using the Indirect
Fire Firing Option.

Prussian Empire

Over-Charge the Coils!


This Ability may be activated during the Command
Segment of a non-Disordered Squadrons Activation
provided a member of the Squadron is within 8" of
the Commodores Model. The Squadron may elect to
re-roll ALL of the INITIAL Attack Dice from an Attack
using Tesla Weaponry. Only INITIAL Dice are rerolled and the second result MUST be accepted.
Wrath of the Hussars!
This Ability may be activated during the Command
Segment of a Commodores Activation. For the
remainder of the Activation, the Commodores Model
gains the Terror Tactics (3) Model Assigned Rule.

Federated States of America

Punishing Gunnery
This Ability may be activated during Declaring
Attacks Step of the Firing Segment of a nonDisordered Squadrons Activation provided a member of
the firing Squadron is within 8" of the Commodores
Model. ALL Attacks executed with Primary Gunnery
from the Squadron that cause a Critical Hit cause the
target to lose an additional Hull Point (HP).

132

SECTION D10 NATIONAL FLEET COMMODORES

Take Aim!
This Ability may be activated during the Command
Segment of a Commodores Activation. From this
point onwards until the end of the current Game
Turn, all Models in the FSA Force using the
Sharpshooters MAR kill AP on a roll of 4, 5 or
(RED) 6, rather than the 5 or 6.

Empire of the Blazing Sun

Shadow Tactics
This Ability may be activated during the Command
Segment of a Commodores Activation. Until the end
of the Turn, no Tactical Action Cards played by either
side may be used on any Squadron with a member
within 8" of the Commodores Model (including the
Commodore)!
Coordinated Attack
This Ability may be activated during the Command
and Control Step of the Command Segment in
a Squadrons Activation, provided a member of the
Squadron is within 8" of the Commodores Model.
The Squadron may ignore the restrictions for being
Disordered when determining Firing Options with
Targeted Gunnery or initiating Boarding Actions.

Covenant of Antarctica

A Man on the Inside


This Ability may be activated as the first action,
before any cards can be played in the Tactical Action
Cards Segment of the Games FIRST Game Turn.
The Covenant player chooses TWO TACs held by
the opponent at random and forces those cards to be
placed face up on the table, at the side. The cards can
still be used by the opponent and may be cancelled by
the Covenant player as normal.
Overload the Generator!
This Ability may be activated at any time during a
Squadrons Activation provided a member of the
Squadron is within 8" of the Commodores Model.
The player may choose to modify the actual result of
an INITIAL Die Roll of a Generator by +/-1. This
could allow the Die to move from a 5 result to being
an Exploding (RED) 6!
Important Note: This is the ONLY time in the game
where the actual result of a Die Roll can be modified!

Rpublique of France

Tight Grouping
This Ability may be activated during the Command
Segment of a Squadrons Activation provided
a member of the Squadron is within 8" of the
Commodores Model. Until the End Phase of the
current Game Turn, the Squadron may elect to re-roll
ALL the INITIAL Attack Dice in any SINGLE Attack,
Counter Attack, or Anti-Boarding Fire roll using
Ack Ack. INITIAL dice are re-rolled and the second
result MUST be accepted.
Hurried Repair
This Ability may be activated at the beginning of
the Compulsory Actions Segment of the End
Phase. ONCE per game, the Commodores Model can
automatically remove ANY Critical Effect Markers
or Persistent Effect Markers affecting it. Roll a D6
for each Marker removed by the Ability. For each roll of
a 1, the vessel loses one Hull Point (HP).

Russian Coalition

For Mother Russia!


This Ability may be activated during the Command
and Control Step of a Squadrons Activation
provided a member of the Squadron is within 8" of the
Commodores Model. The Crew Type that applies to
the Squadron changes to Reckless for the duration of
the Game Turn.
Sturginium Overload
This Ability may be used ONCE per game and
is activated during the Command and Control
Step of the Commodores Activation. All Models in
the Russian Force attempting to use the Sturginium
Boost MAR in the current Game Turn automatically
count as passing their Sturginium Boost roll.
ALL Models WITHOUT the Sturginium Boost
MAR gain +1" Movement (Mv) for the duration of the
Game Turn.

133

SECTION D11 ALLIED BATTLE GROUPS

USING ALLIED BATTLE


GROUPS

Factional Allies

Unless otherwise stated, all Allied Battle Groups are


governed by the following rules:

Allied Battle Groups are divided into FOUR


sub-types: Close Allies, Factional Allies,
Allied Mercenaries, and Operational
Assets.
Any Allied Squadrons are always formed into
Battle Groups where the minimum allowance
permitted is ONE Capital Squadron and
ONE Non-Capital Squadron. Non-Capital
Models Deployed through the Squadron
Support or Combat Deployment MARs are
not considered to be part of the Allied Battle
Group minimum. This ensures a degree of game
balance and narrative focus.
Allied Battle Groups are treated as Battle
Groups for the purposes of playing Battle
Group Tactical Action Cards (TAC) and
so may benefit from the special abilities these
cards confer.
Unless otherwise stated, the points for all Allied
Battle Groups are taken from the 40% NonCore Allowance of a Forces MFV.
No Tactical Action Card Decks may include
National Cards taken from Allies.

Close Allies
These Forces are well suited to adapting their
communications, battle tactics and engagement
strategies.

Close Allies are still governed by ONE Capital


Squadron and ONE Non-Capital Squadron
BUT are not taken from the 40% Non-Core
part of the MFV, PROVIDED the Models used
are of the same Type as the Core Force.
Close Allies may gain the benefit of
Command Abilities but MAY NOT gain the
benefit of Doctrine Abilities.
Close Allies are permitted to have Tactical
Action Cards of any type played upon them as
normal.

Members of the Factions are often brought together


to engage in large scale operations where the ends of
all those joining forces are met. These forces are not
entirely trusting however as all know that an alliance
formed is but a stroke of a pen away from being
worthless!


Factional Allied Battle Groups are always taken


from the 40% Non-Core part of the MFV.
Factional Allied Battle Groups may not gain the
benefit of Command OR Doctrine Abilities.
Unless otherwise stated no Factional Allies are
permitted to have Tactical Action Cards played
upon them unless they are Generic, Battle
Group or Factional Cards.

At the end of this section is a summary table that


shows the Major Powers, and the Minor Powers
they can take as Close Allies.

Minor Powers
Minor Powers are not blessed with the towering
industrial and economic might of the Major Powers.
They do not hold the power and influence to coerce
Allies into fighting for them and as such they never gain
from Close Allies in the same way as the Major Powers.
Although they may still call upon the aid of their Faction,
such Alliances are often bought with concessions or
bribes far beyond the normal diplomacy surrounding
such agreements.
On the next page is a summary table that shows the
Minor Powers and the Faction Allies they may call upon:

Mercenary Forces
Many of the Major Powers view the existence of
Mercenaries as distasteful. Men who fight for money
are unlikely to conform to the the idea of National
Patriotism that many Powers seek to cultivate. As such
the use of mercenaries is often seen as a last resort by
those who have the luxury of holding such lofty ideas.
However, for the Minor Powers, the use of
Mercenaries is very much common practice, as these
powers are often called upon to defend their interests
against overwhelming forces brought forth by the
Major Powers.

134

SECTION D11 ALLIED BATTLE GROUPS

MAJOR POWERS ALLEGIANCE TABLE


Major Powers

Faction

Minor Power Close Allies

Empire of the Blazing Sun

Imperial Bond

Covenant of Antarctica

Free Nations

Rpublique of France

Imperial Bond

Dominion of Canada
Indian Raj
Royal Australia
Teutonic Order
Kingdom of Denmark
League of Italian States
Dominion of Canada
Royal Australia
Chinese Federation
Free Chilean Republic
The Wani
Commonwealth of Free Australia
Ottoman Separatists
Ottoman Traditionalists

Grand Coalition

Polish-Lithuanian Commonwealth

Kingdom of Britannia
Prussian Empire

Grand Coalition
Imperial Bond

Federated States of America

Russian Coalition

Grand Coalition

MINOR POWERS ALLEGIANCE TABLE


Minor Powers

Faction

Minor Power / Close Allies

Free Chilean Republic


Chinese Federation
Kingdom of Denmark
Ottomans Traditionalists
Teutonic Order
The Wani

Imperial Bond
Imperial Bond
Imperial Bond
Imperial Bond
Imperial Bond
Imperial Bond

No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies

Commonwealth of Free Australia


League of Italian States
Traditionalists
Ottomans Separatists
Socialist Union of South America

Free Nations

No Close Allies

Free Nations

No Close Allies

Free Nations
Free Nations

No Close Allies
No Close Allies

Grand Coalition
Grand Coalition
Grand Coalition
Grand Coalition
Grand Coalition
Grand Coalition
Grand Coalition
Grand Coalition

No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies
No Close Allies

Royal Australia
Dominion of Canada
Polish-Lithuanian Commonwealth
Free Hellenic Kingdom
Republic of Egypt
Portuguese Empire
Spanish Republican Confederacy
Indian Raj

135

SECTION D11 ALLIED BATTLE GROUPS

Mercenary Combined Forces

Mercenaries are also known to use other Mercenary


Factions, particularly if their patron has paid for an
extensive operation that exceeds their own resources.
A Mercenary Core Force may take any other
Mercenary Battle Groups from their Factional
Alignment as Close Allies.

Allied Mercenaries
When all else fails and a nation has nowhere else to
turn, money can buy the loyalties of a few good men....
at least for a time. Nations have the chance to hire
Mercenaries to assist in their operations but should
always be mindful that these forces are often little
better than brigands, willing to hire themselves out to
the highest bidder and as such should never be trusted!

Allied Mercenary Battle Groups never gain a


bonus die for the Commodores presence
when resolving Disorder Tests.

OPERATIONAL ASSETS
These are elements of the game that exist outside
of the standard Order of Battle for all Powers and
Factions. They may be elements such as landing barges,
support carriers, reconditioned escorts, oil rigs,
factories, and any other myriad of esoteric things that
find their way into the Dystopian Wars world!

Allied Mercenary Battle Groups may only be


taken by Core Forces that follow the same
Factional Alignment.
Unless part of a Mercenary Combined Force,
Allied Mercenary Battle Groups are always
taken from the 40% Non-Core part of the
MFV.
Allied Mercenary Battle Groups do not gain the
benefit of Command Abilities or Doctrine
Abilities.
Unless otherwise stated, no Mercenary Battle
Groups are permitted to have Tactical Action
Cards played upon them.

Operational Assets are always taken from the


40% Non-Core part of the MFV, but do not
require the creation of a Battle Group, and
so do not follow the stipulation of requiring
ONE Capital Squadron and ONE NonCapital Squadron to be present.
Operational Assets do not gain the benefit of
Command Abilities or Doctrine Abilities.
Unless otherwise stated, Operational Assets
are not permitted to have Tactical Action
Cards played upon them.
Operational Assets never gain a bonus die for
the Commodores presence when resolving
Disorder Tests.

MERCENARY FORCES TABLE


Mercenaries

Faction

Factional Alignment

Black Wolf
Commonwealth of Free Australia
East India Merchant Company
The Honourable Eclipse Company
Garibaldis Legion
The Order of Honourable Gentlemen
League of Crimson
League of Italian States Separatists

Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary
Mercenary

Any (except Russian Coalition)


Imperial Bond
Grand Coalition/Free Nations
Any
Grand Coalition/Free Nations
Imperial Bond
Any
Any

OPERATIONAL ASSETS TABLE


Operational Assets
Landing Barges
Merchant Fleet
Scenario Buildings

Faction

Factional Alignment

Any
Any
Any

Any
Any
Any

136

SECTION D11 ALLIED BATTLE GROUPS

MULTI-PLAYER GAMES
One of the great things about Dystopian Wars is the
ability to play the game with lots of friends all at the
same time. Whilst it is possible to play games using the
alternating activation mechanic where multiple players
are acting to achieve their own ends, it is far better to
have players join forces in order to bring the fight to
the enemy! This has the benefit of allowing the game
to flow faster and encourages the use of narrative
storytelling for larger, more impressive games!
Of course we wouldnt want to get in the way of any
creativity from players, but here are a few suggested
rules to use when deciding to play a huge multiplayer
game:

Divide the Players into 2 Sides

As mentioned in the introduction, it IS possible to


for players to simply play the alternating activation
mechanic but it is much better to divide the players
into equal numbers as much as is possible and face the
two Sides off against each other. This can usually be
achieved by use of the Factional divisions in the game,
but in some cases this might not be possible given the
Forces present: players are simply encouraged to divide
their players and their forces as best they can!

Predetermine the Total MFV

The Total amount of MFV should be set ahead


of time to allow players to divide up the Total MFV
amongst themselves, so that each player knows how
big their own MFV is for the upcoming game. This helps
get players to the table quickly with their Forces ready
to go! As much as is possible each player should have
the same MFV to draw upon, however in cases where
an odd number of players exist, the MFV available to
each player should be altered to accommodate.

Use Strategic Forces if agreed upon


Both Sides should agree if they are planning to use
Strategic Forces (see Page 21) before the players
arrive to play; so someone does not pick their forces
with Flanking, Advance or Reserves in mind only
to find they cant use them!

Local Support is NOT used

Use the Side Activation Mechanic


In games where players might wish to use thousands
of points worth of Models, having each player take a
turn one after another would simply take far too long!
Instead of this we suggest players take the following
steps:

Each Side totals their number of players


This is their Side Activation Number.
When a side is called upon to Activate,
each player on the Side takes at least ONE
Activation. If a side has less players than the
other then they must nominate another
Squadron in their Side to Activate so that
the number of Side Activations are even
where possible.
This process continues until all Activations are
completed.
A player on a Side cannot target an enemy
Model with Gunnery or Boarding if it has
already been targeted by another player from
the same side during the current Activation.

TAC Cards Distribution


In large Multiplayer games, players will have access to
their own Tactical Action Cards as normal, with the
number available to each player depending on the size
of their individual MFV. Remember that no TAC can be
played on an Ally unless otherwise stated.

Set a Victory Point Target for each Side


Rather than each player attempt to achieve a
personal Fleet Order in the game, it is usually better
to set a predetermined Victory Point (VP) Target
at the start of the game for each side to aim for. One
player on each side should be nominated to keep their
own sides VP Total and should be notified if VPs are
scored by their Side so that the total can be amended!

Be Generous
With so many Models on the Tabletop, and lots of
munitions flying about, its important to be generous
when opponents are trying to do things like setting up
Fixed Channel Weapons, Ranges, and Measurements:
you might not be invited back if you are nit-picking
everything!

No players gain the use of either Local Air Support


or Local Infantry Support.

137

SECTION D12 MULTI-PLAYER GAMES

USING THE OBJECTIVE


MARKERS
One of the great ways to differentiate the
Multiplayer Game from a Standard Game is the
use of Objectives. The resin Objective Markers are
intended for use when playing Multiplayer Games,
in certain Scenarios such as those found within the
various Dystopian Wars Campaign Guides, or those
Scenarios you have devised yourself.
These markers are used in conjunction with
the Event Deck as described below, to make any
Scenario or game type more fun and unpredictable.
This is achieved by placing a number of the Objective
Markers on the Tabletop as Secondary Objectives,
representing the bonus goals your Force can achieve
whilst they fulfill their principal Victory Conditions.

Using the Event Deck

Objective must be placed entirely within D6" of the


centre of the Tabletop, the second must be placed
entirely within 2D6" of the centre of the Tabletop, the
third within 3D6" and so on. An Objective CANNOT
be placed within any area of Terrain that would be
considered Impassable to either players Core Force.
This method is fairer than Method 1, whilst still
allowing some tactical placement. However it is a little
more time consuming.
Once all Secondary Objectives have been placed,
thoroughly shuffle the Event Deck, and place it to one
side before moving on to Model Deployment.

Capturing Secondary Objectives


If a Squadron finishes its movement with one or
more of its Models with any part of it within 2" of an
Objective Marker, the controlling player can choose to
attempt to capture the Objective.

If both sides have agreed to use the Event Deck to


spice up your game, you first need to determine how
many Secondary Objective Markers you are going to
place. This is determined randomly, based on the size
of game you are playing:
Important Note: the table below is intended as a guide.
Feel free to modify the contents for your own Scenarios
as you see fit.
Once you know how many Secondary Objectives
have been generated, you need to place them on the
Tabletop. This is performed after setting up the Terrain,
but before any player begins Deployment. Both sides
should agree upon one of the following two methods
for Secondary Objective placement:
Method 1: Player Determined
Starting with the player who rolled highest on a single
D6, players alternate placing Objectives anywhere on
the Tabletop until all have been placed. An Objective
CANNOT be placed within 8" of another Objective
or within any area of Terrain that would be considered
Impassable to either players Core Force.
This method is the quickest and simplest. However,
it is less likely to create dynamic Scenarios than the
second method.
Method 2: Central Grouping
Starting with the player who rolled highest on a
single D6, players alternate placing Objectives on the
Tabletop until all have been placed. What makes this
different from Method 1, however, is that the first

To do so, they must roll 3D6, scoring successes


on rolls of 4, 5 or (RED) 6 as normal. If they
roll two or more successes, the Objective has
been captured, remove the Objective Marker
from the Tabletop and draw a Card from the
Event Deck.

Important Note: to keep track of which Model


captured the Secondary Objective, it may be helpful to
place the Marker adjacent to the Model for the remainder
of the game.

Playing Event Cards


There are two kinds of Event Cards:

Instantaneous
Banked.

Any Event Cards which state This card is instantaneous


MUST be played as soon as they are drawn. Reveal the
card and resolve the stated effects IMMEDIATELY.
Any Event Cards which state This card can be Banked
are instead added to your hand of Cards, and may be
played just like a Tactical Action Card.
An Event Deck and Resin Objectives can be
purchased from the Spartan Games Web Store at www.
spartangames.co.uk
Alternatively players can download the Event Deck
for free from www.spartangames.co.uk and make
some of their own themed objectives!

138

SECTION D12 MULTI-PLAYER GAMES

MFV Size per Side


1500 Points or less
1501 to 2000 Points
2001 to 3000 Points
3001+ Points

Number of Secondary Objectives


D6
D6 + 3
2D6
2D6 + 3

139

DYSTOPIAN WARS 2.0 REFERENCE SHEET


SET UP
1: Strategic Advantage

Opposed 2D6 Test Winning Player has Strategic Advantage, other has Operational.

2: Board Size

48" x 24" width for each 500 Game Points per Side.

3:Terrain Placement

Divide Board into 24" x 24" section, each player has a piece of terrain there on a die roll of 5 or 6.
Player with Strategic Advantage determines who places a terrain piece first.

4: Board Edges

Player with Strategic Advantage picks long Board edge, Operational Advantage picks Flank.
Advance Deployments Player with Strategic Advantage picks who places a Squadron first.
Main Deployment Player with Operational Advantage picks who places a Squadron first.

5: Deployment

Flanking Units Arrives on Turn D3 Player with Operational Advantage may re-roll D3.
Reserve Units Arrives on Turn D3 Player with Strategic Advantage may re-roll D3.

6: Field orders

Draw Field Order and make any necessary announcements.

7: Choose TACs

Hand is 2 Cards plus 1 Card per full 250 Game Points, up to a maximum of 10 Cards.

ORDER OF PLAY AT THE START OF EACH TURN.


1: TAC Segment.

2: Late Arrivals Segment.

3:Determine Initiative.

4: First Activation.

SQUADRON ACTIVATIONS EACH SQUADRON GOES THROUGH THESE SEGMENTS.


1: Command Segment.

2: Movement Segment.

3: Firing Segment.

4: Boarding Segment.

5: Disorder.

END PHASE AT THE END OF EACH TURN


1: Compulsory
Actions

2: Damage Repair

3: Persistent Effects

4: Restore Order

5: Check End of
Game

6: Next turn

- Derelicts lose HP or
Crash
- Derelicts, Prized and
Salvaged models drift

- Attempt to fix Critical


Hit Effect Markers.
4+ required unless
MAR applies.

- Attempt to fix
Persistent Effect
Markers. 4+ required
unless MAR applies.

Any Disordered
squadron Lose D3 AP
or HP (any mixture)
and regain Order.

Check if either player


has met their victory
conditions.

If no Victory achieved,
move on to next turn.

MOVEMENT SEGMENT
1: Movement declarations

2: Movement and Manoeuvre

3: Movement Consolidation

Special Movement Actions


Must be declared.

Deploying Embarked Models

Ramming

- Low Speed Manoeuvres Must have Low Speed marker.

- Dead Slow Up to 2" move, making any allowed turns.

- Static Turn Rotate around centre


point up to 90 degrees.

140

Changing Height Levels

DYSTOPIAN WARS 2.0 REFERENCE SHEET


THE FIRING SEQUENCE
1: Declare Attacks
Declare Attacks.

2: Declare
Counter attacks.

3: Resolve
Auxiliary Fire.

4: Resolve
Ordnance Fire.

5: Firing
Consolidation.

BASIC TO HIT NUMBERS


Height Level of Target/
Firer

Stratospheric

Obscured

To-Hit Value

RED (6)

5, RED (6)

Infantry Downgrade
RED 6's to BLUE 6's.

Support Aircraft have their own modifiers.

Surface or Flying

Submerged

Deep Diving

4, 5, RED (6)

5, RED (6)

RED (6)

Most Ordnance cannot


fire to or from Deep
Diving.

Most Ordnance Weapons are Partially Blocked


when Firing at the Submerged Height Level.

TO HIT MODIFIERS.
NEGATIVE

POSITIVE

Elusive Target (Non-Capital Models)

-1

Target Painter Hit on Target Model

+N

Difficult Target (From Capital Models)

-2

Firer has Hunter (Target Model)

+N

Small Target (From Capital Models)

-1

Target is Spotted (IDF only, 4+ at best)

+N

Primary Weapon at Range Band 1

-1

Firing at a Structure

+1

Primary Weapon Firing Indirectly

-2

Target has Low Speed Manoeuvre Game Marker

+1

Bombards or Mortars Firing Indirectly

-1

Target covered by Cloud Generator

-1

Target is Wave Lurking

-1

Important Note: This is a summary table, each modifier is explained in full in


the relevant section of the rules.

INDISCRIMINATE ATTACKS

CARRIER ACTIONS

They are:

They Ignore:

Action

Carrier points

Attacks using templates.

All To-Hit Modifiers.

Re-Arm

2 per Squadron

Collisions and Rams.

Armour MARs.

Re-Task

3 per Squadron

Mines.

Defensive Generators.

Replenish

1 per Wing Recovered

Relaunch (Drones only)

1 per Wing Launched

They use Basic To Hit values, or as noted for weapon.

141

DYSTOPIAN WARS 2.0 REFERENCE SHEET


THE BOARDING SEQUENCE
1: Nominate Targets
and Assault Groups

2: Anti Boarding
Declarations

3: Anti Boarding fire

4: Close Quarters
Battle

5: Determine Victors

6: Boarding
Consolidation

Each Model forms ONE Assault group, which may be Aggressive, Re-crewing, or Repair if allowed

BOARDING TO HIT TABLE


Crew Type

Attackers To Hit Number

Defenders To Hit Number

Elite

3, 4, 5, (RED) 6

3, 4, 5, (RED) 6

Aggressive

3, 4, 5, (RED) 6

4, 5, (RED) 6

Reckless

3, 4, 5, (RED) 6
* Opposing AP gain a +1 To Hit Modifier

3, 4, 5, (RED) 6
* Opposing AP gain a +1 To Hit Modifier

Regular

4, 5, (RED) 6

4, 5, (RED) 6

Stoic

4, 5, (RED) 6

3, 4, 5, (RED) 6

Defensive

5, (RED) 6

4, 5, (RED) 6

Conscripted

5, (RED) 6

5, (RED) 6

Non-Combatant

(RED) 6

(RED) 6

BOARDING SUCCESS TABLE


Result

Effect

Description

Defender rolls more Hits and the Defender's AP is not


wiped out.

Attack Routed

Target Model AA's /CC's attack Retreating AP before they


return to their models

Both Attacker and Defender roll the same number of Hits


and both sides have AP remaining.

Attack Repelled

Remaining Attacking AP return to their Models.

Attacker rolls more Hits, but does not wipe out the
Defender's AP.
OR
Both sides have been wiped out

Sabotage *

Remaining Attacking AP return to their Models, and Sabotage


their Target

Defender AP is wiped out and Attacker AP remains.

Victorious!

Attackers may Sabotage/Derelict their Target and return to


their Models, or may Prize capital, non Robot Models

* Sabotage: Attacking AP retreat, and target model takes a Critical hit during Boarding Consolation.

ROBOT BOARDING
- Robot Attacking Anti Boarding AA/CC against Attackers DR/CR
Attackers AP rolls against Targets DR/CR
Defenders AP Does not Fight!

- Robot Defending Defenders AA/CC as Normal


Attackers AP rolls against Targets DR/CR
Defenders AP Does not Fight!

Robot vs Robot AA/CC is directed against the Attackers DR/CR. Both roll AP vs Opposing
DR/CR simultaneously.

APPLYING DAMAGE
1: Determine form of damage, if any.

2: Apply all DR damage results.

3: Apply CR damage results, one at a time.

DISORDER TESTS: In Disorder segment, no more than one per activation. Roll 3 RED D6, requiring 1+ pass initially.
Disorder Test needed if:

Extra pass needed if:

Modifications to disorder test

Model in squadron is Lost

Squadron at or under Half Strength

Fearless MAR Auto Pass

Commodore Lost

Commodore Lost

Die Hard MAR: +1 die for test

Out of Coherency in Disorder Segment

Out of Coherency

In Commodore Range: +1 die for test

MARs/Scenario Condition
Disordered Squadrons CANNOT have TACs played upon them by their controlling player, initiate ANY Boarding Action, use ANY Firing Options
other than Standard Fire, perform Carrier Actions, have a Combat Patrol or Disembark Units.

142

DYSTOPIAN WARS 2.0 REFERENCE SHEET

CRITICAL HIT TABLE


2D6
Dice
Roll

Result

HP
Loss

Critical Effect

Repair
?

NO

Magazine
Explosion

D3+2

If this Model is Scrapped as a result of the HP loss from


this Critical Hit, any Models within 4" of any point of the
Model, regardless of Height Level, are subjected to an
Indiscriminate Attack, with a To Hit roll of 4, 5, or (RED)
6. The number of Attack Dice (AD) is equal to DOUBLE
the initial Hull Points (HP) value of the Scrapped Model.

Raging Fire

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


Raging Fire Persistent Effect Markers.

YES

Shredded
Defences

This Model has its Ack Ack (AA) and Concussive


Charges (CC) reduced to 0. Place the Shredded
Defences Critical Effect Marker on the Model.

YES

Generators
Offline

This Model cannot use any of its Generators. Place the


Generators Offline Critical Effect Marker on the Model.

YES

Weapons
Damage

The Attack Dice (AD) Value of all Primary and


Secondary Weapons on this Model are reduced by HALF.
Place the Weapons Damage Critical Effect Marker on
the Model.

YES

Hard
Pounding

This Model loses D3 Assault Points (AP)

NO

Engine
Failure

The Movement (Mv) of the Model is reduced by HALF.


Place the Engine Failure Critical Effect Marker on the
Model.

YES

Navigational
Lock

This Model can only move DIRECTLY ahead. Place the


Navigational Lock Critical Effect Marker on the Model.

YES

10

Chaos and
Disarray

This Model cannot use Tertiary Weaponry, deploy Mines,


Initiate any Boarding Actions, or perform Carrier
Actions. Place the Chaos and Disarray Critical Effect
Marker on the Model.

YES

11

Fusion Leak

This Model gains D3 Corrosion Persistent Effect


Markers.

YES

The Model Teleports in a random direction using the


Random Displacement Template, moving the Model
3D6" in the direction indicated. The Model is then
placed facing in a random direction using the Random
Displacement Template once more.
12+

Sturginium
Flare

D3+1

A Model automatically Collides if, as part of a


Teleportation, it is placed touching a Model, or touching
Terrain that is considered to be Treacherous to it.
A Model is automatically Scrapped if, as part of a
Teleportation, it is placed touching Terrain that is
considered to be Impassable to it.
A Model that is Scrapped due to HP Loss does not
Teleport, and is removed from play instead.

143

NO

GAME MARKERS IN
DYSTOPIAN WARS

Prized
This Game Marker is used to denote a
Model that has been successfully Prized by
an Aggressive Boarding Action.

Assault Points (AP) Loss


Green Numbers denote the APs that have been
Lost by a model. A Model must use multiple
Game Markers to represent higher levels of
Crew loss! Should a Model lose ALL of its APs,
the Green Zero should be used to denote the
Models vulnerability to a Boarding Assault!
Hull Points Loss
The Red Numbers on this Game Marker
denote Hull Points Loss that a Model has
suffered. Under extreme levels of damage, a
model must use multiple Game Markers to
represent debilitating levels of hull Damage.
Raging Fire
This Game Marker is used to denote the
Raging Fire Persistent Effect. Fires that
rage unchecked across a model will eliminate Crew
and structural integrity at a terrifying rate.
Corrosion
This Game Marker is used to denote the
Corrosion Persistent Effect. This effect
can cause a Model to quite literally fall apart!
Lightning Rod
This Game Marker is used to denote the
Lightning Rod Persistent Effect, applied
most commonly using Speerschleuder Tesla Weapons!
Target Painted
This Game Marker exists until the End
Phase of the Game Turn it is applied.
Until that time firing Models will gain bonuses to hit
with Targeted Attacks when directing against the
Marked Model. Very often a Model that has been
Target Painted is easy meat for enemy gunners!
Spotted
This Game Marker exists until the End
Phase of the Game Turn it is applied. This
Game Marker denotes a target that has
been successfully Spotted using a Spotting Test,
allowing the Model to be targeted by Indirect Fire.
Multiple Spotted Game Markers may be applied to
a Model from multiple successful Spotting Tests.
Disordered
This Game Marker is used to denote
a Model/Squadron that is suffering from
Disorder.

Salvaged
This Game Marker is used to denote
a previously Prized Model that has been
successfully recaptured/Salvaged by an Aggressive
Boarding Action.
Derelict
This Game Marker denotes a Model that
has been taken out of action, but is neither
a Prize or a Salvage. Such Models are prone to self
destruction as their critical systems are left unattended,
and as such will decay over time.
Commodore
This Game Marker denotes the Model in
the Force your Force Commodore has
elected to use as their Flagship. Using this Game
Marker allows both players to remember who is
really in charge as battle is joined!
Mines
This Game Marker is used to denote the
presence of a Mine on the Tabletop.
Vulnerable
This Game Marker is used to denote
Models that have developed a fault in their
superstructure or are inherently unstable anyway!
Low Speed Manoeuvre
This Game Marker denotes a Model that is
executing a Low Speed Manoeuvre.
Ordnance Away!
This Game Marker is used to denote
Models that have deployed their munitions
and are unable to fire them again! In the case of
Support Aircraft Squadrons this can be alleviated
by rearming with a Carrier Model.
Shredded Defences
This Game Marker denotes a Model that
is suffering from a Shredded Defences
Critical Effect. The Model is unable to use Ack Ack
or Concussion Charges, counting both as being 0.
Generators Offline
This Game Marker is used denote a Model
that is suffering from a Generators Offline
Critical Effect.

144

Navigational Lock
This Game Marker is used denote a Model
that is suffering from a Navigational Lock
Critical Effect.
Engine Failure
This Game Marker is used denote a Model
that is suffering from an Engine Failure
Critical Effect.
Weapons Damage
This Game Marker is used denote a Model
that is suffering from a Weapons Damage
Critical Effect.

Submerged
This Game Marker is used to denote
Models that inhabit the Submerged Height
Level. Models that occupy the Deep Diving
Height Level should be given TWO Submerged
Game Markers.
Obscured
This Game Marker is used to denote models
that inhabit the Obscured Height Level.
Models that occupy the Stratospheric
Height Level should be given TWO Obscured
Game Markers.
Activation Marker
This Game Marker is used to denote
Squadrons that have completed their
Activation.

Chaos and Disarray


This Game Marker is used denote a Model
that is suffering from a Chaos and Disarray
Critical Effect.

GAME TEMPLATES IN DYSTOPIAN WARS


Large Effect Template

Large Turning Template

Medium Turning Template


RandomDetermination Template

Small Turning Template

Energy Template

45 Degree Turning Template

Small Effect Template

145

INDEX
Action
36
Activation Marker
7, 16, 24, 85, 104, 119, 126
Activation Phase
37
Ack Ack
71
Allies
20, 134
Attachments 15, 18, 21
Attack Sequence
60
Attacks

Generator Strikes
96

Indiscriminate Attack
38, 49, 65, 68-9, 74, 96, 100,

106

Targeted Attack
38, 62, 88, 90-3, 100, 123, 144
Battle Group
21, 26-7, 30, 134, 136
Boarding Action Segment

Aggressive Boarding Action
14, 71, 76, 77-8, 81, 88, 92-4,

96, 100, 119-22, 124, 126

Friendly Boarding Action
77, 120, 124, 130

Re-Crew Boarding Action
77, 95

Repair Boarding Action
77, 130

Robot Boarding Action
92, 120-122
Bomb Ordnance
67
Bombards
67
Capital
21, 62, 80, 90, 93, 127-8, 132,

134, 136
Carrier Actions
118

Re-Arm
113, 118

Replenish
112, 118

Re-Task 118
Carrier Model
116
Crew Types
79
Collisions
14, 19, 38, 48, 45-51, 76-7, 106

110, 115, 120, 124, 129, 131

Disengaging 49, 50-51

Evading
49

Ram
14, 38, 48, 49-51, 84, 95, 115,

120, 124, 129, 131
Combat Patrols
18-19, 41, 77, 80, 90, 113, 125
Command Segment

Command Coherency
37, 41, 44

Command and Control
37, 44, 96, 118-9, 133

Command Consolidation 37, 44
Commodore
18, 20-2, 26, 28, 30, 32, 41,

119, 132-133, 136, 144

Command Abilities
132, 134

Doctrine Abilities
132, 134
Concussion Charges
71
Damage
38, 124

Critical Effects
39

Critical Hit
14, 38-9, 79-80, 96, 119, 121,

128

Critical Hit Table
9, 14, 79, 143

Critical Rating (CR)
14, 38

Damage Rating (DR)
14, 38

Damage Repair
84

Persistent Damage
84
Designation

Fortification
21, 27, 62, 67, 93, 125, 127,

131

Infantry
19-21, 27, 46-7, 61, 70, 90,

108, 110, 123-7, 131, 137

Model
6, 127, 131

Robot
76-81, 92-3, 120-2, 127,

131
Deployment
21, 24, 25-7, 36, 112, 116, 131,

138

Advance Deployment 26

Flanking Force
21, 24, 26-7, 36, 47

Main Deployment 26

Order of Deployment
27

Reserve Force 22, 27

81
Derelict Models
Dice

Basic
9, 93

D6
8

D3
8

Exploding
8-10, 49, 61-2, 66-7, 72-4, 77,

90-92, 106, 121-3, 133

Heavy
8-9, 61-2, 66-7, 73, 115, 123

Initial
8-10

Modifiers
8, 61-62

Opposed
9, 36

Re-Roll
9

XD6
9
Disorder
18-19, 37, 40-1, 44, 47, 76, 85, 115,

126, 129, 132, 136, 144
Drones
119
End Phase
16, 19, 28, 33, 36-8, 40-1, 73,

81, 84-5

Raging Fires
85

Corrosion
85
Energy Blast
68
Energy Weaponry
68
Field Orders
24, 28, 32, 85, 106
Fire Arcs
52
Firing

Aggressive Counter Attack 58-59, 71, 115, 126, 128

Defensive Counter Attack
38, 58-59, 62, 64, 67, 71, 91

Effective Attack Dice 60-1

Initial Attack Dice
60-65, 94, 101

Profile Attack Dice
14, 60-1, 68
Firing Segment
58
Firing Options
41, 58, 61-62, 63-8, 70, 72-3, 75,

77, 114, 126

Area Bombardment
7, 61, 64-65, 67, 88

Combined Fire
58-59, 61, 64, 70, 72, 90, 94,

114, 123

Concentrated Bombing
58, 61, 65, 67, 128

Indirect Fire (IDF)
54, 61, 64-6, 73, 101, 108

Linked Fire
58-9, 61, 63-4, 75, 77, 126

Standard Fire 41, 63, 68-70
Flamethrower Weaponry
70
Force List
18, 20-22, 24, 30, 32, 37

113-4, 124, 132
Functions

Burrowing
14, 27, 45, 127, 128-130

Diving
14, 27, 45, 61, 90, 127, 128-9, 131

Escort 15, 18, 41, 127, 129

Landing Craft
19, 127, 129

Low Level Flyer 127, 129-30

Multi-Purpose
111, 127, 129

Repair
60, 77, 127, 130

Surface Skimming 127, 129-30

Wave Lurker 127, 130-1
Game Marker
7, 44, 84-5, 143, 144-145

Critical Effect
84, 143, 144-145

Persistent Effect
37, 71, 84, 97, 130, 133
Game Set-Up

Advance Forces
21, 26-7

Board Edges
24-5, 47

Board Size
24

Common Agreements
20, 104

Complexity of Composition
20

Core/Non-Core Force
20-23, 123, 127, 134, 136, 138

Deployment
21, 24, 25-7, 36, 112, 116, 131,

138

Field Orders 24, 28, 32, 85, 106

Flanking Force
21, 24, 26-7, 36, 47

Force Composition
20-21, 30, 127, 131

Force List 18, 20-22, 24, 30, 32, 37

113-4, 124, 132

146

INDEX

Local Support (Air and Infantry) 20, 21-22, 27, 112-3, 116, 123,

137

Main Force 20-21, 26, 125

Maximum Force Value (MFV)
20-22, 24, 85

Operational Advantage
24-27, 36

Reserve Force 22, 27

Strategic Advantage
24-27, 36

Strategic Force 20, 21-22, 36, 137

Tactical Action Card Deck 20-22, 30

Terrain Placement
24-25, 104

Theatre of Engagement
20
Game Turn
36
Generators 54, 96-102

Defensive 62, 100

Offensive
99

Standard
97
Heat Weaponry
70
Height Bands
10-12

Aerial 10-12

Surface 10-12

Diving 10-12
Height Level

Stratospheric
11-12, 27, 45, 61, 93, 108, 115,

141, 145

Obscured
11-12, 27, 45, 61, 108, 115, 120,

126, 141, 145

Flying
11-12, 17, 45, 61, 74-5, 93, 115,

126

Surface
11-12, 19-20, 27, 45, 48, 54-55,

58, 61, 75, 94, 98, 101, 104, 111

Submerged
11-12, 27, 45, 58-9, 61, 65, 74,

88, 92-3, 108, 114, 128-9, 131,

141, 145

Deep Diving
11-12, 27, 45, 56, 58, 61, 90, 93,
114, 141, 145

Infantry
123-125
Hull Points (HP)
39
Initiative
9, 19, 36-7, 84
10, 52-8, 60-1, 64-8, 75-6, 88,
Line of Sight

93, 97-98, 100, 104, 106-8, 110-2,

127, 131
Model Assigned Rules
15, 88-95
13-15
Model Profile
Model State
16

Activated 7, 16, 19

Drifting
16, 37, 73, 84, 105

Lost
16, 18-9, 28, 32, 41, 47, 81, 85,

119, 123, 126

Ready to Activate 7, 16, 97, 126

Scrapped
9, 14, 16, 28, 39, 41, 46, 59, 84,

92, 106, 120, 124-5, 129, 131,

143
Movement

0" Movement 46

Changing Height Levels
45, 49, 128

Collisions and Rams
48-51

Controlled Contact
48, 51, 90, 106, 120, 123-4, 129

Disembarking
19, 41, 47, 89-90, 142

Infantry and SAS Movement 46

Low Speed Manoeuvres
47

Maximum Movement 46

Minimum Movement 45

Moving Backwards 47

Moving Off the Tabletop
47

Moving Onto the Tabletop 47

Path of Least Disturbance 47

Snaking 46

Swift Manoeuvres
49, 51, 91, 128, 130-1

Turning 45-6
Mortars
67

147

45
Movement Segment
Multi-Player Games
33, 137-9
Objective Markers
138
Operational Assets
136
Order of Play
36
Particle Accelerators
69
Pre-Turn Phase
36
Prize Models
81
Range Bands
10
Robots
See Designation, Robot
Rocket Ordnance
66
Salvage Models
81
Scrapyard
9, 16, 32-3, 39, 47, 49, 85, 106,

116, 118-9
Squadrons
7, 11, 18-22

Disordered Squadrons
41

Mixed Squadrons
18

Squadron Activation Order
19-20

Squadron Size
15
Speerschleuder
71
Support Aircraft Squadrons
112-9

Interception Attack 71, 115

Dogfight
71, 113, 115-6

Aces
21, 85, 113-4, 116, 118-9

Duelling 85, 116
Tactical Action Cards
9, 19-22, 24, 28, 30-3, 36,

38, 41, 44-5, 60-1, 63-4, 134,

136-8
Templates
7
Tesla Weaponry
70
Terrain
104-111

Elevation Bonus 69, 106-10, 129

Indestructable Terrain
104

Major Surfaces
25, 51, 67, 104-5, 107, 110-1,
128, 131


Minor Surfaces 104-105, 108, 110-1, 129

Terrain Features 104-5, 107-8, 110-1, 125, 129,

131

Terrain Quality
105, 110-11, 128-9

Terrain Size
106
Torpedo Ordnance
67
Volley Guns
71
Weapon Mounting
54
Weaponry

Auxiliary
39, 54-5, 58-61, 63-4, 66, 71-2,

75-6, 81, 96, 123

Mines
14, 27, 38, 58, 60, 63, 66, 71,

73, 74-5, 92, 98-9, 129, 141

Node Projectors
75, 100

Primary
14, 55, 61-3, 65, 66, 67-8, 76,

141

Secondary
14, 55, 63, 66, 67-8, 76, 143

Special Munitions 72-3

Specialised 68-71

Tertiary
14, 55, 60, 66-8, 76, 96, 143

The contents of this book are


Copyright Spartan Games 2014-2015.
All rights reserved.
January 2015 Digital Admiral Edition